Professional Documents
Culture Documents
D6 RPG
Clone Wars
Sourcebook
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,
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
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:
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
aayla secura
Lekku: Twi’leks can use their head tails to
communicate in secret with each others.
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
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
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
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
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
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
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
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:
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
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
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
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
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
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
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
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
Credit: FreddyB, rpggamer.org
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)
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
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.
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
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
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
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
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
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
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)
Credit: FreddyB, rpggamer.org
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
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
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
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
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
Credit: FreddyB, rpggamer.org
Credit: FreddyB, rpggamer.org
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,
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
Credit: FreddyB, rpggamer.org
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
Proton Mortar
Fire Arc: Front
Scale: Walker
Skill: Missile Weapons
Fire Control: 1D+1
Range: 1050/80/150m
Damage: 6D
Credit: FreddyB, rpggamer.org
Fire Control: 1D
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
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
Credit: FreddyB, rpggamer.org
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
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
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
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
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
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.
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
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
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
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.
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
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.
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
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
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.
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
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
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
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
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.
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
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
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
Credit: FreddyB, rpggamer.org
Credit: FreddyB, rpggamer.org
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
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
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.
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.
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