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Star Wars

D6 RPG
Clone Wars
Sourcebook

version: 7 Jun 2005

All material herein property of Lucasfilm Ltd
This is an unauthorized work.
Table of Contents

Section Page
Characters............................................................................................. 3
Droids.................................................................................................... 31

Vehicles................................................................................................. 35
Starfighters........................................................................................... 49
Starships............................................................................................... 60
Equipment............................................................................................ 68
Alien Races........................................................................................... 70
Star Wars D6 – Clone Wars Sourcebook

Sense: combat sense, danger sense, life detection, life
sense, magnify senses, receptive telepathy, sense Force,

Count dooku shift sense


Alter: injure/kill, telekinesis
Control and Sense: farseeing, lightsaber combat,
DEXTERITY      2D+2 projective telepathy
Dodge   7D+1 Control and Alter: control another's pain, feed on
Brawling Parry  6D+1
dark side, Force lightning, inflict pain
Lightsaber 11D+2
Control, Sense and Alter: affect mind, battle
Melee Combat 7D+1
meditation, control mind, telekinetic kill
Melee Parry 7D
Sense and Alter: dim other's senses, Force wind
KNOWLEDGE 3D+2
Bureaucracy  9D+1  Force Sensitive:  No
Business  5D+1  Force Points: 17
Intimidation  8D+2  Dark Side Points: 24
Languages  5D+2  Characters Points: 31
Planetary Systems  6D 
Move: 10
Scholar (Jedi lore)  8D 
Scholar (Sith lore)  5D+2 
Willpower  7D
MECHANICAL  3D
Space transports  5D
PERCEPTION  3D+2
Bargain  5D+2 
Command  7D 
Con  5D+2 
Persuasion  8D+2
STRENGTH  2D+1
Brawling  8D 
Climbing/Jumping  4D+2 
Stamina  4D
TECHNICAL  2D+2
Computer prog/repair  4D 
Lightsaber repair  5D+1 
Security  3D+1
Control 12D
Alter 10D
Sense 13D+1

Force Skills:
Control: absorb/dissipate energy, accelerate healing,
concentration, control pain, emptiness, enhance
attribute, force of will, hibernation trance, rage, reduce
Credit:  Kinn Kundo, SWRPGNETWORK.COM
injury, remain conscious, resist stun

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Star Wars D6 – Clone Wars Sourcebook

obi-WAN KEOobi
Control: accelerate healing, concentration, control
pain, emptiness, enhance attribute, hibernation trance,
(As of Episode II) remain conscious
Sense: combat sense, danger sense, life detection, life
sense, magnify senses, receptive telepathy, sense Force
DEXTERITY  3D
Alter: telekinesis
Blaster  4D
Control and Sense: farseeing, lightsaber combat,
Brawling Parry  6D 
projective telepathy
Dodge  7D+1
Control and Alter: accelerate another's healing
Lightsaber 9D+2
Melee combat  6D Control, Sense and Alter: affect mind, Force
Melee Parry  6D harmony
Sense and Alter: dim other's senses
KNOWLEDGE  3D+2
Bureaucracy  5D
Force Sensitive:  Yes
Languages  4D+2
Force Points: 10
Planetary Systems  6D
Scholar (Jedi lore)  5D+1 Characters Points: 21
Survival  5D Move: 10
Willpower  6D
Equipment:  Lightsaber (5D), Armor (+2/+2), Jedi
MECHANICAL  2D
robes, utility belt, comlink. 
Astrogation  3D
Repulsorlift Operation  4D
Space Transports  4D
Starship Gunnery 4D+2
PERCEPTION  3D
Command  5D
Hide  4D
Investigation  5D+1
Persuasion  4D+1
Search  4D+2
Sneak  5D
STRENGTH  3D+1
Brawling  6D+1
Climbing/Jumping  8D+1
Stamina 4D
TECHNICAL  3D
Droid Programming  4D
Lightsaber Repair  5D+1
Security  4D
Space Transport Repair  4D+1
Control  6D+2
Sense  7D
Alter  5D+2
Credit:  Kinn Kundo, SWRPGNETWORK.COM
Force Skills:

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Star Wars D6 – Clone Wars Sourcebook

barriss offee
telepathy
Control and Alter: accelerate another's healing,
control another's disease, control another's pain
DEXTERITY  3D Control, Sense and Alter: affect mind
Brawling parry  4D+2
Dodge  5D+1 
Lightsaber  7D+2 Force Sensitive:  Yes
Melee combat  4D+2 Force Points: 5
Melee parry  4D+1 Characters Points: 12
KNOWLEDGE  2D+2 Move: 10
Aliens species  3D+2
Languages  4D Equipment: Lightsaber (5D), Mirialan­style Jedi robes
Planetary systems  4D
Planetary systems (Mirial)  5D+1
Scholar (Jedi lore)  4D+1
Willpower  4D+2
MECHANICAL  3D+1
Repulsorlift operation  4D
PERCEPTION  3D
Persuasion  4D
Search  4D
STRENGTH  2D+1
Brawling  4D+1 
Climbing/jumping  7D+1
Stamina  3D+1
Swimming  4D
TECHNICAL  3D+2
Computer prog/repair  4D+1
First aid  7D
Lightsaber repair  5D+1
Security  4D
Control  5D+1
Sense  5D
Alter  3D+1

Force Skills:
Control: accelerate healing, concentration, control
disease, control pain, emptiness, enhance attribute,
force of will, hibernation trance
Sense: combat sense, danger sense, life detection, life
sense, receptive telepathy, sense Force
Alter: telekinesis
Control and Sense: lightsaber combat, projective
Credit:  Kinn Kundo, SWRPGNETWORK.COM

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Star Wars D6 – Clone Wars Sourcebook

aayla secura
Lekku: Twi’leks can use their head tails to
communicate in secret with each others. 

DEXTERITY  3D+1 Force Sensitive:  Yes


Blaster  6D Force Points: 5
Brawling parry  4D+1 Dark Side Points:  2
Dodge  6D Characters Points: 17
Lightsaber  7D+2 Move: 10
KNOWLEDGE  3D
Languages  5D Equipment: Lightsaber (5D), twi'lek Jedi robes, Delta­
Planetary systems (Ryloth) 4D+2 7 starfighter
Scholar (Jedi lore)  4D+1 
Streetwise  4D
MECHANICAL  2D+1
Astrogation  3D 
Communications  3D
Repulsorlift operation  3D
Space transports  4D+2
Starship gunnery  3D+2
PERCEPTION  4D
Search  4D+1
Persuasion  5D
STRENGTH  2D+1
Brawling  3D+1
Climbing/jumping  4D+1
Stamina  4D+1
TECHNICAL  3D
Lightsaber repair  3D+1
Security  4D
Control  3D
Sense  2D+1
Alter  3D+1

Force Skills:
Control: concentration, control pain, enhance
attribute, hibernation trance, remain conscious
Sense: combat sense, danger sense, life detection, life
sense, receptive telepathy, sense Force
Alter: telekinesis
Control and Sense: lightsaber combat
Control, Sense and Alter: telekinetic kill

Special Abilities:
Credit:  Kinn Kundo, SWRPGNETWORK.COM

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Star Wars D6 – Clone Wars Sourcebook

luminara unduli
Control and Sense: farseeing, lightsaber combat,
projective telepathy
Control and Alter: control another's pain
DEXTERITY  3D Control, Sense and Alter: affect mind
Brawling parry  5D+2 Sense and Alter: dim other's senses
Dodge  7D
Lightsaber  9D+2 Force Sensitive:  Yes
Melee combat  5D+1 Force Points: 9
Melee parry  5D+1 Characters Points: 20
KNOWLEDGE  3D Move: 10
Alien species  5D
Bureaucracy  3D+2 Equipment: Lightsaber (5D), Mirialan­style Jedi
Cultures  4D Robes 
Languages  4D+1
Planetary systems  4D
Planetary systems (Mirial)  5D+2
Scholar (Jedi lore)  4D+2
Willpower  5D
MECHANICAL  2D+2
PERCEPTION  3D
Persuasion  5D
Sneak  5D
STRENGTH  3D
Brawling  5D+1
climbing/jumping  6D+2
Stamina  4D+1
Swimming  4D+1
TECHNICAL  3D+1
Computer prog/repair  4D
First aid  4D+1
Lightsaber repair  5D+1
Security  3D+2
Control  6D+2
Sense  7D
Alter  9D

Force Skills:
Control: accelerate healing, concentration, control
pain, emptiness, force of will, hibernation trance,
reduce injury, remain conscious
Sense: combat sense, danger sense, life detection, life
sense, receptive telepathy, sense Force
Alter: telekinesis Credit:  Kinn Kundo, SWRPGNETWORK.COM

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Star Wars D6 – Clone Wars Sourcebook

shaak ti
Control and Sense: farseeing, lightsaber combat,
projective telepathy
Control, Sense and Alter: affect mind, battle
DEXTERITY  4D meditation, enhanced coordination
Brawling parry  6D+1 Sense and Alter: dim other's senses, lesser Force
Dodge  6D+2 shield
Lightsaber  10D
Melee combat  5D+2 Special Abilities:
Melee parry 5D
KNOWLEDGE  3D+1 Camoflage: Togruta characters possess colorful skin
Bureaucracy  4D patterns which help them blend in with natural
Intimidation  7D surroundings (much like the stripes of a tiger). This
Languages  4D provides them with a +2 pip bonus to Hide skill checks.
Scholar (Jedi lore)  6D+2 Spatial Awareness: Using a form of passive
Willpower  5D+1 echolocation, Togruta can sense their surroundings. If
MECHANICAL  2D+1 unable to see, a Togruta character can attempt a
Repulsorlift operation  3D Moderate Search skill check. Success allows the
Togruta to perceive incoming attacks and react
PERCEPTION  3D+1
accordingly (by making defensive rolls).
Bargain  5D
Con  5D
Force Sensitive:  Yes
Hide  5D
Force Points: 8
Persuasion  5D
Search  7D+1 Characters Points: 24
Move: 10
STRENGTH  2D
Brawling  4D+2
Climbing/jumping  3D
Equipment: Lightsaber (5D), Jedi robes, utility belt
TECHNICAL  3D
Computer prog/repair  4D+1
First aid  6D+1
Lightsaber repair  5D+1
Security  3D+2
Control  8D
Sense  8D+2
Alter  6D

Force Skills:
Control: absorb/dissipate energy, accelerate healing,
concentration, control pain, emptiness, enhance
attribute, force of will, hibernation trance, remain
conscious
Sense: combat sense, danger sense, life detection, life
sense, magnify senses, receptive telepathy, sense Force
Alter: injure/kill, telekinesis Credit:  Kinn Kundo, SWRPGNETWORK.COM

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Star Wars D6 – Clone Wars Sourcebook

Saesee tiin
Control: absorb/dissipate energy, accelerate healing,
concentration, control pain, emptiness, enhance
attribute, force of will, hibernation trance, remain
DEXTERITY  2D+2 conscious, remove fatigue
Blaster  4D+1 Sense: combat sense, danger sense, instinctive
Brawling parry  6D astrogation, life detection, life sense, magnify senses,
Dodge  6D+1 receptive telepathy, sense Force
Lightsaber  9D+2 Alter: telekinesis
Melee combat  5D+1 Control and Sense: farseeing, lightsaber combat,
Melee parry  5D+1 projective telepathy
KNOWLEDGE  2D+1 Control and Alter: control another's pain
Aliens species  4D+1 Control, Sense and Alter: affect mind
Languages  3D+2 Sense and Alter: dim other's senses
Planetary systems  5D,
Scholar (Jedi lore)  4D+2 Special Abilities:
Tactics (starfighters)  6D+1
Willpower  4D+2
Precognition: All Iktotchi have a limited form of
MECHANICAL  4D+1 precognition. Most Iktotchi are unable to control when
Astrogation  7D these visions manifest, and generally receive them as
Communications  5D vivid dreams or daydreams. Iktotchi who are Force
Repulsorlift operation  5D+1 sensitive and who possess the Farseeing force power
Sensors  5D+1 gain a +3D bonus on both Control and Sense rolls when
Space transports  6D using that power.
Starship gunnery  8D+1
Starship shields  6D+1
Starfighter piloting  8D+1 Force Sensitive:  Yes
PERCEPTION 3D Force Points: 10
Command  5D Characters Points: 21
Persuasion  4D Move: 10
STRENGTH  2D+2
Brawling  6D+1 Equipment: Lightsaber (5D), Jedi robes, Delta­7
TECHNICAL  3D Aethersprite

Computer prog/repair  4D+2
Droid repair  4D+2
Lightsaber repair  5D
Security  4D
Starfighter repair  5D+1
Control  8D+2
Sense  11D
Alter  6D+2

Force Skills:
Credit:  Kinn Kundo, SWRPGNETWORK.COM

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Star Wars D6 – Clone Wars Sourcebook

ki-adi-mundi
Alter: telekinesis
Control and Sense: lightsaber combat, projective
telepathy
DEXTERITY  2D+2 Control and Alter: control another's pain
Brawling parry  5D+1 Control, Sense and Alter: affect mind
Dodge  5D+1 Sense and Alter: dim other's senses
Lightsaber  8D+1
Melee combat  5D+2
Special Abilities:
Melee parry  5D+2
KNOWLEDGE  3D Initiative Bonus: Cereans gain a +1D bonus to all
Alien species  4D+2 initiative rolls.
Cultures  5D
Languages  4D+2 Force Sensitive:  Yes
Planetary systems  4D+1 Force Points: 10
Planetary systems (Cerea)  6D+1
Dark Side Points: 1
Scholar (Jedi lore)  5D+2
Characters Points: 20
Willpower  5D
Move: 10
MECHANICAL  3D
Repulsorlift operation  4D
Space transports  5D Equipment: Lightsaber (5D), Jedi robes. 
Starship gunnery  5D
PERCEPTION  3D+2
Investigation  4D+1
Persuasion  5D
STRENGTH  2D+2
Brawling 5D+1
Climbing/jumping  4D
Stamina  4D
TECHNICAL  3D
Computer prog/repair  4D
Lightsaber repair  5D
Security  3D+2
Space transport repair  4D
Control  8D+2
Sense  7D+1
Alter  6D+2

Force Skills:

Control: accelerate healing, concentration, control
pain, emptiness, enhance attribute, force of will,
hibernation trance, remain conscious, resist stun
Sense: combat sense, danger sense, life detection, life
sense, magnify senses, receptive telepathy, sense Force Credit:  Kinn Kundo, SWRPGNETWORK.COM

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Star Wars D6 – Clone Wars Sourcebook

Kit fisto
sense, magnify senses, receptive telepathy, sense Force
Alter: telekinesis
Control and Sense: farseeing, lightsaber combat,
DEXTERITY  3D+1 projective telepathy
Brawling parry  6D Control and Alter: control another's pain, control
Dodge  6D+2 breathing, Force lightning
Lightsaber  10D+2 Control, Sense and Alter: affect mind
Melee combat  6D Sense and Alter: lesser Force shield
Melee parry  6D
KNOWLEDGE 3D Special Abilities:
Aliens species  5D
Bureaucracy  3D+2 Good Swimmers: Nautolans, being amphibious, gain a
Intimidation  4D+1 permanent +1D bonus to all Swimming skill rolls.
Languages  4D+2 Low­light Vision: A Nautolan can see twice as far as a
Planetary systems  4D normal human in poor lighting conditions.
Scholar (Jedi lore)  7D Pheromone Detection: Nautolans possess tendrils
Survival  5D+1 which act as their major sensory organs, and they
Willpower  7D+2 barely function outside of water. The tendrils are so
MECHANICAL  3D sensitive that they can sense odors and pheromones,
Repulsorlift operation  4D which can allow an observant Nautolan some idea of a
target's emotional state. Because of this, Nautolans
PERCEPTION  2D+2
gain a +1D bonus to all skills rolls involving
Command  4D
interpersonal relations (ie, Bargain, Command, Con,
Investigation  5D+1
Intimidation, Investigation, or Persuasion) when in
Persuasion 4D+2
water. When outside of water, this bonus is reduced to
Search  6D
a mere +1 pip.
STRENGTH  3D+2
Brawling  6D+1 Force Sensitive:  Yes
Climbing/jumping  5D Force Points: 16
Swimming  5D+2
Characters Points: 24
TECHNICAL  2D+1 Move: 10
Computer prog/repair  3D+2
First aid  4D+1 Equipment: Lightsaber (5D), Jedi robes, utility belt 
Lightsaber repair  4D+1
Security  3D
Control  8D+1
Sense  9D+2
Alter  6D

Force Skills:
Control: absorb/dissipate energy, concentration,
control pain, emptiness, enhance attribute, force of will,
hibernation trance
Sense: combat sense, danger sense, life detection, life
Credit:  Kinn Kundo, SWRPGNETWORK.COM

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Star Wars D6 – Clone Wars Sourcebook

Force Skills:
Anakin Skywalker
Control: concentration, control pain, emptiness,
(As of Episode II) enhance attribute, force of will, hibernation trance,
remain conscious
Sense: combat sense, danger sense, instinctive
DEXTERITY  3D
astrogation, life detection, life sense, magnify senses,
Brawling parry  5D
receptive telepathy, sense Force
Dodge  5D
Alter: telekinesis
Llightsaber  7D+2
Control and Sense: farseeing, lightsaber combat,
Melee combat  4D+1
Thrown weapons  4D+1 projective telepathy
Control, Sense and Alter: affect mind
KNOWLEDGE  2D+2
Aliens species  3D+2
Force Sensitive:  Yes
Languages  4D
Force Points: 7
Languages (Huttese)  5D
Dark Side Points: 3
Planetary sys (Tatooine)  3D+2
Scholar (Jedi lore)  4D Characters Points: 17
Streetwise  4D Move: 10
Survival  3D+2
Equipment: Lightsaber (5D), Jedi Robes, Heavily
MECHANICAL  4D
Modified Delta­7 Aethersprite 
Repulsorlift operation  5D+2
Space transports  4D+2
Starship gunnery  6D+2
Starship shields  4D+2
Starfighter piloting  7D
PERCEPTION  2D+2
Bargain  4D
Search  4D
STRENGTH 2D+2
Brawling  5D+1
Climbing/jumping  5D+1
Stamina  3D+2
TECHNICAL  3D
Droid programming  5D
Droid repair  6D+1
Lightsaber repair  4D+1
Repulsorlift repair 5D+2
Starfighter repair  4D
Starfighter repair (Delta­7)  5D
Control  5D+1
Sense  5D
Alter  4D+2
Credit:  Kinn Kundo, SWRPGNETWORK.COM

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Star Wars D6 – Clone Wars Sourcebook

mace windu Control: absorb/dissipate energy, accelerate healing,


concentration, control pain, emptiness, enhance
DEXTERITY  3D+1 attribute, force of will, hibernation trance, reduce
Brawling parry  9D+1 injury, remain conscious, remove fatigue, resist stun
Dodge  9D+1  Sense: combat sense, danger sense, life detection, life
Lightsaber  13D sense, magnify senses, receptive telepathy, sense Force
Melee combat  8D+2 Alter: injure/kill, telekinesis
Melee parry  8D Control and Sense: farseeing, lightsaber combat,
Running  5D projective telepathy
KNOWLEDGE  3D+2 Control and Alter: accelerate another's healing,

Aliens species  5D+2 control another's pain, return another to consciousness


Bureaucracy  5D+1 Control, Sense and Alter: affect mind, enhanced
Intimidation  9D+2 coordination, Force harmony
Languages  5D+1 Sense and Alter: dim other's senses, lesser Force
Planetary systems  5D+1 shield
Planetary sys (Coruscant)  8D
Scholar (Jedi lore)  9D Force Sensitive:  Yes
Survival  5D Force Points: 12
Willpower  5D+2 Characters Points: 41
MECHANICAL  2D+2 Move: 10
Repulsorlift operation  4D
Space transports  4D
Starship gunnery  5D Equipment: Lightsaber (5D), Jedi robes 

PERCEPTION  3D+1
Bargain  5D
Command  7D
Con  5D
Con (disguise)  7D
Persuasion  7D+2
Sneak  5D
STRENGTH  3D
Brawling  8D
Climbing/jumping  7D+1
Stamina  5D
TECHNICAL  2D
Computer prog/repair  3D+2
Lightsaber repair  4D+2
Security  3D
Control  11D+1
Sense  14D+1
Alter  10D

Credit:  Kinn Kundo, SWRPGNETWORK.COM
Force Skills:

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Star Wars D6 – Clone Wars Sourcebook

captain typho

DEXTERITY  3D+1
Blaster  6D+1
Brawling parry  5D+1
Dodge  6D
Grenade  4D
Melee combat  5D+1
Melee parry 5D+1
KNOWLEDGE  2D+2
Intimidation  4D+1
Languages  3D+1
Planetary systems  4D
Planetary systems (Naboo)  6D
Survival  4D+1
Tactics (squads)  4D
MECHANICAL  3D
Repulsorlift operation  4D
Starship gunnery  4D+2
Starfighter piloting  4D+1
PERCEPTION  3D
Command  5D
Investigation  4D+1
Search  4D+1
STRENGTH  3D+1
Brawling  5D+1
Stamina  4D+1
TECHNICAL  2D+2
Computer prog/repair  3D+1
First aid  3D+2
Security  3D

Force Sensitive:  No
Force Points: 1
Characters Points: 11
Move: 10

Equipment: Heavy blaster pistol (5D, ascension gun),
light armor (+1D/+1) 

Credit:  Kinn Kundo, SWRPGNETWORK.COM

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Star Wars D6 – Clone Wars Sourcebook

Darth sidious
conscious, resist stun
Sense: danger sense, life detection, life sense, magnify
senses, receptive telepathy, sense Force
DEXTERITY  2D+1 Alter: injure/kill, telekinesis
Brawling parry  5D Control and sense: farseeing, lightsaber combat,
Dodge  8D projective telepathy
Lightsaber  12D Control and Alter: accelerate another's healing,
Melee combat  5D+1 control another's pain, feed on dark side, Force
Melee parry  5D+1 lightning, inflict pain, return another to consciousness,
KNOWLEDGE  4D+1 transfer Force, waves of darkness
Aliens species  7D Control, Sense and Alter: affect mind, control mind,
Bureaucracy  11D+1 doppleganger, drain life energy, enhanced coordination,
Cultures  7D+2 illusion, telekinetic kill, transfer life
Intimidation  9D+2 Sense and Alter: dim other's senses
Languages  8D+2
Planetary systems  6D+1 Force Sensitive:  Yes
Planetary systems (Naboo)  8D+1 Force Points: 18
Scholar (history)  8D Dark Side Points: 32
Scholar (Jedi lore)  7D+2 Characters Points: 41
Scholar (Sith lore)  9D+1 Move: 10
Tactics (fleets)  6D+2
Willpower  8D+2  Equipment: Lightsaber (5D), Sith Holocron, private
MECHANICAL  2D transport
PERCEPTION  4D+1
Bargain  6D+2
Command  10D
Con  6D+2
Investigation  11D
Persuasion  11D+2
STRENGTH  3D
Brawling  6D
TECHNICAL  2D
Computer prog/repair  4D
Lightsaber repair  4D
Security  3D
Control  13D
Sense  15D
Alter  14D

Force Skills:

Control: absorb/dissipate energy, accelerate healing,
concentration, control pain, detoxify poison, emptiness,
Credit:  Kinn Kundo, SWRPGNETWORK.COM
force of will, hibernation trance, reduce injury, remain

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Star Wars D6 – Clone Wars Sourcebook

form   on   the   industrial   world   of   Hypori,   where   Grievous   laid


waste to almost all of Barrek's forces. 

General Grievous             Following that bloody debut, scattered reports along the


HoloNet told of numerous successes in the Office of the General's
campaigns  against   the   Republic.   Grievous   led   a   stab   into  the
Republic's   inner   systems   along   the   Corellian   Trade   Spine,
conquering world after world. When Duro fell to a concentrated
Confederacy attack, the insulated Core Worlds trembled in fear
of what the General was able to achieve. 

DEXTERITY  6D
            Dodge 10D
            Brawling Parry 10D
            Lightsaber  20D
            Blaster    9D
             When   the   greedy   corporate   titans   and   the KNOWLEDGE  3D
disenfranchised   systems   of   the   galaxy   pooled   their   resources             Tactics    8D
together   to   leave   the   aging   Galactic   Republic   behind,   they
            Intimidate  12D
became the Confederacy of Independent Systems. Their military
            Planetary Systems   6D
assets   formed   a   droid   army   of   seemingly   limitless   size   ­­   a
weapon that needed a military mastermind to wield effectively.  MECHANICAL  2D
            Astrogation  6D
             From within the ranks of the Confederacy came General
Grievous,   a   brilliant   strategist   unhindered   by   compassion   or             Ground Vehicle Operation  9D
scruples. His  lightning strikes  and effective  campaigns  caused             RepulsorLift Operation  8D
his reputation to grow in the eyes of a frightened Republic. To             Space Transports  7D
many,   he   eclipsed   the   threat   posed   by   Count   Dooku,   the             Starfighter Piloting  9D
charismatic  leader  of the Confederacy's  political  battlefields  ­­
            Starship Weapons  8D
Grievous was the face of the enemy. 
            Starship Shields  6D
            A twisted melding of flesh and metal, General Grievous'
PERCEPTION  6D
body is a deadly weapon forged by the cutting edge developers of
the Confederacy. Within the hardened carapace beats the heart             Command; Confederacy  8D
of   a   remorseless   killer.   Grievous   hunted   Jedi   for   sport   and             Hide  7D
proudly   displayed   his   victims'   lightsabers   around   his   belt   as             Search  10D
trophies   of   his   conquests.   His   unorthodox   fighting   form   and             Sneak  7D
mechanical  enhancements   gave  him   an  edge  in   close­quarters
combat,   and   his   strategic   ingenuity   and   flawless   cunning STRENGTH 6D
rendered him almost invincible against the Jedi.              Brawling  12D
            Climbing/Jumping 11D
             In   the   final   stages   of   the   Clone   Wars,   Grievous
orchestrated a daring strike against the heart of the Republic.             Stamina  9D
His flagship led a fleet of massive warships to Coruscant, where TECHNICAL 3D
an immense battle raged in the upper atmospheres of the capital
            Droid Programming  6D
world.   The   fighting   had   gone   on   long   enough   ­­   one   way   or
            Droid Repair  8D
another, this strike would lay the foundation for the end of the
war. Grievous was determined to be victor, and hoped to add the             Security  8D
lightsabers of the most famous Jedi warriors ­­ Skywalker and
Force Sensitive:  No
Kenobi ­­ to his grisly collection. 
Force Points: 4
             Though   Grievous   orchestrated   many   campaigns   from
Dark Side Points:  18
sheltered   bunkers,   he   was   not   afraid   to   fight   alongside   his
soulless   troops   in   the   frontlines   of   the   battlegrounds.   Jedi Character Points:  12
General   Daakman   Barrek   first   reported   Grievous'   frightening Move: 12

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Star Wars D6 – Clone Wars Sourcebook

Special Abilities
Four Arms: General Grievous' arms can split from their default 
configuration into a set of four arms which allow him 
to wield four weapons at once.  Ultrasonic 
Vocabulator:   Grievous   has   a   vocabulator   system  
which   can   communicate   into   ultrasonics,   allowing  
him   to   issue   commands   to   droids   unknown   to  
organics.
Magnetised Talons: Grievous' feet end in a set of magnetised  
talons,   which   can   magnetically   adhere   to   metal  
surfaces such as starship hulls. The talons are also  
razor sharp  (Strength+2D Damage) and can be used 
for climbing or gaining purchase on slippery or sheer 
surfaces.  His  feet  can  also  be  used interchangably  
with his hands, allowing him to walk on his hands  
while wielding weapons with his feet, or to stand on a
single foot while wielding weapons in his hands and 
other foot.
Heuristic Combat Programming: Grievous' brain is enhanced to 
allow him to control his cyborg body, as well as to  
allow him to combat his chosen enemy, the Jedi. This 
programming allow him to wield four weapons at no 
disadvantage   (first   four   actions   are   taken   at   no  
penalty), making him a fearsome warrior.
Cybernetically   Enhanced   Eyes:   Although   Grievous   has   his  
natural Kaleesh eyes instead of photoreceptors, these
are enhanced, allowing him to see in the dark (+2D to
search   in   darkness),   and  including   macrobinocular  
features.
Armorplast   Plating:  Grievous   is   covered  with   armour   plates,  
making   him   heavily   resistant   to   damage   (+1D   vs  
Damage) although obviously even this is not enough 
to   make   him   totally   resistant   to   a   Lightsaber  
wielding Jedi Knight.
Equipment:
            Blaster Pistols (4D damage)
            Multiple Lightsabers (5D damage)

Credit:  FreddyB, rpggamer.org

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Star Wars D6 – Clone Wars Sourcebook

Sense   5D
Asajj ventress
Alter 4D
DEXTERITY  4D
            Blaster 5D
Force Powers:­ Absorb/Dissipate Energy, Accelerate
            Brawling Parry 6D
Healing, Control Pain, Detoxify Poison, Reduce Injury,
            Dodge 8D
Remain Conscious, Resist Stun, Life Detection, Life
            Lightsaber 7D
Sense, Magnify Senses, Telekinesis, Lightsaber
            Melee Combat 7D
Combat, Affect Mind, Enhance Attribute, Rage, Combat
            Melee Parry 6D
Sense, Danger Sense.
            Thrown Weapons 7D
PERCEPTION 5D Force Sensitive:  Yes
            Bargain 6D Force Points: 12
            Command 8D Dark Side Points:  14
            Con 6D Character Points:  18
            Hide 8D Move: 12
            Persuasion 6D
            Search 7D Equipment
            Sneak 8D Twin Lightsabers (curved handles, Red Blade, 5D Damage)
KNOWLEDGE 2D Armoured Robes (+1 Vs Energy Damage, +2 Vs Physical 
Damage)
            Intimidation 5D
FanBlade Starfighter
            Languages 6D
            Planetary Systems 4D              One of the most deadly and tragic opponents to emerge
            Streetwise 6D from the battlefields of the Clone Wars was Asajj Ventress, a
            Survival 4D disciple of the dark side and sworn enemy of the Jedi. A lifetime
of  enduring   cruel  hardships   had  purged  any  compassion   from
            Tactics 7D
her   cold   heart,   and   a   fierce   survival   instinct   forged   in   the
            Willpower 5D
ceaseless dangers of her bloody homeworld kept her on the dark
STRENGTH 3D path. 
            Brawling 6D             Much of her past remains shrouded in mystery. Ventress
            Climbing/Jumping 6D hails from Rattatak, a barbaric world where violent bloodshed is
            Stamina 4D a daily occurrence. The primitive planet is far from the Republic
            Swimming 5D borders, and is ruled by brutal warlords who constantly battle
for domination. A warlord named Osika Kirske murdered Asajj's
MECHANICAL 3D parents   when   she   was   very   young.   Somehow,   a   young   Jedi
            Starfighter Piloting 7D named Ky Narec came to be stranded on this forsaken world.
            Starship Gunnery 6D Cut off from the Jedi Council, Narec discovered Asajj and took it
            Starshield Shields 5D upon himself to train the Force­strong orphan. The two quickly
became heroes, vanquishing many  warlords,  ending  wars, and
            Beast Riding 4D
uniting   armies   until   Kirske   conspired   with   the   remaining
            Astrogation 6D
warlords to retaliate. They succeeded in killing Narec before he
            Repulsorlift Operation 6D could complete Asajj's training. 
            Sensors 5D
            As a result, she had the skills of the Jedi combined with a
TECHNICAL 2D raw,   unfocused   talent   in   the   Force.   She   never   controlled   her
            Demolitions 4D instinctual   fury,   and   when   her   master   died,   she   developed   a
            First Aid 5D hatred for the Republic that had abandoned her mentor, and had
ignored the atrocities of Rattatak. 
            Medicine 3D
            Security 6D             Asajj's rage fueled her power, and she clawed her way up
Control   5D to a position of authority on the lawless world of Rattatak. She

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Star Wars D6 – Clone Wars Sourcebook

conquered   and   imprisoned   most   of   the   remaining   warlords, the young Jedi­in­training into a trap. 


including   Osika   Kirske,   whom   she   would   eventually   kill.   She
            Anakin followed Asajj through hyperspace to the ancient
could best any of the monstrous combatants in the gladiatorial
Sith temples of Yavin 4. Anakin continued his pursuit on foot,
games held regularly on the world. Shortly after the outbreak of
aided by clone troopers. Using the Force, Asajj whittled away the
the   Clone   Wars,   Count   Dooku   came   to   Rattatak,   looking   for
clone trooper guards, and then began a stunning lightsaber duel
another   world   to   add   to   the   Separatist   fold.   What   he   found
with   Anakin.   So   skilled   was   she,   Asajj   even   proved   to   be   a
instead was far more promising. 
challenge to the fabled Chosen One of Jedi legend. To defeat her,
            Ventress' raw talent and fierce determination impressed Anakin   needed   the   edge   granted   by   giving   into   anger.   In   a
Dooku. The charismatic leader of the Confederacy was able to furious counter­attack, young Skywalker repulsed Ventress, who
recruit the young warrior by appealing to her disgust with the nevertheless survived. 
Jedi and the Republic. Dooku confirmed Ventress' bitter ideas
             After being captured  on Jabiim, Jedi General Obi­Wan
that   the   Jedi   had   abandoned   their   ethics   and   convictions.
Kenobi and the ARC trooper known as Alpha were transported
Ventress   proved   her   skills   by   challenging   Dooku   to   a   duel.
to Ventress'   private  fortress   on   Rattatak.   There,   she   tortured
Though Dooku won the sparring contest, he invited Ventress to
the   prisoners   in   hopes   of   breaking   Obi­Wan's   spirit   and
accompany him back into the Confederacy as a personal protégé.
presenting the defeated Jedi as a trophy to Count Dooku. Kenobi
            Though Ventress longed to identify herself as a Sith, she foiled her plans, though, and escaped along with Alpha. Adding
did   not   receive   Sith   training.   While   Dooku   helped   hone   her insult   to   injury,   Kenobi   stole   Ky   Narec's   lightsaber,   which
talents, he taught her none of the knowledge unique to the Sith. Ventress kept as a memento of her past, and left Rattatak by
Her   skills   were   a   combination   of   incomplete   Jedi   training absconding with one of her fanblade fighters. 
coupled   with   her   own   techniques.   Her   raw   talents   and
             Asajj has perfected a lightsaber combat form that uses
bottomless   well   of   anger   and   pain   bolstered   her   dark   side
paired   blades   to   strike   and   parry.   She   carried   twin   weapons
abilities. Giving into her rage granted her further powers. 
given to her by Count Dooku, and each bears a similar archaic
             Ventress  proved  to  be  a  cunning  military  mastermind, curved   handle   design   favored   by   the   former   Jedi   Master.
and Dooku made her a commander within the Separatist army. Ventress' lightsaber handles are especially modified so that they
One of her first assignments was disrupting a meeting between can connect into a joined, S­shaped handle, becoming a double­
Jedi Master Mace Windu and a group of dissident Jedi. Dooku bladed lightsaber. 
had no compunctions about exploiting and lying to Asajj to meet
his   ends.   He   told   her   that   Windu   was   responsible   for   the
abandonment of her former Jedi mentor. Asajj did battle with
Windu on the moon of Ruul, and though Asajj was forced to flee
the fight, Windu came to realize that a new and dark menace to
the Jedi was at large. 

             Asajj was in command of a Separatist plot to unleash a
deadly chemical weapon on the Gungan colony moon of Ohma­
D'un.   This   was   an   early   test   of   a   chemical   warfare   program
against   the   clone   troopers   of   the   Republic.   Though   Asajj   and
Durge   had   to   flee   the   Naboo   moon,   they   had   proven   to   be
formidable opponents against the Jedi. 

             General Obi­Wan Kenobi followed Asajj to the chemical
weapon   development   plants   on   Queyta.   Asajj   was   tasked   by
Count   Dooku   to   once   again   offer   Kenobi   a   chance   to  join   the
Separatists, but the Jedi refused. Asajj again escaped to plague
the Republic on other battlefronts. 

            Four months after the Battle of Geonosis, Asajj joined the
fighting on Muunilinst, where Republic clone troopers attacked
droid  factories  on  the  InterGalactic  Banking  Clan  homeworld.
Credit:  FreddyB, rpggamer.org
Though the bounty hunter Durge handled the ground campaign,
Asajj soared into battle aboard one of her fanblade starfighters.
Her   incredible   piloting   skills   drew   the   attention   of   Anakin
Skywalker,   the   Padawan   who   was   leading   the   space   forces.
Despite orders not to pursue, Anakin gave chase, and Asajj lured

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also burn force points to heal one wound category 
Durge instantaneously, making them capable of incredible 
feats of healing especially when combined with their 
ability to re­attach severed limbs.
DEXTERITY 7D Hibernation:­ When Mortally Wounded a Gen'Dai can enter a 
            Blasters 7D state of hibernation in which they can remain while 
            Blasters; Blaster Pistol 12D they heal twice as slowly as other lifeforms (eg 
            Brawling Parry 9D requiring 2 months before making a healing roll to 
            Dodge 8D improve to incapacitated).
Distributed Circulatory and Nervous Systems:­ Gen'Dai 
            Melee Combat 9D
have no central brain or heart structure making them
            Melee Parry 8D
extremely resistant to damage, this gives them a 
PERCEPTION 3D bonus 3D to their strength to resist wounds and 
            Command 6D damaging attacks.

            Search 4D Longevity:­ Gen'Dai can live for many millenia without 
physically weakening, however their minds succumb 
KNOWLEDGE 3D to the years and they find themselves suffering 
            Intimidation 7D increasing levels of depression, anxieties and 
            Streetwise 4D insanities until their final years are lost in madness.
            Survival 5D
            Tactics 6D Equipment
Impact Armour (+2 vs Physical Damage, +1 vs Energy Damage, 
            Willpower 6D
with integrated Jet Pack, Wrist Mounted 
STRENGTH 6D Energy Shields (for parrying) and Wrist 
            Brawling 9D Dart Launchers (3D Damage)),
Blaster pistols (4D Damage), 
MECHANICAL 2D Explosives, 
            Space Transports 3D Power Lance (Strength +2D Damage), 
            Beast Riding 4D Energy Bola (5D Energy or Physical Damage),
            Repulsorlift Operation 8D Spiked Flail (Strength +1D Damage)
Modified swoop speeder bike
TECHNICAL 2D
            Blaster Repair 4D              The   bounty   hunter   known   as   Durge   had   weathered
            Demolitions 6D centuries of violence and warfare, emerging as a merciless and
            Security 5D nearly unstoppable warrior driven by ancient vendettas. Though
he   identified   himself   as   a   bounty   hunter,   he   held   no   guild
allegiance, answered to no benefactor,  and seemed to have no
Force Sensitive:  No
need  of  riches.  He  hunted  for the pure  sport  of it,  to  feed an
Force Points: 5 insatiable  bloodlust   that   spanned  literally   hundreds   of  worlds
Dark Side Points:  49 and almost two thousand years. 
Character Points:  40
             When   completely   encased   in   his   battered   high   impact
Move: 10 armor,   Durge's   true   alien   heritage   was   obscured.   Though
humanoid in appearance, Durge was a Gen'Dai, a rare species
Special Abilities with an unusually long lifespan ­­ some Gen'Dai reportedly have
Regeneration:­ Gen'Dai can regenerate damage at a highly  lived for over four thousand years. 
accelerated rate, healing at one speed category faster 
             The   peculiar   nervous   and   circulatory   systems   of   the
than other lifeforms (eg to heal naturally from a 
Gen'Dai makes them extremely resistant to physical injury. The
wound a normal character would have to wait three 
Gen'Dai physiology boasts millions of nerve clusters throughout
days, a Gen'Dai would only have to wait three hours).
the body, and a vascular system that distributes blood without
This regenerative capacity allows them to regenerate 
the need of a central heart. Lacking the vulnerable vital organs
lost limbs, however this is a slow process and pales 
of most humanoids, a Gen'Dai could sustain multiple lacerations
into insignificance compared to their ability to re­
and even, it is rumored, complete dismemberment and yet still
attach severed limbs by holding them against the 
survive.   In   addition   to   these   extremes   of   endurance,   the
stump and waiting for the wound to heal. They can 

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distributed   neural   network   gives   the   Gen'Dai   phenomenal ironic twist in his quest for retribution. 


reflexes. Should a Gen'Dai sustain too many injuries, they are
             The   Republic   clones   were   cast   from   a   Mandalorian
capable of entering into extended periods of hibernation, during
genetic   template.   Though   the   galaxy   may   be   bereft   of   true
which they can heal wounds, recover from disease, and slow the
Mandalorians, their legacy lived on in the form of clone troopers.
aging process. 
Durge would take great satisfaction in being able to kill legions
            With such formidable physical abilities, it is fortunate for of his sworn enemies. 
the   galaxy   at   large   that   the   Gen'Dai   are,   by   nature,   not   an
             In becoming Dooku's henchman, the bounty hunter was
aggressive species. They are nomadic, and their home world has
teamed   up   with   Asajj   Ventress,   a   Dark   Jedi  and   commander
been lost to the ages. Due to a low birthrate, the Gen'Dai are
within   the   Separatist   military.   The   two   were   formidable
very rarely encountered, and they usually avoid confrontation if
adversaries for the Republic, and Durge took the lives of many
possible. Though the Gen'Dai are physically suited for long life,
Jedi   with   great   zeal.   Alongside   Ventress,   Durge   unleashed   a
their minds weaken with age, and the species is susceptible to
horrible chemical weapon attack on the Gungan colony moon of
depression, hysteria, and other forms of psychosis. 
Ohma­D'un. The Jedi were shocked to discover Durge, a warrior
             The   Gen'Dai   that   would   become   Durge   was   born   two like no other on an increasingly deadly battlefield. Durge and
thousand years before the fall of the Republic, and was regarded the   threat   of   chemical   weaons   returned   on   the   Separatist
by his elders as an exceptional physical specimen at a young age. outpost of Queyta. 
A   predilection   for   aggression,   coupled   by   witnessing   bounty
             Durge   was   also   dispatched   to   bolster   the   security   of
hunters in action, forever steered young Durge into a lifetime of
Muunilinst, the homeworld of the InterGalactic Banking Clan.
violence. The lure of the blood trade drew Durge away from his
He organized and led a droid army of IG lancer droids, creating
tribe and into the rest of the galaxy. For centuries, he studied
an elite rapid deployment military force to protect this key world
under the most experienced and dangerous bounty hunters he
of the Confederacy. 
could find. 
            Durge led his droid forces in defense of Muunilinst when
             About a millennia before the Battle of Naboo, when the
a   huge   Republic   taskforce   attacked   the   planet.   Durge's   army
galaxy was wracked by warfare waged between the Jedi Knights
inflicted great damage to the armored vehicles of the Republic
and   Sith   Lords,   Durge   was   in   the   employ   of   one   of   the   few
army,   but   Durge   was   ultimately   bested   in   one­on­one   combat
remaining Sith. In this time, he squared off against many a Jedi,
with General Obi­Wan Kenobi. 
learning their fighting techniques, and developing weaponry and
combat   tactics   to   counter   their   moves.   When   the   Sith   were              In   addition   to   Durge's   frighteningly   powerful   physical
finally   wiped   out   at   the   Battle   of   Ruusan,   Durge   went   into abilities,   he   was   a   walking   arsenal.   He   was   proficient   with
hiding  to   avoid  Jedi  reprisals.   He  adopted   dozens  of   different ranged   weapons   like   his   twin   blasters,   melee   weapons   like   a
aliases   while   continuing   his   career   as   a   hunter,   amassing   a spiked flail, and thrown weapons like a set of energized bolas.
sizable fortune.  Durge's heavy armor included wrist darts and forearm­ mounted
energy   shields  that  let  him parry  lightsaber  attacks  for short
             Nine hundred  years  later,  Durge was  hired  to  kill  the
periods of time. Durge often used an agile rocket pack as well as
leader   of   the   Mandalorians.   Though   he   succeeded,   the
an extensively modified swoop speeder bike. 
Mandalorians   struck   back   and   managed   and   subdue   Durge.
Leave it to the Mandalorians to devise a means of restraining a
Gen'Dai.   They   turned   Durge's   longevity   against   him,   finding
Credit:  FreddyB, rpggamer.org
ways of inflicting pain throughout his scattered nerves. He was a
victim of unspeakable torture, unable to die. 

             Durge   was   able   to   escape   the   Mandalorians,   and


retreated   to   parts   unknown  to   hibernate   and  recover.   It   took
nearly a century to undo the damage the Mandalorians wrought.
Though his physical body had healed, Durge's already dangerous
psyche was pushed further past the brink of sanity. 

             When   Durge   emerged   from   his   slumber,   he   sought


vengeance on the Mandalorians. He was cheated of his revenge
as he learned they were all but extinct. He soon found purpose,
though. He had awakened to a galaxy at war, a galaxy where the
Jedi Knights led clone soldiers in battle against the automated
troops of the Confederacy. The charismatic Count Dooku lured
Durge into his ranks, and the ancient bounty hunter relished an

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Star Wars D6 – Clone Wars Sourcebook

Clone Sky Trooper

             Though   clone   troopers   were   genetically   identical   in


design,   a   few   elite   groups   underwent   specialized   training   to
better   prepare   them   for   specific   environments.   These   combat
skills   were   supplemented   by   equipment   modified   for   use   on
specific terrains. The Sky Troopers are one such example of this,
equipped with streamlined armour with an inbuilt jet pack and
weapons   they   can   fight   high   above   the   surface   of   planets   no
matter whether the battle is in the treetops of Kashyyyk or on
the   Cloud   City   of   Bespin.   This   enables   them   to   have   a   high
mobility and to fight without aerial vehicle support although this
is still limited by the small fuel supply of their Jet Pack. Clone
Sky   Troopers   were   replaced   by   Storm   Sky   Troopers   but   the
lower levels of training and the reduced cost of their equipment
means that the galaxy still remembers the bravery and ferocity
of   the   Clone   Sky   Troopers   many   decades   after   the   last   one
disappeared from the galaxy. 

DEXTERITY  3D
            Blaster 6D
            Dodge 6D
            Brawling Parry 5D
            Vehicle Blasters 5D
KNOWLEDGE 3D
MECHANICAL 3D
            Jet Pack Operation 6D
PERCEPTION 3D
STRENGTH   3D
            Brawling 5D
TECHNICAL 3D
Force Sensitive:  No
Move: 10

Equipment:
Clone   Sky   Trooper   Armour   (+1D+2   Physical,   +2   Energy,  
­ 1D Dexterity)

Jet Pack: Move 80;240kmh (60 Minutes Fuel

Twin   Blaster   Cannons   (Scale:   Speeder,   Ammo:   20,   Range:  


3­25/50/250, Damage: 4D))
CloneTrooper Blaster Rifle (5D+2)

Credit:  FreddyB, rpggamer.org

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Star Wars D6 – Clone Wars Sourcebook

Clone Scuba Trooper

             Though   clone   troopers   were   genetically   identical   in


design,   a   few   elite   groups   underwent   specialized   training   to
better   prepare   them   for   specific   environments.   These   combat
skills   were   supplemented   by   equipment   modified   for   use   on
specific   terrains.   One   notable   group   was   the   clone   SCUBA
troopers.   These   aquatic   assault   troopers   were   outfitted   with
modern gear that allowed them to effectively wage war against
aquatic   cultures   that   would   otherwise   enjoy   the   advantage   of
fighting   in   a   difficult   native   environment.   A   clone   SCUBA
trooper's armor is lighter in weight than the standard plastoid­
alloy   composite   armor   worn   by   the   line   infantry.   The   helmet
features lenses and sensors that help penetrate the ocean murk
and   bring   underwater   enemies   into   crisp   focus.   Miniaturized
scrubbers built into the breathing unit are able to extract oxygen
from water environments, and allow for attachment of oxygen
tanks. A clone SCUBA trooper wears an aquatic propulsion pack
and has maneuverability jets incorporated into his shin guards
to   allow   for   impressive   underwater   agility.   Clone   SCUBA
troopers   carry   specialized   blaster   rifles   with   a   modified
collimator barrel array that retards blaster bolt diffusion from
the   water   environment.   These   troopers   are   typically   outfitted
with   explosives   that   take   advantage   of   an   ocean's   ability   to
transmit   concussive   shock.   General   Kit   Fisto   led   an   army   of
clone SCUBA troopers on Mon Calamari during the Clone Wars.

DEXTERITY  3D
            Blaster 6D
            Dodge 6D
            Brawling Parry 5D
KNOWLEDGE  3D
MECHANICAL  3D
PERCEPTION  3D
STRENGTH  3D
            Brawling 5D
            Swim 6D
TECHNICAL 3D
Force Sensitive:  No
Move: 10

Equipment:
Clone Scuba Trooper Armour (+1D+2 Physical, +2 Energy, ­1D 
Dexterity, Waterjets: Move 20 +1D Dodge,
Oxygen  Scrubbers)
Credit:  FreddyB, rpggamer.org
Aquatic Modified CloneTrooper Blaster Rifle (5D+2)

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Star Wars D6 – Clone Wars Sourcebook

CloneTrooper
             CloneTroopers were the main combatants on the side of
the   Old   Republic   during   the   Clone   Wars,   which   in   fact   were
named after them. Cloned from the bounty hunter Jango Fett by
the Kaminoan cloners, they were better trained and skilled than
the StormTroopers that eventually  replaced them, however as
recruiting is far cheaper than cloning they were doomed because
of   the   Empires   policy   of   using   the   cheapest   solution   to   any
problem.   CloneTroopers   fought   side   by   side   with   the   Jedi
Knights, until the Jedi themselves were declared the enemy, and
the   CloneTroopers   hunted   them   down   aided   by   Darth   Vader.
Their   armour   offers   similar   protection   to   the   later   sets   of
StormTrooper   Armour,   but   is   bulkier   and   more   restrictive,
making   it   somewhat   difficult   to   fight   in.   Specialist
CloneTroopers were trained as pilots, gunners and commanders,
these   were   distinguished   from   normal   troopers   by   coloured
panels on their armour, normal trooper armour was the same
simple   white   panels   over   the   black   bodyglove   as   the   later
StormTroopers. 

DEXTERITY  3D
            Blaster 6D
            Dodge 6D
            Brawling Parry 5D
KNOWLEDGE  3D
MECHANICAL  3D
PERCEPTION  3D
STRENGTH  3D
            Brawling 6D
TECHNICAL  3D
Force Sensitive:  No
Move: 10

Equipment:
CloneTrooper   Armour   (+2D   Physical,   +1D   Energy,   ­2D
Dexterity,  ­1 Move)
CloneTrooper Blaster Rifle (5D+2)

Credit:  FreddyB, rpggamer.org

Page 24 version 7 Jun 2005


Star Wars D6 – Clone Wars Sourcebook

Obi­Wan Kenobi discovered the secret clone army  on  Kamino.


imperial CloneTrooper The Jedi Council was surprised to learn of its existence, and of
the involvement of Sifo­Dyas. Nonetheless, when it became clear
the   Separatists   were   gearing   for   war,   the   clone   army   was
             At   the   time   of   their   introduction,   the   Republic   clone desperately needed to protect  the sanctity and stability of the
trooper represented the future of galactic warfare. Far superior Republic.   The   Supreme   Chancellor   was   granted   emergency
to the battle droid armies of the era, the clone troopers formed powers, and as his first act, he activated the clone troopers as
the   backbone   of   the   Republic's   new   military   initiative   that the grand army of the Republic. 
battled   against   the   forces   of   the   Confederacy   of   Independent              On   the   barren   plains   of   Geonosis,   a   major   Separatist
Systems.  stronghold, the first battle of the Clone Wars erupted. The clone
            Identical in form, physical prowess, stamina and mental troopers,   equipped   with   advanced   armor   and   air   support,
capacity, each of the first generations of clone trooper was grown stormed the Separatist forces, and cut through the battle droid
in the cloning facilities of Tipoca City, on the storm­ drenched ranks. Led into battle by Jedi commanders, the clone troopers
world   of   Kamino.   Within   the   hermetic   confines   of   the   secret secured the first victory of the war. 
facility,   the   politically   ambivalent   Kaminoans   applied   their              It   would   be  a   long  and  bloody   conflict   in   the   years   to
mastery of genetic sciences to craft what they deemed the finest come, but the efficiency of the clone trooper infantry would be
of clone armies.  proven time and again on many scattered worlds. 
            The clone army was apparently commissioned by a Jedi,              The  relentless   battery   of  physical  and  mental  training
within   such   an   accelerated   lifetime   could   potentially   drive   a
clone  mad  were it not for  the  highly structured  and balanced
development program instituted by the Kaminoans. Though care
was  taken  to protect  the clone psyche,  the  fully mature  clone
cannot be said to have a "normal" personality, as their identities
are   wholly   shaped   by   military   training   and   subservience   to
authority. 

            The Kaminoans are obsessed with order and control over
variables, and carefully monitored the developing clones for any
deviance   in   biochemistry.   These   statistical   anomalies   were
smoothed   over   under   the   supervision   of   Kaminoan   Chief
Scientist   Ko   Sai   through   extra   conditioning.   The   Kaminoans
reconditioned an average of seven aberrant clones for every two
Sifo­   Dyas,   a   decade   previous   to   their   introduction   on   the hundred clones. 
battlefield.   The   original   source   of   genetic   material   was   an
extremely  skilled  bounty hunter  named  Jango Fett.  Using his             Mature clones resembled Jango Fett as he was in his 20s,
genetic code as a template, the Kaminoans carefully tampered with   slight   deviations   that   were   a   byproduct   of   accelerated
with   the   material   to   produce   clones   with   diminished growth   in   a   sterile   environment.   Fett   resided   on   Kamino,
independence and accelerated growth.  offering   his   martial   expertise   to   advise   in   the   training   of   his
duplicates. 
             Growth   acceleration   is   essential   to   the   production   of
clones, otherwise it would take over two decades for a soldier to              Clone trooper armor consists of 20 form­fitting plastoid­
reach   combat   maturity.   In   a   decade's   time,   the   clones   were alloy   composite   plates   sealed   to   a   temperature­control   body
constantly   trained  in   fighting   techniques,   vehicular   skills   and glove via magnatomic gription panels. Jango Fett's Mandalorian
battlefield   tactics.   Yet   they   still   maintained   a   spark   of heritage influenced the design  of the armor, as seen in the  t­
independent and creative thinking, making them far more suited shaped visor  plate.  The Kaminoans  aesthetic  influence  is  also
to handle unexpected turns of warfare than droids.  visible, in its stark coloration and detailing. As the Kaminoans
are   not   fully   versed   in   human   ergonomics,   the   armor   is
             Clone troopers were fully encased in hard white armor, uncomfortable  to   sit  in,  though  future  generations   of   the  suit
their   identical  faces   concealed  behind  a   t­shaped   visor.   Color­ corrected this flaw. The clone trooper helmet includes a comlink
coded flashes on the armor denoted rank, with green troopers and enhanced breath filter for combat in hostile environments. 
being sergeants, blue being lieutenants, red being captains, and
yellow being commanders. The clones designated for command             Clone troopers refer to each other by their identification
duty were specifically trained in that capacity.  numbers   only   when   in   smaller   groups.   Under   these   close
quarters   conditions,   they   commonly   refer   to   each   other   using
             During the increasing tensions of the Separatist crisis, only the last two digits of their ID number. 

Page 25 version 7 Jun 2005


Star Wars D6 – Clone Wars Sourcebook

             The   unique   clone   trooper   identification   number   is


embedded in each clone's DNA. The clones themselves have no
physical markings indicating their unique identities. A special
scanner incorporated into the clone trooper helmet identifies the
trooper   and   this   info   is   displayed   on   a   tiny   LED   viewscreen
incorporated   in   the   back   of   the   helmet.   The   information
displayed   on   the   helmet   can   also   be   transmitted   to   a   central
location so that combat commanders can "track" a battle. 

             With the exact same genome copied thousands of times
across   a   battlefield,   the   use   of   clone   infantry   has   been   very
beneficial   to   combat   medicine.   Treatment   for   clones   is   much
easier compared to individuals of other species. The clones are
all   the   same   genome,   so   their   body   parts   are   literally
interchangeable ­­ there is no worry about rejection syndrome,
and   many   complicated   procedures   can   be   extensively
standardized. 

DEXTERITY  3D
            Blaster 6D
            Dodge 6D
            Brawling Parry 5D
KNOWLEDGE  3D
MECHANICAL  3D
PERCEPTION  3D
STRENGTH  3D
            Brawling 6D
TECHNICAL  3D
            First Aid 4D

Force Sensitive:  No
Move: 10

Equipment:
Imperial CloneTrooper Armour (+2D Physical, +1D Energy, ­1D 
Dexterity, ­1 Move)
Blaster Rifle (5D)

Credit:  FreddyB, rpggamer.org

Page 26 version 7 Jun 2005


Star Wars D6 – Clone Wars Sourcebook

The army of the republic

REPuBLiC CLoNE TRooPER Republic clone trooper sergeant

DEXTERITY  3D DEXTERITY  3D
Blaster  5D Blaster  6D+2
Brawling parry  4D Brawling parry  4D+1
Dodge  3D+2 Dodge  4D+2
Grenade  4D Grenade  4D+1

KNOWLEDGE  1D+2 KNOWLEDGE  1D+2


Intimidation  2D+1 Bureaucracy  4D
Intimidation  4D
MECHANICAL  2D+2
Tactics  3D
PERCEPTION  2D Willpower  3D
Search  2D+2 MECHANICAL  2D+2
STRENGTH  2D+2 PERCEPTION  2D
Brawling  3D+2
Bargain  3D
TECHNICAL  2D Command  3D+1
Demolition  2D+2 Con  3D
Persuasion  3D+2
Force Points: 0 Search  3D+2
Characters Points: Varies (typically 1­5) STRENGTH  2D+2
Move: 10 Brawling  4D
Equipment: Clone Trooper armor (+2D/+1D/­1D), Climbing/jumping  3D+1
blaster rifle (5D), comlink Swimming  3D+1
TECHNICAL  2D
Armor repair  2D+2

Force Points:  0
Characters Points: Varies (typically 1­5)
Move: 10
Equipment: Clone Trooper armor (+2D/+1D/­1D),
blaster pistol (4D), comlink

Credit:  Kinn Kundo, SWRPGNETWORK.COM Credit:  Kinn Kundo, SWRPGNETWORK.COM

Page 27 version 7 Jun 2005


Star Wars D6 – Clone Wars Sourcebook

clone trooper commander republic clone trooper captain

DEXTERITY  3D DEXTERITY  3D
Blaster  7D+1 Blaster  7D+1
Brawling parry  4D+2 Brawling parry  4D+2
Dodge  5D Dodge  5D+1
Grenade  4D+2 Grenade  4D+2
KNOWLEDGE  1D+2 KNOWLEDGE  1D+2
Bureaucracy  4D+1 Bureaucracy  5D,
Intimidation  4D+2 Intimidation  5D
Tactics  3D+1 Tactics  3D+2
Willpower  3D+1 Willpower  3D+2
MECHANICAL  2D+2 MECHANICAL  2D+2
PERCEPTION  2D PERCEPTION  2D
Bargain  3D+1 Bargain  3D+1
Command  4D+2 Command  6D+2
Con  3D+1 Con  3D+1
Persuasion  4D+1 Persuasion  4D+2
Search  4D Search  4D
STRENGTH  2D+2 STRENGTH  2D+2
Brawling  4D+1 Brawling  4D+1
Climbing/jumping  3D+2 Climbing/jumping  3D+2
Swimming  3D+2 Swimming  3D+2
TECHNICAL  2D TECHNICAL  2D
Armor repair  2D+2 Armor repair  2D+2

Force Points:  0 Force Points:  0
Characters Points: Varies (typically 1­5) Characters Points: Varies (typically 1­5)
Move: 10 Move: 10
Equipment: Clone Trooper armor (+2D/+1D/­1D), Equipment: Clone Trooper armor (+2D/+1D/­1D),
blaster pistol (4D), comlink blaster pistol(4D), comlink

Credit:  Kinn Kundo, SWRPGNETWORK.COM Credit:  Kinn Kundo, SWRPGNETWORK.COM

Page 28 version 7 Jun 2005


Star Wars D6 – Clone Wars Sourcebook

Typical jedi general Move: 10

Equipments: Lightsaber (5D), Jedi robes, Jedi utility
DEXTERITY  3D
belt.
Brawling parry  5D+2
Dodge  6D+1
Lightsaber  8D+1
Melee combat  5D+1
Melee parry 5D+1
KNOWLEDGE  3D+2
Bureaucracy  4D
Intimidation  5D+2
Languages  5D+2
Scholar (Jedi lore)  6D
Willpower 5D
MECHANICAL  2D+1
PERCEPTION  3D
Bargain  4D+2
Con  4D+2
Investigation  5D
Persuasion  3D+2
STRENGTH  3D
Brawling  5D+1
TECHNICAL  3D
Lightsaber repair  5D
Control  7D
Sense  6D
Alter  4D+1

Force Skills:
Control: accelerate healing, concentration, control
pain, emptiness, enhance attribute, force of will,
hibernation trance
Sense: combat sense, danger sense, life detection, life
sense, receptive telepathy, sense Force
Alter: telekinesis
Control and Sense: lightsaber combat, projective
telepathy
Control, Sense and Alter: affect mind

Force Sensitive:  Yes
Force Points: 7
Characters Points: 24
Credit:  Kinn Kundo, SWRPGNETWORK.COM

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arc trooper

DEXTERITY  3D+2
Blaster  8D+2
Blaster (Blaster Rifle)  9D+1
Brawling parry  5D+1
Dodge  6D+1
Grenade  5D+1
Melee combat  5D+1
Melee parry  5D+1
Missile weapons  5D+1
KNOWLEDGE  2D+2
Intimidation  4D+1
Survival  5D+1
Tactics 5D+2
MECHANICAL  3D+1
PERCEPTION  2D+1
Command  5D
Search  8D
Search (tracking) 8D+2
STRENGTH  3D+2
Brawling  5D+1
Climbing/jumping  5D+2
Swimming 5D+1
TECHNICAL  2D+1
Armor repair  3D
Blaster repair  4D
Computer prog/repair  3D+2
Demolition  4D+1
Security  3D

Force Points: 0
Characters Points: 10
Move: 10
Equipment: ARC Trooper armor (+1D+2/+1D), light
repeating blaster rifle (5D), comlink, 6 frag grenades
(5D).

Credit:  Kinn Kundo, SWRPGNETWORK.COM

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Super Battle Droid


Type: Confederation Super Battle Droid

DEXTERITY 3D
Blaster  8D 
Dodge  6D
KNOWLEDGE 1D
MECHANICAL 1D
Repulsorlift Operation  5D
Vehicle Blasters  6D
PERCEPTION 2D
Search  5D
STRENGTH 3D
TECHNICAL 1D

Equipped with:
Humanoid Body (two arms, two legs, head)
Two visual and two auditory sensors ­ human range
Limited Intelligence Brain
2 x Twin Heavy Blasters (Range 5­50/120/300, Damage 6D)
Armoured Skin (+2D)

Move: 10
Size: 2 meters tall
Cost: 8,000 (used)

When   the   Trade   Federation   ands   the   Banking   Guilds   joined


together in alliance with the Genosians and Count Dooku, their
combined   technological   skills   and   resources   allowed   them   to
build a better soldier than the Trade Federation Battle Droids
that  had been used in the Battle of Naboo. The Super Battle
Droid   was   an   extremely   powerful   combat   droids,   which
combined   advanced   logic   matrices   with   inbuilt   weapons   and
rugged armour plating. These droids while not as dangerous as
the Trade Federation Droideka's, filled a gap between those and
the   weaker   Battle   Droids,   letting   the   Confederations   forces
become more flexible and adaptive, making them a true menace
to the Old Republic. 

Credit:  FreddyB, rpggamer.org

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craft. They operate quickly, slicing into starship hulls and
Buzz Droid severing vital control linkages. While their tools are effective,
they are relatively weak and vulnerable to damage. A hit to its
central eye can knock a buzz droid out of commission. 
Type: Confederacy of Independent 
Conveyed via a finned discord missile, the buzz droids also have
Systems "Buzz Droid"
a quartet of simple maneuvering jets to angle into position while
Sabotage Droid in sphere mode. The outer shell of the sphere is heat dissipating,
allowing it to penetrate shields, and is built of a shock absorbing
material. One of its spindly legs terminates in a magna pod,
DEXTERITY 2D allowing it to cling tenaciously to an enemy's hull. Though
KNOWLEDGE 1D individual tool load­outs vary per mission, the default
assortment of weapons include a prying hook appendage, a
MECHANICAL 1D circular saw, a plasma cutting torch, a drill head sheathing an
extendable computer probe for deployment of invasive
PERCEPTION 1D
programming, a picket appendage, and a pincer arm. Its three
STRENGTH 1D sensor eyes resolve its surroundings through multiple lenses,
filters and X­ray sensors. 
TECHNICAL 2D
Computer Sabotage  7D
Starfighter Sabotage  7D
Capital Ship Sabotage  7D

Equipped With: 
Drill head (+1D to Computer Programming/Repair; Sabotage) 
Plasma Cutting Torches (4D Damage, used for burning out
surface  sensors, communication antenna, etc) 
Circular Saw (6D Damage, used for cutting open starship hulls) 
Prying Hook (Strength+2D Damage, used to widen holes in 
starship hulls) 
Pincer Arm (Strength+1D Damage, used for ripping out circuitry
and wiring) 
Maneuvering Jets (Allow limited manueverability in space) 
Heat and Shock Absorbant Shield (+2D to Strength vs Damage 
when retracted into shield) 
Magna Pod Feet (Allow the droids to magnetically adhere to
ships  hulls) 
Three Photoreceptors (Human Range + Infra Red) 
X­Ray Sensors 

Move: 5
Size: 0.25 metre
Cost:  2,800

An insidious weapon unveiled by the Confederacy of
Independent Systems during the later stages of the Clone Wars,
buzz droids are tenacious saboteurs launched onto enemy
starfighters via specialized missiles. When the missile achieves
an optimum proximity to its target, it fragments to unleash a
cloud of melon­sized metal spheres into the target's flight path.
The spheres attach themselves to a target vessel, popping open
to reveal an insect­like droid equipped with cutters and other
tools of vandalism. 
Credit:  FreddyB, rpggamer.org
The buzz droids are designed to disable, not destroy, enemy

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Destroyer Droid
Type: Trade Federation Destroyer Droid 
(aka Droideka)
DEXTERITY 2D
Blaster  7D 
Dodge  5D
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 1D
STRENGTH 2D
TECHNICAL 1D

Equipped with:
Twin Light Repeating Blasters (Range 5­50/120/300, 
Damage 6D)
Two visual and two auditory sensors ­ Infra Red Vision
Sheild Generator (+2D)
Armoured Skin (+2D)
Rolling Motive System (Move 15, requires shield to be 
deactivated)

Move: 7
Size: 1.6 meters tall
Cost:  (available only on the black market) 4,000

 The Droideka was the Trade Federations heavy combat droid,
armed with repeating blasters and a sheild generator, these
droids were lethal in combat, as well as moving quickly between
battles. However their need to deactivate shields when
travelling, combined with the high cost of manufacturing such
an advanced droid led to them only being deployed where
absolutely necessary. In these hazardous conditions they were
destroyed in their thousands, leaving very few of them in
existance after the Clone Wars. 

Credit:  FreddyB, rpggamer.org

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Battle Droid
Type: Trade Federation Battle Droid
DEXTERITY 3D
Blaster  7D 
Dodge  5D
KNOWLEDGE 1D
MECHANICAL 2D
Repulsorlift Operation  5D
Vehicle Blasters  6D
PERCEPTION 2D
Search  5D
STRENGTH 2D
TECHNICAL 1D

Equipped with:
            Humanoid Body (two arms, two legs, head)
            Two visual and two auditory sensors ­ human range
            Very Limited Intelligence Brain

Move: 10
Size: 1.7 meters tall
Cost: 2,000 (used)

The Trade Federations Battle Droids were made and destroyed
in their millions during the Clone Wars. A fairly basic droid with
a number of features in common with the ASP series of droids,
the Battle Droid was originally controlled by a centralised AI
system located at some command facility such as a droid control
battle cruiser. However the Trade Federations defeat at the
battle of Naboo taught them the folly of this design, and basic AI
systems were fitted to the droids themselves, allowing them to
continue fighting even if the control system was jammed or
destroyed. Battledroids were actually fairly skilled pilots as well
as soldiers, so have seen limited demand since the end of the
Clone Wars mainly through black market sources since combat
droids were made illegal early in the Empires existance.

Credit:  FreddyB, rpggamer.org

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end of the Clone Wars. 
Tank Droid

Name: Corporate Alliance Tank Droid
Type: Corporate Alliance Persuader­Type Droid
Enforcer
Scale: Walker
Length: 12 Meters long, 6 Meters Tall
Skill: Ground Vehicle: 5D, Vehicle Blasters 5D
Cargo Capacity: 20kg
Maneuverability: 1D
Move: 45, 130 kmh
Body Strength: 4D
Weapons: 
            4 * Heavy Laser Cannons (Can Fire 
Independently, or act as FireLinked)
Scale: Walker
Fire Arc: Front
Fire Rate: 1
Skill: Vehicle Blasters
Fire Control: 3D
Range: 15­50/100/250m
Damage: 4D
Description: The Tank Droid is a war vehicle constructed by the
Corporate   Alliance   to   combat   the   Army   of   the   Republic.   The
standard version of the Corporate Alliance Tank Droid was the
Persuader­   Type   Droid   Enforcer.   It   was   one   of   the   many
contributions of the Corporate Alliance to the droid armies of the
Confederacy   of   Independent   Systems.   The   Corporate   Alliance
used this deadly Droid Enforcer to punish local populations on
Outer Rim worlds that opposed the Alliance or complained about
unfair  business.  The  tankdroid was  a  6  metre   tall  automaton
with   a   huge   central   wheel   supported   by   4   small   outrigger
wheels. It could also roll on its single traction drive thread. The
tank   droid   was   also   equipped   with   4   arm­mounted   blaster
cannons. The droid's front featured several sensors above its two
photoreceptor eyes. During the Clone Wars, the tank droid was
dispatched across the galaxy to defend Confederacy bases. They
could also be used to accompany vehicles such as the Homing
spider   droid   and  the   Hailfire   droid.   During   a   battle   the   tank
droid could also crush to death any unfortunate enemy soldier
that got into its path with its huge central wheel (8D character
scale damage).  Of all  the  Confederacy   war  vehicles,  the  Tank
Droid was feared most by civilians and soldiers alike because of
their destructive power and relentless nature. They would crush
even unarmed civilians without any mercy and would fire their
weapons   with   wild   abandon.   To   make   it   even   worse,   the
Corporate Alliance began equipping them with voice modulators
to make these automatons even more frightening towards  the Credit:  FreddyB, rpggamer.org

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Star Wars D6 – Clone Wars Sourcebook

Dwarf spider Droid

Craft: Commerce Guild Dwarf Spider Droid
Type: Battle Droid
Scale: Speeder
Length: 1.7 Meters
Skills: Ground Vehicles 5D, Vehicle Blasters 6D
Crew: N/A
Cargo Capacity: 0kg
Cost: 14,000 (used)
Cover: N/A
Maneuverability: 1D
Move: 10, 30 kmh
Body Strength: 3D
Weapons: 
            Light Laser Cannon
                        Fire Arc: Front
                        Scale: Speeder
                        Skill: Vehicle Blasters
                        Fire Control: 2D
                        Range: 50­300/500/1km
                        Damage: 5D

Description:  The Dwarf  Spider  Droid  is  the  Commerce  Guilds


equivalent of the Trade Federation Battle Droid, and although it
is a larger and more expensive, the fact that it is as powerful as
some   small   tanks   makes   it   more   than   worth   its   money.   The
main   disadvantage   of   this   droid   was   that   although   it   was
roughly  the  same  height   as   a  humanoid  soldier,   it  was  much
wider and this made it difficult for the droid to operate indoors
or on space vessels, however once the Commerce Guild joined
the Confederation the droid was joined by smaller droids such as
Trade Federation Battle Droids and Droidekas making this very
much   a   moot   point.   Fully   functional   Dwarf   Spider   droids   are
uncommon   because   the   motivation   system   wears   out   fairly
quickly and parts are not easily obtainable, however the droids
have   occasionally   been   left   as   automated   turrets   even   when
parts have worn out. 

Credit:  FreddyB, rpggamer.org

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Star Wars D6 – Clone Wars Sourcebook

Homing Spider Droid


Craft: Commerce Guild Homing Spider Droid
Type: Battle Droid
Scale: Walker
Length: 4.8 Meters
Skills: Ground Vehicles 7D, Vehicle Blasters 8D,
Search 8D
Crew: N/A
Cargo Capacity: 0kg
Cost: 24,000 (used)
Cover: N/A
Maneuverability: 1D
Move: 20, 60 kmh Body Strength: 4D
Weapons: 
            Light Laser Cannon
                        Fire Arc: Front
                        Scale: Speeder
                        Skill: Vehicle Blasters
                        Fire Control: 2D
                        Range: 50­300/500/1km
                        Damage: 5D
            Heavy Laser Cannon
                        Fire Arc: Front
                        Scale: Walker
                        Skill: Vehicle Blasters
                        Fire Control: 2D
                        Range: 50­500/1km/2km
                        Damage: 5D

Description:   The   Homing   Spider   Droid   is   an   advanced   battle


droid   fielded   by   the   Commerce   Guild   and   later   by   the
Confederation of Independent Systems. Designed to track down
and destroy opponents, this droid was equipped with powerful
sensors and the design proved itself capable on many occasions.
Although   light   compared   to   many   other   walkers,   they   were
cheap   and   numerous   making   them   lethal   on   the   battlefield
where   they   could   simply   overwhelm   opponents   with   their
numbers.   Very   few   of   these   survived   the   Clone   Wars,   and
restrictions on combat droids, and heavy weapons means that
ownership   is   extremely   illegal,   and   ownership   is   now   mainly
limited to museums and the rare collector. 

Credit:  FreddyB, rpggamer.org

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allowing  a single pilot to ride and  control  the  vehicle  through


Hailfire Droid jury rigged controls. 

Craft: InterGalactic Banking Clan Hailfire Droid
Type: Self Aware Mobile Missile Platform
Scale: Speeder
Length: 6.4 Meters
Skills: Ground Vehicles 6D, Missile Weapons 7D,
Vehicle Blasters 7D
Crew: N/A
Cargo Capacity: 0kg
Cost: 23,000 (used)
Cover: N/A
Maneuverability: 3D
Move: 40, 120 kmh
Body Strength: 5D
Weapons: 
            Missile Launchers (30 Missiles)
                        Fire Arc: Front
                        Scale: Walker
                        Skill: Missile Weapons
                        Fire Control: 3D
                        Range: 50­200/1/2km
                        Damage: 7D
            Twin Light Blaster Cannons
                        Fire Arc: Front
                        Scale: Speeder
                        Skill: Vehicle Blasters
                        Fire Control: 2D
                        Range: 50­300/500/1km
                        Damage: 5D

Description: The Hailfire Droid is a cross between a battle droid
and a light tank designed and used by the InterGalactic Banking
Clan, and later the Confederacy of Independent Systems when
the   Banking   Clan   joined   them   at   the   beginning   of   the   Clone
Wars.   Hailfire   Droids   are  built   to   deliver   Surface   to   Air,   and
Surface to Surface attacks with their banks of 30 missiles, their
mobility   is   provided   by   30   enlarged   hoop   wheels   which   are
driven by a series of magpulse drives along their circumference.
The Droids main hull is a small body suspended between the two
wheels, equipped with a single photoreceptor and containing the
droids   logic  matrices.   Since  the  Banking  Clans   were  defeated
during   the   Clone   Wars   the   demand   on   the   black   market   for
Hailfires has remained high, but due to weapons restrictions and
the massive destruction wrecked on the Confederation forces by
the Republic during the Clone Wars there have been very few
available.   Most   commonly   the   Logic   Matrices   have   long   since Credit:  FreddyB, rpggamer.org
been removed, and a small cockpit mounted in the body instead,

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Star Wars D6 – Clone Wars Sourcebook

AT-RT
Craft: All Terrain Recon Transport
Type: Republic All Terrain Recon Transport (AT­RT)
Scale: Walker
Length: 4.2 Meters long, 6.3 Meters Tall
Skill: Walker Operation; ATRT
Crew: 1BR> Cargo Capacity: 60 kilograms
Cover: 1/4
Maneuverability: 2D
Move: 35, 105 kmh
Body Strength: 2D+2
Weapons: 
            Medium Blaster Cannon
                        Fire Arc: Front
                        Scale: Speeder
                        Skill: Vehicle Blasters
                        Fire Control: 2D
                        Range: 50­300/500/1km
                        Damage: 6D

Description:  The All  Terrain  Recon  Transport   is   a  light scout


vehicle used by the Clone Troopers of the Old Republic. Designed
as a heavier assault vehicle than the Aratech Speeder Bikes that
the Clone Troopers used as their primary scout vehicle, the AT­
RT is still fairly fast and mobile, but was used mainly for quick
strikes   behind   enemy   lines   at   supply   convoys   and   resupply
bases. AT­RT's were also used on planets which had magnetic
fields   which   interfered   with   the   use   of   repulsorlift   engines,
making   speeder   bikes   useless.   Along   with   the   AT­XT   (All
Terrain   eXperimental   Transport)   the   AT­RT   was   eventually
developed   into   the   common   Imperial   All   Terrain   Scout
Transport,   however   AT­RT's   have   remained   in   operation   on
some backwater worlds as a police vehicle especially on worlds
where riding mounts is the most common form of transportation.

Credit:  FreddyB, rpggamer.org

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Star Wars D6 – Clone Wars Sourcebook

AT-TE
Type: Old Republic Walker; All Terrain Tactical
Enforcer
Scale: Walker
Length: 17 Meters long, 10 Meters Tall
Skill: Walker Operation, ATTE
Crew: 1 + 6 Gunners
Passengers: 25
Cargo Capacity: 1 Ton
Cover: Full
Maneuverability: 0D+1
Move: 18, 50 kmh
Body Strength: 6D
Weapons: 
            4 Laser Cannons
                        Scale: Speeder
                        Fire Arc: 2 Front, 2 Back
                        Crew: 1
                        Skill: Vehicle Blasters
                        Fire Control: 2D
                        Range: 50­100/500/1km
                        Damage: 4D

            Heavy Laser Cannon
                        Scale: Walker
                        Fire Arc: Front
                        Crew: 2
                        Skill: Vehicle Blasters
                        Fire Control: 1D
                        Range: 50­200/1/2km
                        Damage: 5D

Description: The ATTE saw service during the Clone Wars and
in some opinions it was a far better walker than the ATAT, and
although slower and less heavily armoured, it had a wide variety
of weapons and could defend itself well as well as handing out a
lot   of   damage   to   its   opponents.   Since   it   was   replaced   by   the
ATAT, the majority of ATTE's were scrapped, but some were put
into storage as reserve forces. Both the New Republic and the
Remenants of the Empire are in posession of a few ATTE's, and
have put them into service with talk of a updated model being
put into use by the Republic.

Credit:  FreddyB, rpggamer.org

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Star Wars D6 – Clone Wars Sourcebook

aT-XT Assault Walker


Craft: Rothana Engineering, All Terrain eXperimental 
Transport
Type: Light Walker
Scale: Walker
Length: 6.2 Meters Tall
Skill: Walker Operation; ATXT
Crew: 2; Skeleton 1/+10
Cargo Capacity: 20 kilograms
Cover: Full
Maneuverability: 0D+2
Move: 20, 60 kmh
Body Strength: 2D+1
Sheild Strength: 1D
Weapons: 
            Heavy Laser Cannon
                        Fire Arc: Front
                        Scale: Speeder
                        Skill: Vehicle Blasters
                        Fire Control: 1D
                        Range: 50­300/500/1km
                        Damage: 6D

            Proton Mortar
                        Fire Arc: Front
                        Scale: Walker
                        Skill: Missile Weapons
                        Fire Control: 1D+1
                        Range: 10­50/80/150m
                        Damage: 6D

Description:   The   AT­XT   was   an   experimental   walker   which


actually   saw   heavy   use   during   the   later   stages   of   the   Clone
Wars, when it was phased out of use and replaced by the AT­ST.
The AT­XT had a number of features which were removed for
cost reasons when the AT­ST was produced, these included the
very efficient Proton Mortar, Shields, and an innovative one up
one   down   cockpit   configuration.   However   for   all   of   these
advanced features, the AT­XT was destroyed in large numbers
during  their  battles,   since  they   were   slow,   clumsy   and  poorly
armoured. After the AT­XT was phased out, a few remained in
use on the fringes of the Empire where AT­ST's were in short
supply, and the remainder were put into storage or sold off to
private concerns such as the Corporate Sector Authority. 

Credit:  FreddyB, rpggamer.org

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                        Fire Control: 1D

Republic Gunship (LAAT/i)                         Range: 4­40/75/150


                        Damage: 9D
            8 Light Air­to­Air Rockets 
Craft: Rothana Heavy Engineering Low Altitude                         Fire Arc: Front
Assault Transport/Infantry                         Scale: Walker
Type: Air Speeder                         Crew: Controlled by Co­Pilot
Scale: Walker                         Fire Arc: Front
Length: 17.4m                         Skill: Missile Weapons
Skill: Repulsorlift operation: Air Speeder                         Fire Control: 3D
Crew: 2 + 2 Gunners                         Range: 3­75/150/350

Passengers: 20                         Damage: 7D
Cargo Capacity: 1 Ton
Description: The LAAT/i is the main infantry gunship and troop
Cover: Full
transporter   used   by   the   Republic   during   the   Clone   Wars.
Altitude Range: Ground level­2km Featuring   chin   mounted   laser   cannon   turrets   for   use   against
Cost: 38,500 (used) enemy   personel,   two   dorsal   mounted   mass   driver   missile
Maneuverability: 3D launchers   make   the   vehicles   main   armament,   while   two
automated   laser   turrets   are   built   into   the   wings,   and   two
Move: 350; 1,000kmh
manned turrets are mounted on articulated arms connected to
Body Strength: 4D the main cabin, and the vehicles armament is rounded out by
Weapons: air­to­air   rockets   slung   on   the   ventral   surface   of   each   wing.
            3 Anti­Personel Laser Turrets LAAT/i   remain   expensive   vehicles,   but   their   extreme   level   of
armament means that they remain popular with those that can
                        Fire Arc: Turret
get their hands on them. 
                        Scale: Character
                        Crew: Controlled by Co­Pilot
                        Fire Arcs: 2 Front, 1 Rear
                        Skill: Vehicle Blasters
                        Fire Control: 2D
                        Range: 2­50/100/200
                        Damage: 5D
            4 Composite Beam Laser Turrets
                        Fire Arc: Turret
                        Scale: Speeder
                        Crew: 2 turrets manned by gunners, 2 
controlled by co­pilot
                        Fire Arcs: 2 Front,Left,Rear, 2 
Front,Right,Rear
                        Skill: Vehicle Blasters
                        Fire Control: 1D
                        Range: 2­100/200/500
                        Damage: 5D
            2 Mass Driver Missile Launchers 
                        Fire Arc: Front
                        Scale: Walker
                        Crew: Controlled by Co­Pilot
                        Fire Arc: Front
                        Skill: Missile Weapons Credit:  FreddyB, rpggamer.org

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yet occurred. 
SPHA-T
Type: Rothana Engineering Self Propelled Heavy 
Artillery ­ Turbolaser (SPHA­T)
Scale: Walker
Length: 38 Meters long, 20 Meters Tall
Skill: Walker Operation, SPHA­T
Crew: 4 + 24 Gunners
Passengers: 10
Cargo Capacity: 1 Ton
Cover: Full
Maneuverability: 0D
Move: 15, 40 kmh
Body Strength: 5D
Weapons: 
            12 Laser Cannons
                        Scale: Character
                        Fire Arc: 2 Front, 4 Left, 4 Right, 2 Back
                        Crew: 1
                        Skill: Vehicle Blasters
                        Fire Control: 2D
                        Range: 10­50/250/500m
                        Damage: 5D
            Heavy Turbolaser Cannon
                        Scale: Capital
                        Fire Arc: Front
                        Crew: 12
                        Skill: Vehicle Blasters
                        Fire Control: 1D
                        Range: 100­400/2/4km
                        Damage: 4D

Description: The SPHA­T was introduced at the beginning of the
Clone Wars as a heavy artillery vehicle to compliment the ATTE
walker,   and   was   used   to   destroy   shielded   installations   and
landed starships such as Trade Federation Landers. The SPHA­
T was very much a niche weapon capable of only taking on a few
select targets which were too immobile to avoid its devastating
blasts, however this vehicle was vulnerable to enemy attack and
had to have precious forces diverted to its defence when starship
attacks could just as easily  be brought in  from  orbital capital
ships. SPHA­T's have long since been retired from active service,
but   a   few   remain   operational   acting   as   planetary   defence   for
worlds too poor to afford newer more efficient vehicles. Due to
the power of the main Turbolaser, private ownership of SPHA­
T's   is  highly  restricted,  and  although any  number of  criminal
and underworld bosses might like to get their hands on a SPHA­
T for the presitige and power this would give them, this has not Credit:  FreddyB, rpggamer.org

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Koro 2 Air Speeder


Craft: Desler Gizh Outworld Mobility Corp Koro 2 
All Environment Exodrive Speeder
Type: Air Speeder
Scale: Speeder
Length: 6.61m
Skill: Repulsorlift operation: Air Speeder
Crew: 1
Passengers: 1
Cargo Capacity: 45kg
Cover: Full
Altitude Range: Ground level­1km
Cost: 3,500 (used)
Maneuverability: 1D+2
Move: 275; 800kmh
Body Strength: 4D
Weapons:
None

Description:   The   Desler   Gizh   Outworld   Mobility   Corporation


built the Koro 2 to survive in hostile environments, and as such
it has a contained and pressurized cabin with a two week air
supply.   While   the   Koro­2   employs   standard   repulsorlifts   for
altitude,   it   features   an   uncommon   external   electromagnetic
propulsion   system.   The   forward   mandibles   intensely   irradiate
the   air   around   them,   inducing   ionization   and   making   it
conductive. Paired electrodes then electrify the airstream, and it
is magnetically propelled toward the rear of the craft, resulting
in   the   air   literally   dragging   the   vessel   through   the   skies   at
speeds approaching 800 kilometers per hour. The speeder isn't
designated   to   fly   in   crowded   urban   zones   such   as   those   on
Coruscant, and the radiation spill and noxious wake of the craft
are some of the deleterious side effects which have caused the
speeder to be outlawed on many worlds, which have caused the
speeder to be removed from production. However the pure speed
of  the   vehicle  has  meant  that  it  retains  its  high  price  on the
second hand market, although due to the restrictions it often has
to be smuggled onto the buyers homeworld. 

Credit:  FreddyB, rpggamer.org

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Droid Gunship
                        Damage: 6D
            2 * Light Laser Cannons
                        Fire Arc: Front
                        Scale: Walker
                        Fire Control: 1D
                        Space: 1/8/15
                        Atmosphere Range: 50­100/800/1.5km
                        Damage: 3D
            14 * Missiles (Variable Load, but usually 
Concussion)
                        Fire Arc: Front
                        Fire Control: 3D
                        Space: 1/3/7
                        Atmosphere Range: 10­100/300/700m
                        Damage: 7D
Description: The Confederacy developed this dish­shaped droid
gunship   in   response   to   the   victories   won   by   the   powerful
Type: Baktoid Fleet Ordnance Heavy Missile Platform
Republic   attack   gunship   during   the   Clone   Wars.   The
(HMP) atmospheric   vehicle's   flat   underbelly   is   lined   with   ordnance
Scale: Walker pods,   capable   of   unleashing   rockets   and   bombs   at   distant
Length: 12.3 Meters targets.   Its   forward   nose   is   packed   with   laser   weaponry,
including twin turrets each carrying two laser cannons, and a
Skill: Repulsorlift operation; Air Speeder 5D, Vehicle 
powerful   forward­facing   cannon.   Each   wingtip   also   carries   a
Blasters 5D
laser cannon. 
Crew: 4 Droid Brains (allowing 4 actions before 
During the Clone Wars, these droid gunships were deployed at
Multiple Action Penalties)
such engagements as the Battle of Kashyyyk. 
Cargo Capacity: Mission Specific Loads can be 
mounted on Wing­Tips Well­shielded and lined with powerful repulsorlifts to stabilize
its   flight   and   gunnery   systems,   the   Baktoid   Fleet   Ordnance
Altitude Range: Ground level­1.5km
HMP   (heavy   missile   platform)   droid   gunship   can   unleash   a
Cost: 49,000 (used) devastating  amount of firepower in  a short  time. Its  versatile
Maneuverability: 2D+2 turrets can track independent targets, while its modular torpedo
Move: 300; 850kmh and   missile   allotment   provide   precision   delivery   of   explosive
payloads. Modular wing tips allow the gunship to be fitted with
Body Strength: 3D
mission specific and additional weaponry. 
Shield Strength: 2D
Weapons:
            2 * Twin Laser Cannon Turrets
                        Fire Arc: Front
                        Scale: Speeder
                        Fire Control: 3D
                        Space: 1­2/10/20
                        Atmosphere Range: 50­200/1/2km
                        Damage: 6D
            Medium Laser Cannon
                        Fire Arc: Front
                        Scale: Walker
                        Fire Control: 1D
                        Space: 1­3/12/25
                        Atmosphere Range: 100­300/1.2/2.5km Credit:  FreddyB, rpggamer.org

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STAP
Craft: Trade Federation Single Trooper Aerial Platform
(STAP)
Type: Speeder Bike
Scale: Speeder
Length: 2m tall
Skill: Repulsorlift operation: Speeder Bike
Crew: 1
Passengers: 0
Cargo Capacity: 0kg
Cover: 1/4
Altitude Range: Ground level­50m
Maneuverability: 3D+2
Move: 180; 500kmh
Body Strength: 2D
Weapons:
            Twin Laser Cannons
                        Fire Arc: Front
                        Skill: Vehicle Blasters
                        Fire Control: 2D
                        Range: 3­60/120/200
                        Damage: 5D

Description:   The   STAP   was   the   cheaply   mass   produced   speeder   bike
analogue used by the Trade Federation. Although difficult to use for an
organic pilot (­2D to maneuverability) as there is no seat, and the pilot
must hang off the STAP, however these disadvantages are no problem
when used by the Battle Droids that the STAP was designed for. Although
the STAP was made from the cheapest materials available, it still stands
up   as   a   competant   speeder   bike   when   compared   to   modern   military
speeder bikes. 

Credit:  FreddyB, rpggamer.org

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AAT

Craft: Trade Federation Armoured Assualt Tank (AAT)
Type: Speeder
Scale: Speeder
Length: 9.75m
Skill: Repulsorlift operation: Repulsor Tank
Crew: 1+1Gunner
Passengers: 0
Cargo Capacity: 50kg
Cover: Full
Altitude Range: Ground level­8m
Maneuverability: 1D
Move: 50; 140kmh
Body Strength: 5D
Weapons:
            Twin Light Blaster Cannon (fire independantly)
                        Fire Arc: Front
                        Scale: Character
                        Skill: Vehicle Blasters
                        Fire Control: 1D
                        Range: 10­100/200/500m
                        Damage: 5D
            Light Laser Cannon
                        Fire Arc: Front
                        Scale: Speeder
                        Skill: Vehicle Blasters
                        Fire Control: 2D
                        Range: 20­200/1/2km
                        Damage: 5D
            Energy Projectile Launcher
                        Fire Arc: Front
                        Scale: Walker
                        Skill: Missile Weapons
                        Fire Control: 2D
                        Range: 10­50/100/200m
                     Damage: 5D
Description: The AAT is the standard Trade Federation Repulsor Tank,
and was used from the Battle of Naboo until the Trade Federation was
defeated during the Clone Wars. Although the Trade Federation used a
variety of different Repulsor Tanks until the AAT was developed, these
were all mothablled in favour of the AAT which was better armed and
cheaper   than   its   ancestors.   Compared  to  newer   Imperial  and  Republic
designs, the AAT is slow, unweildy and weak, however the quantities that
these   were   deployed   in   made   up   for   their   weaknesses   and   what   they
lacked in power they made up for in disposability. 
Credit:  FreddyB, rpggamer.org

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MTT

Type: Trade Federation Multi Troop Transport (MTT)
Scale: Walker
Length: 31 Meters long
Skill: Repulsorlift Operation, MTT
Crew: 2 + 4 Gunners
Passengers: 3
Cargo Capacity: 112 Battle Droids
Cover: Full
Maneuverability: 
Move: 12, 35 kmh
Altitude Range: Ground­4 Meters
Body Strength: 3D
Weapons: 
            2 Twin Heavy Laser Cannons
                        Scale: Walker
                        Fire Arc: Front
                        Crew: 2
                        Skill: Vehicle Blasters
                        Fire Control: 1D
                        Range: 50­500/1.5/3km
                        Damage: 6D
Description: The MTT was the Trade Federations main way of
deploying troops, and after being carried to the surface it could
transport troops to where ever they might be needed, and also
provide firesupport to both troops and tanks. These were mainly
destroyed during the Clone Wars, however a few survive to this
day, and with their main comparments gutted they act as cargo
or   troop   transports,   however   the   extremely   slow   speed   of   the
MTT   has   made   it   unpopular   with   even   the   most   desperate
militia forces since it can take many days to deploy to the sight
of a battle, and newer faster vehicles can easily out maneuver
them, which usually leads to their destruction. 

Credit:  FreddyB, rpggamer.org

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were mainly destroyed during the Clone Wars, although some
Droid Starfighter have survived and are used as patrol speeders and air support,
and very rarely as defence starfighters. 

Name: Trade Federation Droid Starfighter
Type: Space Superiority Fighter
Scale: Speeder
Length: 3.6 Meters
Skill: Starfighter Piloting 6D, Starship Gunnery 5D
Price: 22,000 (used)
Hyperdrive Multiplier: No
Hyperdrive Backup: No
Nav Computer: No
Space: 8
Atmosphere: 365;1050kmh
Maneuverability: 1D
Hull: 3D
Sensors:
            Passive: 10/0D
            Scan: 20/0D+2
            Search: 30/1D+1
            Focus: 1/2D

Weapons:
            4 Blaster Cannons (Fire Linked)
                        Fire Arc: Front
                        Fire Control: 2D
                        Space: 1­2/10/20
                        Atmosphere Range: 50­200/1/2km
                        Damage: 6D
            Energy Torpedo Launcher 
                        Fire Arc: Front
                        Fire Control: 3D
                        Space: 1/3/7
                        Atmosphere Range: 10­100/300/700m
                        Damage: 8D

Description:   Trade   Federation   Droid   Starfighters   were


numerous, fast  and maneuverable attack fighters  used by the
Trade   Federation   for   air   and  space   control.   Although   smaller
and   weaker   than   other   starfighters,   this   acted   to   their
advantage along with their low price, as they were difficult to
hit,   and  could swarm   other   fighters  with   their  numbers   until
they were victorious. The Droid Starfighters also had a ground
operation mode, when they could become small walkers, however
they were not well designed for this role and their lasers were
not operational when in walker mode. It was far more common
to see these droids operating in an air support role, fighting air
speeders, as well as enemy starfighters. The Droid Starfighters Credit:  FreddyB, rpggamer.org

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cunning that living pilots bring into combat. During the Battle of
Naboo   the   Trade   Federation   attempted   to   counter   any
vulture droid shortcomings   in   their   automated   vulture   droid   designs   by
Type: Xi Char Cathedral factories Vulture Droid dispatching  them en  masse. Swarms of the tiny fighters were
launched  from   their   battleship's   cavernous   hangars,   attacking
Scale: Speeder
the small number of Naboo starfighters defending the planet. 
Length: 3.6 Meters
Like the ground­based battle droid infantry, droid starfighters
Skill: Starfighter Piloting 6D, Starship Gunnery 5D
are   controlled   by   the   Trade   Federation's   Droid   Control   Ship.
Price: 22,000 (used) When not in flight, the droid starfighter can transform into a
Hyperdrive Multiplier: No walking mode allowing them to be used in surface patrols. 
Hyperdrive Backup: No As the Clone Wars erupted, the Trade Federation became one of
Nav Computer: No the   founding   members   of   the   Confederacy   of   Independent
Space: 8 Systems,   supplying   vulture   droids   to   the   growing   Separatist
fleet.  Painted with  the blue and white hexagonal sigils  of  the
Atmosphere: 365;1050kmh
Confederacy, vulture droids would plague Jedi and clone pilots
Maneuverability: 1D on many battlefronts including the Battle of Coruscant. 
Hull: 3D
The Xi Char cathedral factories of Charros IV manufactured a
Sensors:
vast   number   of  precision­engineered  droid  starfighters   for  the
            Passive: 10/0D Trade Federation. The development of advanced technologies is
            Scan: 20/0D+2 a religion to the Xi Charrians of the Haor Chall order, and the
            Search: 30/1D+1 droid starfighter is testament to their devotion. 
            Focus: 1/2D When in starfighter mode, the droid carries four blaster cannons
in its wings, and two energy torpedo launchers along its forward
Weapons: edge. When transformed into walking mode, the launchers are
            4 * Blaster Cannons (FireLinked) angled for antipersonnel use. 

                        Fire Arc: Front Unconventional   solid   fuel   concentrate   slugs   housed   in   the   aft


                        Fire Control: 2D fuel chamber power the droids. These fuels burn rapidly when
                        Space: 1­2/10/20 ignited, giving the droid starfighter incredible bursts of energy,
but a very limited range of operation. As such, droid starfighters
                        Atmosphere Range: 50­200/1/2km
must operate from a nearby launch base or capital ship. When
                        Damage: 6D
not   deployed,   these   ighters   hang   from   overhead   recharging
            2 * Energy Torpedo Launcher (6 Torpedo  racks. 
Magazine Each)
The Trade Federation jealously guards its new innovations, and
                        Fire Arc: Front
the droid starfighter is equipped in that regard. Should it lose
                        Fire Control: 3D
contact with the Droid Control Ship due to malfunction or other
                        Space: 1/3/7 unexpected   catastrophe,   the   starfighter's   self   destruct
                        Atmosphere Range: 10­100/300/700m mechanism prevents the droid from falling into enemy hands. 
                        Damage: 8D
            Buzz Droid Missile Launcher (4 Missile 
Magazine)
                        Fire Arc: Front
                        Fire Control: 5D
                        Space: 1/3/7
                        Atmosphere Range: 10­100/300/700m
                        Damage: Deploys Cloud of Buzz Droids

Description:   The   effectiveness   of   droid   starfighters   has   been


debated   in   strategic   circles   for   generations.   While   droid
starfighters are capable of maneuvers that would pulp even the Credit:  FreddyB, rpggamer.org
sturdiest   organic   pilot,   they   lack   the   resourcefulness   and

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fighter.   The   Xi   Charrians   were   unable   to   reproduce   the


Manta Subfighter requested   variable   geometry   feature   found   in   their   droid
starfighter   designs,   however.   The   actuation   servomotors
Type: Trade Federation Droid Manta Subfighter required to change the fighter's shape in deep ocean pressures
proved   too   difficult   to   engineer.   As   compensation   for   this
Scale: Speeder
perceived   failure,   though,   the   Xi   Charrians   provided   ­­   at   no
Length: 3.9 Meters extra expense ­­ companion craft for the fighter. This included a
Skill: Aquatic Vehicle Operation 6D, Starship Gunnery larger   carrier   craft   and   hydrodynamic   adaptor   kits   for   battle
5D droid­operated MVR­3 speeders. 

Price: 15,000 (used)
Water Speed: 35;105kmh
Maneuverability: 2D
Hull: 3D
Weapons:
            Twin Laser Cannons
                        Fire Arc: Front
                        Fire Control: 2D
                        Space: 1/5/10
                        Atmosphere Range: 25­100/500/1km
                        Damage: 5D
            Twin Sub Torpedoes
                        Fire Arc: Front
                        Fire Control: 3D
                        Space: 1/3/7
                        Atmosphere Range: 50­100/300/700m
                        Damage: 8D

Description: Following military setbacks on Naboo, Maramere,
and   other   water­cover   planets,   the   Trade   Federation   began
investing   in   the   research   and   development   of   submersible
fighter­craft. The Republic legislation that prohibited the huge
commerce   body   from   developing   military   droid   hardware   was
only a  momentary  setback for the project  ­­  Trade  Federation
officials   just   moved   the   prototypes   away   from   Republic
investigators and bribed or disposed of those who came too close
to discovering their works in progress. The devout Xi Charrian
engineers developed the subfighter while sequestered on remote
private   estates,   separated   from   the   rest   of   their   Haor   Chall
religious order. As a result, their uncanny design talents were
adversely   affected   by   their   isolation,   and  the  end  product   did
suffer a number of design limitations. Nonetheless, the resulting
manta droid subfighters are still impressive fighting machines
when  released  en  masse.   The   sleek  torpedo­like droid  body   is
capped   in   front   with   a   large   wedge­shaped   diving   plane.   The
forward edge of the plane has an electromotive field, that when
coupled   with   repulsorlift­   driven   supercavitation   vectrals
incorporated into the subfighter's design, results in a very fast
and   surprisingly   maneuverable   underwater   vessel.   The   twin
barrels recessed in the plane can sport laser cannons or torpedo
launchers,   and   a   few   models   even   feature   articulated   barrel Credit:  FreddyB, rpggamer.org
assemblies   that   allow  for   both   types   of   weapons   on   the  same

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were destroyed as the Clone Wars ended, when the Jedi were
Jedi Delta-7 Starfighter hunted down and killed. Some of these vessels have made it onto
the open market, but their aged design and poor performance
makes   them   an   unpopular  choice   in   comparision   to   the   more
Type: Kuat Systems Engineering Delta­7 Aethersprite
modern fighters on the market. 
Scale: Starfighter
Length: 8 Meters
Skill: Starfighter Piloting ­ Delta­7
Crew: 1+Astromech
Crew Skill: Starfighter Piloting 4D+2, Starship
Gunnery 4D+1
Consumables: 2 Weeks
Cost: 55,000 (used)
Cargo Capacity: 20 Kilograms
Hyperdrive Multiplier: NA
Hyperdrive Backup: NA
Nav Computer: uses Astromech
Space: 7
Atmosphere: 350;1000kmh 
Maneuverability: 2D+2
Hull: 2D+2
Shields: 1D
Sensors:
            Passive: 20/0D+1
            Scan: 35/1D+1
            Search: 50/2D+1
            Focus: 2/2D+2
Weapons:
            Twin Light Laser Cannons
                        Fire Arc: Front
                        Fire Control: 1D+2
                        Space: 1­2/10/20
                        Atmosphere Range: 100­200/1/2km
                        Damage: 4D

Description: The finished model of the KSE Delta­7 Aethersprite
(or Jedi Starfighter as it was better known) was unveiled just a
few   short   weeks   before   the   outbreak   of   the   Clone   Wars.
Designed   by   Walex   Blissex,   and   officially   launched   by   Jedi
representatives   Adi   Gallia   and   Aayla   Secura,   the   Jedi
Starfighter was only used for a short time before the rigors of
war led to its replacement by heavier and better armed versions.
Another   weakness   of   the   Delta­7   design   was   that   it   lacked   a
built in hyperdrive, however this was compensated for by use of
a   TransGalMeg   Industries   booster   ring,   which   allowed   these
vessels   to   make   hyperspace   jumps,   although   a   very   small
number of advanced prototypes were produced with their own
experiemental   lightspeed   drives.   Many   Jedi   prefered   these
vessels  to  the ships of war that replaced them, however most Credit:  FreddyB, rpggamer.org

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modified starfighter exclusive to the Chosen One. 
anakin's Jedi Anakin's starfighter began as a standard Delta­7 Aethersprite

Starfighter that he extensively customized to suit his demanding tastes for
speed   and   control.   With   four   Taim   &   Bak   laser   cannons
bracketing each wingtip and a proton torpedo launcher along the
Type: Anakin Skywalkers Modified Kuat Systems  ship's dorsal  centerline, the speedy combat vessel  had greater
Engineering Delta­7 Aethersprite firepower than the standard fighter. Anakin's fighter underwent
Scale: Starfighter numerous   modifications   in   its   lifetime,   meaning   that   its
performance   varied   depending   on   its   latest   features   or   what
Length: 8 Meters
tricked­out power plant it sported. 
Skill: Starfighter Piloting ­ Anakins Starfighter
Obi­Wan Kenobi was concerned that his Padawan was regarding
Crew: 1+Astromech
this special project as a possession ­­ something frowned upon by
Crew Skill: Anakin Skywalker the   Jedi   order.   Jedi   Master   Saesee   Tiin,   a   skilled   starfighter
Consumables: 2 Weeks pilot, encouraged the young man to keep pushing the fighter's
Cargo Capacity: 15 Kilograms limits,   since   he   hoped   to   see   the   improvements   pioneered   by
Skywalker   integrated   into   the   next   generation   of   Jedi
Hyperdrive Multiplier: x1
starfighter. Despite the Jedi mandate of severing all ties to his
Hyperdrive Backup: NA previous   life,   Anakin   raised   a   few   concerned   eyebrows   by
Nav Computer: Uses Astromech including a paint scheme similar to the one used in his beloved
Space: 9 Podracer. 

Atmosphere: 450;1250kmh  Since the varied campaigns of the Clone Wars saw atmospheric
Maneuverability: 3D+1 combat as well as spaceflight, Anakin incorporated articulated
stabilizer foils to assist in maneuverability. The main vectored
Hull: 2D+2
thrusters included articulated mounts that allowed for greater
Shields: 2D aerial   agility.   Perhaps   his   boldest   addition   was   a   pair   of
Sensors: TransGalMeg   hyperdrive   thrusters   that   gave   his   starfighter
            Passive: 20/0D+1 limited hyperspace capability. 
            Scan: 35/1D+1
            Search: 50/2D+1
            Focus: 2/2D+2
Weapons:
            Quad Heavy Laser Cannons
                        Fire Arc: Front
                        Fire Control: 2D+1
                        Space: 1­2/10/20
                        Atmosphere Range: 100­200/1/2km
                        Damage: 6D
            Proton Torpedo Launcher (5 Torpedo Magazine)
                        Fire Arc: Front
                        Fire Control: 2D
                        Space: 1/3/7
                        Atmosphere Range: 50­100/300/700m
                        Damage: 9D

Description:   The   Clone   Wars   were   a   trying   time   for   Anakin


Skywalker,   as   he  faced   ceaseless   warfare   on  scattered  worlds
while   struggling   to   keep   his   marriage   a   secret,   and   chafing
under the restrictions of the Jedi order. He found escape in his
childhood love of flight, and in the simple joy of tinkering with
Credit:  FreddyB, rpggamer.org
machinery. The end result of these two passions was a heavily

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Jedi Eta-2 interceptor


Type: Kuat Systems Engineering Eta­2  Interceptor
Scale: Starfighter
Length: 5.47 Meters
Skill: Starfighter Piloting ­ Eta­2
Crew: 1+Astromech
Crew Skill: Starfighter Piloting 5D+2, Starship
Gunnery 5D+1
Consumables: 5 Days
Cost: 65,000 (used)
Cargo Capacity: 5 Kilograms
Hyperdrive Multiplier: NA This   new   model   cut   away   a   large   portion   of   the   forward
spaceframe to have a forked front, bracketing a bulbous cockpit
Hyperdrive Backup: NA
pod. Lining the inner edges of the ship's "tines" were powerful
Nav Computer: uses Astromech long­barreled laser cannons with secondary cannons recessed on
Space: 9 the outer edge of each tine. A full­size astromech rested within a
Atmosphere: 375;1100kmh  spring­loaded socket on the port wing, and the craft's wingtips
could   fold   open,   revealing   hexagonal   panels   when   the   ship
Maneuverability: 3D+1
entered   combat   mode.     These   were   strong   portents   of   future
Hull: 2D starfighter designs adopted by the galactic government. 
Shields: 1D
This new model also lacked a hyperdrive, so it too had to rely
Sensors: upon   a   hyperspace   transport   ring   to   achieve   superluminal
            Passive: 15/0D+1 velocities. During the war, bigger more robust rings were used,
            Scan: 30/1D+1 with   multiple   lightspeed   engines   increasing   their   speed   and
            Search: 45/2D+1 range. Ace Jedi pilots like Anakin Skywalker and Saesee Tiin
pushed the Delta­7 to its limits. Skywalker constantly tinkered
            Focus: 2/2D+2
with   his   starfighter,   modifying   its   systems   to   optimize
Weapons: performance.   Based   on   his   innovations,   Kuat   Systems
            Dual Laser Cannons Engineering   revisited   the   starfighter   design   and   developed   a
                        Fire Arc: Front bold  and  radical   follow­up  to   the  Delta­7   with  its   Eta­2   Actis
                        Fire Control: 2D+1 interceptor.   Anakin  Skywalker  was  the  first   to  pilot   this   new
                        Space: 1­5/12/25 model,   though   other  Jedi  soon   followed   in   his   path,   including
Tiin, Obi­Wan Kenobi and Mace Windu. 
                        Atmosphere Range: 100­500/1.2/2.5km
                        Damage: 5D Only a Jedi would be brave enough to fly an Eta­2 into combat.
            2 * Ion Cannons (FireLinked) That's not to disparage its capabilities; as it is a very advanced
high­performance craft that devotes most of its system resources
                        Fire Arc: Front
to pure speed and power. It does so at the expense of heavy flight
                        Fire Control: 3D+1
instruments, sensors and shields. A Jedi Knight's attunement to
                        Space: 1­3/12/36 the Force more than compensates for these compromises. 
                        Atmosphere Range: 100­300/1.2/3.6km
In compressing the performance of the Delta­7 into a frame no
                        Damage: 4D
bigger   than   an   airspeeder,   Kuat   engineers   faced   many
Description: With the outbreak of the Clone Wars, the Jedi saw
challenges. Key among  them was overheating. A sophisticated
themselves   pressed   into   the   forefront   of   military   activity,
system   of   pumps,   heat   sinks   and   extendable   radiator   wing
serving   as   Generals   in   the   campaign   against   the   Separatists.
panels help draw heat away from the miniature reactor. 
The   demands   of   combat   saw   advancements   in   the   Jedi
starfighter   arsenal,   resulting   in   modifications   and   a   new
generation of fighter craft. 

Though the wedge­shaped starfighter design was still in use by
war's end, a newer model had earned the spotlight for its use by Credit:  FreddyB, rpggamer.org
renowned Jedi heroes, Anakin Skywalker and Obi­Wan Kenobi. 

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tri­fighters, automated starfighters equipped with groupings of
Trifighter four blaster cannons. The bracing arms surrounded a rotating
gyroscopic ball that housed the droid's brain. 
Name: Confederacy of Independent Systems TriFighter The   fully   automated   tri­fighter   is   bir   and   less   maneuverable
Type: Colla Designs and Phlac­Arphocc Automata  than the slim vulture fighters, but nonetheless posed a threat,
Industries TriFighter particularly to the slower ARC­170 fighters. 

Scale: Starfighter The   tri­fighter  derives  its   name   from   the   triple  support   arms
Length: 5.4 Meters that steady its primary cannons, and it derives these arms from
Skill: Starfighter Piloting 7D, Starship Gunnery 6D the skull shape of a predator native to the world of its designers.
The   Colicoid   Creation   Nest,   the   same   amoral   cannibalistic
Price: 39,000 (used)
insectoid   designers   responsible   for   the   deadly   droidekas,
Hyperdrive Multiplier: No designed   the   tri­fighter.   Also   contributing   to   its   name   is   the
Hyperdrive Backup: No array of triple independent thrusters that afford it its agility. 
Nav Computer: No The   tri­fighter   brain   is   more   sophisticated   than   that   of   the
Space: 7 vulture droid starfighter. Its robust power planet and advanced
Atmosphere: 350;950kmh communication   transceiver   give   a   tri­fighter   impressive
operating   range   for   a   non­hyperdrive   equipped   automated
Maneuverability: 3D
starfighter. 
Hull: 3D
Sensors:
            Passive: 10/0D
            Scan: 25/0D+2
            Search: 35/1D+1
            Focus: 1/2D
Weapons:
            Medium Laser Cannon
                        Fire Arc: Front
                        Fire Control: 1D
                        Space: 1­5/12/25
                        Atmosphere Range: 50­500/1.2/2.5km
                        Damage: 4D
            3 * Laser Cannons
                        Fire Arc: Front
                        Fire Control: 3D
                        Space: 1/7/15
                        Atmosphere Range: 50­100/700/1.5km
                        Damage: 5D
            Concussion Missile Launcher (6 Missile 
Magazine)
                        Fire Arc: Front
                        Fire Control: 2D
                        Space: 1/3/7
                        Atmosphere Range: 10­100/300/700m
                        Damage: 7D
Description:   When   the   Separatists   attacked   Coruscant   in   the
twilight of the Clone Wars, they employed as many different and
cutting edge combat starship designs as they could to better the
chances   of   victory   in   their   most   bold   and   daring   strike. Credit:  FreddyB, rpggamer.org
Swarming from the hangar bays of Confederacy battleships were

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consisted of twin laser cannons capable of swiveling to engage
v-wing Starfighter targets off­ axis. The V­wing's twin ion drive thrusters gave it a
maximum acceleration of 4,800g. 

Three   V­wings   escorted   Emperor   Palpatine´s   Theta­class


Type: Kuat Systems Engineering Alpha­3 Nimbus "V­ Shuttle as he returned to Coruscant from Mustafar at the end of
Wing" starfighter the Clone Wars. 
Scale: Starfighter
Length: 7.9 Meters
Skill: Starfighter Piloting ­ V­Wing
Crew: 1 + AstroMech
Crew Skill: Starfighter Piloting 6D, Starship Gunnery
5D, Starship Shields 4D
Consumables: 1 Day
Cost: 45,000 (used)
Cargo Capacity: 40 Kg
Hyperdrive Multiplier: N/A
Hyperdrive Backup: N/A
Nav Computer: No
Space: 8
Atmosphere: 375;1000kmh
Maneuverability: 3D
Hull: 3D
Shields: 1D
Sensors:
            Passive: 20/0D
            Scan: 35/1D
            Search: 50/2D
            Focus: 2/3D
Weapons:
            2 * Twin Laser Cannons (Fire­Linked)
                        Fire Arc: Front
                        Fire Control: 2D
                        Space: 1­3/12/25
                        Atmosphere Range: 100­300/1.2/2.5km
                        Damage: 5D

Description: The agile V­wing starfighters served in the Republic
Starfleet   in   large   numbers   during   the   Clone   Wars   and  likely
continued   to   serve   in   the   Imperial   Starfleet   in   the   years
following this massive conflict. They bore a passing resemblence
to the TIE fighters of the later Imperial era, with their vertical
heat   radiator   wing­panels  making  the  fighter  look   like  an   'H'
when viewed from the front. 

V­wings carried a single pilot and a Q7­series astromech droid.
Like   most   of   the   fighters   mass­produced   for   Republic   loyalist
forces, V­wings were too small for a hyperdrive, relying instead Credit:  FreddyB, rpggamer.org 
on carriers like the Venator­Class Star Destroyer. Its armament

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months of training it took for the Republic's clone trooper pilots
v-19 Torrent to   become   proficient   with   the   vessel,   the   fighter   was   not
available in large numbers for some of the early engagements of
Type: Slayn and Korpil V­19 Torrent Starfighter the war, but they made a prominent showing during the Battle
of   Muunilinst.   Initially   designed   as   a   short­range   fighter,
Scale: Starfighter
Republic technicians later added a Class­1 hyperdrive to equip
Length: 26 meter wide, 6 meters long, 9 meters tall (in the vessel for escort missions. The ship is unique in that it has
f light) two   pairs   of   folding   airfoils   that   give   the   ship   added
Skill: Starfighter Piloting ­ V­19 Torrent maneuverability   and   provides   pilots   with   easy   access   to   the
ship's   sliding   canopy.   The   lower   split   airfoils   coupled   with
Crew: 1
enhanced   repulsorlift   engines   make   the   ship   an   exceptional
Crew Skill: Starfighter Piloting 6D, Starship Gunnery  vertical take­off and landing (VTOL) fighter. 
5D, Starship Shields 4D
Consumables: 3 Days
Cost: 72,000 (used)
Cargo Capacity: 60 Kg
Hyperdrive Multiplier: x1
Hyperdrive Backup: N/A
Nav Computer: Limited to 4 Jumps
Space: 7
Atmosphere: 350;950kmh
Maneuverability: 2D
Hull: 4D
Shields: 1D
Sensors:
            Passive: 20/0D
            Scan: 40/1D
            Search: 60/2D
            Focus: 2/3D
Weapons:
            4 Blaster Cannons (Fire­Linked)
                        Fire Arc: Front
                        Fire Control: 2D
                        Space: 1­3/12/25
                        Atmosphere Range: 100­300/1.2/2.5km
                        Damage: 4D
            Concussion Missile Launcher (12 Missile 
Magazine)
                        Fire Arc: Front
                        Fire Control: 3D
                        Space: 1/3/7
                        Atmosphere Range: 50­100/300/700m
                        Damage: 7D

Description:   Prototypes   of   the   Slayn   and  Korpil   T­19   Torrent


starfighter   were   first   introduced   at   the   Battle   of   Geonosis.
Having proven their worth as an assault fighter with exceptional
speed and maneuverability, the Republic quickly produced T­19s Credit:  FreddyB, rpggamer.org
to add to the arsenal of the growing clone army. Because of the

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specialized   clone   fighter   forces   flying   the   latest   in   starfighter


ARC-170 Starfighter technology. The ARC­ 170 fighter was a bulky, aggressive ship
Type: Incom/Subpro Aggressive ReConnaissance­170  covered with weapons. Three clone trooper pilots operated this
advanced   combat   craft,   with   a   pilot   handling   the   flight
Scale: Starfighter
maneuvers,  a  copilot  operating  the  laser  cannons mounted on
Length: 14.5 Meters the   ship's   wide   wings,   and   a   tailgunner   operating   the   dorsal
Skill: Starfighter Piloting ­ ARC­170 rear­facing cannon. The fighter also carried an astromech droid
Crew: 1 + 2 Gunners for onboard repairs. 

Crew Skill: Starfighter Piloting 6D, Starship Gunnery  During   the   Battle   of   Coruscant,   Squad   Seven,   led   by   Clone


5D, Starship Shields 4D Commander   Odd  Ball,   provided  cover   to   the   Jedi  starfighters
piloted by Obi­Wan Kenobi and Anakin Skywalker. It was Odd
Consumables: 4 Days
Ball's duty, and that of his squad, to keep the droid starfighter
Cost: 79,000 (used) forces off the tails of the Jedi so that they could complete their
Cargo Capacity: 170 Kg mission   of   rescuing   the   captive   Chancellor   Palpatine.   Squad
Hyperdrive Multiplier: x2 Seven suffered many casualties. 

Hyperdrive Backup: N/A ARC­170s were stationed all over the Republic during the Clone
Nav Computer: Limited to 2 Jumps Wars, including the aerial campaigns over Cato Neimoidia led by
Space: 8 Jedi Master Plo Koon. 

Atmosphere: 375;1000kmh Heavily   armed   and   more   than   capable   of   surviving   and


Maneuverability: 2D succeeding   in   battle   operations,   the   ARC­170   (Aggressive
ReConnaissance)   fighter   also   functions   as   a   lone   recon   scout,
Hull: 4D
with   extended   consumables   for   five   standard   days   of   remote
Shields: 1D operations. It is one of the few starfighters of this era to carry an
Sensors: onboard class 1.5 hyperdrive engine, with a range of 5,000 light
            Passive: 20/0D years. 
            Scan: 35/1D The ship's heavy nose contains sensitive long­range sensors for
            Search: 50/2D its snoop missions. Its extendable s­foils radiate heat and serve
            Focus: 2/3D as a conduit to deflector shield energy. They also help stabilize
Weapons: atmospheric   flight,   making   the   ARC­170   an   effective   aerial
fighter as well as a space superiority vessel 
            2 Medium Laser Cannons (Fire­Linked)
                        Fire Arc: Front The narrow spaceframe flanked by large engines is common in
                        Fire Control: 1D Incom/Subpro  designs,   and can   be  seen   in   PTB­626,  NTB­630
and Z­95 starfighter models. 
                        Space: 1­3/12/25
                        Atmosphere Range: 100­300/1.2/2.5km
                        Damage: 5D
            Proton Torpedo Launcher (6 Torpedo Magazine)
                        Fire Arc: Front
                        Fire Control: 2D
                        Space: 1/3/7
                        Atmosphere Range: 50­100/300/700m
                        Damage: 9D
            Twin Laser Cannons
                        Fire Arc: Turret (Back/Left/Right)
                        Crew: 1
                        Fire Control: 2D
                        Space: 1­3/12/25
                        Atmosphere Range: 100­300/1.2/2.5km Credit:  FreddyB, rpggamer.org
                        Damage: 4D
Description:   Protecting   the   skies   over   Coruscant   were

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Genosian Fanblade
Type: Huppla Pasa Tisc Shipwrights Collective
Ginivex­ class Starfighter
Scale: Starfighter
Length: 16.2 Meters
Skill: Starfighter Piloting ­ Fanblade
Crew: 1
Crew Skill: See Asajj Ventress
Consumables: 2 Weeks
Cargo Capacity: 160 Kg
Hyperdrive Multiplier: x1
Hyperdrive Backup: No
Based loosely on aggressive Geonosian air patrol skimmers, the
Nav Computer: Can Store 6 Jumps resulting   Ginivex­class   starfighters   were   informally   dubbed
Space: 10 "fanblades" for their most distinctive feature. The slim, elegant
Atmosphere: 400;1200kmh vessel had an iridescent fan­like wing extending from its dorsal
and ventral surface. The wing can accordion inward to hide flush
Maneuverability: 4D
with the ship's body. 
Hull: 2D
The   fan   deploys   for   combat   mode,   stretched   to   its   half­circle
Shields: 5D *
extent along a pair of articulated boom arms. Atop each arm is a
Sensors: double  laser  cannon  that  swings   and  locks   into  forward­firing
            Passive: 15/1D position. In combat mode, these laser cannons have an enlarged
            Scan: 30/2D firing  arc.   When the  boom   arms  are  shut,  these  cannons  still
            Search: 50/3D point forward due to a limited hinge joint that locks them into
            Focus: 2/3D+2 place. 

Weapons: Though the combat mode greatly increases the fighter's target
            2 Double Laser Cannons (Fire Linked)  silhouette,   the   exotic   material   of   the   fan   serves   as   a
                        Fire Arc: Front transmission plane for deflector shield energy. With shields fully
energized,   the   fanblade   is   a   tough   target   to   damage   but   its
                        Fire Control: 2D
energy output makes the fighter stand out  on sensors. 
                        Space: 1­3/12/25
                        Atmosphere Range: 100­300/1.2/2.5km In a manner similar to the sail found on Dooku's solar sailer, the
fan also serves as an alternate form of propulsion, though the
                        Damage: 7D
ship is fitted with standard sublight and hyperspace drives. 
*: The FanBlade's shields can only be raised when the fighter is
in combat mode with its wings extended, when activated they When not in combat mode, the starfighter loses the benefit of
increase the fighters energy signature by such a degree that it is enhanced   shields,   but   is   difficult   to   target   due   to   its   tiny
two levels easier to detect a FanBlade in this mode. However the silhouette.   Also,   ion   bafflers   incorporated   into   its   sublight
fighter   has   stealthed   engines   which   allow   it   to   fly   stealthily engines make it very stealthy. 
when   the   shields   are   deactivated,   increasing   the   difficulty   to
detect the fighter by one level.  At   the   head   of   the   ship   is   the   bulbous   cockpit,   designed
specifically   for   humanoid   occupants.   When   Asajj   Ventress
Description: Count Dooku was a known connoisseur of abstract became a desciple of Count Dooku, he had the small group of
and   exotic   alien   designs,   in   both   art   and   technology.   His fighters moved to her headquarters on Rattatak. 
preferred   vessel,   the   Punworcca   116­class   solar   sailer,   is   a
striking   example   of   this   appreciation.   Impressed   by   its Through  the   course   of  the   Clone  Wars,   Asajj  would  have  two
performance,   Dooku   commissioned   the   Huppla   Pasa   Tisc fighters stolen from her, one by Anakin Skywalker and the other
Shipwrights   Collective   on   Geonosis   to   craft   a   sextet   of by   Obi­Wan   Kenobi.   The   status   of   the   remaining   four   is
starfighters for his exclusive use. Since Dooku preferred to leave currently unknown. 
the flying to pilot droids, it is uncertain what he had in mind at
the time he placed the order. 
Credit:  FreddyB, rpggamer.org

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Star Wars D6 – Clone Wars Sourcebook

venator Star Destroyer


4 Photon Torpedo Tubes (30 torpedoes each)
Craft: Venator class Star Destroyer Fire Arc: 4 Front
Type: Assault Carrier Skill: Capital Ship Gunnery
Scale: Capital Fire Control: 2D+1
Length: 1137 meters Space Range: 2­10/25/50
Skill: Capital Ship Piloting: Venator­class Atmosphere Range: 4­20/50/100km
Crew: 6670, Gunners: 90 Damage: 10D
Crew Skill: All skills typically at 4D
Passengers: 640 troops 6 Tractor Beam Projectors
Cargo Capacity: 30,000 metric tons Fire Arc: 2 Front, 2 Left, 2 Right
Consumables: one year Skill: Capital Ship Gunnery
Cost: NAFS Fire Control: 3D
Hyperdrive Multiplier: x1 Space Range: 1­5/15/30
Hyperdrive Back­Up: x10 Atmosphere Range: 2­10/30/60km
Nav Computer: Yes Damage: 4D
Maneuverability: 1D
Space: 6 52 Point Laser Cannons
Atmosphere: 330; 950 km/h Fire Arc: 5 Front/Left, 5 Front/Right, 15 Left, 15 Right, 12
Hull: 6D Back
Shields: 3D Skill: Starship Gunnery
Scale: Starfighter
Fire Control: 1D+2
Sensors:
Space Range: 1­3/12/25
Passive: 40/1D
Atmosphere Range: 100­300/1.2/2.5 km.
Scan: 80/2D+2
Damage: 5D
Search: 160/3D
Focus: 4/4D
Hangar: 192 v­wings or Eta­2s, 36 ARC­170s, 24 walkers,
40 LAAT/i’s, roughly 12 shuttles/LAAT/c’s
Weapons:
8 Dual Turbolaser Batteries
Fire Arc: 4 Left, 4 Right
Skill: Capital Ship Gunnery
Fire Control: 2D+2
Space Range: 3­18/36/75
Atmosphere Range: 6­36/72/150km
Damage: 9D

2 Medium Dual Turbolasers
Fire Arc: 1 Left, 1 Right
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 3­18/35/75
Atmosphere Range: 6­36/70/150km
Damage: 6D Credit:  Malkarris, SWRPGNETWORK.COM

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Droid Control Ship


                        Space Range: 1­2/10/15
                        Planetary Range: 2­4/20/30 Km
                        Damage: 4D
Type: Trade Federation Droid Control Ship Capsule: The Droid Control Ships used by the Trade Federation
Scale: Capital to   control   its   Droid   armies   were   converted   Hoersch­Kessel
Length: 3,170 Meters Freighters which the TradeFederation already used in massive
numbers.   This   allowed   them   to   transfer   crew   from   transport
Skill: Capital Ship Piloting: Trade Fed Capital Ship
duties   to   combat   duties   without   significant   retraining,  and  to
Crew: 12,180; Skeleton Crew: 3,500/+10 allow   parts   to   be   bought   in   bulk,   lowering   costs   as   was   so
Crew Skill: Astrogation 4D, Capital Ship Piloting popular   within   the   Trade   Federations   entire   philosophy.   The
4D+2,  Capital Ship Shields 3D+1, Capital Ship  control   ship   was   lighter   armed   than   other   Trade   Federation
Gunnery 5D+2, Sensors 4D Battleships,   but   contained   the   massive   computers   and
communications facilities needed for controling up to a millions
Passengers: 25,000 (Troops)
individual   droids   whether   they   be   Battle   Droids   or   Droid
Cargo Capacity: 50,000 Tons Starfighters.   This   made   the   Droid   Control   Ship   an   obvious
Consumables: 1 Year target  for  resistance  to  Trade Federation  forces,  so  the  Trade
Cost: Not available for sale Federation equipped the Control Ships with very powerful shield
generators capable of holding up to anything except other capital
Hyperdrive Multiplier: X2
ships. But after the success by forces at Naboo in destroying the
Hyperdrive Backup: X15 Control   Ship,   the   Trade   Federation   began   moving   away   from
Nav Computer: Yes centrally controlled droid forces meaning that the Control Ships
Maneuverability: 0D were   becoming   outdated   quickly   by   the   time   the   Clone   Wars
began, however since all vessels were needed by both sides in the
Space: 4
war, Droid Control Ships continued to see heavy use up until the
Hull: 6D defeat   of   the   Trade   Federation.   Very   few   of   these   vessels
Shields: 5D survived   the   Clone   Wars,   mainly   being   converted   back   into
Sensors: Cargo Transports, however a couple are known to survive and
are used by Pirate and Independant worlds as attack ships, but
            Passive: 30/0D
are slow and weak compared to newer vessels. 
            Scan: 60/2D
            Search: 110/3D
            Focus: 2/3D+2
Fighters: 120 Droid Starfighters
Credit:  FreddyB, rpggamer.org
Shuttles: 15 Shuttles
Other: (has room for two vessels up to 150 m long).
Weapons: 
            48 Quad Turbolaser Batteries (Fire Separately)
                        Scale: Capital
                        Fire Arc: 12 Front, 12 Back, 12 Left, 12 
Right
                        Skill: Capital Ship Gunnery
                        Fire Control: 2D
                        Space Range: 3­12/30/60
                        Planetary Range: 6­24/60/120 Km
                        Damage: 5D
            80 Laser Cannons
                        Scale: Starfighter
                        Fire Arc: 20 Front, 20 Back, 20 Left, 20 
Right
                        Skill: Starship Gunnery
                        Fire Control: 0D

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Star Wars D6 – Clone Wars Sourcebook

operate  on the fringes of the galaxy where  their armament is


StarFlare Class needed, and one or two have been used by poorer worlds as front­
line battleships, but these ships have become part of history and
are very rarely seen in 
Type: Muunilinst Shipyards Banking Clan StarFlare 
Class Starship
Scale: Capital
Length: 200 Meters Long
Skill: Capital Ship Piloting ­ StarFlare Class
Crew: 95; Skeleton Crew: 47/+10
Crew Skill: Capital Ship Piloting 4D
Passengers: 800
Consumables: 2 Months
Cost: 250,000 (used)
Cargo Capacity: 8000 Tonnes
Hyperdrive Multiplier: x1
Hyperdrive Backup: N/A
Nav Computer: Yes
Space: 4
Atmosphere: 280;800kmh Credit:  FreddyB, rpggamer.org
Maneuverability: 1D
Hull: 6D
Shields: 4D
Sensors:
            Passive: 20/0D
            Scan: 50/1D
            Search: 80/2D
            Focus: 4/3D
Weapons:
            8 Twin Laser Cannons
                        Scale: Capital
                        Fire Arc: Turret
                        Fire Control: 1D+2
                        Space: 3­12/30/60
                        Atmosphere Range: 6­24/60/120km
                        Damage: 5D
Description:   Built   as   a   transport   vessel   for   the   Intergalactic
Banking Clan, the StarFlare Class vessels fall between combat
vessels   and   transport   ships.   With   decent   shielding   and   good
weaponry they were obviously not simple transports, but since
they   performed  not   only   the   commerce   duties   of  the  Banking
Clan,   but   also   transported   its   military   forces,   including   their
lethal Hailfire missile droids  they obviously  had to.  StarFlare
Class vessels were used as transports during the Clone Wars,
but were outmatched by pure military combat vessels and very
few survived the defeat of the separatists at the end of the war.
These few vessels were claimed by the Empire as recompense for
some   the   cost   of   the   wars,   and   were   sold   off   onto   the   open
market,  where they  serve to  this  day. The StarFlares  usually

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Description:   The   Techno   Union   was   one   of   the   largest


techno union Corvette signatories to the Confederation seperatist movement, and as an
Type: Techno Union Tambor Class Corvette alliance   of   manufacturers   such   as   BlasTech,   the   Corellian
Enginnering Corporation, Kuat Systems Engineering and Sienar
Scale: Capital
they   had   some   of   the   best   equipment   available.   The   Tambor
Length: 200 Meters Class   Corvette   is   an   example   of   this,   with   powerful   drive
Skill: Capital Ship Piloting: Tambor­Class Corvette systems   designed   by   CEC,   weapon   systems   by   BlasTech,   and
Crew: 610; Skeleton Crew: 240/+15 many   other   custom   designed   systems.   This   vessel   easily
manages   to   equal   the   Corellian   Corvette,   and   has   extremely
Crew Skill: Astrogation 4D, Capital Ship Piloting
powerful front cannons which can cripple and destroy most other
5D+2,  Capital Ship Shields 4D+1, Capital Ship  capital ships of its time. The Corvettes helped the Confederation
Gunnery 5D+2, Sensors 5D for a good part of the Clone Wars, before the major elements of
Passengers: 1,000 the Techno Union withdrew their support as lucrative contracts
came their way from the emerging Empire, and they put their
Cargo Capacity: 1,200 Tons
support   behind  it  instead.   Because  of  this   shift  in  power,   the
Consumables: 1 Year Corvettes mainly managed to survive the Clone Wars intact, and
Cost: Not available for sale can   still   be   seen   in   support   roles   for   the   corporations   that
Hyperdrive Multiplier: X1 manufactured   them,   defending   the   Corellian   and   Kuat   star
systems and escorting cargo convoys. A few have been bought by
Hyperdrive Backup: X8
the   Empire   as   the   New   Republic   has   forced   it   back,   and   the
Nav Computer: Yes Empire has needed every vessel it could lay its hands on. 
Maneuverability: 2D
Space: 6
Atmosphere: 320; 850kmh
Hull: 4D
Shields: 3D Credit:  FreddyB, rpggamer.org
Sensors:
            Passive: 35/1D
            Scan: 70/2D
            Search: 140/3D
            Focus: 3/4D
Shuttles: 4
Weapons: 
            3 Heavy Turbolaser Cannons (Fire Linked)
                        Scale: Capital
                        Fire Arc: Front
                        Skill: Capital Ship Gunnery
                        Fire Control: 3D
                        Space Range: 3­12/30/60
                        Planetary Range: 6­24/60/120 Km
                        Damage: 8D
            6 Quad Laser Cannons
                        Scale: Starfighter
                        Fire Arc: Turret
                        Skill: Starship Gunnery
                        Fire Control: 3D
                        Space Range: 1­3/12/25
                        Planetary Range: 100­300/1.2/2.5Km
                        Damage: 6D

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and their entire Battle Droid cargo. 
C-9979 Landing Ship
Type: Trade Federation C­9979 Landing Ship
Scale: Capital
Length: 370 Meters wide
Skill: Capital Ship Piloting ­ Landing Ship
Crew: 88; Skeleton Crew: 42/+10
Crew Skill: Capital Ship Piloting 4D
Passengers: 20
Consumables: 2 Weeks
Cost: 200,000 (used)
Cargo Capacity: 10000 Tonnes
Hyperdrive Multiplier: N/A
Hyperdrive Backup: N/A
Nav Computer: No
Space: 3
Atmosphere: 210;600kmh
Maneuverability: 1D
Hull: 5D
Shields: 2D
Sensors:
            Passive: 20/0D
            Scan: 50/1D
            Search: 80/2D
            Focus: 4/3D
Weapons:
            3 Twin Laser Cannons
                        Scale: Starfighter
                        Fire Arc: 2 Front/Left/Right, 1 
Back/Left/Right
                        Fire Control: 1D+2
                        Space: 1­3/12/25
                        Atmosphere Range: 100­300/1.2/2.5km
                        Damage: 5D

Description:   The   Trade   Federation   Landing   ships   were


originally designed to transfer cargo from their cargo vessels to
planetary   surfaces,   and   were   adapted   to   transfer   troops   and
military   vehicles   in   the   same   manner.   The   adaptations   made
were  fairly  minimal,   with   the   installation  of  shields,   weapons
and facilities for the fast unloading once the ship reached the
planets surface. As non­combatant vessels Landing Ships mainly
survived the battles of the Clone Wars, and were sold off in the
years following the destruction of the Trade Federation as cargo
vessels, although obviously the new owners usually wished to fit
Hyperdrives and faster Ion Engines. When outfitted for war, the Credit:  FreddyB, rpggamer.org
Landing ship could carry 114 AAT's, 11 MTT's and 28 RTTS's

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Star Wars D6 – Clone Wars Sourcebook

venator Star
                        Fire Control: 2D
                        Space Range: 2­10/24/50

Destroyer                         Atmospheric Range: 4­20/48/100 Km
                        Damage: 5D
            52 Laser Cannons
Type: Kuat Drive Yards Venator­class Star Destroyer
                        Scale: Starfighter
Scale: Capital
                        Fire Arc: 10 Front, 15 Front/Left, 15 
Length: 1137 Meters
Front/Right, 12 Back
Skill: Capital Ship Piloting: Venator Class Star                          Skill: Starship Gunnery
Destroyer                         Fire Control: 3D
Crew: 6390; Skeleton Crew: 1800/+10                         Space Range: 1­5/12/25
Crew Skill: Astrogation 4D+2, Capital Ship Piloting                          Atmospheric Range: 2­20/24/50 km
5D+2, Capital Ship Shields 4D+2,                         Damage: 4D
Capital Ship  Gunnery 5D+2, Sensors 4D+2             4 Proton Torpedo Launchers
Passengers: 3000 (Troops)                         Scale: Capital
Cargo Capacity: 12000 Tons                         Fire Arc: 4 Front
Consumables: 1 Year                         Skill: Capital Ship Gunnery
Cost: Not available for sale                         Fire Control: 2D+2
Hyperdrive Multiplier: X3                         Space Range: 2/6/14
Hyperdrive Backup: X12                         Atmospheric Range: 4/12/28 km
                        Damage: 9D
Nav Computer: Yes
            6 Tractor Beam Projectors (Fire Separately)
Maneuverability: 0D+1
                        Scale: Capital
Space: 4
                        Fire Arc: 1 Front, 2 Front/Left, 2 
Atmosphere: 250;800kmh
Front/Right 1 Back
Hull: 5D
                        Skill: Capital Ship Gunnery
Shields: 1D                         Fire Control: 3D
Sensors:                         Space Range: 1­5/15/30
            Passive: 50/0D                         Atmospheric Range: 2­10/30/60 km
            Scan: 75/2D                         Damage: 4D
            Search: 150/3D
            Focus: 2/4D
Fighters: 192 Starfighters
Shuttles: 56 Shuttles
Weapons: 
            8 Heavy Turbolasers
                        Scale: Capital
                        Fire Arc: 4 Front/Left, 4 Front/Right
                        Skill: Capital Ship Gunnery
                        Fire Control: 1D+2
                        Space Range: 3­15/36/75
                        Atmospheric Range: 6­30/72/150 Km
                        Damage: 5D
            2 Medium Dual TurboLasers
                        Scale: Capital
                        Fire Arc: 2 Front
                        Skill: Capital Ship Gunnery Despite a  millennium  of peace  and  complacency,  the  Republic

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quickly transformed itself into a formidable war machine when to fire out of the ventral docking bay, supplementing the ship's
the threats of the Separatists escalated into the Clone Wars. The considerable firepower without taxing its energy reserves. 
difference made by a few years was astounding; by channeling
Though   it   was   capable   of   making   planetary   landings,   this
enormous   resources   in   the   name   of   security,   the   Republic
versatile   Star   Destroyer   was   used   mostly   as   a   spacebound
developed fleets of immense warships, many with cutting edge
fighting   ship.   This   meant   its   hangars   were   stocked   with
designs. 
starfighters rather than ground craft. Its standard complement
The Republic attack cruiser, or Star Destroyer, gave this new included   192   V­19   Torrent   or   V­wing   fighters,   192   Jedi
starfleet its considerable teeth. The wedge­shaped warship was starfighters, 36 ARC­170 fighters, and 20 LAAT/I gunships. 
not   primarily   a   cargo   transport,   troop   carrier   or   other
While   the   Venator   Star   Destroyer   offered   much   for   its
replenishment or supply vessel; it was developed and honed for
developers   to  take  pride  in,  the   relentless   taskmaster   Blissex
ship­to­ship combat. Its huge armored shape had an aggressive,
was not content. She had bigger plans in mind. She used her
dagger­like profile, studded with heavy weapons emplacements
past   successes   to   green­light   the   ultimate   warship   of   her
capable of punching through powerful shields and sturdy armor.
dreams,   the   Imperator­class  Star  Destroyer.   Shortly   after   the
From its twin elevated conning towers, the crew of clones and
end of the Clone Wars, the first test­bed models of this mighty
other Republic military officers oversaw the craft's operations. 
warship   were   already   functioning   in   classified   Imperial
The front half of the ship's dorsal surface contained a massive shipyards accessible only the New Order's elite. 
flight   deck   capable   of   scrambling   the   latest   in   Republic
After Blissex's marriage to Denn Wessex, one of Palpatine's first
starfighters.   The   huge   hangar  doors   opened   to   allow   ships   to
regional   governors   to   be   installed,   she   used   her   newfound
land   or   takeoff   from   the   deck;   the   vessel   also   had   a   smaller
political clout to prioritize the expansion of the Star Destroyer
docking bay entrance on its ventral surface. 
program.   From   these   early   designs,   the   final   Imperial­class
These attack cruisers formed both the backbone and aggressive would   forever   change   the   way   order   was   maintained   in   the
front   of   defense   around  Coruscant   during   the   bold   Separatist galaxy. 
push   to   infiltrate   the   capital.   Many   destroyers   crowded   the
atmosphere above the city planet, engaging enemy battleships,
often   at   point­blank  range.   These   attack   ships   also   served   as
command   vessels   for  Jedi  Generals   during   remote   operations,
such   as   Yoda's   mission   to   Kashyyyk   and   Obi­Wan   Kenobi's
search for General Grievous on Utapau. 

Kuat   Drive   Yards   quickly   positioned   itself   as   the   preeminent


supplier of powerful warships to the Republic during the Clone
Wars.   Its   secret   development   subsidiary,   Rothana   Heavy
Engineering, had clandestinely constructed the first generation
of military hardware for the Grand Army of the Republic. When
that army was publicly revealed during the Battle of Geonosis,
Kuati   executives   were   quick   to   downplay   Rothana's   name,
crediting the whole venture to the foresight and inventiveness of
the parent company's leadership. A media saturation campaign
crediting   Republic   victories   to   the   ships   of   Kuat   Drive   Yards
helped spread this message across the galaxy. 

The Venator­class Star Destroyer was one of several wedge­ ship
designs   to   come   out   of   the   development   think­tank   led   by
engineer Lira Blissex. At over a kilometer in length, it was big
and powerful enough to tangle with the Separatist fleets, but it
was also quite

  fast.   Its   huge   reactor­powered   sublight   engines   afforded   the


Venator­class  Star  Destroyer  respectable speed,   enabling it  to
chase down blockade runners and smaller combat vessels. 

Its surface was dotted with eight heavy turbolasers, two medium
dual  turbolaser   cannons,   52   point­defense   laser   cannons,   four
proton   torpedo   tubes   and   six   tractor   beam   projectors.   In   a
creative move, some captains would use carried SPHA­T walkers Credit:  FreddyB, rpggamer.org

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Acclamator Transport
                        Planetary Range: 2­6/24/50 Km
                        Damage: 4D
            4 Missile Tubes
Type: Rothana Heavy Engineering Acclamator Class                          Scale: Capital
Trans­Galactic Military Transport                         Fire Arc: 2 Front/Left, 2 Front/Right
Ship                         Skill: Capital Ship Gunnery
Scale: Capital                         Fire Control: 2D+2
Length: 752 Meters                         Space Range: 1­10/25/50
Skill: Capital Ship Piloting: Acclamator                         Planetary Range: 2­20/50/100 km
Crew: 4280; Gunners: 80, Skeleton Crew: 1500/+10                         Damage: 7D
Crew Skill: Astrogation 4D+1, Capital Ship Piloting 
Capsule: The Acclamator Transport ship was create at the start
5D+2, Capital Ship Shields 4D+1,
of the Clone Wars  as the primary method of  transporting the
Capital Ship  Gunnery 5D+2, Sensors 5D Republics new clone army. These vessels were so powerful and
Passengers: 16000 (Troops) successful that the Star Destroyer range of vessels were based
Cargo Capacity: 40,000 Tons on  their   design.  The   Acclamator   was   a   large  transport   vessel
Consumables: 1 Year which could carry 48 AT­TE's, 36 SPHA­T's, 320 Speeder Bikes
and 80 Republic Gunships along with the 16000 troops it was
Cost: Not available for sale
built   to   carry.   Although   most   of   these   vessels   were
Hyperdrive Multiplier: X2 decommissioned, some continue operation in reserve fleets and
Hyperdrive Backup: X10 in   cargo   carrying   roles,   and   even   though   none   were   sold   to
Nav Computer: Yes private   concerns,   the   Corporate   Sector   authority   purchased
some,   and   various   pirate   fleets   have   managed   to   "acquire"
Maneuverability: 0D+2
Acclamators of their own. 
Space: 5
Atmosphere: 330;950kmh
Hull: 5D
Shields: 1D
Sensors:
            Passive: 45/0D
            Scan: 70/2D
            Search: 150/3D
            Focus: 3/4D
Weapons:  Credit:  FreddyB, rpggamer.org
            12 Quad Turbolaser Batteries (Fire Separately)
                        Scale: Capital
                        Fire Arc: 6 Front/Left, 6 Front/Right
                        Skill: Capital Ship Gunnery
                        Fire Control: 2D
                        Space Range: 3­15/36/75
                        Planetary Range: 6­30/72/150 Km
                        Damage: 6D
            24 Laser Cannons
                        Scale: Starfighter
                        Fire Arc: 11 Front/Left, 11 Front/Right,
2  Back
                        Skill: Starship Gunnery
                        Fire Control: 1D
                        Space Range: 1­3/12/25

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Kaminoan Dart Gun Geonosian Sonik Cannon


Model: Kaminoan Saber Dart Hunting Rifle Model: Geonosian Sonik Energy Cannon
Scale: Character Scale: Walker
Skill: Firearms; Rifle Skill: Vehicle Blasters; Sonik Cannon
Ammo: 10 Ammo: Regenerative Power Source
Cost: 850 (used); (each dart costs 15) Cost: 5,000 (used)
Availability: 2, X
Availability: 2, X
Range: 5­10/50/100
Range: 3­75/200/500
Damage: 4D
Damage: 2D *
Description: The Geonosian Sonik Energy Cannon emits sound
waves which can be incredibly damaging to any target that it
*  ­ Although the Saber Darts themselves cause little damage, hits,   the   spread   of   these   sonic   waves   is   quite   large   which
they   are   used   to   deliver   toxins,   the   standard   toxin   used   of accounts for the fairly short range of this large weapon, but does
Kaminoan Saber Darts does 8D damage and takes effect in mere allow targets to be easily hit (+2D to skill). However this also
seconds, although tranquilisers and other chemicals can be used counts as a disadvantage to the weapon, as the weapon hits an
instead.  area, so cannot easily distinguish between targets (­2D to skill if
Description:   The   Kaminoan   Saber   Dart   Gun,   is   a   hunting target is in close (2m) to another target, or both are hit). This
weapon  from the  planet Kamino, and fires  small  darts  coated does make the weapon excellent for suppressing areas of enemy
with   toxic   chemicals.   Used   by   the   Kaminoans   to   hunt troops.   The  Sonik  Energy  Cannon  was  originally  designed   for
underwater because of the unreliability of blaster weaponry in the Genosians to use themselves, but it was sometimes used by
that environment, they have become popular off­world, although most of the Confederation forces during the Clone Wars, so once
very hard to get hold of. The high cost of using a Saber Dart they were defeated became widely available on the black market.
Gun, doesn't deter the Bounty Hunters who love the flexibility It regenerative power source, and high level of damage has made
and accuracy of this weapon, and although the Kaminoan Dart is   a   moderate   success,   with   a   few   pirated   designs   still   being
Toxin is a dangerous chemical, many users of this weapon love produced even though the Empire introduced tough laws to stop
to   make   their   own,   to   allow   them   to   take   down   especially the production of Genosian weaponry. 
dangerous opponents. 

Credit:  FreddyB, rpggamer.org

Credit:  FreddyB, rpggamer.org

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Sonic Rifle
Model: Geonosian Sonic Energy Rifle
Scale: Walker
Skill: Vehicle Blasters; Sonic Rifle
Ammo: 50
Cost: 1,000 (used)
Availability: 2, X
Range: 2­8/25/60
Damage: 4D

Description:   The   Geonosian   Sonic   Energy   Rifle   emits   sound


waves which can be incredibly damaging to any target that it
hits,   the   spread   of   these   sonic   waves   is   quite   large   which
accounts for the fairly short range of this large weapon, but does
allow targets to be easily hit (+1D to skill). However this also
counts as a disadvantage to the weapon, as the weapon hits an
area, so cannot easily distinguish between targets (­1D to skill if
target is in close (1m) to another target, or both are hit). This
does make the weapon excellent for suppressing areas of enemy
troops. The Sonic Energy Rifle was originally designed for the
Genosians to use themselves, as a smaller hand­held version of
the Sonik Cannon, and

 it was often used by most of the Confederation forces during the
Clone Wars, so once they were defeated became widely available
on   the   black   market.   The   Sonic   Rifle   is   a   far   less   effective
weapon  than   the  Sonik  Rifle,   lacking   the  Regenerative   power
supply of the cannon, but was still a fairly powerful, if not cheap
weapon.

Credit:  FreddyB, rpggamer.org

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display their riches accordingly. High­ranking officials dress in
Nemodians ornate and lavish gowns, towering headpieces, and the elite even
travel  about   in  inconvenient   yet   expensive   conveyances   called
             If   there's   money   to   be   had,   a   Neimoidian   will   be mechno­chairs. 
nearby.   So   says   a   common   spacer   stereotype,   justified   by   the
species' reputation for excelling at business. While Neimoidians              Following the failed invasion of Naboo, the Neimoidians
are generally a cowardly lot, in financial issues, they can be bold began losing favor in the galaxy. Though the command hierarchy
and aggressive.  of   the   Trade   Federation   still   belonged   to   them,   many
Neimoidians fled from public view. Those that needed to conduct
business took to calling themselves Duros to avoid the stigma. 

Attribute Dice: 12D

DEXTERITY: 2D/3D+2
KNOWLEDGE: 2D/3D+2
MECHANICAL: 1D/4D+1
PERCEPTION: 2D/4D+1
STRENGTH: 1D/3D+1
TECHNICAL: 1D/4D+1

Move: 10/12
Size: 1.8­2.0 meters tall

            It was this instinct that led them to the command of the Special Abilities:
galaxy­   spanning   Trade   Federation,   a   vast   consortium   of
             Born­Traders:   The   Nemodians   are   born   to   make   and
business   interests   that   controls   interstellar   shipping   in   the
break deals and organise trades virtually from when they  are
Galactic Republic. When the government sought to tax outlying
grubs, operating in business as if they were born with the skills.
trade routes, the Neimoidians reacted with a brazen blockade of
This   is   virtually   true   and   they   receive   a   bonus   2D   to
the peaceful world of Naboo. That the skittish Neimoidians could
Bureaucracy, Business, Bargain and Con skills. 
undertake   so   bold   a   move   is   remarkable;   some   suspect   an
unseen force manipulating events behind the scenes. 
Story Factors:
            Neimoidians are tall humanoids, with mottled green­gray
skin and smooth noseless faces. A nictitating membrane protects              Treacherous:   The   Nemodian   people   are   rarely   trusted
their large red­orange eyes.  across the galaxy, and few people believe what a Nemodian says.

             The Neimoidian life­cycle has contributed much to their
cutthroat   business   acumen.   Born   as   disgusting   grubs,
Neimoidian offspring are placed in  communal hives and given
access to limited food supplies. The grubs then compete for food,
and many young die if they are too weak to fend for themselves.
Once Neimoidians achieve the age of seven, they emerge from
the hives, having learned to fear death and to hoard goods. 

            Though they call Neimoidia home, Neimoidians can trace
their ancestry to the ancient Duros spacefaring culture. The two
share a striking similarity in appearance, but their personalities
could  not  be  more  distant.  While the Duros  are  a  gregarious,
expressive   and   adventurous   lot,   the   Neimiodians   seal
themselves away from others, preferring to let droids do their
talking. 

             Neimoidians place great value on wealth, and dress  to Credit:  FreddyB, rpggamer.org

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projects for any deviations in biochemistry, subjecting wayward
clones   to   extensive   conditioning   to   pull   them   back   in   line.
Kaminoan Kaminoans   have   very   little   interest   in   life   beyond   their   solar
system, other than the imports needed by their society. They are
             While   only   a detached from the arena of galactic events and have no concerns
select   few   know   of   the regarding the repercussions of their breakthroughs. 
Kaminoans,   they   are
recognized   by   those   in  the
Attribute Dice: 12D
know as as the preeminent
cloners   in   the   galaxy.   The
gentle and seemingly naive
DEXTERITY:  2D/4D+2
Kaminoans   possess   a
scientific   cunning   that
KNOWLEDGE: 1D/4D+1
allows them to excel in the MECHANICAL: 1D/3D+2
genetic   manipulation   of PERCEPTION:   2D/4D+1
numerous   species.   They
STRENGTH:  1D/3D
have,   in   the   past,
TECHNICAL:  2D/4D+2
completed   orders   of
questionable   ethics,
Move: 9/11
creating armed forces. They
take   pride   in   their   work,   never   appearing   to   think   of   the Size: 2.2­2.6 meters tall
consequences   of   their   craftsmanship.     The   largest   and   best­
known   example   of   their   clone   armies   is   the   one   they   crafted Special Abilities:
specifically   for   the   Republic.   Fulfilling   an   order   apparently
             Ultraviolet   Vision:   Kaminoans   can   see   into   the
commissioned by Jedi Master Sifo­Dyas, the Kaminoans used a
Ultraviolet   spectrum,     meaning   that   Kaminoans   gain   no
bounty   hunter   named   Jango   Fett   as   the   template   for   their
penalties   from   Low   Light   conditions,   although   Pitch   Black
human army. The end result was a military force of alarming
conditions effect them normally. 
skill, speed and efficiency. 
             Advanced   Medical   Knowledge:   Although   specialised   in
             Kaminoans   are   tall,   slender   beings   with   glassy   eyes,
Cloning Technology, Kaminoans have knowledge of all types of
elongated necks, and pale skin. The males of their species often
medicine, giving a bonus 2D to their First Aid and Medicine.
have   prominent   head­fins,   a   throwback   to   their   evolutionary
roots found in the oceans of Kamino. The Kaminoans inhabit the              Introverted   Culture:   Kaminoans   have   a   well   rounded
stilt cities of their planet, with the largest concentration residing education   system   leaving   all   members   of   their   species
in Tipoca City.  When the planet Kamino began to come out from knowledgable and well educated, except where other species are
the deep freeze of an ice age, and its oceans swelled with melting involved due to the introverted nature of their civilisation. This
ice, the native inhabitants were forced to adapt. Pushed to the means   that   a   Kaminoan   may   not   begin   with   the   skills   Alien
brink of survival, the Kaminoans  perfected  cloning technology Species, Cultures, Languages, Planetary Systems or Streetwise. 
and practiced selective breeding to keep their species viable. 

             The struggle for survival instilled in the Kaminoans an Story Factors:


austerity that rejects materialism common in other cultures. A
             Rare:   Kaminoans   rarely   leave   their   home   system,
stroll through a Kaminoan city reveals a stark minimalism of
meaning  that   other   species   have little  idea   of  their  language,
seemingly   colorless   walls   and   structures.   Beings   capable   of
culture or medical needs, something which causes problems for
seeing   the   ultraviolet   spectrum,   however,   will   note   that   the
the few Kaminoans who do venture out into the galaxy. 
Kaminoans do indeed have a decorative sense.   Kamino was in
need of raw materials, so the Kaminoans traded their genetic             Intolerance: Kaminoans dislike imperfection, this means
sciences expertise in return for necessary imports. Though few that they try to correct this imperfection whenever they can, for
know of their world, those that do laud the Kaminoans for their example with their clones. However it also means that they are
cloning   skills.   The   mining   colonies   on   Subterrel   employed somewhat intolerant of those they see as imperfect, and may
Kamino­made cloned workers and they have in the past crafted look down and treat with distain those that they find lacking.
clone armed forces.  Groups which Kaminoans disdain are those such as the
homeless, the long­term ill,, cripples, and the very poor. 
             Though   outwardly   polite,   the   Kaminoans   foster   an
intolerance   of   imperfection.   They   see   such   flaws   as   potential Credit:  FreddyB, rpggamer.org
poisons to an ideal gene pool. They closely monitor their cloning

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Aristocratic Genosians
             An   insectoid   species   divided   into   castes,   the
Geonosians   are   native   to   the   harsh   rocky   world   of   Geonosis.
Geonosians   construct   immense,   organic­looking   spires   within
which reside their hive colonies.     There are two main types of
Geonosians: the wingless drones that mostly work as laborers,
and the winged aristocrat, which includes royal warriors serving
as scouts and providing security to the hive. All Geonosians have
a   hard,   chitinous   exoskeleton,   elongated   faces,   multi­jointed
limbs, and speak in a strange clicking language. 
rapidly, and are ready for combat at the age of six. While they
             Though   labeled   "warriors,"   Geonosians   do   not   have   a
have   intelligence   enough   to   defend   the   hive   from   natural
standing   military.   They   instead   use   their   droid   foundries   to
predators, they prove easily conquerable by more sharp­witted
build  armies   for   corporate   interests   wealthy   enough   to   afford
foes.   The latest Geonosian subgroup is a separate caste raised
them ­­ entities such as the Trade Federation and the Techno
to be pilots. These hardy specimens require no sleep. In training,
Union.   Despite   relatively   simple   minds,   the   Geonosians   are
each pilot pupa pairs with a fighter's flight computer, and they
adept at mechanical construction, and are contractors to many of
develop   an   idiosyncratic,   coordination­enhancing   rapport.
the   galaxy's   biggest   manufacturing   concerns.   They   are
Geonosians   are   strong   despite   their   thin   builds.   Their   tough
responsible for the construction of some of the largest feats of
exoskeletons provide protection from physical impacts, and from
engineering ever witnessed. 
bouts of radiation that occasionally shower their world. 
             The   hardships  of  the  native   environment  coupled  with
rigid   structure   codified   in   their   caste   society   has   fostered   a Attribute Dice: 12D
barbaric side to the Geonosians. Their simple minds view brutal DEXTERITY:  2D/4D
violence   as   entertainment,   and   Geonosians   congregate   in KNOWLEDGE:  1D/3D+2
massive   execution   arenas   to   watch   victims   doomed   to   die   by MECHANICAL:   2D/3D+2
being subjected to savage creatures. 
PERCEPTION:   2D/4D
            Geonosian society exists for the benefit of the few in the STRENGTH:  1D/4D
upper caste. Ruling members think nothing of forcing thousands TECHNICAL:   2D/3D+2
of   workers   to   labor   for   their   whims.   They   have   overseen   the
creation of the spectacular architectural realm in which they all
live, adapting forms they once built by instinct into more refined, Move: 10/12 (on foot), 16/20 (Flying) 
spire­like   structures.   Their   caste   system   has   evolved   over Size: 1.68­1.78 meters tall
millennia. Geonosians are born into specific castes divided along
the lines of their physical attributes. Though most Geonosians
are content to live within their assigned castes, a few develop Special Abilities:
ambition   and   aspire   to   ascend   socially.   The   aristocrats   are
             Flight:   Soldier   and   Aristocratic   Genosians   have   wings
brutal in their management of the workers, forcing them to toil
and can fly at a high speed with some agility.
under harsh conditions regardless of any dangers. 
             Exoskeleton:   Genosians   have   a   tough   armoured
            What little hope an aspiring Geonosian has lies in escape
exoskeleton which helps them resist damage, this gives them a
through gladiatorial combat. Geonosians of lower­caste are often
bonus +1D to all damage resistance rolls. 
pitted   against   other   Geonosians,   other   sentients,   or   savage
creatures   in   immense   gladiatorial   arenas.   If   the   Geonosian
surivives,   he   achieve   status   and   ascends   socially,   or   accrues Story Factors:
enough wealth to leave Geonosis altogether.     Even those with
            Hive Based: Genosians are hive based creatures and have
the capacity to depart rarely leave Geonosis. The importance of
difficulty thinking in any other way, even when they are away
the hive is strongly engrained in the Geonosian mind, and they
from others of their kind .
are,   as   a   whole,   contemptuous   of   other   species.   The   few   that
have   ventured   offworld   usually   do   so   as   work   groups   that
Credit:  FreddyB, rpggamer.org
ultimately benefit their home hives. Geonosian contractors can
be found at Baktoid Combat Automata plants across the Rim. 

             The winged Geonosian soldier drones grow to adulthood

Page 72 version 7 Jun 2005

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