T H O R A. T H O R S O N J R .

A N D MAT T NO R T O N
T A B L E O F C O N T E N T S
P A G E 2
T A B L E O F C O N T E N T S
BI BLI OGRAPHY
SPECI AL THANKS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
DI SCLAI MER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
I NTRODUCTI ON
CONFEDERACY OF INDEPENDENT SYSTEMS. . . . . . . . 11
GALACTI C REPUBLI C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
THE JEDI ORDER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
THE SI TH. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
THE BENDU. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
BLACK SUN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Pri nce Xi zor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
NEW CORE CLASS: JEDI SENTI NEL. . . . . . . . . . . . . . . . . . . 14
Jedi Sent i nel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Exploits..............................................................................................15
Characteristics....................................................................................15
Background........................................................................................15
Game I nf ormat i on. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Abilities..............................................................................................16
Vitality................................................................................................16
Class Skills.........................................................................................16
Cl ass Feat ures. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Starting Feats.....................................................................................16
Equipment..........................................................................................17
Force Training....................................................................................17
Force Immunity..................................................................................17
CHAPTER 1 – CHAOS OF THE SI TH
TI MELI NE OF THE RI SE OF THE EMPI RE INFI NI TI ES,
PT. 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
0 ABN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
2 ABN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
4 ABN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
5 ABN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
6 ABN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
8 ABN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
9 ABN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
FAA. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Descri pt i on . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
History ...............................................................................................23
People.................................................................................................23
Locations............................................................................................24
QUI - GON JI NN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
ANAKI N SKYWALKER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
DARTH MAUL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
DARTH TYRANUS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
PRESI DENT DOOKU. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
PADMÉ AMI DALA- SKYWALKER. . . . . . . . . . . . . . . . . . . . . . . . . 31
CHANCELLOR PALPATI NE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
JEDI COUNCI L. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Mace Wi ndu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Yoda. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Qui nl an Vos. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Aayl a Secura. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Ceri La. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Ki t Fi st o. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Shaak- Ti . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Adi Gal l i a. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
St ass Al l i e. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Agen Kol ar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Nej aa Hal cyon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Kal Remos. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
JANGO FETT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
AURRA SI NG. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
ZAM WESELL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
DEXTER JETTSTER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
ADVENTURE HOOKS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Um, Di d I Mi ss Somet hi ng? Part I . . . . . . . . . . . . . . . 47
Um, Di d I Mi ss Somet hi ng? Part I I . . . . . . . . . . . . . 48
Um, Di d I Mi ss Somet hi ng? Part I I I . . . . . . . . . . . . 48
CHAPTER 2 – THE CLONE WARS
HAVE BEGUN!
TI MELI NE OF THE RI SE OF THE EMPI RE INFI NI TI ES,
PT. 2. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
10 ABN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
GENERAL GRI EVOUS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
T A B L E O F C O N T E N T S
P A G E 3
GENERAL GRI EVOUS' STARFI GHTER. . . . . . . . . . . . . . . . . . 53
Bel bul l bab- 22. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
NEW SPECI ES: KALEESH. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Kal eesh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Personality .........................................................................................53
Physical Description ..........................................................................54
Kaleesh Homeworld...........................................................................54
Language............................................................................................54
Example Names.................................................................................54
Adventurers........................................................................................54
Kalee Species Traits............................................................................54
KALEE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Descri pt i on . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Hi st ory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Peopl e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Locat i ons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Corporate Refineries ..........................................................................57
Jungle Region ....................................................................................57
Slave Mines ........................................................................................57
COMMANDER CZAR. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
COMMANDER CZAR' S CAPI TAL SHI P. . . . . . . . . . . . . . . . . . 58
The Renegade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
REPUBLI C LOYALI STS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Mas Amedda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Sl y Moore. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Ask Aak. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Bai l Organa. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Mon Mot hma. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Orn Free Taa. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
SEPARATI ST PATRI OTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Archduke Poggl e t he Lesser. . . . . . . . . . . . . . . . . . . . . . . . 64
Shu Mai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Nut e Gunray. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
San Hi l l . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Po Nudo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Wat Tambor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Passel Argent e. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
SEPARATI ST DROI D TROOPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Advanced Dwarf Spi der Droi d. . . . . . . . . . . . . . . . . . . . . 69
Sni per Droi d. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Assaul t Droi d. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Bakt oi d Combat Aut omat a B1- A Seri es . . . . . . . . 70
Bakt oi d Combat Aut omat a B2- A Seri es. . . . . . . . . 71
Droi deka, Mk I I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
I G- 100 MagnaGuard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
VEHI CLES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
AT- RT Wal ker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
BAW HAG (Heavy Art i l l ery Gun). . . . . . . . . . . . . . . . . 72
BAW MUT (Mul t i Ut i l i t y Transport ). . . . . . . . . . . . 73
CAD (Corporat e Al l i ance Droi d). . . . . . . . . . . . . . . . . . 73
Rot hana Heavy Engi neeri ng RTT (Republ i c
Troop Transport ). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Juggernaut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Droi d Gunshi p. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
STARFI GHTERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Geni vex- cl ass “Fan Bl ade” St arf i ght er. . . . . . . . . . 75
Tri - Fi ght er. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Mankvi m- 814 I nt ercept or . . . . . . . . . . . . . . . . . . . . . . . . . . 76
CAPI TAL SHI PS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Venat or- Cl ass St ar Dest royer . . . . . . . . . . . . . . . . . . . . . 76
Recusant - cl ass Li ght Dest royer. . . . . . . . . . . . . . . . . . . 77
Muni f i cent - cl ass Fri gat e. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
The I nvi si bl e Hand. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
ADVENTURE HOOKS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Cri mes of t he Rebel l i ous. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Kojo Ayo.............................................................................................79
CHAPTER 3 – A LULL I N THE WAR
TI MELI NE OF THE RI SE OF THE EMPI RE INFI NI TI ES,
PT. 3. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
11 ABN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
NEW WEAPONS AND EQUI PMENT. . . . . . . . . . . . . . . . . . . . . 83
ACP Array Gun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
ACP Repeat er Gun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
LS- 150 Heavy ACP Repeat er Gun. . . . . . . . . . . . . . . . . 83
Vibro-bayonet ....................................................................................83
Kat arn- cl ass Bat t l e Armor. . . . . . . . . . . . . . . . . . . . . . . . . . 83
NEW STARFI GHTERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Et a- 2 Act i s- cl ass I nt ercept or. . . . . . . . . . . . . . . . . . . . . . . 84
V- Wi ng St arf i ght er. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
T A B L E O F C O N T E N T S
P A G E 4
ARC- 170 St arf i ght er. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
NEW CAPI TAL SHI PS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Mon Cal amari St ar Crui ser. . . . . . . . . . . . . . . . . . . . . . . . . 85
NEW VEHI CLES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
AT- AP. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
AT- GE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Separat i st Assaul t Gunboat . . . . . . . . . . . . . . . . . . . . . . . . . 87
REPUBLI C TROOPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
ARC Commander. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Jet Trooper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Ant i - Ai r Cl onet rooper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
El i t e Republ i c Cl one Commando. . . . . . . . . . . . . . . . . . 89
Cl one Grenadi er. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Cl one Sharpshoot er. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Scuba Trooper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
SEPARATI ST TROOPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Separat i st Commando. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Nei moi di an Sol di er. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Separat i st Fi ght er Pi l ot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Separat i st Assaul t Trooper. . . . . . . . . . . . . . . . . . . . . . . . . 92
MYGEETO. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Descri pt i on. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Hi st ory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Peopl e. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Locat i ons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
The Crystal Caves...............................................................................93
Kreetogo.............................................................................................93
New Creat ures/Speci es. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Crystal Worm ....................................................................................94
Al l i es and Adversari es. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Mining Droids....................................................................................94
ADVENTURE HOOKS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Smoke and Mi rrors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Cryst al Hunt i ng. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
CHAPTER 4 – THE TRAP I S SET
TI MELI NE OF THE RI SE OF THE EMPI RE INFI NI TI ES,
PT. 4. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
12 ABN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
NEW CORE CLASS: BENDU DI SCI PLE. . . . . . . . . . . . . . . . . 97
Expl oi t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Charact eri st i cs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Vitality................................................................................................97
Class Skills.........................................................................................97
Cl ass Feat ures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Starting Feats ....................................................................................97
Force Training ...................................................................................97
Deflect (Defense) ...............................................................................97
Deflect (Attack) .................................................................................98
Deflect (Extend Defense and Attack).................................................98
Increase Lightsaber Damage .............................................................99
Resist Dark Side.................................................................................99
Bonus Feat .........................................................................................99
Credits ...............................................................................................99
NEW PRESTI GE CLASS: BENDU WARRI OR. . . . . . . . . . 99
Vi t al i t y: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Requi rement s: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Cl ass Ski l l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Cl ass Feat ures: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Bonus Combat Feat............................................................................99
Deflect (Defense).............................................................................100
Deflect (Attack)................................................................................100
Improved Resist Dark Side...............................................................100
Increase Lightsaber Damage............................................................100
Deflect (Extend Defense and Attack)...............................................100
NEW PRESTI GE CLASS: BENDU MASTER . . . . . . . . . . 100
Vi t al i t y. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Requi rement s. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Cl ass Ski l l s. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Cl ass Feat ures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Force Mastery: .................................................................................101
Increase Lightsaber Damage ...........................................................101
Bonus Feat.......................................................................................101
Force Secret......................................................................................102
Superior Resist Dark Side................................................................102
High Force Mastery .........................................................................102
CATO NEI MOI DI A. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Descri pt i on. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Hi st ory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Peopl e. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Locat i ons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Deko and Koru Neimoidia................................................................103
T A B L E O F C O N T E N T S
P A G E 5
Fungus Farm ...................................................................................104
Manax Grove ...................................................................................104
New Technol ogy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Fungus Spores..................................................................................104
New Creat ures/Speci es. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Neimoidian Harvester Beetle ...........................................................104
Neimoidian Harvester Soldier Beetle ...............................................105
Al l i es and Adversari es. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Neimoidian Home Defense Legions.................................................105
FELUCI A. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Descri pt i on . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Hi st ory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Peopl e. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Locat i ons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Shu Mai’s compound........................................................................107
Niango Medical Facility....................................................................107
Nigkoe Detention Facility.................................................................107
Felucia Cities....................................................................................107
New Technol ogy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Ferana-class Cruiser.........................................................................107
Al l i es and Adversari es. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Gossam Commandos........................................................................108
New Creat ures/Speci es. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Gorrenth...........................................................................................108
MUSTAFAR. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Descri pt i on. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Hi st ory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Peopl e. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Locat i ons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
UTAPAU. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Descri pt i on. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Hi st ory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Peopl e. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Locat i ons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Pau City ...........................................................................................111
Pau' an . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Personality.......................................................................................111
Description.......................................................................................111
Homeworld......................................................................................112
Languages........................................................................................112
Example names................................................................................112
Age in years......................................................................................112
Adventures.......................................................................................112
Species Traits...................................................................................112
Ut ai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Personality.......................................................................................112
Physical Description.........................................................................112
Home world......................................................................................112
Languages........................................................................................112
Example names................................................................................113
Age in years......................................................................................113
Adventures.......................................................................................113
Species Traits ..................................................................................113
New Creat ures/Speci es. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Varactyl............................................................................................113
NEW STARFI GHTER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
P- 38 St arf i ght er. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
CLONES OF A NASCENT EMPI RE. . . . . . . . . . . . . . . . . . . . . . 114
Dart h Scourge. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Dart h Vader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
ADVENTURE HOOKS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Can You Spare Some I nt el l i gence? . . . . . . . . . . . . 115
Jedi Master Ryo Yori........................................................................116
Koffi Sent.........................................................................................116
And They Thought Fel uci a Was Bad!. . . . . . . . . . 117
Mansur Hisein..................................................................................117
Cl ose, But Not Cl ose Enough! (Republ i c). . . 117
Cl ose, But Not Cl ose Enough! (Separat i st ). 118
For GM’s:.........................................................................................118
CHAPTER 5 – REVENGE OF THE
SI TH
TI MELI NE OF THE RI SE OF THE EMPI RE INFI NI TI ES,
PT. 5. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
13 ABN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
SEV' RANCE TANN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
COMMANDER WI LHUFF TARKI N. . . . . . . . . . . . . . . . . . . . . . 122
KORA JADE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
LUNAFI RE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
DAMI ONA' RES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
NEW WEAPONS AND EQUI PMENT. . . . . . . . . . . . . . . . . . . . 126
Li ght dagger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
T A B L E O F C O N T E N T S
P A G E 6
Energy Buckl er. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
R2- D2. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
C- 3PO. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
A TI MELI NE FOR GM' S. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
13 ABN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
SERRA KETO. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
NEW SPECI ES: CORSALLI ANS. . . . . . . . . . . . . . . . . . . . . . . . . 132
Personal i t y. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Physi cal Descri pt i on. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Homeworl d. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Advent urers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Speci es Trai t s. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
CORSAL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Descri pt i on. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Hi st ory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Peopl e. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Locat i ons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Cor Military Academy.......................................................................135
Cor'sal..............................................................................................135
EMPEROR KI LO' KHAN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
ANAKI N SKYWALKER UPDATE. . . . . . . . . . . . . . . . . . . . . . . . 136
EMPEROR VADER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
CZAR UPDATE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
ZONES OF CONTROL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Gal act i c Republ i c. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Conf ederacy of I ndependent Syst ems. . . . . . . . . . 139
Hut t Space. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
I ndependent Syst ems. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
CHRONOLOGI CAL LI ST OF MAJOR CLONE WARS
BATTLES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Year 1 of t he Cl one Wars (Year 10 ABN). . . . . 139
Month 0............................................................................................139
Month 1-2.........................................................................................139
Month 3............................................................................................140
Month 4............................................................................................140
Year 2 of t he Cl one Wars (Year 11 ABN). . . . . 140
Month 7............................................................................................140
Month 8............................................................................................140
Month 10..........................................................................................140
Month 14..........................................................................................140
Month 19..........................................................................................141
Year 3 of t he Cl one Wars (Year 12 ABN). . . . . 141
Month 21..........................................................................................141
Month 22..........................................................................................141
Month 23..........................................................................................141
Month 28..........................................................................................141
Year 4 of t he Cl one Wars (Year 13 ABN). . . . . 141
Month 33..........................................................................................141
Month 34..........................................................................................141
Month 35..........................................................................................142
Month 36..........................................................................................142
Month 37..........................................................................................142
Month 39..........................................................................................142
Month 40..........................................................................................142
Month 41..........................................................................................142
Month 42..........................................................................................142
Month 43..........................................................................................143
Month 44..........................................................................................143
ADVENTURE HOOKS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Savi ng Sev’ rance Tann. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Qui ck, Af t er Cat o Nei moi di a!. . . . . . . . . . . . . . . . . . . . 144
The End Part I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
The End Part I I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
The End Part I I I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
APPENDI X
EPI C LEVEL RULES FOR STAR WARS D20. . . . . . . . . 146
Basi c Rul e Concept s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Level Benef i t s. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
B I B L I O G R A P H Y
P A G E 7
S P E C I A L T H A N K S
First, we would like to thank George Lucas for twenty-eight
years of wonder and excitement for a galaxy far, far away. If it
wasn't for his vision of a galaxy, far, far away; this sourcebook
would never have come about.
T H O R A. T H O R S O N
J R .
I would not be able to have done this sourcebook without the
help and support from many people of the Holonet BBS, at
www.swrpgnetwork.com, and also from the Wizards of the Coast
discussion boards as well.
MA T T NO R T O N
As fellow author of this book, Matt has been invaluable when it
has come to writing. He has also been active with the book for a
long time, always being there to help out whenever there was a
question or a stat that needed to be done.
The following individuals have been invaluable:
CLASSES
I Bendu Order (Disciple, Warrior, and Master)
originally created by John Wass, also known as
"PadawanJohn" on the Holonet BBS at
www.swrpgnetwork.com. Flavor text revised by
Thor A. Thorson Jr. Such revisions are not
intended to detract from the original, but to
bring them closer in line to the information
presented in this sourcebook. To see the
original versions of the Bendu Order, visit
PadawanJohn's website at:
www.geocities.com/johnw1979/infinity.html
I Improved Force Secret class feature for the
Bendu Master Prestige Class by Rob Clark, also
known as "Ardent".
Class Features of the Jedi Redeemer PrC. Used
with permission by Rodney Thompson, also
known as "Moridin" at www.swrpgnetwork.com.
For more details on this prestige class, please
follow the following link:
www.swrpgnetwork.com/files/PDF/articles/red
eemerd20.pdf
ARTWORK
I Front cover art by Peter Schlough.
I Back cover art by Kevin Chin.
I Artwork by Tom Hodges may be viewed at his
website:
www.tomhodges.com or at www.theForce.net
I The following artists' work can be found on
www.theForce.net:
Anne Hurst, Jan Ranft, Michael
Longlands, Michael Gomez, Jessica
Hickman, Tony Theo, Linda Woods,
Albert Liu, Grant Gould, CJ Franks,
Adriano Tadeu Ticiano, Jamie Young,
Phillip Zamora , Al MacDonald, Pawel
Hudeczek, Bob Stevlic, Ricardo Luis
Aranovich.
I Artwork by Stu Cunningham, and "Church
Climbin Ryan" may be viewed at the following
website: www.swagonline.net
I All planetary artwork, by Ryan Brooks. To see
more of Ryan Brooks' work, please go to his
website at www.fandom.swnsu.com.
I The following artist's work may be found on the
following website: www.deviantart.com.
Michael Gutierrez, Joanna Michalak.
I The following artist's work may be found on the
following website: www.artwanted.com:
Kevin Chin.
GRAPHI C DESI GN
Jakob Kallin.
BETA READERS
Helgi Bergmann, J. Erich Jay, Heidi Norton.
STATS, BACKGROUND I NFO, AND
FEATS ( SWRPGNETWORK. COM)
Christopher Collins, also known as "Wisper_sr"; Derek Scott
Bailey, also known as "Mr. Fett"; Nate Friese, also known as
B I B L I O G R A P H Y
P A G E 8
"Zunishahd"; Jonathan Burnett, also known as "Ronin"; Cal
Kotz, also known as "Rostek"; Jason C. Saunders, also known as
“Warlock-Da”; Isaac Espriu, also known as "IzVenjari"; Larry
Gent, also known as "Darth_Xanthor"; Jerry Landry, also
known as "DarionA'res"; Jay Main, also known as
"JohnnyPutrid"; John Pope, also known as "SmugglerJedi";
Brian Powell, also known as "JediPowell"; Ryan Brooks, also
known as "Anstrona", Ben Leshley, also known as
"DentArthurDent", William Peter Cabot-Bryans, also known as
"Drendar Morevo"; Alan Rideout, also known as "Drivis Corle".
STATS, BACKGROUND I NFO, AND
FEATS ( WOTC DI SCUSSI ON
BOARDS)
David A. Smith, also known as "GMSmith"; Jon Larsen, also
known as "Ghengis Ska"; Deric North, also known as
"Crackedtoothgrin"; Chris Vasko, also known as
"Green_Cloaked_Sorcerer", "JediRanger" (name withheld by
stat and bio creator).
SHORT STORI ES
( SWRPGNETWORK. COM)
"Beginnings…" by Matt Vanderville, also known as "Snib
Snub"; "Wheels Within Wheels…" by Matt Hines, also known
as "Corr Terek"; "Dexter…" by SmugglerJedi.
EPI C LEVEL RULES FOR STAR
WARS D20
These rules are an adaption of material originally posted on the
Wizards of the Coast Website as the article "Bring Gen Con
Home! Unofficial Rules for Characters Beyond 20th Level By
Jonathan Tweet" in 2000. Adaptation of Epic Level Rules by
Carl Judisch, also known as "WizO_Sith," on the WotC
discussion boards; used with permission.
DI S C L A I ME R
The contents of this document are the sole possession and property of
the authors, Thor A. Thorson Jr. and Matt Norton (henceforth referred
to as the Authors) and Stu Cunningham, Tom Hodges, Anne Hurst,
Jan Ranft, Michael Longlands, Michael Gomez, Jessica Hickman,
Tony Theo, Linda Woods, Albert Liu, Grant Gould, CJ Franks,
Adriano Tadeu Ticiano, Jamie Young, Phillip Zamora , Al MacDonald,
Ryan Brooks, I.C. Kessler, Pawel Hudeczek, Church Climbin Ryan,
Bob Stevlic, Ricardo Luis Aranovich, Kevin Chin, Peter Schlough, and
Joanna Michalak (henceforth, collectively, referred to as the Artists)
unless otherwise noted. Distribution, reproduction, or display other
than on SWRPGNetwork .com (henceforth referred to as the Site) is
forbidden - permission granted upon request and contingent on the
Author's and Artist’s approval. Reproduction with the intent of sale or
actual sale is, according to United States Copyright law, an
infringement on George Lucas et al, being a challenge to commercial
viability of Star Wars: The Roleplaying Game by West End
Games/Wizards of the Coast (henceforth referred to as the Game).
The files within this document are not for sale, and are designed
and presented for use by private parties using the Game. Use of
material releases the Author of any and all liability concerning any
challenge to LucasFilm, Ltd., and their copyright laws where
concerned, as a result of any action of a user/viewer of the material. Any
files owned by the Authors and Artists found on other locations on the
internet or in print without permission or knowledge of the Authors
and Artists are considered (by law) copyright infringement, and those
responsible will be pursued as per the maximum extent of the law of the
United States of America, and/or International Copyright laws,
including (but not restricted to) the Berne Convention, the Universal
Copyright Conventions, and the Uruguay Round Agreement (WTO).
Where not covered in the following, should a copyright contest
occur, the Author will FULLY YIELD to the letter of the law with no
contest: STAR WARS and 2000 Lucasfilm, Ltd. Title, character, and
place names protected by all applicable trademark laws. All rights
reserved. Used without authorization, and will be removed promptly
upon request with no contest on the part of the Author.
The material contained herein is unofficial, and is not intended for
sale. It in no way can be deemed a contest of the rights and ownership
of Lucasfilm, Ltd., or licenses thereof, including West End
Games/Wizards of the Coast, and BioWare. Any logos, titles, and
other iconography associated with Star Wars used for identification
purposes only, and are copyright ultimately by Lucasfilm, Ltd. Or the
owner of the logo in question.
Where not covered above, all material written by the Author is
presented by the auspices of the Fair Use sections of the United States
Copyright Law, as the only thing non-original to the Author is the very
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does not pose any threat or challenge to the commercial viability of
Lucasfilm, Ltd., or licenses thereof, including West End
Games/Wizards of the Coast, and BioWare. In accordance with the
Fair Use Act, the Authors do indeed claim sole copyright, thus
removing all material contained on the website from "public domain".
I N T R O D U C T I O N
P A G E 9
"So what I told you was true, from a certain point of view."
– Spirit of Obi-Wan Kenobi to Luke Skywalker, Star Wars
Episode VI: Return of the Jedi
On a Wednesday night, after watching Star Wars Episode I: The
Phantom Menace for the umpteenth time, I had an inspiration:
In my mind, what would have happened to the current Star
Wars chronology, had Qui-Gon Jinn survived the events in
Episode I. As my mind continued on possibilities, I found myself
locked in on one burning question: “Had Anakin Skywalker
been trained by Qui-Gon Jinn, would he still have fallen to the
dark side of the Force?” My answer was an emphatic “No!”
The purpose of this sourcebook is to give players and
gamemasters for the Star Wars d20 Role-playing Game a
glimpse at what I envision for events after Episode I. Some
events parallel events that are in Episode II and the Cartoon
Networks Clone Wars, Volumes I and II; and allude to events in
the upcoming film Star Wars Episode III: Revenge of the Sith,
due out on May 19
th
, 2005.
Ultimately, this sourcebook can be used as a gateway to
possibilities. Of course, you as the player or GM, decide
whether or not to accept what I, and others, have written; or
ignore it completely. The choice is yours.
– Thor A. Thorson Jr., April 1, 2005
"This will be a day long remembered."
– Lord Vader to Tarkin, Star Wars Episode IV: A New Hope
It was a simple request for help. Wanted: stats for an upcoming
sourcebook about the Rise of the Empire. The catch was that it
was infinities. At first I wasn’t interested, but finally I got a good
look at the thread on swrpgnetwork.com. I was intrigued, to say
the least, and I did a few stats. But what intrigued me the most
was what I had always wondered: what if Obi-Wan died instead
of Qui-Gon? When write-ups were needed, I thought I would do
a few, get my name on this nice book, and let my 15 minutes of
fame come and go.
The Response I got, when I first wrote about Count Dooku,
was to say the least, amazing. People loved what I wrote. I
turned the best characteristic of the characters I wrote about,
and expanded it a 100%. When I wrote General Grievous, I got a
pm to co-author, and I accepted. It was the beginning of a great
time. Thor and I talked, usually late into the morning, on
everything imaginable, constantly hammering out ideas until
we were happy. No stone is left unturned in our wake.
I work on this book for two reasons. One, as I said above, I
love the concept of seeing how Anakin would have evolved into
a Jedi had Qui-Gon been there for him. To me, what we write
here is a very good possibility that George Lucas could have
gone with, if IV-VI had not been made. But more importantly, I
am doing this book for the readers. We have seen Wizard of the
Coast scale back on its RPG book line, so its up to us fans to step
up to the plate and provide for each other. Wizards won’t always
be around for us, and like WEG will disappear at some point. So
we mustn’t give up on d20. Consider what Wizards is doing as a
grand opportunity. They are allowing us to write the books that
we want; all we have to do is write them.
– Matt Norton, August 3, 2005
“You look strong enough to pull the ears off a gundark!”
– Han Solo to Luke Skywalker, Star Wars Episode V: The
Empire Strikes Back
I joined this project fairly late in the design progress—in fact, I
didn't begin actual work on it until Thor sent me the finished
text and artwork at the end of this November. What
immediately struck me when I looked through the sourcebook
was how ambitious this project was. Both the writing and the
illustration were of high quality, and showed promise for any
further projects in the future. Most importantly, however, is that
this sourcebook actually happened. In a time when Wizards of
the Coast find it hard to continue funding the Star Wars
Roleplaying Game line, projects like this is exactly what the
community needs—a revitalizing wind to let the amazing fun of
this game go on long after official support has ended. And who
knows—if we fans work hard enough to spread this game,
official support might just return. We can make this game
strong enough to pull the ears off a gundark!
I am honored to have been a part of this project, and I hope
that my work has been helpful for the community.
Here's to seeing more projects like this in the future!
– Jakob Kallin, December 4, 2005
I N T R O D U C T I O N
P A G E 1 0
This sourcebook is organized as follows
Introduction: introduces the players and GMs to the various
heroic classes and organizations that may be encountered in this
campaign setting.
Chapter 1 – Chaos of the Sith: details many of the events
and the movers and shakers of the galaxy.
Chapter 2 – The Clone Wars Have Begun! Continues the
events from Chapter 1. It also includes stats of the Jedi Council,
Republic Loyalists, and the Separatists.
Chapter 3 – A Lull In The War: continues the events from
the previous chapters.
Chapter 4 – The Trap Is Set again continues the events
leading up to the beginning of the campaign setting. It also
includes a new core class, and prestige classes.
Chapter 5 – Revenge of the Sith finishes the events that
were detailed in the prior chapters. It is highly recommended
that players do not read this chapter; because it will spoil any
surprises that your GM may have you go against.
Appendix: includes rules for allowing players to extend
their characters past level 20, plus a few character sheets for
players and GM's to use in their campaigns.
I N T R O D U C T I O N
P A G E 1 1
C O N F E D E R A C Y O F
I N D E P E N D E N T
S Y S T E MS
Master Dooku, one of the first Jedi to realize that the Sith had
returned, confronted the Jedi Council with the meager evidence
that he had, but as more and more Senators were being
assassinated, the Council turned a blind eye to him in favor of
searching for the culprit or culprits of these Senators' deaths,
which more often than not ended in dead ends. Meditating on
this, Master Dooku realized that the Council was so preoccupied
with its own politics; he withdrew from the Jedi Order and
settled into a quiet retirement.
Five years after the Battle of Naboo, the leading
governmental figures of twenty recently seceded worlds
approached Count Dooku with an idea. Knowing that Count
Dooku left the Jedi Order in disgust because of the Jedi
Council's unwillingness to face facts, these leaders beseeched
Count Dooku with the possibility of replacing the corrupt
Republic with a new government: Each citizen would have one
voice, one vote. Dooku was flattered and after a brief period of
time contemplating the pros and cons of forming a new
government bereft of the corruption that was crippling the
Republic that he had only recently supported with his entire
being, and eagerly began to formulate a plan to bring more star
systems to the new government.
However, reality set in and Dooku was forced to sign
defense pacts with the Trade Federation, Corporate Alliance,
the Intergalactic Banking Clan, Techno Union, and Commerce
Guild, under one condition: General Grievous would be the
Separatist's Supreme Commander, to which Dooku reluctantly
agreed.
G A L A C T I C RE P U B L I C
The Galactic Republic is in a crisis that has shaken it to its very
core. Originally, the Republic was formed as a way to have a
common defense. But as the millennia passed, the Republic was
so successful that it became its own enemy.
With the succession of hundreds of loyal worlds, allying
themselves to the nascent Confederacy of Independent Systems,
the Republic, instead of trying to inquire as to the reasons for
these secessions, the Republic began to build up to war.
The spark that ignited the Clone Wars was begun by
Republic loyalists, trying to stop the voice of reform. Count
Dooku escaped the assassination attempt and then proceeded to
declare war on the Republic.
Throughout the war, the Republic increasingly began to rely
more and more on new laws that granted the Supreme
Chancellor more powers and the rights of the average citizen
became fewer in number.
As these rights were taken away, many of the dispossessed
and deprived fell through the cracks. The loss of so many Jedi
didn't help matters as well. In the past, the Jedi were viewed as
defenders of the innocent and upholders of justice throughout
the galaxy. As the Jedi grew fewer and fewer in number, they
were replaced with clone troops that seemed to uphold the
rights of the privileged, though the average citizen sees them as
defenders of the people. Only time will tell if there will be
repercussions.
T H E J E D I OR D E R
The Jedi Order is slowly withering away. Once there were
thousands of Jedi knights and their masters scattered
throughout the galaxy upholding justice, now there are fewer
than two thousand. But, as with all things that do not change
with the times, the Jedi Order has stagnated.
There were many factors that led to this stagnation. The
first such indication was the blockade of a small planet that was
the homeplanet of the eventual Supreme Chancellor - Naboo.
After the successful conclusion of this conflict: now called the
Battle of Naboo, the new Supreme Chancellor, Palpatine, led
many reforms, at least on the surface. In the subsequent years,
there arose many new threats, but the Battle of Naboo was the
first such symptom of increasing tensions among the member
worlds of the Republic.
With the revelation that the Sith had returned and were
stronger than ever, the Jedi should have been investigating the
level to which the Sith had insinuated itself in galactic politics.
However, with the many assassinations of Senators and Jedi
seeming to be at a crossroads, the Jedi continued as before.
When war broke out between the Republic and the Confederacy
of Independent Systems, the Jedi Council debated for hours on
whether they should get involved; ultimately the Council voted
to aid the Republic. Throughout the war, the Confederacy was
extremely successful, even though the Republic had its Grand
I N T R O D U C T I O N
P A G E 1 2
Army of the Republic. Jedi Masters would be appointed as
Generals in charge of the many legions of clone troopers. Many
of them would die, and as more and more Masters fall in battle,
their Padawans would be sent off to the front lines.
T H E S I T H
The Sith Lords have been steadily increasing their mastery of
the Force to exact their revenge on the Jedi for over one
thousand years. During these many centuries, the Sith have
been following a dictum by the founder of their current
philosophy, Darth Bane: that there shall only be two Sith at any
one time. With the success of the Confederacy of Independent
system, the current Dark Lord of the Sith, Darth Sidious, has
changed the current rule of two. Now, there shall only be as
many Sith as is needed. Darth Sidious has decided that only one
apprentice wasn't enough. He needed more followers,
especially since his most promising apprentice, Darth Maul,
was felled in battle against two Jedi.
The Ventress woman has shown some promise, however,
and though her dedication is exemplary, she is ultimately just a
tool. Her acquiring of genetic samples of two of the Jedi Orders'
most celebrated Jedi, was a stroke of genius, one that may prove
useful in the current conflict. So once again, Lord Sidious is
forced to wait until the time is right. With the completion of the
Vaapad Form Mastery (Force
Feat)
F e a t c r e a t e d b y Wa r l o c k - D a a n d
I z V e n j a r i
You are skilled in the Form known has Vaapad and are capable
of using your opponents Darkness against him. This is an
extremely difficult style, designed by Mace Windu and Sora Bulq,
the latter of the two fell into the Darkness and was instead
mastered by the style he helped create.
Prerequisites: Base Attack Bonus +7, Knight Defense,
Empathy 6 Ranks, See Force 6 Ranks, and Battlemind 5 Ranks.
Benefit: As a move action you may spend one Vitality Point
to enter into the Vaapad state, after this, each time a foe uses a
dark side power to gain an edge over a Master of Vaapad, the
Vaapad Master gains one half (rounded down) of any bonus the
dark sider gains. If the dark sider uses Burst of Speed you gain
half (rounded down) its ability, for every bonus to attack and
defense you gain half (rounded down) the bonus granted to the
dark sider. All bonuses are useable for as long as the opponent
has those bonuses active.
Special: Every two rounds you must make a Will saving
throw vs. half your opponent’s dark side point total and half any
force class levels he/she possesses. This Will save is made at
the start of the player’s action. Failure instantly earns the Vaapad
user 1 dark side point and loss of all bonuses gained from this
style. Use of the style may not be reattempted for 2 rounds
afterwards. Every four rounds this will save is increased by a DC
of +1. This Will save is also increase by DC of +1 for every dark
side point the player possesses.
Example: A Player enters into combat using the Vaapad
Form vs. a Dark Jedi, this combat lasts for ten rounds. On the
second, fourth, sixth, eighth and tenth rounds the Player will be
required to make a Will save at the start of his or her action. On
the fourth round the DC increases by+1, and again on the eighth
round the DC increases by +1 for a total increase of +2 for the
combat.
If you fail two will saves within six rounds of each other
(allowing for the round before reattempting use of the style for the
first save) you immediately falls into the depths of his foes
darkness and is affected has if under the Rage feat for four
rounds, after which time you may make another Will save to
recover. You suffer full effects of the Rage feat including gaining
one dark side point (in addition to the dark side point gained for
failing the initial Will save).
Example: Using the Example above if the player fails the
Will save on round four, then again on round six restarts using
Vaapad, and then fails the round ten Will save, he will enter the
Dark Rage as described above.
Should a Vaapad practitioner become tainted and still uses
Vaapad, he enters a Dark Rage as per the Rage feat
automatically unless a Will save vs. 12 + Your DSP total is
made.
I N T R O D U C T I O N
P A G E 1 3
Republic's advance cloning regimen, Lord Sidious orders Asajj
Ventress, now called Darth Tyranus, to Faa to have the Jedi
samples ready for cloning. At the right moment, he orders Lady
Tyranus to change the flash-learning protocols to include Sith
teachings.
Once completed, these clones are to be spirited away to Lord
Sidious' fortress world, Thule, in order to finish their
indoctrination. Lord Sidious was pleasantly surprised at the
source of these genetic samples: the Jedi's "Chosen One" and
one of their most respected sword masters, Qui-Gon Jinn. With
Darth Tyranus, and the newly christened Darth Vader and
Darth Scourge; Darth Sidious is poised to replace the Republic
with a dictatorship.
T H E B E N D U
By the Will of the Force, Anakin Skywalker discovered an
ancient holocron hidden away in the Jedi Archives. Activating it,
the holocron's gatekeeper telepathically communicated with
Anakin, and through his connection to the Force; he discovered
that this holocron actually predated the formation of the Jedi
Order. Secreting it away, he took the holocron with him to
Naboo, and then later to Dantooine, where he knew of a former
Jedi Temple that had been abandoned centuries before.
In time, Anakin came to realize that the only way that he
could fulfill his destiny of restoring balance to the Force was by
creating a new Order, one in line with the ancient truths he had
uncovered. He would seek out those Jedi who had grown
dissatisfied with the existing Order, and who truly desired to
right the evils of the galaxy. This would become the Order of the
Bendu, the same ancient Order that the Jedi had descended
from.
And so it came to pass, that Anakin and his thirty Bendu
Disciples grew in numbers, training pupils in much the same
way that the Jedi would. In addition, Anakin sought out those
who had been denied Jedi training, and instead were sent to
serve in the AgriCorps, ExplorCorps and MedCorps. A few
Rogue Jedi also found their way to Dantooine, in hopes of
learning from the Chosen One. Between those who have joined
and those who have been chosen to be trained by the Bendu,
their ranks now number a little over two hundred, total.
At the very core of the Bendu teachings is the belief that
there is no true Dark Side to the Force: there is only the Dark
Side of oneself. Anakin teaches that it is fine and acceptable to
use abilities normally associated with the Dark Side, so long as
the Bendu who uses them is certain that he is accomplishing a
greater good, and purges himself of the taint as soon as possible.
And thus the veil of the Dark Side that had been obscuring
the full usage of the Force by the Jedi has been lifted. These new
Bendu have been able to pierce this shroud; and for them, it's as
if they walked out into the sunshine from a deep cave. Anakin
Dun Möch Mastery (Force
Feat)
F e a t c r e a t e d b y C r a c k e d t o o t h g r i n
You are skilled at intimidating your opponent by exhibiting your
mastery of the Force in combat to force your opponent into letting
his guard down and adopting a stance of fear and/or
hopelessness.
Prerequisite: Exotic Weapon Proficiency (Lightsaber),
Force-Sensitive, Control, Alter, Intimidate 8 ranks, Dark Side
Points 3+
Benefit: When in combat, make an Intimidate check (which
sets the DC for the target's Will save). By succeeding at the
Intimidate check you gain a +1 bonus (plus +1 per five points by
which the target failed the save) to attack rolls for the rest of the
combat. Additionally, the opponent is shaken for a number of
rounds equal to twice your Charisma modifier (minimum 2),
unless the opponent failed the save by ten or more, in which case
he is panicked for the same amount of time, and shaken for the
same time afterwards. Force Defense adds its bonus to Will
saves against this ability.
Special: If you used Move Object to attack your opponent,
or Fear against the opponent before using this ability, you gain a
+2 bonus to your Intimidate check for each successful usage (a
one-time bonus for using each skill). For instance, if you used
Move Object twice in mid-attack, and Fear at the start, you gain
a +4 bonus to your Intimidate check (+2 for using Move Object
and +2 for using Fear).
I N T R O D U C T I O N
P A G E 1 4
knew that should the Bendu reveal themselves too much, the
Sith, once they had resolved the Jedi Problem, would turn their
malevolent sight on his order. Thus one of the first lessons that
a Bendu Disciple learns, is to wait in the shadows, gauge their
enemies, and help those that would not reveal the Bendu, for
which those that are truly in need would do without hesitation.
The Bendu Order is divided into three categories: Disciples,
Warriors and Masters. Bendu Disciples are anyone and
everyone who joins the order. Bendu Warriors are those who,
having learned the truth of the Force, decide to focus their skills
on martial prowess. Though there aren't any Bendu Masters as
of yet, Anakin Skywalker is the closest to this level of mastery,
and has instructed his Warriors and higher level Disciples to
train the less experienced.
B L A C K S U N
Black Sun as an organization, prior to the start of the Clone
Wars, was in shambles. The Sith Lord, Darth Sidious, had
ordered the destruction of this criminal organization, and with
the gleeful compliance of his apprentice, Darth Maul, it
remained to be seen whether this organization would be able to
rise again. Now that nearly two decades have passed, Black Sun
is poised to resume and surpass its previous level of operation.
This new level of operations can be attributed to its new
leader, the Falleen Prince Xizor. At the time of Darth Maul's
assault, Xizor was a low level Vigo, who had dreams of
surpassing his contemporaries in order to attain the coveted
leadership. Darth Maul's assault literally allowed him to
eliminate his rivals, and in the fifteen years since, Xizor has
consolidated his position. Although Black Sun still hasn't quite
attained its previous position in the galaxy, the steps that Xizor
has taken to consolidate his position, have also cemented its
survival for the future.
PRI NCE XI ZOR
Prince Xizor is patient in getting what he wants. After twenty
years at being a low level Vigo, he finally has Black Sun where he
wants it. Of course being appointed as Vigo as a favor to his
father, by then Black Sun head, Alexi Garyn was at the time a
hindrance. Now Prince Xizor is the undisputed leader of the
galaxy's most prolific underworld crime syndicate and he
intends it to stay that way.
Adult Male Falleen, Noble 2/Scoundrel 7/Black Sun Vigo
2/Crimelord 3; Init +3 (+3 Dex); Def 23 (+3 Dex, +10 Class);
Spd 10m; VP/WP 86/12; Atk +11/+6 melee (1d4+3, crit 20,
punch), +11/+6 ranged (by weapon); SQ Contacts (Jabba the
Hutt, x1), Favor +2, Hold breath, Illicit barter, Inspire
Confidence, Inspire Fear -4, Lucky (2/day), Minions, Noble
bonus class skill (Diplomacy), Pheromones, Precise Attack +1,
Resource Access, Dark Side; SV Fort +6, Ref +14, Will +12; SZ
M; FP: 3; DSPs: 13; Rep: +12; Str 17, Dex 16, Con 12, Int 17,
Wis 13, Cha 20.
Equipment: Comlink [Encrypted].
Skills: Appraise +20, Bluff +24, Computer Use +15,
Diplomacy +22, Gather Information +21, Intimidate +26, Jump
+5, Knowledge (Black Sun) +18, Knowledge (criminal
organizations) +16, Knowledge (Streetwise) +14, Read/Write
Basic, Read/Write Falleen, Sense Motive +17, Speak Basic,
Speak Falleen, Speak Geonosian, Speak Huttese, Speak Rodese.
Feats: Headstrong, Infamy, Influence, Martial Arts, Skill
Emphasis (Gather Information), Teräs Käsi, Underworld
Connections, Weapons Group Proficiency (blaster pistols,
simple weapons, vibro weapons).
I N T R O D U C T I O N
P A G E 1 5
NE W C O R E C L A S S :
J E D I S E N T I N E L
J EDI SENTI NEL
The Jedi Sentinel uses the Force to ferret out deceit and injustice
throughout the galaxy. As Force-users trained in the Jedi
tradition, characters of this class try to strike a balance between
the physical aspects of the Jedi Guardian and the mental aspects
of the Jedi Consular. If the Jedi consulars are the ambassadors
of the Jedi Order, and Jedi guardians are the defenders, then
sentinels are the police officers, investigating crimes and other
unlawful and unjust events throughout the Republic (See
Sidebar).
EXPL OI T S
As members of the Jedi Order, the Jedi sentinel is usually called
into service as a last line of defense if the negotiations of a Jedi
consular cannot be resolved peacefully. When not on call by the
Jedi Council, the Jedi sentinel will most likely be found working
with law enforcement personnel throughout the Republic. Most
Jedi sentinels follow the light side, but some become darksiders
and use the Force for evil or selfish intent. Those imbued with
the light side refrain from using the Force for every task,
preferring to find other solutions and save the Force for when it
is truly needed. Those who succumb to the dark side use every
advantage at their disposal, wielding the Force to remove
obstacles as an assassin would slip a knife between the ribs of an
unaware victim.
C HARAC T ERI S T I C S
A Jedi sentinel's strength flows from the Force, granting him
special powers. This character often masters the ability to feel
and alter the living Force to himself and others, as is typified by
the Alter feat. Dexterity and Wisdom are the most important
abilities for the Jedi sentinel, followed by Intelligence.
BAC KGROUND
A Jedi Sentinel typically starts out as a Padawan learner
attached to a Jedi Master. (Prior to 1st level, the character
trained as a student with the Jedi Council. He begins his heroic
career at 1st level when he is selected as a Padawan learner.) A
Jedi sentinel is encouraged to pursue both intellectual and
physical endeavors. The Jedi sentinel is just as likely to be found
in a library researching some little known tidbit, as he would be
S t u C u n n i n g h a m
Era Notes
The Jedi Sentinel class dwindles in numbers from the time of Ulic
Quel-Droma and the events of the Jedi Civil War (Chronicled in
the Xbox games: Knights of the Old Republic and Knights of the
Old Republic II: The Sith Lords).
However, the class does make a resurgence after these
dark days of the Jedi Order. During the time of the Rise of the
Empire Infinities, the class is once again in decline. It is only a
matter of time whether it will come back to its former glory.
I N T R O D U C T I O N
P A G E 1 6
found in a Jedi training facility working on his lightsaber
technique.
GAME I NFORMATI ON
Jedi Sentinels have the following game statistics.
ABI L I T I ES
Jedi Sentinels should be gifted in all areas, but the most
important are Dexterity, Wisdom, and Charisma.
VI T AL I T Y
Jedi Sentinels gain 1d8 vitality points per level. The character's
Constitution modifier applies.
C L AS S S KI L L S
The Jedi Sentinel's class skills and their key abilities are as
follows:
Computer Use (Int), Craft* (Int), Disguise (Cha), Gather
Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge*
(Int), Move Silently (Dex), Pilot (Dex), Profession* (Wis),
Read/Write Language (none), Sense Motive (Wis), Speak
Languages (none).
*This skill actually encompasses a number of unrelated skills.
Each time this skill is learned, a specific category must also be
chosen. Examples include Craft (droids), Knowledge (Jedi Lore),
and Profession (lawyer).
Skill points at 1st level: (6 + Int modifier) x 4.
Skill points at each additional level: 6 + Int modifier.
CLASS FEATURES
All of the following are class features of the Jedi Sentinel.
S T ART I NG F EAT S
Jedi Sentinels begin play with the following feats.
Exotic Weapon Proficiency (lightsaber)
Force-Sensitive*
Weapon Group Proficiency (blaster pistols)
Weapon Group Proficiency (simple weapons)
Table Intro 1: Jedi Sentinel
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Defense
Bonus
Reputation
Bonus
1st +0 +1 +2 +2 Force training, Force immunity (fear) +3 +1
2nd +1 +2 +3 +3 Bonus feat, deflect (defense +1) +4 +1
3rd +2 +2 +3 +3 Force training +4 +1
4th +3 +2 +4 +4 Force training +4 +1
5th +4 +3 +4 +4 Deflect (attack -4) +5 +1
6th +5 +3 +5 +5 Force immunity (stun), Increase lightsaber damage (3d8) +5 +2
7th +6/+1 +4 +5 +5 Jedi Knight +6 +2
8th +6/+1 +4 +6 +6 Deflect (extend defense and attack) +6 +2
9th +7/+2 +4 +6 +6 Bonus feat +6 +2
10th +8/+3 +5 +7 +7 Block +7 +2
11th +9/+4 +5 +7 +7 Deflect (defense +2) +7 +3
12th +10/+5 +6 +8 +8 Force immunity (paralysis), Increase lightsaber damage (4d8) +8 +3
13th +10/+5 +6 +8 +8 Deflect (attack -3) +8 +3
14th +11/+6/+1 +6 +9 +9 +8 +3
15th +12/+7/+2 +7 +9 +9 Bonus feat +9 +3
16th +13/+8/+3 +7 +10 +10 Deflect (defense +3) +9 +4
17th +14/+9/+4 +8 +10 +10 +10 +4
18th +15/+10/+5 +8 +11 +11 Increase lightsaber damage (5d8) +10 +4
19th +16/+11/+6/+1 +8 +11 +11 Deflect (attack -2) +10 +4
20th +17/+12/+7/+2 +9 +12 +12 Bonus feat +11 +4
I N T R O D U C T I O N
P A G E 1 7
*This feat has associated Force skills. These associated Force
skills are class skills for this character class due to the possession
of this feat.
EQUI PMENT
A Jedi Sentinel starts play with a lightsaber provided by his
Master. Later, the Jedi may construct his own lightsaber.
F ORC E T RAI NI NG
The Jedi Sentinel gins a bonus Force feat at 1st, 3rd, and 4th
levels. This bonus feat must be selected from the following list:
Alter, Control, Sense.
Once one of these Force feats is selected, its associated
Force skills become class skills.
F ORC E I MMUNI T Y
The Jedi Sentinel gains the ability to withstand rigors to mind
and body. At 1st level, the Jedi Sentinel gains the ability to resist
the affects of a Fear check. When you are targeted by Fear, you
may make an opposed Will check (with a DC equal to the
opponent's Fear check); if you succeed, you negate the penalty
without taking a Dark Side point.
At 6th level, the Jedi Sentinel gains the ability to withstand
the effects of stunning damage. You gain +5 to any Fortitude
saving throw made to resist a successful stun attack (whether
technological or Force-based).
At 12th level, the Jedi Sentinel gains the extraordinary
ability to ignore the effects of any poison or Force effect that
would normally leave him paralyzed.
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 1 9
After the Battle of Naboo, the Galaxy slips into further turmoil.
Everyone watches as the Jedi Order's best and brightest leave
the Order for the Separatists. And the Republic can only watch
helplessly as more and more worlds join the Separatists. The
Republic is so desperate it clings to its newly elected leader,
Chancellor Palpatine. This is what Palpatine wants, and he can
only watch in joy as events spiral out of control for the Republic,
and fall right into his plans.
T I ME L I N E O F T H E
, P T . 1
ABN – After the Battle of Naboo
0 ABN
I The Trade Federation is defeated by combined
Naboo and Gungan forces. Obi-Wan Kenobi is
slain by the Sith Lord, Darth Maul. Darth Maul
is forced to retreat by a spectacular series of
thrusts and parries by Qui-Gon Jinn. Qui-Gon
Jinn is granted leave to train Anakin Skywalker
as his Padawan.
I Darth Maul disappears.
2 ABN
I Count Dooku leaves the Jedi Order and upon
leaving, warns Qui-Gon Jinn about a Sith
threat. With this information, Qui-Gon begins
to watch the Senate and Jedi Council more
closely.
I The bounty hunter, Jango Fett, is hired to be the
template for a clone army.
I Qui-Gon secretly begins to accelerate Anakin's
training.
4 ABN
I Qui-Gon and Anakin secretly travel to Tatooine
and free Shmi Skywalker from Watto. Shmi
then settles on Naboo after traveling there with
Qui-Gon and Anakin.
I The Senate is in shock as the Senator from
Alderaan, Bail Antilles, is assassinated in the
Senate lobby, by an unknown assailant. Viceroy
Bail Organa arrives on Coruscant to assume
duties as the new Senator, intending only to fill
the position until a new senator can be elected.
Senator Organa is overwhelmingly elected to fill
Senator Antilles’ position permanently.
I Over the next five years, twenty senators are
assassinated by a person or persons unknown.
R i c a r d o L u i s A r a n o v i c h
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 2 0
I Padmé Amidala is reelected as Queen of the
Naboo.
5 ABN
I Qui-Gon puts Anakin before the Jedi Council as
a candidate for Knighthood. Because Anakin is
the youngest human to ever be nominated for
the Jedi Trials at the age of fifteen, he is given a
seemingly impossible series of tests, which
Anakin passes with distinction, thus attaining
Jedi Knight. Anakin travels to Naboo to visit his
mother and Queen Amidala.
I The Jedi Council receives information that
Darth Maul is attempting to resurrect a long
dead Sith Lord – Exar Kun. The Jedi Council
sends Qui-Gon and Anakin to intercept Darth
Maul before he succeeds.
I Darth Maul is slain by Qui-Gon and Anakin
within the Great Temple on Yavin IV. Both Jedi
are observed unseen by the Dark Jedi Asajj
Ventress. The Jedi Council orders Qui-Gon and
Anakin to continue their investigation for any
more leads from Darth Maul's possessions.
I Following Lord Sidious’ orders of not drawing
anymore attention to the Sith: Asajj knows that
if the two Jedi are slain, the Jedi will continue to
hunt her master, Asajj uses a Sith technique to
cause Qui-Gon and Anakin to fall asleep. Asajj
steals into their encampment and removes a
lock of both Qui-Gon and Anakin's hair and a
scan of their brains – in hopes of securing her
master's pleasure at the potential for clone
templates. She then departs from Yavin IV to
meet her master on Thule. Qui-Gon and Anakin
discover records of another Sith Lord in Darth
Maul’s possessions. They transmit their
findings to the Jedi Council.
I The Jedi Council refuses to consider Qui-Gon
and Anakin’s report that there is a Sith Lord in
charge of the Republic.
I The Senate is thrown into confusion when
twenty star systems vote to secede from the
Republic.
6 ABN
I Qui-Gon Jinn goes into self-imposed exile, and
disappears from Republic and Jedi Order
intelligence.
I Shmi Skywalker leaves Naboo and returns to
Tatooine. She then settles on the outskirts of
Mos Eisley. After 6 months, she catches the eye
of moisture farmer Cliegg Lars. They then
marry after a short time.
I The Kaminoan, Ko Sai, along with her staff,
disappears from Tipoca City, Kamino.
Numerous off-world starships are seen
removing material from Tipoca City's Military
Education Complex. When curious Kaminoans
ask these offworlders why and for whom the
material is intended, they are informed that a
new cloning facility is being prepared on Faa,
Kamino’s sister world.
8 ABN
I At this time, 500 star systems have now seceded
from the Republic, and have chosen Count
Dooku to represent them. Count Dooku
proposes the creation of the Confederacy of
Independent Systems, with himself as leader.
I Terrorism against Republic officials and Jedi is
on the rise.
I Padmé Amidala steps down as Queen, once her
second term is finished. Her successor, Queen
Jamillia asks Padmé to accept a senatorial
position, which Padmé accepts.
I Anakin begins to voice his doubt of the role of
the Jedi to the Jedi Council. He then informs
them that he will be going into seclusion to
meditate on the will of the Force. Anakin travels
to visit his mother and stepfather on Tatooine.
He then confides to them that he is
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 2 1
contemplating his abandonment of the Jedi
Order. He then sets out to find Qui-Gon.
9 ABN
I Two pieces of legislation surface that would
reestablish an Army of the Republic, and a
Republic Navy. Senator Amidala is recalled to
Coruscant to vote on this piece of legislation.
I Senator Amidala’s diplomatic cruiser is
hijacked by members of the Confederacy of
Independent Systems. To their anger, the
Senator is not on board; however, they transmit
via holonet, the assassination of Senator
Amidala’s decoy.
I Anakin Skywalker resurfaces on Naboo. He
informs the Jedi Council of his decision to leave
the Jedi Order. Anakin refuses to relinquish his
lightsaber and in a flurry of lightsaber form,
defeats five Jedi Knights sent by the Jedi Council
to enforce the Council’s decree. He then
publicly denounces the Jedi Order, and that he
will join Count Dooku and the other Separatists.
I An additional 1000 star systems secede from the
Republic and join the Confederacy of
Independent Systems.
I Republic forces begin to crackdown on rumored
CIS sympathizers of droid manufacturers.
Concerned with the direction that this directive
is leading, the Jedi Council begins to send Jedi to
mediate between the Republic's forces and the
droid manufacturers. In response to these
encroachments, the droid manufacturers begin
to relocate their factories to planets sympathetic
with the Confederacy.
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 2 2
Beginnings. . .
B y Ma t t V a n d e r v i l l e
The resistance force finished mopping up the battle droids within
the Theed hangar. As pilots took to their ships and maneuvered
out of the hangar, two Jedi accompanied Queen Amidala and her
fighting force. They headed toward the door leading to the palace
and ultimate goal, Nute Gunray. As they passed the starfighter
Anakin was hiding in, he peeked out of the cockpit. “Hey! Wait for
me!” he worried.
“No, Annie, you stay there,” Jedi Master Qui-Gon Jinn
informed the young boy whom he was refused to train. “Stay right
where you are.”
“But I…” Anakin started to protest.
“Stay in that cockpit,” Qui-Gon said with authority and finality.
It was then the blast doors parted revealing the dark,
hooded figure of Darth Maul. Qui-Gon recognized the tattooed
Zabrak as the one he fought on Tatooine. Qui Gon and his
apprentice, Obi-Wan Kenobi, passed through the surprised
fighters. “We’ll handle this.” Qui-Gon instructed them. They took
the cue and scattered, following their queen to an alternate route.
The two Jedi removed their outer cloaks and ignited their
lightsabers, adopting defensive stances.
Darth Maul moved deliberately, letting his own cloak fall to
the floor. He lifted his head slowly and drew his double-bladed
lightsaber, igniting it and maneuvered into a ready stance. He
only paused for a moment before launching a flurry of attacks at
the two Jedi. They fought back through the hangar as Anakin
looked on in fascination. Darth Maul held his own against the
Jedi, flipping and tumbling his way into the adjacent reactor room.
There was a brief respite as the combatants gathered their
energies. Qui-Gon and Obi-Wan stood side by side on a small
control platform that Darth Maul had just evacuated with an agile
back-flip. They stood defensive for a moment across the small
chasm. The Jedi decided to press the attack. Leaping across the
gap, their attack came simultaneously against the Sith, who
deftly parried both killing strokes.
The combat continued across the catwalk. They passed
through the gigantic chamber as the glow of Naboo plasma
energies coursed through their large arterial containment fields.
With a stunningly fast move, Darth Maul parried blows from each
Jedi, used the back of his fist against Obi-Wan’s skull, and kicked
backwards. The kick sent Qui-Gon tumbling over the edge. The
Jedi barely managed to catch the edge of one of the lower
crossing platforms. He nimbly pulled himself up, gathered the
Force around him and made a spectacular leap back up to the
battle.
Calling his dropped lightsaber to his hand, he saw that
Obi-Wan was driving the Zabrak further back towards the
reactor’s waste room. Qui-Gon silently cursed to himself for
allowing him to be separated from his Padawan. Obi-Wan wasn’t
driving the Sith back as much as he was being drawn in by him.
The Zabrak wanted them separated. Running to his Padawan’s
aid, he had to stop short as a series of containment fields
prevented him from entering the room where his apprentice
fought.
The Sith saw that Qui-Gon was momentarily trapped and
pressed a flurry of attacks against Obi-Wan. The Padawan
struggled to parry every thrust, but the acrobatic Zabrak was too
much for him. Obi-Wan parried one last time and Darth Maul
smashed the hilt of his saber up against Obi-Wan’s nose, almost
sending him into unconsciousness. Darth Maul performed a spin
and the red lightsaber sliced the stunned Obi-Wan in two.
It took no more than a moment but it seemed as if time had
slowed for Qui-Gon. He wanted to let his emotion out, but he
remained in the Force. Darth Maul, with intent to anger the Jedi
Master, used the Force to send the pieces of Obi-Wan’s corpse
into the melting pit. He turned then and smiled at Qui-Gon, who
only kneeled and closed his eyes in silent meditation. Confused
by this, the smile on Darth Maul’s tattooed visage quickly turned
into a sneer.
The containment field dropped and Qui-Gon wasted no time
in pressing his attack. Drawing upon his years of experience, he
gave no quarter to this over-confident Sith Lord. With the Force
as his ally, he blocked every attack the Zabrak threw at him and
blocked every kick and punch. He forced the battle against the
wall of the rounded room where the Sith would have no room for
his acrobatics. His back against the wall, Darth Maul suddenly
found his lightsaber in three pieces.
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 2 3
F A A
System/Star: Kamino
Type: Terrestrial
Temperature: Temperate
Atmosphere: Breathable
Gravity: Standard
Terrain: Oceans, Archipelagos
Length of Day: 22 standard hours
Length of Year: 345 standard days
Species Mix: 62% Kaminoan, 29% Human, 9% Other
Satellites: 2
Planet Function: Secret clone facilities, military vehicles
Government: Military administration
Tech Level: Space
Major Population: 279 Kaminoans, 130 Humans, 41 others
Major Exports: Clone troops
Major Imports: foodstuffs
Starports: 1 standard class
System/Star: Kamino
For system positions of planetary bodies, look to page 72 of
Geonosis And The Outer Rim Worlds.
DESCRI PTI ON
Faa is a temperate world that hasn't been inhabited in millennia.
It is marked by a tremendous ocean with thousands of small
islands grouped in archipelagos, with some of the largest that
could be described as small continents. Considering that Faa
closely resembles its sister world of Kamino, the lack of
indigenous life should have been a boon to the Kaminoans.
HI S T ORY
Faa was inhabited millennia ago by early explorers from
Kamino (shortly before Kamino was inundated with its never
ending ocean). Once the deep-space strain of Kaminoans was
largely forgotten, the few Kaminoans that were still on the
surface of Faa, eventually died out. Currently Faa is the site of a
small group of Kaminoans, who have developed clone
technology for the Galactic Republic, following Tipoca City's
loss of its cloning facility on Kamino.
PEOPL E
Faa, for the most part, is uninhabited. Early in Kamino's
history, a small group of Kaminoans started a small colony here,
but eventually died out from lack of support from their home
planet, and also due to Kamino experiencing the melting of their
ice caps. There hasn't been any sentient life on Faa for centuries.
R y a n B r o o k s
Weaponless, he fell to the ground to sweep kick the Jedi
onto his back, but Qui-Gon avoided it by leaping into the air.
Darth Maul changed his kick in mid-motion and instead, let his
momentum carry him tumbling towards the exit. His escape was
cut off by the containment field activating once again.
“Where will you go now, Sith?” Qui-Gon said, using the word
Sith like it was a vile curse. He advanced cautiously on the
Zabrak, ready to end the battle.
Darth Maul flipped over the head of Qui-Gon and dove,
feet-first, into the melting pit. Qui-Gon stood there for a moment
watching the Zabrak disappear into the abyss and then
deactivated his lightsaber. He knew that the Zabrak would use
his Sith powers to survive. They would meet again one day, but
this particular battle was over. His Padawan dead and proof of
the re-emergence of the Sith, Qui-Gon was determined to get the
Council to let him train Anakin. He sensed they would need the
Chosen One. The Jedi Master hooked his lightsaber to his belt
and strode from the Theed reactor to see how the rest of the
battle had gone.
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 2 4
L OC AT I ONS
None to speak of, however, the surface of Faa is dotted with
many islands that are in the form of archipelagos.
QU I - G O N J I N N
When Qui-Gon found Anakin on Tatooine, he never dreamed of
what the Force had in store for his destiny. After Obi-wan
Kenobi was killed by the mysterious Sith, Qui-Gon immediately
requested that Anakin become his padawan learner. Anakin
was excited about this, but also scared. Both of Qui-Gon’s
previous padawans had died before become Jedi Knights due to
unusual circumstances. Anakin did not want to share their
fates. But Qui-Gon assured him, that the will of the Force would
ensure he not only become a great Jedi Knight, but also a great
Jedi Master.
For two years, Qui-Gon trained Anakin normally and at a
steady pace to help accommodate Anakin’s disadvantage of
recently joining the Order. But things changed when Qui-Gon
got a cryptic message from his former master, Dooku. Dooku
warned of the Sith threat, and confided with him his fears of the
Senate and the Jedi Council being under the Sith’s sway. Qui-
Gon promised to keep an eye out for the Sith. Anakin thereafter
went through an accelerated training program in preparation of
this threat. Another two years passed, and Anakin started to
have dreams of his mother in danger. Qui-Gon realized the
Force was talking to him, even with Anakin’s weak abilities in
farseeing at the time. He felt they should act upon these dreams,
and went to Tatooine to free Anakin’s mother. Together they
were able to set her free from Watto, and brought her to Naboo
to live there. After that, Anakin’s dreams of his mother stopped.
Five years after the Battle of Naboo, Qui-Gon Jinn brought
Anakin in front of the Council. No one but Qui-Gon knew why
he called this meeting. Qui-Gon then, to everyone’s surprise, he
asked the Council to test Anakin for Knighthood. The Council
was hesitant, but after much debate agreed to test Anakin. The
Council gave Anakin impossible tests of courage, diplomacy,
and even a test of facing one’s self in a “mirror”. There, he came
face to face with the potential for great evil, and greater good.
When all was said and done, the Council felt no reason to
hold back Anakin any longer. Qui-Gon felt overwhelming joy
with his new brother, and both embraced in a moment of
appreciation for each other. A week later, both of them were
sent to Yavin IV to investigate activities by the Sith Qui-Gon had
faced 5 years earlier and who killed his apprentice Obi-Wan.
The Sith had been identified as Darth Maul, and was trying to
resurrect Exar Kun, the long dead Sith Lord. When they arrived,
they were immediately ambushed by Maul. Qui-Gon was able to
beat him back with the help of Anakin. Setting up camp, they
prepared to confront Maul the next day. It was suspected he was
hiding in the Great Temple. The next day, both of them killed
Maul in the Great Temple. After the fight, they continued to
investigate the area as requested by the Council. They found
information pointing to another Sith Lord within the Senate.
Dooku’s fears had been true, and Qui-Gon was interested to see
what the Council had to say. The Council, not to his surprise,
scoffed at his suggestion of the Sith within the Senate. As Qui-
Gon had feared, the Sith Lord had infected the Council and the
Senate. Once they returned, Qui-Gon warned Anakin, in
private, that the Sith has taken control of the Republic and the
Council, and to beware. When Anakin asked him why he was
saying all this, Qui-Gon just said, “Because the living force
wishes me to.” The next year, Qui-Gon went into self-imposed
exile, and disappeared from the Republic's and the Orders' view.
L i n d a Wo o d s
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 2 5
Before heading deep into the Outer Rim, Qui-Gon visited
his old master Dooku, now leader of the Confederacy of
Independent Systems. Qui-Gon told Dooku he was right about
the Sith being in control. Qui-Gon then left for the Outer Rim
for deep meditation and contemplation. He found the world of
Dagobah, and felt it was the perfect world to meditate on the
living force. He landed there, and then hid his ship until a time
when the force needed his help once again.
Qui-Gon Jinn: Adult Male Human, Jedi Guardian 10/Jedi Master
7; Init +2 (+2 Dex); Def 23 (+2 Dex, +11 Class); Spd10m; VP/WP
143/12; Atk +19/+14/+9/+4 melee (1d3+2, punch),
+19/+14/+9/+4 ranged (by weapon), +21/+16/+11/+6 melee*
(6d8+4, crit 18-20, Lightsaber); SQ Deflect (Attack -4, Block,
Defense +3, Extend Defense and Attack), Force Secret
(Improve Battlemind, Improve Force Defense), Increase
Lightsaber damage +4d8; SV Fort +12, Ref +13, Will +14; SZ
M; FP: 11; Rep: +7; Str 14, Dex 15, Con 12, Int 17, Wis 17, Cha
15.
Equipment: Aquata Breather, Comlink, Lightsaber,
Holoprojector [Personal], Utility Belt [Jedi]
* Qui-Gon Jinn has constructed his own Lightsaber.
Skills: Computer Use +5, Craft (lightsaber) +7, Knowledge
(Coruscant) +11, Knowledge (Jedi lore) +13, Pilot +8,
Read/Write Basic, Sense Motive +7, Speak Basic, Speak
Cerean, Speak Huttese, Speak Shyriiwook, Spot +7, Treat
Injury +9
Force Skills: Affect Mind +18, Battlemind +15, Empathy
+10, Enhance Ability +9, Farseeing +7, Force Defense +17,
Force Stealth +6, Force Strike +9, Heal Another +13, Heal Self
+6, Move Object +17, See Force +15
Feats: Combat Expertise, Combat Reflexes, Exotic Weapon
Proficiency (lightsaber), Force-Sensitive, Headstrong,
Improved Critical (Lightsaber), Quick Draw, Weapon Finesse
(Lightsaber), Weapon Focus (Lightsaber), Weapons Group
Proficiency (blaster pistols, simple weapons)
Force Feats: Alter, Burst of Speed, Control, Force Mastery,
Form IV Mastery, Lightsaber Defense, Sense
AN A K I N
S K Y WA L K E R
Anakin Skywalker knew he was different. Even as a slave on
Tatooine, he knew that he was destined for greater things. It
wasn't until a Jedi Master named Qui-Gon Jinn arrived in his
hometown of Mos Espa, that he could sense the winds of
change. With Qui-Gon was a girl not much older than himself,
an alien he had never encountered before, and a droid that he
inquisitively knew was an astromech droid – though he had
never seen one.
While convalescing during a sudden sandstorm at his
home, these four ragged beings explained why they were there.
Their ship was unable to leave the system, and they needed help.
As Anakin was wont to do, he offered his help, both of his
piloting skill as a podracer, and the podracer that he had built
from scavenged parts. With reservations, his mother gave him
her permission, and the only thing left to do, was convince his
owner. Luckily, Qui-Gon was able to bluff Watto into allowing
Anakin to compete in the annual Boonta Eve Classic.
With thrusters firing, Anakin was able to edge his nemesis,
Sebulba to win the Boonta Eve. After collecting his winnings,
C J F r a n k s
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 2 6
minus the cost of the parts that Qui-Gon and his party needed,
Qui-Gon dropped a bombshell – he was to go with Qui-Gon to
be trained as a Jedi. Though it pained him greatly for leaving his
mother as a slave, he looked forward to his life as a Jedi.
However, upon nearing the ship that would take him away from
Tatooine, Qui-Gon was beset by an individual dressed all in
black and with red markings about his face.
During the titanic battle of lightsabers, Qui-Gon ordered
Anakin to get to the ship and have it take off. As the ship closed
the distance, Qui-Gon managed to push this dark being far
enough away to alight on the ship's boarding ramp. There he
meets Qui-Gon’s current apprentice Obi-Wan Kenobi. As
much as Anakin tries to engage Obi-Wan in conversation, he
gets a feeling that he should hold off speaking with him, though
he cannot understand why. Later in the passage to Coruscant,
he talks more with the young woman that he met on Tatooine –
Padmé. As they talk, he begins to understand his feelings that
he is destined to be at her side, sometime in the future, and not
as a Jedi, but as her husband.
In the years that followed the loss of Qui-Gon’s apprentice,
Obi-Wan, there were many challenges that Anakin overcame.
Anakin reflected Qui-Gon’s philosophy so thoroughly, that he
viewed Qui-Gon as the father he never had. And after just five
short years, Anakin attained the rank of Jedi Knight, though
Master Yoda once had grave misgivings of Anakin being a Jedi.
During this time, he kept in constant contact with Padmé on
Naboo, and once attaining knighthood, with Qui-Gon’s
approval, began to pursue a relationship with her; and to his
surprise, Padmé reciprocated his feelings.
So it came as a shock to the Jedi Council that Anakin
decided to leave the Jedi Order to pursue a family with Senator
Amidala; the Council sent five Jedi Knights to return Anakin to
Coruscant, to both relinquish his lightsaber, and also to explain
why he decided to leave. Anakin refused and was forced to
defend himself from Masters Plo Koon, Luminara Unduli, Ki-
Adi-Mundi, and two Jedi Knights: Barriss Offee, and Bultar
Swan. Unfortunately, he ultimately had to strike them down,
but afterwards he asked Padmé to marry him, and she agreed.
Shortly after the attempt on Count Dooku’s life by Republic
loyalists, he finally understood that there was no hope for the
Republic and asked for a commission in the Separatist Navy,
which President Dooku, was only too happy to honor. Through
many battles, Anakin was constantly on guard against enjoying
these battles, and it wasn’t until he joined General Grievous and
Captain Czar in the Battle of Kamino, did he understand that the
Confederacy was in danger of becoming exactly what he left the
Republic for. Czar spoke to Anakin about Grievous actions after
battle, and both agreed he was a threat to the CIS. But neither
knew what to do about Grievous at the time. President Dooku
was stricken with personal doubt when Anakin and the 30 Jedi,
who willingly joined Anakin and the Separatists, came to him
and resigned his commission. When Dooku asked him why he
was leaving, Anakin responded: “I just cannot in good
conscience be associated with such butchery that General
Grievous has now degenerated to.” And with that Anakin left.
The next two years were a blur for Anakin. At first, Anakin
seemed as if he was adrift in the Force, but after many months of
meditation, Anakin received a vision. He would go to Coruscant,
secretly enter the Jedi Temple Archives and go to a wing of the
Archives that seemed as if no one had been to in millennia.
Following the will of the Force, he discovered an ancient holocron
that was exactly where his vision told him it was, after which he
returned to Naboo. After many more months, Anakin came to
realize that the Jedi had lost their way, and it was up to Anakin to
bring them back to balance, as a new order: The Bendu.
Anakin Skywalker: Adult Male Human, Fringer 1/ Jedi Guardian
5/ Bendu Disciple 1/ Bendu Warrior 7; Init +3 (+3 Dex); Def 25
(+3 Dex, +12 Class); Spd 10m; VP/WP 132/15; Atk +14/+9/+4
melee (1d3+2, punch), +15/+10/+5 ranged (by weapon),
+16/+11/+6 melee* (5d8+2, crit 18-20, Lightsaber); SQ
Deflect (Attack -3, Defense +3, Extend Defense and Attack),
Fringer bonus class skill (Repair), Increase Lightsaber damage
+3d8, Bendu Combat feats (Weapon Finesse, Improved
Critical), Skywalkers gain the Force-Sensitive feat for free and
ignore the "Force Level 1st" prerequisite when selecting the
primary Force feats [Control, Sense, and Alter]), Resist and
Improved Dark Side +3; SV Fort +15, Ref +14, Will +8; SZ M;
FP7; Rep: +5; Str 14, Dex 17, Con15, Int 14, Wis 14, Cha 14.
Equipment: Comlink, Holocron, Holoprojector [Personal],
Lightsaber, Utility Belt [Jedi], Actis-class Interceptor.
* Anakin Skywalker has constructed his own Lightsaber.
Skills: Computer Use +9, Craft (lightsaber) +9, Hide +4,
Knowledge (Bendu Lore) +6, Knowledge (Jedi lore) +8,
Knowledge (Podracing) +6, Knowledge (Tatooine) +6,
Knowledge (World lore) +5, Pilot +14, Read/Write Basic,
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 2 7
Read/Write Huttese, Repair +5, Search +6, Speak Basic, Speak
Huttese, Spot +7, Survival +6, Tumble +8
Force Skills: Affect Mind +8, Battlemind +11, Battle
Influence +4, Enhance Ability +10, Force Defense +7, Force
Stealth +4, Heal Another +7, Heal Self +8, Move Object +10,
See Force +5, Telepathy +6
Feats: Combat Expertise, Combat Reflexes, Exotic Weapon
Proficiency (lightsaber), Force-Sensitive, Gearhead, Improved
Critical (Lightsaber), Skill Emphasis (Pilot), Weapon Finesse
(Lightsaber), Weapon Focus (Lightsaber), Weapons Group
Proficiency (blaster pistols, primitive weapons, simple
weapons)
Force Feats: Alter, Attuned, Battle Meditation, Control,
Sense
DA R T H MA U L
B a c k g r o u n d I n f o b y S m u g g l e r J e d i
Darth Maul was Darth Sidious’ apprentice for a long time,
going through many trials and tribulations to receive the
coveted rank of Sith Lord. When he finally proved himself once
and for all to his master, he was sent to track down a
troublesome queen and her Jedi bodyguards to a backwater
world called Tatooine. There, he tested the mettle and
experience of the Jedi and also discovered a young boy who was
very strong in the Force. Returning to the world of Naboo, he set
up his plans to fight the Jedi and the queen when she would
inevitably come back.
Queen Amidala eventually returned to liberate her world
from the oppressive Trade Federation, with Jedi Master Qui-
Gon Jinn and Jedi Padawan Obi-Wan Kenobi with her. Maul
allowed the Queen and her group to infiltrate the Naboo Royal
Palace, but when they tried to leave the hanger, Maul
intervened. Seeing his ultimate chance to finally kill a worthy
opponent, Maul attacked the two Jedi with his double-bladed
lightsaber. Fighting in the dangerous and open Naboo power
center, he finally managed to split the duo up, with Qui-Gon
Jinn trapped on one side of an energy field and Obi-Wan Kenobi
stuck with Maul. It was an arduous struggle to stay dominant,
but with a quick feint and a lucky blow, Darth Maul was able to
slay the Padawan, and Kenobi was no more.
When the energy field dropped, Qui-Gon lashed out at
Maul. The Sith was startled by the amazing burst of energy that
the Jedi Master was now benefiting from, and the rapid and
steady advance of parries, blows, thrusts and counterthrusts
overwhelmed Maul. Humiliated by his failure to eliminate the
other Jedi, Maul fled and was just barely able to get to his ship
and escape Naboo before the hanger was closed to him.
After that incident, Maul dropped from the public eye.
Working on the orders from his Sith Master, he began to train a
secret group of assassins and elite commandos. Many were
gifted in the Force, and Maul saw it as the beginning of a new
Sith army. He was never told their purpose, but he didn’t care,
as he relished in giving out punishments and putting them
through impossible tasks. When he heard of a Kaleesh that had
been saved by the IGBC, Maul jumped to the opportunity. Maul,
under disguise, was able to convince San Hill of the benefit of
the special training he offered. Foolishly and blindly, Hill
agreed. Maul personally trained the new general in using
lightsabers and other deadly tactics before quietly leaving to
answer another summons by his master.
Maul’s final mission was very important. His duty was to
reawaken the ancient Sith Lord Exar Kun, the very same one
who developed the double-bladed lightsaber and almost toppled
A n n e H u r s t
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 2 8
the Republic four thousand years ago. He traveled to Yavin IV to
find Kun’s crypt, but before he could succeed two Jedi
intervened. One he recognized immediately – Jedi Master Qui-
Gon Jinn, the very same one who had humiliated him on Naboo
five years earlier. The other carried some vague recognition, but
it wasn’t until Qui-Gon said his name that it clicked into place –
Anakin Skywalker. Desperate for revenge, Maul singled out
Qui-Gon and viciously attacked him. Unfortunately, the Sith
warrior was so focused on the Master that he forget the Knight.
While he wasn’t paying attention, Anakin Skywalker killed him
with a single thrust to the back. In just a moment, the terrible
reign of terror Maul had perpetuated was stopped. The Sith
Lord was finally dead.
However, even the death of Darth Maul did not mean the
end of his importance. The Jedi searched his possessions and
found evidence of another Sith Lord in the Republic. Using his
possessions as evidence, the two told the Jedi Council that the
Sith had infiltrated the Republic and were in control.
Fortunately for Maul, his dream of Sith dominance wasn’t
shattered when the Council refuted the duo’s findings and told
them to “leave this matter to the proper individuals” and focus
more on learning about the Force. It was ignorance that saved
Maul’s dream, even if he was never going to be in it.
Darth Maul: Adult Male Zabrak, Sith Lord 3/Sith Warrior
6/Dark Side Marauder 3/Soldier 2; Init +4 (+4 Dex); Def 25 (+4
Dex, +11 Class); Spd 10m; VP/WP 134/16; Atk +14/+9/+4
ranged (3d4, Sith Lanvarok), +17/+12/+7 melee (1d4+3, crit
20, punch), +18/+13/+8 melee * (5d8+3, crit 19-20,
Lightsaber); SQ Dark Side, Deflect (Attack -3, Defense +1),
Enemy Bonus +2, Increase Lightsaber damage +3d8, Resource
Access, Uncanny Dodge (Dex bonus to Defense); SV Fort +19,
Ref +13, Will +11; SZ M; FP: 7; DSPs: 14; Rep: +9; Str 17, Dex
19, Con16, Int 14, Wis 11, Cha 12.
Equipment: Lightsaber*, Sith Lanvarok, 3 "Dark Eye" Probe
droids, wrist comlink, electrobinoculars, Sith Speeder, Sith
Infiltrator (Scimitar).
* Darth Maul has constructed his own Lightsaber.
Skills: Computer Use +7, Craft (lightsaber) +7, Gather
Information +3, Intimidate +13, Jump +5, Knowledge (Jedi
lore) +6, Knowledge (Sith lore) +13, Read/Write Basic,
Read/Write Sith, Read/Write Zabrak, Repair +5, Speak Basic,
Speak Huttese, Speak Sith, Speak Zabrak, Tumble +8
Force Skills: Affect Mind +3, Battlemind +15, Drain Energy
+12, Drain Knowledge +8, Force Defense +11, Force Grip +13,
Force Stealth +5, Force Strike +5, Move Object +12, See Force
+8
Feats: Ambidexterity, Armor Proficiency (light), Combat
Expertise, Exotic Weapon Proficiency (double lightsaber,
lightsaber), Force-Sensitive, Martial Arts, Power Attack, Teräs
Käsi, Two-weapon Fighting, Weapons Group Proficiency
(blaster pistols, blaster rifles, heavy weapons, primitive
weapons, simple weapons, vibro weapons)
Force Feats: Alter, Control, Kinetic Might, Knight Defense,
Lightsaber Defense, Rage, Sense
DA R T H T Y R A N U S
Darth Tyranus was once known as Asajj Ventress. Hailing from
the barbaric planet of Rattatak, she was rescued from certain
enslavement by a Jedi Knight, Ky Narec. Shortly before she
would become a full-fledged Jedi Knight, her master was
murdered in his sleep by an agent of one of the most powerful
warlords on the planet – Osika Kirske, who then placed the
J e s s i c a H i c k m a n
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 2 9
young woman into bondage. After being repeatedly violated by
many of the warlord's men, she gave into her rage and anger and
slew Osika's entire retinue, saving the aging warlord for last. As
she lowered the terrified warlord onto Narec's lightsaber, she
had an epiphany: she saw herself kneeling before a being with
immense mastery of the Force. Once she skewered the warlord,
she went in search for Narec's starfighter, which she found that
it still had interstellar flight capability, and she would find this
being.
After many years searching, she happened upon a world
that was teeming with Dark Side energy: Thule. Like a moth to
a light, she landed and presented herself to the reigning garrison
commander, demanding to be led to the Master of the planet.
When she entered Lord Sidious' audience chamber, she knew at
once that she had found the one that she had searched for.
After satisfactorily passing Lord Sidious's tests of loyalty, he
placed Asajj with Darth Maul, who trained her further in
lightsaber combat. It wasn't until she had snatched up a second
lightsaber than she found that she had an affinity with fighting
with two lightsabers. A week later, Lord Sidious sent Maul off
to Yavin IV to see if it was feasible to resurrect an ancient Dark
Lord of the Sith, Exar Kun. Asajj followed Maul in his ship, the
Scimitar, and after observing Maul's death at the hands of the
accursed Jedi, waited until nightfall for them to be close to
exhaustion. Using a minor Sith technique, she managed to
cause the two Jedi to sink into a dreamless sleep. On a whim,
she cut off a lock of their hair, and scanned their brains – Lord
Sidious might have an idea of what to do with them.
After returning to Thule, Lord Sidious was furious with her.
As he pummeled her with Force Lightning, she cried out that
she had a gift for him. Sidious withdrew his punishment on her
and ordered her to explain. After listening to her report, Sidious
praised Asajj with her initiative, though he calculated that to
find a new apprentice would be time consuming and would
extend his plan for galactic domination by several years, at least.
Telling her to rise, Sidious offered her a chance to be his
apprentice, to which Asajj readily agreed. From then on she
would be known as Lady Tyranus. He tasked her to arrange for
the assassinations of key Republic officials, including Jedi, to
which she was only too happy to obey.
Darth Tyranus: Adult Female Human, Jedi Guardian 5/Dark
Side Marauder 2/Sith Warrior 5; Init +4 (+4 Dex); Def 24 (+4
Dex, +10 Class); Spd 10m; VP/WP 114/13; Atk +14/+9/+4
melee (1d3+2, punch), +16/+11/+6 melee* (4d8+2, crit 19-20,
Lightsaber), +16/+11/+6 ranged (by weapon); SQ Deflect
(Attack -4, Defense +1), Enemy Bonus +1, Increase Lightsaber
damage +2d8, Tainted, Uncanny Dodge (Dex bonus to
Defense); SV Fort +12, Ref +14, Will +8; SZ M; FP: 7; DSPs: 10;
Rep: +4; Str 15, Dex 18, Con 13, Int 14, Wis 11, Cha 10.
Equipment: 2 Lightsabers, Sith cloak, Genivex-class
starfighter.
* Darth Tyranus has constructed her own Lightsabers.
Skills: Computer Use +6, Craft (lightsaber) +8, Intimidate
+6, Knowledge (Jedi lore) +6, Knowledge (Sith lore) +9, Move
Silently +5, Pilot +13, Read/Write Basic, Read/Write Sith,
Speak Basic, Speak Sith, Survival +3, Tumble +8
Force Skills: Affect Mind +4, Battlemind +8, Enhance
Ability +6, Enhance Senses +2, Fear +7, Force Defense +7,
Force Grip +11, Force Stealth +7, Force Strike +8, Move Object
+9, See Force +5, Telepathy +2
Feats: Ambidexterity, Armor Proficiency (light), Combat
Expertise, Dodge, Exotic Weapon Proficiency (double
lightsaber, lightsaber), Force-Sensitive, Improved Two-weapon
Fighting, Power Attack, Two-weapon Fighting, Weapon Focus
(Lightsaber), Weapons Group Proficiency (blaster pistols,
blaster rifles, primitive weapons, simple weapons, vibro
weapons)
Force Feats: Alter, Burst of Speed, Control, Lightsaber
Defense, Niman Mastery, Rage, Sense
P R E S I D E N T DO O K U
When Count Dooku left the Jedi Order, he never expected the
Sith threat to spiral into the mess it became. When he left, he
had hoped maybe he could stop the threat before it began to
destroy the Republic. But only two years after leaving the Order,
the Sith were striking out at the Senate, killing innocent
Senators. Another four years would pass before Dooku would
return to the public eye. Eight years after the Battle of Naboo,
Dooku is asked by 500 seceded worlds of the Republic to
represent them. He gladly accepts, and creates the Confederacy
of Independent Systems, with himself as leader.
The next year, the chaos of the Sith grew. An attempted
assassination of Senator Amidala and the attempted killing of
Anakin Skywalker by the Jedi Order only confirmed Dooku’s
worst fears: the Dark Side had taken hold of the Republic.
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 3 0
Dooku was pleased to have another 1000 worlds join him, but
was shocked when Anakin Skywalker asked to join the CIS.
Dooku’s dream of a corrupt free government became more
possible as 30 more Jedi follow Anakin’s lead. The next year,
there is a failed assassination attempt by Republic Loyalists on
Dooku. He realizes the gravity of the threat now, that the Sith
are after him. Not wanting to be caught flat-footed from the
now inevitable war, Dooku signs a defense pact with the galactic
trade conglomerates like the Trade Federation, Commerce
Guild, and various Mercenary Companies including Czar’s
Imperial Guard, among others. However, to gain these
conglomerates favor, Dooku agrees to make San Hill’s
bodyguard, General Grievous, Supreme Commander of their
droid forces. With their support, and officially elected as
President of the Confederacy of Independent Systems, Dooku
declares war on the Republic.
A little while after the war begins the Separatists strike at
Kamino’s cloning facilities. Under the command of General
Grievous, the attack goes well, and Anakin Skywalker is also
successful with stealing enough clones and the personnel and
equipment needed to allow the CIS to make their own clones,
and no longer be dependent on droids. Also, one of Dooku’s
Captains, Captain Czar, gained prominence during this battle.
Dooku has him promoted to Commander after the battle. But
Czar comes to Dooku after Kamino with concerns with General
Grievous. Czar believes his heavy handed tactics are not fitting
for the image the CIS is trying to promote. Dooku agrees, and
promises he will see what he can do. He tries to reason with the
General, but Grievous rebuffs his advice, saying he is winning
the war for them and that is all that matters. Dooku is
disappointed at his failure to control Grievous, but agrees and
only keeps minor tabs on his actions to try to please both sides.
Eleven years after the Battle of Naboo, and the beginning of
the next year of the war, the CIS and the Republic are going
through a lull as both sides prepare new clone forces. But
during this lull, Anakin resigns from the CIS. Dooku is shocked,
and asks Anakin why he is leaving. Anakin explains that
Grievous’ savagery as General is wrong, and he wishes to not be
involved with such a wicked being. After Anakin leaves, the 30
Jedi that joined follow Anakin's lead. Dooku is personally
devastated at this loss. Confiding with Commander Czar, now a
close friend and confidant, he wonders what to do. Czar tells
him to get rid of Grievous and try to come to terms with the Jedi
who left. Dooku agrees, but fears that Grievous could take away
the support of the conglomerates since they had him made
General, and suggest holding off on speaking to him. Czar
openly agrees, but behind Dooku’s back begins to make plans of
his own for Grievous. By twelve years after the Battle of Naboo,
the CIS and Dooku control half the galaxy. But Dooku begins to
worry that the heart and soul of the CIS has been lost since the
Jedi left. He personally fears that unless action is taken, the CIS
may become no better then the Republic. But by the end of the
year, only one answer comes to his mind: kill Grievous.
President Dooku: Old Male Human, Jedi Guardian 12/Jedi
Master 3/Jedi Weapon Master 3; Init +2 (+2 Dex); Def 24 (+2
Dex, +12 Class); Spd 10m; VP/WP 147/10; Atk +18/+13/+8/+3
melee (1d3, punch), +20/+15/+10/+5 ranged (by weapon),
+22/+17/+12/+7 melee * (6d8, crit 19-20, Lightsaber); SQ
Deflect (Attack -2, Block, Defense +3, Extend Defense and
Attack), Force Secret (Force Defense, Improve Battlemind),
Increase Lightsaber damage +3d8, Increase Weapon Damage;
SV Fort +12, Ref +14, Will +16; SZ M; FP: 10; Rep: +6; Str 10,
Dex 15, Con10, Int 18, Wis 17, Cha 18.
A d r i a n o T a d e u T i c i a n o
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 3 1
Equipment: Lightsaber, Robes of State
* Count Dooku has constructed his own Lightsaber.
Skills: Bluff +12, Computer Use +8, Craft (lightsaber) +11,
Diplomacy +10, Intimidate +16, Knowledge (Jedi lore) +15,
Knowledge (Politics) +12, Read/Write Basic, Sense Motive +7,
Speak Basic, Speak Caamasi, Speak Cerean, Speak Geonosian,
Tumble +8
Force Skills: Affect Mind +13, Battle Influence +10,
Battlemind +13, Enhance Ability +15, Farseeing +11, Force
Defense +15, Force Stealth +9, Force Strike +8, Heal Another
+12, Heal Self +12, Move Object +13, See Force +15
Feats: Combat Expertise, Combat Reflexes, Exotic Weapon
Proficiency (lightsaber), Force-Sensitive, Heroic Surge, Iron
Will, Persuasive, Weapon Finesse (Lightsaber), Weapon Focus
(Lightsaber), Weapons Group Proficiency (blaster pistols,
simple weapons)
Force Feats: Alter, Attuned, Battle Meditation, Burst of
Speed, Control, Form II Mastery, Knight Defense, Lightsaber
Defense, Sense
P A D MÉ AMI D A L A -
S K Y WA L K E R
P a w e l H u d e c z e k
The more things change, the more they stay the same. It seemed
like only a few short years ago that Padmé Naberrie Amidala had
just stepped down following her second term as Queen of
Naboo. Now, she has a loving husband that thinks the world of
her and is fighting the forces of corruption that has engulfed the
now rotting corpse of the Republic. But all this wouldn't have
happened if she had ignored her feelings about Anakin.
Once Anakin attained Jedi Knighthood, he would go out of
his way to visit her in her office on Coruscant, or occasionally on
Naboo. As these visits became more frequent, something
within her began to view Anakin as something more than just a
friend. She began to have feelings for him.
After the assassination of her successor, Queen Jamillia, then-
Senator Amidala was faced with a quandary: Does she continue
supporting a corrupt government led by a Supreme Chancellor
that only recently she had supported wholeheartedly, or does
she follow her conscience and lead her people down a path that
may result in true freedom from the increasing tyranny of
Chancellor Palpatine's policies.
With eyes opened to the Chancellor’s subtle prejudicial
policies, she resigns as Senator of Naboo. With mounting
pressure from Governor Bibble and public support, she agrees
to resume the mantle of Queen of Naboo once the Constitution
is amended. One of her first acts as Queen is to have Naboo
secede from the Republic and throw its support to the
Confederacy.
It was then that Anakin Skywalker, recently resigned from
the Jedi Order, asked her to marry him, which she immediately
agreed. After their marriage, Anakin joined the Separatist
military, taking a commission. Though many of his duties as a
high level officer in the Separatist military took him far away
from Naboo, he would still find the time to return.
A year after the war started, Anakin returned from another
of his successful campaigns, but he seemed standoffish and
brooding, pacing about their antechamber. When she asked
him what the matter was, he gave the entire account of the
Battle of Kamino, and the behavior of General Grievous.
Horrified at Anakin's explicit recitation of the actions of
Grievous's barbarity, she at once contacted
President Dooku, with Anakin beside her, to have him explain
why he put such a monster as Supreme Commander. When
contacted, Dooku was in a meeting with Captain Czar, who also
P a w e l H u d e c z e k
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 3 2
had come forward with concerns on General Grievous.
President Dooku assured all of them that he would personally
look into these allegations. From that moment on, Padmé paid
very close attention to the reports of anything to do with
Grievous.
A few months later, Anakin returned to her and told her that
he had resigned his commission, when she told him that she's
pregnant. The joy in her heart was echoed by the look on
Anakin's face: they were going to have a child. On one stormy
night, Padmé wakes up to find Anakin staring off into the night.
When asked what the matter is, Anakin explains that he must go
to Coruscant, he can't really explain why, but he must. After he
returns, Anakin tells her that he thinks that he may have found a
way to save the Jedi. To Padmé, Anakin is her whole world,
nothing else matters; and the future should be bright, indeed.
Padmé Amidala-Skywalker: Adult Female Human, Noble 13; Init
+6 (+2 Dex, +4 Bonus); Def 19 (+2 Dex, +7 Class); Spd 10m;
VP/WP 77/12; Atk +10/+5 melee (1d3+1, punch), +11/+6
ranged (by weapon); SQ Coordinate +3, Favor +4, Inspire
Confidence, Inspire Greatness, Noble bonus class skill (Bluff),
Resource Access; SV Fort +5, Ref +8, Will +11; SZ M; FP: 0;
Rep: +9; Str 12, Dex 15, Con12, Int 13, Wis 17, Cha 18.
Equipment:
Skills: Bluff +11, Computer Use +8, Diplomacy +16,
Entertain (dance) +8, Gather Information +10, Knowledge
(History) +7, Knowledge (Politics) +16, Knowledge (World
lore) +9, Listen +11, Move Silently +7, Pilot +8, Read/Write
Basic, Read/Write Caamasi, Read/Write Calamarian, Sense
Motive +12, Speak Basic, Speak Caamasi, Speak Calamarian,
Spot +7, Treat Injury +9, Tumble +8
Feats: Combat Expertise, Dodge, Fame, Improved
Initiative, Influence, Persuasive, Point Blank Shot,
Trustworthy, Weapons Group Proficiency (blaster pistols,
simple weapons)
C H A N C E L L O R
P A L P A T I N E
Palpatine, as the one-time senator from Naboo, is a very patient
man. Also known as Darth Sidious, Palpatine has orchestrated
galactic events behind the scenes so as to be elevated to his
current station: Supreme Chancellor. And since he is now free
to manipulate events, the Sith shall rise to a level of prominence
once more.
Once having murdered his master, Darth Plagueis in his
sleep, Palpatine continued to hone his mastery of the Force
throughout the decades. When the Senate passed legislation to
raise taxes on outlying systems, Palpatine saw his chance. He
contacted the Viceroy of the Trade Federation and promised
him undreamed of wealth and esteem, but the Viceroy had to do
something for him – blockade his home planet of Naboo.
Thinking the newly elected queen to be easily controlled, he was
surprised that she took such an aggressive stance against his
pawns.
After Jedi Master Qui-Gon Jinn defeated his apprentice
Darth Maul, he gave Lord Maul explicit instructions that he was
to stay hidden until the time was right. From his fortress world,
Thule, Palpatine meditated upon the Force looking to the future
on the possible consequences of actions. After conferring with
one of his Sith holocrons, he came across a Sith legend of Naga
Sadow, who put himself in hibernation until it was time for his
reemergence. Armed with the necessary knowledge, Sidious
dispatched Lord Maul to Yavin IV to resurrect Exar Kun or at
the very least use Kun himself as a power source.
When his newest recruit, Asajj Ventress returned with news
of Lord Maul's death, he lashed out at her and began to blast her
with Force Lightning. In between barrages and her screaming
in pain, Ventress told him that she had a gift for him. Giving her
respite, he ordered her to explain herself. After hearing
everything, he realized that he didn't have the time to search for
a new apprentice and so he gave her a choice: join him or die.
In the following months, Lady Tyranus was the model
apprentice. Though she wasn't as talented with a lightsaber as
was Darth Maul, she still had her uses. To facilitate his plans,
Sidious had Tyranus make arrangements for the death of several
senators and Jedi with bounty hunters Aurra Sing and Zam
Wesell. They did their jobs brilliantly, and within five years, the
Clone Wars had begun! It is only a matter of time whether the
plans he had set in motion so many years ago will bear fruition,
but after all, Palpatine is a very patient man.
Chancellor Palpatine: Old Male Human, Noble 5/Dark Side
Devotee 3/Dark Side Marauder 2/Sith Lord 6; Init +2 (+2 Dex);
Def 25 (+2 Dex, +13 Class); Spd 10m; VP/WP 105/10; Atk
+13/+8/+3 melee (1d3, punch), +14/+9/+4 melee * (4d8, crit
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 3 3
19-20, Lightsaber), +15/+10/+5 ranged (by weapon); SQ
Coordinate +1, Dark Side, Dark Side Talisman +2, Deflect
(Attack -3, Defense +1), Favor +2, Increase Lightsaber damage
+2d8, Inspire Confidence, Minions, Resource Access; SV Fort
+11, Ref +13, Will +16; SZ M; FP: 7; DSPs: 34; Rep: +6; Str 11,
Dex 15, Con 10, Int 16, Wis 17, Cha 18.
Equipment: Comlink [Secure, Naboo Technologies A3],
Lightsaber, Sith Holocron
* Chancellor Palpatine has constructed his own Lightsaber.
Skills: Bluff +8, Craft (lightsaber) +6, Diplomacy +12,
Gather Information +8, Intimidate +18, Knowledge (Jedi lore)
+6, Knowledge (Politics) +17, Knowledge (Sith lore) +15,
Read/Write Basic, Read/Write Bothese, Read/Write Mon
Calamarian, Read/Write Sith, Sense Motive +9, Speak Basic,
Speak Bothese, Speak Falleen, Speak Mon Calamarian, Speak
Rodese, Speak Ryl, Speak Sith, Survival +6
Force Skills: Affect Mind +9, Alchemy +12, Battlemind +8,
Drain Energy +8, Drain Knowledge +12, Force Grip +12, Force
Lightning +21, Force Stealth +6, Force Strike +9, Move Object
+6, See Force +10, Telepathy +7
Feats: Armor Proficiency (light), Cosmopolitan
(Intimidate), Exotic Weapon Proficiency (lightsaber), Force-
Sensitive, Power Attack, Weapons Group Proficiency (blaster
pistols, blaster rifles, primitive weapons, simple weapons, vibro
weapons)
Force Feats: Alter, Control, Dark Power, Dissipate Energy,
Force Mastery, Lightsaber Defense, Malevolant, Mettle, Rage,
Sense, Sith Sorcery
J E D I C O U N C I L
Once considered the unfaultable authority of the Jedi, The Jedi
Council has had some hard times as of lately. When they tried to
have Anakin Skywalker return his lightsaber when he left the
Order, he killed two members of the Council: Plo Koon and
Ki-Adi Mundi. Both of their seats are never taken up by
permanent members, and it is not uncommon to see up and
coming Jedi Knights having a temporary seat on the Council.
The Council has also had trouble keeping the Galaxy together as
more and more systems join the Separatist. As diplomacy fails,
the Council feels war is inevitably on the horizon.
MACE WI NDU
B a c k g r o u n d I n f o a n d S h a t t e r p o i n t S p e c i a l Q u a l i t y
b y J e d i P o w e l l
The second most senior member of the Jedi Order was born on
the jungle world Haaruun Kal, the world was harsh and bred
strong willed people. Mace was found by Jedi Watchers at an
early age and was brought to the Jedi Temple on Coruscant. His
training was fast as his natural talents accelerated his fighting
skills. Mace soon became a great lightsaber pupil and made even
Masters take note of his growing skills.
Mace Windu learned to see the Force in a unique view which
focused on his uncanny gift to see flaws in everything. Mace sees
the flaws in objects, people, and missions, which gave him vast
powers to manipulate situations to a favorable outcome. He
even surpassed lightsaber training to create a new and deadlier
lightsaber form while he trained padawan Depa Billaba, called
Vaapad. Mace's skill at flaws helped him create this Form which
uses the Force to take advantage of the flaws of an opponent's
technique.
Mace Windu, a member of the Jedi Council for twenty years,
guides the council alongside his old friend, and former master,
Yoda, and the two seldom disagree, but a major rift began soon
after Qui-Gon Jinn brought Anakin Skywalker to the Jedi Order.
Now Mace sees the CIS/Jedi rift as his greatest flaw, and is
currently moving resources to repair or excise this flaw.
T o m H o d g e s
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 3 4
Mace Windu: Adult Male Human, Jedi Guardian 9/Jedi Master
4/Jedi Weapon Master 6; Init +2 (+2 Dex); Def 25 (+2 Dex, +13
Class); Spd 10m; VP/WP 164/16; Atk +21/+16/+11/+6 ranged
(by weapon), +23/+18/+13/+8 melee (1d3+3, punch),
+24/+19/+14/+9 melee * (6d8+3, crit 18-20, Lightsaber); SQ
Deflect (Attack -4, Block, Defense +3, Extend Defense and
Attack), Devastating Strike (Lightsaber), Force Secret
(Battlemind +1, Enhance Ability +1), Increase Lightsaber
damage +2d8, Shatterpoint (see sidebar); SVFort +15, Ref +13,
Will +15; SZ M; FP: 7; Rep: +8; Str 17, Dex 15, Con 16, Int 16,
Wis 17, Cha 16.
Equipment: Lightsaber*, Jedi Robes.
* Mace Windu has constructed his own Lightsaber.
Skills: Balance +6, Craft (lightsaber) +13, Gather
Information +8, Knowledge (Jedi lore) +11, Knowledge
(Politics) +7, Pilot +7, Read/Write Basic, Read/Write Caamasi,
Read/Write Korun, Search +5, Speak Arkanian, Speak Basic,
Speak Caamasi, Speak Korun, Spot +7, Tumble +13
Force Skills: Affect Mind +15, Battlemind +14, Empathy
+17, Enhance Ability +22, Enhance Senses +9, Farseeing +7,
Force Defense +11, Force Stealth +9, Heal Another +7, Heal
Self +7, Move Object +17, See Force +18.
Feats: Combat Expertise, Combat Reflexes, Exotic Weapon
Proficiency (lightsaber), Force-Sensitive, Improved Critical
(Lightsaber), Iron Will, Power Attack, Weapon Finesse
(Lightsaber), Weapon Focus (Lightsaber), Weapons Group
Proficiency (blaster pistols, simple weapons).
Force Feats: Alter, Burst of Speed, Control, Knight Defense,
Lightsaber Defense, Master Defense, Mettle, Sense, Vaapad
Form Mastery.
YODA
Master Yoda has trained Jedi for nearly 800 years, and is
considered the Jedi Order's Grand Master. He has trained
countless Padawans, most notably: Mace Windu, and Count
Dooku, now known as the President of the Confederacy of
Independent Systems, and also trains younglings before they
become Padawans to individual Masters.
When Qui-Gon Jinn first brought young Anakin Skywalker
before the Council to be tested for Jedi candidacy, Yoda was the
most vociferous against him being trained. With the death of
Master Qui-Gon's apprentice, Obi-Wan Kenobi (who Yoda
trained when he was a youngling); Yoda relented on Anakin
being trained, even though he had reservations against him.
When Qui-Gon brought Anakin before the Council to be
tested for knighthood, Yoda was as much surprised as the rest of
the Council: he had not forseen this moment. When Anakin had
completed each task with exemplary marks, Yoda gazed at
young Skywalker's aura with shock: the clouds that were there
five years before, are no longer there. This was the final
lynchpin against Anakin's knighthood, and they were no longer
there.
When the Council received word that the Sith Lord who had
slain Kenobi had resurfaced, Yoda was the first to push for
Master Qui-Gon and now Jedi Knight Skywalker to resolve this
threat. Upon receiving their report of another Sith Lord, Yoda's
wisdom failed him for the first time. "Sith, gone… are they. No
longer endanger the galaxy, they will!" With these words, the
rest of the Council refused to hear anything further.
Not long after the confrontation with Darth Maul was
resolved, Master Qui-Gon came before the Council and
informed them that he will go into self-imposed exile. Knowing
that Qui-Gon was still bitter about his disbelief, Yoda granted
Qui-Gon's request with sadness.
Ten years after the business with the Trade Federation was
concluded, the future seemed ever more clouded than before.
First Yoda, along with Master Windu investigated a curious
claim that the Kaminoans had a clone army available for the
Republic, which at least in simulations received high marks.
The low point of the year was when his former Padawan, Dooku,
now in charge of the Confederacy of Independent Systems
declared war on the Republic.
Though it pained him greatly, Yoda was the first to
recommend that the Jedi stay out of the war. In the many hours
Shatterpoint
Mace Windu gains a Wisdom modifier to any single skill check,
ability check, saving throw, or attack; once per scene up to 1/3
his level per day (round down). Penalty: During combat, if Mace
uses this ability while engaged in Vaapad he must succeed in a
Will save DC 20 + 1/2 the number of current Dark Side Points, or
fall into a Dark Rage as per the Vaapad Form Mastery feat.
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 3 5
of debate among the Council, those that were for supporting the
Republic narrowly defeated those that were against it. Yoda
was devastated, but soon announced that he would support the
majority vote.
With the war seemingly never ending, Yoda has retreated
within himself to contemplate where everything had gone
wrong. With half of the Council and the numbers of the Jedi
continue to dwindle, Yoda has taken it upon himself to train the
younglings so that they may be better prepared on the front
lines. With each new death, Yoda's despair has taken a larger
toll on his spirit than at any other point in his life.
Yoda: Venerable Male [species unknown], Jedi Consular
11/Jedi Master 7/Jedi Instructor 2; Init +1 (+1 Dex); Def 25 (+1
Dex, +13 Class, +1 Size); Spd 6m; VP/WP 142/11; Atk
+17/+12/+7/+2 melee (1d3, punch), +18/+13/+8/+3 ranged
(by weapon), +20/+15/+10/+5 melee * (2d6+3d8, crit 19-20,
Lightsaber); SQ +4 size bonus on Hide checks, Deflect (Attack
-4, Block, Defense +4, Extend Defense and Attack), Force
Secret (Improve Battlemind, Improve Force Strike, See Force),
Healing, Increase Lightsaber damage +2d6 + 3d8, Inspire
Confidence +1; SV Fort +11, Ref +12, Will +16; SZ S; FP: 14;
Rep: +8; Str 11, Dex 13, Con11, Int 19, Wis 14, Cha 15.
Equipment: Lightsaber*, Jedi robes, gimer stick cane.
* Yoda has constructed his own Lightsaber.
Skills: Computer Use +10, Craft (lightsaber) +14,
Diplomacy +9, Gather Information +9, Knowledge (Jedi Lore)
+14, Knowledge (Politics) +9, Move Silently +5, Read/Write
Basic, Speak Anx, Speak Anzat, Speak Barabel, Speak Basic,
Speak Bothese, Speak Caamasi, Speak Calamarian, Speak
Cerean, Speak Shyriiwook, Survival +7.
Force Skills: Affect Mind +16, Battlemind +18, Empathy +7,
Enhance Ability +20, Enhance Senses +15, Farseeing +11,
Force Defense +16, Force Strike +22, Friendship +11, Heal
Another +10, Move Object +27, See Force +30.
Feats: Blind-fight, Combat Reflexes, Exotic Weapon
Proficiency (lightsaber), Force-Sensitive, Heroic Surge, Skill
Emphasis (See Force), Weapon Finesse (Lightsaber), Weapon
Focus (Lightsaber), Weapons Group Proficiency (blaster
pistols, simple weapons).
Force Feats: Alter, Attuned, Aware, Compassion, Control,
Dissipate Energy, Form IV Mastery, Lightsaber Defense, Sense.
QUI NLAN VOS
B a c k g r o u n d I n f o b y J e d i P o w e l l
Quinlan Vos was born on the world Kiffex to a family of
Guardians of Kiffu. The Guardians of Kiffu were the system's
protectors who grew from the same past as the Jedi Order. The
isolation of the system Kiffex caused these protectors to only
hold their homeworld's interests above all other forces. Quinlan
Vos was taken by the Jedi Order after his parents died in a Anzati
attack, but the Vos family pressured the young boy to return to
his homeworld.
The descendants who grew from Kiffu's past held a secret
force tradition which few Jedi have learned, that of
Psychometry. This rare gift followed Quinlan to the Jedi Temple
on Courscant and while his padawan training flourished his
thoughts always returned to Kiffu and the death of his parents.
Quinlan trained with Obi Wan Kenobi while young, and then
moved onto his apprentiship with Jedi Master Tholme.
During his journey to Knighthood Quinlan learned many
skills of infiltration and subterfuge, and found many excuses to
return to the homeworld he was taken from as a child. Kiffex
was not a paradise world, and soon every return to Kiffex was a
J a m i e Y o u n g
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 3 6
fight with the enemies of his people, the Anzati. Quinlan spent
many years as a fledgling Knight searching for answers to
questions he did not even ask, until on a return to Courscant he
met Aayla Secura. This firebrand of a Twi'lek inspired the
brooding Jedi Knight into passing what Tholme had taught him.
Quinlan spent many years with Aayla and in many regards
the two struggled with the fires of the Dark Side together, but
both tempered their pasts and became stronger. Quinlan and
Aayla became the best undercover Jedi in the Order, and soon
Quinlan's name was heard on the lips of the Masters of the Jedi
Council.
On the little world of Naboo, Quinlan lost a friend. When
Obi-Wan Kenobi fell to the Dark Lord Maul, Quinlan journeyed
to Naboo for his funeral. Once there, he vowed to Obi-Wan that
he would not rest until he brought this Sith to justice. Learning
a great many things Quinlan followed the trail of Maul to many
worlds, including Coruscant, but his prey was always one step
ahead. After 8 years of searching, he finally returned to the Jedi
Temple with many Sith atifacts, but no answer to the mystery of
who was the true Lord of the Sith.
Quinlan Vos: Adult Male Kiffar, Jedi Guardian 5/Jedi
Investigator 5/Jedi Master 5; Init +2 (+2 Dex); Def 23 (+2 Dex,
+11 Class); Spd 10m; VP/WP 145/13; Atk +14/+9/+4 melee
(1d3+1, punch), +15/+10/+5 ranged (by weapon),
+16/+11/+6 melee * (5d8+1, crit 18-20, Lightsaber); SQ
Contacts (Bothan Spynet, The Hutts, x2), Deflect (Attack -3,
Defense +3), Favor +2, Force Secret (Farseeing, Force Stealth),
Increase Lightsaber damage +3d8, Profile, Target bonus +3; SV
Fort +11, Ref +12, Will +13; SZ M; FP: 9; DSP: 0; Rep: +5; Str
12, Dex 14, Con13, Int 14, Wis 16, Cha 14.
Equipment: Comlink, Lightsaber, Utility Belt
* Master Quinlan Vos has constructed his own Lightsaber.
Skills: Balance +8, Bluff +6, Computer Use +6, Craft
(lightsaber) +6, Diplomacy +6, Gather Information +11,
Intimidate +10, Knowledge (Jedi lore) +6, Pilot +6, Read/Write
Basic, Search +4, Sense Motive +8, Speak Basic, Spot +6, Treat
Injury +6, Tumble +8
Force Skills: Affect Mind +8, Enhance Senses +8, Farseeing
+8, Force Defense +6, Force Stealth +8, Heal Self +8, Illusion
+8, Move Object +10, See Force +10, Telepathy +5
Feats: Combat Expertise, Combat Reflexes, Dodge, Exotic
Weapon Proficiency (lightsaber), Force-Sensitive, Form VII,
Improved Critical (Lightsaber), Low Profile, Mobility, Skill
Emphasis (Gather Information), Weapon Focus (Lightsaber),
Weapons Group Proficiency (blaster pistols, simple weapons)
Force Feats: Alter, Control, Psychometry, Sense
AAYLA SECURA
A descendent of the Twi'leki Jedi Knight, Tott Doneeta, Aayla
Secura is a member of the Jedi Council. First attaining the rank
of Jedi Master shortly after the departure of Anakin Skywalker
from the Jedi Order, Aayla has only recently been granted a seat
on the Jedi Council, partly due to the loss of many Jedi during the
Clone Wars, and partly due to her own prodigious abilities.
Among all the Jedi, Aayla has the most in common with
Anakin Skywalker. Before she was found by Master Quinlan
Vos, Aayla was a slave on her home planet of Ryloth.
Fortunately, Aayla was found by Vos shortly after she was sold
T o m H o d g e s
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 3 7
to slavers by her own family. Thus Aayla did not develop the
same dislike towards slavery like Anakin Skywalker.
Taking the Miralukan Padawan, Ceri La, shortly after attaining
the rank of Jedi Knight, Aayla has helped usher the young
woman to the philosophy that everyone is redeemable, even
Aayla's own parents. When the Clone Wars erupted, Aayla was
appointed a general of a squad of clone troopers fresh from their
training on Kamino. To her consternation, Aayla and her
apprentice was given the unenviable position of defending
Republic clone facilities from the depredations of the
Separatist's Supreme Commander, General Grievous. Though
several Jedi were killed during the battle, Aayla was successful in
preventing further losses of clones.
Aayla Secura: Adult Female Twi'lek, Jedi Guardian 9/Jedi
Master 4; Init +3 (+3 Dex); Def 23 (+3 Dex, +10 Class); Spd 10m;
VP/WP 122/10; Atk +14/+9/+4 melee (1d3+1, punch),
+16/+11/+6 melee * (4d8+1, crit 19-20, Lightsaber),
+16/+11/+6 ranged (by weapon); SQ Deflect (Attack -4, Block,
Defense +2, Extend Defense and Attack), Force Secret (Affect
Mind, Force Stealth), Increase Lightsaber damage +2d8, Low-
light vision; SV Fort +10, Ref +11, Will +8; SZ M; FP: 12; Rep:
+3; Str 13, Dex 16, Con 10, Int 14, Wis 13, Cha 15.
Equipment: Lightsaber, Utility Belt
* Master Aayla Secura has constructed her own Lightsaber.
Skills: Balance +6, Bluff +6, Climb +8, Computer Use +4,
Craft (lightsaber) +4, Diplomacy +6, Disguise +4, Gather
Information +6, Intimidate +8, Jump +8, Knowledge (Jedi lore)
+4, Pilot +4, Read/Write Basic, Read/Write Ryl, Sense Motive
+6, Speak Basic, Speak Lekku, Speak Ryl, Treat Injury +6,
Tumble +8
Force Skills: Affect Mind +8, Empathy +6, Enhance Ability
+4, Enhance Senses +6, Farseeing +5, Force Defense +4, Force
Stealth +6, Heal Another +6, Heal Self +6, Move Object +6, See
Force +6, Telepathy +6
Feats: Acrobatic, Athletic, Exotic Weapon Proficiency
(lightsaber), Force-Sensitive, Low Profile, Persuasive, Power
Attack, Weapon Focus (Lightsaber), Weapons Group
Proficiency (blaster pistols, simple weapons)
Force Feats: Alter, Control, Form V Mastery, Lightsaber
Defense, Sense
CERI LA
Apprentice to Jedi Master Aayla Secura, Ceri La is a mysterious
Miraluka. Taught by her master that all can be redeemed from
the dark side, Ceri is edging towards Jedi Redeemer. With the
redeemer holocron available at the Temple, as well as teachings
from Master Secura, she is showing promise. Since Redeemer
also requires great saber skills, Ceri has had to seek out the best
available lightsaber master. She originally sought out Cin
Drallig, but he was too busy teaching the lightsaber to
apprentices at the Temple to give her the time and training she
needed. So she had gotten training from Master Qui-Gon Jinn,
but once he left, she went to Jedi Master Kal Remos, as per
Qui-Gon's suggestion. With a bright smile and a hop to her
steps, Ceri now waits to be given her final test before taking the
mantle of Jedi Knight.
Ceri La: Adult Female Miraluka, Jedi Guardian 6/Jedi Redeemer
1; Init +1 (+1 Dex); Def 17 (+1 Dex, +6 Class); Spd 10m; VP/WP
68/10; Atk +8/+3 ranged (by weapon), +9/+4 melee (1d3+2,
punch), +9/+4 melee * (3d8+2, crit 19-20, Lightsaber); SQ
Darkside Sense, Deflect (Attack -4, Defense +1, Extend
Defense and Attack), Force Sight, Increase Lightsaber damage
C h u r c h C l i m b i n R y a n
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 3 8
+1d8, Quick Reaction; SV Fort +7, Ref +7, Will +7; SZM; FP: 4;
Rep: +2; Str 14, Dex 13, Con 10, Int 16, Wis 14, Cha 13.
Equipment: Lightsaber, Utility Belt.
* Ceri La has constructed her own Lightsaber.
Skills: Balance +5, Bluff +4, Computer Use +7, Craft
(lightsaber) +7, Diplomacy +4, Gather Information +4,
Knowledge (Darkside Lore) +9, Knowledge (Jedi lore) +9,
Move Silently +2, Pilot +4, Read/Write Basic, Read/Write
Miralukese, Read/Write Ryl, Speak Basic, Speak Lekku
(Understand Only), Speak Miralukese, Speak Ryl, Tumble +6
Force Skills: Affect Mind +4, Battlemind +6, Enhance
Ability +4, Enhance Senses +6, Farseeing +6, Heal Self +4, See
Force +8
Feats: Athletic, Dodge, Exotic Weapon Proficiency
(lightsaber), Force-Sensitive, Power Attack, Weapon Finesse
(Lightsaber), Weapons Group Proficiency (blaster pistols,
simple weapons), *.
Force Feats: Alter, Control, Sense, *.
* Note: Ceri La has not gone through the Jedi Trials yet, so
she has not gained the Jedi Knight bonus feat that is available to
all 7th level Jedi characters. Once she has officially attained
Level 7, she will have access to the following Jedi Redeemer PrC
Class Features:
Dark Side Sense: For more information, please
go to the following link:
www.swrpgnetwork.com/files/PDF/articles/red
eemerd20.pdf
KI T FI STO
B a c k g r o u n d I n f o b y J e d i P o w e l l
Kit Fisto was born on Glee Anselm, a watery swamp world
where the Nautolans flourished. Kit was raised at the Jedi
Temple far from his homeworld, but he longed to return to his
watery environments. After twenty years of training at the Jedi
Temple the young Jedi Knight began to travel to watery worlds
as a negotiator who specialized in reading others with his
hightened sensory _xhilarat.
Kit Fisto grew into a well known and liked member of the
Jedi Order as well as becoming a gifted duelist, who used natural
aggression to aid his superb skills with the lightsaber. Kit Fisto
trained a fellow amphibian from Mon Calamari named Bant
Eerin and has yet to take on another padawan. Master Kit Fisto
leads a battalion of clone troopers in many oceanic campaigns,
and even helped organize and train the clone troopers in
underwater combat before deployment from Coruscant.
Kit Fisto: Adult Male Nautolan, Jedi Guardian 5/Jedi Weapon
Master 7/Jedi Master 2; Init +3 (+3 Dex); Def 25 (+3 Dex, +11
Class, +1 Species); Spd 10m, swim 6m; VP/WP 164/14; Atk
+16/+11/+6 melee (1d3+2, punch), +17/+12/+7 ranged (by
weapon), +18/+13/+8 melee * (6d8+2, crit -1-20, Lightsaber);
SQ Breathe Underwater, Deflect (Attack -3, Defense +2,
Extended), Devastating Strike (Lightsaber), Force Secret
(Improve Battlemind), Increase Lightsaber damage +2d8,
Increase Weapon Damage, Low-light vision, Pheromonal
Sensor, Rapid Strike (Lightsaber); SV Fort +12, Ref +12, Will
+12; SZM; FP: 10; Rep: +6; Str 14, Dex 16, Con 14, Int 14, Wis 16,
Cha 14.
Equipment: Comlink, Lightsaber, Utility Belt
* Master Kit Fisto has constructed his own Lightsaber.
Skills: Balance +8, Bluff +6, Craft (lightsaber) +6,
Diplomacy +8, Gather Information +6, Intimidate +8, Jump
+10, Knowledge (Jedi lore) +6, Pilot +6, Read/Write Basic,
Read/Write Nautila, Sense Motive +6, Speak Basic, Speak
Nautila, Swim +9, Treat Injury +6, Tumble +8
Force Skills: Affect Mind +6, Battlemind +8, Enhance
Ability +8, Enhance Senses +6, Force Strike +6, Heal Self +8,
Move Object +6, See Force +9
Feats: Acrobatic, Ambidexterity, Combat Expertise, Exotic
Weapon Proficiency (lightsaber), Force-Sensitive, Form I,
Improved Critical (Lightsaber), Improved Disarm, Weapon
Focus (Lightsaber), Weapons Group Proficiency (blaster
pistols, simple weapons)
Force Feats: Alter, Attuned, Burst of Speed, Control,
Lightsaber Defense, Sense
SHAAK- TI
Master Shaak-Ti was named to the Jedi Council two years before
Anakin Skywalker ascended to Jedi Knight. Taking over from
retiring Council member, Master Dooku, she had reservations
about Anakin Skywalker's capabilities, but was quickly won
over after witnessing the extraordinary feats that young
Skywalker had performed.
When Master Qui-Gon Jinn and Anakin Skywalker sent
word that a Sith Lord may be in control of the Republic, she was
one of the few on the Council that took this news for what its
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 3 9
worth. Though she and Master Gallia were voted against, with
Masters Vos and Remos abstaining; Masters Yoda and Windu
did relent on allowing all Council members to pursue leads on
their own.
After the debriefing by Master Qui-Gon and young
Skywalker on the developments on Yavin IV, she was more
convinced than ever that what they had uncovered was true.
However after pursuing these leads further, she was unable to
uncover anything further, and was forced to abandon the
search. This left her bitter, though with the Clone Wars in full
swing, she left this bitterness in the past and focused on the
'Now.'
Shaak-Ti: Adult Female Togruta, Jedi Guardian 8/Jedi Master 6;
Init +2 (+2 Dex); Def 22 (+2 Dex, +10 Class); Spd 10m; VP/WP
135/12; Atk +14/+9/+4 melee (1d3, punch), +16/+11/+6 melee
* (4d8, crit 19-20, Lightsaber), +16/+11/+6 ranged (by
weapon); SQ Deflect (Attack -4, Defense +2, Extend Defense
and Attack), Force Secret (Enhance Senses, Farseeing, Move
Object), Increase Lightsaber damage +2d8, Spatial Awareness;
SV Fort +11, Ref +11, Will +10; SZ M; FP: 15; Rep: +5; Str 11,
Dex 14, Con 12, Int 16, Wis 14, Cha 14.
Equipment: Lightsaber, Utility Belt.
* Master Shaak Ti has constructed her own Lightsaber.
Skills: Balance +8, Computer Use +6, Craft (lightsaber) +6,
Diplomacy +8, Gather Information +8, Hide +8, Intimidate +8,
Jump +8, Knowledge (Jedi lore) +6, Move Silently +4, Pilot +4,
Read/Write Basic, Read/Write Togruti, Sense Motive +8,
Speak Basic, Speak Togruti, Treat Injury +5, Tumble +8.
Force Skills: Affect Mind +8, Battlemind +8, Empathy +8,
Enhance Senses +11, Farseeing +8, Force Defense +6,
Friendship +8, Heal Another +6, Heal Self +10, Move Object
+8, See Force +8, Telepathy +4.
Feats: Acrobatic, Alertness, Blind-fight, Cautious, Combat
Reflexes, Exotic Weapon Proficiency (lightsaber), Force-
Sensitive, Weapon Focus (Lightsaber), Weapons Group
Proficiency (blaster pistols, simple weapons).
Force Feats: Alter, Attuned, Control, Form IV Mastery,
Lightsaber Defense, Sense.
ADI GALLI A
S t a t s b y D a r t h _ X a n t h o r , B a c k g r o u n d I n f o b y
J e d i P o w e l l
Adi Gallia was born to nobles on Coreliia, she was found young
as most in the Jedi Order and quickly advanced in her Jedi
training. The young lady grew stong in the Force as well as her
diplomatic skills. Soon the dark skinned lass began to foster and
branch out many contacts through out Corsucant. By the time
she completed her trials, Adi was extremely gifted in gathering
intelligence. Adi Gallia spent years protecting Corellia's
interests by exploring the surrounding sectors and furthering
her network of contacts.
By the time the Trade Federation began its maneuverings,
Adi Gallia had been promoted to the Jedi Council. Jedi Master
Gallia, through her contacts learned of the impending blockade
of Naboo and notified Chancellor Valorum. Master Gallia, along
with Master Shaak-Ti, were the only two Council members that
voted to corroborate on the information that Master Qui-Gon
and Knight Skywalker brought to the Council's attention,
though, ultimately, the Council voted not to follow up on the
information.
Eight years after the Battle of Naboo when the Separatists
are at their highest point, and the Jedi Order has splintered by
Anakin's leaving the Jedi Order, Adi Gallia has left the Jedi
Council and the Order believing something was wrong with it.
Master Gallia believed that by being on the Council, she would
P h i l l i p Z a m o r a
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 4 0
be too close to the problem, and only by watching from the
outside could she discover a solution. Master Mace Windu was
taken aback by her quitting the Order and even attempted to
force her to stay but a brief and intimate discussion ended with
Adi Gallia boarding a shuttle.
Adi Gallia: Adult Female Human Jedi Consular 7/ Jedi Ace 5/
Jedi Master 3; Init +5 (+5 Dex); Defense 26 (+5 Dex, +11 class);
Spd 10m; VP/WP 113/16; Atk +17/+12/+7* (4d8+2/19-20,
lightsaber) melee, +11/+6/+1 ranged; SQ Deflect (defense +1,
attack -4, extend defense and attack), Force Secret (Move
Object +1, Enhance Ability +1), increase lightsaber damage
+2d8, starfighter defense, starship focus, familiarity +2,
starfighter evasion, trust the Force; SV Fort +13, Ref +15, Will
+13; SZ M; FP 4, DSP 0; Rep +6; Str 14, Dex 20, Con 16, Int 16,
Wis 14, Cha 13.
Equipment: Lightsaber*, Jedi robes, Jedi Starfighter.
* Adi Gallia has constructed her own lightsaber.
Skills: Astrogate +15, Computer Use +13, Diplomacy +11,
Gather Info +11, Pilot +25, Repair +8, Sense Motive +12, Spot
+7.
Force Skills: Affect Mind +11, Empathy +11, Enhance
Ability +13, Farseeing +10, Friendship +6, Heal Another +12,
Heal Self +6, Move Object +14, See Force +7.
Feats: Exotic Weapon Proficiency (lightsaber), Force
Sensitive, Spacer, Starship Dodge, Starship Operation
(starfighter, space transports), Weapon Finesse (lightsaber),
Weapon Group Proficiency (blaster pistols, simple weapons).
Force Feats: Alter, Burst of Speed, Control, Force Pilot,
Knight Defense, Lightsaber Defense, Master Defense, Sense.
STASS ALLI E
S t a t s b y G h e n g i s S k a , B a c k g r o u n d I n f o b y
J e d i P o w e l l
Jedi Master Adi Galla's family on Coreliia was strong in the
Force, and so when her younger cousin Stass Allie showed
promise, she was quickly brought to the Jedi Temple. Stass
shares her cousin's coloring and termperament and soon
showed promise in the more diplomatic side of the Jedi Order.
Stass Allie also showed promise with her healing touch and she
spent countless years developing her healing arts.
After the Clone Wars began, Stass Allie has obtained Jedi
Knighthood and lead several squads of younger Jedi from the
Jedi Corp medical division. Stass Allie continued to grow and by
the time her cousin left the Jedi Council she was promoted to
Jedi Master and given a seat on the Council to replace her cousin.
Stass Allie: Adult Female Human, Jedi Consular 7/Jedi Healer 4;
Init +3 (+3 Dex); Def 21 (+3 Dex, +8 Class); Spd 10m; VP/WP
65/11; Atk +10/+5 melee * (3d8+1, crit 19-20, Lightsaber),
+11/+6 ranged (by weapon), +9/+4 melee (1d3+1, punch); SQ
Deflect (Attack -4, Defense +2, Extend Defense and Attack),
Healing, Improved Vitality Healing, Improved Wound Healing,
Increase Lightsaber damage +1d8, Jedi Knight; SV Fort +7, Ref
+8, Will +13; SZ M; FP: 6; Rep: +4; Str 12, Dex16, Con11, Int 15,
Wis 18, Cha 13.
Equipment: Clothes [Jedi Cloak, Jedi Knight Robe],
Lightsaber*, Medical Backpack [Chiewab Pharm. Comp. ECM-
598] (laser cauterizer, spray splint, spray bandage, repulsor
stretcher, diagnostic scanner, database (full round action)),
Transport [Speederbike], Utility Belt [Jedi] (Contains 3 days
rations, 1x Medpac, 1x Tool kit, 1x Power pack, 1x Energy Cell,
1x Glow rod, 1x Comlink, Couple Empty Pouches, Credit
Voucher 500 crds)
*Stass Allie has constructed her own Lightsaber
Skills: Computer Use +8, Craft (lightsaber) +9, Diplomacy
+8, Gather Information +6, Knowledge (Alien species) +8,
Knowledge (Biology) +9, Knowledge (Jedi lore) +8, Pilot +8,
Read/Write Basic, Sense Motive +9, Speak Aqualish, Speak
Basic, Speak Rodese, Treat Injury +18.
Force Skills: Affect Mind +8, Battlemind +3, Empathy +6,
Enhance Ability +3, Enhance Senses +10, Farseeing +6, Force
Strike +5, Heal Another +18, Heal Self +6, Move Object +12,
See Force +9, Telepathy +8.
Feats: Combat Expertise, Consular's Guidance, Exotic
Weapon Proficiency (lightsaber), Force-Sensitive, Weapons
Group Proficiency (blaster pistols, simple weapons)
Force Feats: Alter, Compassion, Control, Cure Disease,
Force Mastery, Lightsaber Defense, Sense
AGEN KOLAR
S t a t s b y G h e n g i s S k a
A head-strong Jedi, Agen Kolar wasn’t very well known for his
diplomacy. Aggressive negotiations were the closest he came to
using diplomacy and that usually didn’t end a tense situation for
him. He loved to fight. The enemies were clear, your allies were
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 4 1
clear; there were no people in the grey. Agen, even with his head
strong attitude, was seen as a good Jedi Master as well. His
strong support of the Jedi Code and his record of following all of
the rules made him a good candidate to replace one of the empty
seats left on the Jedi Council after the Skywalker debacle. While
on the Council, Agen advocated closer ties between the Jedi and
the Republic, to the point where the Jedi are another branch of
the Republic. This is greatly opposed by the senior members of
the Council: Mace Windu, Yoda, Adi Gallia, and Kal Remos
advocating greater independence from the Republic.
Agen’s padawan, Tan Yuster, was his loyal padawan.
Together they seemed to work perfectly. But it wasn’t to be. At
the Battle of Kamino, Tan was cut down by Anakin Skywalker,
trying to stop him from gaining the Kamino cloning technology.
Afterwards, Agen focused even more on his duty as General. His
laser beam like focus has caused him to become distant during
Council meetings. Some suspect he is having trouble getting
over the death of his padawan.
Agen Kolar: Adult Male Zabrak, Jedi Guardian 10/Jedi Master 2;
Init +3 (+3 Dex); Def 22 (+3 Dex, +9 Class); Spd 10m; VP/WP
123/14; Atk +13/+8/+3 melee (1d3+1, punch), +15/+10/+5
ranged (by weapon), +16/+11/+6 melee * (5d8+1, crit 19-20,
Lightsaber); SQ Deflect (Attack -4, Block, Defense +2, Extend
Defense and Attack), Increase Lightsaber damage +3d8,
Resilient, Resolute; SV Fort +12, Ref +11, Will +9; SZ M; FP: 7;
DSPs: 0; Rep: +4; Str 13, Dex 17, Con 14, Int 15, Wis 13, Cha 12.
Equipment: A99 Aquata Breather (2 hr fresh air,
disposable), Clothes [Jedi Cloak, Jedi robes], DataPad,
Lightsaber (* Agen Kolar has constructed his own lightsaber),
Starship [Fighter], Utility Belt [Jedi] (Contains 3 days rations,
1x Medpac, 1x Tool kit, 1x Power pack, 1x Energy Cell, 1x Glow
rod, 1x Comlink, Couple Empty Pouches, Credit Voucher 500
crds)
Skills: Balance +7, Climb +3, Computer Use +5, Craft
(lightsaber) +9, Diplomacy +4, Gather Information +4,
Intimidate +8, Jump +6, Knowledge (Jedi lore) +9, Knowledge
(Tactics) +4, Pilot +8, Read/Write Basic, Read/Write Zabrak,
Speak Basic, Speak Zabrak, Tumble +9
Force Skills: Battlemind +8, Enhance Ability +10, Force
Stealth +8, Force Strike +13, Heal Another +3, Heal Self +8,
Move Object +11, See Force +7.
Feats: Combat Expertise, Exotic Weapon Proficiency
(lightsaber), Force-Sensitive, Improved Feint, Weapon Finesse
(Lightsaber), Weapons Group Proficiency (blaster pistols,
simple weapons)
Force Feats: Alter, Attuned, Control, Focus, Guardian's
Guidance, Kinetic Might, Lightsaber Defense, Sense
NEJ AA HALCYON
Jedi Master Nejaa Halcyon comes from a long line of Corellian
Jedi. Directly descended from the famous Jedi, Kieran Halcyon;
the Halcyon bloodline has always been noted as being unable to
use the Force for telekinetic feats. Though Nejaa is also unable
to use the Force in this way, he is very proficient at putting
illusions into opponent's minds. Gifted with a sharp and quick
wit, Nejaa is able to inject the right amount of levity into almost
any situation, when called for.
Nejaa was first appointed to the Jedi Council during the
chaotic period of Senate and Jedi assassinations. He had helped
track down a couple of the assassins, but they had escaped.
What made it worse was that no matter what he tried, they were
always one step ahead of him. The only clues he had were the
modus operandi of the assassins – they bombed their targets.
Through his tireless efforts, the Council recognized his
accomplishments, slim though they were.
. Early in Nejaa's career, he took a leave of absence from the
Order, and after 6 months was married on Corellia. When Nejaa
returned to the Order, he informed them that he intended to
continue being married, so that he could honor his families' long
line of Jedi. Because Nejaa blatantly defied the Council's orders
on marriage, the Council asked him to reflect on the Will of the
Force, and choose between the two. After six weeks of intense
meditation, Nejaa informed the Council that though he
respected them, he would not abandon his new wife.
Disappointed in his decision, the Council debated on Nejaa's
future with the Order, ultimately deciding that he would be kept
under a short leash so that the Council can evaluate him for any
signs of the Dark Side.
Three years later, Nejaa and his wife celebrated the birth of
their first son, Valin. Always under a watchful eye by the
Council, Nejaa was the model of Jedi efficiency and restraint.
Two years before the Clone Wars started, Nejaa was brought
before the Council. There he was applauded by the Council for
his aplomb and candor, and they then elevated him to the rank
of Master and asked him to join them on the Council.
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 4 2
Nejaa Halcyon: Adult Male Human, Jedi Guardian 9/Jedi
Investigator 2/Jedi Master 4; Init +3 (+3 Dex); Def 25 (+3 Dex,
+12 Class); Spd 10m; VP/WP 135/14; Atk +15/+10/+5 melee
(1d3+1, punch), +17/+12/+7 ranged (by weapon),
+18/+13/+8 melee * (5d8+1, crit 19-20, Lightsaber [Dual
Phase]); SQ Contacts (Jabba the Hutt, x1), Deflect (Attack -4,
Block, Defense +3, Extend Defense and Attack), Force Secret
(Enhance Ability, Illusion), Increase Lightsaber damage +3d8,
Profile, Target bonus +1; SVFort +13, Ref +13, Will +11; SZM;
FP: 6; Rep: +6; Str 13, Dex 16, Con14, Int 15, Wis 14, Cha 15.
Equipment: Lightsaber [Dual Phase], Jedi robes, Jedi
Starfighter.
* Nejaa Halcyon has constructed his own Dual Phase
Lightsaber.
Skills: Gather Information +8, Knowledge (Jedi lore) +9,
Move Silently +8, Pilot +9, Read/Write Basic, Search +6, Sense
Motive +8, Speak Arkanian, Speak Basic, Speak Caamasi, Spot
+6
Force Skills: Battlemind +10, Enhance Ability +14, Enhance
Senses +10, Force Defense +18, Heal Self +8, Illusion +23, See
Force +14, Telepathy +9
Feats: Combat Expertise, Combat Reflexes, Exotic Weapon
Proficiency (dual phase lightsaber, lightsaber), Force-Sensitive,
Heroic Surge, Persuasive, Skill Emphasis (Illusion), Stealthy,
Track, Weapon Finesse (Lightsaber [Dual Phase]), Weapons
Group Proficiency (blaster pistols, simple weapons)
Force Feats: Alter, Attuned, Control, Dissipate Energy,
Knight Defense, Lightsaber Defense, Sense.
KAL REMOS
Kal Remos carries the title of Jedi Master with hesitation. All his
life he has been searching for a life greater then an ordinary Jedi,
a life of significance and of conscience. Kal never found that
with the Jedi Order. His life felt empty and without meaning
until he found his family.
Jedi are to have no attachments, but Kal believed that meant
no wife, no girlfriend, nor a special woman. But Kal refused to
believe that meant no ties with his family. He didn’t want to turn
his back on them, feeling a kinship to them that he never felt
with most the Jedi Order. Against the Council’s wishes, he
sought out the Remos’, a prominent military family of Annaxes.
There he reconnected with them and became part of their
family. He learned about his mother, a geneticist from a family
of soldiers strangely enough, and about her demise after she had
had him. They taught him how to be a capable commander, and
how to inspire loyalty with those working with him. When he
left Annaxes after a couple of years, he had truly gained that
missing self he so eagerly yearned for. Also his family also
taught him to appreciate the Council and the work the Jedi did.
This change finally ended years of head butting between him
and the Council. Many saw his life as a Jedi on the fast track to
Jedi Master. But two terrible tragedies occurred to change his
destiny.
On his 40th birthday, Kal woke up and realized for the first
time in 20 years that his body had never aged beyond 20. He
wondered if he had some genetic disease, so he sought out the
leading Jedi Healers of the Temple. After weeks of test, it was
found that through genetic manipulation, his life span had been
greatly enhanced. Some healers said he could be 20 indefinitely.
Ashamed at this discovery and to ensure no one asked too many
questions about his looks, he hide behind a special mask, dark
robes, and a dark cloak specially made to cover his features and
to modify his voice. This silver mask had two special eyes glowed
light blue and allowed Kal to see everything in various
wavelengths. The next tragedy was on Tiree. Hunting down a
criminal darksider named Kalor Fein, a former Jedi, and
cornering him in Tiree’s capital city. Once there, Kal faced Fein
in a back alleyway on a rainy night. Kal lost the fight and his
whole right arm as well as losing Fein. Kal got a replacement on
Tiree, but due to the lack of proper supplies, a droid arm had to
be used instead of a prosthetic.
Vowing to never lose like that again, Kal trained harder with
the best lightsaber master’s. For 20 years he trained. Kal finally
mastered the Form II technique under Master Dooku and
became a dangerous opponent. He learned good lightsaber form
from Qui-Gon Jinn, and mastered his dueling techniques with
Cin Drallig. Many in the Jedi Order began to see Kal as a quiet,
humble leader in the Order, even without his great lightsaber
skills, and many thought he would be joining the Council very
soon. That didn’t happen until he was 62. In the meantime Kal
trained a single padawan: the Trandoshan Ryo Yori.
On his 62nd birthday, Kal finally captured the criminal
Kalor Fein, or at least a man claiming to be him. Instead of
striking out at Fein for the loss of his right arm, he just disarmed
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 4 3
him and arrested him. For this, he was awarded the chance to
join the Council. Now thirty years have gone by with Kal on the
Council. When Qui-Gon and Anakin brought evidence of the
Sith returning, he abstained from the vote to accept Qui-Gon’s
findings. Kal felt that more evidence was needed. He, along with
other concerned Jedi on the Council did their own investigation
to try to find any evidence of the Sith. Just like everyone else, he
came up empty handed. Kal was the second to last Council
member to give up his search, handing over all the evidence he
had found to Master Vos in hopes of him gaining a clue to this
mystery. Now with the war starting, Kal is leading Republic
troops all over the galaxy against the CIS. At every battle his
second cousin Captain Rian Remos leads with Kal on the bridge
of the Indomitable, the proto-type Victory I Star Destroyer.
Surprisingly, many on the Indomitable are regular crew
members instead of clones crew members, but the skill level and
loyalty to Kal is the same.
Kal Remos: Adult Male Human, Jedi Guardian 8/Jedi Weapon
Master 6/Jedi Master 4; Init +5 (+5 Dex); Def 27 (+5 Dex, +12
Class); Spd 10m; VP/WP 190/12; Atk +22/+17/+12/+7 melee
(1d3+4, punch), +23/+18/+13/+8 ranged (by weapon),
+25/+20/+15/+10 melee * (6d8+4, crit -1-20, Lightsaber); SQ
Deflect (Attack -3, Defense +2, Extend Defense and Attack,
Extended), Devastating Strike (Lightsaber), Force Secret
(Farseeing, Force Stealth), Increase Lightsaber damage +2d8,
Increase Weapon Damage, Rapid Strike (Lightsaber); SV Fort
+13, Ref +16, Will +12; SZ M; FP: 15; Rep: +7; Str 18, Dex 20,
Con12, Int 16, Wis 14, Cha 12.
Equipment: Kal Remos's Mask (+2 in Spot and Search),
Lightsaber, Utility Belt
* Kal Remos has constructed his own Lightsaber.
Skills: Balance +10, Climb +9, Computer Use +6, Craft
(lightsaber) +6, Diplomacy +8, Gather Information +8, Hide
+9, Intimidate +8, Jump +9, Knowledge (Jedi lore) +8,
Knowledge (Politics) +6, Knowledge (Tactics) +8, Move
Silently +9, Pilot +10, Read/Write Basic, Sense Motive +8,
Speak Basic, Speak Huttese, Treat Injury +8, Tumble +10
Force Skills: Affect Mind +8, Battlemind +8, Enhance
Ability +10, Enhance Senses +8, Farseeing +8, Force Defense
+7, Force Stealth +10, Force Strike +8, Heal Another +8, Heal
Self +8, Move Object +8, See Force +8, Telepathy +6
Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge,
Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Great
Cleave, Improved Critical (Lightsaber), Improved Disarm,
Mobility, Power Attack, Weapon Finesse (Lightsaber), Weapon
Focus (Lightsaber), Weapons Group Proficiency (blaster
pistols, simple weapons)
Force Feats: Alter, Burst of Speed, Control, Form II Mastery,
Sense
J A N G O F E T T
Jango Fett never wanted to be at the center of a galactic conflict.
Yet that is exactly what happened when he accepted a
mysterious offer to become the clone template for the Republic’s
new army two years after the Battle of Naboo. He didn’t know
who hired him, but he didn’t care too much. He had heard
enough about the Kaminoian’s to not be afraid to meet them.
Once at the capital, Tipoca City, he spoke to the Prime Minster
Mi c h a e l L o n g l a n d s
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 4 4
about payment. Both bargained hard with each other, but
eventually agreed upon a reasonable price, in Jango’s mind.
For eight years Jango Fett helped train the Clone army. His
greatest work was the ARC troopers, who were more like Jango
Fett than the clones for the Republic. He also had an unaltered
clone of himself made to be his son. Jango hoped that his son,
Boba, could help continue the proud Mandalorian tradition
once he retired. During these eight years he also took up a few
contracts to help compensate his income, so when the army was
ready for deployment, he could retire and let his son take up the
reins. Then war was declared. When it was declared, Jango saw
that his time on Kamino was at an end. He made preparations
to leave with Boba within a year. It was very likely, in Jango’s
mind, that the facilities would be attacked. A couple months
afterwards, the facilities were attacked as predicted. The planet
was saved, but all future generations of clones were lost. Even
worse, the CIS had the ability to make clones of their own, now.
Jango and Boba barely survived that attack, so Jango decided to
leave immediately. Both the Republic and the CIS offered huge
amounts of money to Jango to be their trainers and templates for
their new clones, but he refused both offers. He wanted nothing
to do with the war anymore.
Jango left Kamino and returned to Mandalore. There he
started to rebuild the Mandalorian army in preparation of the
coming dark times. He just hoped he had come in time.
Jango Fett: Adult Male Human, Soldier 7/Scout 2/Bounty
Hunter 8; Init +3 (+3 Dex); Def 23 (+3 Dex, +10 Class); DR 6;
Spd 8m (Armor); VP/WP 159/15; Atk +15/+10/+5/+0 ranged
(2d6, Flamethrower [Wrist, Czerka CZ]), +17/+12/+7/+2
melee (1d3+1, punch), +17/+12/+7/+2 melee (2d4+1,
Vibrodagger), +19/+14/+9/+4 or +13/+13/+13/+8/+3/-2
ranged (3d6, Blaster [Pistol, Merr-Sonn Model 44]); SQ Sneak
attack +4d6, Tainted, Target bonus +4, Trailblazing; SV Fort
+13, Ref +11, Will +10; SZ M; FP: 5; DSPs: 10; Rep: +8; Str 13,
Dex 17, Con15, Int 13, Wis 14, Cha 13.
Equipment: Padded Mastercraft Battle armor, Blaster
[Pistol, Merr-Sonn Model 44] x2, Wrist Gauntlet
Flamethrower, Flight suit, Jet Pack, Vibrodagger
Skills: Astrogate +6, Computer Use +3, Demolitions +7,
Disable Device +5, Gather Information +8, Intimidate +12,
Jump +3, Knowledge (Streetwise) +11, Listen +5, Move
Silently +8, Pilot +15, Read/Write Basic, Repair +5, Search +6,
Sense Motive +6, Speak Basic, Speak Huttese, Spot +9, Survival
+10, Tumble +5.
Feats: Armor Familiarity, Armor Proficiency (heavy, light,
medium, powered), Blasterslinger, Combat Reflexes, Point
Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Track,
Weapons Group Proficiency (blaster pistols, blaster rifles,
heavy weapons, simple weapons, vibro weapons).
AU R R A S I N G
Ever since Aurra Sing left her Master, the Dark Woman, she had
become a more and more twisted version of herself. Her skills as
a Bounty Hunter, supplemented by the force, made her a true
terror. When contracts for the assassination of Senators
showed up in the underworld, she jumped on them, wanting the
huge payout. Zam Wesell, another Bounty Hunter, also
followed these contracts, and they decided to work together.
Both of them left a trail of blood and tears as they together killed
20 Senators and a couple of Jedi. She, along with Zam Wesell,
became one of the most wanted terrorist of the Republic. When
the war started, the contracts for senators and Jedi dried up, and
Zam and Aurra went their separate ways.
Then Aurra was contacted by the mysterious benefactor
who had given her the contracts on the Senators and Jedi. He
knew of her abilities, and of her collection of lightsabers, and
wanted her to continue to hunt down Jedi. For every lightsaber
she brought him, she would get 100,000 credits. Aurra didn’t
even think twice about this offer, quickly scouring the galaxy for
an unsuspecting Jedi she could kill. Aurra has left room in her
“trophy box” for one person’s lightsaber she badly wants: that of
her Master, the Dark Woman.
Aurra Sing: Adult Female near-Human, Jedi Guardian 4/Scout
5/Bounty Hunter 6; Init +3 (+3 Dex); Def 22 (+3 Dex, +9 Class)
[DR 3]; Spd 10m; VP/WP 121/13; Atk +15/+10/+5 melee
(2d8+1, crit 18-20, Lightsaber), +13/+8/+3 or +9/+9/+4/-1
ranged (3d6+1, Blaster [Pistol, BlasTech DL-22]), +14/+9/+4
melee (1d3+1, punch), +9/+4/-1 or +5/+5/+0/-5 ranged (2d8,
Slugthrower [Rifle]); SQ Tainted, Deflect (Attack -4, Defense
+1), Extreme Effort, Heart +1, Sneak attack +3d6, Target bonus
+3, Trailblazing, Uncanny Dodge (Dex bonus to Defense); SV
Fort +11, Ref +13, Will +9; SZ M; FP: 3; DSPs: 11; Rep: +6; Str
13, Dex 16, Con 13, Int 13, Wis 12, Cha 12.
Equipment: Rhen-Orm Biocomputer, BlasTech DL-22 x2,
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 4 5
Combat Jumpsuit, Lightsaber x5, Slugthrower [Rifle],
Corellian Blockade Runner, Swoop
Skills: Astrogate +4, Gather Information +10, Intimidate
+7, Knowledge (Anzati Lore) +8, Knowledge (Jedi lore) +7,
Knowledge (Streetwise) +6, Move Silently +9, Pilot +10,
Read/Write Basic, Speak Basic, Speak Huttese, Spot +7,
Survival +11
Force Skills: Battlemind +8, Enhance Ability +6, Move
Object +10, See Force +13
Feats: Combat Expertise, Combat Reflexes, Contract
Hunter, Exotic Weapon Proficiency (lightsaber), Force-
Sensitive, Improved Critical (Lightsaber), Point Blank Shot,
Track, Two-weapon Fighting, Weapon Finesse (Lightsaber),
Weapons Group Proficiency (blaster pistols, blaster rifles,
simple weapons)
Force Feats: Alter, Control, Sense
Z A M WE S E L L
It’s all a job in Zam Wesell’s mind: morality hurts the
pocketbook. Four years after the Battle of Naboo, a mysterious
contract showed up in the underworld. Zam was one of the few
willing to accept this contract. Her target: Senator Bail Antilles
of Alderaan. It was a simple job, and she enjoyed the huge credit
payout it brought. She soon found herself taking up more
contracts from this mysterious person. For the next five years
she assassinated 20 Senators with the help of Aurra Sing. They
also began to take contracts against Jedi. All the way up to the
beginning of the war, Zam Wesell is is to cause the Republic
terror. The Republic puts her on the most wanted list of
Terrorists, but by then it meant little. Once the war started, the
contracts disappeared, and so did she.
Zam Wesell: Adult Female Clawdite, Soldier 3/Scoundrel
5/Bounty Hunter 5; Init +2 (+2 Dex); Def 21 (+2 Dex, +9 Class)
[DR 4]; Spd 10m; VP/WP 107/13; Atk +11/+6/+1 melee (1d3,
punch), +11/+6/+1 melee (2d6+2, Vibrorapier [LaserHome
Duelist]), +13/+8/+3 or +7/+7/+7/+2/-3 ranged (3d8, crit 19-
20, Blaster [Carbine, Baktoid Armor Workshop E-5 Droid
Blaster]), +9/+4/-1 or +3/+3/+3/-2/-7 ranged (2d8,
Slugthrower [Rifle]); SQ Illicit barter, Lucky (1/day), Precise
Attack +1, Shapeshift, Sneak attack +3d6, Tainted, Target
bonus +3; SV Fort +8, Ref +10, Will +6; SZ M; FP: 3; DSPs: 6;
Rep: +4; Str 10, Dex 15, Con13, Int 13, Wis 13, Cha 12.
Equipment: Blaster [Carbine, Baktoid Armor Workshop E-5
Droid Blaster], Combat Jumpsuit, Security kit [Mastercraft +1],
Shadowcloak, Slugthrower [Rifle], Targeting Scope (Rating:
3), Vibrorapier [LaserHome Duelist]
Skills: Bluff +6, Climb +0, Computer Use +6, Disguise +33,
Entertain (acting) +6, Gather Information +13, Hide +7,
Intimidate +6, Knowledge (Alien species) +6, Knowledge
(Streetwise) +7, Listen +6, Move Silently +10, Pilot +14,
Read/Write Basic, Read/Write Clawdite, Search +4, Sense
Motive +7, Speak Basic, Speak Clawdite, Spot +6
Feats: Armor Proficiency (light), Combat Reflexes, Low
Profile, Mimic, Point Blank Shot, Quick Draw, Rapid Shot,
Shapeshifter, Skill Emphasis (Pilot), Track, Weapons Group
Proficiency (blaster pistols, blaster rifles, heavy weapons,
simple weapons, vibro weapons)
DE X T E R J E T T S T E R
S t a t s a n d B a c k g r o u n d I n f o b y D a r i o n A ' r e s
Dexter grew up on Ojom but quickly caught the first ship out
when he came of age, and jumped back and forth across the
galaxy. He fell in with bad crowds and learned seedier trades
based on his dark stature and size. He started out doing large
bulky manual labor with some expeditionary oil harvesting
crews. He worked hard doing that for years until he managed to
snag a more stable stationary job manning rigs on Subterrel, out
beyond the Outer Rim. He became bored with the stationary life
and fell back in with his seedier habits. He joined up with a
smuggler gun running racket around the Outer Rim where he
had dealings with pirates, rebels, and even a big deal with the
Kaminoans. He provided them with a large cache of military
weapons. They used them as a basis for the clone army's
weaponry.
It was that deal that allowed him to save up almost enough
money to start his own bar. He wanted to start the bar very badly
so he began brawling in fighting tournaments. He became
known as quite an opponent in the local ring and quickly had
enough to start his bar. He opened it up on Ord Sigat one of the
planets he knew well from his mining days. He ran a good
business but his old gun running 'buddies' made contact with
him again and decided to black mail him into running guns out
of his bar. He was not wholely against it but he was trying to lead
a fairly legal lifestyle now but they threatened to report his old
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 4 6
ways to the proper authorities on Ord Sigat. He ran into
problems with the law and a Jedi by the name of Qui-Gon Jinn.
Qui-Gon's padawan Obi-Wan took a liking to him quickly, Qui-
Gon used Dexter's gun running expertise in his investigations
which allowed Obi-Wan and Dexter to grow very close. Qui-
Gon felt so comfortable with their friendship and how they
looked after each other that he'd let them work independently of
him. It was just what Obi-Wan needed to hone his training for it
wouldn't be too long before he would be ready for the Trials.
Dexter followed them to Coruscant and in the process
opened Dexter's Diner. This allowed their friendship to flourish
due to the fact that they could now spend most of their freetime
together. Then came their mission to Naboo, which drew both
Obi-Wan and Qui-Gon away from Dexter's friendship, for it
was a specialized mission that required delicate diplomacy.
They had no way of knowing that it would turn into a warzone
and Dexter's talents would be very useful. When Obi-Wan fell to
Sith Lord Darth Maul's hand, Qui-Gon regretted not bringing
him, forever wondering if it would have made a difference.
Dexter took it very hard but transferred his friendship to Qui-
Gon who continued on in honor of his fallen padawan. Dexter
knew Qui-Gon would not rest til he caught Obi-Wan's killer and
he respected that in him.
Qui-Gon and Dexter's relationship grew and Qui-Gon was
commonly found at Dexter's Diner, but whenever he did both he
and Dexter would disappear on one of their missions. His diner
quickly became unimportant to him and he left it in his hired
management's hands more and more often. It was with Dexter's
Dexter…
S t o r y b y S mu g g l e r J e d i
From the diary of Taster Dannex, Besalisk scout and gunrunner:
"I never knew a guy cleverer or quicker on the draw then old
Dex. Dex was a hard-faced fella; never took bantha poodu from
anyone, even the Jedi. He was a good friend of the Jedi too;
never understood why, but he was. Knew `em since he started
to do odd jobs for `em.
It was awhile back when I first met Dex, back when he was
running around with this er, papaban or something, some guy
named “Obi-Wan Kenobi”. The duo knew each other well, Dex
being the knowledgeable one and Kenobi being the hot-headed
paradox who was on either side of the wall, ya` know, day one
he was this impulsive brat, day two actually had a full head on his
shoulders, etc. etc. etc.
Well, I think Kenobi was Dex's best friend, me coming in
second place. So when Kenobi took the fall on Naboo, facing off
with this real freak of nature named “Mauled in the Head” or
some odd wacky name, Dex was heartbroken. Never seen him
like that before. Had me worried for a long time. I thought his
resturaunt on Coruscant would close. Turns it out it did a few
years later. Got bought by some Sljee or some critter like that;
anyways; Dexter left the Core Worlds and decided to run around
the Outer Rim for a few months. Few months turned into a few
years, few years seemed to turn into a decade, and I had no idea
what had happened to him until just after that punch-and-slap on
Geonosis and the whole “Clone Wars” jig.
I never thought Dex was into politics, but he apparently got
into it while he was away. Bagwa was his top lieutenant in a new
smuggling ring. He was working for the Jedi, as I came to find
out. I frankly didn't believe the stories until I ran into him on Ord
Mantell. Believe it or not, there he was, right in some sleazy bar
with a couple of Jedi representatives, sellin` them information
and weapons for some special ops group in Confederate space.
I managed to talk to him for a little while and learned he wasn't
the same guy.
War is hell, or so I'm told; frankly I pretend to live in a cave
out in the Unknown Regions, so I don't care. War changed Dex
profoundly. Yes, that's the sithspawning word, profoundly. He
was colder now, much more serious. I said before he didn't take
poodu, but now it was more than ever. Frankly I was scared;
thought he might shoot me right there. No sense of humor at all.
Bizarre. I left him there on Mantell, gave him some luck, and then
ran.
I'm still not sure what happened to Dex after that last
meeting. He's still running guns for the Republic, I think, `cause
he sure doesn't like the Confederacy. I tend to ignore politics as
much as possible. Thought Dex would too. But, I guess you learn
something new every day. Dex is going to teach me a lot with his
farking antics."
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 4 7
help that Qui-Gon discovered Darth Maul's plan to resurrect the
ancient Sith Lord Exar Kun. Qui-Gon and Anakin used the
information to track him down to the planet of Yavin IV, Exar
Kun's temple. Dexter wanted to join him but Qui-Gon forbade it
saying it was too dangerous. He swore his friendship with
Dexter was too important and that Anakin and he had been
preparing for this fight for a long time.
After Qui-Gon and Anakin returned victorious, he was still
empty inside. He all but abandoned his diner to help Qui-Gon
prepare for the dangerous times ahead. When an offer was
made to him for the Diner he quickly accepted it and took his
two most trusted employees with him to work completely for
Qui-Gon. His gun running contacts and experience was very
beneficial to Qui-Gon over the next few years. With planets
separating from the Republic, starting the Separatist Movement
and a war in the making, Dexter became an invaluable resource.
His work continued with Qui-Gon and Anakin even after they
resigned from the Jedi Council, Dexter started up a special crack
commando team know as Dexter's Nighthunters that included
Hermoine Bagwa of Coruscant and WA-7, a heavily modified
droid he purchased and used originally as a waitress for the
diner, his group of highly trained commandos was found
throughout the galaxy, always in the fray.
Dexter Jettster: Adult Male Besalisk, Fringer 1/Soldier
5/Scoundrel 3/Sharpshooter 1; Init +3 (+3 Dex); Def 20 (+3
Dex, +7 Class); Spd 10m; VP/WP 47/14; Atk +10/+5 melee
(1d3+1, punch), +10/+5 melee (2d6+1/2d6+1, Vibroblade
[Double]), +10/+5 or +6/+6/+1 ranged (3d6, Blaster [Pistol,
BlasTech DH-23 'Outback']), +10/+5 ranged (3d4-1, Blaster
[Hold-out, Czerka 411]), +10/+5 ranged (6d6, Grenade [Ion]),
+10/+5 ranged (8d6+6, Thermal Detonator), +6/+6/+1 or
+4/+4/+4/-1 ranged (4d8+1, crit 19-20, Blaster [Heavy
Repeating, Mastercraft +1]), +6/+6/+1 or +4/+4/+4/-1 ranged
(6d8, crit 19-20, Blaster [E-Web Repeating]), +8/+3 melee
(1d6+1+1, Vibronucklers [Czerka]); SQ Extra Limbs, Food
Stores, Fringer bonus class skill (Appraise), Illicit barter, Lucky
(1/day), Precise Attack +1; SV Fort +9, Ref +9, Will +6; SZ M;
FP: 0; Rep: +2; Str 12, Dex 17, Con 14, Int 14, Wis 14, Cha 14.
Equipment: Blaster [E-Web Repeating], Blaster [Heavy
Repeating, Mastercraft +1], Blaster [Hold-out, Czerka 411],
Blaster [Pistol, BlasTech DH-23 'Outback'] x3, Grenade [Ion]
x4, Thermal Detonator x2, Vibroblade [Double], Vibronucklers
[Czerka] x4
*Dexter Jettster has constructed his own E-Web Repeating
Blaster
Skills: Appraise +9, Bluff +6, Climb +3, Computer Use +4,
Craft (blaster pistols and rifles) +9, Craft (heavy weapons) +7,
Craft (slugthrowers) +7, Demolitions +6, Disable Device +4,
Escape Artist +7, Forgery +4, Gamble +4, Gather Information
+9, Hide +9, Intimidate +7, Knowledge (Alien species) +5,
Knowledge (Business) +5, Knowledge (Streetwise) +5, Listen
+4, Move Silently +5, Profession (cook) +4, Profession (slicer)
+3, Profession (trader) +5, Read/Write Besalisk, Repair +4,
Sleight of Hand +5, Speak Basic, Speak Besalisk, Speak
Huttese, Spot +7, Survival +6, Tumble +5
Feats: Ambidexterity, Armor Proficiency (light), Combat
Veteran (Appraise, Sleight of Hand), Far Shot, Multiattack,
Point Blank Shot, Precise Shot, Spacer, Two-weapon Fighting,
Weapon Finesse (Punch, Vibroblade [Double]), Weapons
Group Proficiency (blaster pistols, blaster rifles, heavy
weapons, primitive weapons, simple weapons, vibro weapons)
AD V E N T U R E HO O K S
Here are some adventures for everyone to enjoy. Some
adventures, though, are interconnected into Super adventures,
and have been broken up to allow side adventures, or as I like to
call it “tangent adventures”, that may occur because of the
adventure.
UM, DI D I MI SS SOMETHI NG?
PART I
While the Jedi Council has called the re-emergence of the Sith as
not possible in their public statement, some on the Council
remain to be convinced. Four of those prominent Jedi are:
Master Quinlan Vos, Master Kal Remos, Master Adi Gallia, and
Master Shaak-Ti. All four believe that there is some truth to the
reports that Master Qui-Gon and Anakin Skywalker had
submitted, or at least, the need to follow up their report. The Jedi
Council refuses to do so, so the Jedi Masters contact the heroes.
Master Vos wants the heroes to go to Onderon’s moon, Dxun. In
Darth Maul's Sith Infiltrator, Vos had found coordinates for the
crypt of Freedon Nadd. The Jedi make it clear that this mission
could be dangerous, not only because of Dxun’s natural
predators but also those predators corrupted by the Dark Side of
C H A P T E R 1 – C H A O S O F T H E S I T H
P A G E 4 8
the Force. Any damages the heroes gain during the mission, the
Jedi promise to repair free of charge.
When the heroes come to the crypt, they find that indeed,
there had been someone living there, though for only a short
time. They will also find Sith artifacts. If there are any Jedi or
Force-sensitive beings in the group, they will know exactly what
the item is. If there are no one knowledgeable in the Force, then
they will seem like old trinkets. With one of the artifacts is a
datapad with a list of worlds. Once they have collected a few of
the artifacts and the datapad, they should return to Coruscant
and give their findings to the four Jedi Masters.
UM, DI D I MI SS SOMETHI NG?
PART I I
When they return to Coruscant, the heroes find out that the four
Jedi Masters were hard at work on their own investigations.
They find evidence that the mysterious Sith Lord was on
Coruscant, for a time, though the trail had gone cold. Shaak-Ti
had found little success with her search, and has given up on the
investigation. Now Kal Remos, Adi Gallia, and Quinlan Vos
remain. All had hit dead ends, but when the heroes show what
they find, they become excited. The datapad list three worlds:
Naboo, Faa and Eriadu. The three Jedi ask the heroes to
investigate Eriadu while Quinlan will go to Naboo and Kal will
go to Faa, with Adi remaining on Coruscant to follow up on one
of her leads. When the heroes reach Eriadu, they land in the
local spaceport and head to the address on the datapad: The
Tarkin Estate.
At the Tarkin estate, they find out that Senator Wilhuff
Tarkin isn’t home at the moment, but that his wife, Mian, is
home. When they say they have come on official Jedi business,
she gladly invites them in. Inside they can ask her all they want,
but she honestly doesn’t know anything about the Sith, let alone
know their name. After an hour of questioning, she excuses
herself, saying she must leave for Coruscant very soon. The
heroes return to their ship, to watch it being hijacked by Gossam
pirates. If the heroes call security, they immediately go after the
ship. On a holovid screen, the heroes can watch the scene
unfold. Just as their ship is to be taken down, it attacks a luxury
yacht, causing it to crash back onto the planet. Security forces
arrive 10 minutes later, and arrest the heroes for assisting in the
murder of Eriadu Security Forces and Mian Tarkin. If the heroes
resist, they will not get far before being caught. If they go quietly,
they are locked up in a local jail and must prepare a defense for
their trial!
UM, DI D I MI SS SOMETHI NG?
PART I I I
Just as the heroes are to head into the Eriadu court room, Jedi
Masters Kal Remos and Quinlan Vos come out to greet them.
They release them from their cuffs and notify them that the
pirates have been captured and confessed fully to the crime.
With proper Jedi finesse, the two Jedi Masters had the heroes
released. Also, if there are any humans in the group, they notify
the group that Senator Tarkin personally asked for their release.
The Jedi tell them that their investigations also met close calls,
but Naboo produced the most information. Kal Remos had gone
to Faa, but had found little information. Kal also tells the heroes
that he must end his investigation also, saying that the Jedi
Council felt it needed its other senior member in official Jedi
business. Quinlan then says that his trail of information, after a
lengthy fight on Naboo, lead him back to Coruscant. With
sadness, Masters Remos and Vos notify the heroes that Master
Gallia had exhausted her lead on Coruscant, and had withdrawn
from her investigation as well.
On the trip back, Kal and Quinlan suggest the heroes search
the lower levels for any clues, especially at seedy bars. Quinlan
will do the same, but will go to the more dangerous bars where
Anzati sometimes frequent. Quinlan’s evidence shows that
some Anzati had links to the Sith, and this is the best lead any
Jedi have found. As the Jedi search the lower levels, they will
eventually find dead ends to their search. After a two week
search, Quinlan calls them back to the Jedi Temple. They can
offer what meager evidence they find, but he will regretfully
release them from their duties. The trail had gotten cold again,
and Quinlan had to continue with his other duties. But he says
he will not give up his search, for the sake of Obi-Wan Kenobi.
He says to call him immediately if they ever find any information
on the Sith. He also offers to get them a good deal on a new
starship from Corellia. If the heroes follow him up on his offer,
they will get a 35% discount on a new Corellian starship (please
note that this only includes ships officially produced around this
time, no exceptions, and only from Corellian Engineering
Corporation).
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 5 0
With the Galaxy at the gates of a full-scale galactic war, both the
Republic and the Separatists prepare themselves for the inevitable
conflict. When the war does begin, Yoda’s title of Clone Wars seems
to suggest something more than the Republic clones versus the
Separatist droids. Also, the war already devastates the innocent as
worlds like Honoghr are brought into this destructive conflict. The
war is only a couple months old, and it has already claimed many lives.
T I ME L I N E O F T H E
, P T . 2
ABN – After the Battle of Naboo
10 ABN
I The legislation marked to reestablish an Army of the
Republic and a Republic Navy is passed
unanimously. The Prime Minister of Kamino
announces to Chancellor Palpatine that 1 million
clones are ready for deployment, with an additional
5 million ready within one year. A select group of
Senators (Senator Bail Organa and Senator
Amidala head the Senatorial delegation) and Jedi
(Masters Windu and Yoda) arrive on Kamino to
ascertain the capabilities and training regimen of
these clones.
I The rise of terrorism and secession of star systems
begin to pressure the Republic. In a stop gap
measure to satisfy the loyalists, Chancellor
Palpatine is given emergency powers in order to
safeguard the Republic. The Jedi Council warns the
Supreme Chancellor that the Jedi will be hard
pressed to defend the Republic.
I While speaking in front of supporters, Count
Dooku is attacked by Republic loyalists. A firefight
then ensues.
I Count Dooku, newly elected as President of the
Confederacy of Independent Systems, declares war
on the Republic.
I Queen Jamillia of Naboo is assassinated by an
unknown assailant. All potential leads end in dead
ends. Public support for the Republic deteriorates
rapidly.
I Senator Amidala resigns her position as Senator
from Naboo.
I Naboo declares its support for the Confederacy.
The Nabooian constitution is successfully amended
to allow its monarchs to be in the position for life.
I Padmé Amidala is reinstated as Queen of Naboo.
I Anakin Skywalker and Padmé Amidala are wed
publicly in Theed.
I The Separatists make a daring attack on Kamino’s.
Although the CIS is thwarted from taking the
planet, General Grievous and his troops
successfully destroy all future generations of the
Republic’s clones. Horrified by the wanton
slaughter by his commander, General Grievous,
and amid the confusion, Anakin Skywalker decides
to continue his mission, slips into Tipoca City, and
manages to steal a batch of clones and their
caretakers, along with the programming and
materials necessary for producing mature clones
rapidly.
I The Republic fleet, reeling from the superior tactics
of General Grievous in The Battle of Kamino,
retreats to the Honoghr system, which was thought
to be devoid of any sapient lifeforms. While
pursuing the Republic fleet to the Honoghr system,
General Grievous orders the complete destruction
of the Republic fleet. Honoghr is laid waste from the
falling Republic vessels.
I Anakin Skywalker, feeling the loss of life on
Honoghr, lands on Honoghr with Commander
Czar to begin assessing the damage to Honoghr’s
ecosystem.
I After contacting Padmé and explaining the plight of
the Noghri people, Padmé offers the Noghri people
Rori; one of the Naboo’s recently colonized planets
in the Naboo system. The Noghri accept without
hesitation. Anakin and Commander Czar
immediately begin coordination of their evacuation
plans. In gratitude for their actions, the Noghri
people pledge their service to Anakin and his
descendants.
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 5 1
G E N E R A L G R I E V O U S
S t a t s b y G h e n g i s S k a
General Grievous once was a good, honorable Kaleesh. Events
out of his control, though, changed this. Two years after the
Battle of Naboo, Darth Maul, following instructions from his
Master, went to Grievous the night before he was to leave for
battle against the Huk. Maul offered Grievous riches and the
power to crush his enemies swiftly in exchange for joining forces
with the Sith. Grievous turned down his offer, saying he was
neither greedy nor dishonorable enough to join the Sith. Maul
left, but not before sabotaging the engine on Grievous ship. As
Grievous’ ship rose towards space, it mysteriously suffered
catastrophic engine failure. His ship crashed, crushing most of
his body, and killing the crew of the ship. Grievous was found by
an IGBC ship coming to collect money for an overdue loan by the
Huk. The ship saved him from death.
Once he awoke, he found himself on the IGBC ship in front
of San Hill. Hill offered Grievous to become General of the
IGBC droid forces, but Grievous refused, citing his current
medical condition. Hill then offered to give him a new, better
body. Grievous still refused, not wanting to become some freak.
Finally, Hill told him that unless he went into surgery, he would
die within 4 hours. Grievous, afraid of dying, reluctantly gave in.
San Hill quickly had him rushed off and worked upon. While in
surgery, Hill made sure he would lose all his compassion,
kindness, and honor. His new General would be filled with hate,
anger, and a lust for destruction. After the surgery, San Hill was
approached by a mysterious figure. This man, who was Darth
Maul in disguise, offered to teach Grievous the ways of the
lightsaber. Hill, seeing the advantage of a General wielding a
lightsaber, agreed. Grievous’ training was honed for three years
until Maul went off on a fatal mission to resurrect Exar Kun. By
then though, Grievous skills were amazing for a non-force user.
When President Dooku came to the IGBC, Trade
Federation, and other trade conglomerates for a defense pact,
they all agreed if Dooku promised one thing: make Grievous
General of their droid forces. Dooku agreed, not knowing that
he would be unleashing a monster upon the galaxy that he
couldn’t control. This was Grievous’ first battle, so no one knew
of his abilities or his flaws. All seemed well until the Battle of
Kamino. There, he caused wanton and unnecessary destruction
to Tipoca City and killed off most of the developing clones for the
Republic. Captain Czar and Anakin Skywalker, prominent
members of the CIS’s military, were both disgusted by his
actions and did their best to thwart any unnecessary destruction.
After the battle was over, and against Grievous suggestion, Czar
was promoted to Commander. Grievous hated Czar since he
curried favor with Dooku and was against Grievous’ tactic of
destroy-now-and-rebuild-later. Czar spoke to Dooku about
Grievous’ actions during the battle, and Dooku promised to
speak to Grievous in turn.
When Dooku approached him about his actions on Kamino,
Grievous rebuffed him. Grievous said, “We’re winning the war
because of me! My tactics are what keeps you in power! If you
have a better way of winning, prove it!” Needless to say, Dooku
was intimidated by Grievous, and was concerned that maybe he
was losing his mind. Dooku was also concerned since he finally
found out the Grievous had and could proficiently wield
lightsabers. As the war continued, Grievous became more and
more single-minded with his actions, only wanting to cause the
Republic pain. His tactics gained him infamy on both sides, and
he reveled in it. Anakin Skywalker despised Grievous and his
tactics and finally left the CIS eleven years after the Battle of
Naboo. Dooku was upset, but could do nothing to stop him, and
later the 30 other Jedi that joined the CIS, from leaving.
Grievous didn’t care and felt he was free to do even worse things
to the Republic now. Grievous was seen more and more on the
battlefield, killing any and all he could find; sometimes even
having his fleet chase after a single fighter or ship just to crush
the spirit of the Republic even more.
B o b S t e v l i c
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 5 2
As the year progressed, though, things started to happen to
Grievous. Those who did regular maintenance and refits of his
body started to come late every now and then. He was
accidentally coming late to meetings and battle debriefs more
often, and sometime he even missed his fleet when they left for
battle. Czar, as Commander of Grievous’ forces during these
incidents, took charge until Grievous got to the battle or
returned to the fleet. Sometimes, Grievous never made it in
time. The CIS Council, filled with those who originally
supported him, slowly took away all their support of him. By the
twelfth year after the Battle of Naboo, he was becoming
paranoid, fearful his tenor as General was at an end. But if
anyone ever wanted to bring him down, he would go down in a
blaze of glory, literally or not.
General Grievous: Adult Male Kaleesh Cyborg, Noble
2/Soldier 4/Officer 5/Elite Trooper 5; Init +3 (+3 Dex); Def 24
(+3 Dex, +11 Class); Spd 14m; VP/WP 139/12; Atk
+16/+11/+6 melee (1d4+3, crit 20, punch), +16/+11/+6 or
+12/+12/+7/+2 ranged (3d8, crit 19-20, Blaster [Rifle]),
+17/+12/+7 melee (2d8+5, crit 19-20, Lightsaber); SQ Cyborg,
Combat Heuristic Processor, Cybernetics, Splinter Arms,
Variable Geometry, Favor +1, Inspire Confidence, Leadership,
Noble bonus class skill (Tumble), Requisition Supplies, Tactics,
Weapon Focus (Lightsaber), Weapon Specialization
(Lightsaber), Uncanny Dodge (Dex Bonus), SV Fort +13, Ref
+12, Will +12; SZ M; FP: 0; Rep: +7; Str 16, Dex 16, Con 12, Int
16, Wis 13, Cha 14.
Equipment: Blaster Rifle - mastercrafted +2 [Customized
Threat Range +1 Blastech DT-57 Annihilator Blaster Rifle],
Duranium Armor Master Crafted +2 (DR 5), Cybernetics
[Modified Physical body giving Str 16, Dex 16, and Advanced
Legs Package +6 m speed, Optical Enhancer, Targeting Eye*],
Droid Humanoid Chassis (Environmental Compensation,
Humanoid Digital Manipulator Arm 2x2, Magnetic Feet 2,
Ultra Sonic Vocabulator) Lightsaber x4, Fighter [Belbullbaa-
22]
Skills: Astrogate +7, Balance +7, Bluff +16, Climb +11,
Computer Use +8, Demolitions +5, Diplomacy +16, Escape
Artist +2, Gather Information +7, Hide +9, Intimidate +14,
Jump +6, Knowledge (Jedi lore) +5, Knowledge (Tactics) +9,
Knowledge (World lore - Huk) +5, Knowledge (World lore -
Kalee) +8, Listen +10, Move Silently +10, Pilot +11,
Read/Write Basic, Houk, Kaleesh, Search +8, Sense Motive
+20, Speak Basic, Houk, Kaleesh, Spot +10, Swim +4, Treat
Injury +3, Tumble +8.
Feats: Armor Proficiency (heavy, light, medium), Combat
Expertise, Combat Veteran, Exotic Weapon Proficiency
(lightsaber), Heroic Surge, Improved Feint, Martial Arts,
Multidexterity, Off-Hand Parry, Point Blank Shot, Precise Shot,
Quick Draw, Sharp-eyed, Multi-weapon Fighting, Weapon
Focus (Lightsaber), Weapons Group Proficiency (blaster
pistols, blaster rifles, heavy weapons, simple weapons, vibro
weapons)
Special Qualities:
Cyborg: As a mixture of droid chassis and organic parts –
brain, spinal cord, and internal organs – supported in a droid
armor-plated chassis, the integration of the organics into the
droid body gives Grievous certain droid characteristics. He has
Multidexterity as a free feat like droids. He cannot gain Force
Points and is immune to a number of Force Skills. See the droid
entry in the RCR.
Combat Heuristic Processor: The modifications done to
General Grievous by the Separatists when he was recreated as a
cyborg allow him to become a deadly fighter. The Combat
Heuristic Processor allows him to gain a +1 to hit whenever he
makes a melee attack against an opponent he made a melee
attack against in the previous round. Grievous gets a small
bonus to hit – he gains a +1 insight bonus on melee attack rolls
against that opponent. If he stops attacking an opponent for a
round, these bonuses go away, but they can be regained during
successive rounds of combat.
Cybernetics: A cybernetic droid body gives him increased
Strength and Dexterity, giving him a Str 16 and a Dex 16.
Upgrades to his mental capacity give him a +2 Int bonus, as well
as increased movement (Speed 16m), and increased visual
acuity. Details listed in Equipment.
Splinter Arms: General Grievous has specially constructed
hands with six fingers, two of which are opposable thumbs on
opposite sides of the palm. Due to a mechanical feature of
construction, Grievous can dislocate his shoulders and split his
arms in two, gaining four arms, each one of which he can make
attacks with. The programming the Separatists put into place in
secondary processors give Grievous the Multi Weapon Fighting
Feat as a free feat. Also the splinter arms allow Grievous to split
the arms as a Move action, and if he’s able to draw a weapon and
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 5 3
attack with one of those arms, the target is considered flatfooted
for that attack. Grievous can use this attack only once per
encounter and only once per opponent.
Variable Geometry: The special construction and joints in
the robotic body allow General Grievous to attack with all four of
his arms, and even his feet and other body parts, giving him the
Martial Artist Feat as a free feat.
Tactics: Grievous will typically spend a few rounds fighting
an opponent to learn their moves and abilities, possibly going on
the defensive, using Combat Expertise and Fighting Defensively
to still attack, but not open himself up to much damage,
allowing him to see the patterns in the attacks and defenses of
the opponent and giving the Combat Processors a chance to
work. This also allows a Jedi to spend vitality to up abilities, or
other Force effects. Then, when he is confident in an attack, he
will Feint. This is especially deadly with Jedi who have many
abilities that increase their Defense Bonus by relying on their
Dodge bonus, which are negated if the Dex bonus is also lost
(The Lightsaber feats like Master Defense are dodge bonuses,
and Expertise and Fighting Defensively are dodge bonuses,
meaning even a 15th level Jedi Guardian will only have a
Defense of 15 for the next attack if the Feint works. Meaning as
long as Grievous does not roll a 1, he hits). After a few hits like
that, if he has not dropped the Jedi, he will use his splinter arms,
and on the first round Quick Draw a Lightsaber and get an
attack which will also deny the Jedi their Dodge-based Defense
Bonuses. And if that does not kill them, the extra attacks should
very easily and quickly destroy a Jedi.
G E N E R A L G R I E V O U S '
S T A R F I G H T E R
BELBULLBAB- 22
S t a t s b y G h e n g i s S k a
Commissioned by General Grievous and built to his exacting
demands shortly after he attained the rank of Supreme
Commander, the Belbullbab-22 is a state-of-the-art starfighter.
Able to keep pace with the Republic's P-38 and V-wing
starfighters, the Belbullbab-22 can take punishment as well as
dish it out. Though short on shield power, its speed and
maneuverability easily makes up for this difficiency.
Craft: Feethan Ottraw Scalable Assemblies; Class: Starfighter;
Cost: 133,000 Credits New; Size: Tiny (10.7m length, 6.46m
length); Initiative: +5 (+3 Dex, +2 size); Crew: 1 (Unique);
Cargo Capacity: 75 kilograms; Consumables: 4 Days;
Hyperdrive: x1.5; Maximum Speed: Ramming (Good, 10
squares/action); Atmospheric Speed: 1500 km/h (25
squares/action); Maneuvers: +13 (+2 size, +7 crew, +2 engine
quality, +2 maneuvering system); Defense: 25 (+3 Dex, +2 size,
+10 armor); Hull Points: 140 (DR 10); Shield Points: 50 (DR
10).
Weapon: Blaster Cannon [Triple] (2); Fire Arc: Front;
Attack Bonus: +16/+11/+6 or +12/+12/+7/+2 (+2 size,
+12/+7/+2 or +8/+8/+3/-2 crew, +2 equipment bonus);
Damage: 5d10x2; Range Modifiers: PB +0, S -2, M/L N/A.
NE W S P E C I E S :
KA L E E S H
KALEESH
S t a t s a n d B a c k g r o u n d I n f o r m a t i o n b y A n s t r o n a
The Kaleesh are inhabitants of the hostile world of the same
name, located near the Atrivis and Lahara sectors between
Muunilinst and Serenno in the Outer Rim Territories. These
reptilian humanoids are known for their sense of conquest and
expansionism. They treasure conflict and the sense of power
that only victory can bestow upon them. Having long since
explored and conquered their own arid world, the Kaleesh have
turned to neighboring star systems to further expand – such as
their prior conflict with the Huk. Kalee have evolved into a
semi-feudal society – various warlords rule over the land,
expanding their territories across the stars by inciting wars
wherever their conscripts and soldiers are able. The Kaleesh
harbor a deep-seeded hatred for the Old Republic – more
specifically for the Jedi due to their interference in their right of
conquest.
PERS ONAL I T Y
Kaleesh most commonly exhibit a domineering nature, and a
pushy (often quite literally) impatience when their demands
aren’t met with expedience. They are also extraordinarily
arrogant and selfish.
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P A G E 5 4
PHYS I C AL DES C RI PT I ON
Kaleesh are tall and slender, often standing between 1.8 and 2.2
meters tall. They are covered with reddish-orange scales that
accentuate their cold yellow eyes. The Kaleesh typically wrap
their skin in cloth to protect them from the blistering sun of
Kalee, leaving only their long four-fingered hands exposed in
order to manipulate their weaponry without impedance. Most
Kaleesh wear masks carved from some of the most ferocious
creatures of their world, such as the karabbac or the muumuu.
KAL EES H HOMEWORL D
The arid, harsh world of Kalee.
L ANGUAGE
Kalee speak Kaleesh and Basic.
EXAMPL E NAMES
Grevious Shakar (General Grevious)
ADVENT URERS
Kaleesh adventurers are quick to anger and ready to fight. More
often than not, they will instigate the conflict to begin with.
They see nothing wrong with simply taking the things they want
and fighting to the death if anyone has anything to say about it
otherwise. Kaleesh are forceful and merciless, and are often
intolerant, sometimes abusive, when their demands are
questioned or if they’re not carried out to their satisfaction
within what they feel to be an ample span of time. Despite all of
these qualities, a Kaleesh is not so foolish as to press on when it
becomes apparent that they can no longer control the situation
or win the fight.
KAL EE S PEC I ES T RAI T S
I +2 Dexterity, -2 Charisma: Kaleesh are very
agile and flexible, but due to their appearance
and demeanor, tend to be somewhat cold-
hearted and overbearing to others.
I Medium-Size: As Medium-sized creatures,
Kaleesh have no special bonuses or penalties
due to their size.
I Kalee base speed is 10 meters
I +2 species bonus on Survival checks: Kaleesh
have evolved on an arid world and have become
quite accustomed to surviving in harsh
environments.
I +2 species bonus on Fortitude saves vs. heat:
Kaleesh are able to sustain themselves in much
higher temperatures than most other species.
I -2 species penalty on Fortitude saves vs. cold:
Kaleesh are a reptilian species and as thus do
not fare well in cold weather conditions.
I 1 extra feat at 1st level: Kaleesh are quite
adaptable as they are able to learn specific tasks
with ease.
I Automatic Languages: Speak and Read/Write
Kaleesh and Basic.
KA L E E
S t a t s a n d b a c k g r o u n d b y A n s t r o n a
R y a n B r o o k s
Planet Type: Terrestrial
Climate: Arid to tropical
Terrain: Deserts, plateaus, jungles
Atmosphere: Breathable
Gravity: Standard
Diameter: 14,350 km
Length of Day: 21.2 standard hours
Length of Year: 321 standard days
Sentient Species: Kalee
Languages: Kaleesh
Population: 1.2 billion
Species Mix: 99% Kalee, 1% other
Government: Semi-feudal
Major Exports: Conscripts, raw materials, refined materials,
slaves, water
Major Imports: Medical supplies, processed foods, raw
materials, starships, vehicles, weapons
System/Star: Kal System (and Gurm)
DESCRI PTI ON
Kalee is a planet in the Kal system that lies between Muunilist
and Dantooine along the Outer Rim. The planet itself has a set
of very irregular properties. Most of the planet is barren,
consisting of rocky plateaus and desert plains, but the southern
pole of the planet is lush with thick vegetation, creating a dense
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 5 5
jungle terrain that covers a few thousand square kilometers of
the pole. This territory was ferociously sought after by many of
the warring factions on the planet for thousands of years. The
northern hemisphere of the planet however is not only an arid
desert, but because of the position of the nearby Huk star system
being in such close proximity to the Kal system, it also has no
day/night cycle. It is always daylight on the northern
hemisphere, only a rising and setting of the Kal star which
creates a mild day cycle and a more unforgiving one when both
suns are up.
Much of the planet’s rockier areas have been settled by the
Kaleesh because of the rich deposits of metals that can be mined
there. Kalee is one of the few places in the galaxy where the
metal phrikite can be found, along with an assortment of other
metals both common and rare in variety such as tydirium and
the metals used in making duranium. The Kaleesh are
extremely accomplished craftsmen, and thus the planet is
dotted with many mines, refineries, and a handful of spaceports
where corporations who hold contracts with the various
Kaleesh warlords to bring metals from all over the galaxy to be
refined and combined into alloys using their secret techniques.
HI STORY
Kalee was once a world filled with hundreds of groups of
nomadic tribal hunters. The name Kalee was derived from the
creator and hunter God who created the Kaleesh race in their
image. Much of the Kaleesh race lived in the flourishing jungle
lands that reside on the planet’s southern pole, venturing out
into the desert plains known as the Dead Lands as tests of
strength and for hunting. Tension mounted as more and more
tribes tried to stake a claim in the jungle land, and wars were
waged – the victors claiming the territory of the defeated and
casting them out into the dead lands. Over the millennia, the
weaker tribes ventured further out in search of new places to
settle.
Approximately 4,000 years before the battle at Naboo, a
warlord by the name of Askele Amjad, who was an
accomplished craftsman and metallurgist, came to power.
Amjad created a process to combine the rare phrikite metal with
tydirium metal to create the sought-after phrik alloy that was
used to make a strong, yet lightweight metal. He used his
knowledge to create weapons the likes of which the Kaleesh of
old had never seen. He waged war against the other warlords
using his strategic expertise and superior weaponry, and over
decades of bloody conflict he managed to take control of the
entire planet, unifying the Kaleesh under one banner for the first
time in their history, which planted the seed for the modern
semi-feudal culture of the Kaleesh. Amjad is the only Kaleesh in
existence to have achieved the status of a god in their culture for
his ability to create “magical” weapons and for conquering the
entire planet. Since this time, the Kaleesh have abandoned their
beliefs in their gods and focus on conquest and craftsmanship.
Only the war masks carved from the skulls of the most deadly
creatures of their world serve as an echo to their tribal roots.
Since their introduction to the galaxy at large, the Kaleesh
have turned to other planets and star systems to expand and
conquer. They have settled several moons orbiting the planets
of Kabelren (named after their ancient god of the Karabbac) and
Gurmal (taken from the name Gurm, their god of war). The
Kaleesh have looked to the neighboring Huk system to further
expand – claiming the system orbiting the star they call Gurm to
be theirs. Every 20 years, the Huk planets, being situated 40
degrees off the Kalee elliptical plane, passes through the Kalee
system, and every few hundred years the Huk homeworld comes
within very close proximity to Kalee. The Kaleesh quickly
learned that the Huk planet was also rich with vast amounts of
resources – more so than their own world. The Kaleesh used the
unusual planetary orbit to their advantage to attempt an
invasion on Huk. In order to fund their war machine, the
R y a n B r o o k s
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 5 6
Kaleesh accept contracts from various galactic corporations,
selling phrikite and creating their special alloys using their
metallurgical techniques, which they ferociously guard as a
national secret.
These circumstances caught the attention of the
Intergalactic Banking Clan on the nearby planet of Muunilist.
The IBC agreed to assist in funding their conquest in exchange
for their alloys. In the years preceding the Clone Wars, when the
Kaleesh’s war with the Huk turned in favor of their enemy, the
Galactic Republic hearing about the conflict between the two
races intervened, dispatching several Jedi Knights who
promptly sided with the Huk. A particularly strong warlord by
the name of Grevious Shakar pledged his permanent service to
the IBC in exchange for additional funding and support.
However, this did little to help turn the tide of battle as the Huk,
with the assistance of the Jedi Order, beat back the Kaleesh,
driving them back to their homeworld, where the Huk left the
planet in ruin.
Grevious did the unthinkable and divulged the metallurgical
secrets of the Kaleesh to the CIS, who used the knowledge to
create weapons to battle the Jedi under Grevious’ instruction.
Among the results were the noteworthy phrik alloy-made
electro-staves used by Grevious’ personal bodyguard droids
that, when energized with a low electrical charge, have the
unique ability of withstanding direct lightsaber strikes. Because
of Grevious’ treachery, the Kaleesh have lost much of their
corporate contracts and have become a starving nation – a mere
shadow of what it once was.
PEOPLE
The Kaleesh are dedicated to waging war and using their
crafting gifts to create metals and weaponry to wage those wars.
Most Kaleesh belong to a faction or tribe under the leadership of
a warlord and can be conscripted into battle when needed.
Those who are particularly troublesome or refuse to serve their
lord are either killed or sold into slavery to the various
corporations to which the warlord holds agreements or
contracts with. These individuals are forced to work in the
mines and refineries of the Kaleesh under the strict supervision
of those loyal to their lord.
Kaleesh soldiers are also contracted out to corporations and
planetary governments to act in a security or police capacity. On
occasion, Kaleesh are also hired as bounty hunters by various
crime lords throughout the galaxy. It is rumored that the Black
Sun holds a standing contract with a Kaleesh death squad for
assassination and bounty fulfillment.
Kaleesh Commoner (craftsman): Init +1 (Dex); Defense 11
(+1 Dex); Spd 10m; VP/WP 0/10; Atk +0 melee (1d3,
unarmed), +1 ranged; SQ Species Traits; SV Fort +0, Ref +1,
Will +0; SZ M; FP 0; Rep +0; Str 10, Dex 12, Con 10, Int 10, Wis
10, Cha 8.
Equipment: Cobbled war mask, desert cloak, personal
weapon (melee or ranged), survival pack, variety of personal
belongings.
Skills: Craft (weapons*) +1, Knowledge (metallurgy) +2,
Profession (craftsman**) +1, Read/Write Basic, Read/Write
Kalee, Speak Basic, Speak Kalee, Survival +2.
Feats: None.
Species Traits: +2 Dex, -2 Cha, +2 species bonus on
survival checks, +2 species bonus to fortitude saves versus heat,
-2 species bonus to fortitude saves versus cold.
Automatic Languages: Kalee and Basic.
*Kalee craftsman all specialize in a certain type of armor or
weapon, be it armor, blaster pistols & rifles, exotic weapons
(pick one), heavy weapons, simple & primitive weapons or vibro
weapons.
**Kalee craftsman specialize in either armor or weaponry.
Professions can either be armorsmith or weaponsmith.
Kaleesh Commoner (hunter): Init +1 (Dex); Defense 11 (+1
Dex); Spd 10m; VP/WP 0/10; Atk +0 melee (1d3, unarmed), +1
ranged; SQ Species Traits; SV Fort +0, Ref +1, Will +0; SZ M;
FP 0; Rep +0; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 8.
Equipment: Cobbled war mask, desert cloak, personal
weapon (melee or ranged), survival pack, variety of personal
belongings.
Skills: Profession (hunter) +2, Read/Write Basic,
Read/Write Kalee, Speak Basic, Speak Kalee, Survival +3.
Feats: None.
Species Traits: +2 Dex, -2 Cha, +2 species bonus on
survival checks, +2 species bonus to fortitude saves versus heat,
-2 species bonus to fortitude saves versus cold.
Automatic Languages: Kalee and Basic.
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 5 7
LOCATI ONS
C ORPORAT E REF I NERI ES
Corporate refineries dot the surface of Kalee, constantly
appearing and disappearing as new corporate contracts are
created and expire. These facilities are manned by thousands of
Kaleesh, either willingly or unwillingly, processing metals using
special techniques to create pure metals or alloys, while Kaleesh
warriors supervise to prevent theft or sabotage. These refineries
are very expensive to maintain, needing constant refitting and
retooling because of the constant working and the harsh
conditions of the planet, while still being extremely profitable.
Most of the top Republic-allied corporations continually hold
contracts on Kalee, such as Czerka Coporation and Kuat Drive
Yards – the bulk of which lies in duranium and phrik alloy
manufacturing.
J UNGL E REGI ON
The jungle region is located on the southern pole of Kalee and
encompasses an area of approximately 2100 square kilometers.
This region is constantly changing hands as warlords fight for
control. During the Old Republic era from 4000 years before the
Battle of Naboo forward, and the Rise of the Empire era this
territory is held by the current planetary warlord. Prior to and
after this period, however, it is in a state of perpetual flux as one
warlord steals it from another. The entire area is very rich with
life and vegetation. It is one of the only locations on the planet to
have a plentiful supply of water and natural food sources. Many
warlords erect palaces inside this region that they use to
entertain corporate sponsors and other high profile off-world
visitors.
S L AVE MI NES
Slave mines are manned and functioning round the clock
primarily by slaves and females, and are patrolled by Kaleesh
warriors that are loyal to the warlord who controls the territory
in which the mines lie. Conditions inside the mines are deadly
as the Kaleesh do very little to maintain a safe environment for
their workers, as slaves and females are considered expendable
(since Kaleesh take on multiple wives to spare, most commonly
wives taken from those they defeat in battle).
C O MMA N D E R C Z A R
Commander Czar is a brown and golden haired Bothan actually
named Kehaiji Wei’Lasu. He hid his name once he became a
Mercenary Commander to protect his family’s good name and
interests. He became famed in the Outer Rim for being not only
a brilliant tactician, but also a man of culture. He also read a lot
of the Jedi lore available to the public, and highly respected
those who acted independently of the Republic.
When Count Dooku came to him, offering him a chance to
help restore peace and democracy to the corrupt galaxy, Czar
took up the offer, but under one condition. Czar’s ship, The
Renegade, needed to be modified to make it better suited for the
battles he fought. No longer were quick insertions with troops
sufficient if he was to fight the Republic. He needed room to be
able to hold tanks and various other weapons of war to fight
against the Republic.
Dooku honored his request, and soon after the war started,
Czar became a feared commander. But once his general,
New Material: Phrik Alloy
Phrik alloy is created by the Kaleesh by combining phrikite and
tydirium metals in a special process known by few throughout the
galaxy. Phrik alloy is incredibly strong while being extremely
lightweight. Phrikite, which is the primary ingredient in phrik
alloy, is extremely rare, found almost exclusively on Gormas 16
and in much smaller quantities on Kalee. Because of this, phrik
alloy is extraordinarily expensive and rare throughout the galaxy.
Availability: Rare, restricted.
Weight: -15% from object’s weight.
Price: +80% to object’s price.
Damage Reduction: 15
Wound Points: 15 per cm of thickness
Hardness: 5
Special Properties: When charged with a minor electro-
magnetic current, the material is capable of withstanding
damage from a lightsaber and lower forms of particle or ray
shielding. Lightsabers do not ignore damage reduction when
hitting electrically charged phrik alloy. Objects made primarily
from phrik alloy also ignore personal- and vehicle- scale shields.
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 5 8
General Grievous, started to use unnecessary heavy-handed
tactics against the Republic, Czar worried the CIS was losing its
focus on its goal. He became even more worried when the Jedi
who had joined left the CIS because of Grievous. Czar went to
Dooku, who tried to reassure him Grievous was controllable.
Czar hoped so, but soon made plans to start a rise to power in the
CIS. If Grievous became a menace to the CIS, he would work his
way to become the next General of the Droid army.
As Captain, and later Commander of Czar’s Imperial Guard,
his Mercenary Army, it is not uncommon to find Czar leading his
men from the front line. Czar wears black ceremonial armor
with emerald jewels sparingly put on his suit, which is made
with impure Cortosis ore. Thus, lightsabers cannot ignore his
armors DR’s when trying to cut through it. Trained in the ways
of the lightsaber by President Dooku, himself, Czar has become
a proficient duelist for a non-Force user, which he received as a
gift from the President as a token of friendship after the Battle of
Kamino.
Commander Czar: Middle Age Male Bothan, Noble 6/Soldier
2/Officer 5; Init -1 (-1 Dex); Def 17 (-1 Dex, +8 Class); Spd 8m
(Armor); VP/WP 96/10; Atk +8/+3 or +2/+2/+2/-3 ranged
(3d8, SoroSuub Firelance Blaster Rifle), +8/+3 or +4/+4/-1
ranged (3d6, Blaster [Pistol]), +9/+4 melee (1d3, punch),
+9/+4 melee (2d8, crit 19-20, Lightsaber); SQ Coordinate +1,
Favor +2, Inspire Confidence, Leadership, Noble bonus class
skill (Gather Information), Requisition Supplies, Resource
Access, Tactics; SV Fort +8, Ref +5, Will +10; SZ M; FP: 3;
DSPs: 1; Rep: +11; Str 11, Dex 9, Con 10, Int 18, Wis 15, Cha
16.
Equipment: Blaster [Pistol], Comlink [Encrypted], Czar's
Ceremonial armor (Damage Reduction: 5), DataPad
[Personal], Holoprojector [Personal], Lightsaber, SoroSuub
Firelance Blaster Rifle, Utility Belt.
Skills: Appraise +8, Astrogate +6, Bluff +12, Computer Use
+10, Diplomacy +14, Gather Information +18, Intimidate +16,
Knowledge (Alien species) +14, Knowledge (Cultures) +14,
Knowledge (Jedi lore) +14, Knowledge (Politics) +14,
Knowledge (Tactics) +20, Pilot +6, Profession (military officer)
+14, Read/Write Basic, Read/Write Bothese, Repair +8, Sense
Motive +14, Speak Basic, Speak Bothese, Speak Huttese, Speak
Vuvrian, Treat Injury +6
Feats: Armor Proficiency (light, medium), Exotic Weapon
Proficiency (lightsaber), Fame, Frightful Presence, Influence,
Persuasive, Starship Operation (starfighter), Trustworthy,
Weapons Group Proficiency (blaster pistols, blaster rifles,
simple weapons)
C O MMA N D E R
C Z A R ' S C A P I T A L
S H I P
THE RENEGADE
The capital ship of Commander Czar, The Renegade, is a
relatively new ship. About 10 years before the Battle of Naboo,
the Trade Federation turned down this ship as a possible
replacement for the now aging Trade Federation Battleships.
The Renegade sat in the dockyards of Hoersch-Kessel Drive Inc.
until Czar came upon it 5 years before the Battle of Naboo. The
dockyards were ready to scrap the ship when Czar approached
them about purchasing the ship. They sold the ship instantly for
a low price, wanting to be rid of the ship.
The Renegade grew in infamy under Czar as he led his band
of mercenaries to victory after victory against his customers'
enemies. When Count Dooku approached Czar about a more
permanent contract, Czar agreed after his ship was properly
modified. Originally made for quick insertions and guerilla
tactics, the ship needed an expanded hanger and other
modifications to better suit this ship's new role. Now, The
Renegade grows in even greater infamy as it crushes the enemies
of the Separatists. Its unknown if anyone can bring down this
great ship anymore, and many fear it is a juggernaut as it drives
towards the Core.
Craft: Hoersch-Kessel Drive Inc.'s Crescent-class Star Cruiser;
Class: Capital Ship; Cost: Not Available for Sale; Size:
Colossal (1930m in diameter); Initiative: +0 (+8 crew, -8 size);
Crew: 1,250 (Expert +8); Passengers: 100; Troop
Compliment: 750; Vehicle Compliment: 9 TF HAG's, 66
GAT's, 10 Homing Spider Droids, 100 Spider Droids, 22
Hailfire Droids, 16 Corporate Alliance Tanks; Starship
Compliment: 2 Corellian Star Shuttles, 1 TF C-9979 Landing
Craft; Starfighter Compliment: 48 fighters, 192 droid fighters;
Cargo Capacity: 100,000 Metric tons; Consumables: 1 Year;
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 5 9
Hyperdrive: x2 (backup x12); Maximum Speed: Cruising
(Average, 3 squares/action); Maneuvers: +0 (-8 size, +8 crew);
Defense: 12 (-8 size, +10 armor); Hull Points: 600 (DR 60);
Shield Points: 600 (DR 60).
Weapon: Turbolaser (30); Fire Arc: 14 Front, 8 Left, 8
Right; Attack Bonus: +8/+3 (-8 size, +8/+3 crew, +8 fire
control); Damage: 6d10x5; Range Modifiers: PB -6, S -4, M -2,
L +0.
Weapon: Laser Cannon [Quad] (20); Fire Arc: 5 Left, 10
Back, 5 Right; Attack Bonus: +0/-5 or -6/-6/-6 (-8 size, +8/+3
or +2/+2/+2 crew); Damage: 6d10x2; Range Modifiers: PB -2,
S +0, M/L N/A.
Weapon: Tractor Beam Projector (3); Fire Arc: Front;
Attack Bonus: +8/+3 (-8 size, +8/+3 crew, +8 fire control);
Damage: Special; Range Modifiers: PB -6, S -4, M/L N/A.
RE P U B L I C
L O Y A L I S T S
Loyal servants to the Republic, these people represent the best
and worst of society. From assassins to husbands of Queens,
each brings something different to the Republic. And that is
exactly what Palpatine needs as his plans for galactic
domination begin to take hold. Time will tell whether those still
not corrupt will fall under Palpatine’s dark ways.
MAS AMEDDA
S t a t s b y G h e n g i s S k a
Mas Amedda has been a fixture as Vice-Chair of the Senate since
the days of Chancellor Valorum. Being dedicated to the laws of
the Republic helped prevent Amedda from being corrupted by
the various Senators. Then Senator Palpatine was elected by the
Senate to replace the now disgraced Valorum.
Chancellor Palpatine is unlike any other political figure that
Mas Amedda has met. It appears that Palpatine shared
Amedda's vision: to reform the Republic into a more cohesive
unit, free from the corruption that has recently plagued it, and to
follow the Rule of Law. That above all was the centerpiece of
Amedda's world.
Many years later, Palpatine confessed to Amedda that
maybe the only way to get rid of the corruption was to remake
the Republic into a dictatorship. Faced with this
incontrovertible fact, Amedda agreed, and it was then that
Palpatine revealed himself fully to Mas Amedda. Without
batting an eye, Mas Amedda pledged to keep Palpatine's secret,
and would make sure to manipulate certain Senators into their
camp.
Mas Amedda: Adult Male Chagrian,
Diplomat 10; Init +0 (+0 Dex); Def 13 (+0
Dex, +3 Class); Spd 10m; VP/WP -/14; Atk +5
ranged (3d4, Blaster [Hold-out]), +6 melee
(1d3+1, punch); SQ Amphibious, Low-light
vision, Radiation resistance; SV Fort +5, Ref
+3, Will +8; SZ M; FP: 0; Rep: +3; Str 12 , Dex
10, Con 14, Int 14, Wis 12, Cha 14.
Equipment: Blaster [Hold-out], Clothes
[Formal], Comlink, Property, Transport [Air
Speeder]
Skills: Appraise +9, Bluff +16, Computer Use +8,
Diplomacy +18, Forgery +3, Gamble +2, Gather Information
+10, Intimidate +6, Knowledge (Bureaucracy) +11, Knowledge
(Politics) +8, Knowledge (World lore) +6, Listen +3, Profession
+10, Read/Write Basic, Read/Write Chagri, Sense Motive +6,
Speak Basic, Speak Chagri, Spot +3.
Feats: Alertness, Persuasive, Skill Emphasis (Gather
Information, Knowledge [Bureaucracy]), Underworld
Connections, Weapons Group Proficiency (blaster pistols)
SLY MOORE
S t a t s b y G h e n g i s S k a
Sly Moore has high ambitions. After being appointed to her
current position after the forced retirement of Sei Taria, who
occupied the post of Administer of the Republic, what most
people don't realize is that Moore was secretly behind her
predecessor's fall from grace.
One of the Supreme Chancellor's first goals for the Republic
was to get rid of corruption in the Senate. Moore planted
evidence of Taria's duplicity in illicit affairs for Republic
Intelligence. After being found guilty on all charges, Taria was
shipped off to a penal colony, never to be heard from again.
Impressed with Moore's dedication, Chancellor Palpatine
appointed Moore to her position.
In the years that followed, Sly Moore became more and
more indispensable to the Chancellor and the Senate. Working
closely with the Chancellor, Moore was able to garner the
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 6 0
Chancellor's ultimate secret - that he was Darth Sidious, Dark
Lord of the Sith - and she pledged herself to him completely.
Sidious accepted her service.
Sly Moore: Adult Female Umbaran, Diplomat 3/Thug 1/Dark
Side Devotee 5; Init +0 (+0 Dex); Def 15 (+0 Dex, +5 Class);
Spd 10m; VP/WP -/13; Atk +5 ranged (by weapon), +6 melee
(1d3+1, punch); SQ Dark Side Talisman +2, Darkvision, Favor
+2, Light sensitive, Low-light vision; SV Fort +6, Ref +4, Will
+9; SZ M; FP: 0; DSPs: 4; Rep: +5; Str 13, Dex 11, Con 10, Int
15, Wis 15, Cha 14.
Equipment: Comlink, Property, Shadow cloak
Skills: Appraise +3, Bluff +9, Diplomacy +13, Disguise
+22, Gather Information +9, Intimidate +12, Knowledge
(Bureaucracy) +7, Knowledge (Politics) +7, Profession
(Administrative Aid) +7, Read/Write Basic, Read/Write
Umbarese, Sense Motive +9, Speak Basic, Speak Umbarese.
Force Skills: Affect Mind +9, Control Mind +10, Empathy
+8, Enhance Senses +7, Fear +3, Force Stealth +7, Force Strike
+5, Illusion +12, Telepathy +9.
Feats: Force-Sensitive, Influence, Persuasive, Skill
Emphasis (Force Strike, Illusion), Toughness, Trustworthy,
Weapons Group Proficiency (blaster pistols, simple weapons,
vibro weapons)
Force Feats: Alter, Control, Force Mind, Mind Trick,
Powerful Presence, Sense
ASK AAK
S t a t s b y G h e n g i s S k a
Senator Ask Aak is a strong proponent for the policies of
Supreme Chancellor Palpatine. To him, there is nothing more
important than the Republic, and he was one of the first
senators to support the Chancellor's decision on using the
clones on Kamino. Senator Aak collaborated with Senator
Mothma to have a group of Republic supporters attempt to
finish off that upstart, Count Dooku. Shortly after the
assassination attempt failed, Senator Aak offered a motion to
give Chancellor Palpatine emergency powers, which was passed
unanimously.
Ask Aak: Adult Male Gran, Diplomat 6/Thug 1; Init +0 (+0
Dex); Def 12 (+0 Dex, +2 Class); Spd 10m; VP/WP -/18; Atk +4
melee (1d3, punch), +4 ranged (3d4, Blaster [Hold-out]); SQ
Darkvision, Favor +2, Low-light vision; SV Fort +6, Ref +2, Will
+5; SZ M; FP: 1; Rep: +4; Str 11, Dex 11, Con 15, Int 9, Wis 10,
Cha 17.
Equipment: Blaster [Hold-out], Comlink, DataPad
[Personal], Property on various Worlds, Transport [Air
Speeder]
Skills: Bluff +8, Diplomacy +5, Gather Information +12,
Intimidate +6, Knowledge (Bureaucracy) +6, Knowledge
(Politics) +4, Profession (Senator) +6, Read/Write Basic, Gran,
Search +1, Sense Motive +4, Speak Basic, Speak Gran.
Feats: Bureaucratic Flair, Influence, Persuasive, Sharp-
eyed, Skill Emphasis (Bluff), Toughness, Weapons Group
Proficiency (blaster pistols, simple weapons, slug throwers)
BAI L ORGANA
S t a t s b y G h e n g i s S k a
Bail Organa never meant to be a symbol, but when an assassin
failed to kill him, Bail Organa became one. He became a symbol
of the weakness and the instability the Republic suffered under.
Bail, at that time, was also facing an election to become Senator
for Alderaan, replacing the late Bail Antilles. In office, Bail
became a strong supporter of Palpatine’s reforms to protect the
Republic. This earned Bail a seat on the Loyalist Committee.
When it was announced that 1 million clones were ready to be
used by the Republic, Bail Organa, along with other prominent
Senators and Jedi, visited Kamino. There, they saw the
clonetroopers in action and were impressed with their battle
readiness. Bail helped push a vote to give Palpatine temporary
emergency powers to help combat the increasing rise in
terrorism. But as the war escalated, and Kamino was assaulted,
the situation for the Republic looked worse. Bail was stuck
between a rock and a hard place – keep the Republics civil
liberties still left or give Palpatine more sweeping powers to
combat the Separatists. He has kept quiet in most arguments
for more emergency powers until he can understand the mess
the galaxy is in.
Bail Organa: Adult Male Human, Noble 8; Init +0 (+0 Dex); Def
15 (+0 Dex, +5 Class); Spd 10m; VP/WP 46/12; Atk +6/+1
melee (1d3, punch), +6/+1 or +2/+2/-3 ranged (3d6, Blaster
[Pistol]), +6/+1 ranged (3d4, Blaster [Hold-out]); SQ
Coordinate +2, Favor +5, Inspire Confidence, Noble bonus class
skill (Bluff), Resource Access; SV Fort
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 6 1
Wheels Within Wheels…
B y Ma t t H i n e s
The hum of a lightsaber filled the cargo hold. Master Raiyat Kahn
watched as his young Padawan defended himself from the three
training remotes. Kai was really doing quite well, the Jedi Master
concluded. His form was a little rusty, nowhere near as polished
as that of a true Form IV Master. But the Force sang with power
as Kai leaped over, twirled past, and deflected most of the bolts
that came his way.
"That's enough for now, Kai." Raiyat shut down the remotes,
and Kai shut down his lightsaber. "You did very well."
"Thank you, Master." The boy beamed at the compliment.
"Perhaps someday I'll even rival Anakin Skywalker."
Raiyat chuckled. "Perhaps. But I am no Qui-Gon Jinn, and
Anakin Skywalker is a Jedi prodigy like none I've ever known."
"Yes, Master, I know. But it would be something to dream
about, wouldn't it?"
The intercom beeped. "Master Kahn, we are approaching
the planet Alderaan."
Raiyat stepped toward the intercom. "Thank you, Captain.
We will be joining you momentarily."
They joined the captain on the bridge of the small freighter.
Kai looked intently at Alderaan, enjoying his first sight of the
planet. The fourteen-year-old had been off Coruscant before but
this was his first time to Alderaan, and he was excited. The
captain noticed.
"A fine sight. Isn't it, Padawan?"
"Yes, sir. I've been looking forward to seeing Alderaan. Some of
my friends have been there, and they say it's spectacular."
"It is indeed. If a man's looking for fine sights, he needn't
look any farther than Alderaan."
Raiyat smiled. "Just remember, Kai that we're not here for
sightseeing. We have a job to do."
Kai grinned. "Yes, Master." He glanced at the captain. "Will
our, ah, contact be waiting for us at Aldera Spaceport?"
"I don't think so. The Council was fairly certain we'd find him
at his place of residence." Raiyat frowned. Their mission could
be a difficult one. The senator for Alderaan, Bail Antilles, had
recently been assassinated by an unknown assailant. The
Viceroy of Alderaan, one Bail Organa, was coming to Coruscant
to act as Antilles' replacement, at least until a new Senator was
selected.
It was the duty of Master Kahn and his Padawan to ensure
Organa arrived safely, and Raiyat was inclined to take that duty
very seriously.
"Welcome, Master Kahn! And you too, Padawan Tredlan!"
Bail Organa ushered them into his private study. "I trust your trip
was uneventful?"
Raiyat took the seat he was offered, and noticed that Kai did
as well. "It was, yes. Has there been any trouble here?"
Bail shook his head. "Bail Antilles' funeral was held some
days ago, and the official mourning period just ended. There has
been no sign of any further terrorist actions." He glanced out his
study window toward the lake. "I must admit, though, Antilles'
assassination has me a bit unnerved. I am glad for the protection
the Jedi have extended."
"A service to you is a service to the Republic, Viceroy."
After some more small talk, the two Jedi and the Viceroy left
Organa Palace. "I keep a small residence on Coruscant," Bail
explained when the two Jedi commented on the absence of
luggage. "It's been very helpful when I have to take trips like this
one." Raiyat drove the rental speeder, while Organa sat in the
back with Kai. All three saw no reason to attract undue attention,
and Raiyat and Kai had even gone so far as to change into street
clothing. Raiyat could feel Kai's apprehension, and could tell that
the boy was busily scanning the area as they drove.
Suddenly, Kai frowned. "Master--"
Then the danger sense flared up in Raiyat's mind, and he
yanked the speeder's steering yoke hard to the left. A concussive
blast rocked the speeder, tipping it over and dumping the three
occupants out. "Viceroy, Kai, stay down!" Raiyat barked, drawing
his lightsaber. The assailant could be anywhere -- he couldn't get
a firm sense on its location.
The roar of an automatic slugthrower opened up, and as
Raiyat instinctively twisted away he felt two slugs slam into and
through his shoulder. The impact knocked him back several feet.
"Master!" Kai shouted, attempting to crawl to him.
"Kai," he growled, fighting past the pain. "Stay back."
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 6 2
+3, Ref +4, Will +7; SZ M; FP: 3; Rep: +8; Str 11, Dex 11, Con
12, Int 14, Wis 13, Cha 16.
Equipment: Blaster [Hold-out], Blaster [Pistol], Clothes
[Formal], Comlink, Property on Alderaan and Coruscant,
Starship [Personal Transport Tantive IV], Transport [Air
Speeder]
Skills: Appraise +7, Bluff +14, Computer Use +7,
Diplomacy +20, Entertain (oratory) +10, Gather Information
+8, Intimidate +5, Knowledge (Bureaucracy) +9, Knowledge
(Cultures) +7, Knowledge (Politics) +13, Knowledge (World
lore - Alderaan) +5, Pilot +2, Profession (senator) +7,
Read/Write Basic, Ride +5, Sense Motive +14, Speak Basic,
Speak Calamarian, Speak Kel Dor, Speak Quarren, Speak Ryl,
Speak Shyriiwook (understand only), Speak Zabrak.
Feats: Bureaucratic Flair, Diplomatic Immunity, Fame,
Influence, Skeptical, Weapons Group Proficiency (blaster
pistols, simple weapons)
Kai stopped; one of the many traits Raiyat had instilled into
the boy was unquestioning obedience. "I need you to take the
Viceroy and get to the spaceport. Protect him with your life."
Raiyat had a plan to get the Viceroy away safely, but it was a
risky one, and it depended largely on the hope that the assassin
hadn't brought backup.
Kai's eyes reflected his doubt, but he rejoined the Viceroy.
The assassin, meanwhile, was apparently maneuvering into a
better position. Within seconds, the automatic begin spitting its
lethal ammunition, this time coming dangerously close to Raiyat.
Raiyat reached out with the Force and grasped a piece of
shattered duracrete. "Kai, go NOW!" he sent to his Padawan,
and hurled the duracrete toward the muzzle flashes. And then he
hurled another, and another, keeping the assassin pinned down
until Kai and the Viceroy had passed beyond his Jedi senses.
Then, finally, he let himself sink into a healing trance.
"The attempted assassination of our newest member, Bail
Organa, only underscores my point that the Republic needs a
dedicated security force. One that can defend against any threat
to its members." Palpatine's voice thundered from the holovid
speakers. Bail Organa and some of his friends and supporters
were gathered at Bail's Coruscant residence, watching
Chancellor Palpatine's speech on the Holonet.
"The Supreme Chancellor is very persuasive." Raiyat
commented.
"Indeed," Bail said. "The Senate is largely in favor of the
Defense Act, and it is likely to pass should it come to a vote."
"Speaking of votes, let me congratulate you on your election
to the office of Senator." Raiyat said.
Bail smiled. "Chancellor Palpatine predicted it would
happen. He said that the assassination attempt would likely
create a large sympathy vote." He grew grave for a few seconds.
"Of course, without the aid of yourself and your Padawan, I
wouldn't be here today. Where is young Tredlan, anyway?"
"Back at the Temple. He's been something of a celebrity
these past few days."
Kai was still getting used to all the attention. It was
something special to have all the Younglings looking at you
wide-eyed, to have the female Padawans -- even some older
than he was! -- smiling at him and asking him to tell how he'd
gotten the Viceroy to safety. It was fun, but a bit...overwhelming.
As he entered the dining hall, he heard hurried footsteps behind
him. "Kai! Kai Tredlan!" He turned to see Anakin Skywalker
coming toward him, with Master Jinn walking serenely not far
behind. "Anakin! I thought you were still out-system!"
"We just got back. The whole Temple's been buzzing about
the assassination attempt. They say you did really well." Anakin
said, grinning. Kai flushed with pleasure.
Qui-Gon caught up to them. "I read Master Kahn's report.
You did very well, Kai." He smiled down at the boy. "You'll do
great things some day, I can tell."
With that, they strode past him into the dining hall, but Kai
stood in the doorway, dumbfounded. "Did, did he really say that
to me?" he whispered to himself. Exhilaration took over.
"'Great things' he said...that's just so...so wizard!"
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 6 3
MON MOTHMA
S t a t s b y G h e n g i s S k a , B a c k g r o u n d b y
G r e e n _ C l o a k e d _ S o r c e r e r
Born into political life – her father was Arbiter-General of the
Republic and her mother was the Governor of Chandrila – Mon
Mothma quickly learned how to be a leader. Mon Mothma was
always interested in politics, and more importantly, helping
people. As soon she was old enough, Mothma immediately
joined the Galactic Senate, becoming the youngest Senator
from Chandrila, and the Galactic Republic, to date. She began
her hard work on trying to fix the problems within the Galactic
Republic.
When the Confederacy of Independent Systems started, she
stayed firm to her beliefs and helped to organize the legion of
Senators that became known as the Loyalists. Although she
voted for the clone army, she did so only because she wished to
protect democracy. To attempt to halt Palpatine’s rise to power,
Senator Mothma secretly set up an assassination attempt on
Count Dooku’s life. Little did she know this was all that Dooku
needed to ascend to the Presidency of the CIS and what
Chancellor Palpatine needed to be granted emergency powers.
When Palpatine began to abuse his powers, she worked
within the Senate to oppose granting him further executive
powers, even though a majority of senators wanted it. Mon
Mothma truly hoped Palpatine would step down after the war
had ended, but her hopes kept getting crushed, considering that
the Republic does not fair well in the war. And now the CIS
controls half the galaxy. Upon hearing that the Supreme
Chancellor was pressuring the Jedi into creating more clones,
Senator Mothma has begun to become unsettled with the way
the Republic is heading. She has been heard stating that
Palpatine should step down. She has also started a movement to
stop the addition of these clones to the army, seeing them as
unnecessary.
Mon Mothma: Adult Female Human, Noble 6; Init +0 (+0 Dex);
Def 14 (+0 Dex, +4 Class); Spd 10m; VP/WP 35/12; Atk +3
melee (1d3-1, punch), +4 ranged (3d4, Blaster [Hold-out]); SQ
Coordinate +1, Favor +4, Inspire Confidence, Noble bonus class
skill (Gather Information), Resource Access; SV Fort +3, Ref
+3, Will +7; SZ M; FP: 3; Rep: +7; Str 9, Dex 10, Con 12, Int 14,
Wis 14, Cha 15.
Equipment: Blaster [Hold-out], Clothes [Formal],
Comlink, Transport [Air Speeder]
Skills: Appraise +6, Computer Use +6, Diplomacy +17,
Disguise +6, Gather Information +15, Intimidate +5,
Knowledge (Bureaucracy) +10, Knowledge (Cultures) +4,
Knowledge (History) +7, Knowledge (Politics) +11, Profession
(senator) +8, Read/Write Basic, Ride +4, Sense Motive +13,
Speak Aqualish, Speak Basic, Speak Calamarian, Speak Gran,
Speak Ithorese, Speak Ryl, Speak Shyriiwook (Understand
Only)
Feats: Bureaucratic Flair, Fame, Influence, Skeptical,
Trustworthy, Weapons Group Proficiency (blaster pistols,
simple weapons)
ORN FREE TAA
S t a t s b y G h e n g i s S k a
Senator Orn Free Taa of Ryloth is a corpulent, robust Twi'-lek,
marked by having four lekku. His biggest secret is that he has
one of the largest crime syndicates operating out of Ryloth. The
fact that he is the Senator from Ryloth has allowed him access to
any records that will put him in a compromising situation.
When Chancellor Valorum was voted out by a no-
confidence vote, Senator Taa was the one who nominated
Senator Palpatine to replace him. Of course Palpatine has an
understanding with Senator Taa - Palpatine won't do anything
that will risk his business concerns. As long as the Chancellor
doesn't nose around his business concerns, he will continue to
support him.
Orn Free Taa: Adult Male Twi'lek, Diplomat 9/Crime Lord 6;
Init -1 (-1 Dex); Def 15 (-1 Dex, +6 Class); Spd 10m; VP/WP
34/15; Atk +6/+1 ranged (3d4, Blaster [Hold-out]), +8/+3
melee (1d3+1, punch); SQ Contacts (x2), Favor +2, Inspire
Fear -4, Low-light vision, Minions, Resilient, Resource Access;
SV Fort +8, Ref +5, Will +11; SZ M; FP: 0; Rep: +11; Str 13
(+1), Dex 9 (-1), Con 15 (+2), Int 14 (+2), Wis 11 (+0), Cha 14
(+2).
Equipment: Blaster [Hold-out], Clothes [Formal], Comlink
[Encrypted], DataPad [Personal], and Property
Skills: Appraise +9, Bluff +22, Computer Use +4,
Diplomacy +22, Disguise +4, Forgery +7, Gamble +5, Gather
Information +19, Intimidate +16, Knowledge (Bureaucracy)
+9, Knowledge (Politics) +7, Knowledge (World lore) +5,
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 6 4
Profession +4, Read/Write Basic, Read/Write Ryl, Sense
Motive +17, Speak Basic, Lekku, Speak Ryl
Feats: Deceptive, Diplomatic Immunity, Infamy, Influence,
Persuasive, Trustworthy, Weapons Group Proficiency (blaster
pistols)
S E P A R A T I S T
P A T R I O T S
The progressive minded group of business barons, the
Separatist Patriots is a unique group for the galaxy. While not
the first intention for each of these leaders, each is now
committed to ending the Republic and restoring democracy to
the galaxy.
ARCHDUKE POGGLE THE LESSER
S t a t s b y G h e n g i s S k a
Archduke Poggle the Lesser was a revolutionary who was very
lucky. Fighting against the previous Archduke, Poggle dreamed
of being the ruler of all of Geonosis. This ambition got him far,
but not far enough. Running out of money and supplies, Poggle
became desperate. Then San Hill came into the picture. Hill and
the Inter-Galactic Banking Clan had come to collect defaulted
loans from the current Archduke. Hill, on the ride over, heard of
Poggle’s struggle and offered to give him some help with IGBC
forces. Poggle agreed, and a day later General Grievous was
leading Hailfire droids to the ruling colony’s hive. The Archduke
was quickly crushed beneath Grievous foot, and Poggle
ascended to the throne.
Poggle worked quickly to pay off the debt to the IGBC, and
to consolidate his control of the entire planet. With Grievous
help, he conquered all hives on Geonosis and led the world to
unseen economic prosperity. When Dooku was looking for a
cheap labor force to help the Confederacy maintain a prolonged
war against the Republic, Poggle made his planet available. Just
like others on the Separatist Council, Poggle called for Grievous
to be General of CIS forces. Dooku agreed, and the Council was
pleased.
By the time the war started, Poggle had diversified the
planets manufacturing base. Geonosis was soon a major
manufacturing world for the CIS. Also many Geonosians have
become the labor force for the CIS, rebuilding many of the
worlds Grievous destroys. Of all the Council members, Poggle
still supports Grievous. Having been saved by Grievous due to
his brutal tactics, he sees no problem, especially since his
workers help rebuild these worlds.
Poggle the Lesser: Adult Male Geonosian [Aristocrat], Noble
10; Init +2 (+2 Dex); Def 20 (+2 Dex, +6 Class, +2 Species); Spd
10m, fly 15m (poor); VP/WP 41/10; Atk +8/+3 melee (1d3+1,
punch), +9/+4 ranged (by weapon); SQ +1 Rep with other
Nobles, +2 on Fort Saves against radiation, Coordinate +2,
Favor +5, Inspire Confidence, Low-light vision, Noble bonus
class skill (Repair), Radiation resistance, Resource Access; SV
Fort +3, Ref +7, Will +8; SZ M; FP: 0; Rep: +6; Str 13, Dex 15,
Con 10, Int 13, Wis 12, Cha 13.
Equipment: none.
Skills: Appraise +6, Bluff +3, Computer Use +6, Craft
(blaster pistols and rifles) +7, Craft (droids) +16, Craft
(starfighters) +7, Diplomacy +12, Entertain +3, Entertain +3,
Gather Information +3, Handle Animal +2, Intimidate +6,
Knowledge (Business) +4, Knowledge (Technology) +6,
Knowledge (World lore) +4, Listen +3, Pilot +6, Profession +7,
Read/Write Geonosian, Repair +8, Ride +6, Search +3, Sense
Motive +9, Speak Basic, Speak Geonosian, Spot +3.
Feats: Aristocrat's Honor, Artistic, Influence, Persuasive,
Sharp-eyed, Skill Emphasis (Craft [droids]), Weapons Group
Proficiency (blaster pistols, simple weapons)
SHU MAI
S t a t s b y G h e n g i s S k a
Shu Mai's life had always been a fight for dominance. From
rising out of the ashes of her world to rising to the top of the
Commerce Guild, Shu Mai had beaten all of the odds. Things in
her life seemed to be going her way until the debacle at Naboo.
The Trade Federation’s actions soon made other commerce
organizations look evil. Infuriated at this, Shu Mai worked hard
to show the Commerce Guild had no connection or the same
ambition as the Trade Federation. But all over the galaxy, people
looked at the Commerce Guild with fear. Then Nute Gunray
approached her with a proposition.
Gunray offered Shu Mai a chance to join the Confederacy of
Independent Systems. The catch - Shu Mai must sign the
Defense Pact and pledge all Commerce Guild forces to the CIS.
Shu Mai was hesitant at first - she did not want to become a
traitor and alienate her Republic clientele. But Nute Gunray
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 6 5
assured her that she wouldn’t alienate the worlds she did
business with since many would probably join her and the CIS.
Shu Mai was still hesitant. She wanted to know who would be
leading their forces. Gunray showed here a Holo-document of
the top candidate - General Grievous. Impressed by his record
with the Inter-Galactic Banking Clan, she agreed. But she
wanted General Grievous to be General of their forces. Gunray
agreed to help push her proposal with the others signing the
Defense Pact.
When war was declared, just as Nute Gunray said, many of
the Commerce Guilds clients did join the CIS. And as the war
turned in favor of the CIS, those on the Separatist Council like
Shu Mai began to look inwards at a growing problem. General
Grievous was winning the war, but he was destroying worlds,
making it near impossible for the CIS to profit from their
acquisitions. Shu Mai quietly wondered what she did to get
herself into this mess.
Shu Mai: Adult Female Gossam, Noble 10; Init +1 (+1 Dex);
Def 18 (+1 Dex, +6 Class, +1 Size); Spd 6m; VP/WP -/11; Atk
+7/+2 melee (1d2-1, punch), +9/+4 ranged (3d4, Blaster
[Hold-out]); SQ +2 on 1 Craft check, Coordinate +2, Favor +5,
Inspire Confidence, Noble bonus class skill (Bluff), Resource
Access; SV Fort +3, Ref +6, Will +9; SZ S; FP: 0; Rep: +5; Str 9,
Dex 12, Con 11, Int 16, Wis 14, Cha 15.
Equipment: Blaster [Hold-out], Clothes [Business],
Comlink [Encrypted], DataPad [Personal], Property, Starship
[Personal Transport]
Skills: Appraise +11, Bluff +19, Computer Use +8,
Diplomacy +23, Disguise +4, Forgery +4, Gamble +3, Gather
Information +9, Hide +5, Intimidate +11, Knowledge
(Bureaucracy) +13, Knowledge (Business) +13, Knowledge
(Politics) +11, Knowledge (World lore) +8, Listen +4,
Profession (merchant) +7, Read/Write Gossam, Sense Motive
+12, Speak Basic, Speak Geonosian, Speak Gossam, Speak
Huttese, Speak Neimoidian, Speak Skakoverbal, Spot +4.
Feats: Deceptive, Influence, Merchant Trader, Persuasive,
Skeptical, Untouchable, Weapons Group Proficiency (blaster
pistols, simple weapons)
NUTE GUNRAY
S t a t s b y G h e n g i s S k a
When Queen Amidala pointed her gun at Nute Gunray, he made
a promise – he swore he would never break, never deal with the
Sith. While the Sith had promised him everything he wanted, in
the end he got nothing except a court date by the Republic
Judicial Department. Luckily for Nute, and his attaché Rune
Haako, the wheels of justice were easily greased with enough
“donations.” Nute was brought back to court three more times
that year, but each time a mistrial was called. Nute realized that
it was best just to try to exploit the system, not to beat it.
As worlds started to secede from the Republic, Nute Gunray
saw an opportunity. If he supported these seceding worlds, he
could get a nice control over the trade in the areas. Nute Gunray
immediately had the Trade Federation openly support the
Republic and these Separatist worlds. By eight years after the
Battle of Naboo, the seceding worlds organized themselves into
the Confederacy of Independent Systems, under the leadership
of the former Jedi Master Dooku. Nute Gunray met with
Dooku, but was immediately cautious. Nute did not want to
mess with another Sith like Lord Sidious and Lord Maul. But
Dooku assured him numerous times that he had nothing to do
with the Sith. In actuality, Dooku wished to stop the Sith. Nute
immediately began to like this CIS, and began to support the CIS
in many forms.
When war was on the horizon two years later, Dooku came
to Nute Gunray for help. The CIS had a small, organic standing
army at the time. They needed a professional army completed
immediately to help compete against the Republic’s new clone
army. Gunray, now armed with new Super Battle Droids,
agreed and suggested pulling in other commerce organizations
into the fold. Together, the CIS would have a dangerous army.
Dooku liked this idea and had Nute speak to commerce and
other interested groups with armies who wanted to join the CIS.
Gunray spoke to commerce groups like the Commerce Guild
and the Corporate Alliance to help supplement the Trade
Federation’s droid forces. He also spoke to the Archduke Poggle
the Lesser of the Geonosians and Captain Czar of Czar’s
Imperial Guard mercenary groups to gain organic manpower
and organic armed forces. By the time all the negotiations were
completed, the CIS was fully ready for war. Dooku had all the
groups sign a Defense Pact (for the commerce and commerce
related groups), or a contract (for the mercenary groups). The
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 6 6
Defense Pact had the heads of each organization or government
made a member of the Separatist Council, since each
contributed greatly to the CIS. One clause to the pact, though,
would have many repercussions that the Separatist Council
would regret adding in later on. San Hill of the InterGalactic
Banking Clan convinced the others of the Separatist Council
that they should choose their General for the war. Dooku saw no
harm in that and agreed to it. They named General Grievous,
the General of the IGBC, General of the CIS forces.
As the war raged, the Trade Federation has succeeded on
the battlefield and with trade between Separatist worlds,
especially on worlds that had been captured and had finally
rebuilt themselves. And Gunray was named Senior Council
member of the Separatist Council, effectively making him
number two to President Dooku. Yet all was not perfect.
Gunray had to forget about his vendetta with Amidala after
Naboo joined the CIS and she was made Queen again. He
wasn’t that terribly polite, but he tolerated her since he didn’t
wish to anger her husband, the Jedi Anakin Skywalker, who was
now a high-ranking member of the CIS military. Grievous also
became a problem since he used heavy-handed tactics more and
more often just for “fun”, which left little for the CIS coffers.
After Anakin Skywalker and the Jedi who join the CIS left
because of Grievous, the Council slowly began to rethink its
decision to have him as General. Czar, realizing their change in
opinion, approached Gunray with a plan to stop Grievous.
Whether or not it will work, time will tell, but Gunray is betting
his life on its success.
Nute Gunray: Adult Male Neimoidian, Diplomat 14; Init +0 (+0
Dex); Def 14 (+0 Dex, +4 Class); Spd 10m; VP/WP -/10; Atk
+6/+1 melee (1d3-1, punch), +7/+2 ranged (by weapon); SQ
+2 on 1 Craft check; SV Fort +4, Ref +4, Will +10; SZ M; FP: 0;
Rep: +4; Str 8, Dex 11, Con 10, Int 12, Wis 13, Cha 15.
Equipment:
Skills: Appraise +17, Bluff +15, Computer Use +6,
Diplomacy +26, Intimidate +6, Knowledge (Bureaucracy) +6,
Knowledge (Business) +21, Profession (merchant) +18,
Read/Write Neimoidian, Read/Write Pak Pak, Sense Motive
+7, Speak Basic, Speak Neimoidian, Speak Pak Pak
Feats: Merchant Trader, Persuasive, Shady Merchant, Skill
Emphasis (Appraise, Diplomacy, Knowledge [Business]),
Weapons Group Proficiency (simple weapons)
SAN HI LL
S t a t s b y G h e n g i s S k a
Record Profits – the middle name of San Hill. When he became
chairman of the Inter-Galactic Banking Clan, San Hill worked
immediately to turn the group from a passive organization to an
aggressive group not willing to be snuffed when someone forgot
to pay back their loans. Hailfire droids were created to help
enforce the IGBC’s regulations. But, San Hill realized the IGBC
needed a General. Darth Maul, in disguise, offered to bring him
the General he wanted. Foolishly, San Hill accepted this and
agreed to keep an eye out for this being named Grievous. The
night before he was to go to the meeting point, Darth Maul
called San Hill and told him that Grievous could be in danger of
being attacked and to be ready to take him to surgeons. San Hill
did so and rushed his ship out, only to see Grievous’ ship
explode in front of him. Rushing to save him, he had him put in
a bacta tank and made preparations to see Geonosian surgeons.
When Grievous awoke, San Hill took the opportunity to force
Grievous to become his General. Grievous refused at first, and
even when Hill offered to build him a new body he refused. So
Hill used his trump card: unless he joined him, he would die in 4
hours. Fear finally hit Grievous, and he reluctantly agreed. As
Grievous was put under the knife, San Hill made it clear to the
surgeons, “Make me a good general. One with no compassion,
kindness, and honor, but filled with anger, hate, and a slight lust
for destruction.”
While in surgery, Darth Maul returned in disguise and
offered to train him in the ways of the lightsaber. San Hill saw
the advantage of this, and agreed to Maul’s offer, as well as
making modifications to Grievous’ body to allow him to be a
better fighter. San Hill watched for 3 years as Grievous became
a deadly lightsaber combatant. When Maul left, Hill stepped in
and had Grievous become the General of the IGBC. Under his
leadership, Grievous became a ruthless general and Hill’s
deadliest bodyguard. Soon, no one messed with the IGBC,
fearing being taken over by Grievous. During this time,
Grievous showed to be a competent general who calculated the
risks and fought his battles wisely. When San Hill was offered a
place in the Confederacy, Hill agreed on one condition – have
General Grievous as a choice for leading the Confederacy forces.
Gunray and Dooku agreed, and one by one the Separatist
Council agreed that Grievous was the right being for the job.
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 6 7
San Hill basked in the congratulations for finding Grievous. But
this would disappear as the war progressed.
San Hill watched as Grievous became mentally unstable as
the war progressed. Hill became the first Council member to
pull support from Grievous, realizing that there was something
wrong with Grievous. Hill soon began to blame himself for
unleashing this monster and joined Commander Czar’s secret
group that opposed Grievous. San Hill also had a decoy replace
him on the Council, deciding to hide on Muunilist away from
Grievous to ensure he could be helpful to Czar and not be
caught. No one but Czar and Nute Gunray know that the San
Hill on the Council is a decoy.
San Hill: Adult Male Muun, Diplomat 10/Noble 2; Init +1 (+1
Dex); Def 15 (+1 Dex, +4 Class); Spd 10m; VP/WP 8/9; Atk
+5/+0 melee (1d3-1, punch), +7/+2 ranged (3d4, Blaster
[Hold-out]); SQ Favor +1, Inspire Confidence, Noble bonus
class skill (Intimidate); SV Fort +2, Ref +6, Will +14; SZ M; FP:
0; Rep: +4; Str 8, Dex 12, Con 9, Int 17, Wis 14, Cha 13.^.
Equipment: Blaster [Hold-out]
Skills: Appraise +17, Bluff +8, Computer Use +12,
Diplomacy +28, Gather Information +8, Intimidate +13,
Knowledge (Bureaucracy) +12, Knowledge (Business) +17,
Knowledge (Politics) +13, Knowledge (World lore) +10,
Profession (banker) +15, Read/Write Basic, Read/Write
Huttese, Read/Write Muun, Read/Write Neimoidian,
Read/Write Ryl, Sense Motive +12, Speak Aqualish, Speak
Basic, Speak Huttese, Speak Lekku, Speak Muun, Speak
Neimoidian, Speak Ryl
Feats: Bureaucratic Flair, Iron Will, Persuasive, Shady
Merchant, Skill Emphasis (Appraise, Diplomacy),
Trustworthy, Weapons Group Proficiency (blaster pistols,
simple weapons)
PO NUDO
S t a t s b y G h e n g i s S k a , B a c k g r o u n d I n f o b y
S m u g g l e r J e d i
Many planets sided with the Separatists. Ando was one of those.
At the forefront was Po Nudo, the Aqualish senator who had
become dissatisfied with the Senate. He was always being
pushed around, and he felt his planet’s issues were being
ignored by the increasingly human-oriented Senate and its
charismatic, if almost tyrannical, supervisor, Chancellor
Palpatine.
When he first heard of the Separatist menace, he thought it
was a joke. Only after the assassination of a prominent pro-
Republic businessman on Corav IV, who had chided the
Separatists, was he convinced they were a real threat. He
secretly made contact with the Separatists and arranged for his
planet to supply financial and military support to the growing
movement.
Ando was one of the first planets to formally secede from the
Republic, and Po Nudo took a prominent place in the Separatist
Forum. He agreed with Wat Tambor that they needed to be
more unified and have a stronger sense of leadership, but he
disagreed that Count Dooku should be elected president. He
had his own desires of being the President of the Confederacy of
Independent Systems, but was compelled to vote for him
anyway when everyone else did so, not wanting a sense of
dissension this early on in the Confederacy’s existence. Still, he
harbors resentment towards Dooku and his officers, for he feels
that a human in that seat will just be bad as the pro-human
Palpatine, and may one day make his move for the Presidency.
Only time will tell.
Po Nudo: Adult Male Aqualish [Quara and Ualaq], Thug
2/Diplomat 7/Scoundrel 3; Init +1 (+1 Dex); Def 14 (+1 Dex,
+3 Class); Spd 10m; VP/WP -/13; Atk +8/+3 melee (1d3+1,
punch), +8/+3 ranged (by weapon); SQ Amphibious, Breathe
Underwater, Illicit barter, Lucky (1/day), Precise Attack +1; SV
Fort +7, Ref +6, Will +7; SZ M; FP: 0; Rep: +3; Str 13, Dex 13,
Con 13, Int 16, Wis 12, Cha 14.
Equipment: Senatorial robes.
Skills: Appraise +13, Bluff +12, Climb +4, Computer Use
+9, Diplomacy +14, Disguise +4, Gather Information +15,
Intimidate +13, Knowledge +8, Knowledge +8, Knowledge +8,
Listen +7, Profession +10, Read/Write Aqualish, Search +8,
Sense Motive +9, Sleight of Hand +6, Speak Aqualish, Spot +6,
Survival +3, Swim +8.
Feats: Deceptive, Diplomatic Immunity, Persuasive, Skill
Emphasis (Gather Information), Trustworthy, Underworld
Connections, Weapons Group Proficiency (blaster pistols,
simple weapons, vibro weapons)
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 6 8
WAT TAMBOR
S t a t s b y G h e n g i s S k a , B a c k g r o u n d b y S m u g g l e r J e d i
Wat Tambor was the Skakoan leader of the Techno Union long
before the Separatists became a galactic issue. But he never
truly liked the Republic; it said it was for everyone with its ideals
of democracy and liberty, but more and more Tambor noticed
that the Republic was becoming increasingly harsh on
interplanetary companies. While he believed that the blockade
of Naboo by the Trade Federation was rash and looked bad for
other major conglomerates, he felt the Federation was doing its
best to recover on old debts and struggle to avoid bankruptcy. In
that light, the punishments and penalties meted out by the
Republic were unnecessary, and in fact malevolent.
There was no hesitation when Tambor was given the chance
to join the Separatists. When he was first contacted by a
Separatist commando, he thought the Republic had come to
assassinate him. He was overjoyed when he heard the offer and
threw his support behind the Separatists, but covertly. He was
paranoid about Chancellor Palpatine and his league of
supporters, some of whom existed even within the Techno
Union. Even before he had been contacted by the Separatist
commando, Tambor had been suspicious of Palpatine and the
rest of the Senate. He felt the Senate was not a free agency, but
was in fact controlled by another sinister being with its own
twisted agenda. But when Palpatine supported the raise of
heavy droid tariffs in the Colonies region on all droids produced
by companies based in the Mid Rim and beyond, he was
infuriated. He immediately sent a formal letter of complaint to
Palpatine’s office and the Union’s representative in the Senate
publicly denounced the tariffs and Palpatine’s recent
oppressive, unreasonable, and unwarranted economic policies.
The Union’s representative vanished shortly thereafter.
Tambor personally knew the Union representative, and
called his people to abandon the Republic in a fiery anti-
Palpatine (and, labeled by some, anti-Senatorial) speech to the
Union. Public opinion of Tambor went soaring, and a new
group of Tambor loyalists convinced most Skakoans, as well as
the other members of the Techno Union, that the Republic was
simply wrong. In a plebiscite, the public unanimously voted to
forsake the Galactic Republic and become independent.
The Senate was in an uproar over the Union’s departure.
Many planets saw it as an opportunity to profit from the power
vacuum in the Senate and not only gain power but also make
their voices heard. Many others saw it as an act of treason and
proof that the Techno Union was no good. Most of them saw it
as proof the Republic was in serious trouble and their
misgivings were right after all. Palpatine formally declared the
Techno Union to be an outlaw organization, and all of their
products were banned on Republic planets. Several Union
customers were furious with the proclamation, and right then
and there some three dozen planets followed the Union’s
example and seceded from the Republic, angry that some of
their greatest economic partners were now unable to do
business with them.
Tambor’s position was only strengthening with the Senate’s
reaction. Shortly after the Union left the Republic, he became
the leader of his own small bloc, mostly made up of planets that
were deep friends of the Union and were with them. Not
desiring a chance to abuse his powers like Palpatine did,
Tambor made sure the bloc was quietly and peacefully dissolved
and encouraged the other planets to voice their concerns in the
Separatist Forum. At that time, many planets were joining the
Separatists, and in a fiery speech, Tambor suggested a new
organization be created. No longer were they just an outlaw
political movement. They were to be a true government in their
own right. At this Forum meeting, he proposed a new name –
the Confederacy of Independent Systems. Unanimously, the
Forum accepted the name and also Tambor’s selection for
President: Count Dooku.
Tambor had known Dooku from before the Forum meeting.
Dooku sympathized with Tambor and the Techno Union, and
encouraged by his conversations with him, asked Tambor to
sign the Defense Pact. Tambor sensed that the Techno Union
and he had a destiny in reforming the galaxy. Tambor agreed,
and joined the other commercial conglomerates in the Defense
Pact.
Tambor has some doubts about the new war, however. He
expected a quick and easy war just to get away from the
Republic, not a full-blown galactic maelstrom with the
Confederacy fighting for martial and economic superiority over
the Republic. He was sickened by the pure savagery that
General Grievous demonstrated, and was also dismayed that his
friend, Dooku, appointed him to the position of Supreme
Commander. He never understood why there was so much
support for Grievous in the first place.
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 6 9
While suspicion against the Separatist Jedi was sparse in
the Confederate Assembly, Tambor had plenty of it, seeing
Anakin and his comrades only as Republic spies, saboteurs, and
potential assassins. He felt relieved when they quit, although his
mind changed rapidly when the war became a stalemate. The
continued brutality of General Grievous convinced Tambor to
support Commander Czar’s bid for Supreme Commander.
Currently, Tambor is hiding alongside the rest of the
Confederate Assembly on some remote Separatist outpost. He
is arguing for the removal of Grievous as Supreme Commander
and for his replacement to be Commander Czar. His arguments
fall on deaf ears, it seems, for while some agree, most believe
that Grievous’ brutality is winning this war for them. Tambor
cannot see any Confederate victory in sight.
Wat Tambor: Adult Male Skakoan, Tech Specialist 9/Noble 6;
Init -1 (-1 Dex); Def 16 (-1 Dex, +7 Class); Spd 8m (Armor);
VP/WP 76/15; Atk +10/+5 melee (1d3, punch), +9/+4 or
+5/+5/+0 ranged (3d6, Blaster [Pistol]); SQ +2 to 1 of
following Knowledge physics, engineering or technology,
Coordinate +1, Expert (Profession), Favor +2, Inspire
Confidence, Instant Mastery (Disable Device), Noble bonus
class skill (Repair), Research, Resource Access, Tech Specialty
(Master crafter +2), Unique Physiology; SV Fort +8, Ref +6,
Will +10; SZ M; FP: 0; Rep: +4; Str 10, Dex 9, Con 15, Int 18,
Wis 12, Cha 16.
Equipment: Blaster [Pistol], Skakoan Pressure Suit Med
[Master craft +2] (Damage Reduction: 6)
Skills: Appraise +8, Astrogate +6, Balance -5, Climb -4,
Computer Use +18, Craft (droids) +25, Craft (electronic
devices) +19, Craft (hyper drives) +11, Demolitions +7,
Diplomacy +15, Disable Device +10, Entertain +5, Entertain
+5, Escape Artist -5, Hide -5, Jump -4, Knowledge (business)
+13, Knowledge (technology) +14, Knowledge (engineering)
+14, Knowledge (politics) +9, Knowledge (worldlore: Skako)
+9, Move Silently -5, Pilot +7, Profession (bureaucrat) +24,
Read/Write Skakoform, Repair +22, Search +10, Sense Motive
+8, Speak Skakoverbal, Swim -4, Treat Injury +3.
Feats: Armor Proficiency (light, medium), Artistic,
Gearhead, Sharp-eyed, Skill Emphasis (Craft [droids], Craft
[electronic devices], Profession [bureaucrat], Repair),
Technical Wizard, Weapons Group Proficiency (blaster pistols,
simple weapons)
PASSEL ARGENTE
S t a t s b y G h e n g i s S k a
Passel Argente enjoyed a nice life as a merchant. Starting out at
the bottom of the Corporate Alliance chain, he worked his way
up through backstabbing and economic prowess. As leader of
the Corporate Alliance, he has seen great profits and great
losses. Disheartened by the increased regulations, he jumped to
the idea of joining the CIS. After seeing the Kaleesh’s extensive
“résumé”, Passel also agreed to support Grievous’ bid for
general. But just as quickly, Passel pulled his support as
Grievous started to destroy worlds. Passel is a quiet member on
the Council and follows the majority on the Separatist Council.
Passel Argente: Adult Male Koorivar, Diplomat 9/Noble 2; Init
+0 (+0 Dex); Def 14 (+0 Dex, +4 Class); Spd 10m; VP/WP 8/8;
Atk +5 melee (1d3, punch), +5 ranged (by weapon); SQ Favor
+1, Inspire Confidence, Wealthy; SV Fort +2, Ref +5, Will +10;
SZ M; FP: 0; Rep: +3; Str 10, Dex 11, Con 8, Int 12, Wis 11,
Cha 18.
Equipment:
Skills: Appraise +13, Bluff +15, Computer Use +6,
Diplomacy +25, Gather Information +7, Intimidate +8,
Knowledge (Bureaucracy) +6, Knowledge (Business) +15,
Profession (merchant) +14, Read/Write Koorivar, Sense
Motive +8, Speak Basic, Speak Koorivar
Feats: Persuasive, Shady Merchant, Skill Emphasis
(Appraise, Diplomacy, Gather Information), Weapons Group
Proficiency (blaster pistols, simple weapons)
S E P A R A T I S T DR O I D
T R O O P S
The first generation of troops for the Separatist, these droids
represented a cheap but reliable army. But after the Battle of
Kamino, a new army would soon emerge to replace these droids.
The age of droid armies was already nearing an end.
ADVANCED DWARF SPI DER
DROI D
S t a t s a n d b a c k g r o u n d t e x t b y Mr . F e t t
One of the Corporate Alliances scariest droids produced. Based
on the weaker dwarf model, the advanced dwarf spider droid is
much hardier and is able to cut through clone lines. Clone
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 7 0
Commandos across the galaxy are running into more and more
of these vile machines. Their armor is starship rated and is
nearly impenetrable by small arms fire. The droid has only one
weak point. The optical sensors located beneath the droid's
cannon. With a few well placed sniper shots a commando can
bring down one of these clankers quickly.
Corporate Alliance Advanced Dwarf Spider Droid: Walking
Droid Tank; Class: Ground (Walker); Cost: Not Available for
Sale; Size: Large (3.8m height); Initiative: +3 (+4 crew, -1 size);
Crew: Skilled +4 (droid brain); Passengers: 0; Cargo
Capacity: 0 kilograms; Speed: 15m (max. speed 45 km/h, 1
squares/action); Maneuvers: +3 (-1 size, +4 crew); Defense: 19
(-1 size, +10 armor); Hull Points: 85(DR 10).
Weapon: Blaster Cannon; Fire Arc: Front; Attack Bonus:
+4 (-2 size, +2 crew, +4 fire control); Damage: 6d10; Range:
40m.
Weapon: Dual anti-personal rockets; Fire Arc: Front;
Attack Bonus: +5 (-2 size, +2 crew, +5 fire control); Damage:
5d6x2; Range: 50m
* The Corporate Alliance Dwarf Spider Droid provides full
cover to its passengers.
SNI PER DROI D
S t a t s b y Mr . F e t t
First seen at the Battle of Muunilist, the Sniper Droids
slaughtered Republic Clonetroopers. President Dooku saw the
advantage of this droid, and had production increased to allow
these droids to be put all across the Confederacy. Though
organic troops eventually replaced droid forces, these droids
were surprisingly kept in common use. Many could be found
with CIS Clone forces, continuing their slaughter of Republic
Clonetroopers.
Baktoid Combat Automata Sniper Battle Droid, Thug 4; Init
+3 (-2 remote processor, -1 Dex); Defense 10 (+1 class, -1
Dex); Spd 10m; VP/WP 0/9; Atk +3 melee (1d4+1, hand) or +3
ranged (3d8+1/19-20, Sniper Rifle); SV Fort +5, Ref +0, Will
+0; FP 0; DSP 0; Rep +1; Str 12, Dex 8, Con 9, Int 6, Wis 8, Cha
6. Challenge Code B
Equipment: advanced targeting computers (+1 to all
ranged attacks), Integrated comlink, remote receiver (5,000-
Km range), Sniper Rifle, Vocabulator
Skills: Spot +5, Speak Basic
Feats: Ambidexterity, Alertness, Weapon Focus (blaster
rifle), Weapon Group Proficiency (blaster pistols, blaster rifle,
simple weapons)
ASSAULT DROI D
S t a t s b y Mr . F e t t
The Assault Droid was a common sight on the Separatist
battlefield. Used as Anti-Air and Anti-Armor, these droids were
barely effective enough to do their job. These droids had little
understanding of cover, and it was common to have them killed
just as they prepare to destroy an enemy vehicle. When CIS
clones were deployed throughout the Confederacy, the Assault
Droid was quickly phased out to allow the more effective
Separatist Assault Trooper to take its place.
Baktoid Combat Automata Assault Battle Droid, Thug 4; Init
+3 (-2 remote processor, -1 Dex); Defense 10 (+1 class, -1
Dex); Spd 10m; VP/WP 0/9; Atk +3 melee (1d4+1, hand) or +2
ranged (5d6/19-20, Anti-Vehicle Missile Launcher) or +1
ranged (3d6, blaster pistol); SV Fort +5, Ref +0, Will +0; FP 0;
DSP 0; Rep +1; Str 12, Dex 8, Con 9, Int 6, Wis 8, Cha 6.
Challenge Code B
Equipment: blaster pistol, Integrated comlink, missile
launcher, remote receiver (5,000-Km range), Vocabulator
Skills: Demolitons +4, Speak Basic
Feats: Ambridexterity, Cautious, Weapon Focus (Missile
Launcher), Weapon Group Proficiency (blaster pistols, blaster
rifle, simple weapons)
BAKTOI D COMBAT AUTOMATA B1-
A SERI ES
S t a t s a n d b a c k g r o u n d b y P a d a w a n J o h n
The B1-A did not in any way replace the “standard” Battle
Droids on the field. Rather, they were meant to compliment
their less advanced brethren when battling Jedi forces. The
advantages that had been built into the B1-A were an
independent processor and a basic knowledge of Jedi military
tactics. In addition, their armor was woven throughout with the
rare cortosis ore, which deactivated any lightsaber that caused
damage to the B1-A. The greatest threat posed by these new
droids was the fact that they were indistinguishable from
ordinary Battle Droids until their paint had been chipped off, at
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 7 1
which point it could be seen that the metal they were made of
was significantly darker than normal.
Baktoid Combat Automata B1-A Walking Battle Droid, Thug
2; Init -1 (Dex); Defense: 10 (+1 Class, -1 Dex); SQ: Cortosis
weave armor (deactivates any lightsaber that causes damage);
Speed: 10m; VP/WP: 0/8; Atk +2 melee (1d4+1, hand) or +0
ranged (3d8/19-20, blaster rifle); SV: Fort +1, Ref -1, Will -1;
Size: M; Rep +1; Str 12, Dex 8, Con 8, Int 10, Wis 8, Cha 6.
Equipment: Blaster rifle, heuristic processor, integrated
comlink, vocabulator.
Skills: Knowledge (Jedi tactics) +2, Speak Basic; Unspent
Skill Points: 0
Feats: Ambidexterity, Weapon Group Proficiencies (blaster
pistols, blaster rifles, simple weapons)
Cost: 18,800 credits
BAKTOI D COMBAT AUTOMATA B2-
A SERI ES
S t a t s a n d b a c k g r o u n d b y P a d a w a n J o h n
For all the world, the B2-A looked like the standard B2 “Super”
Battle Droid used by the Seperatists in the Battle of Geonosis. It
had been enhanced, however, much like the B1-A. The new and
improved “Super” Battle Droid came complete with its own
internal heuristic processor and cortosis-weave armor. Any
lightsaber that did damage to the B2-A was automatically
deactivated.
Baktoid Combat Automata B1-A Battle Droid, Soldier 1; Init
+0; Defense: 12 (+2 Class) DR: 3; SQ: Cortosis weave armor
(deactivates any lightsaber that causes damage); Speed: 10m;
VP/WP: 10/10; Atk +2 melee (1d4+1, hand) or +2 ranged
(3d8/19-20, blaster rifle); SV Fort +2, Ref +0, Will -1; Size: M;
Rep +1; Str 12, Dex 10; Con 10, Int 10, Wis 8, Cha 6.
Equipment: Blaster rifle, heuristic processor, integrated
comlink, light armor, vocabulator
Skills: Intimidate +2, Jump +3, Speak Basic, Spot +1;
Unspent Skill Points: 0
Feats: Ambidexterity, Armor Proficiency (light), Weapon
Focus (blaster rifles), Weapon Group Proficiencies (blaster
pistols, blaster rifles, heavy weapon, simple weapons, vibro
weapons)
Cost: 20,300 credits
DROI DEKA, MK I I
S t a t s a n d b a c k g r o u n d b y P a d a w a n J o h n
The Mark II Droideka, like the B1-A and B2-A, had been given
its own internal processor and cortosis-weave armor. These
elite Destroyer Droids guarded only the most important
members of the Seperatist hierarchy, primarily the leaders of the
factions that made up the Ruling Council. Part of President
Dooku’s security detail always had no fewer than six of these
killing machines.
Droideka Series, Mark II; Wheeled/Walking Destroyer Droid,
Thug 12/Soldier 1; Init +1 (+1 Dex); Defense: 16 (+5 Class, +1
Dex) DR: 3; SQ: Cortosis weave armor (deactivates any
lightsaber that causes damage); Speed: 4m, wheel mode 25m;
VP/WP: 12/15; Atk: +14/+9/+4 melee (1d4+1, appendage) or
+14/+9/+4 ranged (4d8/19-20, heavy repeating blaster); SV
Design Notes: Magnaguard
Electrostaff: “MagnaGuards carry long-handled electrostaffs
that deliver lethal jolts. The body of each electrostaff is
composed of rare Phrik metal, one of the few substances to
stand up to the effect of a lightsaber strike” (Star Wars Insider
Issue 81, page 38). Electrostaffs deal 2d6/2d6 electrical damage
on a successful hit and retain their hardness against attacks from
lightsabers.
Backup processor: “MagnaGuards are equipped with
backup processors that allow them to continue fighting even after
they have been beheaded or sustained traumatic amputations”
(Revenge of the Sith Visual Dictionary, page 27). Whenever the
MagnaGuard is dying (that is, when its wound point total is
between -1 and -9), it may take one attack action on its turn every
round until it reaches -10 wound points. This special rule is
identical to the berserker droid’s killing machine class feature
(see Hero’s Guide, page 160).
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 7 2
Fort +12, Ref +5, Will -3; SZ M; Rep: +4; Str 13, Dex 13, Con
15, Int 10, Wis 8, Cha 6.
Equipment: Light armor, two heavy repeating blasters,
shields (DR 9), heuristic processor, integrated comlink,
vocabulator
Skills: Listen +4, Speak Basic, Spot +4; Unspent Skill
Points: 1
Feats: Ambidexterity, Armor Proficiency (light), Multishot,
Point Blank Shot, Rapid Shot, Two-Weapon Fighting, Weapon
Group Proficiencies (blaster pistols, blaster rifles, heavy
weapon, simple weapons, vibro weapons)
Cost: 38,000 credits
I G- 100 MAGNAGUARD
S t a t s b y G MS m i t h , B a c k g r o u n d i n f o b y J o h n n y
P u t r i d
Designed to the personal specifications of the Separatist droid
leader General Grievous, the Prototype Self-Motivating
Heuristically Programmed Combat Droid was the most
advanced droid unit in the Separatist Forces. Armed with a
variety of deadly weapons, including the lightsaber-resistant
electrostaff, the IG-100 series droids served both as General
Grievous’ personal bodyguards and as an elite fighting force for
the Separatists during the Clone Wars. Their advanced combat
programming enabled them to quickly adapt to their opponents’
tactics and counter them with ruthless efficiency. Trained by
Grievous himself, and armored in heavy duranium plating, the
droids were more than a match for conventional clone troops
and were capable of defeating all but the most skilled of Jedi
Knights. MagnaGuards were particularly well versed in
teamwork and often fought together in pairs and small groups.
Their backup heuristic processors enabled them to continue
fighting even after suffering traumatic amputations and injuries.
IG-100 MagnaGuard: Walking guardian droid, Soldier
3/Bodyguard 2; Init +3 (Dex); Defense 18 (+5 class, +3 Dex);
DR 3; Spd 10 m; VP/WP 49/17; Atk +7 melee (2d6+3,
electrostaff) or +5/+5 melee (2d6+3/2d6+3, electrostaff) or +3
ranged; SQ Harm’s way, combat sense +1; SV Fort +8, Ref +7,
Will +2; SZ M; Face/Reach 2 m by 2 m/2 m; Rep +1; Str 17, Dex
17, Con 17, Int 11, Wis 13, Cha 14.
Equipment: Electrostaff*, light armor, backup processor*,
heuristic processor, locked access, motion sensors, telescopic
sensors, vocabulator, combat-tattered cloak.
Skills: Intimidate +8, Listen +9, Sense Motive +6, Speak
Basic, Spot +11.
Feats: Ambidexterity, Armor Proficiency (light), Combat
Reflexes, Dual Strike, Martial Programming, Two-Weapon
Fighting, Weapon Group Proficiencies (blaster pistols, blaster
rifles, heavy weapons, simple weapons, vibro weapons).
*See design notes for additional information.
VE H I C L E S
With armies at war, one needs vehicles of war. Corporations on
both sides dig deep in their R&D to give each army some of the
best vehicles available. But these are just the beginning of the
new weapons of war.
AT- RT WALKER
S t a t s b y R o n i n
This speedy new walker was designed for clones to quickly race
across the battlefield. This walker had become a great asset to
commanders of the Galactic Army of the Republic. Jedi
Generals had implemented these walkers with amazing tactical
efficiency, often times turning the tide of battle through the use
of these speedy little walkers.
Rothana Heavy Engineering AT-RT Walker; Crew: 1 (Skilled
+4); Class: Walker; Initiative: +3 (+4 crew, -1 size); Size: large
(4 meters tall); Maneuver: +3 (+4 crew, -1 size); Passengers:
none; Defense: 14 (+5 armor, -1 size); Cargo capacity: 16 kg;
Shield Points: 0; Speed: 40m; Hull points: 20 (DR 5); Max.
Velocity: 120 kph; Cost: Not Available For Sale
Weapon: Blaster cannon; Fire arc: front; Attack bonus: +3
(-1 size, +2 crew, +2 fire control); Damage: 4D8/19-20; Range
increment: 40m
BAW HAG ( HEAVY ARTI LLERY
GUN)
S t a t s b y Mr . F e t t
The most feared artillery weapon before the re-introduction of
Base Delta Zero starships, the BAW HAG is a devastating piece
of equipment. Originally seen during the Battle of Naboo, these
weapons proved their worth when bombarding rebel Naboo
positions. After Naboo, though, the weapon was given a
redesign. While the original version was effective, it was quite
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 7 3
slow and a large target for enemy air. The newer design had the
design move away from the old Multi-Utility Transport design
and more towards the AAT design. The new design also allowed
the vehicle to reduce its crew compliment from 4 to 2. Both the
original and the new design are ready by the beginning of the
war. If a GM wishes to have the heroes encounter the original
HAG, give the HAG a crew of 4, add 2 blaster cannons facing
front, add shield rating of 60, and reduce speed to 30m (90 kph)
Baktoid Automated Works Heavy Artillery Gun; Crew: 2
pilots (Skilled +4); Class: Speeder [Ground]; Initiative: +0 (+4
crew, -4 size); Size: gargantuan (10m long); Maneuver: +0 (+4
crew, -4 size); Passengers: none; Defense: 14 (+8 armor, -4
size); Cargo capacity: 100kg; Shield Points: 0; Speed: 40m;
Hull points: 50 (DR 10); Max. Velocity: 120 kph; Cost: Not
Available For Sale
Weapon: Heavy Shell Launcher; Fire arc: front; Attack
Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage:
4d10x5/19-20; Range Increment: 800m
BAW MUT ( MULTI UTI LI TY
TRANSPORT)
S t a t s b y Mr . F e t t
The BAW MUT is the updated version of the original MUT.
Redesigned for a more sleek and aerodynamic look, the BAW
MUT was originally used to transport battle droids. The original
design did this well, but suffered from a design flaw with the
rear. The new design helped to solve this flaw, and at the same
time made the BAW MUT even better in design. These BAW
MUTs could now sweep aside ground forces as well as smash
through buildings, making them very popular for the
Separatists. Once clone forces were introduced, though, the
design fell out of common use with the military. The BAW MUT
becomes a supply transport due to the Separatists’ already
having a replacement: the AT-GE and the Hover Assault
Gunship.
Baktoid Automated Works Multi Utility Transport; Crew: 5
pilots (Skilled +4); Class: Speeder [Ground]; Initiative: -4 (+4
crew, -8 size); Size: Colossal (50 meters long); Maneuver: -4
(+4 crew, -8 size); Passengers: none; Defense: 12 (+10 armor,
-8 size); Cargo capacity: 90 tons; Shield Points: 0; Speed:
20m; Hull points: 180 (DR 20); Max. Velocity: 60 kph; Cost:
Not Available For Sale;
Weapons: none
CAD ( CORPORATE ALLI ANCE
DROI D)
S t a t s b y Mr . F e t t , B a c k g r o u n d I n f o b y D r e n d a r
Mo r e v o .
This tank was the mainstay of the Corporate Alliance even
before the start of the Clone Wars. Armed with enough
firepower to level buildings, the Persuader quickly became the
premier armored vehicle in the Separatist Armed Forces. To
further strike fear into the hearts of enemies, the Persuader had
a voice modulator, allowing it to jeer at its enemies while it
crushed them. In addition, the sheer weight of the vehicle was
enough to ram through almost any wall or barricade. The
vehicle was propelled by a single drive tread running the length
of the armored droid, while two outriggers stabilized the vehicle
against collisions or enemy fire. After the Clone Wars ended,
most of the droids were either scrapped or sold at scrap prices to
mercenaries and crime lords.
Corporate Alliance Droid; Crew: droid brain (Skilled +4);
Class: Tracked; Initiative: +0 (+4 crew, -4 size); Size:
gargantuan (10m long); Maneuver: +0 (+4 crew, -4 size);
Passengers: none; Defense: 14 (+8 armor, -4 size); Cargo
capacity: none; Shield Points: 0; Speed: 40m; Hull points: 70
(DR 10); Max. Velocity: 120 kph; Cost: Not Available For Sale;
Weapon: Blaster Cannon (2 fire-linked); Fire arc: Front;
Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage:
4d10/19-20; Range Increment: 200m
Weapon: Laser Cannon (2 fire-linked); Fire arc: Front;
Attack Bonus: +1 (-4 size, +2 crew, +3 fire control); Damage:
5d8/19-20; Range increment: 20m
ROTHANA HEAVY ENGI NEERI NG
RTT ( REPUBLI C TROOP
TRANSPORT)
S t a t s b y Mr . F e t t
To help facilitate troop deployment when the LAAT/i weren’t
around, the Republic Troop Transport, or the RTT, came into
play. Created by Rothana Heavy Engineering, this troop
transport was a fast speeder that can deploy 30 clonetroops
quickly – a necessary feature if the Republic were to overwhelm
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 7 4
the Confederacy. With its fire-linked blaster cannons and its
laser cannon, this speeder could hit enemy vehicles hard if need
be. But the guns were stuck facing forward, a huge weakness.
If CIS forces were to flank it, they could easily attack with no fear
of retaliation. Thus, the rules of engagement had this vehicle in
the middle or the front of a formation, where allies could protect
its rear.
Rothana Heavy Engineering Republic Troop Transport;
Crew: 1 pilot & 1 gunner (Skilled +4); Class: Speeder
[Ground]; Initiative: +0 (+4 crew, -4 size); Size: gargantuan
(12m long); Maneuver: +0 (+4 crew, -4 size); Passengers: 30;
Defense: 11 (+5 armor, -4 size); Cargo capacity: 3 tons; Shield
points: 0; Speed: 40m; Hull points: 40 (DR 10); Max. Velocity:
120 kph; Cost: NAFS;
Weapon: blaster cannon (2 fire-linked); Fire Arc: front;
Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage:
4d10/19-20; Range Increment:150m
Weapon: laser cannon; Fire Arc: front; Attack Bonus: +1
(-4 size, +2 crew, +3 fire control); Damage: 4d8/19-; 20; Range
Increment: 20m
J UGGERNAUT
S t a t s b y Mr . F e t t , B a c k g r o u n d I n f o b y D r e n d a r
Mo r e v o
The largest model of Juggernaut assault vehicle ever produced,
the A6 is nearly twice the length of the older A5 model, and twice
as deadly to match. Towards the end of the Clone Wars, the
A-Sixes were used on all fronts, and even became more plentiful
than the AT-TEs featured in the early years of the Clone Wars.
Unfortunately, like all Juggernaut models, due to their ten
wheels and extreme length, they have difficulty making turns in
all but open areas. Most of the time it is preferred to have them
roll backwards thanks to the double command posts in front and
in back. Command crews had come to call the vehicles “Rolling
Slabs”, and after a while became highly attached to them. After
the end of the Clone Wars, Juggernauts were transferred to
backwater worlds to help maintain order for the new Emperor.
Unfortunately, due to this drop in use, replacement parts are
either not made at all or are impossible to get from Imperial
supply depots. The black market has become the prime spot for
getting replacement parts.
Kuat Drive Yards HAVw A6 Juggernaut; Crew: 19 (Expert
+8); Class: Wheeled Vehicle; Initiative: +0 (+8 crew, -8 size);;
Size: Colossal (49.4 m long); Maneuver: +0 (+8 crew, -8 size);
Passengers: 50-300 (depending on configuration); Defense:
12 (+10 armor, -8 size); Cargo capacity: 2 tons; Shield Points:
75 (DR 20); Speed: 60m; Hull points: 200 (DR 20); Max.
Velocity: 160 kph; Cost: Not Available For Sale;
Weapon: Heavy Laser Cannon Turret; Fire Arc: Turret;
Attack Bonus: +2 (-8 size, +4 crew, +6 fire control); Damage:
5d10; Range Increment: 200m
Weapon: Rapid Repeating Laser Cannon; Fire Arc: Turret;
Attack Bonus: +2 (-8 size, +4 crew, +6 fire control); Damage:
6d10; Range Increment: 300m
Weapon: Medium Antipersonnel Laser Cannons (2); Fire
Arc: front/rear (depending on which way the tank is moving);
Attack Bonus: +2 (-8 size, +4 crew, +6 fire control); Damage:
4d10; Range Increment: 200m
Weapon: Twin Blaster Cannons (2); Fire Arc: Front, Rear;
Attack Bonus: +1 (-8 size, +4 crew, +5 fire control); Damage:
5d10; Range Increment: 150m
Weapon: Rocket/Grenade Launchers; Fire arc: front/rear
(depending on which way the tank is moving); Attack bonus:
+1 (-8 size, +4 crew, +5 fire control); Damage: Special*; Range
increment: 6km (max of 5 range increments)
Rockets: 5d10
Grenade (thermal detonators): 8d6+6
Grenade (frag): 4d6+1
Grenade (stun): Fort DC 18
DROI D GUNSHI P
The Separatist’s answer to the Republic’s LAAT/i, the droid
gunship, or Heavy Missile Platform, was built for attack. Slow
and ungainly in an atmosphere, the droid gunship’s primary
purpose was to soften up the enemies’ forces or their fortified
emplacements. Built with a variable weapons package, the
droid gunship was capable for any mission that it was outfitted
for.
Baktoid Fleet Ordnance HMP (Heavy Missile Platform);
Crew: integrated droid brain (skilled +4); Class: Starfighter;
Hyperdrive: none; Size: Tiny (12.3m long); Initiative: +6 (+2
size, +4 crew); Passengers: none; Manuever: +6 (+2 size, +4
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 7 5
crew); Cargo Capacity: none; Defense: 22 (+2 size, +10
armor); Consumables: none; Shield Points: 60 (DR 10); Cost:
Not Available For Sale; Hull Points: 125 (DR 10); Maximum
Speed in Space: Cruising (4 squares/action); Atmospheric
Speed: 568 kph (8 squares/action);
Weapon: Medium Laser Cannon Turrets (2); Fire Arc: 1
Left, 1 Right; Attack Bonus: +10 (+2 size, +4 crew, +4 fire
control); Damage: 5d10x2; Range Modifiers: PB +2, S/M +0,
L N/A
Weapon: Medium Laser Cannon (1); Fire Arc: Front;
Attack Bonus: +10 (+2 size, +4 crew, +4 fire control); Damage:
5d10x2; Range Modifiers: PB/S/M +2, L +0
Weapon: Light Laser Cannons (2); Fire Arc: Front; Attack
Bonus: +10 (+2 size, +4 crew, +4 fire control); Damage:
4d10x2; Range Modifiers: PB +2, S +0, M/L N/A
Weapon: Various Missile Types (14); Fire Arc: Front;
Damage: Special*; Missile Quality: Average (+10)
*The Droid Gunship is configured with multiple ordinances
ranging from concussion missiles (9d10x2 damage) to other
more exotic types. Ask your GM for details.
S T A R F I G H T E R S
While the Republic was ready with many ground vehicles and
capital ships, they were unprepared when it came to
starfighters. The Separatists, on the other hand, had been
developing starfighters for years, leading to three designs
emerging at the beginning of the war. The Republic, for a time,
used Z-95’s and Delta-7’s before the development of the V-
Wing a year later.
GENI VEX- CLASS “FAN BLADE”
STARFI GHTER
S t a t s b y Z u n i s h a h d
Built for an unknown pilot immediately prior to the cessation of
the Clone Wars, this strange starfighter was seen once at the
Battle of Muunilinst. Much of its construction pointed toward
the engineering genius of the Geonosians, but this is
speculation. Aside from the heavy, rapid-fire laser weaponry,
the Fanblade’s most unusual feature was the extendable
translucent fan that it spreads during combat operations. It was
believed that this device was what gave the craft its amazing
maneuverability and might have played part in the accuracy of
its guns.
Huppla Pasa Tisc Shipwright Collective Genivex-class
“Fanblade” Starfighter; Crew: 1 (skilled +4); Class:
Starfighter; Hyperdrive: ×1; Size: Diminutive (8.7 meters);
Initiative: +8 (+4 size, +4 crew); Passengers: none; Maneuver:
+11 (+4 size, +4 crew, +3 engine quality); Consumables: 1
week; Defense: 24 (+4 size, +10 armor); Cargo Capacity: 20
kg; Shield Points: 50 (DR 10); Cost: Not Available for Sale
(valued at 327,250 credits); Hull Points: 100 (DR 10);
Maximum Speed: Ramming (13 squares/ action);
Atmospheric Speed: 1,350 kph (22 squares/ action);
Weapon: Double Laser Cannons (2 fire linked); Fire Arc:
Half Turret (front/right/left); Attack Bonus: +15 (+4 size, +2
crew, +6 fire control, +3 engine quality) Multifire; Damage:
6d10×2; Range Modifiers: PB +0, S/M/L N/A
Other Equipment: +6 Sensor Mask
TRI - FI GHTER
S t a t s b y Mr . F e t t , B a c k g r o u n d I n f o b y D a r i o n A ' r e s
The droid tri-fighter was introduced late in the Clone Wars by
the Colla Designs and Phlac-Arphocc Automata Industries, the
very same designers of the Droideka Destroyer Droids. The
droid’s ridged, three-armed design was based on the skull
features of a fearsome predator native to the designers’ planet of
Colla IV. They were designed as quick and agile starfighters
piloted by droid brains that could excel in space battle
dogfighting that was previously dominated by the Jedi and clone
pilots of the Republic. Its three independent thrusters provided
the agility, and their range, in conjunction with its powerful
reactor core and control/communications transceiver, made it
to be an unusually extended range fighter drone. This fighter
allowed the Confederacy to start winning back the planets and
territories that it had lost.
Its weapon systems consisted of a medium laser cannon
clutched in the center of its sensor clustered “skull”, a light laser
cannon attached to each of its three “arms”, and a missile
launcher with a variable payload of two to six discord missiles,
the primary method of deployment of the Separatist Buzz
Droids. The discord missiles were quick and highly
maneuverable with the capability to outrun and outpace
starfighters’ and capital ships’ defenses. These weapon systems
allow it to stand its ground against even the ARC-170
starfighters piloted by advanced clone trooper pilots.
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 7 6
Later in its production, an experimental booster rocket pack
was designed that increased the ship’s speed and range for a
brief period time. These boosters gave the droid tri-fighter the
ability to be fired from the Confederacy capital ships as missile-
like projectiles. When they reached their designated target
zone, they jettisoned the booster pack and used its standard
thrusters and weapons to engage the enemy in combat. All of
these features combined together to provide the Confederacy
with a highly versatile and powerful starfighter presence among
the battlefields.
Colla Designs and Phlac-Arphoc Automata Industries "Tri-
Fighter"; Crew: integrated droid brain (skilled +4); Class:
Starfighter; Hyperdrive: none; Size: Fine (5.4m long);
Initiative: +12 (+8 size, +4 crew); Passengers: none;
Manuever: +12 (+8 size, +4 crew); Cargo Capacity: none;
Defense: 28 (+8 size, +10 armor); Consumables: none; Shield
Points: none; Cost: Not Available For Sale; Hull Points: 125
(DR10); Maximum Speed in Space: Ramming (10 squares);
Atmospheric Speed: 1,150 kph (19 squares/action);
Weapon: Medium Laser Cannon (1); Fire Arc: Front;
Attack Bonus: +10 (+8 size, +2 crew); Damage: 4d10x2;
Range Modifiers: PB +0, S -2, M -4, L N/A
Weapon: Light Laser Cannon (3); Fire Arc: Front; Attack
Bonus: +10 (+8 size, +2 crew); Damage: 5d10x2; Range
Modifiers: PB +0, S -2, M/L N/A
Weapon: Buzz Droid Missile (6 missiles); Fire Arc: Front;
Damage: Special; Missile Quality: Ordinary (+10)
MANKVI M- 814 I NTERCEPTOR
S t a t s b y G h e n g i s S k a
Designed to be a cheap fighter, the Techno Union starfighter, or
the Mankvim-814 Starfighter, is seen as the Separatist main
manned fighter. Using pre-fab factories from the Techno
Union, this fighter is quickly manufactured to help in the
defense of a newly conquered world. The fighter has amazing
speed within an atmosphere of a planet, and nominal speed in
space, and it has been known to outrun even the vaunted V-wing
on a planet. These fighters were originally piloted by the B1
battle droids, which lead to sometimes mass slaughter of these
fighters. Once enough Separatist Fighter Pilots were grown,
they became the final pilots of the fighter. Due to their advance
skill, though, they often pushed the fighter far beyond its ability,
and it was common to see a few tear themselves apart during a
battle.
Feethan Ottraw Scalable Assemblies Mankvim-814
Interceptor; Crew: 1 (skilled +4); Class: Starfighter;
Hyperdrive: none; Size:Tiny (10.7m long); Initiative: +6 (+2
size, +4 crew); Passengers: none; Maneuver: +6 (+2 size, +4
crew); Cost: 71,000 Credits new; Defense: 22 (+2 size, +10
armor); Cargo Capacity: 50 kg; Shield Points: 30 (DR 10);
Consumables: 1 day; Hull Points: 60 (DR 10); Maximum
Speed in Space: Attack (9 squares/action); Atmospheric
Speed: 1500 kph (25 squares/action);
Weapon: Laser Cannon (2); Fire Arc: Front; Attack
Bonus: +10 (+2 size, +4 crew, +4 fire control); Damage:
4d10x2; Range Modifiers: PB +0, S -2, M/L N/A.
C A P I T A L S H I P S
Neither side could go long without true ships of war. The
Acclamator and those ships of trade used by the Separatist were
inadequate as the war heated up. The first real warship, the
Invisible Hand, proved its worth in battle, and soon more ships
of a destructive nature emerged to fight against their foes.
VENATOR- CLASS STAR
DESTROYER
S t a t s b y Mr . F e t t , B a c k g r o u n d I n f o b y D r e n d a r
Mo r e v o
Towards the end of the tenth year after The Battle of Naboo, the
Republic decided it needed a vessel more powerful than the old
Acclamator-class assault ships, but they needed one that carried
more fighters than the earlier Victory class Star Destroyers.
When the design for the Venator came out, it was obvious it’s a
carrier. At little more than a kilometer long, it was the largest
ship in the Republic armada, and in its fighter bay it carried over
400 starfighters and support craft. The vessels obviously held
their heritage high with the classic dagger-blade shape shining
through space, pouring fear into the hearts of many a Separatist
commander. Unfortunately, the massive internal hangar bay
came with a price – the ship’s spine was incredibly weak, and a
few shots hitting the spine at critical points could cause the
vessel to break in two. The double bridge on the Venators also
made for a distinguishing feature; no other ship of its kind
featured such a radical design in command stations. After the
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 7 7
Clone Wars ended, these vessels were mostly retired and put
into mothballs or sold to lesser governments such as the
Corporate Sector Authority. Few remained in Imperial service.
Kuat Drive Yards Venator-Class Star Destroyer; Crew: 7,400
(skilled +4); Class: Capital Ship; Hyperdrive: x1; Size: Colossal
(1,137m long); Initiative: -4 (-8 size, +4 crew); Cost: Not
Available For Sale; Maneuvers: -4 (-8 size, +4 crew);
Passengers: 4,000 troops; Defense: 12 (-8 size, +10 armor);
Cargo Capacity: 18,000 tons (400 starfighters in hangars);
Shield Points: 270 (DR 50); Consumables: 4 years; Hull
Points: 650 (DR 50); Maximum Speed In Space: Cruising (3
squares/action); Atmospheric Speed: 650 kph (11
squares/action);
Weapon: Heavy Turbolaser Turrets (8); Fire Arc: 4
front/left (partial turrets), 6 front/right (partial turrets); Attack
Bonus: +2 (-8 size, +2 crew, +7 fire control, +1 battery fire);
Damage: 5d10 x5; Range Modifiers: PB +0, S -2, M/L -4
Weapon: Medium Dual Turbolaser Turrets (2); Fire Arc:
Front; Attack Bonus: +0 (-8 size, +2 crew, +6 fire control);
Damage: 4d10 x5; Range Modifiers: PB +0, S/M -2, L N/A
Weapon: Point Laser Cannons (52, point defense); Fire
Arc: 5 front, 4 right, 4 left; Attack Bonus: +1 (-8 size, +2 crew,
+4 fire control, +3 battery fire); Damage:2d10x2; Range
Modifiers: PB +0, S/M/L N/A
Weapon: Heavy Proton Torpedo Tubes (4, 20 torpedoes
each); Fire Arc: Front; Damage: 9d10x5; Missile Quality:
Ordinary (+10)
RECUSANT- CLASS LI GHT
DESTROYER
Built to be a cheap and easily replaced warship, the Recusant
-class light destroyer was just that. The Commerce Guild’s
manufacturing capabilities meant that for every Recusant
destroyed, another two would take its place. In the early years of
the Clone Wars, the majority of Recusants were crewed by
droids. But, as with all wars, the Confederacy of Independent
Systems was given an influx of recruits from every conceivable
walk of life within the member worlds of the CIS. As more and
more recruits poured into recruiting offices, and the Separatist
clones became more common, the Separatist leadership
requested the Commerce Guild to redesign the Recusant-class
to add living quarters for organic soldiers, and with these
constraints, the Commerce Guild was able to meet the need.
Hoersch-Kessel Drive, Inc. Recusant-class Destroyer; Crew:
300 (skilled +4); Class: Capital Ship; Hyperdrive: x2; Size:
Colossal (1,187 meters long); Initiative: -4 (-8 size, +4 crew);
Cost: Not Available For Sale; Maneuvers: -4 (-8 size, +4 crew);
Passengers: 40,000 (Battle droids) or 3000 organic troops;
Defense: 12 (-8 size, +10 armor); Cargo Capacity: 17,000
tons; Shield Pts: 300 (DR 60); Consumables: 1 year; Hull Pts:
500 (DR 60); Maximum Speed in Space: Cruising (3
squares/action); Atmospheric Speed: N/A;
Weapon: Heavy Turbolaser Cannons (5); Fire Arc: 1 Front,
2 Left, 2 Right; Attack Bonus: +2 (-8 Size, +4 Crew, +6 Fire
Control); Damage: 7d10x5; Range Modifier: PB +0, S -2, M -4,
L -6
Weapon: Heavy Turbolaser Turrets (6); Fire Arc: 2 Turrets
Front, 2 Turrets Left, 2 Turrets Right; Attack Bonus: +3 (-8
Size, +4 Crew, +6 Fire Control, +1 Battery Fire); Damage:
6d10x5; Range Modifier: PB +0, S -2, M -4, L N/A
Weapon: Turbolaser Cannons (5); Fire Arc: 1 Front, 2 Left,
2 Right; Attack Bonus: +2 (-8 Size, +4 Crew, +6 Fire Control);
Damage: 5d10x5; Range Modifier: PB +0, S -2, M -4, L N/A
Weapon: Dual-Laser Cannons (30); Fire Arc: 2 Batteries
Front, 2 Batteries Left, 2 Batteries Right; Attack Bonus: +6 (-8
Size, +4 Crew, +6 Fire Control, +4 Battery Fire); Damage:
5d10x5; Range Modifier: PB +0, S -2, M/L N/A
Weapon: Dual-Light Laser Cannons (12); Fire Arc: 3
Front, 3 Left, 3 Right, 3 Rear; Attack Bonus: +2 (-8 Size, +4
Crew, +6 Fire Control); Damage: 5d10x2; Range Modifier: PB
+0, S/M/L N/A
Weapon: Point Laser Cannons (60, point defense); Fire
Arc: 3 Batteries Front, 3 Left, 3 Right, 3 Rear; Attack Bonus:
+6 (-8 Size, +4 Crew, +6 Fire Control, +4 Battery Fire);
Damage: 2d10x2; Range Modifier: PB +0, S/M/L N/A
T h o r A . T h o r s o n J r .
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 7 8
MUNI FI CENT- CLASS FRI GATE
The backbone of the IGBC, and later the Separatist Fleet, the
Munificent -class Star Frigate was an amazing ship. While not
heavily armed like the Recusant class, the Munificent-class
could hold its own against most starships. But what made this
ship so important was its holonet transceiver. Worried of data
theft, the IGBC created their personal holonet network using the
Munificent-class Star Frigate as the transceiver. This
transceiver did much of what holonet nodes did for the Republic
in each sector, as well as allowing instant communication
between fleets. The ships powerful communications array could
also be used to jam enemy craft in nearby space, causing a
penalty on Computer Use checks to operate sensors or
communications (-6 for starfighters, -4 for space transports, -2
for capital ships). Luckily, this feature did not affect friendly
ships, though it couldn’t affect space stations either. This
feature, even with its slight shortcomings, had made the
Munificent-class Star Frigate essential in every fleet. Once
organic troops began to replace battle droids, the Munificent-
class Star Frigate was modified to allow two thousand troops to
be on the ship. While they couldn’t assault a world, they were
perfect for ship security and boarding actions in space.
Hoerschl-Kessel Drive, Inc. and Gwori Revolutionary
Industries Munificent-Class Frigate; Crew: 200 (skilled +4);
Class: Capital Ship; Hyperdrive: x1; Size: Gargantuan (825 m
long); Initiative: +0 (-4 size, +4 crew); Cost: Not Available For
Sale; Maneuvers: +0 (-4 size, +4 crew); Passengers: 150,000
(Battle Droids) or 2000 organic troops; Defense: 16 (-4 size,
+10 armor); Cargo Capacity: 15,000 tons Shield Points: 250
(DR 40); Consumables: 1 year; Hull Points: 360 (DR 40);
Maximum Speed In Space: Cruising (4 squares/action);
Atmospheric Speed: N/A;
Weapon: Hvy Turbolaser Cannons (2); Fire Arc: 2 Front;
Attack Bonus: +6 (-4 size, +4 crew, +6 fire control); Damage
6d10x5; Range Modifier: PB +0, S -2, M -4, L N/A
Weapon: Ion Cannons (2); Fire Arc: 2 Front; Attack
Bonus: +6 (-4 size, +4 crew, +6 fire control); Damage: Special;
Range Modifier: PB +0, S -2, M -4, L -6
Weapon: Dual Turbolaser Cannons (26); Fire Arc: 1
Battery Front, 5 Batteries Left, 5 Batteries Right, 2 Batteries
Rear; Attack Bonus: +7 (-4 size, +4 crew, +6 fire control, +1
Battery Fire); Damage: 5d10x5; Range Modifier: PB -2, S/M
+0, L -2
Weapon: Lt Turbolaser Turrets (20); Fire Arc: 5 Front, 5
Left, 5 Right, 5 Rear; Attack Bonus: +6 (-4 size, +4 crew, +6 fire
control); Damage: 4d10x2; Range Modifier: PB +2, S +0, M/L
N/A
Weapon: Point Laser Cannons (38, point defense); Fire
Arc: 7 Front, 12 Left, 12 Right, 7 Rear; Attack Bonus: +6 (-4
size, +4 crew, +6 fire control); Damage: 2d10x2; Range
Modifier: PB +0, S/M/L N/A
THE I NVI SI BLE HAND
Built at the shipyards of Mon Calamari, the Invisible Hand was
a gift by Mon Calamari and the Quarren to the Separatist when
their world joined. The Neimoidian Lushros Dolfine, a famed
captain of the Trade Federation, became the Invisible Hand’'s
captain. With only a few more of the Providence-class
carrier/destroyer being built at the time, General Grievous saw
it a wise decision to make the Invisible Hand his command ship.
On his suggestion, the hanger bay was expanded to help make it
a better starfighter carrier and invasion craft. And the sensor
pod was made into Grievous personal quarters. When the war
began, Grievous quickly made this ship a terror.
The Invisible Hand’s gained its infamy at the Battle of
Kamino. The Invisible Hand destroyed much of Kamino’s
Tipoca City, and crippled the clone production there.
Afterwards the Invisible Hand didn’t take the lead in capturing
planets due to mounting pressure by the Separatist Council to
capture, not destroy, worlds. When General Grievous is not
available to lead the battle, Commander Czar leads from the
bridge of the Invisible Hand.
Free Dac Volunteers, Pommant Docks Modified Providence-
class Carrier/Destroyer; Crew: 600 (Skilled +4); Class:
Capital; Hyperdrive: x1.5; Size: Colossal (1,088 meters long);
Initiative: -4 (-8 size, +4 crew); Passengers: 1.5 million (Battle
Droids) or 6000 organic troops; Maneuvers: -4 (-8 size, +4
crew); Cargo Capacity: 30,000 tons; Defense: 12 (-8 size, +10
armor); Consumables: 2 years; Shield Pts: 300 (DR 60); Cost:
NAFS; Hull Pts: 650 (DR 60); Maximum Speed in Space:
Cruising (3 squares/action); Atmospheric Speed: N/A;
Weapon: Quad Turbolaser Turrets (14); Fire Arc: 4 Front,
5 Left, 5 Right; Attack Bonus: +2 (-8 size, +4 crew, +6 Fire
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 7 9
Control); Damage: 6d10x5; Range Modifier: PB +0, S +0, M/L
N/A
Weapon: Dual Laser Cannons (34); Fire Arc: 9 Front, 9
Left, 9 Right, 7 Rear; Attack Bonus: +2 (-8 size, +4 crew, +6
Fire Control); Damage: 5d10x5; Range Modifier: PB +0, S -2,
M -2, L N/A
Weapon: Ion Cannons (2); Fire Arc: 2 Front; Attack
Bonus: +2 (-8 size, +4 crew, +6 fire control); Damage: Special;
Range Modifier: PB +0, S -2, M -2, L -4
Weapon: Ion Cannons (12, point defense); Fire Arc: 6 Left,
6 Right; Attack Bonus: +2 (-8 size, +4 crew, +6 fire control);
Damage: Special; Range Modifier: PB +0, S/M/L N/A
Weapon: Proton Torpedo Tubes (102, 15 torpedoes each);
Fire Arc: 5 Batteries Front, 6 Batteries Left, 6 Batteries Right, 3
Batteries Rear; Attack Bonus: +6 (-8 size, +4 crew, +6 fire
control, +4 battery fire); Damage: 9d10x5; Missile Quality:
Good (+15).
AD V E N T U R E HO O K S
Here are some adventures for everyone to enjoy. Some
adventures, though, are interconnected into Super adventures,
and have been broken up to allow side adventures, or as I like to
call it “tangent adventures”, that may occur because of the
adventure.
CRI MES OF THE REBELLI OUS
After Mace Windu and Yoda inspected the clone army of the
Republic, Mace proposes that the Jedi become Generals of the
newly created Grand Army of the Republic. The Council agrees
after many hours of debate and makes a call out to all Jedi in the
galaxy to return to Coruscant to get their mission. One Jedi, the
charismatic Kojo Ayo, has refused to leave Drongar. On the
suggestion of Quinlan Vos and Kal Remos, the heroes are
suggested. This is either because of previous work the heroes
have done for them, or they have heard of the heroes’ reputation.
The heroes are asked to reason with Kojo and convince him to
take up his role as General. He shouldn’t hurt them, but if he
does become violent they have full authority to kill him in self-
defense. The Jedi Council, though, stress that attacking should
be the last option. Kojo commands well over 20 rebellious Jedi,
and if he were to die, these Jedi could join the Separatist with
Anakin. But the Jedi Council also wants the heroes to not fail,
and talk to him as long as possible to convince him to do his
duties. The heroes will find Kojo wandering in the swamps on
Drongar. When they do encounter him, he will politely turn
down the Council’s offer and urge them to leave immediately.
While in conversation, a shot shoots out from the heroes’
direction. Kojo will immediately spring to action and attack the
heroes, thinking they attacked him. He will not kill them, but he
will disarm them. If the heroes are defeated, or if they
overpower him, he will leave and spread news of the Council’s
betrayal. When the heroes return, the Council will not blame the
heroes. Through the Force, they know they are innocent. But
the Council is upset that someone ruined the talks, and even
more upset that someone knew of the meeting. Dark forces are
afoot.
KOJ O AYO
Kojo is a famed Jedi known for his great charisma and
negotiation skills. His skills earned him the title Jedi Master far
early than usual. A fair fighter, Kojo has mastered the Form III
lightsaber form. As the galaxy descended to chaos, Jedi like
Kojo began to leave the known galaxy for far off places where
they could be a help to the citizens of the galaxy. They believed
that the Jedi had become too intertwined with the corrupt
Republic to be a force for good anymore. When the Jedi Council
called on all Jedi to return to Coruscant for assignments as
Generals of the Grand Army, Kojo and his followers refused.
Most of Kojo’s followers are on Drongar, but a few are in other
places now deep in Separatist territory, and many are leaning
towards leaving the Order. Kojo is calling for patience, but Kojo
is also leaning towards the Separatists since they offer exactly
what they want. Yet both sides are preaching reform of the
galaxy. Kojo is waiting to see who really follows through with
their promises.
Kojo Ayo: Adult Male Nautolan, Jedi Guardian 8/Jedi Master 5;
Init +2 (+2 Dex); Def 22 (+2 Dex, +9 Class, +1 Species); Spd
10m, swim 6m; VP/WP 146/15; Atk +15/+10/+5 melee
(1d3+2, punch), +15/+10/+5 ranged (by weapon),
+16/+11/+6 melee * (4d8+2, crit 19-20, Lightsaber); SQ
Breathe Underwater, Deflect (Attack -4, Defense +2, Extend
Defense and Attack), Increase Lightsaber damage +2d8, Low-
light vision, Pheromonal Sensor; SV Fort +11, Ref +11, Will
+10; SZ M; FP: 9; Rep: +5; Str 14, Dex 14, Con 15, Int 12, Wis
14, Cha 15.
C H A P T E R 2 – T H E C L O N E WA R S HA V E B E G U N !
P A G E 8 0
Equipment: Lightsaber, Utility Belt
* Kojo Ayo has constructed his own Lightsaber.
Skills: Balance +8, Computer Use +6, Craft (lightsaber) +6,
Diplomacy +8, Gather Information +8, Intimidate +8, Jump
+11, Knowledge (Jedi lore) +6, Pilot +6, Read/Write Basic,
Read/Write Nautila, Sense Motive +8, Speak Basic, Speak
Nautila, Treat Injury +6, Tumble +10
Force Skills: Affect Mind +6, Enhance Ability +6, Enhance
Senses +4, Farseeing +4, Force Defense +4, Force Strike +4,
Heal Self +6, Move Object +4, See Force +6
Feats: Acrobatic, Athletic, Combat Reflexes, Dodge, Exotic
Weapon Proficiency (lightsaber), Force-Sensitive, Mobility,
Power Attack, Weapons Group Proficiency (blaster pistols,
simple weapons)
Force Feats: Alter, Attuned, Control, Form III Mastery,
Lightsaber Defense, Sense
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 8 2
The war is in a lull, as both sides re-assess their situations. With
the Separatists now making millions of superior clones to that of
the Republic, the Republic is becoming desperate to tip the
scales back in their favor. But with most of the 5 million clones
originally set out for the Republic killed, and key groups
defecting to the Separatists, the Republic has few options left.
As the year progresses past the half-way point, though, the
Separatists emerge with their new clone forces and take over
half the galaxy. Palpatine now worries for his rule as General
Grievous makes his march towards the Core.
T I ME L I N E O F T H E
, P T . 3
ABN – After the Battle of Naboo
11 ABN
I The design team behind the development of the
KSE Aethersprite-class Delta-7 Jedi Starfighter
defects to the Confederacy of Independent
Systems. They bring along with them, all of the
design specs of an improved Delta-7 that they
have been working on. With input from Anakin
Skywalker, the new Eta-2 Actis-class starfighter
is put into full production for all their organic
soldiers that the Confederacy has in its army
and navy.
I During a lull in the war, Anakin confides to
Padmé that he may have been mistaken about
abandoning his Jedi vows and regrets his role in
helping the Confederacy, and its success in the
war.
I Incom/Subpro begins mass-production of its
latest starfighter – the ARC-170 and KSE is
given the go-ahead for mass-production of the
V-Wing starfighter.
I Anakin personally delivers his resignation as
Commander of Starfighter Deployment to
President Dooku, due to the extreme savagery
of his commander, General Grievous. President
Dooku watches helplessly as all of the
remaining former Jedi, 30 in number, that
defected to the Separatists emulate Anakin
Skywalker, and leave the Confederacy as well.
Anakin agrees to meet with them at a later date.
I The war for the Republic is going badly. The
Confederacy of Independent Systems now
controls half of the known galaxy, with thanks
from their new clone troops.
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 8 3
NE W WE A P O N S A N D
E Q U I P ME N T
As the war starts its second year, new weapons of war emerge.
New guns made to be far deadlier then a normal blaster, the
Separatists are now pulling out all the stops to end this war
swiftly, once their clone forces are made. The Republic responds
with the creation of the Republic Commandos and their
advanced armor.
ACP ARRAY GUN
S t a t s a n d b a c k g r o u n d b y Mr . F e t t
A nostalgic weapon of a sort, that resembles a slugthrower rifle
from a bygone era; this weapon is a blend of old and new
technology. It uses slugs which it supercharges and then lets it
loose down the barrel as a plasma bolt which travels at super
high speeds the only problem is that the plasma bolt quickly
diffuses and becomes ineffective at long range. Manufactured
by Arakyd Industries, these weapons are extremely effective at
short range against organic targets; however, it doesn't fare well
against droids and targets farther than a few meters. This
weapon and others like it are strongly favored by Trandoshan
slavers.
Type: Accelerated Charged Particle Gun
WGP: Blaster Rifles
Damage: 3d8+4
Range: 4m (limit of 4 range increments)
Weight: 4.8 Kg
Ammo: 8 "slugs"
ACP REPEATER GUN
S t a t s a n d b a c k g r o u n d b y Mr . F e t t
Once again, another weapon that looks like one from centuries
before. A design from the cutting room floor of Arakyd
Industries, this weapon has become the staple weapon of the
Trandoshan Mercenary forces. If a commando isn't careful this
weapon will cut right through their personal shields rending
them vulnerable to enemy fire.
Type: Accelerated Charged Particle Gun
WGP: Blaster Pistol
Damage: 3d8+1
Range: 12m
Weight: 3.5 Kg
Ammo: 40 shots per clip
Special: Only works in multifire mode.
LS- 150 HEAVY ACP REPEATER
GUN
S t a t s a n d b a c k g r o u n d b y Mr . F e t t
Designed and manufactured by Arakyd Industries, this weapon
is the heaviest in their production line. Utilizing the same
technology as the aforementioned weapons but on a much
larger scale, this weapon is capable of cutting through enemy
lines or holding off enemy advancements. Whoever is strong
enough to carry and wield this weapon has a definite advantage
in any firefight. On the end of this monstrosity is a large bayonet
for stabbing enemies when they close in. The bayonet is capable
of penetrating the heaviest of personal armor. This weapon is
favored by Trandoshan Heavy Mercs. It is often referred to as
the "Trandoshan Repeater".
Type: Accelerated Charged Particle Gun
WGP: Heavy Weapons
Damage: 5d8+2
Range: 60m
Weight: 18 Kg
Ammo: 100 shots per clip
Special: Only works in multifire/autofire mode. The ACP heavy
repeater also features an attached vibrobayonet (stats below).
VI BRO- BAYONET
Type: vibro-bayonet
WGP: Vibro weapons
Damage: 2d6
Range: Melee
KATARN- CLASS BATTLE ARMOR
S t a t s a n d b a c k g r o u n d b y Mr . F e t t
Appreciated by clone commandos all across the galaxy,
designed and manufactured by Kaminoan armor smiths, these
suits provide top of the line protection for the always on the
move Republic Commando. The battle armor has many advance
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 8 4
features that gives a commando the edge they need during a
firefight including such features as a vibrodagger (deals 2d4
damage) located above the left wrist. The armor also provides
+4 equipment bonus against hostile environments. The helmet
includes several different audio and visual sensors that provide
a +2 equipment bonus to both spot and listen checks. The
helmet also includes integrated electrobinoculars and a low
light vision mode.
Type: Powered
Maximum Dexterity Bonus: +2
Damage Reduction: 6
Shield Points: 15*
Check Penalty: -3
Speed: 8m
Weight: 20 Kg
Size: M
* shield points recharge at a rate of 5 per round after 2 rounds
since the last absorbed damage.
NE W S T A R F I G H T E R S
After an entire year of waiting, Kuat System Engineering has
developed two new fighters to fight the Republic. But the team
creating a new Jedi Starfighter defected to the Separatists,
tipping the scales once again in favor of the Separatists. But
with the V-Wing and the ARC-170 from Incom, the war is still
too close to tell.
ETA- 2 ACTI S- CLASS
I NTERCEPTOR
S t a t s b y Wi s p e r _ s r
When the designers of the original Jedi Starfighter defected to
the Confederacy, they brought with them plans of a new
starfighter that would rival the speed and maneuverability of the
Jedi Starfighter. Considering that the Confederacy had nothing
equating the Republic for starfighters, President Dooku
personally funded the first few prototypes of these intrepid
designers, and assigned Commander Skywalker as a liaison to
these designers in hopes that Anakin's intuitive knowledge of
technology would improve any shortcomings of the design.
President Dooku also informed these designers, that if the
design meets the approval of Commander Skywalker, he would
personally fund the entire starfighter line. A year after The
Battle of Kamino, the first squadrons of these starfighters
appeared in the Separatist fleet, and quickly gained a reputation
that they're a force to be reckoned with, especially if the pilot
was a veteran pilot.
Kuat Systems Engineering Eta-2 Actis Interceptor; Crew: 1
pilot and astromech droid (Skilled +4); Class: Starfighter;
Hyperdrive: None; Size: Diminutive (5.47m long); Initiative:
+8 (+4 size, +4 crew); Passengers: None; Maneuver: +14 (+4
size, +4 crew, +3 engine, +3 maneuvering systems); Cargo
Capacity: 50 kg; Defense: 24 (+4 size, +10 armor);
Consumables: 1 wk; Shield Points: None; Cost: 170,000
(new); Hull Points: 120 (DR: 10); Max Spd in Space:
Ramming (10 square/action); Atmosphere Speed: 1,150 kph
(19 squares/action);
Weapon: 2 Twin Laser Cannons (fire-linked); Fire Arc:
Front; Attack Bonus: +15 (+4 size, +4 fire control, +3 engines,
+4 crew); Range Modifier: PB +0, S –; 2, M/L N/A; Damage:
3d10x2
Weapon: 2 Light Ion Cannons; Fire Arc: Front; Attack
Bonus: +15 (+4 size, +4 fire control, +3 engines, +4 crew);
Damage: Special; Range Modifiers: PB +0, S/M/L N/A
V- WI NG STARFI GHTER
S t a t s b y Mr . F e t t
When the design team for the improved Delta-7 defected to the
Separatists, the Republic turned to the proven design
technicians at Kuat Drive Yards' subsidiary, KSE, to come up
with a new design. Luckily, in the early stages of the design for
what would become the Eta-2 Actis-class Interceptor, a design
for a slightly larger starfighter was proposed but was initially
T h o r A . T h o r s o n J r .
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 8 5
rejected. With the war seemingly unending, the Supreme
Chancellor "requested" that KSE reevaluate the design. After
making a few adjustments, KSE submitted the design to the
Chancellor, which was immediately approved. After a short
period of time while KSE ramped up its production facilities, the
V-wing made its debut in the Battle of Mygeeto.
Kuat System Engineering Alpha-3 Nimbus "V-Wing"
starfighter; Crew: 1 (skilled +4); Class: Starfighter;
Hyperdrive: none; Size: Diminutive (7.9m long); Initiative: +8
(+4 size, +4 crew); Passengers: One astromech to act as co-
pilot; Manuever: +8 (+4 size, +4 crew); Cost: Not Available For
Sale; Defense: 24 (+4 size, +10 armor); Cargo Capacity: 60kg;
Shield Points: 30 (DR 10); Consumables: 1 day; Hull Points:
75 (DR 10); Maximum Speed in Space: Ramming (10
squares); Atmospheric Speed: 1,100 kph (18 squares/action);
Weapon: Twin laser cannons (2, fire-linked); Fire Arc:
Front; Attack Bonus: +10 (+4 size, +2 crew, +4 fire control);
Damage: 6d10x2; Range Modifiers: PB +0, S/M/L N/A
ARC- 170 STARFI GHTER
S t a t s b y Z u n i s h a h d , B a c k g r o u n d I n f o b y
D a r i o n A ' r e s
The ARC-170 starfighter was designed under a joint project
combining Incom's and Subcom's technological innovations.
Specifically designed for the Republic with the Kaminoan clone
troopers in mind it took advantage of their developed battle
mind. Its advanced design, weapons, and class 1.5 hyperdrive
allow it to be one of the most dominating fighters in any space
battle. Manned by three specially trained clone troopers the
fighter makes it's presence known in any battle and despite it's
emergence late in the war it's impact on the battlefield has not
been lessened. Its introduction was quintessential in the
reclaiming of the planets that had been previously claimed by
the Confederacy. Squadrons of ARC fighters lead by Jedi pilots
met the enemy Confederates in battlefield after battlefield and
it's only true competitor was the Droid Tri-fighter.
The primary forward cockpit is manned by the pilot, who is
responsible for taking advantage of the extremely maneuverable
nature of craft as well as the primary weapons systems. Behind
the primary seat is the navigation station manned by its second
clone trooper who works in unison with the astromech droid.
This trooper is in charge of the complex calculations involved in
astronavigation, sensors, and the proper shield distribution to
protect the craft from assault. The third and final clone trooper
is in the gunnery chair manning the rear firing arc, the aft laser
cannons go far in keeping the fighter undamaged for longer
periods of time, allowing for an improved balance in the costs of
producing the craft and the advanced training to fly it. The ARC-
170's presence in war will not be forgotten and will reign a new
era of all purpose fighters for future generations of warriors.
Incom/Subpro ARC-170 Starfighter; Crew: 1 + 2 gunners
(skilled clones +4) + 1 R4 astromech droid; Class: Starfighter*;
Hyperdrive: ×3; Size: Small (22 meters); Initiative: +5 (+1 size,
+4 crew); Cost: 130,000 (new), 40,000 (used); Maneuver: +5
(+1 size, +4 crew); Passengers: none; Defense: 21 (+1 size,
+10 armor); Cargo Capacity: 100 kg.; Shield Points: 30 (DR
20); Consumables: 2 weeks; Hull Points: 130 (DR 20);
Maximum Speed in Space: Ramming (9 squares/ action);
Atmospheric Speed: 1,080 kph (18 squares/ action);
*Note: While the ARC-170 is the size of a Small transport,
it has the capabilities of a starfighter. This means it requires the
Starship Operations (Starfighters) feat to fly it and it mounts
weapon systems as if it were a starfighter.
Weapon: Heavy Blaster Cannons (2 fire linked); Fire Arc:
front; Attack Bonus: +7 (+1 size, +2 crew, +4 fire control)
Multifire; Damage: 6d10×2; Range Modifiers: PB +0, S/M/L
n/a
Weapon: Blaster Cannons (2); Fire Arc: rear; Attack
Bonus: +7 (+1 size, +2 crew, +4 fire control) Multifire;
Damage: 4d10×2; Range: PB +0, S/M/L N/A.
Weapon: Proton Torpedo Launchers (2, 3 missiles each),
Fire Arc: front; Attack Bonus: +7 (+1 size, +2 crew, +4 fire
control); Damage: 10d10×2; Missile Quality: Ordinary (+10)
NE W C A P I T A L S H I P S
With their new clone forces, a new ship was needed to help ferry
clone forces from planet to planet and to be able to make
planetary assaults. The Mon Calamari and the Quarren heeded
this call and created the MC-75.
MON CALAMARI STAR CRUI SER
The Mon Calamari Star Cruiser is the Confederacy’s answer to
the need for a troop transport. Made by the Mon Calamari, these
ships are converted luxury star liners originally for civilian use.
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 8 6
With the Confederacy now using clones, many of the ships
created by the Confederacy were inadequate for troop transport.
The Confederacy was willing to modify ships to have clones
serve as security, but the Confederacy thought it would be more
economical to build an all new ship to facilitate troop
movement. The Mon Calamari and Quarren offered the MC-75
Star Cruiser, a new design. The ship was first tested at Gyndine,
were it released swarms of confederate clones against the
unsuspecting Republic. The Republic was soundly defeated.
Ever since then these ships have been seen in every Confederate
fleet. The ship carries the unique organic look the Mon Calamari
and Quarren are famous for with their luxury star liners. These
ships can allow non-Mon Calamari or Quarren command staff
command these ships, but they must have a pilot of at least +10
or they will not be able to use the command equipment. Other
positions on the ship can be crewed by any one else.
Mon Calamari's MC-75 Mon Calamari Star Cruiser; Class:
Capital Ship; Cost: Not Available for Sale (estimated
construction cost 55.03 mCr); Size: Colossal (1,200m in
diameter); Initiative: -4 (+4 crew, -8 size); Crew: 6,000 (Skilled
+4); Troop Compliment: 3000; Vehicle Compliment: 100
various armored vehicles; Starship Compliment: 20 various
shuttles; Starfighter Compliment: 36 starfighters; Cargo
Capacity: 20,000 Metric tons; Consumables: 1 Year;
Hyperdrive: x1 (backup x12); Maximum Speed: Cruising
(Average, 4 squares/action); Atmospheric Speed: 800 km/h
(13 squares/action); Maneuvers: -4 (-8 size, +4 crew);
Defense: 12 (-8 size, +10 armor); Hull Points: 400 (DR 60);
Shield Points: 250 (DR 60)*.
Weapon: Turbolaser (36); Fire Arc: 1 Battery Front, 1
Battery Left, 1 Battery Right; Attack Bonus: +8 (-8
size, +4 crew, +8 fire control, +4 battery fire); Damage:
7d10x5; Range Modifiers: PB -6, S -4, M -2, L +0.
Weapon: Ion Cannon (12); Fire Arc: 1 Battery Front, 1
Battery Left, 1 Battery Right; Attack Bonus: +3 (-8 size, +4
crew, +4 fire control, +3 battery fire); Damage: Special; Range
Modifiers: PB -2, S/M +0, L N/A.
Weapon: Tractor Beam Projector (6); Fire Arc: 4 Front, 1
Left, 1 Right; Attack Bonus: +4 (-8 size, +4 crew, +8 fire
control); Damage: Special; Range Modifiers: PB -6, S -4, M/L
N/A.
* The Mon Calamari Star Cruiser has multiple banks of
shield generators. As a result, it recovers shield points at twice
the normal rate.
NE W VE H I C L E S
With the creation of clone forces, the Separatists needed new
ground vehicles to properly support them. With the stolen AT-
AP design, the Geonosians created their own version of the AT-
AP and the AT-GE. Both are piloted by either droid pilots or
organic volunteers to the Separatist army. Also the Separatist
Assault Gunboat emerged to contend with the Republic’s
LAAT/I design.
AT- AP
Originally made by Kuat Drive Yards, the AT-AP was stolen by
the Separatists during a raid at Rothana. Once the proto-type
was returned to Confederate space, the Geonosians
immediately worked on reverse-engineering the design.
Realizing that the design suffered from two fatal flaws, the
Geonosians worked to fix them. The gunner atop the Heavy
blaster cannon, once a favorite target for sniper droids during
the first few battles of the war in AT-TE, was put inside the
AT-AP. The gunner wore a special helmet which allowed it to
see 360 degrees around the AT-AP. The AT-AP design also
suffered from instability when firing its Heavy Projectile
Launcher. The original design had when the vehicle fires, the
AT-AP’s two legs would contract and force the kinetic energy
through its legs and into the ground. The Geonosians thought
this was an overly complicated process, and decided to attach a
third leg to help compensate for the instability factor instead.
This leg can only be extended while stationary; it can be
extended as a free action in any round in which the AT-AP does
not move and retracted as a free action in any later round. Also,
the Geonosians added in a small shield generator to give the
walker a little bit of extra protection. This vehicle has become
common place with the Confederacy, and the Republic always
regrets losing the vehicle when they see the AT-AP crushing
Republic forces.
Geonosian AT-AP (All-Terrain Attack Pod); Class: Walker
[Ground]; Crew: 3 (Skilled +4); Size: Gargantuan (11 meters
tall); Initiative: +0 (-4 size, +4 crew); Passengers: None;
Maneuver: +0 (-4 size, +4 crew); Cargo Capacity: 300 kg;
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 8 7
Defense: 16* (-4 size, +10 armor); Speed: 25 m; Shield
Points: 30 (DR 15); Max Velocity: 75 km/h; Hull Points: 120
(DR 15); Cost: NAFS
*Provides full cover to driver, main gunner and to top
gunner.
Weapon: Heavy Projectile Launcher** (50 shells carried);
Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire
control); Damage: 6d10; Range Increment: 400 m (10 m).
Weapon: Heavy blaster cannon; Fire Arc: Turret; Attack
Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 5d10;
Range Increment: 300 m.
Weapon: Medium laser cannon; Fire Arc: Front/left/right
(partial turret); Attack Bonus: +4 (-4 size, +2 crew, +6 fire
control); Damage: 3d10; Range Increment: 100 m.
**If fired in the same round the AT-AP moves, driver must
make a Pilot check to avoid hazard (DC 20) and double all speed
penalties to gunner's attack roll.
AT- GE
Based off of the AT-TE, the All-Terrain Ground Enforcer is the
Geonosians attempt to create their own ground walker. Using
stolen technology from the AT-AP design, the AT-GE was to
replace the BAW MUT, which could only transport battle
droids. The AT-GT, unlike the AT-TE, stands far above the
ground with its 6 legs. The rear legs, though, are integral with
the use of the Heavy projectile launchers. When the Heavy
projectile launcher fires, the AT-GE’s legs must be standing
still, placed in the locked position (a free action), or else
something serious could happen to the AT-GE (check below).
Just like the AT-AP, the AT-GE has a shield generator. The AT-
GE releases 24 troops through its rear hatch once the AT-GE
has kneeled on the ground.
Geonosian All-Terrain Ground Enforcer; Class: Ground
(Walker); Cost: Not Available for Sale; Size: Colossal (12.4
meters long, 13.4 meters tall); Crew: 4 (Skilled +4);
Passengers: 24 Separatist Commandos; Cargo Capacity: 1
metric ton; Speed: 30 m; max speed 90 kph; Shield Points: 30
(DR 10); Defense: 12 (-8 Size, +10 Armor); Hull Points: 150
(DR 15)
Weapons: Heavy Laser Cannons x2; Fire Arc: 1 Front/Left,
1 Front/Right; Attack Bonus: +0 (-8 size, +4 fire control, +4
crew); Damage: 6d10; Range: 300 m
Weapon: Heavy projectile launcher** x2 (fire-linked, 50
shells carried); Fire Arc: Front; Attack Bonus: +0 (-8 size, +4
crew, +4 fire control); Damage: 6d10; Range Increment: 400
m
**If fired in the same round as the AT-GE moves, the driver
must make Pilot check to avoid hazard (DC 20) and double all
speed penalties to gunner's attack roll.
SEPARATI ST ASSAULT GUNBOAT
The Separatist Assault Gunboat is the Separatist response to the
success of the Republic Gunship. Built by Mekuun, which had
defected at the beginning of the war, this ship is used for quick
insertion of small forces. The gunboat, though, carries few
heavy weapons, and thus isn’t as useful as the gunship. Brought
into the military around the same time as the Separatist clones
were introduced, this vehicle has become invaluable towards the
war effort and can be found on many Separatist ships.
Separatist Assault Gunboat; Class: Airspeeder; Crew: 5
(Skilled +4); Size: Gargantuan (20 meters long); Initiative: +0
(-4 size, +4 crew); Hyperdrive: None; Maneuver: +0 (-4 size, +4
crew); Passengers: 20; Defense: 16 (-4 size, +10 armor);
Cargo Capacity: 4 metric tons; Shield Points: 30 (DR 10);
Maximum Altitude: Suborbital; Hull Points: 80 (DR 10); Cost:
NAFS; Maximum Speed in Space: Cruising (4
squares/action); Atmospheric Speed: 600 km/h (10
squares/action)
Weapon: Heavy Laser Cannons; Fire Arc: Front; Attack
Bonus: +0 (-8 size, +4 fire control, +4 crew); Damage: 6d10;
Range Increment: 300 m
Weapon: Twin blaster cannons (4); Fire Arc: 2
Front/left/back (partial turret), 2 front/right/back (partial
turret); Attack Bonus: +4 (-2 size, +2 crew, +4 fire control);
Damage: 2d10; Range Increment: 100 m.
RE P U B L I C T R O O P S
With the Grand Army of the Republic fighting on many different
fronts, the need for specialized troops emerged. These troops
are as follows.
ARC COMMANDER
The ARC Commander is the highest form of clonetroopers
created by the Republic. Trained by the ARC Trooper Alpha,
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 8 8
they learned the important skills to help Jedi command their
clone forces. The only problem was that their training was
rushed due to the bad situation the Republic was in. The war
was going terrible for the Republic and the Jedi needed all of the
assistance they could get. As the Jedi numbers dwindled even
more and the ARC Commander’s numbers grew, ARC
Commanders were soon leading clone forces by themselves, or
being lead by regular non-cloned officers. When Order 66 was
enacted, all ARC Commanders attached to Jedi Generals turned
on them. All ARC Commanders became temporary Generals
until the Empire could give proper replacements. ARC
Commanders remained loyal to the Emperor and the Empire,
but if someone was to oust Palpatine, their programming would
make them immediately loyal to the new Emperor.
ARC Commander: Adult Male Human Thug 5/Soldier 2/Noble
2/Officer 3; Init +1 (+1 Dex); Defense 19 (+1 Dex, +5 Class, +3
Misc); Spd 8m (Armor); VP/WP 63/12; Atk 11/+6 melee
(1d3+1, punch), +11/+6 or +7/+7/+2 ranged (3d6, DC-17
Pistol), +11/+6 or +7/+7/+2 ranged (3d8, crit 19-20, DC-15A
Rifle) or +11/+6 or +7/+7/+2 ranged (3d8, crit 19-20, DC-15S
Carbine); SQ Favor +1, Inspire Confidence, Leadership, Noble
bonus class skill (Bluff), Requisition Supplies; SV Fort +10, Ref
+6, Will +7; SZ M; FP: 0; DSP: 0; Rep: +5; Str 12, Dex 13, Con
12, Int 12, Wis 12, Cha 14.
Equipment: Clonetrooper armor [ARC Commander]
(Damage Reduction: 5), DC-15A Rifle or DC-15S Carbine, DC-
17 Pistol x2, Polarized Macrobinoculars, Power pack x3, Utility
Belt.
Skills: Bluff +8, Climb +4, Computer Use +6, Diplomacy
+8, Gather Information +8, Intimidate +10, Knowledge
(Bureaucracy) +7, Knowledge (Tactics) +7, Profession (clone
trooper officer) +8, Read/Write Basic, Repair +4, Search +6,
Sense Motive +7, Speak Basic, Spot +7, Swim +2, Treat Injury
+6.
Feats: Armor Proficiency (light, medium, powered),
Athletic, Far Shot, Heroic Surge, Point Blank Shot, Precise
Shot, Weapons Group Proficiency (blaster pistols, blaster rifles,
heavy weapons, simple weapons, vibro weapons).
J ET TROOPER
S t a t s b y Mr . F e t t
Jet Troopers are a rare breed of clonetroopers. Using the muscle
memory from Jango Fett, these Jet Troopers are effective shock
troopers. With their EM Pulse Launcher, they were effective in
the beginning of the war. Once Separatist Commando’s came
onto the battlefield, their importance started to wane. It wasn’t
until they were given light repeater rifles that they became an
effective on the battlefield again. Even so, their numbers were
always kept low on the battlefield since they worked better in
small groups.
Jet Trooper: Adult Male Human Soldier 8: Init +6 (+2 Dex, +4
Improved Init); Defense 18 (+6 class, +2 Dex)DR 5; Spd 8m;
VP/WP 64/13; Atk +9/+4 melee (1d3+1, unarmed) or +10/+5
ranged (3d8+3, EM Pulse Launcher) or +10/+5 ranged (3d8,
DC-17 blaster pistol); SQ Immunities; SV Fort +7, Ref +4, Will
+1; FP 1; DSP 1; Rep +2; Str 12, Dex 14, Con 13, Int 10, Wis 8,
Cha 9. .
Equipment: Clonetrooper Armor, Comlink, Dc-17 blaster
pistol, Jet Pack, Merr-Sonn EM Pulse Launcher (only works on
droids and electronics)
Skills: Climb +3, Computer Use +4, Intimidate +6,
Knowledge (Tactics) +2, Move Silently +4, Read/Write Basic,
Speak Basic, Spot +5, Tumble +4.
Feats: Armor Proficiencies (light, medium, powered),
Dodge, Improved Initiative, Mobility, Point Blank Shot, Precise
Shot, Shot on the Run, Weapon Group Proficiency (blaster
pistol, blaster rifle, heavy weapons, simple weapons, vibro
weapons).
ANTI - AI R CLONETROOPER
S t a t s b y Mr . F e t t
Anti-Air Clonetroopers are the backbone of all clone forces.
With their Anti-Air missile Launcher, they can tear up droid
starfighters. The missile also works well against armored
vehicles, so it’s not uncommon to see them also in the role of
Anti-Armor. Most clone squads have at least 2 Anti-Air
Clonetroopers, though it might be less or more depending on
the mission profile.
Anti-Air Clonetrooper: Adult Male Human Thug 8; Init +2
(+2Dex); Defense 14 (+2 class, +2 Dex); DR 5; Spd 8m; VP/WP
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 8 9
0/15; Atk +9/+4 melee (1d3+1, hand) or +10/+5 ranged (3d6,
Blaster Pistol) or +12 ranged (5d6+2 ,anti-air missile); SQ
Immunities; SV Fort +7, Ref +4, Will +1; FP 1; DSP 1; Rep +2;
Str 12, Dex 14, Con 12, Int 10, Wis 8, Cha 9.
Equipment: Clonetrooper armor, blaster pistol, comlink,
Anti-Air missile Launcher, Targeting Computer Pack, x3
missiles
Skills: Climb +4, Intimidate +3, Profession (clonetrooper)
+2, Read/Write Basic, Search +2, Speak Basic, Spot +2
Feats: Armor Proficiencies (light, medium, powered),
Toughness, Weapon Group Proficiencies (Blaster pistol, blaster
rifle, simple weapons)
ELI TE REPUBLI C CLONE
COMMANDO
S t a t s b y Mr . F e t t
Elite Republic Clone Commandos were the answer to a more
controllable ARC Trooper. ARC Troopers were highly effective,
but just like Jango Fett they were very independent, to the point
of ignoring orders. The Republic couldn’t trust the ARC
Troopers to do missions by themselves unless they had Jedi
supervision. Since the Jedi numbers were so limited to begin
with and only dropping as the war went on, Clone Commandos
were in high demand. While Delta and a few other squads had
seen use at the beginning of the war, more were made to help
supplement the Grand Army.
The Clone Commandos were used a lot a year after the war
started. They were used so much that many considered a squad
was attached to each army. This wasn’t far off from the truth,
but they still weren’t as common as other specialized
Clonetroopers. Some of the most well known Commando
squads are Delta, Kappa, Sigma, Theta, Alpha, Beta, and
Omega.
Elite Republic Clone Commando: Adult Male Human Soldier
6/Elite Trooper 4; Init +2 (+2 Dex); Defense 19 (+7 class, +2
Dex); DR 5; Spd 8m; VP/WP 83/13; Atk +11/+6/+1 melee
(1d3+1, punch) or +11/+6/+1 melee (2d4+1, vibrodagger) or
+13/+8/+3 ranged (3d8, DC-17m) or +13 ranged (5d8,DC-
17m anti-armor attachment) or +13/+8/+3 (3d8+2, DC-17m
sniper attachment); SQ Immunities, Uncanny Dodge (Dex
bonus); SV Fort +10, Ref +6, Will +4; SZ M; FP 1; DSP 1; Rep
+4; Str 13, Dex 14, Con 13, Int 10, Wis 10, Cha 9.
Equipment: Dc-17m w/anti-armor and sniper
attachments, days rations 2, frag grenades 2, Katarn-armor
(comlink, helmet light, vibrodagger, macrobinocular, low-light
vision, +2 equipment bonus to listen and spot checks, and +2 to
Fortitude saves against hostile environments, DR 5)
Skills: Climb +8, Computer Use +6, Demolitions +8,
Intimidate +4, Knowledge (Tactics) +4, Listen +5, Survival +4,
Read/Write Basic, Search +7, Speak Basic, Spot +7
Feats: Armor Proficiencies (light, medium, heavy,
powered), Combat reflexes, Dodge, Endurance, Point Blank
Shot, Precise Shot, Quick Draw, Rapid Shot, Weapon Focus
(DC-17m), Weapon Group Proficiencies (Blaster pistols,
blaster rifles, heavy weapons, simple weapons, vibroweapons)
CLONE GRENADI ER
S t a t s b y Mr . F e t t
Clone Grenadiers are an unknown and under respected
clonetrooper. Their skills are with grenades and mortars. One is
usually in a squad, but that’s in small group formations. When
entire regiments and battalions are involved, entire squads of
Clone Grenadiers are made. Clone Grenadiers also double as
artillery gunners and starship gunners for the Grand Army.
Clone Grenadier: Adult Male Human Thug 8; Init +2 (+2 Dex);
Defense 14 (+2 class, +2 Dex); DR 5; Spd 8m; VP/WP 0/15; Atk
+9/+4 melee (1d3+1, hand) or +10/+5 ranged (3d6, Blaster
Pistol); SQ Immunities; SV Fort +7, Ref +4, Will +1; FP 1; DSP
1; Rep +2; Str 12, Dex 14, Con 12, Int 10, Wis 8, Cha 9.
Equipment: Clonetrooper armor, blaster pistol, comlink,
Mortar Lancher, 5 thermal detonators
Skills: Climb +4, Intimidate +3, Profession (clonetrooper)
+2, Read/Write Basic, Search +2, Speak Basic, Spot +2
Feats: Armor Proficiencies (light, medium, powered),
Toughness, Weapon Group Proficiencies (Blaster pistol, blaster
rifle, simple weapons)
CLONE SHARPSHOOTER
S t a t s b y R o s t e k
Clone Sharpshooters are a rarely seen group of Clonetroopers.
And rarely seen for a good reason: if someone sees them they are
either just about to kill you or they want you to see them. Clone
Sharpshooters are silent killers who also help target areas for
Base Delta Zero. No more then two squads of Clone
Sharpshooters are attached to each army, allowing these
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 9 0
amazing killers to be spread about the galaxy.
Clone Sharpshooter: Male Human Scout 2/Soldier
4/Sharpshooter 2; Init +7 (+3 Dex, +4 Improved Initiative);
Defense +17 (+5 class, +2 Dex); Spd 8 m; VP/WP 52/12;
Atk+10/+5 ranged (3d8/19-20 or DC 18 stun, Blaster rifle,
range 30 m) or +6/+6/+1 ranged (3d8/19-20, Blaster rifle with
Multifire, range 30 m) or +9/+4 ranged (3d6/20 or DC 15 stun,
Blaster pistol, range 10 m) or +5/+5/±0 ranged (3d6/20,
Blaster pistol with Multifire, range 10 m) or +7/+2 melee
(1d3+1, Unarmed); SQ Preferred Weapon +1 (Dc-15x),
Ranged Sneak Attack +1d6, Trailblazing; SV Fort +7, Ref +8,
Will +8; SZ M; Rep 1; Str 13, Dex 17, Con 12, Int 10, Wis 14,
Cha 8.
Equipment: clonetrooper armor (DR 5), blaster pistorl,
scoped DC-15x blaster rifle, utility belt with survival equipment
Skills: Climb+3, Computer Use+3, Craft (blaster pistols
and rifles)+2, Demolitions+5, Disguise+4, Hide+10,
Intimidate+4, Jump+3, Knowledge (wilderness lore)+5,
Pilot+4, Profession (clone trooper)+4, Read/Write Basic,
Repair+4, Search+5, Speak Basic, Spot+8, Survival+7, Treat
Injury+4.
Feats: Armor Proficiency (light), Armor Proficiency
(medium), Armor Proficiency (powered), Far Shot, Improved
Initiative, Point Blank Shot, Precise Shot, Sharp-Eyed, Weapon
Focus (Blaster rifle), Weapon Group Proficiency (blaster
pistols), Weapon Group Proficiency (blaster rifles), Weapon
Group Proficiency (heavy weapons), Weapon Group
Proficiency (simple weapons), Weapon Group Proficiency
(vibro weapons).
SCUBA TROOPER
S t a t s b y Mr . F e t t
Engineered by the Kaminoans to be able to withstand the rigors
of underwater combat, the Republic Scuba Trooper is capable of
extended underwater combat. Considering the lack of
Separatist-controlled water worlds, there never was a real need
for more of these amazing clonetrooper variants.
Scuba Trooper: Male Human Thug 8; Init +2 (+2Dex);
Defense 14 (+2 class, +2 Dex); DR 4; Spd 8m; VP/WP 0/12;
Atk +9/+4 melee (1d3+1, hand) or +10/+5 ranged (3d8-1/19-
20, Water Adapted Blaster Rifle); SV Fort +7, Ref +4, Will +1;
FP 1; DSP 1; Rep +2; Str 12, Dex 14, Con 12, Int 10, Wis 8, Cha
9.
Equipment:Scuba trooper armor, blaster rifle, comlink,
maneuvering pack
Skills: Intimidate +3, Profession (clonetrooper) +2,
Read/Write Basic, Search +2, Speak Basic, Spot +2, Swim +7
Feats: Armor Proficiencies (light, medium, powered), Skill
Emphasis (Swim), Weapon Group Proficiencies (Blaster pistol,
blaster rifle, simple weapons)
S E P A R A T I S T T R O O P S
Made from clones of numerous individuals, the Separatist
troops are cloned forces to combat the Republic Clone army. So
far they have done a wonderful job of doing so, and just
whispering Separatist Commando, quiets a room.
SEPARATI ST COMMANDO
Cloned from 300 of the thousands of CIS organic troops, the
Separatist Commando is the culmination of months of hard
work. They can fight well in large or small groups, and it’s
jokingly said they don’t miss twice. Few have lived to counter
such a claim. Originally made from a Jango Fett template, that
template sample deteriorated after a month. Unconcerned by
this, the CIS clone technicians picked three hundred human CIS
soldiers at random to provide new, more viable templates. This
lead to a varied army that couldn’t easily succumb to a disease
created for one template, like with the Republic’s clone army.
Separatist Commandos are well trained; far better then even
the Republic’s regular clones. Put through a tough training
regime created by Czar and other Mercenary commanders, the
clones quickly learned to become highly versatile and, in theory,
be an army of one. And with new techniques to grow clones
faster, the CIS was able to amass a clone army easily on par with
the Republic quickly. The only prominent disadvantage is that
the Separatist Commandos wear lighter, weaker armor then the
Republic Clones. But, with all of their skills, greater
independent thought, and training, this isn’t a problem.
Separatist Commandos begin to show up towards the end of
year 10 ABN and at the beginning of year 11 ABN. When the
war ended, 99% of all CIS cloning facilities are shut down.
Those that still run have been hidden in backwater areas of the
galaxy, and are helping to build the next army to fight against
the Empire and restore democracy to the galaxy.
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 9 1
Separatist Commando: Adult Male Human, Scout 2/Soldier 3;
Init +6 (+2 Dex, +4 Bonus); Def 16 (+2 Dex, +4 Class); Spd
10m; VP/WP 62/14; Atk +4/+4 or +2/+2/+2 ranged (3d8, crit
19-20, Blaster [Light Repeating]), +5 melee (1d3+1, punch),
+5 melee (1d4+1, Knife), +6 or +2/+2 ranged (3d6, Blaster
[Pistol]); SQ Trailblazing; SV Fort +7, Ref +5, Will +4; SZ M;
FP: 1; DSPs: 2; Rep: +1; Str 13, Dex 15, Con 14, Int 14, Wis 12,
Cha 11.
Equipment: Blaster [Light Repeating], Blaster [Pistol],
Combat Jumpsuit (Damage Reduction: 3), Comlink, Knife,
Macrobinoculars, Medpac, Security kit, Utility Belt
Skills: Climb +2, Computer Use +6, Demolitions +6, Hide
+4, Intimidate +8, Jump +2, Knowledge (Streetwise) +6,
Knowledge (Tactics) +6, Knowledge (Wilderness lore) +6,
Knowledge (World lore) +6, Listen +4, Move Silently +3,
Profession (mercenary) +4, Read/Write Basic, Repair +6,
Search +4, Speak Basic, Spot +3, Survival +8, Swim +0, Treat
Injury +4
Feats: Armor Proficiency (light), Dodge, Improved
Initiative, Mobility, Quickness, Skill Emphasis (Survival),
Stealthy, Weapons Group Proficiency (blaster pistols, blaster
rifles, simple weapons)
NEI MOI DI AN SOLDI ER
Contrary to popular belief, some Neimoidians do like to fight.
The Neimoidian Soldier represents these few individuals willing
to risk their lives to protect important Neimoidian or Trade
Federation officials and key facilities. When the war between
the CIS and the Republic erupted, the Neimoidian Soldiers were
slowly brought to the front lines to help supplement the then
droid forces. Once the CIS’s own clones were ready and
deployed, Neimoidian Soldiers became elite troops used
primarily as bodyguards for now CIS officials and CIS key
facilities. A Neimoidian Soldier’s sniping skills are second to
none with its blaster rifle, almost never missing its target. When
the war ends, many Neimoidian Soldiers become mercenaries,
having shown the galaxy that these Neimoidians are a force to
be reckoned with.
Neimoidian Soldier: Adult Male Neimoidian, Thug 2/Soldier 4;
Init +3 (+3 Dex); Def 15 (+3 Dex, +2 Class); Spd 8m (Armor);
VP/WP 44/16; Atk +10/+5 or +6/+6/+1 ranged (3d8, crit 19-20,
Blaster [Rifle]), +8/+3 melee (1d3+2, punch); SV Fort +8, Ref
+4, Will +1; SZ M; FP: 1; DSPs: 1; Rep: +1; Str 14, Dex 16, Con
13, Int 10, Wis 10, Cha 10.
Equipment: Battle armor [Padded] (Damage Reduction:
4), Blaster [Rifle], Comlink, Utility Belt
Skills: Climb +3, Intimidate +4, Knowledge (Neimoidia)
+2, Profession (neimoidian soldier) +5, Read/Write
Neimoidian, Speak Basic, Speak Neimoidian, Spot +5, Treat
Injury +2
Feats: Armor Proficiency (light, medium), Athletic, Far
Shot, Point Blank Shot, Precise Shot, Toughness, Weapon
Focus (Blaster [Rifle]), Weapons Group Proficiency (blaster
pistols, blaster rifles)
SEPARATI ST FI GHTER PI LOT
When members of one of KSE’s design teams joined the
Separatists, they brought with them a gift: partial designs to a
new Jedi starfighter. With Commander Anakin Skywalker’s
input, they completed the Eta-2 Actis-class Interceptor. But
there was one problem with the design: well trained pilots or
Jedi were needed to fly these fighters properly. The design relied
upon a pilot’s instinct and skill, cutting back on many safety nets
found in fighters like shields. Not wanting to waste this amazing
fighter, the CIS chose 300 of the best Neimoidian pilots within
the CIS, and had these pilots become clone templates for the
Separatist Fighter Pilot. They chose the Neimoidians since their
species as a whole had the most experience with space flight,
and many of the mercenary companies were too hard pressed to
give up the few pilots they had and.
The Separatist Fighter Pilot was, by itself, a good fighter
pilot, but lacked that connection Jedi had with their fighters. So
Neimoidian scientists augmented the pilot’s great skill with
surgically attached data goggles specifically made for fighters.
Originally made for the Trade Federation’s pilots of
Freighters/Battleships, with a slight modification they worked
perfectly with the new Eta-2 Actis-class Interceptor. Separatist
Fighter Pilots became greatly feared by the Republic for their
amazing skills and abilities. Those who survived the war went
rebel or mercenary.
Separatist Fighter Pilot: Adult Male Neimoidian, Soldier 6; Init
+8 (+4 Dex, +4 Bonus); Def 19 (+4 Dex, +5 Class); Spd 10m;
VP/WP 60/10; Atk +10/+5 or +6/+6/+1 ranged (3d6, Blaster
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 9 2
[Pistol]), +5/+0 melee (1d3-1, punch); SV Fort +5, Ref +6, Will
+3; SZ M; FP: 1; DSPs: 1; Rep: +2; Str 8, Dex 19, Con 10, Int
15, Wis 12, Cha 10.
Equipment: Blaster [Pistol], Data Goggles, Flight suit, Tool
kit, Utility Belt.
Skills: Astrogate +16, Computer Use +12, Intimidate +5,
Knowledge (Neimoidia) +6, Knowledge (Tactics) +6,
Knowledge (World lore) +7, Pilot +26, Profession (separatist
pilot) +6, Read/Write Basic, Read/Write Neimoidian, Repair
+16, Speak Basic, Speak Neimoidian, Treat Injury +4.
Feats: Armor Proficiency (light, medium), Dodge,
Improved Initiative, Maneuver Expertise, Skill Emphasis
(Pilot), Starship Dodge (starfighter), Starship Operation
(starfighter), Weapons Group Proficiency (blaster pistols,
blaster rifles, heavy weapons, simple weapons, vibro weapons).
SEPARATI ST ASSAULT TROOPER
The Separatist Assault Trooper is the answer to the short-
comings of the Assault Droid. These soldiers, for instance, use
better tactics when assaulting an enemy vehicle. Also,
Separatist Assault Troopers use either Blaster Cannon’s or
Heavy Repeater Rifles against enemy vehicles. It packs slightly
less power, but they get more shots to compensate for this. They
are one of the few specialized Confederate clones, but do their
job very well.
Separatist Assault Trooper: Adult Male Human, Scout
2/Soldier 4; Init +6 (+2 Dex, +4 Bonus); Def 16 (+2 Dex, +4
Class); Spd 10m; VP/WP 74/14; Atk +5/+5 or +3/+3/+3
ranged (4d8, crit 19-20, Blaster [Heavy Repeating]) or +8
ranged (4d8, crit 19-20, Blaster [Cannon]), +6 melee (1d3+1,
punch), +6 melee (1d4+1, Knife), +7 or +3/+3 ranged (3d6,
Blaster [Pistol]), +7 ranged (8d6+6, Thermal Detonator); SQ
Trailblazing; SV Fort +8, Ref +5, Will +4; SZ M; FP: 1; DSPs:
2; Rep: +1; Str 13, Dex 15, Con 14, Int 14, Wis 12, Cha 11.
Equipment: Blaster [Cannon] or Blaster [Heavy
Repeating], Blaster [Pistol], Combat Jumpsuit (Damage
Reduction: 3), Comlink, Knife, Macrobinoculars, Medpac,
Security kit, Thermal Detonator x4, Utility Belt
Skills: Climb +2, Computer Use +6, Demolitions +6, Hide
+4, Intimidate +8, Jump +2, Knowledge (Streetwise) +7,
Knowledge (Tactics) +8, Knowledge (Wilderness lore) +7,
Knowledge (World lore) +7, Listen +4, Move Silently +3,
Profession (mercenary) +6, Read/Write Basic, Repair +6,
Search +4, Speak Basic, Spot +3, Survival +8, Swim +0, Treat
Injury +4
Feats: Armor Proficiency (light), Dodge, Improved
Initiative, Mobility, Quickness, Skill Emphasis (Survival),
Stealthy, Weapon Focus (Blaster [Cannon]), Weapons Group
Proficiency (blaster pistols, blaster rifles, heavy weapons,
simple weapons)
MY G E E T O
S t a t s a n d B a c k g r o u n d I n f o b y J e d i R a n g e r
Planet Type: Frigid
Temperature: Cold, Wind, Artic
Terrain: Crystallized Glaciers
Atmosphere: Breathable
Gravity: Standard
Length of Day: 26 Hours
Length of Year: 406
Sentient species: Muun
Population: 23 Million
Languages: Muun, Basic
Species Mix: Muun 87%, 13% Other
Planet Function: Trade, Fortress
Government: Federation
Major Exports: Raw Materials
Major Imports: Food, War Machines
R y a n B r o o k s
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 9 3
System/Star: Mygeeto
Name Type Moons
Mygeeto Terrestrial 3
Asteroid Field Asteroid Field 0
DESCRI PTI ON
In the ancient trade language of the Muuns, Mygeeto means
"gem." It's a fitting name for the glittering world, perennially
locked in ice age and covered in crystallized glaciation. Its
internal fires have long cooled, and the geologically dormant
world has left a trove of precious stones within its crust and
mantle. The enormous nova crystal deposits and fields of lasing
crystals have made it one of the most valuable worlds in the
galaxy. The Jedi had longed to explore the world for crystals
suitable for lightsaber use, but since its discovery, Mygeeto had
been firmly in the hold of the InterGalactic Banking Clan.
The gaunt Muun bankers jealously guarded their world with
an intimidating blockade of frigates and cruisers. Daring tales of
raiding the crystal caves of Mygeeto became the stuff of cantina
tall tales throughout the galaxy. If a thief was foolhardy enough
to somehow penetrate the screen of defensive ships, he still had
to contend with a planet that was mostly wasteland. If the harsh
winds and jagged surface weren't discouraging enough,
burrowing through the planet's ice shelves were enormous
worms with voracious appetites and ill tempers.
The few Mygeeto cities that dot the reflective surface are
sunken into the crystalline surface. Drawing power by
synthesizing specific crystal breeds, the cities are built around
enormous capacitor towers that store and distribute energy. The
cities serve to administer the crystal mines, but also are vaults
for the Banking Clan's most security-conscience clients. As
home to the Confederacy's deepest coffers, Mygeeto became a
prime target during the early years of the Clone Wars.
HI STORY
A frigid world of crystallized ice, Mygeeto was a major holding
of the InterGalactic Banking Clan that became a battle site
during the early years of the Clone Wars. General and Jedi
Master Kit Fisto and Commander Serra Keto led the Galactic
Marine clone troopers in extended urban fighting amid the
ultramodern towers of a major Mygeeto city. The blistering
cannonades and laserfire of towering Separatists tri-droids and
Republic artillery carriers reduced much of the city and
crystalline landscape into rubble, polluting the icy winds with a
persistent pall of gray ash.
PEOPLE
The most common race on Mygeeto are the Muun. This tall,
thin, humanoid race is native to the planet Muunilinst. Their
skulls were elongated and thin, with a tall brain cavity and
drooping cheekbones. Their large hands were tipped with
equally long fingers. The skin of the average Muun is a pasty-
white color, the result of living indoors and underground for
much of their lives. A Muun's internal organs were perhaps
most noted for the fact that each Muun has three hearts. They
later found the material rich planet and started to colonize there.
LOCATI ONS
T HE C RYS T AL C AVES
The Numerous caves on Mygeeto are home of some of the finest
crystals in the galaxy. Most are used for ore in materials while
other is used for jewelry. Some of the least known crystals
happen to be the most worthy. For hundreds of years the Jedi
tried to use crystals from Mygeeto, but the planet is firmly under
the control of the IGBC.
KREET OGO
The Capital city of Mygeeto is also the major Starport on the
planet. All trading and Travel comes though this huge main city.
The IGBC has a secondary Base of Operations here; the main
base is on Muunilist.
New Material: Mygeeto
Crystal
Availability: Rare, restricted.
Weight: .5 kg
Price: +70% to object’s price.
Damage Reduction: 10
Wound Points: 10 per cm of thickness
Hardness: 10
Special Properties: When used properly these crystals can be
used for lightsabers. This gives the weapon a +1 to Damage.
C H A P T E R 3 – A L U L L I N T H E WA R
P A G E 9 4
NEW CREATURES/ SPECI ES
C RYS T AL WORM
The huge “digger” worms as many locals call them are the only
surviving creatures on Mygeeto. The Muun decided to keep
them alive because they made mining easier and caves would
constantly be created. They are very dangerous though and that
entire venture into the caves without the right firepower can be
in trouble…big trouble.
Species Traits
Damage Reduction Crystal Worms ignore the first 5 wound
points
Swallow Whole Crystal Worms can Swallow a Medium sized
Being or Creature on a successful grapple check as a free action
Dark Vision The Crystal Worm can see up to 20 meters in total
darkness
Crystal Worm: Huge Predator 8; Init +4: Defense 15 (+5
Natural) DR 5 ;Speed 12m: VP/WP 49/54 Atk +8/+3 Melee
(2d8 Bite) or +8/+3 ( 1d6 Slam); SQ: Damage Reduction 5,
Swallow Whole, Dark Vision; SV Fort+9 Ref+3 Will+8; SZ H
;Face/Reach 8m by 8m/8m; Str 30 Dex 10 Con 27 Int 4 Wis 11
Cha 10 .Challenge Code E.
Skills: Intimidate +9, Listen +8, Move Silently -5, Spot +9
Feats: Improved Initiative, Power Attack
ALLI ES AND ADVERSARI ES
MI NI NG DROI DS
Instead of using valuable organic beings, the Muun use cheap
droids to dig out the raw materials of the Mygeeto caves. While
very good in their service they are also very capable of fighting
back if the situation arises.
Mining Droid: Walking Expert 4/Thug 4; Init +0; Defense 13
(+3 Class); Speed 8m VP/WP 0/12; Atk +7 Melee (1d3) or +7
Ranged (3d6 Blaster Pisto)l; SV Fort+5 Ref+2 Will+5; SZ M;
Face Reach 2m by 2m/2m; Rep+0, Str 10Dex 14Con 12Int 14
Wis 10 Cha 10. Challenge Code B.
Equipment: Environmental Compensator [Cold],
Improved Sensor Package, Infrared Vision, Tool Mount (x2),
Weapon Mount, Blaster Pistol, Welding Laser/Cutting Torch
Skills: Climb+6, Jump +4, Repair +3
Feats: Ambidexterity, Skill Emphasis [Climb], Weapon
Proficiency [Simple, Blaster Pistols]
Cost: 2,100 Credits
AD V E N T U R E HO O K S
Here are some adventures for everyone to enjoy. Some
adventures, though, are interconnected into Super adventures,
and have been broken up to allow side adventures, or as I like to
call it “tangent adventures”, that may occur because of the
adventure.
SMOKE AND MI RRORS
The Separatists are preparing for a major assault on the Core.
But, Core worlds are heavily defended, so a full assault will
prove to be costly and demoralizing. Commander Czar, on
request of the reclusive General Grievouus, asks the heroes for
help. He needs them to jump into the Coruscant System, in a
space transport provided for them by the CIS, and scout the
world for a possible assault. The heroes will be captured when
they enter the system, and will be interrogated. CIS techies will
leave behind incriminating evidence to make it look as though
the heroes are a scouting force for the CIS. When they are
interrogated, they will have to beat a DC of 40 against
intimidation, or else they will tell their mission. That is what
Czar and Grievous are hoping for. Once the interrogation on all
of the heroes is complet, Separatist agents will rescue the
heroes, sealing the deal. When the heroes return back to
Separatist space, they will find out that the Republic was
soundly defeated at Duros. Czar will congratulate the heroes for
their part, saying that they were crucial in the capture of Duros.
Czar will also reward the heroes an appropriate amount of
credits for a job well done.
CRYSTAL HUNTI NG
A d v e n t u r e H o o k b y J e d i R a n g e r
Jedi or not, the hunt for Mygeeto crystals is a worthy adventure.
Rumors of unguarded caves full of rich and powerful crystals are
waiting to be discovered. Watch out for the Crystal Worms and
Mining Droids!
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 9 6
It is a time of endless war, as the Republic strike hard at the
Separatist. With partial success, it seems Palpatine’s dark
dreams will come to fruition. But as times turn dark, a bright
light emerges. A new Order is rising to help bring balance to the
force, led by Anakin Skywalker. But a darker force is also
emerging, as two clones rise up to take the mantle of Sith under
their master, Darth Sidious. By the years end, though, the
Separatists finally strike back.
T I ME L I N E O F T H E
, P T . 4
ABN – After the Battle of Naboo
12 ABN
I In a series of lightning strikes, the Grand Army
of the Republic is able to repel Separatist clone
forces from several worlds within the Core,
Colonies, and Inner Rim. There is heavy loss of
life on both sides.
I Martial Law is declared on all remaining
Republic worlds.
I The clone facility on Faa has perfected its clone
facilities to produce fully mature clones within a
year and secretly informs Chancellor Palpatine
that they are ready for mass production.
I Anakin Skywalker secretly enters the Jedi
Temple. He is drawn to the Jedi Archives to a
rarely used portion of the Jedi library. There he
finds an ancient holocron that seemingly and
inexplicably has drawn Anakin to it. The
holocron's gatekeeper, through telepathy tells
Anakin that the Jedi have lost their way, and
because he is the Chosen One, it is Anakin's
duty to rebuild what was lost. Anakin then
contacts each of the former Jedi and arranges
for them to meet him on the planet Dantooine.
There he will give them each a new purpose
from the will of the Force, a new order - The
Bendu.
I Asajj Ventress, now known to her master as
Darth Tyranus, secretly arrives on Faa, and with
the help of a duplicitous member of Ko Sai’s
staff, deposits her stash of Qui-Gon Jinn and
Anakin Skywalker’s hair sample and a copy of
their brain scans, in order to create clones for
her master. During the cloning process, Assaj
introduce Sith teaching within the flash-
learning program. Upon their completion, the
Qui-Gon and Anakin clones are spirited away to
Thule, in order to indoctrinate them fully into
the Sith.
I The Galactic Senate votes to give Chancellor
Palpatine more and more powers, so that he is
effectively dictator in everything but name.
I Separatist forces, stinging from their recent
losses of territory, renew an effort to retake
those lost worlds.
I It is announced that Queen Amidala is pregnant.
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 9 7
NE W C O R E C L A S S :
B E N D U DI S C I P L E
By will of the Force, Anakin Skywalker is drawn to the Jedi
Archives - to a rarely used portion of the Jedi library. There he
finds an ancient holocron that seemingly and inexplicably has
drawn Anakin to it. The holocron's gatekeeper, through
telepathy tells Anakin that the Jedi have lost their way, and
because he is the Chosen One, it is Anakin's duty to rebuild what
was lost.
Through many hours of meditation, Anakin comes to one
conclusion; he will build a new Force tradition. This new Force
Tradition, which he names after the original tenets of the Jedi
Order, focuses upon the Unifying Force - there is no all-
consuming Dark Side to the Force: there is only the Dark Side of
oneself.
EXPLOI TS
The Bendu Disciple uses all his options to bring about the will of
the Force. He does not see the Force as being neither Light nor
Dark, he see the Force as One. Overall, the Disciple works to
show the Jedi of what they have diverted from, and return to
what is the truth of the Force.
CHARACTERI STI CS
A Bendu disciple's strength flows from the Force, granting him
special powers. This character often masters the ability to feel
and alter the Force within himself and others, as is typified by
the Alter feat.
VI T AL I T Y
Bendu Disciples gain 1d10 vitality points per level. The
character's Constitution modifier applies.
C L AS S S KI L L S
Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int),
Craft* (Int), Intimidate (Cha), Jump (Str), Knowledge* (Int),
Pilot (Dex), Read/Write Language, Sense Motive (Wis), Speak
Language, Treat Injury (Wis), Tumble (Dex), plus all Force
Skills.
*This skill actually encompasses a number of unrelated skills. Each time this
skill is learned, a specific category must also be chosen. Examples include Craft
(droids), and Knowledge (Jedi Lore).
Skill Points at 1st Level: (5 + Int modifier) x 4
Skill Points at Each Additional Level: 5 + Int modifier
CLASS FEATURES
All of the following are to be considered class features.
S T ART I NG F EAT S
Bendu Disciples begin play with the following Feats:
Exotic Weapon Proficiency (lightsaber)
Force-Sensitive*
Weapon Group Proficiencies (blaster pistols, primitive
weapons, simple weapons)
*This feat has associated Force skills. These associated Force
skills are class skills for this character class due to the possession
of this feat.
F ORC E T RAI NI NG
The Bendu Disciple gains a bonus Force feat at 1st, 2nd and 4th
Level. This bonus Force feat must be selected from the following
list.
Alter*, Control*, Sense*
*Once one of these Force feats is selected, its associated Force
skills become class skills for the character.
DEF L EC T ( DEF ENS E)
A Bendu Disciple learns to deflect blaster bolts and other
projectiles with his lightsaber, thereby providing a dodge bonus
to Defense against such attacks. You must be carrying an
activated lightsaber to use this special ability.
Deflecting an attack is a reaction that costs the Bendu
Disciple a move action in his next round. The Bendu Disciple
must indicate that he is using deflect (defense) when an
opponent declares an attack against him but before any attack
rolls are made. When used in this fashion, the Bendu Disciple
gains the dodge bonus against all ranged attacks directed at him
in the round.
Era Notes
The Bendu Disciple is a new Force Tradition that draws on the
original tenets of the Jedi Order. It is unknown what effect of
this new tradition will have on other Force traditions.
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 9 8
Each time the Bendu Disciple gains deflect (defense), it
provides a +1 dodge bonus to Defense when he uses a lightsaber
to block ranged attacks. Deflect (defense) can also be used in
conjunction with total Defense for even greater protection,
providing the dodge bonus for deflecting the attack, and the +4
dodge bonus granted by using total defense.
DEF L EC T ( AT T AC K)
A Bendu Disciple learns to deflect blaster bolts with his
lightsaber to redirect the attack back toward a target within one
range increment of the Jedi's position. The type of blaster used
against the Bendu Disciple governs the range increment. You
must be carrying an activated lightsaber to use this special
ability.
Deflecting and redirecting an attack is a reaction that costs
the Bendu Disciple a move action in his next round. The Bendu
must indicate that he is using deflect (attack) when an opponent
declares an attack against him but before any attack rolls are
made. Both deflect (defense) and deflect (attack) can be used
together in the same round; however, the Bendu Disciple can
decide to forego the Defense bonus in order to receive a better
chance at redirecting the attack.
The Bendu Disciple can deflect and redirects a number of
attacks equal to 1/2 his Bendu level, rounded up. The redirected
attack must miss the Bendu by 5 or less; any attack that hits the
Bendu or misses by 6 or more cannot be redirected. If the Bendu
can redirect the attack, the Bendu immediately rolls an attack
using his lightsaber attack bonus and applies a -4 penalty. If the
attack is high enough to hit, the redirected attack deals damage
to the target (the type of blaster determines the amount of
damage dealt). Each time the Bendu gains deflect (attack), the
penalty associated with the redirected attack is lessened by one.
DEF L EC T ( EXT END DEF ENS E AND AT T AC K)
At 5th level, the Bendu Disciple learns to extend her defensive
and offensive deflection skills to others within 2 meters of his
position. You must be carrying an activated lightsaber in order
to use this special ability.
Now the Bendu can provide a dodge bonus to anyone within
2 meters of his position, and he can deflect and redirect ranged
Table 4—1: Bendu Disciple
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Defense
Bonus
Reputation
Bonus
1st +1 +2 +2 +1 Force training, deflect (defense +1), resist Dark Side +1 +3 +0
2nd +2 +3 +2 +3 Force training +4 +1
3rd +3 +3 +2 +3 Deflect (attack -4) +4 +1
4th +4 +4 +2 +4 Force training +4 +2
5th +5 +4 +3 +4 Deflect (extend defense and attack) +5 +2
6th +6/+1 +5 +3 +5 Increase lightsaber damage, resist Dark Side +2 +5 +2
7th +7/+2 +5 +4 +5 +5 +3
8th +8/+3 +6 +4 +6 Bonus Feat +6 +3
9th +9/+4 +6 +4 +6 +6 +3
10th +10/+5 +7 +5 +7 Deflect (defense +2) +6 +4
11th +11/+6/+1 +7 +5 +7 Bonus Feat, resist Dark Side +3 +7 +4
12th +12/+7/+2 +8 +6 +8 Increase lightsaber damage +7 +5
13th +13/+8/+3 +8 +6 +8 Deflect (attack -3) +7 +5
14th +14/+9/+4 +9 +6 +9 +8 +5
15th +15/+10/+5 +9 +7 +9 Deflect (defense +3) +8 +6
16th +16/+11/+6/+1 +10 +7 +10 Bonus Feat, resist Dark Side +4 +8 +6
17th +17/+12/+7/+2 +10 +8 +10 Deflect (attack -2) +9 +6
18th +18/+13/+8/+3 +11 +8 +11 Increase lightsaber damage +9 +7
19th +19/+14/+9/+4 +11 +8 +11 +9 +7
20th +20/+15/+10/+5 +12 +9 +12 Bonus feat +10 +7
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 9 9
attacks made against anyone within 2 meters of his position. All
rules regarding deflect (defense) and deflect (attack) apply; the
result of this is that the Bendu may extend this ability in order to
help those nearby.
I NC REAS E L I GHT S ABER DAMAGE
Each time the Bendu gains increased lightsaber damage, the
weapon's damage increases by +1d8. This bonus stacks with
any damage increases gained from other classes.
RES I S T DARK S I DE
At 1st, 6th, 11th, and 16th levels, the Bendu Disciple receives a
+1 Force bonus to resist the Dark Side's pull. In instances when
a character is required to make a saving throw, the bonuses that
resist Dark Side provides is added to any attribute modifier
bonus, otherwise, resist Dark Side may be added to any opposed
die rolls, should the Bendu Disciple be targeted by a Dark Side
skill that a saving throw does not require. This bonus is not
cumulative with each successive improvement.
BONUS F EAT
At 8th, 11th, 16th and 20th Levels, the Bendu Disciple gains a
bonus feat. This feat must be selected from the following list:
Acrobatic, Alertness, Athletic, Attuned, Aware, Cautious,
Combat Reflexes, Compassion, Expertise, Mettle, Power
Attack, Quickness, Toughness, Trustworthy, and Weapon
Finesse.
C REDI T S
A 1st-Level Bendu Disciple starts play with 1d6 x 300 credits.
NE W P R E S T I G E
C L A S S : B E N D U
WA R R I O R
VI TALI TY:
The Bendu Warrior gains 1d10 Vitality Points per level plus any
Constitution modifier.
REQUI REMENTS:
Base Attack Bonus: +6
Skills: Battlemind 6 ranks, Tumble 6 ranks
Feats: Force Sensitive, Control, Sense, Alter
Special: Bendu Disciple 1st Level
CLASS SKI LLS
Balance (Dex), Craft* (Int), Intimidate (Cha), Jump (Str),
Knowledge* (Int), Listen (Wis), Move Silently (Dex), Spot
(Wis), Treat Injury (Wis), Tumble (Dex), plus all Force skills.
*This skill actually encompasses a number of unrelated skills. Each
time this skill is learned, a specific category must also be chosen.
Examples include Craft (droids), and Knowledge (Jedi Lore).
Skill Points: 4 + Int Modifier
CLASS FEATURES:
BONUS C OMBAT F EAT
At 1st, 4th and 8th Levels, the Bendu Warrior receives a bonus
combat feat. This bonus feat must be selected from the following
list:
Table 4—2: Bendu Warrior
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Defense
Bonus
Reputation
Bonus
1st +1 +2 +2 +0 Bonus Combat Feat, Deflect (defense +1) +3 +0
2nd +2 +3 +3 +0 Increase Lightsaber Damage (+1d8) +3 +1
3rd +3 +3 +3 +1 Deflect (attack -4) +4 +1
4th +4 +4 +4 +1 Bonus Combat Feat +4 +2
5th +5 +4 +4 +1 Increase Lightsaber Damage (+1d8), improved resist Dark Side +4 +2
6th +6 +5 +5 +2 Deflect (extend defense and attack) +5 +3
7th +7 +5 +5 +2 +5 +3
8th +8 +6 +6 +2 Bonus Combat Feat, Deflect (defense +2) +6 +4
9th +9 +6 +6 +3 Increase Lightsaber Damage (+1d8) +6 +4
10th +10 +7 +7 +3 Deflect (attack -3), improved resist Dark Side +6 +5
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 1 0 0
Advanced Martial Arts, Ambidexterity, Defensive Martial
Arts, Exotic Weapon Proficiency, Improved Critical, Improved
Disarm, Improved Martial Arts, Two-Weapon Fighting,
Weapon Focus, and Weapon Finesse.
DEF L EC T ( DEF ENS E)
A Bendu Warrior learns to deflect blaster bolts and other
projectiles with his lightsaber, thereby providing a dodge bonus
to Defense against such attacks. You must be carrying an
activated lightsaber to use this special ability.
Deflecting an attack is a reaction that costs the Bendu
warrior a move action in his next round. The Bendu warrior
must indicate that he is using deflect (defense) when an
opponent declares an attack against him but before any attack
rolls are made. When used in this fashion, the Bendu warrior
gains the dodge bonus against all ranged attacks directed at him
in the round.
Each time the Bendu warrior gains deflect (defense), it
provides a +1 dodge bonus to Defense when he uses a lightsaber
to block ranged attacks. Deflect (defense) can also be used in
conjunction with total Defense for even greater protection,
providing the dodge bonus for deflecting the attack, and the +4
dodge bonus granted by using total defense.
DEF L EC T ( AT T AC K)
A Bendu Warrior learns to deflect blaster bolts with his
lightsaber to redirect the attack back toward a target within one
range increment of the Jedi's position. The type of blaster used
against the Bendu warrior governs the range increment. You
must be carrying an activated lightsaber to use this special
ability.
Deflecting and redirecting an attack is a reaction that costs
the Bendu Warrior a move action in his next round. The Bendu
must indicate that he is using deflect (attack) when an opponent
declares an attack against him but before any attack rolls are
made. Both deflect (defense) and deflect (attack) can be used
together in the same round; however, the Bendu Disciple can
decide to forego the Defense bonus in order to receive a better
chance at redirecting the attack.
The Bendu warrior can deflect and redirect a number of
attacks equal to 1/2 his Bendu level, rounded up. The redirected
attack must miss the Bendu by 5 or less; any attack that hits the
Bendu or misses by 6 or more cannot be redirected.
I MPROVED RES I S T DARK S I DE
At 5th and 10th levels, the Bendu Warrior receives an additional
+2 Force bonus to resist the Dark Side's pull. In instances when
a character is required to make a saving throw, the bonus that
improved resist Dark Side provides is added to any attribute
modifier bonus, otherwise, resist Dark Side may be added to any
opposed die rolls, should the Bendu Disciple be targeted by a
Dark Side skill that a saving throw does not require. This bonus
is cumulative with any prior resist Dark Side special qualities.
I NC REAS E L I GHT S ABER DAMAGE
Each time the Bendu gains increased lightsaber damage, the
weapon's damage increases by +1d8. This bonus stacks with
any damage increases gained from other classes.
DEF L EC T ( EXT END DEF ENS E AND AT T AC K)
At 6th level, the Bendu Warrior learns to extend her defensive
and offensive deflection skills to others within 2 meters of his
position. You must be carrying an activated lightsaber in order
to use this special ability.
Now the Bendu can provide a dodge bonus to anyone within
2 meters of his position, and he can deflect and redirect ranged
attacks made against anyone within 2 meters of his position. All
rules regarding deflect (defense) and deflect (attack) apply; the
result of this is that the Bendu may extend this ability in order to
help those nearby.
NE W P R E S T I G E
C L A S S : B E N D U
MA S T E R
VI TALI TY
Bendu Master gains 1d8 Vitality plus Constitution modifier per
level .
REQUI REMENTS
Base Attack Bonus: +10
Skills: Farseeing 10 ranks, Telepathy 10 ranks
Feats: Force-Sensitive, Control, Sense, Alter
Special: 10 Bendu Class Levels (Disciple or Warrior)
CLASS SKI LLS
Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy
(Cha), Gather Information (Cha), Intimidate (Cha),
C H A P T E R 4 – T H E T R A P I S S E T
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Knowledge* (Int), Read/Write Language, Sense Motive (Wis),
Speak Language, plus all Force skills.
*This skill actually encompasses a number of unrelated skills. Each
time this skill is learned, a specific category must also be chosen.
Examples include Craft (droids), and Knowledge (Jedi Lore).
Skill Points: 6 + Int modifier per level
CLASS FEATURES
The following are the class features of the Bendu Master:
F ORC E MAS T ERY:
At 1st Level, the Bendu Master gains the Force Mastery feat.
I NC REAS E L I GHT S ABER DAMAGE
Each time the Bendu gains increased lightsaber damage, the
weapon’s damage increases by +1d8. This bonus stacks with
any damage increases gained from other classes.
BONUS F EAT
At 1st, 8th and 10th Levels, the Bendu Master gains a bonus
feat. This bonus feat must be selected from the following list:
Dissipate Energy, Force Mind (Knight Mind, Master Mind),
Lightsaber Defense (Knight Defense, Master Defense), Prolong
Force, and Rage.
Table 4—3: Improved Force Secret
S k i l l s b y A r d e n t
Increase the attack roll bonus provided by Battlemind by +1. Grant a +3 bonus to the result of a See Force check.
Increase the interaction bonus gained from Empathy by +1. Decrease the vitality cost of Telepathy by 1.
Improve the bonus that Enhance Ability grants by +1. Increase the DC to resist Battle Influence by 2.
Improve the bonus that Enhance Senses grants by +1. Increase the damage done by Force Light by +2.
Decrease the vitality cost of Farseeing by 1. Improve the bonus granted by Inspire by +1.
Improve the bonus that Force Defense grants by +2. Increase the DC to resist Malacia by 2.
Increase the damage reduction of Force Shield by +1. Increase the DC to avoid Plant Surge by 2.
Grant a +3 bonus to the result of a Force Stealth check Increase the DC to resist Sever Force by 2.
Increase the damage dealt by Force Strike by +1. Increase the damage done by Force Grip by +1.
Decrease the DC of Friendship checks by 2. Increase the damage done by Force Lightning by +1.
Grant a +2 bonus to the healing result of a Heal Another check. Increase the result of any Alchemy check by +3.
Grant a +1 bonus to the healing result of a Heal Self check. Ignore the fatigue normally caused by ending Control Mind.
Increase the Will DC to see through an Illusion by 2. Increase the result of any Drain Knowledge check by +3.
Decrease the DC for Move Object by 2. Increase the DC to resist Transfer Essence by 2.
Table 4—4: Bendu Master
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Defense
Bonus
Reputation
Bonus
1st +0 +0 +1 +2 Force Mastery, Bonus Feat +2 +2
2nd +1 +0 +2 +3 Increase Lightsaber Damage +2 +3
3rd +1 +1 +2 +3 Force Secret +3 +3
4th +2 +1 +2 +4 Superior resist Dark Side +3 +4
5th +2 +1 +3 +4 Increase Lightsaber Damage +4 +5
6th +3 +2 +3 +5 High Force Mastery +4 +5
7th +3 +2 +4 +5 Force Secret +5 +6
8th +4 +2 +4 +6 Bonus Feat +5 +6
9th +4 +3 +4 +6 +6 +7
10th +5 +3 +5 +7 Bonus Feat +6 +7
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 1 0 2
F ORC E S EC RET
At 1st, 3rd and 7th Levels, the Bendu Master discovers a Force
secret. Each time, the Bendu must select a different secret.
S UPERI OR RES I S T DARK S I DE
At 4th level the Bendu Master receives a one-time +4 Force
bonus to resist the Dark Side's pull. In instances when a
character is required to make a saving throw, the bonus that
superior resist Dark Side provides is added to any attribute
modifier bonus, otherwise, superior resist Dark Side may be
added to any opposed die rolls, should the Bendu Master be
targeted by a Dark Side skill that a saving throw does not
require. This bonus is cumulative with any prior resist Dark
Side and improved resist Dark Side special qualities.
HI GH F ORC E MAS T ERY
At 6th Level, the Bendu Master gains the High Force Mastery
feat.
C A T O NE I MO I D I A
S t a t s a n d B a c k g r o u n d I n f o b y G h e n g i s S k a
System/Star: Lorbilan / (Yellow Dwarf);
Type: Terrestrial;
Temperature: Temperate;
Atmosphere: Type I (breathable);
Gravity: Standard;
Terrain: Valleys; Fog-shrouded tree-lined mountains; city-
bridges
Length of Day: 30 standard hours;
Length of Year: 301 standard days; Satellites: 2.
Planet Function: None;
Government: Trade Federation
Tech level: Space;
Major Population: 280,000 Neimodian;
Major Exports: None;
Major Imports: Luxury Goods;
Starports: 5 Stellar class.
Region: Colonies
System/Star: Lorbilan
Name Type Moons
Lorsel Rock 0
Cato Neimoidia Terrestrial 2
Lorbilan Gas Giant 6
Sular Failed Core 0
DESCRI PTI ON
Cato Neimoidia, a key world of the Confederacy of Independent
Systems and the Neimoidians who manage the Trade
Federation, is one of the wealthiest worlds in the galaxy. Its
polished skylines are suspended upon gently swaying bridges,
feats of architectural wonder spanning the fog-shrouded valleys
of the mountainous world.
The mountains rise as rocky spires jutting above, lower
forested areas and open planes bellow. The skyscraper-filled
cities lining bowed bridges spanning the enormous gaps caused
many non-Neimodians to give the planet the nickname of
"bridge world”. Far bellow these trestle skyscrapers, were fields
of fungus that the Nemodians harvest and used for many
purposes.
A key "purseworld" of the Trade Federation, Cato
Neimoidia is home to many treasure troves belonging to the
greedy Neimoidians. The opulent interiors of Cato Neimoidia
are stocked with riches, gleaming precious metals, and other
gaudy examples of excess. Cato Neimoidia is the oldest of the
purse worlds and the most exclusive. Only the richest of a very
wealthy culture can live here. The planet itself helps to protect
their troves of treasure; subterranean vaults are guarded by
difficult landscapes and seemingly endless battle droids. Not
wanting to live far from the vaults, yet not trusting anyone to get
R y a n B r o o k s
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 1 0 3
too close to them, the Neimoidians built bridge cities suspended
above the foggy grottos that hold their treasures.
HI STORY
As an ancient spacefaring species, the Neimoidians have
colonized hundreds of worlds. Such planets became the basis of
their riches, as the aggregate resources of their colonial
holdings funneled back to their home world of Neimoidia. Cato
Nemoidia, like many of the planets in the system and those
surrounding Neimodia, were colonized in various waves, as
many of the Neimodians fled Neimodia. They didn’t do it to
escape poverty, war or pollution, they did it for quit the opposite
reason in the case of poverty, they did it because they could
afford to.
The most prestigious of the colonies were the so-called
purse worlds. These were not simply resource-rich planets of to
be strip-mined and exploited they served as administrative
posts, managing their own set of colonies. They alone were
allowed to carry the name of Neimoidia. Among the most
famous of purse worlds were Cato Neimoidia, Koru Neimoidia
and Deko Neimoidia. Cato Nemoidia, Deko Neimoidia, and
Koru Neimoidia are worlds for the rich and pampered, the
worlds where the Nemoidian elite can exercise their greed, and
store the treasures they gain from simpering underlings and
those they trade with.
As worlds of the rich and decadent in Neimoidian culture,
they were the ones that funded the take over of the Trade
Federation several decades before the Battle of Naboo, hoping
to increase trade to the Outer Rim worlds while maintaining an
equitable balance between the poorer worlds of the Rim and
their richer, Core-ward kin. But in the end, all of the Neimoidian
worlds fell during the final days of the Clone Wars. Cato
Neimoidia itself was the site of several major engagements
during the Clone Wars.
During the Republic’s search for the Leaders of the
Separatist then-Supreme Chancellor Palpatine targeted the
worlds of the Separatists to both rob them of their support and
to try to run many of the leaders to ground; in such a move Cato
Neimoidia, Deko Neimoidia and Koru Neimoidia were
captured by the Old Republic's military forces, during the
search for Nute Gunray.
However the Republic was ultimately victorious, securing
the worlds, if just tenuously. Pockets of resistance continued to
flourish in scattered bridge cities, resulting in regular Republic
patrols to quell any uprisings.
PEOPLE
The Neimoidians of Cato Neimoidia, like the Neimoidians of
Neimoidia, resemble the Duros in many physical respects, but
that is the end of the resemblance. They have smooth, greenish
skin and large, red eyes; the cranium is more developed, and
studded with small knobs and bumps. Their mouths are down-
turned, giving them a perpetual frown. They continue the
traditions of the home world, which instill the greed and avarice
in them, the tradition of rearing the young in communal hives
from birth. The harsh conditions of given limited access to food
during grubhood, weeds out the weak: those that can't get food,
quickly die.
More than on Neimoidia, those from planets like Cato
Neimoidia, are conscious of rank and position. Going above and
beyond the methods developed on the home worlds are a way to
increase status. In addition to the elaborate headdresses, and
clothing giving indicators of rank and status, property held on
worlds like Cato Neimoidia are a sure way to higher acclaim.
The larger the building, with more floors and stuff in it, the more
prestigious showing of status and wealth, to the point that in the
final days of the Clone wars, Nute Gunery couldn’t stand to have
the possibility of losing any possessions because he would have
lost rank and position, that he risked a Republic attack force to
gather his treasures.
LOCATI ONS
DEKO AND KORU NEI MOI DI A
These three Neimoidian worlds were the targets of massive
assaults during the final days of the Clone Wars, Cato, Deko and
Koru Neimoidia. Each was Neimoidian purse-world, funneling
vast amounts of revenue into the coffers of the Trade Federation
during the height of the Clone Wars. Each was a pampered
organizational hub that when it fell would topple many other
planets in the Neimoidian sphere of influence. Not only was
each a hub of control, they were important in Neimoidian
society playing key roles in the war effort. Cato Neimoidia and
Koru Neimoidia produced foodstuffs, Cato in the form of the
Nutritive fungus, and Koru in the form of a meat paste,
developed from many of the insects they used as well. Deko
Neimoidia was a direct off shoot of much of the Neimoidian
C H A P T E R 4 – T H E T R A P I S S E T
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culture producing droids, droid parts, and technology. All there
worlds were captured at the end of the clone wars by Republic
military forces, during the search for Nute Gunray. Later the
riches and complexes were used for the advancement of the
Empire.
F UNGUS F ARM
The lowest levels of many buildings in general Neimoidian
architecture, and on Cato Neimoidia they were built within the
tall mountains to keep them underground, allowing for stable
temperatures. These fungus farms were where the nutritive
fungus was grown, that is feed to the Neimoidian grubs as food,
as well as for export to fill the Neimoidian and thus the Trade
Federations coffers. The farms composed multiple levels of a
complex, from rooms just for the storage of the processed
fungus, to areas for the processing, as well as areas were it grew
on the Manax plants, and areas for storage to support areas for
the harvester droids, and the beetles that brought in the plant
material. Almost all of the work is done in the area by droids not
just because the e Neimoidians are by nature lazy, but because
of the high content of spores released within a fungus farm can
have bad effects. Some species are deathly allergic while others
like humans become disoriented from inhaled spore. There are
immense rooms that take up whole levels of buildings that are
occupied by just the fungus growing on the Manax compost.
MANAX GROVE
The Manax fruit tree is a native to Cato Neimoidia, and is used
extensively in the production of the nutritive fungus paste that
was exported from Cato Neimoidia. Harvester beetles would cut
down the trees, and bring them back into the fungus farms
where the leaves and bark were stripped off and composted to be
the used as a growth medium for the fungus. The fruits were
harvested as well and sold when in season to get as much out of
the groves as possible.
NEW TECHNOLOGY
F UNGUS S PORES
The Spores in a Fungus farm can be very thick in the air of
certain levels of the Neimoidian buildings. Species that enter
those areas and are affected by the spores have a number of
drastic effects.
When inhaled the spores act like a mild poison or possible a
deadly poison to some species. Any creature exposed to the
spores can be affected for 10 minutes after inhalation, any round
in which they encounter the spores they must make a Fortitude
DC 16. For each additional round of exposure the DC raises by 1
until affected or they no longer exposed to the spores. If the save
fails for a sensitive species (such as humans) they take initial
damage 1d4 Intelligence and 1d4 Wisdom damage. Secondary
damage consists of hallucinations. The game effects of
hallucination being negatives to all d20 bases roles, every roll
the character attempts for the next 10 minutes suffers a -6. In
other species in which the spores are toxic the damage is instead
initial 2d6 and secondary 2d6 Constitution.
For the GM: The following sections are intended for the GM only;
if you are a Player Character please stop reading.
NEW CREATURES/ SPECI ES
NEI MOI DI AN HARVES T ER BEET L E
An insect native to Cato Neimoidia, these huge beetles many
being over five-meters in length, they have four stout legs, spine
covered carapace, flat heads with huge jaws, and long looping
antennae. The beetles were employed in the making of the
Nutritive fungus, bred to work almost nonstop, as long as the
hives food supplies were low, the beetles would go out, and
harvest from the Manax grooves, depositing the harvest which
was spirited away by droids, to be processed into compost. As
long as the complex in the beetle hive was never filled, the
beetles would continue to harvest: Harvesting was
accomplished with the jaws that are used to cut down trees and
grains that are then placed on the backs of the beetles. A whole
swarm would take turns cutting, moving across a field, cutting
and depositing its harvest on it be back. The spines keep the
plant material from falling off of the beetle as it moved through
a grove or field. Once beetles had a full load it would return to
the nest and unload its harvest, going back out again.
Neimoidian Harvester Beetle: Adult Forest, Vermin 3; Init -1
(-1 Dex); Def 18 (-1 Dex, -2 Size, +10 Natural, +1 Templates);
Spd 12 m; VP/WP 26/34; Atk +4 or -1 melee (2d6+4, crit 20,
bite), -1 ranged (by weapon); SQ Antenna, Dark vision (20m),
Insectoid, Pheromone communication; SV Fort +6, Ref +2, Will
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 1 0 5
+3; SZ H; Face/Reach 4 m by 15 m/2 m; Str 19, Dex 9 , Con 17,
Int 1, Wis 15, Cha 3.
Skills: Climb +9, Hide -9, Listen +6, Search +8, Spot +4 ,
Survival +6.
Feats: Skill Emphasis (Search)
Antennae – The sensitive antennae give the Beetles a +4 on
search checks.
Insectoid - this creature has no discrete anatomy when it suffers
wound point damage; it is not required to make a fortitude save,
and is not considered fatigued - it is immune to critical hits.
Pheromone communication – Harvester beetles have a
pheromone communication system, where they can almost
instantly transfer information from one to another.
NEI MOI DI AN HARVES T ER S OL DI ER BEET L E
A larger more aggressive version of the Harvester Beetle, the
spines on its back were much reduced, but its mandibles were
over developed. The Soldier beetles guarded the swarms of
harvesters, using the antennae; they would direct the swarm
and give commands. The antennae of the soldiers as well as
those on the harvester exuded and decoded powerful
pheromones. They could respond the signals given off by a
wounded harvester, and send out pheromones to calm, or excite
the harvesters or other soldiers. They controlled the orders for
stopping and starting the harvest cycle and mush of the friend or
foe recognition within the swarm. When the Republic took Cato
Neimoidia the soldier beetles were used as infantry against the
Grand Army of the Republic.
Neimoidian Harvester Soldier Beetle: Adult Forest, Vermin
3/Predator 2; Init +3 (-1 Dex, +4 Bonus); Def 23 (-1 Dex, -2
Size, +10 Natural, +6 Templates); Spd 12 m; VP/WP 39/34; Atk
+1 ranged (by weapon), +10 or +5 melee (2d10+5, crit 20, bite);
SQ Armored, Dark vision (20m), Insectoid, Pheromone
communication; SV Fort +9, Ref +5, Will +3; SZ H; Face/Reach
4 m by 15 m/2 m; Str 21, Dex 9, Con 17, Int 1, Wis 15, Cha 3.
Skills: Climb +10, Handle Animal +2, Hide -9, Listen +6 ,
Search +1, Spot +4, Survival +6.
Feats: Improved Initiative, Weapon Focus (Bite)
ALLI ES AND ADVERSARI ES
NEI MOI DI AN HOME DEF ENS E L EGI ONS
During the Clone Wars, the Neimoidian Home Defense Legions
doubled their conscription rate, and called up all reservists for
active protection of Neimoidia and her purse worlds. As such,
the gently swaying bridge-cities became filled with Neimoidian
tanks, mansions became billeted with soldiers and gunners, and
polished skyscrapers and gilded towers were studded with anti-
star fighter emplacements.
Neimoidian Home Defense Legion: Adult Male Neimoidian,
Thug 3; Init +1 (+1 Dex); Def 12 (+1 Dex, +1 Class); Spd 8m
(Armor); VP/WP -/12; Atk +2 melee (1d3-1, punch), +4 or
+0/+0 ranged (3d8, crit 19-20, Blaster [Rifle]); SQSV Fort +4,
Ref +2, Will +3; SZ M; FP: 0; Rep: +0; Str 9, Dex 13, Con 12 ,
Int 12 , Wis 14, Cha 9.
Equipment: Battle armor [Medium] (Damage Reduction:
5), Blaster [Rifle]
Skills: Appraise +3, Balance -4, Bluff +1, Climb -6 Escape
Artist -4, Hide -4 Intimidate +4, Jump -4, Knowledge (World
lore (Neimodidia)) +3, Move Silently -4, Pilot +3, Profession
(Soldier) +5, Read/Write Neimoidian, Read/Write Pak Pak,
Ride +3, Speak Neimoidian, Speak Pak Pak, Swim -6, Treat
Injury +3
Feats: Armor Proficiency (light, medium), Weapons Group
Proficiency (blaster pistols, blaster rifles, vibro weapons)
F E L U C I A
S t a t s a n d B a c k g r o u n d I n f o b y G h e n g i s S k a
System/Star: Feluc / (Yellow Dwarf);
Type: Terrestrial;
Temperature:; Moist, Hot
Atmosphere: Type I (breathable);
Diamater: 12671 km
Gravity: Standard (1.19g);
Terrain: Forest of Fungus, Mountains
Length of Day: 19 standard hours;
Length of Year: 311 standard days;
Function: Palatial Retreat
Government: Corporate
Type: Terrestrial
Day length 32 hours,
C H A P T E R 4 – T H E T R A P I S S E T
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Days in year: 226,
Satellites: 1
Population: 80000,
Starports: 2 Stellar class,
Planet Function: None;
Government: Corporate;
Tech level: Space;
Major Population: 280000 Gossam;
Major Exports: None;
Major Imports: Luxury Goods;
Region: Outer Rim
System/Star: Feluc
Name Type Moons
Noglor Hot House 0
Felucia Terrestrial 1
Jurseltro Arid 0
Jumphinonwat Gas Giant 8
DESCRI PTI ON
Felucia is a world teeming with fungal life-forms, and immense
primitive plants. Much of the planet has a fetid, humid
landscape overgrown by forests of bizarre wilderness. Much of
the native of the life on Felucia are partially or completely
translucent; they color the sunlight as the beams of it penetrate
their skin. Beneath the hazy canopies of the enormous pitcher
plants and leafy growths is a surreal color-drenched landscape.
Felucia is a dense mixture of yellow, blue and green hues,
expressed through exotic vegetation and fungi, including
enormous bottle-like pitcher plants that color the sunlight like a
stained-glass window. It has been described it a "kelp planet"
and a "fungus planet. Native creatures include large grub-like
beetles used as mounts and translucent life forms, like
gossamer-winged birds with flesh like gummy candy.
HI STORY
The Gossams colonized Felucia early in their interplanetary
history, before moving onto larger and more lucrative exploits.
The planet was colonized just before their home world, Castell,
was bought by the Commerce Guild. Many economists
speculate that the rapid colonization activities contributed to
the planet-wide economic depression that struck Castell. When
this happened individuals killed each other for food, jobs, and
passage off-planet. Many that left in that time period traveled to
places like Felucia, or the other Gossam Colonies. However
Felucia was a challenging world to colonize. Many of the
indigenous plants aggressively defend themselves. Sharp barbs,
shooting spores, and poisonous defenses scuttled early attempts
at agriculture. Many left for greener pastures, but for those that
remained, the Gossam colonists carved out a few footholds on
the planet, exploiting its porous crust and expansive arterial
network of underground and surface water circulating around
the planet. This allowed modern water processing to be
concentrated in several key locations, efficiently scrubbing the
waters and ridding it of harmful, naturally occurring impurities.
Deemed too wild to support massive Gossam colonies, Felucia
eventually became an exotic retreat for the wealthy and the
poorly paid citizens that supported their extravagant whims.
Felucia was one of three worlds that were a "triad of evil"
that served as Separatist bastions. Although the planet was
besieged by the Grand Army of the Republic, the Commerce
Guild was able to drive the attack off multiple times. Much of the
planets defenses were based on repelling an Air assault, the
Commerce guild hoping that the terrain, numerous Pinnacle
Mountains and dense flora, would limit a ground campaign.
However in the final stages of the war a second attack was
launched when it was learned that Shu Mai had returned to
Felucia.
R y a n B r o o k s
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 1 0 7
PEOPLE
The People of Felucia are strictly divided; you are either one of
the pampered privileged, or almost a slave in service to the rich
and the corporations they control. The Commerce Guild
through Shu Mai firmly held the population in check, with little
independence. There were three main cities of note: Kway
Teow, Har Gau and Niango. If a member of the working class
did not live there, it was huddled in a few scattered townships
founded by escaped workers and fugitive union organizers. The
rich typically had palatial estates removed enough from the
cities to not be bothered by the riff raff, but still close enough to
use its resources. By the time of the Clone Wars, Felucia had a
beleaguered and terrified population, afraid of those that
controlled the planet, and the Republic. Many of the cities were
damaged, and little care was given to the safety of the population
by those from the Commerce Guild, more care was given by the
Jedi who came to take control of the planet, as they were killed
by Order 66 while undertaking an attempt to stop the
Commerce Guild from poisoning the entire population.
LOCATI ONS
S HU MAI ’ S C OMPOUND
Though Commerce Guild President Shu Mai called Castell the
planet of her birth, her home was Felucia. She had a sprawling
complex on Felucia, it was a series of domed buildings, built on
a mountain side, and resting on a cliff overlooking a portion of
the dense jungles in the valley bellow with a striking waterfall
and river running along side, just outside the city of Kway Teow.
While the compound was situated in a location with a
spectacular view, it was also a strategic location, high on a cliff
with a narrow roadway leading up to it; infantry would find it
difficult to reach. While it could be taken in an aerial strike, it
was heavily shielded and defended with anti-air guns and
missiles. The compound served as a remote office and private
retreat. Inside this expensive domicile she engineered a spiteful
contingency plan should Felucia ever fall. Natural toxins,
harvested from Felucia's untamed wilderness, were refined and
loaded into pumps in key locations in the water network. If
released, they would quickly course through the waterways to
poison all the cities of Felucia and the surrounding areas,
making the planet a costly and deadly "prize" for the Republic.
NI ANGO MEDI C AL F AC I L I T Y
Niango is one of the few cities on the planet, and because of the
extensive poisonous wildlife and flora, it has one of the best
poison control centers in the Colonies at its Medical Facility.
When the Clone Wars erupted, Felucia was one of the first sites
targeted by the Republic because of the medical facility in
Niango. Nerve toxins used in the war by the Separatists military
were found to have their source as bio-molecules create in the
Niango Medical Center on Felucia. A squad of Clone
Commandos was able to destroy the facility in the first attack on
the planet.
NI GKOE DET ENT I ON F AC I L I T Y
The Nigkoe Detention center was a civil and military complex
used to house first civil dissidents and criminals from Felucia,
because of the strict control the Commerce guild kept on anyone
not in the elite privileged class the center was state-of-the-art.
The Facility is a small ziggurat like structure, pressed against a
mountain range, at its back for protections, and surrounded by
a large ray and particle field. The complex has multiple cells,
designed to hold multiple species and prisoners. The Cells are
on the middle level; the upper level contains the personnel,
computer clusters, as well as anti air defenses.
F EL UC I A C I T I ES
The Jedi and Republic forces defended three large civilian
centers on Felucia during the war, Har Gau, Jiaozi and Niango.
Shu Mai had set a trap in her complex deciding rather than to
lose the planet to the Republic, she would make it worthless. A
trap that released a deadly toxin into the water supply was set
off; pumping stations at the three civilian centers were targeted
by the Jedi to save the people.
NEW TECHNOLOGY
F ERA NA - C L AS S C RUI S ER
Craft: Cygnus Spaceworks' Commerece Guild Ferana-class
Cruiser; Class: Space transport; Cost: 1.09 mCr; Size: Medium
(50m length); Initiative: +2; Crew: 10 (Normal +2);
Passengers: 0; Cargo Capacity: 1,200 Metric tons;
Consumables: 2 Months; Hyperdrive: x1.25 (backup x4);
Maximum Speed In Space: Attack (7 squares/action);
Atmospheric Speed: 1065 km/h (18 squares/action);
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Maneuvers: +2 (+2 crew); Defense: 20 (+10 armor); Hull
Points: 200 (DR 30); Shield Points: 100 (DR 30).
Weapon: Proton Torpedo Launcher [Small] (1); Fire Arc:
Front; Attack Bonus: +2 (+2 crew); Damage: 9d10x2; Range
Modifiers: PB +0, S/M/L N/A.
Weapon: Laser Cannon [Heavy] (2); Fire Arc: Front;
Attack Bonus: +2 (+2 crew); Damage: 4d10x2; Range
Modifiers: PB +0, S -2, M/L N/A.
For the GM: The following Sections are intended for the GM only,
if you are a Player Character please stop Reading.
ALLI ES AND ADVERSARI ES
GOS S AM C OMMANDOS
The rest of the population at the height of the Clone Wars is in
the form of Gossam Commandos. The Commandos are an all
Gossam Military unit originally based on the planet Castell, they
were dispatched to the planets like Moorja and Felucia to protect
the facilities there
Gossam Commando: Adult Male Gossam, Thug 3/Soldier 1;
Init +3 (+3 Dex); Def 16 (+3 Dex, +2 Class, +1 Size); Spd 6m;
VP/WP 6/15; Atk +5 melee (1d2, punch), +8 or +4/+4 ranged
(3d6, Blaster [Pistol]), +9 or +5/+5 ranged (3d8, crit 19-20,
Blaster [Rifle]); SQ +1 bonus on attack and damage rolls with
ranged weapons, for targets with 10m.; SV Fort +6, Ref +4, Will
+2; SZ S; FP: 0; Rep: +0; Str 11, Dex 17, Con 12, Int 13, Wis 12
, Cha 12.
Equipment: Blast vest and Helmet (Damage Reduction: 2),
Blaster [Pistol], Blaster [Rifle], Field Kit (Contains 2x
condensing canteens with water purification, 1x sunshield roll,
1x week's worth of food rations, 2x glow rods, 2x breath masks,
24x filters, 12x atmospheric canisters, and an all-temperature
cloak.), Utility Belt (Contains 3 days rations, 1x Medpac, 1x
Tool kit, 1x Power pack, 1x Energy Cell, 1x Glow rod, 1x
Comlink, Couple Empty Pouches)
Skills: Balance +2, Climb +1, Computer Use +2, Diplomacy
+5, Escape Artist +2, Hide +6, Intimidate +5, Jump +1, Move
Silently +2, Pilot +4, Profession +4, Read/Write Gossam, Ride
+9, Speak Gossam, Swim +1, Treat Injury +3.
Feats: Armor Proficiency (light), Point Blank Shot,
Toughness, Weapon Focus (Blaster [Rifle]), Weapons Group
Proficiency (blaster pistols, blaster rifles, heavy weapons, vibro
weapons)
NEW CREATURES/ SPECI ES
GORRENT H
Large bipedal reptilian creatures, used as mounts on Felucia,
they had small beady eyes set in splayed heads, and large floppy
ears. They are beasts of burden and a primary food supply. They
have long arched necks, and curved hunched backs. Small
mouths allow them to quietly and diligently eat many of the
large plants. Their white coloring helps to protect them from the
UV in the atmosphere.
Gorrenth: Adult Forest, Herd Animal 3; Init +0 (+0 Dex); Def
13 (+0 Dex, -1 Size, +4 Natural); Spd 16 m; VP/WP 24/20; Atk
+0 ranged (by weapon), +2 or -3 melee (1d4+2, crit 20, bite), +2
or -3 melee (1d4+2, crit 20, slam); SQ Domesticated; SV Fort
+10, Ref +1, Will -1; SZ L; Face/Reach 2 m by 4 m/2 m; Str 15,
Dex 11, Con 20, Int 2, Wis 10 , Cha 6.
Skills: Hide -4, Listen +8, Search -3, Spot +8, Survival +1.
Feats: Alertness, Resist Poison
Gelagrubs
The Gelagrub is a native gelatinous larva-like ground beetle with
a semi-translucent skin. These 4 Meter long and about 2 meter
tall insects are the Larval stage of the Gelagrub The Gelagrubs
are most docile and easily domesticated during the larval stage,
and are used by the Gossam colonists as mounts. They are strict
Herbivores eating the native plant life they are able to
metabolize UV-filtering chemicals from the flora, and distribute
them to subdermal ducts, this protects the grub from the Power
full rays of the sun. As such, the gelagrubs are constantly eating,
maintaining its natural sunscreen in the process. When a
gelagrub pupates and emerges as a hard-shelled ground beetle,
its carapace is brilliantly reflective, bouncing back the worst of
the sun's rays. The sunlight that drenches Felucia in golden
energy has more intense concentrations of ultraviolet radiation
than most habitable worlds. To compensate, much of Felucia's
native life have developed one of two adaptations; in the case of
the gelagrub, both adaptations are present in the creature's
multi-stage life.
Gelagrub: Adult Forest, Scavenger 2/Vermin 2; Init +0 (+0
Dex); Def 11 (+0 Dex, -1 Size, +2 Natural); Spd 16 m; VP/WP
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40/18; Atk +1 ranged (by weapon), +4 or -1 melee (1d6+3, crit
20, bite); SQ Darkvision (20m), Domesticated; SV Fort +14,
Ref +3, Will -4; SZ L; Face/Reach 2 m by 4 m/2 m; Str 16, Dex
10, Con 18, Int 1 , Wis 6, Cha 4 .
Skills: Climb +5, Hide -4, Listen +0, Move Silently +2 ,
Search +1, Spot +0, Survival +2
Feats: Resist Poison
MU S T A F A R
S t a t s a n d i n f o r m a t i o n b y G h e n g i s S k a
System/Star: Mustafa/Mustafa (Orange Dwarf);
Type: Terrestrial;
Temperature: Hot;
Atmosphere: Type II (marginal);
Gravity: Standard;
Terrain: Barren, Cratered, Mountains, Volcanic;
Length of Day: 18 standard hours;
Length of Year: 376 standard days;
Satellites: None.
Planet Function: Natural Resources;
Government: Alliance/Federation;
Tech level: Space;
Major Population: 1000 Kubaz;
Major Exports: Metals, Minerals, Raw Ore;
Major Imports: Foodstuffs;
Starports: 1 Standard class.
Mustafa System
Name Type Moons
Mustafa Gas Giant 3
Mustafar (terrestrial)
Mustafan
Musta
Omkar Gas Giant 6
Al Gas Giant (ringed) 12
Bimbrillkur Gas Giant 8
En Gas Giant (ringed) 11
Selant Failed Core 3
Asteroid Field
Nubtisbar Gas Giant 6
DESCRI PTI ON
Mustafar is a barren world with little indigenous life, barren
fields of hardened lava, and currently erupting mountains fill the
sky with sulfurous fumes, and make it extremely hot, from orbit
it looks like a burning cinder of coal.
HI STORY
Little life has evolved on Mustafar, but being unclaimed and rich
in mineral wealth and natural resources, it was subject to
exploration by the Mustafar workers. They worked in largely
automated huge lava harvesting plants that move across the
surface to make a tidy profit from harvesting the lava and other
natural resources for export. Few beings can survive in the
searing heat of the planet (see the sever heat section of the RCR)
with out protective equipment. Since it is so unwelcoming and
largely ignored in the galaxy, it was one of several worlds that
were in consideration for retreat and a hide out by the Separatist
council
PEOPLE
Little life evolved on Mustafar. The predominate life form are
the Lava flees, which are naturally resistant to the heat, and the
Mustafarians, who are the only sentient life to evolve on the
planet. They closely resemble Kubaz, but it is unsure of a
connection since the Mustafarians aren’t very talkative about
themselves.
R y a n B r o o k s
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LOCATI ONS
Lava harvesting plants are scattered about, that serve as
dwellings for the Kubaz and possibly for others.
UT A P A U
S t a t s a n d i n f o r m a t i o n b y G h e n g i s S k a
Planet Type: Terrestrial;
Temperature: Hot;
Terrain: Plains, Rift Valleys, Sinkholes;
Atmosphere: Type I (breathable);
Gravity: Standard;
Diameter:
Length of Day: 22 standard hours;
Length of Year: 226 standard days;
Sentient species: Utai, Pau'an;
Population: 1.15 million
Languages: Utai, Pau’an, Basic
Species Mix: 60% Utai, 30% Pau’an, 10% mixed
Planet Function: Homeworld, Trade;
Government: Feudalism;
Tech level: Space;
Major Exports: Agricultural Products, Livestock, Starfighters;
Major Imports: Luxury Goods, Technology [Mid], Water;
Starports: 1 Stellar class, 4 Standard class, 5 Limited class.
System/Star: Uta/Utapau (Yellow Dwarf)
Uta System
Name Type Moons
UtapauTerrestrial 8
Nalronas
Kamior
Dursum
Bancron
Gan
Nat
Rutrurban
Corbasin (inhabited)
Kalsul Desert 1
Pinzocsav Iceball with Ring (broken moon)
DESCRI PTI ON
Uta’puan is an outer rim world of vast arid plains and immense
sinkholes, it is a peaceful world with few ties to the CIS or the
Republic. The sinkholes contain most of the free water, and can
be very wet and marshy at the bottoms of them. A peace full
planet with two indigenous sentient life forms, that exists
almost symbiotically. The languid Pau’uan consist of the
modest patrician class, and are city administrators and
bureaucrats. The Utai make up the labor class and have
traditionally lived in the Sinkholes while the Pau’uan lived on
the surface proper. It has numerous moons of varied size, only
its 8th moon is inhabited by a small colony.
HI STORY
Uta’puan derives its name from the two species that inhabited
the planet, the stoic and purposeful Utai and the Pau’an who are
methodical and slow of purpose. An out of the way world with
little connection to either the Republic or the Separatists it had
minor connections to the Trade Federation like Naboo did, as a
planet with little ties to the rest of the galaxy for much of galactic
history, and thus few neighbors or trade partners to raise an
initial alarm it was one of the planets chosen as a possible refuge
or place for the separatist council to retreated to if the war
worsened.
In the long history of the planet, the Pau’an were surface
dwellers, staying on the dry arid wind swept surface; here they
developed means to be naturally resistant to the drying winds.
Over time the populations became segregated from each other,
the communities of the Pau’an were disjointed by the formation
of sinkholes, and large fissures. While they were rarely
completely isolated, great energy and resources had to be spent R y a n B r o o k s
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to get around many of the colossal sinkholes and other
topographical features, causing a splintering of the Pau’an
because communities could became largely isolated. Over time
this led to many dialects forming, the dialects lead to friction and
in many cases open conflict, in many cases over valuable
resources. Over time, and as climatic situations worsened many
of the Pau’an migrated into the more resource rich sinkholes to
join the Utai. When this occurred matters only got worse, as the
Utai were brought into the mix. Eventually the great Teom
Medon unified Utapau as a single culture centuries ago, one of
the steps to unification was that only two languages were
allowed to prevail from the cultures, Utai and Paun.
The Utai have always lived in the sinkholes because of the
rich resources they provide in agriculture, as well as mineral and
animal wealth. The Utai domesticated the local varactyl and use
them as beasts of burden, making use of almost every aspect of
the creature from its hide for leather, to it’s meat, which is
exported and a stable of the diet. While rains are not infrequent,
surface water is scare, the porous nature of crust means much of
the water that falls on the surface quickly seeps into the soil, or
even into cracks and fissures in the rocks, running and washing
down forming sinkholes and crevices. In these sinkholes
immense and diverse ecosystems develop, many segregated
from other sinkholes, but there were almost as frequently
sinkholes connected by underground fissures and channels cut
through the rock. Thus with many Utai communities
connected they develop and stable, some say very stable
community type, that when the Pau’uan eventfully migrated
into the sinkholes for survival were able to use as bases of labor,
but rarely exploiting them, worked to manage and direct.
PEOPLE
Two distinct sentient species populate the planet Uta’paun the
Utai and the Pau’uan. Over long years the two species have
almost developed a symbiotic relationship, the Utai act as the
Labor class, while the Pau’uan are the administrators and ruling
class. Both species work together for the betterment of the
planet and the communal good. Rarely seeking the concerns of
the outlying galaxy, but willing to occasionally embrace it for
things unable to be obtained or produced on Utai.
LOCATI ONS
Many of the cities are formed from the ancient tunnels that were
formed by the water seeping down through the rock to collect in
the bottoms of the massive sinkholes, some as wide across as 10
kilometers.
PAU C I T Y
Is the major trade center on Uta’paun, and have the largest and
most dependable landing pads, and docking ports. It resides in
a huge sinkhole, some 8 kilometers across, the city spirals up
along both the walls of the hole, and down into the earth, being
built out and in the crevice walls. Ringed all around the walls of
the whole, and into the crevices are entryways, and landing pads
for the dwellings within. While many Pau’uan have the means
to require repulsor lift technology and do so, to flight from one
side of the hole to the other, few Utai do or care to, instead using
the varactyls as a means to travel. The varactyls can climb up and
down the walls with ease.
PAU' AN
PERS ONAL I T Y
Pau’an are long lived, making them to be considered lazy by
galactic neighbors, they have a long outlook on life tend to look
towards the future, not rushing to get things done today, when
they can be planed out and done properly. They excel as
bureaucrats and administrators taking great care in planning
and slowly and methodically fulfilling those plans. They
typically will not rush to action, even if it is warranted they will
get others to the things for them, on their native world that is the
Utai, that go about doing the labor and work keeping the Planet
function on the menial level, while the Pau’an keep it everything
running smoothly and efficiently.
DES C RI PT I ON
The Pau’an have gray skin, with ridges or creases that tend to be
darker, and help to retain water, allowing them to conserve it.
They have a dry baked look that comes from an outer cuticle,
that grows from underneath, and pushes upward, forming a
protective layer. Originally the evolved from a warm blooded
nocturnal species of reptiles that were predatory in nature, and
to this day still carry some of those traits. They have long claws
on their hands, as well as sharp teeth in double rows in their
jaws, the diet is still largely raw meet, from which they draw
much of their water, cooking it tends to dry it out to much
making it very unpalatable but has no other ill effects. Another
adaptation for water retentions is that they have no blood in the
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outermost layer of skin, also to help preserve the water loss and
for efficient usage of it. This skin layer is actually a thick waxy
cuticle.
HOMEWORL D
Utapan located in the Uta sector in the Outer Rim
L ANGUAGES
Pau’an speak and read Paun and Basic, many also learn Utai
EXAMPL E NAMES
Timon Medon, Teom Medon, Lampay Fay
AGE I N YEARS
ADVENT URES
any Pau’an adventurers are Nobles, however some also become
Soldiers.
S PEC I ES T RAI T S
I Ability Modifiers: +2 Intelligence, -2 Charisma
I Size: As medium beings, Pau’an have no
modifiers based on size.
I Speed: Pau’uan base speed is 10 m
Special Qualities
I Dehydration Tolerance: Pau’an receive a +2
bonus on Constitution checks or Fortitude saves
to avoid or resist harmful effects from heat and
dehydration
I Light Sensitive: Pau’an are unable to see well
because of over stimulation of the eyes when in
bright sunlight they takes a –1 penalty on attack
rolls, Search checks, and Spot checks.
I Low-Light Vision: Pau’ans have eyes that are so
sensitive to light that they can see twice as far as
normal in dim light. Low-light vision is color
vision. They can see outdoors on a moonlit night
as well as they can during the day.
I Natural Dryness: Pau’ans still need to consume
water, but having evolved on the dry surface
does not require as much as other species. They
only require ¼ the amount of water a normal
medium sized humanoid needs to stay alive.
I Pau'an: Adult Male Pau'an, Commoner; Init +0
(+0 Dex); Def 10 (+0 Dex, +0 Class); Spd 10m;
VP/WP -/10; Atk +0 melee (1d3, punch), +0
ranged (by weapon); SQ Drought Tolerance,
Light sensitive, Low-light vision, Natural
Dryness; SV Fort +0, Ref +0, Will +0; SZ M; FP:
0; DSPs: 0; Rep: +0; Str 10, Dex 10, Con 10, Int
12 , Wis 10, Cha 8.
I Equipment:
I Skills: Craft (any) +1 (+1 ranks), Knowledge
(any) +1 (+1 ranks), Profession (any) +1 (+1
ranks), Read/Write Pau'an, Speak Basic, Speak
Pau'an
I Unspent Skill Points: 1
Feats:
UTAI
PERS ONAL I T Y
toic and pragmatic, the Utai will seem resigned to a fate while
planning to change it after a long an deliberate wait, when the
time is right they will take action, but waiting and planning can
last far longer than other species would wait for.
PHYS I C AL DES C RI PT I ON
Short stocky with wide splayed eyes the Utai form the labor
class, they originally domesticated the varactyl and many still
serve as wrangles to these dragon like mounts today. They have
brown gray skin, with three fingers and a thumb on a hand.
There face is elongated in a head that sweeps back in almost a
cone, with a small mouth at the end of what resembles a snout.
They have large eyes that are distended and set wide, giving a
large field of vision, and are able to see in total darkness. . They
evolved in the deep crevices of the sinkholes, before the Pau’an
were forced bellow.
HOME WORL D
Utapau, located in the Uta sector in the Outer Rim
L ANGUAGES
Utai speak and read Utai and Basic, many also learn Paun
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EXAMPL E NAMES
AGE I N YEARS
Not as long lived as the Pau’an but still longer than the average
human.
ADVENT URES
Many Utai adventurers are Fringers or Scouts, working closely
with many of the animals and continue to do so when they travel
off world.
S PEC I ES T RAI T S
I Ability Modifiers: -2 Strength, +2 Dexterity
I Size: As small beings, Utai gain a +1 size bonus
to their Defense, a +1 size bonus on attack rolls,
+4 size bonus on Hide checks. They must use
smaller weapons than Medium Size beings use,
and their lifting and carrying limits are three
quarters those of Medium-size beings.
I Speed: Utai base speed is 6 m
I SQ: Dark vision
I Distended eyes: Utai have wide placed eyes,
which gives them the Alertness feat as a bonus
feat.
I Species Class Skills: because of their long
association and decades of working with
animals like the Boga, the Utai have as a class
skill Handle Animal.
Free Languages: Read/write and speak Utai, and speak Basic
Utai: Adult Male Utai, Commoner; Init +1 (+1 Dex); Def 12 (+1
Dex, +0 Class, +1 Size); Spd 6m; VP/WP -/10; Atk +0 melee
(1d2-1, punch), +2 ranged (by weapon); SQ Darkvision,
Distended Eyes; SV Fort +0, Ref +1, Will +0; SZ S; FP: 0; DSPs:
0; Rep: +0; Str 8, Dex 12, Con 10 , Int 10, Wis 10, Cha 10.
Equipment:
Skills: Craft (leather work) +1 (+1 ranks), Handle Animal
+3 (+1 ranks, +2 misc), Hide +5 (+1 Dex, +4 misc), Knowledge
(any) +1 (+1 ranks), Listen +2 (+2 misc), Profession (any) +1
(+1 ranks), Read/Write Utai, Ride +3 (+1 Dex, +2 misc), Speak
Basic, Speak Utai, Spot +2 (+2 misc)
Feats: Alertness, Animal Affinity
NEW CREATURES/ SPECI ES
VARAC T YL
S t a t s b y G h e n g i s S k a
Adult Subterranean, Herd Animal 6; Init +3 (+3 Dex); Def 17
(+3 Dex, -2 Size, +6 Natural); Spd 14 m, climb 10 m; VP/WP
59/50; Atk +4 ranged (by weapon), +7 melee (1d6+6, crit 20,
bite), +2 melee (1d6+9, crit 20, tail slam), +2 melee (2d4+6, crit
20, claw x2); SQ Bonus class skill (Balance, Climb, Jump),
Domesticated; SV Fort +12, Ref +5, Will +2; SZ H; Face/Reach
4 m by 10 m/3 m; Str 23, Dex 16, Con 25, Int 2, Wis 15, Cha 6.
Skills: Balance +8, Climb +17, Hide -5, Jump +13, Listen
+10, Spot +6, Swim +8, Tumble +8
Feats: Acrobatic, Alertness, Athletic
Notes: These large creatures have powerful tails, that are 10
m in length alone, starting from near the back of the neck; a
ridge of spines protrude, these are used in defense from
predators, both as a passive defense from creatures biting into it,
as well as an attack method. Bluish green in color, with beak and
bright plumage the Varactyl are domesticated by the Utai; they
are used as beasts of burden in hauling as well as transportation.
Five toes with claws on their feet provide excellent purchase for
climbing.
Combat: Varactyls will use its claws first, and then biting
second if pressed.
Pounce: If a varactyl charges, it can make a full attack in the
same round
NE W S T A R F I G H T E R
P- 38 STARFI GHTER
B a c k g r o u n d I n f o b y D a r i o n A ' r e s
The Porax-38 starfighter was an all purpose starfighter
designed by the Buuper Torsckil Abbey Devices Company of the
desert world of Utapau. The sleek one-man snubfighter was
designed for the 'short' Utai race and could not accomodate the
taller Pau'an. It was mass produced and was one of the planet's
primary exports to other worlds and quickly was adopted
sporadically throughout the galaxy. It's sturdy armor plating
and shields raise it up as a defensive standard that few non-
military starfighters of the time could match. Its two laser
cannons provide it with an adequate, if affordable, offensive
weapon to increase the craft's and pilot's survivablity. These
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features proved it could take a heavy beating, defend itself and
keep valuable pilots around long enough to develop the piloting
experience of a veteran.
It also had an acute sensor package that exceeded most
models commonly found in the spacelanes. This combined with
its powerful engines and manueverable thrusters allowed it to be
a highly versatile and fairly agile fighter, truly a force to be
reckoned within both atmospheric and spatial combat
engagements. The ship was equiped with a x2 hyperdrive giving
it an invaluable feature that kept it from being limited to being
transported through hyperspace. The hyperdrive alone
increased its sales and production rates on the private sector
exponentially; very few other starfighters were manufactured
with hyperdrives already installed. It could escort ships, patrol
spacelanes and make hyperspace jumps. The Porax-38
starfighter was not the best craft of its type in the galaxy but its
versatility and price made it a popular choice for personal crafts
to pirate fighters to planetary defense corps.
Buuper Torskil Abbey Devices Porax-38 (P-38) Starfighter;
Crew: 1 (skilled +4); Class: Starfighter; Hyperdrive: x2; Size:
Tiny (12.7m long); Initiative: +6 (+2 size, +4 crew);
Passengers: none; Maneuver: +6 (+2 size, +4 crew); Cost:
145,000 (new), 55,000 (used); Defense: 22 (+2 size, +10
armor); Cargo Capacity: 60kg; Shield Points: 30 (DR 10);
Consumables: 20 days; Hull Points: 130 (DR 10); Maximum
Speed in Space: Ramming (9 squares/action); Atmospheric
Speed: 1,090 kph(18 squares/action)
Weapon: Laser Cannons (2 fire-linked); Fire Arc: Front;
Attack Bonus: +12 (+2 size, +4 crew, +6 fire-control);
Damage: 6d10x2; Range Modifiers: PB +2, S/M +0, L -2
C L O N E S O F A
NA S C E N T E MP I R E
Cloned from the hairs of Qui-Gon Jinn and Anakin Skywalker,
Darth Scourge and Darth Vader are growing to become
powerful Sith. Together with Lady Tyranus, they have been
working with the Republic to undermine the Separatists, with
some success. There is to be only two Sith, and time will tell who
will become Darth Sidious’s apprentice.
DARTH SCOURGE
Darth Scourge is a clone of the noted Jedi Master Qui-Gon Jinn.
Darth Tyranus acquired genetic material to clone Qui-Gon Jinn
a few years ago back on Yavin IV. When the clone awoke in the
dark, he could feel a malignant presence close by. Slipping out
of the Spaarti Cylinder, he clothed himself with a uniform that
was set out for him. He then approached this malignant
presence, who introduced himself as Darth Sidious. Sidious
explained to the clone that the galaxy was in chaos and that he
needed followers to restore order to the Galaxy. With a hunger
he was unable to explain, the clone offered to do anything
Sidious wanted, or die trying.
Darth Scourge: Adult Male Human, Jedi Guardian 6/Sith
Warrior 3/Sith Lord 3; Init +2 (+2 Dex); Def 22 (+2 Dex, +10
Class); Spd 10m; VP/WP 118/12; Atk +14/+9/+4 melee
(1d3+2, punch), +14/+9/+4 ranged (by weapon), +15/+10/+5
melee * (5d8+2, crit 19-20, Lightsaber); SQ Clone, Dark Side,
Deflect (Attack -4, Defense +3, Extend Defense and Attack),
Enemy Bonus +1, Increase Lightsaber damage +3d8, Resource
Access; SV Fort +12, Ref +13, Will +12; SZ M; FP: 9; DSPs:
20; Rep: +4; Str 14, Dex 15, Con 12, Int 17, Wis 16, Cha 15.
Equipment: Aquata Breather, Comlink, Lightsaber, Utility
Belt [Jedi]
* Darth Scourge has constructed his own Lightsaber.
Skills: Computer Use +5, Craft (lightsaber) +7, Intimidate
+12, Knowledge (Jedi lore) +9, Knowledge (Sith lore) +11, Pilot
+8, Read/Write Basic, Read/Write Sith, Speak Basic, Speak
Huttese, Speak Shyriiwook, Speak Sith, Spot +7, Treat Injury +9
Force Skills: Affect Mind +12, Battlemind +7, Enhance
Ability +7, Farseeing +7, Force Defense +9, Force Grip +13,
Force Lightning +11, Force Stealth +6, Force Strike +9, Move
Object +8, See Force +5
Feats: Armor Proficiency (light), Combat Expertise,
Combat Reflexes, Exotic Weapon Proficiency (lightsaber),
Force-Sensitive, Headstrong, Improved Critical (Lightsaber),
Weapon Finesse (Lightsaber), Weapon Focus (Lightsaber),
Weapons Group Proficiency (blaster pistols, simple weapons,
vibro weapons)
Force Feats: Alter, Burst of Speed, Control, Force Mastery,
Hatred, Knight Defense, Lightsaber Defense, Malevolent, Sense
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 1 1 5
DARTH VADER
Darth Vader is a clone of Anakin Skywalker, the Jedi Order's
"Chosen One." When Darth Tyranus obtained genetic material
from both Anakin Skywalker and Qui-Gon Jinn, she did not
realize the dangers of her actions. During his training on Thule,
Darth Vader repeatedly was encouraged by his master Darth
Sidious to embrace the Dark Side.
Later; Sidious would give Vader a chance to finish what his
previous apprentice, Darth Maul, had started all those years
ago: the complete eradication of the Jedi Order. And who would
be best to do this, in Vader's opinion, but him. Yet before this
could happen, Vader had to prove his superiority over Tyranus
and Scourge. And Vader will make sure that Sidious sees this,
one way or the other.
Darth Vader: Adult Male Human, Fringer 1/Jedi Guardian
8/Sith Acolyte 3; Init +3 (+3 Dex); Def 22 (+3 Dex, +9 Class);
Spd 10m; VP/WP 120/15; Atk +12/+7 melee (1d3+2, punch),
+13/+8 ranged (by weapon), +14/+9 melee * (3d8+2, crit 19-
20, Lightsaber); SQ Clone, Deflect (Attack -4, Defense +1,
Extend Defense and Attack), Fringer bonus class skill (Repair),
Increase Lightsaber damage +1d8, Tainted, Skywalkers gain
the Force-Sensitive feat for free and ignore the "Force Level 1st"
prerequisite when selecting the primary Force feats [Control,
Sense, and Alter]; SV Fort +13, Ref +12, Will +9; SZ M; FP: 9;
DSPs: 10; Rep: +2; Str 14, Dex 17, Con 15, Int 14, Wis 14,
Cha 14.
Equipment: Comlink, Lightsaber, Utility Belt
* Darth Vader has constructed his own Lightsaber.
Skills: Hide +4, Intimidate +6, Knowledge (Podracing) +6,
Knowledge (Sith lore) +11, Knowledge (Tatooine) +6, Pilot
+17, Read/Write Basic, Read/Write Huttese, Read/Write Sith,
Repair +7, Search +6, Speak Basic, Speak Huttese, Speak Sith,
Spot +6, Survival +5
Force Skills: Affect Mind +8, Alchemy +10, Battlemind
+13, Enhance Ability +10, Force Defense +7, Force Grip +10,
Force Strike +9, Heal Another +0, Heal Self +6, See Force +8,
Telepathy +6
Feats: Combat Expertise, Combat Reflexes, Exotic
Weapon Proficiency (lightsaber, sith sword), Force-Sensitive,
Gearhead, Improved Critical (Lightsaber), Power Attack, Skill
Emphasis (Pilot), Weapon Focus (Lightsaber), Weapons
Group Proficiency (blaster pistols, primitive weapons, simple
weapons)
Force Feats: Alter, Attuned, Control, Knight Defense,
Lightsaber Defense, Rage, Sense, Sith Sorcery
AD V E N T U R E HO O K S
Here are some adventures for everyone to enjoy. Some
adventures, though, are interconnected into Super adventures,
and have been broken up to allow side adventures, or as I like to
call it “tangent adventures”, that may occur because of the
adventure.
CAN YOU SPARE SOME
I NTELLI GENCE?
The Republic is gearing up for an assault on the Mid Rim in
preparation for the Outer Rim Sieges, and Palpatine sees Ando
as a logical stepping stone towards that assault. He hires the
heroes to gain intelligence on Ando, in preparation for the
Republic assault. They have one week to set up and gain the
necessary info on enemy numbers and defense emplacements, if
any. Palpatine also gives them a Republic Intelligence agent and
the Jedi Master Ryo Yori to help them in their job. But what no
G r a n t G o u l d
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 1 1 6
one knows is that the agent is a double-agent working for Count
Dooku. He will do all that he can to ensure any key intelligence
stays out of Republic hands. Palpatine makes it clear that he
isn’t responsible if they don’t leave by the time they attack and
nothing will stop the timetable set out by the Senate for the
assault. Working against the clock, the heroes must not only get
the key information before the assault comes, but they must stop
the double-agent in their mist.
J EDI MAS T ER RYO YORI
Ryo is a rarity of his species: a Jedi Trandoshan, as well as a
peaceful Jedi Trandoshan. Trained by Jedi Master Kal Remos,
Ryo has become an accomplished Jedi. When the call was made
to the Jedi to become Generals of the Grand Army, Ryo at first
refused. But when he heard of the horrors the Separatist were
committing, even Ryo was angered beyond belief. He decided to
help Republic Intelligence since it would allow him to fight
against the Separatists as well as keeping the fighting to a
minimum. The last mission Ryo did was the Assault on Ando.
He stayed behind to help the clones keep order. When Order 66
was given, Ryo had already disappeared, having caught word
from an old contact in the Republic of his impending doom. It is
likely he hid on Ando.
Ryo Yori: Adult Male Trandoshan, Jedi Consular 8/Jedi
Investigator 3; Init +1 (+1 Dex); Def 20 (+1 Dex, +8 Class, +1
Species); Spd 10m; VP/WP 88/10; Atk +11/+6 melee * (4d8+1,
crit 19-20, Lightsaber), +9/+4 melee (1d3+1, punch), +9/+4
ranged (by weapon); SQ Contacts (Bothan Spynet, x1),
Darkvision, Deflect (Attack -4, Defense +2, Extend Defense and
Attack), Favor +1, Healing, Increase Lightsaber damage +2d8,
Jedi Knight, Profile, Target bonus +2; SV Fort +8, Ref +7, Will
+10; SZ M; FP: 10; Rep: +2; Str 13, Dex 12, Con 10, Int 18, Wis
14, Cha 14.
Equipment: Lightsaber, Utility Belt
* Ryo Yori has constructed his own Lightsaber.
Skills: Bluff +12, Computer Use +6, Craft (lightsaber) +6,
Diplomacy +14, Gather Information +12, Intimidate +14,
Knowledge (Alien species) +6, Knowledge (Jedi lore) +8,
Knowledge (World lore) +6, Pilot +5, Read/Write Basic,
Read/Write Dosh, Search +5, Sense Motive +8, Speak Basic,
Speak Dosh, Speak Shyriiwook (Understand Only), Spot +6,
Treat Injury +6
Force Skills: Affect Mind +8, Empathy +8, Enhance Senses
+8, Farseeing +10, Force Stealth +8, Force Strike +10,
Friendship +8, Heal Another +8, Heal Self +8, Move Object
+10, See Force +8, Telepathy +10
Feats: Combat Expertise, Exotic Weapon Proficiency
(lightsaber), Force-Sensitive, Low Profile, Persuasive,
Trustworthy, Weapon Focus (Lightsaber), Weapons Group
Proficiency (blaster pistols, simple weapons)
Force Feats: Alter, Control, Form VI Mastery, Link, Sense
KOF F I S ENT
A Republic Intelligence agent, Koffi had always wanted
something better then what the Republic offered. When one of
Count Dooku’s agents approached him about a possible double-
agent job, Koffi accepted. The money was good, and all
indications pointed to the Separatist’s winning the war. Even as
the war turned against the Separatists, he stayed loyal to them in
the hope of being rewarded when they pulled off an impossible
victory. His last double-agent mission brought him to Ando,
where he worked against a group of heroes preparing
information for a Republic assault. His whereabouts’ after the
Republic took Ando are unknown, but it is thought he died
during the mission.
Koffi Sent: Adult Male Human, Scoundrel 6; Init +1 (+1 Dex);
Def 15 (+1 Dex, +4 Class); Spd 10m; VP/WP 36/10; Atk +4
melee (1d3, punch), +5 or +1/+1 ranged (3d8, Blaster [Heavy
Pistol]); SQ Illicit barter, Lucky (2/day), Precise Attack +1; SV
Fort +2, Ref +8, Will +2; SZ M; FP: 0; Rep: -1; Str 10, Dex 13,
Con 10, Int 14, Wis 10, Cha 16.
Equipment: Blaster [Heavy Pistol], Comlink [Encrypted],
DataPad [Personal], Security kit, Utility Belt
Skills: Appraise +6, Astrogate +6, Bluff +11, Computer Use
+8, Disable Device +8, Disguise +8, Escape Artist +6, Gather
Information +11, Hide +6, Knowledge (Alien species) +6,
Knowledge (Bureaucracy) +6, Knowledge (Streetwise) +6,
Knowledge (Technology) +4, Knowledge (World lore) +6,
Listen +8, Move Silently +6, Pilot +4, Profession (Republic
Intelligence Agent) +5, Read/Write Basic, Repair +7, Search
+6, Sleight of Hand +5, Speak Aqualish, Speak Basic, Speak
Geonosian, Spot +6, Tumble +4
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 1 1 7
Feats: Alertness, Lightning Reflexes, Low Profile,
Persuasive, Skill Emphasis (Gather Information), Weapons
Group Proficiency (blaster pistols, simple weapons)
AND THEY THOUGHT FELUCI A
WAS BAD!
The Separatist are under siege by the Republic at Felucia.
Captain Mansur Hisein, commander of naval and ground forces
of the planet, needs help to alleviate the pressure the Republic is
putting on Felucia. To do that, he hires the heroes for a two-
prong sabotage plan. First, they must sabotage the Republic
power generator to shut-down their base defenses. Then they
must take the shuttle that is heading up to the Venator-class Star
Destroyer Republic Justice for repair parts, and sabotage the
Justice’s power generator to cripple the ship. Once they do that,
Hisein can have a two-prong attack happen, wiping out the
Republic’s ground force in a lightening strike of Confederate
ground force while Hisein’s ship, the Recusant-class Light
Destroyer Dac Pride will destroy the crippled Republic Justice.
But the heroes face two heavily guarded facilities, and while
they can run away from the Republic base on Felucia, they are
trapped on Republic Justice if they are caught. To help ensure
they make it past Republic security, they are given Republic
Tech uniforms, bombs disguised as tools and ID’s. Made by
Bothans and nearly identical to the real thing, Clonetroopers
must beat DC 30 to realize these are forged. On the Republic
Justice, the security is far more stringent, and the Clonetroopers
there must only beat DC 20. When they sabotage the Justices
power generator, the heroes are to take an escape pod and
return to the planet.
MANS UR HI S EI N
An ex-special forces captain, Mansur Hisein has become a
Captain of the Recusant-class Light Destroyer Dac Pride. The
huge jump in his career happened when he complained that the
starship his forces were assigned to was a disgrace to the CIS
Navy and he could make them a far better. The captain was
infuriated by this, and challenged him to command his ship for
one month, using what ever ways he felt were necessary. For one
month, that ship ran at 110% efficiency, and Commander Czar
and General Grievous saw this. They rewarded him with a
Captainship of Dac Pride. Now assigned to Felucia, he also
helps coordinate ground forces as well as Felucia’s space
defense. So far he enjoys his job, though he finds his officers on
Dac Pride to be a little weak compared to his old command staff.
He likes those who aren’t willing to bend on their morals and are
willing to fight for what they believe in. Having never grown out
of the ground force, he still wears his Medium Battle armor he
grew accustomed to. Though people are warned to never
challenge Hisein; he will use every trick he has to “win”. Calling
him a sore loser would be an understatement.
Mansur Hisein: Middle Age Male Quarren, Soldier 4/Scout
3/Elite Trooper 2/Noble 1/Officer 3; Init +6 (+2 Dex, +4
Bonus); Def 21 (+2 Dex, +9 Class); Spd 8m (Armor); VP/WP
124/11; Atk +11/+11/+6 or +9/+9/+9/+4 ranged (3d8, crit
19-20, Blaster [Light Repeating]), +12/+7 melee (1d3+2,
punch), +12/+7 melee (2d4+2, Vibrodagger), +12/+7 or
+8/+8/+3 ranged (3d6, Blaster [Pistol]); SQ Breathe
Underwater, Favor +1, Heart +1, Leadership, Low-light vision,
Noble bonus class skill (Bluff), Requisition Supplies,
Trailblazing; SV Fort +11, Ref +10, Will +10; SZ M; FP: 2;
Rep: +6; Str 15, Dex 14, Con 11, Int 17, Wis 13, Cha 13.
Equipment: Battle armor [Medium] (Damage Reduction:
5), Blaster [Light Repeating], Blaster [Pistol], Comlink
[Encrypted], DataPad [Personal], Holoprojector [Personal],
Macrobinoculars, Medpac, Utility Belt, Vibrodagger
Skills: Astrogate +6, Bluff +6, Climb +4, Computer Use +6,
Demolitions +6, Diplomacy +6, Gather Information +6, Hide
+4, Intimidate +6, Jump +4, Knowledge (Confederacy) +10,
Knowledge (Mon Calamari) +8, Knowledge (Streetwise) +9,
Knowledge (Tactics) +10, Knowledge (World lore) +9, Listen
+6, Move Silently +4, Pilot +6, Read/Write Basic, Read/Write
Quarrenese, Repair +8, Sense Motive +6, Speak Basic, Speak
Calamarian, Speak Neimoidian, Speak Quarrenese, Spot +6,
Survival +6, Swim +9, Treat Injury +6
Feats: Armor Proficiency (heavy, light, medium, powered),
Dodge, Improved Initiative, Mobility, Persuasive, Point Blank
Shot, Precise Shot, Starship Operation (starfighter), Weapon
Focus (Blaster [Light Repeating]), Weapons Group Proficiency
(blaster pistols, blaster rifles, heavy weapons, simple weapons,
vibro weapons)
CLOSE, BUT NOT CLOSE ENOUGH!
( REPUBLI C)
The newly formed Clone Intelligence has found the location of
General Grievous’s Battlefield Command Center: Utapau. The
Republic has readied an entire armada of 35, plus the lead ship,
C H A P T E R 4 – T H E T R A P I S S E T
P A G E 1 1 8
ships to capture Utapau. This armada is being lead by the
Indomitable and General Kal Remos. Remos hires the heroes to
help him with bringing down the Separatist military leadership.
Remos is to take down General Grievous, while the heroes go
after Sev’rance Tann and Commander Czar. The heroes are to
go down in a LAAT/i with the first wave and help secure the
Separatist Head Quarters in Pau City. In the process, they are to
capture any Separatist military leadership. But that is easier said
then done. Both Sev’rance Tann and Czar are able warriors, and
both have skill with the lightsaber. Neither Tann nor Czar can be
killed. If the heroes try to, something will stop them. Ultimately,
when they do capture them, Grievous will come after them,
over-power the heroes, and free them both. Grievous may be
insane now, but he knows when he has a good command staff
and refuses to leave them to the Republic. After Utapau is
secured, they find Kal Remos in a temporary Med-Center, being
bandaged. Grievous had escaped. Kal shrugs and says Czar,
Tann and Grievous all attacked him and overwhelmed him.
They escaped after they thought they thought Kal had fallen off
a ledge. Kal thanks the heroes for their help, and says the
Republic is forever in their debt for all that they did.
CLOSE, BUT NOT CLOSE ENOUGH!
( SEPARATI ST)
The CIS has become aware that their latest Battlefield
Command Center, Utapau, is about to become under attack by a
large Republic armada. The Separatist are desperate to evacuate
the world before the coming assault, so Commander Czar hires
the heroes to help facilitate the evacuation. The evacuation of
the population and military personal will be half way completed
when the Republic arrives. A desperate battle ensues as the
heroes must control the remaining evacuees heading towards
their ships. During this process Republic clones open fire on the
evacuees. Separatist troops will try to hold them off, but they
will need help from the heroes to hold them off. Once the GM
decides everyone is aboard, the heroes will be rushed on the last
transport. As they ship lifts off, the heroes will see the city
aflame. Once the fleet pulls out of the system, a message from
Commander Czar comes in for the heroes. If any of the heroes
ask about the Utai and Pau’uan, Czar informs them few were
able to actually leave the city. From what Czar saw, most were
slaughtered by the Republic. He thanks them for all their help
none the less, and promises the sacrifices they made and those
who fought and died on Utapau made will not be in vain.
Revenge will be sought!
F OR GM’ S :
An ironic twist could have half of the group fighting for the
Republic, the other half fighting for the Separatist’s. While this
made lead to a very interesting moment when both groups meet
on Utapau, it could also lead to the heroes turning against each
other. If you, the GM, don’t want a scenario like that, just lead
the heroes on a maze through the city. Pau City is not only huge,
but it is also multi-leveled, leading to many opportunities where
the heroes can avoid each other.
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 2 0
The Sith are now ready to strike out at the Republic, and wait for
their masters signal to take over. Yet all of the Sith’s plans have
fallen apart. The Separatists have taken over almost seventy five
percent of the galaxy, and their drive through the Core is
destroying the Republic's key worlds. The Sith faces internal
rivalries with each other as each Sith apprentice works to
undermine his or her counter part and ultimately become
Sidious’s new apprentice. The Separatists look set to win this
war, but are also suffering from internal problems. This could
bring the Separatists down in their moment of triumph if the
Sith find out about this.
T I ME L I N E O F T H E
, P T . 5
ABN – After the Battle of Naboo
13 ABN
I
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 2 1
A Deadly Meeting…
"Welcome Lord Vader," greets the clone of Anakin Skywalker as
he enters the antechamber of Lord Sidious' Sith temple on Thule.
"We have been discussing that unpleasantness that
happened in the Rhen Var System haven't we, Gentlemen!"
Vader instantly lowers himself down on one knee, and cringes
inwardly as he remembers the indignation of the fleet under his
command, suffering such a humiliating defeat by Separatist forces.
"Rise, my friend. Lady Tyranus has informed me that that fool
of a Jedi leading the Separatists Taskforce at Rhen Var may as yet
be recruited to our cause. She is too quick to anger. Even her
aides fear for their lives."
Immediately rising back to his feet, Vader casually looks
around at all those at the conference table.
"Master, I am not worthy to be called Sith. Please allow me
to end my life so that you won't have such an unworthy vassal to
command your forces."
"That is enough!" Lord Sidious spat. "You have known me
long enough that I will not tolerate the throwing away of assets that
are still useful."
Without looking around any farther, Vader quickly glances
around the chamber and takes in the measure of those who are
there. Among the six beings present, he sees a fellow Sith, Lord
Scourge arms crossed stroking his goatee, lost in thought. To
Scourge's right, Commander Tarkin, governor of Thule staring at
Vader without expression. To Scourge's left, sits Kilo'Khan,
Emperor of the Corsal System, and one of his master's closest
advisors. Finally to Kilo'Khan's left sits Lieutenant Motti, an up-
and-comer in the Republic Navy, smirking. Soon, Vader promises
himself, soon I will be ridding myself of that parasite. And finally,
with his back to Vader staring out at Hurom, the capital of Thule
stands Lord Sidious.
Flippantly waving his hand, Sidious casually intones, "All is
not lost, Lord Vader."
"I do not understand, my lord. Surely the Separatists are on
our trail?"
"Lady Tyranus assures me that they are properly baffled as
to our location, and she will be joining us momentarily."
At that precise moment, Lady Tyranus strode into the
chamber. After prostrating herself, and Lord Sidious
acknowledging the fealty, he tells her to rise and in the same
breath, dismisses Emperor Kilo'Khan of Corsal, Governor Tarkin,
and Lieutenant Motti. Once they have left, Lord Sidious turns to
Lady Tyranus, Lord Scourge, and Lord Vader and exclaims, "I
have just one more task for you all before the final stage of my plan
to take over the Republic!"
After a moment he walks over to a command terminal,
presses a series of buttons and tells his disciples: "My final task for
the three of you is for you to fight each other. In order for you to
serve me, you must kill each other to prove yourselves worthy."
Instantly igniting his blade, Vader hears the snap-hiss of a
lightsaber with its blade swinging down at his skull. Parrying the
slash, Vader hurls a jolt of the Force at his attacker, Tyranus.
Deflecting the strike, she whirls behind her as Scourge, using two
hands on the hilt of his crimson blade, brings his full weight to bear
on the blade.
Using the momentary distraction, and with all of the hate of
his being, Vader hurls his own blade at the back of his long-time
tormentor - Tyranus, and connects. With a high pitched scream of
pain, Tyranus falls - into two separate pieces. Vader had cleaved
her in two.
"Use your anger, it will make you powerful!" was one of the
maxims that Lord Sidious instilled into both clones. As they circled
each other, throwing taunts, Scourge attacks. Parrying each blow,
Vader begins to feed on his anger: this has gone on long enough!
Screaming at the top of his lungs, Vader lunges at Scourge and
begins to pummel him with all his hate and anger available to him.
Scourge begins to wilt under the fierce assault.
For every blow that Scourge attempts, Vader's counter strike
drives Scourge back. Finally, Vader cuts through both of
Scourge's hands. With every line on Scourge's face etched with
pain, Scourge falls to his knees. Vader retrieves Scourge's
lightsaber, and with both blades in a scissor like grip, hears his
master cackling with glee.
"Good, good! Use your aggressive feelings and end his
pathetic and useless life."
With a snarl, Vader snuffs out the life of Darth Scourge.
Vader looks up and hears the sound of footsteps approaching.
"Approach me, my friend," hears Vader. Turning, Vader goes
to his master. "We have much more to discuss…."
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 2 2
S E V ' R A N C E T A N N
The history of Sev'rance Tann is a great mystery to those who
know her. What is known is this: She was found one day by a
man of great power who offered her the opportunity to master
the Force. She wasn’t sure at first, but eventually she agreed to
go with this dark figure. This man: Anakin Skywalker.
When Tann left the Unknown Regions, she found that the
galaxy was embroiled in war. The Republic had attacked the CIS
leadership first, and the CIS had only retaliated in self defense.
Tann felt obligated to help the CIS in light of this. Anakin took
her under his wing, and made her his second in command.
Together they fought for the glory of the CIS, bringing many
victories to their side. Anakin also trained her as his apprentice.
But events occured that would change Tann’s destiny forever:
Anakin left the CIS.
Personally devastated, and unwilling to leave the CIS like
her master had, Tann, for months, couldn’t cope with the
fighting. Dooku did his best to comfort her in her time of grief,
but she rebuffed him, only wanting to see her master. Finally she
crawled out of her quarters after a year. But something had
changed in her, something for the worse. Tann immediately
took over Anakin’s position as Commander of Starfighter
Deployment. This put her in direct contact with General
Grievous. His affect on her helped twist her even more beyond
comprehension. She soon forgot much of the tenets of the Jedi
Order for the sake of accomplishing the mission. She fell
perilously down the slippery slope of the Dark Side.
By 13 years after the Battle of Naboo, Tann was at a
crossroads: continue down the dark path and truly join the Dark
Side, or rejoin the lightside. Many thought she couldn’t be
saved, but a few still thought she could. Her fate is now up to
those willing to help her.
Sev'rance Tann: Adult Female Chiss, Soldier 2/Noble 2/Jedi
Guardian 6/Dark Side Marauder 4; Init +7 (+3 Dex, +4 Bonus);
Def 22 (+3 Dex, +9 Class); Spd 10m; VP/WP 127/12; Atk
+14/+9/+4 melee (1d3+1, punch), +15/+10/+5 melee *
(3d8+1, crit 18-20, Lightsaber), +16/+11/+6 or
+12/+12/+7/+2 ranged (3d8, crit 19-20, Blaster [Rifle]); SQ
Deflect (Attack -4, Defense +1, Extend Defense and Attack),
Favor +1, Increase Lightsaber damage +1d8, Inspire
Confidence, Noble bonus class skill (Listen), Tainted; SV Fort
+13, Ref +12, Will +9; SZ M; FP: 3; DSPs: 10; Rep: +6; Str 13,
Dex 16, Con 12, Int 15, Wis 12, Cha 17.
Equipment: Blaster [Rifle], Lightsaber, Thermoguard
Jumpsuit
* Sev'rance Tann has constructed her own Lightsaber.
Skills: Computer Use +6, Craft (lightsaber) +8, Intimidate
+8, Knowledge (Jedi lore) +7, Knowledge (Tactics) +10, Listen
+5, Pilot +12, Read/Write Cheunh, Search +8, Speak Basic,
Speak Cheunh, Speak Geonosian, Tumble +6
Force Skills: Drain Energy +5, Enhance Ability +8,
Enhance Senses +3, Fear +8, Force Defense +8, Force Grip +11,
Force Strike +12, Heal Self +6, See Force +11
Feats: Armor Proficiency (light), Cleave, Combat Reflexes,
Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Great
Cleave, Improved Critical (Lightsaber), Improved Initiative,
Power Attack, Weapons Group Proficiency (blaster pistols,
blaster rifles, heavy weapons, primitive weapons, simple
weapons, vibro weapons)
Force Feats: Alter, Control, Hatred, Lightsaber Defense,
Malevolent, Rage, Sense
C O MMA N D E R
WI L H U F F T A R K I N
J a n R a n f t
Commander Wilhuff Tarkin is a dreamer, at least that's what he
always thought of himself. Growing up on Eriadu, Tarkin was
always fascinated with building things. His parents always
thought he was destined to be a starship engineer, or some other
type of low-level functionary.
After joining Eriadu's security forces, he discovered that he
had a knack for leadership abilities. That was when he decided
to follow a military career. After five years of being passed over
for promotion by non-Humans, Tarkin demanded a transfer to
the Republic's Naval Defense Force, which his commanding
officer was only too happy to comply with.
It was at this time that events began to illuminate a possible
road to power for him. Always hungry for more power, Tarkin
decided that if he was to be in a position that befits his status as
one of his planet's elite, he would seek a political position,
namely Senator.
Shortly thereafter, Tarkin discovered that his senator was
being investigated for conspiracy against the Republic. Using
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 2 3
his family's wealth and political position, Tarkin was able to be
appointed as lead prosecutor in the investigation. With
fraudulent evidence, he was able to have the corrupt senator
convicted. Being in such a highly publicized role in bringing the
senator to justice, and with the heightened notoriety, Tarkin
was elected Senator.
Catching the eye of the daughter of one of his families' close
friends, Tarkin and she were married. Content for the first time
of his life, Senator Tarkin made a name for himself in the
Republic Senate. Two years later, a daughter was born to them,
and they named her after Tarkin's mother: Mian.
Six years later, after that bad business with Naboo, Tarkin
allied himself with the new Chancellor. Many a night would pass
with the two of them discussing politics through out the night.
That was when disaster struck. Tarkin's wife was killed
accidentally when a pirate vessel attempted to escape from
Eriadu security forces. When he received the news, Tarkin was
devastated. In an emotional address to the Senate, Tarkin
resigned as Senator of Eriadu.
After the investigation revealed the identity of the captain of
the pirate vessel was in fact a non-Human,
Tarkin's belief in their rights was shattered - he became as
cold and unfeeling as Eriadu's primary moon. He would sit for
hours in his study and make starship design after design. Weeks
later, the Supreme Chancellor made a personal visit to Tarkin's
estate with a proposition. If he would accept the governorship of
Thule, they would realize many of the ideas that they came up
with during their many nights discussing politics. Seeing the
obvious benefits of such a position, Tarkin agreed.
Commander Willhuff Tarkin: Middle Aged Male Human,
Noble 5/Soldier 1/Officer 6; Init +2 (+2 Dex); Def 20 (+2 Dex,
+8 Class); Spd 10m; VP/WP 84/12; Atk +10/+5 ranged (by
weapon), +8/+3 melee (1d3, punch); SQ Coordinate +1, Favor
+2, Inspire Confidence, Leadership, Noble bonus class skill
(Gather Information), Requisition Supplies, Resource Access,
Tactics, Tainted; SV Fort +7, Ref +8, Will +10; SZ M; FP: 2;
DSPs:10; Rep: +5; Str 11, Dex 14, Con 12, Int 16, Wis 13, Cha
17.
Equipment: Comlink (military).
Skills: Appraise +6, Astrogate +6, Bluff +16, Computer Use
+10, Diplomacy +20, Gather Information +12, Intimidate +20,
Knowledge (Alien Cultures) +10, Knowledge (Capital Ship
Tactics) +15, Knowledge (Jedi Lore) +9, Knowledge (Politics)
+16, Knowledge (Republic) +15, Profession (Administrator)
+7, Read/Write Basic, Read/Write Bothese, Read/Write
Calamarian, Read/Write Durese, Sense Motive +12, Speak
Basic, Speak Bothese, Speak Calamarian, Speak Durese, Speak
Falleen, Speak Neimoidian.
Feats: Aristocrat's Honor, Armor Proficiency (light),
Bureaucratic Flair, Diplomatic Immunity, Fame, Influence,
Iron Will, Persuasive, Weapons Group Proficiency (blaster
pistols, blaster rifles, heavy weapons, simple weapons, vibro
weapons).
KO R A J A D E
A l b e r t L i u
Kora Jade, once known as Mian Tarkin is now running from a
past that she wants no part of: the daughter of Commander
Tarkin, Governor of Thule. Her mother died when she was six,
and her father turned from a loving, caring man to a vengeful,
driven tyrant. As she grew older, she knew that there was
something wrong with her father. She understood that the
Supreme Chancellor valued the insights of her father, but it
wasn't until she overheard her father talking to the Chancellor
about impeaching the rights of non-Humans, that she knew that
her father was a lost cause. At once, she began to make plans
that would ensure a life away from her celebrity status.
J a n R a n f t
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 2 4
As the daughter of a wealthy noble, she had access to many
benefits that she knew others didn't. On her sixteenth birthday,
her father presented her with one of his rare attempts at healing
the rift between them, a brand-new space transport that had
never even left the showroom floor. Using a vast majority of her
savings to upgrade the stock light freighter, Kora named her
Lunafire, and vowed that she would leave Thule as soon as
possible.
On one of her slicing expeditions, she discovered details of a
plan that called for the eradication of the Jedi Order.
Horrorstruck to find that this plan was in the secret encrypted
area of her father's computer, she decided to warn the Jedi.
Knowing that she would be hunted, she changed her name and
downloaded a copy of the information. After leaving Thule, she
headed to Coruscant, to reveal this plan to the Jedi Council, but
after attempting for two weeks to get their attention, she lost
hope and ended up in The Works.
While shuffling along aimlessly, she accidentally ran into a
Jedi. With trembling hands, she told the Jedi that she had vital
information for the Council. Concerned, he sat her down, and
after getting all of the information from her, thanked her, and
immediately contacted the Council. It's only a matter of time if
the Jedi will be able to do something about this.
Kora Jade: Adult Female Human, Scoundrel 4/Slicer 2; Init +3
(+3 Dex); Def 19 (+3 Dex, +6 Class); Spd 10m; VP/WP 38/14;
Atk +6 melee (1d3+2, punch), +6 melee (2d8+2, crit 19-20,
Lightsaber), +7 or +3/+3 ranged (3d8, Blaster [Heavy Pistol,
BlasTech DL-44/Merr-Sonn 'Flash' 4]), +7 ranged (3d4+2,
Blaster [Hold-out, Merr-Sonn Model Q4 'Quickfire']); SQ
Decode +1(+2), Illicit barter, Lucky (1/day), Precise Attack +1,
Pseudoym: Jadefire, Slicer Skill Mastery (Computer Use); SV
Fort +3, Ref +9, Will +4; SZ M; FP: 4; Rep: +1; Str 14, Dex 17,
Con 14, Int 15, Wis 12, Cha 19.
Equipment: Blaster [Heavy Pistol, Merr-Sonn 'Flash' 4],
Blaster [Hold-out, Merr-Sonn Model Q4 'Quickfire'], Comlink
[Encrypted, Mastercraft +2], Computer [Private], Lightsaber
x2, Space Transport (Lunafire).
Skills: Astrogate +6, Computer Use +12, Craft (computers)
+8, Demolitions +5, Disable Device +11, Forgery +6, Gather
Information +10, Hide +6, Knowledge (Jedi lore) +7, Move
Silently +9, Pilot +10, Profession (computer programmer) +4,
Read/Write Basic, Read/Write Binary, Repair +6, Search +8,
Speak Basic, Speak Bothese, Speak Ryl, Spot +5, Tumble +6.
Force Skills: Empathy +4, Enhance Ability +11, Friendship
+6.
Feats: Combat Expertise, Exotic Weapon Proficiency
(lightsaber), Force-Sensitive, Low Profile, Skill Emphasis
(Computer Use), Starship Operation (space transport),
Weapons Group Proficiency (blaster pistols, simple weapons).
Craft: Corellian Engineering Corporation's YT-1300; Class:
Space transport; Cost: Not Available For Sale; Size: Small
(26.7m length); Crew: 1 or 2 (Unique +7); Passengers: 6;
Cargo Capacity: 100 tons; Consumables: 2 Months;
A l b e r t L i u
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 2 5
Hyperdrive: x1 (backup x10); Maximum Speed: Ramming (9
squares/action); Atmospheric Speed: 1,050 km/h (18
squares/action); Maneuvers: +11 (+3 Dex, +1 size, +7 crew);
Initiative: +11 (+3 Dex, +1 size, +7 crew); Defense: 24 (+3
Dex, +1 size, +10 armor); Shield Points: 60 (DR 10); Hull
Points: 140 (DR 10)
Weapon: Laser Cannon Turret (Turret, fire-linked); Fire
Arc: Turret; Attack Bonus: +12 (+1 size, +7 crew, +4 fire
control); Damage: 5d10x2; Range Modifiers: PB +0, S/M -2, L
N/A.
Weapon: Quad Laser Cannon (1 Turret, fire-linked); Fire
Arc: Turret; Attack Bonus: +12 (+1 size, +7 crew, +4 fire
control); Damage: 6d10x2; Range Modifiers: PB +2, S +0, M
-2, L N/A.
Weapon: Concussion Missile Launcher (1, with 6 missiles);
Fire Arc: Front; Attack Bonus: +8 (+1 size, +7 crew); Damage:
9d10x2; Missile Quality: Average (+10)
DA MI O N A' R E S
S t a t s a n d B a c k g r o u n d I n f o b y D a r i o n A ' r e s
DamionA'res is a Twi'leki Jedi Knight born on Ryloth and raised
by his mother Denia'res a Jedi Master who had worked to better
Ryloth society for years. It is due to his mother’s influence that
he kept his family name and proper Twi'lek pronunciation. This
caused a distinct fondness for his heritage. When he was chosen
to undergo Jedi training, his mother, who was a close friend of
Qui-Gon Jinn later took him on as a padawan against the
Council's advice. Her training also lent itself to his development
into an unorthodox Jedi, to the Council's great chagrin.
Denia'res was a starfighter pilot and she honed Damion's Force
training through the use of a Delta-7 starfighter. He quickly
excelled and became a Jedi Ace at about the age of 18.
His mother saw that he would soon be ready for the Trials
and was preparing for retirement from Jedi service; it was
around this time that he met Ma'ala, a young Twi'leki woman
also undergoing Jedi training. She was following the path of a
Jedi scholar but they quickly became starcrossed lovers despite
the Jedi Code. When Damion successfully went through the
trials the next year Denia retired to Ryloth to begin a period of
isolated meditation. Damion was quickly sent out on several
exploration projects which only managed to strengthen the
bond between Ma'ala and himself.
They would syncronize their vacations and would visit
Ryloth together to see Damion's mother. Denia'res approved of
Ma'ala and took them both under her wing on these trips. She
began to teach them more of their Twi'leki heritage.
Throughout this their love for each other grew as well as their
love for Ryloth. This love started them on a path that strayed
from the Jedi code. They would begin to take it upon themselves
to help protect and mold Ryloth. Ma'ala saw the slave rings and
Ryll production harming Ryloth society and Damion saw the
leadership making poor decisions causing a decline in its
economy and a weakness in defenses.
After several visits they made a decision, together with
Denia they would help mold Ryloth for the betterment of its
people. They then married and set out to help Ryloth and its
people. The Council did not approve but would allow their
personal missions on Ryloth, only recalling them to Coruscant
when the situation warranted their specific expertise. With the
senatorial assassinations growing, the Council had uncovered
some clues that pointed them towards the Hutt Crime
Syndicate. They recalled Damion to Coruscant, due to his ties to
Ryloth and its connection to the syndicate. He was assigned to
uncover the assassins and their contractors. His investigation
began back on Ryloth and drew him away from Ma'ala and his
mother to protect them. No matter how hard he looked he could
find no trace of the Hutt's connection to the assassination. He
returned to Coruscant emptyhanded and disappointed, feeling
that his abilities had failed him for the first time. He descended
into the depths of the lower levels of Coruscant and drank away
his disappointment. It was here that he was approached by an
enchanting and mysterious woman. She somehow arranged to
have Damion in a spice den, and that was when she made her
move. After his seduction, she intimated that she could get him
anything he wanted, including herself. Ashamed at what he had
done, but for some reason, strangely exhilarated by the
experience, Damion made arrangements to meet her more often
on Coruscant.
Years later, Damion was contacted by a shadowy figure that
informed him that unless he started spying on the Jedi Council
and doing other favors for him, he would reveal his illicit affair
to the Jedi Council and to his wife. Damion would be disgraced
and expelled from the Jedi Order, but more importantly his wife
would be aware of his infidelity. Not wanting to lose his position
or his wife, Damionreluctantly agreed.
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 2 6
The events that followed his initial blackmail were like an
opening into Damion's deepest, darkest desires.
Thus Damion began his inexorable slide to the Dark Side.
Damion then began to plan his break from the Jedi Order. He
secretly constructed a new lightsaber using the dark side
techniques provided by the shadowy figure. It was arranged that
he would have a sizeable portion of credits for his use. He then
disappeared from his quarters in the Jedi Temple; with just a
note and his old lightsaber to explain his decision. The Jedi
Council, not having the manpower to pursue Damion, let him
go.
DamionA'res: Adult Male Twi'lek, Jedi Guardian 5/Jedi Ace
2/Jedi Weapon Master 4/Dark Side Marauder 3; Init +3 (+3
Dex); Def 24 (+3 Dex, +11 Class); Spd 10m; VP/WP 146/19;
Atk +13/+8/+3 melee * (2d4+3, Lightdagger), +16/+11/+6
melee (1d3+3, punch), +16/+11/+6 or +12/+12/+7/+2 ranged
(2d6, Lightsaber/ Blaster end), +16/+11/+6 ranged (3d4-1,
Blaster [Hold-out, Merr-Sonn J1 'Happy Surprise']),
+16/+11/+6 ranged (3d6-1, Ion Gun [Pistol, Custom]),
+17/+12/+7 melee * (3d8+3, crit 19-20, Lightsaber); SQ Dark
Side, Deflect (Attack -4, Defense +2), Increase Lightsaber
damage +1d8, Low-light vision, Resilient, Starfighter Defense,
Starship Focus; SV Fort +15, Ref +14, Will +11; SZ M; FP: 0;
DSPs: 18; Rep: +6; Str 16, Dex 16, Con 16, Int 14, Wis 14, Cha
14.
Equipment: Anti-Stun Suit [Twi'lek], Aquata Breather,
Blaster [Hold-out, Merr-Sonn J1 'Happy Surprise'],
Chronometer [Alliwon Electronics Vennoc-x], Comlink, Flight
suit, Ion Gun [Pistol, Custom], Lightsaber, Lightdagger,
Personal Energy Shield [energy buckler]
* DamionA'res has constructed his own Lightsaber,
DamionA'res has constructed his own Lightsaber [Short].
Skills: Astrogate +4, Balance +5, Climb +5, Computer Use
+4, Craft (lightsaber) +6, Intimidate +6, Jump +5, Knowledge
(Jedi lore) +5, Knowledge (World lore) +4, Pilot +11,
Read/Write Basic, Read/Write Ryl, Repair +4, Search +4,
Speak Basic, Speak Lekku, Speak Ryl, Spot +4, Tumble +9.
Force Skills: Affect Mind +6, Battlemind +15, Enhance
Ability +7, Enhance Senses +6, Fear +10, Force Defense +7,
Force Grip +11, Force Fire +13, Force Lightning +8, Force
Stealth +6, Force Strike +4, Heal Self +4, See Force +6,
Telepathy +3.
Feats: Armor Proficiency (light), Combat Expertise,
Cosmopolitan (Diplomacy), Exotic Weapon Proficiency
(lightsaber), Exotic Weapon Proficiency (lightdagger) Force-
Sensitive, Point Blank Shot, Power Attack, Starship Operation
(starfighter), Toughness, Two-weapon Fighting, Weapon
Finesse (Lightsaber), Weapons Group Proficiency (blaster
pistols, blaster rifles, primitive weapons, simple weapons, vibro
weapons)
Force Feats: Alter, Burst of Speed, Control, Form II
Mastery, Rage, Sense
NE W WE A P O N S A N D
E Q U I P ME N T
LI GHTDAGGER
C r e a t e d b y D r i v i s C o r l e
The lightdagger, originally a shunned weapon, is now being
allowed to give the Jedi any advantage possible against the
Separatist threat.
Cost: 1500
Damage: 2d4
Crit: 19-20
Weight: .5kg
Type: Energy
Size: Small
Group: Exotic
The Lightdagger is +5 to Craft: Lightsaber checks, and allows
for one personal modification.
ENERGY BUCKLER
The energy buckler provides a +2 defense agianst energy
weapons and DR 3 against solid based weapons; it has an Armor
check penalty of -1, when turned on. Lightsabers do not ignore
the energy buckler's hardness rating when turned on. It takes a
turn to turn on or off, or if you have the quickdraw feat it is a free
action. Cost is 1200 credits.
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 2 7
R2 - D2
B a c k g r o u n d I n f o b y G r e e n _ C l o a k e d _ S o r c e r e r
Artoo was built in a small droid factory outside of Naboo’s
Capital, Theed. He was selected to be part of the elected
monarch’s personal cruiser. He was instrumental in saving
Queen Amidala and the crew aboard the ship during the Trade
Federation’s blockade of Naboo. The young droid fixed the
shields aboard the ship and which allowed it to escape into
hyperspace.
To complete further repairs, the Royal Starship set down on
the barren world of Tatooine. Artoo-Detoo accompanied Jedi
Master Qui-Gon Jinn and Royal Handmaiden, Padmé Naberrie,
to the port city of Mos Espa to gather spare parts. Artoo carried
the technical details for the necessary parts. During the trip into
Mos Espa a sandstorm hit and the group was forced to stay with
a family they had met in one of the parts shops in town. It was
there that R2 met the protocol droid C-3PO. The two forged a
friendship that would span several decades. It was also there
that Artoo met his future master, a young slave named Anakin
Skywalker.
Later when the Queen returned to Naboo, Artoo served as
onboard astromech to Anakin Skywalker, who flew an N-1
starfighter into the Battle of Naboo. Artoo assisted in bringing
down the Trade Federation Cruiser that was controlling the
battle droids on the planet and the droid ships in orbit causing
the blockade.
Ten years after the Battle of Naboo, Artoo meets up with
Anakin Skywalker again when he and the once again Queen
Amidala meet and decide to wed. At the wedding R2 meets up
again with Threepio and their bond grows tighter. R2-D2 and
C-3PO are then appointed to serve as the Queen’s personal
droids.
R2-D2: Expert 4/Scout 6; Init +2 (+2 Dex); Def 16 (+2 Dex, +3
Class, +1 Size); Spd 10m; VP/WP 46/12; Atk +10/+5 ranged
(by weapon); SQ 2nd Degree Droid, Adventurous (provides an
additional +1 to Scout's Heart Ability), Astromech Chassis,
Evasion, Expert class skill (Astrogate, Computer Use, Disable
Device, Gather Information, Knowledge, Pilot, Profession,
Survival), Extreme Effort, Faithful (+3 circumstance bonus
when assisting another character with a skill check instead of
the usual +2), Heart +2, Male Personality, Scout Skill Mastery
(Computer Use), Trailblazing, Uncanny Dodge (Dex bonus to
Defense), Unique droid personality; SV Fort +5, Ref +6, Will
+8; SZ S; Rep: +2; Str 11, Dex 15, Con 12, Int 18, Wis 13, Cha
15.
Equipment: Automatic Grip, Diagnostics Package,
Environmental Compensation, Fire Extinquisher, Heuristic
Processor, Improved Sensor Package, Infrared Vision,
Magnetic Feet, Motion Sensors, Recording Unit (holo), Rust
Inhibitor, Spring-loaded Internal Storage, Telescopic
Appendage, Tool Mount x4
Skills: Astrogate +16, Bluff +5, Computer Use +21, Disable
Device +17, Escape Artist +6, Gather Information +12, Hide
+6, Knowledge (Engineering) +16, Listen +12, Move Silently
+4, Pilot +14, Read/Write Binary, Repair +17, Search +11,
Sense Motive +3, Speak Binary, Spot +17
Feats: Alertness, Ambidexterity, Combat Reflexes, Heroic
Surge, Sharp-eyed, Skill Emphasis (Computer Use, Repair),
Starship Operation (starfighter), Weapons Group Proficiency
(blaster pistols, simple weapons)
New Force Skill: Force Fire
(Int)
C r e a t e d b y D r i v i s C o r l e
Requires the Force-Sensitive and Alter feats
You can call upon the Force to speed up molecules and
create fire.
Check: Fire: To create a fire, such as a campfire is
a normal skill check with the DC being 10+ the objects
DR for inanimate objects, or over the targets defense for
animate objects.
Special: Any animate target must make a check to
avoid catching on fire. (See page 287 of the Revised
Core Rulebook).
Time: Force Fire is an attack action.
Vitality Point Cost: Fire:1-4, based on what is being
set on fire and how big.
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 2 8
C - 3 P O
B a c k g r o u n d I n f o b y J e d i P o w e l l
C-3PO started his droid life in a junk yard pieced together from
several different protocol droids who had met their end on
Tatooine. Anakin Skywalker, at an early age, showed
remarkable skill at putting together technology and mastered
the skill of tinkering while working at Watto's junk yard. Anakin
found C-3PO's head in a large bin of junk Watto bought from
Jabba the Hutt. The droid had been destroyed after Jabba lost a
bet with a Rodian. Anakin thought his mother's slave life would
be easier if she had a droid who could help with her chores.
Anakin also thought the capabilities of the protocol droid would
be usefull due to its multiple languages.
Anakin, during his 8th and 9th years of age, put this droid
together. When Qui-Gon Jinn arrived on Tatooine and rescued
him from slavery, Anakin left the droid with his mother. During
the several years C-3P0 was under the care of Shmi Skywalker
she slowly mounted his first set of metal skin.
C-3PO was also relieved when Anakin and Qui-Gon
returned and freed Shmi from slavery, the rescue was quite
dangerous as they had been sold to Jabba the Hutt to pay off
many of Watto's debts to the intergalactic crimelord and their
rescue required many deaths and lots of blaster fire. This
encounter became the source of C-3PO's "We're Doomed"
personality quirk, as his limited memories flashed before his
photoreceptors.
C-3PO was then brought to Naboo with Shmi, while she
lived with Padmé Amidala's family. The Naboo engineers gave
C-3PO a complete overhaul and he soon was sporting bright
gold skin as well as having received an upgraded translator
package with millions of additional languages.
C-3PO was in bliss as his stay at Naboo led him to many
chances at Etiquette, while staying with a royal family. This
almost came to an end when Shmi wished to return to Tatooine.
Torn, C-3PO decided he did not want to return to that desolate
world and begged to stay on Naboo. Shmi saw no reason to take
the droid back to that desert planet and gave him to the Amidala
family. C-3PO stayed with the Amidala family and was quickly
absorbed into Padmé Amidala's senatorial entourage.
C-3PO: Diplomat 5; Init +0 (+0 Dex); Def 11 (+0 Dex, +1
Class); Spd 10m; VP/WP -/13; Atk +2 ranged (by weapon); SQ
3rd Degree Droid, Courteous, Faithful (+3 circumstance bonus
when assisting another character with a skill check instead of
the usual +2), Humanoid Chassis, Male Personality; SV Fort
+2, Ref +1, Will +3; SZ M; FP: 0; Rep: +1; Str 10, Dex 10, Con
13, Int 18, Wis 9, Cha 14.
Equipment: Translator Unit (DC 5), Verbobrain,
Vocabulator
Skills: Bluff +6, Computer Use +9, Diplomacy +23, Gather
Information +7, Intimidate +4, Knowledge (Alien species) +14,
Knowledge (Bureaucracy) +14, Knowledge (Cultures) +14,
Knowledge +6, Knowledge +6, Listen +3, Read/Write Binary,
Speak Binary, Spot +3
Feats: Ambidexterity, Persuasive, Skill Emphasis
(Diplomacy), Trustworthy, Weapons Group Proficiency
(blaster pistols)
A T I ME L I N E F O R
G M' S
13 ABN
I In a stunning series of victories, Separatist
forces are able to re-claim many of the worlds
lost to the Republic in the previous year.
I The Jedi Council, during the entire war, has
been corroborating the information that Master
Qui-Gon Jinn and then-Jedi Knight Anakin
Skywalker had transmitted to them eight years
earlier, and has secretly been investigating the
Galactic Senate.
I The Jedi Council assigns Council member
Master Quinlan Vos and Jedi Knight Serra Keto
to investigate The Works on Coruscant, for
leads to the identity of the Sith Lord that the
Council hascorroborated as being Darth
Sidious.
I President Dooku contacts Queen Amidala-
Skywalker to arrange a meeting with her
husband, Anakin Skywalker, about Anakin
rejoining the CIS. After a few moments, she
agrees that she will pass along the message to
Anakin.
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 2 9
I Republic Clone Intelligence breaks the
Separatists' communications algorithm and is
able to ascertain that there will be a major
summit among the Separatist Leadership on
Mustafar.
I Anakin Skywalker returns to Naboo to be with
his wife, to make arrangements for her to join
him on Dantooine. There she explains that
President Dooku would like to meet with him.
After discussing the merits further with Padmé,
he finally agrees and then sends President
Dooku a message that he will indeed meet with
him. They agree to meet on Mustafar.
I General Grievous storms into President
Dooku's office to confront President Dooku's
decision to demote him as Supreme
Commander. After an intense argument,
Grievous lunges at President Dooku with all
four lightsabers ignited. President Dooku
snatches up his lightsaber and attempts to stave
off the bloodthirsty general. After a brief battle,
General Grievous decapitates President Dooku.
Commander Czar, a close confident to
President Dooku, witnesses the decapitation of
the President, as he enters Dooku's office, and
snapping up his blaster shoots Grievous in the
back, killing the General.
I Commander Czar transmits a coded message to
the other members of the Separatist Leadership
and informs them that General Grievous
butchered the President and requests
instructions. Viceroy Nute Gunray suggests
that Commander Czar take over the Separatist
military. After a short period of time, Czar is
promoted to General and tasked with the
continuation of the push towards the Core
worlds, and more importantly Coruscant.
I Master Vos transmits a garbled message to the
Jedi Council that he has uncovered clues that all
of the answers that they're looking for are on
Thule.
I Supreme Chancellor Palpatine informs the
Senate that he will be touring the facilities on
Thule, in the Outer Rim.
I After reviewing all the information that the
Archives have on Thule, the Jedi Council
discover the extent that Thule played during
The Golden Age of the Sith. The Jedi Council
then convenes a strike team to infiltrate Thule
and eliminate Darth Sidious: Masters Mace
Windu, Kit Fisto, Agen Kolar, and Saesee Tiin
to coordinate the operation.
I Coming out of his personal funk, Yoda joins the
Jedi Strike Team for its infiltration of Thule.
I The Jedi Strike Team arrives on Thule. After
infiltrating Hurom, the capital of Thule, the
strike team overhears orders that the Supreme
Chancellor makes to Governor Tarkin. Once
the governor leaves, the strike team confronts
the Supreme Chancellor to arrest him.
Chancellor Palpatine confirms the Jedi's worst
fears: that he is Darth Sidious, and due to the
Senate granting him more executive powers,
has complete legal authority. Darth Sidious
then wipes out the Jedi Strike Team to the last
Jedi, although Sidious is facially disfigured from
his battle with Mace Windu and Yoda, both of
whom were assumed to have fallen to their
deaths in Sidious' fortress.
I To prevent the Jedi from interfering with his
plans to declare himself Emperor, Supreme
Chancellor Palpatine sends out a galactic
transmission to every clonetrooper to institute
Order 66: the complete eradication of the
treasonous Jedi Order.
I Darth Sidious dispatches Darth Vader to the
Jedi Temple to slaughter the Jedi there.
I Chancellor Palpatine declares himself Emperor
on the floor of the Galactic Senate.
I Emperor Palpatine sends Darth Vader to
Mustafar to deal with the Separatist Leadership.
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I Darth Vader, impersonating Anakin Skywalker,
wipes out the Separatist Leadership, although
Viceroy Nute Gunray was not present in the
meeting room at the time. Vader then goes in
search of the Viceroy. Anakin Skywalker lands
on Mustafar, and after seeing the carnage that
Darth Vader inflicted on the Separatist
Leadership, searches for whoever it was that did
this.
I Anakin Skywalker catches Darth Vader, just as
the clone finds the Viceroy. An epic lightsaber
battle then ensues between the two. Viceroy
Nute Gunray flees Mustafar to leave the two
embattled duelists to their fate. Anakin defeats
his clone after what seems like hours. Physically
and spiritually drained, Anakin cuts off the
clones' arms and legs just as the clone attempts
to vault over Anakin. Vader then falls into hot
ash and begins to burn alive. Anakin then leaves
Mustafar for Naboo.
I Nute Gunray is made President of the
Confederation of Independent Systems at the
suggestion of General Czar. Gunray, then hides
behind more competent people to ensure that
no one knows of his lack of leadership
capabilities.
I Sensing his apprentice's dire straits, Darth
Sidious diverts to Mustafar, and as Vader
begins to expire, Sidious is able to stabilize him
long enough to rebuild Vader into a cyborg.
Once completed, the new Darth Vader will
make his debut on Coruscant.
I After invoking Order 66 on Coruscant, Emperor
Palpatine then orders Darth Vader and a legion
of clonetroopers to the Jedi Temple to finish off
the remaining Jedi, and to give the Recall
Beacon instructions to put out a signal that the
Clone Wars are over. Many of those Jedi who
weren't annihilated by their clone troops
straggle in and are then finished off by Darth
Vader.
I After annihilating the Jedi at the Jedi Temple,
Vader returns to the Emperor's audience
chamber, in which he receives a vision of the
future: of the Emperor blasting him with Force
Lightning. This vision staggers him, more than
anything before. The Emperor, ignorant of the
turmoil in his apprentice's Heart, turns his back
to Darth Vader, and in that instant, Darth Vader
chooses. He chooses to strangle the life out of
that pathetic, conniving excuse of a politician;
the one who has manipulated everyone and
everything; the one who has maneuvered the
galaxy into an instrument of his perversion; and
finally he chooses to do it because Emperor
Palpatine changed him into a freak of nature
like that droid, General Grievous, who nearly
brought the Republic to its knees. After
Palpatine chokes and gives his last gasp, Vader
hurls the Emperor out the window of the former
Supreme Chancellor's Office.
I Anakin Skywalker returns to Naboo to be with
Padmé as the due date approaches.
I Darth Vader declares himself Emperor, and
with surprising foresight, decides to seek a
resolution to the conflict that has engulfed the
galaxy for the last three years. He contacts
President Gunray to discuss a peace treaty that
would recognize the Confederacy of
Independent Systems, and would allow him
time to consolidate his position. A week later,
President Gunray tells Emperor Vader that he
will indeed sign a peace treaty with him.
I Emperor Vader through his "diplomatic
finesse" informs President Gunray, that if he
doesn't sign a treaty that dissolves the CIS and
allows the Empire to annex all of the CIS's
worlds, he will finish what he started on
Mustafar. Afraid for his life, President Gunray
then signs the treaty.
I General Czar and other loyal CIS personnel are
disgusted by this change of events and leave the
CIS, along with a majority of their military
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hardware, for secret bases in the Outer Rim to
plot their revenge and to restore democracy to
the galaxy.
I Before leaving for the Outer Rim, General Czar
informs Queen Amidala-Skywalker of what
happened at the treaty signing, and explains to
her that he will be seeking to overthrow the
Galactic Empire and restore democracy to the
galaxy. She then suggests to General Czar that
he contact Senator Bail Organa of Alderaan and
Senator Mon Mothma of Chandrila for any help
that they could provide.
I Queen Amidala-Skywalker gives birth to twins.
Anakin and Padmé name the twins: the boy
Luke; and the girl, Leia. She then abdicates,
although one of her final orders as queen is to
change the constitution so that monarchs of
Naboo are to be elected once more.
I Anakin wakes from a nightmare of the twins
being in danger. Realizing that the Force is
speaking to him, he wakes Padmé and they
decide that for the children's protection, that
they must be separated. Anakin makes
arrangements for Luke to be raised by his half-
brother, Owen Lars, and Padmé makes
arrangements with her friend, Senator Bail
Organa of Alderaan, to raise Leia.
I Anakin arrives on Tatooine, visiting with Owen
and Beru. There he discovers that in the years he
had been gone, his mother and stepfather had
passed away, shortly before the war started.
I After leaving Tatooine, Anakin sets out for the
Jedi Temple to investigate rumors that the Jedi
were annihilated at the Temple. To quiet his
unease about this latest turn of events, Anakin
intends to search for survivors, if any.
I Padmé leaves Alderaan in tears after saying
farewell to her daughter. As she sends a
transmission to Anakin, a bomb set by Aurra
Sing at the beginning of the Clone Wars, tears
through her transport. Upon feeling her death
in the Force, Anakin falls to his knees in despair.
He then contacts Senator Organa and implores
him to search the wreckage for her body, to
which Senator Organa agrees. Shortly
thereafter, the body of Queen Amidala-
Skywalker is found by Alderaanian searchers
and she is then prepared for her return to
Naboo, for burial.
I Anakin sends a transmission from the Jedi
Temple to his disciples on Dantooine: that they
are to go in hiding, and also, should they come
across any Jedi, that they will hide the Jedi to
protect them from the Empire. Finally, Anakin
does one last thing: during his search for Qui-
Gon, he had felt a presence near him as he
entered the Dagobah system. At the time he did
not follow up on the feeling. Now is the time for
it.
I Anakin travels to Dagobah and discovers Qui-
Gon Jinn waiting for him. They then spend
many hours contemplating the state of things in
the galaxy. Anakin informs Qui-Gon of the
separation of the twins and they then make
plans to arrange for the twins' training. Anakin
will return to Tatooine, and when the time is
right, usher Luke towards the goal of toppling
the Empire. For the sake of both the Bendu and
Jedi Orders, Anakin agrees with Qui-Gon to
give Luke training form both Orders to better
prepare him for his fight against Emperor
Vader.
I Anakin secretly arrives on Naboo to say farewell
to Padme at her grave. He lets her know that her
death won't be in vain, and that their children
will make a difference in the future.
I Many weeks later, Anakin returns to Tatooine
and will watch over his son as he grows, under
the name of Ben Kenobi.
S E R R A KE T O
Serra Keto attained the rank of Jedi Knight shortly after the
Separatist's attack on Kamino. Because she was a most gifted
student of the legendary swordmaster Cin Drallig, Serra was
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successful in many obstacles set before her. In the two years
since the Battle of Kamino, Serra has distinguished herself well,
and is now relied on by the Jedi Council. With her unorthodox
usage of two lightsabers in melee combat, Serra is a difficult
opponent for many of the Republic's enemies.
Two years later, Serra was teamed up with Council member
Master Vos tasked with searching for more clues as to the
identity of the Sith Lord, Darth Sidious. They tracked these
clues to an abandoned warehouse in The Works, on Coruscant.
There the clues dried up. While returning to the Council, they
came upon a young woman trudging along outside The Works.
Amazed at the Force potential of the young woman, who
identified herself as Kora Jade, Master Vos determined that this
woman had many of the answers to mysteries that the Council
was searching for; Master Vos transmitted their findings to the
Council. After deliberating, the Council assigned Serra to the
latest campaign on Mygeeto.
Upon declaration of Order 66, Serra was caught off guard
by her clonetroops, but was able to evade them while under fire.
Giving them the slip, Serra left Mygeeto to go to the Jedi Temple
to warn those Jedi still there of the Republic's treachery. After
arriving at the Temple, Serra was shocked at the carnage that lay
before her. Upon finding the body of Master Cin Drallig lying
among the bodies of younglings, Serra fled the Temple and
happened upon a squad of clonetroopers, who notice that she's
a Jedi. They then proceed to blast her into oblivion.
Serra Keto: Adult Female Human, Jedi Guardian 8/Jedi
Weapon Master 4; Init +4 (+4 Dex); Def 22 (+4 Dex, +8 Class);
Spd 10m; VP/WP 130/15; Atk +13/+8/+3 melee (1d3+1,
punch), +16/+11/+6 ranged (by weapon), +18/+13/+8 melee *
(3d8+1, crit 18-20, Lightsaber); SQ Deflect (Attack -4, Defense
+2, Extend Defense and Attack), Devastating Strike
(Lightsaber), Increase Lightsaber damage +1d8; SV Fort +10,
Ref +12, Will +6; SZ M; FP: 5; DSPs: 1; Rep: +4; Str 12, Dex
19, Con 15, Int 13, Wis 11, Cha 12.
Equipment: 2 Lightsabers, Jedi robes, Jedi Starfighter.
* Serra Keto has constructed her own Lightsaber.
Skills: Astrogate +3, Bluff +4, Computer Use +5, Craft
(lightsaber) +8, Gather Information +4, Intimidate +5,
Knowledge (Jedi lore) +7, Pilot +8, Read/Write Basic, Speak
Basic, Speak Iktotchese, Tumble +13.
Force Skills: Battlemind +13, Enhance Ability +11,
Enhance Senses +3, Force Defense +8, Force Stealth +4,
Illusion +5, Move Object +8, See Force +5.
Feats: Acrobatic, Ambidexterity, Combat Expertise, Exotic
Weapon Proficiency (lightsaber), Force-Sensitive, Improved
Critical (Lightsaber), Improved Two-weapon Fighting, Two-
weapon Fighting, Weapon Finesse (Lightsaber), Weapon
Focus (Lightsaber), Weapons Group Proficiency (blaster
pistols, simple weapons).
Force Feats: Alter, Control, Lightsaber Defense, Mettle,
Niman Mastery, Sense.
NE W S P E C I E S :
C O R S A L L I A N S
I . C . K e s s l e r
The Corsallians are a peaceful race originating from the planet
Corsal, in the Corsal System. On the edge between the Deep
Core and the Core, Corsal has been known almost since the
beginning of the Old Republic. Since they were close enough to
the Deep Core, many invaders have stayed away, finding the
planet too difficult to travel to. But since they were also close to
Coruscant, invaders were few and far between.
Because of this, the species as a whole has been through a
cultural renaissance emphasizing negotiation and peace above
all else. But, they also valued a strong military to defend
democracy. Some of the most famous Admirals in history have
been Corsallians or trained by a retired Corsallian Admiral.
PERSONALI TY
Kind and thoughtful, they are also very bright and charismatic.
This has caused them to be well liked by all, even if quietly noted
(in the Imperial’s case). They are also calm under extreme
pressure, ready to give an order or follow one at moments notice.
Their society is based around clans, and it is common for
Corsallians traveling abroad to tend to stick with groups of
friends or acquaintances.
PHYSI CAL DESCRI PTI ON
Corsallians are commonly seen in long black robes, black
gloves, and wearing decorative metal head-dresses which
indicate which family they are from. Humanoid in physical
attributes (two legs, two arms, etc.); they stand between 1.5 to
2.2 meters tall. Their face has a beak that looks like it has been
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smoothed over the bottom half of the mouth, but, this doesn't
mean that they cannot speak. They speak as normally as
everyone else, but not through a conventional mouth; rather,
they speak through many slits hidden where the mouth would
be. They have eyes ranging from bright red to pink, no hair of
any kind, and pearl black skin.
HOMEWORLD
Corsal
ADVENTURERS
Corsallains come from all walks of life, and can be any class they
want, though a Corsallian thug is very uncommon. Very few Jedi
have ever existed for Corsallians.
SPECI ES TRAI TS
I -2 Str, -2 Con, +2 Int, +2 Wis, +2 Cha. Although
weaker than many species, Corsallians are
known as smart, wise, and charasmatic to all
who are around them.
I Medium-Size. As Medium-size creatures,
Corsallians have no special bonuses or penalties
due to their size.
I Base speed is 10 meters
I Skill Expertise. Corsallians gain the skill
Diplomacy without penalty regardless of what
class they take. This reflects their extreme
devotion to negotiations and peace.
I Automatic languages: Speak and Read/Write
Basic and Corsallian
C O R S A L
R y a n B r o o k s
Planet Type: Terrestrial
Climate: Temperate
Terrain: Ocean, Forest, Swamp, Grasslands
Atmosphere: Type I (breathable)
Gravity: Standard
Length of Day: 26 standard hours
Length of Year: 486 standard days
Sentient Species: Corsallians, Humans, Alien
Languages: Basic, Corsallian
Population: 3 Billion
I . C . K e s s l e r
R y a n B r o o k s
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Species Mix: Corsallian 95%, Human 2%, Other 3%
Government: Military/Constitutional Monarchy;
Major Exports: Computers, Droids, Luxury Goods, Military
Supplies, Technology [High], Warships, Weaponry
Major Imports: Tourism
System/Star: Corsallian System/Corsa (Yellow Giant)
Name Type Moons
Corsec Rockball 0
Corsal Terrestrial 3
DESCRI PTI ON
The Corsallians are a peaceful race originating from the planet
Corsal, in the Corsal System, on the edge between the Deep Core
and the Core on the Corellian Run (it’s to the right of Annaxes
on the Corellian Run in the C&CW map). It’s a beautiful world
with two continents, each very close to the poles of the planet. It
also has two islands, one adjacent to each continent. Due to
great planning, Corsal has kept most of is environment intact
while maintaining a population of 3 billion. Corsal has 3 moons
named Corsin, Corsa, and Corsel, named after the deities of
wealth, harvest, and war respectively. Corsin is an over-
industrialized moon, and is dominated by a huge commercial
sector. Corsa is a huge agricultural moon, and grows most of the
food that feeds the rest of the system.
Corsel is a lifeless rock that has a huge military base that
covers a fourth of the surface of the moon, and takes up most of
the inside of the moon itself.
HI STORY
Since they were close to Coruscant, they had little trouble from
invaders, until the Hyperspace War 5000 BBY. The war
shocked them because for the first time they were facing an
enemy at gun point on their home turf.
The original democratic government was destroyed, but
Corsal was saved thanks to its brilliant military leaders.
With no active government left, the military took the reigns
and ruled Corsal. Henceforth, the government would be ruled by
an elected Emperor from the Grand Council.
The Grand Council consisted of military governors, called
President-Generals. Each one representing their respective
planet or colonies. They would meet every other month, except
on holiday’s or during crisis’s, to discuss matters of state or to
pass legislation. When the Emperor died or left the throne, the
Grand Council convened for a special meeting to decide whether
the Emperor’s heir is both willing and capable of ruling. If they
feel the line is weakening, they vote for a new line to succeed the
old one from one of the current President- General.
Though the people feared a military dictatorship, their fears
were calmed when a new constitution and bill of rights was
created with the new government. But military personnel made
up the bulk of the judicial, legislative, and executive branch of
the government. After the Hyperspace War, the Corsallians
created a huge military to better protect their home and its
respective colonies in and around the Corsallian Sector, and
later scattered throughout the galaxy.
Having a huge military quickly made it hard to invade
Corsal, and because of this, the species has not been attacked in
the Old Republic era, with the exception of the Great Sith War.
From that time on the species as a whole has been through a
cultural renaissance emphasizing negotiation and peace. Yet,
they will use military force if left with no options.
Corsal’s industries have long ago moved to space, and orbit
the planet. The planet also has a lot of its nature intact, and is a
major tourist destination for people from the Core. For defense,
the planet a sports many orbital defense platforms and a huge
defense fleet, which does what the Republic presence didn't do:
keep order.
During the Rise of the Empire era, Corsal is constantly
lobbying to have a military created to help the Jedi keep order.
But, until the Separatist's movement started, they were seen as
militants out to waste an already tight-for-cash government.
During the Separatist Movement, many worlds rallied to them
and the Military Creation Act which they helped propose. And
they staunchly supported Palpatine during the Clone Wars, and
gave what help it could to the Clone army and Jedi.
PEOPLE
The majority of the population is Corsallian, with few other
species. Though peaceful, many support the military
government. Those people are called Imperialists because they
support the military and the Emperor’s rule. Those who want a
return of the democratic government are called Republicans.
The Imperialists have always made up the majority of the
population, but the Republican’s power has waxed and waned
depending on what’s happening to Corsal. If Corsal is going
through a bad war or tough time, then the Republicans numbers
quickly grow. But if the Emperor is doing an overall good job on
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most issues, then the Republicans support disappears. During
the Rise of the Empire, newly elected Emperor Kilo'Khan rules,
bringing the most enlightened rule to Corsal and helps Corsal
weather the Clone Wars.
LOCATI ONS
C OR MI L I T ARY AC ADEMY
Named after the first Emperor of Corsal, Emperor Cor, this
Military Academy is one of the most prestigious officer
academies within the Core. Before the military government took
power, the academy was called Corsal Military Academy, and
was a joke to many other military academies of the time. It was
falling apart due to cut backs in spending on the military, and
many on Corsal felt that it was unnecessary since the Republic
protected them now. This all changed when the Sith came 5000
BBY. When Emperor Cor, then Supreme Commander of the
Corsal military took power, he rebuilt the academy and
reopened it as the Cor Military Academy. The increased
spending and the greater interest in the military allowed it to
become prestigious. Because of this, some of the most famous
Admirals and Generals in history have been Corsallians or
trained by a retired Corsallian Admiral or General. During the
Rise of the Empire era, not much changes until the Empire rises
to power. Because of the prestige it has and its excellent classes,
some of the most famous Admirals and Generals in history have
been Corsallians or trained by a retired Corsallian Admiral or
General.
C OR' S AL
The Capital of Corsal, this city is located on the northwest coast
of the northern continent. The city contains around 54 million
people, but thanks to great city planning, takes up little space.
The city, like all others on Corsal, is made from a huge synthetic
crystal that was grown on the planet.
Each "skyscraper" is a jutting tower carved from this crystal.
Though the city is hollow on the inside, the crystal itself is very
strong, and can take one direct hit from a turbolaser before
cracking.
E MP E R O R
KI L O ' KH A N
Emperor Kilo’Khan never dreamed of being Emperor of the
Corsallian Empire, but soon found himself in this position at the
young age of 25. Originally a Governor-General of Setta V or the
Corsallian Sector, Kilo’Khan was elected Governor-General at
the young age of 20. Showing off his great military skill for the
next five years, he helped turn Setta V from a pirate’s haven into
one of the safest systems in the galaxy. Many felt Kilo’Khan and
his clan offered the much needed stability that was absent from
the previous ruler, Emperor Voric IV. Voric IV had been from a
hereditary line, and therefore didn’t have to serve in the military
to become Emperor. His mismanagement of Corsal dismayed
everyone, especially Kilo’Khan. Becoming critical of the old
Emperor, Kilo’Khan soon gained allies in the Grand Council.
When Voric IV died, his son Cerv was judged by the Grand
Council. Unlike Voric IV, who was able to trick the Grand
Council into believing that he was fit to rule, Cerv badly failed
the test put before him. The Voric clan was voted out of the
throne, and Kilo’Khan and his clan, the Khans, were seen as the
candidate to succeed. So at the young age of 25, Kilo’Khan was
elected Emperor. Using his youthful energy as well as his
wisdom beyond his age, Kilo’Khan helped bring Corsal back on
track. Many refits of the Navy and Army, put on the back burner
at the Grand Council meetings, have been brought to the
forefront and is being passed. Corsal’s already large Army and
Navy grew larger, and Kilo’Khan has stressed Corsal’s loyalty to
the Republic and to Palpatine many times over, and offered to
help train officers and then clones for the Grand Army of the
Republic.
This dedication to the Republic earned Kilo’Khan an
honorary seat on the loyalist committee, though many resent
this. No one understood why a non-Senator was allowed a seat
on the Loyalist Committee, but few objected loudly since
Palpatine quieted them swiftly. With Kilo’Khan on the
committee, Palpatine forged a great friendship with him. This
friendship allowed both to debate alone for long hours about the
need for reform with the Republic. Kilo’Khan especially liked
the idea of Palpatine’s New Order, and pledged to do everything
he could to help bring this “New Order” about. Palpatine liked
this, and soon made sure Corsallians gained prominent
positions in the military and that Kilo’Khan joined his private
circle of allies for the New Order. Tarkin objected to Kilo’Khan
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joining, but Palpatine assured him he was nothing like those
aliens outside the Core Worlds.
Kilo’Khan’s close friendship with Palpatine finally led to the
truth about Palpatine’s identity. Kilo’Khan was unfazed by this
truth, and accepted it whole-heartedly. Palpatine told him
everything, about the Sith’s struggle to create order and peace
through force, and Kilo’Khan accepted it all. Palpatine’s ideas
just fit so perfectly with the Corsallians ideals of a strong
military, keeping peace and Order. Soon Kilo’Khan was
attending Palpatine’s Sith meetings, offering military help and
advice to help promote the Sith’s ideals. Kilo’Khan was in no
way evil; many of Palpatine’s ideas have been part of Corsallian
culture long before Palpatine thought of them, but he has
become misguided.
Emperor Kilo'Khan: Adult Male Corsallian, Soldier 6/Officer
6/Noble 4; Init +6 (+2 Dex, +4 Bonus); Def 21 (+2 Dex, +9
Class); Spd 10m; VP/WP 148/12; Atk +13/+8/+3 melee (1d3,
punch), +13/+8/+3 melee (2d10, Vibro-Ax), +15/+10/+5 or
+11/+11/+6/+1 ranged (3d6, Blaster [Pistol]); SQ Coordinate
+1, Favor +2, Inspire Confidence, Leadership, Noble bonus
class skill (Bluff), Requisition Supplies, Resource Access,
Tactics; SV Fort +10, Ref +9, Will +13; SZ M; FP: 3; DSPs: 3;
Rep: +12; Str 10, Dex 14, Con 12, Int 18, Wis 19, Cha 16.
Equipment: Blaster [Pistol], Utility Belt, Vibro-Ax.
Skills: Astrogate +8, Bluff +24, Computer Use +8,
Diplomacy +24, Gather Information +20, Intimidate +24,
Knowledge (Corsal) +14, Knowledge (Corsallian Empire) +14,
Knowledge (History) +14, Knowledge (Politics) +14,
Knowledge (Tactics) +17, Pilot +8, Profession (military officer)
+12, Read/Write Basic, Read/Write Corsallian, Repair +10,
Ride +4, Sense Motive +22, Speak Basic, Speak Corsallian,
Treat Injury +8
Feats: Alertness, Armor Proficiency (light, medium), Fame,
Heroic Surge, Improved Initiative, Influence, Mimic,
Persuasive, Skill Emphasis (Knowledge [Tactics]), Starship
Operation (starfighter), Trustworthy, Weapons Group
Proficiency (blaster pistols, blaster rifles, heavy weapons,
simple weapons, vibro weapons)
AN A K I N
S K Y WA L K E R
UP D A T E
A l Ma c D o n a l d
With the Jedi Order smashed, and the Bendu Order in hiding,
Anakin confers with Qui-Gon Jinn on Dagobah, about the
future of the galaxy and the role of his children.
Now that the Empire is the undisputed power in the galaxy,
Anakin has misgivings about whether Luke or Leia will be able
to make a difference in future events. Qui-Gon is able to focus
Anakin on the demands of his unique position.
As leader of the Bendu Order, Anakin is in the position to
ensure the survival of both the Jedi and the Bendu from the
depradations of the Empire. Qui-Gon suggests that Anakin
change his name to one that has been forgotten - Ben Kenobi,
who was Qui-Gon's former pupil before the Jedi Order
bestowed the moniker 'Obi- Wan' on him. Then Qui-Gon
suggests to Ben Kenobi, that he should go and watch over his
son Luke on Tatooine, to prepare him for his coming ordeal, and
when the time is right, to encourage Luke to complete his
training on Dagobah. To aid in his effort to assume a new
A l Ma c D o n a l d
C H A P T E R 5 – RE V E N G E O F T H E S I T H
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identity, Anakin begins to grow a beard so that he can disappear
from galactic events.
Anakin Skywalker: Adult Male Human, Fringer 1/ Jedi
Guardian 5/ Bendu Disciple 1/ Bendu Warrior 9/ Bendu Master
2; Init +3 (+3 Dex); Def 28 (+3 Dex, +15 Class); Spd 10m;
VP/WP 143/15; Atk +18/+13/+8 melee (1d3+2, punch),
+19/+14/+9 ranged (by weapon), +20/+15/+10 melee*
(7d8+2, crit 18-20, Lightsaber); SQ Deflect (Attack -3, Defense
+4, Extend Defense and Attack), Fringer bonus class skill
(Repair), Increase Lightsaber damage +5d8, Bendu Combat
feats (Weapon Finesse, Improved Critical, Improved Disarm),
Skywalkers gain the Force-Sensitive feat for free and ignore the
"Force Level 1st" prerequisite when selecting the primary Force
feats [Control, Sense, and Alter]), Resist and Improved Resist
Dark Side +3; SV Fort +16, Ref +17, Will +12; SZ M; FP 6;
Rep: +9; Str 14, Dex 17, Con 15, Int 14, Wis 15, Cha 14.
Equipment: Comlink, Holocron, Holoprojector [Personal],
Lightsaber, Utility Belt [Jedi], Actis-class Interceptor.
* Anakin Skywalker has constructed his own Lightsaber.
Skills: Computer Use +9, Craft (lightsaber) +9, Gather
Information +7, Hide +4, Knowledge (Bendu Lore) +10,
Knowledge (Jedi lore) +8, Knowledge (Podracing) +6,
Knowledge (Tatooine) +6, Knowledge (World lore) +5, Pilot
+14, Read/Write Basic, Read/Write Huttese, Repair +5,
Search +6, Speak Basic, Speak Huttese, Spot +7, Survival +6,
Tumble +8.
Force Skills: Affect Mind +8, Battlemind +14, Battle
Influence +7, Enhance Ability +10, Farseeing +18, Force
Defense +7, Force Stealth +4, Heal Another +8, Heal Self +8,
Move Object +10, See Force +7, Telepathy +8.
Feats: Agile Riposte, Combat Expertise, Combat Reflexes,
Dodge, Exotic Weapon Proficiency (lightsaber), Force-
Sensitive, Gearhead, Improved Critical (Lightsaber), Improved
Disarm, Skill Emphasis (Pilot), Weapon Finesse (Lightsaber),
Weapon Focus (Lightsaber), Weapons Group Proficiency
(blaster pistols, primitive weapons, simple weapons).
Force Feats: Alter, Attuned, Battle Meditation, Control,
Dissipate Energy, Force Mastery, Sense.
E MP E R O R VA D E R
T o n y T h e o
Darth Vader has overthrown the Emperor. Choking the life out
of Emperor Palpatine just hours after the Chancellor had
declared himself Emperor, Vader challenges the Senate to try to
stop him from naming himself Emperor. No senator steps
forward to challenge Vader's claim to the throne, because of the
Senate witnessing Vader's ruthless efficiency at dispatching
those senators that had argued against his master.
After meditating many hours, the new Emperor sends a
diplomatic envoy to the Confederacy to discuss the cessation of
war. During the week that followed, Emperor Vader
consolidated his authority further. Elevating the deposed
emperor’s advisor Sly Moore to his right hand and eliminating
Mas Amedda, Vader then brokers a deal with the Separatists
that will enable him to cement his place as the ultimate
expression of the Dark Side, and no one will be safe from his
predations.
T o n y T h e o
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 3 8
Emperor Vader: Adult Male Human, Fringer 1/Jedi Guardian
8/Sith Acolyte 4/Sith Lord 3; Init +3 (+3 Dex); Def 22 (+0 Dex,
+12 Class) (Damage Reduction: 10); Spd 6m (Armor); VP/WP
120/15; Atk +11/+6/+1 melee * (5d8+3, crit 19-20,
Lightsaber), +16/+11/+6 melee (1d3+3, punch), +16/+11/+6
ranged (by weapon); SQ Clone, Dark Side, Deflect (Attack -4,
Defense +2, Extend Defense and Attack), Fringer bonus class
skill (Repair), Increase Lightsaber damage +3d8, Resource
Access, Skywalkers gain the Force-Sensitive feat for free and
ignore the "Force Level 1st" prerequisite when selecting the
primary Force feats [Control, Sense, and Alter]); SV Fort +17,
Ref +15, Will +12; SZ M; FP: 9; DSPs: 20; Rep: +4; Str 17,
Dex 17, Con 15, Int 14, Wis 14, Cha 14.
Equipment: Comlink, Cybernetic Arm [Advanced] x2,
Cybernetic Legs [Advanced] x2, Dark Battle armor [Heavy],
Lightsaber, Utility Belt
* Darth Vader has constructed his own Lightsaber.
Skills: Craft (lightsaber) +12, Hide -3, Intimidate +12,
Knowledge (Podracing) +6, Knowledge (Sith lore) +11,
Knowledge (Tatooine) +6, Pilot +17, Read/Write Basic,
Read/Write Huttese, Read/Write Sith, Repair +7, Search +6,
Speak Basic, Speak Huttese, Speak Sith, Spot +6, Survival +5
Force Skills: Affect Mind +8, Alchemy +12, Battlemind
+13, Drain Energy +14, Drain Knowledge +8, Enhance Ability
+21, Force Defense +7, Force Grip +15, Force Strike +9, Heal
Another -4, Heal Self +6, See Force +8, Telepathy +6
Feats: Combat Expertise, Combat Reflexes, Exotic
Weapon Proficiency (lightsaber, sith sword), Force-Sensitive,
Gearhead, Improved Critical (Lightsaber), Power Attack, Skill
Emphasis (Pilot), Weapon Focus (Lightsaber), Weapons
Group Proficiency (blaster pistols, primitive weapons, simple
weapons, vibro weapons)
Force Feats: Alter, Attuned, Control, Drain Force, Knight
Defense, Lightsaber Defense, Master Defense, Rage, Sense,
Sith Sorcery
C Z A R UP D A T E
Ambition is what drives the movers and the shakers of the
galaxy. The most ambitious of them all is General Czar.
Once a lowly Captain of a mercenary group, he has risen to
the position of General through great ambition and a greater
opportunity. When General Grievous killed President Dooku,
Czar did not hesitate to shoot Grievous in the back. His innards
instantly ignited, and thus Grievous’s rule ended. As a memento
of his great deed and as a way of remembering Dooku, Czar took
his lightsaber as his own, replacing the one Dooku originally
gave to him. With the Separatists already against Grievous, this
finally provided them an opportunity to elect a new General.
Thus Czars greatest ambition is finally realized.
But although he finally has the name, Czar had been
General in almost every other way due to Grievous’s lack of
mental stability. This had been going on for months, but no one
dared challenge Grievous since he was far deadlier then anyone
else and had absolutely no inhibitions.
Having no challenge from any of the other Commanders,
Czar took up his position as General. He immediately began the
systematic destruction of the Republic. Crushing Core World
after Core World in his wake until Czar finally came upon
Coruscant itself. There he waged a month long campaign
against the Republic in an effort to capture the world. He knew
had a slim chance, but he also knew that a fight in Coruscant
would almost certainly lead to the crushing of the Republic’s
power in the Core. And it did. Coruscant was lost, but the
Republic suffered far worse. With Coruscant out of the way, he
turned his sights to Kuat and Corsal, the last key worlds in the
Core. If they fell, the Republic would certainly collapse. He
immediately readied his fleet for a long battle in Kuat.
But not everything went according to his plans. Kuat fell,
but not until after the Republic turned on its own Jedi. Czar's
long time opponent, Supreme Commander Kal Remos, barely
survived the encounter, and teamed up with Czar to capture the
world. And then almost all of the Separatist Council is wiped out
by a clone of Anakin Skywalker. Only Nute Gunray survives the
encounter, but San Hill also lives on because his decoy attended
the meeting. After a week, Gunray is named President,
Palpatine is declared Emperor to be overthrown by his
apprentice Darth Vader, and a possible peace treaty is proposed
by the Empire. All of this happening so quickly made Czar worry
that fate, or the force, was conspiring against the Separatists.
But before he can even come to grips with that, more shocking
news meets Czar: The Separatists are surrendering and are to be
annexed by the Empire.
Czar was infuriated and outraged at this. His spies informed
him that the new Emperor was pulling out massive amounts of
ships from the Deep Core to help facilitate control over the Core.
Czar contacted Queen Amidala about what to do, and she
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 3 9
suggested speaking to Bail Organa and Mon Mothma. Sending
messages to both of them, Czar awaited their response to the
invitation of joining him in his new rebellion, Czar’s rebellion to
restore democracy to the galaxy. But before he can do this, Czar
must bide his time
The Empire is moving too fast to stop now, but soon. Soon
the he would strike from the shadows and finish what he had
started.
General Czar: Middle Age Male Bothan, Noble 8/Soldier
2/Officer 6; Init -1 (-1 Dex); Def 18 (-1 Dex, +9 Class); Spd 8m
(Armor); VP/WP 116/10; Atk +11/+6/+1 melee (2d8, crit 19-
20, Lightsaber), +11/+6/+1 or +5/+5/+5/+0/-5 ranged (3d8,
SoroSuub Firelance Blaster Rifle), +11/+6/+1 or +7/+7/+2/-3
ranged (3d6, Blaster [Pistol]), +12/+7/+2 melee (1d3, punch);
SQ Coordinate +2, Favor +3, Inspire Confidence, Leadership,
Noble bonus class skill (Gather Information), Requisition
Supplies, Resource Access, Tactics; SV Fort +8, Ref +6, Will
+12; SZ M; FP: 3; DSPs: 1; Rep: +12; Str 11, Dex 9, Con 10,
Int 18, Wis 16, Cha 16.
Equipment: Blaster [Pistol], Comlink [Encrypted], Czar's
Ceremonial armor (Damage Reduction: 5), DataPad
[Personal], Holoprojector [Personal], Lightsaber, SoroSuub
Firelance Blaster Rifle, Utility Belt
Skills: Appraise +10, Astrogate +6, Bluff +14, Computer
Use +12, Diplomacy +14, Gather Information +20, Intimidate
+18, Knowledge (Alien species) +16, Knowledge (Cultures)
+16, Knowledge (Jedi lore) +16, Knowledge (Politics) +22,
Knowledge (Tactics) +22, Pilot +6, Profession (military officer)
+17, Read/Write Basic, Read/Write Bothese, Repair +10,
Sense Motive +17, Speak Basic, Speak Bothese, Speak Huttese,
Speak Vuvrian, Treat Injury +7
Feats: Armor Proficiency (light, medium), Exotic Weapon
Proficiency (lightsaber), Fame, Frightful Presence, Influence,
Persuasive, Starship Operation (starfighter), Trustworthy,
Weapon Finesse (Lightsaber), Weapons Group Proficiency
(blaster pistols, blaster rifles, simple weapons)
Z O N E S O F C O N T R O L
The following planets are grouped under what governmental
jurisdiction they are held under, at the beginning of the war:
Note: Not all planets will be listed. It is up to each individual
Game Master to decide which planets will be affiliated with
which government. This list is only to be used as a guide.
* is the capital of each government.
GALACTI C REPUBLI C
Abregado-rae, Alderaan, Arkania, Carida, Corulag, Coruscant
*, Bilbringi, Byss, Corellia, Duro, Empress Teta (Koros), Kuat,
Onderon, Tapani Sector.
CONFEDERACY OF I NDEPENDENT
SYSTEMS
Ando, Bespin, Bothawui, Eriadu, Geonosis, Kashyyyk, Mon
Calamari, Mustafar, Muunilinst, Naboo *, Sluiss Van, Sullust,
Telos, Yaga Minor.
HUTT SPACE
Da Soocha V, Gamorr, Honoghr, Kessel, Nal Hutta *, Nar
Shadaa, Ryloth, Tatooine, Toydaria, Ylesia.
I NDEPENDENT SYSTEMS
Dagobah, Dantooine, Dathomir, Hapes Consortium,
Mandalore, Myrkr.
C H R O N O L O G I C A L
L I S T O F MA J O R
C L O N E WA R S
B A T T L E S
S represents a Separatist victory, while R represents a Republic
victory. D stands for the world was destroyed. An E stands for a
victory for the Empire.
YEAR 1 OF THE CLONE WARS
( YEAR 10 ABN)
MONT H 0
I Battle of Vandelhelm (S, was sneak attack on
Count Dooku. After Dooku defeated the
assailants, he declared war on the Republic).
I Battle of Ryloth (S, lead by Anakin Skywalker).
MONT H 1- 2
I Battle of Kalee (S, led by General Grievous. Was
the Defense of Kalee from Republic aggression).
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 4 0
I Battle of Thyferra (S, led by Commander
Skywalker. Stopped all bacta shipments to the
Republic).
MONT H 3
I Battle of Rothana (R, the Separatist were able to
steal the AT-AP design and obtain the
coordinates for Kamino, but were beaten back
from the world. Separatist forces led by Captain
Czar; Republic forces led by Jedi Master Nejaa
Halcyon).
I Battle of Bestine (S, The Republic was routed
here by Captain Czar. The Republic forces were
lead by Kit Fisto, but failed to stop the Separatist
forces because of the lack of air support. The call
for new fighters, not just for Jedi, is made out to
Incom and KSE).
MONT H 4
I Battle of Kamino (S, while the Separatists won
the battle, they couldn’t take Kamino. Lead by
General Grievous, Commander Skywalker, and
Captain Czar).
I Battle of Honoghr (S & D, This happens a
couple hours after the Battle of Kamino. The
Noghri’s homeworld is destroyed because of the
battle, and the Noghri are moved to Rori by the
Separatists).
YEAR 2 OF THE CLONE WARS
( YEAR 11 ABN)
MONT H 7
I Battle of Gyndine (S, sees the Separatists
introduce the MC-75 and the Separatist Assault
Gunboat).
I Battle of Cato Neimoidia (R, before the
Separatists could gather forces to defend the
world, the Republic captures Cato Neimoidia;
Repubic forces led by Jedi Master Nejaa
Halcyon).
MONT H 8
I Battle of Tanaab (S, led by Commander Czar).
I Battle of Bandomeer (S &D, Republic uses Base
Delta Zero to keep this key junction world out of
Separatist hands. The Separatists set up a base
anyway to help the refugees of Bandomeer and
support Separatist incursions into the heart of
the Republic).
MONT H 10
I Battle of Mygeeto (R, Sees the Republic
introduce the V-wing fighter. The Republic
attack on Mygeeto is lead by Captain Jan
Dodonna and Jedi Master Aayla Secura).
I Battle of Rodia (S, Sees the introduction of the
ARC-170 for the Republic and the AT-AP and
the AT-GE for the Separatists).
I Battle of Bogden (S, Was supposed to be lead by
General Grievous. Commander Czar took over
in his absence. Sees introduction of the Actis-
class Interceptor).
MONT H 14
I Battle of Aridus (S, Lead by General Grievous).
I Battle of Iktotch (S, World defects to the
Separatists in the middle of the battle, and
together they defeat the Republic).
I Battle of Denon (S & D, The Republic destroys
the world after losing it to halt Separatist
advance to the Core. A military base is
established in orbit, and the refugees are moved
far behind enemy lines).
I First and Second Battles of the Roche Asteroid
Field (R & S, after losing the Asteroid Field,
Commander Skywalker re-captures the Roche.
Afterwards, Commander Skywalker then retires
from the Separatist military for personal
reasons).
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 4 1
MONT H 19
I Battle of Nubia (S, was won with little Republic
resistance. The Republic pulls its forces back to
Corellia and Duros).
I Battle of New Plympto (S, Republic begins to
reinforce the defense of Duros for a possible
assault).
I Battle of Duro (S, after being tricked into
pulling the Republic's forces to Coruscant for
what seemed like an imminent attack on that
world, Duro falls to the Separatists in a quick
assault).
I Battle of Tirahnn (S, was won after 3 days of
continuous fighting).
YEAR 3 OF THE CLONE WARS
( YEAR 12 ABN)
MONT H 21
I Second Battle of Tanaab (R, The Republic
retakes this world with heavy resistance, led by
Nejaa Halcyon).
I Second Battle of Bogden (R, the Republic
retakes this world, but with great strain on their
resources)
I Second Battle of Thyferra (R, restored Bacta
shipments to Republic clones).
MONT H 22
I Second and Third Battle of New Plympto (R &S,
Recaptures New Plympto using forces from
neighboring Corellia. After the world is
captured, the Separatist counter-attack from
Duro).
I Battle of Mon Calamari (S, a small force is
brought to Mon Calamari in hopes of having the
Mon Calamari rejoin the Republic. No such
support exists when the Republic arrives. Led
by Kit Fisto, the Republic forces are defeated by
a combined Quarren, Mon Calamari, and
Separatist Clone forces. Separatist forces are
lead by Commander Czar).
I Second Battle of Mygeeto (S, The Republic is
finally beaten back from this world, after being
isolated from Republic space for months).
MONT H 23
I Battle of Ando (R, Wanting to capture a point
deep within Separatist space to strike out from;
the Republic captures Ando in a sneak attack).
I Battle of Balmorra (R, captured by the Republic
by Kal Remos and Rian Remos).
MONT H 28
I Battle of Utapau (R, using overwhelming force
and Jedi Master Kal Remos, the Republic is able
to capture the Separatist's latest command
headquarters. All of the Separatist military
leadership escapes, as well as most Separatist
troops and equipment).
I Battle of Felucia (S, the last big incursion into
Separatist Territory, it also marks the end of the
Republic assault. The Republic loses this battle
due sabotage by Separatist forces. Captain
Mansur Hisein leads this battle for the
Separatists).
YEAR 4 OF THE CLONE WARS
( YEAR 13 ABN)
MONT H 33
I Second Battle of Cato Neimoidia (S, was won
back but at a high price in lives).
I Third Battle of Thyferra (S, restores the
Separatist control of Bacta. The Republic
begins to suffer because of this).
MONT H 34
I Second Battle of Utapau (S & D, Utapau is re-
captured, but the Republic does Base Delta
Zero to destroy as many Separatist troops as
possible before leaving. The remaining people
of Utapau are moved to a new world for their
safety).
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 4 2
I Second Battle of Ando (S, is finally recaptured
by Commander Czar. The Republic lose many
lives during the assault).
MONT H 35
I Third Battle of Tanaab (S, finally is taken back
by the Separatists. This agricultural world is
returned to the Separatists mostly intact,
allowing them to feed their growing army).
I Second Battle of Balmorra (S, the world is
recaptured by Commander Tann).
MONT H 36
I Third Battle of Bogden (S, is a hard fought
victory for the Separatists).
I Battle of Arkania (S, This world is lost through
a month long battle and siege of the planet.
Aayla Secura leads the Republic at this world.
The Separatists are now poised to take over the
Core, the last of the Republic's strongholds.
Other Republic worlds are now scattered
around a sea of Separatist worlds, unable to
send help as the Core is put in immediate
danger).
MONT H 37
I Battle of Bilbringi (S, this world is captured to
help supplement Separatist forces pushing
towards the Core. The Separatist are lead by
Commander Tann. Adi Gallia, General of the
Republic forces here, dies in a starfighter fight
against Tann).
I Battle of Reecee (S, this world is taken due to a
secret route known by smugglers for getting
into Coruscant. The information was sold to the
Separatist’s by spice miners on Naboo. This
world is also taken by Tann).
I Battle of Jumus and Froz (S, lead by the new
General of the Separatist Forces, General Czar,
both worlds are captured simultaneously. Agen
Kolar dies defending Jumus, and Stass Allie on
Froz).
MONT H 39
I Battle of Corellia (S, under General Czar’s
command, the Separatists finally capture
Corellia. It comes as a heavy cost for both sides,
though).
I Battle of Rhen Var (S, A Republic outpost
turned into a fortress world, this world finally
falls to a concentrated push by Commander
Tann’s forces)
MONT H 40
I Battle of Recopia (S, using Corellia as a jumping
off point, General Czar lead his forces to victory
at Recopia. Kit Fisto dies at this battle when the
bridge of the Venator-class Star Destroyer
Thunder Flare was rammed by a Separatist
ship).
MONT H 41
I Battle of Brentaal (S, Continuing her push
towards the Core, Tann captures Brentaal in a
week long ground assault. Tann then leaves to
personally oversee the defense of Mygeeto from
a Republic armada).
I Battle of Chandrila (S, Separatist forces quickly
move into Chandrila after taking Brentaal. The
Republic forces surrender, unable to defend
neither themselves nor Chandrila. Chandrila
passes peacefully into Separatist hands).
I Battle of Sarapin (S, General Czar pushes even
closer to Coruscant and captures Sarapin. Czar
is given permission to bypass Corsal and help
Separatist forces push towards Coruscant).
MONT H 42
I Battle of Corulag (S, Separatist forces from
Chandrila now edge closer to Coruscant. With
only Anaxes, Palpatine makes a show of
solidarity and sends out more forces from
Coruscant to help defend what few worlds are
under Republic control in the Core. Palpatine
also, under pressure from the public, names Kal
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 4 3
Remos as the new Supreme Commander of
Republic forces, replacing Yoda who had
effectively been of no help to the Republic for
months).
I Battle of Anaxes (S, bypassing Kuat and Corsal,
General Czar pushes his forces to the last line of
defense before Coruscant. It takes nearly the
entire month for the world to fall, but it does.
The fleet in Corulag meets up with Czar's Fleet
and prepares for a push on Coruscant).
I Third Battle of Mygeeto (S, The Republic
pushes to gain this world with a massive
armada. Under Commander Tann, the
Separatists win but it takes 2 full months to beat
back the Republic. Tann disappears after the
battle).
MONT H 43
I Battle of Coruscant (S & R, taking the entire
month, this campaign has both sides winning
and losing the battle every day. Entire armies
are brought in and killed off as both vie for this
world. General Czar effectively cripples the
Republic forces in the area, and leaves after a
month of fighting. His forces take severe losses,
but fare far better then the Republic's.
Coruscant remains in Republic hands, but is on
the brink of chaos).
MONT H 44
I Battle of Kuat (S & E, still reeling from their
losses on Coruscant, the Republic uses all of its
available forces to defend Kuat. Kal Remos
leads the Republic, while General Czar leads the
Separatists. This climatic battle leads to the rise
of the Empire and the fall of the Separatists at
their moment of triumph. Kuat’s great
shipyards are destroyed because of the battle,
and the newly formed Empire now turns to
Rothana as its primary supplier of new
Imperial-class Star Destroyers. Rothana Heavy
Engineering leaves KDY).
AD V E N T U R E HO O K S
Here are some adventures for everyone to enjoy. Some
adventures, though, are interconnected into Super adventures,
and have been broken up to allow side adventures, or as I like to
call it “tangent adventures”, that may occur because of the
adventure.
SAVI NG SEV’ RANCE TANN
-“It is said that power corrupts, but actually it's truer that power
attracts the corruptible. The sane are usually attracted by other
things than power.”
Having been under the direct command of the powerful General
Grievous up until his death, Sev’rance Tann had become
corrupt and wicked. Czar, as newly elected General of the CIS
forces, couldn’t allow Tann to be around if she will not follow the
ideals of the CIS, which doesn’t include heavy handed tactics to
suppress innocents. But with the Republic on the offensive,
Czar calls upon the heroes to help him out. He tells them that,
after Grievous’s death, Tann had disappeared to Mygeeto.
He asks them to go to Mygeeto, and either redeem her from
the darkside, or kill her. Either way, the threat she poses must be
neutralized for the good of the CIS. As they are heading to their
ship to get to Mygeeto, the heroes are approached by a dark
figure in black robes. He explains that he knows they are out to
“take care of” Sev’rance Tann, and offers to help them, free of
charge. If the heroes refuse, he will sneak aboard anyway.
When they come to Mygeeto, they will find the world is
already under attack by the Republic. Somehow, though,
neither side notices them as they move towards the planet. If the
New Feat: Improved Combat
Reflexes
F e a t c r e a t e d b y D e n t A r t h u r D e n t
Prerequisites: Combat Reflexes, Dex 15, Wis 13.
Benefits: Improving upon earlier training, you are now
even more opportunistic when it comes to attacking
while a character's guard is down. Enables all Attacks of
Opportunity that your character is entitled to to target the
same individual, provided he/she triggers said attacks.
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 4 4
dark figure was accepted by the group, at this time he reveals
himself as Anakin Skywalker. If the heroes didn’t let him
willingly onto their ship, then he comes out of hiding on the ship
and reveals himself when they land on the planet. He explains
that he is there to redeem his former apprentice, and take her
away form the destructive conflict that is consuming the galaxy.
If the heroes still don’t want him around, he will go his own way,
but he will show up again.
Whether with Anakin or not, the heroes travel through the
capital city of Mygeeto in search of Tann. Republic and CIS
clones roam the streets, ordered to kill first and ID later. While
searching, they find a Republic datapad with the orders to
capture Tann at all cost. A bounty of 1,000,000 credits is being
offered by the Republic for her! When they do find her, she is
leading CIS clones against a group of bounty hunters. Again, if
Anakin had not been allowed to be with the heroes before, he
now returns. The heroes now must choose. Should they help
Anakin redeem her, but bring her back to Czar or let her leave
with Anakin? Or should they answer the Republic bounty, and
also make friends within the highest echelons of the Republic?
QUI CK, AFTER CATO NEI MOI DI A!
With the Separatists on the offensive, key worlds lost earlier in
the war are back within sight of the Confederacy. One of those
worlds is Cato Neimoidia. Nute Gunray stresses the importance
of this world, and calls for the heroes to help recapture the
world. Gunray wants them to meet with local resistance, and
help coordinate a massive attack. This attack would help
distract the Republic for when General Grievous’s fleet jumps
into the system.
Getting on to the world won’t be too hard since Cato
Neimoidia fell early in the war, and thus traffic has normalized
to some degree. When the fighting starts, it would be wise if the
heroes find a place to hide, since the Separatists are going to use
every weapon in their arsenal to capture the world. When the
dust settles, Cato Neimoidia will become Confederate once
again. Nute Gunray will treat them to a short vacation in his
home on Cato Neimoidia, as well as giving some monetary
compensation.
THE END PART I
The war is nearing its end. Casualties are reaching record highs
as both sides fight with what little resources they have left for
what remains of the Republic. Of all the Jedi Generals at the
beginning of the war, Kal Remos has become Supreme
Commander of all Republic forces.
Originally Yoda had these duties, but he had mentally shut
down as the Jedi’s numbers dwindled. Since Kal has become
Supreme Commander, it has become common for him to square
off against General Czar. The Republic, in a desperate plea, asks
the heroes to help in the defense of Kuat. If they have a space
transport, their ship is to be restored to top condition for the
upcoming battle. If the heroes have no ship, they are attached to
Kal Remos's personal command staff to help him in battle.
When the Separatists jump into the system, their ship is still in
the repair docks and they are forced to join Remos’s personal
command staff. The heroes are brought to the bridge of the
Indomitable, where Remos is in a heated discussion with Mace
Windu. When the heroes approach, Kal immediately ends the
conversation with Mace, and assigns each hero to a
communication stand to help facilitate orders among the fleet.
The Battle for Kuat ensues for days, with no end in sight. As
the Separatists begin a new offensive, a message comes into the
bridge of the Indomitable. The message is for Captain Rian
Remos, but it is from the Supreme Chancellor. As the heroes,
Kal and Rian crowd around the holonet transceiver, a disfigured
Palpatine shows up. Speaking in a dark, evil tone, he says,
“Captain Remos, the time has come. Execute Order 66.” Rian
looks around in confusion and says, “Order 66? But Kal isn’t a
traitor to the Republic!” As Rian says this Kal begins to stagger,
holding his head and his stomach. “I can feel the deaths of my
friends, the Jedi. What is happening?” All over the galaxy, the
Jedi Purge had begun. As the heroes stand dumfounded,
Republic ships begin to turn on their Jedi Generals in the middle
of battle! The Separatists, confused by this begin to pull back
and watch what is happening. As the fleet pulls away, a group of
clone troopers enter the bridge. The Sergeant of the group says,
“By Request of Emperor Palpatine, this crew is to be relieved of
its duty and we are ordered to execute the traitor Jedi Master Kal
Remos!” Kal is on the ground, hacking loudly. If any of the
heroes try to talk to him, he is unresponsive. The heroes must
choose to follow the new Emperor, or to follow Kal Remos. If the
heroes help the clones, they will be captured by the crew. If they
join Kal, they will defeat the clones together. Either way the ship
will jump away from Kuat and for the Separatist fleet. They are
now traitors to the Republic.
C H A P T E R 5 – RE V E N G E O F T H E S I T H
P A G E 1 4 5
THE END PART I I
While the Republic regains its composure from the recent
purging of its military, the Separatist are greeted by the
Indomitable. On the bridge, Kal finally regains some
composure, and speaks to the heroes. If the heroes joined the
crew to save Kal, he weakly thanks them for their help, and
promises to protect them from the Republic. If the heroes tried
to have him killed, Kal will threaten to kill them himself if they
continue to go against him. If they try to lie to them, he will
threaten them with his lightsaber. Kal means business. Once the
heroes and Kal have gotten everything squared away, Rian
speaks to Kal, saying that Czar is willing to hear them out. Kal
explains all that has happened, and begs for amnesty. In
exchange, Kal offers to help Czar capture Kuat. Czar is intrigued
by this, and agrees to give Kal and the hero’s amnesty. A day
later, Czar strikes against the Republic, and soundly defeats
them all. Kuat falls quickly in the presence of Separatist Troops
on their soil.
As the Separatist forces celebrate, a priority message comes
in from the Mustafar system. Someone has gotten past the
Separatist Council’s defenses and is going to assassinate the
Council. The message begs for Czar to send help immediately.
With haste Czar sends out the heroes with the Recusant-class
Light Destroyer Dac Pride as well as the Mon Calamari Star
Cruiser Gentle Sea. The heroes and the two Separatist ships take
a secret route which saves a lot of time. They reach the world in
three days. In space they find a Neimoidian Shuttle and a Jedi
starfighter stranded. The ship is that of Nute Gunray and
Anakin Skywalker! Once aboard, Nute explains that Anakin
Skywalker, and a clone of Anakin were fighting on Mustafar. He
had escaped a couple of days ago, and then Anakin Skywalker
came up from the planet to protect Gunray while he waited to be
rescued. The clone had supposedly died on Mustafar. Anakin
thanks everyone for saving Gunray, and leaves for Naboo.
As the Separatists prepare to leave the system for Naboo as
well, a Theta-class shuttle enters the system. It strangely reads
as empty.
THE END PART I I I
Once the group returns to Kuat, they find a lot has happened in
the past two weeks. Gunray, after being dropped off at Naboo, is
nominated as the new President of the Confederacy. He is voted
into office a day later. Also, the Galactic Empire has emerged.
This Empire rose out of the ashes of the Republic, and is being
lead by Emperor Palpatine. But a day after Palpatine and his
apprentice Darth Vader wrested control of the Empire from the
Senate, Palpatine is killed by Darth Vader. Vader declares
himself Emperor of the Empire. But the Empire is now weak
from all the political turmoil, and General Czar is already to give
the heroes a mission, when a transmission comes in. President
Gunray is on the line, and relays the most shocking news: A
peace Treaty with the Empire has been proposed! At their
moment of triumph, the Separatist are giving up! Czar is
angered at this, but accepts the order to stand down while
negotiations begin. Kal Remos, with Czar, suggests the heroes
may be of use. The Jedi are being killed as the stragglers come
into the Jedi Temple. The heroes must enter the Jedi Temple and
deactivate the beacon, and activate a new beacon warning the
remaining Jedi to run and hide or find the Bendu and hide. Kal
had already spoken to Anakin Skywalker and he agreed to
protect any remaining Jedi. Coruscant is in chaos as the new
Emperor tries to gain control over the planet.
Clonetroopers, now Stormtroopers, at the Jedi Temple are
scarce, so entering the Temple will be easy. But once they enter,
they will have only 35 minutes before more Stormtroopers
arrive. When the heroes complete this, they return to Kuat to
find General Czar infuriated. Gunray had agreed to let the
Empire annex the Confederacy. All Confederate forces are to
stand down and wait for the Imperial forces to relieve them of
their duties and ships. Czar thanks the heroes for a job well
done, but he is greatly upset at this news. Czar knows there is
only one solution: rebel! Czar offers the heroes a chance to join
his rebellion against the Empire and the turncoat of the
Confederacy. If the heroes decline, Czar will accept that, and
send them on their way. If they agree, Czar will have his force
pack up and leave Kuat, but not before destroying Kuat’s
shipyards. Before leaving for the Outer Rim, he makes a call for
all Confederate forces to ignore Gunray’s orders, and to join him
in the Outer Rim. After talking to Queen Amidala, Czar
speaks to the heroes again, in which he asks them to return to
Coruscant and give a holo message to Mon Mothma and Bail
Organa. Once they do, they are to meet him on Mon Calamari.
The Rebellion to Restore Democracy has begun.
AP P E N D I X
P A G E 1 4 6
E P I C L E V E L RU L E S
F O R S T A R WA R S
D 2 0
A d a p t a t i o n b y Wi z O _ S i t h
The following are rules for playing characters of higher than
20th level. They are adapted from the rules presented at GenCon
(in 1999, if I'm not mistaken), they predate official Epic-Level
rules for D&D 3.0 by at least a year and the D&D 3.5 Revision
by several additional years. They are provided for Groups
wishing to run *REALLY* high-level adventures.
BASI C RULE CONCEPTS
1 Improvement per level slows down. If you don't
decrease benefits per level, characters become
hard to use. The Core Rulebook takes pains to
make the game work more smoothly up to 20th
level. Simply extrapolating the classes past 20th
level, however, can give you problems.
2 Levels past 20th scale infinitely. The 21+ rules
don't have a natural cap the way the Core
Rulebook rules do.
3 No level charts. Past 20th level, you don't look
up your abilities based on your character or
class level.
4 Scale XP normally. As with levels 1 to 20, the
number of extra XP you need to go from one
level to the next follows the standard
progression.
LEVEL BENEFI TS
At each level past 20th, you gain one benefit of your choice. The
basic benefits are:
I Increased Ability Score: Add +1 to any ability
score. Since this benefit is available at every
level, you no longer gain +1 to an ability score
automatically every four character levels.
I Epic Attack Bonus: Add +1 to all attacks. This
increase does not give you additional iterative
attacks (as increases to base attack bonus do).
I Increased Class Features: Gain the skill points
and class features one level higher than your
current effective class level. For example, when
an 11th-level Noble/9th-level Soldier achieves
21st-level, she can select "increased class
features" as her benefit for that level. With that
benefit, she could gain the skill points and
Command Bonus of a 12th-level Noble or 10th
level Soldier. The "increased class features,"
however, doesn't give you increased saves,
increased attack bonus, increased defense
bonus, ability increases, or standard Feats.
Classes, however, only go to 20th level, so you
can't use this benefit to increase your effective
class level to 21 or higher. Note: A single-
classed character can't use this benefit. The
"improved class features" benefit allows a
multiclassed character to get class features all
the way up to 20th level in each class.
I Epic Save Bonus: +1 to all saves
I Epic Vitality Bonus: +20 Vitality points
I Epic Skill Bonus: +10 skill points (spent as any
class you have)
I Epic Feat Selection: Gain two feats (replacing
the automatic one feat per three levels)
I Epic Class Mastery: +1 DC on all class features
I Signature Droid/Vehicle/Starship/Weapon:
Aquire, create, or enhance a Signature Droid,
Vehicle, Starship, or Weapon.
I Equipment:The Character should possess (or
have access to) gear/equipment worth roughly
the amount listed below:
Table Appendix 1—1: Epic Level
Gear Worth
Level / Gear Worth (In Credits)
20th / 220,000
21st / 290,000
22nd / 370,000
23rd / 480,000
24th / 630,000
25th / 820,000
26th / 1,000,000
AP P E N D I X
P A G E 1 4 7
27th / 1,400,000
28th / 1,800,000
29th / 2,300,000
30th / 3,000,000
31st / 3,900,000
32nd / 5,100,000
33rd / 6,700,000
34th / 8,700,000
35th / 11,000,000

Name SpecIes
CIass LeveI
PIanet of DrIgIn Cender h / F
Age Ht Wt
AbIIIty
Score
AbIIIty
hod
Temp
Score
Temp
hod
Strength
0exterIty
ConstItutIon
InteIIIgence
WIsdom
CharIsma

TotaI

ßase
AbIIIty
hod

hIsc. 2
FortItude (Con) = + +
PefIex (0ex) = + +
WIII (WIs) = + +
Force Pts 0ark SIde Pts
LIght SIde 0Ice 0ark SIde 0Ice

VItaIIty Pts



Wound Pts


0efense 8ase 10 +
0exterIty +
Class +
+

+
Armor
Armor
Check
DR
D
D
D
D
ßase Attack ßonus VItaIIty 0Ie PeputatIon ßonus

TotaI ßase hIsc
InItIatIve = +

TotaI

ßase
AbIIIty
hod
SIze
hod
hIsc
hod 1
hIsc
hod 2
heIee Attack 8onus (Str) = + + + +
Panged Attack 8onus (0ex) = + + + +
SkIll Name
Key
AbIIIty
AbIIIty
hod

Panks

hIsc
SkIII
hod
D AppraIse Ìnt

D Astrogate Ìnt

D 8alance 0ex

D 8luff Cha

D ClImb Str*

D Computer Use Ìnt

D Craft [__________________] Ìnt

D Craft [__________________] Ìnt

D 0emolItIons Ìnt

D 0Iplomacy Cha

D 0Isable 0evIce Ìnt

D 0IsguIse Cha

D EntertaIn [_______________] Cha

D Escape ArtIst 0ex*

D Forgery Ìnt

D Camble WIs

D Cather ÌnformatIon Cha

D Handle AnImal Cha

D HIde 0ex*

D ÌntImIdate Cha

D Jump Str*

D Knowledge [________________] Ìnt

D Knowledge [________________] Ìnt

D Knowledge [________________] Ìnt

D LIsten WIs

D |ove SIlently 0ex*

D PIlot 0ex

D ProfessIon [________________] WIs

D Fead/WrIte Language [______] none

D Fead/WrIte Language [______] none

D FepaIr Ìnt

D FIde 0ex

D Search Ìnt

D Sense |otIve WIs

D SleIght of Hand 0ex*

D Speak Language [___________] none

D Speak Language [___________] none

D Spot WIs

D SurvIval WIs

D SwIm Str

D Treat Ìnjury WIs

D Tumble 0ex*

D

D

D

SkIIIs marked can be used untraIned (0 skIII ranks). *Armor check
penaIty, If any, appIIes.
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes

SpecIal 0ualItIes






















Languages
D D
D D
D D
D D
D D

Character Sheet created by Thor A. Thorson Jr. ßased upon the WIzards of the Coast Star Wars d20
character sheet. Logo by WIzards of the Coast.
Feats
D AcrobatIc D FedIrect Attack D SpIrIted Charge D Stealthy
D AgIle FIposte D Endurance D NImble D Street Smart
D Alertness D ExotIc Weapon ProfIcIency D Perfect |emory D Surefooted
D AmbIdexterIty D PersuasIve D Surgery
D Dff·Hand Parry D PoInt 8lank Shot D CybernetIc Surgery
D AnImal AffInIty D Far Shot D TechnIcal WIzard
D ArIstocrat's Honor D Extended Fage D PrecIse Shot D Toughness [DDDDD|
D Armor Prof. (LIght) D Extra Lucky D Fanged 0Isarm D Trade Foute FamIlIarIty
D Armor Prof. (|ed) D Fame D FapId Shot D Track
D Armor Prof. (Hvy) D Force SensItIve D |ultI Shot D TrIck
D Armor Prof. (Pwd) D FrIghtful Presence D Shot on the Fun D Trustworthy
D Armor FamIlIarIty D Cearhead D PolItIcal Pull D Two Weapon FIghtIng
D ArtIstIc D Creat FortItude D Power Attack D Ìmproved Two Weapon FIghtIng
D AthletIc D CuardIan's CuIdance D Cleave D Urban TrackIng
D 8lInd·FIght D Cun Crew ChIef D Creat Cleave D Weapon FInesse
D Lesser 8lIndsIght D Headstrong D Ìmproved 8antha Fush
D 8rachIatIon D HeroIc Surge D Ìmproved Dver Fush
D 8ureaucratIc FlaIr D HIgh Culture D Sunder
D Card Shark D Ìmpersonator D 0uIck 0raw D Weapon Focus
D CautIous D Ìmproved CrItIcal D 8lasterslInger
D ClImate SpecIalIzatIon D 0uIckness [DDDDD|
D FesIst PoIson
D Ìmproved ÌnItIatIve D Fogue HerItage D Weapon Croup: ßIaster PIstoIs
D Combat ExpertIse D Ìnfamy D Fugged D Weapon Croup: ßIaster PIfIes
D Ìmproved 0Isarm D Ìnfluence D Fun D Weapon Croup: PrImItIve Weapons
D Ìmproved FeInt D Ìnventor D Shady |erchant D Weapon Croup: SImpIe Weapons
D Ìmproved TrIp D KIt·8ashIng D Sharp·Eyed D Weapon Croup: SIugthrowers
D WhIrlwInd Attack D LIghtnIng Feflexes D SkeptIcal D Weapon Croup: VehIcIe Weapons
D SuperIor ExpertIse D LIghtnIng Stealth D SkIll EmphasIs D Weapon Croup: VIbro Weapons
D Combat Feflexes D LIthe D Weapon SpecIalIzatIon
D 0efensIve Throw D LIvIng HIstory
D 0ual StrIke D Low ProfIle
D Combat 7eteran D |artIal Arts D Spacer
D 0efensIve |artIal Arts D StamIna D World WIse
D Ìmproved |artIal Arts D StarshIp 0odge D Zero·C TraInIng
D Consular's CuIdance D Advanced |artIal Arts D Zero·C Combat Focus
D Contact D Ìmproved Crapple D
D CosmopolItan D StunnIng StrIke D
D 0eft DpportunIst D ÌmprovIsatIonal FIghtIng D StarshIp DperatIon D
D 0IplomatIc ÌmmunIty D |erchant Trader D
D 0odge D |ImIc D
D |obIlIty D |ounted Combat D
D SprIng Attack D FIde·8y Attack D Steady D


FactIons Sympathy ExperIence



CredIts




SpecIes SpecIfIc Feats
D ChItInous D |ultI·Weapon FIghtIng
D Flyby Attack D FazorbIte
D Ìmproved Flyby Attack D Fazorclaws
D Ìmproved 0arkvIsIon D ThIck HIde
D Ìmproved FlIght D Trample
D Ìmproved Low·lIght 7IsIon D
D Know Enemy D
D |ultIdexterIty D
0roId SpecIfIc Feats
D ChassIs CompatIbIlIty D
D FInely Tuned D
D |artIal ProgrammIng D
D 0efensIve |artIal Prog. D
D Ìmpr. |artIal Prog. D
D Advanced |artIal Prog. D
D PersIstent PersonalIty D
FactIon Feats
Antarìan Ranyers Mìstryl Shadow Cuards
D FIeld CuIde D Heart of 7engeance
D JedI PetItIoner Noble Houses
ßlack Sun D Untouchable
D Underworld ConnectIons Peace ßrìyade
ßothan Spynet D 8Iotech FamIlIarIty
D False ÌdentIty D JedI Hunter
D ÌnformatIon 0ebt Rebel Allìance
ßounty Hunters' Cuìld D Febel TraInIng
D Contract Hunter Shadow Wìny
Confed. of Independ. Sys D Nest Egg
D Favored Customer Sìenar Fleet Systems
Corellìan Securìty D SIenar ServIce Contract
D CrImInal ÌnvestIgatIon D StarshIp Power DverrIde
Corporate Sector
D Corporate CredIt LIne D
D PremIer CredIt LIne D
Calactìc Empìre
D FlIght Academy TraInIng D
D ÌmperIal Command TraIn. D
Hutt Crìmìnal Syndìcate
D Hutt Favor D
D PIece of the ActIon D
Cear Wt Cear Wt












TotaI Wt TotaI Wt
hovementlLIftIng
hovement Pate hovement Pate
Walk (= 8ase) Hour Walk
Hustle Hour Hustle
Fun (xJ) 0ay Walk
Fun (x4) SpecIal
Load Wt CarrIed hax 0ex Check PenaIty Pun
LIght
|edIum
Heavy
LIft over Head = |ax Load
LIft off ground = 2 x |ax Load
Push or 0rag = 5 x |ax Load

hax
Load






Notes













Force Feats
D ControI
D Attuned D |ettle
D 8ody Adjustment D Fage
D 8urst of Speed D SIth Sword |astery
D Force Speed D SIth Sword Expert 0efense
D KnIght Speed D SIth Sword |astery
D |aster Speed D
D Up the Walls D
D 0IssIpate Energy D
D LIghtsaber 0efense D
D KnIght 0efense D
D |aster 0efense D
D Sense
D Aware D |alevolent
D 8east Language D Nature AffInIty
D Force |Ind D
D Ìmproved Force |Ind D
D KnIght |Ind D
D |aster |Ind D
D CuIdIng SpIrIt D
D LInk D
D AIter
D 8attle |edItatIon D Summon Storm
D CompassIon D Fecover Weapon
D Focus D Force ShIeld
D Force FlIght D
D Force PIlot D
D Force WhIrlwInd D
D Hatred D
D |Ind TrIck D
D Art of the Small D Powerful Presence
D Control 0Isease D Psychometry
D Control PoIson D Spellcaster
D 0ark Power D Weather Sense
D 0oppelganger D 0IscIple of the UnIfyIng Force
D 0raIn Force D
D Enhanced 0anger Sense D
D Force |astery D
D HIgh Force |astery D
D KInetIc Combat D
D KInetIc |Ight D
D |orIchro D
LIghtsaber Form Feats
D LIghtsaber Form Ì |astery D ShIen |astery
D LIghtsaber Form ÌÌ |astery D Sokan |astery
D LIghtsaber Form ÌÌÌ |astery D TrIspzest |astery
D LIghtsaber Form Ì7 |astery D Jar'KaI |astery
D LIghtsaber Form 7 |astery D
D LIghtsaber Form 7Ì |astery D
D LIghtsaber Form 7ÌÌ |astery D
D NIman |astery D
Force SkIII Name

Feat
Key
AbIIIty
AbIIIty
hod

Panks

hIsc
SkIII
hod
D Affect |Ind
AIter
Cha

D Alchemy
Force*
Ìnt

D 8attlemInd
ControI
Con

D 8attle Ìnfluence
AIter*
Cha

D Control |Ind
AIter*
Cha

D 0raIn Energy
AIter
Con

D 0raIn Knowledge
Sense
Ìnt

D Empathy
Force
WIs

D Enhance AbIlIty
Force
Con

D Enhance Senses
Sense
WIs

D FarseeIng
Sense
WIs

D Fear
Sense
WIs

D Force 0efense
ControI
Cha

D Force CrIp
AIter
Ìnt

D Force LIght
AIter
WIs

D Force LIghtnIng
AIter
Ìnt

D Force Stealth
ControI
Cha

D Force StrIke
AIter
Ìnt

D FrIendshIp
Force
Cha

D Heal Another
AIter
WIs

D Heal Self
ControI
Cha

D ÌllusIon
AIter
Cha

D ÌnspIre
AIter*
Cha

D |alacIa
AIter
Sense*
Ìnt

D |ove Dbject
AIter
Ìnt

D Plant Surge
AIter
ControI
Ìnt

D See Force
Sense
WIs

D Sever Force
AIter*
Cha

D Telepathy
Sense
WIs

D Transfer Essence
Force*
Cha

D



D



D



D



SkIlls marked can be used untraIned (0 ranks). Use of skIlls
marked earns a 0ark SIde Pt. *AddItIonal feats are requIred. See
skIll text for other prerequIsItes.
Force TechnIque VItaIIty
Pt Cost

Effect
Empower Force X J All varIable, numerIc effects of empowered Force skIlls Increased by 1.5
Enlarge Force X 2 Fanges of enlarged Force skIlls are doubled.
Extend Force X 2 Extended Force skIlls last twIce as long.
HealIng Trance ··· Co Into Trance; appear dead - heal as assIsted healIng.
|axImIze Force X 4 |axImum damage, maxImum 7P/WP/AbIlIty Scores cured.
Sense SurroundIngs 2 Compensates for one sense at a tIme.
SplIt Force X 2 Force skIll may target addItIonal beIngs or objects.






AddItIonal Weapons/Notes














Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
AddItIonaI Notes











































PersonaI StarshIp


















PersonaI VehIcIe













Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes

0roId Name û 0esIgnatIon HeurIstIc Processor Y l N
CIass LeveI 0egree
PersonaIIty h l F Age Ht Wt
hanIpuIator ChassIs hanufacturer
AbIIIty
Score
AbIIIty
hod
Temp
Score
Temp
hod
Strength
0exterIty
ConstItutIon
InteIIIgence
WIsdom
CharIsma

TotaI

ßase
AbIIIty
hod

hIsc. 2
FortItude (Con) = + +
PefIex (0ex) = + +
WIII (WIs) = + +
VItaIIty Pts





Wound Pts



0efense 8ase 10 +
0exterIty +
Class +
+

+
Armor
Armor
Check
DR
D
D
D
D
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes

SpecIaI DuaIItIes
0roId:
0oes not requIre sleep; Cannot gaIn Force Pts, Force skIlls, or Force feats; Can regaIn
lost wound pts or abIlIty pts through usage of the FepaIr skIll; SkIll pts can be
reassIgned wIth the Computer Use skIll; ÌmmunIty to poIson, radIatIon, dIsease,
suffocatIon, drownIng, and up to extreme temperature varIatIons; susceptIble to
rust, droId rot, corruptIon, dIsrepaIr, dust, and sand; abIlIty score Increases must
be applIed to ÌntellIgence, WIsdom, CharIsma scores - cannot Increase physIcal
attrIbutes through natural means; ambIdextrous (gaIns the AmbIdexterIty feat for
free).










Known Languages
D 8Inary D
D D
D D
D D
D D
D D
D D

Character Sheet created by Thor A. Thorson Jr. ßased upon the WIzards of the Coast Star Wars d20
character sheet. Logo by WIzards of the Coast.
ßase Attack ßonus VItaIIty 0Ie
PeputatIon ßonus


TotaI ßase hIsc
InItIatIve = +

TotaI

ßase
AbIIIty
hod
SIze
hod
hIsc
hod 1
hIsc
hod 2
heIee Attack 8onus (Str) = + + + +
Panged Attack 8onus (0ex) = + + + +
SkIll Name
Key
AbIIIty
AbIIIty
hod

Panks

hIsc
SkIII
hod
D AppraIse Ìnt

D Astrogate Ìnt

D 8alance 0ex

D 8luff Cha

D ClImb Str*

D Computer Use Ìnt

D Craft [__________________] Ìnt

D Craft [__________________] Ìnt

D 0emolItIons Ìnt

D 0Iplomacy Cha

D 0Isable 0evIce Ìnt

D 0IsguIse Cha

D EntertaIn [_______________] Cha

D Escape ArtIst 0ex*

D Forgery Ìnt

D Camble WIs

D Cather ÌnformatIon Cha

D Handle AnImal Cha

D HIde 0ex*

D ÌntImIdate Cha

D Jump Str*

D Knowledge [________________] Ìnt

D Knowledge [________________] Ìnt

D Knowledge [________________] Ìnt

D LIsten WIs

D |ove SIlently 0ex*

D PIlot 0ex

D ProfessIon [________________] WIs

D Fead/WrIte Language [______] none

D Fead/WrIte Language [______] none

D FepaIr Ìnt

D FIde 0ex

D Search Ìnt

D Sense |otIve WIs

D SleIght of Hand 0ex*

D Speak Language [___________] none

D Speak Language [___________] none

D Spot WIs

D SurvIval WIs

D SwIm Str

D Treat Ìnjury WIs

D Tumble 0ex*

D

D

D

SkIIIs marked can be used untraIned (0 skIII ranks). *Armor check
penaIty, If any, appIIes.
Feats
D AcrobatIc D Endurance D Perfect |emory D Street Smart
D AgIle FIposte D ExotIc Weapon ProfIcIency D PersuasIve D Surefooted
D Alertness D PoInt 8lank Shot D Surgery
D AmbIdexterIty D Far Shot D CybernetIc Surgery
D Dff·Hand Parry D PrecIse Shot D TechnIcal WIzard
D AnImal AffInIty D Extended Fage D Fanged 0Isarm D Toughness [DDDDD|
D ArIstocrat's Honor D Extra Lucky D FapId Shot D Trade Foute FamIlIarIty
D Armor Prof. (LIght) D Fame D |ultI Shot D Track
D Armor Prof. (|ed) D FrIghtful Presence D Shot on the Fun D TrIck
D Armor Prof. (Hvy) D Cearhead D PolItIcal Pull D Trustworthy
D Armor Prof. (Pwd) D Creat FortItude D Power Attack D Two Weapon FIghtIng
D Armor FamIlIarIty D CuardIan's CuIdance D Cleave D Ìmproved Two Weapon FIghtIng
D ArtIstIc D Cun Crew ChIef D Creat Cleave D Weapon FInesse
D AthletIc D Headstrong D Ìmproved 8antha Fush
D 8lInd·FIght D HeroIc Surge D Ìmproved Dver Fush
D Lesser 8lIndsIght D HIgh Culture D Sunder
D 8rachIatIon D Ìmpersonator D 0uIck 0raw D Weapon Focus
D 8ureaucratIc FlaIr D Ìmproved CrItIcal D 8lasterslInger
D Card Shark D 0uIckness [DDDDD|
D CautIous D FesIst PoIson
D ClImate SpecIalIzatIon D Fogue HerItage D Weapon Croup: ßIaster PIstoIs
D Ìmproved ÌnItIatIve D Fugged D Weapon Croup: ßIaster PIfIes
D Ìnfamy D Fun D Weapon Croup: Heavy Weapons
D Combat ExpertIse D Ìnfluence D Shady |erchant D Weapon Croup: PrImItIve Weapons
D Ìmproved 0Isarm D Ìnventor D Sharp·Eyed D Weapon Croup: SImpIe Weapons
D Ìmproved FeInt D KIt·8ashIng D SkeptIcal D Weapon Croup: SIugthrowers
D Ìmproved TrIp D LIghtnIng Feflexes D SkIll EmphasIs D Weapon Croup: VehIcIe Weapons
D WhIrlwInd Attack D LIthe D Weapon Croup: VIbro Weapons
D SuperIor ExpertIse D LIvIng HIstory D Weapon SpecIalIzatIon
D Combat Feflexes D Low ProfIle
D 0efensIve Throw D |artIal Arts
D 0ual StrIke D 0efensIve |artIal Arts D Spacer
D Combat 7eteran D Ìmproved |artIal Arts D StamIna D World WIse
D Advanced |artIal Arts D StarshIp 0odge D Zero·C TraInIng
D Ìmproved Crapple D Zero·C Combat Focus
D Consular's CuIdance D StunnIng StrIke D
D Contact D ÌmprovIsatIonal FIghtIng D
D CosmopolItan D |erchant Trader D StarshIp DperatIon D
D 0eft DpportunIst D D D
D 0IplomatIc ÌmmunIty D |ImIc D
D 0odge D |ounted Combat D
D |obIlIty D FIde·8y Attack D
D SprIng Attack D SpIrIted Charge D Steady D
D FedIrect Attack D NImble D Stealthy D


FactIons Sympathy ExperIence



CredIts




0roId SpecIfIc Feats
D ChassIs CompatIbIlIty D
D FInely Tuned D
D |artIal ProgrammIng D
D 0efensIve |artIal Prog. D
D Ìmpr. |artIal Prog. D
D Advanced |artIal Prog. D
D PersIstent PersonalIty D
D D
D D
D D
FactIon Feats
Antarìan Ranyers Peace ßrìyade
D FIeld CuIde D 8Iotech FamIlIarIty
D JedI PetItIoner D JedI Hunter
ßlack Sun Rebel Allìance
D Underworld ConnectIons D Febel TraInIng
ßothan Spynet Shadow Wìny
D False ÌdentIty D Nest Egg
D ÌnformatIon 0ebt Sìenar Fleet Systems
ßounty Hunters' Cuìld D SIenar ServIce Contract
D Contract Hunter D StarshIp Power DverrIde
Confed. of Independ. Sys
D Favored Customer D
Corellìan Securìty D
D CrImInal ÌnvestIgatIon
Corporate Sector D
D Corporate CredIt LIne D
D PremIer CredIt LIne
Calactìc Empìre D
D FlIght Academy TraInIng D
D ÌmperIal Command TraIn.
Hutt Crìmìnal Syndìcate D
D Hutt Favor D
D PIece of the ActIon
Mìstryl Shadow Cuards D
D Heart of 7engeance D
Noble Houses
D Untouchable
Cear Wt Cear Wt












Total Wt Total Wt
|ovement/LIftIng
hovement Pate hovement Pate
Walk (= 8ase) Hour Walk
Hustle Hour Hustle
Fun (xJ) 0ay Walk
Fun (x4) SpecIal
Load Wt CarrIed hax 0ex Check PenaIty Pun
LIght
|edIum
Heavy
LIft over Head = |ax Load
LIft off ground = 2 x |ax Load
Push or 0rag = 5 x |ax Load

hax
Load






0roId 0Iagram




























0roId AccessorIes
D Armor, LIght D Secondary battery
D Armor, |edIum D Self·destruct system
D Armor, Heavy D Sensors
D ComlInk D Ìmproved sensor package
D 0IagnostIcs package D Ìnfrared vIsIon
D 0roId Caller D Low·lIght vIsIon
D Electroshock probe D |otIon sensors
D EnvIronmental compensator D SonIc sensors
D FIre extInguIsher D TelescopIc vIsIon
D Flamethrower D J60 degree vIsIon
D HeurIstIc processor D ShIeld generator
D Ìnternal Storage D 0F J
D Compartment space (_________ kg) D 0F 6
D SprIng·loaded mechanIsm D 0F 9
D Locked access D TelescopIc appendage
D |agnetIc feet D Tool mount
D FecordIng unIt D Translator unIt
D AudIorecorder D 0C J0
D 7Ideorecorder D 0C 25
D Holorecorder D 0C 20
D Femote processor D 0C 15
D 5 km range D 0C 10
D 50 km range D 0C 5
D 500 km range D 7ocabulator
D 5,000 km range D Weapon mount
D Femote receIver D
D FepulsorlIft unIt D
D FestraInIng bolt D
D Fust InhIbItor D WeldIng laser/cuttIng torch
DuIrkslPersonaIIty TraIts

















Weapon hount Weaponry:

Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Notes



























AddItIonaI Weapons:

Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
Weapon
TotaI Attack ßonus 0amage CrItIcaI Pange

Notes
St arshi p Record Sheet
St arshi p Di agram


St arshi p Name

Craf t

Cl ass

Si ze

Cost

Cargo Capaci t y mt

Consumabl es
d w m y

Crew Crew Qual i t y

Passengers

Hyperdri ve x Backup x

Max Space Speed Squares/ Act i on

Max At mospheri c Speed Squares/ Act i on



Tot al


Armor
Bonus

Si ze
Mod

Mi sc
Mod 1
Mi sc
Mod 2

Def ense





= 10 +




+

+

+

Current Def ense
Vehicle
Dodge
Sensor
Ops

Speed


Condi t i onal
Modi f i ers

+

+

+



Tot al
Si ze
Mod
Crew
Bonus

Tot al
Si ze
Mod
Crew
Bonus
Engi ne
Qual i t y

Ot her
Ini t i at i ve = + Maneuver = + + +
Shi el d Pt s DR

Current Shi el d Pt s



Hul l Pt s DR

Current Hul l Pt s



St andard Modi f i ers
Speed Squares/
Move
Def ense
Mod
Pi l ot / Ski l l
Mod
St at i onar y 0 - 4 +0
Docki ng 1 - 2 +0
Cr ui si ng 2- 4 +0 - 1
At t ack 5- 8 +2 - 2
Rammi ng 9+ +4 - 4
Can onl y change speed at t he begi nni ng of each round

Range t o Target
At t ack
Mod
Poi nt Bl ank ( 0- 1 squar es) +0
Shor t ( 2- 5 squar es) - 2
Medi um ( 6- 10 squar es) - 4
Long ( 11- 20 squar es) - 6

Hero Crew Posi t i ons
Commander
Pi l ot
Co- Pi l ot
Gunner
Gunner
Gunner
Gunner
Gunner
Sensor Oper at or
Engi neer
Shi el d Oper at or




Not es









Weapon Quant i t y Fi re Arc Damage Range Modi f i ers

Poi nt Bl ank

Shor t


Mi ssi l e Qual i t y:


O Fi re Li nked
F
L + R
A


Medi um

Long

Tot al
Si ze
Mod
Crew
Bonus
Fi re
Cont rol
Mi sc
Bonus
Speed
Mod
Range Mod
At t ack Bonus = + + + + +

Weapon Quant i t y Fi re Arc Damage Range Modi f i ers

Poi nt Bl ank

Shor t


Mi ssi l e Qual i t y:


O Fi re Li nked
F
L + R
A


Medi um

Long

Tot al
Si ze
Mod
Crew
Bonus
Fi re
Cont rol
Mi sc
Bonus
Speed
Mod
Range Mod
At t ack Bonus = + + + + +

Weapon Quant i t y Fi re Arc Damage Range Modi f i ers

Poi nt Bl ank

Shor t


Mi ssi l e Qual i t y:


O Fi re Li nked
F
L + R
A


Medi um

Long

Tot al
Si ze
Mod
Crew
Bonus
Fi re
Cont rol
Mi sc
Bonus
Speed
Mod
Range Mod
At t ack Bonus = + + + + +

Weapon Quant i t y Fi re Arc Damage Range Modi f i ers

Poi nt Bl ank

Shor t


Mi ssi l e Qual i t y:


O Fi re Li nked
F
L + R
A


Medi um

Long

Tot al
Si ze
Mod
Crew
Bonus
Fi re
Cont rol
Mi sc
Bonus
Speed
Mod
Range Mod
At t ack Bonus = + + + + +

W
i t h t he Se pa r a t i s t s a nd t he Re publ i c s l uggi ng i t out ov e r
phi l os ophi c a l di f f e r e nc e s , i t i s t i me f or y ou t o t a k e up a c a us e .
Choos e t o de f e nd t he Re publ i c whi c h ha s s t ood f or ov e r 25, 000 y e a r s , or
c hoos e t o be a mong t he r e v ol ut i ona r i e s of t he Conf e de r a c y of I nde pe nde nt
St a t e s . Wi t ne s s t he bi r t h of t he Ga l a c t i c Empi r e . Thi s i s a c a mpa i gn
s our c e book f or t he Ri s e of t he Empi r e Er a , wi t h a t wi s t . The c hoi c e i s
y our s . . . .
I T I S A DARK T I ME
F OR T HE G AL AX Y. . . .
To use this sourcebook, a player must have the Revised Core Rulebook, published by Wizards of the Coast. It is highly recommended that a GM also have
access to some or all of Wizards of the Coast's published sourcebooks for the Star Wars Role-playing Game, but it is not necessary.

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