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Table of Contents 2-7 Imperial Scout Sniper 106

Taking Chances 8-11 Imperial Storm Commando 106


Glossary of Terminology 12-17 Imperial Snow Trooper 107
Preface 18-19 Imperial Aqua Trooper 108
Introduction 19-23 Imperial Sand Trooper 108
Chapter 1: 24-40 Imperial Rad Trooper 108
The Basics 24 Zero G Stormtrooper 108
Step-by-Step Hero Creation 25 Imperial Combat Pilot 109
Difficulty Ratings 25 Junior Imperial Officer 109
Actions 26 ISB Agent 109
Free Actions 26 Compnor Agent 110
The Seven Attributes 27-29 Imperial Assassin 110
Chapter 2: Races 41-84 Death Trooper(s) 111
Chapter 3: Early Development 85 Imperial Royal Guardsman 111
The Formative Years 86 Entry Level Imperial Moff 111
Cara Dune’s Early Development 86 Imperial Smuggler 112
Blue Collar 86 Space Rescue Corps 112
Nobility 86 Imperial Vehicle Driver 112
White Collar 86 Imperial Morale Officer 113
Declining Middle Class 87 Criminal Professions 113
Abandoned / Orphaned 87 Thug 113
Poor / Homeless 87 Enforcer 113
Ran Away from Home 87 Fence 113
Stim Junkie 87 Fixer 114
Bred for War 88 Criminal Lieutenant 114
Escaped Experiment 88 Bookie 114
Child Actor 88 Hitman 114
Child Prodigy 88 Driver 115
Amputee 89 Smuggler 115
Survivalist 89 Thief 116
Mercenary Upbringing / Child Warfare 89 Gambler 116
SA Youthgroup 89 Prostitute 116
Thief 89 Pirate 116
Extremist 90 Private Sector Professions 117
Droid Packages 90 Bounty Hunter 117
Trained to be a Jedi 94 Mercenary 117
Subclass Jedi 95 Combat / Transport Pilot 118
Null Force Practitioners 97 Holovid Star 118
Trained to Hunt Jedi 97 Bodyguard 118
Chapter 4: Starting Professions 98 Doctor 119
Rebel Alliance Professions 99 Technician / Mechanic 119
Rebel Shock Trooper 99 Service Profession 119
Rebel Trooper 100 Civilian Professions 119
Rebel Officer 101 Armchair Historian 119
Rebel Medic 101 Trust Fund Vagabond 120
Rebel Combat Pilot 101 Galactic Wanderer 120
SpecOps Volunteer 102 Jedi Refugee 121
SpecOps Infiltrator 103 Droid Packages 121
Rebel Political Sympathizer 103 Chapter 5: Social standing 124
Rebel Assassin 104 Beginning Social Status 125
Rebel Spec Ops Privateer 104 Cara Dune’s Social Standing 125
Imperial Professions 105 Deserter 125
Imperial Storm Trooper 105 Slave 126
Imperial Army / Naval Trooper 105 Noble 126
Imperial Scout Trooper 105 Laborer 126

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Stake Owner 126 Sub-Class Weaponry of the Jedi 245
Indentured Servant 126 Primary Abilities 246
Command Circuit 127 Secondary Abilities 246
Tramp Freighter Captain 127 Tertiary Properties 247
Active Military 127 Hurricanes 248-249
Mandalorian Warrior Code 127 Master Power List 250
Droid Packages 128 Force Powers 251
Gamer 128 Control Powers 252-255
Galactic Citizen 128 Sense Powers 255-261
Information Technology Consultant 128 Alter Powers 261
Wealthy Inheritor 129 Control and Sense Powers 262-263
Holonet Celebrity 129 Control and Alter Powers 264-267
Respected Legal Counsel (or Dirty) 129 Sense and Alter Powers 267
Galactic Vagabond 129 Control, Sense and Alter Powers 268-269
Homeless 129 Darkside Powers 270
Undiscovered Race / Society 130 Control Powers 271
Escaped Slave 130 Alter Powers 272-273
Wanted for Crimes 130 Control and Alter Powers 273-277
Advanced Age / Terminal Sickness 130 Control and Sense Powers 277
Chapter 6: Skills and Advantages 131 Sense and Alter Powers 278
All the Skills 132 Control, Sense and Alter Powers 278-283
Master Skills List 133 Last Resort Power 284
More about Medicine: 136 Jedi Alchemist 285-289
More on Engineering 143 White Current 290
Command and Tactics 146 Limited Jedi 291
Modification of Items 148 Quixotic Jedi 292-293
Advantages & Disadvantages 149 Somatic Jedi 294
Advantages 150 Jedi Sorcerers 295-301
Disadvantages 156 Chapter 10: Outside the Force 302-304
Customization 161 Null Force Wielders 305
Hero Customization 162 Tools of a Jedi Hunter 307
Game Play Rules 163 Yuuzhan Vong Equipment 315
Chapter 7: Personal Equipment 164 Mandalorian Weapons & Armor 318
Restrictions 165 Chapter 11: Martial Arts & Melee 320
Blaster Pistols 166 Gimme 321
Pulse Wave Weapons 170 Martial Arts Training Explained 322
“Civilian” Sporting Blasters 172 The Maneuvers 322-327
Backup / Holdout Blasters 178 Martial Art Forms (Styles) 327
Archaic Ranged Weapons 188 Brawling 327
Archaic Melee Weapons 190 Martial Arts (Generic) 327
Advanced Melee Weapons 190 Jedi Martial Arts 327
General Equipment 195 Jedi Battle Master Martial Arts 327
Armor & Defensive Gear 201 Jensaarai Rek’Dul Martial Arts 327
Explosives 204 Imperial Guardsman Martial Arts 327
Drugs and Medical Supplies 206 Hapan Martial Arts 328
Faction Specific Equipment: 210 K’Tara Martial Arts 328
Chapter 8: Bioware & Cybernetics 214 K’Thri Martial Arts 328
Cybernetics & Biological Augmentation 215 Tapani House Guard Martial Arts 328
Cyber / Bio Points 216 Imperial (Republic) Martial Arts 328
Installation & Costs of Cyberware 216 Teräs Käsi Martial Arts 328
What the hell is an Augment? 217 Mandalorian Martial Arts 329
Social Stigma Attached to Cyberware 218 Noghri Martial Arts 329
Chapter 9: The Force 220-240 Yuuzhan Vong Martial Arts 329
Traditional Jedi 241 Advanced melee Combat Styles 330
What Force Attribute Does 242 Lightsaber / Melee Training 331

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Melee Combat Forms 331 Running personal Combat 363
Old Republic Forms 331 Vehicular Combat 365
Form 1: Shii-Cho 331 Starship Combat 368
Form 2: Makashi 331 Snubfighter / Transport Detection 371
Form 3: Soresu 332 Space Transports 372
Form 4: Ataru 332 Snubfighters 373
Form 5: Djem So 333 Chapter 14: Ship Tactics/Scales 374
Form 6: Niman 333 Countermeasures 375
Form 7: Juyo 333 Speed Defense 375
Form 8: Sokan 334 Tractor Beam Defense 375
Form 9: Shien 334 Point Defense 376
Form 10: Jar’Kai 335 Flack Defense 377
Modified Combat Forms 335 Defensive Maneuvering 377
Form 3 Variant: Jen-Kar 335 Combat Shield Tactics 378
Form 7 Variant: Vaapad 336 Electronic Warfare 380
Form 10 Variant: Kai-kan 336 Capital Weapon Rate of Fire 382
Current Forms 337 The Effects of Fire Linking 382
Saber Rake 337 Mounting Ultra Heavy Guns 383
Imperial Jedi 338 Death Star Scale Weapons 383
Basic Control/Sense Form 338 Scale Values 384
Archaic Melee Form 339 Size Assumptions 388
Analog Melee Form 339 Guaranteed Evasion 388
Special Operations Melee Form 339 Capital vs Smaller Scales 389
Chapter 12: Elite Training 340 The Effects of Batteries of Guns 389
Dog-fighting School 341 Military Ordinance 389
Professional Racing Jock 342 Ordinance Countermeasures 390
Elite Ground Commander 342 Snubfighter Scale Munitions 390
Tier One Operator / Special Forces 343 Capital Scale 392
Jedi Hunter 343 Damage to Starships 394
Tactician 343 Capital Ship Damage 394
Vehicle Commander 344 Loosing Multiple Ship Sections 395
Assassin 344 Chapter 15: Starships of the Galaxy 396
Sniper 345 The Beginning Of The End 397
Melee Expert 345 Independent Factions 399
Dark Jedi 345 LG6 Family Transport 400
Sith Lord 345 RE-3 Lancer 401
Light Side Jedi 346 Sword Interceptor 402
Grey Jedi 346 Kossak-Class Luxury Transport 403
Sorcerer 347 YT-600 404-405
Xeno Archaeologist 348 Loronar Medium Transport 406-407
Advanced Criminal 348 Tapani-class Carrier 408
Gunman 348 Gauntlet Assault Fighter 409
Expert Engineer 349 578-R “Garbage Scow” 410-411
Martial Artist 349 VCX-100 412
Expert Medical Professional 350 Quasar Fire II-class Carrier 413
Expert Slicer 350 YT-2400 414
Expert Grifter 351 NovaSword Superiority Fighter 415
Expert Politician 351 C-73 Tracker 416
Expert Droid Technician 352 Baudo Star Yacht 417
Bookworm / Historian / Professor 353 YT-1000 418-419
Chapter 13: Combat 354 Maka-Eekai L4000 Transport 420-421
Personal Combat 355 CloakShape Fighter 422
Automatic Fire 361 Supa Fighter 423
Fully Automatic Weapons 361 XT-3100 424-425
Explosives 362 A-24 Sleuth 426

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Vanguard Pathfinder 427 Imperial I Star Destroyer 492
Pinook Fighter Mk I 428 Imperial II Star Destroyer 493
Zebra 429 Super-Class Star Destroyer 494
YT-1300 430 Imperial Landing Barge 495
Starships of the Rebel Alliance 432 Starships of the Clone Wars 496
If Less is Good, More is Better 433-435 Live Free or Die Trying 497
A-Wing 436 Venator-class Star Destroyer 499
B-Wing 437 Acclamator II-class Assault Ship 500
H-Wing 438 Aethersprite 501
T-Wing 439 V-Wing 502
X-Wing-B 440 Actis Interceptor 503
Y-Wing 441 ARC-170 504
Alliance Z-95-AT Headhunter 442 Clone Wars Z-95-R 505
Alliance Z-95-T Headhunter (Trainer) 443 Communications Frigate 506
Zebra II “Space Master” 444 Commerce Guild Support Ship 507
HWK-290 Light Freighter 445 Trade Federation Battleship 508
Ghtroc 720 446-447 Providence Battleship 509
GR-75 Medium Transport 448 Tri-Fighter 510
MC60D Battle Cruiser 449 Vulture Snubfighter 511
Rebel Assault Frigate Mk VI 450 Droid Bomber 511
Neutron Star-class Bulk Cruiser 451 Trade Federation Landing Ship 512
Quasar Fire-class Bulk Cruiser 452 Starships of the New Republic 513
Corellian CR90 Corvette 453 Dreams Die Hard 514
Corellian Gunship 454 CEC ZA-8050 517
Liberator Cruiser 455 A-9 Vigilance Interceptor 518
Nebulon-B Frigate 456 A-10 Vigilance II 519
Mon Calamari MC80 Star Cruiser 457 YT-1300 520
Rebel Landing Barge 458 HWK-300 Heavy Courier 521
Starships of the Galactic Empire 459 Z-95-AF5 Headhunter 522
One Man’s Rebellion 460 TIE/LN-S 523
TIE/In Fighter 465 Scimitar Assault Bomber 524
TIE/SA Bomber 466 TIE Interceptor II 525
TIE/Gt Fighter 467 Belarus Medium Cruiser 526
TIE/Fc Fire Control 468 E-Wing-A/B/C/D 527
TIE/Rc Reconnaissance 468 X-Wing-C 529
TIE Advanced x1 469 B-Wing II 530
TIE Interceptor 469 K-Wing Bomber 531
TIE/Sk x1 Striker 470 CRF-156T Fast Courier 532
Gamma Assault Shuttle 471 Endurance Fleet Carrier 534
Skypray Blast Boat 472-473 Bothan Assault Cruiser 535
Lambda Shuttle 474-475 Mon Calamari Assault Frigate 536
YT-1760 476 Nebula Star Destroyer 537
E-9 Heavy Explorer 477 Defender “Pocket” Star Destroyer 538
MRX-BR Pacifier 478-479 Majestic Heavy Cruiser 539
XG-1 Assault Gunboat 480 Republic Star Destroyer 540
Strike Cruiser 481 Defender Assault Carrier 541
Carrack Light Cruiser 482 Sacheen Escort 542
Carrack Cruiser II 483 Hajen Fleet Tender 543
Imperial Interdictor Cruiser 484 Corona Frigate 544
Lancer Frigate 485 Warrior Gunship 545
Imperial Nebulon-B Frigate 486 Authority IRD Assault Fighter 546
Ascendant Class Patrol Cruiser 487 Ascension Battleship 547
Arquitens Light Cruiser 488 Yevethan Thrustship 548
Victory I Star Destroyer 490 Yevethan Snubfighter 549
Victory II Star Destroyer 491 Hapan Battle Dragon 550

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Hapes Nova Battlecruiser 551 74-A Military Speeder Bike 618
Miy’til Fighter 552 Armored Assault Tank II 619-620
Miy'til Assault Bomber 553 Light Repulsor Tank 620
Starships of the Yuuzhan Vong 554 Medium Repulsor Tank 620
We’re Not All the Same 555 Heavy Repulsor Tank 621
Yuuzhan Vong Starship Rules 557 AT-PT 621
Coral Skipper 559 AT-DP 622
Yorik-Trema Landing Craft 560 AT-ST 622
A-vek Iiluunu Fighter Carrier 561 AT-CT 623
Chuun M’arh Frigate 562 AT-AT 624
Kor Chokk Grand Cruiser 563 AT-TE 625
Miid Ro’ik Warship 564 LAAT/I/C 626
Sh’rip Sh’pa Spawn Ship 565 I-PT 627
Yorik-strona Spy Ship 566 Swift 4 Ion Bike 627
Vua’spar Interdictor 567 White Witch Racing Model 628
Uro-ik V’alh Battleship 568 T-16 Skyhopper 629
Sunulok Flagship Interdictor 569 T-36 Skyfighter II 630
Starships of the Old Republic 570 STAP 631
Echos of Hope 571 Heavy STAP 631
Z-80 Star Hunter 572 Heavy Missile Platform 632
Dreadnought Cruiser (Original) 573 Scarab Ground Support Unit 633
Bayonet Light Cruiser 574 Compact Assault Vehicle 633
Dreadnought Cruiser (Updated) 575 Fixed emplacements and battle stations 634
Alsakan Battlecruiser 576 1.4 FD P-Tower 635
Invincible Dreadnought Cruiser 577 Anti Infantry Laser Battery 636
Rare and Unique Starships 578 Small / Light Prefab Base / Garrison 637
Running Up That Hill 579 Standard Prefab Base / Garrison 638
TIE/Ad Advanced / Avenger 580 Space Defense Platform 639
TIE/D Defender 581 Space Defense Station 640
Chiss Clawcraft 582 Space Defense Station II 641
TIE/Au Automated Snubfighter 583 Space Defense Station III 642
SA-47 Hammer Head 584 Chapter 17: Droids 643
X-Wing-XJ 585 C1 Astromech Droid 645
Courage, Fidelity & Valiant 586 WED 15 Treadwell Droid 645
Alderaanian War Frigate 587 R1 Astromech Droid 646
Modular Task-Force Cruiser 588 R2 Astromech Droid 646
Tector-class Star Destroyer 590 R3 Astromech Droid 647
Umbaran Snubfighter 591 R4 Astromech Droid 647
The Pulsar Skate 592 R5 Astromech Droid 648
Precursor Star Destroyer 593 R6 Astromech Droid 648
Wraith-Class Super Star Destroyer 594 R7 Astromech Droid 649
Executor Super Star Destroyer 595 K2 Security Droid 649
World Devastators 596-599 Mouse Droid 650
Silencer-1 600-601 Interrogator Droid 650
Silencer-7 602-603 FX-7 Medical Droid 651
Inquisitor-4 604-605 2-1B Medical Droid 651
Starships of the Legacy Era 606 Viper Probot 652
My Journey to the Legacy Era 607 Generic Battle Droid 652
X-83 Twin Tail 610 Super Battle Droid 653
TIE Predator 611 Droideka Destroyer Droid 653
Pellaeon-class Star Destroyer 612-613 IG-100 MagnaGuard 654
Imperious-class Star Destroyer 614-615 Tactical Droid 654
Chapter 16: Vehicles & Structures 616 Super Tactical Droid 655
T-47 Military Air Speeder 617 RLG Guardian System 655
74-Z Military Speeder Bike 618 BD1 Buddy Droid 656

6
K4 Security Droid 656 I apologize for any artist I might have
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The Effects of Aging 662
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Age Categories 662 gallery/32526561/weapons
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Character Point Awards 664 gallery
The Cost of Services Rendered 665
Standard, Everyday, Expenses 666 http://www.jeffcarlisle.com
Independent Galactic Entity: 667-668 https://www.artstation.com/howard-day
3rd Edition Character Creation Rules 670
Power Based Generation 670-671 https://www.artstation.com/angeloskarderinis
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Non player characters 706-715 https://www.artstation.com/ameen/following
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7
Those three pilots would be fielding in re-
Taking Chances assembled Zebra II snubfighters that were
“Captain, sensor contact on the edge of the remnants of the original dozen the Another
system. Looks like it just dropped out of chance had carried until the last fight. None of
hyperspace.” The sensor operator called across the pilots of that squadron had survived, the loss
the bridge. “What is she?” The Captain asked. of talent was a severe blow to the crew.
This day just kept getting worse. First that run at
their soft target of an Imperial supply depot. He The thought that weighed heavily upon the
should have known better than to count on intel Captain's mind was that those pilots would likely
from Rebel command. That fight cost them three die when he sent them back out in the salvaged
Snubfighters and left the depot in less than Zebra fighters they had pulled from the squadron
salvageable shape. This was likely the Imperial on squadron firefight they had just survived. The
response. “It’s an Acclamator, sir, my readings Zebra II’s were called “Space Masters...” All
are a bit garbled at maximum sensor range but it they had successfully done was space their
looks like she just launched a formation of pilots... Sending the former Z-95 pilots out in
fighters that are fanning out.” The Captain just those fighters was akin to a death sentence. He
shook his head “A carrier you mean, they sent knew this, but had no choice. The burden of

an old carrier after us. Likely the one from the


Bendahl system a jump over. That’s not good. command is sending people you care about to die
She carries two dozen TIEs, has a decent so that the rest of your crew might live.
armament, point defenses, good shields and is
relatively quick.” “Aye sir, its going to be at least eight hours” the
Captain fired back almost immediately “Make it
In a straight up fight, their ship could take the four or we don’t come out of this one alive.”
Acclamator… However, with two squadrons of There was a grim silence on the other end of the
fighters backing it… “Engineering” The line “Leader out” the Captain closed the comm.
Captain pressed the comm switch on his “Helm, bring us about, one quarter thrust and
command chair “Yes, sir?” the response came. keep the planetoid between us and their
“Get the techs working overtime on the Z-95’s formation. Once we clear the other side, all
we need those nine fighters fully operational and ahead full, dial the drives up all the way, we need
get those Zebra II’s we have left functioning to buy time.”
again, we’re going to need a full squadron.” The
three pilots that had lost their Z-95’s had They had one advantage that the Imperials likely
survived, namely because of their armor. didn’t know about, Alderaanian War Frigates
Thankfully they were carrying modern Z-95’s. were fast, at least two points faster in sub-light

8
than that Acclamator. The TIEs were another possible speed” then he resumed planning,
story, he had to hope they didn’t detect them hoping that they would have the time to execute
until they were well on their way to… Wherever what they had developed.
in the hell it was they were running to. “XO, I Fate, it seemed, had been merciful. The TIEs
need a full work up of this sector of space, I need pulled back after the Acclamator came into range
options, cover, anything. When those fighters with more sensible long range scanning. Their
catch us, we can expect that Acclamator to micro commander had executed a little known doctrine
jump near our position. If we can place a gravity among the Imperials, caution. He had pulled the
well in it’s vicinity, we might able to control fighters back to refuel and possibly to refit load
where it emerges and cut her apart, a lot of if’s outs. The Captain figured it was to outfit them
and a lot of luck is required here, too much with concussion missile racks, one of the ever
luck…” the XO simply nodded and began evolving strategies the Imperials continuously
pouring over the Astrological charts. employed to counter Rebel threats. Especially,
those threats with Capital ships they had likely
Two hours later the XO motioned his hand for never encountered before. The Another Chance
the Captain to join him “Here” pointing at a had been found drifting in the wreckage of the
planet on the far edge of the system “She has Alderaan system, it was discovered in the debris
four moons, it’s a Gas Giant” the Captain field that the Death Star created. A throwback to
nodded and they began to furiously lay out battle the Clone Wars, when the Alderaanians fielded
plans. “Contact! Sir, they know where we are.” warships.
the Sensor operator called out. “ETA on
intercept?” the Captain asked “Fifteen, twenty She was a boxy, armored ship with a massive
minutes top” … The Captain looked up and engine array when they found her battered by
over, “Helm, what’s out ETA to that planet?” planetary debris. A testament to how damn
there was a slight pause “Twenty three minutes, tough the ship actually was. The Rebels refit the

sir, running the engines as we have been, at “Another Chance”, armed her with what they
maximum burn.” Looking next to the Helm could and then Captain did the rest over the past
operator, “Navigation, what are our odds of a five years hitting fringe outposts like the last one.
successful micro-jump?” the response was The ship had been refit and was capable of taking
immediate “Not good sir… Clarification, on most of what the Empire had to offer. The
damned deadly. We don’t know the system, the Captain really enjoys the lone gunship vs the
gravitational pull can be estimated but we don’t Empire mentality and it tends to work for him.
have enough data on this sector, it’s fringe The TIE fighters launched after the Acclamator
territory.” He was worried about that, the was about half way to the gas giant and had
problem was, the Imperials did have that kind of come to a full stop. “Sir the Imperials have
information since this sector had been identified stopped” some thrill of joy resounded in the
as a resource rich domain and had been sensor operator’s voice, which the Captain
thoroughly scouted by the Imperial exploration quashed “Yes, they have, they’ve stopped to
corps. “Maintain course and heading, best properly calculate the hyperspace coordinates to

9
drop right on top of our position. The sensor ball of a dogfight ensued with TIEs and a
operator shrunk a bit. The Captain then said gradually diminishing number of Z-95s
“But we’re not going to let that happen, correct? becoming ever more out numbered, yet not out
Helm..” The Helm operator responded “Correct maneuvered thanks to their enhanced
sir, as per the tactical briefing I am bringing us in performance in gravity wells. The TIEs were at
between the pair of moons that have the closest a slight disadvantage by comparison. The
point of mutual orbit just before they pass one Imperials, jumped, and emerged on the far side
another.” the navigational officer chimed in of both moons, angling for maximum fire arcs
“they will be forced to jump in front of the based upon their new sensor readings and those
passing moon or past it, if they jump past it, they of the bombers. The sensor operator looked to
will be sitting ducks. If they wait, well…” The the Captain “What do we do about the
XO finished “It will be a matter of how fast our bombers?” after a moment of silence “We wait,
gunners and theirs fire. Activating his command pray if it consoles you” calling out “Helm, roll us
chair comms “Flight officer? Are the Z-95’s in to starboard, give them a nice juicy target to
place?” A slight pause “Yes, sir, and we have the dump ordinance into. Just make damn sure it
TIEs on standby as additional point screening for gives us optimum point defense targeting on
any bombers that get through.” That was wishful them.” The ship rolled presenting the port side
thinking but the Captain knew better, they would of the ship “in position sir”. They hadn’t had the
get through, there was no stopping it. They were time to repair from the last three operations yet…
just beginning to get telemetry reports as they And carried the scars of battle. The Captain
entered the binary moon gravity wells, fully a hoped the Armor would hold out, just one more
dozen of the fighters were updated TIE Bombers. time...
As the TIE bombers came into range the point
The TIE fighters lead the spearhead, in an arrow
defense guns began spewing fire at them, they
formation, bombers following slightly behind in
used the main batteries to sort of control the
an identical flight grouping. They swept low
flight patterns of the bomber half dozen by
near the surface of the gas giant so as to get a
throwing heaving anti-warship fire around them.
bead on the Another Chance, it was a standard
Not at all expecting to hit with the Mon
tactical maneuver. They sighted their target and
Calamari’s donated anti-warship Turbolasers.
swept up toward it, fighters still in the lead. “Z
The point guns cutting apart two bombers before
Group, go” The Captain said on an encrypted
they even launched their ordinance was
comm channel. The Z-95’s with their enhanced
fortuitous, the remaining three hammered the
performance in atmospheric and gravity well
port shields with enough ordinance to penetrate
flight, swept up and out of the interior of the gas
them, several impacts blasting directly on the
giant and hit the bomber formation from behind,
hull of the Another Chance. Lights flickered,
cutting apart half of the bomber squadron before
some explosions resounded in the hold from at
the TIE fighters had realized their error and
least one hull breach that had hit a main
turned to engage, allowing the remaining six
somewhere. They had likely been hit by Heavy
bombers to streak toward their intended target.
Space Bombs… The bombers passed, losing one
“Space Master group, launch” and the trio of
more of the number to the point defenses. With
salvaged TIE fighters punched out of the
mere seconds before the bombers would align for
forward, lower, hangar of the Last Chance and
another pass “Roll to Port, present them with the
burned toward the six approaching bombers.
same target on the Starboard side. Lets hope we
One of the Rebel’s TIEs exploded about midway
get them all this time.” The ship rolled, and just
into it’s interception flight. “Flight leader’s
as the Bombers reached weapons range one of
gone!” came the exasperated cry over the
them exploded, the remnants of the Z-95’s, a pair
comms.
of battered fighters, punched out from around
The remaining two TIEs did little to slow the one of the moons, using it’s gravity to slingshot
advance of the bombers, which had been refit them into weapons range so rapidly the bomber’s
with advanced shields and a pair of quad Gun gunners could not respond. The bomber threat,
turrets that resembled the weaponry found on died in the chaos the fighters had caused. While
Lancer frigates. Between the two of them, they the Z-95’s blew past the last bomber, whomever
managed to destroy a singular bomber, before was piloting couldn’t hold it together and banked
being cut to pieces themselves. Below, the fur to run. They were cut to pieces by the point

10
defense guns on the Another Chance before they “Target Life Support, one salvo, main guns” a
could get to a safe distance. “Open a comm thin but deadly smile briefly touched the
channel to the commander of the Imperial Captain's features. The Another Chance opened
vessel” the Captain ordered he Communications up with it’s forward, heavy, Turbolasers and
officer. She complied “I’m giving you one killed the rest of the lights on the stricken
chance to surrender, before I cut that piece of Acclamator along with anything keeping the
garbage you call a carrier into pieces.” the crew alive.
Captain sent out, there was no response. “Why
do they always have to do it the hard way?” “Let’s let them sweat the loss of life support.
which elicited a seriously deadly half smile from Prepare boarding parties, outfit for vacuum,
his XO. Victory was all but certain, but it didn’t armored vac suits and heavy EVA gear… Now
seem like a win considering the good people they let me see that damage report.” The day was far
had lost on this mission. from over, they still had to successfully take the
ship in order to salvage it. Lets just hope that her
As the moons cleared one another the War
crew compliment is nothing like it was at the
Frigate lined up for an optimal firing position,
height of the Clone Wars. Without life support,
just as the Imperials were doing. “Shields
the cleanup should be straightforward and
double front, lets end this quickly and have some
brutal.
salvage left. Target aft ship, starboard side, lets
cut their legs out and not destroy the ship, got
They say fortune favors the bold. Boarding a
it?” looking at the view screen to his gunners
ship that was three times their size and almost
who all nodded. Gripping the arms of his
four times their mass… The battle could have
command chair the Captain leaned forward,
gone very badly. However with experienced
“Fire”.
Spec Ops squad leaders that were very
The weapons exchange was nearly simultaneous, accustomed to boarding operations, things went
with the 752 meter Acclamator firing a full salvo as smoothly as they could. A couple wounded,
of it’s Forward, Port and Starboard guns at the nothing more.
much smaller 250 meter War Frigate, the The Imperials were running a skeleton crew
advantage of having a wedge shaped ship to be compliment with minimal naval trooper support
certain. A lot of the Acclamator’s weapons fire and no Storm Troopers. They surrendered in
missed because the War frigate is a much smaller short order after fielding two stolen Zero-G
and more nimble craft. What did hit, however, Storm Trooper Suits against them.
was more than enough to breach doubled shields
and blow a significant amount of armor off the The Accalmator and the fighter wreckage would
Fore, Starboard and already damaged Port sides give them more than enough salvage to
of the ship. Explosions resounded inside the hull completely refit their ship and fighter
of the Another Chance, indicating multiple hull compliment. Granted, fielding salvaged TIEs
breaches. and cobbled together snubfighters was never a
great option. However, it would hold them over
The Acclamator’s fate was far worse, however, until they could cash that Acclamator in for
as the first shot from their Ion Cannon Array proper squadrons. Naturally, the “cash-in”
ravaged the Imperial ship. The first shot lit the would be turning the ship over to Alliance
hull with electrical fire, the second shot Command. Just not before they stripped it of
intensified the ion storm raging on the ship’s hull anything useful to them and their own ship. The
and dropped the Acclamator’s forward shields warship itself would provide a full refit of their
the third lit the deck on on the opposite side of consumables, that alone was worth it’s weight in
the ship in crackling ionic fire, while the fourth credits. They were already at the edge of their
shot impacted very near the mid section of the operational endurance and this victory was just
ship, this time a portion of the deck exploded what they needed.
from an excessive amount of static discharge as Life in the Rebel Navy isn’t a glamorous
internal electronics exploded under overload business. Those that think it is… Had been
conditions, and all it’s lights in that part of the dead since the founding of the Alliance to
craft flickered out. Restore the Republic. It was just another slim
day in the fight against the Empire.

11
Glossary of Terminology skill or are rolled alone for complex skill tasks
like Engineering or Medicine.
I’ve made some changes to have had to add some Asshat: Anyone who goes out of their way to
new terms to make the game function the way derail the game and destroy the fun of the rest of
we want it to. This list is far from the group either by means of foul (vile,
comprehensive, however, it will present some of disgusting, sexually explicit and deviant) role
the most common alterations. playing descriptions or just being a combative,
Advanced: Typically associated with military selfish and unwashed turd.
ordinance: Advanced Torpedoes & Advanced Astrogation: A subset of the Navigation skill
Missiles are examples. Means these items are that pertains specifically to navigating in space.
much more lethal and have greater capabilities. In the old West End Games system it was the
Advantages: Special abilities that are only only navigation skill, now it is a specialization of
available at Character Creation that add some Navigation.
pretty big bonuses to certain areas of your Atmosphere (Atmo): The relative speed that a
Character. Some can be acquired later, however, vehicle will traverse in Atmosphere. Also
they are watered down compared to the ones you determines the ranges associated with weaponry
sacrifice Skill Dice/Build Points Points for at in a planetary Gravity well.
character generation.
Barrier Technology: Precursor to true shields.
AP: Advanced Proficiency. One time purchase They protect vs one type of attack. They can be
skill that adds some benefit to rolls or simply effectively layered on top of one another with
negates a 15 point unskilled penalty in an multiple generators. Very commonly found on
Advanced Proficiency. personal armors and archaic tech based ships.
Advanced Melee (Lightsaber) AP: This is also
referred to as Alchemical Weapon AP. It allows Burst Fire (BF): Weaponry that is capable of
for the proper handling and usage of all automatic fire. Typically firing bursts of 5+
Alchemical Weapons (Sith Swords and other rounds. These either deliver additional “to hit
“enchanted” weaponry). It is one skill that and damage” bonuses, allow suppression fire or
covers both Alchemical Weapons and targeting multiple individuals/vehicles
Lightsabers. The two have always been simultaneously.
interchangable with Jedi over the eons. Character Points: These represent experience
Alchemical Weapons: These are weapons points awarded to players for success in
wielded by Sub Class Jedi and Jedi that are roleplaying. They are used to raise skills and
effectively “Enchanted Weapons” that can do attributes & can be used to enhance skill tests.
almost everything a Lightsaber can do. Comlink: The Star Wars version of a cell Phone
AoE: Area of Effect. Some weapons and and a Walki Talkie all in one.
powers cause Area of Effect damage blanketing Condition Monitor: This term refers to how
an area in meters with a flat damage code that damage is tracked vs individuals all the way
cannot be easily dodged because it is a blast through the largest ships and Death Star Scale
radius. objects. It’s typically broken down into 5 tiers:
Armor: A base value of damage resistance that 1. Wounded / Light Damage
will absorb “x” amount of damage before being
rendered useless. 2. Wounded Twice / Moderate Damage
Armor Ablation: This is a value pertaining the 3. Incapacitated / Heavy Damage
physical resistance of a given craft and it’s ability 4. Mortally Wounded / Severe Damage
to reduce incoming damage. Typically, this
value is combined directly with Shield 5. Killed Instantly / Destroyed
Mitigation to form a base level of damage The values for each tier are derived from the
resistance for all incoming attacks. Strength attribute for Heroes and from Hull
AS: Advanced Skill. Higher levels of skill Values for Vehicles.
knowledge that either add directly to a standard CS: Complimentary Skill. Any skill, that makes

12
sense, that can help another skill roll succeed. each hero / NPC is defined by their attributes.
Movement is pulled directly from Dexterity, 1
CPD: Capital Point Defense. This is a method
meter per pip in Attribute. So, a 2D Attribute =
by which a Capital Ship uses it’s main weapons
6m base move, while a 3D Attribute is 9m and a
to throw waves of weapons fire into the path of
3D+1 is 10m. There are actual advantages for
incoming military ordinance (like Missiles and
higher attributes. Almost everything is derived
Torpedoes) and it far less effective than
directly from Attributes in a physical sense and
Snubfighter Point Defense, yet, it adds another
metaphysical sense (Attributes even determine
layer of defense when being bombarded or
base Force Resistance).
shelled by craft capable of unleashing hundreds
of units of ordinance on a target simultaneously. Disruptor: A very dirty energy weapon that
“vaporizes” it’s targets. Any kill result means
D Code: Everything in this book generally is
that the target and all their possessions is brutally
expressed in a “D Code”. That’s how many D6
ripped apart at a molecular level. The death
you typically roll. It is expressed as “D”.
screams from such a weapon are haunting.
Darkside Points: This is a representation of These weapons are illegal almost everywhere.
how evil your character is. Though Bonded Mercenaries can carry them.
Datapad: This is the most common unit of Disadvantages: Just like they sound, Character
Computing Technology in Star Wars. It’s flaws that award you Build Points/Skill Dice that
effectively an advanced Tablet Computer and is allow you to buy more skills or advantages. Be
commonly found almost everywhere in the Star wary, many of them impose severe penalties to
Wars Universe. The Datapad can perform basic your Character.
computing and data access functions (though
DR: This stands for Difficulty Rating
actual computers and portable computers do
exist). These devices are used daily for calculate Elite Paths: Or Elite Development Paths.
coordinates, carry manifests and any form of These are enhanced areas of training and
other data / media. Often considered an essential understanding that yield benefits to your
technology it is amazing how many players never Character concept. You are not limited to only
even consider picking them up when they are one, however, you must posses whatever the pre-
lying about. requisite for that path is, at Character Generation,
in order to eventually acquire it.
Death Star Scale Weaponry: Incredibly high
powered weapon systems that have enough Epic Points: Like a Force Point but even more
potency to strip the atmosphere off of a planet, potent.
crack a planet’s crust and even destroy planets.
Fizzy Glug: The Star Wars term for Soda Pop.
Derived Attribute Ratings: comes in many types and varieties. Amber Ale
These describe the statistical values that are Fizzy Glug, from the Tapani Sector, is some of
derived from the Character’s attributes that the most sought after Soda Pop in the Star Wars
define the following: Universe (well at least my games anyway).
1. Movement Speed Force Armor: An Advantage that becomes a
2. Jumping Distance Character’s Null Force Attribute.
3. Climbing Speed Force Attribute: A new Attribute value for
4. Safe falling distance
Characters that defines how powerful your Force
5. Swimming Speed
User is. Force Sensitive is a pre-requisite for
6. Damage Soak Rating
obtaining D in Force Attribute.
7. Weight Allowance
8. Dead Lift Maximum Force Point: This doubles all Skills and
9. Throwing Distance Attributes for one Round. Force Points are
10. Natural Defense awarded for acts of heroism or use at the
11. Vehicle Defense dramatically appropriate moment. They can be
12. Force Resistance lost if used for selfish purposes.
In the old way of doing things all individuals of a Force Potential: Everyone has a limit on how
specific race moved at the same speed. Now, powerful (at a base Attribute level, like a Racial

13
Attribute Limitation) they can become. Just run for their money.
being Force Sensitive caps your total Force
Gravity Well: This is referred to frequently in
Potential pretty low. However, for each D you
conjunction with safely jumping into
invest in Force Attribute your Force Potential
Hyperspace. Planets typically generate
increases.
something called a “Mass Shadow. This
Force Powers: These are effectively the “spells” invisible, magnetic displacement, radiates out to
that a Traditional and some Sub Class Jedi can 120 Space Units from the planetary body.
employ to achieve extraordinary feats. Hyperspace travel is only capable of, safely,
being entered into and out of at the 120 Unit
Force Sensitive: To be Force Sensitive you
marker.
must invest 1D of Attribute dice. This gives you
• Some objects can be used to generate a Mass
an additional free starting Force Point and allows
Shadow like Asteroids and they can be
you to build the Force Attribute. You also
dragged into hyperspace lanes to disrupt
become susceptible to gaining Dark Side points
transit.
for “evil” and selfish actions that end up harming
• Other devices like Gravity Well Generators
others. (Not all selfish actions yield a Dark Side
will create artificial Gravity Wells and can
Point).
both prevent Hyperspace Travel as well as
Force Skills: These are the three focusing skill confuse Telemetry on a number of guided
slots of the Traditional Jedi. Control (Somatic), ordinance (Missiles and Torpedoes).
Sense (Quixotic) & Alteration (Sorcery). • Jumping into Hyperspace, in a Gravity Well,
• Control: Is anything that deals with self is akin to driving a car through a solid brick
resisted or enhanced physique. It is also wall. Some craft have been designed to do
referred to as Somatic. this, the rest will be ripped apart if an
incredibly difficult Astrogation Test isn’t
• Sense: Is anything that informs the Jedi of accomplished (90+ Point Difficulty).
information beyond the self. It is also
referred to as Quixotic. Hyperspace Telemetry Sensors: An ultra
advanced sensor suite, typically carried on
• Alter or Alteration: Is twisting the fabric of Capital Ships that allows for the detection of
reality to serve the Jedi. Sometimes this is to incoming hyperspace based ordinance, targeting
attack, maifesting in visible energy and other the vessel. Also allows for the deployment of
times it is for self mobility. This is also countermeasures to defend against such
referred to as Sorcery. weaponry. Furthermore, these sensor suites also
Free Action (FA): Simple issued commands, allow for the vessel to target enemy ships beyond
fluid alteration of tactics, drawing a weapon, their sensor ranges and (possibly) in another
switching combat Forms, triggering a Martial sector and return fire with similar weaponry.
Arts maneuver, using some Advantages, Hyperspace Torpedo: An advanced weapons
sustaining a Force Ability after the first round, technology developed by the Galactic Empire
flipping a light switch, Angling shields, insulting would micronize Death Star Scale Damage. They
an enemy in combat, etc. are small, snubfighter sized weapons that can
Glow Rod: This is a Star Wars Flashlight. It is target anything one or more sectors away and
an effective tool that will shed light in a number track these targets through hyperspace to deliver
of fashions and is even capable of emitting heat Death Star Scale Damage to them. The weapons
on a limited basis (+3 to Survival Tests). systems are further capable of re-acquiring any
Another often ignored piece of equipment that is target that manages to evade them on a first or
designed to make life easier. Glow rods typically subsequent pass. Only ships equipped with
have enough power to provide light / limited heat Hyperspace Telemetry Sensors can effectively
for one user for 5 days without need of being defend against them.
recharged. • A Jedi, however, could continue to guide a
targeted craft out of harm’s way by using
Grammaton Cleric: This is a rare Quixotic Jedi Instinctive Astrogation and Micro Jumping to
Order that focuses on dual wielding pistols & safety.
Martial Arts Prowess. They are incredibly lethal • These munitions have finite fuel, though, it is
in combat and can give most Traditional Jedi a typically more than enough with ratings

14
around 5 days. These munitions also travel Munchkin: Every game group has one. This
at x1/3 or faster speeds of Hyperspace. guy or girl is the bane of the GM’s existence and
has to be the best at everything. Or at least they
Ion Burn: It’s illegal to employ Ion Engines in
try to be, generally to the dismay of the other
a Planetary Atmosphere. However, if you do,
players. Typically they choose some sort of
this drastically increases a craft’s performance.
super alien race that has damn near every power
• Take the Cautious Speed of a Craft and triple
in the galaxy.
it (Atmosphere 800 Km/H = 400 Km/H x 3 =
1,200 Km/H). This becomes the base, I have done my best to neuter the gaming
Atmospheric speed (which can then be Munchkin. In my Species section there are
escalated up to x4). ample examples of how I have balanced various
• An Ion Burn ignites the atmosphere around races of the galaxy. It will give you a good idea
it, in many cases causing particulates in the how to do it for any Munchkin Alien species a
atmosphere to reach combustion (explode). player decides to choose.
Leaving a burning trail of radioactive
Mundane: Someone who cannot use the Force
particles in it’s wake. An Ion Burn will
or become Force Sensitive. It is functionally
detonate the atmosphere in any fuel rich
similar to being Force Sensitive on the opposite
environment (Star Port).
end of the spectrum.
Lethality: This refers to escalating damage
Natural Defense: This is a value that is derived
based upon your success level or amount of
from the Dexterity attribute for individuals and
points you exceed a difficulty roll by.
makes up the base target number to hit them. It
Lightsaber: An incredibly simple, deadly and is derived by 1 point per pip of attribute. Thus a
elegant weapon common to Traditional Jedi. It’s 2D Dexterity NPC would have 6 points of
blade is one of “bent” light. It’s a Plasma beam Natural Defense (meaning the difficulty to hit
folded onto itself. There is, perhaps, no more them is their Natural Defense of 6 + Range +
deadly a weapon in the galaxy than one of these terrain modifiers).
when wielded by a Traditional Jedi.
Null Force: generally referring to an object or
Limited Force User: These are individuals with area that is either immune to the Force or blocks
very weak connections to the Force. They don’t it. True Null Force objects are incredibly rare
register as Jedi and their benefits are limited. and effectively indestructible from anything
However, they can pursue a bit of Jedi and Raw other than being thrown into a Sun or Molecular
Jedi training, though they excel at neither. Furnace.
Maximum Sensor range: The absolute Null Force Attribute: The opposite of a Force
maximum range your sensors can reach in Space Attribute, representing the rough power level of a
Units that doesn’t yield good sensor readings. being or Character that can effectively combat
Targets are often “fuzzy” if not completely Force Users without being a Jedi. This attribute
indeterminable at those ranges. Best example: offers the bearer incredible levels of resilience to
the battle of the Enterprise vs the Reliant in the Force Related Abilities and can empower those
Mutara Nebula in the Wrath of Khan. skilled enough to be able to fight and hinder one
or more Jedi simultaneously.
Meters Per Round (MPR): This is the
calculation that converts Kilometers Per Hour Proton Warhead: These are small explosive
(Km/H) into the distance a vehicle can travel in a charges. A Snubfighter’s Proton Torpedo
5 second Round. Take the Km/H and divide it by Warhead is the size of a thick Sharpie Marker
3.6 to get the Meters Per Second, then multiply Pen. I’m listing this here because I used this 9D
this by 5. Static Snubfighter Scale warhead, in a Fizzy
Glug bottle, detonated with a Comlink, to kill
Missile: A unit of military ordinance that is
two Royal Guardsmen once.
more robust in size and abilities than a Torpedo.
Missiles possess greater ranges and tracking PTP Link: An archaic version of a Comlink.
ability than Torpedoes do. They are most Allowing for communications in short range (1
commonly called Concussion Missiles, though KM) between units. Generally untraceable and
other warheads are known to exist. un-intercept-able in eras with Comlinks.
Requires cellular like towers for enhanced

15
ranges. Character, Craft or Structure. Firing at scales
above yours are easier to hit, whilst being much
Pulse Wave: An older energy based technology
tougher to damage. Firing from a superior Scale
typically associated with archaic energy
at an inferior one is much harder to hit, but
weapons. It’s considered by some to be a “dirty”
delivers more damage. Some larger scale
technology. There is no stun setting, and it is
weapons are AoE.
similar to disruptor technology, though more
refined. Several subsequent shots by a Pulse Shields: The term refers to an energy barrier
wave weapon will disintegrate an adversary. The that is capable of deflecting both Energy and
blasts unravel targets at a molecular level. Physical weaponry (unless otherwise noted).
Found on many older starships. Typically found on starships. However, personal
shields and those on other vehicles do exist.
Quixotic Jedi: A Jedi Subclass that can only
Access the Sense Advanced Skill under their • Hard Shields: perform all the function as
Force Attribute. As such they are a powerful, standard shields, however, they also Ablate
focused, Sense oriented Jedi. These are oddball damage as armor does. Which means a
Jedi that follow some strange notions that tend to portion of the delivered damage is reduced or
be incredibly effective. redirected prior to impacting the durability of
said shields.
Rail Weaponry: Also known as Mass Drivers
and Gauss Weaponry, these less advanced but no Snubfighter: This term is something one of the
less lethal weapons accelerate metal slugs with pilots during the briefing for the Death Star Run
magnetic rails to near light speeds. They deliver (Episode IV) used to refer to Starfighters. The
incredible damage and are all Burst Fire capable. term stuck and we’ve essentially replaced all
references of Starfighter with “Snubfighter”.
Raw Jedi: A Jedi Subclass that only relies upon
their Force Attribute to power their abilities. It is Somatic Jedi: This is a Jedi that is only capable
essentially a Jedi Spellcaster. They have access of using the Control Skill under their Force
to On the Fly Sorcery. This is a Sith Alchemist Attribute. They are highly focused and receive
effectively. some incredible bonuses as a result (Similar to
how a Quixotic Jedi can only use their Sense
Recording Rod: This is not simply an audio
Skill).
recording device. It is a fully featured “cam
corder” that will record video at high resolution Space: The relative speeds of a Craft in Space
(there are more professional cameras, this is the (Units) as well as the effective ranges of
size of a hand held microphone). Recording weaponry in Space.
Rods are capable of accepting data cartridges for
Space Bomb: A unit of military ordinance that
enhanced storage, however, they tend to have 5
is completely unguided. They don’t possess any
days of power and enough storage integral to the,
type of propulsion system other than a magnetic
for 24 hours of audio content or 12 hours of
lock-on system and use the momentum of the
audio and video.
craft “dropping” them to reach their targets.
Rocket: A unit of military ordinance that is They are actually ejected from the craft that is
cheap to fabricate and field, that possesses no “dropping” them. These Incredibly deadly
guidance system. It is a “dumb fire” weapon. weapons carry huge explosive payloads and are
They tend to carry large warheads and there is dangerous to use. A snubfighter hugging a
also a “heavy” variant with even more explosives Capital Ship’s hull whilst dropping them can be
crammed into the rocket. obliterated by their subsequent detonations.
They come in many varieties.
Round: A unit of measurement that is
associated with the amount of time available in Sorcerer: Refers to a type of Jedi that can only
an action sequence. A Round is 5 seconds. used the Alteration Skill under their Force
These can also be referred to as “Combat Attribute. They are incredibly focused and
Rounds” since this is the time in which heroes receive incredible bonuses to use their abilities.
and adversaries will act vs one another. Each They are prepared Force Users and must have a
having one Round in which to act. list of Spells that they can cast from (the spells
must be formally crafted like powers and a finite
Scale: Determines the relative toughness of a amount can be memorized daily).

16
SP: Skill Specializations, focused, singular skill multiple “stutter” shots (better known as Burst
areas that increase at half cost. Fire weaponry) at them that overload their ability
to pick singular targets out of the “air”. One full
SPD: Snubfighter Point Defense. This value is
burst (splitting the fire control on an X-Wing’s
the amount of inbound military ordinance
quad guns and making 4 single action shots) will
(Missiles and Torpedoes) that a craft can shoot
disable a Void Generator (Dovin Bassal) for one
down if they have given the order to use point
Action. Allowing opposed fire to pass the device
defense guns exclusively to target missiles and
and strike it’s intended target. Expert pilots
torpedoes.
would spray 4 single shots at a targeted Vong
Static: This term refers an escalation of a Snubfighter and then follow it up with a full
weapon’s power. This value typically adjusts the Quad (Linked shot). Detonating Torpedoes or
damage of the weapon in question up by 50% Missiles before they reach the Void generator
and is highly resistant to changes in Scale. As with a Free Action will also overload the
such, Scales above that of the Static Weapon Generator for 1 Action.
only penalize the damage delivered by ½ of their
• The practice of defeating these devices was
typically rating.
not discovered immediately. It required a lot
Synthrope Dispenser: A small, high tech of trial and error and cost a significant
disposable device, that contains a liquid agent amount of lives against the Yuuzhan Vong.
that instantly coalesces into military grade rope
• This level of dedicated, concentrated, fire is
as it is dispensed (literally being pulled out as a
both dangerous and incredibly difficult to
small, highly durable, rope). These devices
perform with out dedicated systems like burst
typically contain between 50 and 100 meters of
fire cannons.
rope.
• Some weapon systems would be found, later,
Torpedo: This term defines a unit of military
that effectively nullify Void Based
ordinance that is generally small, yet carries a
Technology. Items like Beam Tubes
heavy explosive charge. Typically more
effectively turn the Void Based Tech into
powerful than Missiles with less range and either
standard shields. The issue here is that Beam
limited or no guidance. Most commonly known
Tube technology was only largely
as Proton Torpedoes. Though other warheads do
manufactured in the time era associated with
exist.
Xim the Despot (25,000-ish years ago) and is
Ultra Heavy Weaponry: Incredibly expensive only in common use with the Tionese Unity,
to manufacture, incredibly deadly. Typically which is a spiritual reformation of Xim’s
found on some Capital Ships due to power Empire, minus Xim the Despot.
requirements and size. They defy standard
White Current: An alternate view to the Jedi
weapons ranges, often capable of firing out to
that focuses on illusion. Their connection of the
maximum sensor range. These weapons ignore
Force creates incredible illusions that typically
many common modifiers like Armor Ablation
don’t effect the physical realm. They are an
and Shield Mitigation similar to how Death Star
incredibly focused offshoot of the Jedi Alchemist.
Scale Weaponry does. Ultra Heavy weaponry
incur targeting penalties for any craft below a
certain capital ship size.
Vehicle Defense: A defensive rating that
typically determines the base level of difficulty to
hit a vehicle. It is derived from pips of the
Mechanical Attribute in the same fashion that
Natural Defense is determined from Dexterity for
Heroes.
Void Based Technology: An advanced “black
hole” like technology capable of generating
small singularities that absorb everything fired at
them. Commonly found on Yuuzhan Vong
starships, one way to overload them is to “spray”

17
Preface betrayed by his “protege”.
Lucasfilm president Kathleen Kennedy stated the
A long time ago, in our galaxy, on the planet Star Wars sequel trilogy films are incredibly
Earth a man named Daniel Scott Palter founded difficult to make because they don’t have “source
West End Games. It was 1974, to be precise, material,” and they don’t have “comic books.”
thirteen years before they acquired the Star Wars Kennedy was asked by Rolling Stone if the final
License and released the first edition of the Star entry in Disney’s Star Wars sequel trilogy was “a
Wars Role Playing Game. particularly hard nut to crack.”
The First Edition books had been out since 1987. She responded:
I had only played one game with the first edition “Every one of these movies is a particularly hard
prior to picking up a copy of the 2nd Edition in nut to crack. There’s no source material. We
1992 when I was graduating from High School. don’t have comic books. We don’t have 800-page
The 2nd Edition Revised and Expanded book novels. We don’t have anything other than
came out in 1996, with West End Games going passionate storytellers who get together and talk
into bankruptcy in 1999, due to mismanagement. about what the next iteration might be.”
More importantly, WEG established the https://www.superherohype.com/movies/472176-
foundation of the Expanded Universe for Star kathleen-kennedy-claims-star-wars-films-have-
Wars. This material was considered to be so no-source-material
authoritative that when Timothy Zhan set out to
write the Thrawn Trilogy, Lucas Arts sent him an This brings me to the core of the 4th Edition D6
Star Wars RPG I have Written. It draws heavily
entire box of West End Games’ Authored
from all the source materials that Kathleen
Expanded Universe material. He drew heavily
Kennedy says doesn’t exist.
from this basis of material in his novels.
The Expanded Universe is so vast that it spans I started this Edition in late 2018, 4 years later
I’m almost done. I took the best elements of my
droves of novels, over thirty years of material
D6 3rd Edition (released in 2016) and amplified
and dozens of fan made books that pay homage
the core mechanic to a new level. The game
to the basis that WEG laid out in their D6 Star
Wars game setting. It is a universe of adventure retains all the depth and complexity of the
previous edition with many elements streamlined
and stories that is still written for in the form of
to allow for ultimate player choice and
what Disney (who acquired the license to Star
customization. The game can be played in a
Wars) calls “Star Wars Legends”.
traditional sense and all the values in the book
The Expanded universe is so loved by so many translate seemlessly to 2nd Edition should you
that the Fandom Menace, effectively, was choose to have a classic West End Games Star
spawned from the group of die-hard fans (and Wars experience. Furthermore, the system is
there are millions of us) that have lived and compatible with my 3rd edition (Starships have
breathed in this setting most of our lives. For changed in durability a bit) and any other Open
those of you that don’t know what the Star Wars D6 project that exists out there as well (Like
Fandom Menace is...well it’s essentially millions REUP).
of super nerds who debate endlessly about all the
old Star Wars material and have been carrying In 4th Edition Attributes are diluted down to flat
bonuses and derived ratings. They are still rolled
the torch of supporting the franchise and keeping
for some tests (like Perception) at times. Skills
it relevant for decades. Now, they are the core
all start at 0, climbing 1 pip at a time. Multiple
force behind being utterly disgusted with how
actions are limited by your skill dice and the new
Disney mismanaged the franchise. Essentially,
system slows the pace a bit, but in my experience
flushing the entire Expanded Universe down the
most players couldn’t handle the old system
toilet (yet authors still write for it).
anyway. The system will climb into cinematic
Possibly the most famous blunder to date action properly, over time.
involves the keeper of directing Star Wars into
I sincerely hope you enjoy my labor of love.
the future, Kathleen Kennedy. A woman that had
been handed the reigns of the franchise from LegendaryExGamer
George Lucas himself and was subsequently November 13th, 2022

18
Introduction The setting is for new heroes, other than those
that we all know and love from the movies and
This is the 4th Edition of Star Wars the books. Here you can play your own flavor of a
Roleplaying game. A direct successor to the 3rd Smuggler, Jedi Knight and even Imperial
Edition and a spiritual evolution of the West End Troopers. There is no limit to the amount of
Games D6 Star Wars 2nd Edition game setting. flexibility you will have here other than
Previous iterations of the game (3rd Edition) had limitations of the time period like how some time
periods will feature few or no Force Users/Jedi.

referred prospective players to do their own


research and become familiar with the old 2nd In Star Wars 4th Edition, each player creates a
hero who begins at an introductory stage in their
Edition rules which were widely available, while
evolution. Some games may allow for more
out of print. This time around, we will be
advanced or less advanced heroes. The
guiding players and Game Masters through the
entire process as the game system is it’s own introductory stage of the player’s heroes is
important to note. This is merely a starting
beast. It has become distinctively different
point, regardless of whether or not the hero
enough that the entire process requires the full
began as a criminal. That hero can evolve into a
treatment of hand holding and deep explanation
Jedi Knight over time. The only limitation for a
(and maybe, just maybe, the author finally pulled
player’s desire to change or evolve is the GM.
his head out of his ass to do some explaining).
Game Master (GM): One of the players assumes
The Star Wars universe is all about endless
this role. Ultimately, you are the story teller for
adventure, ultimate player choice and player
driven destiny. A Game Master can develop any the overarching narrative that sets the stage for
the players. Your story can be a linear
sort of narrative they wish as a backdrop for the
experience or it can be quite flexible and even
setting, however, ultimately your players will
player driven. It is up to you on how you
make and break your setting. The best possible
structure your stories, villains and challenges.
outcome is when players write their own stories,
allowing the GM to develop story for them on
There is no end to the amount of adventures you
the fly and enjoying in the story just as much
can have in this setting. There are no constraints
(rather than it being a chore of game
that prevent you from flying from one side of the
preparation).
galaxy to another or even delving into unknown

19
regions. The Star Wars universe, regardless of hero. Sometimes Death is an excellent
the past 20-30 years of source materials, has finalization to a story. Ultimately, death is not
plenty of room for your own heroic legends to recommended unless the players are being stupid
exist within it’s framework. (it happens) or it is an act of selflessness to save
others. Death may be staved off in a number of
Let’s paraphrase something I enjoyed reading ways, being placed in stasis, being the recipient
from the D&D core Book. There is no winning of “Transfer Force” or any number of other
or losing in the Star Wars universe. This is your techniques including cybernetics. You can cheat
story, this is your evolution and endless death in the setting quite readily.
adventure. Here players work in unison to
accomplish great deeds and to put an end to A Galaxy of Adventure
unjust regimes. Whether that be fighting the
Empire or the Hutt Syndicate, it does not matter. There are hundreds of locales in the Star Wars
The GM creates challenges for the players just as Universe and all of them are gateways to nearly
much as the players themselves can create their endless adventures. These adventures begin with
own challenges and drive the narrative by their your player’s choices on the types of heroes they
own actions. want to play. Whether that be with a Smuggler,
Jedi, Rebel Spec Force Operative, Imperial
Your heroes can, actually, die in this universe. Assassin, Warship Commander, Snubfighter
However, the end of one hero’s story in this Pilot, Guild Leader, Droid Hero, Starship
fashion can just as easily give birth to the next Mechanic, etc. It does not in the slightest bit

20
matter. All of the above professions are starting Starship Combat.
points that allow players a basis of ability. It is
• Chapter 14 details starship tactics, weaponry
up to them to evolve their roles in the galaxy,
and Scale (size and potency of things)
whether they be for good or ill.
• Chapter 15: Starships of the Galaxy with a
The game setting exists in large part, in the Star good amount of them from all eras of play
Wars galaxy. Other portions of the game can (refer to the starship guide for more)
very easily exist outside it bounds, thus there is
• Chapter 16 details vehicles, like walkers and
no actual limit. However, many systems on the
speeders, as well as heavy installations like
galaxy map will have detail and many will not,
Golan Defense Space Platforms and
and that is where the GM comes in. I highly
planetary bases.
recommend heading out to Google and looking
for Star Wars Galaxy maps (there are many) • Chapter 17 details stock droids that are not
ultimately you want one that offers vast detail player characters, though they may be owned
and zooms in (the map to the left is actually quite by them.
limited compared to some of the PDFs and • Chapter 18 covers running the game as a
image files I have found simply searching for Game Master and includes GM rules, setting
“Star Wars Galaxy”) There are a myriad of game information, planetary systems, construction
supplements that are for the 4th Edition (updated rules and more.
3rd edition source books), as well as others, that
present details on a number of the systems that Game Dice
you find in the Star Wars Galaxy. With a little
research you might just find an incredible The game uses Six Sided Dice, commonly
amount of detail available for your stories and available almost anywhere. We call them “D6”
game challenges. Much of this detail can be in the game system and it’s where the game
readily found on D6 Holochron and system derives it’s name from “D6 Star Wars”.
Wookiepedia. Examples of game supplements There is a really good chance that you already
that are available to interface with the 4th Edition have some from one board game or another even
directly are: The Starship Expansion, The if you aren’t a gamer! However, in the event that
Tionese Unity Sourcebook, The Corporate Sector you don’t you can acquire them rather cheaply
Guide and this book’s own system detail. Any from almost any comic shop and/or online. It is
other D6 Sourcebook is also 100% compatible, recommended that you possess at least one D6 of
you might just have to adapt some of the differing color. This is for a “Wild” die, more on
statistics yourself. that in a moment.
Anything you actually roll for will be in D6. The
Using This Book typical values that you will be rolling on a
regular basis will come from your hero’s
Star Wars 4th Edition is divided into several parts. Attributes. You will roll a number of six sided
• Chapters 1-6 detail hero creation dice corresponding to any given Attribute +
• Chapter 7 contains Weapons and Equipment
• Chapter 8 detials Cybernetics and Bioware
• Chapter 9 details the Force and a variety of
different Force Practitioners (Different kinds
of Jedi)
• Chapter 10 details Null Force Wielders (Anti
Jedi)
• Chapter 11 details Martial Arts and Advanced
Melee Combat Styles.
• Chapter 12 details Elite Path Enhancements.
• Chapter 13 details Personal, Vehicular & Skill. These rolls will be tallied with the
corresponding skills and amount to a certain total

21
that will be necessary to accomplish tests/reach deflection of damage that might otherwise
target numbers in the game to perform a hero’s destroy your ship.
skills.
• A roll of 1 is a “Botch” or Mishap. In which
Typically, players will be rolling between 1 and 5 case something interesting happens. Not
dice. Some tests will be doubled, requiring always bad, but typically carries with it some
players to roll between 2 and 10+ dice (using a sort of penalty. This can be as simple as
Force Point). adding 3 to the difficulty of a test or more
cinematic like your gun runs out of
The Wild Die ammunition at an inopportune time. It can be
I have been on and off the fence about the a deflection of damage or any number of
implementation of the Wild Die for the past 20 things (GM discretion). However, rolling a 1
years. While I think it’s a fundamental of the on a Wild Die does not always result in a
WEG D6 experience I never liked how it was failure.
one of the Dice in your dice pool. In 4th Edition • If you choose to accept the botch the 1 from
it is removed from your direct Dice pool and the Wild Die is added to your total and
only adds or subtracts from your end result if you something interesting happens.
roll a 6 of a 1.
• If you choose not to accept the botch, you
This can be treated as an optional component, remove the Wild Die (1) and reduce your end
however, I strongly recommend you leave it in test result by 3. This can result in outright
your games for as much random flavor as failure or in the case of highly skilled
possible. characters (4-6D+) more of an
inconvenience.
Classic WEG: One of your D6 is designated
as a “Wild Die”. In classic WEG Games this Recommended usage: Have the players simply
Wild Die is one of your dice in every dice pool tell you how many times they achieved a roll of
you roll. six “I got 2 Wild results” or that they rolled a 1 “I
• A roll of 1 is a Botch and you can take it and got a Botch/Mishap result”. Then you as the GM
add it to your total but something interesting determine the outcome.
happens like a gun jamming, or running out This way the GM can dynamically alter the
of ammo, or 5 is added to your difficulty. outcome and at their discretion can change that
• If you choose not to take the Botch then you +3 into a 1D bonus or a 10 point increase in
remove the Wild D (1) and one of your other damage. Possibly, a -1 to -3 DR in difficulty or
dice with the highest roll. any number of other beneficial things.
• On a Roll of 6, the D “explodes” and you In the event of a botch/mishap the GM has more
keep rolling (every additional 6 allows you to license to cinematicly alter the flow of events or
roll it again). You add the full total to your simply dismiss the issue entirely. Because some
test result. mishaps are truly immersion and story breaking
4th Edition Use: The Wild Die is a separate and need not penalize the players.
D6, that adds/subtracts nothing from your roll
unless you roll a 1 or a 6 on it. If Players insist on tracking it themselves, this
will simply add or subtract 3 points from their
• A roll of 6 “Explodes” and you roll again totals.
(and can keep rolling on each additional roll
of 6). For Each consecutive roll of 6 The Story
(including the first) adds 3 to your result. (3
Pips represent a Full Attribute D). The setting consists of stories (adventures) that
the players set out on with their Heroes. These
This kind of Wild Success may not simply carry stories take the shape of galactic conflicts,
with it a 3 point boon per escalation of your roll. spanning the entire galaxy. While other stories
It can be an amazing boon, possibly being able to are much more personal.
squeeze out even more shots from your full
automatic blaster than you expected or doubling It’s recommended that any prospective GM craft
the fire rate due to a rare circumstance or even a

22
specific story elements that branch off directly An NPC is a Non Player Character, for those not
into the backgrounds of individual players. This in the know. These NPCs are controlled by the
allows player to have their time in the spotlight GM and the are essential for hero growth. It is
and for personal, character growth. While here that many players do not even attempt to
conflicts can be galactic in their span, many other ask “Hey, GM, can I see if the local oppressed
stories are told on an individual basis focusing people will follow me in attacking the Imperial
on just a couple brave heroes. These conflicts Garrison?” Your players can use their skills of
may be very deadly snubfighter battles, one on persuasion to gain followers and even henchmen
one against pirates, specific rivals and even that will follow them into hell and back (over
unknown (unencountered) adversaries. time). It could mean the difference between
success and failure. This is Environmental
The players will encounter puzzles, ruins of long Interaction, where players ask the GM for
dead civilizations, and creatures from bygone information or detail on any number of things
eras as well as their own. Threats from without from the in game puzzle to how best to fix things
and within can be dealt with by any group of “What’s wrong with the Repulsor Coil, can I
heroes. Perhaps, they will be fighting against a repair it?” Many GM’s will leave enough of
local crime syndicate or even tackling how to their narration open for players to ask questions
hunt down and eradicate a Rebel Cell (as (in non linear games).
Imperial Agents). Deep space, so to speak, is the
limit here. Whatever you can conjure, will Space Drama / Opera: Space Opera is defined
further the narrative. However, there are four as a sub-genre of science fiction that emphasizes
tenets of a good Star Wars Story. space warfare, melodramatic adventure,
interplanetary battles, chivalry / romance and
Personal Journey: Each Hero needs to have risk-taking. Most good Star Wars narratives will
their personal time to shine and their own story inject some manner of this into their story arc
arc either fleshed out in a player driven fashion directly or even into individual hero story arcs.
or with the aid of the GM. The very best Star Not every story will center on this, but it’s
Wars stories are ones of the journey it takes to recommended that GM’s keep their options open
become an accomplished and renowned hero. and are capable of adding it in. Nerds need their
For many of us gamers it’s all about the personal, space romance / tragedies ;).
heroic, journey. It’s what we live and breathe.
This is the lifeblood of a roleplayer. A full story arc will include adventure,
exploration, NPC interaction, romance, rivals,
Social Interaction: This game is about cause and effect, combat, space battles, vehicle
camaraderie with friends and enjoying one chases, traversal of hostile environments,
another, playing off of one wildlife encounters and
another and working together threats, etc. Just because the
to achieve goals. This is players aren’t Luke or Leia
Social Interaction, Skywalker/Organna doesn’t
Roleplaying is a social “Sport” mean their stories can’t be just
and it’s not for everyone. The as epic or important. The
talented few of us that love Starwars Universe is a vast
Roleplaying can envision the one, with plenty of room for
stories we take place in all the Lukes, Leias, and Han
without visual aids. Solos, Boba Fett’s and Darth
Furthermore, GM’s need to Vaders you want to cram into
encourage their players to it.
work together as opposed to
against one another.

Environmental Interaction:
The most oft overlooked
aspect of Roleplaying is for
players to interact with NPCs.

23
Step-by-Step Hero Creation Difficulty Ratings
The first step in your journey in the Star Wars This is the core of Star Wars D6 Roleplaying.
universe is to create your Hero. Your Hero is a All your tests will be determined by the
combination of game statistics, character “Difficulty Rating” or “DR”. This is the actual
templates and whatever backstory your difficulty to perform a task. Furthermore, this
imagination can conjure up. You choose a race, difficulty can be modified up or down by a
an early developmental path, your Starting number of things. It can be reduced directly by
Profession, your Social Standing and finally the use of Complimentary Skills (discussed later)
place your own spin on the character during the and a myriad of other factors like the
customization phase. Your character’s environment, terrain, wound level, etc.
personality and appearance are created as well
It is expressed as follows: +1 DR, -1DR, etc.
and it’s all up to your imagination and personal
DR 27 (+1 DR = 30), DR 40 (-1DR = 30).
creativity.
Standard Difficulties:
The Basics Very Easy 6
Character Points: (Experience Points) Easy 9
Character Points are awarded and used to raise Average 12
Skills and Attributes. Skills can only be
increased by a single pip per game session. Moderate 15
Difficult 18
Furthermore, they can be applied to increase the
result of any Skill (or Attribute) test. In this case Very Difficult 21
they add +3 points to any test per Character Point Challenging 24
spent. There is no limit to the amount of Arduous 27
Character points you can spend other than the
amount you possess. Exceptional 30
Remarkable 40
Skills are increased in Pips, and begin play at 0- Heroic 60
2D. Increasing a skill from 1D to 1D+1 costs 1
Character Point (increasing a skilled area with no Epic 90
D-Code is also 1 point per pip: +1, +2, 1D, Legendary 120
1D+1, 1D+2, etc.) Immortal 180
• The cost of advancement: is always the value Rakatan 240
before the “D”: 3D = 3 points per pip, 4D+1 Celestial 360
= 4 Points per pip, 5D+2 = 5 points to raise it
to 6D.
• Skills Always increase as +1 Pip, +2 Pip, Die Commentary About the Difficulty Ratings:
Increase (3D+1, 3D+2, 4D). The method by which the core difficulties were
derived is based off of a Base 2D (NPC)
Attributes can be increased at a cost of 10 times attribute. So, in order for your average galactic
their Die Code. Thus a 3D to 3D+1 attribute denizen to be able to perform a very easy skill
increase costs 30 Character Points. (highly repetitive tasks or professions) they:
Time (Rounds): We break the actions you take Require the Skill in the skill area (otherwise
down into rounds. Each round typically they suffer a +3 to the skill difficulty).
represents a couple seconds, generally speaking, Their 2D Attribute gives them a 6 point basis
figure on 5 seconds, GM discretion. Some tasks for performing anything they are skilled in.
will take hours/days/weeks/etc to complete, and
while you only roll once that’s not a round ;). Thus Very Easy Tasks can be performed by a
That’s just an extend period of time. If you’re skilled NPC (with no D in the skill itself).
building a Droid, Lightsaber or a Starship, it will
take a while. WEG Standard rules have the core difficulties
of the game based off 5 point increments

25
(generally). If you want to use this book for a Classic WEG Star Wars Optional Rule: You
Classic WEG Star Wars game, then you kick can choose to stack the character’s Attribute with
most difficulties to the nearest 5 point Increment their skills to allow for more actions to be taken
(Very Easy goes from 6 to 5, Easy goes from 9 to in a round. In this instance the base success
10). Classic WEG Difficulties should be 5, 10, rating is invalidated and replaced by raw rolls.
15, 20, 25, 30. Furthermore, all defense ratings are also
eliminated and you must evade with dice rolls.
Actions Free Actions
Most Roleplaying games limit the amount of
Every hero begins play with 2 Free Actions.
actions that a player can take by level. This is a
These are functions that any Hero can perform
skill based game, the only limitation is the
that don’t require them to take multiple actions
penalty for those multiple actions. Your first
(and thus a multiple action penalty). They range
action is not penalized. Every action after the
from drawing a blaster or a sword, reloading,
first performed subtracts 1D from your dice
issuing tactical orders and commands to parking
pools.
Force Powers that your Jedi or Force Witch has
For Example: If you perform two actions, all activated/cast and wants to keep “up” (or active
skills suffer a -1D reduction. in the background). Most characters in the Star
Wars universe will possess from 0-2 of them.
Full Action: If the hero only performs one NPC characters typically have none, while more
action in a round the difficulty to perform a given advanced ones can have 1-2 or more.
task has no penalty. • Think of Free Actions as your Mental
Capacity for Multitasking.
Multiple Actions:
• And simple actions that take a few (1-2)
Multiple Action Difficulty Penalties: seconds, or less, to execute.
First Action: No Penalty
Second Action: -1 Skill Dice These are everything you are thinking about and
Third Action: -2 Skill Dice actions so simple they don’t penalize you for
Fourth Action: -3 Skill Dice doing them, like opening a door or flipping a
Fifth Action: -4 Skill Dice light switch. After initiating Tactics and
Sixth Action: -5 Skill Dice Command with an Action, you can make in the
Seventh Action: -6 Skill Dice moment alterations to your Tactics and then also
verbalize the changes (Command) to your
• The the amount of actions you can take is is subordinates.
the amount of Dice you possess in a skill.
Once you deplete the skill Dice you can take List of Common Free Actions:
no further actions and the success of those • Drawing a Weapon
actions rests solely upon your base attribute’s • Reloading a Weapon
success rating. • Re-Issuing Orders (After initial Action)
• Re-Assigning Tactics (After initial Action)
• When you run out of Skill Dice in a skill, no • Parking Force Powers (After initial Actions)
additional Actions can be performed. • Aiming for a single (or 1st of a sequence)
Example: Jarvis is a gunman with 4D Dexterity, attack (+1 to hit, per FA + any bonuses your
Gunplay 4D & Dodge 3D. Jarvis declares he weapon provides; applies equally to unarmed
will fire five times. This is a -4D penalty to all and melee attacks it’s just focusing your
actions. In this instance, each of Jarvis’s five attacks)
shots trigger off his base attribute (1 point per • Using Fire Control
pip, 3 per D) of 4D which is 12. The 12 points • Taking additional time to gain a bonus to a
provided by raw Dexterity must be enough to skill, up to 3 Free Actions can be parked for a
defeat the target numbers of the individuals he is +3 Bonus (+1 per FA) or 1 Full Round of
firing at. Furthermore, Jarvis cannot Dodge, as Preparation (does not stack with FA).
his Dodge pool has been depleted and he defaults • Defending (+1 to hero’s Natural, Vehicle &
to his base attribute Defense Rating of 12 as well Force Defense per FA used)
to avoid any incoming attacks. • Angling Shields

26
• Recovering Shields (1 pip per FA) taken from attacks that land.
• Performing, minor, in-flight repairs (like
• For Unskilled Tests: The Attribute is rolled
slapping a seal on a hole in your cockpit)
randomly (with a 3 point penalty for Skills &
• Transferring power to different systems &
9 point penalty for Advanced Skills and
using Auxiliary Power.
Proficiency).
• Taking additional Movement = 1 meter per
Free Action spent. • For Instinctual Actions (don’t use anything
• Having dialogue in combat to scold, mock or to trigger): Like a basic search test based off
just annoy your opponents whilst attempting of pure perception. Or a Blance test while on
to kill/defeat them. a tight rope. Or even a free bonus to evade
• 3 Free Actions can be “cashed in” to perform damage, the result of which is the amount
an additional Full Action with no penalty (nice GMs).
(one that normally incurs multiple action An example of this is if Jim’s Hero has 3D in
penalties), once per game session. Dexterity. Each D6 is made up of 3 Pips, for a
• Likewise, an Action is technically 3 Free total of 9 points. Thus, Jim’s Hero has a base
Actions and can be “cashed in” to award skill test result of 9 + any rolled skill under that
additional Free Actions if ever necessary. Attribute.
This adds to your Multiple Action penalty.
Please Note: Free Actions vs Multiple Actions: Strength (STR) determines a Hero’s raw
Any Skill or ability that you “Park or Keep Up” musculature. However, the attribute defines
with a Free Action does not impact taking, more than simple brawn. It defines certain types
actual, multiple actions: like attacking 3 baddies. of movement speeds, a hero’s ability to endure in
hostile environments and strenuous activity, their
Notes: raw damage soak potential (hit points) and it also
1. Some skills have the ability to be parked, forms the basis for many skills. It is your
actively, with Free Actions after the initial throwing distance as well. Strength determines
test (or round of activation). Aside from Natural Healing, offering 1 Recovery Test per
what was stated above (like Tactics, day per Full D6.
Command, etc) other skills that are more
passive in nature can, likewise be parked like Dexterity (DEX) determines your natural grace,
Sensors & Communications: Commscan manual dexterity and overall agility. It
being a prime example. determines base ground movement speeds and
2. Your hero can accumulate or use number of even aerial speeds for races with wings or Droids
Free Actions (in a round) equal to one per pip with repulsorlifts as their main movement. It
of Knowledge you possess (2D = 6, 3D = 9, defines your personal defensive rating and also
4D+1 = 13). KNO is a Hard Limit per round forms the basis for most personal combat skills.
Perception (PER) is the raw, natural,
The Seven Attributes awareness of any Hero. It defines your view-
able distances, your ability to not be surprised in
There are seven core attributes in the makeup of
an ambush as well as a Hero’s attention to detail
Heroes in Star Wars. They are: Strength,
and ability to notice things that would be
Dexterity, Perception, Knowledge, Mechanical,
overlooked by others. It is yet another
Technical & Force Attribute / Null Force
“container” for a myriad of skills that range from
Attribute. The latter of which is considered to be
social interaction to subterfuge. It’s also the
derivative of the Force and not an 8th Attribute.
average individual’s resistance to the Force.
You get one or the other if you are capable.
Knowledge (KNO) is the Intelligence Quotient
Each Attribute creates the basis for your Hero’s
of any Hero. It covers a wide array of abilities as
success at making skill tests. For each pip of
the blanket basis for nearly endless skill
Attribute Dice you receive 1 point toward the
applications. However, the value of Knowledge
success of your skills. Attributes are only rolled
does not end here. It further defines survival
randomly in certain circumstances:
skills obscure knowledge and Technological
• For Damage Resistance: The Strength understanding. It is a core ingredient and
Attribute’s random roll result ablates damage complimentary to many Technical skills. First

27
Aid and Medicine (Doctors) are tied to this 4D+1 to 5D = 3D+1 to 4D, 4D+1 to 5D
Attribute. 5D+1 to 6D = 4D+1 to 5D, 5D+1 to 6D
1. Your hero can accumulate or use number of
6D is the maximum level of investment prior to
Free Actions (in a round) equal to one per pip
incorporating Advantages that may alter the
of Knowledge you possess (2D = 6, 3D = 9,
4D+1 = 13). KNO is a Hard Limit per round player’s power level (the Attribute begins at a
1D penalty, this can be recovered by buying the
• Per D of Knowledge above 2D gain 1 Free attribute back up manually, during game play,
Action (3D = +1, 4D = +2, 5D = +3, etc). and thus allowing for the player to actually have
a 6D Force Attribute. The cost of this is 10
Mechanical (MEC) is the raw potential ability points per pip to recover the lost D).
a hero has in manipulating machinery on a
personal level. Essentially, this is the Hero’s Notes:
“Dexterity” for piloting craft and riding beasts. 1. Enhanced Attribute: Force Potential 3: Does
Furthermore, it forms the basis of many skills not increase the Force Potential Maximum
that range from craft gunnery to sensor Capacity, only the current level (it saves you
manipulation. an Attribute D investment) like any other
Attribute Enhancement (STR, DEX, PER,
Technical (TEC) is the basis for hands-on etc).
repair skills. It further defines one’s ability to 2. The Force Attribute is a Container for three
become an effective Engineer or modify your skills under it. These Skill Slots can be
guns, armor and ships/vehicles. This is applied purchased for 5 points each. The Skills are:
Knowledge, effectively. While it doesn’t require Control, Sense & Alteration
a keen level of Knowledge to be possessed in
order to be useful, it is completely Null Force Attribute is the polar opposite of
complimentary to the Knowledge Attribute (and the Force Attribute. It represents a lack of
vice versa). connection to the universe. In fact, those that
Force is the basis for determining if a Hero can possess Null Force Presence are considered to be
perform feats of a metaphysical nature. This “Outsiders” to the galactic whole. They don’t
will, effectively, define their raw “Magical” typically fit with any sort of natural existence.
power level. While other attributes “buy in” on a The means by which one acquires Null Force
D of D basis, the Force Potential attribute Presence is typically in regard to a cataclysmic
represents something so powerful that the buy in event/abuse of the Force (the Yuuzhan Vong) or
for it costs an additional Attribute D just to too much Force Potential present (as a sort of
achieve the status of “Force Sensitive” (0D). balancing act, at the height of the Jedi Order).
Essentially, these sorts of individuals are
1D Attribute Investment = 0D Force incredibly rare. Null Force requires less
Sensitive: This is the bare minimum status investment than Force Attribute does, with the
level a player needs to have in order to become a initial 1 Pip granting 1 point of Null Force
Jedi / Metaphysical practitioner. Attribute.
Any investment of attribute dice over this will Investment: Start & Max:
add directly to that value (1D+1 = 1, 1D+2 = 2, 0D+1 to 1D “Mundane” 0D+1 to 1D
2D = 1D) investment. Force Sensitive is 1D+1 to 2D 1D+1 to 2D
required, as a minimum, for any Hero that wishes 2D+1 to 3D 2D+1 to 3D
to become any flavor or form of Jedi. 3D+1 to 4D 3D+1 to 4D
4D+1 to 5D 4D+1 to 5D
• Each additional Full D of Force Attribute 5D+1 to 6D 5D+1 to 6D
adds an additional +1 Recovery Test per day. 6D is the maximum level of investment prior to
Investment: Max Potential: incorporating Advantages that may alter the
Limited Jedi: 0D to 0D+2 player’s power level.
1D = 0D “Force Sensitive”, 1D
1D+1 to 2D = +1Pip to 1D, 1D+1 to 2D Mundane: Is simply the indicator that this is the
2D+1 to 3D = 1D+1 to 2D, 2D+1 to 3D opposite of “Force Sensitive”.
3D+1 to 4D = 2D+1 to 3D, 3D+1 to 4D

28
• The Null Force Attribute completely negates all characters can increase one attribute by 1D
all Force Powers directed at the wielder up to beyond maximum. This can be foregone to
a certain point. It directly reduces the effect allow you to raise your Hero’s Force Attribute or
of any Jedi attempting to employ Force Null Force Attribute an additional +1D.
Powers or Magic against them on a D for D
basis + 2D. Thus their Attribute +2D How to build Attributes
negates Force Attribute Directly and Reduces
Control, Sense and Alter by anything that So, you’re likely wondering how you derive
remains after negating the Force Attribute. those Attributes? Every Hero begins play with
Any Force Attribute Dice above this rating 18D of attributes (that is eighteen D6). These
will function normally against them. Attributes can be broken down into smaller units
called “Pips” which show incremental progress
• This rating also mitigates Alchemical and toward the next tier (a full D).
Lightsaber Weapon damage at 1 point per pip
of Null Force Attribute (including the +2D). This is expressed as: +1 Pip, +2 Pips, 1D, 1D+1,
1D+2, 2D, 2D+1, 2D+2, 3D, 3D+, 3D+2, 4D,
• Mundane Characters Do NOT have Force and so on.
Points. They possess Edge Points: With a
Hard Limit of 5. Functionally Identical to Attribute Advancement: Attributes can be
Force Points with Double the Damage raised at a cost of Character Points equal to 10x
Resistance. They cannot lose these points, their current code rating:
they are always refreshed shortly after use Any Sub 1D Attributes cost 10 points per pip to
(immediately or a couple rounds) or at the acquire the first Full D (30 Points).
start of the next game (GM Discretion).
Note: All heroes can exceed one of their
• Epic Points are burned as normal but maximum Attribute codes by 1D (after character
Function similar but with Double the creation). Advantages, Bioware and Cyberware
Damage Resistance. can also increase the base Attribute above Racial
• Per full D of Null Force Attribute they Maximums.
receive a +1 Toughness Advantage. Complimentary Skills (CS): As with the 3rd
• Beneficial Force Powers, mental Edition many skills can be used in unison to
manipulation and tracking spells and Magic either enhance another skill or lower the
(including healing, disease removal, etc) difficulties of a test. However, Complimentary
never function on them. Skills are activated by using a Free Action, per
Complimentary Skill added to any prospective
• Null Force wielders have a - 3 DR resistance test. Typically, the Complimentary Skill will add
to all toxins and diseases including those of a +2 bonus to the test’s success per Full D of
Yuuzhan Vong Origin. Skill Possessed (depending upon how relevant
• Null Force Wielder’s Bodies reject Bioware. the skill is to the main task, GM Discretion).
Even cloned organs and replacement limbs • In order to apply a Complimentary Skill a
will wither and die. They can only use Bio- Free Action is required per CS applied.
Alchemical Implants (Yuuzhan Vong Tech).
Cybernetic implants can be utilized though
double costs for installation (double penalties Acquiring Skills, Advanced Skills,
too if Yuuzhan Vong). Advanced Proficiency(s) and
• All Yuuzhan Vong specific equipment, Specializations:
vehicles, vessels and weapons will function Skills cost 5 point’s to purchase the skill “slot”
flawlessly for a Null Force Wielder. They (to learn the basics of the skill). There is an
recognize the wielder as kin. unskilled penalty for not possessing the skill slot,
• Yuuzhan Vong War Coordinators (Yamaosks) and it is typically a 3 point additional difficulty.
in your vicinity will grant you bonuses (even • Skill Slots increase by Pips, starting at +1
if you are killing their troops!). (then +2, then 1D, then 1D+1, etc; beginning
players can, however, assign 1-2D per Skill
Force / Null Attribute Limits After Creation, slot)

29
• Randomly rolled and added to your Attribute Rigging). These tend to be relatively quick to
base success rating. implement and inexpensive.
• Multiple actions directly diminish the skill • Engineering is always considered “the right
Dice you have to roll. way to modify things”. However, it takes a
lot of time & money, research, prototyping,
Skill Specializations Cost 1D of initial Skill shakedown testing, more prototyping, then
to purchase at Hero creation, a starting player production and more flaw fixing.
may never have more than three of them initially.
• Likewise, Medicine is Engineering’s
• One starting Skill Die will award three equivalent and First Aid is more akin to
Specializations. Modification, as the base skill (First Aid) it
• After Hero creation and during gameplay, can apply healing but might leave obvious
Specializations can be acquired for 5 scars and have you wrapped in a ridiculous
Character points. amount of bandages vs simply being dunked
in a Bacta Tank for a few days (Medicine).
They increase the Specialized Skill by 1D over
the Base skill, and reduce the cost of Advanced Proficiency: These are buy in skill
advancement by ½ Rounding Up. Increasing the areas that encompass advanced knowledge of a
base Skill always increases the specialization. particular skill set: Capital Ship Proficiency,
Lightsaber/Alchemical Weapons, Swoop
Example: Operations, etc. They are required to properly
• Start: Gunplay 1D: Blaster Pistols 2D use the listed skills with your base, linked skill
without suffering a +3 DR penalty. Advanced
If Gunplay (the base skill) is increased, the Proficiency(s) cost 10 points to purchase and
Blaster Pistols specialization increases as well eliminate the base difficulty of the Skill. In
(pip for pip). previous editions of the game these were
• End Result: Gunplay 2D: Blaster Pistols 3D discreet, advanced skills, there is no need for that
level of complexity.
Advanced Skills: Are purchased for 10 Points
per slot. They begin life as a 1D Skill Force Points: These points are awarded for
heroic actions and brilliant ideas, if one is
• Performing an Advanced Skill, unskilled possessed it cannot be lost under normal
results in a +2 DR penalty to the test. circumstances. However, they can be burned for
• These Advanced Skills function as added effect. There is no cap on the amount of
Complimentary Skills (CS) to a Base Skill these you can possess. They can be awarded for
and reduce difficulty ratings for the standard heroic action, high threat missions, campaign
functions of that skill. In this use case the completion, etc.
Advanced Skills are worth 1 points of • All Heroes begin play with 1 Force Point
Difficulty Reduction per pip of the Advanced
Skill toward the other skill roll (like standard Please remember that acts of heroism do go both
repairs & modifications). The Advanced ways, just because a person serves the Empire
Skill Must be Applicable to the Skill it is doesn’t mean they never get Force Points. They
enhancing. earn them the same way a Rebel might, and for
doing their duty to the Empire as well.
• Likewise, “basic” (non advanced) repair
skills will aid Engineering as Complimentary Benefits:
Skills toward specific Engineering Blueprints • Double All Skills & Attributes for 1 Round
and alterations to a design. • Award 10 to Damage resistance for 1 Round.
Reducing damage from all sources (each
Engineering / Medicine attack). Applies to their Vehicle as well.
vs
• Provide the Hero with 1 Free Recovery test
Modification / First Aid that is usable in that session.
• Modifications are quick performance Force Points Refresh as follows:
enhancers that increase maintenance cycles 1. Used Heroically: Point is refreshed
and can cause problems (like with Jury

30
immediately for use in the next round. level of Darkside a Jedi is required to be
connected to in order to access certain abilities
2. Used to save your ass: Point is refreshed at
(or pursue the path of a Dark Jedi).
the beginning of the next game session.
Darkside Attunement:
3. Used selfishly for personal gain: Point is
• Must be Force Sensitive for Force Bonuses
burnt providing the player with a -1 DR to the
• They can be assigned to exceptionally evil
final result, the point is not refreshed.
payers and NPCs that are not Force
Typical Totals: Starting Hero = 1, Experienced Sensitive. Adding something like the Infamy
Hero = 2-3, Advanced Hero = 4-5, High level disadvantage at an appropriate tier and keep
Game = 6-10+. on stacking more on like Wanted and
No reason to make it impossible to gain these, it Criminal Record as appropriate (the same
all depends upon how the story threat escalates. can be applied to Force Users).
The benefit to a Force User:
Epic Points: These are incredibly powerful
boosts to the hero’s performance for few rounds • Per Darkside Point possessed add +1 to
of action. They should be awarded sparingly for all Force tests, at all times.
acts of ultimate heroism and sacrifice. The Penalty to a Force User:
• These have a Hard Limit of 5, total. • If the bonus is used for Evil purposes
• These points are Burned when used (not fighting your adversaries, freshly evil
acts like melting civilians eyes out of their
• Epic Points Double All Skills & Attributes for heads just because you can), the player
1 Round. is instantly awarded another Darkside
• Adjust your Success Rating (SR) by +1 for 2 Point.
Rounds. Tier 1 Darkside Attunement (1-2 Darkside
• Award 20 to Damage resistance for 3 Points): This level must be maintained in order
Rounds. Reducing damage from all sources to use certain abilities Like the Juyo Combat
(each attack). Applies to their Vehicle as Form.
well. Tier 2 Darkside Attunement (3-4 Darkside
• Second Wind: Provides the Hero with 1 Free Points): This level must be maintained in order
Recovery test that is usable at any time, and to use certain combat forms like Vapaad.
remains until it is expended or: The hero Tier 3 Darkside Attunement (5-6 Darkside
may burn that recovery test immediately and Points): This level must be maintained in order
dispel all negative effects and Heal damage to become a Dark Jedi.
equal to their maximum Strength + any
bonuses (6 points per D, 2 per pip). This Tier 4 Darkside Attunement (7+ Darkside
does not regenerate lost limbs/organs, but it Points): This is reserved for those that have
will seal the wounds and and allow the hero been completely seduced by the fast lure of
to function without penalty from those losses power that the Dark Side can, and will grant.
for 2 rounds aside from running if they are • Darkside Points only give ½ their bonus at
missing a leg! this tier. (2 for +1), and nothing past 10.
• Second Wind with Vehicles: Allows the Hero • They, however, gain a +1D to Force
to repair up to their Mechanical Attribute, as Attribute.
if it were Strength in the example above, to
their vehicle. Notes: Generally Speaking, the player’s
character becomes the property of the Game
The Darkside of the Force Master when they hit Tier 4 Darkside Attunement
This is the path to being seduced by the quicker (unless you’re running a darkside game).
path to power for Force Sensitives. You must be Tier 3 or Higher: Anyone possessing a Darkside
Force Sensitive in order to gain sustained power Point can be “forced” to do something they
from the Darkside. didn’t intend to do. Per Darkside Point
I developed a tiered approach that displays the possessed, a GM can tell a player “no, you didn’t

31
do that, it went like this instead.” This will not Darkside Calling Penalties:
result in another Darkside point but it will
Light Stun: Penalty 3 to all tests for 5 rounds
underscore how the Darkside interferes with
immediately following the round it was used in.
player functionality on a near constant basis as
they go down the rabbit hole. (It can apply to Please Note:
earlier tiers but generally not necessary) Convert Rounds to Minutes or Hours depending
Redeeming: Tier 1 & 2 redemption may not on the situation and how the Darkside is Called
even be necessary, as many combat forms and upon (GM Discretion).
Jedi Paths will equalize the penalties in many
circumstances. However, a Tier 3-4 Darkside Derived Attribute Ratings
Attunement indicates that the character has fallen These describe the statistical values that are
to the Darkside. derived from the Character’s attributes that
define the following:
Redemption requires the tier possessed in game
sessions of in order to redeem (for any tier), two 1. Movement Speed
times the game sessions if the player has been 2. Jumping Distance
seduced (6-8 games). However, instant 3. Climbing Speed
redemption is always on the table for the worthy. 4. Safe falling distance
This involves the player sacrificing their life to 5. Swimming Speed
save another or to take out an ultra high level 6. Damage Soak Rating
baddie. Whether or not they succeed or fail. 7. Weight Allowance
Essentially, this is best characterized by the 8. Dead Lift Maximum
actions if Anakin Skywalker (Darth Vader) in 9. Throwing Distance
Return of the Jedi. Characters doing this may 10. Natural Defense
not even die (GM Discretion) but the pure act of 11. Vehicle Defense
the self sacrifice should allow for a Darkside 12. Force Resistance
Shift of at least one or more tiers. 1. Movement Speed: each pip in Dexterity
• Redemption: Shifts Away from the highest added together is the base movement of the
level of Darkside Attunement by 1 Tier (4 to player character in Meters per round. Thus a
3, 3 to 2, 2 to 1, 1 to redeemed). player with a 3D+1 Dexterity would move 10m
Redemption does not mean inaction. It does not per round. A player with a Dexterity of 2D
mean you will not enter into combat. It simply would move 6m per round base (typical NPC
requires you to enter into combat with good movement).
reason and for the defense of others, never as a • Can substitute Mechanical as the metric by
first option or an act of aggression. If your which the “Base Movement” is derived for
aggression is warranted in order to save lives, aerial modes of travel like Repulsorlift
then that too is allowable. locomotion.
Calling on the Dark Side Base movement is characterized by several
Don’t have to be Force Sensitive to Call on the modes of modifiers:
Dark Side. This grants the individual the basic • Cautious: ½ Base Move
effects of a Force Point (Double Skills and • Standard Move: Full Base Move
Attributes) with none of the additional perks • Running: 2x Base Move
(Bonus Recovery test or Damage Reduction). • All Out: 4x Base Move
This also awards the player a Darkside Point. Please note: The speeds above and their
This can be performed once per Day. escalations apply to vehicles in the same fashion.
2. Jumping Distance: ½ Base Movement;
• Double the Negative Effects to all Non-Force
Can substitute Strength as the metric by which
Sensitive Players after the first use.
the “Base Movement” is derived (using raw
• Even Mundane individuals can do this once strength to propel the jump).
per game session.
3. Climbing Speed: ¼ Base Movement. Can
The player will suffer penalties on the rounds substitute Strength as the metric by which the
following Calling on the Darkside. “Base Movement” is derived (using raw strength

32
to accelerate the climb). • Light Stun(s): A Light Stun result is the first
tier of non lethal damage. It can occur when
4. Safe Falling Distance: Is half Jumping
a weapon delivers damage just prior to an
Distance. Damage is 5 points per Meter in
actual wound and it increases all difficulties
excess of this.
by 3 for only 1 round (whereas a Wound
5. Swimming Speed: ¼ Base Movement. reduces them until healed).
Can substitute Strength as the metric by which Additional Light Stuns will occur at “Wounded”
the “Base Movement” is derived (using raw and “Wounded Twice” Tiers (when the level of
strength to propel the swimmer). stun is delivered by a weapon set to Stun). These
6. Damage Soak Rating: Also referred to as Stun Levels stack (still +3 to +6 to +9) will be
the “Condition Monitor” or “Wound Tracker” dissipated after a number of rounds equal to the
This is the amount of damage your character can Tier (Light Stun 1, Wounded 2, Wounded Twice 3
sustain before being wounded (and eventually rounds) with penalties falling off of -3 per round.
killed). It is a tiered rating that is derived from • Heavy Stun: Occurs when the individual
the Strength Attribute. For Example, if an NPC taking the stun damage reaches
has a Strength of 2D (one point of damage soak “Incapacitated” status in Stun Damage (non
per pip of Strength Attribute possessed), then Lethal, like blasters set to stun). At this
their Soak Rating is 6. Any damage sustained point, the Heavily Stunned individual falls
over that rating determines the level to which unconscious for 2D6 rounds.
they are wounded. 1 point beyond Soak is a
• Heavy Stun (M): (M = Moderate) Occurs
Stun, 2 points beyond is a wound. However,
when the stun damage reaches “Mortally
Strength is always rolled and reduces the
Wounded” status and the individual will
incoming damage BEFORE is is applied to the
convert the rounds from Heavy Stun into
Soak Rating, unless the character is a basic
minutes of unconsciousness.
NPC.
• Heavy Stun (D): (D = Deadly) Occurs
Thus Hero’s and Advanced NPC’s have a Soak
when the condition monitor equals or passes
Rating equal to 1 point per Pip of Strength + the
“Instantly Killed” status. This will convert
Strength Roll. Any damage exceeding this value
the rounds/minutes stunned into Hours. Any
converts into Stuns and Wounds.
additional (the initial Heavy Stun does not
Example: A 2D Strength has a rating of 6. You confer lethal damage) Stun Damage beyond
are you are Stunned at 7 and Wounded at 8, thus this point becomes Lethal and follows the
each additional wound level is reached for every rules for Lethal Damage. This typically
additional 8 points of damage you take. happens when someone is stunned multiple
• There are Five Wound Levels in the times.
condition monitor. Wounded, Wounded
Twice, Incapacitated, Mortally Wounded, Fast Resolution Stun (Traditional WEG):
Instantly Killed. • Light Stun Effects only occur when the
damage is lethal and fails to deliver more
In the above example, a character possessing a than 1 point over Strength (Classic) or 1
2D Strength can sustain a total of 40 points of Point over (or at Stun Result) Condition
damage prior to being killed. Monitor Base.
• Furthermore, the Strength Attribute is always • Weapons Designed to Deliver Stun (or
rolled and used to ablate incoming damage. blasters set to stun): Any Stun Result =
(2D STR = Roll 2D6 and subtract the result Stunned; So, any time you achieve a Stun
from incoming damage prior to applying Result or Higher if playing classic STR
damage to the Condition Monitor). resistance vs damage code of a weapon or my
system of Damage - STR vs Condition
• Stun + Wound (1+1) is always applied to the
Monitor Stun = Stunned (first Stun Tier) for
condition monitor for determining Soak
2D6 Rounds / Minutes GM Discretion.
Ratings per tier and Maximum Soak prior to
death. This is why the ratings are always • Classic WEG Stun Effects are -1D to skills
pushed up by (1 or) 2 points. for Light Stun for 1 round.

33
Mortal Wounds require Force or Medical Allowance is 7.5 Kilograms per pip in Strength.
intervention. It can be escalated (increased) by a successful
1. A Med Pack (applied without skill) will not Athletics test, from 1.25 to 1.5 times. The
stabilize them but will extend the time of maximum level of burden will have other effects
death by a number of minutes equal to it 1 on the Hero like Endurance tests, If sustained for
per Pip of it’s rating, they will require Bacta long periods of time.
Time or a Force User.
• Encumbered Status adds a penalty of 5 to all
2. The use of the First Aid skill will add a
Skills & -1D to all Attributes, and will extend
number of hours to the patients survive
the weight that can be carried to 2 times
ability prior to death (temporarily stabilizing
(double) and at 3 times the weight allowance,
them). This can be bolstered by Medpacks
penalty 10 to all Skills and -2D to Attributes.
and other medical gear at the time of the
skill’s use. 8. Dead Lift Maximum: Determines the
3. Transfer Force stabilizes and allows recovery maximum dead lift the Hero can pull off for short
naturally (STR), or with Bacta/Kolto. periods of time (a number of rounds equal to
4. Force Healing (Accelerate Healing) will how many Free Actions they possess). This is
stabilize a Mortally Wounded Hero. determined by multiplying 15 Kilograms per pip
However, 4 days will be required to recover of Strength.
fully. The Hero will suffer a multiple action Note: If your race is under 1m in height, the
penalty of Wounded Twice for 2 days, amount under that level is the percentage by
improving to Wounded Once for 2 days. which you must reduce your carry and dead lift
5. Reduce Injury (Jedi Power) will convert a weight (.8m = 20% less). Any hero 2m+ can lift/
Mortal Wound or Instantly Killed to carry 10% more weight.
“Incapacitated” and will leave a correctable
injury (Requires Advanced Healing and/or 9. Throwing Distance: There are two main
rehab/therapy) at Mortally Wounded and a modes of throwing for maximum distance in a
permanent injury (Missing Limb(s), Chronic functional sense.
Pain, etc) at Instantly Killed. Magical Direct Throw: 5 Meters per Pip of Strength
Resurrection will follow the same logic.
These are the only abilities that can allow a Indirect Throw: 8 Meters per Pip of Strength
hero to “cheat death”. Note: If your race is under 1m in height, reduce
6. Magical Healing (Subclass Jedi) is identical throwing distance by 50%.
to Accelerate Healing.
7. Specific Magical Action/Spells can fully 10. Natural Defense: Is the base difficulty to
stabilize and allow full recovery in short hit a target. It is determined by 1 point per pip of
order (effectively Transfer Force). the Dexterity & Mechanical attributes. Dexterity
8. A Bacta / Kolto Tank will always stabilize for personal scale encounters, Mechanical for
and heal a Mortally Wounded Hero. vehicle based encounters. Thus a player with a
9. The Medicine Advanced Skill can be used to Dexterity of 2D+2 (8 Pips) would have a Natural
stabilize a Mortally wounded Hero. Defense of 8. This is the base difficulty that
must be overcome in order to hit your Hero in
This is the level at which limbs are lost in combat. Note: If your race is under 1m in
cinematic play. With the above 7 points being height, add +1 to Natural Defense.
stated, Not all Mortal Wounds are death
inducing. A lightsaber will sever a limb, but it 11. Defense: If that player was piloting a
may cauterize the wound instantly. Use GM swoop, speeder, snubfighter (etc) and they had a
discretion on the nature of the injury and Mechanical of 4D (12 pips) they would have a
suitability of it. Be Lenient. Vehicle Defense of 12.
Please Note: Players can always use The Three Modes of Defense:
Character Points, Force Points or Epic Points for 1. Natural/Vehicle Defense: This is the
additional damage soak/resistance. player’s base defense. It is the pure target
7. Weight Allowance: Determines what you number to hit the player or their vehicle most
can carry prior to being encumbered and times. Determined as one point per pip of
suffering action penalties. The weight Dexterity or Mechanical. Cover can also

34
apply here.
2. Augmented Defense: Natural Defense +
Dodge/Piloting/etc. The result is the target
that others need to exceed to hit them. Some
modifiers can apply to this status, like cover
and Terrain. In this instance, all modifiers
apply to the defense of the Hero (Cover,
Range and Terrain Modifiers).
3. Full Dodge/Defense: This is Natural/
Vehicle Defense + The Character’s Dodge,
Parry or Piloting Skill and is a full action
where no other actions are performed. In this
instance, all modifiers apply to the defense of
the Hero (Cover, Range and Terrain
Modifiers).
• The Hero’s / Vehicle’s Base Soak rating
is added to any damage resistance tests.
Thus, a Hero with a 2D Strength has a
base soak rating of 6, which is added to
all resistance tests during a full defensive
action (2D6 Strength + 6). We do not
count the Stun and Wound (+2) as part of
the base Soak Rating.
the example Hero: Cara Dune, from the TV
• The same applies to vehicle defense series “The Mandalorian” and what she would
determined by the Scale of the craft. have looked like at the beginning of her career.
12. Force Resistance: This is very similar 1. Choose a Race
to Natural Defense, except for the fact that you Every Hero begins their development with
can’t bolster this defense unless your hero Racial selection. There are, literally, hundreds of
possesses Willpower or Control (As a Jedi). This playable races in the Star Wars Universe. This
is equal to 1 point per pip of Perception. book will endeavor to introduce you to over a
• Each Full D of Willpower adds 1 point to dozen of them. Others are listed in direct 4th
Force Resistance. Edition Source Books. Yet, others can be
adapted from the myriad and vast amount of
• Each pip of the Force Attribute & Perception source-books and material that exist from the
adds 1 to Force Resistance. original WEG Star Wars book, as well as, dozens
• Control Dice (rolled randomly) add directly of fan made books. Chapter 2 will cover the
to resistance tests. Races in greater detail.
• The Force Resistance of a Null Force User is The race you choose contributes to the overall
their Perception Attribute + Null Force look and feel of your Hero. Not to mention it
Attribute + 6 Any of the Above Applicable can have quite an impact on your Attribute
modifiers. makeup, as well as, racial advantages. These
• Subclass Jedi can use their Chosen Skill as a racial advantages are perks that add bonuses
randomly rolled resource to resist negative skills and abilities the Hero possesses.
Force Powers just like Control (Sense or Cara Dune is a standard human. However, she is
Alter). a bit more formidable than your run of the mill
• Jedi Alchemists will also roll their Force human. She is bio-genetically augmented and
Attribute (in addition to it’s defensive rating she selects that advantage from the list of choices
to resist negative Force Powers). to flesh out her physique. This racial advantage
Building Cara Dune provides a bonus to Strength, Perception and
Dexterity. Racial selection also provides the
Each step forward will build toward fleshing out choice of four starting skill slots.

35
2. The Early Developmental Path capture. This allows her to choose an additional
Cara Dune chooses an early childhood, Advantage as credit. Here she formalizes Sixth
developmental path. This selection provides an Sense, for the first Advantage investing an
additional four skill slots and a perk of choice additional two levels into it (4 point Advantage,
from a list. She chooses Silence, which provides Perfect Sixth Sense). She selects Hyper
a bonus of +3 to Stealth and Hide Checks. This Movement 1, for an additional +2 to her base,
forms the basis of her formative years prior to ground, movement. Toughness 2 (now 3) and
her joining the Rebel Alliance. Accelerated Healing 1 (+1 to Recovery rolls &
+1 recovery tests per day).
3. Choose a Starting Profession
Cara Dune chooses the Rebel Shock Trooper. Recap
Which is essentially a fanatical arm of SpecOps • Each Stage grants you 4 Skill Slots (except
volunteers that take on the most dangerous Stage 5), selected from a skill package each
missions the Rebel Alliance has to offer. This fits stage. Only Stage 5 allows you to fully
perfectly with her background that typically customize what you do with 4 Skill Slots.
operated independently and with no support. It • You gain 3 perk points for starting, racial
is also an arm of the Rebel Alliance that was cast selections, which is how Cara purchased a +1
aside after the Battle of Endor and disavowed / to each of her STR, DEX & PER Attributes.
even hunted for their continued operations.
• This yielded her a 4D+1 Strength, 4D+1
This “template” provides her with 4 additional Dexterity and a 4D+1 Perception, the rest of
skill slots and another perk of choice, which she her attributes are all 2D. She is not Force
selects to be toughness, which adds 1 to all of her Sensitive (after applying 18D of attribute
Damage Soak ratings (increasing the difficulty to dice, more on that later).
be stunned and wounded).
• You gain a light Perk (1 point) for Early
4. Choose Social Standing Development in addition to a 4 Skill
Cara is currently listed as AWOL, having Package.
abandoned her posting with the New Republic.
This impacts her standing with the New Republic • You gain another light Perk at the Starting
and could actually warrant a bounty hunter Profession stage (1 point).
tracking her to bring her to justice/trial. Adding • During the Social Standing Stage she
more flavor to her character she selects criminal selected a minor negative background that
record: AWOL from the New Republic Military. provided her with an extra 1 point perk.
Which worsens her relations with, specifically,
the New Republic and many ex-Rebel soldiers More clearly it can look like the following:
by +3 difficulty. Furthermore, she selects an Stage One: Choose your Race
additional perk level at this stage since she • Add 4 Skill Slots
elected to have a negative Level 1 Social • Select 3 Racial Bonuses or one 3 point
Standing (+3 to DR). Cara Selects Sixth Sense 1 bonus.
& 2 as well.
Stage Two: Early Development
5. Customize your Hero • Add 4 Skill Slots
Here Cara chooses four additional skills of • Pick one Perk from the available
choice and can even trade them in for Advanced selection
Skills or additional Skill Levels. Furthermore, Stage Three: Starting Profession &
she selects one full Advantage. These aren’t Starting Gear Package
weak abilities, they carry power for the • Add 4 Skill Slots
circumstances that they are applicable to. Some • Select one Perk from the available
even increase Attributes (even beyond selection.
Maximums). Furthermore, Cara selects an
additional Disadvantage: Hunted (galaxy wide Stage Four: Social Standing
contract, a 3 point disadvantage), adding to her • Add 4 Skill Slots
background with the New Republic that is is • Some Perks Available
Wanted on (alive) for her abandoning the New Stage Five: Customization
Republic with lethal force only used if she resists • Add 4 Skill slots of Choice

36
• Option to choose a Disadvantage up to 3 increase that Specialization one level to 4-5).
points and another Advantage up to 3
points. Advanced Games:
12 Skill Dice, no more than 3 per skill
The Final Touches 16 Skill Dice, no more than 4 per skill
In order to truly finalize your Hero you need to 20 Skill Dice, no more than 5 per skill
assign your Attribute Dice. All Heroes begin
play with 18D of Attribute Dice. The Racial For Cara Dune:
Template determines what your Attribute We add 8 Skill Dice to Cara Dune’s starting
minimum and maximums can be. Just for the character sheet, with no more than 2 Dice per
sake of further defining what you are looking at skill slot that she possesses. The skill levels can
in the range of Attribute Dice I will present the be used in a number of ways: one can be broken
following examples of what the values mean. into three Specializations, Advanced
Proficiency(s) can be purchased on a one for one
Attribute Selection:
• Heroic Characters begin with 18D of basis with Skill Levels, Advanced Skills can be
Attributes. raised with Skill levels on a one for one basis,
• Generic NPC Characters begin with 12D of etc.
Attributes. All that remains at this point is to determine
• Advanced NPC’s begin with 13-17D of Cara’s Derived Attribute Ratings:
Attributes.
1. Movement Speed
Fleshed out characters from the above attribute 2. Jumping Distance
selection lists will use the full creation process. 3. Climbing Speed
Generic NPC’s will have far fewer skills (mobs). 4. Safe falling distance
Please Note: A 1D Attribute defines your hero 5. Swimming Speed
as having some serious issues (though some NPC 6. Damage Soak Rating
races may have attributes this low). 7. Weight Allowance
8. Dead Lift Maximum
NPC’s typically have no less than 2D in all 9. Throwing Distance
Attributes at their worst. A 2D Attribute is your 10.Natural Defense
base line, run of the mill, score. Unless you want 11. Vehicle Defense
to invite some sort of disaster, or are playing a 12.Force Resistance
specific race (like a Jawa), you should carry no
less than 2D in your lowest Attributes. Cara Dune
In our example with Cara Dune & her focus on • Move: 13 (15 Hyper Movement)
personal combat calls for: Strength, Dexterity • Jumping Distance: 4M + 1.1 Feet
and Perception to be maxed. Placing 4D in all • Climbing Speed: 6.5M
these areas makes her as tough as a Maximum • Swimming Speed: 4M +1.1 Feet
human can be. That leaves her with 6 remaining • Safe Falling Distance: 7.5 M
D to invest 2D in the remaining Attributes of • Damage Soak Rating: 13 (4D6+1 Strength =
Knowledge, Mechanical and Technical which 13 Pips) + Toughness 2 = 15 + Bio-Genetic
make her average in those. Augmentation 1 = 16
Then we add the “Bio-genetically Augmented” Stun: 17 + 4D6+1 (or 17 + 4D6+1)*
perk to her attributes, this allows them to be Wound: 18 + 4D6+1 (or 18 + 4D6+1)*
increased beyond Human maximum to 4D+1 to Wounded Twice: 36
STR, DEX & PER. Incapacitated: 48
Starting Skill Dice: Mortally Wounded: 72
Typically players will begin with 8 skill Dice, Instantly Killed: 90
with them being able to place no more than two • Weight Allowance: 97.5 Kg
D per skill slot. Skill D are worth 15 points and • Dead Lift Maximum: 195 Kg
can be split into three starting Specializations, or • Natural Defense: 13 (4D+1 is 13 Pips).
simply refund 5-10 Experience Points and can be • Vehicle Defense: 6
used to purchase other skill slots (or even

37
• Force Resistance: 13 (4D+1 Perception) • Option to choose a Disadvantage (up to
• Recovery Tests per day: 2 (because of 3 Points) and another Advantage (of up
Accelerated Healing) at 4D6+6 each to 3 point value)
(typically just one at flat Strength).
A starting equipment package will be issued Standard Players (meatbags) can and will begin
based upon her choice of “Rebel Shock Trooper” play with a Blaster Pistol and, possibly, even a
in starting Profession. All starting players being Lightsaber. You can begin play with a standard
with 2,500 Credits for personal customization. attachment or two (GM Discretion) that give
bonuses or can be used in combat (like an Arc
Welder and a Circular Saw on an Astromech
Droids as Player Characters Droid). I would even be more than inclined to
Droids: After struggling with this, for forever, I
have come to the conclusion that there was no allow starting Droid characters to begin with an
good way to balance Droids as player characters integral weapons system if it makes sense for
their Core design.
unless you wipe their core skill packages and
bonuses. Building a Droid was way too Elite Paths
complicated and open for munchkinization. These represent focus areas of enhanced Hero
Thus, if you want to play a Droid, fine, you will development that will take certain Hero builds to
be held to the same creation process as normal the next level. Each Elite Path consists of three
players with some level of modification. You Tiers of focus knowledge: Practitioner, Expert
will chose one type of standard movement that is and Mastery.
in line with the type of Droid you are (other
movement modes can be purchased later and Examples: Ace Pilot, Light Side Jedi, Dark
added / integrated rather easily). Jedi, Ground Commander, Naval Officer, etc.
You came off the assembly line sentient with
some of your core programming and escaped. You can only possess one Primary, one
Secondary and one Tertiary Elite Path. This is
Essentially, you follow their core Skills and one area you want to plan for, because you have
attempt to recreate it, using the skill slots below, limited options. The limitations are meant to
only adding your true personal spin on things prevent super munchkinization of the heroes.
during customization. Even without these Elite Paths you can still
Stage One: Choose your Race: Droid become incredible at each skill set, it will just
• Add 4 Skill Slots take time and skill growth to get there.
• Select 3 points of Bonuses Primary: Has access to all 3 levels of mastery.
Stage Two: Core Design Secondary: Has access to the first 2 levels of
• Add 4 Skill Slots mastery.
• Pick one Perk from the available Tertiary: Has access to only the 1st level of
selection mastery.
Stage Three: Social Standing Martial Arts & Melee Combat Forms:
(This determines if you are Property, The Star Wars Expanded Universe has numerous
Enslaved, Independent, Hunted, etc) mentions of Hand to Hand Combat Styles and
• Add 4 Skill Slots Melee Combat Forms. This is just a formalized
• Select one Perk from the available grouping of the styles and their benefits. Any
selection Hero can be good with pure skill, these focal
points will add style and bonuses to those lucky
Stage Four: Core Skill Package enough to learn them.
• Add 4 Skill Slots
• Select one Perk from the available These are specialized areas of skill that add
selection special maneuvers, defensive capabilities and
make the heroes more deadly in close combat.
Stage Five: Customization / Starting The melee forms were born out the Jedi
Character Package Lightsaber styles (primarily). Most of the
• Add 4 Skills of Choice Martial Arts forms come directly from the

38
setting. choice and a couple light advantages.

A couple of the martial arts forms and Melee The Full rules for Point Buy and Character
combat styles have been added to flesh out builds based off of “Power Level” are in the GM
deficiencies in the setting. For example, basic section. However, some basics that might be
Melee Forms and Brawling Styles fill in niche useful will be re-listed here for your
areas where heroes might not have access to convenience. As far as the “Points” are
advanced martial arts instructors or a Jedi Master concerned, they’re indistinguishable from
to teach extinct Lightsaber Combat Forms. Character Points. Entire Character Builds can be
assembled just by tracking and spending
Game Awards & Narrative Aids: Character Points.
Refer to the GM Section at the end of the book
for details on what to and what not to award per Basic Costs:
game session. However, a typical game session
will award between 10 - 20 Character Points. • Skill Slots: 5 Points
If you’re not getting together all that often, you • Advanced Skill Slots: 10 Points
should probably toss another 10 in there for
players to show some sort of growth between • Advanced Proficiency: 15 Points
sessions. I say this for the adults that can’t game
as much as we would like to.
• Attribute Pips: 10 Points (Creation
One thing I tend to like to do is encourage people Only, later they cost 10x the
to write their background stories (instead of number prior to the D), 30 Per D.
simply putting together the templates that create
a story for you) and award bonus points
appropriately. What you can do, for long lapses • Advantage Points: 10 Points for 1
between game sessions is ask your players to
come up with short stories that show what they • Disadvantage Points: -10 Points for 1
have been up to and award them some points for
those as well. • Skill Dice: 15 Points (or 5 per pip)
Recap: Take 5 minutes per player, when you all • Specializations: 5 Points
get together and recap what their Heroes have
been up to in the intervening time since the last • Movement Increase: Base Movement
adventure. What your players come up with may in points (can be raised by 2)
lead into plot hooks or expansion of the evening
story arcs. • Martial Arts: Varies per Style
I have written full episodic recaps of the game
sessions from my Character’s perspective to • Melee Combat Forms: Varies per style
show development and growth, as well as, to get
people up to speed after breaks in the game. • Elite Paths: 15 Points per Tier
Free Skill Slots: If you want to start your game
as a basic one, and you want to bolster a few When Rounding out your Hero you may want
areas in your deficient players (because they them to possess Martial Arts or specific Melee
dump all their skills and skill levels into combat Combat Forms. You may want more (or less
stuff), feel free to throw them a couple freebies. skills) and you can technically “cash in” skills
and skill slots for a more focused build or to
Quick Build Point Refresher: purchase advanced skills.
The 3rd Edition of the game had Build Point rules
integrated into the core creation process.
Where 4th takes a departure is you choose life
stages and they award skill slots, with some

39
• Weight Allowance: 97.5 Kg Hide
• Dead Lift: 195 Kg Search
• Thrown Dir\Ind: 65 / 104 M Willpower
Athletics 1D
Endurance 1D First Aid
Survival Streetwise
Unarmed Combat 2D
Punching Bag / Tank (AP) Security Systems
Demolition
General Maint/Repair
Gunplay 2D
Melee Weapons Base Movement:
Dodge 2D Ground: 15m
Sneak Jumping: 7.5m
Climbing: 3.75m
Swimming:3.75m
Communications Safe Falling: 3.75m
Sensors
Zero G Operations (AP)"Saw most of my action mopping up after Endor. Mostly Ex-Imperial Warlords. They
Starship Piloting wanted it fast and quiet. They'd send us in on the drop ships. No support, just us. Then
when the Imps were gone, the politics started. We were peacekeepers, protecting
Starship Gunnery delegates, suppressing riots. Not what I signed up for."

―Cara Dune
Advantages:
Bio-Genetic
Augmentation 3 Carasynthia "Cara" Dune is a human female Alderaanian who served as a shock trooper
Silence 1 in the Alliance to Restore the Republic and the New Republic during the Galactic Civil
Toughness 3 War. A seasoned warrior, she is an intimidating brawler and a crack shot. By 9 ABY,
Hyper Movement 1: Dune put her days of military discipline behind her to operate as a mercenary.
Ground
Sixth Sense 4
Accelerated Healing 1
Disadvantages: Force Resistance:
Hunted 3
13

Starting Equipment: Blaster Pistol (46) w/2 Extra Mags, Heavy Blaster Rifle (60) w/2 Extra Mags, Vibro Knife (STR+
20), Energy Mesh Suit (L1 Physical, L1 Energy), Blast Helmet (L1 Physical, L1 Energy), Body Glove, Survival Kit,
Med Pack, Synth-rope dispenser and grappling hook, Combat Boots, Gloves, 2 Concussion Grenades, Military
Encrypted Com-link, 2 (extra) weeks of rations and 2,500 Credits.
Racial Template • In other editions of Star Wars (2nd Ed, REUP,
Etc) races might get the short end of the
Short introductory description placed here. stick, like Twi’leks, who star play with 11D
Possibly even quote references from books or Attributes. This translates to the average
Star Wars Shows.
NPC Twi’lek having only 11D instead of 12
Race: and incidentally reduces the maximum
Encounter Frequency: attribute pools by that 1D, allowing Twi’lek
Height: players to have only 23D of maximum
attributes. This was ridiculous and
Racial Features: unbalanced (furthermore it dropped starting
Three Points of Advantages come standard with attribute dice by 1, 17D instead of 18 for
any template. Per point removed from the Initial
heroes).
Advantages you can convert it into 2 skill slots
(Thus any reduction here might look like: • All races, generally speaking have 24D of
Advantages 2, Skill Slots 2 or Advantages 1 &
Skill Slots 4) maximum attribute Dice. Most races have
attributes that reach a minimum value of 2D,
Advantages: though there are exceptions.
• A list of Typical Racial Advantages that the
player can choose are listed here. • Enhanced Attribute Advantages simply add
+1D (or a different value bonus) to the
Disadvantages: attribute without inflating the Attribute
• Some Templates have optional Maximum (most of the time, those that will
Disadvantages that can be taken for push the attribute maximum up will list it in
additional Skills or Advantages. However,
many racial templates will have assigned their detail). Many races like the Hapans will
Disadvantages that come “baked into” the reflect this in having a lower base attribute
template. that is pushed back up with an Enhanced
• Disadvantages that are built into the Attribute.
Templates typically exist to offset bonus
abilities of each race. Many of which are • Be sparing in the races that can exceed the
necessary due to the “power” of certain 24D attribute Maximum mold. Always
templates (like the Noghri). attempt to balance attribute gains vs
• Built in Disadvantages can be “bought off” if Advantages (or remove some) and
the player chooses with Finishing Touches
Advantages (it awards three points). As a Disadvantages.
general rule, do not allow more than three Reproduction: Not all of this is self evident, best
points of disadvantages to be removed in this guess here.
fashion. It is better to make the players
strive to remove their disadvantages over the Cultural Detail:
course of Roleplaying. A brief detail of the race is listed here. It doesn’t
have to be flawless, just attempt to capture the
Available Skill Packages: essence of the race.
• These are initial skill packages for the
Template. Choose one and then move on in Languages: List any languages or limitations to
the character build process (Early speech here (possibly reflect limitations in
Childhood). disadvantages as well).
Attribute Maximums:
DEX, KNO, MEC, PER, STR, TEC
• Typically, you attempt to balance all
templates against one another. The Attribute
maximum pool from which to draw is 24D.

42
Bakuran up a Bakuran Senate and electing Prime
Ministers. The descendants of Deredith Arden,
Race: Bakuran (Near Human) the leader of the Bakur Mining Corporation's
Encounter Frequency: Very Rare expedition, were the heads of the Bakuran
Height: 1.4-2.25 meters tall government. The first major crisis in their
history was a droid uprising in 97 BBY.
Racial Features:
• Skill Mastery 2: Description: The Character Bakurans typically follow the teachings of the
receives a -1 DR with two specific skills, Cosmic Balance, a religion that holds that every
must be related. Gain those Skill Slots For action in the universe has an equal and opposite
Free (typically, but not limited to, reaction elsewhere. This also leads them to be
Repulsorlift Repair & Starship Repair). suspicious of the Jedi order, whose power they
• Longevity 1: Bakurans are known for believe creates an imbalance in the universe
incredibly long lifespans as they have highly which requires great evil to correct it. Bakurans
developed the use of synthetic and cloned are noted for their Starship and repulsorcraft
organs that are more resilient to the passage innovations. It is their Repulsorlift factories
of time. which initially attracted the Empire to take
control of Bakura. Repulsorcraft are so
Available Skill Packages: ubiquitous on their homeworld, that even
• Planetary Militia: Gunplay, Dodge, Scholar: ordinary furniture is replaced by repulsorchairs.
Law Enforcement, Command
• Doctor: Medicine, First Aid, Scholar Languages: Basic
• Engineer: Engineering, Relevant Technical
Skill, Scholar

Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
TEC 4D
Reproduction: Mammal

Cultural Detail:
Bakurans are near-humans native to the planet of
Bakura located in Wild Space near the isolated
edge of the Outer Rim, descended from human
setters, they enhance and extend their lifespans
which enable them to live far longer then other
humans. They are biologically similar to
baseline Humans; however, they use internal
enhancements and replace their dead or drying
organs as well as augment themselves using
artificial components. This consists of replacing
worn-out organs with technological counterparts,
or sometimes cloned organs. The race as a
whole is so highly evolved in this regard that the
baseline longevity is passed down genetically
from generation to generation.

Most Bakurans are descended from the Human


settlement founded by the Bakur Mining
Corporation's Hemei IV-based company
approximately a century before the Clone Wars
in 150 BBY. Soon afterwards, the Bakurans
became independent of corporate control, setting

43
Celesti about them comes form xenoarchaeology. The
Celestial’s haven’t been see since around 30,000
“The Identity of the Architects Remains a BBY. Allegedly there was an encounter in the
Mystery…” pocket dimension of Mortis in 20 BBY with the
–Historical Council “Ones” who all “died out” after that encounter.
Race: Celesti You’re not so sure about being an actual
Encounter Frequency: Nearly Extinct Celestial, because you’re just not that powerful.
Height: 1.4-2 Meters You’ve met one, once, you were in awe of them.
You seem to recall some rather humble
Racial Features: beginnings in your youth, however, after what
Longevity 3: Immortal: -3 DR to resist any sort you have seen in the cosmos everything seems
of Toxin. Immune to Radiation and common like a humble beginning millennia later. It’s
forms of energy exposure that can harm mortals. been centuries since you have seen others of your
Can survive in vacuum. +9 to Resist Any form kind. You have been alone, on the run so to
of Energy Damage. Benefit from all the bonuses speak. The Most prominent life in the galaxy are
of Advanced Age, none of the negatives. descendants of your race’s image. Humanity is
Force Sensitivity 3 the closest physical match. While you blend in
Photographic Memory 2 with the commoners here, you never fully fit in.
Obscure Knowledge: Scholar: Celestials 1, The Average Age of a Celesti is, at a minimum,
Rakatan 1 (-1 DR to Both) several Centuries Old.
Disadvantages: Languages: Celestial, Rakatan: You receive a
• Dark Secret 3: You are immortal, you have +6 Bonus to all Languages as they are
seen things that would drive others insane. derivatives of your two principal dialects. You
You know things that everyone wants to have mastered Basic, as well.
know. You will be hunted to the edge of
existence if anyone ever discovers you.
• Quirk 3: Unnatural: +9 to all social
difficulties, forever. Can never be bought off.
Your experiences have made you different no
matter how hard you try to blend in.
Available Skill Packages:
• Architect: Universal Engineering, Any 2
Tech Skills
• Survivor: Unarmed Combat, Teras Kasi at
Mastery, Dodge
• Mystic: +1 Pip to Force Attribute, Control,
Sense, Alter, Willpower
Universal Engineering costs 3 Slots and can be
applied to any Technical Skill (not just one).
Attribute Maximums:
4D DEX, 5D KNO, 4D MEC, 5D PER, 4D STR,
4D TEC
Reproduction: Human?
Cultural Detail:
The Celestials also known as the Architects, or
Force Wielders were an ancient species who
were present long before the dawn of the galactic
community and even the Rakatan Infinite
Empire. They are believed to be responsible for
a number of large artifacts and anomalous
planetary formations and species placements
throughout the galaxy. What little is known

44
Ewok generator there to be destroyed, and in turn, the
DS-2 Death Star II Mobile Battle Station.
"The Ewoks are fierce warriors. The top of the Ewoks are individuals that stand about one meter
food chain on a savage planet!" tall. They use spears, slings, bows and knives as
"Okay, first of all, they live on a moon, not a weapons; they also used hang gliders as vehicles.
planet. Second of all—" Although skilled in forest survival and the
―A Whill and another Whill construction of primitive technology, the Ewoks
have yet to progress past stone-age technology.
Race: Ewok (Primitive Midget Wookiee) They are quick learners, however, they cannot
Encounter Frequency: Ultra Rare grasp advanced technology and can only user
Height: .9-1.2 meters tall their simple mechanical processes and concepts.
Racial Features: Languages:
Natural Hunters: They begin play with the Ewok; The Ewoks have fully developed vocal
following Free skills: Hide, Search: Tracking 1, chords unlike the Wookiee. They have the
Sneak, Melee Weapons, Missile Weapons & capability to learn other languages.
Athletics.
Advantages:
Toughness 1
Expert Scouts: any dice placed in Hide Search or
Sneak from the above list to receive 2 D for 1 D
placed, maximum 2 Level bonus per skill. 1
Keen Sense of Smell: +3 to Search when
Tracking by Smell 1
Disadvantages:
Ability Activation Limitation 3: Primitive: Can
never place dice into vehicle, starship or repair
skills (other than General Maintenance/Repair
becomes: Primitive Maintenance/Repair).
Available Skill Packages:
• Tree Architect: Primitive Maintenance/
Repair, Scholar: Natural Shelter 1, Science:
Primitive Construction Machinery 1
(Pulleys), Thrown Weapons
• Sky Captain: Primitive Maintenance/Repair:
Gliders 1, Command, Aerial Pack Ops:
Primitive 1, Navigation
• Village Idiot: Dodge, Survival, Disguise,
First Aid: Natural Medicine 1

Attribute Maximums:
DEX 5D, KNO 4D, MEC 2D, PER 6D, STR 5D,
TEC 2D
Reproduction: Mammal
Cultural Detail:
Ewoks are a diminutive primitive species of
furry bipeds native to the forest moon of Endor.
They are most notable for helping the Rebel
Alliance defeat the forces of the Galactic Empire
at the Battle of Endor, allowing the shield

45
Human Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
Humans are the most numerous of all species in TEC 4D
the Galaxy. They possess multiple governing
systems, motivations and an apt ability to adapt Reproduction: Mammal
to almost any situation. This species is the most
recognizable and easy to identify with. Their Cultural Detail:
motives, desires, hopes and dreams can be Humanity has spread itself throughout the
anything. Humans tend to live passionately, fight entirety of the known galaxy and beyond. They
fiercely and build industriously. tend to sit prominently in positions of authority
in the galaxy and they are the favored species of
Race: Human the Galactic Empire during the Imperial Period,
Encounter Frequency: Very Common which tends to look down upon other races. The
Height: 1.5-2.3 meters tall myriad splinter groups of the Empire generally
adhered to Human supremacy and Alien
Racial Features: enslavement as well.
Adaptable: There really isn’t an environment or
situation that the Human race cannot overcome While there have been despots in Humanity’s
given the proper motivation, time and history there are also many examples of movers
willingness. The human mind has proven, over and shakers that were benevolent. The Jedi
the millennia to be very astute and cunning. Order, that once numbered around 20,000 strong
Player is free to select an advantage(s) from the in the galaxy was mostly Human.
following options (3 Points). Furthermore, they
can split this up and assign up to two points of it Languages: Basic
toward additional Skill Slots (2 Skills per point).
Advantages:
• Bio-Genetic Augmentation (3): This adds
+1 to STR, DEX & PER (increasing the
maximum attribute). This is a common
modification for those humans specifically
bred for war. +1 to Free Actions, +1 to Stun/
Wound Threshold
• Fast Reactions (3): This adds +2 to Free
Actions. Furthermore, these two Free
Actions can be used to add +3 (ea) to any
defensive test (even if surprised). The
Advantage can be further enhanced after
Hero creation to aid in quick draw tests.
• Space Born (2): Grants +1 to Free Actions,
a -1DR to Space Navigation, Zero G and
Power Suit Operations, the Free Zero G AP
& +6 to Survival and Soak tests involving
being exposed to the Vacuum of Space (and
surviving the heat / cold).
• Attractive 1-2, Reputation 1-2, Wealth 1-3

Available Skill Packages:


• Explorer: Starship Piloting, Starship Repair,
Navigation, Survival
• Soldier: Gunplay, Dodge, General
Maintenance/Repair, First Aid
• Primitive Screw Head: Melee Combat,
Unarmed Combat, Missile Weapons, Beast
Riding

46
Cara Dune is Human and helps us identify with them. I almost always
play a human or near human. While there is
Humans are the most commonly encountered nothing wrong with the “Aliens” in Star Wars or
species in the galaxy. They spread to all corners Droids, I typically prefer the freedom and
of the galactic whole during massive expeditions limitations of being Human. Naturally, “to each
that launched millions of humans in “Sleeper their own”.
Ships” where the humans were placed in
cryogenic stasis and preserved until they reached You will notice that each of these Races has a
their destinations hundreds and even thousands number of Skill Packages Available, these
of years later. Thus humans can be found, typically are comprised of four skills (valued at 5
literally, everywhere in the galaxy. CP each) and some will even trade skills for
Advanced Skills (10 CP each), Advanced
Here she selects the “Bio-Genetic Proficiency (15 CP each) and even more
Augmentation” Advantage. This means that her Advantages/Perks. In some cases, the skill
DNA was manipulated at an early age (pre-teen) package area will be used to strip off
to add an enhancement to Strength, Dexterity and disadvantages from the Race, rather than grant
Perception. It’s essentially “Enhanced Attribute” Skill Slots.
split into three instead of just being one (and it
does not prevent taking an Enhanced Attribute GM’s are only limited by their own creativity
for one of those three Attributes in a later stage). here. Feel free to make up new packages as you
This pushes her Attribute Maximums up to 4D+1 require them. However, this is merely Step 1 in
in Strength, Dexterity and Perception (in addition the process and by the end of it everyone should
to granting a free attribute Pip for each) and it have a fully rounded out hero.
also grants an Additional Free Action & +1 to
Stun/Wound Thresholds, reflecting an ability to
multitask better at a genetic level.

Cara will also choose the “Soldier” Skill package


here. It fits perfectly with her background as a
Rebel Alliance Shock Trooper. The Skill
package grants her the following skill slots:
Gunplay (Blaster Pistols, Rifles, Slugthrowers,
etc.), Dodge (Physically throwing oneself out of
the way of shots and melee attacks, in addition to
allowing you to “zig-zag” toward an adversary
while moving and firing), General Maintenance
Repair (Allows Cara to maintain and repair her
armor and weapons, in addition to creating
general structures/shelters, improvised weapons,
etc), and First Aid (This allows heroes to begin
the healing process. Without this, when
wounded, heroes cannot make recovery tests and
heal).

The most prevalent language in the galaxy is


Basic. It’s alphabet is called Aurebesh, a cryptic
looking set of symbols that form their words
much like the English Alphabet does for
Humans on Earth.

Author’s Notes: Humans and Near Humans


(different flavors of Humanity) are the most
relate-able species in the Star Wars Universe. It
is this relate-ability that grounds the characters

47
Wookiee by someone else, even a non-Wookiee, they
would frequently devote themselves to a lifetime
"Let him have it. It's not wise to upset a of service to their savior and their family.
Wookiee." Chewbacca's life debt to Han Solo, later
"But sir, nobody worries about upsetting a extended to his family and his close friends, is
Droid." one of the most famous examples of a Wookiee
"That's 'cause Droids don't pull people's arms out life debt. The most common Wookiee language
of their sockets when they lose. Wookiees are was Shyriiwook. While they were capable of
known to do that." understanding Basic, they were universally
"I see your point, sir. I suggest a new strategy, incapable of speaking it due to their unique vocal
Artoo. Let the Wookiee win." structure. Shyriiwook was a language which was
―Han Solo, and C-3PO hard to hear and understand for Humans.
Wookiees possessed a fierce style of fighting,
Race: Wookiee typically eschewing standard blasters and
Encounter Frequency: Rare grenades in favor of bladed weapons, such as
Height: 2-2.3 meters tall ryyk blades, as with the Berserkers, and powerful
Bowcasters—weapons physically weaker species
Racial Features: could not use effectively. Under the Wookiee
1. Wookiee Claws & Tree Lifestyle: +3 to code of honor, claws are never to be used in
Climbing/Jumping tests combat.
2. Enhanced Sense of Smell: +3 to Search tests
3. Advantages: Longevity Languages: Shyriiwook & Basic (understand, not
speak)
Disadvantages:
1. Code of Honor, Honors Life Debt
2. Understand Basic, But not speak it
3. Quirk, Hates Trandoshans

Available Advantages (3) due to Disadvantages


zeroing out the initial Racial Bonuses:
Hyper Movement: Climbing 1-3
Hyper Movement: Jumping 1
Buy off any (or all disadvantages) 1-3
Toughness 1-3

Available Skill Packages:


• Traditional Warrior: Melee Weapons,
Unarmed Combat, Gunplay, Athletics

• Galactic Explorer: Starship Piloting,


Starship Gunnery, Navigation, Gunplay

• Labor Caste: Athletics, Survival,


Unarmed Combat, Relevant Technical Skill

Attribute Maximums:
DEX 3D+2, KNO 3D+1, MEC 3D+2, PER
3D+2, STR 6D, TEC 3D+2
Reproduction: Mammals

Cultural Detail:
One of the most well-known Wookiee traditions
is the life debt. When a Wookiee's life was saved

48
Trandoshan DEX 4D+2, KNO 3D+2, MEC 3D+2, PER 4D,
STR 4D+2 (+1D already incorporated, begins at
"The sun has risen. Let the hunt begin." 1D prior to player Investment), TEC 3D+1
―Garnac prepares for a hunt
Reproduction: Oviparity
Trandoshans are known galaxy wide as some of
the fiercest Bounty Hunters in the galaxy. Cultural Detail:
Trandoshans (T'doshok in their language) are
Race: Trandoshan large, bipedal reptilian humanoids from the
Encounter Frequency: Uncommon planet Trandosha (or Dosha). They have super-
Height: 1.9 to 2.4 meters tall sensitive eyes that can see into the infrared range
and the ability to regenerate lost limbs, although
Racial Features: very slowly, and were anatomically built heavier
1. Heat Vision: Trandoshans’ vision includes the and stronger than most humanoids, including
ability to see in the infrared spectrum. They can Humans. They also periodically shed their skin.
see in darkness with no penalty, provided there Unlike some other reptilian humanoids, such as
are heat sources. the Barabels and the Ssi-ruuk, Trandoshans have
no tails. The Trandoshans are a warlike species
Advantages: who allied early with the Empire, taking
1. Enhanced Attribute (3): Strength Wookiees as slaves. A notable Trandoshan was
2. Regeneration: Accelerated Healing (3): Can Bossk, who was a long time enemy of Han Solo,
regenerate lost limbs (fingers, arms, legs and Chewbacca and Boba Fett.
feet). All natural healing rolls are considered to
be identical to “Force Healing”. Lost limbs that Languages: Trandoshan &Basic
are fully healed will grow back to full use in 10
days time, 10% a day. +9 to Natural Healing
rolls, +3 Recovery Tests per day.

Disadvantages:
1. Quirk Clumsy (2): Trandoshans have poor
manual dexterity. They have trouble with
actions which require precise finger movement &
suffer a penalty of +2DR whenever they attempt
an action of this kind (Gunplay). (Weapons can
be specifically adapted to avoid this penalty)
2. Quirk (1): Hates Wookiees: The long-standing
feud between the Wookiees of Kashyyk and the
Trandoshans is deeply ingrained in both species.
3. Quirk (1): Hostility: The Trandoshans are
known as a belligerent species to all Non-
Trandoshans.

Available Skill Packages:


• Bounty Hunter: Melee Weapons, Search,
Dodge, Unarmed Combat

• Criminal Enforcer: Gunplay, Dodge, Search,


Streetwise

• Pirate: Zero G Operations, Melee Weapons

Attribute Maximums:

49
Tapani Noble (Human) destroyed in the civil war Shey Tapani initiated,
while another seemingly collapsed on itself
The Lords of the Expanse are what the Tapani shortly there after. Two others were believed to
nobles are called by their vassals. The Expanse be destroyed during the Cleansing of the Nine
is the Tapani Sector, a large portion of space Houses. Competition between the houses is
ruled largely in a modern Feudal society with all fierce, and there were several civil wars. All
the trappings of court intrigue and warring Noble noble families in the sector were members of a
Houses. particular house, during the Rebellion era there
Race: Human (Tapani) were seven of these coalitions of families that
Encounter Frequency: Uncommon ruled the provinces of the sector. Of these seven,
Height: 1.5-2.3 meters tall houses Mecetti, Cadriaan and Melantha were the
most powerful during the era. Tapani Nobility
Racial Features: has engaged in honor duels for millennia. Their
All Tapani Nobility are well versed in the Arts. preferred choice of dueling is with the
They begin play with the Art, Appraisal & Lightsaber. However, Tapani nobles typically
Persuasion: Acting & Melee Weapons Skills. (2) wield their own flavor of Lightsaber called the
• Inheritance (1): All Tapani Nobles begin Light-Foil. If a Lightsaber is an elegant weapon,
play with a Noble Title & a Fortified Chateau then the Light-Foil is superbly elegant. Lighter,
complete with loyal retainers, droids and a perfectly balanced and refined to near perfection,
small stipend monthly from the Chateau save one facet. Few know how to actually
doubling as a local fine dining establishment construct one properly. This leads to issues in
(250 credits). operation.
• Fellowship Member (1): in a Noble House of
Tapani Notes: Light Foils not constructed by Jedi
flicker out on any Botch while wielding one. Re-
Advantages: activating one requires either one Full Action or
They can choose 2 points from the following list: if you possess the (AP) Lightsaber Construction/
• Authority (1-2): A system in the Tapani Repair ability 1 Free Action. While generally
Sector or the Entire Sector outlawed by the Empire the duels are typically
• Education (1): Adds +3 to a number of rolls: tolerated and even engaged into by the Imperials
Business, Bureaucracy, Scholar & Appraisal. themselves. The Tapani Sector is the only place
• Reputation (1-2) in the galaxy you will still see Lightsabers in
• Attractive (1-2) common use. Languages: Basic
Available Skill Packages:
• Noble Heir: Business, Command,
Bureaucracy, Scholar
• Saber Rake: Lightsaber AP, General
Maintenance/Repair
• Trader: Starship Piloting, Gunplay,
Navigation, Business
Disadvantages:
Overblown Honor: Tapani Nobles have difficulty
turning down a challenge. +2DR to resist (2)
Quirk, Honor Code: Chivalry (1)
Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
TEC 4D
Reproduction: Mammal
Cultural Detail:
The Tapani Noble Houses are the ruling families
of the Tapani sector. When the sector was first
colonized, there were twelve houses. Two were

50
Corellian (Human) Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
"The Corellians build 'em the way I like 'em." TEC 4D
―Han Solo on Corellian freighters
Reproduction: Mammal
Corellians are humans native to the planet
Corellia. Han Solo, captain of the Millennium Cultural Detail:
Falcon, is a Corellian who fought for the Rebel Corellians are humans native to the planet
Alliance during the Galactic Civil War. Corellia, a temperate Core World of forests,
jungles, and urban environments. The world and
Race: Human (Corellian) its natives are known for their shipbuilding, with
Encounter Frequency: Uncommon the Corellian Engineering Corporation producing
Height: 1.5-2.3 meters tall starships ranging from freighters such as the YT-
1300 to cruisers like the Consular-class utilized
Racial Features: by the Galactic Republic. Corellia is home to
• Space faring: The Corellians are well known another less known, but no less formidable ship
for their reach into the galaxy as one of the builder, Correlli Space. Many notable Corellians
earliest system hopping entrepreneurial are also famed among the galaxy's greatest
peoples. Free starting Starship Piloting, pilots; Corellia's luminaries include Han Solo,
Starship Repair, Navigation & Persuasion Wedge Antilles and Corran Horn.
Skill slots. 2
• Reputation 1 (Bloodstripe 2nd Class): The Languages: Basic
Corellian Blood Stripe is a mark of honor
among the Corellians that actively aids in a
number of negotiations and bartering. The
Bloodstripe is honored (applicable) in all
business dealings, honest or otherwise.

Advantages: (if additional disadvantage is


selected one choice is available from the list
below):
• Ambidextrous 1
• Card Shark 1
• Ersatz 1
• Expert 1

Disadvantages:
Corellians are allowed to select an additional
Disadvantage from the following list (which will
yield them an additional Advantage point)
• Faction Record (Imperial, Rebel, New
Republic, etc) 1
• Wanted 1 (System)
• Debt 1 (90,000 in debt to a crime lord
allowing them to own a decent ship and outfit
it effectively)

Available Skill Packages:


• Smuggler: Streetwise, Gunplay, Hide,
Starship Gunnery
• Gambler: Gambling, Gunplay, Con, Dodge
• Engineer: Engineering, Relevant Technical
Skill, Gunplay

51
Lorrdians Cultural Detail:
During the Kanz Disorders, the Lorrdians were
The Lorrdians, a Human culture from the planet enslaved by the Argazdan Myrialites who
Lorrd in the Kanz Sector, are genetically forbade them from speaking on pain of death. As
identical to baseline Humans. However, because a consequence, the Lorrdians were forced to
their unique culture and history set them apart develop a system of subtle gestures, facial
from other Humans, they are sometimes expressions, and body postures to talk to each
classified as Near-Humans. other. Beginning as a simple battle tongue used
to co-ordinate guerrilla groups, this eventually
Race: Lorrdian (Near Human) became a sophisticated language known as
Encounter Frequency: Rare "kinetic communication." This nonverbal form
Height: 1.4-2 meters tall of communication would still be in use millennia
later, during the Galactic Civil War.
Racial Features:
• Kinetic Communication: Lorrdians can They also learned how to interpret the body
communicate with one another by means of a language of others to determine their emotional
language of subtle facial expressions, muscle state and intentions with uncanny accuracy. By
ticks and body gestures. In game terms, this the Imperial era, Lorrdians also became among
means that two Lorrdians who can see one the galaxy's best mimics, able to imitate a wide
another can surreptitiously communicate in variety of mannerisms and voices (even those of
total silence. This is a special ability because many non-Humans). Due to their experience as
the language is so complex that only an slaves under the Argazdan Redoubt, many were
individual raised fully in the Lorrdian culture outspoken anti-slavery critics and activists who
can learn the subtleties of the language (it’s tried to ensure that the galaxy's populace did not
undetectable to non Lorrdians). forget the lessons of the Kanz Disorders.
• Free Persuasion/Acting Skill Slots
• Natural Mimic: Ventriloquism Advantage 1 Languages: Basic
• Read Body Language: Empath Advantage 1

Advantages:
Enhanced Attribute: Perception - Adds +1D to
max Cap in addition to a free Attribute D.

Disadvantages:
Moral Qualms: Sympathy for the Enslaved,
will not willingly work or remain in the
presence of anyone in the possession of slaves
or enslavement. (2)
Moral Qualms: Will not willingly serve the
Empire (1)

Available Skill Packages:


• Underworld Assistant: Search, Appraisal,
Business, Streetwise
• Doctor: Medicine Advanced Skill, First
Aid, Scholar
• Con Artist: Con, Dodge, Gunplay,
Streetwise

Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 3D (4D*),
STR 4D, TEC 4D
Reproduction: Mammal

52
Miraluka Cultural Detail:
The Miraluka are a Near-Human, Force-sensitive
"They claim to see on a higher plane than we do. species. Their language was Miralukese,
You know, the whole Force thing? Makes me although some, like Visas Marr and the Dark Jedi
nervous." Jerec, preferred Basic. The Miraluka are a Near-
―Atton Rand Human species that differ from Humans in that
they lack eyes, only retaining vestigial eye
Race: Miraluka (Near Human) sockets and perceived the environment around
Encounter Frequency: Very Rare them through Force sight instead of regular
Height: 1.4-2 meters tall vision. This vision was so strong that if a
Miraluka looked upon a Jedi or Sith, they could
Racial Features: "see" Force radiating off them. The strength of a
• Force Sight: The Miraluka rely on their Miraluka's connection to the Force varied by the
ability to perceive their surroundings by individual. Miraluka, as Near-Humans, can
sensing the slight force vibrations emanated interbreed with baseline humanity. Humans with
from all objects. In any location where the Miraluka blood included Krynda and Lucien
force is some way cloaked, the Miraluka are Draay.
effectively blind. (Replaces Standard Vision)
• Force Sensitive: All Miraluka are Force Their adopted home world is Alpheridies, a
Sensitive (3) planet the Miraluka migrated to when their
• Force Potential: Miraluka all have an original home world was rendered uninhabitable.
incredibly innate connection to the Force. (4) A colony world of the Miraluka named Katarr
was stripped of all life by Sith Lord Darth
Advantages: Nihilus in approximately 3,952 BBY, during a
The Miraluka can select up to one point of Jedi convocation. Because of their connection to
Advantages from the following list: the Force, many Miraluka were drawn to the Jedi
• Sense of Direction 1 Order. Miraluka Jedi fought in the Great Sith
• Good Hearing 1 War, and helped shape the Jedi Order for
• Luck 1 centuries to come. Miraluka Sith were
• Obscure Knowledge 1 seemingly rare, as the species' own outlooks on
• Expose Fault 1 life and the Force were largely incompatible with
Sith teachings. However, as with all who felt the
Disadvantages: Force, a fall to darkness was possible with the
• Blind (3) Without their Force Sight they are Miraluka just as with any other species.
completely blind: Any sight based skill test
will fail utterly. Languages: Miralukese & Basic
• Ability Activation Limitation (2): Miraluka
don’t have eyes. As such, any Advantage tied
to actual sight cannot be taken. (GM
discretion)

Available Skill Packages:


• Jedi Training from Birth: Control, Sense,
Alter & Lightsaber AP
• Beggar: Con, Persuasion, Theft, Survival
• Force Relic Hunter: Search, Scholar,
Athletics, Dodge

Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
TEC 4D
Reproduction: Mammal

53
Twi’Lek some to lose this accent if away from Ryloth for
an extended period of time, it could still
Twi'leks, occasionally referred to as Rylothians, resurface. Twi'lek society is comprised of a
are a tall humanoid species whose most striking series of clans of various sizes. When the galaxy
feature was a pair of long tentacles protruding took a sudden interest in Ryloth's wealth of ryll
from their skull, called lekku. They hail from the spice, the Twi'lek clan leaders increased
planet of Ryloth, in the Outer Rim Territories, production of the drug and prepared to ship it off
and female Twi'lek were often exported off world world. Unfortunately, the clans were
as slaves. inexperienced in the galactic economy, and Hutt
criminal cartels soon took control of the planet's
Race: Twi’Lek mining operations. The Twi’leks were enslaved
Encounter Frequency: Uncommon and labored in their own mines for the profit of
Height: 1.6-2.4 meters tall the Hutts, or were sold outright on the open
market. After generations of slavery, the Twi'lek
Racial Features: species became far more numerous across the
Head-tails: Twi'leks can use their head-tails to galaxy than on Ryloth, and most felt little
communicate in secret with each other, even if in connection to their own home world. The
a room full of others. The complex movement of natural grace and exotic beauty of the female
the tails is, in a sense, a "secret" language that Twi'leks made them a popular target among slave
all Twi'leks are fluent in. All Twi’Leks begin with traders. Slavery was the main currency of Ryloth,
the Art & Persuasion Skill Slots. 1 which is tolerated by the Galactic Republic.

Advantages: Languages: Twi’Leki & Basic


Heroes can choose up to 2 points of advantages
from the following list:
• Attractive 1-2
• Artistic Ability 1
• Musical Ability 1
• Pluck & Tuck 1

Available Skill Packages:


• Dancer: Dodge, Unarmed Combat, Security
Systems, First Aid
• Transport Pilot: Starship Piloting,
Navigation, Business, Gunplay
• Resistance Fighter: Gunplay, Demolitions,
Dodge, First Aid

Attribute Maximums:
DEX 4D, KNO 4D, MEC 3D+1, PER 4D+2,
STR 4D, TEC 4D
Reproduction: Mammal

Cultural Detail:
The Twi'leks have a language of their own,
called Twi'leki, which combined verbal sounds
and an elaborate and subtle sign language using
their lekku. Twi'lek's lekku could be moved to
create gestures that meant things such as hello or
goodbye. For example, both lekku tips crossed
twice meant "I Love You". Twi'leks were
capable of speaking Galactic Basic, many with a
noticeable accent; though it was possible for

54
Chiss possible that these superficial features are the
result of external factors in the biosphere of their
"The Chiss do not simply accept alien concepts ice-locked home world Csilla.
without careful consideration. We certainly do
not submit to domination. By anyone." Their coloration is said to be caused by the same
atmospheric minerals that gave Csilla's glaciers
―Mitth'raw'nuruodo their distinctive bluish tinge, and while less is
known about the reasons for their distinctive
Race: Chiss (Near Human) glowing red eyes, an environmental reaction
Encounter Frequency: Ultra Rare does seem to be involved, as Chiss eyes have
Height: 1.6-2.1 meters tall been observed to glow more brightly in more
oxygenated atmospheres.
Racial Features:
Commanding Presence: Chiss grow to physical The Chiss are, in fact, descents from an ancient
maturity at the age of twelve, they tend to be group of Human colonists who settled in the
highly evolved, rugged and keen intellectuals. Unknown Regions long before the foundation of
• Low Light Vision 1: Chiss can see twice as the Galactic Republic and were subsequently
far as a normal human in poor lighting forgotten. There was a Human sleeper ship

conditions. colony established on Csilla around 27,500 BBY,
• Skill Mastery 2: Chiss receive a -1 DR to one though records of this are virtually nonexistent
of the following skill packages: and it remains unknown how a remote area of the
Tactician: Tactics & Command Skills galaxy could have been trail blazed so far back.
Soldier: Gunplay & Willpower
Galactic Vagabond: Survival & Navigation Languages: Basic & Chiss

Advantages:
Starting Chiss Heroes can trade in their Skill
Mastery heritage to select up to 2 points of
Advantages from the following list:
• Secret Base 1
• Steel Will 2
• Subculture & Jargon 2
• Vehicle 1-2

Available Skill Packages:


• Tactician: Tactics, Command,
Technology, Search
• Soldier: Gunplay, Dodge, Unarmed
Combat, Willpower
• Galactic Vagabond: Survival, First Aid,
Gunplay, Navigation

Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR
4D, TEC 4D
Reproduction: Mammal

Cultural Detail:

Outwardly, the Chiss are distinguished from


baseline Humans by three clearly visible
traits: blue skin, midnight-black hair, and
glowing red eyes; but their blood is red. It is

55
Hapan Male DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 3D
(4D*), TEC 4D
"Never let a man become so deluded as to
believe that he is the intellectual equal of a Reproduction: Mammal
woman. It only leads him to evil." Cultural Detail:
―Hapan saying Hapans are the near-Human natives of the Hapes
Cluster, a closely packed star cluster located in
Race: Hapan (Near Human) the Inner Rim of the galaxy. They differ from
Encounter Frequency: Rare / Uncommon after 8 baseline Human stock in a number of ways, most
ABY notably in that they possess poor night vision and
Height: 1.5-2.1 meters tall are considered to be, on average, more attractive
Racial Features: than the typical Human standard for beauty.
• Bred for War: All Hapan males begin with Because most of the male population, which
the following free skills: Gunplay, Dodge, made up the Lorell Raiders pirate gang, was
Unarmed Combat & Hapan Martial Arts largely wiped out by the Jedi around 4,000 BBY,
Novice. 3 the Hapans adopted a matriarchal society and
• Enhanced Attribute: Strength 3*: Raises were ruled by a Queen Mother. The first Queen
their Racial Cap for Strength to Human Mother closed the borders of the Hapes Cluster
Maximum in addition to delivering a free to the galaxy at large, which resulted in the
bonus Attribute D. Hapans dealing with intruders swiftly and
• Attractive 1: All Hapan Males are Attractive lethally. In 8 ABY, the Hapans opened their
borders to the rest of the Galaxy.
Advantages:
Languages: Basic
Hapan Males can choose up to 3 points of
Advantage from the following list:
• Toughness 1, Accelerated Healing 1, Space
Born 3, Fearlessness 3, Concentration 1,
Ambidextrous, Bio-Genetically Augmented 3

Disadvantages:
• Night Blindness 3: Due to the perpetual
sunlight on their worlds they are completely
blind at night, they are severely hampered in
dim light as well.
• Moral Qualms 1: Subservient to Human/
Near-Human & Hapan Females
• Ability Activation Limitation 3: Any
advantage that gives a bonus to sight lowers
their Night blindness by one level, however,
they lose that corresponding bonus from the
Advantage in Low Light and Darkness (the
reduction to their Night Blindness penalty
remains, however: Examples: Observant,
Good Vision)

Available Skill Packages:


• Soldier: Melee Weapons, Tactics, Command,
Starship Gunnery
• Combat Pilot: Starship Piloting, Starship
Gunnery, Starship Shields, Navigation
• Breeding Stock: Attractive 2, Persuasion:
Seduction
Attribute Maximums:

56
Hapan Female Reproduction: Mammal
Cultural Detail:
Hapan Females are the ruling class of the Hapan
society. They are the officers and heads of state. Hapan females represent the top of the food
chain in Hapan society, they are the Captains of
Race: Hapan (Near Human) their fleet, the political leaders of their society
Encounter Frequency: Rare / Uncommon after 8 and firmly believe that they are superior to men.
ABY In addition to this, any man that steps out of line
Height: 1.5-2.1 meters tall is typically dealt with in rather brutal fashion.
Their society has developed a technological
Racial Features: weapon called the Hapan Gun of Command.
Battle Hardened Warriors: Hapan Females all This fearsome device literally forces the target
begin with the following free skills: Unarmed into submission.
Combat, Command & Martial Arts AP with
Hapan Martial Arts at Base. 6 Languages: Basic
Advantages:
• Enhanced Attribute: Dexterity 3*: Raises
their Racial Cap for Dexterity to Human
Maximum in addition to delivering a free
bonus Attribute D.
• Attractive 2: All Hapan Females are
Beautiful
• Hapan Females can choose one Advantage
from the following list: Toughness 1, Luck 1,
Good Hearing 1, Education 1 or Accelerated
Healing 1.

Disadvantages:
• Night Blindness 3: Due to the perpetual
sunlight on their worlds they are completely
blind at night, they are severely hampered in
dim light as well.
• Quirk 3: Superiority Complex vs all males
• Ability Activation Limitation 3: Any
advantage that gives a bonus to sight lowers
their Night blindness by one level, however,
they lose that corresponding bonus from the
Advantage in Low Light and Darkness (the
reduction to their Night Blindness penalty
remains, however: Examples: Observant,
Good Vision)

Available Skill Packages:


• Ground Commander: Tactics, Willpower,
Intimidation, Investigation
• Guild Leader: Streetwise, Stealth, Dodge,
Theft
• Naval Commander: Tactics: Capital Ships,
Willpower, Technology

Attribute Maximums:
DEX 3D (4D*), KNO 4D, MEC 4D, PER 4D,
STR 4D, TEC 4D

57
Devaronian species feel uncomfortable in their presence, for
they resemble the devils of a thousand different
Devaronians are a horned humanoid species from myths. Female Devaronians are covered in thick
the world of Devaron in the Colonies, a planet of fur that ranged in color from brown to white,
low mountains and deep valleys linked by hornless and had prominent canine teeth. They
thousands of rivers. It is believed that they are are normally docile, non-aggressive creatures.
descended from a race of primates that lived in They tend to be dominant in their culture, being
the mountains of Devaron, and that their horns the only ones allowed to participate in
are a genetic mutation that proved useful in government and politics. Female Devaronians
fending off predatory birds. not covered with thick fur reveal two dark circles
above the forehead, where the horns usually are
Race: Devaronian in males. In addition, the teeth of the males are
Encounter Frequency: Common to Uncommon all sharp incisors, but the females also have
Height: 1.7-1.9 meters tall molars and prominent canines. Their bodies are
denser than most humanoids' and as a result they
Racial Features: were heavier than their appearance would tend to
Wanderlust: Devaronians do not like to stay in indicate. Their blood is silver.
one place for any extended period of time.
Usually, the first opportunity that they get to First devising the tumble hyperdrive around
move on, they take. 27,000 BBY, Devaronians were one of the first
species in the galaxy to develop interstellar
Advantages: travel. The males of the species had been
The hero may select up to 3 points of Advantages common sights in spaceports throughout the
from the following list: Contacts 1-3, Criminal galaxy for thousands of years by the time of the
Contacts 1-3, Fast Reactions 3, Luck 1-3, Galactic Civil War. Devaronian males were
Natural Lie Detector 1, Toughness 1, driven by an urge to wander, usually taking the
Accelerated Healing 1, Vehicle 1, Capital 1, first opportunity to move on from one place to
Ersatz 1. another. As such, they were often found traveling
the galaxy as tramp freighter captains and scouts.
Available Skill Packages:
Languages: Devaronian & Basic
• Wanderer: Search, Navigation, Gunplay,
Survival
• Mercenary: Gunplay, Tactics, First
Aid, Unarmed Combat
• Underworld Sleazeball: Streetwise,
Theft, Stealth, Hide

Attribute Maximums:
DEX 4D, KNO 4D, MEC 3D+2, PER
4D+2, STR 4D, TEC 3D+2
Reproduction: As Mammal

Cultural Detail:
Devaronians are one of the more
unusual races in the galaxy, with a
dramatic gender di-morphism in
appearance and temperament. The males
are aggressive by nature, many being
described as brash or bull-headed, with
typically red-tinted skin and a pair of
large horns growing from their heads.
They take great pride in their horns, and
groom them quite regularly. Many

58
Togorian endure greater physical trauma than beings with
similar physiques. Togorians evolved as
Togorians are a feline warrior species native to nomadic hunters of creatures like the Bist and
the planet Togoria. They are known for their Etelo. Males wanted to continue their lifestyle as
association with the Mandalorians, and the nomads, females wanted the comfort and safety
unique cultural divisions between their sexes. of permanent camps. In other species, the
Both male and female Togorians are also noted conflict would have led to one lifestyle winning
for their strong sense of honor. over the other, but both male and female
Togorians were too stubborn. Eventually, the
Race: Togorian males continued their nomadic ways, riding their
Encounter Frequency: Uncommon mosgoths and hunting, and competing in contests
Height: 2.2-3 meters tall of prowess. Meanwhile, the females stayed in
villages with pre-pubescent children, with those
Racial Features: communes eventually growing into cities. While
1. Claws & Teeth add +5 Damage 1 the males continued to hunt in the wilderness, the
2. +3 to all Climbing/Jumping Rolls 1 females tended domesticated herds and
3. They begin with the following free skills: developed technology. Males would visit their
Athletics, Unarmed Combat & Acrobatics AS 2 mates for about a month each year, but the sexes
lived completely separate lives otherwise.
Advantages: Whether in spite of the separation of the sexes, or
• Hyper Movement 2 because of it, Togorians are monogamous, and
• Togorians can choose up to 1 additional devoted to their chosen mates.
point of Advantages from the following list: The Togorians were first discovered by galactic
Toughness 1, Ventriloquism 1, Silence 1, society when the Mandalorians tried to conquer
Pluck and Tuck 1, Luck 1. Togoria. When the Togorians united to defend
their planet, the Mandalorians were so impressed
Disadvantages: with the Togorians' fighting tactics and
• Moral Qualms: Honor: respect Life Debt & techniques that they recruited them. These
respect and uphold the Mandalorian Warrior Togorians were among the first non-Taung or
Culture 2. non-Human people to join the Mandalorian
• Devotion: to their employer/profession 1 ranks. When the Mandalorians were wiped out,
• Can understand Basic, but not speak it 1 some Togorians turned to mercenary work,
bounty hunting, and joining space pirate colonies
Available Skill Packages: organized and controlled by the Hutts. During
• Hunter: Search, First Aid, Survival, Melee the final days of the Galactic Republic, a
Weapons Togorian Jedi youngling escaped Order 66.
• Warrior: Thrown Weapons, Dodge, Melee
Weapons, General Maintenance/Repair Languages: Togorian & Basic (not speak)
• Bodyguard: Search, Gunplay, Sixth Sense 2

Attribute Maximums:
DEX 5D, KNO 3D, MEC 3D+1, PER 4D, STR
5D, TEC 3D+2
Reproduction: Mammal

Cultural Detail:
As a species, they are large bipeds, with
retractable claws on their hands and feet.
Female Togorians are up to 2.2 meters tall,
while adult males range up to 3.0 meters. They
are covered in gray-white to black fur, often
with more colorful spots or stripes. They have
extremely dense bone tissue, allowing them to

59
Duros they are descended from ancient reptiles, and like
the Neimoidians they are born in a larval grub
The Duros are a humanoid species native to the stage, but unlike their cousins who leave the
planet Duro who are among the galaxy's first raising of their young mainly to the state, the
space faring civilizations. Their home world is Duros take care of their offspring from birth.
located on both the Corellian Trade Spine and at
the end of the Duros Space Run, two major While usually taciturn, Duros enjoyed telling
hyperspace routes that link Duro with other stories about their travels. It was said Duros had
important commercial centers. a photographic memory when it came to the
telling of tales and stories. Many Duros were
Race: Duros pilots and explorers, and were adventurous,
Encounter Frequency: Common to Uncommon though sometimes rash. As one of the first
Height: 1.8-2.2 meters tall cultures to develop hyperdrive spacecraft (some
even believe the first), Duros-charted trade routes
Racial Features: are among the oldest hyperspace routes still in
Starship Intuition: They begin play with the use during the Imperial era. Even in the later
following Free skills: Starship Piloting, Starship periods of galactic history, Duros are still known
Shields, Starship Repair, Starship Gunnery, for their superior astro-navigational skills.
Navigation & Sensors. 3
Languages: Duros & Basic
Advantages:
Expert: 2 Skills from the above list to receive 2
Levels for 1 Level placed, maximum 2 Level
bonus per skill. 1

Disadvantages:
Thin Skinned 1: Reduce their Damage Soak
rating by 1 point.

Available Skill Packages:


• Capital Ship Crew: (Choose two) Capital
Ship Piloting AP, Capital Ship Shields AP,
Capital Ship Gunnery AP, Capital Ship
Repair AP
• Corvette Captain: Vehicle 1, Command,
Tactics, Scholar
• Freedom Fighter: Gunplay, Dodge, Stealth,
Survival

Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D+2, PER 4D, STR
3D, TEC 4D+1
Reproduction: Oviparity

Cultural Detail:
The Duros are humanoids with smooth blue-
green skin, red eyes, lip-less mouths, long thin
nose less faces and green blood. Olfactory
organs beneath their eyes were responsible for
their sense of smell. Both females and males are
bald, though both genders are easily
distinguished. Their large red goggle-like eyes
also have slit pupils. Duros females lay eggs as

60
Arak
Attribute Maximums:
It is theorized that the Arak are de-evolved Star STR 5D, DEX 4D, KNO 5D, PER 4D, MEC 3D,
Dragons. Perhaps a different perspective would TEC 3D
be to call them an offshoot or genetic cousins to
Star Dragons. Reproduction: Oviparity

Race: Arak Cultural Detail:


Species: Cousin to the Star Dragon Much like Wookiees the Arak find it
Encounter Frequency: Extremely Rare dishonorable and disdainful to use their natural
Height: 2-2.2 meters tall weapons to kill foes. However, where this
diverges from the Wookiee culture is when their
Racial Features: friends are threatened or harmed. They will kill,
1. Armored Scales: Armored Scales +3 to by any means necessary, if their friends and
Physical & +6 Energy Resistance 3 loved ones are in danger. Once a Shamanic
2. Force Sensitive 3 culture, with the advent and introduction to
3. Longevity – Lifespan +720 (840 Total) Years technology they shed all but the most revered of
typically, (as per the Perk otherwise) (Extended their shamanic ways. They re-formed into a
Longevity) 1 structured society of scholars and White Current
4. Vacuum Resistance & Flight: 2 Practitioners.
Arak can survive in Vacuum and suffer no ill
effects. Arak can “fly” in vacuum (Space) at The Arak are generally peaceful, accepting and
their normal movement rate. They can levitate at calm. They take their time, because they have
one quarter their movement rate in Atmosphere. plenty of time for everything. An Arak is like a
While in space, Arak are immune to most types of Zen master until you threaten his or her friends.
radiation and the cold of space.
Languages: Basic & Celestial
Advantages:
Arak Heroes are allowed to “buy off” 2 points of
their disadvantages (this can allow them to
become a subclass Jedi) or choose from the
following additional advantages: Fellowship
Member 1, Hyper Movement 1 (Flight in Space
and in Atmosphere), Lesser Life Form Control 1,
Luck 1, Obscure Knowledge 1.

Disadvantages:
• Moral Qualms: Honor Code 2: Respects Life
Debt & honorable one on one combat
challenges.
• Ability Activation Limitation: Cannot
become Traditional Jedi (ever), Quixotic
Jedi, Jedi Alchemists, Somatic Jedi, Jedi
Sorcerors or Limited Force Users 6

Available Skill Packages:


• Weapons Master: Melee Combat, Advanced
Melee Combat AP, General Maintenance/
Repair
• Witch Doctor: Scholar, Medicine AS, First
Aid
• Xeno-archaeologist: Search, Scholar:
Archaeology, Multi-Lingual Background 1

61
Noghri 8. Imperial/Faction Record 1, All Noghri are
cataloged and accounted for in a Database.
Noghri (pronounced /'no.gɹi/) are a primitive 9. Enslaved: Forced Asset 3: Applies to both the
humanoid species. They have steely gray or blue Empire and New Republic+
skin, and are extremely skilled assassins due to 10. Terrifying 3: The Noghri repulse almost
their abilities in stealth and hand-to-hand everyone they are around. This is not a positive
combat. They possess a sense of smell so acute, feature (it’s not the Fear Advantage). It’s a
they can smell one's bloodline. Noghri society is creepy sensation that utterly destroys social
clan-based, revolving around the dukha, or interactions for most encounters if the Noghri is
community building, at the center of each not concealed in a disguise, armor or hiding.
village.
Available Skill Packages:
Homeworld: Nogr • Imperial Assassin: Starship Piloting,
Race: Noghri Navigation, Tactics, First Aid.
Encounter Frequency: Nonexistent • Enlightened Noghri: “Buys off” Enslavement
Height: 1.3-1.4 meters tall by converting it into Hunted 3 (Kill on sight):
Survival, First Aid, Scholar, Tactics
Racial Features: • Clan Craftsman: Art, General/Maintenance
1. Combat Masters: Gunplay, Missile Weapons, & Repair, Engineering: Civil 1
Thrown Weapons, Unarmed Combat & Melee
Combat Skills, Noghri Martial Arts at Novice Attribute Maximums:
Level, Stealth, Hide, Search & Dodge Skill Slots DEX 5D, KNO 2D+2, MEC 3D+2, PER 5D,
are granted for free. STR 5D, TEC 2D+2
2. Lethal: +10 to all damage delivered
3. Stealth: +6 to Sneak & +9 Hide. Reproduction: Mammal
4. Enhanced Senses: +6 to base Perception all
perception skills, other than Stealth related, Cultural Detail:
benefit in addition to Initiative. They are Imperial Assassins either under the
5. +1 to Free Actions control of Vader or Thrawn depending upon the
6. Toughness +2 time-line. After
7. Enhanced Attribute: Strength 3 the Thrawn era,
8. Enhanced Attribute: Dexterity 3 they became
9. Enhanced Attribute: Perception 3 Allies of the
(These simply award the player +3D Attribute New Republic
dice, they cannot go above racial maximum) and were re-
10. Sixth Sense 4 located to a
world that
Disadvantages: could sustain
1. Ignorance 5: They are almost completely them and allow
ignorant of galactic affairs. May not advance them to prosper
any Knowledge skills except for Intimidation, once more.
Survival, Willpower & Languages, ever. (Only
GM permitted skills can be acquired or ones in Languages:
this template’s skill packages) Basic & Noghri
2. Cannot be Mundane, However they are still
resistant to basic Force Assaults like a Mundane
individual (2D to resistance, as per Mundane)
3. Cannot Possess Force Armor 1
4. Cannot be Force Sensitive 3
5. Moral Qualms 1, Honors life debt
6. Moral Qualms 3: Honors Clan Society.
7. Socially Awkward: + 6 to all Social
interaction Difficulties: Cannot Possess any
Socially Positive Advantages 5

62
Diluted Sith Bloodline human stock with Sith bloodlines. It is assumed
that their race arose as a result of the Sith empire
Humanoids that are physically similar in taking slaves and breeding with them during the
appearance to the Ancient Sith Race. Their height of their regime. Another theory about
appearance varies wildly. their existence and one that lends itself more
toward reality is one in which some Sith foresaw
Home World: Unknown their decline and took measures to entwine their
Species: Genetic offshoot of the Sith Race genetics with “lesser races” as as to ensure their
Encounter Frequency: Extremely Rare genetic transcendence and / or survival.
Height: 1.6 – 2 meters tall
They are aware of their resemblance and genetic
Racial Features: ties to the Ancient Sith race. They are not a
1. Force Sensitivity 3 despotic race hell bent on conquering the galaxy.
2. Melee Weapons & Alchemical Weapon AP There is no need for them to do so. Many can be
Skills for free. 2 found living in or near Sith Temples and many
3. Opposed Force Resistance: +6 to resist maintain these structures with reverence and
negative Force Effects: Increases the difficulty more than a fair amount of respect for the
of “spells”and all force powers used against dangers they tend to present (they are not
them, does not effect beneficial powers like oblivious to the power of Sith artifacts), though
healing (this is also a +6 to damage resistance they tend to be immune to being corrupted in the
vs negative powers/spells). 2 presence of Sith Spirits and objects, the latter of
which they can use without any negative effects.
Advantages:
Heroes can choose from one of the following Languages: Basic & Sith
Advantages: Luck 1, Accelerated Healing 1,
Toughness 1, Good Hearing 1, Capital 1, Sixth
Sense 1, Ambidextrous 1.

Disadvantages:
Ability Activation Limitation: Cannot become
Traditional Jedi, Jedi Alchemists, Quixotic Jedi,
Current Users or Limited Force Users 5

Available Skill Packages:


• Traveler: Navigation, Starship Piloting,
Gunplay, Dodge
• Mystic: Scholar: Sith 1, Languages: Sith 1,
(Sith language is already at mastery level
thus the Free Specialization), Willpower
• Hermit: Survival, Stealth, First Aid, Search

Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
TEC 4D
Reproduction: Mammals

Cultural Detail:
These individuals are elusive and prefer to
remain in seclusion. Those that do venture out
can be curious or perhaps they are investigating
the presence of a Force Disturbance. Those few
that become adventurers rarely return to their
point of origin. They are largely a blending of

63
Yevetha regard as vermin, and refuse to sully
themselves with contact. Avoid alien
"The Yevetha are not civilized, General. It would contamination, including purification rituals
be a mistake to deal with us as though we were." & disinfecting procedures if they spend time
―Nil Spaar with “vermin”.
• Imperial/Faction Record 1: They are an
The Yevetha are a lithe, skeletal species Imperial Slave Race.
indigenous to N'zoth in the Koornacht Cluster, • Enslaved/Blockaded 3
known for their xenophobia and death-centered
culture. Available Skill Packages:
• Imperial Engineer: +1 Level to Engineering,
Home World: N’zoth +1 Level to Starship Repair, Computer
Species: Yevethan Program/Repair
Encounter Frequency: Ultra Rare; Black Fleet • Yevethan Combat Pilot: Starship Piloting,
Crisis Starship Gunnery, Sensors, Survival
Height: 1.5 – 2.5 meters • Yevethan Commander: Command,
Persuasion, Con, Bureaucracy
Features:
1. Technical Aptitude 3: Yevethans have an Attribute Maximums: DEX 4D, KNO 3D, MEC
innate talent for engineering. 3 Days of study = 4D, PER 4D, STR 4D, 5D TEC
+10 to all Engineering, Repair and Modification
rolls. Their Modifications can be a D higher than Reproduction: They gestate in Birth Casks
base (2D+2).
2. Start with General Maint/Repair, Starship Cultural Detail:
Repair, Starship Weapon Repair, AP Capital Ship Yevethan culture is organized into a strict
Repair, Unarmed Combat & Technology Skills. hierarchical system headed by the Darama.
3. Dew Claw 1: Yevethans have large claws that Politically, Yevethan society is led by a Viceroy,
retract fully into their wrist. STR+5 who also operates as the chief of state for the
4. Gifted Engineers 3 Duskhan League. Departments of governance,
commerce, science, and culture are led by
Advantages: Proctors, and supported by various guilds. This
Yevetha Heroes can “buy off” up to 3 points of structure is mirrored in the Yevethan military and
their Disadvantages (which would be necessary shipboard staff led by Primates. For the
in order to function in a party... Xenophobia 0, a Yevetha, death is not to be
reduction of 3 would likely work nicely), feared. Under
Enslaved would have to be converted to Hunted Yevethan law,
(during Imperial and New Republic Times). murder only occurs
when an inferior
Disadvantages: male kills one
• Isolation 1: Can only increase their superior in their
knowledge of alien cultures and technologies hierarchy,
by direct exposure. 5 game sessions prior to while slayings
raising any skill related to this. in the other
• Overblown Honor 2: Yevethans are canny direction are
and determined fighters, eager to kill and die considered
for their people, cause and Victory, and an
unwilling to surrender even in the face of acceptable
certain defeat. occurrence.
• Quirk Territorial 1: Yevethans regard all
worlds within the Koornacht Cluster as Languages:
theirs by right and are willing to wage Yevethan & Basic
unending war to purify it from alien
contamination.
• Quirk Xenophobia 3: Repulsed by aliens,

64
Yuuzhan Vong Warrior Caste however, what is known is that their worlds
could no longer sustain life. Thus they set out on
"The Yuuzhan Vong are tall, muscular, and a great journey towards what they believed to be
human-like, but their faces and bodies are habitable worlds to resettle and conquer. Their
horribly scarred and disfigured. They have no ships are all alive, living entities that are
hair, and their noses are practically missing." genetically engineered. They are a caste based
―Garqi refugee society, with the Warrior caste sitting at the top.

Home World: Unknown Their scientist caste are called “Shapers” because
Species: Galactic Outsider they can literally shape worlds in the twisted
Encounter Frequency: Nil; Depends upon Era image they want to, genetically perverting what
Height: 1.8 – 1.9 meters they once were. Shapers can alter genetic DNA
of any species warping them into slave races and
Racial Features: they have a hatred of Droids. Their Shapers are
1. Mundane 3 known for pulling organs out of “lesser” races
2. Free Unarmed and Melee Combat, Martial and genetically grafting them into and onto their
Arts AP & Alchemical Weapon AP skills Warrior caste. They conquer and enslave every
3. Force Armor 2 race they come across. As a society they hold
4. Expert: Melee & Unarmed Combat 1 pain and the enjoyment of inflicting it upon
5. Toughness 3 themselves as a cultural ritual of advancement,
most have varied tattoos and are scarred beyond
Disadvantages: belief, though their self mutilation never impairs
1. Quirk 3: Hate Automation: Will go out of their ability to fight and their grafting of the
their way to destroy technological automation organs of lesser races is meant to enhance their
and Droids (genocide is on the table if rids a already grotesque prowess. A very small sect of
world of Technological Automation). their society does not believe in self mutilation,
2. Ability Limitation: All Dark Side Powers, and they appear almost human, females tend to
Telekinesis (suffocate via hardening the air be naturally beautiful. As a whole, they all sever
around them or TK thrown objects) & the first one to two thirds of their noses. Their
Biomagnetic Telepathy ignore Force Armor & ears are elongated and almost akin to those on an
their Resistance from being Mundane. 3 Elf in a fantasy setting.
3. Unmistakable Features: Self Mutilation 3
4. Moral Qualms 1: Religious Adherence They employ fearsome weapons called
Amphistaves and wear living armor they are
Available Skill Packages: generally a match for most Jedi in close combat.
• Warrior: Thrown Weapons, Missile They are, all, severed from the Force save for
Weapons, Survival, First Aid genetic abominations they call War Coordinators.
• Combat Pilot: Starship Piloting, Starship
Gunnery, Survival, Sensors Languages: Yuuzhan Vong & Basic
• Squad Leader: Command, Willpower,
Dodge, Thrown Weapons

Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
TEC 4D
Reproduction: Mammals

Cultural Detail: As a group they’re Genetic


Supremacists hell bent on destroying all forms of
Technological devices. The Yuuzhan Vong are a
group of outsiders from the Galactic whole.
They destroyed their home worlds. The means
by which they accomplished this is unknown,

65
Yuuzhan Vong Shaper Caste clothing, the Shapers make everything, and
techniques were written in instructions known as
"The caste nearest the great god, Yun-Yuuzhan, cortexes, of which there are eight. Adepts are
who shaped the universe from his body. It is they only allowed access to information up to the
who know the ways of life, who bend it to our Fifth cortex with Masters that are capable of
needs." giving access to the others. The Shapers are
―Vua Rapuung guided by strict protocols, and deviance from
these protocols is grounds for demotion to
Home World: Unknown another caste, or death due to the Yuuzhan Vong
Species: Galactic Outsider religious beliefs which state that knowledge was
Encounter Frequency: Nil; Depends upon Era incapable of being created as it was given to
Height: 1.8 – 1.9 meters them from the mind of Yun-Yuuzhan through
Yun-Harla's handmaiden Yun-Ne'Shel. This
Racial Features: causes a serious lack of ingenuity and
1. Mundane 3 inventiveness on the part of the Shapers. This
2. Medicine AS, Scholar/BioTech, First Aid, caste worships a particular deity among the
Technology, Melee Weapons & Alchemical pantheon of the Yun'o which was Yun-Ne'Shel,
Weapon AP skills 5 the Modeler. They do not have an excessive
3. Force Armor 2 level of outward scarring but instead are often
4. Expert: Scholar & Technology 1 fully tattooed, wearing form fitting oogliths and
5. Toughness 2 have special headdresses adapt to display their
rudimentary emotional state through the
Disadvantages: headdress's tentacles.
1. Ability Limitation: All Dark Side Powers,
Telekinesis (suffocate via hardening the air Languages: Yuuzhan Vong & Basic
around them or TK thrown objects) &
Biomagnetic Telepathy ignore Force Armor &
their Resistance from being Mundane. 3
2. Unmistakable Features 2: Self Mutilation
(Less External Scarring)
3. Quirk 3: Hate Automation: Will go out of
their way to destroy technological automation
and Droids (genocide is on the table if rids a
world of Technological Automation).
4. Moral Qualms 1: Religious Adherence

Available Skill Packages:


• Adept: First Aid/BioTech, Technology/
BioTech, Unarmed Combat, Command
• Torturer: Interrogation/BioTech,
Interrogation/Torture, First Aid/BioTech,
Dodge, Unarmed Combat
• Rogue Shaper: Eliminates Moral Qualms 1
& Automation Hatred.

Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
TEC 4D
Reproduction: Mammals

Cultural Detail: This class in Yuuzhan Vong


society are bio-engineers and scientists. Ranging
from the mighty Koros-Strohna to simple

66
Yuuzhan Vong Intendant Caste other species. They are responsible for keeping
supply lines open, and for supplying the obedient
"I want many things, and in time I intend to get with their vital needs. They also tended to the
all of them." creatures made by the Shapers and served as the
spies and advanced scouts for invasion forces.
―Nom Anor While the warriors and priests looked down on
them as devious, the Intendants did the actual
Home World: Unknown governing of the Yuuzhan Vong empire, and had
Species: Galactic Outsider the ability to adapt—something the other castes
Encounter Frequency: Nil; Depends upon Era lacked. Unlike the other elite castes, they did not
Height: 1.8 – 1.9 meters possess a war cry and were also the smallest of
the castes. The Intendants could worship any
Racial Features: god. The Praetorite Vong are a military force of
1. Mundane 3 the Yuuzhan Vong that are dominated by the
2. Free Master of Disguise, Dual Identity & Intendant caste.
Ersatz Advantages. Persuasion, Con, Stealth,
Bureaucracy, Melee Weapons & Alchemical Before the invasion of the galaxy, the Intendant-
Weapon skills. 7 ruled Praetorite Vong made the initial incursion
3. Force Armor 2 onto the worlds of the Promised Land. They are
4. Expert: Persuasion & Con 1 led by Prefect Da'Gara and made use of a
"defective" yammosk. Despite their initial
Disadvantages: progress, the Praetorite Vong were defeated
1. Ability Limitation: All Dark Side Powers, which stalled the invasion until the warrior caste
Telekinesis (suffocate via hardening the air arrived. As the Yuuzhan Vong began conquering
around them or TK thrown objects) & more territory from the New Republic and other
Biomagnetic Telepathy ignore Force Armor & governments, the new territory fell under the
their Resistance from being Mundane. 3 administration of the Intendant caste. The
2. Unmistakable Features: Self Mutilation 3 Intendant caste joined their brethren castes after
3. Moral Qualms 1: Religious Adherence the end of the war by living in peace on the
4. Quirk 3: Hate Automation: Will go out of living world of Zonama Sekot.
their way to destroy technological automation
and Droids (genocide is on the table if rids a Languages: Yuuzhan Vong & Basic
world of Technological Automation).

Available Skill Packages:


• Infiltrator: +1 Level to Stealth, Unarmed
Combat
• Poser: Business, Streetwise, Gunplay, Dodge
• Enlightened Intendant: Buys off Quirk 3:
Hates Automation and Moral Qualms 1.
Represents Intendant Operatives that
abandoned their mission and “went native”
embracing the larger culture of the Star Wars
universe.

Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR 4D,
TEC 4D
Reproduction: Mammal

Cultural Detail:
The Intendants played a role similar to that of
bureaucrats, organizers and logistics personnel in

67
Droids massive Droid Army that he ravaged the galaxy
with. That places Droids in existence 20,000
If there is a bonus for playing every race in the years prior to the the Knights of the Old
galaxy, we have to consider Droids a part of that. Republic Era.
Race: Droid
Encounter Frequency: Common Languages: Droid Language & Others
Height: Varies Wildly
Racial Features:
1. Ambidextrous 1: Droids aren’t built with a
“primary hand” or appendage.
2. Concentration 1: All droids have a tendency
to take their time when performing tasks. Thus
all Droids gain an enhanced bonus for focusing
on detailed work.
3. Longevity 1: Droids are effectively immortal
so long as they can find or fabricate replacement
parts. Furthermore, certain environmental
conditions that would effect a “Meat Bag” will
have little to no effect on them (most Radiation,
Heat, Cold).

Available Skill Packages:


• Servant Droid: Navigation, Scholar, General
Maintenance/Repair, First Aid
• Explorer Droid: Search, Navigation, AP Pack
Mule
• Combat Droid: Dodge, Gunplay, Search,
Missile Weapons (or Thrown Weapons)
• Astromech Droid: Navigation, Starship
Piloting, Starship Repair, General
Maintenance/Repair
• Human Replica: Persuasion, Con, Scholar,
Art
• Labor Droid: Athletics, Sensors + AP
Punching Bag

Attribute Maximums:
DEX 6D, KNO 6D, MEC 6D, PER 6D, STR 6D,
TEC 6D (GM Discretion).
Cultural Detail:
Droids, less commonly known as robots and
automatons, are mechanical beings that possess
artificial intelligence. They are used in a variety
of roles and environments, often those
considered too menial or too dangerous for other
species, but also in fields that required extensive
specialization and knowledge. Records typically
indicate that Droids have existed as long as 5,000
years prior to the Jedi Order. However, there are
instances where this is simply incorrect. Droids
have existed in the Star Wars Universe since the
time of Xim the Despot. He had created a

68
Unknown Species order in which sentences are constructed in
English is generally subject-verb-object. It is
This species is most famously recognized in correct to say, “I saw an alien.” An inversion of
association with Jedi Grand Master Yoda, who this sentence is “An alien, I saw.”
was likely the most prominent of them. The
species is long lived, however, all examples of “Do you believe what Count Dooku said about
the species have been Jedi and Jedi tend to have Sidious controlling the Senate? It doesn’t feel
longer lifespans than standard species. right.” -Obi-Wan Kenobi

Race: Unknown Humanoid “Joined the Dark Side, Dooku has. Lies, deceit,
Encounter Frequency: Ultra Rare creating mistrust are his ways now.”
Height: .5-.8 meters tall -Master Yoda

Racial Features:
Force Sensitive 3: Every known member of this
race has been Force Sensitive, thus it stands to Languages: Basic
reason that they all begin with Force Sensitivity.

Available Skill Packages:


• Jedi Acolyte: Control & Sense Skills
• Child Survivor: Control & Alter Skills
• Explorer: Sense, Starship Piloting, &
Navigation

Attribute Maximums:
DEX 5D, KNO 5D, MEC 4D, PER 5D, STR 2D,
TEC 3D
Reproduction: Mammal

Cultural Detail:
Little is known about the species that Yoda and
the child from the Mandalorian series are a part
of. There have been other notable creatures of
this race like Yaddle, Minch, Oteg, Vandar
Tokare and another unidentified Jedi (all were
Jedi, in fact).

What is known, however, is that the species


enjoys nutrition in the form of amphibious life
forms (like frogs) and they are quite carnivorous,
capable of eating creatures almost as big as they
are, whole (and alive). Their diet is considered
to be disgusting to most other races (even when
cooked), however, it is quite nutritious and edible
by most mammals.

The species has a tendency to speak in


“Anastrophe.” Anastrophe is a literary technique
where the natural order of words is inverted.
This is done in order to achieve a particular
effect or emphasis. “Anastrophe” is a Greek
word which means “to turn back.” The word

69
Ugnaught Anoat system, Ugnaughts were taken away from
their homeworld as slaves long before the
"Republic species data-banks express Ugnaughts Imperial era. Entire tribes would often be sold
as porcine-bipeds. Relevant descriptors are into slavery. During the Clone Wars in 20 BBY,
small, tusks, and unfriendly." the Separatist General Grievous led an invasion
―Gree droid Hib-R-ak describes Ugnaughts of Gentes. He took the entire Ugnaught
population prisoner and put them to work in the
Homeworld: Gentes, Anoat System CIS droid foundries on Geonosis. Later
Race: Ugnaught massacring them. Under the Human-centrist
Encounter Frequency: Uncommon Galactic Empire, the Ugnaughts slavery
Height: 1-1.6 meters tall continued and they were used for many Imperial
projects.
Racial Features:
Toughness 1 Two thousand years earlier, when the Corellian
Energy Resistance 1: +3 to Soak Tests vs Energy noble Lord Ecclessis Figg wished to build a
Expert 1: Choose Two Technical Skills floating mining complex on Bespin, he decided
to recruit several Ugnaught tribes to help in the
Available Skill Packages: mining of the base metals needed to build the
• Scrapper: General Maintenance/Repair, structure. He bought the services of three
Demolitions, Computer Program/Repair, Ugnaught tribes: the Botrut, the Isced, and the
Search Irden. Once Cloud City was built, Ecclessis Figg
• Civil Engineer: Engineering: Civil 1, gave them their freedom.
General Maintenance/Repair
• Resistance Fighter: Gunplay, Survival, Shortly after the Battle of Hoth, the Cloud City
Demolitions, Dodge mining colony fell under the rule of Imperial
Captain Hugo Treece, who enslaved the
Attribute Maximums: Ugnaughts. Many Ugnaughts fled, led by the
wealthy King Ozz. King Ozz's Ugnaughts
DEX 4D, KNO 3D, MEC 4D+1, PER 3D+1, formed a resistance, which planted bombs
STR 4D+1, TEC 5D throughout the colony. As a result, Cloud City
was evacuated until the bombs could be defused.
Reproduction: Mammal
Languages: Basic &
Cultural Detail: Ugnaught
Ugnaughts are ruled by elected terend councils,
which are led by elected ufflor officers. They are
also represented in the Cloud City's Parliament
of Guilds. Ugnaughts live their lives in
accordance to their "blood profession", with
Ugnaught parents teaching their children their
trade. Infant Ugnaughts were known as Ugletts.
If the number of new Ugnaughts in a given
profession exceeded the needed, a blood duel
was called. When the Ugnaughts reached their
twentieth year of age, these fights were held to
the death, with the victor winning the right to
inherit their blood profession. Despite this
outdated and violent custom, the Ugnaughts were
generally a peaceful people with a rich culture.
When greeting an Ugnaught, it was advised to
bow silently, then wait for a guttural purring as a
positive response.

Originally from the planet Gentes in the remote

70
Jawa the Jawa staple diet of hubba gourd. Jawas are a
communal, compulsive scavenger species who
Homeworld: Tatooine, Arkanis Sector spent most of their life devoted to scavenging the
Race: Jawa deserts of Tatooine (and other worlds) in search
Encounter Frequency: Rare of any scrap metal, Droid or mechanical part left
Height: .9-1.1 meters tall behind from millennia of star travel and
technological advancement. The Jawa’s
Racial Features: unofficial motto was not to look for uses in a
• Accelerated Healing 1 salvaged item, but rather to imagine someone
• Night Vision 1: Out to 20m else who might find a use for it. They have a
• Jury Rigger 1: 1st Tier of Jury-rigging has no kind of instinctive feel for machinery and
chance of failure, 2nd Tier has the failure rate electronics, notorious for knowing how to get a
of the 1st & 3rd Tier has failure rate of the 2nd. piece of equipment functioning just well enough
to sell. Jawas live in separate clan families, each
Advantages: with distinct, separate territories for living and
Jawa Heroes can select up to 3 points of scavenging. Each Sand-crawler is lead by a
Advantages from the list below: Male Clan-Chief. However the overall operation
Limited Force User 1: +2 Force Potential (Max) of the Jawa clan is overseen by a female Shaman.
Expert 1, Card Shark 1, Empath 1, A female Jawa becomes a shaman by possessing
Concentration 1, Expose Fault 1, Good Hearing some kind of Force ability with which to perform
1, Good Vision 2, Luck 1-3, Skill Mastery 2, magic, overcoming an illness accompanied by a
Serpent Tongue 1, Pluck & Tuck 1 hallucinatory vision or was chosen and trained as
the successor to the current Shaman. The Jawas
Disadvantages: also emigrated to other desert worlds, such as
• Thin Skin 1: Lower Damage Soak by 1 Point Ryloth and Florrum, and garbage planets, such as
• Fragile 1: Jawa only live 80 years Raxus Prime, which was home to the Meeknu
• Light Sensitivity 1: Without eye protection clan. One was even seen on the planet Genon,
Jawa’s suffer a +1DR to all sight based tests. and several on the planet Coruscant. Sometime
after the Battle of Endor, a group of 480 Jawas
Available Skill Packages: was transported to Endor as part of a privately
• Scavenger: General Maintenance/Repair, funded expedition to salvage valuable hardware
Starship Repair, Droid Repair, Search from wreckage left there after the battle. They
• Future Shaman (Must be Female & a Limited reportedly mutinied, forming a roving bandit
Force User): Business, Persuasion, Scholar, gang and preying upon any visitors to the moon.
Appraisal
• Future Chief: Command, Search, Languages: Jawaese / Jawas can easily speak
Bureaucracy, Streetwise fast enough (Their trade language) that most
species won’t understand (when they want to).
Attribute Maximums:
DEX 4D+2, KNO 3D+2, MEC 4D+1,
PER 3D+2, STR 2D+2, TEC 5D
Reproduction: Mammal

Cultural Detail:
At all times Jawa faces remain obscured by a
shroud of cloth to retain moisture, hide their
identity and to dissipate their body heat.
Polished orange or red gemstones are embedded
within the fabric to protect the Jawas’ sensitive
vision from the bright sunlight. A Jawa’s normal
body temperature is 46°C (116 F) which results
in a high metabolism and an efficient digestive
system that draws all the needed nutrients from

71
Latero the Confederacy of Independent Systems, and
suffered greatly. Some time after the rise of the
Homeworld: Lateron Galactic Empire, they occupied the planet,
Race: Latero providing no support to its inhabitants, who were
Encounter Frequency: Rare prone to attacks from gangsters. Lateron
Height: .9-1.1 meters tall continued to suffer under the Galactic Empire,
who saw the planet as expendable.
Racial Features:
• Multi-Dexterous 1: Latero can use any of The reason why Gangsters and crime syndicates
their 4 arms equally well. are so prevalent on Lateron is because of the
• Enhanced Attribute 3: Mechanical (Already Latero’s predisposition to be addicted to games
incorporated into their racial maximums). of chance. The planet attracted all manner of
crime syndicates that have set up on world and
Advantages: prey on the habits of the planetary inhabitants
Latero Heroes can select up to 1 point of and, quite frequently, terrorize the Latero. The
Advantages from the list below: Empire, who stepped in to garrison the world and
Expert 1, Card Shark 1, Expose Fault 1, Good prevent growth of Rebel Cells has been bribed by
Hearing 1, Criminal Contacts 1 almost all of the Syndicates on the world and
tend to not get involved in Syndicate affairs.
Disadvantages:
• Gambling Addiction 1 Points of note on world are: The Lateron Space
• Debt 1 Academy: is a renowned piloting academy. The
planet also hosts at least one private cantina.
Available Skill Packages:
• Starship Pilot: Starship Piloting, Starship Languages: Basic & Latero
Repair, Navigation, Sensors
• Gambler: Gambling, Con, Streetwise,
Business
• Survivor: Gunplay, Survival, Dodge,
Athletics

Attribute Maximums:
DEX 4D, KNO 3D+2, MEC 5D, PER 3D+2,
STR 3D+1, TEC 4D+1
Reproduction: Mammal

Cultural Detail:

Latero, also known as Lateron, are a sentient


species from the planet Lateron that possess four
arms. Greez Dritus, the captain of the S-161
"Stinger" XL Stinger Mantis. The company
Latero Spaceworks, creator of the S-161
"Stinger" XL, shared its name with the species.

Lateron is a small planet located in the Mid Rim


that was home to the Latero species. The planet
fell under the control of the Galactic Empire,
who viewed it as expendable, making life
difficult for its inhabitants. Lateron is a small
and comfortable planet. It was known for its
spices. Lateron saw involvement during the
Clone Wars between the Galactic Republic and

72
Abednedo warrens, to create massive cathedrals, which
housed tens of thousands of family units.
"I think it's time someone came forward. I, uh...,
I-I've been working on this heap a long time. At some point, the precursor species evolved into
Way before the war. We refit and rebuild ships. the Abednedo, and they began to start living on
Best in the galaxy. Then came the Empire. And the surface of their planet. There, they built
engineers...became scrappers. The workers - multiple cities, spanning the surface of
just started getting worked. But we all know the Abednedo. The cities were endless sources of
truth. We're just...afraid to say it. To the Empire. amusement and interest for Abednedos, but in
..we're all just expendable." contrast, could strike outsiders as chaotic, due to
them including many ornamental spires,
―Prauf's final words flagpoles and riotously colored carvings.
Homeworld: Abednedo Shortly after the Battle of Endor, due to their
Race: Abednedo allegiance to the Alliance to Restore the
Encounter Frequency: Common Republic, the Empire occupied Abednedo, and
Height: 1.8-2.4 meters tall the planet was subject to a climate disruption
array. As such, they later elected to become part
Racial Features: of the New Republic.
• Abnormal Size 1 (DEX 2D Max, STR 6D)
• Photographic Memory 2 Languages: Basic & Abednedo
Available Skill Packages:
• Scrapper: General Maintenance/Repair,
Starship Repair, Search, Appraisal
• Rebel: Gunplay, Dodge, Athletics, Survival
• Combat Pilot: Starship Piloting, Starship
Gunnery, Starship Repair, Starship Shields
• Politician: Bureaucracy, Persuasion,
Business, Scholar

Attribute Maximums:
DEX 2D, KNO 4D, MEC 4D, PER 4D, STR
6D, TEC 4D
Reproduction: Mammal

Cultural Detail:
Abednedo are a sentient species native to the
planet of the same name in the Colonies region
of the Galaxy. Abednedo are humanoid and
mammalian, and their face features dangling
mouth tendrils and two fleshy nostrils.
Abednedos are brown, cream or tan in color.
They are a common sight in the galaxy, and are
found in multiple, contrasting professions.
Notable Abednedo includes Resistance pilots
Ello Asty and C'ai Threnalli, Rebel Alliance
tech specialist Antrot and senator Brasmon Kee
of Abednedo. Abednedo have arms that
terminate in five digits, and legs that end in
three. Abednedos evolved from an
underground precursor species. They carved
out a series of interconnected tunnel-dens, or

73
Barabel resistant, and their reptilian visage and mouth
full of needle-sharp teeth strikes a primal fear
Homeworld: Barab I into many mammalian species. Barabel make a
Race: Barabel hissing noise when laughing.
Encounter Frequency: Uncommon
Height: 1.75-2.5 meters tall Barabel have a fearsome reputation that leads to
them being coveted as hired muscle in the
Racial Features: criminal underworld, and Barabel enforcers can
• Physical Armor 2: The Barabel are encased be found serving at the right hand of many crime
in thick scales that provide +6 to Physical lords. Often found wielding the Gamorrean
Resistance. Arg'garok, they act as bodyguards or dole out
• Energy Resistance 1: In addition to a their employer's twisted sense of justice. On
Physical Resistance, the Barabel’s scales some occasions, the Barabel cultural hatred of
also are resistant to raw energy (like lasers apologies led to violence when they were sent to
and blasters) and provide a +3 to Energy collect from debtors. Due to their deep sense of
Resistance. loyalty, some Barabel would form lasting
• Radiation Resistance 2: the Barabel live on partnerships with minor criminals such as
an irritated world and are functionally smugglers, slicers, shipjackers or arms dealers.
immune to high levels of radiation. In the
presence of more severe levels of radiation Story Factors:
the Barabel resist Radioactivity at +12 to Jedi Respect: Barabels have a deep respect for
their tests. Jedi Knights, though they have little ability in the
• Infrared Vision: The Barabel can see in the Force. They almost always yield to the
infrared spectrum as well as the standard commands of a Jedi Knight.
spectrum. Reputation: Barabels have a reputation as fierce
Disadvantages: warriors and great hunters. They are often feared,
Quirk 2: Hatred of Apologies and always given a wide berth except by the
Quirk 1: Find humor in others’ suffering most fierce individuals.
Available Skill Packages: Languages: Basic, Barabel
• Enforcer: Unarmed Combat, Melee Combat,
Athletics, Intimidation
• Seeker: Starship Piloting, Navigation,
Appraisal, Starship Repair
• Jedi: Melee Combat, Lightsaber AP, Dodge
Attribute Maximums:
DEX 4D, KNO 3D, MEC 3D+2, PER 4D+2,
STR 5D+2, TEC 3D
Reproduction: Oviparity
Cultural Detail:
Barabels are native to the irradiated planet Barab
I and revere the Jedi Order, telling tales of their
combat prowess across their home-world. The
species shares little of the Jedi's morality
however, finding the pain of others comical,
particularly "squishy" species such as humans,
who endlessly amuse them. Barabels take some
getting use to, considering apologies to be
insulting, but Barabel loyalty runs deep once
given. The Barabel are a bipedal saurian species
that possesses an imposing form with prodigious
physical strength. Their bodies and tails are
covered in dark green scales that are energy

74
Rodian Rodians exude a pungent, musky aroma, some
smelling stronger than others. This scent is an
"All I know about Rodian’s is that they revere oily pheromone excretion that serves to
death... As a culture. As in, they will kill you, moisturize the skin and attract potential mates.
happily, for a couple credits or just the fun of it." Most Humans and Diollans found the scent to
particularly overwhelming and likened it to the
―A Mercenary about to meet "odor of animal droppings on the bottom of your
with a Rodian Arms Dealer boot." This was not the case with all species,
however, as evidenced by the unsavory use of
Homeworld: Rodia Greedo's pheromones; a Tatooine bartender by
Race: Rodian the name of Wuher ground up Greedo's body to
Encounter Frequency: Uncommon use in the creation of a perfect Hutt liquor!
Height: 1.5-1.7 meters tall Many would assume that all Rodians smelled the
same, however Rodians themselves could
Racial Features: differentiate the scent. The scent distinguished
• Good Vision 2: Rodians have exceptionally identity, communicating to Rodians an
large and astute eyes and as such benefit individual's family heritage and breeding. One
directly with any eye hand coordination. Rodian's smell from a feuding clan could send a
• Criminal Contacts 1: As a culture, Rodians rival clan member into a warring frenzy.
are all tied in to the less savory aspects of the
galaxy. No matter if the Rodian is a Rodians possess a wide vocal range and have
“pacifist” or not, they still likely are friends been known to make hooting noises. Basic-
with some criminals. speaking Rodians have a unique accent, due to
their tendency to lisp, and their difficulty
Available Skill Packages: pronouncing certain syllables containing "r," "l,"
• Bounty Hunter: Investigation, Search, or "s" sounds.
Gunplay, Starship Piloting
• Actor: Persuasion: Acting 1, Con, Scholar, Languages: Rodese & Possibly Basic
Gunplay
• Criminal: Intimidation, Willpower,
Streetwise, Con

Attribute Maximums:
DEX 4D+2, KNO 3D+2, MEC 4D, PER 3D+2,
STR 4D+1, TEC 3D+2
Reproduction: Oviparity

Cultural Detail:

Rodians are a reptilian humanoid species native


to Rodia in the Tyrius system. Highly
recognizable due to characteristics in facial
structure and skin pigment, Rodians are
infamous for their violent culture, which sprang
from the difficulties of life in the jungles of their
home-world. Though they were often relegated
to the fringes of galactic society as bounty
hunters or criminal henchmen, Rodians are not
merely simple-minded thugs. The Rodian people
managed to produce artists, merchants, and
politicians who were found even among the
upper classes of the Core Worlds.

75
Mon Calamari gentle. They are extremely tempered to the point
that they were slow to anger and have the
"Make no mistake, the Mon Calamari saved the remarkable ability to maintain their
galaxy." concentration without being distracted by
emotional responses. In addition, they are
―Mon Mothma known for a near-legendary quality of being both
The Mon Calamari (also known as Calamari, determined and dedicated. This means that once
Calamarians, Mon Cal, Mon Calamarians, or a Mon Calamari decides on a course of action,
rarely Mon Cala) are one of the sentient species they are not easily swayed from that decision.
indigenous to the world of Dac. As they were idealistic and daring, they often
fixate themselves on causes that seem hopeless
Homeworld: Dac or lost from the start. As such, they have a great
Race: Mon Calamari deal of enthusiasm and spirit. Ultimately, a Mon
Encounter Frequency: Uncommon to Rare Calamari often attempts to demonstrate that even
Height: 1.3-1.8 meters tall dreamers and thinkers are capable of daring and
bravery when the need requires.
Racial Features:
• Aquatic 2: they breathe water and air equally They developed a reputation for being one of the
well. They can withstand extreme pressures most skilled Starship designers in the galaxy.
found in ocean depths. Athletics: Swimming This partly stems from the fact that they see
1 & Willpower granted. everything as a work of art rather than being a
• Hyper Movement 1: Swimming simple tool or weapon. Their technology is
• Moist Environments: +1D to DEX, PER & notable for being unique, yet comparable to that
STR. of the other inhabitants of the galaxy. While
• Dry Environments: -1D to DEX, PER & STR their starships are significantly different from
those of other races, they were in fact more
Available Skill Packages: efficient in design. However, such vessels tend
• Transport Pilot: Starship Piloting, Starship to be extremely difficult to construct. The
Gunnery, Starship Shields, Starship Repair mathematically-minded Givin could not stand
• Officer: Tactics, Command, Persuasion, the Mon Calamari spaceships, as they were too
Gunplay organic and not geometric enough. The Mon
• Oceanic Labor: Athletics 1: Lifting 2, Calamari language is shared with the Quarren
Swimming 2, Endurance though many members of the species adopted
Basic as their common tongue.
Attribute Maximums:
DEX 3D+2, KNO 4D+1, MEC 4D, PER 4D, Languages: Dac & Basic
STR 3D+1, TEC 4D+2
Reproduction: Mammal
Cultural Detail:
The Mon Calamari developed a very advanced
and civilized culture. Art, music, literature, and
science showed a creativity surpassed by few in
the galaxy. An example of the art the Mon Cal
used was the Squid Lake Ballet. The Squid
Lake, was a performance of Mon Calamari
Ballet, played at the Galaxies Opera House on
Coruscant during 19 BBY. The show attracted
many influential figures such as Supreme
Chancellor Palpatine and distinguished Jedi
Knight Anakin Skywalker. Mon Calamari
literature depicted stars as islands in a galactic
sea. This showed a passionate longing to explore
space and discover other civilizations. In terms
of temperament, they are both soft spoken and

76
Revwien during Order 66 at the end of the Clone Wars,
many Revwien Tyia left their homeworld to aid
"In time, things will work out as intended." any fugitive Jedi they could track down. The
Tyia was one of the few Force-sensitive
―Revwien adage organizations that openly operated during this
Homeworld: Revyia time, although most Revwiens avoided conflict
Race: Revwien with the Empire. From then onward, Revwiens
Encounter Frequency: Rare made their way to such diverse locations as
Height: 1-2 meters tall Fornax Station, Harix, and Tatooine. During the
Racial Features: Galactic Civil War, the Revwien Wuwuhuul
• Somatic Affinity 1: Control Force abilities joined the Alliance and participated in a mission
test at -1 DR. to the planet Goratak III.
• Force Sensitive 3 Most Revwiens in the galaxy are curious
Available Skill Packages: wanderers, content to work for passage on
• Herbalist: First Aid, Medicine AS, Science: starships, as they required little to survive. These
Biology travelers generally lack advanced skills, but they
• Thuwisten: Control, Sense, Alter, Willpower are reliable workers in the tasks they are given.
• Engineering AS: Science: Biology, Botany Travel off world opened new vistas of learning
Disadvantages: for Revwiens, whose curiosity drive them to
• Sorcery Penalty 1: Alteration Force Tests learn about even the most routine and simple
function at +1 DR. aspects of galactic life. Revwiens enjoy having
friends; anyone who speaks to them soon
Attribute Maximums: becomes a candidate to follow.
DEX 3D+1, KNO 5D+1, MEC 3D+1, PER
4D+2, STR 3D+2, TEC 3D+2 Languages:
Reproduction: Mammal Revwien & Basic
Cultural Detail:
The Revwiens are a sentient, plant-like species.
Their bodies are cylindrical and mounted atop
several strong, prehensile leaves, which are used
both for locomotion and manipulation of objects.
A cluster of tiny budstalks connect a round, clear
seedcase to the top of the body. Revwiens come
in a variety of colors, including blue, green,
orange, purple, red, and yellow. Their striated
leaves rang from dark green to purplish-black.
The Revwiens are indigenous to Revyia, a planet
on the northern edge of the Outer Rim
Territories. Their homeworld is covered in
jungle and plains, and the Revwiens came to
revere the jungle belt as sacred. They developed
a philosophy known as the Tyia, which
emphasized spiritual unity between individuals.
Adherents of the Tyia developed the ability to
manipulate the Force. Revwien society was
organized into small autonomous, semi-nomadic
groups. Their technological innovation centered
around plants, which they used for myriad
purposes.
Revyia receives only light traffic due to its
isolation and attracts little trade. Following the
execution of many Jedi by the Galactic Empire

77
Iotran Especially talented enlistees in the IPF often
become Iotran Bracemen, which track down
The Iotrans are a militaristic species hailing from fugitives outside of the Iotran Expanse, often
the planet of Iotra in the Outer Rim Territories. without regard for local laws or for what other
Their military history is long and storied, and species call "jurisdiction"; this often results in
they originated several famous military orders, diplomatic incidents.
including the Kilandrin Royal Forces, the Lurathi Iotran technology is primitive by Galactic
Guard, and the Jengardin Millennial Warriors. standards, typified by Slugthrowers, surface
Homeworld: Iotra vehicles, and simplistic computer and droid
Race: Iotran technology. However, they adopted galactic
Encounter Frequency: Uncommon to Rare standard technology for much of their defense
Height: 1.5-2 meters tall industry, and most Iotrans are quite at home with
modern tech.
Racial Features: Iotrans, though not generally respectful toward
• Military Training 2: All Iotran begin with other cultures, do respect stability and might. As
Unarmed Combat, Athletics, Gunplay: a result, they tend to support the Galactic
Firearms 1 & Dodge. Empire, though some support the Alliance to
• Toughness 1 Restore the Republic, as the Galactic Republic
was historically more stable and just in their
Available Skill Packages: eyes.
• Soldier (IPF): Melee Combat, Sensors,
Search, Scholar: Law Enforcement 1 Languages: Iotra & Basic
• Bounty Hunter: Power Suit Ops AP, Jet/
Rocket Pack Ops, Investigation
• Combat Medic: First Aid, Medicine AS,
Willpower

Attribute Maximums:
DEX 4D+1, KNO 3D+2, MEC 4D, PER 4D+1,
STR 4D+2, TEC 3D
Reproduction: Mammal

Cultural Detail:
Iotrans firmly believe in a strong, stable culture,
and saw that as only achievable through a strong
military tradition. Even before their planet was
unified, their nations possessed strong militaries;
after their unification 700 years before the
Galactic Civil War, these militaries were merged
into the Iotran Police Force (IPF), which
enforced law and provided emergency services
on Iotra and throughout the Iotran Expanse. The
eight top-ranking leaders of the IPF formed the
Joint Council, which acted as parliament for
Iotra.
From an early age, Iotrans are trained for
military service, and in their fourteenth season,
(approximately 18 standard years of age) they
are inducted into the IPF for approximately six
standard years. At any given time, nearly half of
the population is part of the IPF in one form or
another.

78
Ithorian spiritual entity embodying the lush, tropical
ecology of their world, Ithor. They are generally
"Ithorians. Four throats. Quite powerful." devoted environmentalists, staunch herbivores,
―Shaak Ti, after Roron Corobb and complete pacifists, devoting much time to
destroyed a corridor with his voice contemplating their ecology, studying plants and
their uses and the overall respecting of all living
Ithorians are a mammalian herbivorous sentient things. Most Ithorians hardly set foot on their
species from the planet Ithor. own planet, instead living in floating cities above
their world called herdships. Only three of their
Homeworld: Ithor continents had been explored and harvested, the
Race: Ithorian other two remain untouched by Ithorian hands.
Encounter Frequency: Rare This demonstrated their extreme belief in the
Height: 1.8-2.3 meters tall protection and sustaining of their environment
which was apparent through their "Law of Life."
Racial Features: The Ithorians practice a communal form of
• Agricultural Affinity 1: The hero has a good government. Each herdship is autonomous and
working knowledge of crops and animal self-supporting. However once every Ithorian
herds, and can suggest appropriate crops for season (about five standard years), the herds
a type of soil, or explain why crop yields gather for "the Meet," a grand gathering above
have been affected. -1 DR to Scholar the surface of their world, where the herd ships
(Biology) for any tests made. Can also join each other in a festival and regal ceremony.
accelerate plant growth. Within Ithorian society, there are a priestly group
• Ecological Affinity 1: The hero has working known as nature priests who communed with the
knowledge of the interdependent nature of "Mother Jungle" and have a deeper connection to
ecospheres and can determine how proposed the Ithorian homeworld. They will only resort to
changes will affect the sphere. This skill can violence if threatened, and they were more likely
be used in one minute to determine the to use their sonic bellow than a weapon.
probable role of a life-form within its Because of their mild demeanor, most Ithorians
biosphere: predator, prey, symbiote, parasite avoid war in general, although the Rebel Alliance
or some other quick description of its did boast a few among its ranks. They are very
ecological niche. Furthermore, a Technology conversational and have a profound respect for
test can be performed to determine or the views of others. In Ithorian mythology Trinta
accelerate a terraforming project (or lay out was the realm of demons. The Ithorians named
corrective measures) at a -1 DR. the planet Trinta after this realm because they
• Sonic Bellow 1: PER in Sonic Damage, once disliked the planet.
per round (3 points per D, 1 per pip). Range
is PER in Meters. Languages:
Available Skill Packages:
• Ecologist: First Aid, Scholar: Biology 1, Ithorian &
Technology1: Terraforming 2. Ithorese
• Explorer: Search, Scholar: Biology 1,
Starship Piloting, Navigation
Disadvantages:
• Quirk 1: Partially Pacifist: Will not fight
until they, their friends and family or
homes are in danger of destruction/death.
(They can and will fight as last resort)
Attribute Maximums:
DEX 3D+1, KNO 5D+1, MEC 3D+1, PER
4D+2, STR 3D+2, TEC 3D+2
Reproduction: Mammal
Cultural Detail:
Ithorians worship the "Mother Jungle," a

79
Klatooinan which tends to suppress individuality. At the age
of ten, they are sold into servitude, with the most
"They've been in service to the Hutts for over rebellious youths sent into the harshest places.
twenty-five thousand years."
―Luke Skywalker Other Klatooinians served non-Hutt masters.
The Dark Side Adept Profex Rynalla once
Klatooinians are a humanoid species from the traveled to the planet Leritor with an entourage
planet Klatooine, located in the Si'Klaata Cluster. of two dozen Klatooinians, who served her as
For most of their history, they are closely soldiers and slavers by kidnapping locals and
associated with the Hutts, as criminal henchmen, forcing them to search for a secret Sith treasure.
soldiers, and slaves. By the time of the Galactic During the Clone Wars there was a bounty hunter
Civil War, however, some Klatooinians began to named Castas who worked alongside Aurra Sing,
break away from their servitude. Bossk, and Boba Fett.
Despite being vassals of the Hutts, some
Homeworld: Klatooine Klatooinians served the Galactic Republic as part
Race: Klatoonian of the Jedi Order. The Jedi Sta-Den Eekin and
Encounter Frequency: Uncommon Tarados Gon were killed during the First Battle
Height: 1.6-2.0 meters tall of Geonosis. During the Galactic Civil War,
Racial Features: many young Klatooinians were inspired by the
• Hutt Slave Race: they receive the following Rebel Alliance's message of freedom, and such
skill's: Athletics: Lifting 1 and Melee Combat Rebel victories as the Battle of Yavin. Many
• Choose any 2 points of Advantages young Klatooinians turned their backs on
Available Skill Packages: tradition and rebelled against their former
• Hutt Servant: Endurance, Gunplay, Search, masters, sometimes joining up with smugglers,
Dodge. pirates, or rival criminal organizations.
• Rebel: Hide, Sneak, Tactics, Survival Most Klatooinians remained servants of the
• Thug: Unarmed Combat, Punching Bag / Hutts, working for the Klatooinian Trade Guild
Tank AP, Intimidation or various Hutt kajidics. Their servitude
continued well into the time of the New
Attribute Maximums: Republic.
DEX 4D+1, KNO 3D+1, MEC 4D, PER 4D,
STR 4D+1, TEC 4D Languages:

Reproduction: Mammal Klatoonian & Basic


Cultural Detail:

"I wouldn't dismiss them quite so quickly. They


may not be attractive to your eyes, Vestara, but
their culture predates even the Old Republic.
You're looking at one of the oldest species in the
galaxy."
―Luke Skywalker to Vestara Khai

Klatooinian civilization is notable for its strong


belief in tradition and the wisdom of elders. The
center of their culture is the Fountain of
Ancients, a slowly evolving natural glass
sculpture on Klatooine's Derelkoos Desert. Long
before the formation of the Galactic Republic,
primitive Klatooinians discovered the Fountain,
and revered it as a symbol of patience, tenacity,
and the idea of strength coming from age.
Klatooinians are taught the myths and traditions
of their people from a young age, in a process

80
Herglic Corellians reached theirs. There is some
archaeological evidence that an early Herglic
"Like Herglic on Mrlssi." trading Empire achieved a superior level of
―An old Tapani saying that highlighted the technology that was not paralleled during the
comical size comparison between the time of the Galactic Empire. Ruins were found
two species on some Herglic colony worlds that contained
non-functioning machines that appear to harness
The Herglics, alternatively known as Koodans, gravity to perform an unfathomed function. This
are a species native to the planet Giju. They are early Empire, however, collapsed a millennium
water-based mammals and developed hyperdrive before the Herglics made contact with the wider
and a trade-based empire in the Colonies Region galaxy and records are thought to be lost.
before encountering the Duros. Herglics are The Herglics are natural explorers and traders.
pleasant and peaceful, but they have an addiction During the early days of the Galactic Republic
to gambling and games of chance. Herglics are a their angular freighters became a common sight
very large species and are sensitive about their throughout the galaxy. They have an inquisitive
size. but practical nature and calm persona that helps
them interact with other species. The Herglic
Homeworld: Giju Trade Empire joined the Galactic Republic in
Race: Herglic 13,000 BBY, and Herglic hyperspace scouts were
Encounter Frequency: Rare instrumental in the establishment of the Rimma
Height: 1.7-2.2 meters tall Trade Route in 5500 BBY. Jedi Master
Racial Features: Bowspritz explains that the Herglics were also
• Attack Resistance 1: +3 to damage employed for the import and export of contracts
resistance vs physical attacks. by the Jedi Temple of Coruscant at some time in
• Toughness 2 Republic history.
• Serpent Tongue 1 (Free Persuasion) With the rise of the Galactic Empire Giju's
Available Skill Packages: manufacturing centers were among the first to be
• Trader: Persuasion 1: Bargain 2, Appraisal, nationalized by the Emperor's New Order. The
Business, Languages normally docile Herglics tried to fight the
• Freedom Fighter: Gunplay, Dodge, Tactics, subjugators but after significant slaughter and
Search realizing that their resistance was in vain they
• Transport Captain: Navigation, Starship decided to be pragmatic and submit totally to the
Piloting, Survival, Hide will of the Emperor. During the Galactic Civil
Disadvantages: War period a number of Herglics purchased their
• Gambling Frenzy (Addiction) 1: Herglics, way into the Tapani nobility when House
when exposed to games of chance, find Cadriaan began selling titles to non-humans.
themselves irresistibly drawn to them. A
Herglic who passes by a gambling game Languages:
must make a Moderate willpower check
not to feel compelled to play, although Herglese &
they may be granted a bonus to their roll Basic
if it is critical or life-threatening for them
not to play.

Attribute Maximums:
DEX 3D, KNO 4D, MEC 4D, PER 3D+2, STR
5D, TEC 4D+1
Reproduction: Mammal
Cultural Detail:
The Herglics of Giju are a technologically
advanced race early in galactic history, reaching
the stars of neighboring systems they began
colonization in about the same time period as the

81
Mrlssi Millennia later, once their continents had
stabilized, this tradition continued. Though the
The Mrlssi or Mrlssti of Mrlsst in the Tapani Mrlssi still had not developed space travel when
sector were a species renowned throughout the Galactic Republic and Tapani scouts made
sector as scholars and scientists. contact with them around 7308 BBY they
quickly caught up to the rest of the galaxy by
Homeworld: Mrlsst reverse-engineering hyperdrives and modern
Race: Mrlssti / Mrlssi computers. By the time of the Galactic Empire,
Encounter Frequency: Rare Mrlssi universities are among the finest in the
Height: 0.5-1.3 meters tall Tapani sector, attracting students of all species.
Racial Features: The Mrlsst Trade and Science Academy is one of
• Photographic Memory 1: Mrlssi are all the leading applied science institutions in the
retain information flawlessly. galaxy. Its research led to many findings that
• Education 1 eased the shipping of food and livestock between
• One Point of Advantage of Choice worlds, along with innovations that became
Available Skill Packages: standard practice in regards to building structures
• Educator: Teaching AS, Persuasion, Scholar and vessels on a planet or in space. Mrlssi stay
• Naval Commission: Navigation, Starship out of the wars of the galaxy, and their planet is
Piloting, Any Capital Ship AP mostly left alone. They did suffer some
• Contractor: Any 4 Technical Skills discrimination under the New Order due to its
Humanocentrism views. In 5 ABY, Grand
Attribute Maximums: Admiral Thrawn attacked Mrlsst, destroying
DEX 4D+1, KNO 4D+2, MEC 5D, PER 4D+1, many of its ancient and beautiful campuses.
STR 1D+2, TEC 4D They quickly rebuilt and continued to be at the
Reproduction: Oviparity forefront of learning and science.
Cultural Detail: Mrlssi off their homeworld are attached to
Mrlssi are flightless avian humanoids, less than political groups, while adventurers might by tech
one meter tall on average. Their bodies are specialists. Enrollment in the Jedi Order is high
covered in gray feathers, while their head is bare before the rise of the Empire.
except for a fringe of feathers covering the back Languages:
of their head. Their head feathers are brown in Mrlsst & Basic
young Mrlssi, but become more colorful with
age. Mrlssi should not be confused with the
Mriss of Mrisst, in the GaTir system, who were
also a small, scholarly race of flightless birds.
When they speak in their native language, it is
considered very musical. However, when they
vocalize in Basic, many species find it grating.
Mrlssi are not very adventurous and are rarely
found off their home planet. When they do
travel, they do so with specific purpose and
destination and quickly return home. They are
quick-witted and very curious and value
knowledge more than material possessions.
Mrlssi figure themselves as great humorists, as
humor is a key part of their societal structure.
Despite this, offworlders tend to find Mrlssi
humor to be complex and unintelligible.
When their civilization was first developing, the
planet Mrlsst is geologically unstable. Mrlssi
found that while possessions and buildings were
impermanent, knowledge cannot not be lost.

82
Bith and small finger are both fully opposable. The
Bith's internal systems are different from most
Bith are a peaceful, highly evolved craniopod humanoids, as the Bith have only one lung, and
species native to the planet Clak'dor VII. Fully exhale through their skin. Bith also lack a proper
adapted to a civilized, high-technology lifestyle, nose, instead having highly sensitive olfactory
Bith are found galaxy-wide at all levels of organs hidden in the flaps of their cheeks.
society, most notably as engineers, scientists,
intellectuals, consultants, and musicians. The other Bith senses are also acute. Bith can
sense the tonal qualities of sound as well as other
Homeworld: Clak’dor VII races sense colors. Their eyes, as big as a
Race: Bith Menahuun's, are able to focus to 0.07 on the
Encounter Frequency: Rare Gandok Scale and they can see microscopic
Height: 1.5-1.75 meters tall details of nearby objects, but are extremely
nearsighted as a result. An interesting side effect
Racial Features: of their incredible sensors is the effect of sonic
• Good Vision 2: -2 DR involving vision out to grenades, or screamers, on them. It is described
19m. as causing their heads to explode. Similarly, Bith
• Good Olfactory 1: Same as Good Hearing, have high manual dexterity which help them
just with Sense of Smell. manipulate fine tools, though their physical
• Manual Dexterity 1: Although the Bith have prowess with gross motor skills is only average.
low overall Dexterity scores, they do gain +3 Bith have even evolved past the need for sleep.
to the performance of fine motor skills - Instead, they will slip into a light meditative
picking pockets, surgery, fine tool operation, trance, which allows them to get as much rest in
musical instruments, Forgery, Art, & four hours as other species could get in eight.
Gunplay; but not to gross motor skills such During this trance, Bith were still almost fully
as dodge. aware of their surroundings. Bith are unable to
• Meditation 2 reproduce naturally, instead relying on artificial
• Resourceful 2: Pick 4 additional skills conception and gestation. Mates bring genetic
Available Skill Packages: material to a Computer Mating Service for
• Musician: Art, Scholar, Technology, Sensors analysis against prospective mates. Bith children
• Scientist: Technology, Scholar, Investigation, are created from genetic material from two
Search parents, which is combined, fertilized, and
• Terrorist: Thrown Weapons: Grenade 1, incubated for a year.
Demolitions, Hide, Technology
Disadvantages: Languages:
• Sonic Vulnerability 3: Bith have such a
highly evolved cranial region that they Bith
are susceptible to sonic attacks (+9 to
damage to the head, from sonic weapons)
• Ability Activation Limitation 2: Bith have
become extremely myopic. They suffer a
penalty of +1 DR for any visual based
action more than 20 meters away and
cannot see more than 40 meters under
any circumstances.

Attribute Maximums:
DEX 3D, KNO 6D, MEC 4D, PER 5D, STR 2D,
TEC 4D
Reproduction: None, Artificial
Cultural Detail:
Bith are craniopods with pale pink, yellow, or
(rarely) green skin, large heads, large lidless
eyes, toe-less feet, and long fingers. Their thumb

83
Gran best serves his or her talents. While other
species who value free will criticize such a rigid
The Gran are sentient mammalian humanoids social system, to the Gran it is both logical and
native to the planet Kinyen, though they have essential. Gran religion revolves around the
colonies across the galaxy, including settlements worship of the goddess Doellin.
on the planets Hok and Malastare.
Gran have a strong need for companionship—a
Homeworld: Kinyen Gran left alone for too long will go insane or die
Race: Gran of loneliness. Generally, they need other Gran
Encounter Frequency: Uncommon for companionship, but some Gran are able to
Height: 1.5-1.8 meters tall form sufficiently strong bonds with aliens. The
most feared punishment among the Gran is exile.
Racial Features:
• Good Vision 2 (can see into the infrared The Gran on Kinyen had maintained a peaceful
range as well as the advantage’s perks) civilization for over ten millennia before the fall
• Empathy 1: They read body heat and skin of the Galactic Republic. During an expansionist
color changes to “read” beings emotional period circa 1,000 BBY, colonies were
states. established on Hok and Malastare.
Available Skill Packages: One of the most infamous examples was the
• Senator: Persuasion: Oration 1, Scholar, Gran Protectorate of Malastare, which
Bureaucracy, Appraisal subjugated the native Dugs population, treating
• Thief: Sneak, Hide, Con, Streetwise them as little more than slaves and even
• Wanderer: First Aid, Scholar: Cultures 1 & relocating them to the western continent of their
Planetary Systems 1, Languages own planet. The behavior of Malastare's Gran
was unusual, as most Gran on Kinyen were
Attribute Maximums: peaceful, calm beings who abhorred violence,
DEX 4D, KNO 3D+1, MEC 4D, PER 5D+1, and preferred peaceful ways to adapt to difficult
STR 4D, TEC 3D+1 situations. The high corruption rate, as well as
Reproduction: Mammal the brutality towards the Dugs, led some Gran on
Kinyen to conclude that the Gran of Malastare
Cultural Detail: were no longer real Gran.
The peaceful nature of Gran society is a
reflection of their home-world, Kinyen. Kinyen Languages:
boasts large and rolling grasslands and Gran
highlands, a dense and beautiful forest, and one
of the longest and clearest rivers in the Sumitra
sector. The beauty of this planet, and the need
for primitive Gran to band together for defense
against predatory animals, helped the Gran
develop strong bonds of home and family in their
society (once they became a civilized species, the
Grans set aside fenced nature preserves for the
carnivores which once threatened them). Grans
also mated for life, forming such strong bonds
that they generally die within days of a mate's
death. It is rare for any Gran to leave his or her
planet of origin once they take a mate.
The Grans are also very protective of their
families, and are some of the most devoted
parents in the galaxy. This is because of their
very powerful and sensitive sight, which can
sense the emotions of their mates and their
children. Gran society maintains its balance by
setting up strict career quotas, and making sure
young Gran are educated for a specific job that

84
The Formative Years Nobility
You grew up royalty, the child of monarchs of
This is essentially the early background for your some renown. You were pampered, your family
heroes. It encompasses a number of years of has/had wealth. You are referred to as some
development and gives you some sort of form of royal title, even if you are 19th in line for
background information for your hero’s early the throne.
makeup. This period typically ends somewhere Perks:
around the age of 14 for Humans and varies quite Choose 1 point: Vehicle 1, Education 1, Patron
a bit for other races depending upon at which 1, Multi Lingual Background 1, Secret Base 1,
point in their lives that reach maturity. Fame 1
Notes: Any overlap in skills at this stage from Available Skills:
the previous stage or any stage moving forward Choose 4 Skills from the following selections:
should be avoided. However, in the instances Persuasion, Scholar, Technology, Tactics,
where it occurs, refund 5 CP per skill slot back to Command, Languages, Art, Business,
the player which can be used at the Bureaucracy, Melee Combat, Navigation, Beast
Customization Stage at the end. Perks can stack Riding, Starship Piloting, Intimidation, Appraisal
with previously acquired ones if the player so
desires if they are multi tiered, otherwise refund
10 CP per perk point .

Gear can be awarded twice if appropriate,


however, typically substitute something else for
someone who might start with 2-3 Lightsabers.

Cara Dune’s Early Development


Cara Dune, of Alderaan came from a Blue Collar
family, she may have had her genetics altered at
an early age, however, it turns out that this was
an initiative of Mon Mothma and she did not
deny the child her childhood. Clearly Cara can
relate to the plight of other humans in the
Mandalorian series quite well.

Blue Collar
Your parents were working class. They did well
for you and your siblings, however, you rarely
ever saw much of one or both of your parents. White Collar
Perks: You grew up affluent, the child of a family with
Choose 1 point: Toughness 1, Silence 1, Luck 1, means and you had money and toys and were
Natural Lie Detector 1 both the envy and ire (jealousy) of your group of
Available Skills: friends. This doesn’t necessarily mean you were
Choose 4 Skills from the following selections: pampered, however, from an outside and more
Athletics, Gunplay, Dodge, Streetwise, Unarmed impoverished perspective you certainly were.
Combat, First Aid, Navigation, General Perks:
Maintenance/Repair, Droid Repair, Willpower, Choose 1 point: Capital 1, Education 1, Musical
Survival, Hide, Sneak, Theft Ability 1, Favor 1, Reputation 1
Available Skills:
• Cara Chooses the Toughness 1 Perk and the Choose 4 Skills from the following selections:
Unarmed Combat, Willpower, Survival Business, Scholar, Persuasion, Starship Piloting,
and Sneak Skills. Gambling, CommScan, Unarmed Combat,

86
Athletics, First Aid, Technology, Navigation, exists in many systems across the galaxy and you
Dodge, Computer Program/Repair and your family have fallen through the cracks of
society, living off the grid. Whether it be in the
Declining Middle Class under levels of Coruscant or in the streets of any
number of cities in the galaxy, it really doesn’t
Your parents were hard workers. However, you
matter. You are a survivor, and you’re “free”.
family never quite rose to station of the wealthy.
However, you didn’t grow up poor or wanting Perks:
either. You found yourself squarely in the Choose 1 point: Natural Lie Detector 1, Pluck &
middle of two culture struggles. The poor didn’t Tuck 1, Luck 1, Silence 1, Serpent Tongue 1,
care for you because you had more than them Forgettable 1
and the rich thought you were nothing because Available Skills:
you lacked the refinement and financial backing Choose 4 Skills from the following selections:
to play with them. Your family faded into Unarmed Combat, Sneak, Hide, Streetwise,
obscurity. As you grew up, your family slid Melee Combat, First Aid, Appraisal, Theft,
further into debt and became a tangled up in Athletics, Endurance, Security Systems,
some unforgivable loans, which you now carry Persuasion, Willpower, Con.
responsibility for.
Perks: Ran Away from Home
Choose 3 points: Forgettable 1-3, Card Shark 1, For reasons known only to your Hero, you fled
Sixth Sense 1-3, Expose Fault 1, Criminal from your family at an early age. This situation
Contacts 1-3 you faced was likely a physically or mentally
Disadvantages: Dependents 2 abusive one. Since that time you have learned to
Available Skills: survive on your wits alone. Against all odds you
Choose 4 Skills from the following selections: have managed to eek out an existence and even
Athletics, Gunplay, Dodge, Streetwise, Unarmed thrive.
Combat, First Aid, Navigation, General Perks:
Maintenance/Repair, Droid Repair, Willpower, Resourceful 1 (2 additional Skill Slots from the
Survival, Hide, Sneak, Theft list)
Available Skills:
Abandoned / Orphaned Choose 6 Skills from the following selections:
Your parents left you for reasons you may or Unarmed Combat, Sneak, Hide, Survival,
may not recall. It’s quite possible you are a child Streetwise, Melee Combat, Gunplay, Starship
that was in a war torn area during the Clone Wars Piloting, Ground/Water Vehicle Piloting, Beast
or any of the myriad of conflicts that have arisen Riding, First Aid, Investigation, Appraisal, Theft,
over the millennia in the Star Wars universe. Athletics, General Maintenance & Repair,
You have had to fend for yourself. Computer Programming/Repair, Droid
Programming/Repair, Repulsorlift Repair
Perks:
Choose 1 point: Toughness 1, Accelerated Stim Junkie
Healing 1, Ersatz 1, Hyper Movement 1, Lesser You fell in with the wrong crowd, and it
Life Form Control 1 eventually consumed a chunk of your life. This
Available Skills: doesn’t mean you are worthless, it’s just an
Choose 4 Skills from the following selections: experience you survived and rose above. You
Unarmed Combat, Sneak, Hide, Streetwise, didn’t learn much during this time, however,
Melee Combat, Gunplay, Starship Piloting, there were some unexpected side effects of all
Ground/Water Vehicle Piloting, Beast Riding, the stimulants you shot up with.
First Aid, Investigation, Appraisal, Theft, Perks:
Athletics Criminal Contacts 1
Poor / Homeless Advantages:
Attack Resistance 3: Drugs/Poison (any): +9 to
You have a family, but you all grew up on the resist the effects, can reap all beneficial effects of
streets. Your upbringing mirrors the strife that a Stimulant once per game session, with the

87
resistance rating (9) canceling out most if not all Choose 4 Skills from the following selections:
negative effects. Cannot become addicted. Gunplay, Unarmed Combat, Melee Combat,
Disadvantages: Sterile 3 Thrown Weapons, Athletics, Dodge, Missile
Weapons, First Aid, Demolition, CommScan,
Available Skills: Sensors, Starship Gunnery, Starship Piloting,
Choose 4 Skills from the following selections: Starship Shields, Walker Piloting, Tactics,
Unarmed Combat, Sneak, Hide, Survival, Security Systems
Streetwise, Melee Combat, Gunplay, Starship
Piloting, Ground/Water Vehicle Piloting, Beast Child Actor
Riding, First Aid, Investigation, Appraisal, Theft, The Hero was actively a part of the Holovid
Athletics, General Maintenance & Repair, sitcom and movie scene as a child actor. The
Computer Programming/Repair, Droid hero as some level of fame from the experience,
Programming/Repair, Repulsorlift Repair, Con in addition to a number of useful skills due to the
various roles they played.
Bred for War Perks:
Your parents/owners have been tinkering with Fame 1, Musical Ability 1, Resourceful 1
your genetic code in a very unnatural fashion to
Disadvantages:
create a combat capable fighter that will be
• Imperial/Faction Record 1: Over Exposure,
effective and lethal in purpose. You didn’t have a
the hero is well enough known to be
childhood, you had competition in the form of
the other subjects in the program. recognized after some time, especially by
fans.
Perks:
• Employed 1: Hero is under contract to
Toughness 1 &
appear for promotional bits and make
Choose one: Attack Resistance 2 (Energy &
celebrity appearances on an infrequent basis.
Physical, +3 Each) or Sixth Sense 2
Available Skills:
Disadvantages: Quirk 2: Socially Stunted (+6
Persuasion/Acting &
to all social interactions with anyone other than
Choose 4 Skills from the following list: Scholar,
your family or tiny community on the planet you
Computer Program/Repair, Melee Weapons,
were raised on). This Quirk can be worked off in
Unarmed Combat, Gunplay, Con, Languages,
8 game sessions for 5 CP per two game sessions
Beast Riding, Gambling, Command,
(20 Points).
Investigation, Streetwise, Intimidation
Available Skills:
Choose 4 Skills from the following selections: Child Prodigy
Aerial Pack Ops, Gunplay, Unarmed Combat, It was identified at an early age that you were
Melee Combat, Thrown Weapons, Athletics, leagues better than anyone else at a certain skill
Dodge, Missile Weapons, First Aid, Demolition, (set) and you parents pressed you into the
CommScan, Sensors, Starship Gunnery, Starship spotlight and as a result you had a limited
Piloting, Starship Shields, Walker Piloting, exposure to your own childhood, instead focused
Tactics, Security Systems on honing your extraordinary gifts(s).
Perks:
Escaped Experiment Skill Mastery 2
You were gestated with the sole purpose of being Disadvantages:
an experimentation test subject. That process Limited Childhood 1: +3 to all Social
tends to violate dozens of treaties, is so utterly encounters when relating to others.
depraved and immoral and is utterly illegal (even
in the Empire!). At some point in the process Available Skills:
you escaped your captors. You have been on the Choose Any 2 Skills to be part of the Skill
run ever since. Mastery; Choose 4 additional skills from the
following list: Business, Scholar, CommScan,
Perks: Science: Technology 1, Navigation, Computer
Pre-Natal Nanotech Surgery 3 & Program/Repair, Droid Program/Repair,
Photographic Memory 1 Repulsorlift Repair, Gunplay, Survival, Scholar,
Disadvantages: Hunted 3 Unarmed Combat, Melee Combat, Con.
Available Skills:

88
Amputee or grew up on the battlefield, fighting for his or
Through either a genetic anomaly or a war torn her lives against any number of foes (quite
battlescape your entered the world with a possibly the Empire depending upon setting).
missing limb(s) or lost one or more during your Perks: Toughness 1 & Resourceful 1
earlier years. Your replacement limb(s) is/are Disadvantages: Quirk 1: Traumatic
obvious replacement(s). These are grafted on Nightmares
droid parts that serve the function of your
Available Skills:
missing appendage(s).
Choose 6 Skills from the following selections:
Perks: Gunplay, Unarmed Combat, Melee Combat,
• Toughness 2 (if one limb) Thrown Weapons, Athletics, Dodge, Missile
• Fear 1 & Toughness 2 (if two limbs) Weapons, First Aid, Demolition, General
• Fear 2 & Toughness 2 (if three Limbs) Maintenance/Repair, Beast Riding, Tactics,
• Fear 3 & Toughness 2 (if four limbs) Command, Appraisal, CommScan, Willpower,
Disadvantages: Missing Limb(s) 1-4 Survival, Theft
Available Skills:
Choose 4 Skills from the following list: General SA Youthgroup
Maintenance/Repair, Droid Programming/Repair, Sub-Adult (Imperial) Youthgroup
Appraisal, Search, Con, Hide, First Aid, Your parents were hardcore Imperial Loyalists
Technology, Willpower, Survival, Unarmed and, as such, they extolled the merits of Imperial
Combat, Melee Combat, Thrown Weapons, Service. You willingly joined the Imperial Youth
Starship Piloting, Ground/Water Vehicle Organization, promoting the Empire openly and
Operations being trained (and further indoctrinated) in
paramilitary skills. You are considered to be the
Survivalist social elite at this stage in your life, and utter
Your parents raised you on the frontier. Whether scum to the oppressed.
that be in the Corporate Sector or in actual Wild Perks:
Space is up to you. The outcome is all the same. Patron 1: Imperial, Education 1, Resourceful 2
Your family left the galactic whole for some
largely unsettled world and carved out a life Disadvantages:
there. You don’t have exposure to social • Infamy 1 (SA Youthgroup Cruelty & Cruelty
interaction in your formative years, however, you to Aliens on home system)
know how to hunt and survive on your own with • Devotion 1 (Partial Imperial Indoctrination
little to no technology. causes Hero to say many confrontational
Perks: Toughness 1 & Resourceful 2 things at the worst possible moments around
non Imperials: +3 to social difficulties around
Disadvantages: Quirk 2: Socially Stunted (+6 any faction opposed to the Empire)
to all social interactions with anyone other than
your family or tiny community on the planet you • Imperial Record 1 (not wanted, but recorded
as the child of an Imperial Diplomat, Officer
were raised on). This Quirk can be worked off in
8 game sessions for 5 CP per two game sessions or Official)
(20 Points). Available Skills:
Choose 8 Skills from the following selections:
Available Skills:
Survival & General Maintenance / Repair + Gunplay, Unarmed Combat, Athletics, Dodge,
Choose 8 Skills from the following selections: First Aid, Tactics, General Maintenance/Repair,
Gunplay, Unarmed Combat, Melee Combat, Command, Appraisal, CommScan, Willpower,
Survival, Starship Piloting, Starship Gunnery,
Thrown Weapons, Athletics, Dodge, Missile
Weapons, First Aid, Demolition, Beast Riding, Starship Shields, Navigation, Search, Security
Tactics, Appraisal, CommScan, Willpower, Systems/Repair, Languages, Bureaucracy,
Business, Scholar, Technology
Punching Bag / Tank (AP).
Thief
Mercenary Upbringing / Child The Hero has survived thus far working as either
Warfare an independent Thief or for a guild or
The Hero was either raised in a Mercenary unit organization.

89
Perks: Silence 1, Luck 1, Resourceful 1, Security Systems, Investigation, Computer
Criminal Contacts 1 Program/Repair, Sensors
Disadvantages: Explorer
Imperial/Faction Record 1: Theft / Burglary Requirements: Explorer Droid in Stage 1
Arrest on record & Curiosity 2 Perks: Sense of Direction 1
Skill Package:
Available Skills: CommScan, Gunplay, Hide, Stealth
Choose 6 Skills from the following selections:
Theft, Sneak, Hide, Streetwise, Persuasion, Combat
Unarmed Combat, Thrown Weapons, Ground/ Requirements: Combat Droid in Stage 1
Water Vehicles, Starship Piloting, First Aid, Perks: Fear 1
Security Systems/Repair, General Maintenance/ Skill Package:
Repair, Con, Computer Program/Repair, Search, Choose the skill you didn’t in the last stage
Gambling, Investigation, Survival (Thrown or Missile Weapons), Intimidation,
General Maintenance/Repair, Unarmed Combat
Extremist Astromech
The Hero’s parents effectively raised you Requirements: Astromech Droid in Stage 1
believing that a faction or regime was evil Perks: Silence 1 or Hyper Movement 1
beyond all recognition and needed to be Skill Package:
eradicated at all costs. The Hero has been Sneak, Computer Program/Repair, Droid
conditioned to deliver harm at almost any cost Program/Repair, Repulsorlift Repair
(even personal loss of life) to the faction / Human Replica
regime. Requirements: Human Replica Droid in Stage 1
Perks: Fearless 3, Resourceful 1 Perks: Master of Disguise 1 or Musical Ability1
Skill Package:
Disadvantages: Appraisal, Sneak, Athletics, First Aid
• Imperial/Faction Record 1: The Hero is Labor Droid
cataloged as an Extremist due to association Requirements: Labor Droid in Stage 1
with their parents being listed faction Perks: Toughness 2
members (or were because they already blew Skill Package:
themselves up / were captured or killed). CommScan, Endurance, Athletics, Intimidation
• Devotion 2: Mostly indoctrinated, merely a
stage away from being an utter zealot for the
cause. Trained to be a Jedi
Available Skills: You were chosen at a very early age to become a
Demolition & Choose 5 Skills from the member of one of the Jedi Orders in the galaxy.
following selections:
Gunplay, Unarmed Combat, Melee Combat,
Thrown Weapons, Athletics, Dodge, Missile
Weapons, First Aid, General Maintenance/
Repair, Beast Riding, Tactics, Communications,
Willpower, Survival, Theft, Computer Program/
Repair, Droid Program/Repair

Droid Packages
The second stage in selection for Droid Heroes.
Servant
Requirements: Servant Droid in Stage 1
Perks: Multi-lingual Background 1 or Musical
Ability 1
Skill Package:

90
You were, likely, given to the order by your Academies an additional +1 to Force Attribute
parents due to the prestige and the substantial and Potential), Fellowship Member 2,
payout your family was awarded. You had a Resourceful 3 (6 Skills), Enhanced Attribute:
good up bringing overall. Relationships were Force 3
frowned upon, but not unheard of. Some orders Heroes begin play as Knights
were more strict than others. The Pelagian order
of Jedi actually encouraged relationships among Disadvantages:
it’s members. • Estranged from Family 3: You know your
heritage, though you have been away so long
Notes: These packages are a bit more powerful that you suffer +9 to all Social interactions
than standard developmental packages, however, with your family and all commoners in the
they are appropriate to the Eras in which they galaxy (does not apply to nobility,
existed. If the order is “dead” and the bureaucracies or militaries).
Disadvantages no longer apply, then subtract an • Code of Honor 2: Celibacy: Jedi of this
equivalent amount of benefits from the package order may not take wives. Some dalliances
starting with the Core Advantages. are condoned for younger members of the
You also don’t have to be part of an order to be a order. Violations here create a +6 Social
Jedi. These are callbacks to times when Jedi penalty when dealing with any Jedi of the
Orders Existed. Order (for all social tests).
• Code of Honor 3: The Jedi Code
All Traditional Jedi (TJ) Packages • Devotion 3: The Galactic Jedi Order
are complete starting packages: Skill Package:
You skip all life paths until Social • Control, Sense, Alter, Melee Weapons,
Unarmed Combat, Lightsaber AP, Jedi
Standing (Included Pick 4 Skills of Martial Arts (at Mastery), AP Lightsaber
choice). Post Social Standings can Creation, General Maintenance & Repair,
occur (like Fallen Jedi). Athletics, Willpower, First Aid, Dodge,
Starship Piloting, Starship Gunnery, Starship
Subclass Jedi Continue to choose Shields, Navigation, Bureaucracy, Command,
Persuasion, Acrobatics, CommScan,
Life Paths like normal Heroes. Repulsorlift Operations, Zero G Operations
AP, Missile Weapons, Art, Scholar 1: Jedi
The Galactic Order 2, Coruscant Order 3
Jedi Order Equipment: Lightsaber, Jedi Utility Belt,
(TJ) Durable Combat Attire (+2 to Resist Damage)
Social Standing:
Jedi of the • Can Ride for Free on any commercial
Appropriate Tier starship
At it’s height the • Are given room and board for free
order had 20,000
• Are Considered High Military Equivalence
Jedi Knights
(Padawan = Unit Commander, Knight =
under it’s direct command Galaxy wide. After
System Commander, Master = Sector
attrition during the trade disputes, clone wars and
Commander)
rise of the empire the figures became quite fuzzy.
Emperor Palpatine’s issuance of Order 66 was • Can Take anything they need, at anytime, for
the direct cause of thousands of Jedi deaths almost any reason (as necessary for mission
across the galaxy, the survivors would be hunted completion).
to the ends of the galaxy over the course of the • Are issued 10,000 Credits per mission
Imperial Order’s reign. How many actually
survived is anyone’s guess. • Temples are hidden galaxy wide
Location: Coruscant • In charge of a Padawan (18D Attributes, 15
Requirements: Must be Force Sensitive Skills + Control, Sense, Alter, Lightsaber AP,
Perks: Force Potential 4 (not available at other Lightsaber Creation AP, Jedi Martial Arts at

91
Expert, Unarmed Combat, Melee the Expanse and it’s citizenry.
Combat; Force Attribute: Location: Pelagia, Tapani Sector
2D) Requirements: Must be Force Sensitive
The Tapani Perks: Enhanced Attribute: Force Attribute 3,
Fellowship Member 2: Tapani Order of Jedi,
Knights (TJ) Resourceful 4 (8 Skills), Force Potential 3
Social Standing: Lord
New Heroes being as Knights
Protector of the
Expanse Disadvantages:
Perhaps the second largest • Devotion 2: Tapani Sector.
order of Jedi in the galaxy, until • Code of Honor 3: Tapani Jedi - Tapani Jedi
Emperor Palpatine shelled the academy and take Honor and the Jedi Code very seriously.
world it was on from orbit. There are fragments Coming to the aid of almost anyone in need
of the academy as well as satellite enclaves in the (even if they’re dark, they still serve the
Tapani sector that survived and went citizens of the Expanse).
underground immediately. Active training in that • Employed 2: Tapani Sector
sector continues under the guise of Saber Rakes, • Devotion 3: Light Side Jedi
the brash noble antagonists that duel in the • Quirk 1: Expresses Emotions Openly -3 to
streets for “Honor”. There are no more than a Willpower tests.
few students in the entire sector during the height Skill Package:
of the Empire, with some leaving to combat the • Control, Sense, Alter, Melee Weapons,
Empire directly and many dying in the process. Unarmed Combat, Lightsaber AP, Jedi
The order is effectively disbanded until the battle Martial Arts (at Mastery), First Aid,
of Endor. However, in five years prior to the Willpower, Starship Piloting, Starship
Emperor’s demise, a number of Saber Rakes (2 Gunnery, Navigation, Starship Shields,
from each House) were actively cultivated and Persuasion, Dodge, Scholar: Planetary
given the tools necessary to become Jedi. They Systems: Tapani Expanse 1, Jedi Lore 1:
would become the first new “Knights” after the Tapani Jedi 2, Lightsaber Creation AP,
order makes a resurgence in the Tapani sector General Maintenance & Repair, Gunplay,
and remains largely tied there, though there are Con, Bureaucracy, Business, Starship Repair,
those that do wander out and they maintain an Stealth, Hide, Art
excellent rapport with Luke Skywalker’s Equipment: Paired Light-Foils, Tapani Guard
Academy. The Jensaarai and Tionese Jedi Armor and License to traverse the Expanse on
Orders often engage in cross training programs any ship, at any time, for free. 100,000 Credits
with the Tapani Order and share students. for a Starship & 25,000 Credits of additional
The jedi in the Expanse dedicate their lives to Gear. They begin play with an Adept (15D
protecting the citizenry. However, the Jedi of the Attributes, 10 Skills + Control, Sense, Alter,
order actively duel against one another over Lightsaber AP, Melee Weapons, Dodge, 2 FA, 1
slights and honor discrepancies. These duels Force Point, 4 Skill Dice)
often end in the death of one party. While this
will satisfy the honor of those involved, it is not The Jensaarai Order (TJ)
the only way they resolve disputes. The honor Social Standing:
system has been what has allowed the order to • Clone Wars: Jedi Outcast
largely control their members without overt • Galactic Empire: Jedi Hunter
pressure or strict rules like the Jedi Order of
Coruscant. The Jedi of the Expanse are • New Republic+: Defender
encouraged to find love and live full lives. "We are not evil."
Masters carry the title of “Lord” or “Lady” "No, the Jensaarai are not, nor are they wholly
followed by their Surname, Knights are good."
addressed as “Sir” or “Dame” followed by their
First Name, Students are referred to as Adepts. ―The Saarai-kaar and Luke Skywalker
Tapani Jedi have full authority to commandeer The Jensaarai are an order of Force-users from
any military assets within their vicinity to protect the Suarbi system, who arose during the Clone

92
Wars. Their name is Sith for "followers of the Repair, AP Alchemical Weapon/Armor
hidden truth." Their philosophy and Creation, AP Lightsaber Creation, Lightsaber
methodology is a blend of Sith and Jedi AP & Jensaarai Rek’Dul Martial Arts at
teachings. Their hierarchy loosely resembles Mastery Level, Starship Piloting, Starship
that of the Jedi Order. During its creation and Gunnery, Starship Shields, Navigation, First
early years the Jensaarai are opposed to the Jedi, Aid, Athletics, Willpower, Stealth, Tactics,
due to ignorance and the loss of their founder. Intimidation, Scholar, Bureaucracy,
After the fall of the Galactic Empire, the Persuasion, Con, Starship Repair, Dodge,
Jensaarai make peace with the Jedi, and even Repulsorlift Ops
send students to learn at Skywalker's Academy. Equipment: Lightsaber, Tailored Light Combat
As a Jedi in this order, you are taught a hybrid of w/Cortosis Weave w/maglocking boots and light
Sith and Galactic Jedi Order principals. environmental capability (light EVA suit
Ultimately, neither the Sith teachings nor those integrated), Rugged but Functional Formal
of the Galactic Jedi Order truly hold sway over Attire, Heavy Blaster Pistol, Military Encrypted
you. Each jedi is allowed to develop in their Comlink, Recording Rod, Glow Rod, Survival
own way, save for the fact that the order does not Backpack. Carry Licenses for all weapons
condone the path of the fallen Jedi (Dark). (including their Lightsaber(s) even during the
Contrary to what most outsiders would assume times of the Galactic Empire, considered
those of the Jensaarai order are a hybrid of Light mercenaries in that era). 2,500 Credits
and Grey Jedi. • Old Hyperspace Capable Snubfighter
Your order is largely left alone until re-discovery (licensed).
by Luke Skywalker’s Academy, after which, the Or
order chose to run a series of cross training • Small Space Transport/Gunship (licensed) if
exercises with his. IN addition to this, Jensaarai they so choose.
often dispatch operatives to assisting galactic
affairs as warriors, mediators and recruitment. The Tionese Order of Jedi (TJ)
Social Standing:
Essentially, this is one of a number of Force
orders that managed to survive (even thrive) after • Old Republic: Dreamer
the fall of the Jedi Order. They survived the Jedi • Imperial Occupied Tion: Shadow
Council’s attempt to wipe them out. The Jedi • Warlord Zsinj: Negotiator
Council’s destruction found the Jensaarai feeling
• Tionese Unity: Unity Protector
as if they had been liberated, only to be
“enslaved” by the Empire. As a member of the Tionese Order of Jedi you
remained in the shadows, working behind the
Location: Surbai System scenes to build the framework for the Tionese
Requirements: Must be Force Sensitive, the Unity. Brokering deals with merchant families
members of the order exist in populous numbers and re-discovering lost treasures in order to
during the time of the Rebellion. There are few secure the funding to re-forge the Tionese sector
during the times of the Clone Wars. The order into a neutral entity that would one day offer
grows exponentially after the fall of the Galactic freedom to it’s citizens. As a Jedi in this order,
Empire. you can be any type of Jedi. The order doesn’t
Heroes begin play as Knights turn anyone away. You don’t even have to be
Force Sensitive. You receive the same level of
Perks: Fellowship Member 2: Jensaarai Order, training that any Jedi in the order does and you
Ambidexterity 1, Force Potential 3, Skill Bonus are valued for your contribution regardless.
3 (6 Skills), Sixth Sense 2, Toughness 2 (Force Potential) Exposure to the training for
Disadvantages: Dark Side Attunement 1, Code non-Force Sensitives yields Limited Jedi.
of Honor 3: Jensaarai Code, Devotion 3: The individuals behind the rise and formation of
Jensaarai Order, Employed 3: Jensaarai Order the Tionese Unity have been tirelessly working
Skill Package: behind the scense for over a century. They have
• Control, Sense, Alter, Melee Weapons, been assembling resources, building alliances,
Unarmed Combat, General Maintenance & weeding out foes and finding new allies. You
represent the hand picked, elite to the Tionese

93
Culture. Chosen for your skill and cunning, Social Standing: Jedi Knight
adaptability and desire to see the Tionese people Luke Skywalker’s Jedi Academy is the closest
rise in prominence like they once were under thing most people ever see to a formalized Jedi
Xim. Academy. There are others that crop up across
the galaxy from time to time (including even
Ranks in the order in all eras are as follows:
players orders), however, Lukes eventually
Studenst are hand picked by insightful
reaches the prominence of the old Galactic Jedi
individuals that aren’t necessairily Jedi. Their
order after he recovers enough of their core
students are referred to as Operatives.
training materials and bolsters his core benefits
As Operatives grow in ability and prove their with that of theirs. (Closer to 20 ABY)
skill and dedication to the Tionese, they are Location: Varies, eventually Yavin 4
granted the title of Investigators. Requirements: Must be Force Sensitive, doesn’t
Masters of their craft are referred to Emmisaries. exist until roughly 6+ years after the battle of
Endor.
Unity Protector is a title that applies to all of the
order, it is the code by which they live their lives. Perks: Fellowship Member 2, Attack Resistance
3: Dark Side Powers (+9 to resistance tests and
Location: Tionese Cluster damage soak), Skill Bonus 4: (8 Skills), Empathy
Requirements: None, the members of the order 1, Force Sensitive 3
exist in small numbers during the time of the
Rebellion and even before that. Disadvantages:
• Code of Honor 3: The Jedi Code
Perks: Fellowship Member 2: Tionese Order, • Devotion 3: Luke’s Academy
Force Potential 2 or Sixth Sense 2 (for no • Devotion 3: New Republic
Sensitives), Toughness 3, Accelerated Healing 2, Skill Package:
Skill Bonus 3 (6 Skills) • Control, Sense, Alter, Melee Weapons,
Disadvantages: Code of Honor 3: Tionese Unarmed Combat, Lightsaber AP, Lightsaber
Order, Devotion 3: Tionese Unity, Employed 2: Creation AP, General Maintenance & Repair,
Tionese Unity Brawling at Mastery, Starship Piloting,
Starship Gunnery, Navigation, Starship
Skill Package: Repair, Gunplay, Willpower, Martial Arts at
• Control, Sense, Alter, Melee Weapons, Mastery, Sneak, Persuasion, Bureaucracy,
Unarmed Combat, Lightsaber AP, Lightsaber Scholar: Jedi Lore 1, Melee Combat Form of
Creation AP, Martial Arts at Mastery, First Choice at Mastery, First Aid
Aid, Security Systems, Repulsorlift Equipment: Advanced Reflect Body Glove P-
Operations, Gunplay, Dodge, Persuasion, L1 & E-L3, Military Encrypted Comlink,
Starship Piloting, Navigation, Command, Survival Kit, Blaster Pistol, Lightsaber (2nd if
Tactics, Navigation, Bureaucracy, Scholar: you dual wield), Vac Suit & helmet, Synth-rope
Tionese Unity 1, General Maintenance & Dispenser, Med Pack, Jedi Utility belt. 3,000
Repair Credits
Equipment: Lightsaber (2 if dual wield), Riot
Gun, Advanced Sneak Suit L2, Formal Attire for • Hyperspace Capable Snubfighter for personal
Business Meetings, Advanced Concealed missions (Typically a Z-95-AF5 or similar).
Combat Body Suit: P & E- L2, Holdout Blaster Or
(4D), Blaster Pistol (or Beam Tube Pistol),
Personal Speeder (seats 4), Personal Transport or • Personal Transport that can accommodate at
Snubfighter (legal), Military Encrypted Comlink least 2 people (typically a larger Snubfighter
(120), Sienar Fleet Systems access ID and Paid like a Y-Wing or Byblos Bomber).
Apartment on Lianna. Carry Licenses for all
weapons (except Lightsaber until after the fall of Self Taught Jedi (TJ)
Warlord Zsinj). 2,500 Credits Social Standing: Rogue Jedi
Anyone who has no master and limited or no
& either a Personal Transport with crew or a access to training materials.
small capital ship (Unity Protector). Location: Varies
Requirements: None
Luke Skywalker’s Jedi Academy (TJ)
94
Perks: Force Sensitive 3, Resourceful 3: 6 Thuwisten manifested many skills similar to
Skills; Select 6 points of advantages from the Jedi, such as healing skills, telekinesis, and
following list: Steel Will, Luck, Accelerate telepathy. Thuwisten typically do not use
Healing, Sixth Sense lightsabers, although there are some exceptions.
Disadvantages: Some Revwien Thuwisten fall to the dark side,
• Code of Honor 3: The Jedi Code, Darkside which causes them to take on a shriveled
Path or Sith Religion, Imperial/Faction appearance. Such individuals were not given
Record 1, Ability Activation Limitation 2: names; they lost the right to any such
Choose one Power (Control, Sense or Alter) appellation.
and it is either performed at a +1DR or Can Location: Outer Rim, Revyia
only function under special circumstances Requirements: Must be Revyian
(while absorbing energy, only while at peace,
Perks: Force Sensitive 3, Skill Bonus 4 (8
only in combat, only in water, only in space,
Skills), Enhance Attribute: Force 3, Non-
etc).
Detection 3 (You do not detect as Force
Skill Package:
Sensitive, you cannot be tracked through the
• Control, Sense, Alter, Lightsaber AP,
Force. Cannot be targeted remotely with Force
Gunplay, Dodge, Unarmed Combat, General
powers. +3 to all Defensive Tests vs Negative
Maintenance & Repair, AP Lightsaber
Force Powers).
Construction/Repair, Replusorlift Operations,
Willpower, Athletics, Melee Weapons, First Disadvantages:
Aid, Stealth • Code of Honor 3: Light Side of the Force
• Devotion 3: Thuwisten Order
Equipment: Lightsaber & Heavy Blaster Pistol,
• Devotion 3: Galactic Force Sensitives
Versatex Survival Suit with Armor Plates and
Skill Package:
Adaptive Camo w/ 6 reloads, Comlink, Survival
• Control, Sense, Alter, Melee Weapons,
Kit, re-purposed Storm Trooper Utility Belt, Riot
Unarmed Combat, Lightsaber AP, Lightsaber
Gun. 3,500 Credits
Creation AP, Alchemical Creation AP,
Thuwisten Adept of Tyia (TJ) General Maintenance & Repair, Brawling at
Social Standing: Tyia Master Mastery, Starship Piloting, Starship Gunnery,
During much of the galaxy's history, Force- Navigation, Starship Repair, Willpower,
sensitive Revwiens withdrew to the jungles to Sneak, Persuasion: Telling Jokes 2,
study the Tyia philosophy "tyia" is the Revwien Bureaucracy, Scholar: Jedi Lore 1, Thuwisten
word for "breathe." The central tenet of the Tyia Lore 1, Planetary Systems 1, Cultures 1,
philosophy concerns a spiritual unity between Melee Combat Form: Chii’Sho: Mastery,
individuals. It teaches that individuals should First Aid, Languages,
seek personal harmony with their "Tyia," which Equipment: Typically an Alchemical Weapon
would allow numerous "Tyia" to form a (like an enchanted stick); However, some have
"Thuwisten," namely, a bond-circle formed chosen to wield Lightsabers, Shield Belt (P2/E2).
through the joining of spirits. The Thuwisten
would then be complete in utter harmony. Due Subclass Jedi
to this central precept, followers of the Tyia The White Current (Falanassi)
philosophy are called Thuwistens. The Tyia An incredibly powerful group of Illusionists that
philosophy also emphasizes peace and respect can actually make some of their illusions impact
for all life. Thuwisten on Revyia spread their reality itself, due to their strong connection with
beliefs to all who were receptive; however, the Force. Overall, the entire order are peaceful
despite its long history, the religion only became to the point of being Pacifistic. They became
widely known in the galaxy around the time of embroiled in the Black Fleet Crisis and aided
the Galactic Empire. This was triggered by the Jedi Master Luke Skywalker in casting an
killing of Jedi after the declaration of Order 66 illusion that saved the lives of tens of thousands
during the Clone Wars; following these deaths, of New Republic Naval troops as the Yevetha
many Thuwisten were sent into the galaxy to fired at these illusions instead of New Republic
seek out and aid any remaining Jedi. The Tyia is Line Ships. This displayed the fact that they
one of a small number of Force traditions that is could get involved without directly causing the
openly practiced under the Empire. deaths of their adversaries. Some Falanassi have
migrated over to aiding the New Republic in Perks: Select 1 point of Advantages from the
endeavors over the years since. Luke Skywalker, following list: Luck 1, Accelerate Healing 1,
himself, was able to master a number of White Sixth Sense 1, Ambidextrous 1
Current principals over time. Disadvantages: None, Limited to Sense Only
Location: Unknown Skill Packages:
Requirements: Must be Force Sensitive • Sense, Melee Weapons, Gunplay, Unarmed
Combat, Dodge
Perks: Enhanced Attribute: Force Potential 3,
• Choose: Gun Kata, Alchemical Weapon AP
Fellowship Member 2, Skill Bonus 2 (4 Skills)
or melee form
Disadvantages:
Equipment: Dependent on Combat Principal
• Code of Honor 3: Pacifistic
• Devotion 3: Falanassi Gun Kata: Grammaton Cleric Pistol
Skill Package: Alchemical Weapon AP: Alchemical Weapon
• Willpower, Stealth, Dodge, Unarmed
Melee Form: 2D Personal Shield Belt
Combat, Melee Weapons, Alchemical
Weapon AP, AP Alchemical Weapon Somatic Jedi
Creation, General Maintenance & Repair, The Somatic Jedi are limited to a specific focus
Con in the understanding of the Force. They are
Equipment: 500 Credits locked into only being able to access Control
Abilities and their combat prowess is derived
The Order of Witches and Warlocks from Control (Damage +/-) as a result. They are
These are Raw Jedi Spell casters that are able to the only order of sub-class Jedi that can utilize
shape the force into lethal energy on the fly. the vast array of Control (Self/Somatic) abilities.
They are not capable of learning how to focus The order is typically versed in using Alchemical
their magic like a Traditional Jedi, though they Weapons including melee weapons, ranged
do use Sorcery (Alter) to help them shape their (missile) weapons and even Lightsabers. They
magic (the Force). are probably the most resilient of the sub-classes
Location: Dathomir and others as they can use Control to resist negative Force
Requirements: Must be Force Sensitive Powers.
Perks: Enhanced Attribute: Force Potential 3, Location: Anywhere, doesn’t require a master
Fellowship Member 1 Requirements: Must Be Force Sensitive
Disadvantages: Perks: Select 1 point of Advantages from the
• Devotion 3: To the Order above all else following list: Luck 1, Accelerate Healing 1,
Skill Package: Sixth Sense 1, Toughness 1
• Willpower, Stealth, Dodge, Melee Weapons, Disadvantages: None, Limited to Control Only
Alchemical Weapon AP, Missile Weapons Skill Package:
Equipment: Alchemical Weapon • Control, Melee Weapons, Unarmed Combat
• Melee or Martial Arts Combat Form at
Quixotic Jedi Mastery
The Quixotic Jedi are the masters of Sensing
Equipment: Lightsaber, Alchemical Weapon or
pretty much everything. If you thought a fully
Melee/Ranged Weapon of choice up to 4,000
trained Jedi Master was truly attuned to sensing
credit value
through the force, you are incorrect. This bizarre
Jedi subclass is the true master of Sense powers The Sorcery Order
and interpreting the information correctly. The The Sorcery Order of Jedi are limited in their
Quixotic Jedi truly shines in raw accuracy, easily access of the Force just like the Quixotic and
matching the levels of accuracy that Traditional Somatic Orders. One might think that being
Jedi benefit from and then some. Possibly the locked into Alteration as a Jedi is an impediment
only type of Subclass Jedi that can defeat a since the overall list of powers is so limited.
Traditional Jedi in single combat is the Quixotic This is utterly incorrect, Alter is the gateway to
Jedi. Sorcery and actually crafting Spells that are hero
Location: Anywhere, doesn’t require a master design-able. They function in similar fashion to
Requirements: Must Be Force Sensitive the Witches of Dathomir, however, their powers

96
are not so flexible. They are a prepared spell Null Force Practitioners
caster (must have a source spell crafted and
memorized). The breadth of what their spells Trained to Hunt Jedi
can do is simply astonishing, limited only by You were chosen at an early age, either by the
your own creativity. Jedi order itself, the Empire or any number of
Location: Anywhere, doesn’t require a master other Order’s out there that have existed with the
Requirements: Must Be Force Sensitive sole purpose of defending the galaxy from the
Perks: Select 1 point of Advantages from the over-excesses of Jedi or to aid people like
following list: Accelerate Healing 1, Sixth Sense Emperor Palpatine in wiping them out.
1, Force Potential 1, Obscure Knowledge 1 The Order of the Void
Disadvantages: None, Limited to Alter Only Location: Unknown
Skill Packages: Requirements: Must be Mundane
• Alter, Melee Weapons, Unarmed Combat Perks: Enhanced Attribute: Null Force 3,
• Alchemical Weapon AP, Dodge & Melee Fellowship Member 1, Skill Bonus 1: (2 Skills)
Form Disadvantages:
Equipment: Alchemical weapon or Alchemical • Devotion 3: The Order always answers to
Body Glove (reduces all damage by 5 from all someone pulling the strings, like the Jedi
sources, confers all bonuses of a standard Body Council or Emperor Palpatine.
Glove, essentially indestructible) Skill Package:
• (AP) Alchemical Weapon/Armor Creation,
Latent Jedi Heritage Melee Combat, Alchemical Weapon AP,
You have natural affinity with the Force, but you Unarmed Combat, Gunplay, Missile
have no formal training. This is somewhat Weapons
common after the fall of the Jedi Order. You are
a child that would have normally been Equipment: Cortosis Weapon of Choice
discovered by one of the Jedi Orders and
recruited. Even during the height of the Jedi The Mundane
Order it is possible for a person with latent Force The Mundane are individuals that have no
abilities to exist, they may have been overlooked special training, were not identified to become
or rejected from membership for a number of Jedi hunters specifically. They operate just
reasons. outside the functional interconnect between
nature and the void. You don’t even realize that
Ezra Bridger, from the Rebel’s Cartoon is a you’re special. You would have to be identified
prime example of an individual with Latent Jedi by a Jedi Hunter or attacked by a Jedi, in order to
Heritage. He would go on to become a fully be “discovered”. The package effectively
trained Jedi and easily equivalent to a Jedi refunds a small portion of the 1D investment into
Knight of the Old Republic. “Mundane” and puts it toward an additional
Location: Varies Perk Point.
Requirements: Must Be Force Sensitive Location: Anywhere, does not require a master
Perks: Select 1 point of Advantages (any) Requirements: Must be Mundane
Disadvantages: None Perks: Select 2 points of advantages from the
Skill Package: following list: Steel Will 2, Skill Mastery 2,
• Control, Sense & Alter or 3 other Skills of Toughness 1-2, Sixth Sense 1-2
Choice Disadvantages: None
• Gunplay, Dodge, Willpower Skill Package:
Equipment: Sporting Blaster Pistol (3D+2), • Gunplay, Dodge, Melee Combat,Willpower,
Blast Clothing (+2 P / +1 E), Blast Helmet (1D P Unarmed Combat, Sneak
/ 1D E), Comlink, 500 Credits Equipment: Heavy Blaster Pistol & 250 Credits

97
The Starting Point is not always an Another way to look at the level of specialization
ending point these troopers have is to see them as ODST
(Orbital Drop Shock Troopers) troopers from
The packages on the following pages represent a Halo. Essentially, a single step under Spartans.
block of skills that are directly relevant to the
way your hero will begin play. This, by no Rebel Alliance Professions
means, locks you into a “Class Based” path. You
are free to develop your character any way you Rebel Shock Trooper
see fit in Star Wars. These are just guidelines on The Rebel Shock Trooper is a special initiative
how to play your character at the beginning.
Feel free to stick to the narrative created out of
piecing together these skill and perk packages or
don’t and aim for any random position you want
to explore. The choice is yours!

Whether you start out as a Storm Trooper, Rebel


Infiltrator, Cat Burglar, Combat Pilot, Smuggler,
or any number of other professions only serves
to define the beginning of your journey. From
the moment you step into your first game session
and until you play your hero’s last, you can
become anything you want to become. Each of
these starting professions comes equipped with a
bit of detail, some incredibly minor backstory
(with plenty of room for you to customize it) and
a package of equipment, starting money and a
starting point.

The original West End Games system simply


provided hundreds of templates between all the
source-books (including a Heroes and Rogues that was the brainchild of Luthen Rael during the
source book) that helped give you an instant formative years of the Alliance to Restore the
beginning to your hero’s background, a quote, Republic. Rebel geneticists infused certain
some skills, some appropriate gear and you were Genetic Enhancements into a seed group of
off to the races. That’s what I have endeavored children that were selected based upon their
to provide between Race Selection, Early parents devotion to combating the Empire.
Development and now Starting profession. These prospective recruits were children old at
the time of enhancement. Luthen Rael is a hard
All of these sections are significant, because they line Rebel Alliance founder, he has given
provide you with the pieces of a nearly everything fighting against the Empire, he is not
bulletproof story. Especially for those of you against doing immoral things to give the galaxy a
that struggle with backstory. For those who chance to defeat the Empire. His genetic
don’t, this will all be icing on the proverbial modification of children is borderline evil. There
cake. is no line that he will not cross when opposing
the Empire.
Cara Dune selects the Rebel Shock Once the children of age they were pressed into
Trooper Template training in the SpecOps division of the Alliance
to Restore the Republic (the hardcore volunteer
Cara Dune began her career as a Rebel Shock division that received priority training and were
Trooper. The kind of first in, last out trooper that tasked with suicide missions). They received
the Rebels would deploy on suicide missions. relentless conditioning for a period of four years,
These troopers were all commissioned from the were then pressed into service as troopers with a
Rebel group called SpecOps (Special fast track for Special Ops. They would serve for
Operations) during the height of the Rebellion. two years in espionage postings prior to being

99
assessed for the next leg of training. After Skill Packages:
another 2 years of grueling trials they were sent Select 4 Skills from the following selections:
on a series of suicide missions until their either Tactics, Demolition, Computer Program/Repair,
broke or the Empire was defeated. Droid Program/Repair, Repulsorlift Repair,
Troopers that survived the impossible missions Starship Piloting, Starship Gunnery, Athletics,
they were subjected to that hadn’t suffered Sneak, Hide, Gunplay, Dodge, Melee Weapons,
irreparable PTSD would be recruited directly General Maintenance/Repair, First Aid, Medicine
into the New Republic peace keeping forces and AS (2 Skills), AP Punching Bag / Tank (2 Skills),
assigned to cushy bodyguard jobs for Intimidation , Survival, Willpower, Unarmed
government and military officials as a reward for Combat, Thrown Weapons
their dedication to the Rebellion. Very few Starting Equipment:
individuals made it this far. Blaster Pistol w/2 Extra Mags, Heavy Blaster
Much to the surprise of New Republic High Rifle w/2 Extra Mags, Vibro Knife, Blast Suit
command, most Shock Troopers either with layered, Energy Mesh Torso Armor, Blast
abandoned their postings or lobbied for re- Helmet, Body Glove, Survival Kit, Med Pack,
assignment that never came. The New Republic Synthrope dispenser and grappling hook,
had a terrible tendency of dismissing the requests Combat Boots, Gloves, 2 Concussion Grenades,
of former SpecOps operatives. Some believe Military Encrypted Com-link, 2 (extra) weeks of
they carried a permanent mark on their records rations and 2,500 Credits.
due to a stigma associated with many SpecOps
groups that refused to disband after the New Rebel Trooper
Republic was formed about a year after the This is your run of the mill Rebel Trooper that is
Battle of Endor. Cara Dune is one such Trooper assigned to protecting Rebel interests in all
that sacrificed everything for the Rebel Alliance. environments. You receive respectable training
The New Republic posted her to a cushy job that from the Rebel Alliance, are issues a Blast
she was never able to acclimate to after her time Helmet, Vest and DH-17 Blaster Pistol
with SpecOps and the Rebel Alliance.
Requirements: None
Requirements: Human with Bio-Genetic
Augmentation selected in Step 1 Perks:
Fellowship Member 1: Rebel Alliance
Perks:
Fellowship Member 1: Rebel Alliance Skill Packages:
Select 4 Skills from the following selections:

100
Gunplay, Communications, General Aid, Dodge, CommScan, Beast Riding, Scholar,
Maintenance/Repair, Computer Program/Repair, Appraisal, General Maintenance/Repair,
Search, Starship Piloting, Ground/Water Vehicle Investigation, Security Systems/Repair,
Ops, Survival, Navigation, First Aid, Thrown Situational Awareness AP (2 Skills)
Weapons, Repulsorlift Repair, Dodge, Sensors, Starting Equipment:
Beast Riding Blastech DH-17 Blaster Pistol (full factory kit)
Starting Equipment: w/2 Extra Mags, Blast Helmet, Blast Suit/
Blastech DH-17 Blaster Pistol (full factory kit) Uniform, Combat Boots, Gloves, Military
w/2 Extra Mags, Blast Helmet, Blast Vest, Encrypted Comlink, Med Pack and 2,500
Combat Boots, Gloves, Uniform, Military Credits. Issued Land Speeder, seats 4.
Encrypted Comlink, Med Pack and 2,500 Credits
Rebel Medic
Rebel Officer You are versed in combat, however, you are the
The Rebel Alliance can’t keep their officers alive first line of defense when it comes to saving
long enough to issue orders, thus these positions lives. When a B2 Droid isn’t available, you’re
are constantly in high demand. This position everyone’s only hope.
represents a entry level officer’s position that Requirements: Must have Taken First Aid in an
would be responsible for commanding a squad of Earlier Stage
troops and it could be any arm of the Rebel
Alliance Military so long as you have the Perks:
appropriate skill set (non pilots with tactics can Fellowship Member 1: Rebel Alliance
lead from a command center). Officers receive a Skill Packages:
couple perks that standard troopers and pilots do Medicine AS & Select 2 Skills from the
not. Each officer is assigned an assistant, driver following selections (if Medicine is already
(for their Speeder) and standard Trooper for possessed, select 2 additional skill slots):
security (given the high attrition rates Gunplay, CommScan, General Maintenance/
previously). The assistant is a, effectively, a Repair, Computer Program/Repair, Search,
civilian. However, Starship Piloting, Ground/
they are armed and Water Vehicle Ops,
have appropriate Survival, Navigation, First
defensive training Aid, Thrown Weapons,
like a standard Rebel Repulsorlift Repair, Dodge,
Trooper (again a new Beast Riding
development due to Starting Equipment:
Imperials picking off Blastech DH-17 Blaster
Rebel Officers so Pistol (full factory kit) w/2
frequently). Extra Mags, Blast Helmet,
Requirements: Blast Vest, Combat Boots,
Command Skill from Gloves, Uniform, Military
a previous stage Encrypted Comlink, Med
Pack, Medical Backpack
Perks: and 2,500 Credits
Fellowship Member
1: Rebel Alliance Rebel Combat Pilot
Skill Package:
Tactics + The Rebel Alliance has an
Select 4 Skills from excellent training regimen
the following for it’s combat pilots.
selections: Naturally, it’s because you
Gunplay, Tactics, are expected to kill more
Computer Program/ than your number. That
Repair, Search, may seem bleak, however,
Navigation, First the grim reality is that Rebel

101
Pilots are almost always outnumbered by a The interesting part of this all is that the SpecOps
factor 3 to 1. Volunteer division is directly tied to Alliance
Requirements: Special Forces command. So, there’s
4D+ Mechanical Attribute something really special about being a
SpecOps Volunteer, it’s the freedom of choice
Perks: on your ops and you keep everything you
Fellowship Member 1: Rebel Alliance can carry or steal from the Empire. If
Skill Packages: you can steal a Capital Ship, it’s yours
Starship Piloting, Starship Gunnery, to do with as you see fit. Now, it’s
Starship Shields & encouraged that you donate stuff like
Select 2 Skills from the following this to the Alliance, however, there
selections: Gunplay, CommScan, are Spec Ops units running their
General Maintenance/Repair, own small navies against the
Computer Program/Repair, Empire.
Search, Starship Piloting, When the New Republic comes
Starship Shields, Ground/Water into power all SpecOps groups
Vehicle Ops, Survival, Navigation, First are disbanded and disavowed.
Aid, Repulsorlift Repair, Starship Repair, Most were far too radical (though
Dodge, Beast Riding, Willpower, Tactics, they go the job done and these
Command, Engineering AS (2 Skills), were often suicide missions that
Droid Program/Repair, Technology, regular Rebel Troops would never
Gambling embark upon). Some Spec Ops
Starting Equipment: troopers would either retain their
Survival Kit, Med Pack, Blaster Pistol, former commissions or be given
Combat Knife, Light Combat Vac Suit, Pilot’s one, in the New Republic.
Helmet (Flash & Flare Comp), Combat Boots, Ultimately the level of disdain that
Gloves, Military Encrypted Com-link, 2 (extra) the New Republic held towards the
weeks of rations, Ship Suit and 2,500 Credits. SpecOps units would become a
Issued Craft: Snubfighter, Speeder, Light moot point. Given the fact that the New
Corvette, etc. by mission type. You don’t own Republic tended to hold itself to
this vehicle, it is property of the Rebel Alliance. higher standards than Assassination and
Orbital Bombardment... However, given
SpecOps Volunteer time they would exceed the extreme
measure of some SpecOps units for
These are hardcore individuals from every specific targets of value to them.
walk of life that join the Rebel Alliance through
unofficial channels, typically by being recruited Requirements: You have to be willing to take
based upon their acts of terrorism against the on suicide missions on a regular basis.
Empire. They are condoned, commended, Perks:
supported, offered official rank and valued during Fellowship Member 1: Rebel Alliance
the time of the Alliance to Restore the Republic Skill Packages:
and Rebel Alliance times. Select 4 Skills from the following selections:
Some of these people lost everything to the Power Suit Operations AP (2 Skills), Command,
Empire and had absolutely nothing to lose. Tactics, Demolition, Computer Program/Repair,
These individuals are true patriots of the ideals of Droid Program/Repair, Repulsorlift Repair,
freedom and justice. These individuals are best Starship Piloting, Starship Gunnery, Athletics,
reflected by the original heroes of the Star Wars Sneak, Hide, Gunplay, Dodge, Melee Weapons,
Saga: Han Solo, Chewbacca, Luke, Leia, Lando Capital Ship Gunnery (2 Skills), General
and others like Dash Rendar, Corran Horn, Cal Maintenance/Repair, First Aid, Medicine AS (2
Kestis, Kyle Katarn, and more. Individuals who Skills), AP Punching Bag / Tank (2 Skills),
maintained the fight against injustice even when Intimidation , Survival, Willpower, Unarmed
their own government (the New Republic) utterly Combat, Thrown Weapons, Starship Piloting,
failed to do what it stood for. Starship Gunnery, Starship Shields, Starship
Repair, Engineering AS (2 Skills), Situational

102
Awareness AP (2 Skills) Perks:
Starting Equipment: Fellowship Member 1: Rebel Alliance
Blaster Pistol & Anything provided by previous Skill Packages:
& later Customization stages + 2,500 Credits Unarmed Combat, Melee Combat & Select 2
Skills from the following selections:
SpecOps Infiltrator Command, Tactics, Demolition, Computer
Program/Repair, Droid Program/Repair,
Repulsorlift Repair, Starship Piloting, Starship
Gunnery, Athletics, Sneak, Hide, Gunplay,
Dodge, Melee Weapons, General Maintenance/
Repair, First Aid, Medicine AS (2 Skills),
Intimidation , Survival, Willpower, Unarmed
Combat, Thrown Weapons, Starship Piloting,
Starship Gunnery, Starship Shields, Starship
Repair, Engineering AS (2 Skills)
Starting Equipment:
Blaster Pistol w/2 Extra Mags, Silenced Slug
Thrower w/2 Extra Mags, Vibro-blade, Full
Stealth Grade Combat Blast Suit & Helmet with
sub-vocal encrypted communicator, Survival
Kit, 2 Med Packs, Ship Suit, Vac Suit, Thermal
Imaging Camera (30m) with eavesdropping
(audio) capability (even through walls),
Demolition Kit, Disguise Kit, General Repair Kit
+5, Starship Tools, Armor Patches (5), 2,500
Credits
These are formal Special Forces Troopers in the
Rebel Alliance. They were created from an Issued Vehicle: When and Where appropriate,
initiative led by General Crix Madine, in order to including pilots and support personnel where and
counter the Storm Commando program he when warranted.
designed in Imperial Service. They have
extensive training and the best gear. They are Rebel Political Sympathizer
typically tasked with operating in small teams There are a lot more of these people than one
and even individually to provide support to might think. They can be found in almost every
SpecOps Volunteer units. arm of Imperial government. It’s dangerous
Infiltrators are trained in the arts of the Silent position to be in, to be certain, and they tend to
Kill, equipped with a myriad of silenced and hand out varying degrees of support or they
specialized weapons and stealth enhanced armor. don’t. Some need to see a Rebel in need first
They are essentially Navy Seals but even less hand, you will always know a sympathizer when
expendable. More like a cross between a CIA they take you in (while you are on the run) and
Spook, Special Forces Soldier and world class give you shelter at great personal risk. These
Assassin. individuals come from all walks of life, however,
While the SpecOps divisions were disbanded by we are covering the career from the perspective
the New Republic, these operatives (having been of a former Senator, Representative or minor
standard military) were retained in full politician in Imperial Service.
functionality and re-incorporated into clandestine Requirements: Must have selected White
units for the New Republic that no one ever Collar or Nobility in Stage 2.
hears about. Their Assassinations always look Perks:
like freak accidents and natural occurrences. Ersatz 1
Requirements: You have to be willing to take Skill Packages:
on suicide missions on a regular basis & must Select 4 Skills from the following selections:
already possess Silence 1. Business, Bureaucracy, Con, Persuasion, Sneak,

103
example of this is Galen Erzo, who they had no
real knowledge that he was a Rebel sympathizer
and the Rebel Alliance bombing run on the
research facility killed a clandestine Rebel
Supporter (with core information on how to
destroy the Death Star Program) that could have
been instrumental (if captured and turned) in
anything from understanding Imperial projects to
designing technology to counter it. Cassian t is
an example of an agent that lived by the shoot
first, never ask questions motto until he ran into
Jyn Erzo.
Requirements: Sneak from a previous stage
Perks:
Silence 1
Skill Package:
Select 4 Skills from the following selections:
Gunplay, Tactics, Computer Program/Repair,
Search, Navigation, First Aid, Dodge, Sensors,
Beast Riding, Appraisal, General Maintenance/
Repair, Investigation, Security Systems/Repair,
Situational Awareness AP (2 Skills), Hide,
Technology, Demolition, Communications,
Starship Piloting, Unarmed Combat, Melee
Combat
Hide, Computer Program/Repair, Dodge, Starting Equipment:
Gunplay, Scholar, Technology, Languages, First Heavy Blaster Pistol w/2 Extra Mags, compact
Aid, Survival, Search, General Maintenance/ laser Sniper Rifle, Blast Vest, Combat Boots,
Repair, Beast Riding, Starship Piloting, Ground/ Gloves, Military Encrypted Com-link, Med Pack
Water Vehicle Operations. and 2,500 Credits.
Starting Equipment: Holdout Blaster w/2
Extra Mags (concealed holster +20), several Rebel Spec Ops Privateer
Business / Governmental / Formal Attire outfits,
Dress Boots, Gloves, Comlink, 6 Bacta Gel Tabs, This is, essentially, sanctioned piracy. The Rebel
2,500 Credits Alliance assigns this sort of posting to the office
of SpecOps due to it’s highly volatile nature.
Holdings and Staff: Luxury Speeder (seats 6) Now onto what we are actually talking about:
with Droid Chauffeur, Small Estate with full The hero owns and operates a Capital Warship,
security suite (cameras and motion sensors), 4 with full crew, Snubfighters, and enough troops
Loyal Security Guards, Loyal Secretary. to (hopefully) repel boarding parties and even
seize other warships.
Rebel Assassin Requirements:
This Rebel position dates back to the early years Vehicle 1 from a Previous Stage
of the Alliance to Restore the Republic. In the
years prior to the founding of the SpecOps Perks:
division by Crix Madine the Rebels were quite a • Vehicle 1 (Stacks with any other ranks in
bit more questionable in their ethical and moral Vehicle)
boundaries. Often resorting directly to murder, Skill Package:
assassination and winning by any means Select 4 Skills from the following selections:
necessary. Many of their assassination Gunplay, Tactics, Command, Computer Program/
undertakings were done so with limited Repair, Search, Navigation, First Aid, Dodge,
knowledge of what their targets were involved Sensors, Technology, Languages, Scholar,
in, other than, a “large Imperial project”. An Capital Ship Repair AP (2 Skills), Starship

104
Repair, Zero G Operations AP (2 Skills), Starship
Piloting, Capital Ship Piloting AP (2 Skills),
Starship Gunnery, Business, Bureaucracy
Starting Equipment:
Heavy Blaster Pistol w/2 Extra Mags, Vibro
Rapier, Military Encrypted Comlink, Naval Ship
Suit, Light Naval Combat EVA Suit w/Helmet
and Mag-locking boots, Combat Webbing,
Personal Transport/Snubfighter & 2,500 Credits.

Imperial Professions
Imperial Storm Trooper
This is considered to be an elite posting in the
Empire. They are not so much elite troops as
they are fanatically loyal to the Emperor due to a
heavy indoctrination process.
Requirements: Must be 6’0” Tall (within a
margin of error of .5 Inches), Dexterity 3D, Must
be Human
Perks:
Fellowship Member 1: New Order: Empire
Skill Package:
Select 4 Skills from the following selections:
Gunplay, CommScan, General Maintenance/
Repair, Computer Program/Repair, Search,
Starship Piloting, Ground/Water Vehicle Ops,
Starship Piloting, Survival, Navigation, First Aid,
Thrown Weapons, Beast Riding, Unarmed
Combat, Melee Combat
Starting Equipment:
SoroSuub Storm Trooper One Blaster Rifle w/2
Extra Mags, Blaster Pistol, 2 Concussion
Grenades, Storm Trooper Armor, Gloves, Boots
and Helmet, Fannie Med Pack, Stormtrooper
Utility Belt, Body Glove, 2,500 Credits

Imperial Army / Naval Trooper


The run of the mill Imperial Trooper. Starting Equipment:
Requirements: Dexterity 3D, Must be Human Blaster Carbine w/2 Extra Mags, Field Armor
(Chest/Back Plate/Arms), Gloves, Boots and
Perks: Helmet, Stormtrooper Utility Belt, Body Glove,
Fellowship Member 1: New Order: Empire 2,500 Credits, Military Encrypted Comlink
Skill Package:
Select 4 Skills from the following selections: Imperial Scout Trooper
Gunplay, Dodge, CommScan, General
Maintenance/Repair, Computer Program/Repair, This is considered to be an elite posting in the
Search, Starship Piloting, Ground/Water Vehicle Empire. They are not so much elite troops as
Ops, Survival, Navigation, First Aid, Thrown they are fanatically loyal to the Emperor due to a
Weapons, Unarmed Combat, Melee Combat, heavy indoctrination process. This arm of the
Search, Zero G Operations AP (2 Skills) Stormtroopers is the reconnaissance division, a
more specialized arm of them. More the Scalpel

105
Credits

Imperial Scout Sniper


This is considered to be an elite posting in the
Empire. They are not so much elite troops as
they are fanatically loyal to the Emperor due to a
heavy indoctrination process. Scout Snipers are
an incremental step toward true elite status as an
Imperial Storm Trooper. They are more like
Force Reconnaissance than pure reconnaissance.
The difference being that they tend to operate
alone and act as an autonomous assassin. Scout
Snipers have more Rebel Officer kills (and more
kills in general) than almost any other arm of the
Imperial War Machine. They are distinguished
by the application of a camo pattern to what
appears to be enhanced Scout Armor.
Requirements: Must be 6’0” Tall (within a
margin of error of .5 Inches), Dexterity 3D,
Mechanical 3D, Perception 3D, Must be Human
Perks:
Fellowship Member 1: New Order: Empire
Skill Package:
Search & Select 3 Skills from the following
selections: Gunplay, CommScan, General
Maintenance/Repair, Computer Program/Repair,
Starship Piloting, Starship Gunnery, Ground/
Water Vehicle Ops, Survival, Navigation, First
Aid, Thrown Weapons, Beast Riding, Unarmed
then the Blunt Hammer that standard Storm Combat, Melee Combat
Troopers are. Starting Equipment: Updated Scout Pistol
Requirements: Must be 6’0” Tall (within a (Heavy Blaster) w/2 Extra Mags, Precision
margin of error of .5 Inches), Dexterity 3D, Sniper Rifle w/6 magazines, Force Recon Scout
Mechanical 3D, Must be Human Trooper Armor (adaptive camo), Gloves, Boots
and Helmet (integrated Macro Binocs), Fannie
Perks: Med Pack, Stormtrooper Utility Belt, Seal-able
Fellowship Member 1: New Order: Empire Survival Body Glove, Repulsorlift Assist
Skill Packages: Backpack with enhanced Comm Suite, Advanced
Search & Select 3 Skills from the following Range Finder, 2 weeks rations, Vibroblade, 2
selections: Gunplay, CommScan, General Concussion Grenades, 2,500 Credits.
Maintenance/Repair, Computer Program/Repair,
Starship Piloting, Starship Gunnery, Ground/ Imperial Storm Commando
Water Vehicle Ops, Survival, Navigation, First
This is a true elite division of the Storm
Aid, Thrown Weapons, Beast Riding, Unarmed
Troopers. The core of their training regimen
Combat, Melee Combat
comes from Crix Madine, who later defected to
Starting Equipment: Scout Holdout Blaster the Rebel Alliance and started the SpecOps
Pistol w/4 Extra Mags, Electro Snap Baton program using his playbook from developing the
(collapsing Melee Weapons), Scout Trooper Storm Commando Program. What is notable
Armor, Gloves, Boots and Helmet (integrated here is that the program didn’t care if you were a
Macro Binocs), Fannie Med Pack, Stormtrooper man or a woman, they would accept any
Utility Belt, Body Glove, Repulsorlift Assist qualified individual so long as they fit into
Backpack with enhanced Comm Suite, 3,750 agnostic (men's) armor. The Storm Commandos

106
Imperial Snow Trooper

periodically wear standard Storm Trooper armor.


Women are not unheard of in their ranks,
however, it’s a rare sight in any branch of the
Imperial war machine.
Requirements: Must be 6’0” Tall (within a
margin of error of .5 Inches); 3D All Attributes
except Technical & Knowledge, Must be Human
This is considered to be an elite posting in the
Perks: Empire. They are not so much elite troops as
Fellowship Member 1: New Order: Empire they are fanatically loyal to the Emperor due to a
Skill Package: heavy indoctrination process. These are
Unarmed Combat, Melee Weapons & Select 2 specifically trained troopers that specialize in
Skills from the following selections: Gunplay, Cold Weather environments.
Dodge, Command, Tactics, Demolition, Security Requirements: Must be 6’0” Tall (within a
Systems/Repair, Sneak, Hide, CommScan, margin of error of .5 Inches), Dexterity 3D, Must
General Maintenance/Repair, Computer be Human
Program/Repair, Search, Starship Piloting,
Starship Gunnery, Ground/Water Vehicle Ops, Perks:
Survival, Navigation, First Aid, Thrown Fellowship Member 1: New Order: Empire
Weapons, Beast Riding, Unarmed Combat, Skill Package:
Melee Combat Survival/Arctic & Select 2 Skills from the
Starting Equipment: Electro Snap Baton, following selections: Gunplay, CommScan,
SoroSuub Storm Trooper 2 Heavy Carbine w/2 General Maintenance/Repair, Computer
Extra Mags, Storm Commando Armor (adaptive Program/Repair, Search, Starship Piloting,
camo), Gloves, Boots and Helmet (integrated Ground/Water Vehicle Ops, Navigation, First
Macro Binocs), Fannie Med Pack, Stormtrooper Aid, Thrown Weapons, Beast Riding, Unarmed
Utility Belt, Seal-able Survival Body Glove, Combat, Melee Combat
Repulsorlift Assist Backpack with enhanced Starting Equipment:
Comm Suite, Advanced Range Finder, 2 weeks SoroSuub Storm Trooper One Blaster Rifle w/2
rations, Vibroblade, 2 Concussion Grenades, Extra Mags, Blaster Pistol, 2 Concussion
2,500 Credits. Grenades, Snow Trooper Armor, Gloves, Boots
and Helmet, Fannie Med Pack, Stormtrooper
Utility Belt, Body Glove, 2,500 Credits

107
Imperial Aqua Trooper Body Glove, 2,500 Credits
This is considered to be an elite posting in the
Empire. They are not so much elite troops as
Imperial Rad Trooper
they are fanatically loyal to the Emperor due to a This is considered to be an elite posting in the
heavy indoctrination process. These are Empire. They are
specifically trained troopers that specialize in not so much elite
underwater environments. troops as they are
Requirements: Must be 6’0” Tall (within a fanatically loyal to
margin of error of .5 Inches), Dexterity 3D, Must the Emperor due to a
be Human heavy indoctrination
process. These are
Perks: specifically trained
Fellowship Member 1: New Order: Empire troopers that
Skill Package: specialize in
Athletics/Swimming & Select 3 Skills from the Radioactive
following selections: Gunplay, CommScan, environments.
General Maintenance/Repair, Computer Requirements:
Program/Repair, Search, Starship Piloting, Must be 6’0” Tall
Ground/Water Vehicle Ops, Navigation, First (within a margin of
Aid, Thrown Weapons, Beast Riding, Unarmed error of .5 Inches),
Combat, Melee Combat Dexterity 3D, Must
Starting Equipment: be Human
Blaster Harpoon Rifle w/4 Extra Mags, Blaster Perks:
Pistol, 2 Glop Grenades, SCUBA Trooper Armor, Fellowship Member
Gloves, Boots and Helmet, Fannie Med Pack, 1: New Order:
Stormtrooper Utility Belt, Body Glove, 2,500 Empire
Credits
Skill Package:
Imperial Sand Trooper Survival & Select 3
Skills from the
This is considered to be an elite posting in the following selections: Gunplay, CommScan,
Empire. They are not so much elite troops as General Maintenance/Repair, Computer
they are fanatically loyal to the Emperor due to a Program/Repair, Search, Starship Piloting,
heavy indoctrination process. These are Ground/Water Vehicle Ops, Navigation, First
specifically trained troopers that specialize in Aid, Thrown Weapons, Beast Riding, Unarmed
Desert environments. Combat, Melee Combat
Requirements: Must be 6’0” Tall (within a Starting Equipment:
margin of error of .5 Inches), Dexterity 3D SoroSuub Storm Trooper Two Blaster Rifle w/2
Perks: Extra Mags, Blaster Pistol, 2 Concussion
Fellowship Member 1: New Order: Empire Grenades, Force Pike, Rad Trooper Armor,
Gloves, Boots and Helmet, Fannie Med Pack,
Skill Package: Stormtrooper Utility Belt, Body Glove, 2,500
Survival & Select 3 Skills from the following Credits
selections: Gunplay, CommScan, General
Maintenance/Repair, Computer Program/Repair,
Search, Starship Piloting, Ground/Water Vehicle Zero G Stormtrooper
Ops, Navigation, First Aid, Thrown Weapons, This is considered to be an elite posting in the
Beast Riding, Unarmed Combat, Melee Combat Empire. They are not so much elite troops as
Starting Equipment: they are fanatically loyal to the Emperor due to a
Blaster Carbine/Long Rifle w/3 Extra Mags, heavy indoctrination process. These are
Blaster Pistol, 2 Concussion Grenades, Sand specifically trained troopers that specialize in
Trooper Armor, Gloves, Boots and Helmet, Outer Space environments.
Fannie Med Pack, Stormtrooper Utility Belt, Requirements: Must be 6’0” Tall (within a

108
margin of error of .5 Inches), Dexterity 3D, Must Command & Select 3 Skills from the following
be Human selections: Tactics, Scholar, Willpower,
Perks: Technology, Gunplay, Dodge, CommScan,
Fellowship Member 1: New Order: Empire General Maintenance/Repair, Computer
Program/Repair, Search, Starship Piloting,
Skill Package: Ground/Water Vehicle Ops, Survival,
Power Suit Operations AP & Select 1 Skill from Navigation, First Aid, Thrown Weapons,
the following selections: Gunplay, CommScan, Unarmed Combat, Melee Combat, Search
General Maintenance/Repair, Computer
Program/Repair, Search, Starship Piloting, Starting Equipment:
Ground/Water Vehicle Ops, Starship Gunnery, Blaster Carbine w/2 Extra Mags, Field Armor
Navigation, First Aid, Thrown Weapons, Beast (Chest/Back Plate), Gloves, Boots and Helmet,
Riding, Unarmed Combat, Melee Combat Stormtrooper Utility Belt, Body Glove, 5,000
Credits, Military Encrypted Comlink
Starting Equipment:
SoroSuub Storm Trooper One Blaster Rifle w/2 Note: Other Gear is issued per assignment or
Extra Mags, Blaster Pistol, 2 Concussion request.
Grenades, Storm Trooper Armor, Gloves, Boots
and Helmet, Fannie Med Pack, Stormtrooper ISB Agent
Utility Belt, 1 Month of Protein Paste Rations, The Imperial Security Bureau of the Empire.
Body Glove, 2,500 Credits These Agents are the oversight officers of the
Empire, tasked with weeding out corruption and
Imperial Combat Pilot even operating in a direct investigative capacity
This is the principal Imperial Military pilot that with almost any arm of the Imperial Military and
the Empire employs. They pilot everything from even Politicians. ISB agents discovering
TIE fighters, to Shuttles and light Capital Ships. corruption or security breaches have the
authority to depose Moffs and Admirals for
Requirements: Mechanical 4D, must be human questioning.
Perks: Perks:
Fellowship Member 1: New Order: Empire Fellowship Member 1: New Order: Empire
Skill Package:
Starship Piloting, Starship Gunnery & Select 2
Skills from the following selections: Gunplay,
Dodge, CommScan, General Maintenance/
Repair, Computer Program/Repair, Search,
Starship Piloting, Ground/Water Vehicle Ops,
Survival, Navigation, First Aid, Thrown
Weapons, Unarmed Combat, Melee Combat,
Search
Starting Equipment:
Blaster Pistol w/2 Extra Mags, High G Stress
Resistant Light Combat Vac Suit, Vibro Blade,
Gloves, Boots and Enhanced Helmet (+3 to
Communications Skill), Naval Ship Suit, 2,500
Credits, Military Encrypted Comlink

Junior Imperial Officer


The standard Imperial Officer in any given arm
of the Imperial War Machine.
Requirements: Perception 3D
Perks:
Fellowship Member 1: New Order: Empire
Skill Package:

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Skill Package: Intervention. They are similar to Rebel Spec
Investigation, Search & Select 4 Skills from the Ops save for the fact that they are respected,
following selections: Business, Bureaucracy, carry authority over the rank and file Imperial
Willpower, Scholar, Tactics, Technology. Troopers and Storm Troopers they direct.
Gunplay, Dodge, CommScan, General Requirements: Must have selected SA Youth
Maintenance/Repair, Computer Program/Repair, Group in the previous stage.
Search, Starship Piloting, Survival, Navigation, Perks:
First Aid, Thrown Weapons, Unarmed Combat, Fellowship Member 1: New Order: Empire
Melee Combat
Skill Package:
Starting Equipment: Command, Tactics & Select 2 Skills from the
Imperial Blaster Pistol w/2 Extra Mags, Gloves, following selections: Willpower, Scholar,
Boots and Helmet, 2,500 Credits, Military Technology, Gunplay, Dodge, CommScan,
Encrypted Comlink, Evidence Kit, Electronic General Maintenance/Repair, Computer
Eavesdropping devices (4) (audio and Thermal Program/Repair, Search, Starship Piloting,
imaging). Survival, Navigation, First Aid, Thrown
Weapons, Unarmed Combat, Melee Combat,
Compnor Agent Security Systems/Repair, Demolition, Melee
The Commission for the Preservation of the New Combat, Bureaucracy, Business, Languages.
Order: The radicalized volunteers of the Starting Equipment:
Empire. Die Hard supporters of the New Order Imperial Heavy Blaster Pistol w/2 Extra Mags,
and the paragons leading the charge of enforcing Gloves, Boots and Helmet, Compnor Field
and spreading the influence of the New Order Armor, 2,500 Credits, Military Encrypted
through direct action. Direct Action = Military Comlink.
Note: Other Gear is issued per assignment or
request.

Imperial Assassin
These positions in the Empire are never
disclosed openly. Orders come from the sector
Moff, Admiralty & Grand Admiral Levels. Rank
and file troopers cannot distinguish an Imperial
assassin from a standard officer. These are
conditioned, death machines, that brutally
advance Imperial directives in the galaxy.
Requirements: Must have Dexterity 4D+,
Strength 3D+ and Perception 4D+, must be
human
Perks:
Sixth Sense 1
Skill Package:
Unarmed Combat, Melee Weapons & Select 2
Skills from the following selections: Gunplay,
Dodge, Command, Tactics, Demolition, Security
Systems/Repair, Sneak, Hide, CommScan,
General Maintenance/Repair, Computer
Program/Repair, Search, Starship Piloting,
Starship Gunnery, Ground/Water Vehicle Ops,
Survival, Navigation, First Aid, Thrown
Weapons, Sensors, Beast Riding, Unarmed
Combat, Melee Combat
Starting Equipment: Quiet Heavy Blaster w/2

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Extra Mags, Electro Snap Baton, Ultra Heavy
Sniper Rifle w/2 Extra Mags, Light Survival
EVA Suit (adaptive camo), Gloves, Boots and
Helmet (integrated Macro Binocs), Med Pack,
Stormtrooper Utility Belt, Seal-able Survival
Body Glove, Vibroblade, 2 Concussion
Grenades, 2,500 Credits.

Death Trooper(s)
These are the personal bodyguards of high
ranking officials, military officers, moffs, etc.
Typically deployed in squads of twelve, they
answer directly their charge, not the Emperor or
the Empire. In a sense they are untouchable,
hired guns, indoctrinated to serve the Imperial
leader they are assigned to.
Requirements: All Attributes 3D except
Knowledge and Technical, must be human
Perks:
Toughness 1
Skill Package:
Search & Select 3 Skills from the following
selections: Gunplay, Dodge, CommScan,
General Maintenance/Repair, Computer
Program/Repair, Starship Piloting, Ground/Water Skill Package:
Vehicle Ops, Starship Gunnery, Survival, Search, Melee Weapons, Unarmed Combat &
Navigation, First Aid, Thrown Weapons, Select 1 Skill from the following selections:
Unarmed Combat, Melee Combat Gunplay, Dodge, Command, Tactics, Demolition,
Starting Equipment: Security Systems/Repair, Sneak, Hide,
Heavy Blaster Rifle w/2 Extra Mags, Heavy CommScan, General Maintenance/Repair,
Blaster Pistol, 2 Concussion Grenades, Death Computer Program/Repair, Search, Starship
Commando Armor, Gloves, Boots and Helmet, Piloting, Starship Gunnery, Ground/Water
Fannie Med Pack, Stormtrooper Utility Belt, Vehicle Ops, Survival, Navigation, First Aid,
Body Glove, 2,500 Credits Thrown Weapons, Beast Riding
Starting Equipment: Heavy Blaster w/2 Extra
Imperial Royal Guardsman Mags, Force Pike, Royal Guardsman Armor,
The ultra loyal guardsmen of the Emperor Gloves, Boots and Helmet (integrated Macro
himself. These individuals are drawn from the Binocs), Fannie Med Pack, Stormtrooper Utility
best stand out Storm Trooper divisions and very Belt, Seal-able Survival Body Glove, 2
few of those candidates actually graduate into the Concussion Grenades, 2,500 Credits
program for the position. Those that fail to reach
the program or fail at any point in the program Entry Level Imperial Moff
are washed out of the Imperial Military (typically Imperial Moffs are a combination of civilian
executed in a training accident). governor and military leader all in one. The
Requirements: Must be 6’0” Tall (within a command incredible power in the Empire and are
margin of error of .5 Inches); 5D Dexterity (GM responsible for keeping local systems they are
discretion), 3D Strength, 4D Perception, 2D all assigned to through force and fear. This
other attributes must be heroes, must be male, represents an Imperial Moff at the beginning of
must be human. their career in Imperial service.
Perks: Requirements: Must have selected Nobility in
Fellowship Member 1: New Order (Empire) Stage 2, Must be Human.

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Perks: Starting Equipment:
Fellowship Heavy Blaster Pistol w/2 Extra Mags, Blast Vest,
Member 1: New Vibro Blade, Gloves, Boots, Naval Ship Suit,
Order: Empire 5,000 Credits, Military Encrypted Comlink,
Skill Package: Space Transport (Stock Light Freighter),
Bureaucracy & Astromech Droid, Security Droid (Commercial
Select 3 Skills from Model).
the following
selections: Space Rescue Corps
Business, An incredibly underrated and skilled arm of the
Appraisal, Con Imperial (and previously Galactic Republic)
Intimidation, Combat Core. They are more Para Military than
Gunplay, Dodge, actual Military. Selfless volunteers that spend
Command, Tactics, their lives saving those of others (even aliens)
Security Systems/ that suffer crippling
Repair, Hide, events with their
Scholar, Persuasion, CommScan, General starships. The
Maintenance/Repair, Computer Program/Repair, Emergency Search and
Search, Starship Piloting, Ground/Water Vehicle Rescue core has the right
Ops, Survival, Navigation, First Aid, Beast to search and seize
Riding, Athletics anything on the behalf of
Starting Equipment: Blaster Pistol, Several the Empire in the course
Moff Uniforms, Code Cylinder, Private Shuttle of their operations to save
(Hyperspace Capable), 2 Death Troopers, stranded individuals.
Military Aid / Secretary, 2,500 Credits, Military Requirements: Spacer
Encrypted Comlink Advantage selected at an
earlier stage
Imperial Smuggler Perks:
These are rare individuals that are selected from Luck 1
the Imperial Core of combat Pilots and then Skill Package:
cross trained with Imperial ISB / Customs. It is a Search Zero G Operations & Select 1 Skill from
deep cover operative with the sole task of the following selections: Starship Piloting,
tracking subverted Imperial Military hardware Navigation, Starship Repair, Gunplay, Dodge,
and locating Rebel Cells. Furthermore, the Demolition, CommScan, General Maintenance/
Imperial Smuggler will provide contraband to Repair, Computer Program/Repair, Search,
high ranking Imperial Officials for favors and at Ground/Water Vehicle Ops, Survival, First Aid,
the behest of the ISB to expose corruption. Unarmed Combat, Melee Combat, Technology,
Requirements: Mechanical 4D, Perception 3D, Repulsorlift Repair,
Former Combat Pilot Starting Equipment:
Perks: Blaster Pistol w/2 Extra Mags, High G Stress
Fellowship Member 1: New Order: Empire Resistant Light Combat Vac Suit, Vibro Blade,
Skill Package: Gloves, Boots and Enhanced Helmet (+5 to
Starship Piloting, Starship Gunnery, Zero G Communications Skill), Naval Ship Suit, 5,000
Operations AP, Con, Streetwise, Persuasion & Credits, Military Encrypted Comlink, Breaching
Select 6 Skills from the following selections: Charges (10), Airlock Seals (10), Starship Tools
Gunplay, Dodge, Communications, General +5, Space Rescue Tug.
Maintenance/Repair, Computer Program/Repair,
Search, Starship Piloting, Ground/Water Vehicle Imperial Vehicle Driver
Ops, Survival, Navigation, First Aid, Thrown This is the principal Imperial Military pilot that
Weapons, Sensors, Unarmed Combat, Melee the Empire employs. They pilot everything from
Combat, Search, Sneak, Hide, Business, TIE fighters, to Shuttles and light Capital Ships.
Bureaucracy, Scholar
Requirements: Mechanical 3D, must be human

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Perks: Criminal Professions
Fellowship Member 1: New Order: Empire
Skill Package: Thug
Walker Piloting & Select 3 Skills from the Hired Muscle, henchmen for crime lords, cheap
following selections: Gunplay, Dodge, bodyguards.
CommScan, General Maintenance/Repair,
Computer Program/Repair, Search, Starship Requirements: Streetwise Skill
Piloting, Ground/Water Vehicle Ops, Walker Perks:
Repair, Starship Piloting, Starship Gunnery, Toughness 1
Survival, Navigation, First Aid, Thrown Skill Package:
Weapons, Unarmed Combat, Melee Combat, Select 4 Skills from the following selections:
Search Gunplay, Dodge, General Maintenance/Repair,
Starting Equipment: Search, Ground/Water Vehicle Ops, First Aid,
Blaster Pistol w/2 Extra Mags, Light Combat Thrown Weapons, Unarmed Combat, Melee
Suit, Gloves, Boots and Enhanced Helmet (+5 to Combat
Communications Skill), Body Glove, 2,500 Starting Equipment:
Credits, Military Encrypted Comlink Blaster Pistol, Brass Knuckles, Blast Vest,
Comlink, an assortment of clubs, 2,500 Credits
Imperial Morale Officer
The face of the Empire. The position is Enforcer
essentially an Imperial Recruitment Officer that A very specific, trusted, Thug that regularly
is more “Officer” in name than in fact. The works people over for their boss.
position is responsible for running an office Requirements: Streetwise Skill & Toughness 1
staffed largely by civilian / para military
Compnor recruits. The position takes applicants Perks:
for both Compnor and the Empire proper after a Armor Defeating Attack 1
battery of testing for individual competency. Skill Package:
Furthermore, the officer is responsible for Unarmed Combat, Melee Combat & Select 2
maintaining propaganda and running off/ Skills from the following selections: Gunplay,
arresting vandals. Dodge, General Maintenance/Repair, Search,
Perks: Ground/Water Vehicle Ops, First Aid, Thrown
Fellowship Member 1: New Order: Empire Weapons, Demolitions, Starship Piloting,
Athletics
Skill Package:
Select 4 Skills from the following selections: Starting Equipment:
Business, Bureaucracy, Scholar, Tactics, Heavy Blaster Pistol, Brass Knuckles, Stun
CommScan, General Maintenance/Repair, Baton, Comlink, Public Transit Pass, Gloves,
Computer Program/Repair, Search, Starship Boots, Genetic Evidence Destroyer, (removes
Piloting, Survival, Navigation, First Aid, genetic evidence from the person) 2,500 Credits
Sensors, Unarmed Combat, Gunplay
Starting Equipment:
Fence
Imperial Blaster Pistol w/2 Extra Mags (never The agent of a crime lord that is responsible for
kept on person), Gloves, Boots and Military Cap, facilitating the purchase and sale of stolen goods.
2,500 Credits, Military Encrypted Comlink. Requirements: Streetwise Skill
Further Detail: Operates a “Storefront” in a Perks:
mall, by itself or at a base. A detachment of Criminal Contacts 1
either 4 Storm Troopers or 4 Army / Navy
Troopers. Has a secretary from Compnor and at Skill Package:
least two interns from SA Youth Group. Business & Select 3 Skills from the following
selections: Gunplay, Dodge, General
Maintenance/Repair, Search, Business, Con,
Persuasion, First Aid, Technology, Sneak, Hide,

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CommScan, Security Systems/Repair, Computer
Program/Repair, Droid Program/Repair

Starting Equipment:
Blaster Pistol, Stun Baton, Comlink, Personal
Speeder (2 Seats), Gloves, Boots, 2,500 Credits

Fixer
Effectively a crime lord, of sorts, unto
themselves. The Fixer is a remarkable individual
that places talent where talent is needed. A fixer Maintenance/Repair, Search, Con, Bureaucracy,
is a criminal talent recruiter. Representing both a Scholar, Persuasion, First Aid, Technology, Hide,
client and contractors. CommScan, Security Systems/Repair, Computer
Requirements: Streetwise & Persuasion Skills Program/Repair, Droid Program/Repair
Perks: Starting Equipment:
Contacts 1 or Criminal Heavy Blaster Pistol, Stun Baton, Comlink,
Contacts 1 Personal Speeder (4 Seats), Gloves, Boots, 5,000
Skill Package: Credits
Search, Business & Select 2 Henchmen: 4 Thugs, 2 Enforcers, 1 Secretary /
Skills from the following Bookie
selections: Gunplay, Dodge,
General Maintenance/Repair, Bookie
Search, Business, Con,
Persuasion, First Aid, The individual that cooks the books, obscures the
Technology, Sneak, Hide, criminal enterprise and does so on behalf of the
CommScan, Security Systems/ the Crime Lord, Lieutenants and the Enterprise.
Repair, Computer Program/ Requirements: Business Skill
Repair, Droid Program/Repair Perks:
Starting Equipment: Educated 1
Blaster Pistol, Comlink, Skill Package:
Personal Speeder (3 Seats), Scholar/Finance 1 & Select 4 Skills from the
Gloves, Boots, Safety following selections: Search, Bureaucracy, Con,
Companion (Pit Droid Persuasion, First Aid, Hide, CommScan,
derivative... Security Droid), Computer Program/Repair, Athletics, Starship
2,500 Credits Piloting
Starting Equipment:
Criminal Lieutenant Stun Pistol, Comlink, Personal Speeder (6 Seats),
The hero is a high level agent of a Crime Lord. Gloves, Boots, High Line Condo, 2 Thugs, 2,500
More than just a cog in the system, the Credits
Lieutenant is an autonomous Crime Lord unto
themselves so long as they can maintain steady Hitman
business operations. If a Crime Lord has to get A specialist that is brought in for sensitive
involved, they are typically given a chance to operations where the Criminal Enterprise
remedy, further failures may result in their requires someone to disappear, permanently.
execution.
Requirements: Streetwise Skill, Dex 4D,
Requirements: Streetwise & Command Skills Perception 4D.
Perks: Perks:
Fellowship Member 1: Crime Syndicate Fast Reactions 1 (a third of the way there)
Skill Package: Skill Package:
Business & Select 3 Skills from the following Select 4 Skills from the following selections:
selections: Gunplay, Dodge, General Sneak, Hide, Unarmed Combat, Melee Combat,

114
Mechanical Attribute
Perks:
Expert 1
Skill Package:
Navigation & 3 Skills from the following
selections: Dodge, Swoop Operation AP (2
Skills), Search, Ground/Water Vehicle
Operations, Beast Riding, Jet Pack/Rocket Pack,
Power Suit Operations AP (2 Skills), Capital
Ship Piloting AP (2 Skills), Starship Gunnery,
Starship Shields,
Starting Equipment:
Blaster Pistol, Blast Vest, Comlink, Speeder
Truck (8 Seats), Gloves, Boots, 2,500 Credits

Smuggler
Tramp freighter captains that make their way in
the galaxy by running illegal goods. Sometimes
they are running blockades, selling drugs,
weapons and more. It is a high risk, high reward
profession. There is always a need for a Captain
of a small ship to discreetly run cargoes in the
Gunplay, Dodge, Search, Athletics, General galaxy. Whether it’s the Empire or the New
Maintenance/Repair, CommScan, Starship Republic you’re flying under the radar of, it’s
Shields, Missile Weapons, Technology, Tactics, always a tense business. Each cargo run could
Scholar, Power Suit Operations AP (2 Skills), be your last. It comes with the territory.
Zero G Operations (2 Skills), Ground/Water Requirements:
Vehicle Ops, First Aid, Thrown Weapons, Starship Piloting and Streetwise Skills
Demolitions, Starship Piloting, Starship
Gunnery, Capital Ship Gunnery (2 Skills),
Medicine AS (2 Skills), Engineering AS (2
Skills), Computer Program/Repair, Droid
Program/Repair, Repulsorlift Repair, Starship
Repair, Capital Ship Repair AP (2 Skills)
Starting Equipment:
Heavy Blaster Pistol w/2 Extra Mags, Ultra
Heavy Sniper Rifle, Collapsible and Invisible
Blaster Bolts w/4 Extra Magazines, Vibro Knife,
Stun Baton, Encrypted Comlink, Public Transit
Pass, Gloves, Boots, Full Light Armor Body Suit
with adaptive camo and EVA capabilities (12
hours), Genetic Evidence Destroyer, (removes
genetic evidence from the person), Sport Speeder
(2 seater) Rental on all missions (assumed),
2,500 Credits

Driver
Professional Driver, brought in as the getaway
driver and for special operations (dumping
bodies).
Requirements: Starship Piloting & 4D+

115
Perks: Requirements: Streetwise Skill
Vehicle 1 Perks:
Skill Package: Card Shark 1
Con, Persuasion & Select 2 Skills from the Skill Package:
following selections: Gunplay, Dodge, Gambling & Select 3 Skills from the following
CommScan, General Maintenance/Repair, selections: Gunplay, Dodge, General
Computer Program/Repair, Search, Starship Maintenance/Repair, Search, Ground/Water
Piloting, Ground/Water Vehicle Ops, Survival, Vehicle Ops, First Aid, Thrown Weapons,
Navigation, First Aid, Thrown Weapons, Unarmed Combat, Melee Combat, Sneak, Hide,
Sensors, Unarmed Combat, Melee Combat, Forgery, Con, Persuasion, Athletics, Starship
Search, Sneak, Hide, Business, Bureaucracy, Piloting, Swoop Operations AP (2 Skills),
Scholar, Zero G Operations AP, Starship CommScan, Computer Program/Repair,
Gunnery, Starship Shields Willpower, Survival.
Starting Equipment: Starting Equipment:
Heavy Blaster Pistol w/2 Extra Mags, Blast Vest, 2 Heavy Holdout Blaster Pistols w/4 Extra Mags,
Gloves, Boots, Ship Suit, 2,500 Credits, Comlink Comlink, Reflect Body Glove, 2,500 Credits,
Sabacc Deck, set of cheat cards (12), Cheat card
Thief loader (Forearm; Difficulty +15 + Hide to
The individual is a professional Thief, versed in detect), common games of chance in a box (6
the arts of picking pockets, palming items and Games), Folding Gambling table and 4 chairs.
even burglary. The sky is the limit, however, as
you can also breach security systems and steal Prostitute
starships should you choose to. Now, can’t leave out the art of seduction when
Requirements: Streetwise & Theft Skills we are talking criminals. These individuals start
Perks: out their careers seducing (but not always
Resourceful 1 engaging in sex) others for money, subterfuge,
abduction, assassination, etc.
Skill Package:
Security Systems/Repair & Select 5 Skills from Requirements: Persuasion
the following selections: Gunplay, Dodge, Perks:
General Maintenance/Repair, Search, Ground/ Attractive 1
Water Vehicle Ops, First Aid, Thrown Weapons, Skill Package:
Unarmed Combat, Melee Combat, Sneak, Hide, Con & Select 3 Skills from the following
Forgery, Con, Persuasion, Athletics, Starship selections: Gunplay, Dodge, General
Piloting, Swoop Operations AP (2 Skills), Maintenance/Repair, Search, First Aid, Unarmed
CommScan, Computer Program/Repair, Combat, Melee Combat, Sneak, Hide, Forgery,
Willpower, Survival. Athletics, Starship Piloting, CommScan,
Starting Equipment: Computer Program/Repair, Willpower.
Blaster Pistol, Contact Stunner, Comlink, 2,500 Starting Equipment:
Credits, Thieves Tools (Security Systems), Contact Stunner, Comlink, 2,500 Credits, a
Speeder Jacking Kit (can be used on Walkers dozen sexy outfits and corresponding shoes, high
Starships at a penalty) line makeup, a “Go Bag” with the following in
it: 2,500 Credits, Small Blaster Pistol (+6
Difficulty to detect), Disguise Kit, Non-descript
clothing, boots, false ID (+9 to disguise).
Gambler
The Gambling profession may not be an illegal Pirate
one, in and of itself. However, the gambler is A rogue mercenary that enjoys robbing, taking
considered a Criminal due to the penchant for the slaves, raping (some of them at least) and
career to lead to back room deals, betrayals and murdering other fellow spacers.
outright theft and the real possibility a Gambler
might cheat and throw a game. Requirements: Streetwise Skill

116
Skill Package:
Select 4 Skills from the following selections:
Gunplay, Communications, Search, General
Maintenance/Repair, Power Suit Operations AP
(2 Skills), Computer Program/Repair, Search,
Starship Piloting, Streetwhise, Investigation,
Ground/Water Vehicle Ops, Starship Gunnery,
Navigation, First Aid, Thrown Weapons,
CommScan, Beast Riding, Unarmed Combat,
Melee Combat, Jet/Rocket Pack Operations
Starting Equipment:
Blaster Rifle w/2 Extra Mags, Heavy Blaster
Pistol, 4 Concussion Grenades, Bounty Hunter
Armor, Gloves, Boots and Helmet, Med Pack,
Utility Belt, Vibro Blade, 4 sets of Binders
(Difficulty 25, Synth-rope & Grapple (100m),
Body Glove, Jet Pack, 2,500 Credits

Mercenary
A professional military operative for hire. Likely
had some sort of formal military experience.
Mercenaries can act as Bounty Hunters in a
limited capacity if they are in the position to take
in a bounty. Overall, these are the most frequent
form of hired guns you find that range from
Perks: bodyguards to a contracted military force to pull
Ambidextrous 1 off clandestine operations.
Skill Package: Requirements: Athletics & Gunplay Skills
Zero G Operation AP & Select 2 Skills from the Perks:
following selections: Gunplay, Dodge, General Resourceful 1
Maintenance/Repair, Search, First Aid, Unarmed
Combat, Melee Combat, Sneak, Hide, Forgery, Skill Package:
Select 6 Skills from the following selections:
Athletics, Starship Piloting, CommScan,
Gunplay, CommScan, Command, Tactics,
Computer Program/Repair, Starship Repair,
General Maintenance/Repair, Computer
Starship Gunnery, Starship Shields.
Program/Repair, Search, Starship Piloting,
Starting Equipment: Ground/Water Vehicle Ops, Starship Gunnery,
2,500 Credits, Vibro Rapier, 2 Heavy Blaster Navigation, First Aid, Thrown Weapons,
Pistols, Deck Clearing Blaster, Blast Vest, Boots, CommScan, Beast Riding, Unarmed Combat,
Gloves, Ship Suit, 2 Glop Grenades, Hull Melee Combat, Dodge
Breaching System.
Starting Equipment:
Private Sector Professions
Bounty Hunter
A professional hunter of individuals with prices
on their heads. These individuals capture, kill
and even intimidate individuals based off of a
contract that is technically no questions asked.
Requirements: Athletics & Search Skills
Perks:
Fellowship Member 1: Bounty Hunter’s Guild

117
Blaster Rifle w/2 Extra Mags, Blaster Pistol, 6
Concussion Grenades, Medium Combat EVA
Suit, Gloves, Boots and Helmet, Med Pack,
Utility Belt, Vibro Blade, Synth-rope & Grapple
(100m), Body Glove, 2,500 Credits

Combat / Transport Pilot


A professional combat pilot that works for
money. Held to the same standards that their
ground pounding merc brothers and sisters are.
One of the few individuals allowed to fly a fully
combat kitted snubfighter as their principal
conveyance.
Requirements: Starship Piloting
Perks:
Vehicle 1
Skill Package:
Select 4 Skills from the following selections:
Starship Gunnery, Gunplay, Communications,
Command, Tactics, General Maintenance/Repair,
Computer Program/Repair, Search, Starship
Shields, Starship Repair, Ground/Water Vehicle
Ops, Navigation, First Aid, Sensors, Unarmed
Combat, Melee Combat, Dodge
Starting Equipment: (Seats 2), High Line Condo, Encrypted Comlink,
Blaster Pistol w/Extra Mag, Light Naval Combat Premium Makeup Kit, 6 High End outfits, 6
EVA Suit, Gloves, Boots and Helmet, Med Pack, nondescript ones (with shoes and gloves), Low
Utility Belt, Vibro Blade, Synth-rope & Grapple End Security Droid
(100m), Naval Ship Suit, 2,500 Credits
Bodyguard
Holovid Star
A legit profession that does it’s best to prevent
A professional Actor/Actress that enjoys the life people from being harmed, assassinated or
of a galactic recognized profession. The hero is threatened. A bodyguard is more than mere hired
the love and hate of billions, the subject of never muscle, typically proficient in military and
ending discussion. This career always seems to civilian tactics and capable of interpreting the
get offers for additional holo vid appearances, flow of events in highly fluid situations regarding
whether or not they are on the run from the Law. ingress and egress in and out of situations for
Requirements: Persuasion their client.
Perks: Requirements: Search & Tactics, Dex 3D,
Fame 1 Perception 4D, Knowledge 3D.
Skill Package: Perks:
Select 4 Skills from the following selections: Sixth Sense 1
Con, Athletics, Gunplay, Dodge, Unarmed Skill Package:
Combat, Melee Weapons, Starship Piloting, Select 4 Skills from the following selections:
Computer Program/Repair, First Aid, Thrown Sneak, Hide, Unarmed Combat, Melee Combat,
Weapons, Starship Gunnery, Endurance, Hide, Gunplay, Dodge, Search, Athletics, General
Sneak, Scholar, Languages, Technology. Maintenance/Repair, CommScan, Starship
Starting Equipment: Shields, Missile Weapons, Technology, Tactics,
Reflect Body Glove, Designer Boots and Gloves, Scholar, Power Suit Operations AP (3 Skills),
Sporting Blaster Pistol w/Extra Mag, Contact Zero G Operations (3 Skills), Ground/Water
Stunner, 5,000 Credits, Personal Sport Speeder Vehicle Ops, First Aid, Thrown Weapons,

118
Demolitions, Starship Piloting, Starship Requirements: General Maintenance/Repair
Gunnery, Blaster Artillery AP (3 Skills), Martial selected at an earlier stage.
Arts AP (3 Skills), Medicine AS (2 Skills), Perks:
Engineering AS (2 Skills), Computer Program/ Resourceful 1
Repair, Droid Program/Repair, Repulsorlift
Repair, Starship Repair, Capital Ship Repair AP Skill Package:
(3 Skills) Select 6 Skills from the following selections:
Hide, Unarmed Combat, Melee Combat, Dodge,
Starting Equipment: Search, Athletics, CommScan, Starship Shields,
Man Portable Bow Caster w/2 Extra Mags, Riot Technology, Scholar, Power Suit Operations AP
Gun w/2 Extra Mags, Stun Baton, Electro Snap (3 Skills), Ground/Water Vehicle Ops, First Aid,
Baton, Encrypted Comlink, Gloves, Boots, Full Thrown Weapons, Demolitions, Starship
Light Armor Body Suit, Armored Luxury Piloting, Starship Gunnery, Engineering AS (2
Speeder (4 seats), 2,500 Credits, 2 Stun Skills), Computer Program/Repair, Droid
Grenades Program/Repair, Repulsorlift Repair, Starship
Repair, Capital Ship Repair AP (3 Skills)
Doctor Starting Equipment:
A rare sight in the Star Wars Universe, typically Riot Gun, Stun Baton, Comlink, Gloves, Boots,
most medical requests and wound tending is Salvaged, Armored, Sport Speeder (2 seats, +
performed by capable Droids. However, there is Droid Socket - White Witch Model), 2,500
nothing quite like a flesh and blood physician. Credits
Requirements: Must have Taken First Aid in an
Earlier Stage Service Profession
Perks: Whether a shopkeeper, bartender, used speeder
Resourceful 1 salesman/woman, the profession is as legit as
Skill Packages: they come and always necessary. Don’t
Medicine AS, Sensors & Select 3 Skills from the underestimate your run of the mill individuals,
following selections (if Medicine is already they tend to be bursting with talent, just under
possessed, select 2 additional skill slots): the surface.
Communications, General Maintenance/Repair, Requirements: Persuasion selected at an earlier
Computer Program/Repair, Search, Starship stage.
Piloting, Survival, Navigation, Thrown Weapons, Perks:
Melee Weapons, Unarmed Combat, Scholar, Resourceful 1
Dodge, Beast Riding, Droid Programming/
Repair, Technology Skill Package:
Select 6 Skills from the following selections:
Starting Equipment: Gunplay, Sneak, Hide, Unarmed Combat, Melee
Contact Stunner, Reflect Body Glove, Combat, Dodge, Search, Athletics, CommScan,
Comfortable Designer Boots, Comfortable Scholar, Ground/Water Vehicle Ops, First Aid,
Disposable Gloves (120 Pairs), Uniform, Thrown Weapons, Demolitions, Starship
Comlink, Med Pack, Medical Backpack, 12 Piloting, Computer Program/Repair, Droid
Bacta Gel Tabs, Portable Blood & Toxin Program/Repair, Repulsorlift Repair, Starship
Analysis Suite, Portable Full Body Med Scanner, Repair, Beast Riding, Tactics, Command
Holo Note Puter and Expanded Storage for
Patient files & Medical Database (+15). Luxury Starting Equipment:
Speeder Seats 6, 5,000 Credits Sporting Blaster Pistol, Comlink, Gloves, Boots,
Speeder Truck (2 seater + 1 MT Cargo area),
2,500 Credits
Technician / Mechanic
A universally, always in demand, profession. Civilian Professions
Vehicles are always breaking down, a specialist
is always needed for on the job recovery, the Armchair Historian
profession is highly sought after even if it’s not
highly regarded. You’re a college professor and you believe you
have a firm handle on most events in galactic

119
history. You are a bit overconfident in your individuals & your speeder (no expiration date so
analyses of historical military tactics and you long as you continue to release your annual
have even made some changes, in your mind, publications and check in monthly to see if your
and your annual publications that explain what employer has any pending jobs for you). 2,500
those commanders should have done. Even if Credits.
you have seen
combat, it was a Trust Fund Vagabond
long time ago and
you were never an Your family is gone and they left you a lot of
officer. money and investments that never stop giving.
You’re rich, generally bored and not easily
Requirements: impressed. You’re registered in a galactic
White Collar or database for being a spoiled troublemaker and
Noble throwing lavish parties that tend to get out of
Perks: hand.
Contacts 3: Requirements: White Collar or Noble
Galactic Society of
Collegiate Perks:
Tacticians Capital 2
Disadvantages: Disadvantages:
Quirk 1: Tactical Imperial / Faction Record 1
Arrogance - Your Skill Package:
plans are always sound. Even if you have no Select 4 Skills from the following selections:
formal military experience to speak of. They just Business, Scholar, Persuasion, Starship Piloting,
make sense and they should to everyone else too. Gambling, Communications, Unarmed Combat,
In conflicting situations (planning or otherwise) a Athletics, First Aid, Technology, Navigation,
3 point penalty is applied to any social Dodge, Computer Program/Repair, Swoop
interaction you have with other commanders. If Operations (2 Skills), Gunplay, Starship
it doesn’t apply to the social interaction, then it Gunnery, CommScan, Streetwise, Beast Riding,
applies to a perception that other commanders Languages, Theft, Sneak, Hide, Security Systems
reviewing your plans see them as 5 points less / Repair, Technology, Willpower.
effective (even though they are not). Starting Equipment:
Employed 1: Writer for Tactical Analysis - A Caelli-Merced Blaster (48), Contact Stunner, a
galactic publication that releases articles on shitload of drugs (glitter stim for all occasions),
military or Scholarly subjects. You must check Flare S Swoop, Reflect Body Glove, High Line
in monthly and produce publication articles to Condo Timeshares in any system of the galaxy
get paid (this is a remote position). (paid for life; you don’t own them and you don’t
Skill Package: care as you keep jumping from one hot spot to
Select 4 Skills from the following selections: the next in the galaxy. You can always find a
Business, Scholar, Persuasion, Gambling, high line timeshare wherever you are heading),
Communications, Athletics, First Aid, Personal Shield Belt (2D). 2,500 Credits in
Technology, Navigation, Computer Program/ addition to whatever Capital affords the player.
Repair, CommScan, Beast Riding, Languages,
Hide, Security Systems / Repair, Willpower, Galactic Wanderer
Tactics, Command, Repulsorlift Operations. A formal profession never suited you, thus you
Starting Equipment: moved from place to place. You work odd jobs
Heavy Stun Pistol (5D: 100 Shots) & License to here and there to survive and travel the galaxy.
carry legally, 48 Bottle climate controlled Wine You have picked up skills and learned how to
collection, Estate with 2 Droid Valets (chose the survive on the go. This lifestyle keeps you
Planet and specific location), 6 Person Speeder relatively safe and away from the prying eyes of
Wagon with integral Droid pilot 2D\3D the Empire.
(integrated under the hood), Public Transit Pass Requirements: None
for personal transport galaxy wide for up to 6
Perks:

120
Resourceful 1 Droid Packages
Skill Package: The third stage in selection for Droid Heroes.
Select 6 Skills from the following selections: Tutor Droid
Gunplay, Sneak, Hide, Unarmed Combat, Melee The droid is responsible for training the youth of
Combat, Dodge, Search, Athletics, CommScan, the galaxy. Other roles may be as a stand in
Scholar, Ground/Water Vehicle Ops, First Aid, teacher/professor in a professional institution.
Demolitions, Starship Piloting, Computer
Program/Repair, Droid Program/Repair, Requirements:
Repulsorlift Repair, Starship Repair, Beast Servant Droid in the previous Stage
Riding, Tactics, Command, Navigation Perks:
Starting Equipment: Resourceful 1
Stun Blaster Pistol (24), Hold Out Blaster (26), Skill Choices:
Comlink, Gloves, Boots, Blast Vest (1D Teaching / Training (AS)
Physical, 1D energy), Recording Rod, Synth- The hero can select 4 skill slots from the list
rope (100m), glowrod, Motion Sensor array, below: Scholar, Business, Bureaucracy, Art,
Combat Knife (+1D), 2,500 Credits. Appraisal, Navigation, Beast Riding, Athletics,
General Maintenance/Repair, Computer
Jedi Refugee Program/Repair, First Aid, Technology,
You’ve managed to survive this long on your
own. Either your master perished, you were
separated from them or you had parents that were
raising you in Force Traditions and they likely
abandoned you because you were a liability
being a Jedi after the fall of the Republic.
Requirements: Must be Force Sensitive
Perks:
Luck 1
Skill Package:
Select 4 Skills from the following selections:
Gunplay, Sneak, Hide, Unarmed Combat, Melee
Combat, Dodge, Search, Athletics, CommScan,
Scholar, Ground/Water Vehicle Ops, First Aid,
Demolitions, Starship Piloting, Computer
Program/Repair, Droid Program/Repair,
Repulsorlift Repair, Starship Repair, Beast
Riding, Tactics, Command, Navigation,
Lightsaber/ Alchemical AP, Control, Sense, Alter,
Alchemical Construction AP (2 Skills),
Lightsaber Construction AP (2 Skills).
Starting Equipment:
2,500 Credits, Hold Out Blaster (24) & Choose
One of the Following Items:
• Lightsaber
• Alchemical Weapon
• Force Artifact/Trinket: + to one Force Skill
(Control, Sense or Alter, also applies a 5
point resistance to Force related damage
regardless of Skill chosen). Increases
Detection Difficulties through the Force by 6.
Doesn’t detect as a Force Artifact.
Effectively indestructible.

121
Persuasion, Search. Choose 6 Skills from the following list:
Navigation, Sensors, Communications, Dodge,
Starting Equipment: Computer Program/Repair, Droid Program/
Droid Driven (embedded pilot droid) Skiff for 4, Repair, Security, Starship Gunnery, Athletics,
2,500 Credits. Droid Programming/Repair, General
Maintenance/Repair, Sneak.
Imperial Probe Droid Starting Equipment:
The droid is responsible for tracking down leads Integral Concussion Missile Launcher w/8
that the Empire seeks in a number of things. Missiles, Integral Medium Repeating Blaster
This is not only limited to people but bases, Rifle, 2 fine manipulation arms in the chassis of
archaeological finds, and more. the Droid, 2,500 Credits.
Requirements:
Explorer Droid in the previous Stage R-Series Astromech Droid
Perks: The Defacto Astromech Droid utilized in the
Resourceful 1 Galaxy.
Skill Choices: Requirements:
Search Astromech Droid in the previous Stage
Choose 5 Skills from the following list: Perks:
Navigation, Gunplay, Sensors, Scholar, Resourceful 1
Communications, Dodge, Computer Program/ Choose 6 Skills from the following list:
Repair, Droid Program/Repair, Investigation, Sensors, Communications, Melee Weapons,
Security Systems, Starship Piloting, Athletics, Dodge, Droid Program/Repair, Jet/Rocket Pack
Droid Programming/Repair Operations, Zero G Operations AP (2 Skills),
Starting Equipment: Athletics
Imperial Hyperspace Pod, Integrated Blaster Starting Equipment:
Pistol, Integrated Communication Suite (range 1 Integral Cutting Saw, Integral Arc Welder,
Sector), 2,500 Credits. Integral Sensor Suite and High Gain Sensor
Tower, Integral Storage (5Kg), Magnetic Wheels,
ZQ Infantry Droid Attitude & Maneuvering Jets + Space Movement
A very effective Repulsor Lift driven Combat Thrusters (Space 1), 2,500 Credits.

Human Replica Droid

Whether this Droid has a metal sheath or it has


synth-flesh does not matter. Both droids are so
similar that either could be outfitted to be the
other. The Droid is functionally similar to
Human or other Bi-pedal beings.
Requirements:
None, the Human replica Droid can choose any
of the following packages at this stage.
Perks:
Resourceful 1
Choose 6 Skills from any of the following
packages (can choose skills from each):
Droid that was employed by the Empire in the
initial stages of the New Order. Package 1: Protocol
Requirements: Languages, Business, Bureaucracy, Technology,
Combat Droid in the previous Stage Investigation, Sensors
Perks: Package 2: Combat
Resourceful 1 Gunplay, Dodge, Unarmed Combat, Melee

122
the Droid (between armor plates).

Labor Droid
These Droids are designed to perform heavy
labor. At some point in the process the Hero
became aware and the Droid likely abandons its
post to go its own way (or waits for the party it
wants to join and then walks on their ship to offer
it’s services.
Requirements:
Selected Labor Droid in the previous stage.
Perks:
Varies
Choose a package:
Package 1: Hazardous Labor
Attack Resistance 3: Appropriate Hazard Type:
+15 Resistance
Package 2: Light Labor
Choose 6 Skills of Choice
Starting Equipment:
2,500 Credits, Labor Droids have at least one
Combat, Missile Weapons, Search fine manipulator arm for self maintenance.
Package 3: Partner / Companion Labor Droids can have one integral weapon
Navigation, Computer Program/Repair, Starship system up to a Blaster Pistol (or something on
Gunnery, Gambling, Survival, General par) and 15KG of integral Storage.
Maintenance/repair
Starting Equipment:
Hard Shell or Synth Flesh, player choice.
Blaster Pistol, Contact Stunner, Light Armored
EVA Suit, Comlink, Recording Rod, Glow Rod,
2,500 Credits
Note: Synth Flesh will re-grow to cover the
droid should all of it not be shot off.

Synth Flesh has a 1D+2 Strength for the


purposes of what it can and cannot absorb for the
Droid. Wounds here do not effect the Droid
(Stun: 6, Wounded: 7, Wounded Twice: 14,
Incapacitated: 21, Mortally Wounded: 28,
Instantly Killed: 35). Killing the flesh body is
necessary prior to harming the base Droid.

Metal Sheathed Droid


has an Additional +5 to
it’s Strength for Damage
resistance vs each and
every attack, unless it’s
armor plating is
sundered or ignored by
Advantages and/or
targeting weak points on

123
Beginning Social Status settling down with Leia to start a family (I am
referring more to the Expanded Universe Han
One of the final steps toward building a hero is to Solo than the Disney Version). However, his
select the starting Social Standing of the hero. version of settling down was more akin to
This, by no means, locks you into the social escalating the danger than reducing it.
standing forever. It serves as a starting point to
Luke Skywalker was a Moisture Farmer that
add another layer of backstory to your hero and
build in some additional role-playing elements. piloted a T-16 Sky Hopper in his spare time, with
his friends, when he wasn’t tending to the annual
Much like the prior stages before it, this stage in
harvest. The daring maneuvers he performed on
the hero’s development provides you with
the Sky Hopper translated directly into him
approximately four skill slots, but no advantage.
However, this is a stage in which some of the becoming Red Leader, commanding an X-Wing
Squadron for a time. This moisture Farmer is the
social standings are negative traits (more so than
only pilot at the battle of Yavin that could make
previous stages, because there are a few
the shot into the Exhaust Port on the Death Star,
exceptions) and as such are considered to be
disadvantages. With any disadvantage, there is that destroyed the battle-station. He would go on
to become a Jedi, a Jedi Knight and even a Jedi
an equal payout in perks/advantages to balance
Master in time. He would found his own Jedi
the negative out.
Academy, marry the Emperor’s hand and expand
It doesn’t matter what your hero begins play as. upon his legacy, which began with incredibly
Whether they be Nobility, or a Peasant, or a unremarkable detail.
Slave, or Indentured Servant or Galactic
Thus, whatever you choose here doesn’t define
Vagabond, does not matter. From the standpoint
you, it merely serves to round out your hero in a
of story this beginning social status will only
brand you as such so long as you, the player, more complete fashion.
allow it to. There is nothing here holding an
enterprising role-player back from rising from Cara Dune’s Social Standing
the standing of a Slave to that of Nobility.
Theoretically, true Nobility is not defined by Cara Dune is a military deserter, having
social status. It is defined by the actions one abandoned her posting with the New Republic.
takes and that will define your heroes moving Which could have some serious ramifications
forward into the game setting more than a mere attached to it, especially if she is anywhere near
title and land grant. New Republic held territory. She fully expects
that the New Republic has placed a bounty on
Princess Leia is, for all intents and purposes, a her head to return her to face military justice and
high born noble. Yet, this did not prevent her to be court marshaled and/or imprisoned.
from being in front line combat. It didn’t prevent
her from saving the lives of a Smuggler, Deserter
Wookiee and Moisture Farmer by blowing a hole Your hero abandoned their military posting and
in a garbage chute’s vent. The only reason why never looked back.
she wasn’t in the Death Star Battle was because Perks:
she wasn’t a snubfighter combat pilot. Choose 1 point: Vehicle 1, Sixth Sense 1,
Toughness 1, Luck 1
Han Solo, by all accounts, was a slave at one
point. Worked for a criminal syndicate at Disadvantages:
another point. Joined the Imperial Academy to Hunted 1
become a pilot and received flight training and Available Skills:
ground combat experience there. He then went Choose 4 Skills from the following selections:
AWOL and left his post after freeing Chewbacca Athletics, Gunplay, Dodge, Streetwise, Unarmed
and they went off on a number of criminal Combat, First Aid, Navigation, General
enterprises, together as brothers so to speak. Maintenance/Repair, Droid Repair, Willpower,
Somehow it defies logic that he would end up as Survival, Hide, Sneak, Theft, Con, Persuasion
a Rebel Alliance General, leading assaults on
Endor, against many Imperial Warlords and even

125
Slave Choose 4 Skills from the following selections:
Your hero is currently a slave on the run. Athletics, Willpower, Unarmed Combat, Dodge,
Thrown Weapons, Computer Program/Repair,
Perks: Repulsorlift Repair, Starship Repair, Walker
Choose 1 point: Dual Identity 1, Accelerated Repair, General Maintenance/Repair, First Aid,
Healing 1, Hyper-movement 1 (Ground) Beast Riding, Zero G Operations AP (2 Skills),
Disadvantages: Survival, Streetwise, Sneak, Hide, Persuasion,
Hunted 1 Con, Search
Available Skills: Stake Owner
Choose 4 Skills from the following selections:
Athletics, Dodge, Streetwise, Unarmed Combat, Your hero begins play with a stake in a company.
First Aid, General Maintenance/Repair, Droid Your hero is one of those shrewd investors that
Repair, Willpower, Survival, Hide, Sneak, Theft, can survive off the residuals you are paid from
Con, Persuasion, Computer Program/Repair, the profitability of the company you are invested
Repulsorlift Repair, Ground/Water Vehicle in. This is either your hero’s crowning
Operations, Con achievement or perhaps just the tip of an
enterprising portfolio of investments.
Noble Perks:
Story Hook: Hero begins play with a minor
Your hero begins play with the title of a minor stake in a company. They are both board
Noble. The title depends heavily upon the scale members and affiliated with the organization as
of it. If it’s a small moon, you might be the heir honorary employees in addition to being a share
apparent. If it’s a system, you are likely in the holder. These are individuals not content with
line of succession. If it’s a sector, only wiping sitting by the wayside and the want to take an
out the ruling families and their children will see active hand in their investment. The company
you approaching within arms reach of the throne. could be anything from a galactic produce
Perks: business to a mercenary or security firm. The
Story Hook: Hero begins play as a minor company stake pays out 250 Credits on a
lord/lady of a system or sector. This is the monthly basis.
perfect beginning for a Lord of the Expanse Disadvantages: None
(Tapani Sector).
Available Skills:
Inheritance 1 Choose 4 Skills from the following selections:
Disadvantages: Command, Tactics, Business, Bureaucracy,
Enemy 1: Rival Technology, Starship Gunnery, Starship Piloting,
Available Skills: Starship Repair, Starship Shields, Gunplay,
Choose 4 Skills from the following selections: Dodge, Search, Scholar, Technology, Art,
Art, Command, Business, Bureaucracy, Unarmed Appraisal, Gambling, Forgery, Persuasion,
Combat, Melee Combat, Gunplay, Starship Investigation.
Piloting, Starship Gunnery, Starship Shields, Indentured Servant
Dodge, First Aid, Medicine AS (2 Skills),
Engineering AS (2 Skills), Beast Riding, The Hero owes a debt to a large corporation, land
Appraisal, Con, Scholar, Art holder or government entity and must pay that
debt back.
Laborer Perks:
Capital 1
Your hero begins play a part of the common
labor caste. Disadvantages:
Debt 1
Perks:
Story Hook: Hero is known for being a hard Available Skills:
worker and a high producer. Choose 4 Skills from the following selections:
Business, General Maintenance/Repair, Gunplay,
Disadvantages:
Dodge, Computer Programming/Repair,
None Athletics, Appraisal, Technology, Persuasion,
Available Skills: Ground/Water Vehicle Operations, Beast Riding

126
Command Circuit return to active service and or perform missions
Your hero managed to somehow acquire the from time to time with no benefit to the hero or
necessary contacts and financial backing to their companions. Violations to do so will
purchase and support a larger Capital Ship. consider the hero AWOL and eventually a
Deserter.
Requirements:
Must have Vehicle Perk/Advantage from a Requirements:
previous Stage(s). Must select a profession from either the Rebel
Alliance or Imperial Professions sections: to
Perks: establish your Military Experience. You are not
Vehicle 1 necessairily a Rebel or Imperial. You may be
Disadvantages: working for another faction.
Debt: Owes 750,000 Credits to a lender Perks:
Available Skills: Resourceful 1
Choose 4 Skills from the following selections: Disadvantages:
Command, Tactics, Business, Technology, Employed 1
Bureaucracy, Sensors, Capital Ship Piloting AP
(3 Skills), Capital Ship Gunnery AP (2 Skills), Available Skills:
Capital Ship Shields AP (2 Skills), Starship Choose 6 Skills from the following selections:
Piloting, Starship Gunnery, Starship Shields, Command, Tactics, Technology, Starship
Starship Repair, Capital Ship Repair AP (2 Gunnery, Starship Piloting, Starship Repair,
Skills), Navigation, Communications, Zero G Starship Shields, Demolition, Gunplay, Dodge,
Operations AP (2 Skills) Unarmed Combat, Melee Combat, Survival,
Power Suit Operations AP (2 Skills), Zero G
Operations AP (2 Skills), Search, Persuasion,
Tramp Freighter Captain General Maintenance/Repair, Thrown Weapons,
This is for heroes that have not yet taken Vehicle Jet Pack/Rocket Pack Operation, First Aid
1 in earlier stages. It provides the player with a Notes: Full campaigns operating specifically for
Brand New Light Freighter of choice (under a faction can escalate the level of the
250K) and any additional credits go toward Employment as the GM sees fit. Perks should
upgrades. As a social status, Tramp Freighter enhance accordingly. If players leave without a
Captains are a dime a dozen. Reputation is life formal release, will be converting to Hunted 1-3.
in this social circle. You start out with a solid
recommendation for your first client, the rest is Mandalorian Warrior Code
up to you. The hero is currently a member of the
Perks: Mandalorian society. In this warrior culture, the
Vehicle 1 (does not stack with other Vehicle 1 Mandalorian’s weapons are their religion. Your
perks) identity has been cataloged in a galactic database
as you typically operate in the gray regions of the
Disadvantages: law.
Story Hook: Owes a Crime Lord 250,000
Credits. Requirements:
Available Skills: Must either be true Mandalorian, an adopted
Choose 4 Skills from the following selections: orphan or a child exposed to warfare and raised
Command, Technology, Starship Piloting, as a mercenary by other mandalorians.
Starship Gunnery, Starship Shields, Starship Perks:
Repair, Navigation, Gunplay, Dodge, Computer Resourceful 1, Fast Reactions 3
Program/Repair, Repulsorlift Repair, Appraisal,
Disadvantages:
Con, Persuasion, Hide
Code of Honor 3 - Mandalorian Warrior Code &
Active Military Imperial/Faction Record 1
The hero is currently, actively, employed in a Available Skills:
Military force. Whether it be the New Republic, As Active Military (Above)
the Empire, Rebel Alliance, Hutt cartel, etc.
What matters is that they are called upon to

127
Droid Packages quarters is adorned with something that points to
The fourth stage in selection for Droid Heroes. exactly the kind of nerd you are.
There is no formal Social status that a Droid can Available Skills:
possess at game start. Droids are property, those Choose any 4 Skills you want to (or 2 Advanced
Droids that are not are rogue entities. Skills, or 1 AP and 2 Skills)
Perks:
None
Galactic Citizen
You are just an average citizen. Most likely
Disadvantages: pushed to extraordinary measures by events that
Story Hook(s): Rogue Droid: The galaxy at were completely out of your control. Perhaps
large will actually condone the Droid’s existence you are running from it, or perhaps you are
so long as it operates within the standard running toward it for vengeance.
confines of the law. Many become Bounty
Perks:
Hunters and others keep a low profile.
None
• The player can choose Hunted 1 or Bounty 1
Disadvantages:
for an additional point (1) of Advantages.
Story Hook(s): No record, just an “Average”
Available Skills: Citizen of the Galaxy.
Choose any 4 Skills you want to (or 2 Advanced
Available Skills:
Skills, or 1 AP and 1 Skill)
Choose any 4 Skills you want to (or 2 Advanced
Gamer Skills, or 1 AP and 2 Skills)
You don’t really even like telling people what
your hobby is. You might be a holo gamer too
Information Technology Consultant
This is totally it’s own social stigma. You’re an
but the holo game industry is tolerated. Hell
IT nerd and you don’t fit in with everyone, that’s
most ships have a holo table. You’re a special
just a fact of life. It doesn’t make you a bad
breed, you’re role-player. Whether you be a
person. You just know stuff. When you talk
GM, a player or an author of fan based materials,
about it people either think you’re arrogant or
doesn’t matter. You are totally in the “zone”.
their eyes gloss over because they have no idea
When you have to talk about it to someone you what the hell you are talking about.
are just getting to know: 95% of time people
Requirements: Technical 3D+
either don’t know what you’re talking about or
they immediately burst into some form of Perks:
laughter and start mocking you. No matter how IT Education: +3 to Computer Program/Repair,
much you are used to it, that mocking B.S. just Droid Program/Repair & Science\Technology 1
makes you sick and you want to strangle the and all three (4) skills are awarded for free.
heck out of dumb-asses like that. &
Let’s face it, role-players are smart and that’s Vehicle 1, Secret Base 1 or Luck 1
because we do one thing, real well, that most Disadvantages:
other people can’t do, we can read and absorb Story Hook(s): You are always under
material and then construct the entire scene in appreciated. Most of the time underpaid, and
our minds. completely ignored even when you’re right. You
Perks: are under contract, no matter where you go you
Photographic Memory 1, Obscure Knowledge 1 manage to pickup a contract job that pays the
Disadvantages: bills and overall, no matter how bad it seems to
Story Hook(s): No record, just an “Average” get it remains barely flexible enough to allow
Citizen of the Galaxy. You can be or do you to pursue whatever agenda you and your
anything you want to. However, when someone fellow friends have. Though many times it does
discovers that you role-play, increase all social interfere with your scheduling causing undue
difficulties by +3. stress.
Quirk 1: Role-playing Addiction - Not as bad as Employed 2 (Sector based - with the flexibility
a gambling addiction. Yet it’s still present. You of working remotely Galaxy Wide)
need to game or run a game or inject it into daily Available Skills:
speech on occasion. Your bunk, ship or personal

128
Choose any 4 Skills you want to (or 2 Advanced Recognition).
Skills, or 1 AP and 2 Skills)
Respected Legal Counsel (or Dirty)
Wealthy Inheritor Your hero has enough business and legal sense to
You have come into the possession a small represent both criminals and non criminals in a
fortune. This was left to you by your parents, court of law.
who met a tragic end. You bear the pain of Requirements:
witnessing their demise. Must have selected Business & Scholar in the
Perks: previous Stages.
Capital 1 + 30,000 More Credits: 90,000 Credits Perks:
per 12 (11 actually) Sessions. Resourceful 1
Disadvantages: Disadvantages:
Quirks 1: Family was wiped out and the manner Enemy 1: You have an enemy in someone you
in which it happened has scarred the Hero. failed to defend or someone you released that
Available Skills: had an enemy that became yours.
Choose any 4 Skills you want to (or 2 Advanced Available Skills:
Skills, or 1 AP and 2 Skills) Choose any 6 Skills you want to (or 3 Advanced
Garbage Planet Royalty Skills, or 2 APs and 2 Skills) .
You are the heir apparent to the throne of a Notes: Selected Skills should be related to a
garbage planet. This may sound like junk, but Legal Specific Career (Scholar: Law, Scholar:
some of the best stuff in Star Wars is salvaged Criminal Defense, Business, Persuasion, Con,
from other people’s garbage. etc). The player is likely paid rather well for
Perks: their legal cases. They should begin play with an
Authority 1: Junk System: Monarch extra 2,500 Credits.
Disadvantages: Galactic Vagabond
Imperial/Faction Record 1: You are effectively Your Hero left home at an earlier age and has
the leader of your own, independent, world. You wandered the galaxy ever since. The hero can be
are recorded in the Imperial/most faction’s found anywhere and everywhere that something
Archives. notable is occurring. Typically, they gravitate
Available Skills: toward the points in the galaxy of higher levels
Choose any 4 Skills you want to (or 2 Advanced of conflict and action.
Skills, or 1 AP and 2 Skills) Perks:
Resourceful 2
Holonet Celebrity
Your hero is incredibly recognized and Famous. Disadvantages:
They are a household name in an entire Sector or Curious 2: The Hero is always smack dab in the
the Entire Galaxy. center of every major happening. Not to mention
they have almost no ability to resist new
Requirements: curiosities that occur. Placing them in the middle
Must have selected Holonet Star in the previous of almost every dangerous situation.
stage.
Available Skills:
Perks: Choose any 8 Skills you want to (or 4 Advanced
Fame 1 (+ the previous tier) Skills, or 2 APs and 4 Skills or any combination
Disadvantages: that works).
Enemy 1: You have a super hater that seeks to
do you harm. Homeless
The hero has lost everything that mattered to
Available Skills: them at some point in time and they begin play
Choose any 4 Skills you want to (or 2 Advanced as one of the billions of homeless individuals
Skills, or 1 AP and 2 Skills) that exist in the galaxy.
Notes: The Holonet Celebrity can select Enemy Perks:
2 and then elevate their Fame to 2 (combined None
with the previous stage = 3: Galactic

129
Disadvantages: Advanced Age / Terminal Sickness
Story Hook(s): Your Hero can be found The Hero has a finite amount of time left in the
anywhere, on any planet and living off the grid. Galaxy. They are going out on their own terms.
Squatting in shelters or possibly even looking
Perks:
after a group of homeless people as a choice.
Choose 3 Points of Advantages
Available Skills:
Disadvantages:
Choose any 4 Skills you want to (or 2 Advanced
Death in 1-6 months (random D6 roll)
Skills, or 1 AP and 2 Skills)
Available Skills:
Undiscovered Race / Society Choose any 3 Skills, +4 Additional Skill Levels
The hero originates from a system or sector of
space that the galaxy at large has not yet been Fallen Jedi
discovered. Meaning that neither the Empire, Social Standing: Dark Jedi
New Republic nor any galactic entity has This is effectively a Jedi that purposefully
information on your species. follows the path of the Dark Side. The Jedi is
not ashamed of their fall to the dark side, it was
Perks:
completely intentional.
Choose up to 3 points in Advantages
Location: Varies
Disadvantages:
Requirements: Must be Force Sensitive
Identity Trouble / ID Crisis 3: The hero begins
(can pick it up at this stage)
with absolutely no identification that is valid on a
galactic level. Perks: Select 3 points of advantages from the
following list: Force Potential 1-3, Fear 1-3,
Available Skills:
Force Sensitive 3
Choose any 4 Skills you want to (or 2 Advanced
Skills, or 1 AP and 2 Skills) Disadvantages:
• Devotion 1: Dark side Path or Sith Religion
Escaped Slave • Quirk 1: Prone to Anger, passionate displays
At some point in time the Hero was abducted and of anger. -3 to Willpower Tests
forced into slavery. The hero has since escaped Force Status:
their captors and has gone on the run. • Dark Side Attunement 3
Perks: Skill Package:
Choose 1 point of Advantages • Control, Sense, Alter
Disadvantages: Equipment: Lightsaber or Personal Shuttle and
Hunted 1: The Hero is being hunted, actively, by Droid Crew
the criminal syndicate that had enslaved them. Minor Jedi
Available Skills: Social Standing: Light Side Practitioner
Choose any 4 Skills you want to (or 2 Advanced This is effectively a Jedi that purposefully
Skills, or 1 AP and 2 Skills) follows the path of the Dark Side. The Jedi is
not ashamed of their fall to the dark side, it was
Wanted for Crimes completely intentional.
You made some poor decisions early in your Location: Varies
career. The repercussions still follow you Requirements: Must be Force Sensitive
around, looking for payback, to this day. (can pick it up at this stage)
Perks: Perks: Force Sensitive 3
Choose Toughness 1, Accelerated Healing 1, Disadvantages:
Sixth Sense 1 or Fast Reactions 1 • Devotion 2: Light Side
Disadvantages: Skill Package:
Bounty 1: The Hero is to be captured and turned • Control, AP Lightsaber/Alchemical Weapon,
in for payment and to be tried for their crimes. AP Lightsaber Construction / Repair or AP
The bounty is for the hero to be brought in alive. Alchemical Construction / Repair
Available Skills: Equipment: Lightsaber or Alchemical Weapon
Choose any 4 Skills you want to (or 2 Advanced
Skills, or 1 AP and 2 Skills)

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All the Skills Disguise
Forgery
Dexterity: Gambling
(AP) Alchemical Weapons / Lightsaber Hide
Beast Riding Investigation
Dodge Willpower
Gunplay Persuasion
Melee Combat Search
Missile Weapons Situational Awareness (AP)
Sneak Teaching (AS)
Theft
Thrown Weapons Strength:
Acrobatics (CS)
Knowledge: Athletics
Appraisal (CS) Endurance
Art (CS) Intimidation
Business (CS) Survival
Bureaucracy (CS) Unarmed Combat
Cultural Savant (AP) Pack Mule (AP)
Entrepreneur (AP) Punching Bag (AP)
First Aid Professional Athlete (AP)
Languages Zero G Operations (AP) (Athletics)
Medicine (AS); (CS)
Scholar (CS) Technical:
Streetwise (CS) Alchemical Weapon Construction/Repair
Tactics (AP)
Science (CS) Capital Ship Repair (AP)
Capital Ship Weapon Repair (AP)
Mechanical: Computer Programming/Repair (CS)
Navigation Demolition
Capital Ship Training (AP) Droid Programming / Repair
CommScan (Sensors & Communications) Engineering (AS); (CS)
Surface Vehicle Operations General Maintenance / Repair
Aerial Pack Operations Repulsorlift Repair
Power Suit Operation (AP) Security Systems / Repair
Repulsorlift & Hover Vehicle Operations Starship Repair
Starship Piloting Starship Weapon Repair
Starship Gunnery Walker Repair
Starship Shields Lightsaber Construction / Repair (AP)
Swoop Operation (AP)
Walker Operation

Perception:
Command
Con
Concealment Mastery (AP)
Convincing Liar (AP)
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Master Skills List specialization is increased above this). After
character creation, you pay ½ the Character
Advanced Proficiency (AP): Points to advance (rounding up). Specializations
These are Advanced Skills that require also increase as the base skill is raised, always
purchasing before utilizing properly. Typically remaining whatever level about the base it was.
combat skills, some are actually enhancements
or refinements of situational abilities applying For example, at character creation, Durgo the
only to certain encounters. The Advanced Thug has 8 skill Dice at hero creation. He sets
Proficiency(s) themselves do not gain levels, they aside one D to be split into three specializations
are a gateway to utilize the base skill for for his skills. He chooses Gunplay: Blaster
advanced functions. Without them the associated Pistols, Dodge: Energy and Intimidation:
skill receives a 15 point penalty to it’s use. Humans. To round out his hero he places 2D
into Gunplay, Dodge and Intimidation. The base
Cost: These cost 10 points to acquire or two skills are level 2, and the final looks like the
Skill Slots at Hero Creation. following:
Examples: AP Lightsaber / Alchemical enables • Gunplay 2D: Blaster Pistols 3D
Melee Combat, Power Suit Ops AP enables • Dodge 2D: Energy 3D
Athletics for tests. • Intimidation 2D: Humans 3D
Advanced Skills (AS): Specialized Knowledge (S): Generally
Exactly as they sound, these skills are like the speaking, when you have increased your
above costing 10 points to acquire. However, Specialization 3D above the initial D in skill
they start at 1D and are tied directly to the Skill raises you become “Fluent or Nuanced” in the
they base off of (ex Medicine is Tied to First Aid, skill area. This can convert into bonuses for
Engineering to the appropriate technical skill, certain tasks and many skills will list the
etc). These Dice add directly to anything they benefits, however, in the rest that go unlisted it
compliment, however, the Advanced Skills must generally translates to a difficulty reduction of
be used individually for complex operations (like between 1-2 points (One for Combat, 2 for non
creating new engineering designs or installing combat skills) & a perk that gives character to
cyberware/bioware). the skill the player uses (maybe trick shot with
Blaster Pistols -1 DR to make crazy hits or High
Example: Engineering: Starship (Repair) does G Maneuvers for Piloting where the player has a
not mean you can apply Engineering to Civil -1DR to defy Star Wars Physics … Flipping end
Building Construction. To build a snubfighter over end). GM Discretion on the -1 DR benefits
from Scratch you would require lots of skills but here as always. The enhanced benefits will
among them Engineering: Sharships, always be directly related to the specialization
Engineering: Starship Weapons, Engineering: and no other skill.
Repulsorlifts, Engineering: Commscan, etc.
Cost: These cost 10 points to receive the base
skill slot. Costs twice as much to increase.
Dexterity Skills:
(AP) Alchemical Weapons / Lightsaber
Complementary Skills (CS): How to properly wield Alchemical / Magical
These skills allow you to receive bonuses to weapons and Lightsabers. It removes the base
certain other tasks (for a Free Action). 12 point difficulty the weapon has. The Kilian
Example, you Appraise your adversary, viewing Ranger’s Siang Lance & Personal Energy
him with Macro Binoculars from a distance and Shield fall under the classification of
determine possible strengths and weaknesses, “Alchemical Weapons” since they can be imbued
Then you roll Tactics / Strategy and receive a by the Force for material strength and damage.
bonus (or penalty) based upon your findings. Beast Riding
Bonuses are typically +2 per D in the CS.. Anything from a Horse, Taun-Taun or dune
Specializations (S): lizard up to a Dathomirian Rancor... Or flying
At character creation you can set aside one of creature Eh... Used like piloting a starship, just
your starting 8 skill dice to create 3 with crappier controls ;).
Specializations. Each specialization remains one Specializations: Aerial, Ground/Water, Trick
D above the base skill at all times (unless the Riding

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Dodge Theft
Evasion of ranged attacks primarily, it’s an Pick Pocket / Palm Item / Steal Item, Catch All
essential skill everyone should have. Dodge will for basic hand related robbery.
also mitigate Explosive effects to a certain
Specializations: Personal (targeting individuals),
degree. If caught in a blast (from heavy vehicle
Environmental (targeting items sitting alone),
weaponry, explosives, etc.), for every full D of
Misdirection (draws attention away from target)
dodge you possess: mitigate 1 point of explosive
damage. Furthermore, if used to evade melee/ Thrown Weapons
unarmed attacks the skill allows you to sidestep This is anything you personally lob at an
those attacks. adversary. This skill is necessary for Sports that
involve thrown objects. The Athletics Skill (if
Typical Specializations: Energy, Sonic, Ballistic,
possessed) will complement this and can add a
Melee/Unarmed, Missile
+2 to hit for expending a FA. Examples of
Gunplay covered weapons are: Grenades, knives, rocks,
Blasters, Firearms, Pulse Wave Weapons, Sonic books, beer bottles, baseballs, whatever.
Pistols, Ion Pistols, Demp Guns, Rail Guns, etc.
Specializations: Balanced (Knives/Axes), Lance
Typical Specializations: Pistols, Rifles, Support (Spear, Javelin); Other Specializations can
Weapons, Bowcaster (Special, see below) include rocks, bottles, etc and are limited to the
• Bowcaster: Defaults to Gunplay, for anyone specific object.
under a 4D STR it is an additional action to
reload after each shot. If the specialization is
possessed it removes STR requirement. All
Knowledge Skills:
Wookiees have this specialization. Appraisal (CS)
This is not just appraising the monetary value of
Melee Combat
a gem stone. It is appraising an enemy, thinking
Attacking people with hand held weapons like
critically upon their strengths and weaknesses.
swords, knives, clubs, bar stools, etc. This
Understanding the difference between
includes Parrying strikes in Melee Combat. This
Starfighters and capital ships. Can be applied
is the default skill for Lightsabers, Alchemical
directly to Tactics / Strategy and other skills as a
Weapons and the basis for having any level of
complementary skill.
combat prowess in these areas.
Typical Specializations: Blades, Blunt Specializations: Monetary, Threat, Weakness
Missile Weapons Art (CS)
Bows, Crossbows, Hand Held rockets, Archaic This is more than mere appreciation of the art
Artillery, etc. The skill also can apply as a basis style. It is an understanding of the cultural
for Alchemical Missile Weapons, let that sink in significance, as well as creation of works of art.
for a moment. Furthermore, it covers dancing and formalized
Typical Specializations: Manual Draw (Bows), posturing that is considered to be artistic. An
Mechanical Draw (Crossbows), Guided (Missiles incredible example of how Art was used in canon
and Torpedoes), Indirect (Artillery) is Grand Admiral Thrawn understanding a
culture’s art and leveraging their reverence of
Sneak said art, by destroying it, to demoralize them.
The ability to move without being noticed. The skill covers anything from prose, singing,
Knowing how to move from object to object to dancing, sculpting to painting and other
obscure your approach and the ability to move expressions of art not expressly listed here.
quietly, unlike Han Solo who botched when he
stepped on the branch on Endor while sneaking Specializations: Painted, Drawn, Digital,
up on the Scout Trooper. Carved, Sculpted, Vocal, Grace (Dance &
• While Hide does apply to hiding in place at Modeling)
times, the Sneak Skill covers this as well. Business (CS)
Think of this as stealth for your Hero in all Pure and simple this is entrepreneurial business
aspects. Stationary or in motion. savvy, the ability to direct a business venture into
Specializations: Darkness/Night, Illumination/ profitability and sustainability. Whether you are
Day, Breaking & Entering running a hot dog stand or an arms company, this

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•is the set of skills required to track, forecast and many other rolls like Bureaucracy, Art,
operate any business. Streetwise, Gambling, Persuasion, etc.
• It can apply bonuses of negative/positive
Additional Business Specializations: just as
difficulty to any applicable persuasion,
with the Cultural Savant’s expansion areas,
command, con, teaching or forgery test.
specific business endeavors can be purchased at
Typical Specializations: Planetary, Sector, 5 CP each for an additional +3 Skill bonus.
Galactic
• Furthermore, once so specialized, the
Bureaucracy (CS) Cultural Savant AP and the bonus will not
This is the ability to effectively navigate the require a Free Action expenditure to be
political landscape. To mingle with politicians applied as a Complimentary Skill boost.
and knowing how to interact with them
appropriately. It's essentially knowledge of • If both Cultural Savant and Entrepreneur are
Galactic social etiquette. It is effective in dealing possessed the Hero will be able to apply the
with politicians, military officers, or any political bonuses of both areas of expertise, without
body including radicals and terrorists. It is a expending a Free Action (where applicable).
complimentary skill and its success can apply up This works for Cultural Savant as well
to 2 levels of negative/positive difficulty to any (where applicable).
applicable persuasion, command, con, teaching First Aid
or forgery rolls. The essential skill to aid in the healing & binding
Specializations: Planetary, Sector, Galactic of wounds. Many skills may compliment this,
allow as necessary / where applicable. First Aid
(AP) Cultural Savant
is the essential “Field Medic” during combat.
An advanced proficiency that applies to the
original “Cultures” skill of the Star Wars Specializations: Augmented (Using Medpacks &
universe. It typically adds a flat +3 bonus to skill Stims), Unaugmented (No special aids)
rolls when dealing with any culture other than Languages
your own. Apply a +6 to dealings within your Again, self explanatory. Per 1D in Knowledge
own culture as well. This can also apply as a you possess one Language. However, per D in
complimentary skill (at +3) to many other rolls the skill = how many additional languages you
involving Art, Business, Bureaucracy, can speak (choose them). You must still test for
Persuasion, etc. reading and writing checks and this skill alone
Additional Cultural Specializations: can be does not confer fluency in the nuances of a
acquired, specific to one race at a time. Per culture.
additional 5 CP spent after acquiring the AP, the • Specific Languages are Specializations of the
hero can acquire another race to gain an Skill: Once so specialized 3 Dice of Skill
additional bonus with. Each racial proficiency increases (after the first D granted for the
can only be purchased once, but will add a +3 specialization) confers Fluency. Fluency
that stacks with the above bonuses. grants the Hero a -1DR to all communication
• Furthermore, once so specialized, the with individuals, reading/comprehension and
Cultural Savant AP and the bonus will not is automatically applied as a Complimentary
require a Free Action expenditure to be Skill for all dealings with that group (does
applied as a Complimentary Skill boost. not require a Free Action to function).
• See Entrepreneur below for additional details (AS) Medicine
on benefits of possessing both AP’s and When you think Medical Doctor, or Surgeon, this
appropriate Racial Specializations. is the skill associated with those professions. An
advanced skill covering Surgery, Cybernetic
(AP) Entrepreneur
installation, Biotechnology, Bacta / Kolto Tank
An advanced proficiency which typically applies
usage, etc. Many skills may compliment this,
to business dealings. Think Lando Calrissian
allow as necessary / where applicable. Stacks
and you pretty much have this advanced ability
with First aid for general tasks.
nailed. This typically applies a flat +3 bonus to
all Business dealings. However, as with Cultural Common Specializations: Cybernetics,
Savant, it can also apply an additional -1 DR to

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Cosmetic Surgery, Cloned Organ Replacements, Medicine aided by complimentary skills in
Cloning (full sentient being), Toxicologist Technology and Scholar (Specializations of each
like Biology and Chemistry). These will have a
More about Medicine: wide range of effects from antibiotics,
Medicine stacks with the First Aid skill to immunizations, sex enhancers, blood thinners,
provide a higher level of understanding and etc. GM Discretion on difficulty.
ability for standard healing rolls. Create Recreational Drug(s): Pure Medicine
Note: Traditional Surgery will stack Medicine & aided by complimentary skills in Technology and
First Aid and will be aided by Complimentary Scholar (Specializations of each like Biology and
Skills in the appropriate category for knowledge Chemistry). This is generally illegal, immoral
of Anatomy. and quite profitable. GM Discretion on
difficulty.
Cybernetic Installation: Medicine is required
and is the only skill you use for installation of Create Medical Backpack(s): Pure Medicine;
Cybernetic attachments (other than Droid Difficulty: 27. Creates a Medical backpack at ¼
components which can be installed with First the list price.
Aid). Fabricate Medical Tool(s): Pure Medicine, GM
Neutralize Toxin: Medicine is rolled alone, discretion on difficulty. Cost: ½ list price.
complimentary skills can aid in this task (like Adapt random object(s) for immediate medical
specialized areas of the Scholar skill). benefit(s): This is using whatever is handy
Preserve/Re-Attach Limbs: This is a pure around you, in a pinch, to save someone’s life.
Medicine skill. Thought Medicine and First Aid They perform the function of an actual, advanced
will stack to aid in recovery (healing) rolls. tool at a primitive level.
Create Med Pack(s): Pure Medicine Roll; Scholar (CS)
Difficulty: 18. Allows you to create a Med Pack This is a catch all area of educational knowledge
at ¼ list price. covering items like Alien Species, Cultures,
Legal Practices, Planetary Systems, etc. Many of
Create Stim(s): Pure Medicine Roll; Difficulty: these areas can be complementary to other skills.
15, creates a mild stimulant that will allow you Apply or penalize as necessary.
to remain awake for 12 additional hours or
remove the penalty from a wound level or stun • Specialized Areas of Study confer broad
effect (as well as immediately rouse a stunned/ subject knowledge if the Specialization is
unconscious out individual). Cost: 5 Credits per increased 3D above the initial specialization:
stimulant. Granting -1 DR to all tests pertaining to
discovery of knowledge pertaining to the
Create Beneficial, Medical, Drug(s): Pure

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Specialization. • Specializations will confer a bonus of -1DR
to any CS test for specific purposes
Streetwise (CS)
(Chemistry for acquiring the chemicals to
It's like the bureaucracy of the underworld. This
make a bomb for Demolitions, Biology for
skill can aid in dealing with criminals of all kinds
appropriate application of Cybernetics to the
as well as aid in many shady activities, like
body’s nervous system, Technology for
knowing when is the best time to break into a
knowledge of certain advances in Science or
building adding to both Tactics and Security
even understanding differences between
Skills. It can be applied to Con, Forgery, Theft,
Snubfighters, etc).
Persuasion, hide, sneak, teaching, gambling, etc.
Only where appropriate. It is not a skill that will
give bonuses to everything, use your discretion
on this GMs.
Mechanical:
Navigation
Typical Specializations: Planetary, Sector
It’s a generalized skill that allows you to find
(Specific, Name them)
your way on land, sea, air and in space. You can
further specialize as necessary into the following
Tactics
areas.
The ability to effectively out maneuver / out
• Astrogation: Space Based Navigation for the
think an opponent. It's benefits will save lives
plotting of faster than light trips into
and minimize casualties while simultaneously
Hyperspace and even Navigating Spacial
maximizing your effectiveness in combat.
Anomalies.
Combine with Command for maximum effect in
leading others to victory. • Planetary: A general specialization that
covers everything in a planetary biome. Sea,
• Strategy is a Specialized area of the Skill that
Land and Air Navigation.
applies to a projected set of Tactics (or Battle
Plan) typically employed prior to a conflict.
(AP) Capital Ship Training
However, it can encompass grander elements
This is the gateway skill to using your base
of a conflict. It is always employed as a
starship skills on Capital Ships. We have
second skill (or second FS application to
removed the necessity to purchase this AP for
maintain). Commanders in active Theater
Piloting, Gunnery and Shields and instead
operations (Sector Wide Conflicts) will be
present it with a familiarity course in Capital
employing both Tactics and Strategy
Ships. Without this training, the hero suffers a
simultaneously.
15 point penalty to using Capital Ship Based
• Other Example of Specializations: Combat Skills.
Snubfighters, Capital Ships, Fleets, Ground
• Allows Starship Piloting to function for
Units, Siege, etc.
Capital Ships.
Science (CS) • Allows Starship Gunnery to function for
Aptitude with various technological topics in Capital Ship Weapons.
Starwars, as well as scientific pursuits like a
• Allows Starship Shields to function for
knowledge of Chemistry or Aeronautics /
Capital Ship Shields.
Physics. Can be applied to a multitude of skills
as applicable. • This also covers the operation of Blaster
• The ability to directly apply scientific Artillery / Artillery weapons.
knowledge (scholar, technology) in a • Allows Starship Repair & Starship Weapon
physical form. While complimentary to Repair to function properly on capital Ships.
things like Engineering or Starship repair or
Demolitions (Science/Chemistry), Many CommScan (CS)
skills may compliment this, allow as I got the idea from the introductory adventure
necessary / where applicable. that WEG D6 Star Wars used, when a friend
asked us if we wanted to use those rules. Which,
• Examples of Specializations: Technology, much like how I have lumped many skills into
Chemistry, Biology, Weapons Systems, single ones it did here as well. Combining
Shields. Communications and Sensors together. This is a

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nice, combined skill, that really never needed to Starship Piloting
be separate. Further Specializations below: Is the essential skill in Star Wars for piloting
anything in Space. It will also cover piloting
• Communications: Everything from holo
those craft in a Gravity Well.
communications, Subspace, PTP, Comlinks,
etc. Compliments you abilities to hack a Common Specializations: Snubfighter (must
comm channel, Jam communications specify), Transport (must specify), Capital Ship
(Security). (must specify)
• Sensors: Operating any kind of scanners, Notes: “Must Specify” means the following:
long range sensor gear, portable tech • Snubfighters = Pick a type: many
scanners, etc. This is also what you use to manufacturers may be substituted for the
Jam opposed Sensors, producing ECM and craft type if it’s similar enough, like a Z-95 to
ECCM as well as sensor Ghosts. an X-Wing. If it’s a TIE Craft, then pretty
Surface Vehicle Operation much all TIE fighters are valid. The more
Piloting a Boat and driving a car aren't so unique the craft, the harder is is to have your
different. They are both controlled in similar specialization be applicable to what you’re
fashions and the principals of control are flying.
relatively simple to master. • Transports = Pick a transport manufacturer,
Common Specializations are: Ground Vehicle, no two transports fly the same. However, the
Water Vehicle. Submarines fall under Water Hero can acclimate to a new craft from the
Vehicle. same manufacturer if necessary if the old one
is destroyed.
Aerial Pack Operation
Self explanatory, allows you to use jet and rocket • Capital Ship = Must Possess Capital Ship
packs. Not their alternate modes (repulsors), Piloting AP, Must be a single ship type.
which will be dependent on other skills. Whether that be a Corellian Corvette,
Nebulon-B Frigate or an Imperial Star
Common Specializations: Rocket Pack, Jet Pack
Destroyer. You’re only going to be good in
Power Suit Operation (AP) one of them.
Allows the user to utilize all aspects of power
Starship Gunnery
suits, exo-skeletons, battle armor. However, if its
Using any type of ship based weapon, speeder
got aerial pack / repulsors, use the appropriate
guns, walker guns, artillery, etc.
skill. Armor mounted weaponry still fall under
Gunplay or Missile Weapons, though the suit Specializations: Energy, Ballistic, Missiles
may offer targeting assistance bonuses. Some Starship Shields
massive suits may mount larger weaponry which Allows you to angle shields for maximum effect,
may fall to Starship Gunnery or even Artillery angle them to intercept the most damage, steal
being needed to operate effectively. power from engines or guns or even life support
Repulsorlift & Hover Vehicle Operations to bring them back up or even double them.
I have had this incorporated into Starship Proper Shield angling is more art form than skill,
Piloting for years now and I think it seems to though most people that employ shield systems
take a bit of the “Specialization” out of the simply flip them on. The skill itself is incredibly
characters. GM discretion if this skill is lumped useful and applies to all craft based shielding as
into Starship Piloting or not. well as even personal shields.
This is the skill that allows you to pilot any Typical Specializations: Personal, Craft, Static
planetary based craft (generally) that do not (Bases)
operate expressly on the ground (they hover or • Once Starship Shields is engaged as a skill
fly). Most Speeders, Air Speeders, and Hover (an initial action), a Free Action is all that is
Craft fall under the purview of this skill. required to keep the skill in effect and
Common Specializations: Aerial (Like a functional. This means that by expending a
Skyhopper or T-47), Bike, Speeder free action per round you can angle shields,
or strip power from another system to bolster
them or double your shielding (stripping

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shields off an entire arc). thereof).
• Flipping a shield arc to another is 1 free • Anyone Possessing this AP, the Repulsorlift
action. Skill and Starship Piloting receives a +3 to
all non-combat skill tests in a Gravity Well.
• In order to double the rating of a craft’s
shielding (2 Free Actions per round until Walker Operation
result is achieved). In this instance the Allows you to effectively pilot anything that
operator must bleed energy from other walks that is larger than battle armor or a power
systems (almost always the Laser Cannons, suit. Imperial Walkers, AT-PT, AT-ST,
sometimes the engines) on the craft until Battlemechs, Veritech Fighter in Battleoid mode
their shield systems are effectively doubled. (other modes use the applicable skills) etc.
• Typically can only be performed on high Specializations: Bipedal, Quad, etc.
performance craft like snubfighters or combat
freighters. Capital Ships have too much to
lose by pushing their generators beyond spec.
Perception:
Command
On Tibanna Gas Based weapons (Blasters), The ability to lead people into battle, rally
an appropriate amount of Tibanna Gas protests, force people through their own fear and
must be expended in order to get the get them moving. It is an invaluable skill that
shielding to the appropriate level benefits everyone in damned near any situation
(Depletes an appropriate amount of dealing with others. It is essential for combat
Ammo). operations and is usually paired with Tactics /
Hyperbaride Based Weapons have an Strategy. Not to be confused as a
abundance of power to deliver and no Complementary Skill, it is a skill all its own that
ammunition impact is felt. This however, will work in conjunction with Tactical / Strategic
increases the difficulty of maintenance by abilities.
the same difficulty as the power taken (can Specializations: Planetary, Sector (name it),
destroy the gun). Fleets, Snubfighters
(AP) Swoop Operation Note: I left out Galactic, because it’s impossible.
Pay the cost and become proficient with swoops, Even the Emperor couldn’t run the entire Empire
essentially like riding an ion engine from a small alone. If he had, the Rebels would have been
snubfighter attached to controls and maneuvering long gone.
vanes. Based off of Repulsorlift Operations. Con
Though the operation of a Swoop is similar to The Ability to lie effectively, maintain a poker
that of an Aerospace fighter. face, bluff someone into believing you have
• It is so similar, in point of fact, to controlling something you don't or you can kill them in a
aerospace based craft that the proficiency second even if you can't. Use at your own
conveys the appropriate skill-set to allow the discretion, sometimes even the best con artists
individual to properly fly any Aerospace craft cannot lie their way out of things when the odds
(including snubfighters and primitive and evidence are stacked against them.
aerospace craft while in a Gravity well) with Specializations: Acting, Military, Business,
the Repulsorlift Operations Skill (and this Bureaucracy
AP) instead of Starship Piloting. Once the
craft leaves the influence of a gravity well (or (AP) Concealment Mastery
it’s Space Engines Engage) the individual -1 DR Bonus to Sneak and Hide Tests. In some
must rely upon Starship Piloting. Even tests it can and will allow skills like Investigation
though there are a number of snubfighters and Search to operate at a functional bonus
and other craft that can operate out to 120 where appropriate due to the heroes advanced
Space units from a Planetary Mass (like knowledge of concealment.
many Z-95 models) the skill-set ends at the (AP) Convincing Liar
edge of planetary atmosphere (or on vacuum -1 DR Bonus to Con Tests, the enhanced art of
based worlds, the equivalent distance lying can and will add bonuses to sales, and

139
other Persuasive based approaches (including Investigation
seduction). GM Discretion as always on use All the methods and abilities to make you an
cases. effective Private Eye or CSI specialist. The best
Detectives have high Investigation skills.
Disguise
Certain skills will compliment this ability, use
The art of applying clothing, makeup and even
other skills where applicable.
prosthetic to conceal the identity of an individual
or make them look like someone else. Specializations Include: Interrogation, Legal,
Criminal, Scientific, Scholarly, Technical
Forgery (CS)
(investigating faults in a starship design at the
The ability to forge documents, fake ID cards,
production / corporate level)
access badges, altering shipping manifests,
doctoring a stolen ships registry to show you as Willpower (CS)
the Captain / Owner. While there are many skills This is a much underrated skill that has awesome
that compliment Forgery, Forgery itself also potential and abilities. Resistance to fear,
compliments your ability to enter data into resistance to negative mental Jedi attacks/
databases and networks, aiding in the abilities, resistance to pain, the ability to keep
effectiveness of a computer hack. Hacking oneself alive after being mortally wounded/killed
BOSS would be a feat in and of itself, but with a instantly, push yourself to resist the effects of
high forgery skill... you might be able to leave a exhaustion, etc. Success in this could allow
convincing false background. someone to ignore up to two wound levels,
operate while they should be incapacitated or to
Specializations: Identity Cards, Art (Specific
deliver some final actions after being mortally
medium), Formal Documents (Flight Manifests,
wounded / killed. It is always, generally, the last
Shipping Documents, Legal Documents,
skill people place dice into because its never
Government Documents, etc), Cosmetic (altering
been described as having any real game effect.
one item to look like another).
Specializations: Resist Torture, Resist Force
Gambling
The ability to gamble effectively and even cheat (Mental), Force of Will (never give up)
without getting caught. Persuasion
• Gambling can be applied to other tests when The art of convincing others that your idea or
the odds are against the Hero(es) and there is plan is the correct one. Even your character's
no possible way to succeed. In these physique can compliment it, or your personal
instances, the Gambling Skill can be applied attractiveness, etc.
to their situation to present an alternative Specializations Include: Bargain, Seduction,
solution (specializations do not apply here). Negotiation (Military/Paramilitary/Government)
• Gambling Specializations: Athletic Events, Search
Card Games, Dice Games, Animal Fights, The ability to notice things, little details, spot
Gladiatorial Fights, Racing Circuit traps, ambushes, find hidden doors and vaults.
Hide (CS) Locating secret compartments in a starship. Find
This applies more so to items than to yourself, hiding civilians so you can kill them if you are
however, it applies to you when you are an Imperial.
motionless. It applies to concealing a gun on Specializations: Junk, Targets, Hidden Objects,
your person, hiding a Lightsaber in your sleeve, Security Devices
camo netting your Snubfighter on the ground so
it's not spotted, etc. You can even apply a high (AP) Situational Awareness
proficiency in this to spotting hidden weapons or This is an enhancement for the individual that
emplacements with Commscan tests (and hiding elevates their inherent level of awareness to their
them from the same). surroundings. This is a “poor man’s” sixth sense.
It’s noticing the attack before it happens because
Specializations: Static (Hide Object, Base or of the posture and movements of others around
Ship), Personal (Gear like a Blaster or you. +3 to all pure PER Tests, +6 to notice fine
Lightsaber), Individual (Camouflage someone / details with PER alone: like a hidden blaster that
stash a body where no one will ever find it) is being slowly drawn, or a knife or a tripwire.

140
+6 to Perception or Sense skill to determine in many. There are limits of the body and this
Intent (without an action or using a Force skill reflects that.
power); the Empathy Advantage will bolster this.
Intimidation
+3 to all Initiative Tests.
The ability to traumatize or scare off the target of
• Perception as a substitute to Search NEVER your intimidation, many skills may compliment
counts as an action or Free Action. It is this. Your character's physique can compliment
afforded totally free to the player. it, or your personal attractiveness, etc.
Teaching (AS) Specializations: Psychological, Physical
Per success level add 1 Character Point to those
Survival (CS)
your are teaching to be directly applied to the
The skills necessary to survive in any sort of
skill or skills you are instructing. These points
hostile environment. However it can aid in
are also rewarded to the teacher for advancement
endurance, climbing/jumping, Appraisal,
of the teaching skill & Areas Taught (once, not a
Willpower, Technology, Sensors, Hide, Sneak,
multiplier of everyone in the class). Only one
Scholar, etc. As applicable.
subject may be taught per game session.
Specializations Include: Radiation, Arctic/Low
Strength Skills: Temperature, Tropical, Vaccuum, Light
Atmospheric, High Gravity, Desert/High
Acrobatics (CS) Temperature, etc.
Dice in Acrobatics complement Athletics where
Unarmed Combat
appropriate (and vice versa).
The proficiency behind your Hero’s unarmed
• Acrobatics increases Jump Distance by ½ a
attacks (no weapons). This is the individual’s
meter per D.
pure skill in Hand to Hand combat. It covers
• Acrobatics increases Safe Falling Distance
everything from throwing a punch and kicking to
by 1 meter per full D of skill.
biting an enemy while in a headlock. Martial
• Impact Soak: Acrobatics combined with
Arts packages can always be purchased to
Athletics mitigates a portion of Impact
enhance Unarmed Combat. There are no
(includes falling) and Concussive Damage
Specializations here, you must purchase a Hand
(Explosives). Per D in each Skill, reduce
to Hand Combat Form.
damage sustained by 1 point (combined).
(AP) Pack Mule
Athletics:
The enhancement adds an additional amount of
Athletics is an encapsulating skill that covers
Kilograms that can be carried by the player
everything from general fitness to rock climbing.
multiplied by Athletics tests. The base
In Star Wars you play Heroes, there is no need to
enhancement is x2. This figure also applies to
split athletics up into Running, Swimming,
Dead Lifting Checks, adds +9 Meters to Thrown
Climbing, Jumping, Lifting, Carrying, etc. This
Range & adds +5 to Unarmed, Melee & Thrown
one skill assumes that your Heroes are, in fact,
attacks.
physically competent heroes.
(AP) Punching Bag (Tank)
Specializations: Running, Swimming, Lifting/
An after start enhancement that allows the hero
Carrying, Climbing/Jumping
to increase their Wound Threshold by 1 point. It
Note: You can reduce the cost of Athletics to 0 also Adds +2 to Strength Tests to resist Damage
if you take a specialiazation you cannot perfom (when rolled). Furthermore, certain tests like
(Can’t swim) for the initial Skill Slot (Free Slot). Willpower, Endurance and Survival have a -1
Player will have to buy off the penalty later for 5 DR. Also applicable for tests to resist torture.
CP.
(AP) Professional Athlete
Endurance (CS) An ability that will aid all Athletics skills
Ability to push yourself physically beyond your (Including Acrobatics and Pure DEX) by adding
limits, you can combine with Willpower to really an additional +3 to their tests. Furthermore, it
keep going. Can be used in the place of effects Acrobatics and Endurance in that they are
Willpower for pain resistance, exhaustion considered to be easier -1DR.
resistance, etc. Directly compliments Willpower
(AP) Zero-G Operations (Athletics)

141
Allows the hero to use Athletics to traverse Zero of individual payloads.
G environments and to Dodge normally in such
• A high knowledge in demolitions will allow
environments (Mag Boots might anchor a player,
you to modify or even refine the direct yields
however they don’t give the hero proficiency in
of weapons that carry an explosive payload.
space and just keeps them locked to a hull, they
It’s essentially Engineering for bombs/
still possess a 12 point penalty to dodge without
warheads.
Zero G Operations).
Droid Programming / Repair
The skill set required to program, fix and even
Technical Skills: construct droids from random parts. Many skills
may compliment this, allow as necessary / where
(AP) Alchemical Weapon Construction/Repair
applicable. Also allows you to modify them.
Allows for the creation/repair of Alchemical
Weapons at a basic level. It will allow you to As mentioned above, an individual with at least
infuse archaic weaponry with Cortosis by 6D of discreet skill can assemble almost
weaving it into the item in question. anything into a functional droid (literally almost
anyhting can become part of a droid) and they
(AP) Capital Ship Repair
can create the Logic and programming necessary
You possess competency with repairing Capital
for it to function. Heroes can create unique
Ships. This skillet is essential for any starship
droids that do not require Engineering to
based staff that works on Capital Ships (other
function.
than Snubfighter Mechanics). Based off of
Starship Repair Specializations Include: Hacking, Droid
Modification, Memory Wipe (destructive),
(AP) Capital Ship Weapon Repair
Factory Reset
You possess competency in repairing capital ship
weapons. This means you are familiar with the (AS) Engineering
ins and outs of Large Weaponry found on An Advanced Skill that combines with various
Warships and above. Individual weapons repair skills where appropriate (Computer
defaults to the skill most appropriate (blasters, Programming, Droid Programming, Starship
starship weapon repair, etc) Repair, etc). It is the ability to design, anything
technological and create it with the requisite
Computer Programming / Repair (CS)
components. This can be everything from
The skillset required to pull data from any static
creating the chassis, to the avionics, the
or mobile device that is commonly found in the
hyperdrive, the shields, the guns the
Star Wars Universe. Many skills may
maneuvering thrusters, etc. It is also the ability
compliment this (and vice versa), allow as
to reverse engineer technology that they
necessary / where applicable. Also allows you to
encounter and possibly even improve upon it or
modify them.
outright copy it. Many skills may compliment
Common Specializations: Hacking (Breaching this, allow as necessary / where applicable.
Computer Security), Break/Fix (Repairing
General Maintenance / Repair
damaged/destroyed computer hardware), 3D
A catch all skill for numerous tasks that do not
Modelling (useful in Engineering & Medicine),
include specific devices. You can use it to make
Computer Modification
a bastardized version of almost anything, a
Demolition (CS) LightFoil is a great example of this, though
Skill with placement of explosives, building failure rates apply at that point. This skill will
explosive devices, etc. Many skills may cover Lightsabers (with the appropriate skill or
compliment this. For example, someone with the LightFoil without), impromptu weapons,
high repulsorlift repair will know exactly where traps, etc. (can combine with demolitions in the
to place a bomb that can destroy a speeder in the later cases) Many skills may compliment this,
most lethal fashion or cripple repulsors on a ship allow as necessary / where applicable.
to make it fall out of the sky. Many other skills
• Specializations Include: Armor Repair,
like appropriate technology and science abilities
Blaster Repair, Gunsmith, Ammo Milling,
can compliment this skill, further enhancing blast
Shelter Construction, Ground/Water Vehicle
radius, force of the explosion and even the yields
Repair, Archaic Aerospace

142
Repulsorlift Repair (CS) Starship Weapon repair
The know how to repair anti gravity engines, The skill set allows you to build and repair Laser
modify speeders, etc. Many skills may cannons, Rail Guns, Concussion Missile
compliment this, allow as necessary / where Launchers, Torpedo Launchers, etc. Many skills
applicable. This skill also compliments many may compliment this, allow as necessary / where
other skills, like Capital Ship repair. It is one of applicable. Can be used to modify. This skill is
the few skills that does not require a technician any kind of starship weapon, most aero-dynes
to have any working knowledge of a Capital (likely many are speeders), transports, even
Ship. The technology is relatively uniform capital ship, however, familiarity with Capital
across all platforms, though much larger in Ship systems is incredibly essential or you suffer
operational units as the scale climbs. a 12 point penalty to all tests.
Security Systems / Repair (CS) Specializations Include: Lasers, Blasters,
Not to be confused with Hacking. This is the Missiles/Torpedoes, Pulse Wave, Beam
circumvention of locks, security cameras, Weapons, Rail Guns, Slug Throwers, etc.
shielded doors, etc. Hacking can compliment
Walker Repair
this skill as it can be used in tandem to breach
You are skilled in maintaining and assembling
computers systems. This is also the appropriate
any of the myriad of Walking vehicles in
implementation and use of Security Systems that
existence, from Imperial Walkers to Battlemechs
are both Mechanical and Technological. You can
you can repair and even assemble them. You
operate and maintain them. Many skills may
could ever apply the skills to something like a
compliment this, allow as necessary / where
Veritech Fighter (Macross) but would require
applicable. Can be used to modify as well. This
Starship Repair & Repulsorlift Repair for aspects
also includes mechanical locks and mechanisms
to the design as well. Many skills may
that act as security devices. The skill further
compliment this, allow as necessary / where
defines one’s ability to create technological traps,
applicable. Can be used to modify
like laser trip mines, trip wires, pressure sensitive
panels, heat sensors, homing mines, etc. You (AP) Lightsaber Repair/Construction
still require demolitions to actually attach the (General Maintenance)
warhead to any improvised device you create. You know how to properly construct a
However, many demolitions devices are Lightsaber, doesn't mean you're any good at it ;),
prepackaged, thus you do not require this skill to you just don't have a +12 to difficulty tests to
place them. However, placing them inside a construct them anymore. Essentially, a Non Jedi
security panel or console allows this to be used can construct a (proper) Lightsaber by beating a
as a complimentary skill. target of 42. A person with this AP can create a
Lightsaber by beating a target of 30.
Specializations Include: Mechanical Devices
(old school locks and tumblers), Magnetic Lightsaber Construction Tools: General
Devices, Surveillance, Home/Estate, Fortress/ Maintenance Kit (50 Credits), Gem Kiln (500
Military Installation, Vehicle, etc. Credits), Lightsaber parts (50 Credits). Only the
parts for the Lightsaber need to be re-purchased
Starship Repair
for future constructions.
The skillset that allows you to have the ability to
repair and even assemble Starships. Many skills The Gem Kiln is used to create a suitable
may compliment this, allow as necessary / where Lightsaber Crystal when Kyber Crystals are not
applicable. Can be used to modify. This skill is available. The manual process can take days.
applicable to any kind of starship, most aero- For a Jedi this process of eliminating flaws in the
dynes, transports, even capital ship, however, crystal only takes hours using the Force.
familiarity with Capital Ship systems is
incredibly essential or you suffer a 12 point More on Engineering
penalty to all tests. Engineering stacks with a base skill to provide a
Specializations: Snubfighters, Space Transports, higher level of understanding and ability. Stack
Capital Ships (Requires AP), Aerospace Craft Engineering with any repair skill to yield a
(Including military), etc. combined total for any repair task (not
modification or jury rig).

143
Reverse Engineering: Is a pure Engineering run respectively.
roll though skills like Technology and Science
complement it as well as does any skill sets that Weapon Scaling:
the engineering roll applies to. Sufficient Skills Scaling a weapon up or down requires a straight
in these areas (1D above Engineering skill) engineering roll modified by competency
reduce all targets by one level per applicable difficulty reduction modifiers as above. Scaling
skill. a weapon down is much easier than scaling one
Thus an engineer with 3D engineering that wants up. This occurs one barrel at a time (the base,
to reverse engineer the maneuvering thrusters on unmodified battery’s damage).
a TIE Defender who has 6D in starship repair, Walker to Snubfighter: Damage in Pips + 3
6D in science ends up reducing his or her roll by
6 points; 3 points per level is the rule here. For any Scale (including snubfighter) scaling
downward is flat like below, scaling upward adds
This test creates a Design/blueprint which can +3 to the difficulty (as above),
then be produced. It could be a dad design if the
target number is missed. And that error would Snubfighter to Walker: Damage in Pips
not manifest until after production and testing in Capital to Snubfighter: Damage in Pips
the field.
Snubfighter to Capital: Damage in Pips + 18
Pure Engineering out of nothing, applies the
above competency difficult reductions. It's actual Shield Generators, Maneuvering,
difficulty is determined by the GM. Multiply any thrusters, other systems:
time taken in addition to the roll by 100 if extra
time is taken. Function identically to Weapons. Unless you are
attempting to make them smaller Which always
Pure engineering produces a Prototype that must adds the Scale Adjustment of +3 per scale to the
then be tested. - New or copied tech must be difficulty. Capital Systems (generally based off
Prototype(d) twice yielding the reduction in destroyer level) would require a +12 to be
costs of 10% & the removal of one Flaw for the converted to Snubfighter / Transport weights.
second Prototype and then 5% cost reduction &
the removal of one Flaw for the final production

144
Re-scaling the Hull: D in associated skill (add Advantage bonuses and
Re-Scaling is ship's hull is a complete refit and Complimentary Skills where appropriate to this)
tear-down. It requires time and manpower as to sense inconsistencies in the modification.
well as competent engineers on hand. Difficulty Successful detection of flaw(s) allows for Flaw
is 24 + Size (3 per Scale) & time is 15 days per removal.
100m – 1 day per person assigned to the task Target Numbers: Starting at 18 at Character
over the base requirement. Minimums are the Scale +3 per scale afterward. Can be performed
base days times 100m/2. once.
Re-Scaling anything to super capital is requires a
base test of 36 + Scale Shift in Steps Additional Engineering Notes:
Good Engineering rolls on the part of a player
Re-Scaling anything to Death Star Scale requires will reduce the cost of the design by 5% for the
Supreme skill and requires a base test of 48 + first success level above base +1% per success
Scale Shift in Steps level thereafter, which is applied to the first
• Cannot scale a Death Star Weapon down or prototype immediately.
higher. Second Production runs can incorporate a
Altering Maneuverability by Scale complete Re-Engineer of the design. Flaws
carry over, subtract one for the re-engineer. If
Example: allowing a Cruiser to maneuver like a no flaws exist, add a bonus to the ship.
Frigate.
Second production runs reduce the overall cost
Difficulty is: 15 + Scale Difference (3 per scale) of the design’s production by an additional 5%.
Here, good Engineering rolls will reduce costs
20 Points: Shakedown Cruise: further by 1% for every success level above the
Can be purchased by anyone with at least 4D in target. Maximum - 5%
Engineering Second productions can only be initiated after
Applies to ALL Modifications, Jury Rigs and you retool your production facility: You build
Engineering (items, vehicles, whatever). You no less than 10 minus 1 per success level in
have the experience and the innate “feel” for how Engineering above the target number of the item
things should operate under, within and outside in question (GM discretion); setting up a second
of nominal parameters. You can just feel your line is always the cheaper option.
way through anything you have touched Second production line + Quantity savings =
personally and you can correct certain margins of After you have a second line going and have
error and re-calibrate inconsistencies or simply produced “x” amount of units (GM discretion)
get a leg up on the next prototype toward a final you can re-tool on the fly for an additional 5%
production model. (Required to create a Cost Savings.
production model)
Shakedown Cruise: Can be performed once per
Prototype Phase and once at the initial
production phase (3 total). Is 2 days per scale of
the items operation or being on-board looking for
issues. Immediately remove 1 Flaw after the
appropriate time period of operation is exceeded.
The new design allows for field refits of the item
/ craft at no cost.
Modification & Jury Rigging Shakedown
Cruises: Will remove 1 Jury Rig D (Maximum)
of penalty. Will turn one pip of Modification into
a formalized Engineering enhancement.
(Increasing the ability to modify that area by an
additional +1)
Addition Flaw Detection: -2DR Search +1pip per

145
Command and Tactics

Effects of Command: General Command:


Taking direct command of a weapon (the Rolls add a +3 competency bonus to your crew
Commander), your crews benefit directly from and requires a Free Action to be maintained past
your skill. By Applying 1 Free Action, actively, the first round of combat
your gunners gain a +1 to hit per D of Command • Difficulty 9 + 3 Per additional unit type
Skill you possess. being commanded simultaneously: Capital
• Many Capital Weapons Emplacements will Ships, Fighter Wings (up to 144 fighters),
have a Gunnery Officer assigned specifically Shipboard Combatants (repelling boarding
for this purpose. Typical gunnery officers are parties), Ships Engineers, Ground Forces,
2D (+2). Orbital Batteries (Golan Defense Platforms),
Ground Batteries, etc.
Direct Command of Gun emplacements (Bridge
Officer): Fleet Wide Command:
Is a difficulty of 3 per gun (10 Gun Batteries is a • Add a +3 competency bonus to the fleet
difficulty of 30). Difficulty 15 for 2 ships + 3 per additional
• Only one Free Action is required no matter ship; +3 per additional unit type as above
how many guns you command as long as
they are all firing at the same target. The Effects of Tactics:
• If you are using Capital Guns vs a Capital General Tactics:
Ship and Snubfighter Guns for fighter Adds a +5 bonus to your damage & -5 to the
Defense that is 2 Free Actions. damage you suffer in combat (Difficulty 9 + 3
(Free Actions apply after the initial skill use to per additional Unit Type as above)
maintain the bonuses) • Requires a Free Action to Maintain
Heroes manning gun emplacements: Opposed Tactics:
Deliver Weapon Damage + Full Lethality (any Tests increase your damage and reduce the
points exceeding the target to hit are added damage you take per success level above the
directly to the damage of the weapon). opposition. Per success level increase damage
• Each Member of the Crew after the Gunner by 5 (for all guns) and reduce incoming damage
adds a CS (Complementary Skill) Bonus to by 5.
the gunner equivalent of +3.

146
• Difficulty is the opposed test: For Example, action round (after the initial test).
the Imperial Commander has a Tactics of 3D,
and a Knowledge of 2D. You have a Specificly Controlling Groups of
Knowledge of 3D and a Tactics of 4D. You Weapons for Precise Targeting
roll Attribute 9 + 9 = 18 and the Imperial
Commander rolls Attribute 6 + 6 = 12. Your Groups of Batteries
Skill outstrips his by 2 tiers (6 Points). It is a When Command, Tactics or Command & Tactics
total Damage increase of 10 for all your guns to “Battery Fire” use the following difficulty
and a reduction of damage of 10 vs all their chart:
guns.
• If the opposed tactician is much better than Command:
you are, you will likely perish in the fight. Difficulty 6 + The Number Gun batteries directly
controlled = +2 Competency bonus to hit, +2 to
• General Opposed Commanders will rarely Damage (per Battery) & Ignore 5 Points of
possess Tactics (though they will always Ablation (total) and if there is none +5 to the
possess Command). final damage result.
Fleet Wide Tactics: Command + Tactics:
• Add a +3 competency bonus to the fleet Difficulty as above + second action (-1D); D
Difficulty 15 for 2 ships + 3 per additional penalty applies only in the initial round in which
ship; +3 per additional unit type as above both skills were deployed.
Fleet Wide Opposed Tactics: Tactics does NOT have to exceed opposed
Is the same as Opposed Tactics, +3 to difficulty Captain. Target number for Tactics is the same
per additional unit type in your fleet: as Command. Each Battery then receives +1
• Capital Ships = 1, Fighter Wings = 1 (up to point of damage per D the officer has in Tactics
144 fighters), Ground Assaults = 1, Orbital (flat damage bonus to each gun).
Batteries = 1, etc.
• If you succeeed in outstripping your
Command and Tactics (together 2 actions): opponent in this case, every DR you beat
These can always be applied and will consume them by is an addional +1 to Damage per gun
the required amount of Free actions to maintain (you only need to defeat their tactics).
them in the rounds following the initial multiple

147
Modification of Items Sensor Range Increase: Cost % also applies to D
This is the quick and dirty method of improving Code modification(s) for Sensors:
your equipment. Similar to Engineering in that Mod Value: Difficulty: % of Unit’s Cost:
you can increase the speeds and D codes of 5 9 1 of Craft Cost
almost anything you can imagine. This is 10 12 2 of Craft Cost
modifying your Blaster from 36 to 46 or your 15 18 3 of Craft Cost
Snubfighter’s maneuverability from 6 to 9. 20 24 4 of Craft Cost
How do you do this?: This is performed by
using the associated Repair Skill and rolling Hyperdrive Multiplier Enhancement:
against a set target number. This allows your Mod Value: Difficulty: % of Unit’s Cost:
character to increase the D codes of statistics on .5 Reduction 12 10 of Craft Cost
the item(s) and has a cost associated with it that 1 24 20 of Craft Cost
is equivalent to “x” value of the system modified 1.5 42 30 of Craft Cost
multiplied by a set percentage = Cost of the
Modification or Jury Rig. Note: You cannot Modify a Hyperdrive lower
*Per Level of Modification, increase all repair than .5 x past Light Speed. (The Millennium
difficulties by 3 and increase the time to repair Falcon originally had a Class 2 Hyperdrive)
by the same level (+9 = 3x the time). Weapon Range Increase:
Modification(s): Mod Value: Difficulty: % of Unit’s Cost:
Damage/D Code Modification: 5% 9 5
10% 12 10
Mod Value: Difficulty: % of Unit’s Cost: 15% 18 15
20% 21 20
+1 9 5 25% 42 25
+2 15 10
+1D 24 15 Jury Rigging:
+1D+1 30 20
+1D+2 42 25 Rigging: Difficulty: % of Unit’s Cost:
+3 (1D) 9 7.5
Notes: Modifications make repairs to the +6 (2D) 12 10
modified items more difficult, add the Mod Value +9 (3D) 18 15
to the Repair difficulty. Static items add 10 to
the difficulty at each tier (in addition to Notes: Rigged items always add the “tier” (1-3)
modification difficulties) in additional Wild Dice (once per game session)
that are rolled separately from the rest of the
Other Types Of Modification(s): dice. Any “Botch” (1) = a mishap. GM
discretion, but it’s usually something bad.
Modified Space Engine(s):
*Rigged items add their current tier to the
Mod Value: Difficulty: % of Unit’s Cost: repair difficulty, rigged and Modded items
add 2 per Mod Tier + the Jury Rig Tier to
1 Space Unit 12 5 of Craft Cost repair difficulty.
2 Space Units 21 10 of Craft Cost
3 Space Units 30 15 of Craft Cost Hyperdrives are reduced on a D for 1 basis (x2
4 Space Units 60 20 of Craft Cost rigged by +1D = x1) Increase all difficulties by
3.
Modified Atmospheric Speed:
Atmospheric Speeds Rigged are 100, 200 & 300
Mod Value: Difficulty: % of Unit’s Cost: Km/H.
50 Km/H 9 2.5 of Craft Cost
100 Km/H 12 5 of Craft Cost Sensors Rigged: 10, 20 & 30 Units. Follows
150 Km/H 18 7.5 of Craft Cost Modification Cost(s) for pricing.
200 Km/H 24 10 of Craft Cost

148
Advantages & Disadvantages Secret Base 1-3
Advantages: Sense of Direction 1
Accelerated Healing 1-3 Serpent Tongue 1
Ambidextrous 1 Silence 1
Armor Defeating Attack 1-3 Sixth Sense 1-3
Attack Resistance 1-3 Skill Mastery 2
Artistic Ability 1 Space-born 3
Athlete 3 Steel Will 2
Attractive 1-2 Subculture & Jargon 2
Authority 1-3 Time Sense 3
Capital 1-8 Toughness 1-5
Card Shark 1 Vacant Shell 3
Concentration 1 Vehicle 1-5
Contacts 1-3 Ventriloquism 1
Criminal Contacts 1-3 Disadvantages:
Dual Identity 1 Ability Activation Limitation 1-5
Education 1 Allergy Minor 1
Empathy 1 Bad Liar 2
Enhanced Attribute 3 Blind 3
Ersatz 1 Bounty 1-3
Expert 1 Burnt Out 3
Expose Fault 1 Clone 3
Fame 1-3 Curiosity 2
Fast Reactions 3 Dark Secret 1-3
Favor 1-3 Deaf 2
Fellowship Member 1 Death Mark 1-3
Fear 1-3 Debt 1-8
Fearlessness 3 Dependents 1-3
Force Armor 1-2 Devotion 1-3
Force Potential 1-3 Employed 1-3
Forgettable 1-3 Enemy 1-3
Good Hearing 1 Failed Student of the Force 2
Good Vision 2 Gambling Addiction 1
Gifted Engineer / Physician 3 Hindrance 1
Hyper Movement 1-3 Hunted 1-3
Inheritance 1-3 Identity Trouble / ID Crisis 3
Lesser Life Form Control 1 Imperial/Faction Record 1
Longevity 1-2 Implant Resistant 2
Luck 1-3 Infamy 1-3
Master of Disguise 1 Jedi Academy Washout 3
Meditation 2 Minor Jedi 3
Multi-Lingual Background 1 Missing Limbs 1-4
Musical Ability 1 Code of Conduct 1-3
Natural Lie Detector 1 Night Blindness 2
Nimble 3 Overblown Honor 2
Obscure Knowledge 1 Poor Hearing 1
Observant 3 Poor Vision 1
Organizational Leader 5 Quirk 1-3
Patron 1-3 Religion 1
Photographic Memory 1 Sterile 3
Pluck and Tuck 1 Unattractive 1-2
Prenatal Nanotech Surgery 3 Unlucky 1-3
Reputation 1-3 Unmistakable Features 1-3
Resourceful 1-5 Weak Connection to the Force 1-3

149
Advantages ATTACK RESISTANCE 1-3: +3-9 resistance
vs one type of attack. The Hero is resistant to
ACCELERATED HEALING 1-3: The some sort of specific attack form. This cannot be
Character possesses some level of natural applied to the Force. Though it can affect Force
regeneration. This is an amazing ability for any abilities (like lightning if the player has energy
character to take. resistance). Ablative Value Like Armor (15-45).
• Per Level of the ability, increase the Hero’s Types of Resistance:
Recovery Tests per day by 1 & +1 to Healing • Energy Resistance
per recovery test made. • Physical Resistance
• This allows a character to immediately • Toxin Resistance
recover from the effects of being Hard
Stunned, and possibly even being Wounded, ARTISTIC ABILITY 1: -1 DR to Forgery and
Incapacitated or Killed. Art skills. This ability is more valuable than
most would give it credit for. It applies to every
Effectiveness based on Level of the Advantage, culture in the galaxy, can aid in negotiations and
each can be activated buy using a Free Action even Tactics against a species. Furthermore it
and paying the associated cost: also applies it’s bonus to all Appraisal tests.
1. Level 1 Clears all levels of Light/Hard Stun: ATHLETE 3: +2 all STR Skills, lowers all
1 Recovery Test damage sustained by -1 DR. Athlete also
2. Level 2 will Allow one Wound Level to be increases all movement modes the Hero is
Healed instantly: 2 Recovery Tests capable of by 3 meters. It also awards a +1 to
Natural Defense.
3. Level 3 allows two Wound Levels to be
Healed instantly: 3 Recovery Tests. ATTRACTIVE 1-2: -1 DR to -2 DR to certain
(most) social interactions.
• Cuts Surgical/Bacta/Kolto recovery in ½. Note: All Hapan Males gain this Attractive 1 for
• Accelerated Healing 3 is Natural Free. All Hapan Females begin with Attractive 2
Regeneration, you can regenerate lost limbs for Free.
at this level. The body will not reject
cyberware, it will only regrow limbs and AUTHORITY 1-3: 1 System, 2 Sector, 3
organs if the cyberware is removed. Galactic. Can be granted as a perk or a game
bonus. Note: If you begin with this Advantage
AMBIDEXTROUS 1: Your Character is you hold an official rank in a System
Ambidextrous, and can use both hands equally Government (Independent), Sector Rank
well. Ambidexterity keeps the DR equal for the (Specific to a Faction) or on a Galactic Scale
off-hand when using Dexterity rolls. Without (You are a commissioned Fleet Officer in the
this Special Ability, actions suffer a +2 DR Empire or the Rebellion) and carry at least a rank
penalty. Certain actions can be performed that of Ship’s Captain / Ground Commander and a
would normally equal 2 Full Actions (2 SIMPLE Capital Ship / Military unit to command with
actions in the place of 2 Actions, Firing 2 Galactic autonomy. You are bound to your
Blasters simultaneously, etc). This awards the faction, if you go AWOL, you will be hunted or
hero +1 to Free Actions. Court Marshaled, GM Discretion. There are
ARMOR DEFEATING ATTACK 1-3: Ignore strings attached to your command.
one type of Armor, Shield or Force Barrier for 1- BIO-GENETIC AUGMENTATION 3: This
3 attack(s)/session. The Hero has a knack for adds +1 to STR, DEX & PER (increasing the
bypassing one layer of defense, once per session maximum attribute). This is a common
per point invested. A Hero and bypass multiple modification for those humans specifically bred
defenses if they used more than one of their uses, for war. +1 to Free Actions, +3 to Stun/Wound
per session (ex: Armor Defeating Attack 3: Threshold.
Hero uses all 3 points to bypass Shields, Armor
and Hull on one, precise, shot. The effect of CAPITAL 1-8: Your Character has come into a
which will not destroy the target or kill the source of money, whether legal or illegal, which
individual but will instantly apply a wound level, provides a source of continuous income. 1:
the hero must still hit the target). 60,000; 2: 180,000; 3: 500,000; 4: 1.5 million;
5: 5 million, 6: 15 million, 7: 50 Million, 8: 150

150
Million (refreshes every 12 sessions minus the to player age, minimum Age 18).
Level, GM discretion) EMPATHY 1: The ability to sense the emotions
CARD SHARK 1: Your Character has of other people and objects passively. -1 DR to
perfected the art of playing games of chance and any emotional status “feel” reading, will aid in a
skill. +3 for all tests related to gambling and myriad of rolls including Force & all social
often can be applied to chance encounters (GM situations.
Discretion). +1 to Free Actions and a +2 pip ENHANCED ATTRIBUTE 1-3: Increase any
Quick Draw Bonus. one attribute (Including Force Attribute) by
CONCENTRATION 1: Your Character is +1Pip to 1D, never beyond racial maximum.
better at putting effort behind things when Note: All Hapan Characters begin with this
concentrating. If you declare you are ability for Free. In the case of the Hapans,
Concentrating ahead of time, after 1 Free Action however, the bonus Attribute D can only be
of Concentrating you receive a +6 on the next applied to STR or DEX.
test. This is especially helpful if a Character is
waiting to ambush an enemy or has time to focus ERSATZ 1: Your Character deceives others on
on a task. This bonus does not work in Combat, a near-professional level. +3 to Con/Acting/
after an Initiative roll, will however work for Disguise, add an additional -1 DR to all social
surprise attacks. Concentration 1 will combine interactions if character has Dual Identity.
the effects of Aiming (FA) and any associated EXPERT 1-2: Available at character creation
bonuses for using a Scope for ambushes. only, only affects a two Skills, but can be taken
CONTACTS 1-3: 1 System, 2 Sector, 3 Galactic twice (for 4 different skills). Description: Per 1D
Note: This will not always be free (sometimes). invested in the skill at character generation yields
System Contacts will be one person or small 2D.
business that you have dealings with in a Note: If your choice of Race already conveys
particular system. Sector Contacts will be a this sort of bonus, you cannot take it. Unless it is
more influential person or group that can provide only Rank 1. Example: Duro, Chiss, etc.
much more detailed information or goods. EXPOSE FAULT 1: A Character can quickly
Galactic Contacts means you have friends or analyze an opponent and expose a weakness to
acquaintances in every port of call in the Galaxy. deal that opponent additional damage. With a
You need only make a Moderate Bureaucracy or successful Tactics (or Appraisal) test vs the
Business roll to locate one of them. opponent’s Perception or Tactics the Character’s
CRIMINAL CONTACTS 1-3: Your Character next roll can either add +6 to the test or +3 to
has a number of discrete contacts in the Criminal Natural/Vehicle/Force Defense for the rest of the
Underworld and may call upon them for game session. Can be used on machinery and
information. Per Level add: +2 (+6 max) to equipment (tech, bonus is applicable to picking
Streetwise for locating contacts, -1 DR out a design flaw in a craft).
(maximum) to tests pertaining to underworld FAME 1-3: 1 System, 2 Sector, 3 Galactic
issues (fencing, smuggling, racketeering, etc.) Restriction: Cannot take Forgettable. Your
Note: Acts as Reputation 1 for Interactions with Character has either purchased or otherwise
the criminal element if all 3 Levels are earned some kind of Fame. Known everywhere
possessed. Can be taken Multiple times. You (possibly), some love you and some hate you.
need only make a Moderate Streetwise roll to The Fame defines your Character and not by the
locate one of them. actions committed unless publicized. Other
DUAL IDENTITY 1: One, perfect, additional Character’s reactions will differ accordingly. (+/-
set of complete identification (including a 1 SR to certain rolls at discretion when the
disguise DR 360); can be taken multiple times. Character is recognized). Generates 3,000/lvl
credits monthly regardless of circumstances &
EDUCATION 1: +1 to Scholar, +1 to Appraisal Industry Contacts 1/lvl. -1-3 DR to most social
& Business tests. This advantage awards the rolls.
Scholar, Appraisal and Business Skill Slots for
free. Clearly reflecting your time at an FAST REACTIONS 3: +2 to total Free
institution of higher learning (add at least 2 years Actions, a Dodge, Parry & 5m move can be
utilized as free actions even if surprised. 2 Free

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Actions can be applied directly to, actual, of Hatred).
Initiative rolls (+3-6) when not surprised.
FORCE ARMOR 1-2: You have an innate
(AP) Quick Draw (1-3FA): resistance to the Force; this Grants you +3
Effect: Allows the character to add three Free resistance (1) and 25 Force/Magic Damage Soak
Actions to Quick Draw (+3-9) in addition to a or +6 resistance (2) and 40 Force/Magic Damage
Base bonus of +3 to all Initiative Tests (including Soak. Note: Blocks Beneficial Force/Magic at
Quickdraw ones). an equivalent level. Damage soak is per game
session, not per attack. Resistance remains even
FAVOR 1-3: Your Character has earned
after damage soak is exceeded.
powerful favor(s) from someone; a favor that
comes without any strings or questions, and FORCE POTENTIAL 1-3: Prerequisite: Force
completes unconditionally. 1-3 favors per 6 Sensitive, You have an innate ability with the
sessions. force. Effects:
• Level 1: +1 to Free Actions, +1 to Maximum
FELLOWSHIP MEMBER 1-3: Your Character
Attribute.
belongs to a fellowship of some kind, an
• Level 2: +1 to the Maximum Force Attribute
organization with like minded goals of the
and a +1 Pip to the actual Attribute.
Character, and it provides things such as money,
• Level 3: -1 DR to all Force Tests; +1 to
supplies, information, but their reach is limited.
Maximum Force Attribute.
The GM determines the level of this
organization’s power and influence. However, The ability allows the Force Attribute to exceed
for clarification the base level(s) of this confer natural maximums. Bonuses Stack per Level
the effective benefits as follows:
FORCE SENSITIVE 3: You were born with
• FM 1: Authority, Contacts 1 & Capital 1 innate Force Sensitivity. This is either because
only when dealing with other members of your Race has been gifted with this ability due to
the fellowship. their connection to the Force or you had some
legacy Force user in your bloodline. This ability
• FM2: Authority 1, Contacts 2 & Capital 2
can be taken by ANY player (if they so choose
only when dealing with other members of
and the GM allows it) and can replace racial
the fellowship.
bonuses or be taken at the character
• FM3: Authority, Contacts 3 & Capital 3 only customization stage. +1 to Free Actions also
when dealing with other members of the conferred from the Advantage.
fellowship.
FORGETTABLE 1-3: Can take at Creation
The Jedi Order is a Good Example of this. Being only, Restriction: Cannot take Fame. You are
a noble of some ancient household is another hard to remember. Most Characters have a
good example. Either character choice (being a difficult time remembering your name, your face,
Jedi or wanting to be nobility) will confer this but might remember blurry details, like a rough
Advantage by default, and it cannot be selected age or height, male or female, color of clothes.
as an advantage. The benefits will apply to the The difficulty to remember specific details about
individual whether or not they are aware of them. you is Level 1: 30, Level 2: 60, Level 3: 90
FEAR 1-3: +3 to intimidate & awards the skill. regardless of how recent the person made contact
2: Just looking at you unnerves people, +1 DR to with you. Adds a +3 per Tier to Disguise Tests
all opposed social interaction. 3: You seem to • This does not mean that you cannot be
radiate evil -1 DR to intimidate, people around tracked by a person or entity. It means that
you make willpower tests vs moderate (15) or identification of you in a crowd is nearly
flee. The Hero can turn this ability on and off by impossible (until you start firing or give
expending 1 FA (remains on or off until yourself away). You will always be the
changed).. individual listed in a database without a
FEARLESSNESS 3: (Immune to Fear picture (but they know you exist by your
Advantage) -1 DR to all willpower tests & skill actions). It can mean you are arrested and
slot for free, +3 to all Social tests, immune to dismissed by lesser guards and likely go
natural and unnatural fear. Immune to Negative unmolested in prison.
Force Powers that deal with the Fear (even Bolt GOOD HEARING 1: You possess exceptional,

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natural hearing. -1 DR to any auditory based other Skills). Chateau also comes equipped
tests (Search, Blind Fighting, etc) with 8 Security Droids, 4 Servant Droids, 2
Robo Bartenders and 2 robotic chefs. Staff
GOOD VISION 2: You possess, exceptional,
live in quarters on site, as do several
natural vision. -1 DR to any sight based tests
prominent society members who rent space
and things dealing with range (Gunplay,
there. An outer Keep wall also provides
Gunnery, Search, etc).
safety and security to a small, trendy, village.
GIFTED ENGINEER / PHYSICIAN 3: The Outer wall has Inheritance 1 Security (Staff
Character has a strong understanding of and Droids).
Engineering/Medicine and is capable of applying • Inheritance 3: Fortified Castle - Identical
technically advanced knowledge. -1 DR to to Secret Base 3 (except it’s not a secret) and
Engineering or Medicine, Free AS Engineering/ the fact that is comes with full, loyal, staff
Medicine skill, free linked skill of choice at a -2 and generates 3,000 Credits per month for the
DR bonus always using that skill (Medicine: Player character. (16) Staff are considered to
First Aid; Engineering: Whatever). Can Re-roll be Professional NPC (16D Attributes, 20
one Engineering Test once per session and one Skills, 10 Skill D) and will consist of about
Technical Test (any) per session. 16 (Bonus: all skilled in self defense, 4D of
HYPER MOVEMENT 1-3: +2/4/6 to Move Blaster, Dodge, Brawling & Search with 10
(can still increase base); Choose the Movement other Skills). Chateau also comes equipped
type if you have multiple movement modes with 12 Security Droids, 6 Servant Droids, 4
(Ground, Flight, Climbing, Swimming, etc). Robo Bartenders and 4 robotic chefs. Staff
live in quarters on site, as do several
INHERITANCE 1-3: This isn’t as simple as prominent society & government officials
“my parent’s left me the house”. This is a who rent space there. An outer Castle wall
hereditary lineage with materialistic benefits. also provides safety and security to a small,
While the player is granted these holdings their advanced, town. Outer wall has Inheritance
parents may, very well, still be alive and well 2 Security (Staff and Droids).
with their own holdings. This represents what Please Note:
the player has managed to create with nearly • Inheritance income can be “grown” by
limitless funds from a Noble house or Dynasty, monthly Business Skill application if the
in a few short years. player can, at the very least, make a holonet
• Inheritance 1: Fortified Chateau - Identical connection with their holdings. Once Per
to Secret Base 1 (except it’s not a secret) and month.
the fact that is comes with full, loyal, staff • Defenses are similar to a Secret Base, GM
and generates 750 Credits per month for the discretion is advised.
Player character. (8) Staff are considered to
be Professional NPC (14D Attributes, 12 LESSER LIFE FORM CONTROL 1: You
Skills, 6 Skill D) and will consist of about 8 have an innate, magic like, ability when dealing
(Bonus: all skilled in self defense, 2D of with non-sentient beings. This includes all
Blaster, Dodge, Brawling & Search & 6 other monsters, animals, gungans, sand people, ewoks,
Skills). Chateau also comes equipped with 4 squib, and furniture. -2 DR to all tests when
Security Droids, 2 Servant Droids, 1 Robo dealing with non sentient(s).
Bartender and a robotic chef. Staff live in LONGEVITY 1-2: Life span increased by 3-6
quarters on site, as do some prominent times, -1 DR to -2 DR to resist Toxins and
society members who rent space there. Energy damage over time (sunburn leading to
• Inheritance 2: Fortified Keep - Identical to cancer, radiation leading to imminent death ).
Secret Base 2 (except it’s not a secret) and
LUCK 1-3: Automatic Success on 1-3 tests per
the fact that is comes with full, loyal, staff
game. You can chose 1-3 attacks that simply
and generates 1,500 Credits per month for the
miss you, per session in addition to the above.
Player character. (12) Staff are considered to
be Professional NPC (15D Attributes, 15 MASTER OF DISGUISE 1: -1 DR to Con for
Skills, 8 Skill D) and will consist of about 12 impersonation and Acting, no makeup required,
(Bonus: all skilled in self defense, 3D of opposed rolls to pierce your guise are made at +1
Blaster, Dodge, Brawling & Search with 7 DR. Double bonuses if they have Ersatz.

153
MEDITATION 2: Description: The ability to smell. +3 to all persuasion tests. Search &
put one’s body into a state of stasis and peace, Investigation skills granted for free. +1 to Free
able to live in extremely harsh environments for Actions
long periods without the aid of equipment. -3
ORGANIZATION LEADER 5: Description:
DR to Endurance, Survival, Willpower, -1 DR to
Your Character now considered a leader or the
all mental checks pertaining to survival or clam,
leader within the Fellowship organization
ONLY while in meditative state, can “sleep” in
receives many privileges, such as requesting
this state and is aware of surroundings on normal
financial, militaristic, or other support from the
perception check ( at -1 DR). While in this state,
organization that you previously did not rank
opposed Jedi powers are all at +3 DR.
high enough to receive. Authority 3, Capital 3,
• Meditation confers full sleep equivalent in Secret Base 3 & Connections 3 are
half the time. Organizational holdings available to the Leader.
MULTILINGUAL BACKGROUND 1: +3 PATRON 1-3: Each Level of this advantage
Languages with full fluency, includes ability to gives you access to more influential individuals
read and write and understand the deepest as benefactor(s). 1 System, 2 Sector, 3 Galactic.
cultural nuances (including your own), -1 DR to
PHOTOGRAPHIC MEMORY 1: Can take this
all social aspects and Cultural tests (of them).
at Character Creation only. Description: You
(AS) Linguistic Savant: Per Full D acquired, add
remember everything seen/heard. -1 DR to rolls
fluency with 1 additional language (no roll
to Knowledge/Perception to recall anything;
required) and the -1 DR as above.
previously viewed places, objects, etc. Even
MUSICAL ABILITY 1: -1 DR to all musical details not previously noticed. +1 to Free
skills, including vocalization, appreciation, Actions & Once per game session you can get
recognition, etc. Can complement negotiation, the GM to give you an reminder of something
morale, etc. +3 to Art & Acting skills. -1 DR to you have legit forgotten.
seduction attempts.
PLUCK AND TUCK 1: You have practiced
NATURAL LIE DETECTOR 1: Read surface larceny to a point of making it an art form. -1
emotions like receptive telepathy -1 DR to DR to Hide & Theft.
perception checks (Combine with Empathy or
PRENATAL NANOTECH SURGERY 3: As a
Observant for additional -1 DR to checks; or
rare and expensive Cybernetic procedure, the
both -3 DR). Applies to receptive telepathy (not
Character underwent a specialized Cybernetic
required).
surgery, infusing the Character with the ability to
NIMBLE 3: Description: You have a unique produce, repair, and utilize Nanobots within the
gracefulness and ability to move smoothly, body capable of catalyzing the Healing process:
sometimes leaving visual echoes behind (where +2 Recovery Tests & +3 per test to Heal wounds;
cool and appropriate, never a negative). +3 to +2 to Wound Threshold, -2 DR to resist toxins &
Sneak, Dodge, Acrobatics and Theft (pick two of disease, Can survive in vacuum for extended
those skill slots for free); Instant Stand & Soft periods… Longer life span (as Longevity 1).
Fall MA Abilities Innate (no roll & no action
REPUTATION 1-3: Similar to the Fame
cost once per session, otherwise cost normally).
Special Ability your Character has earned respect
• Adds +3 to Natural Defense and recognition, but unlike Fame is not well
recognized everywhere. (Blood Stripe) -1 DR to
• +2 to Free Actions
-3 DR to interactions. Corellian’s gain
OBSCURE KNOWLEDGE 1: -1 DR in reputation 1 for free (this can be converted to
specialized area of a skill (not the base skill infamy in some circumstances: GM discretion).
itself), award the skill and specialization free.
RESOURCEFUL 1-5: At hero creation it
OBSERVANT 3: You have a keen sense of confers 2 skill slots per Level.
Perception, and able to notice things more easily
others just do not. -1 DR to notice details and SECRET BASE 1-3: You have funded and
somehow created a Secret Base. 1: Fully Stocked
traits over time and +3 on the fly, 2 in 6 chance
(and armed), Battleship Scale 1, Base/Station
not to be surprised based upon vision (limited
Can support up to two 150m Craft, 2: Mid Sized
Sixth Sense), hearing & sometimes touch and

154
fully stocked (and armed), Super Capital Scale 2, flawless information every time within the
Base/Station can support up to three 450m craft, ranges presented below. Otherwise, at lower
3: Large Fully Stocked (and armed), Battle- levels (1-2) Danger Sense simply adds one level.
station Scale 3, Base/Station can support up to
• GM Must describe the nature of the threat (if
five 900m craft. Fully Crewed (droids or
successful) even if not directly a threat to the
otherwise), generates enough income to keep
character within 10m + 1m per D of Force
them happy and operating.
Attribute or they possess. Add ½ meter per
Notes: Assume that the Secret Base is armed at
Level of Sense.
an equivalent level. GM Discretion.
SKILL MASTERY 2: Description: The
SENSE OF DIRECTION 1: -1 DR for
Character receives a -1 DR with two specific
Navigation/Astrogation rolls + the Skill Slot and
skills, must be related. Gain a those Skill Slots
a specialization for free. Reduce Travel times by
For Free. If no related second skill exists, add
10% if the hero is the one performing the
an two additional specializations (-1 DR applies
navigation.
to the specialization(s) as well).
SERPENT TONGUE 1: Can take this only at
SPACE BORNE 2: You spent near your whole
Character Creation. Description: You are able to
of life in space and is capable of sensing the
smooth talk others by voice alone -1 DR to social
slightest changes in velocity, gravitational
interaction in any situation, don’t even have to be
disturbances, and has a nearly perfect intuition
in the same room for it to work. It can be done
for location relative to the Galactic center. ,
over a com-link. Add a free social Skill Slot
Zero-G AP granted free, a -1 DR applies to all
(Persuasion, Con, etc)
piloting, gunnery, dodge and athletics while in
SILENCE 1: +3 to Sneak, Hide. +3 to Hit and space, only (including gravity well from 0: low
+5 Damage on the first attack if delivered from a orbit to 120 units). Vacuum Tolerance: +6 to
concealed hero. +6 to hit & +10 to damage if the Survival and Soak Tests. Double all Space/Vac
attack is meant to subdue (Hard Stun, only if the Suit/Snubfighter consumables for your hero. +1
player doesn’t kill the target). to Free Actions.
SIXTH SENSE 1-3: (variable chance of STEEL WILL 2: Can take this only at
detecting danger) +1 to Free Actions can be Creation. You have a mental barrier that is
spent prior to initiative to Dodge/Parry (+3) or unbreakable. Character is immune to all mind-
5m movement. altering attacks (including fear generating ones,
while not naturally fearless), including Bolt of
1. Delivers a 3-5 (increase by 1 per point) in 6
Hatred and Force Illusions. Immune to mental
chance of being ready for any sort of
interrogation, -2 DR to resist torture/
ambush, assassination (to you or those in
interrogation. +3 to all Willpower Tests and Skill
your immediate vicinity) attempt or random
Granted for Free.
danger.
• Immune to all Force/Magic Tracking abilities
2. Provides an Ablation (soak) Pool per tier of
the Ability: 1 = 15 Damage Soak per • Immune to Receptive Telepathy
session; 2 = 30 Damage Soak Per Session; 3
• Counters Sixth Sense by 2 points (reduction
= 45 Damage Soak per session. This can be
due to the opponent’s inability to sense
used to eliminate damage from any source
motive)
even if they fail to detect the danger.
SUBCULTURE & JARGON 2: -1 DR to
• Perfect Sixth Sense is a 4 point Advantage
Streetwise, Scholar, Bureaucracy, Business,
(which is attainable in rare circumstances);
Bargain, Con, Persuasion in your society, +3 per
Ablation pool is 60.
skill in related societies, No penalties in alien
With the Danger Sense Innate Power (add 1 to cultures.
the Sixth Sense total) the directional information
(AP) Social Chameleon: Purchase the AP per
will always be nearly perfect. Combining this Alien Society adding one more Alien Culture to
advantage at any level with the Danger Sense
the above bonuses.
ability will allow for a “Perfect” (if you buy 3
points of the Advantage) Sixth Sense with TIME SENSE 3: +1 Free Action. You know

155
what time it is, exactly, all the time, and can Attribute.
sense alterations in space-time, such as getting • Level 3: +1D to Maximum Attribute (not the
when getting closer to heavy gravity objects like current value). The ability allows the Null
a star. -1 DR to Navigation, +3 to Initiative, +3 Force attribute to exceed maximums.
to Dodge skill and can use Dodge as a Free
VEHICLE 1-5: If you don’t want the
Action even if they are surprised.
responsibility that comes with Authority and you
Notes:
still want a ship, without “paying” for it, this is
• You can avoid one situation entirely, once per the Advantage for you. 1: Any craft up to a
session, as if you had a perfect farseeing Corvette (250K Value); 2: Any craft up to a
vision. This can be as simple as dodging a Frigate (5 Mil Value); 3: Any craft up to a
bullet or avoiding a comment you make that Cruiser (11 Mil Value), 4: Any craft up to
causes a social blunder. It can be as complex Battleship (24 Mil Value); 5: Any Craft up to
as you not even being in the same space Dreadnought (50 Mil Value).
where heavy anti ship ordinance detonates, Note: You don’t get the additional money. It is
killing you (you must be the pilot or have assumed that any overage means you have
access to the control console). invested enough to pay you crew for one Full
Consumable expenditure. If you’re the only
• Automatic Weapons (repeaters): Those with
pilot, the residual cash can be used on
Time sense can control a burst fire weapon
modifications prior to the game start, additional
against multiple targets. Whereas, a Light
ordinance, a rearm/refit, a stash/stockpile of fuel
Burst Fire Weapon is limited to single Target,
and/or ammo. Maybe even an owned hangar.
a Medium Burst Fire weapon 2, and a Heavy
(GM discretion)
Burst Fire weapon 3 (this does not effect Full
Automatic Weapons) the hero can split shots VENTRILOQUISM 1: The ability to throw
off their burst with no penalty, in their your voice, -2 DR to Con/Acting applicable to
primary arc of fire, and hit multiple targets. the projection of your voice only. +6 to all
Light: 1 FA = 3 Targets potentially hit; Social Tests that involve throwing your voice
Medium: 1 FA = 5 Targets potentially hit; (With puppets, voice acting, speaking over
Heavy: 1 FA = 10 Targets potentially hit. another person to get them in trouble or to
embarrass them) It is not obvious that the voice
TOUGHNESS 1-5: +1 point to Wound
emanates from you, ever. Though you may fail to
Threshold & +1 to STR Test to resist Damage
successfully convince with your deception.
per level of the Perk.
VACANT SHELL 1-3: You do not exist within
the bounds of the Force, in fact, your mere
Disadvantages
presence tends to warp reality in areas of high ABILITY ACTIVATION LIMITATION 1-5:
Force Energy and small plants will wilt from This applies to the activation of a specific (and
your touch (anywhere). +3 penalty, per level of arguably fundamental) skill or Force Power.
this ability (+3-9), to any Force Use within 1 Examples of this exist in people like Corran
meter per Level of Vacant Shell + Null Force Horn’s Grandfather who could not activate
Attribute per D (each D = and additional meter). Telekinesis. The limitation here was that he had
This Advantage allows you to gain Null Force to actively siphon energy in order to activate the
Potential at +1 pip to +3 pips. Meaning you can power. Something similar must apply to the
can increase the Null Force Attribute 1D above character taking this disadvantage. This can
your maximum. Any abilities or enhancements apply to racial traits, Cybernetics, Force Powers
that increase your Null Force Attribute do not & Skills (only under certain circumstances).
detract from your ability to increase it. Skills may require an additional action to use or
Notes: a certain circumstance to be present in order to
• Hero looses one Free Action for existing employ them. Per instance of an ability
“outside” the Force. limitation, accrue one point (can’t be Quixotic =
• Hero gains 15 points of Force Armor, per 1, Can’t be Sorcerer = add another 1, etc).
point of Vacant Shell (15-45).
ALLERGY 1-3: You have a inherent issue with
• Level 2: +2 to the Maximum Attribute (Null
some sort of common substance or material and
Force Potential) and a +1 Pip to the actual
it routinely ruins your day or causes discomfort.

156
• Level 1: +1 DR to all skill tests when under experience anything and everything in life is
the influence of the Allergy. Consider this to often a detriment to you and those around you.
be suppressed at all times due to medication You are always the first person around a corner,
on hand. doesn’t matter if you are scared or not, you just
• Level 2: The Allergy is not fully need to know what’s there. Must overcome
suppressible. Medication only partially willpower exploring anything interesting (even
functions. In the presence of the allergen you dangerous) 18 - 36 Base Target number to resist.
suffer a +3 to all difficulties (in addition to
DARK SECRET 1-3: You have some serious
tier 1 issues if not suppressed).
skeletons in your closet. No matter how far you
• Level 3: The Allergy is severe and you must
get away from them, they always seem to catch
have life saving medication on had at all
up to you. Alternate ID’s only offer temporary
times. You carry an injector, because when
reprieve. You’re hunted or universally
you allergies are triggered you suffer a +3 to
recognized as a pile of walking manure. If ever
all difficulties + an additional +2 DR to the
discovered, +1 DR to all social interactions (per
final difficulty number. Not to mention, you
level of the Dark Secret) if the parities are tied to
sustain damage on a continuous basis with no
the events that led to your secret, +2 DR to
ability to resist it of 10 Points per Round
relations with everyone else (+1 additional level
until you are removed from the area, shielded
per tier of Dark Secret after the first). What your
(Hazmat Suit) or use medicine to stabilize the
secret is will be something that even the most
effect (which only stops the damage).
vile of enemies of yours finds appalling. The
BAD LIAR 2: The Hero is about the worst liar GM will have the ultimate say in it’s significance
anyone has ever met. They are effectively (and may have to make it more dire).
incapable of lying to someone, properly, even to
DEAF 2: Cannot make a hearing based
save their feelings. You are, quite possibly, too
perception check, if Observant is possessed ½
honest for your own good. +2 DR to any tests
bonuses. Correctable with the Force, Biotech or
that involve deception (Con, Acting, etc).
Cybernetics. Cannot Possess Good Hearing.
BLIND 3: You cannot see, Epic Fail on any
DEATH MARK 1-3: 1 System, 2 Sector, 3
sight based rolls, Observant yields half
Galactic. A Death Mark is not a Bounty, it is not
(Correctable via Force, Biotech or Cybernetics).
being Hunted. It is a kill order. Your Hero is to
BURNT-OUT 3: You’re bitter; you really have be executed, on site, by any and all means
had it with your career/life (the current path). necessary. If your friends or civilians get in the
Cynical and overall possess an apathy about it. way, they are excusable collateral damage. This
Ex: Failed Jedi, You suck, you know it and it is a very serious problem to have.
caused you to choke at the time you should have Note: Refer to Hunted for Payouts. The value
acted and prevailed. You carry this burden with of the payout is in full, with no guild fees
you always, knowing you will never aspire to associated. This is due to the elevated nature to
greatness no matter how much you achieve. It the Death Mark.
colors all your actions and imposes a +1 DR to
DEBT 1-8: 1: 90,000; 2: 180,000; 3: 500,000; 4:
related social interactions. You must make a
1.5 million; 5: 5 million, 6: 15 million, 7D: 50
Willpower (42) test each time you chose to
Million, 8: 150 Million
increase your related abilities or you simply do
not. Note: It can be bought off for 30 Notes: GM may confer an something like a
experience points in 5 point increments (across 6 Capital Ship/Speeder/Snubfighter, etc. at up to
sessions) if the character wishes to redeem five times the listed value as the “debt”, the
themselves. player then owes the full, modified amount. This
Debt can be taken by multiple players to have a
CLONE 3: You’re cataloged in someone’s Joint Debt for a larger ship / base.
system, somewhere. The ramifications of which
can be dire. Apply: Bounty, Death Mark, Age or • Failure to Repay the Debt will create
Expiration Date (like a Replicant from Blade Enemies based on the level of the debt (you
Runner), Hindrance, Hunted, Obedience to the can have multiple enemies… Some planetary
New Order, etc, GM Choice. based, some Sector Based and at least one
with Galactic Reach at the upper tiers).
CURIOSITY 2: Your natural desire to

157
• After Enemies you will be Hunted and then to their Social Status / Disadvantages (without
if the debt is not repaid, with interest, you the benefit of the skill and perk package and they
will receive Death Mark(s). instead gain all the disadvantages).
Notes:
DEPENDENT 1, 2, or 3:
Now some of the Good stuff.. And some bad.
1: You have a sibling that you have to visit and
• Per tier of the Employed Disadvantage the
send money to, 20% fund hit.
hero draws in 250 Credits per week of
2: You have a family member that you cannot serving the entity.
leave for extended periods; they are dependent • Access to items that might not be available
upon you for survival. 40% of all funds and on the open market (like military hardware).
equipment received goes to them if you are not • Should not refuse missions, if they refuse
around. they suffer GM consequences or are forced
3: 60% of all your earnings and property must be into a more dangerous mission that they
funneled to this individual, they require this to cannot refuse later.
survive. They are near death (and will remain • Failures as an employee can lead to being
so). Per Point of the disadvantage make the discharged, imprisoned, fined, or even
relations of the player persistent as a burden from executed (Darth Vader loved killing
2-6 game sessions. subordinates that failed him, even if they
didn’t and he was the one that failed).
Notes: Failures to make good on your
obligations will create Debt, which can turn into ENEMY 1-3:1 System, 2 Sector, 3 Galactic
Enemy, Hunted and even Death Marks. Enemy begins as a disadvantage of relatively
serious nature. It can be mitigated over time if a
DEVOTION 1-3: 1 System, 2 Sector, 3 Galactic player offers roll-playing concessions to the
Devotion is obligation like employed is below. Enemy in order to remove the adversary. What
However, it is taken a step further because it these concessions are could be any number of
defines an actual hero felt duty to their order. things including the hero constantly thwarting
Something that the player must strive to the enemy over and over again.
maintain. While employment can be broken, Notes:
loosing one’s devotion fundamentally alters the • Enemy 1 should be a rival, roughly
hero, effectively breaking the way the view the equivalent to the player.
galaxy. • Enemy 2 should be an organization that
• Breaking Devotion can carry with it a mental roughly has the power level of the entire
stigma, as well as possibly, a negative one party.
like a bounty and / or Hunted. The broken • Enemy 3 should be a galactic entity that
devotion will tend to be a Infamy 1-3. vastly outstrips the power of the player base
• Devotion does not award any fringe bonuses in terms of sheer manpower (not necessarily
by default like employed does. However, skill).
GM’s may award devoted Hero’s boons from
time to time for their dedication to an FAILED STUDENT OF THE FORCE 2: +6
organization/entity. to all Force test difficulties. Your hero tried, and
then they realized that they really didn’t have the
EMPLOYED 1-3:1 System, 2 Sector, 3 Galactic chops to remain competitive with the rest of the
Being employed means that the Hero is obligated Jedi/Magic Users. Must be Force Sensitive
to perform some series of duties for the faction/
entity they serve. This will often conflict with GAMBLING ADDICTION 1-3: Must
party objectives and may even require the hero overcome a 21, 42 or 60+ BASE willpower test
possessing Employed to not be present for not to gamble or engage in games of chance or
missions or operations due to their obligations. even gamble with the livelihood of friends.
This can work incredibly well in situations where • Player begins the game with debt of 5K per
all the players are members of the organization tier.
(like the Rebel Alliance or the Empire).
HINDRANCE 1: This doesn’t affect you all the
However, should any of them leave the
time, just typically invoked by being attacked,
organization for any reason, stigmas like AWOL
/ Deserter, Hunted, Bounty, etc. Will be assigned and wounded, in the region of the hindrance:
Bad Knee, Rude, Trick Shoulder. The hindrance

158
typically exacts a 3 point penalty on the hero, visited by law officers every time something
GM discretion. It can, in some rare happens, even if you didn’t do it.
circumstances be “beneficial”.
IMPLANT-RESISTANT 2: Someone with this
HUNTED 1-3: 1 System, 2 Sector, 3 Galactic disadvantage cannot have implants of any kind.
Having a price on your head is no small problem. There may also be complications with certain
His means that any level of bounty hunter, surgical procedures. Prosthetic(s) do not
concerned citizen or military official can turn you function with you at all. This actually allowed
in for the price of the bounty. more than a few clones to disobey order 66.
Notes:
INFAMY 1-3: 1 System, 2 Sector, 3 Galactic
• A System Bounty typically typically pays
This applies a +1-3 DR penalty to your social
around 20,000 Credits, minus the guild and
interactions as well as a -1-3 DR to search rolls
processing fees (Hunters receive about 15k).
performed in security systems to locate your
• A Sector Bounty typically pays around
whereabouts (not search to find you skulking
60,000 Credits, minus the guild and
about, just general vicinity of operations to put
processing fees (Hunters receive about 45k).
troops on alert).
• A Galactic Bounty typically pays around
200,000 Credits, minus the guild and JEDI ACADEMY WASHOUT 3: Cannot
processing fees (Hunters receive 175K). Raise one Force Skill above 4D, EVER. Begin
This is the entry level bounty on Han Solo, Game play with Dark side Attunement 1.
Luke Skywalker and Princess Leia after the Traditional Jedi Only
battle of Hoth. LIMITED JEDI 1: This permanently caps the
• The assumption here is that the payout is for Force Potential Attribute at +2 Pips. It can never
bringing in the individual alive. Death of a be increased. Furthermore, Control, Sense &
hunted individual will still pay ½ with a Alter skills have a maximum cap of 4D (a
confirmed kill. maximum of 14 Force Powers other than
ID TROUBLE / IDENTITY CRISIS 3: PC has Inherent ones).
NO identification of any kind IE: no credit • Note: This disadvantage is only awarded
account possible, must carry cash (no matter when selecting Limited Jedi.
where you are), and cannot register vessels. MINOR JEDI 3: Can only Posses a singular
People are even unlikely to barter with you. Force Skill, cannot chose to be Quixotic,
Falsified credentials operate at a -2 DR penalty Somatic or Sorcery. Must still follow the path of
to their rating. A +9 penalty is applied directly to a Traditional Jedi. Other two skills can only be
the difficulty of all the Hero’s tests that involve activated through use of base attribute. Any
financial transactions of any sort. Powers that rely on all three Skills do not suffer a
• This cannot be easily bought off: You will unskilled penalties for the other two skills (it’s
first have to become registered with a Faction bad enough that you can only use Force Attribute
(typically the one in power) at an equivalent to activate them). Traditional Jedi Only
level. Then you will have to exonerate MISSING LIMBS 1-4: 1-4 limbs: Can be
yourself to that faction at a rate of 5 CP per supplemented with a Droid Arm or obvious
session until you reach 30 (6 sessions). prosthetic.
• Any transgressions after registration will
CODE OF CONDUCT/HONOR 1-3: Code
convert to Enemy, Hunted and possibly even
against killing, etc. It can be a lifestyle choice as
Death Marks.
well. 1: is a specific code, against one (GM
• If already registered, in negative fashion you Approved) thing. Like an unwillingness to kill
will have to clear that record and then start an unarmed foe. 2: Is an expanded concept, like
all over again. pacifism. 3: is a code of honor, that you live and
IMPERIAL/FACTION RECORD 1-3: Wanted die by, that is damn near unshakable and carries
(but not specifically hunted) for a minor offense, severe repercussions if it is violated.
can be taken up to three times. Also applies to NIGHT BLINDNESS 2: +3 to difficulties in
being cataloged in a database due to station in space, +6 at night, +9 no ambient light. +1 DR
life. 1: Cataloged because of status, 2: you get to any ranged Combat (Whichever is worse, the
in trouble a lot and it’s been recorded, 3: You’re difficulty adjustment or the DR adjustment).

159
OVERBLOWN HONOR 2: Rarely backs down DR to tests vs Poison.
from a challenge. 18 - 60 Base Willpower target • Cannot be Cloned. Clones die in gestation.
to resist. Correctable: A nice lobotomy will • Body rejects bioware, cannot install it.
eliminate this issue. • Cannot have children.
POOR HEARING 1: -3 to all hearing based • Bacta & Kolto Tanks ½ Effectiveness and
tests. This is correctable with hearing aids, double heal times.
cybernetics, bioware, etc after game start. • All Bacta / Kolto healing aids fail to function
(Bacta Gel Tabs).
POOR VISION 1: -3 to all sight based rolls • -2 DR to install cybernetics by. There is no
(including Gunplay, thrown weapons, missile bodily rejection to cybernetics. Thus, lost
weapons, Starship Gunnery, etc.). This is limbs are easily replaced with Cyberware/
correctable with optics, vision aids and Droid components.
cybernetics / bioware after game start.
Note: Accelerated Healing will negate the
QUIRK 1-3: examples (1): Dependency, healing penalty by 2 per Level.
Kleptomania, Indecision, Stutter; examples (2):
Major Dependency, Compulsively Secretive; (3): UNLUCKY 1-3: GM determines 1-3 tests per
Massive Addiction, Paranoid, Phobic, Vengeful, game that the Hero automatically fails the first
Homicidal Stupidity time or 3 attacks that automatically hit the Hero
Cannot possess Lucky as an advantage.
RELIGION 1-3: Must practice/pay homage
regularly and Role Play it. Depending upon the UNATTRACTIVE 1-2: -3 to -6 to social Tests
level of investment it will play an more active in certain (most) situations, if sight, smell or
role. hearing are involved.
• Players that fail to incorporate it UNMISTAKABLE FEATURE(S) 1-3: Scars,
appropriately will incur Infamy among other tattoos, etc. Recognition of the Features: 1
followers of the Religion (and the GM will system, 2 Sector, 3 Galactic. The features can be
provide them). hidden to some extent or another.
Notes:
SOCIALLY RETARDED HERMIT 5: The • They will come into play at some point, GM
player has a crippling level of ineptitude when it discretion, regardless of the level of caution
comes to dealing with others (that’s putting it the players exhibit (like sleeping in armor).
mildly). These can also act like Unattractive
• Hero Suffers +5 DR to all Social Skills Appearance if the features encompass self
disfigurement/mutilation (Yuuzhan Vong).
• Hero cannot hide their dysfunction. They • It’s better to think of these as if they have
could be fully armored and yet everyone some level of manifestation into the Hero’s
around them would know something is personality as well. For example, someone
VERY wrong with them. who has mannerisms consistent with a gang
• Their only hope is to work through or group of interstellar vagrants that all have
intermediaries that speak on their behalf. similar beliefs. Thus, even if the features are
hidden, it’s only a matter of time before the
• Employment yields half the cash. right profiler can identify the corresponding
The penalty can be gradually bought off over a behaviors.
period of 10 sessions, at 5CP per session of • Any Hero can have tattoos, full body
active Social Training (entire game). covering, scars, etc. This is a disadvantage,
not a character personalization trait. It
STERILE 3: This is not merely infertility. It is carry's with it possible social stigma, outrage,
a genetic anomaly which effects more than hatred, fear, disgust, homicidal rage, etc.
procreation. All other healing aids operate
normally. WEAK CONNECTION, FORCE 1-3: The
• Reduce all healing by 6. Forcec practicioner has a limited potential. This
• In some circumstances this can be a good reduced the Jedi’s Maximum Force Attribute and
thing, for example, the Hero is immune to it Caps it. Per Point reduce the maximum Force
disease & Neuro(mental/interrogation)/ Attribute & Potential by 1 Pip.
Genetic Toxins(targeted to kill species). -2

160
Hero Customization race and background choices (like the complete
overall of the Bounty Hunter Template and the
Brash Pilot Template).
Chapter 7 is the final stage in Hero
customization. At this point you should already Some templates take advantage of selecting
have a fleshed out character. This is simply the additional disadvantages, some do not because
icing on the cake. At this stage you can they really aren’t necessary. Furthermore, I have
customize more, with more freedom. While this taken the time to almost completely re-write the
has been true of specific prior tiers, there are no Advantages and Skill sections of the book.
drawbacks at this stage in order to have There are some changes here to how some things
customization freedom. function (like Spaceborn as a 2 point Advantage
instead of a 3 point one and benefits changes in
Stage Five: Customization it). I highly recommend reading everything.
• Add 4 Skill slots of Choice
• Option to choose a Disadvantage from On the “template”:
1 - 3 points and another Advantage from If you see an number next to a weapon like:
1 - 3 points. Blaster (24) that means that the blaster delivers
24 points of damage + lethality to enemies per
Here you can round out Advantages that you
shot. Items like the Shock-boxer's Knuckles
received from earlier stages or purchase new
(charged Brass Knuckles) deliver Strength
ones. Here you can add Advanced Skills,
Damage + “x” points + Lethality. Starting armor
Advanced Proficiency(s), and Specializations.
types will also list the forms of resistance they
Here you will assign your Attribute Dice, and
have as well as the coverage: Full Suit L1 P&E
then place Skill Levels into your chosen Skill
(Physical & Energy) = the suit covers the the
Slots.
torso, front and back, arms and legs and confers
In my opinion, this is the most important part of a +5 damage resistance to both Physical damage
your character’s design. Because aside from and Energy damage. This section foregoes any
your Starting Profession, Social Standing and type of fancy template format. I have been
formative backgrounds you really place your mulling over pulling the fancy templates anyway,
own stamp of character customization here at they add unnecessary bulk to the file and corrupt
this stage. when I alter pages.
On the following pages you will see Cara Dune’s • We break down all the derived Attribute
template and notice there are a few differences, Values on the templates.
like her Wound Threshold. This is because, in • Typically, the Condition Monitor is referred
the customization phase I purchased the to as the “Injury Tracker” on character sheets.
Advanced Proficiency “Punching Bag / Tank” Wound Threshold refers to the base resilience
which adds another +1 to Wound Threshold in of an individual before applying thresholds
addition to a -1 DR to resist certain forms of for Stunned and Wounded.
torture and making endurance rolls.
• Stunned is technically a part of the Condition
I have included a number of pre-made templates Monitor in that it only refers to the point at
(at the end of the book) that incorporate the which an individual sustains a +5 penalty to
selected race and all of their creation choices all skills for 1 round (before shrugging it off)
minus, name, height, weight and such. Very in non-lethal combat. It is also the level at
similar to design templates in my previous which a “Hard Stun” weapon like a Blaster
iterations of the book, just more complete. This set to stun will drop an individual
new design process requires that you make unconscious for 12 rounds.
selections and plug them into the character in • Every level of Hard Stun past the first will
order to generate the pre-made template. Thus, add another 12 rounds to the stun duration.
anything presented here is a complete, ready to If Hard Stun exceeds the Condition
play character. Monitor’s “Instantly Killed” rating in stun
Furthermore, I have added some back story to damage, the damage begins converting to
each template. Some of this comes right out of lethal damage on a point to point basis.
the old WEG templates, though much of it
required modification to allow it to fit with my

162
• We have moved away from random damage 4. Any damage remaining is then applied to the
on weapons as the mechanic was condition monitor and remains constant until
cumbersome and too variable. Blaster healed.
Pistols, all too often, didn’t seem like the
Now, in fast play rules we handle the NPC
incredibly lethal weapons they actually were.
enemies quite differently. If they are not major
That’s not just the only reason however. We
adversaries, they don’t do all of what we just
moved away, largely (some instances will
described.
call for more chance) from variable damage
to get rid of constant dice pools being rolled 1. You hit the enemy, apply any lethality to the
over and over again. damage.
2. Ablate the initial damage via any applicable
Game Play Rules armor type.
Just knowing that a 4D Blaster Pistol will 3. Calculate damage on the Damage Monitor, do
outright kill an unarmored 2D Strength not afford the NPCs a Strength Roll.
combatant has a nice simplicity to it. Actually Thus a 4D Blaster Pistol, that is delivering 40
running games involving massed NPC Points of Damage hitting a Stormtrooper in
adversaries against a group of heroes will run Armor (L1 Energy Ablation) delivers 35 Points
more fluidly and a GM can simply pick off their of damage not counting any Lethality applied.
adversaries with ease instead of rolling each, An average Stormtrooper has a 2D Strength, that
individual enemy. Effectively we were working is 6 pips of resistance +1 for Stun, +1 for Wound
on a “fast play” mechanic for general encounters. = 8 x 5 = 40 Points of Condition Monitor:
1. In normal play, when you are hit, “x” amount
of damage is delivered, depending upon how 8 = Wounded
much that skill test defeats the target number
a certain amount of “Lethality” can be 16 = Wounded Twice
applied to the damage as well (1 point for
every 5 points of skill over the target 24 = Incapacitated
number).
32 = Mortal Wound, Dies in 6 rounds
2. The damage is then reduced or “ablated/
mitigated” by any armor that the target has. 40 = Instantly Killed
The target/hero then has the option to request
that their armor soak the entire damage, The trooper receives a mortal wound, and drops.
which means you take the Ablation/ Next target!
Mitigation value and multiply it by 5 (a
standard condition monitor). This totaled With the above example in mind just know that
amount of soak then further reduces the evading enemy fire is incredibly important in this
damage in addition to the initial Ablative edition of the game. Getting shot will be a LOT
value (This will destroy the armor). more like the Star Wars Movies. Players that get
shot, unlike their NPC counter parts, have the
3. If there is no armor or the ablation of the luxury of a myriad of ways in which they can
damage is complete then the damage is reduce the damage.
applied directly to the “Condition Monitor”,
which is the target’s Strength Attribute in We found that it was impossible to even wound
pips + 1 for Stun & +1 for Wound = a value our players in the late game using a pure dice
that is then multiplied by 5 (Wounded, mechanic. There was a loss of grit and tension
Wounded Twice, Incapacitated, Mortally in game play that never really seems to
Wounded, Instant Death). At this point the disappear with a Condition Monitor. Plus,
target then Rolls their Strength Attribute and healing makes more sense now and is easier to
further reduces the damage by whatever they handle.
randomly roll. They can also add Character
Points or a Force Point to further reduce the
damage.

163
Personal Gear, Rarity Unrestricted: Slugthrowers, Stun Weapons,
Pulse Wave Weapons (due to age), Holdouts,
Levels & Restrictions defensive unarmed/melee weapons and Sporting
Weapons.
Items should be grouped into certain logical Licensed: Military Grade weapons, Blaster
categories: Everyone in Star Wars carries a Pistols, Automatic Slug throwers and Burst Fire
Blaster Pistol, the old WEG setting characterized Blasters. Fines for unlicensed carry should be to
the Heavy Blaster as a highly restricted weapon force the individual to pay for a license.
and in many cases it offered little to no benefit
over standard blaster pistols. As a general rule, Restricted: Heavy Military Grade weapons and
expect that anything that is a “Pistol” is legal. munitions. Medium Burst Blasters. Fines for
All Sporting Weapons are legal as well. Holdout unlicensed carry here should cost 25% of the
Blasters are, generally speaking, hard to detect & weapon’s base (unmodified cost) + the Licensing
backup weapons. Fee.
Military Grade Rifles like the E-11 & Storm Illegal: Banned weapons (like Lightsabers),
Trooper One will carry a restriction to be carried Disruptor weapons. Full Automatic Blasters.
by Militia, Mercs, Military and licensed Bounty Fines can range from 50% to 150% of the base
Hunters and ex military types. Granted, you can cost of the weapon based upon the level of threat
take a sporting weapon, a regular blaster pistol it poses, if discovered.
and heavy blaster pistol and turn the things into Era Ratings:
hand cannons. Expect the appropriate response Helpful for Era oriented game-play settings,
by authorities when heroes are vaporizing totally optional to use or not. Some items are so
everyone with sporting weapons. Riot Guns old that they are no longer widely available and
should be considered to be somewhat legal. belong in a museum or trash bin.
Illegal weapons should be, pretty much, no X: Xim the Despot
brainers. Weapons so lethal, that if they fell off a KO: Knights of the Old Republic
shelf and were accidentally activated they might PE: Pre Empire
cut a hole in the planet’s crust, or vaporize a RE: Rise of the Empire
person. Thus, weapons like Lightsabers and RE: Rebellion
Disruptor weapons can be considered to be LR: Late Rebellion
highly Illegal. As can weapons like the NR: New Republic
Concussion Missile Launcher, Concussion Rifle, JA: Jedi Academy
all grenades, etc. The interesting caveat here is YV: Yuuzhan Vong Invasion
that weapons like Alchemical Swords wouldn’t L: Legacy
expressly be considered to be restricted in any
capacity. They are archaic weapons that look Weapon Cost: Part of a weapon’s cost is it’s
like a toy to most people compared to more body strength. Anything that doesn’t expressly
modern vibro weapons. Heroes can carry these stat it’s body strength is assumed to have a 2D
weapons without fear of any restriction, Strength. Anything beyond 6 pips (2D) adds to
anywhere, until they become known for using it cost.
to cut open Storm Trooper transports and gin- Armor Ratings and how to interpret them:
suing troopers en-masse. • Physical Protection is “P”
Rarity levels: are rating from 1-10. They are • Energy Protection is “E”
defined by a target difficulty number of 10 times • The numbers after the letter are how man
their rating to locate. These items will be Dice and Pips make up each protection value:
procurable by either Search or Streetwise tests. P1/E2 or P.2/E1.2 in the latter case P.2 = +2
Search is used for for general items and those Pips and E1.2 = 1D+2.
that are widely available, while Streetwise is Personal Shields: May have radically higher
utilized for items procured from the Black ratings associated with them over standard armor
Market exclusively or items so rare or illegal that to represent the pool from which they can absorb
they require delving into underworld contacts to damage. They will generally not be “Hard
acquire. Shields” (Ablative) like standard armor unless
otherwise noted.

165
Blaster Pistols
“Hokey religions and ancient weapons are no
substitute for a good blaster at your side.”
- Han Solo
When the trigger is pulled, a small volume of the
Tibanna gas is chambered. The chamber excites
the gas particles with energy from the power
pack. Afterwards, the gas is compressed into a
beam by a prismatic crystal and the galven
circuitry in the barrel of the weapon.
Notes: Rarity: 4
• We have included extra value in purchasing Cost: 1,080 Credits
Name Brand items. Standard Items have a (Body 4D+1)
Body Strength of 2D. Included Equipment:
• The overall power rating of any blaster is • Maintenance tools (+2)
determined by how much Tibanna gas & • Custom Holster
power it holds. The less shots carried for will The Golan Arms Heavy Defender is the gold
allow a heavier weapon. Thus, any heavy standard in legal, self defense weaponry. The
blaster with under 50 shots tends to easily gun is built well, carries twenty five heavy stun
pass through weapons scanners as something shots and it’s range is functionally greater than
more akin to a sporting blaster. anything else in the defensive sidearm class. It’s
size is intentionally large as to intimidate
Generic, Stun Only, Blaster Pistol: opponents of the bearer. Stun bolts also
Damage: 30 Stun Only (3D) resemble massive (red) Blaster Shots so as to
Range: 3-10/30/60 confuse adversaries into believing they are being
Ammo: 20; Extra Mags: 15 credits shot at with a cannon. +5 to intimidation tests
Era: KO+ for anyone not familiar with the gun. The
Rarity: 0 weapon is exceedingly legal in most systems.
Cost: 324 Credits
(Body 2D) BlasTech DH-17:
Generic Blaster Pistol:
Damage: 40; Has Stun Mode (4D)
Range: 3-10/30/120
Ammo: 100; Extra Mags: 75 Credits
Era: PE+
Rarity: 1
Cost: 864 Credits
(Body 2D)
Generic Heavy Blaster Pistol: Damage: 40; Has Stun Mode (4D)
Damage: 50; Has Stun Mode (5D) Range: 3-10/30/120
Range: 3-10/25/50 Ammo: 100; Extra Mags: 75 Credits
Ammo: 25; Extra Mags: 75 Credits Era: PE+
Era: PE+ Rarity: 2
Rarity: 1 Cost: 1,512 Credits
Cost: 1,080 Credits (Body 3D)
(Body 2D) Included Equipment:
• Standard Scope (+3 to hit, 1 FA)
Golan Arms Heavy Defender:
• Fire Control: 1D, Applies to standard
Damage: 69; Stun Only (6D+2)
functions with the pistol. No Free Action
Range: 5-10/30/90
Required. This can be added as a bonus to
Ammo: 25; Extra Mags: 12 credits
hit or to mitigate multiple action penalties.
Era: KO+
The DH-17 blaster pistol was commonly used by

166
soldiers of the Rebel Alliance for conflicts arsenal during his time as the head of security at
aboard starships, and sometimes the officers of the Ace of Sabres.
the Galactic Empire carried it instead of the
BlasTech DL-18 Blaster Pistol:
standard E-11 blaster rifles. The DH-17 has
integral fire control. The pistol can also be fired
fully automatic, draining the magazine in a round
(Difficulty 18 to convert, renders weapon
useless: +30 to damage, +9 to hit, 30 Degree
Blanket Arc of Fire). Its high rate of fire and
exceptional accuracy makes it ideal for medium
range combat.
SoroSuub “Renegade”:
Damage: 40; Has Stun Mode (4D)
Range: 3-10/30/120
Ammo: 100; Extra Mags: 75 Credits
Era: PE+
Rarity: 1
Cost: 1,296 Credits
The rugged standard for blaster pistols
(2D+1 Body)
Damage: 56; No Stun Setting (5D+2) Included Equipment:
Range: 3-7/21/63 Maintenance tools (+1 pip to the DL-18)
Ammo: 25; Extra Mags: 25 credits Custom Holster (+1 pip to quick-draw)
Era: RE+ Can add Scope (+3 to Aiming, 1FA): 25 Credits
Rarity: 2
BlasTech DL-22 Blaster Pistol:
Cost: 2,352 Credits
(Body 4D+2)
Included Equipment:
• Maintenance tools (+1)
• Standard Scope (+3 to hit, 1 FA)
• Lack of on-board diagnostics: adds +5 to
the difficulty of modification, repair and
maintenance tests.
• Custom Holster (+2 to quick Draw)
The Renegade is a heavy blaster pistol created by Damage: 43; Has Stun Mode (4D+1)
SoroSuub Corporation during a period of intense Range: 3-11/32/128
competition referred to as the blaster wars. Ammo: 100; Extra Mags: 75 Credits
During this period the big three weapon Era: RE+
manufactures, Merr-Sonn Munitions, Inc., Rarity: 1
BlasTech Industries and SoroSuub, all attempted Cost: 1,848 Credits
to create the "ultimate heavy blaster pistol". The Builds off the DL-18, improved in every way.
Renegade held this coveted title until BlasTech (2D+2 Body), -1 DR to Modify
released their T-6 heavy blaster pistol. Included Equipment:
Maintenance tools (+2 pips to DL-22)
Although not the most powerful pistol, the
Custom Holster (+2 pips to quick draw)
Renegade was still immensely popular with
Can Add Scope (+3 to hit, 1FA): 25 Credits
pirates and smugglers who felt its heavy punch
and slim design, when compared to its more Merr-Sonn Model 434 “Death Hammer”
powerful competitor, created a far more deadly Heavy Blaster Pistol:
weapon. However, the Renegade lacked features Damage: 50; Has Stun Mode (5D)
found on other blasters such as a stun setting or Range: 3-10/40/80
integrated diagnostic tools. Ammo: 50; Extra Mags: 75 Credits
Era: RE+
Dunan Par'Ell utilized a Renegade as part of his
Rarity: 2

167
Republic blast pistol that had served for
millennia with distinction.
Blastech DL-6H Heavy Blaster Pistol:

Cost: 2,100 Credits


Damage: 50; Has Stun Mode (5D)
Durasteel Plated (Body 3D+2)
Range: 4-20/45/140
Included Equipment: Maintenance tools, Holster,
Ammo: 25; Extra Mags: 50 Credits/60 Modded
Scope (+3 to hit, 1FA)
Era: RE+
The Merr-Sonn Model 434 got it’s name due to Rarity: 3
it’s durability more than it’s ability to put beings Cost: 2,016 Credits
in the ground. The weapon was used in close (2D+2 Body)
quarters on a planet that rendered tibanna gas Included Equipment:
inert, and the owner had been asked to test the Maintenance tools (+2)
weapon in those environs specifically. The Custom Holster (+2 to quick draw)
Model 434 was able to get five shots off prior to Optional Scope (+3 to hit, 1FA) 25 Credits
it’s magazine being rendered inert (other blasters After Market Mods: +25 to Ammo: 40 Credits
were crippled prior to the first shot) and the (Still detects as legal)
bearer then proceeded to beat his assailants to
The DL-6H is an older blaster design that
death with incredibly sturdy weapon. Thus the
predates the Empire. The weapon was designed
name, “Death Hammer” because the weapon was
as an elegant weapon, having more in common
literally used as a hammer.
with sporting blaster styling. It attempted to
Blastech DL-44 Heavy Blaster Pistol: penetrate the civilian market place as an
unconventionally stylish weapon for the era in
which it was introduced. It is a highly sought
after piece that Blastech will do limited
production runs on the anniversary of the gun’s
unveiling. What is remarkable about the sidearm
is that it has better than blaster pistol range with
a heavy blaster’s punch.
Blastech T-6 “Thunderer”:

Damage: 50; Has Stun Mode (5D)


Range: 3-10/25/50
Ammo: 25; Extra Mags: 50 Credits
Era: PE+
Rarity: 2
Cost: 1,584 Credits
Rugged Standard for Heavy Blaster Pistols
(2D+2 Body) Damage: 66; Has NO Stun Mode (6D+2)
Included Equipment:
Range: 3-12/36/60
Maintenance tools (+1 pip to DL-44)
Ammo: 25; Extra Mags: 50 Credits
Custom Holster (+1 pip to quick draw)
Era: RE+
Scope Standard (+3 to hit, 1FA)
Rarity: 2
The DL-44 is what Blastech refers to as their Cost: 3,108 Credits
“Classic” series. It is modeled after an Old (4D+2 Body)

168
Included Equipment: The Series III Is designed for a skilled
Maintenance tools (+3) marksman. Requiring a keen eye and steady
Custom Shoulder Sling (+2 Quick Draw)
Scope Standard (+3 to Aiming, 1 FA)
Barrel Support (+1 to Braced Shots, stacks with
Aiming when braced on a surface)
The T-6 "Thunderer" is a heavy blaster pistol
manufactured by BlasTech Industries in response
to the creation of the Renegade heavy blaster
pistol by the SoroSuub Corporation. The
"Thunderer" was created with the sole purpose of
surpassing its rivals in pure power, and allowed
BlasTech to claim the title "king of the blaster
wars".
The T-6 "Thunderer" is extremely bulky and
heavy, and remains just under the size limit to be
considered a pistol. Its potential for inflicting
damage is high, and packs a powerful shot with
minimal kick-back. However, the barrel wasn't
always capable of handling the blaster's power,
and some were known to warp if the owner didn't
allow time for the barrel to cool between shots.
If this occurs during a firefight, the prismatic
crystals, which focus the weapon, could become
misaligned, causing the weapon to explode. The hand. This precisely balanced weapon adds +6
T-6 has capacity for twenty-five shots, and has a to the difficulty for any user with a gunplay skill
range of up to sixty meters. All of that with an of less than 4D. However, anyone with a blaster
incredibly impressive medium range. skill of 5D or higher gets a +2 to hit.
The "Thunderer" is almost comparable in size The weapon is highly sought after in less than
and blaster carbine (and exceeds its damage save legal circles and is a mark of a deadly adversary
for 1 carbine on the market), or even a rifle, and Moderate NPC Streetwise: Confers +5
is sometimes classified as such by planets that circumstance bonus to the player’s interactions
restricts those weapons. It even possesses a flip- with criminals and Corellians.
down barrel support that allows it to be used like
Caelli-Merced Sentinel IV Heavy Blaster
a carbine. The "Thunderer" possesses no stun
Pistol:
setting and is considered to be highly illegal (in
any era) though you wouldn’t know by the sheer
volume of units sold.

Caelli-Merced Series III Blaster Pistol:


Damage: 48; Has Stun Mode (4D+2)
Range: 3-15/50/150
Ammo: 100
Era: PE+
Rarity: 4
Cost: 3,840 Credits, Ammo Magazines: 100
(Body 3D)
Included Equipment:
• Maintenance Tools (+6)
• Integral Scope (+3 for Aiming, 1FA)
• Custom Holster (+1D to quick draw,
mitigates multiple action penalties , 1 FA) Damage: 59; Has Stun Mode (5D+2)

169
Range: 2-12/36/108 Cost: 2,268 Credits, Ammo Magazines: 150
Ammo: 100 (Body 3D)
Era: PE+
The Bryar Technologies sidearm is a hybrid of a
Rarity: 5
Blaster Carbine and a Heavy Pistol. Designed
Cost: 4,320 Credits, Ammo Magazines: 125
for impressive accuracy and range, while
(Body 4D)
retaining Heavy Pistol Damage. Anyone with a
The Sentinel IV designed for an advanced user. Gunplay skill of 3D or higher receives a +1 to hit
This precisely balanced weapon adds +6 due to the weapon’s balance and precision.
difficulty for any user with a gunplay skill of less
In addition to this, the pistol can be charged to
than 5D but anyone with a gunplay skill of 6D+
deliver extra damage. Per Free Action assigned
gets a +2 to hit & +5 dmg.
this the weapon generates 10 points of,
Included Equipment:
additional Damage (+30 Damage for 3FA: 46 +
Maintenance Tools (+3 to the Sentinel IV)
30 = 76; Consumes 1 shot per charge in addition
Integral Scope (+3 for Aiming, 1FA)
to the standard shot: 2-4).
Custom Holster (+1D;+2 to quick draw,
mitigates multi action penalty & adds 2 to The weapon is highly sought after in less than
Quickdraw, 1FA) legal circles and is a mark of a deadly adversary
Moderate NPC Streetwise: Confers +5
Carrying a Sentinel IV is a status symbol among circumstance bonus to the player’s interactions
the Black Bha'lir. Older variations of the weapon with criminals and Corellians.
have been passed down from one generation to
the next and remain every bit as formidable as Pulse Wave Weapons
the new models coming off the line.
Note: While not a common weapon. The
Sentinel IV is quite distinctive. Anyone who
makes a Difficult streetwise test and recognizes a
Sentinel IV understands that whoever is carrying
the weapon is not a person to be trifled with.
Smugglers, bounty hunters, assassins and people
of a similar background only need a Moderate
success (+6 circumstance bonus).

The pulse-wave blaster, or pulse-wave pistol, is a


ranged weapon seen as the predecessor of the
blaster pistol. They were commonly in use prior
to 4000 BBY, but had been replaced by the first
models of the blast weapons by 3956 BBY. By
the time of the Rise of the Empire era these
weapons are virtually extinct and considered
archaic, however they are still used in the Outer
Rim Territories and in Wild Space.
Pulse-wave blasters operate with similar
Bryar Technologies Blaster Pistol:
principles to a regular blaster, firing small
Damage: 46*; Has Stun Mode (4D+2)
packets of coherent energy at a target. The
Range: 3-15/45/200
energy dissipates as it moves away from the
Ammo: 50 weapon making it less suited for longer ranged
Era: RE+ engagements. They create a spatial distortion
Rarity: 4
when fired, which alters the atomic make-up and

170
is deadly at close range. This effect is much like Rarity: 8
that of disruptor weapons, making even the most Cost: 2,025 Credits
ancient of models illegal. (Body 5D + Cortosis Resistance R2)
• 10% of the Damage is penalty to heal
An exceedingly rare gun, the Greff-Timms
wounds (40 = -4 Points of healing per hit)
“Dragon” Pulse Wave blaster is a rugged firearm
Greff-Timms ATA Pulse Wave Blaster designed in an era where Jedi were abundant
Damage: 40 PW; No Stun Setting (4D) with a mind to being resistant to being destroyed
Range: 3-8/20/100 by Lightsabers and possessing a secondary fire
Ammo: 100; Ammo Mags: 25 Credits mode, specifically designed to kill Jedi. As with
Era: KO all Pulse Wave weaponry, there is no stun setting.
Rarity: 0 Standard Concussion shells are relatively easy to
Cost: 600 Credits fabricate, costing about 70 credits for time and
(Body 4D) materials to fabricate the disposable cylinder and
the 6 shells it holds. However, the Concussion
The earliest and most common of the Pulse-
Shells it was designed to use were encased in a
Wave designs is the Greff-Timms ATA. It was
Cortosis woven sheath (much like the gun itself).
mass produced at it’s inception and marketed as
Lightsabers will not easily destroy a Cortosis
the essential “defense” for all citizens of the
woven object. Thus when fired at a Jedi
galaxy. The weapon found itself into, literally,
wielding a Lightsaber that actively parries the
every galactic arsenal of the era and was the
Concussion Shell, the round slips past the blade
defacto standard sidearm for almost the entire
slamming into the intended target. These aren’t
galaxy. Even at the height of it’s use it was so
explosive, they’re essentially big bullets/slugs
inexpensive and available that few other
that are accelerated to modern speeds by a
weapons were employed. So many were
concussion charge. This mode of fire is known
produced they are still discovered, by the crate
for emitting massive recoil as a result.
full, in older ruins. Even with it’s near disruptor
like lethality, the ATA has a going price of 400 It’s been roughly 3,500 years since the weapon
credits on the open market and is one of the most has seen widespread production and use. Pulse
highly smuggled and sold weapons to developing Wave blasters are known for being rugged and
species. While Greff-Timms produces many durable, this pistol is no exception. An ancient
other models, few were as popular as the ATA. weapon that has stood the test of time and still
packs a considerable punch whether or not you
Greff-Timms “Dragon” Pulse-wave Blaster
are using Cortosis Woven Concussion shells or
not.
Note: Anyone wielding one of these weapons
can parry Lightsaber & Alchemical Weapon
attacks without the fear of their weapon being
destroyed easily.

Greff-Timms ATA II Pulse-wave Blaster

Damage: 51 Pulse Wave (5D)


Damage: 80 Concussion Shell (RoF:1) (8D)
Range: 3-15/30/90(P-W); 5-15/30/60
Ammo: 25; Ammo Magazines: 35 Credits (P-W)
Damage: 43 PW; 30 Stun (4D+1)
Ammo: 6; Ammo Cylinders: 1,012* (810) (C-S)
Range: 3-8/24/96; 3-12/24/48 (Stun)
Era: KO
Ammo: 50 / 10 Stun; Ammo Magazines: 30

171
Credits (P-W); 5 Credits (Tibanna Gas Stun)
Era: KO
Rarity: 3
Cost: 768 Credits
(Body 4D)
The ATA II is an evolution of the ATA design that
saw the addition of a second barrel for emerging
Era: KO
tibanna gas powered stun bolts. The weapon was
Rarity: 4
an attempt to slow the decline sales that was
Cost: 1,031 Credits
occurring due to the growing acceptance for blast
(Body 5D)
pistols and rifles (early versions of Blaster Pistols
Included Equipment:
and Rifles). A bit more primitive, than a switch
Precision Scope (+7 to Aimed shots, 1FA)
on a modern blaster, the Greff-Timms Pulse-
Integral Stock (+1 to hit)
Wave blaster pistol has a second trigger for it’s
(Weapon must be braced or used two handed)
stun setting and a second barrel to allow the
weapon to feature a Tibanna gas fueled stun The Greff-Timms Type A-II is an evolution of
setting. The weapon is relatively common in the original Type A rifle. It endeavors to extend
backwater territories. the effective range of the weapon to compete
with blast rifles that were fast evolving into
Greff-Timms Heavy Pulse-wave Blaster blaster grade weaponry. The Type A-II had the
desired effect, the enhanced output and the
increased range, combined with a high optic
scope allows the weapon to remain incredibly
deadly even into the Galactic Civil War Era. As
with many of their weapons the second fire mode
possesses a second trigger instead of a fire mode
selector.
Of the Pulse-wave rifles available in modern
eras, the Type A is the most common. With
Rarity: 2 and only a single fire mode, 50 damage
out to 150 meters. It has a price tag of 925
Credits.
Pulse Wave Notes: All Pulse Wave weapons
except the “Dragon” and the Heavy Repeating
Damage: 43 / 56 Second Trigger (4D+1 / 5D+2) units in the Repeating Blaster’s section are
Range: 4-16/32/96 available at varying degrees of discounts on the
Ammo: 50; Ammo Magazines: 35 Credits Black Market. They’re old guns, with no real
Era: KO collectors value. These weapons don’t trigger
Rarity: 4 weapons detectors. Their power cells are no
Cost: 862 Credits more complex than those used in Lightsabers.
(Body 5D)
The Greff-Timms Heavy was, literally, just “Civilian” Sporting Blasters
called the “Heavy”. The weapon’s second
trigger fired the higher powered shot and requires Generic Sporting Blaster Pistol:
2 Ammo to be expended per trigger pull. This Damage: 33; Has Stun Mode (3D+1)
variant of the weapon is much harder to find than Range: 3-10/30/60
the ATA or ATA II. However, it is nowhere near Ammo: 50; Extra Mags: 50 Credits
as difficult to find as specialty pistols like the Era: PE+
Dragon. Rarity: 0
Greff-Timms Type A-II Pulse-wave Rifle: Cost: 700 Credits
Damage: 50 (1 Ammo); 60* (2 Ammo) (5D/6D) Generic Sporting Blaster Rifle:
Range: 3-20/75/150 (450*) Damage: 43; Has Stun Mode (4D+1)
Ammo: 50; Ammo Magazines: 25 Credits

172
Range: 6-30/90/270 easily concealed, especially within hidden
Ammo: 50; Extra Mags: 50 Credits pockets. The Defender can be disassembled
Era: PE+ within a few minutes into three pieces, the grip,
Rarity: 0 receiver, and barrel, for easy storage or
Cost: 950 Credits concealment as innocuous items which can pass
through most security scans or personal searches.
DDC Defender:
This is done by typing a three-digit code in the
access panel above the trigger, and the three parts
(handle, receiver and barrel) can be reassembled
in under ten seconds. In addition an internal
computer automatically repairs minor
malfunctions, while its power pack can be
changed quickly, it carries enough power for
about 100 shots. A smaller more compact
version of the Defender is also produced.
SoroSuub X-30 “Lancer” Target Blaster:

Damage: 33; Has Stun Mode (3D+1)


Range: 3-10/30/60
Ammo: 100; Extra Mags: 100 Credits
Era: PE+
Rarity: 0-1
Cost: 700 Credits
(Body: 2D+1)
Damage: 37; Has Stun Mode; +2 to Hit (3D+2)
Included Equipment:
Range: 3-10/30/120
Maintenance Tools
Ammo: 50; Extra Mags: 50 Credits
Optional Scope (+2 to Hit, 1FA)
Era: RE+
Custom Holster (+1 to quick draw)
Rarity: 1
The Defender sporting blaster pistol is made by Cost: 770 Credits
the Drearian Defense Conglomerate. The DDC (Body 3D)
Defender is a low-powered weapon, meant for Included Equipment:
civilian self-defense and small-game hunting. It Maintenance Tools (+1)
is also a popular weapon for use in honor duels Optional Scope (+3 for Aiming, 1FA)
among the nobility. Custom Holster (+2 to quick draw)
Compared to other blasters the Defender uses The SoroSuub Corporation X-30 "Lancer" target
very little tibanna gas, instead relying on its blast pistol is as stylish as it is functional. It is
small power pack to provide most of the energy designed specifically for competitive shooting
for each shot. This meas a number of limitations and has an enhanced barrel with a balanced stock
for the weapon: its low-powered shots have a designed with an over-concentrated beam to
short range and can only kill a Human with a extend the firepower to a longer range.
direct hit, advanced components including
Merr-Sonn Quick-Six:
enhanced galven circuitry, focusing coils and a
Damage: 36; Stun: 48 (3D+2 / 4D+2)
galven ring in the emitter nozzle are needed to
Range: 3-10/25/50
maintain each bolt's cohesion, and a power surge
Ammo: 50; Extra Mags: 50 Credits
dampener and extended cooling coil sleeve are
Era: RE+
needed to protect its delicate components.
Rarity: 2
However the weapon has a number of Cost: 650 Credits
advantages which make it a top-selling model, Weight: 0.75 Kg
especially as a socially-acceptable sidearm for (Body 2D)
aristocrats. Its slim design is easy to use and
The Model 6, commonly referred to as the
very lightweight; it also meant it could be more

173
assassins for its subtlety. The weapon can be
further modified to suppress flash & noise as an
after market mod, by insulating the gun with off
the shelf components. This will provide an
additional +5 to dampening for 25 credits.
Luxan Penetrator MB-450:

"Quick-6", is a sporting blaster pistol


manufactured by Merr-Sonn Munitions, Inc.
Though the Quick-6's bolt is slightly less
powerful than that of most blaster pistols, its stun
setting is much more effective than most
weapons in its class—a feature that live-game
hunters used to their advantage. The Quick-6 is
also lighter than most comparable weapons,
though this trait also makes the weapon slightly
more delicate.
KDY-21: Damage: 54; Stun: 30 (5D+1/3D); +3 Difficulty*
Range: 5-20/40/60
Ammo: 100; Extra Mags: 75 Credits
Era: RE+
Rarity: 4
Cost: 1,200 Credits
(Body 1D)
A powerful and compact sporting blaster, the
MB-450 is able to deliver a massive punch-per-
shot out of proportion to the blaster's class and
energy requirements due to to a highly focused
beam. This focused beam is produced by a
double-nested set of precision galven coils;
Damage: 39; Has Stun Mode; (3D+2);
essentially double focused, the resulting beam is
+6 to difficulty spot & hear shots fired
narrower than a normal bolt, but rivaled that of a
Range: 3-10/40/60
heavy blaster pistol or even a blaster rifle in
Ammo: 75; Extra Mags: 75 Credits
terms of penetrating power. This double-series
Era: RE+ focusing comes at a cost, however; the accuracy
Rarity: 3
and narrowness of the bolt makes it more
Cost: 900 Credits
difficult to aim, requiring practice at precision
(Body 4D)
targeting to consistently hit ones target (no
Included Equipment:
penalty 4D Gunplay*). As a result of the over
Maintenance Tools (+2)
focusing, the MB-450 has a negligible stun
Custom Holster (+3 to quick draw)
setting.
This compact blaster is crafted from hadrium
Made to order by Luxan Personal Armaments,
alloy, and features a ridged hand grip with guard Ltd., each Penetrator is hand-crafted and often
less trigger. The muzzle features a brake to
customized to the whims of a buyer for
absorb the emitter flash, and both the igniter pin
additional cost, though they are rarely
and blaster gas loading port are located on the
personalized. Each Penetrator is marked on its
grip beneath the barrel. The pistol is noted for its
casing to identify its factory origin and
impressive stopping power, despite its small size,
manufacturing run - though these markings are
and, though expensive, is popular among
often removed or obscured by the weapon's

174
owner. for covert operations. It is generally inferior to
other blasters used by the Empire, as it can only
It’s tibanna gas reservoir is equivalent to 50
fire five shots, requiring massive amounts of
shots, and never sets off weapons detectors. It’s
energy per shot, before its canister of blaster gas
power is due to it’s overly engineered design,
needs to be replaced. This makes it somewhat
which also makes the weapon quite fragile.
impractical despite its advantages because the
Czerka FS-1 Farshot: gasses used to make the rounds are hard to
acquire and to refine, with each canister costing
about one thousand credits. Its one advantage is
that it fires an invisible bolt, which makes it
useful for assassination missions.
One particularly clever Imperial tactic is for a
sniper to use a Xerrol Nightstinger to invisibly
blast a redirection crystal, forcing Tibanna gas
Damage: 36; Has Stun Mode (3D+2)
through a blast tube. This blast tube then fires a
Range: 6-50/150/430
visible blaster bolt. The blast tube would be
Ammo: 100; Extra Mags: 100 Credits
destroyed after one use, leaving behind only
Era: PE+
small pieces of debris which few people outside
Rarity: 1
of Imperial Intelligence had the knowledge to
Cost: 880 Credits
identify. This allows an agent with a
(Body 2D+2)
Nightstinger to, with the proper preparations,
Included Equipment:
frame a target for murder.
Maintenance Tools
Scope (+3 for Aiming, 1FA) Drearian Defense Conglomerate
Retractable Stock (+1 to hit) “Light Sport” Hunter:
The FS-1 Farshot is a long-range sporting blaster
rifle that’s popular on the frontier. It is less
powerful, but has longer range than most other
sporting blaster rifles. It is particularly good for
situations where the ability to hit the target at
longer range is more important than doing
greater damage at closer ranges.
Damage: 42; Has stun mode (4D+1)
Xerrol Nightstinger: Range: 4-40/120/350
Ammo: 100; Extra Mags: 100 Credits
Era: RE+
Rarity: 2
Cost: 900 Credits
(Body 3D+1)
Damage: 40; Has no stun mode (4D) Included Equipment:
Range: 6-50/150/450 Maintenance Tools
Ammo: 5; Extra Mags: 1,000 Credits Scope (+3 for Aiming, 1 FA)
Era: RE+ Retractable Stock (+1 to hit)
Rarity: 5
The "Light Sport" Hunter is a typical sporting
Cost: 1,500 Credits
blaster rifle. It is a well-balanced, well-built
(Body 3D)
target rifle that can be used equally well right out
Included Equipment:
of the case or after hanging on the wall for years.
Maintenance Tools
Like most sporting blaster rifles, it has a longer
Scope (+3-6 for Aiming 1-2 FA)
range but smaller punch than regular blaster
Fire Control Package (+1D, allows for multiple
rifles.
shots at no penalty)
Stock (+1 to hit)
The Xerrol Nightstinger is a highly illegal, long
range, “sporting blaster rifle” used exclusively

175
Siang Lance: gauntlet. Since the weapon has an affixed
bayonet, it can also be used as a melee weapon
when engaged in close-quarters combat.
Because of its exotic design, a user unfamiliar
with the Siang Lance would require training
before he could develop the ability to wield the
weapon proficiently. Due to the scarcity of
technology on Kilia, only a half dozen working
lances are available at any one time.
Herloss Hbt-4 Hunting Blaster:

Damage: 48; Has stun mode (4D+2)


Range: 3-30/100/300
Ammo: 100; Extra Mags: 100 Credits
Era: RE+
Rarity: 3
Cost: 980 Credits
(Body 3D+2)
Included Equipment:
Maintenance Tools (+3)
Damage: 45; Has stun mode (4D+1)
Scope (+3 for Aiming, 1 FA)
Bayonet (STR + 10) (1D)
Retractable Stock (+1 to hit)
Range: 6-40/120/350
Fire Control Package (+2 to hit); when used from
Ammo: 100; Extra Mags: 100 Credits
a braced position, a second shot can be taken
Era: PE+
without incurring a multiple action penalty at the
Rarity: 10
expense of the bonus from Stock & Fire Control.
Cost: Estimated at 2,000 Credits; It is,
functionally, an Alchemical Weapon. The HBt-4 hunting blaster is a slightly larger and
(Body 4D) heavier sporting blaster rifle, that has a shorter
Included Equipment: range than most models. It is favored on worlds
Maintenance Tools (+3) where heavy vegetation means that longer range
Bayonet (STR+10) shots aren't needed.
Stock (+1 to hit if used two handed)
The Siang Lance is the sacred weapon of the SoroSuub X-45 Sniper Rifle:
Kilian Rangers. It is a modified sporting blaster
rifle equipped with a bayonet. It is often
enhanced by the Force. By law of Kilia IV, only
nobles can use such lances. A Siang Lance is
given to each Kilian Ranger as a badge of office.
Along with the shield gauntlet, these unique Damage: 52; Has stun mode (5D)
items serve as a reminder of their oath to defend Range: 1-25/100/250
justice, chivalry, and the people of Kilia. The (500, extreme range penalty applies)
Kilian Ranger's use of a Siang Lance is similar to Ammo: 25; Extra Mags: 25 Credits
a Jedi's use of a lightsaber. Masters of the Siang Era: RE+
Lance can also use the Force to imbue their Rarity: 4
weapon and make it more powerful. Cost: 1,075 Credits
(Body 1D+2)
A Kilian Ranger usually wields the Siang Lance Included Equipment:
in one hand, while the other holds the shield Maintenance Tools (+3)

176
Targeting Scope (Reduces Long Range and most such weapons. Additionally, the weapon
Precision Shot difficulties to Moderate for 1 FA features an integrated macro-scope and auto-
per shot) steady gyro-gimbals that drastically help with
balance and sighting. The only real issue here is
The X-45 sniper rifle, manufactured by the
that the Fire Control package has a tamper safety
SoroSuub Corporation, is a medium-sized
built into it’s firmware that wipes the system if
sporting blaster rifle noted for its high accuracy,
anyone attempts to modify (or reverse engineer
especially if the target is within a fifty-meter
it).
range and the shooter fires in controlled single
shots. The energy beam it fires is over-focused
Exotac Arms EXP-7 (Production Model)
in the barrel, which results in a thinner but much
Predator Hunting Blaster:
more lethal blaster bolt. Using the X-45 allows
the shooter to pick off his target without
drawing too much attention. The rifle
has a long computerized targeting scope
that is nearly the same length as the X-
45's body. The rifle can be disassembled
and put into a specially made case. The
X-45's major drawback is its extreme
fragility, so the rifle is normally carried
in that case until it is needed. The entire
process of unpack-aging and assembling
the rifle takes 5 rounds.
Damage: 80 Prototype / 96 Static; (8D/9D+2)
Merr-Sonn LD-1 Sniper: Range: 6-60/180/720; Prod: 7-70/210/840
Ammo: 18/6; Extra Mags: 32 Credits
Era: RE+
Rarity: 6
Cost: 7,000 Credits (limited production)
(Body 5D)
Damage: 53; Has stun mode (5D+1) Included Equipment:
Range: 6-50/150/500 Maintenance Tools (+3)
Ammo: 100; Extra Mags: 100 Credits Retractable Stock (+1 to hit)
Era: RE+ Scope (+3 to Aim, 1FA)
Rarity: 5 Fire Control Package: Fire Control Package is
Cost: 1,100 Credits +2D. (Has a Stun Setting 8D/80)
(Body 2D+1)
The EXP-7(a) Predator hunting blaster rifle is
Included Equipment:
large and cumbersome, but it is also extremely
Maintenance Tools (+3)
powerful and accurate. The blaster rifle has a
Retractable Stock (+1 to hit)
dual-laser targeting system and has to be carried
Fire Control Package (1D+2); when used from a
strapped to the owner's back when not in use.
braced position, eliminate the Stock bonus and
The EXP-7(a) has a maximum firing range of
convert the Fire Control Package to +2D
720 meters, is very loud when fired, and has a
allowing free multiple action(s) to be taken.
significant recoil. The prototype rifle uses a
The Merr-Sonn LD-1 target blaster rifle (also power pack that gives it a capacity of eight shots.
called a targeting blaster rifle) is technically a Its ownership is highly restricted by law to
sporting blaster rifle, but in actuality it is nearly specially authorized individuals.
as powerful as a military-grade blaster rifle like
There were only three prototype models in
the E-11. This was intentional - the goal of the
existence prior to an incredibly limited
project was to create a weapon that approaches
production run. Prototypes are no less effective
the damage of a blaster rifle without the pesky
than the production run and sell for a base price
legal restrictions that come with such weapons.
of 3,500 credits (if you can find one). The
The LD-1, is quite useful as a sniper rifle, and production model has an expanded magazine of
can be disassembled into a carrying case like 16 shots (for 40 credits each) and recoil

177
compensation allowing an easy, pure, strength Basic. Alliance to Restore the Republic
test to be made to control the recoil (FA’s & pack operative Matt Talon carried a Happy Surprise as
Mule AP can be used to prepare for the recoil +5 part of his personal arsenal.
ea). The production model also delivers 96
Gee-Tech 12 Defender Microblaster:
points of damage.
Notes: Each time this blaster is fired, the user
must make a Moderate, pure, Strength roll to
contain the recoil and be able to fire again.
However, per Free Action expended, add +5 to
contain the recoil (must be declared prior to
firing, each FA will count toward one shot), Pack
Mule AP adds +5 as well.

Damage: 36; Has Stun Mode (3D+2)


Range: 1-5/15/20
Backup / Holdout Blasters Ammo: 6; Disposable
Era: PE+
Generic Holdout Blaster Pistol: Rarity: 3
Damage: 30; Has Stun Mode (3D) Cost: 250 Credits
Range: 3-5/15/30 (Body 1D)
Ammo: 5; Extra Mags: 5 Credits Included Equipment:
Era: PE+ Automatic wrist holster: +3D to quickdraw for
Rarity: 0 multiple action mitigation, only. The Gee-Tech
Cost: 500 Credits No. 12 "Defender" MicroBlaster is a disposable
(Body 2D) hold-out blaster. It was designed as a weapon for
a surprise attack or distraction. It is undetectable
Merr-Sonn Model J1 “Happy Surprise” unless seen.
Palm Blaster:
Damage: 33; Has Stun Mode Merr-Sonn Q2:
(3D+1)
Range: 2-5/10/15
Ammo: 9; Extra Mags: 9 Credits
Era: PE+
Rarity: 2
Cost: 325 Credits
(Body +2)
Included Equipment:
Pair of matching gloves, with Glove Holsters,
weapon doesn’t need to be drawn per-se, +10 to
quick-draw. Damage: 36; Has Stun Mode (3D+2)
Range: 3-12/20/40
The Merr-Sonn Munitions, Inc. Model J1 Ammo: 24; Extra Mags: 48 Credits
"Happy Surprise" Palm Blaster is a hold-out Era: PE+
blaster that looks similar to the Stealth-2VX Rarity: 1
palm shooter. The J1 resembles a grip with a Cost: 600 Credits
tiny barrel sticking out from the front, protruding (Body 2D+1)
from between the user's fingers. It is activated Included Equipment:
by a thumb trigger on the top of the weapon. Maintenance Tools (+2)
The J1's biggest strength is its ease of Concealed Holster (+5 to Quick Draw)
concealment, as its construction allows it to be
hidden in nothing more than the user's clenched Small enough to be concealed in the hand of a
fist. It is undetectable unless seen. Human, the Q2 hold-out blaster is common
among undercover agents and those beings
The weapon's name was actually the weapon's wishing to use a low-profile weapon. Due to its
name in Rodese—Kheth-saw—translated to size, many systems declared this blaster pistol

178
illegal, while others have its usage closely Agents are assigned a 22T4 after being accepted
regulated. Other star systems tend to view it as a into the Bureau as a personal sidearm. Selling of
"self-defense" alternative to the other, more this blaster to civilians was strictly prohibited by
powerful personal blaster. the Galactic Empire, and they strictly monitor the
production of the weapon by placing a specially-
The Q2 is actually taller than it is long, being
coded serial number on all models. This is also
only 9.6 cm in length and 10.3 cm in height from
done to discourage tampering with the weapon.
the bottom of the handle to the top of the
The 22T4 was initially produced by the Imperial
receiver. A specialized power pack is required,
Arms company before being produced by
and can be purchased from any authorized Merr-
Imperial Munitions.
Sonn dealer for 48 credits. This supplies enough
energy for 24 shots. Unlike most handheld Czerka 411:
blaster weapons, the Q2 fires green blaster bolts,
similar to the S-5 heavy blaster pistol.
Merr-Sonn B22 “Imperial”

Damage: 33; Has Stun Mode (3D+1)


Damage: 30; Has Stun Mode (3D)
Range: 3-6/18/54
Range: 2-5/20/40
Ammo: 30; Extra Mags: 30
Ammo: 18; Extra Mags: 18 Credits
Era: RE+
Era: RE+
Rarity: 2
Rarity: 4
Cost: 375 Credits
Cost: 300 Credits
(Body 3D)
The Merr-Sonn Model B22 "Imperial" was a Included Equipment:
hold-out blaster designed for Imperial political Maintenance Tools (+1)
agents. Its special hand grip allows easy Concealed Holster (+3 to Quick Draw, +3 Hide)
concealment and quick draws from a pocket. It
The 411 was designed by Czerka for use by the
is undetectable unless seen.
Galactic Empire as a hold-out blaster with a
Imperial Arms Model 22T4: relatively long range. During the Galactic Civil
Damage: 33; Has Stun War, Alliance to Restore the Republic forces
Mode (3D+1) captured the weapon design documents and an
Range: 3-5/25/50 entire factory run of the weapon in transit to
Ammo: 21; Coruscant. After this acquisition, the weapon
Extra Mags: 21 became a favorite of Rebellion espionage agents
Era: RE+ while undercover. Because of the high-profile
Rarity: 5 nature of the Rebel heist, and the constant
Cost: 375 Credits rumors that Czerka was in league with the
(Body 3D) Alliance, Czerka quickly signed an exclusive
Included Equipment: production contract with the Empire. This
Maintenance Tools (+3) agreement was the foundation of Imperial
Concealed Holster (+3 Munitions.
to Quick Draw)
BlasTech HSB-200:
The Model 22T4 ISB Special is a model of hold- Damage: 33; Has Stun Mode (3D+1)
out blaster that is specifically manufactured and Range: 3-8/12/18
produced for the Imperial Security Bureau. Ammo: 36; Extra Mags: 36 Credits

179
weapon.
Note: Theed Arms weapons can be custom
modified to a new user. You must visit Theed
Arms on Naboo to have the weapon adjusted.

SoroSuub Q-2s5 MOA Scout Pistol:


Era: RE+
Rarity: 3
Cost: 360 Credits
(Body 2D+1)
Included Equipment:
Maintenance Tools (+1)
Concealed Holster (+3 to Quick Draw)
The HSB-200 is a small blaster that is barely
considered a hold-out blaster. Design decisions
made it almost a full pistol instead of a holdout.
It is not particularly effective, and is more for
show than actual combat. Damage: 40; Has Stun Mode (4D)
Theed Arms Royal Pistol: Range: 3-10/30/45
Ammo: 45; Extra Mags: 45 Credits
Era: PE+
Rarity: 3
Cost: Estimated 1,500 credits
(Body 2D+1)
Included Equipment:
Side Scope (+5 to hit for 1 FA Aim)
Phase Amplifier: Focuses the emitter to output
an enhanced blast equivalent to a blaster pistol.
Damage: 33; Has Stun Mode (3D+1) Concealed Holster (+5 to hide tests); commonly
Range: 3-10/20/80 (Long Barrel); 3-5/10/40 a boot holster; Short Barrel adds +5 to hide tests
(Short Barrel) This hold-out blaster pistol is sometimes known
Ammo: 50; Extra Mags: 50 Credits as a scout blaster but commonly referred to as a
Era: PE+ scout trooper blaster pistol, is a standard-issue
Rarity: 6 weapon used by the scout troopers of the
Cost: Estimated 1,500 credits Galactic Empire. Clone scout troopers of the
(Body 2D+2) 41st Elite Corps and Clone shadow troopers were
Included Equipment: also known to carry these weapons during the
Maintenance Tools (+3) latter stages of the Clone Wars.
Concealed Holster (+3 to Quick Draw)
Short Barrel adds +3 to hide tests This compact, one-handed blaster is fitted with a
Low Energy Signature: +6 to Hide side-mounted targeting scope and phase
amplifier, and featured a miniature gas cell on the
The Naboo royal pistols are custom-made, and rear. The weapon has a short-range barrel.
not available to anyone but the Queen and her Scout troopers commonly carried these weapons
personal entourage. When used by the person in a boot holster of their armor. Because scout
for whom it was made, the pistol grants a +5 troopers wore padded gloves, the pistol had a
bonus to gunplay tests. The pistols are equipped pressure-sensitive grip rather than a trigger. The
with a short barrel and a long barrel. The short trooper was able to hold the grip with two gloved
barrel makes the weapon easier to conceal, but fingers through the enlarged finger guard. The
hampers the range somewhat. It takes one free model pictured here has a standard trigger as the
action to switch barrels. Collectors of blasters grip sensitivity had a tendency to prematurely
would pay a hefty price to acquire such a

180
fire when the gun was pulled from a boot holster not powered by energy cells; instead, the entire
(many scouts lost a foot in the process). weapon was built around a rechargeable power
pack. When it runs out of power the weapon has
Jer’N Weapons Systems Microwave Stunner:
to be hooked up to a power source using a
standard cable sold with the blaster. It takes ten
minutes to fully recharge.
This unusual configuration meant that the
Quickfire was more powerful than typical hold-
out blasters. It could also fire thirty shots before
needing to be recharged. The weapon has an
effective range more akin to a Sporting Blaster
than a Holdout.

Blaster Carbines and Rifles:


Generic Blaster Carbine:
Damage: 53; Has Stun Mode (5D+1)
Damage: 40 (Stun) (4D) Range: 5-25/100/200
Range: 3-5/15/30 Ammo: 100; Extra Mags: 100 Credits
Ammo: 30; Extra Mags: 25 Credits Era: PE+
Era: PE+ Rarity: 1
Rarity: 5 Cost: 1,100 Credits
Cost: Estimated 1,200 credits (Body 3D)
Included Equipment:
Holster (+3 to Quick Draw tests) Generic Blaster Rifle:
Damage: 50; Has Stun Mode (5D)
The weapon’s microwave energy bolt is Range: 5-25/150/300
invisible, but it does make a distinctive “thrum” Ammo: 100; Extra Mags: 100 Credits
sound as loud as the report of a blaster. An Era: PE+
armor’s physical resistance value may be used to Rarity: 1
resist this bolt. Cost: 1,200 Credits
Merr-Sonn Model Q4 (Body 2D)
“Quickfire” Hold-Out Blaster: Tapani Armaments “Flatline” TS-15 Riot Gun

Damage: 80 Stun Bolt & 60 AoE blast radius


Damage: 42; Has Stun Mode (4D) stun mode (8D / 6D)
Range: 3-8/24/72 Range: 3-12/36/72 ; 3-9/27/36 (6D 1-3m / 5D 4-
Ammo: 30; Rechargeable (10 min) 6m / 4D 7-9m)
Era: PE+ Ammo: 30; Ammo Magazines: 45 Credits
Rarity: 2 Era: LR+
Cost: 1,000 Credits Rarity: 5
(Body 4D) Cost: 8,700 Credits
Included Equipment: (Body 4D+2 w/ Cortosis Rating 2)
Maintenance Tools (+3)
Concealed Holster (+3 to Quick Draw & Hide) The “Flatline” was originally designed with
pacifying rioting peasants. The defensive
Unlike most hold-out blasters, the Quickfire was weapon is created in the Tapani Sector, by House

181
Caadrian and sold among the Houses as fast as Era: PE+
they came off the line. Eventually the market Rarity: 0
was broadened. It is gaining wide acceptance Cost: 2,100 Credits
among Planetary Militia & Law Enforcement Included Equipment:
everywhere, as it is a non lethal means by which • Attachment Rail (Bayonet, glow-rod, etc)
Wookiees and Barabel’s can be taken down with • Stock (+1 to hit)
an excellent chance of success. Weapon Quality • Collapsible front grip (+1 to hit)
is impeccable, and it’s been designed to be
BlasTech A280 & A290:
utilized in Melee Combat as a club for offensive
purposes and as a short staff for defensive
purposes.
Included Equipment:
Stock (+1 to hit); +20 to Damage if used as a
club, collapsible front stabilization grip +1 to hit,
Maintenance Tools, Shoulder Strap, Back, Thigh
and Beast Holster (3 Bantha Hide Holsters).
Note: It is just under one meter in length. It can
Damage: 56; Has Stun Mode (5D+2)
be effectively wielded as a “short staff” with both
Range: 4-40/120/300
hands to parry Melee Attacks with surprising
Ammo: 100; Extra Mags: 100 Credits
ease (+6 Parry vs Melee).
Era: PE+
I was in the Tapani Sector a couple years ago Rarity: 1
and I witnessed an insane riot break out outside Cost: 3,840 (A280); 4,080 (A295)
an Amber Ale retail center. People were rioting (Body 3D)
that they had just launched a line of alcoholic Included Equipment:
products in addition to the Fizzy-Glug lines. I • Maintenance tools (+1)
witnessed this ass, come out of the crowd with a • Custom Holster Shoulder Strap
Light Foil and threaten one of the House Guards • Scope (+3 to hit, 1FA)
that were present there. The Guardsman drew • Stock (+1 to hit)
his “Flatline” from his back holster, closed with
The only differences between the A280 and A290
the Saber Rake, parried his Lightfoil swing with
are that the A280 has a non collapsible stock and
the Riot Gun and then slammed the Stock in the
the A295 does. It’s mostly cosmetic on the
flamboyant kids face. Lots of flying teeth… there
placement of magazines for reloading the
was little more than a burn mark on the Riot
weapon. Furthermore the A295 is renowned for
Gun, maybe a smidgen of metal fatigue.
it’s accuracy, thus apply a +2 to hit to the
When the House Guard cut loose on the crowd
weapon. The A295 is pictured below:
with the gun, it was end of riot in a matter of
seconds.
-Kellor Tabo
Generic Blaster Rifle:
Damage: 50; Has Stun Mode (5D)
Range: 5-25/150/300
Ammo: 100; Extra Mags: 100 Credits
Era: PE+
Rarity: 1
BlasTech E-11 &
Cost: 2,100 Credits
SoroSuub Storm Trooper One (same gun):
Included Equipment:
• Scope (+3 to hit, 1FA) Damage: 50; Has Stun Mode (5D)
• Collapsible Stock (+1 to hit) Range: 3-30/100/300
Ammo: 100; Extra Mags: 100 Credits
Generic Blaster Carbine:
Era: RE+
Damage: 53; Has Stun Mode (5D+1)
Rarity: 1
Range: 3-30/75/200
Cost: 3,120 Credits
Ammo: 100; Extra Mags: 100 Credits

182
reliable weapon, but not necessarily long range.
Contrary to the belief that Storm Commandos
use the E-11 (standard) they are actually fielding
E-11 A2’s and SoroSuub Stormtrooper 2’s.
These weapons have exception stopping power,
all the while retaining the appearance of a
standard E-11. These weapons are also carried
by Imperial Rad Troopers.
Greff-Timms AR-1 Blaster Rifle:
(Body 2D)
Included Equipment:
• Maintenance tools (+1)
• Integral Scope (+3 to hit, 1 FA)
• Collapsible Stock (+1 to hit)
The E-11 blaster rifle combines lethal firepower
with impressive range and a versatile design.
Featuring three power settings; lethal, stun, and
blaze (which is the setting that allows troopers to Damage: 53; Has Stun Mode (5D+1)
literally boil the flesh off of people slowly), the Range: 4-40/160/480
rifle proves useful for a variety of combat Ammo: 100; Extra Mags: 100 Credits
situations. The E-11 also included a telescopic Era: PE+
range-finding sight and a folding three-position Rarity: 7
stock, which can convert the blaster into a full- Cost: 3,300 Credits (6,600 in era; 620 BBY)
length rifle and could be modified to house a (Body 4D)
glow-rod. The SoroSuub Stormtrooper One is a Included Equipment:
licensed Copy of the E-11, under contract with • Maintenance tools (+5)
the Empire and BlasTech. • Flare Launcher: Ammo: 25, 10m Radius, 15
minutes each Flare.
BlasTech E-11 A2 & SoroSuub Storm Trooper
• Integral Scope (+3 to hit, 1 FA)
Two Blaster Carbine (same gun):
• Mountable Glow Rod or
Vibro Bayonet (STR + 26)
• Collapsible Stock (+1 to hit)
The AR-1 is a specially designed rifle
manufactured by Greff-Timms Industrial for the
Antarian Rangers. A powerful, long-range rifle,
it features a signal flare launch setting and a
barrel mount that can be fitted with either a
glow-rod or a vibro-bayonet.
Imperial Munitions
Star Anvil Heavy Blaster Rifle:
Damage: 66; Has Stun Mode (6D+2)
Range: 3-30/50/200
Ammo: 100; Extra Mags: 100 Credits
Era: RE+
Rarity: 3
Cost: 4,200 Credits
(Body 3D)
Included Equipment:
• Maintenance tools (+2)
• Integral Scope (+3 to hit, 1 FA)
Damage: 82; Has Stun Mode (AoE) (8D+1)
• Collapsible Stock (+1 to hit)
AOE Damage: 82: 1 M / 41: 2-3 M / 20: 4 M
Designed specifically for Imperial covert Range: 15-75/225/900
operations units that required a rugged and Ammo: 100; Extra Mags: 200 Credits

183
Era: PE+ mounted power-pack to permit longer periods
Rarity: 10 sustained fire, but the cooling system is not up to
Cost: 10,200 Credits the task of dissipating the heat produced by
(Body 6D); Weight: 9 Kg prolonged, rapid fire. The hot exhaust plume
Included Equipment: produced in such instances is a dead giveaway of
• Maintenance tools (+3) one's position when fighting enemies with
• Integral Scope (+3 to hit, 1 FA) thermal optics, and is sometimes sufficient to
• Fire Control Package: +3D to mitigate burn the firer. Frequent maintenance is required
multiple actions, +3 to hit for all shots. to keep a bi-polar in working condition in the
• Stock (+1 to hit) field.
• AoE Mode requires 2 Ammo per shot.
The StarAnvil was designed as the ultimate Repeating Weapons:
blaster rifle. It took the scope technology of a BlasTech DC-15:
sporting blaster and combined it with the power
of a long blaster to create a nasty and powerful
heavy blaster rifle.
It was made on the factory-moon of Cuthbern.
The factory was annexed by the Empire and was Damage: (53 SS) 63*; No hit bonus for burst*
later destroyed by a Rebel attack. Due to this, Range: 10-40/130/350 (5D+1 / 6D+1)
very few StarAnvils were produced and all Ammo: 100; Extra Mags: 100 Credits
attempts at re-engineering them failed. Era: PE+
Rarity: 4
SoroSuub Bi-Polar Blaster Carbine Cost: 3,021 Credits
BMC-150: (Body 2D+2)
Damage: 40; Compound Included Equipment:
Damage: 80; (4D/8D) • Interfaces with Clone/Storm Trooper
Range: 25-100/200/300 Helmets for targeting
Ammo: 25; Extra Mags: • Stock (+1 to hit)
100 Credits
Era: RE+ The DC-15A blaster rifle was one of the standard
Rarity: 5 issue weapons for clone troopers. While the use
Cost: 4,200 Credits of blasters allowed a clone trooper to carry
(Body 2D) significantly more ammunition than a projectile
Included Equipment: weapon, the DC-15A weighed a heavy 9.5
• Maintenance tools (+2) pounds, and despite the weapon's size, it was not
• Requires Maintenance with daily use, a true dedicated repeating blaster rifle; the
otherwise the weapon will malfunction 1 in 6 inherent instability of plasma gas in the blasters
and escalating 1 point per hour of use reduced the weapon's accuracy under sustained
thereafter (whether or not you are firing it). fire (yet it retained this mode of fire). Even so,
• Collapsible Bi-pod (+3 to hit) the DC-15A was very powerful and deadly in the
hands of the skilled clone troopers that received
Note: Any hit result means that a pair of bolts extensive training in its use.
have hit the same area on the target, delivering
compound damage (double). Armor does not BlasTech DLT-19:
apply twice to the weapon, just once. (No Stun)
The main selling point of SoroSuub
Corporation's Bi-polar Blaster BMC-150 was its
phenomenal firepower. Its alternately charged
barrels delivered devastating amounts of energy, Damage: (50 SS) 80*; *Full Burst +3D to hit
with reasonable accuracy, and high rate of fire, Range: 5-50/180/350 (5D/8D)
although the weapon is relatively unreliable. To Ammo: (115) 11; Extra Mags: 115 Credits
keep this blaster firing, power packs are Era: RE+
consumed at a tremendous rate. Theoretically, Rarity: 2
one could hook it to a larger belt or backpack Cost: 5,280

184
(Body 2D+2)
Included Equipment:
• Maintenance tools (+1)
• Collapsible Bi-Pod (+1 to hit)
• Stock (+1 to hit)
The DLT-19 is used by stormtroopers of the
Galactic Empire, as well as by the bounty hunter
Dengar, and some heavy troopers of the Alliance
Era: RE+
to Restore the Republic. It features a high rate of
Rarity: 5
fire and can deal heavy damage at long ranges,
Cost: 3,920 Credits
and is most commonly used for pinning down
(Body 4D); (4D/6D/4D Damage)
troops and eliminating large groups of enemies.
Included Equipment:
BlasTech DLT-20A: • Maintenance tools (+2)
• Custom Rifle Strap
• Integral Fire Control Package: 1-2 FA to
engage, 2D to Mitigate multiple Action
Penalties when firing multiple shots
(including Grenades).
• Stock (+1 to hit); gun can be used one
handed.
• Optional Bi-Pod (+1 to hit)
The Model AXM-50 "Blast and Smash", or Prax
Damage: (53 SS) 83*; *Full Burst +3D to hit
"Blast and Smash" Energy Rifle, is an over-
Range: 4-35/110/280 (5D+1 / 8D+1)
under, twin-barreled weapon designed by Prax
Ammo: (115) 11; Extra Mags: 115 Credits
Arms. The AXM-50 combined a Drearian
Era: PE+
Defense Conglomerate rapid-fire blaster rifle
Rarity: 1
with a modified Locris Syndicates micro-grenade
Cost: 5,520
launcher underneath. A bi-pod can be attached to
(Body 2D+1)
increase accuracy.
Included Equipment:
• Maintenance tools (+1) Merr-Sonn IR-5 “Intimidator”:
• Scope (+3 to hit, 1FA)
• Stock (+1 to hit)
The BlasTech DLT-20A blaster rifle is a long-
barreled rifle (sometimes referred to as a "long-
blaster") with a top-mounted rangefinder and
electronic sight. It has automatic and
semiautomatic settings and a rate of fire very
close to that of the DC-15A blaster rifle and other
long-blasters. This was one of the few blaster
models produced with a magnatomic adhesion
grip, keeping the weapon firmly in the wielder's
grip and making him or her more difficult to
Damage: (32 SS) 47*; Light Burst +3 to hit
disarm. With additional collimating rings and
Range: 3-7/21/63 (“3D / 4D” cost)
longer conduits of galven circuitry, these rifles
Ammo: (50) 10; Extra Mags: 50 Credits
have improved consistency in their shots.
Era: PE+
Prax Arms AXM-50 “Blast & Smash” Rarity: 5
Damage: (40 SS) 60*; Medium Burst: +6 to hit Cost: 3,480 Credits
Damage: 40; 1m/30-2m/20-3m (Micro Grenade) (2D+2 Body Strength)
Range: 5-25/100/200 (Rifle); 3-25/50/75 (M-G) Included Equipment:
Ammo: (250) 25 Bursts; Ammo Mags: 250 Cr • Maintenance tools (+1)
Ammo: 10 M-Gs; Ammo Mags: 540 Credits • Custom Holster (+1 to Quick Draw)

185
• Integral Fire Control Package: 1 FA to
engage, 1D to Mitigate multiple Action
Penalties when firing multiple bursts.
• Retractable Stock (+1 to hit); gun can be
used one handed.
The IR-5 "Intimidator" is a rapid-fire blaster
pistol manufactured by Merr-Sonn Munitions,
Inc. It was slightly less powerful than a standard
blaster pistol, but compensated for this with a
rate of fire akin to a repeating blaster and an
integrated targeting computer to improve the
weapon's accuracy. The IR-5 doesn't have a lot
of ammo per magazine, this is on purpose to
Cost: 3,600 Credits
actually meet faction guidelines. Yes, the
(Body 2D+1)
weapon is “legal” to carry with the proper license
Included Equipment:
(more costly) and highly sought after as a result.
• Maintenance tools (+2)
BlasTech SE-14c Light Repeating Pistol: • Custom Holster (+2 to Quick Draw)
• Standard Scope (+1D to Aiming, 1FA)
The blastech SE-14r is re-engineered 14c with
slightly diminished firepower, however, the
reception to the weapon is greater, overall. This
is due to it’s low recoil and overall accuracy
increase over the 14c model. The 14r is a
manufacturer endeavor to push their high profit
automatic weapons in favor of Heavy Pistols.
BlasTech DC-17p Medium Repeating SMG:

Damage: (40 SS) 50*; Light Burst: No Bonus


Range: 3-6/18/72; RoF:2 (4D/5D)
Ammo: (75) 15; Extra Mags: 75 Credits
Era: PE+
Rarity: 4
Cost: 3,840 Credits Damage: (40) 62*; Medium Burst +2D to hit
(Body 2D+1) Range: 3-10/30/120 (4D / 6D)
Ammo: (200) 20*; Extra Mags: 200 Credits
The blastech SE-14c is an incredibly useful close
Era: PE+
quarters weapon. Soldiers on both sides of the
Rarity: 4
Galactic Civil War complained about the
Cost: 5,040 Credits
weapon’s high recoil (which limited accurate
(Body 4D)
fire, thus the RoF: 2 penalty).
Included Equipment:
Included Equipment: • Maintenance tools (+3)
• Maintenance tools (+2) • Shoulder Harness (+2 to Quick Draw)
• Custom Holster (+1 to Quick Draw)
The DC-17p is a cut down, non-modular, version
• Dual Scope Standard, 1 Low Light, 1 Range
of the DC-17m ICWS that was carried buy elite
(+1D to Aiming, 1FA)
Clone Commandos. It remains in production as
Blastech SE-14r Light Repeating Pistol: the go to, man portable, repeating blaster of
Damage: (30 SS) 40*; Light Burst +2 to hit choice in most military in the galaxy. It is
Range: 3-7/21/84 (3D/4D) remarkable that it’s re-engineering as a single
Ammo: (100) 20; Extra Mags: 75 Credits (non interchangeable weapon) has increased it’s
Era: PE+ durability and range somewhat significantly. It
Rarity: 3 easily paces a standard blaster pistol with man

186
portable automatic fire.
Merr-Sonn Z-6 Medium Repeating Cannon:

The Z-6 is a deadly, crowd control weapon that Included Equipment:


was designed at the height of the Clone Wars. Shoulder Harness (-3 to hit without)
Originally meant mow down droves of battle Integral Stock (+1 to hit)
droids and turn one trooper into the equivalent of Collapsible Bi-Pod (+2 to hit)
a dozen. The weapon is not fine tuned, it is an (Body 4D); 12 Kg; mags: 1 Kg
example of mass produced war material The Greff-Timms RX-2K Heavy Repeat is a
hammered out to meet a need in times of crisis. formidable riot suppression weapon. We need to
The weapon is not considered to be completely clarify, there is no stun setting here. The weapon
reliable, many have jammed at inopportune time delivers enough damage to disintegrate beings
in the field. The weapon is highly restricted, and larger than standard humanoids (which is what a
no longer manufactured do to those restrictions. Pulse Wave Blaster does, it’s effectively a “less
The weapon always fires in full auto, and as such deadly” disruptor). Thus, using this for riot duty
it can be used to burst into open formations of will instantly rank you up there with other
troops and even be trained on a singular, armored historical despots.
target (3D Strength required, minimum without a
tripod, 2D otherwise). In AoE mode the weapon BlasTech E-Web & the Merr-Sonn EWHB-10
can hit up to 12 targets with a +5 bonus to hit
each. The weapon never fires less than 60
rounds.
Damage: 80*; Full Burst +3D to hit (60 bursts);
AoE Mode: 60* +5 to hit (5 rnds/target) 12
targets & Suppression Fire Available.
Range: 3-25/75/150 (Single Target Max: 300, no
bonus to hit).
Ammo: (1,200) 20; Extra Mags: 1,200 Credits Damage: (80) 110; Heavy Burst +3D to hit
Era: PE+ Range: 3-75/200/500 (8D)
Rarity: 6 Ammo: Unlimited
Cost: 7,920 Credits Era: RE+
Weight: 16Kg; Magazines: 4 Kg Rarity: 3
(Body 2D); (8D / 6D Damage) Cost: 8,280 Credits
Included Equipment: Gun: 3D Body; Cooler and Generator: 2D Body
Maintenance tools (+3) If the cooler or the generator is destroyed, it
Shoulder Harness (-3 to hit without) explodes in a three meter blast radius, doing 110
Collapsible Tripod (+3 to hit) points of damage (1m = 110 /2m = 55 /3m =23).
Greff-Timms RX-2K Heavy Repeating Rifle: Included Equipment:
Damage: (60 SS) 90*; Heavy Burst* +3D to hit • Tripod (Cannot be fired without a fixed
Range: 3-9/27/108 (suppression available) position)
Ammo: (750) 50; Extra Mags: 500 Credits • Power Generator & Cryo Cooler
Era: KO+ (6D / 9D cost) Few “portable” support weapons are as infamous
Rarity: 8 as the E-Web heavy Repeating Blaster. It’s
Cost: 4,284 Credits (6,120 in era) notorious for being capable of incinerating

187
squads of rebel troopers and anything from light • A novice in demolitions (2) & general
to medium armored vehicles. The weapon Maintenance / repair (2) can increase the
system cannot be fired without it’s generator and yield on the chemicals involved in
typically requires a two man team to operate. accelerating the slugs, safely. This process
The weapon has remained in such high demand costs 1 credit per slug and allows the slugs to
to the Imperial War Machine that it was licensed bypass 5 points of physical armor.
to two manufacturers: BlasTech and Merr-Sonn, • Anyone can mill ammunition for
the models are identical. The only variance slugthrowers themselves. Materials cost for
comes in the form of the BlasTech E-Web model reloads is always 20% less if you do it
15. It is a special design that hardens the yourself. Time involved is 2 hours a
emplacement with the inclusion of a portable magazine (unless you have an Ammo
shield system. The weapons system is not Fabricator).
capable of full automatic fire, only heavy bursts. • Anyone with the skill (0) General
Early models experimented with a full auto mode Maintenance/Repair can maintain and repair
and it melted the barrels in field tests with a firearm indefinitely. Allowing for
catastrophic results for both manufacturers. malfunction free, lifetime use, if they take an
hour out of their monthly duties to maintain
E-Web Model 15:
their firearms.
Four Shield Emitters: 30 Points each - 4 fire arcs:
• Any common addition that a blaster can have
4 directions; operator can redirect fire arcs as
(stock, collapsible front grip, scope, etc) can
necessary, even layering all the arcs in one
be added to a Slugthrower for the same kinds
direction (common: 120 points total in one arc),
of bonuses.
refreshes every round.
Model upcharge: +4,320 Credits. Slugthrower Pistol:
Damage: 30 (3D)
Archaic Ranged Weapons Range: 2-8/24/48
"Slugthrowers. I hate 'em. But they're easy to Ammo: 20; Extra Mags: 8 Credits
maintain. Day or two in the jungle and your Era: All
blaster'll never fire again. A good slug rifle, keep Rarity: 1
'em wiped and oiled, they last forever. The Cost: 450 Credits; 1.2 Kg
guerrillas have pretty good luck with them, even Heavy Slugthrower Pistol:
though they take a lot of practice—slugs are Damage: 40 (4D)
ballistic, y'know? You have to plot the trajectory Range: 2-9/25/50
in your head. Shee, gimme a blaster anytime." Ammo: 15; Extra
―Phloremirlla Tenk Mags: 5 Credits
Slugthrowers are weapons that use an explosive Era: All
chemical to launch a solid projectile (a "slug") at Rarity: 2
high velocity. Blasters are fashioned in style and Cost: 550 Credits; 1.4 Kg
function after these more primitive weapons. Slugthrower SMG:
Slugthrowers are found in various forms, from Damage: (30 SS) 40*;
smaller slugthrower pistols to larger slugthrower Light Burst: +3 to hit
rifles. Range: 3-7/21/42
Slugthrowers are surprisingly useful against Ammo: (50) 10; Extra
Lightsabers, when a slug makes contact with a Mags: 20 Credits
blade, it simply melts instead of being deflected Era: All; (3D / 4D)
like a blaster bolt. These melted embers can then Rarity: 3
fly toward the face or hands of the lightsaber Cost: 750 Credits; 1.5 Kg
user, and harm them if they are not careful. Slugthrower Rifle:
Notes: Damage: 40
• A professional in demolitions (4) and general SS; +2 to hit
maintenance and repair (4) can inject detonite with stock (4D)
into the tips of any slugthrower’s slugs. This Range: 3-30/100/300
will add 5 to damage and obliterate 5 points Ammo: 50; Extra Mags: 25 Credits
of armor. Cost is 5 credits per slug so Era: All
modified. Rarity: 2

188
Cost: 550 Credits, 2.5 Kg market, commonly for over ten thousand credits.
Slugthrower Assault Rifle: The projectile equivalent to a heavy blaster
pistol, the Enforcer boasts eight .48 caliber slugs
and produces a cannon like report upon firing a
slug, with the slug itself carrying enormous
stopping power sufficient to pierce heavy
Damage: (40 SS) 60*; Medium personal armors and even light vehicles; as was
Burst: +6 to hit the case when Barosa Warren demolished a XP-
+3 to hit with Scope (1 FA),+2 to hit with stock 38 sport landspeeder with one shot.
Range: 3-30/100/300; Grenade: 3-15/30/90
With its power though comes extreme recoil,
Grenade Launcher Damage: By Grenade Type
with specialized training needed to avoid having
Rifle Ammo: (50) 5; Extra Mags: 25 Credits
the weapon fly out of a users hand with each
Grenade Ammo: 4; Cost: type
shot. However, with practice firing the weapon
Era: All
is possible, and with specialized military training
Rarity: 3
- such as that offered to Morellian Enforcers -
Cost: 1,225 Credits; 5 Kg (4D / 6D)
rapid fire is also possible; though practice is
Morellian .48 Enforcer: needed to ensure that shots are precise, as rapid
Damage: 65 (6D+1) firing can lead to erratic placement of shots.
Range: 2-25/75/150
Scoutmaster Barosa Warren uses one as his
Ammo: 8; Extra
weapon of choice, and due to his training as a
Mags: 16 Credits
Morellian Enforcer he is capable of firing
Era: All
multiple shots in quick succession.
Rarity: 5
Cost: 1,860 Credits Oriolanis Defense Systems Blaster Buster:
(Body 5D); 2.1 Kg Damage: 30; (90 to Blasters) (3D / 9D)
Included Range: 1-5/20/40
Equipment: Ammo: 4; Extra Mags:
• Maintenance 30 Credits
tools (+3) Era: All
• Custom Holster (+3 to Quick Draw) Rarity: 1
• Ammo Fabricator: 1 mag per hour Cost: 1,220 Credits
• 2nd shot in a round increases the difficulty by The Blaster Buster is a
one level; 3rd shot increases difficulty by two small and highly
levels; etc (unless the user is trained in specialized niche
Alchemical Weapons). slugthrower, produced
Notes: Firearms technically fall into the domain by Oriolanis Defense
of Alchemical Weaponry. Honestly, I have no Systems.
desire to create, yet another advanced proficiency The Blaster buster is a palm sized slugthrower
to further muddle game progression. Any designed to incapacitate an attackers blaster
specialized gun (like a bowcaster or this gun) rather than to kill. Containing only a four round
will fall under the same rule. magazine, the weapon can be fired in the general
"Most often he makes use of his Enforcer, a gun direction of a target, special repulsor driven
that should be part of a Star Destroyer's arsenal rounds seek out the ionized particles that cling to
rather than a hand weapon." blasters. So long as the target is in the general
area, the round will seek out the blaster. Initial
―Ma'w'shiye
line of sight is require for a target lock.
The .48-caliber Enforcer pistol, commonly • Difficulty is only range + terrain modifiers
known as the Enforcer pistol or the .48 Enforcer, (obstructions after launch) + Natural
was a projectile weapon developed in limited Defense.
quantities by the Morellian Weapons • Does no harm to the owner of the targeted
Conglomerate, only to be used by the Morellian blaster.
Enforcers. It is not sold except on the black

189
Kelvarek Dissuader KD-30: Archaic Melee Weapons
Knife:
Damage: 5 + Strength (+2)
Range: 1/4/6
Era: All
Rarity: 0
Cost: 48 Credits
Club:
Damage: 3 + Strength (+1)
Range: 1/2/4
Era: All
Rarity: 0
Cost: 0 Credits
Damage: 30; 30 Acid 3 rounds (3D / 3D)
Range: 5-50/75/100
Ammo: 10; Extra Mags: 30 Credits Combat Knife:
Era: All Damage: 10 + Strength (1D)
Rarity: 4 Range: 1-2/6/12
Cost: 2,852 Credits Era: All
(Body 2D); 1.4 Kg Rarity: 0
Included Equipment: Cost: 144 Credits
• Maintenance tools Sword:
• Laser Sight (+1 to hit)
• Custom Holster
The Dissuader KD-30 is a highly specialized
slugthrower produced by Kelvarek Consolidated
Arms and fielded during the eras of the Galactic Damage: 20 + Strength (2D)
Republic, the Galactic Empire and the New Range: 1/3/5 (if thrown)
Republic. The weapon fires hollow slugs filled Era: All
with acid, which are capable of dissolving armor, Rarity: 0
flesh and bone. With a range of 100 meters, it Cost: 324 Credits
fires metal-coated slugs which are hollow and (Body 3D); 2kg
filled with borless acid. The contents of these
projectiles will eat through any armor that is Advanced Melee Weapons
struck, as well as flesh and bone. Ten of these "Last call I had was a bad one; guy pulled a
slugs can be fired before a KD-30 needs to be vibroknife out, started slashing... it was ugly..."
reloaded. The KD-30 requires a permit to use.
―A police officer
The weapons are available in the period
following the year 1000 BBY. A vibroknife, or vibro-knife, is a blade that uses
Note: The Rounds it fires are completely an internal generator to make the blade vibrate.
ineffective vs any These vibrations make even a glancing blow into
type of physical a huge, gruesome slash, thus making it a far
armor (the acid, more effective weapon in close combat, or as a
however, is not). tool. These small weapons were openly used by
all denizens of the Galactic Republic, from clone
Compound Bow:
commandos to regular citizens.
Damage: 20 + (2D+)
Strength Vibro Knife:
Ammo: 1 Cr per 5
Range: 2-10/30/60
Era: All
Rarity: 0-1
Cost: 224 Credits

190
Damage: 20 + Strength (2D)
Range: 1/3/5
Era: PE+
Rarity: 1
Cost: 1,008 Credits
Vibro Axe:

Damage: 32 + Strength (3D+1)


Era: All
Rarity: 2
Cost: 1,512 Credits
Vibro Blade (short sword):
Damage: 30 + Strength (3D)
Range: 1/2/3
Era: All
Rarity: 1
Cost: 1,260 Credits
LaserHone Duelist Vibro Sword/Rapier:
Damage: 40 + Strength (4D)
Range: 1/2/- any standard material if given enough time
Era: All and patience. Think of them as the galactic
Rarity: 3 “can opener” of weapons. This is especially
Cost: 2,100 Credits true when considering any standard material
(Body 3D) like normal doors, furniture and softer metals
Included Equipment: (interior walls and objects). They can cut
• Maintenance tools through things like prefab exteriors, however,
• Smooth Draw Scabbard (+3 to Quick Draw) this application will destroy the blade (and
may or may not be successful).
The Duelist vibro rapiers and vibro swords are
elegant and expensive weapons marketed by Ranged AoE Weapons
LaserHone to the upper classes, nobles, and Repeating weapons can be considered AoE.
gentry of the galaxy. Many such weapons were However, AoE really shines when you are
appropriated from their owners by pirates and lobbing heavy ordinance at your foes! Or cutting
privateers. The Duelist-class vibro weapons are down swaths of them with that handy blaster that
notable for their silence, as most vibroblades fires in an arc or a cone of death. These are
emit a sharp, high-pitched whine. These incredibly effective weapons that are
weapons shift their sound signature into the astronomically costly to field.
ultrasonic range, making it inaudible to Humans BlasTech W-90 Concussion Rifle:
and most humanoid races.
Notes:
• Vibro Weapons will destroy conventional
weapons on contact. Each strike delivers ½ Damage: 50 AoE; RoF: 1 (5D)
the base damage code of the Vibro Blade vs 0-2M: 50 / 3-4M: 40 / 5-6M: 30
the standard weapon (anything other than a Range: 3-50/150/450
Vibro Weapon, Lightsaber or Alchemical or Ammo: 25; Magazines: 1,688 Credits
Beskar Weapon). Era: PE+
• Partially Vorpal: The weapons are Rarity: 3
effectively capable of cutting through almost Cost: 585 Credits (Rifle Only)

191
Included Equipment:
• Maintenance tools
• Collapsible Bi-Pod (+1 to hit)
• Stock (+1 to hit)
The W-90 concussion rifle, also called the LJ-90,
is a long-barreled concussion rifle manufactured
by BlasTech around the time of the Rebellion. It
0M: 120 / 0.5M: 60 / 1M: 30
is effectively using the same chassis as the DLT-
Range: 5-10/20/30
19.
Ammo: 100; Magazines: 8,100 Credits
Arakyd Industries LJ-50 Concussion Rifle: Era: RE+
Rarity: 6
Cost: 900 Credits (Launcher Only) 720
(Body 4D)
The Stouker concussion rifle is a ranged weapon
built from scratch by the vicious Sissk, who use
it as their primary weapon. The device became
somewhat of a trademark of the Sissk gangs due
to its unconventional construction, but by the end
of the Galactic Civil War it had become widely
adopted across the galaxy by various military
Damage: 53 AoE; RoF: 1 (5D+1)
forces, most notably the Imperial Remnant.
0-2M: 53 / 3-4M: 43 / 5M: 30
Range: 3-30/100/300 The Sissk have their own, unknown term for the
Ammo: 5; Magazines: 360 Credits weapon. Outsiders dubbed it the "Stouker
Era: PE+ concussion rifle" after its primary component, a
Rarity: 4 concussion chamber made by the Stouker
Cost: 2,712 Credits company.
Included Equipment:
The Stouker rifle is a weapon that fires a
• EMP Bayonet (10 Electrical to Flesh Targets
concussive blast at a range of up to thirty meters,
+ 10 Physical + Strength; 40 Ionization to
creating an explosion about four meters in
Droids + 10 Physical + Strength)
diameter, with enough force to send an average
• Maintenance tools
human flying a short distance. It also possesses a
The LJ-50 Concussion Rifle is a heavy field secondary firing mode, the is less devastating in
weapon manufactured by Arakyd Industries, and terms of radius, but has a greater impact on the
used in medium to long distance engagements. It target, as well as a rather noticeable recoil—
utilizes a concussive energy charge that implodes sufficient to push an ordinary humanoid two or
on impact and creates a 5 meter radius area of three steps backward with each shot.
effect. Then the gun sent out a burst of energy.
The weapon's inability to be blocked by a
This often killed its target. The weapon is
lightsaber, and the splash damage from the
sometimes equipped with an EMP bayonet,
primary firing mode, made this one of the more
which is effective at stunning and disabling
effective weapons against Jedi, although a skilled
droids, or electrocuting an enemy.
Jedi (such as, possibly, Jaden Korr) could
The rifle was often used by commandos in the redirect a concussive blast in the general
Grand Army of the Republic, but lower quality direction of its origin with a well-timed Force
copies are manufactured and employed by Push. Hazard stormtroopers of the Imperial
Trandoshan forces. The rifle is also favored by Remnant were known to wield these weapons.
the Jedi General Etain Tur-Mukan. Rax Joris, an Imperial officer in command of an
outpost on Dosuun, also used one.
Stouker Concussion Rifle:
Damage: Generic Grenade Launcher
Mode 1: 60 AoE; RoF: 2 (1 Ammo) (6D) Era: All, Cost: 350 Credits
0-1M: 60 / 2-3M: 40 / 4M: 20 Fires Standard Grenades
Mode 2: 120 AoE; RoF: 1 (2 Ammo) (12D) Range: 5-10/30/120

192
Damage: Varies Kessler J8Q-128 Finbat Missile:
Ammo: 4 grenade magazines; Empty Mags: 5 Cr
Era: All
Rarity: 2
Cost: 270 Credits
Locris Syndicates Model MGL-1:

Damage: 120 Shaped AoE; RoF: 1 (12D)


0M: 120 / 0.5M: 90 / 1M: 45
Range: 0-50/250/500
Ammo: 1; Missiles: 216 Credits/Each
Era: PE+
Damage: 40 AoE; RoF: 2 (4D)
Rarity: 6
0-2M: 40 / 3-4M: 30 / 5-6M: 20
Cost: 540 Credits (Launcher Only)
Range: 3-25/100/200
(Body 1D)
Ammo: 30; Magazines: 1,620 Credits
Included Equipment:
Era: PE+
• Maintenance tools
Rarity: 3
Cost: 780 Credits Notes:
Included Equipment: 1. Anything other than a direct hit, has the
• Maintenance tools missile bounce right off the target’s hull and
• Fire Control Package (1D to mitigate fly wildly off target.
multiple shots)
• Collapsible Stock (+1 to hit) 2. In the first round of the missile’s flight it can
be shot down with a difficulty of 30 to hit it.
"The micro-grenade launcher is a devastating The missile has a Body Strength of 1D. It
weapon, but make sure that you replace the strikes it’s target on round 2.
magnetic rings that propel the explosive. During
a firefight on Maro Della, the rings—which had "I bet the Imperials were shocked the day a lone
degraded after repeated use—failed and jammed Rebel waltzed over, set up the launcher and fired
a grenade in the barrel. I only had a couple of a missile into the neck of the nearest walker."
seconds to toss the gun before the grenade ―"Mal'urc," in an annotation to Gundark's Gear
detonated." Datalog
―Hyannis, Gundark's Gear Datalog
The J8Q-128 Finbat Missile is a portable,
The Model MGL-1 was a type of micro-grenade shoulder-fired, anti-walker concussion missile
launcher designed by Locris Syndicates. It is developed by Kessler. It was designed for use by
designed to fire Micro-grenades quickly and with a single person, from preparation to firing; after
minimal training for the user. It can be mounted firing, the launch tube can be discarded.
on another rifle and be used as a separate Designed to destroy large, slow-moving targets
weapon. such as AT-ATs and AT-STs, the missile itself
The MGL-1 acts as a sort of Gauss gun, using moves slowly, and can potentially be shot down
magnetic rings to propel each grenade at high by a competent gunner mid-flight. The warhead
velocity with minimal scattering. A was specifically designed to overcome the heavy
computerized firing system allows for increase plating of an AT-AT and consists of four separate
accuracy thanks to its target recognition system, segments to penetrate the armor of its targets; the
which combined with its low recoil and final explosive within the body of the missile is
soundless operation made it a favorite of bounty designed to fragment and continue moving
hunters. However the magnetic rings will through the target, inflicting significant internal
eventually require replacement, otherwise damage. Even a first-time Finbat user could
causing the launcher to jam and leaving an armed decapitate an AT-AT with the weapon. However,
grenade stuck in the barrel. the missile is limited to a range of approximately

193
500 meters, and is less effective when not Merr-Sonn PLX-4 Portable Missile Launcher:
delivered against a foe squarely in the weapon's Damage: 60 Speeder AoE; RoF: 1 (6D-S)
sights, tending to bounce off the side of the 0-2M: 60 / 3-4M: 40 / 5-6M: 20
target. Range: 25-200 / 400 / 600 (Dumb Fire)
Range: 100-500M / 3 Km / 10 Km (Lock Range)
Merr-Sonn PLX-2 Portable Missile Launcher:
Ammo: 4; Missiles: 144 Credits/Each
Damage: 60 AoE; RoF: 1 (6D)
Era: PE+
0-1M: 60 / 2-3M: 30 / 4-5M: 15
Rarity: 5
Range: 25-100/300/500 (Dumb Fire)
Cost: 720 Credits (Launcher Only)
Range: 25-500M/1 Km / 2 Km (Lock Range)
Included Equipment:
Ammo: 6; Missiles: 108 Credits/Each
• Collapsible Tripod
Era: PE+
• Shoulder Mount
Rarity: 4
• Maintenance tools
Cost: 390 Credits
(Launcher Only) Notes:
Included Equipment: • Savant Rockets: Because of the computer
• Maintenance tools system necessary to fire savant rockets, one
Notes: Free Action and a Difficult missile weapons
roll is necessary to “tag” a target. If this roll
• If the test to hit the
is failed, it means that the “tag” system has
target fails but is
not locked on the target and the weapon acts
within five of the
only as a “dumb” rocket, relying entirely on
difficulty number,
the missile weapons roll in the next round. If
the missile has achieved a “target lock” on
the roll is successful, the savant missile is
the target. The missile has a “tracking”
considered to have a skill of 20 to hit the
ability of 20, moves 550 meters per turn and
target (normally the rocket activates at point-
may roll once per round to hit the target, with
blank range). The missile has a “tracking”
a maximum range of 40 kilometers. If
ability of 20, moves 550 meters per turn and
tracking rolls miss difficulty number by a
may roll once per round to hit the target, with
total of 10 or more, the missile has lost its
a maximum range of 40 kilometers. If
target.
tracking rolls miss difficulty number by a
The PLX-2M has a magazine of six Arakyd total of 10 or more, the missile has lost its
Industries 3t3 missiles and includes a miniature target.
repulsorlift generator to aid in carrying the heavy
• Not available prior to the Battle of Endor.
weapon. Other missiles are sometimes used,
including armor piercing anti-vehicle shells, It was very effective for infantry troops due to its
explosive "bunker busters", gas delivery systems, versatility. It was capable of firing both missiles
and GAM guided missiles. and standard rockets, as well as more advanced
projectiles. The first of these are standard
This weapon also includes a holographic heads-
Gravity Activated Mode developed for previous
up display that gives the user information about
PLX launchers and operated in the same manner.
his or her target, including its speed, range, and
The second were special "Savant" missiles,
what defensive shields it had. This weapon has
computer-controlled missiles designed to mimic
two "smart" missile firing modes. In one mode,
standard unguided missiles until a set time when
the missile acts as a heat-seeker. In the other
they would activate and home in on their target.
mode, the missiles home in on the gravity
In this manner, victims often thought they had
distortion fields created by repulsorlift engines.
avoided the missile only for it to strike them
The PLX-2M can also be dumb-fired to avoid
from behind.
hitting friendly vehicles. Despite its complexity,
the PLX-2M could be assembled and ready for The PLX-4 can be shot "over-the-shoulder" or on
battle in less than a minute, and, because of the tripods (although these were supplied by other
microrepulsorlifts, could be carried over almost manufacturers). It came with a detachable
any terrain and could be easily mounted and fired missile rack capable of holding four rockets.
from the shoulder. It is popular with infantry
attacks against tanks and small fighters.

194
Arakyd Mini-Proton Torpedo Launcher: Body Glove:
Damage: 75 Static Shaped AoE (7D+2) Era: PE+
0-1M: 75 / 2M: 60 / 3M: 45 Rarity: 2
Range: 20 Km / 20 Space Units Cost: 150 Credits
Ammo: 6; Missiles: 135 Credits/Each Weight: N/A
Era: RE+ A high tech, form
Rarity: 5 fitting body suit that
Cost: 1,298 Credits (Launcher Only); 8 Kg (Full) keeps the wearer
Included Equipment: climate controlled all
• Fire Control Package: +2D Mitigates day long. It resists
multiple actions or adds to accuracy. extreme shifts in
• Starship Grade Maintenance tools (+2) temperature and
keeps the wearer
The miniature proton torpedo launcher is a
comfortable. A body
portable missile launcher that fires miniaturized
glove is acceptable,
proton torpedoes. It was originally designed as
stylish, clothing.
an integrated weapon for the Zero-G assault
• +2 to all Survival Tests
stormtroopers of the Galactic Empire. The
• The Suit is tear resistant, while not
launcher was fitted into the Zero-G
considered armor it can take some
stormtrooper's left gauntlet which enabled them
punishment before being destroyed. People
to rip through the hull of a starship in boarding
are known to have been killed by blaster fire
missions. However, Rebel engineers adapted the
while their Body Gloves remain intact!
weapon into a portable shoulder-mounted
• Body gloves are considered to be the
launcher.
underlay of any Vac / Flight Suit
Though not as powerful as the proton torpedoes • Body gloves are often worn under body
fired from starship launchers, the miniature armor.
proton torpedo launcher is still a devastating
Synthrope Dispenser:
weapon, dealing collateral damage to any targets
Era: PE+
within 3 meters of the primary blast radius.

General Equipment

Rarity: 1
Cost: 50 Credits
A, small, high tech dispenser that creates rope
like magic. They typically create up to 50 meters
of rope that can support of to 500 kilograms.
• 4 Grapple Attachments: +25 Credits

Glow Rod
Era: All
Rarity: 1
Cost: 50 Credits
A compact light generation device that works
like a flashlight, lantern, and emergency strobe.
• This device is simple and rugged (Body 3D).
• Typically contains enough energy for 5 Days
of continuous operation.

195
• Provides a personal heat source in emergency Recording Rod
situations offering a +2 to Survival tests in Era: All
cold climates. Rarity: 1
Cost: 75 Credits
Portable Fusion Generator Recording Rods are High Resolution video /
audio recorders, about the size of a hand held
microphone. They are capable of accepting data
cartridges for enhanced storage, however, they
tend to have 5 days of power and enough storage
integral to the unit, for 25 hours of audio content
or 12 hours of audio and video.

Era: PE+ Holo-cam


Rarity: 2 Era: PE+
Cost: 575 Credits Rarity: 3
Weight: 2 Kg Cost: 150 Credits
An Ultra-High-Tech Fusion reactor, meant to It records (in 3D) a 360
charge, and provide near limitless power for a Degree spectrum, capable of
number of applications. Can charge Droids, calculating positions in real
recharge items & weapons, and battery cells. It time and even estimating
also tends to throw off a bit of heat, and can act movements of individuals and
as an emergency heat source (+3 to survival objects that are obscured by
rolls). your hand, a wall, etc. AoE Recording radius,
10m. Used as a directional recorder: range is
Datapad line of sight. Recording storage: 12 Hours
Era: All • Many of these units have limited Droid
Rarity: 1 Functionality. However, this unit is generic
Cost: 150 Credits and simply follows the journalist around and
It’s a Tablet PC, with perfect is directed by a wrist bracelet control system.
touch sensitivity, it’s extra • Power Supply for the camera and small
durable (2D+2) and it stores a repulsor system (speed 15) lasts up to 1 day.
pretty amazing amount of
information at 100 Terabytes. Comlink
Portable Computer

Era: PE+ (PTP link in KOTOR+ Era)


Rarity: 1 (Comlink); 6 (PTP Link)
Cost: 75 Credits (Comlink); 12 (PTP link)
It’s your high tech phone that looks like a Chap
Era: All stick. It has a 50km range and can be used in
Rarity: 2 many ways like a smart phone, GPS data, Alarm
Cost: 450 Credits Clock, interfaces with Datapads, etc.
Weight: 1 Kg • It has effectively unlimited power, it’s cell
It’s a Laptop Computer, with everything the recharges from kinetic movement and solar
Datapad has plus holo recording, comm-link absorption.
uplink & everything else a high end workstation • PTP links have a 15km range, 35km range if
computer is capable of. Storage: 100 Petabytes

196
used bouncing signals off of towers. • 2 Breath Masks and 2 weeks of filters/ea
• 2 Glow Rods
Encrypted Comlink • Datapad
Era: PE+; • 2 Synth-rope Dispensers
Rarity: 3 • 2 grapple attachments (+3 to Climb)
Cost: 150 Credits • Climbing gear (+2 to climb)
It’s a military encryption communications device • 2 All weather Parkas
that creates a VPN tunnel to like devices. You • Portable Shovel
cannot be monitored talking on such a device • General Maintenance / Repair Kit
(however if you’re calling an non-encrypted • Portable Moisture Vaporator & Water
Comm-link, someone else on the other end can Purification Kit
eavesdrop). Difficulty to break Encryption: 50.
Starship Toolkit
• Same features as a regular Comlink/PTPlink

Survival Rations

Era: All
Era: All
Rarity: 1
Rarity: 1
Cost: 5 Credits/day (25/Week pictured)
Cost: 60, 230, 400 Credits
Weight: 1 Kg / Week
0D, +3, and specialized (per model of starship +6
A days rations is the size of a small square of
to repair rolls).
cardboard (3x3”). It contains all the healthy
nutrition you need to function and not starve. General Maintenance & Repair kit

Survival Kit
Era: All
Rarity: 2
Cost: 3,000 Credits
Weight: 5 Kg
Contains:
• 10 Solar Flares
• 2 man Standard
& solar blanket
• 2 man shelter
• 2 weeks rations Era: All
• Portable Fusion Rarity: 1
generator Cost: 60/200 Credits; 0 & +3
• Knife (+5 Dmg) A typical high tech tool kit that is capable of
• Self Charging Laser Pistol: 25 Shots, 30 being used for the General Maintenance &
Damage (no stun setting); The cell will Repair Skill (which covers a broad range of
recharge in 25 hours (1 charge per hour); items from Blasters to buildings.
range as Sporting Blaster Pistol
• Emergency Beacon

197
Motion Sensor Array Military Grade Snooper Goggles
Era: PE+
Rarity: 3
Cost: 295 Credits
Effect: Eliminates
penalties to see in
complete darkness,
creating a near daylight
equivalent field of
vision.
Night vision and image enhancement goggles
with integral flash/flare compensation so there is
no chance of being blinded. Popular with
Era: RE+ nighttime hunters and special forces units.
Rarity: 2
Cost: 150 Credits Macrolenses
Motion Sensor Arrays come in pairs, and can be
placed as such covering a wider area. Detects
motion in a 15m radius, emits alarm noise and
can silently emit one to a Comm-link, Datapad,
HUD or Computer. -1 DR to search tests in the
15m radius.
Macrobinoculars
Era: PE+
Rarity: 2
Era: RE+
Cost: 660 Credits;
Rarity: 10
Gunnery Software:
Cost: 1,080 Credits
+330 Credits
These are worn like contact lenses, and can alter
Range: 100m/1km/
the appearance of a person’s eyes. In addition to
4km
the cosmetic use, the macro-lenses also add +6 to
Macrobinoculars are
the wearer’s vision-related search rolls, and they
high tech, digital magnification binoculars that
reduce all range penalties by one grade (ie, Long
have a charge that typically lasts weeks before
Range becomes Medium Range, Medium Range
requiring a recharge. All search and Perception-
becomes Short Range, etc).
oriented skills are increased by +9 when using
the macro-binoculars to view areas more than
Camo-Netting
100 meters away. If attached to a blaster via
specialized programming software, they provide
a +6 bonus to all medium and long-range shots,
provided the attacker is in a steady “sniper”
position.

Wide-Scan Binocs
Era: All
Rarity: 1
Cost: 60 Credits
Range: 50m/500m/
1.5km
Wide-scan binocs are
Era: All
low tech, un-powered,
Rarity: 1
binoculars they
Cost: 162 Credits
provide a +3 bonus to search skill rolls where the
Weight: 5 Kg / 20m radius
target individual or area lies more than 20 meters
Camo-netting adds +2DR penalty to the
away from viewer.

198
difficulty to detect the camouflaged object with
sensor-scanning equipment and visual scanning
at ranges greater than 50 meters.
• Camo-netting offers ½ it’s bonus at ranges
under 25 meters, with no benefit at ranges
under 9m.
• It is terrain specific, and only offers it’s visual
bonus to terrain that shares it’s base color
pallet.
• Most snubfighters will carry a couple types
due to it’s low cost and weight.
in poisonous environments. There are many
Adaptive Camo-Netting functional models of the device due to knockoff
brand competition.
• Knockoffs provide 3 hours of air at ½ the
cost.

Tech Scanner

Era: PE+
Rarity: 3 Era: PE+
Cost: 1,080 Credits Rarity: 3
Weight: 10 Kg / 15m radius Cost: 1,672 Credits
Camo-netting adds +3DR penalty to the The Tech Scanner interfaces with Data Pads or
difficulty to detect the camouflaged object with Portable Computers / Computers (thus they are
sensor-scanning equipment & visual scanning at required to use it effectively).
ranges greater than 25 meters. Adaptive Camo- • +12 to Sensors Tests to determine the best
netting offers a reduction in detection difficulty means to repair a vehicle.
per 10m one is closer to the object in question • +6 to Sensors Tests to determine the best
(with a minimum detection penalty of +1DR at means to modify a vehicle.
ranges 5m and under). • +3 to Sensors Tests to determine the best
• Powered by any light, radiation or power means for an Engineering enhancement for a
source, absorbing enough energy to operate vehicle.
indefinitely. • A Successful Sensors Test (GM set Target)
• A standard Power Pack will provide the tarp will award a -1 DR to whatever test the user
with power for 100 days. is employing the device to aid them in.
• The material is a flexible poly tarp that Failures here simply do not grant the -1 DR.
anchors with molecular bonds that allow • -1 DR is almost always granted for standard
attachment / detachment. repairs.

Aquata Breather - A99 Vac Suit


Era: PE+ Era: All
Rarity: 3 Rarity: 2
Cost: 236 Cost: 750 Credits
Provides up to 4 hours of breathable air through Weight: 2 Kg
its mouthpiece. The A99 has advanced filters to The basic space suit that provides 2 hours of air
allow it to function underwater, in a vacuum, and and environmental control. The suit provides

199
minimal physical situation / craft destruction event: P.2/E1.1
Protection (P.1/E.1). • Mag Boots Standard
• Comes with a standard • Retention Harness / Safety Line (25m)
helmet (P1/E1). • Integral Encrypted Comlink in Helmet
• Body Glove equivalent • Imperial Model has a Light Blaster Pistol
• 8 Signal Flares included at no additional cost, standard.
Standard Damage: 30 (3D), Range: Standard, Ammo:
• Mag Boots Standard 150
• Retention Harness /
Safety Line (25m) Breath Mask
• Integral Comms Era: All
Rarity: 1
Cost: 25;
High G-Stress Vac Suit Cartridges: 12
Weight: 1 Kg
Provides full
breathing
filtration (not
bodily) for 2
hours per
cartridge.

Light
Environmental
Suit
Era: All
Rarity: 1
Cost: 180 Credits
Weight: 1.5 Kg
An ultra basic suit that
provides the same
function as the Vac Suit
with several exceptions,
Era: RE+ it requires a breath
Rarity: 1 (due to the size of the Empire) mask, sold separately, to
Cost: 1,500 Credits be
Weight: 4 Kg
Provides the same function as the Vac Suit in
addition to:
• Carrying nutritional liquids in the suit and
helmet, good for 4 days. integrated for anything beyond it’s
• Carries the base benefits of a Body Glove 1 hour supply of air &
• Waste recycle system environmental controls.
• Light Resistance (P.1/E.2) • The Breath Mask will add
• +3 bonus to Sensors from integrating system 2 hours, per filter integrated to
technology (Helmet P1/E1). both air and life support (climate
• A separate heating/cooling/recycling unit that control); up to 2 can be used for 5
allows the suit to fully sustain a pilot for up total hours of life support.
to 4 days (500 Credit Replacement). • Does not include Body
• Double the Physical bonus for High-G Glove Functionality
Maneuvers for Endurance/Willpower (+4) • Toughness: P.1/E.1
tests.
• Double Armor values for any punching out Medium Environmental Suit
Era: All

200
Rarity: 2 Armor & Defensive Gear
Cost: 394 Credits
Weight: 3 Kg
Provides the same function as the Light EVA Suit
with two exceptions, breath mask is integrated
and it provides up to 4 hours of climate control +
2 per additional cartridge (8 hours maximum).
• Provides Ablative Armor to both Physical
and Energy: 10 to each
• Toughness: P.2/E.2

Heavy EVA Suit


Era: KO+
Rarity: 3
Cost: 1,000 Credits
Weight: 4.5 Kg
Provides the same
function as the Medium
EVA Suit with two Light Shield Belt
exceptions, breath mask Era: PE+
is integrated and it Rarity: 8
provides up to 8 hours of Cost: 4,320 Credits
climate control + 2 per Weight: .5 Kg
additional (14 hours Toughness: P6/E6
maximum) cartridge (3). Recharge: 6 Rounds, replacement Power Pack
• Provides Ablative (immediate) or Portable Fusion Generator
Armor to both (regenerates 18 points per round).
Physical and Energy: Medium Shield Belt
15 Points Each Era: PE+
• P1/E1 Rarity: 9
• Integral Comlink Cost: 6,480 Credits
• Mag Boots Weight: .75 Kg
Toughness: P9/E9
Recharge: 9 Rounds, replacement Power Pack
Ship Suit (immediate) or Portable Fusion Generator
Era: All (regenerates 27 points per round).
Rarity: 1
Cost: 50 Credits Heavy Shield Belt
Provides full enviro seal and Era: PE+
light helmet, 30 minutes of Rarity: 10
environmental support and Cost: 8,640 Credits
air. Has numerous pockets Weight: 1 Kg
and attachments and is highly Toughness: P12/E12
popular with ship crews. Recharge: 12 Rounds, replacement Power Pack
Comes with utility belt and (immediate) or Portable Fusion Generator
mag boots. Highly tear (regenerates 36 points per round).
resistant. Cuts the time to Shield Ring / Bracer
climb into Vac and Space Era: PE+
Suits by ½. Considered to be Rarity: 7
functional shipboard clothing Cost: 11,280 Credits
and is even socially Weight: .25 Kg
acceptable in almost any Toughness: P15/E15; Ablative Value: 30
setting other than formal • Generates a hard shield energy barrier in the
ones. shape of a round buckler. Adds +1 to

201
Control (once per round).
• The Jedi can choose to parry, rather than soak
damage as if it the gauntlet were a
Lightsaber. This mode does not drain the
shield’s Toughness.
• Soaking damage the Jedi can absorb the blast
of an AoE explosive (must choose to absorb
the damage in this case) the Jedi channels the
force through the gauntlet in a fashion that
Physical Defense, +3 to Melee Parry. effectively sucks the blast into the energy
Recharge: Regenerates 45 points per round, barrier thus eliminating the blast radius (Jedi
depletes after 3 recharges; 15 round Recharge: to can still bolster the shield for 1FA in this
outlet or fusion generator. It’s power supply is a instance). Any Overflow of Damage:
micronized fuel cell and is highly proprietary. Disables the Gauntlet by a number of rounds
Will not accept power packs of any kind. equal to the damage spill-over (but does not
transfer to the wielder or anyone else in
AoE).
Kilian Ranger Shield Gauntlet
Era: PE+ Reflect Body Glove
Rarity: 10 (Considered Alchemical Object) Era: RE+
Rarity: 4
Cost: 900 Credits
Weight: N/A
The Reflect Body Glove is,
effectively, luxury armor.
Easily worn under other
clothing or as fashionable
attire in and of itself. Body
Gloves never go out of
style in the Star Wars
Universe.
• Provides Standard
Body Glove Bonuses
• Provides P.1/E2
Protection

Advanced Reflect Body


Glove
Era: RE+
Rarity: 5
Cost: 1,500 Credits
Cost: 17,880 Credits Weight: N/A
Weight: .25 Kg
Toughness: P24/E24; Ablative Value: 45 The Reflect Body Glove is, effectively, luxury
• Generates a hard shield energy barrier in the armor. Easily worn under other clothing or as
shape of a round buckler. +2 to Physical fashionable attire in and of itself. Body Gloves
Defense, + 3 to Melee Parry. never go out of style in the Star Wars Universe.
Recharge: Constant, integral micro fusion • Provides Standard Body Glove Bonuses
generator rebuilds 72 points per round. • Provides P1 Protection
• Bolstered by the Jedi’s Force Attribute for 1 • Provides E3 Protection
FA the gauntlet will re-generate a number of
points equal to their Force Attribute +

202
Armored Vac Suit Toughness: Provides P3/E2
Era: All Protection
Rarity: 2 Effectively light powered
Cost: 1,250 Credits armor.
Weight: 5 Kg • It does not require the
An armored combat space suit wearer to have Power
that provides 2 hours of air Suit Operations.
and environmental control. However, if that AP is
Toughness: P2/E1 possessed the suit
• The it is highly tear provides +3 to all
resistant and comes with 5 Athletics checks & +2 to
instant seal repair patches for Strength for Physical
Physical and Energy. Each Damage and Lift / Carry
returns 3 points of integrity to Strength.
the armor to seal any leaks • Weight of the Suit is
should the armor be ignored if the wearer has
“destroyed” while in a Power Suit Ops.
vacuum.
• Helmet has integral
comlink Blast Vest
• Carries the base benefits Era: All
of a Body Glove Rarity: 1
• 8 Signal Flares Standard Cost: 125 Credits
• Mag Boots Standard Weight: 1 Kg
• Retention Harness / Safety Line (25m) A functional and common
piece of defensive attire. It
Bounty Hunter Armor / Corellian Hunt Suit only covers torso. The vest
can easily be worn under
other clothing or armored
Jackets. It contains many
useful pockets.
Toughness: P1/E.1

Blast Helmet

Era: All
Rarity: 1
Cost: 150 Credits
Weight: 1 Kg
Era: RE+
This is your standard protective combat helmet.
Rarity: 3
Toughness: P1/E1
Cost: 2,500 Credits
Weight: 10 Kg
Koromundian PDS Secure Long Coat

203
Era: KOTOR+ Optional strap-on armor plates provide:
Rarity: 1 Toughness: P1/E.2
Cost: 400 Credits • Retains the same camouflage capabilities
Weight: 1.5 Kg • Full Coverage
A very stylish protective long coat that has been
manufactured for thousands Explosives
of years and remains in
style (4,000+ years). Det Cord
Toughness: P1/E.2 Era: All
• The long coat can be worn Rarity: 2
over other armor. Cost: 14 Credits / Meter
• Covers arms, torso and Weight: 1 Kg / 5 meters
half of the legs. Per Meter of the cord it creates a 10 Damage

Versatex Survival Suit


Era: PE+,
Rarity: 2
Cost: 1,140 Credits
Armor Plates: 563 Cr
Suit is waterproof and tear and pressure resistant.
Micro-capillaries of fluids in the fabric insulation

(1D) Explosion, shaped to whatever is is applied


to.

Plasticine Thermite Charges


Era: All
Rarity: 2
Cost: 73 Credits / Charge
Weight: 1 Kg / Charge
Creates an intense, sun like,
blast shaped toward
whatever it is attached to.
The material will adhere to
almost any surface.
50 Damage (5D)

protect the wearer from temperature extremes Thermal Detonator


from as low as -30º C to as high as 100º C; +15 Era: KOTOR+
to Survival Tests. Suit’s micro-capillaries have a Rarity: 10
limited camouflage system. By exposing the belt Cost: 140 Credits / ea
color sensor to the environment’s predominant Weight: .5 Kg / Detonator
color, custom tinted dyes will be injected into the Thermal Detonators erect a
micro-capillaries, altering the suit’s color, 10 Meter force field,
granting a +3 bonus to sneak and hide. Helmet anything inside that field is
has a built-in comm-link, breath mask and glow- annihilated by a full
lamp. The Suit will provide 15 minutes of damage fusion blast.
exposure resistance / air in a Vacuum. 100 Damage (10D)

Toughness: Suit Itself: P.2/E.1 Concussion Grenade

204
Era: PE+ Cost: 18 Credits /
Rarity: 4 Block
Cost: 81 Credits / Grenade Each block is one
Weight: .25 Kg / ea kilogram (2.2 lbs),
and delivers 10
points of Speeder
Scale Damage
(1D). Must be
placed
appropriately for
effect.
Blasting Cap

Emits a shock wave of concussive force that,


literally, rips objects and people apart. These
grenades are especially lethal in close quarters
like hallways or rooms. Add +5 to the damage if
deployed in a hallway; increase AoE by 1.5x &
+10 to the damage if used in an enclosed room;
double the AoE if used in an enclosed room.
• AoE Range: 1-2/3-4/5-6; Damage: 60 (6D)

Frag Grenade
Era: All
Era: All
Rarity: 3
Rarity: 1
Cost: 54 Credits / Grenade
Cost: 5 Credits / Cap
Weight: .25 Kg / ea
Detonates the Blasting Block, does 2 damage by
itself. Tied to remote detonator.
Remote Detonator
Era: All
Rarity: 3
Cost: 14 Credits /
Device
Detonates Blasting
Explodes throwing high velocity fragments in all Caps tied to it
directions. remotely.
• 40 Damage (4D); AoE range: 1-2/3-4/5 • 1 km range
• A Comlink can be used as a Remote
High Explosive Grenade Detonator, with minor modifications (and
Era: All possesses a 50Km range).
Rarity: 2
Cost: 68 Credits / Grenade Proton Charge / Grenade
Weight: .25 Kg / ea Era: PE+
Explodes unleashing a blast of Rarity: 8
force and energy spread. Cost: 144 Credits / Grenade
A high yield, shaped
• AoE Range: 1/2/3
Explosive device that has a
• Damage: 50 (5D) fusion disc at it’s base
(shaped charge area) that
Blasting Block allows it to be fused to
Era: All anything. It’s often referred
Rarity: 3 to as a grenade, because

205
they are very effective at taking down armored you. One full does will raise your Perception
vehicles and can be thrown onto them effectively. attribute by 3D for 3 hours.
• Magnetic Fusion Disc allows it to lock onto • Note: You become hyper sensitive, loud
anything permanently. When thrown at noises and combat will jar your sensibilities.
metallic objects (like tanks) it aligns itself to -10 to all skills under these circumstances.
magnetically lock to the hull of a metal • Withdrawal Symptoms: If more than one
object and then, the fusion disc makes that dose is taken in a 25 hour period, the user
connection permanent. suffers a -5 penalty to all skills for the next
day unless they take another hit of the stim.
• Damage: 100 (10D)
Drugs and Medical Supplies Euphoric Stim Spice
Era: PE+
Rarity: 1
Cost: 225 Credits; 1 dose
Highly addictive, let the good times roll.
• Roll a D6, 1-5 and you’re addict.
• Breaking the Habit: requires a 72 hour
period with all skills at -6. Any further
sampling of the drug instantly resets the
addiction and doubles the time to get “clean”.

Sure Thing Cocktail Additive

Death Stick Smoker


Era: All
Rarity: 1
Cost: 50 Credits
Weight: N/A
A device that allows the “safe use” of Death
Sticks (rather than injection based). Effectively
it is a Vape Pipe. Era: All
Cost: 300 Credits; 1 dose
Death Sticks If you don’t know what this is, you’re probably
Era: All too young to play this edition of the game.
Rarity: 1 Difficulty: 60 vs Endurance / Willpower
Cost: 20 Credits (whichever is higher), if you beat the difficulty,
24 in a pack, Smoke-able with a Smoker or you know you’re drugged. Exhaustion hits you
directly injected (injection needle in each vial). in waves. The effect is delayed for 10 rounds per
Death Stick Cartons D in Willpower, then you black out. Otherwise
Era: All the effect is nearly instantaneous: Complete
Rarity: 1 memory loss and compliance with whatever
Cost: 199 Credits anyone says for 12.5 hours.
Ten 24 Packs of Death Sticks
Baking Sticks
Glitter Stim Spice Era: All
Era: PE+ Cost: 50 Credits; 5
Rarity: 2 Sticks
Cost: 505 Credits; 1 dose They get you
“Non addictive”, but you “Baked”
want to be because of -3 to all skills while
what this Spice does for

206
“Baked”. However, creativity is expanded +5 to Bacta Tank
Art,Writing & Persuasion. Effect Duration: 30 Era: PE+
minutes per Stick. Rarity: 3
• Addiction Warning: Roll a 1 on a D6 and Cost: 675 Credits
you’re hooked. Healing tank designed
for use with the healing
Medipack agent Bacta.
Era: PE+
Rarity: 3 Bacta Full Charge
Cost: 1,080 Credits Era: PE+
Ultra Advanced Trauma Rarity: 1 (2 if regulated
kit that treats a single / 10 if Thyferra is
injury. interdicted)
• 4 points of Healing Cost: 1,800 Credits
(+4 to recovery test Weight: 100 Kg; 3 Uses
result) Bacta is effectively a miracle healing agent that
• +1 Recovery Test is harvested from the planet Thyferra. So much
(does not require the is produced there that it is abundant, normally, in
individual to have the entire galaxy. The price doubles when
one left). Immediate use, only one of these regulated (Empire) and suffers a x10 cost hike
can be applied per day. when Thyferra is interdicted and shipments are
not reaching the galaxy.
Medpack
Kolto Tank
Era: KOTOR+
Rarity: 3
Cost: 675 Credits
Healing Tank designed
for use with the healing
agent Kolto
(functionally identical
to a Bacta Tank and
interchangeable).

Kolto Full Charge


Era: KOTOR+
Rarity: 3-6
Era: All Cost: 2,700 Credits
Rarity: 1 Weight: 100 Kg; 3 Uses
Cost: 360 Credits Kolto is functionally identical to Bacta. It is an
A high tech, field kit that is generally only good early hyper healing medicine that existed in
for 3 applications. However it affords the user 5 abundance in the Knights of the Old republic
points of to Healing (and +3 to recovery tests). Setting. Some areas of the galaxy still rely on it.
However, it fell out of favor due to it’s expense
Bacta Gel Tabs to manufacture. It was largely replaced with the
Era: PE+ discovery of Thyferra and it’s naturally occurring
Rarity: 4 Bacta, which was sold cheaper and stripped all
Cost: 1,320 Credits; market away from Kolto production. While
Quantity: 6 Tabs Kolto is generally only 50% more expensive than
Ultra portable Bacta Bacta, the fluid suffers a 3-6x cost (Rarity)
treatments: multiplier during normal sales and creation (at all
• Each Tablet heals 5 times) due to scarcity, difficulty to manufacture
points of damage the loss of knowledge how to manufacture it. In
instantly. times of crisis, however, Kolto is a stable healing

207
agent... Assuming anyone recalls how to create 1.6 meters x 0.75 meters with a sterilized,
it. heat-insulated covering. 12 Cloths
• 2 Universal Plasma Fluid Sacks: Require
Chiwab Amalgamated Pharmaceuticals (12) first aid roll. Intravenous feed provides
Company ECM-598; Advanced Medical universal plasma stabilization serums.
Backpack
Era: PE+ Chiwab Amalgamated Pharmaceuticals
Rarity: 3 Company ECM-893; Ultra Medical Suite;
Cost: 6,960 Military Rucksack
Credits Era: PE+
Weight: 5 Kg Rarity: 4
Note: Treat all Cost: 20,880 Credits
components as Weight: 7.5 Kg
requiring an Easy Contains all of the above items from the
First Aid roll Advanced Medical Backpack and adds a +3
unless otherwise bonus to each item. Triple all dosages of
noted. consumables.
Each kit contains
the following items: Fast Flesh Medpack
• Hand-Held Diagnostic Scanner: Easy first Era: PE+
aid or Moderate sensors. Provides readout of Rarity: 2
patient’s vital signs, specifics on injury and Cost: 1,440 Credits; 4 Uses
recommended procedures. Weight: .5 Kg
• Medicines: Anesthetics, blood pressure,
respiration and pulse regulation compounds,
as well as other essential medicines (for a
number of common species) 9 total doses.
• Emergency Procedures Database: Easy
computer programming/repair roll. Based on
initial scanner findings, this emergency
database provides the user with a quick
reference collection of treatment procedures.
• Filtration Mask: Supplies sufficient oxygen
flow; may also be connected to one of several
atmospheric compound bottles for non-
oxygen breathers.
• Heat Closure Packs: Pressurized sealant
bandages with medicines which, when
exposed to air, cauterize and sterilize a
wound up to 10 centimeters in diameter. 6
Bandages
• Laser Scalpel: Difficult first aid roll.
Precision cutting tool; 20 Damage (2D).
• Medicine Dispenser: (12) first aid roll. Can
be loaded with a variety of medicines. 12
Doses
• Portable Repulsor-Stretcher: Collapsible The FastFlesh medpac is incredibly advanced,
one-person operation anti-grav stretcher manufactured by BioTech Industries. It utilizes a
capable of supporting up to 150 kilograms. number of advanced synthetic biomedical
• Pressure Cuffs: Circular metal sleeves of chemicals such as BioTech's Chromostring that
varying diameter (5-30 centimeters) which allows for deeper penetration of medicines into a
inflate pressurized chambers around wound patient's body without causing nerve damage.
area. 5 cuffs The treatments in the FastFlesh medpac are so
• Sterile Heating Cloth: Covers an area up to powerful that they could only be used once per

208
day although other medpacs may be used A bioscan, or bioscanner, is a scanner and
complementary. diagnostic package designed to identify and
• 15 points of Healing (+9 to recovery test analyze the biological composition and medical
result) status of living beings. This is not easily a
• +1 Recovery Test (does not require the portable unit, it requires just over an hour to
individual to have one left). Immediate use, assemble. A dedicated sensor array is built into a
only one of these can be applied per day. sturdy framework that is lowered onto a patient.
This advanced device requires Computer
Cryoncorp Mediscan 21 Medscanner
Programming / Repair (2D) to set up, then it
Era: PE+
relies on the operator to have First Aid or
Rarity: 2
Medicine.
Cost: 2,040
Weight: 2 Kg Skill: Bonus:
This advanced device First Aid +2D
diagnoses the wound Medicine +2D
level of a patient and Knowledge Attribute +9
offers the most (Choose one)
effective means of
wound mitigation
available. The BioTech RFX/K Medical Sensor
person operating the Era: PE+
Medscanner must possess the First Aid skill. Rarity: 2
The bonus listed below is the, actual, instant Cost: Civilian: 684 / Military: 900
healing result for anyone using the device. Weight: 1 Kg
Medisnensors are used to augment the diagnostic
Wound Level: Bonus: scanner of a medical bay. Since they can access
Wounded +2 the medical database of a standard medbay, they
Wounded Twice +4 are basically booster relays for the existing
Incapacitated +7 system.
Mortally Wounded +9 & Stabilized Medisensors are used to augment the diagnostic
scanner of a medical bay. Since they can access
Athakam/RMSA Bioscan Unit the medical database of a standard medbay, they
Era: PE+ are basically booster relays for the existing
Rarity: 4 system. (Access range from database medical
Cost: 2,510 computer is 2 kilometers for military-issue units,
Weight: 10 Kg 300 meters for civilian units).
• Anyone using a medisensor receives a +6
bonus to first aid checks. However, a
medisensor that is not patched into a
medbay’s computer only delivers a +3 bonus
(to the skill, not direct healing).

209
Faction Specific Weapons & The guns work by releasing an electromagnetic
Equipment: wave field which disables a victim's thought
processes. Once affected, a victim would follow
Baktoid Armory Workshop E-5 Blaster Rifle: any simple command given, even blatantly
suicidal ones. In fact, the Gun of Command is
used as a form of execution, where the
condemned male (no females were executed on
Hapes under any circumstances) would be shot
with the weapon, then handed a blaster and
ordered to take their own life.

A successful hit with the Hapan Gun of


Damage: 50 (5D) Command lowers the target’s ability to resist a
Range: 2-27/91/273 command from the assailant. The target uses
Ammo: 100 their willpower skill against the Gun of
Era: PE Command’s damage instead of Strength. Use the
Rarity: 1 (Value) ; 4 (Actual) chart below to determine the Gun of Command’s
Cost: 1,440 Credits, Ammo Magazines: 25 effects:

1D+2 Body Strength Damage Result > Willpower + PER Monitor


0-1 no effect
This is a poor knock-off of a Blastech rifle
manufactured, en-masse by the Trade Federation 2-3: -6 to Will + PER for 1 round
to equip most of its forces. The E-5 blaster rifle 4-8: -6 to Will + PER for 6 rounds
was the standard-issue armament of the OOM 9-12: -12 to willpower for 12 minutes
and B1 battle droids and the elite BX-series
droid commando. It was powerful, light and 13-15: -12 to willpower for 12 hours
somewhat inaccurate, reflected in it’s effective 16-18: -15 to willpower for 18 hours
ranges. The weapon was prone to generate 19-21: -20 to willpower for 18 hours
additional heat after prolonged use and was not
built to last. Thus it’s body code being slightly 22-24: -25 to willpower for 24 hours
reduced from a character scale weapon (normally 25+: Negates willpower for 25 hours
2D for standard quality). If the target’s Perception receives a “Kill result”
or below, the character will automatically accept
Hapan Gun of Command: any command from the assailant, within reason.
If the assailant’s command puts the target into
direct harm (like walking off a balcony), the
target will instantly recover their Willpower Skill
(add points if no skill is possessed) and apply
that to their Damaged Perception, giving them a
slim chance to recover...
• Treat the Perception attribute as if it has a
condition monitor (5x the pip value of the
Neural Effect Blaster attribute) after Willpower skill levels (if they
Damage: 75 (Static) even exist) are eliminated (point for point).
Range: 3-7/25/50
Ammo: 6 Wookiee Guided Rocket Launcher:
Era: PE+ Damage: 60 (6D) AoE (10m Blast Radius)
Rarity: 6 Range: 10-100/250/500
Cost: 3,375 Credits, Ammo Magazines: 25 Ammo: 5
The gun is more dangerous than almost any other Era: PE+
weapon because it makes victims unable to Rarity: 5
distinguish between their own thoughts and the Cost: 3,450 Credits, Ammo reloads: 50/missile
enemy's, allowing the Hapans to control them.

210
might impart a parrying bonus to someone
wielding it in their off hand. Generally speaking
your run of the mill Lightsaber will not be over
5D (50/75). You could build a stronger one,
however, your GM should make you pay for that
investment by either making you quest for the
materials or charge you in credits for them.
The cost of the weapon is relative to their rarity
and lethality in any era of play. However, base
lightsaber construction is not difficult for a
Traditional Jedi. You need only know how to
3D+2 Body Strength construct the weapon at a basic level: AP
Lightsaber Repair/Construction, under
If user takes an Free Action to aim, he/she General Maintenance & Repair. Anyone can
achieves a “target lock”. In this mode, if test to make a lightsaber, as is evidenced by the vendors
hit the target fails but is within five of the in the Tapani Sector that build and sell them.
difficulty number, the rocket follows the target However, the difficulties in assembly really delve
with a “tracking” ability of 20, moves 300 meters into the “mystical” aspect of being a Jedi.
per move and may roll once per round to hit the Others constructing the weapon, even with the
target, with a maximum range of 5 kilometers. If Advanced Skill, never get it right. Mechanical
tracking rolls miss difficulty number by a total of Assembly is Difficulty 9 (with the AP, 27
10 or more, the rocket has lost its target. Without it). Lightfoils are 3 points easier to
assemble.
Lightsaber:
Damage: 45-105; 75 Standard (Static) Components: A Housing, An Activation switch
Range: Melee (or not, could be force activated), a blade emitter,
Ammo: Effectively Unlimited some regulation electronics, a crystal and a
Era: KO+ power cell.
Rarity: 1 (Value); 8 (Actual)
Value: 2,025-4,725 Actual construction costs could be nothing to a
Traditional Jedi, you can salvage all the parts
There is no other aspect of this setting that is from almost anything in the Star Wars Universe.
more romanticized than wielding a Lightsaber.
The weapon is simple, yet elegant and deadly. Since most Subclass Jedi are lacking in one all of
The damage range effectively allows you to these abilities they don’t possess the ability to
apply some flair to the weapons. 4D (40/60) make them functional themselves with one
Lightsabers tend to be smaller, Like Yoda’s and exception, a Lesser Force User.

211
In order to create a stable Lightsaber that is free MTS 56T Power Pitons
of defects a Jedi must possess Control, Sense & Era: PE+
Alter at 3D in each Skill. With this level of skill Rarity: 2
the Jedi can sense imperfections in the weapon Cost: 360 Credits
and it’s electronics and subtly alter the weapon to Tapani Manufactured
remedy any issues. This process takes an hour recreational climbing aid.
per 5 points of damage output (base before • Using a set of power
factoring in static values, thus a 75 Damage pitons (all four) adds a
lightsaber is a 50 base weapon = 10 hours). +6 bonus to climbing
tests. If only two
pitons are used (just
foot or hand pitons),
the bonus is reduced to
+3.
• They operate and actively recharge based off
their Kinetic power regeneration system.
Rebel Alliance Treaty Recording System
Era: PE+
Rarity: 10
Cost: Not available
for sale; only
available to Rebel
Alliance diplomatic
teams (did those even
exist?...before the
New Republic?)
This is an odd piece of faction specific
technology. If the Rebel Alliance were a
legitimate government, this is the sort of R&D
Notes:
spending that people would be up in arms about.
Lightsabers are cheap and easy to produce if you .. What a waste of money! It essentially
actually know how to assemble one. The parts combines a notary public with a holo recorder...
are common, off the shelf, hardware store based • Recorder images are processed through a
goods. The prices of the weapon reflect base special set of RTZ security filters, then
damage codes WITHOUT being calculated for recorded on a WORM chip so the data cannot
Static Damage. be modified. The main image lens on the
RecSys holorecorder has a fixed focus and
Even the crystal(s) can be fabricated with a Kiln. only one focal length (depth of visual field,
While it’s nice to find a Force resonant Kyber 1.1 to 3 meters), making it unusable for long-
Crystal, it’s not always practical to go to planets range surveillance.
like Illum or Jedha looking for them (sometimes
these planets are destroyed...). Gorondin Chronometrics Time Piece Model
7643
The average Lightsaber delivers 50 Damage (5D) Era: Kotor+
before factoring in it’s Static rating. After Rarity: 1
factoring in the weapon’s status as a Static Cost: 150 (Standard) Credits; +50 per additional
weapon, the damage is 75. This weapon costs a function
mere 2,250 Credits to assemble, in parts and
fabrication expenses. These weapons are by and In a galaxy where everything you use keeps
large the most numerous of the Lightsabers that accurate time keeping (comlink, datapad, etc) the
are found in the wild. necessity for a watch is about as useful as one in
our society of cell phones. Treat this device as a
smart watch. Wearer can choose from over a

212
holographic images, as well as project a
holographic image up to 5 meters in diameter.

Consolidated Learning Systems Synoptic


Teacher
Era: PE+
Rarity: 7
Cost:
A variety of pre-designed information learning
modules are available on a wide variety of
subjects. Transference procedure takes between
dozen builtin holographic displays to relay time, 15-30 minutes.
temperature, or other vital information. Deluxe Depending on the level of module content, its
models allow personalized holo-messages up to degree of technical or cultural sophistication, the
15 centimeters in height. user must make a Perception test (Attribute is
Standard Features: Holo Display, Time Rolled randomly) to effectively absorb the
Keeping, Calendar, Personal Notes, Health material. The Synoptic Teacher will transfer
Monitor, external temperature and atmospheric information to the wearer so long as their skill
pressure readings, media player. level is below 5. If a Skill is not possessed, it
will be granted prior to it’s rating increasing.
Additional Features Include, but are not
Consider Perception rolls to benefit from a +3
limited to: Comlink, Recording Rod (½ all
bonus for “taking time” to absorb the
ratings), Atmospheric Sensor for Pollutants/
information:
Toxins, holonet uplink (requires an active
holonet grid in the area), ammo tracker, doc Test Target Benefit
wagon remote call, etc. 6 1 CP to a Skill
11 2 CP to a Skill
Plescinia Entertainments CS-Mark 12 16 Award Skill or +3 CP
21 Award Skill &/or +4 CP
26 Award Skill &/or +5 CP
31 Award Skill and +6 CP

• The synoptic teacher is a favorite


subconscious “brainwashing” tool of
Imperial Intelligence and other organizations
which may wish to plant posthypnotic
suggestions in the minds of operatives
without their knowledge or consent.
• Not always a negative: If the wearer is
drugged for brainwashing or absorption, add
+9 to the Perception Roll (drug cost 50
Credits if hero wants an advantage to
absorption).

Era: Kotor+
Rarity: 2
Cost: 5,000 Credits
It is designed to receive holographic images from
data slides, droids, comlink, subspace and
hypertransceievrs and even HoloNet
transceivers. Can record and manipulate

213
Cybernetics & Biological the base level enhancements can be hidden,
while more advanced levels of augmentation
Augmentation become more obvious. The flesh of the
individual will bulge in areas of the body in
Cybernetics in the Star Wars universe can be unnatural ways and the level of overall
almost anything from a Droid arm to a nearly enhancement will also make the bearer of them
exact replica. The setting itself does not look move unnaturally fast, or react in odd ways and
favorably upon those who have cybernetic even look at the world differently where their
replacements and, as such, these enhancements mannerisms will attract attention.
are typically masked in a synth flesh sheathe,
making them effectively unnoticeable from their Biological Augmentation
original, biological, counterparts. These are vat grown replacement limbs &
organs, using cloned cells from the host
Replacement Limbs & Organs individual. They take a step beyond mechanical
These mimic standard limbs, some are replacements in that they are generally
indistinguishable from the originals, while others engineered to be “better” than what you started
are more obvious. These provide no benefit over with. While technological enhancements tend to
the originals save for being a bit more resilient in be somewhat affordable these enhancements are
general. There are no restrictions on these. prohibitively expensive to create and install.
Mechanical Cybernetic Enhancements They replace your organs and then integrate with
These are the what we will call Cyberware, your DNA at times even altering it and
effectively similar in function to the hardware enhancing it. Think of the Fifth Element film
you can install in your runner’s bodies in the and you’re on the right track.
Shadow Run RPG. These are metal, alloy, Notes: Bioware does not carry it’s own
composite, electronics, etc. durability. This is a genetic enhancement.
Cyberware can be installed in anyone that is However, it still carries the costs associated as if
alive (not Droids). These are all enhancements, it were a Durable Cybernetic Enhancement.

215
Limitations: Durability of Replacement Limbs and
No character with Null Force Attribute can Organs: As a general rule, any replacement
possess Biological Augmentations. The Null limb or organ resists damage at a +1D on it’s
Force Attribute will destabilize the entire roll. Also, the individual can turn the sensation
process. There’s no issue with a Null Force user of the limb on or off for a free action. (Like if
cranking out the chrome (but they can use Bio- you have to stick your artificial limb in a rabid
Alchemical Mods from the Yuuzhan-Vong). animal’s mouth to protect a child)
Cyber / Bio Points • Run a separate condition monitor at +1D (to
Are a representation of the heroes detachment the Individual’s STR) to the limb.
from reality as they lose more and more of their • If the limb is wrapped in synth flesh, the limb
humanity/sense of self to enhancement. GM can gains a 1D+2 Body code that must be
take control of the character temporarily or destroyed prior to the limb actually taking
completely. You accrue them for each Augment damage. If any points remain from an attack,
that supersedes the basic functionality of the the limb will heal naturally at that same
original limb or organ. No matter how many of 1D+2 Body code, with 1 recovery test each
your limbs or organs are reduced to smoking day. The limb itself is the Replacement STR
piles of ash, you will only accrue 1 Cyber Point of the individual +1D.
so long as the replacements qualify as
Replacement Limbs & Organs with no Augments. Cheap Limbs: Can be weaker than’s the host’s
STR code. Basic limbs / replacements (ovbious
Cyber points accrue as you augment your ones) are likely even cheaper). A Protocol
character. Add +1 to Cyber Point per Augment Droid’s Arm (for example) will only be 2D.
(doesn’t matter if it’s a entry level Augment or a
Maximized one). At 6 points, you start to Installation & Costs of Cyberware
unhinge from reality. You automatically make General Installation:
this roll. (This is 1 for purposes of insanity). At Any medically clean/sanitary clinic with an
7 you must roll 2 or above on a D6 or the GM existing medical droid with at least 2D in
takes control or simply tells you what you medicine can install basic cybernetic
actually do and say. At 8 you must roll 3 or replacements. You can do this yourself, at higher
above (and so on and so forth). risk on the fly. Base target is 9 + the conditions
of the area and quality of parts used… slapping
Note: Cyber Points accrue in two different on a C3P0 droid arm on, in the middle of a
stacks. One for Cyberware and one for Bioware. battlefield would add something like +3-4 DR to
A standard character (non Force / Mundane) can the target = 18-21+ difficulty
stack both Cyberware and Bioware unlike Null
Force or Force Sensitive individuals. Cost: 150 x Points in Pips of Individual’s STR
Code +1D. Ignore Expert Fee: Medical Sercices
for Cybernetic replacements are dirt cheap.

216
to get a Bioware Muscle Augmentation &
Synthetic Cyberware Musculature. Well, you can
add up to 2 additional D in Strength.
Durability of Augmented Limbs and Organs:
Generally speaking any augmented limb or
Organ will resist damage at +2D on it’s roll.
Cyberware and damage sensation(s) can be
switched off at will. Bioware, while it’s
inherently more resilient, cannot switch off the
damage sensation(s).
• Run a separate condition monitor at +2D to
the limb/areas/items. Host STR + 2D.
• Synth Flesh wrapped Augments have a 2D
Code that must be destroyed prior to the limb
taking damage. The synth flesh will heal if
not destroyed, with 2 recovery tests per day.
• This is for basic parts that replace normal
functions. Example Augmented Cybernetic Limb:
Installation & Costs of Bioware Fast Reactions 3, Enhanced Attribute 3 STR,
(Cloning) Right Arm Replacement:
Any medically STERILE clinic with an existing Target Host 2D STR =
medical Droid with at least 4D in medicine can
install Bioware replacements. The presence of a 2D + Enhanced Attribute 3(D) + Fast Reactions
Bacta/Kolto and mandatory 1 day of tank time 3(D) + 2D Limb Bonus Durability + 2D Synth
per D of enhancement is required to allow the Flesh = 36 x 150 = 5,400 Credits
binding of the Maximum Enhancement 3 Cyber Points: Limb + 2 Augments
replacement to the host body.
Example BioWare Genetic/Cloned Augment:
Characters performing this procedure risk death
or worse. Assume all difficulties are 36 Base, Adding Fast Reactions 3 & Enhanced Attribute
regardless of conditions + 1 DR per D their skill Strength 3 (+1D) to your Body:
is under 4D Medicine. -2 to DR per D their skill Target Host 3D STR =
is over 4D. Failure means Character is maimed
and requires 1 week of tank time. 3D STR + Enhanced Attribute 3(D) + Fast
Reactions 3(D) + 4D (Cloning Fee = 2D
Cost: 150 x Points in Pips of Individual’s STR Durability + 2D Synth Flesh fee from above) +
Code +2D+2 + Expert Fee x 5 4D Skill +50%: 75 Credits/day Expert x 5 =
• This is for basic parts that replace normal 9 + 9 + 9 + 12 x 150 = 5,850 +75 = 5925 x 5 =
functions.
29,625 Credits for a Permanent Genetic
What the is an Augment? Modification to your body.
An Augment is an Advantage that you don’t 2 Bio Points: 2 Augments to Host Body
purchase at Character Generation. It, literally,
mirrors any Advantage from the Advantages list. Additional Costs:
The level of the Advantage simply adds to it’s
cost. Things get a bit more interesting here, You’re looking at a Rarity / Underworld Factor
however, where you couldn’t stack some for most systems. Cloning is generally outlawed,
Advantages before, you can stack them with thus it may carry with it a 2-10x cost scaling
Augments up to 2x if you possess both Bioware depending on where you are getting is installed.
and Cyberware (on top of any you might already Generally speaking, you don’t apply these costs
have had when you paid build points for them). prior to the first game.
Example: You bought Enhanced Attribute These costs can be applied dynamically as the
Strength at Character Creation. Later you want GM sees fit in their campaigns.

217
haven’t discovered a better way to track the loss
of humanity/self. While I removed it entirely
from the path toward the Dark Side, and made it
a choice, as it should be. The enhancement of
players with Cybernetics and Bioware is fine if
it’s a simple replacement limb or organ. Now, if
your players go nuts and start hacking off their
own limbs to replace them with these
enhancements there needs to be a mechanic to
reflect that. That mechanic is Cyber Points.
Bio Ware is tracked Separately from Cyber Ware
/ Cyber Points (you can call them Bio Points) as
the materials generally are cloned to interface
flawlessly with the individual, though they still
have the same effect of detaching the individual
Social Stigma Attached to from reality.
Cyberware in the Star Wars
Here are some examples:
Universe A Player’s hero might get an arm chopped off in
It’s up to the GM if they are allowing Bioware / a Lightsaber duel. If that player has the limb
Cyberware for those in the party that start rich. replaced with a Cybernetic Limb they get 1
Feel free to attach stigmas to players that go nuts Cyber Point. If that same hero has all their arms
here. This is Star Wars after all and Cyber and legs blown off by a mine, they can replace
Zombies (Like in Shadowrun) might be able to all their lost limbs for only a single Cyber Point
exist, but might not be a good idea. Typically, if the limbs are not augmented.
people look down upon those with cybernetic
If that limb is augmented beyond the norm (an
replacements and obvious augmentations with a
advantage of up to 3 points), add 1 additional
sort of fear and distrust in the Star Wars setting.
Cyber Point. If that limb adds another, discreet
Use the following information to determine the
Augment of 1-3 points add another Cyber Point
exact level of prejudice:
(so 3 points just for one limb).
1. Non-Obvious replacement wrapped in Synth Wrapping things up:
Flesh: No Stigma
• Regular Heroes can install both BioWare and
2. Obvious replacement, Droid Limb, etc: +3 to Cyber Ware and track their Bio Points and
Social Difficulties Cyber Points Separately. However, they
3. Non-Obvious Augmented Replacement: +3 receive a +1 to Cyber/Bio Point Resilience:
per discreet set of Augmentations to Social Meaning that 7 Cyber/Bio Points is the same
Difficulties (this even applies if it’s a cranial as 6 to them, and they only begin to accrue
installed augmentation, as there will be some possibilities of going insane at 8 Cyber/Bio
tell that makes the hero less “natural”). Points (1 in 6 Chance).
4. Obvious Augmented Replacement: +3 per • Mundane/Null Force Wielders can only
advantage(s) to Social Difficulties. install Cyberware, Bioware dies when
installed in them.
5. Bio Ware is always non-obvious. And the
first set of Augmentations do not generate • However, Yuuzhan Vong can have
prejudice. Every Augmentation beyond the BioAlchemical Augmentations (effectively
first will create a +1 to Social Difficulty per their version of BioWare/Cyberware hybrid).
augmentation point. These attachments are hard to come by and have
their own “Horror Factor” associated with them.
Author’s Notes: They all likely look like someothing straight out
Cyber Points are a throwback to the old rules that of the Hellraiser films.
were similar to a player loosing their mind with
Darkside/Hatred Points from the 3rd Edition. I 1. Yuuzhan Vong BioAlchemical Augments will
cost the same as BioWare (Cloning)

218
2. However, any Vong Willing to install them You, effectively, take control of the hero for a
will charge DOUBLE if you have any full round action or set of actions.
Cybernetic Enhancements already installed.
• The level of “Insanity” the player’s hero has
3. Per BioAlchemical Enhancement you gain developed corresponds directly with what
the Fear Advantage, however, all positive their roll difficulty is. Thus a player’s Hero
traits form that advantage are negated. with a 2 in 6 Chance of losing it is Level 2
Insanity. That means that the GM may take
• Force Users can install Bioware with
control of the player (at will) twice during
Augments, however they can use Cyberware
any game session.
with basic replacements (no augmentation) as
well with no penalty. Off the Shelf Cyberware:
• Force Users adding Augmented Cyber/Bio Reflects a discount for readily available items.
ware have one tracker. Both Cyberware and Observant Eyes: Observant 3
Bioware add up equally and count against Cost: 3,150 Credits; Cyber Points: 2
their total. Cyberware: Doubles it’s Insanity
Inducing Points for the Jedi (Not Bioware). Good Vision Eyes: Good Vision 2
Cost: 2,700 Credits; Cyber Points: 2
Some final words of advice on managing players
going “Insane” from overloading their BioWare/ Keen Ears: Good Hearing 1
CyberWare counts. Cost: 1,950 Credits; Cyber Points: 2
• Don’t take the player’s hero away if they “go Subdermal Plating: Attack Resistance (P1)
nuts” when checking to see if the Cost: 3,150 Credits; Cyber Points: 2
cybernetics/bioware detaches them from Ablative Sheathe: Attack Resistance (P1)
reality. Just tell them what they do instead. Cost: 3,150 Credits; Cyber Points: 2

Combat Cyber Arm: Repeating Blaster


Cannon, Attack Resistance (P1/E1)
80 (8D)* Full Burst, 3D* Fire Control;
Ammo: 20 Bursts
Cost: 9,000 Credits; Cyber Points: 4

Off the Shelf Bioware:


Reflects extreme discounts, for genetic
enhancements and limb/organ replacement.
Toughness Enhancement: Toughness 1
Cost: 11,625 Credits; Bio Points: 1
Mnemonic Enhancer: Photographic Memory 1
Cost: 11,625 Credits; Bio Points: 1
Muscle Enhancement: Enhanced STR 3
Cost: 16,125; Bio Points: 1
Cloned Organ/Limb: Exact Match
Cost: 6,750 Credits; Bio Points: 0
Bakuran Special: Longevity 1
Cost: 11,250 Credits; Bio Points: 1
Cosmetic Surgery: Attractive 1
Cost: 5,250 Credits; Bio Points: 0
Holostar Uplift: Attractive 2
Cost: 13,500; Bio Points: 1
Pro-Athlete: Hyper Movement 1 + Athletics 3
Cost: 27,000; Bio Points: 2

219
The Force Cosmos by the Kwa, is a metaphysical, spiritual,
binding, and ubiquitous power that holds
The Force is core to the Star Wars setting. It’s enormous importance for both the Jedi and Sith
the metaphysical / magical / religious aspect of monastic orders. Known as the Way, in ancient
the narrative. In original information there times, the Force is viewed in many different
wasn't much work on how to classify the ability aspects, including, but not limited to, the Light
other than some were born with the gift and side of the Force, the Dark side of the Force, the
some weren’t. Many theorized it had a lot to do Grey path, the Living Force, the Unifying Force,
with one’s bloodline. This would hold consistent the Cosmic Force and the Physical Force, the
with the movies in Luke Skywalker was a Tyia, the Current, Magick, etc. The first three
powerful Force user, like his father Anakin aspects are concerned with the moral compass of
Skywalker or his other alias Darth Vader. While the Force, as manifested by the conduct and
some of the newer films would attempt to emotions of living creatures who were
explain that anyone could become a Jedi and yet, themselves part of the fabric of the Force.
then go on to explain how Rey was a descendant
of the Emperor Palpatine... Thus muddling up Four of the latter aspects were defined by
prominent Jedi philosophies: The Living Force
that entire explanation. This work focuses on the
dealt with the energy of living things; the
Expanded Universe lore and on all the Episodes
Unifying Force, with the entirety of space and
1-6 of the Star Wars franchise. We are choosing
to ignore much of the episodes 7-9. time; the Cosmic Force, with life after death; and
the Physical Force, with anything within one's
"Well, the Force is what gives a Jedi his power. surroundings. Though the Force was categorized
It's an energy field created by all living things. It in this way, there were no specific abilities or
surrounds us and penetrates us; it binds the powers that were only usable by a follower of a
galaxy together." particular path of the Force; the Force partially
existed inside the life forms that used it, and
―Obi-Wan Kenobi drew energy from their emotions. Now the final
listed Force principals are associated with
The Force, earlier known as the Power of different Force Practitioners from different parts
of the galaxy that have their own unique ways of
accessing the Force.

Some beings, particularly the Sith, believed that


the dark side of the Force was more powerful
than the light, though it was possible that the
dark side was just more tempting to those who
used it. Others thought of the Force as an entity
capable of intelligent thought, almost as a sort of
deity. Anakin Skywalker, who was believed to
have been conceived by the Force itself, may
have shared this belief; if this was indeed the
case, it would add credence towards the view of
the Force as a sentient entity. Though the Force
was thought to flow through every living thing,
its power could only be harnessed by beings
described as "Force-sensitive." This Force-
sensitivity is correlated with, and sometimes
attributed to, a high count of internal
microorganisms called midi-chlorians that were
found in a Force-sensitive's blood: the higher the
count, the greater the being's potential Force
ability, though there were some exceptions to this
rule. Force-sensitive beings were able to tap into
the Force to perform acts of great skill and

221
agility as well as control and shape future that are of particular
the world around them. Sometimes significance.
this ability was described as having a
The idea of a Cosmic Force reflects
strong Force "aura".
that aspect of the Force which
In 36,453 BBY, philosophers and connects the Living Force to a
scientists from several Star systems unifying gestalt, allowing users to
gathered on Tython to share mystical merge with, or to become "one" with
knowledge. The Force was the Force, but also manifest
"discovered." Unfortunately, in themselves as Force ghosts.
25,793 BBY, several Tython scholars
The idea of a Physical Force reflects
began using their knowledge of the
that aspect of the Force which allows
Force to pursue power, leading to the
one to manipulate objects within his
beginning of the Force Wars. The
or her surroundings.
Peace-minded monks that survived
the destruction on Tython established The following Force Paths are
the Jedi Order in 25,783 BBY. optional, though adherence to any
singular path will yield a specific
The grandiose nature of the Force
bonus related to the Path (what
made it quite difficult to study as a
some call Force religions).
whole; a student could easily become
lost in its depths or flounder in the
shallows trying too eagerly to focus The Light Side of the Force
on a speck in the void. To remedy "A Jedi uses the Force for knowledge
this situation, the Force had long ago and defense. Never for attack."
been broken down into four aspects:
the Living, the Unifying, the Cosmic ―Yoda
and the Physical Force. In this way The light side of the Force is
scholars might choose to focus on the concerned with the ideals of good,
tangible realities of the world and benevolence, and healing. Followers
how the Force manifested itself in the of the light side strive to live in
lives of individuals and within the harmony with the world around them,
moment, or to delve deeper, reaching acting out of wisdom and logic rather
outside themselves to wonder at the than anger and hasty judgment. In
mysteries of the universe on an infinite scale. order to achieve harmony with the light side of
The idea of a Living Force reflects that aspect of the Force, its practitioners will often meditate to
the Force which connects all living beings. It clear themselves of emotion; particularly
represents the tangible Force: the Force as it negative emotions such as aggression, fear,
exists in the present here and now, which flows anger, and hatred, since these were thought to
about all things to allow a Forceful being to lead to, or entice one to an acceptance of the dark
sense life and death. Scholars of the Living side of the Force.
Force like Qui-Gon Jinn espoused a philosophy "Qui-Gon believes that the boy―Anakin is his
of "living in the moment," relying heavily on name―stands at the center of a vergence in the
their instincts and concentrating more on a Force, and believes further that his finding him
sensitivity to living things, rather than on was the will of the Force... Despite his fixation
fulfilling destiny or looking to the future. They with the living Force, he demonstrates his own
believed that the future's instabilities caused contradictions by being a true believer in the
uncertainty, and that the present held the answers prophecy of the Chosen One―a foretelling more
to near-future events. in line with the unifying Force."
The idea of a Unifying Force reflects that aspect ―Jedi Master Dooku to Senator Palpatine of
of the Force which requires a significantly Naboo
greater amount of understanding than the Living
The largest group of proponents and teachers of
Force, for it manifests the Force as a single
the light side are the Jedi Order, who strive to
cosmic power that can reveal visions of the
maintain peace and justice throughout the galaxy.

222
The values of the light side are encapsulated in of his love for Padmé Amidala, it could also lead
the Jedi Code. The Jedi accept the view of there to pity, mercy, self-sacrifice and compassion,
being two sides to the Force: the dark side and emotions the Sith did not see as beneficial, as
the light side. A follower of the light side tries to demonstrated by Darth Vader in sacrificing
live selflessly, in harmony with those around himself to save his son from the Emperor at the
him, and in harmony with "the will of the Force" end of his life, thus bringing balance to the
itself. Mutual trust, respect, and the ability to Force.
form alliances gave the Jedi their distinct
With a few minor exceptions, the original Jedi
advantage over the Sith. In contrast, a follower
Order lasted largely unchanged in structure and
of the dark side typically used the dark side of
philosophy for twenty-five thousand years,
the Force out of selfish motive, for oneself. As
despite many detrimental conflicts with various
such, use of the dark side of the Force was
Sith Empires and an attempted purge by the Sith
forbidden within the Jedi Order, and was strictly
Triumvirate. However, in 19 BBY, the Order
considered the domain of the Sith.
was annihilated by the Sith Lords Darth Sidious
Traditional Jedi are keen to keep the Force "in and Darth Vader in what would later become
balance." They attempt to achieve this by known as the Great Jedi Purge. When the Order
destroying the Sith and denying the dark side, was reconstructed by Luke Skywalker after the
essentially "keeping balance" by restoring the deaths of Sidious and Vader, it underwent a
Force to its natural state, as they viewed the dark substantial change in both philosophy and
side as corrupt. This involved the purging of policies, as Luke possessed little information
negative emotions such as aggression, anger, and regarding the structure of the Old Jedi Order and
hatred, since they could easily disagreed with some of its practices.
bring on acceptance of the dark
Requirements: Cannot Possess Dark
side. In contrast, positive emotions
Side Attunement
such as compassion and courage
Bonus: 5 Points of resistance vs all
nurtured the light side of the Force.
Negative Force Abilities
The Jedi Code compared such
feelings and provided insight into The Dark Side of the Force
the ethical use of the Force.
"The strength of the dark side lies with
Passion was considered dangerous, the power of the individual. The Force
as it could lead to strong emotions comes from within. You must learn to
that could unbalance the Jedi and draw on it yourself. I will not always be
lead them to the Dark Side. Love, there to teach you."
curiously enough, was regarded by
both the Jedi and Sith Orders as ―Darth Bane to his apprentice
something to be avoided. While the The dark side of the Force is considered
Jedi espoused compassion, a by the Jedi to be the element aligned
broad, all-encompassing, self- with selfishness, fear, hatred,
sacrificing love for all beings, love aggression, and malice toward all living
for another being—romance, a things. Such emotions seem to increase
possessive love by nature—was the strength and abilities of a user of the
shunned in the post-Ruusan order. dark side, providing a path towards
Possession of all types was personal power and the destruction or
shunned in the post-Ruusan control of all opposition. It is generally
Reformation era Jedi Order, the accepted that use of the dark side of the
only exceptions being a Jedi's Force is extremely addictive. Dark side
lightsaber and personal raiment. Jedi were known as Dark Jedi. But
The Jedi viewed love as a danger some light-side Jedi, such as Luke
best left untouched. While the Skywalker, Kyle Katarn, Jaden Korr,
passion that came with love could and Galen Marek, could use dark-side
lead to hatred and anger, as Anakin powers.
Skywalker demonstrated in his
transformation into a Sith because Requirements: Dark Side Attunement
3

223
Bonus: +5 damage to all their Force Powers. Vader as having been selfish and ineffective.
Given this, she resolved to change the core
The Sith Order philosophy of the Banite Sith. While she still
"It has been said that anyone who knows the viewed the light side as inferior due to the Jedi's
ways of the Force can set her or himself up as a history of being unable to affect change, she
King on any world where only she or he knows believed that a proper Sith Lord should rule
the ways of the Force. Any Jedi could do this. selflessly, making decisions that would benefit
But the Jedi, fools that they are, adhere to a the greatest number of people no matter how
religion in which the Force is used only in the personally painful those decisions might be. In
service of others. How shortsighted of them. Is theory, negative emotions like hate would be
that not why they lost the galaxy to the dark crucial in maintaining the power of the dark side
side?" within such a Sith, but would not be allowed to
influence their decisions. Such a Sith would
―Palpatine, in The Weakness of Inferiors theoretically be able to ruthlessly maintain order,
The earliest incarnations of the Sith Order were yet govern with compassion. Her philosophy
similar to the Jedi Order in structure. Many Sith culminated in the creation of Darth Caedus, the
of various ranks and abilities comprised the grandson of Darth Vader. In a manner somewhat
Order, which was often under the control of a similar to Palpatine, Caedus gained control over
single Dark Lord who wielded absolute the primary galactic government and sought to
authority. Over the centuries, numerous Sith impose his idea of order on it's people.
Empires utilizing this power structure rose to However, his reign was cut short by the Jedi, and
challenge the Republic for control over the Lumiya's school of thought died with him.
galaxy. Though several Sith Empires brought the The Rule of Two was later rejected entirely by
Republic to the brink of defeat, they were all Darth Krayt, who instituted the Rule of One,
plagued by infighting among the power hungry using "One" to refer to the Sith Order itself,
Sith overlords who controlled them, and which encompassed many minions, acolytes
ultimately the Jedi and the Republic triumphed adepts and lords, and were led by only one Dark
against all of them. With the advent of the Sith Lord of the Sith (or Dread Lord). Superficially,
Lord Darth Bane however, the Order underwent this reincarnation of the Order was no different
a revolutionary overhaul. Bane considered the from the ancient variations of the Sith Empires.
Force to be finite and thus ideally for exclusive However, Darth Krayt believed that his
use by the Dark Lord. He eliminated the practice philosophy gave the Sith and their power a
of having vast numbers of Sith at the same time, purpose, unlike Darth Bane, who believed that
thereby aiming to concentrate the dark side of the power was its own purpose. Unlike previous
Force into two individuals: a Sith Master and his Sith Orders, the Rule of One called for
or her apprentice. In addition, he hoped to cooperation and even some level of loyalty
eliminate the infighting that had plagued between the Sith. Most importantly however, the
previous Sith Orders. This reformed Order went Rule of One called for complete and utter loyalty
on to achieve that the Sith Empires of old never to the Dread Lord. These two rules of Krayt's
could; the annihilation of the Jedi Order and the Order were designed to prevent the infighting of
defeat of the Republic. However, Bane's Order past Sith Orders while still retaining the ability to
was destroyed when Luke Skywalker redeemed field large numbers of Sith, the lack of which had
the Sith Lord Darth Vader, who turned on his been a notable shortcoming of Bane's Order.
master Darth Sidious and killed him at the cost
of his own life. However, the Rule of One did not represent the
Sith as a whole, and Krayt was even labeled a
Though Bane's tradition, or "Rule of Two," heretic by the holocrons of Darth Bane, Darth
would continue to influence the Sith for years to Nihilus and Darth Andeddu, all of whom
come, Sidious and Vader were the final Lords of believed that Krayt's Order would ultimately turn
Bane's orthodox Order. Following their deaths in on itself as so many similarly structured Sith
4 ABY, the Dark Lady Lumiya made a small but Orders had. In addition to Krayt's Rule of One,
significant number of changes to Bane's there was a previous Rule of One philosophy
philosophy. Trained by Vader and having had created by Darth Sidious. In Sidious's case
significant exposure to both him and Sidious, she however, the "One" referred simply to himself,
had come to view the Order under Sidious and

224
as he believed that, with him, the Sith strictest requirements of being a Gray
had reached their absolute peak in Jedi. For example, the Jedi Qui-Gon
terms of power and ability. As such, Jinn was thought of by some members
he discarded Bane's idea of training a of the Jedi Order as a Gray Jedi for his
more powerful replacement and disagreements with the High Council.
intended to reign forever as the A group of renegade Jedi called the
galaxy's sole leader. Gray Paladins used the term this way
to describe themselves - they
Requirements: Dark Side Attunement
advocated minimal reliance on the
4
Force and the use of blasters, but
Bonus: +5 damage/effect to all their
otherwise held to the Jedi Code. Mace
Force Powers.
Windu’s abilities that allowed him to
channel rage into his lightsaber strikes
The Grey Path arguably could be considered a form of
Members: Jolee Bindo, Voss Mystics, Grey Jedi practice. However, he is
Imperial Knights, Jensaarai, Mace rarely seen as such due to his
Windu dedication to the Galactic Jedi Order
(even if his own compass allowed him
Formal Order Founded, to draw from a “Grey” area).
Pelagia, Tapani Sector: c. 3995 BBY For the record, Qui Gon Jinn was not
a Grey Jedi (Mace Windu was Grey,
"Jinn always does things his own way,
channeling anger and rage into his
always sure he is right, always
attacks). He was a champion of the
incredulous if we do not see it his way.
Light Side of the Force, of the Living
Some think he is a gray Jedi."
Force. It was a concept that few Jedi
―Tyvokka, on Qui-Gon Jinn Embraced. He was also a Maverick,
The term Gray Jedi, or Gray, has two always pursuing his own beliefs and
meanings. First, it is used by Jedi and rarely listening to anyone on the
Sith to describe Force-users who walk council. A Grey Jedi is not merely
classified as such just because one disagrees
the line between the light and dark sides of the
Force without surrendering to the dark side, and with the close-minded views of a bunch of old
second, it describes Jedi who distance Jedi Masters blinded by their own arrogance.
themselves from the Jedi High Council and The term dates back as far as the Old Sith Wars,
operate outside the strictures of the Jedi Code. when the High Council attempted to consolidate
However, those who were considered to be true their power and centralize the Order. Some Jedi
Gray Jedi met both qualifications and did not felt that the Council did not have the authority to
belong to any particular Force tradition. One reinterpret the Jedi Code, and considered
example was Jolee Bindo, a former Jedi Padawan themselves beholden only to the Force. These
and a Gray Jedi that served the Old Republic. early Gray Jedi clashed with the Council over
Although the term does not directly refer to those new strictures of the Code, such as those barring
who were capable of using both light and dark attachment or restricting training. During this
time period, Gray Jedi became associated with a
side Force abilities, all Gray Jedi can do so. The
term is similar to that of "Dark Jedi" in that it can certain variety of robe; Bindo wore a version of
refer to any Force-user, and not only to Jedi. these robes. The term was later used by the New
For example, the Voss Mystics are considered to Jedi Order to refer to entire Force traditions that
be Gray despite holding very different views hold views which differed from that of the Jedi
than, and refusing association with, the Jedi (their order), but did not embrace the dark side.
Order. Sith were never considered to be Gray The Jensaarai and the Imperial Knights are two
Jedi, as the Sith Order taught full commitment to such organizations.
the dark side.
"If we're going to have a Jedi Council at all, then
The term was sometimes used to refer to somebody, somewhere, is going to do what it tells
unorthodox or dissident Jedi who do not meet the them!"

225
―Master Vrook Lamar, member of Jedi Academy was assembled on Pelagia, in the
the Dantooine Jedi Conclave Council, Tapani Sector (3995 BBY) and would remain
and then of the Jedi High Council functional with a high enrollment, rivaling that
of the Galactic Jedi Council, until it’s destruction
In the days of the Old Republic, the Jedi Order in 18 BBY by the Galactic Empire.
was largely decentralized. At this time, Jedi
academies were spread throughout the galaxy. During the Cold War between the Galactic
Jedi were also trained by individual Masters Republic and the reconstituted Sith Empire,
without the benefit of an academy. This shortly after the implementation of the Treaty of
decentralization meant that Jedi were accepted Coruscant in 3653 BBY, the Voss species was
into the Order, trained, and Knighted without discovered on the planet of the same name. Voss
ever having to visit the galactic capital, society, isolated in the mountain-top fortress of
Coruscant. Unlike the Jedi of later years, the Voss-Ka, was led by the totalitarian control of
Jedi at this time were fractious and unwilling to the Voss Mystics, who were considered to be
bow to their own central authority—the Jedi Gray by the Jedi and the Sith. Led by the visions
High Council. of the Mystics, the Voss had been defending their
capital city from the assault of the hostile
However, between the beginning of the Great Gormak species for centuries before they
Sith War in 4000 BBY and the end of the Dark revealed themselves to the larger galaxy by
Wars in 3951 BBY, the Jedi went from the height foiling occupation plots by both the Republic and
of their power to a mere remnant of their the Empire. Both galactic governments then
existence. As war repeatedly spread across the established embassies in Voss-Ka. The Voss
galaxy, some Jedi came to believe that a strong Mystics rejected the offering of teaching from
central authority was necessary. The Council, the Jedi and Sith in favor of their own dogma.
including such members as Vrook Lamar and
Atris, revised the Jedi Code in order to "The so-called gray Jedi have been with us since
consolidate their control over the Jedi Order and the beginning. Although they do not break with
institute stricter standards on the conduct of its the Jedi orthodoxy concerning the dark side, they
members. Despite the Council's actions, not all bristle when asked to take orders from the
Jedi adhered to the revised Code. Some objected Council. Gray Jedi make compromises, cut
to several of the new strictures, such as those that corners, and hide their actions from scrutiny, all
barred the training of any Jedi hopeful over the under the assumption that their experience
age of four, that prevented Jedi from having makes them authorities on policy. They are
families, and that restricted the use of Force mavericks who are difficult to control, but can be
abilities associated with the dark side. These valued members of the Order after they have
individuals frequently clashed with the Jedi been persuaded to follow the established
Council, and were known as Gray Jedi to the hierarchy."
Jedi and the Sith.
―Restelly Quist, Jedi Chief Librarian following
The Jedi Padawan Jolee Bindo fought for the the New Sith Wars
Galactic Republic in the Great Sith War against
the Sith Lord Exar Kun, who sought to establish Shortly after the end of the New Sith Wars and
a new Golden Age of the Sith. After the war the Ruusan Reformations in 1000 BBY, the Jedi
ended in 3996 BBY, Bindo abandoned the Jedi Chief Librarian Restelly Quist wrote about Gray
Order and became a Gray Jedi. In 3956 BBY, Jedi in the Jedi training manual The Jedi Path.
Bindo again took part in major galactic events Quist described Gray Jedi as mavericks and
when he joined the amnesiac Jedi Revan and classified them as a threat to Jedi teachings.
fought against Dark Lord of the Sith Darth
Malak's Sith Empire until the end of the Jedi Centuries later, during the Stark Hyperspace War
Civil War, after which he was officially in 44 BBY, some Jedi were considered as Gray
recognized by the Galactic Republic for his simply for clashing with the High Council, not
actions. Some Old Republic Gray Jedi wore necessarily for experimenting with the dark side.
custom, gray robes. Bindo once wore a unique The Jedi Qui-Gon Jinn was thought of as a Gray
version of these robes. During this time, a Grey Jedi by some members of the Order for his

226
frequent disagreements with the Council. Jedi reappeared on the planet Bastion, where he
Master Tyvokka expressed concern over this and founded the Empire-in-exile and initiated the
Master Obi-Wan Kenobi confessed that he could Second Imperial Civil War, in which the Imperial
see why some might view Jinn as a Gray Jedi. A Knights were a major factor. Imperial Knights
faction of dissident Jedi at this time used the participated in the assassination attempt against
term "gray" to describe themselves despite their Darth Krayt on Had Abbadon.
dedication to the Jedi Code. This group, the Gray
Paladins, was an offshoot of the Teepo Paladins. "If you would just follow the Code, you would be
Around 19 BBY, near the end of the Clone Wars, on the Council. They will not go along with you
a new sect of Gray Jedi was inadvertently created this time."
when Jedi Master Nejaa Halcyon led a strike
team to Susevfi to confront the fallen Jedi "You still have much to learn, my young
Nikkos Tyris and his followers. Tyris had been apprentice."
studying the writings of Larad Noon, a Sith
follower of Kun's during the Old Sith Wars. ―Obi-Wan Kenobi and Qui-Gon Jinn
Tyris and his most elite followers were killed by
the Jedi strike team, but there were other While the term was used to refer to Force-users
members of the cult of whom the Jedi had not who walked the line between light and dark, Jedi
been aware and who survived the attack. These were also labeled as Gray Jedi for distancing
survivors were unable to interpret the advanced themselves from the Jedi High Council. This
dark side teachings in Noon's writings and practice dated back to the days of the Old
instead developed a unique Force tradition Republic, when the High Council was attempting
known as the Jensaarai. When the Galactic to consolidate power. Jedi who frequently
Empire came to power, some Jensaarai offered clashed with the will of the Council were
their services to Emperor Palpatine and were sometimes thought of as Gray, even if they did
slain. In response, the Jensaarai retreated into not necessarily walk the line between the light
hiding. They re-emerged in 11 ABY and became and dark sides of the Force. Around 44 BBY,
allies with the New Jedi Order. While the New Jedi Master Qui-Gon Jinn was thought of as a
Jedi Order was willing to accept Jensaarai Gray Jedi by some members of the Order for his
students at the Jedi Praxeum, they considered the frequent opposition to their demands.
entire order to be Gray Jedi, although the
Jensaarai outwardly denied these claims. Kelbis One group of renegade Jedi described themselves
Nu, a Jensaarai who was later trained as a Jedi, as "gray" even though they held to the same
participated in the Yuuzhan Vong War in 26 views as the Jedi Council on the subject of the
ABY. dark side. The Teepo Paladins were Jedi who
were removed from the Order for advocating the
Some time after 41 ABY, when Jagged Fel was use of a wide variety of weapons—including
selected as the Head of State of the Galactic blasters—rather than restricting the weaponry of
Empire, a sect of Force-users modeled after the Jedi to lightsabers, and from them splintered a
Jedi Order and loyal to the Empire was group that called themselves the "Gray
established. The members of this organization Paladins." This group preached minimal reliance
became known as Imperial Knights, and were on the Force and advocated a more militaristic
considered to be Gray Jedi by the Jedi Order. lifestyle than either the mainstream Jedi Order or
The Imperial Knights served the Empire for three the Teepo Paladins. Despite these differences,
generations. During the Sith–Imperial War in some non-Jedi, such as the Jedi Hunter Aurra
127 ABY, Emperor Roan Fel refused to allow the Sing, viewed Gray Paladins simply as Jedi.
Imperial Knights to participate in the conflict for
fear that they would fall to the dark side, and It was difficult for unorthodox Jedi—especially
they instead served as his personal bodyguards. those labeled as Gray Jedi—to join the Council
When Darth Krayt, leader of the One Sith, or ascend to any position of real leadership
plotted to assassinate Fel at the conclusion of the within the Order. As the High Council chose its
war, four Imperial Knights acted as decoys for own members, they tended to select more
the Emperor and were killed as Fel made his traditionalist Jedi, such as the group described as
escape. Seven years later, Emperor Fel the Old Guard. Jinn's candidacy as a member of
the High Council was rejected first in favor of

227
Plo Koon, and later the Cerean Ki-Adi-Mundi, Potentium belief
both of whom were more in line with the
Council's way of thinking. "He told me I was the Potentium, the force
behind all life. He thought I reached
The Pelagian Order of Jedi was never formally everywhere. I don't. I'm just here. He saw what
recognized by the Galactic Jedi Order based on he wanted to see, and told me what he wanted to
Coruscant. However, this didn’t stop these Jedi hear me speak into his own ears. He said there
from participating in galactic events and was no evil in the universe, only good. I did not
championing the weak. Many Grey Jedi see how wrong he was until he died. Then I
participated in the Clone Wars and followed their reached out with the weapons we had made, and
own agendas during that period, having a I killed. The Magister had said that would be
separate body of funding than the Jedi Council good, but I knew it was not."
itself.
―Sekot, the intelligent essence of the planet
The Grey Jedi order had founded numerous Zonama Sekot, confesses to 12-year-old Anakin
academies, galaxy wide. The Jensaarai are Skywalker that it is not the Magister's Potentium.
thought to have been approached prior to Order Adherents of the Potentium are less
66 and there was some cross training conducted. discriminating about the friends they chose
Furthermore, the Teepo Paladins were welcomed
into the Pelagian order with open arms. Fully
incorporated, the Pelagian order began wearing
sidearms (blasters) and integrating many of the
Teepo beliefs (less reliance on the Force and
more reliance on self). This tenet alone is why
the Grey Jedi order was able to survive the purge
and became known as “Saber Rakes” in the
Tapani Sector. There is at least one other
offshoot academy in the galaxy that was less
known and “shuttered” after order 66. The Grey
Jedi would return, en force, under the banner of
the Tionese Unity.

Requirements: Dark Side Attunement 2

because they believe the actions of all would


inevitably lead to good. The Potentium view of
the Force, not to be confused with the Unifying
Force, was strictly disapproved by the old Jedi
Order. While similar to the Unifying Force,
which suggested that there was only one Force
that did not take sides, the Potentium view stated
that the Force and the galaxy in general were
inherently good. According to this belief, the so-
called dark side was not made up of specific
"parts" or "abilities" of the Force: as espoused by
the Light Side, it existed inside the life form
Bonus: +1 Free Actions. which used it, made from their emotions. By

228
that standard, and unlike the Light Side, all things worked towards, going so far as to call it
Potentium followers could perform any action the "will of the universe". An initiate was taught
and use the Force in any way they saw fit, as that if one made destruction his primary goal,
long as the intention behind it was good. In with whatever scheme he was taking part in
contrast, the Old Jedi Order acknowledged the being a secondary objective, then the Dark would
existence of Potentium, but made it clear that it effectively reward the initiate for the devastation
was subverting of the Jedi teaching and a way to
misguide people to the Dark Side, or a means to
serve it. The living planet Zonama Sekot
supported the Potentium theory of the Force as
well.
About a century before the Battle of Naboo, the
followers of Potentium were expelled from the
Jedi Order, parallel to the Jedi Order's treatment
of Gray Jedi as "misguided." Yoda and the rest
of the Jedi High Council did not consider them
Dark Jedi, but they said it was the duty of the
Jedi to use the Force to protect others, not study
its absolute limits. The Council said that testing
the Force to its limits would lead to the Dark
Side.
It should be noted that some followers of the
Potentium still attempted to avoid the dark side.
They, however, saw the dark side as something
within themselves to be avoided, not something
in the Force. They reasoned that if the Force was
the energy that flows through all life, the dark
side simply came from the corruption of beings.
They felt that if they could be perfectly moral,
they could be immune to the dark side and
therefore use any technique they wanted. This
view was somewhat similar to the Unifying
Force theory of the Force.
Bonus: +3 to Force Tests with Altruistic Force
Powers (Healing Self & Others, Telepathy,
Enhance Attribute, Ignore Pain, etc)
caused by pushing the secondary objective to
Way of the Dark success.
"I have been trying to create. To build, when I As a prime example of this, Cronal cited that
should have destroyed. I abandoned the Way of Palpatine was able to achieve success against the
the Dark, and the Dark abandoned me." Jedi and the Republic because his primary
―Cronal motive was the destruction of both parties.
However, once he had achieved these goals and
The Way of the Dark, or simply the Dark, was a
set about consolidating his rule and building the
view of the Force taken up by Cronal and those
Empire, his focus shifted from destruction to
that taught him. It was effectively the polar
creation, in total opposition to universal
opposite of the Potentium, but taken a step
processes. Thus when before he could not fail,
further. This Way of the Dark belief did not just
now he could never succeed.
deny the existence of the Light side of the Force;
it stated that the Force itself was simply a small Requirements: Dark Side Attunement 3
extension of the Dark. This system stated that Bonus: +3 to Force Tests with all Dark Side
destruction was the universal constant that all Powers.

229
The Insidious Force Requirements: Must be Aing-Tii
Bonus: Add +1D to maximum Force Attribute.
Darth Traya, a female Sith living during the Old
Sith Wars, believed the Force to be akin to some
sort of deceptively sinister, indifferent god. She
pointed to the numerous wars fought by
countless Force users, as proof that the Force
cared nothing for the lives it consumed, so long
as balance was achieved. This philosophy
emphasizes the belief that neither the Light nor
the Dark Side is truly superior to the other, and
that if people are to be truly free, the Force has to
be eliminated from the galaxy. This was
generally a very unpopular theory with both the
Sith and the Jedi, and this practice disappeared
with Traya's death. However, after the defeat of
the dark side entity Abeloth, Grand Master Luke
Skywalker came to a similar conclusion
regarding the nature of the Force. While he
ascribed no intentions or emotions to the Force,
he believes that the Force being out of balance
was the cause of the horrific amount of death and
chaos that had occurred in the time since the
death of the Ones. Instead of believing that the
Force should be destroyed however, Luke instead
took the approach that, to keep the galaxy at
peace, Force-adepts themselves had to actively
maintain the balance of the Force. White Current
"It is not a way of power, but a way of peace..."
Requirements: Darkside Attunement 1
Bonus: 3 Points (15/25) of Armor vs All Force ―Akanah Norand Goss Pell
Abilities (beneficial & negative); on a condition
monitor per day.

Aing-Tii beliefs
"The Aing-Tii have a different view of the Force.
Not in terms of Jedi or Dark Jedi—of black and
white, as it were—but in a way I like to think of
as a full-color rainbow."
―Jorj Car'das
The Aing-Tii monks from the Kathol Rift view
the Force in a way different, but similar to that of
the Jedi. Instead of the Dark and the Light sides
of the Force, they view it as having many colors,
much like a rainbow. They believe that the Force
can manifest itself in different ways, which
allows a being to develop unique abilities,
unknown to most of the Jedi and the Sith. They
believe the Force is much too complicated to be
just Light or Dark. According to their beliefs,
Force-users are not strictly good or evil, but
instead have their place in a larger spectrum.

230
speaking of the White Current
"You have great power, Luke, but this is not a
work of power. When you lay your touch on the
Current, it is still a thousand times too forceful."
―Akanah Norand Goss Pell
The Fallanassi call the Force the White Current
and see it like the river flowing through the
galaxy and all living beings. A single person can
not alter the current any more than a being could
divert a river with one hand. Thus, the Fallanassi
immerse themselves in the Current, letting it
flow through them. This way they manage to
shape its flow without imposing their will on it,
which also opens them a way for unique Force
abilities. Few know of their abilities, those that
do know them to be masters of Force Illusion.
Some of which are even capable of manifesting
in tangible ways in the galaxy.
Adepts of the White Current are capable of
manipulating powers and abilities that directly
pertain to the mind and how the current interacts
with the body and spirit, but have no control over
physical manifestations of the Force such as
telekinesis. Practitioners of the White Current beliefs, which was not surprising, given the fact
also gain the ability to sense the White Current that their order was founded by Sith mages.
around them, which allows them to sense However, they view the Force as a magical
sentient beings by the ripples they made in the power and manipulate it mostly by arcane
Current. This power allows them to detect the symbols and spells. The Jedi viewed the
presence of cloaked or invisible sentient beings - sorcerers as merely another Force sect, but would
through the Force or technology - as well as their often try to "convert" the Sorcerers, attempting to
approximate numbers. convince them to use the Force without any of
their trappings of magic and mysticism.
Full Force immersion in the White Current can However, they were unsuccessful, and eventually
shield skilled practitioners from vision and the Jedi contented themselves with making sure
electronics, including automated starship the Sorcerers did not descend into the dark side.
sensors. Long after the Fallanassi learned to
immerse themselves in the White Current, they The Sorcerers of Tund are a largely reclusive,
learned how to take objects and even places with secretive group of an ancient order of Sith
them. Permanent Fallanassi illusions shield the sorcerers notable for their concealing outfits.
Jedi Praxeum on Yavin IV, as well as Fallanassi The Sorcerers were highly skilled in deception,
settlements. The White Current can even be used illusions, and shape shifting. They rarely venture
to make entire starships invisible, as off Tund, and are known to be driven mad by
demonstrated by the Fallanassi apprentice their explorations of the Force.
Akanah Pell during the Black Fleet Crisis. The Sorcerers of Tund were established on the
planet Tund, following the Great Hyperspace
Requirements: Must be Pacifist or an Outcast War, around the time of one of the Great
to the Order (if not Pacifist) Schisms. They were originally composed of a
Bonus: +3 to all Force Illusions group of banished pure-blooded Sith priests and
(Test and Effect) rumored by the Jedi to be descendants of pure
blooded Sith that were once exiled from
Sorcerers of Tund Korriban. This pure-blooded Sith society –
The Sorcerers of Tund share most of the Sith spoken of in whispers throughout much of the

231
galaxy – combined science, ontology, and magic. The Sorcerers of Tund have been around since
Convinced by their Rakatan interactions that all 4250 BBY. As such, the single minded beliefs
sentients are Force-sensitive, the Sorcerers of that the order on Tund being eradicated meaning
Tund proclaimed the omnipresence of the Force that all sects were destroyed is preposterous.
("the Unity") that illuminated the deception of The Sorcerers of Tund are effectively Raw Jedi
dualities and multiplicity. that follow “Sith” principles. Overall the order is
not inherently evil.
Unsurprisingly, the sorcerers are reticent in
accepting outlanders, believing that only true
Requirements: Darkside Attunement 1
Sith can grasp their truth. On one occasion,
Bonus: +1 to free Functions per spell cast, +3
however, they welcomed the few remaining
to Effect/Damage
Massassi and Kissai, descended from outcasts
much like themselves. During the waning years
of the Galactic Republic, numerous crises forced The Ones
the Jedi to abandon their surveillance of the "My children and I can manipulate the Force like
Sorcerers. Darth Sidious did not see any no other. Therefore, it was necessary to
potential for recruitment in the ranks of the withdraw-from the temporal world and live here
Sorcerers, believing that the Imperial Navy could as anchorites."
contain Tund.
"As a sanctuary?"
In 22 BBY, Adler Roty claimed to be a Sorcerer
"And a prison. You cannot imagine what pain it

of Tund. The last known disciple of the group is to have such love for your children… and
was Rokur Gepta, a Croke who joined the group, realize that they could tear the very fabric of our
learned all their secrets of power, invented a few universe."
of his own, and when he felt that there was ―The Father and Anakin Skywalker
nothing more to learn, killed the others and all
The Ones were a family of exceptionally
other life on the planet with his electromagnetic
powerful Force wielders who lived on the planet
torpedo. Gepta would repeatedly come into
Mortis during the Clone Wars. Led by the Father,
conflict with Lando Calrissian during the early
the Son and Daughter were embodiment s of the
years of the gambler's career, eventually dying at
dark and light sides of the Force, respectively.
his hands, thus seemingly eradicating the order.
The Son and the Daughter were worshiped as the

232
Twin Deities or simply as the spirits in the started to resume their fighting, and neither the
Nightsisters' religion. Mother nor the Father were able to prevent it.
"It is only here that I can control them. A family
One day, while the three were fighting in the
in balance—the light and the dark. Day with
courtyard of their home, the Mother snuck a
night. Destruction replaced by creation."
drink from the Font like the Son did, and quickly
―The Father bathed in the Pool like the Daughter. The Father
pulled her out with the Force, but it was too late.
Originally, more than a million years prior to the
She ceased to be the Mother and became
Clone Wars, the Celestials, mysterious beings
Abeloth, the Bringer of Chaos. Abeloth attacked
who were thought to be capable of restructuring
both the Son and Daughter, forcing them to bow
space on a massive scale, lived in the galaxy.
down to her. The Father then stepped in to save
According to Thuruht, the oldest of the Killik
his children, afterwards taking them and leaving
hives, "the Ones are what the Celestials
the planet, stranding Abeloth behind.
become." Thuruht distinctly "remembers" the
Ones coalescing out of a geyser on an unnamed
The Daughter and Son then obtained the help of
tropical planet; there were three of them—the
the Killiks, such as the Thuruht hive, by joining
Father, the Son and the Daughter. They gained
with their hive mind and lending them their
these memories from the Son and Daughter
power in the Force. Sharing their knowledge
themselves, who joined the hive mind briefly to
with the hives, the siblings directed the creation
help coordinate the construction of Centerpoint
of Centerpoint Station, Sinkhole Station, and
Station. It should be noted that the collective
other devices to help create and maintain The
memory of a Killik hive does not make
Maw, which imprisoned Abeloth.
distinctions between fact and fiction like the
human mind—any individual memory joined to Afterwards, the Father moved his family to the
that of the collective, be it mythology, monolith-gated planet known as Mortis so that
incontestable fact, or the plot of a holodrama, is he might control them and keep the Force in
history to the Killiks. balance. Thuruht stated that when the Current of
the Force was altered and the flow of time
The Ones initially lived in peace and harmony in
changed (the Current forced "where it could not
the home they made for themselves near the site
be taken"), Abeloth was able to escape. She
of the geyser. The Father warned his children to
would stir up conflict and destruction each time,
never drink from the Font of Power, or bathe in
sending the galaxy into chaos and disorder,
the Pool of Knowledge; however, they eventually
thriving on fear, death, and havoc, until the Son
disobeyed his orders, with the Son drinking from
and Daughter returned to the Killiks, and
the Font, giving him the power of the Dark Side,
together they would re-imprison her. This cycle
while the Daughter bathed in the Pool, bestowing
would repeat itself periodically for hundreds of
on her the power of the Light Side. The siblings
thousands of years.
then claimed areas of the jungle for themselves
and started to fight each other, while the Father Approximately 24,500 BBY, the Darksider
tried to keep the peace between them. Xendor journeyed to Mortis and met the Ones.
However, he believed their claims on the nature
One day, a young woman somehow came to their of the Force had no more or less legitimacy than
world. She initially became the Servant, serving
the teachings of any other Force group.
and catering to the Ones' needs; however, she
eventually became the Mother, doting on the When the Father brought Jedi Knight Anakin
Father and succeeding in mending the Skywalker, Jedi Master Obi-Wan Kenobi, and
relationship between the Daughter and Son. She Jedi Padawan Ahsoka Tano so that he might
also managed to persuade the Son to use his verify if Skywalker was the foretold Chosen One
destructive nature for a constructive purpose by as prophecy held it, the Son attempted to kill his
using his Force lightning to carve new rooms in father with the Dagger of Mortis and remove him
the walls of the gorge where they lived. as an obstacle to escape from Mortis. However,
However, she was still mortal and as a result she the Daughter sacrificed herself, taking the blade
grew old, and was no longer able to keep the for her father and causing the balance of the
peace between the siblings. The ageless children

233
Force to come undone. as to their existence. It is theorized in some
circles that the Ones transcended to a higher
The Son made another attempt to kill the Father level of existence after Anakin’s encounters with
shortly afterward, but was shocked when the them. Finally being set free and leaving behind
Father suddenly stole the Dagger and stabbed Abeloth to be dealt with by mortals.
himself with it, weakening the Son so that he
Requirements: The Ones represent The Light
could be killed by Skywalker. Moments after the
Side (Daughter), The Dark Side (Son), and
Son's death, the Father himself died,
Balance (Father, who represents Grey Jedi).
disappearing into the Force. With this, the Ones
Following the Light (Daughter) you cannot
were destroyed, and Mortis itself disappeared in
possess Dark Side Attunement, following the
a flash of light, leaving the Jedi returned to mere
Dark (Son) you must possess Tier 3-4 Dark Side
moments after they encountered the monolith,
Attunement and Following the Father you must
with no evidence that the planet or its inhabitants
possess Tier 1-2 Darkside Attunement.
had ever existed.
Bonuses:
During the return of Abeloth in 44 ABY, Grand • Light: +3 to Personal Force Resistance
Master Luke Skywalker—the son of the Chosen
One—read the mission report in the Jedi • Dark: -3 to Opponent’s Force Resistance
Archives about his father and his mentor's • Grey: +3 to All Companion’s Force
experiences on Mortis. Combined with the Resistance (not your own); Dark and Light of
information gathered from the Thuruht hive, the same Order of the Ones have no bonus vs
Luke realized that his father's refusal to become the Father (Grey).
the new Keeper of Balance had in fact set off a
disastrous chain of events. With the death of the Tyia
Ones, the galaxy began to slide into chaos; the
number of conflicts in the last 65 years were "Think of peace and honor – and act upon that
evidence enough of that. When Jacen Solo fell only!"
to the dark side and became the Sith Lord Darth ―A Tyia student, name unknown
Caedus in an effort to change the course of the
future, he inadvertently set in motion another The Tyia is a faith, a philosophy, and a way of
chain of events which culminated in the
destruction of Centerpoint Station and the release
of Abeloth. With the Ones dead, Abeloth was
free to continue her rampage of chaos and
destruction. After Abeloth's defeat at the hands
of Luke and Darth Krayt, Luke believed that the
Jedi and the Sith must become the new Ones:
they must keep the Balance themselves.
The Ones are Celestials. Having existed as long
as 1,000,000 BBY. It stands to reason that a race
of beings so powerful are likely more than the
mere handful presented in the historical
references. More than even that, the Force
religion of the Ones is (or was) a reality with
many factions worshiping them as deities. The
Dathomirian witches are one group, the Kiliks
are another. The Zeffo, now largely thought to
be extinct are yet another race of beings that knowing the Force. It teaches of holding a high
worshiped the Ones. regard for peace and life. The religion is
predominantly practiced by the Revwiens of
Whether or not the Ones managed to re-form is Revyia, to whom its ideals are very appealing.
not important. What is, however, is that fact that
those that follow this “religion” reap benefits While some sources claim that the religion came
from the Ones. That alone should speak volumes to the planet as late as 30 BBY, Revwien
Thuwistens had been seen across the galaxy for

234
much of its history. Whenever they could, the The greater control we sought, the further we fell
Thuwistens spread the word of their beliefs to into ruin. I lead the remnants of my people into
any who would listen. At one point, Palpatine the great unknown, hoping that we finally find
studied their methods in his quest to gain full peace."
mastery of the dark side.
―A Zeffo Sage recording
In 19 BBY, the Tyia masters on Revyia were
The Zeffo, also known as the Zeffonians, were an
highly disturbed by the deaths of so many Jedi
ancient sentient species native to the planet
during the execution of Order 66 by the Galactic
Zeffo. Many Zeffo could wield the Force, which
Empire at the end of the Clone Wars, which they
could sense through the Force. The beginning of
the Great Jedi Purge prompted them to call a
meeting within a temple grown from the largest
trees on their world. They then charged their
most capable students with seeking out any
surviving Jedi and aiding them in whatever way
possible. One such Revwien Tyia adept was able
to seek out and consult with a Human Jedi.
Tyia is a philosophy highly in tune with the light
side of the Force. It teaches that the value of
peace and the sanctity of all life should be held
above anything else. Its followers are expected
to think and act honorably. Tyia practitioners are
known as Thuwisten, taking their name from the
Tyia's prime tenet that one should seek "personal
harmony with one's own Tyia so that other Tyia
forces may join to form a bond-circle, a joining they referred to as the "Life Wind," and those
of spirits called 'Thuwisten', complete in their who did became known as sages.
utter harmony." Indeed, Thuwisten believed that
The Zeffo had evolved on the planet of the same
individual introspection was key to knowing the
name, where they had constructed many statues
ways of the universe.
and relics dedicated to several Zeffo Sages, and
Tyia-practicing Force users are taught to control were protected by the ancient automatons known
their personal Force through ceremony and as Tomb Guardians. Three of the more esteemed
meditation. Their focus on their inner Force sages, Eilram, Kujet, and Miktrull, were buried
results in Thuwisten having a heightened in elaborate tombs, both on Zeffo and Dathomir.
awareness of the skill the Jedi knew as "Control" Their culture extended beyond their homeworld,
(Somatic); a Thuwisten found the use of the with elaborate temples and tombs built on
"Alter" (Sorcery) ability to be a more difficult Bogano, Ontotho, and Kashyyk.
and time-consuming practice than the Jedi. The ancient Zeffo had established a relationship
Nonetheless, many Thuwisten regarded the Jedi with the Wookiees of Kashyyk. Bogano had a
as true masters of the Tyia. great Vault built by the Zeffo; as a result, the
Requirements: Must be Revwienn (or adopted) colony was believed to a pilgrimage site, due to
Bonuses & Disadvantages: Somatic (Control) the presence of the Binog, a large creature
Skill Tests are performed three levels higher (+9 important to Zeffo art and culture.
points); Sorcery (Alteration) Skill Tests Though the Zeffo originated as a peaceful
encounter a +9 to Difficulty. culture, over time they became more and more
corrupt, eventually falling to the Dark side of the
The Life Wind Force. Reigning in the time after Sages Eilram
"I offer this record of our civilization to those and Miktrull, Kujet ordered the destruction of the
who will follow. Despite our wisdom and astriums the species used in their religious
technological achievement, we face extinction. practices while promising their followers power
Dogma blinded us to the path of balance and and control over the Life Wind, but he proved to
gradually we allowed our pride to corrupt us. be treacherous and cruel with his reign marking

235
the decline of Zeffo culture.
From their seat of power on Dathomir, Kujet
staged a massacre in the halls of the palace,
reducing the brave rebels opposed to their rule to
ashen ruin. When Kujet died, they were
entombed within a sarcophagus that was placed
on the walls of their great temple. Within his
dead hands, Kujet held one of the last remaining
astriums. Facing extinction, the remnants of the
Zeffo fled into the great unknown, hoping to
finally find peace.
In the years before the Jedi Purge, Jedi Master
Eno Cordova became fascinated by the near-
extinct Zeffo. In a Force vision, the Jedi
Padawan Cal Kestis was spoken to by a Zeffo,
who claimed to be leading the remnants of their
species into the "great unknown."

The Zeffo religion yields an enhanced


understanding of Navigation in addition to
cautionary instruction in how to steel oneself
against falling to the temptation.

Requirements: Zeffo if possible, otherwise


there are enough artifacts remaining that anyone
could adhere to this “religion”.

Bonuses: +3 to Willpower & Navigation Tests uncovered an ancient Sith manuscript detailing
Larad Noon's philosophical musings and telling
The Jensaarai the tales of the exile of the first Dark Jedi, the
"Jensaarai is a Sith word for hidden follower of birth of the Sith, the ancient Sith Wars and a
the truth. As the Saarai-kaar, I am the keeper of great deal of Sith lore. All of the information
that truth." contained within was factually correct.
However, Tyris’s corruption & his lack of
―The Saarai-kaar understanding of the nuances of the Sith
Language altered the way he perceived the
The Jensaarai are an order of Force-users from manuscript. As a result of his mis-interpretation
the Suarbi system, who arose during the Clone of Larad Noon’s Manuscript, Tyris believed that
Wars. Their name is Sith for "followers of the the truth of the Force and the Jedi Way had been
hidden truth." Their philosophy and stolen from the Sith.
methodology is a blend of Sith and Jedi
teachings. Their hierarchy loosely resembles Tyris dubbed his followers the Jensaarai,
that of the Jedi Order. During its creation and meaning 'the hidden followers of truth' in ancient
early years the Jensaarai were opposed to the Sith. The group then headed for Susevfi in the
Jedi, due to ignorance and the loss of their Suarbi system, where the nascent Jensaarai
founder. After the fall of the Galactic Empire, established a base to train from. Tyris trained the
the Jensaarai made peace with the Jedi, and even Knights and Padawans in what he believed to be
sent students to learn at Luke Skywalker's Jedi the secret teachings of the 'true' Jedi, when in
Praxeum on Yavin 4. fact he was really imparting Sith secrets and his
own twisted beliefs on his students. Larad
The birth of the Jensaarai began with the fall of Noon’s journal was his life’s work. In it he
Anzati Jedi Knight, Nikkos Tyris. On a search discussed everything from Sith Secrets to his
through the archives in the Jedi Temple, Tyris own path of enlightenment. Yes, you read that
last part correctly. Larad Noon’s journal

236
describes his journey from the Dark Side to Sith Jensaarai's base, watching the battle with the
and back to the Light Side of the Force. It is a Jedi, were the rest of the Jensaarai, hidden by the
tale of redemption, however, that personal creation of a dark nexus when Nikkos Tyris was
journey is easily missed if the reader of the text slain. When the building collapsed, the Jensaarai
does not possess native or fluent Sith proficiency. were trapped and unable to avenge their brethren.
To a fluent Sith practitioner, Larad Noon’s By the time they had extricated themselves from
journey might very well be regarded as the rubble, the Jedi were long gone. In the
blasphemy. However, it is yet another aftermath of the battle, the wife of one of the
perspective on how to be at peace with the Force slain apprentices took the title of Saarai-kaar for
(a new Force Religion in its own right). herself and began to train the next generation of
Jensaarai. The Jensaarai were content to remain
With the discovery that the Sith had returned to
in hiding, lest the Jedi discover their existence
the galaxy, Count Dooku's fall to the dark side,
and return to wipe them out. Thus, the Jensaarai
and the ongoing Clone Wars, the Jedi Council
had weathered the death of its founder and
were anxious to discover anything and
secretly grew by continuing in their training and
everything they could about the mysterious
strengthening their numbers by taking in Force-
second Sith, Darth Sidious. Many Jedi Knights
sensitives from the local population.
and Jedi investigators were dispatched by the
Jedi Council, or took it upon themselves, to "None of us will betray our people."
follow up any leads on the Sith. The Jedi
―A captured female Jensaarai
Knights Nejaa Halcyon, Ylenic It'kla, and a Jedi
known only as "Desertwind" from the scent With the Rise of the Empire and the almost-
memory of It'kla, were three such Jedi dedicated complete destruction of the Jedi Order, the
to uncovering the Sith. The trio had tracked Jensaarai believed themselves to be liberated—
rumors of Sith Cultist activity to Susevfi, where free to practice their arts and expand their
they discovered Nikkos Tyris and two other knowledge without fear of Jedi brutality and
former Jedi. Already lost to the dark side and hatred. They openly moved as custodians and
beyond saving, the Jensaarai presented a threat to guardians of the planet, and the Saarai-Kaar's son
the Galactic Republic and the Jedi realized they even went to personally assist Darth Vader in
had a duty to stop the Darksiders from spreading. hunting down the remaining Jedi. Vader
A furious battle ensued in which Nikkos Tyris, however, sensed only the light side within the
Nejaa Halcyon, and the other two Jensaarai were boy and, using his lightsaber, cut him down
slain. A dying Halcyon flung the mortally where he stood.
wounded Jensaarai into their nearby training
base, where the release of dark side energy from The Inquisitorius then dispatched Jedi hunters
the Dark Jedi's death collapsed the building's and the odd Inquisitor to Susevfi in an attempt to
foundations and all but destroyed the Jensaarai's exterminate the Jensaarai. Many Jensaarai were
makeshift base. Ylenic It'kla and "Desertwind" caught and executed, as the Empire made its
believed the Jensaarai to be vanquished, and presence felt on the planet, and it became clear
departed Susevfi not long after. the Emperor Palpatine would tolerate no other
Force-users in the galaxy unless they could be
"We hid from the Jedi and mourned and buried made to serve his own needs. Like the Jedi
our dead. We had been sealed together, bound before them, the Emperor's agents made the
together by the deaths. We made a new memory mistake of believing they had wiped out the
from the tragedy." Jensaarai, when really they had only dealt with a
―The Saarai-kaar small group of them. In another show of history
repeating itself, the persecutors of the Jensaarai
Unknown to the Jedi, however, there were more
felt that their work was done and left the planet.
Jensaarai. When the Jedi arrived at Susevfi, they
only found Tyris and two other Jensaarai, and “The above is all bullshit the Saari-Kaar feeds to
unsurprisingly concluded that these three were the apprentices.”
the 'Sith cultists' they had heard about. What the
Jedi had failed to realize was that they had only —Unknown Commentator
slain the leader of the Jensaarai and two of its
most experienced members. Within the

237
Stunned by the slaughter of her son, and the Jensaarai that they were now free from
apparent betrayal of the Empire, Saarai-kaar and oppression and persecution. After making
the Jensaarai retreated into hiding once again. contact with the pirate leader, the Jensaarai made
The Jensaarai were determined to exact justice the mistake of believing Tavira to be their
on their persecutors though, and after a few years liberator. In truth, Tavira was merely using
they periodically emerged in small groups or as Susevfi as a base of operations, and the Jensaarai
individuals to conduct raids and ambushes on the to hunt down Jedi Knight Corran Horn, who was
Imperial garrison. Sometimes one of the attempting to rescue his wife Mirax from the
Jensaarai would be killed in the fighting, or clutches of Tavira.
captured and executed, but by and large the
Jensaarai demoralized the garrison with their Following Tavira's orders, a group of Jensaarai
continual attacks. It is not known why, but after departed the planet to hunt down Corran Horn,
the initial rush of Jedi hunters descended on whom they found on Courkrus. Ambushing the
Susevfi, they then left and never showed lone Jedi, the Jensaarai were on the verge of
anything more than a token interest in crushing winning the fight when Luke Skywalker
appeared and together with Horn, the two
defeated the Jensaarai. The Jedi captured their
attackers, and upon questioning, were shocked to
discover the existence of the Jensaarai and their
warped philosophy (in regards to the Jedi).
Since the death of Tyris, the Jensaarai had been
taught a skewed history lesson—they were told
that the Jedi were darksiders, and that the Sith
were champions of the light. Indeed, to his
dismay, Skywalker learned that the Jensaarai
switched the roles of Obi-Wan Kenobi and Darth
Vader, seeing the former as a monster.

Informing the New Republic of the secret


location of the Invids' base, the two Jedi set off
for Susevfi, incognito, in the hope of rescuing
Mirax, and confronting the Jensaarai. After
locating Mirax and the Jensaarai, a skirmish
erupted with the discovery of the Jedi.
Thankfully, the New Republic sent a fleet to
apprehend Tavira, and with the help of Corran's
Force Illusions, managed to drive her away,
leaving the Jedi free to conclude their duel with
the Jensaarai. After a brief battle, Luke and
the rebellious, Force-using group. The answer Corran defeated the Saarai-kaar and the other
may have been the Emperor simply realizing the Jensaarai, who bitterly expected execution at the
Jensaarai had no intention of helping the Jedi- hands of the Jedi. Luke tried to explain how the
oriented Rebel Alliance off-planet, so they were Jensaarai had gotten their facts wrong, but the
of no danger to him, and he was busy with the Saarai-Kaar refused to believe him. It was only
Rebels. with the help of Corran's friend, the Caamasi,
Elegos A'Kla and his memnii that the Jedi
With the death of the Emperor and Darth Vader managed to defuse the situation and reach an
during the Battle of Endor, the Jensaarai knew it understanding with their erstwhile opponents.
was only a matter of time before the Empire fell
and they would be free. Hearing rumors of "Keiran, he is the product of one Jedi tradition,
powerful Force-users on Susevfi, the former and me, I am born of yet a different one. You and
Moff, Leonia Tavira, now leader of the pirate your Jensaarai are just part of a third. If you
Invids, arrived and executed the Imperial would permit it, we would welcome you into the
governor, sending a (false) message to the greater Jedi tradition of service so that all of our

238
ways, woven together, will make us so strong we Details: Jensaarai philosophy and abilities are a
can never again be torn apart." mixture of Jedi and Sith teachings. From their
Jedi roots they are disciplined. From the Sith
―Luke Skywalker to the Saarai-kaar
they learned the power of aggression. The
Before their conflict with Corran Horn and Luke Jensaarai, after the death of Nikkos Tyris, are a
Skywalker, the Jensaarai realized their outlook functional group of Grey Jedi. One Jedi ideal the
on the universe had been skewed. If not through Jensaarai never abandoned was the defense of
Nikkos Tyris' mistaken beliefs, the Saarai-kaar peace and justice (for their own wards on
might not have allowed her despair at the loss of Susevfi, only). Shortly after the death of Nikkos
her husband and son to color her perception, Tyris, the Jensaarai took it upon themselves to
reinforcing the belief that the Jedi had fallen to act as custodians for Susevfi, and continued to
the dark side and abandoned the Jensaarai act as much they had during their days in the Jedi
through her teachings. With the help of the new Order.
Jedi, the Jensaarai were on the path to true Following their origins as Jedi, the Jensaarai
understanding. Though the relationship between fight with lightsabers, and are familiar with some
the Jedi and the Jensaarai was fragile at first, the lightsaber forms of combat. However, the
Saarai-kaar agreed with Luke Skywalker to send Jensaarai do not place as much importance on the
students to his academy on Yavin IV, in the hope construction of lightsabers, as they do with their
of building a better union between the two Sith-inspired combat armor. To the Jedi, the
groups. The Jedi had brought peace and construction of the lightsaber is an important
friendship, while the Jensaarai gave Luke event in a Padawan's life, a serious step on the
valuable knowledge on the practices of Old path to Knighthood. The Jensaarai generally
Republic Jedi, and eventually the Jensaarai construct their lightsabers at an earlier stage in
became fast allies of the New Jedi Order. their training than the Jedi, and see the
construction of their armor as more important.
After this, the Jensaarai went through a series of
ideological reforms, incorporating the truth of The armor worn by the Jensaarai, as mentioned,
their origins and misplaced views, as revealed by is inspired by details of Sith battle armor. It is a
Luke Skywalker. The relationship between the highly flexible suit of light armor, covered in
Jedi and the Jensaarai only grew stronger, with spun cortosis fibers, capable of protecting a
the latter coming to the aid of the former during Jensaarai from lightsaber (and all energy)
the Yuuzhan Vong War. Following the war, the attacks. First a basic, generic, frame is
Jensaarai would later come to allow Jacen Solo constructed before the armor is further
to learn from them, in his quest to further his customized to represent an animal the wearer
knowledge of the Force. During the time after could relate to. Though not a rule, it is common
the Sith–Imperial War, the Jensaarai were one of practice for armor to be styled on animals that
many Force organizations that were given the were not overly aggressive, but were capable of
ultimatum by the One Sith to join their ranks or adequately protecting themselves when
be destroyed. This led to a number of Jensaarai threatened, such as a reek or Corellian sand
to joining the Sith ranks, though the organization panther. If the wearer was so inclined,
was not completely absorbed. modifications to the armor included systems
designed to better emulate the creature in
While the New Jedi Order accepted and taught question, such as built-in macrobinoculars or
Jensaarai students, they still considered the retractable claws. The construction of the armor
Jensaarai tradition to be made up of Gray Jedi was a deeply personal affair, and was as much of
due to their "proximity" to the dark side. The an art form as lightsaber construction, requiring
Jensaarai themselves outwardly denied these just as much dedication and skill, used in the
claims. Jensaarai as the transition from apprentice to full
'knight'.
"Our masters had uncovered information about
Sith techniques from an antiquarian who had There are three ranks among the Jensaarai:
recovered artifacts." Apprentices, Defenders, and the Saarai-kaar.
―The Saarai-kaar In order to become a Defender, an apprentice
goes through a rite of passage similar to the one

239
that Jedi Padawans take. Apprentices not only the Saarai-Kaar son’s fate.
create their own lightsabers but also their
• The rumor that holds more than a fair amount
trademark armor.
of credibility: The Death of the Saarai-
It is important to note that Defenders are Kaar’s own son is a convenient lie meant to
something of a mixture between a Jedi Knight instill fear in those that would consider
and Master, training apprentices and forming the rebelling against the Jensaarai and the
bulk of the organization. There are other Empire. It could have also served to cover
divisions within the rank of Defender; the Ring for the exodus of her son.
Defenders form something of a starfighter corps
• Rumor: Two Jensaarai Defender’s spoke of
to protect Susevfi from pirates and/or fleeing
being defeated in single combat, in the
criminals. The Shield Defenders act much as
Saarai-Kaar’s throne room by her son (with
secretaries, assistants, and bodyguards for the
her present). Neither Defender has been seen
Saarai-kaar. As for the Saarai-kaar, who serves
since.
as leader of the Jensaarai, there have only been
two. It is unknown as to who would succeed as • Rumor: Ari (Saarai-Kaar’s Son) discovered
the next Saarai-kaar, as one has not been the Journal of Larad Noon discarded and
nominated, and the current one has no known ignored under the Temple, and his lack of
protégé. corruption allowed him to glean part of the
true meaning of the book. This placed him at
Realities & Rumors:
odds with the Jensaarai.
Through all eras, the Jensaarai fail to realize the
Requirements: Darkside Attunement Tier 1.
truth of Larad Noon. This is because, like
Nikkos Tyris, there was never enough emphasis Bonuses: Alchemical Weapon Creation (AP), +3
spent with mastery of the Sith Language & bonus to tests for Armor Creation/Repair/
whatever corruption that remains after his death Modification & to unarmed combat damage.
is enough to skew their perception of events. It • License to operate in the Galactic Empire.
was long believed that the Journal of Larad Noon
was destroyed when Tyris was killed. Larad • Free transport on any Imperial Ship
Noon’s journal was discarded early on in the • Free Room and Board at any Imperial
formation of the Jensaarai & is rumored to have Garrison.
been rediscovered.
Renegade Jensaarai do exist and in the amount
• The unspoken Jensaarai Rule: Breaks with of them in the galaxy is substantial, in any era.
the Jensaarai or the mandates of the Saarai-
Kaar are punished with death.
• Inquisitorius never involved: The Emperor is
well aware of the Jensaarai’s continued
existence. In fact, they have an agreement.
The Saarai-Kaar sends acolytes to be trained
as Dark Jedi and the Jensaarai work in
tandem with the Empire on missions to hunt
Jedi and other Rebel dissidents. It is the
price of their “freedom”. This event could
have been an internal purge to eliminate
those close to her son.
• The Saarai-Kaar’s actual statements are
misleading: she sent someone to die at the
hands of Lord Vader.
• Ring and Shield Defenders: are non-jedi that
serve the order. Inhabitants of Susefvi.
• If the Jensaarai ever did have an epiphany
about their misguided path, it was because of

240
Force Anomalies the Emperor; the Yinchorri during the period
surrounding the Stark Hyperspace War and the
The Rakatan Force-enabled hyperdrives: Dashadi during the first few years following the
allowed them to travel to hyperspace. While Great Jedi Purge: +10 to resist and perform
modern hyperdrive technology is actually based Force Powers.
off this technology, the modern (any version after
Terentateks: Force-resistant creatures called
the Rakatan hyperdrives) drives do not leach the
terentateks are a major threat to the Jedi. Some
life Force of the craft’s crew in order to drive
suspected that they were created by the Sith to
them through space. The Rakatan Hyperdrives
hunt down the Jedi. Periodically, the Jedi held a
were regular hyperdrives, with the main
Great Hunt in an attempt to hunt down and
exception that the Rakatan species would enslave
Force sensitive beings and utilize them as destroy all of the terentateks. The monsters
appeared to be extremely long-lived and
“Batteries” to power their hyperdrives.
resilient. +30 to resist Force Powers
The main difference between the Rakatan
Voxyn: Although not natural, voxyn can hunt
Hyperdrives and those that “lesser races” had
copied the Rakatan designs is that the copies Jedi and other Force users by noticing their
"Force scent." Like all other Yuuzhan Vong
yielded Class 20 hyperdrives. While the Rakatan
biots, they are immune to direct manipulation by
units operated anywhere from Class 8 to 4,
the Force and cannot be sensed by Jedi. This, in
depending upon how heavily they would drain
the Force Slaves (Sacrificial life Force addition to their other abilities, makes them a
significant threat to the Jedi Order.
expenditures would yield maximum speeds).
Hssiss: can influence Force-sensitive beings
The Ysalamiri: are a species of tree-dwelling
around them. If bitten by an hssiss, one would
lizard-like creatures that are immune to most
effects of the Force. The creatures exude a succumb to the effects of a Dark Side poison.
Hssiss also have the ability to conceal
"bubble" which "pushes back" Force energy,
themselves and become invisible, possibly doing
making them useful tools for individuals (such as
so through the Force.
Grand Admiral Thrawn) requiring a means to
nullify a Jedi's abilities. They originated on the The Yuuzhan Vong: cannot be sensed or
world of Myrkr. It is mentioned that the affected directly by the Force as they had been
Ysalamir, when put together, create a much more stripped of it around 15,000 BBY. However, it
extensive bubble, sometimes expanding a few was theorized by some Jedi, particularly Jacen
kilometers outside their native forest. They Solo that the Vong were connected to the Force
evolved this trait to survive being hunted by the in a way that the Jedi could not sense, because
predatory vornskrs, pack animals that hunt by the Jedi believed that all life depended on a
tracking down live prey using the Force. symbiotic relationship with the Force to at least
Taozin: A creature with a similar peculiarity is some degree. However, the notion that all life
was dependent on the Force was apparently dis-
the taozin, a large, gelatinous predator. Though
proven by the Jedi Knight Meetra Surik. During
not widely known, at least one of these creatures
the Battle of Malachor V she cut herself off from
was alive deep in the undercity of Coruscant
approximately ten years before the Clone Wars. the Force so completely that she became a
Wound in the Force, completely dead to it and
Gurlanins: can also 'hide' themselves from the completely disconnected from it. The Sith Lord
Force, though they can also make themselves Darth Traya viewed Surik as definitive proof that
detectable in the Force at will if they chose to. life could exist independently of the Force and
Hutts: While not immune to the Force, Hutts sought to exploit Surik's condition to suit her
are highly resistant, having an innate defense own ends.
against Force-based mind manipulation: +15 to
resist or perform any Force Powers. Traditional Jedi
Toydarians: are immune to mind tricks. These are the Jedi you know from the films.
Whether or not they have formalized training
The Yinchorri and the Dashades: are also like in the Old Republic, they are the most
largely unaffected by Force mental manipulation, challenging and intense to play. This path
and were thus both utilized to varying degrees by requires a massive investment of Experience

241
Points and Attribute Dice. Traditional Jedi are actually 3 stages in and of itself).
the slowest to advance, yet arguably, the most
These will yield incredibly focused and powerful
powerful of all the Jedi archetypes. A Traditional
Force Users. The detriment is that you owe
Jedi is like a Paladin from a fantasy game
someone your loyalty. That someone is powerful
(Lightside), a Anti-Paladin (Darkside) if you
and far reaching, so leaving those groups will
tread down a darker path or a Vigilante (Grey
will yield stigmas and possibly even death marks
Jedi) if you choose a middle of the road
at an equivalent tier that you received benefits at.
approach. All Jedi must be Force Sensitive,
which requires a 1D Force Attribute investment, There is a benefit for you to choose your own
or an advantage that grant’s Force Sensitivity. path. That benefit, is freedom to choose your
That is all that is required to start. While it is own destiny.
recommended that you place at least 1D in the
Force Attribute (a 2D investment) to start, it’s What Force Attribute Does
not necessary. Almost all the powers can be • Damage/Effect output: The Force Attribute
utilized without possessing the Force Attribute, translates into damage at 10 points per D and
though it can be more challenging to access 3 points per Pip. (3D+2 = 36)
them.
Limitations: If you haven’t invested at least 1D • Force Attribute functions just like other
or picking up the Advantage “Force Sensitivity”, attributes do, adding 1 point per pip to all
which both give you a 0D Force Potential base tests (3D+1 = 10).
Attribute to start... You are capped at 1D of the • Force Resistance: All Pips of Perception +
Force Potential Attribute after game start. That Force Attribute + 1/D of Willpower + Control
1D can be increased by choosing the a Force can be rolled to resist negative force powers.
Focus and from finding a Force Artifact later.
• Jedi are powerful, if you’re going to be that Traditional Jedi Defense:
ultimate Jedi you have to sacrifice your • The Force Attribute functions as if it were
regular Attribute Dice to be so. Strength, for the Traditional Jedi. This
• An ultimate power level Jedi (6D Force becomes a soak pool that the Jedi can draw
Investment), with 2D attributes is little more from to mitigate damage in any way they see
than a weakling or an NPC that the players fit. Calculate this resistance pool as 3 points
cut to pieces on a regular basis, with the per D, 1 per pip + what it would take to be
exception that you are inherently powerful. wounded (+2) x 5. This pool is refreshed
daily.
Force Attribute is the Jedi’s overall power level.
What you invest in this attribute also determines Example: Rita’s Traditional Jedi has a Force
your maximum Attribute potential. This can Attribute of 3D+2. Thus 3 x 3(D) = 9 + the 2
be modified by taking Force Advantages. Pips 11 + 2 (Wound level) = 13 x 5 = 65 Points
of Soak.
Choosing a Force Religion (Optional): • This defensive pool can be applied to
In the previous section we discuss various Force anything (even damage delivered by a Jedi
“religions”. These are not necessary for your Hunter/Null Force Wielder).
Jedi, however, they are all encompassing and
their corresponding benefits (listed in the second These functions apply directly to the Traditional
stage of character building) are powerful and Jedi, subclass Jedi may function differently (it
prevent you from choosing a Career or Social will be discussed in the write up of each
Standing (it skips 2 developmental stages, and is subclass).

242
A Jedi’s training begins in one or all of these Force Powers are “free”: one slot is granted
three areas: Control, Sense and Alter. You don’t for being Force Sensitive (0D) and 1
require Force Attribute in order to start your Slot per pip in the Force Attribute is also
training, however, it’s recommended as your awarded. For every pip in Control, Sense and
base Attribute focuses these abilities, often Alter, you gain an additional power slot.
stacking with them or adding bonuses to your
Inherent Powers only consume one slot each
power tests. Control, Sense and Alter are all
(you must pull these from your starting Force
regular Skills.
Slots); however, afterward, any power that
Control (Somatic) applies to the Jedi’s own utilizes more than one Force Skill is considered
ability to control themselves, allowing for them to take up from 2-3 slots (1-3 per power)
to manipulate the Force to enhance their own
Thus, Jimmy with a Force Attribute of 2D has 7
abilities and lend a sense of focus and “control”
power slots + his Control 2D (6 more), Sense 3D
to their other abilities and powers. Other Jedi
(9 more) & Alter 1D (3 more) for a total power
archetypes will have a wilder sense of ability or
list of : 25 Power Slots - 8 for Inherent Abilities
lack focus.
= 17.
Sense (Quixotic) applies to the Jedi’s ability to
• If a Power requires more than one Force Skill
reach out and feel their surroundings, to read
to use, it counts as an additional slot per skill
minds and anticipate attacks before they land.
employed.
Alteration (Sorcery) is the Jedi’s ability to
• Additional powers beyond these limits can be
actively manipulate the real world with the
acquired for 5 CP per power (If you don’t
Force. Whether it be levitating objects,
have the slots available).
themselves, or using objects as weapons.
• It is quite possible not to have all the starting,
Note: All Jedi inherently have affinity for using
inherent, abilities in your list of Force Skills.
Lightsabers & Alchemical Weapons. To acquire
You might never have mastered them or been
these skills the Jedi need only pay 1 skill slot at
properly trained (Imperial Inquisitors are
character creation.
never properly trained).
The Lightsaber Advanced Proficiency has been
Buyback of the initial, invested D of the Force
merged with the Alchemical Weapon Proficiency.
Potential Attribute:
They are, effectively, the same sort of focus for
No matter what you’ve invested (whether it be an
any Force user.
Attribute D or Advantage) the initial 0D can be
Force Cost and Benefit: purchased up to 1, Full, D by spending 10 points
The Force is powerful in any edition of this game per pip (30 experience points). Even if you have
that in order to balance it appropriately you’re invested additional dice that pushed the attribute
buying potential, more than initial power. You up to, say, 2D. You don’t have to spend 20
have to work and invest and sacrifice in order to points per pip to get it to 3D, you only pay the
achieve your full potential. You are always initial cost for the 1D you lost in becoming Force
investing one more D than you start with. Sensitive.
Investment: Potential: Choose a Focus for your Force abilities
1D = Force Sensitive 0D 1D
2D = 1D Attribute 2D None of the following need to be chosen,
3D = 2D Attribute 3D however, they are all a means to enhance your
4D = 3D Attribute 4D core abilities.
5D = 4D Attribute 5D Versatile Jedi begins with 2 additional free
6D = 5D Attribute 6D actions & +1D in three separate non-combat
The above now reflect the Maximum Force Skills (base skill slots are awarded for free).
Attribute you can have (which can be modified
by Force Potential & Force Sensitive Balanced Jedi must raise their Control, Sense
Advantages). and Alter skills at the same time. These Jedi are
always in harmony with their abilities. All their
Control, Sense and Alter each cost 5 Points to difficulties for any force ability are reduced by
buy and each start at a base skill of 0D. one level (-3).

243
• Their Force Potential (Maximum Attribute) is Sense Force Disturbance – Distance is directly
considered to be 1D higher. proportional to Attribute and the gravity of the
event. (Innate)
Focused Jedi choose Either Control, Sense or
Reduce Injury
Alter as their specialty, this skill will now
Receptive Telepathy (Innate)
advance in levels as if it were a Specialization.
Accelerate Healing
All abilities under their specialty operate three
Enhance Attribute
difficulty levels lower (-9 to all difficulties), their
Jedi Combat (Attribute = Bonus) (Innate)
other two ability difficulties are increased by one
Force Attributed adds 1 Point Per Pip to hit for
level (+3 points).
Lightsabers, Alchemical Weapons & Hand to
• Consider the Selected Force Skill to be 2D Hand Combat.
Higher at all times (only pay the base D code • ½ This bonus (round up) applies to any
to increase). Melee Weapon or Unarmed Attack.
Jedi Battle Masters are focused on combat Base Proficiency: Lightsaber/Alchemical
skills and receive an additional +3 per D and +1 Weapon (Cost 1 slot for Full AP)
per pip of their Force Attribute to their combat
skills and Natural/Vehicle Defense (all combat • Inherent Usable Abilities are not considered
skills). This is a flat bonus and it applies to actions, but as free actions (1 Free action to
piloting, gunnery and physical skills (Both trigger, if you have free actions remaining,
Control Based, Strength Based and any sort of otherwise, 1 Action)
Jumping - even telekinetic) as well as damage. • Innate powers DO NOT USE an action to
trigger, they are literally always active.
• All their non combat abilities are one
difficulty level higher (+3), this includes the
Force & Regular skills.
Wild Jedi are unpredictable and unfocused
practitioners of the Force. They benefit from
massive wellsprings of Force Power, but lack the
ability to shape that power without some sort of
spectacular display or side effects that never be
predicted!
• They receive +2D to their Force Attribute &
Force Potential. Lightsabers
However, all difficulties for any non-inherent or The typical weapon of the Jedi. The Damage
Innate ability operate two levels higher (+6 codes sit around 75 points. This is constant
difficulties). damage, thus it delivers this damage all day long
• Roll 3 Wild dice (instead of one) and increase every single round (if you jam a lightsaber into a
the thresholds of botch vs beneficial on each wall, it will deliver 75 points of damage to the
D6 by 2. surrounding structure per round, indefinitely)
You can have any variation of this, though I
Botch: 1-3 on each Wild D6 recommend it not to exceed 45-90 range of base
Beneficial: 4-6 on each Wild D6 damage. Other flavors of them might be smaller
If a result of a Botch and Beneficial is rolled, ones at 45 like Yoda’s or even Training Sabers
they can cancel each other out. Three Botches that range from 10-30. Lightsabers are Static
are a Spectacular “explosion” of Wild Magic / Weapons, so they suffer less degradation against
Force Ability. Three successes are equally as scales above them (½ the penalties).
impressive (just with a positive outcome all Light Foils
around). The weapon of the Tapani Dueling Class. Also,
Traditional Jedi Practitioners: it’s no less a Lightsaber than any other … save
Inherent Usable Abilities: (1 Free Action for the fact that people not in the know build
Required to activate unless listed as Innate) them like crap and they malfunction regularly.
Concentration However, a well constructed Light Foil is just as
Danger Sense durable as any Lightsaber. Damage Codes, as
per the rules from Tapani typically have them

244
people and channeling their essences into it. The
Alchemical creation of a weapon is the basic
fundamental of where all Jedi began. An item
that allows them to channel their powers directly
into it just like the Lightsaber.
Items with Cortosis woven into them are also
considered to be “Alchemical” in nature,
however, they really don’t carry the same level
of significance. Cortosis has long been a
material that has been associated with combating
Jedi. However, the material itself is only
significant for the fact that it resists an incredible
amount of energy damage and will, possibly,
deactivate a Lightsaber that makes contact.
Cortosis isn’t “magical” nor does it possess the
ranging from 45 to 75 (3D to 5D). Light Foils Force. It is, simply, incredibly resilient to
also grant a functionality bonus of +1 to Natural energy. It can, quite easily, be woven into other
Defense. Light Foil saber housings are, “magical” Alchemical weapons, though the
normally, lovingly crafted, consider them all to necessity to do it is not there other than the fact
have a base material strength of 3D. that it might deactivate a Lightsaber. The reason
for it being almost completely unnecessary is
Further personalizing of the weapons (like to the
that true Alchemical weapons are indestructible.
individual) will confer between 1 and 3 alternate
Effectively, nothing short of throwing one into a
functions. Like having a holdout blaster affixed
sun will destroy it.
to the base of the hilt, a basket guard affixed to
the saber, protecting both the wielder's hand, All, true (Magical / Sith / Force Artifacts)
making it harder for the user Alchemical Weapons (not Cortosis ones) are
to be disarmed and capable considered to be Static, just like Lightsabers.
of being used as a Melee Thus they deliver 50% more damage than their
enhancement to slam into damage base. All of them can be used to channel
adversaries' faces or a Force abilities through them, more so in the form
modular attachment of a Jedi amplifying their damage, accuracy, etc.
allowing the wielder to alter Non Melee Weapons
the weapon on the fly into Where these weapons really differ is that they are
emitting bursts of plasma as not merely limited to melee weapons. The most
a ranged weapon. Be
creative if you possess the
skill to modify your Lightsaber.

Sub-Class Weaponry of the Jedi


Alchemical Weapons
These weapons represent items like Sith Swords,
which cannot be destroyed by Lightsaber strikes.
For all intents and purposes they are point for
point and D for D just as good as a Lightsaber
(with some exceptions). Essentially, treat these
objects as if they were “Vorpal” swords from a
fantasy setting. These are the weapons of Raw
Jedi, Somatic Jedi, Sorcerers, Quixotic Jedi and
even some Traditional Jedi. I am removing the
inherently “evil” taint from Sith Swords unless,
of course, the object was specifically designed to
inflict pain or it was created by sacrificing 100

245
common manifestation of them is in the form of Intelligent: The item has had a spirit or other
Melee Weapons. While they are generally entity attach itself to it. This is not always
limited to primitive weapons. However, there is beneficial (so long as the new wielder is not
noting preventing the creator from crafting a diametrically opposed to the creator of the item).
bow, crossbow, etc (or maybe even a firearm). The Object has a 2D Knowledge & 4 Skills at
2D (and will increase it’s skills over time) and
The trick with ranged weapons is that, in order of
can communicate via Telepathy. Furthermore, in
channel the Force appropriately the objects that
rare circumstances the weapon can telekinetic-
they launch must be generated from them. Thus,
ally wield itself in defense of a downed master
if the bow draws back and generates an energy
with the same skill level and attribute dice, in
arrow, then fine, the weapon will channel your
this instance afford the weapon a +12 to Full
Force energy appropriately. If it’s firing physical
Defense to protect a downed wielder.
objects... Then each of them would have to have
been fashioned as Alchemical (Magical / Force) Reflexive: The Weapon grants the wielder Fast
objects and that gets tedious and expensive. Reactions, in the event that they already possess
this Advantage the item will afford doubled Free
Thus, when creating these objects they have a
Actions from the advantage (4 instead of 2) and
allow them to further push the boundaries of the
Advantage (bonuses to defense, quick draw, etc).
Multiple Actions: The item, literally affords the
wielder a “Fire Control” Bonus if they invest 1
Free Action they receive one free attack or parry
with the weapon.
Recovery Tests: The object affords the wielder 3
additional Recovery Tests per Day.
Full Regeneration: The object not only affords
number of special properties that can be assigned the wielder +3 to all recovery tests, but it will
to them at the moment of creation. We have allow for them to be able to re-grow lost limbs
included a list for the most common base powers and organs.
for these objects, many of which make then Foci: The object acts as an amplification device
ultimately more interesting than owning a for the wielder’s core Force Attribute. It
Lightsaber. All of them possess a Primary and increases their ability by +1D.
Secondary Ability. With particularly ancient or
evil objects, possibly, possessing additional
abilities. All Abilities require the use of a Free Secondary Abilities
Action to activate unless the primary mode of use Bound to User: The Item is metaphysically
obvious (like a Bow being drawn to fire). bound the wielder. This means that the object
can only be utilized by the wielder / creator. The
Primary Abilities object is utterly useless in the hands of another
and will function as an inert (or basic) version of
Summon Weapon: The Wielder can summon itself. Ex: A Magical Sword will function as an
the weapon/item to hand over any distance. “indestructible” basic sword (STR + 20/2D).
Anyone holding onto the weapon is teleport-ed
with the item to the user. Generates Ammo: If the object is a ranged
weapon (or quiver) it generates ammunition for a
Ranged: The Weapon is chosen to be a principal specific weapon type. This ammunition can
ranged weapon, note that the weapon must either be “solid” or energy based. It must be
specify the Tertiary ability of Melee if it is to be specified and the object can only generate that
employed in close combat. ammunition type as needed, in preparation of
Danger Pulse: The item warns the wielder, with being fired. Unused ammunition evaporates after
high accuracy of impending danger. The weapon use. The ammo allows for the Jedi to channel
/ item grants Sixth Sense, if already possessed or their abilities through it to amplify it’s effects.
Danger Sense Force Power is employed it adds Physical Defense: The Object adds +3 to
+3 to the Sixth Sense bonuses. Physical Defense.

246
Alchemical Weapon Properties
Primary Secondary Tertiary
Summon Weapon: Wielder Bound to User: Item only Sheds Light: 0-10m, wielder
can summon to hand. responds Bound Individual. choice.
Ranged Primary: Object can Generates Ammo: Item Melee Capable -20: Item can
be thrown long ranges or is a creates unlimited ammo. be used in Melee at a reduced
Bow or Crossbow. Physical or Energy (choose). damage.
Danger Pulse: Grants Sixth Physical Defensive Bonus: Boomerang
Sense Advantage. Adds +3 to Defense.
Intelligent: Weapon is sentient. Offensive Bonus: Adds +3 to Splits into paired weapons
hit.
Reflexive: Weapon Grants Minor Summoning: Wielder Sheds Heat/Cold: Ignite/
Fast Reactions can summon, limited range. quench fires / objects and
clothing. +3 to Survival
Multiple Actions: +1D to Melee Adds +2 to Toughness Adds +2 to Healing
Skill for +1 Full Action
Adds 3 Recovery Tests per Adds 2 Recovery Tests per Adds 1 Recovery Test per Day.
Day. Day.
Allows Full Regeneration, +3 Wielder can Blink: Personal Adds +3 to Endurance Tests,
to Healing. Short Range Teleportation +2 to Force Resistance.
Foci: Increases the Force Destroy-able: Causes an Armor Penetrating: Ignores 25
Attribute of the Wielder +1D explosion Triple it’s rating. points of Ablation

Offensive Bonus: The object adds +3 to strike Tertiary Properties


with a specific attack type.
Sheds Light: The Object sheds light in a
Minor Summoning: The object in question can controllable fashion of a 0-10m meter radius.
be summoned to the wielder’s hand at distances
of up to 120m. Otherwise it functions identically Melee Capable: The object is either a non
to the Summon Weapon Primary Power. weapon or a ranged one that is capable of being
used as a melee weapon at a reduction to it’s base
Toughness: The object adds +2 to the wielder's damage code (-20).
Toughness and will allow the wielder to expand
toughness to 7 instead of merely 5. Boomerang: The Object can be hurled for lethal
damage and returns to the wielder after the
Recovery: Adds two Recovery Tests per day to attack. Range: 5 Meters
the wielder.
Split Weapons: (Paired) the weapon splits into
Blink: Affords the wielder a short range two equal pieces that can be used as individual
teleportation that can be set in one of two paired weapons or handed off to be used in
fashions: Automatic and Triggered. The latter of tandem with you by another.
which requires a Free Action to perform at the
time of the Blink. In the case of the former, the Sheds Heat/Cold: The object emits soothing
wielder assigns 1 Free Action to the object and it heat & comforting cold (for hot environs) an
instantly teleports them up to 5m away when adds +5 to Survival Tests.
they take damage. The position of the Blink is Rapid Healing: +2 to all recovery tests
always controlled by the wielder.
Rapid Recovery: +1 to Recovery Tests
Destroy-able: The weapon can be sundered, by
the wielder (only) to unleash all it’s Force / Enduring: +3 to Endurance Tests, +2 to Force
Magic in a massively destructive AoE blast equal Resistance
to 3 times the Weapon’s Damage Code & will Armor Penetrating: Ignores 25 points of
channel the wielder’s own damage rating if they Ablation & will scale appropriately as needed
are sacrificing themselves. Range is 1.1 Feet per
pip of the Weapon + Force Attribute (if
sacrificial).

247
Hurricanes Then came the threat, the doors to the shack that
supposedly housed the command AI for the local
The storm outside raged relentlessly. The Separatist threat burst open, a full squad of my
howling winds continuously pierced the shelter friends, my brothers, opened fire on us without
that continuously threatened to rip itself apart. hesitation. My Master was fast, she moved to
This was no natural storm. It was the same when shield me and parried the fire, cutting down the
I was born, this storm existed as if it had a mind Clone Troopers in less than a second.
of it’s own. Perhaps, then it was just me. As it is
“Get up... Justin, we have to move!” She cried
now. There are these forbidden layers of
out, clearly wiping tears from her eyes as well.
knowledge that Jedi are not allowed to access,
yet that doesn’t necessarily mean you can’t
“Why?” Was all I could manage as I rose to my
access them. It just makes it more difficult to tap
feet.
into the primal forces you have a level of control
over. “No time for that” She responded as she grabbed
me and threw me behind a well in the courtyard
To the Jedi some affinity with nature and that of
with enhanced strength, then parrying over a
storms was not uncommon. These principals
dozen blaster bolts and whipping any debris on
were things taught to Jedi as they traversed the
the courtyard into troopers nearby.
landscape of their understanding of how the
Force penetrates all things, how it flows through There was no good avenue of escape, we were
the universe and how it has an impact on every completely surrounded by at least a regiment of
facet of life in the galaxy from the galactic clone troopers. Though that didn’t seem to phase
events of a super nova all the way down to her as she repelled grenades, blaster fire and
individual rainstorms on planets a billion light conventional weaponry all the same as no
years away from such galactic scale events. display of her proficiency I had ever seen could
speak to her skill here.
Affinity with nature was deemed too dangerous a
principal to train this Jedi Knight. The focal The well shielded me from some of the fire, my
point for the Force Storm that is ravaging the lightsaber flashed into being and handled the rest
landscape outside the shack, I suspect, is myself. as I started emulating her and the clones fell at
There is an order to the madness and a certain our feet in dizzying numbers. We fought back to
familiarity to it. One which I experienced on the back, each of us taking wounds from everything
day of my birth, when the Jedi arrived to whisk from debris to blaster bolts slicing so closely past
me away from my parents and the reason why us they opened up rivulets of blood on our skin
the village of my birth still exists. as they seared the flesh partially open.
These storms are typically associated with dark All out efforts centered on staying alive. We
and fallen Force Practitioners. However, I don’t wove a nearly perfect barrier of defense as we
feel that darkness. I just feel the weight of loss were forced to move, in tandem, through the
in my heart. First, we felt their deaths like sharp killing field of dismembered troopers. In short
pinpricks at the back of our necks, deaths of order we found ourselves back at the entrance to
fellow brethren separated by thousands of light the shelter, the regiment surrounding us and the
years. First one, then a rush. Then some a few structure. I was launched into the shelter by her
hundred light years away and an immediate wave just as I sensed the threat, a clone at out feet
of death pushed me to my knees as my master triggered his satchel charge and she saved my
sagged to a table, the death had found us here on life.
Talos IV. We knew them first hand, Jillian and
Master Thrace. They were assigned to the other Rolling to my feet, in the entrance to the shelter,
side of the world to put down a Trade Federation I could see she had contained the explosion. She
droid plant while we tackled the command center redirected it, into the approaching mass of clone
on the other side of the world. Their deaths troopers blowing them apart. Blood fountain-ed
forced a sob to wrack my body. Lightning split from that side of her body as she fought to
the sky, at what almost seemed the same control it, still parrying errant shots through the
moment. smoke and fire. The sky darkened, storm clouds

248
rolling unnaturally into the area of this desert My mother had left the Jedi who came to whisk
planet. me away to the Order with a note and nothing
more. The note said the following:
“The Council thought you were too dangerous to
train...” She yelled behind her, to me, with a He is born of storm and fury, his birth portends
bloody hand outstretched to stay my approach,
the other continuing to parry incoming fire. an omen of destruction to this village and our
“You are! Now it’s time to let that storm in your people. Take him away and train him so that his
heart kill these bastards! So that you might live affinity for darkness does not consume the galaxy
and save others.” She took a blaster shot high in one day.
the chest as she weakened, dropping to a knee.
It is almost as if she knew, somehow, who I
The tears flowed freely from my eyes as the sky would become and the power I held inside.
sundered itself. I felt a wrack of pain as a vibro Perhaps there is some truth to that and perhaps it
knife slammed into one of my shoulders, which I was time to access the Jedi archives with or
pulled out with the Force and slammed into it’s without Council support to find out. That
owner with enough energy for pick the trooper wouldn’t end up being an issue either with most
off his feet and throw him into an adjoining masters dead or in the wind.
building. I moved to her side, and placed a hand
over the hole in her chest as I watched the light As the Jedi order fell, I rose and I was true to my
in her eyes begin to fade “I’m sorry..” Her master’s wishes. I saved as many as I could and
fingers, pressed to my lips. got them to safety. I became something
altogether different than a Jedi Knight, a
“Don’t be, I’m filled with anger and pain too. practitioner of both Ashla and Bogan.
Now, use it, and live..” And then she was gone. I
screamed, the shock waves from the scream My, personal, Jedi Code:
lifted bodies and debris and flung them into the • Kill those too powerful to let live and spare
approaching masses. From the rip in the sky the those that have a chance of redemption.
fabric of reality also tore, and an unnatural storm • Look not for the fight but when it comes, join
of swirling chaos and rage erupted, synced with it fully. Fight with fury and righteousness.
my pain, my anger and my blind rage at losing • Seek refuge in the dark, yet, know when to
everything I had ever loved. step into the light.
• You will know fear, accept and master it.
I forced my will over the storm I had unleashed • Rage is only natural, one can only bottle so
and washed the face of the desert clean of my much. With Control, we release it.
adversaries and then sent it into space, where it
consumed the Venator and the task force that was • Hatred must be managed or it will consume
you. If there is no Order as it was destroyed,
preparing to rain fire down on our location, and
then as abruptly as it had begun it disappeared we are free. Thus we need not hate. Be at
into the void. I collapsed on ground, exhausted. peace and at war as necessary to live.

249
Master Power List Sense and Alter:
Dim Others Senses
Force Shield
Control:
Absorb/Dissipate Energy Control, Sense and Alter:
Accelerate Healing Affect Mind
Burst of Speed Battle Meditation
Concentration Enhanced Coordination
Contort/Escape Fold Space
Control Disease Force Harmony
Control Pain Protective Telepathy
Detoxify Poison Projected Fighting
Emptiness Farseeing
Enhance Attribute
Force of Will
Hibernation Trance
Dark Side and Sith Powers
Instinctive Navigation Unclassified:
Reduce Injury Force Scream
Remain Conscious
Remove Fatigue Control:
Short-Term Memory Enhancement Channel Rage
Horizontal Traversal Rage
Sense: Alter:
Beast Languages Bolt of Hatred
Combat Sense Dark Side Web
Danger Sense Injure/Kill
Direction Sense
Instinctive Navigation Control and Alter:
Life Detection Aura of Uneasiness
Life Sense Create Force Talisman
Life Web Drain Energy
Magnify Senses Electronic Manipulation
Merge Senses Feed on Dark Side
Post cognition Draw from Background Emotions
Predict Natural Disaster Force Lightning
Receptive Telepathy Hatred
Sense Force Presence Inflict Pain
Sense Force Potential Waves of Darkness
Sense Path
Shift Sense Control and Sense:
Translation Sith Sorcery
Weather Sense
Sense and Alter:
Alter: Force Wind
Telekinesis
Force Light Control, Sense and Alter:
Alchemy
Control and Sense: Control Mind
Force Unity Create Force Storms
Life Bond Doppelganger
Advanced Melee Combat Drain Life Energy
Advanced Ranged Combat Drain Life Essence
Control and Alter: Memory Wipe
Accelerate Others Healing Telekinetic Kill
Control Others Disease Transfer Life
Control Others Pain Force Illusion
Control Breathing
Create Force Talisman Questionable Powers:
Detoxify Others Poison Sever Force
Force Jump
Place Another in Hibernation Trance
Remove Others Fatigue
Return Another to Consciousness
Transfer Force

250
Force Powers it if one was selected).
The principal manners in which
Jedi Powers Trigger
1. Instantly: The power is triggered by
applying one or more Free Actions. These
free actions do not count against how many
abilities you can park (or use in a round).
2. Activation / Deactivation by Testing: In
this case the Force Skills (Control, Sense &
Alter) are rolled.
3. Opposed: When fighting another Jedi, both
Traditional Jedi (Quixotic and Somatic Jedi are Jedi’s powers come into direct conflict with
as well, in their linear disciplines) are incredibly one another. With one delivering constant
powerful. Many of their powers trigger instantly damage and the other mitigating it. It is
and with no difficulty at all. Simply apply Force entirely possible for a weaker Jedi to be
Attribute + one or more of their Force Skills completely ineffectual or obliterated.
(Control, Sense & or Alter) and sometimes even
add their raw Attributes (Strength, Dexterity, 4. If a power doesn’t list itself as being
Mechanical, etc.) to the totals. activated by a Free Action, then that power
takes Action(s) to activate. Per Force Skill
For as powerful as these Jedi are, they have their required to activate a power = 1 Action.
limitations. There is a cost to their great power: Thus a Control only power would take 1
• Powers used for unselfish reasons extract Action to use, however, a Power requiring
little to no toll on the Jedi deploying them Control + Sense + Alter would require 3
(though some powers, like healing ones, may Actions. However a Jedi can activate each
still consume a recovery test). Force Ability, individually, in separate
rounds to avoid multiple action penalties.
• Powers used for self defense and combat will 5. Any Power that can be “Sustained” can be
drain a single recovery test for the day (no parked for 1 Free Action in the same round or
matter how many powers used). round following it’s activation.
• Powers used in selfish fashion or for personal 6. Likewise, any power that takes multiple Free
gain drain a single recovery test for the day Actions to Activate in the first round only
(no matter how many powers used). requires 1 Free Action in the second and
• Powers used to tap into the Dark Side subsequent rounds in order to be kept “up”.
consume a single recovery test for the day 7. If you have a bonus like a reduction in
(no matter how many powers used, when the difficulty for being a Balanced or Focused
recovery test is lost the Jedi will not suffer Jedi, that difficulty reduction converts into a
the “dazed effect” for that initial surge). direct bonus to the end result IF the power
has no difficulty (Reduce Injury = Balanced
• A Traditional Jedi can take on aspects of Jedi +5 to the final result & Control Focused
Subclass Jedi, however, they must have the Jedi +15 to the final result).
proper focus to do so. They would have to
be Focused in Control, Sense or Alter in 8. Sub-Class Jedi function very much like the
order “convert” to a Jedi Subclass. above (#6) bonuses, except that their focus
While they will still retain access to their old adjusts the end test result radically.
powers, they can never again increase the Note: Any Ability that simply says Control +
two Skills that do not reflect their new found Force Attribute with no specification means that
focus. Furthermore, the core benefit of their the Force Attribute at 1 point per pip is added
Traditional Jedi Focus is lost and replaced with the Control Dice Roll.
with that of the Subclass Jedi.
• Traditional Jedi pursuing a Jedi Alchemist
path cannot have a Focus at all (or they lose

251
Control Powers dramatically for a short period of time. The
Move increase is determined by the Force
Potential Attribute roll & the Control level.
Absorb/Dissipate Energy (1FA) Base Move Increase:
Control + Force Attribute • +1 per D in control
Difficulty: The damage of the attack, radiation, • Force Attribute adds directly to Move (2D =
sunburn, Force Lightning, Bolt of Hatred (yes 6, 3D = 9, 4D+1 = 13).
the Force is a type of energy), etc. • Cannot be Sustained
Effect: This power allows Jedi to absorb/
dissipate energy, including light, heat, radiation, Concentration (1FA)
and blaster bolts. Their resistance is their Force Control Only
Attribute + Control Dice Randomly Rolled. Any Difficulty: 0 if the Jedi is relaxed and at peace;
damage that spills over is deducted from Jedi -6 to the effect if Jedi is filled with aggression or
Defense or Health. This power may be used to fear; -12 to the effect if the Jedi is acting on the
ward off sunburn, heat-stroke, and radiation negative emotions (using it to kill someone).
exposure, as will as withstand intense heat. This Effect: When using this power, Jedi clears all
power may also be used to absorb blaster bolts, negative thoughts from their minds, feeling the
as Darth Vader did on Cloud City. The character Force flowing through the universe and their own
must activate the power in the same round to being. The individual Jedi concentrates on one
absorb the blaster bolt or Force lightning -- the specific task at hand. The Jedi receives their
power can be triggered as a Free Action so long Dice in Control as a bonus to a single skill.
as the ability is trained. This power may be used in conjunction with
• Absorption adds 6 to the total damage in Force Points and Character Points. This power is
terms of difficulty to absorb the damage. only in effect for one round and may not be kept
• Reflection (in a random direction) is a flat 0 up.
modifier.
• Re-direction at a target or targets (possibly Contort/Escape
even the originator) adds 12 to the overall Control Only + DEXterity
difficulty and strikes as the skill which it was Time to Use: 1 Full Round Action
fired originally. Difficulty: 3 for loose bonds; 6 for hand binders;
9 for serious restraints; 12-15 for maximum
Accelerate Healing security, 18+ for paranoid security, 36 vs a Force
Control + STR + Force Attribute Cage (it’s an internalized activation).
Time to Use: Instant Required Powers: Concentration, Control Pain
Effects: Allows the Jedi to use an additional Effect: The character may escape bonds by
Recovery test per day (the power has it’s limits, contorting in painful and difficult (but still
thus the heroes recovery tests +1 = number of physically possible) ways. By stretching,
times a day this can be performed) of Point for twisting, and dislocating joints a Jedi can escape
Point healing, add the Jedi’s Strength to the total. almost any physical restraining device. While
Example: Strength 3D, Force Attribute 2D & this is indeed a painful procedure, Jedi are
Control 3D = trained to block out the pain and focus on the
• 6 points for Force Attribute task at hand.
• 3D6 rolled randomly for Strength
• 3D6 for Control 3D Control Disease
• Total = 6D6 + 6 in accelerated healing, +1 Control + STRength + Force Attribute
times (to heroes base) per day (or once per Required Powers: Accelerate healing
day if no recovery tests remain). Time to use: 1 Minutes to several uses over time
• Cannot Botch Effect: Control disease allows the Jedi to direct
and control the antibodies and healing resources
Burst of Speed (1FA) of their body to throw off an infection or to resist
Control + Force Attribute the diseases within the body. This power allows
Required Powers: Enhance Attribute a Jedi to control their disease. The Virulence of
Effect: A Jedi can use this power to enhance the Disease is rated by the effective Wound Level
their Move rating, increasing their running, you’re targeting. Success at any level reduces
walking, swimming, climbing, jumping speeds the disease by the appropriate amount. The

252
power functions in the same fashion as accelerate emptiness may not move or take any action
healing, in addition it consumes a recovery test except to disengage from the emptiness. While
(adding Strength to the result); Strength 3D, in emptiness, a hero is difficult to sense or affect
Force Attribute 2D & Control 3D = with the Force. When another being attempts to
• 6 for Force Attribute use a Force power on the hero in emptiness, add
• 3D6 rolled randomly for Strength DOUBLE the meditating character’s Force
• 3D6 rolled randomly for Control 3D Resistance + Control, in addition to their natural
• Total = 6D6 + 6 in Disease Reduction, +1 resistance, for the other character’s tests. This
times (to heroes base) per day (or once if the difficulty is added regardless of whether or not
Hero has no remaining Recovery Tests, can the empty character would willingly receive the
be used in tandem with Accelerate Healing power’s effect. Once a character gets out of
even if no recovery tests remain). emptiness, the character gets a +9 bonus
modifier to all Force skill & resistance rolls for
Control Pain (1FA) a period equal to the amount of time the
Control Only character spent in emptiness + 2 Hours. This
Effect: Every level of Control mitigates 3 points bonus is reduced by 3 for every Tier of Dark
of pain. Example: The Jedi is Incapacitated, -9 Side Attunement the hero has. When in
to all tests, 3D of Control will block this penalty emptiness, characters dehydrate and hunger
for 1 Free Action per round (The Power is valued normally – some initiates have died because they
at 3 points per D of Control, lower skilled lost track of time and didn’t set a trigger to bring
individuals must randomly roll to Control Pain themselves out of emptiness or they lacked the
levels higher than they have Control Dice). raw Control to do so.
Detoxify Poison • When the character enters into emptiness, the
Control + STRength + Force Attribute player must state for how long the character
Difficulty: 9 for a very mild poison (alcohol); 12 will be in meditation. A character must make
for mild poison; 18 for an average poison; for a a 18 Control skill test to exit emptiness.
virulent poison; 21+ to heroic for a neuro toxin. • For every four hours after the missed target
Time to Use: Instant add +1 to the test to exit Emptiness.
Effect: This power allows a Jedi to detoxify or Example: Difficulty 18, Control: 6D = 6D6
eject poisons that have entered her body. The rolled randomly and added together. If the result
power functions in the same fashion as accelerate is below the target number the Jedi can test again
healing, in addition it consumes a recovery test in another hour. A hero can always add
(adding Strength to the result); Strength 3D, Character Points to pull them out of emptiness.
Force Attribute 2D & Control: 3 = The hero may attempt to come out of
• 6 for Force Attribute meditation under the following circumstances:
• 3D6 rolled randomly for Strength When the stated time has passed. Once each
• 3D6 rolled randomly for Control 3D hour beyond the original time limit. Triggers
• Total = 6D6 + 6 in Poison Nullification, +1 (chose only one) can be set as well, like physical
times (to heroes base) per day. stimuli, if the character’s body takes any external
Emptiness damage (even stun), they immediately snap out of
Control Only the Emptiness. You can shake someone in
Difficulty: Very dangerous to enter into with Emptiness awake. Audible triggers can also be
less than 6D of Control. utilized like the warbling of the bridge sensors
Notes: Characters with Dark Side Attunement 3 when reaching the end of a hyperspace jump.
& 4 cannot use this ability. However, these preset triggers merely reduce the
• Heroes with any level of Dark Side Control difficulty to emerge from Emptiness by
Attunement increase the difficulty to exit 3. Cannot be affected by negative, mind
Emptiness by 6 per tier. affecting, force powers while in this state.
Required Powers: Hibernation trance Enhance Attribute (1FA)
Effect: The user empties their minds to allow the Control + Force Attribute
Force to flow through them. Heroes in emptiness Difficulty: None
seem to be in deep meditation and are totally Effect: A Jedi uses this power to increase an
oblivious to their surroundings. A character in attribute for a sustained period of time (FA). An

253
increased attribute can help a Jedi jump higher, Quixotic Jedi will be able to detect the Force
see better, and run faster. All skills governed by within the hibernating character and realize that
the enhanced attribute increase by the same they are alive.
amount for as long as the power remains in Game Effects: -3 DR Endurance, Survival,
effect. An attribute increased by this power Willpower, -1 DR to all mental checks pertaining
remains enhanced for the duration listed below. to survival or clam, ONLY while in meditative
• Limitations: Only Dexterity, Strength & state, can “sleep” in this state and is aware of
Mechanical can be so enhanced. All three surroundings on normal perception check ( at -1
Attributes can be raised and maintained in DR). While in this state, opposed Jedi powers
tandem at the cost of 1 FA Each. are all at +3 DR. Furthermore, in this state the
• The Force Attribute is the direct bonus added Jedi only requires half the normal rest to have a
to the Attribute in question (1D Force “full day equivalent” of rest (thus their recovery
Attribute = +3 to STR, DEX or MEC) tests will refresh in less time, GM discretion but
• Control adds a flat bonus to the Attribute (1D likely allows ½ a sleep cycle: aka 4 hours).
+1 Point, 7D = +7, ex 3D6+7)
Instinctive Navigation
Force of Will (1FA) Control + Navigation (+ MEChanical)
Willpower Skill Only Difficulty: Special; 1 Action for all above Skills
Difficulty: None Time to use: Instant
This power may be kept for 1FA Effect: Instinctive Navigation (Control) is far
Effect: By using Force of Will, the character uses simply turning the Jedi into a Navigational
their own willpower skill to fight the effects of Computer. The Jedi performs the calculations
hostile Force powers. Typically, Willpower and adds them to the Navigation Skill to make
simply adds 1 per D to Force Resistance. When the jump to Hyperspace. If the Navigation
this ability is put “up” it delivers 6 points per D computer provides a bonus it is accepted, if it
of Willpower possessed. The bonus is to the provides a penalty (or doesn’t exist) it is ignored.
Willpower Skill as well as Force Resistance.
Example: 2D Control + 3D Navigation + 2D
Hibernation Trance (1FA) Mechanical = 5D6 + 6
Control + Force Attribute
Difficulty: 15
Reduce Injury (Innate)
Force Attribute + Control
This power may be kept up as 1FA
Difficulty: None
Effect: The Jedi places themselves into a deep
Effect: By using this power, a Jedi may call upon
trance, remarkably slowing all body functions.
the Force to reduce the amount of injury they
The Jedi’s heartbeat slows, their breathing drops
suffer. This power ONLY triggers on a kill
to barely perceivable levels, and they fall
result. This is automatic, it doesn’t require an
unconscious. When a Jedi enters a hibernation
action.
trance, the character must declare how much
• Force Attribute provides Double it’s normal
time they will spend and/or under what
benefit (x2).
circumstances the character will awaken: after a
• Control Will Be rolled randomly and added
specific amount of time, or what stimulus needs
to the Force Attribute result.
to be present (noise, someone touching them,
etc.). A character can heal while in a hibernation Example: Force Attribute 3D = 18 + Control 2D
trance, but may not use any other skills or Force the result is directly subtracted from the damage.
powers. Hibernation trance serves two • This will use one recovery test. If no
purposes. It allows a Jedi to “play dead.” It can recovery tests are available, a persistent
be used to survive when food or air supplies are injury will be applied (severed arm, leg, etc).
low. A character in hibernation uses only about a • Reduce Injury only functions once if no
tenth as much as someone who is sleeping – they recovery tests are available (and only as
can hibernate for 1 day per pip in Force Attribute many times as the hero has recovery tests in
+ 1 Day per Level in Control in a dry climate & addition to that).
up to 2 days per pip and level in a wet climate
before dying of thirst. Anyone who sees a Jedi in Remain Conscious (1FA)
hibernation assumes they are dead unless they Difficulty: None
makes a point to test them. Traditional & Required Powers: Control pain

254
Effect: Remain conscious allows a Jedi to remain 12-18 / Through last session
conscious even when he has suffered injuries 21-30+ / Through last two sessions
which would knock him unconscious. In game
terms, when a character with this power Horizontal Traversal (1FA)
suffers this kind of injury, they ignore the Control & Force Attribute for Distance Bonus
knockout effect. Difficulty: 3+ (Terrain Difficulty)
Required Powers: Burst of Speed
Notes: I threw out Resist Stun as a power after Effect: You can use some or all of your
working through this one, as you can sustain it movement on a wall, even jumping between two
and ignore the effects of stun(s). to remain in motion.
• If Stuns reach Lethal Levels damage will be • Every D of Control you possess allows run in
applied to the Jedi as normal. a certain difficulty of terrain. The limitation
is how difficult your vertical (wall) terrain is,
Remove Fatigue (1FA) GM determined.
Difficulty: None • This is not meant to be impossible or
Required Powers: challenging. If you can’t match the level of
Accelerate healing, Control Pain terrain, add Character points or spend up to
Effect: The Jedi uses this power to combat the 1-3 additional FA or a Full Round to prepare,
effects of strenuous work. The Jedi manipulates etc.
the Force, causing bodily toxins to be ejected The height you can achieve on the wall is limited
much more efficiently, thus allowing for greater only by your movement. The power replaces
stamina. The Power can remain up for one day your movement for a combat round. If you run
per D of Force Attribue they possess. out of movement, the power is sustained and
remains up. Treat the wall as normal floor for
Short-Term Memory Enhancement the purposes of measuring your movement, but
Control Only not for where you can begin or end your move.
Difficulty: 3+; 1 FA to use Shifting from a horizontal surface to a vertical
Required Powers: Hibernation trance surface (and vice-versa) adds 3 to the difficulty.
Effect: When a Jedi uses this power, they can
replay recent events in order to more carefully Note: If used in conjunction with Burst of
examine images and peripheral occurrences. Speed, the Force Attribute is considered Double
Using the power, a Jedi can freeze images and it’s rating.
even scan memory tracks to recall details that
were seen but not consciously registered at the Sense Powers
time of observation. Beast Languages
In game terms, this power can be used to alert a Sense + Force Attribute
Jedi to information, items, other characters, or Difficulty: 6 if the animal is domesticated/
anything else that passed before his senses within friendly (such as a bantha); 9 to 12 if the animal
a specific span of time. In addition, if a is wild, but non-predatory (such as an
game master provided clues or leads to clues that undomesticated taun-taun); 15 to 18+ if the
the players originally missed or ignored, this animal is ferocious/predatory (such as a wild
power can be used to recall them. When players rancor). This power may be kept up for 1FA
get stuck on a puzzle or mystery within an Required Powers: Life sense, receptive
adventure, this power can alert them to possible telepathy, projective telepathy, translation
solutions, if those solutions were observed earlier Effect: This power allows the Jedi to translate a
in the adventure. How far back a Jedi can beast-language and allows the Jedi to speak it.
remember depends on the success of his Control As creatures rarely have “true” languages, the
Skill (3 points per level). For catching the actual Jedi is actually reading the differences in surface
details, allow the Jedi to use their Perception emotions within grunts and growls and other
Attribute, Search and Investigation skills as cues of body language. Note that the character
necessary to find the missed clues. may keep up this power if the Jedi needs to
continue picking up the emotional state of a
Skill Requirement = Memory
creature. For beasts that can be ridden, increase
Difficulty / Memory Extension
the beast compliance with the Jedi.
3-9 / Through current session

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Combat Sense (Innate) Per Level of this Advantage add 1 to the
Sense + Force Attribute defensive rating of the individual (maximum
Difficulty: The highest Force Resistance defensive value delivering +1-5). This is
present, modified by +3 for each additional 1. Adds 1-5 points to Defensive ratings
opponent the Jedi wishes to defend against. regardless of success or not.
Required Powers: Danger sense, life detection 2. Provides a Damage Ablation Pool equal to 5
Effect: Combat sense allows a Jedi to focus on points per level of the Advantage if the Test
the battle at hand. Everything else becomes succeeds (3-25 points of damage soak).
dulled and muted as the Jedi’s senses are all • Perfect Sixth Sense is a 6 point Advantage
turned toward the combat occurring around him. (which is attainable in rare circumstances)
All targets become mentally highlighted in the With the Danger Sense Innate Power (add 1 to
Jedi’s mind, enhancing their ability to attack and the Sixth Sense total) the directional information
defend. will always be nearly perfect (if the test is under
In game terms, the Jedi gains important the 1-6 roll. Thus if you only possess Danger
advantages. First, the Jedi may choose when Sense, you have a 1 in 6 chance of getting nearly
they wish to act that round—no initiative rolls perfect information. Failures here give
are necessary while the power is in effect. If incomplete information, like imminent threat and
more than one Jedi is using the power, the Jedi afford you to move out of the way at the last
with the highest Force Potential goes first. minute (if you are capable). However,
Second, the Jedi’s attack and defense rolls are combining this advantage at any level with the
increased by +3. Combat sense lasts for ten Danger Sense ability will allow for a “Perfect”
combat rounds and doesn’t count as a “skill (if you buy 5 points of the Advantage) Sixth
use” for determining die code penalties. Sense with flawless information every time
within the ranges presented below.
Danger Sense (Innate)
Force Attribute + Sense • GM Must describe the nature of the threat
Difficulty: None even if not directly a threat to the character
Effect: Danger sense allows a Jedi to extend his within 10m + 1m per D of Force Attribute or
senses around himself like protective sensors they possess. Add ½ meter per Level of
creating an early warning system for as long as Sense.
the power remains in effect. Depending upon the Direction Sense
nature of the danger the warning may be Sense + Force Attribute
ambiguous. Difficulty: 6+; modified by proximity. This
• Per D of the Sense Skill the Jedi receives a power can be kept “up”.
+1 to Force Resistance & Natural/Vehicle Effect: Direction sense allows a Jedi to be
Defense vs the immediate threat (whether or guided by the Force toward a particular goal or
not they have perfect information). destination. It could be an object of importance,
• The Force Attribute adds a deflection bonus the north pole of a planet, the nearest cantina,
of 6 Points per D, 2 Per Pip. etc., but this power does not sense life forms.
• The Innate Power adds 1 to the Sixth Sense Alternatively a Jedi may use the Force for
Advantage. If no Sixth Sense is possessed, guidance through a maze like cavern. If the Jedi
the GM rolls a D6 every encounter. If a 6 is meets the required sense difficulty, they just
rolled the Jedi receives perfect information know the general direction the object or location
about the upcoming attack. Otherwise the is in: left, right, forward, behind, above, below.
Sixth Sense Advantage is required to max out If they succeed by 6 or more, the Jedi knows
the potential of this ability. exactly in what direction and how far
• If a perfect information result is achieved, the away the location is from their current position.
hero adds all bonuses from the Sixth Sense
Advantage to their defense. Instinctive Astrogation (Navigation)
(REFERENCE) SIXTH SENSE 1-5: (1-5 in 6 Sense + Force Attribute
chance of detecting danger; Cannot be Surprised) 1 Action
+1 to Free Actions can be spent prior to Difficulty: 9 (Space); (3 Planetary) increased by
initiative to Dodge/Parry (+3) or 5m movement. any modifiers.
Required Powers: Magnify senses

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Ship Requirement: Navigational Computer Life Sense
Effect: This is the more well known ability of Sense Only
the Jedi to calculate astrogation routes without Difficulty: 3. Modified by proximity and
the use of a navigation computer. The Jedi uses relationship & Force Ability
his sense skill to feel through the myriad of Required Ability: Life detection
hyperspace routes to determine the safest path. May be kept up to track a target as 1FA
The difficulty is modified by the treacherousness Effect: The user can sense the presence and
of the path: identity of a specific person for whom he
Task is: Modifier (add to difficulty) searches. The user can sense how badly
Very Easy 0 wounded, diseased, or otherwise physically
Easy +3 disturbed the target is. A target may use their
Moderate +6 Control skill to hide their identity from the Jedi
Difficult +9 that uses life sense. The character’s control skill
Very Difficult +12 is added to the seer’s difficulty.
Heroic +15
• If the Jedi succeeds at charting the course, Life Web
they need only generate a Moderate Success Sense + Force Attribute
(12) total to plot a safe path. Difficulty: See below: modified by proximity.
• This power can be used to shave time off of a Required Powers: Life detection, life sense,
trip. Increase the difficulty by 1 for each Sense Force
hour shaved off travel time, with a minimal Time to Use: 20 minutes
time within reason to the game master. Effect: This power is used to detect large
• Here the Navigation Skill will only function concentrations of members of a specific species
as a Complimentary Skill with a +2 Bonus to such as humans, Rodians, or Chadra Fan. When
the test per skill level. the power is used successfully, the users sense
the general direction toward the population. If
Life Detection the Jedi beats the difficulty by 10 or more, she
Sense Only knows the approximate distance to the
Difficulty: Force Resistance if the subject has population (i.e., hundreds or thousands of
Force skills or is Force Sensitive. Force kilometers, or single tens, hundreds, or thousands
Resistance + Relationship modifiers if not Force of light years). The base difficulty depends upon
Active. This power may be kept up as 1FA the size of the nearest significant population:
Effect: This power allows the Jedi to detect the 3 Population in tens of billions
location of sentient beings who might otherwise 6 Population in billions
remain hidden from their normal senses. When 9 Population in hundreds of millions
the power is activated, the Jedi knows the 12 Populations in tens of millions
location of all sentients within 3x Force Attribute 15 Populations in millions
in meters (rounding up to the nearest D) if the 18 Population in hundreds of thousands
power is kept up, the Jedi may know whenever a 24 Population in the tens of thousands
sentient approaches within 3x Force Attribute in 30 Population in the thousands
meters of them or vice versa. When the Jedi 40 Population in the hundreds (or less)
approaches or is approached by a sentient being, • This power requires at least 20 minutes of
the beings being sensed resist with their Force continuous concentration.
Resistance. If they actively wish to resist, they
may apply their Control or Perception roll to Magnify Senses (1FA)
avoid detection. Both actions are “free” actions Sense Only
and don’t count as a skill use (and thus there are Difficulty: Detection difficulty modified by
no die code penalties except those caused by proximity.
injury). If a tie occurs, the Jedi detects the Time to Use : Instantaneous
creature in question. If Jedi beats the target by 10 Effect: This power allows a Jedi to increase the
or more points, the Jedi is aware if the person has effectiveness of their normal senses to perceive
Force skills (yes or no), is Force sensitive (yes or things that are otherwise impossible without aid.
no), or if they have met before (yes or no), and if They can hear noises beyond their normal
yes, what their identity is. hearing due to distance or softness they can’t
hear or see beyond normal species frequencies.

257
Likewise, they can see normal visible things on objects when they are handled by living
over distances that would normally require the beings. If that being had any manner of Force
use of macro binoculars and identify scents and potential (even a Limited Force User) reduce the
odors that are normally too faint for human difficulty by 6. The character must be able to
olfactory senses. Applies directly to Search / handle the target object. The information comes
Perception as additional dice. in waves, from the most recent to the oldest
vision if they are capable of accessing. If the roll
Merge Senses is successful, the Jedi can determine who has
Sense + Force Attribute handled or touched the object and what events
(Sometimes Alter, see below) have transpired around it. The Jedi may “search”
Difficulty: 9: Modified by proximity. for specific incidents or simply review past
Time to use: Full Action events, somewhat like viewing a hologram. If
Required powers: Magnify senses the post cognition roll is equal to or higher than
Effect: This power allows a Force user to three times the difficulty number, the character
perceive things through the senses of another can witness events when the object was present
creature, one with animal intelligence or less. as if she were there herself. If the post cognition
They can see through the eyes of the selected roll is greater than or equal to twice the difficulty
creature, enjoying the benefits of being bound by number, the Jedi gains a good sensory
the restrictions of the creature’s vision. They can impression of the event, but is limited in that the
hear through the creature’s ears; smell was that primary sense (the sense which gives the most
creature smells; and physically feel whatever the information, usually sight) is blurred or
creature is feeling. The Force user does not obscured; the other sensory impressions come
control the creature, but can make suggestions. through clearly. If the post cognition roll is
The simpler or less threatening the request, the simply greater than the difficulty number, then all
more likely it will be agreed to. If a suggestion sensory impressions are muffled, tactile sense is
goes against the nature of the creature or would dulled, smells or tastes are indistinct or mixed.
put it in an obviously hazardous situation, the The Jedi receives a vague sense of who handled
Force user must make an Alter test (rolled the object and what events transpired around it.
randomly) against the subject’s Force Resistance
+ Willpower & or Perception. Failure means the Predict Natural Disaster
suggestion is ignored. Sense + Force Attribute
• If the Lesser Life Form Control Advantage is (-3 if they have Weather Sense)
possessed, the Force user always wins in a Difficulty: 6 if the Jedi has lived in the area for
battle of the wills. more than a year. 9 if the Jedi has been living
While the Force user’s senses are merged with a within the area between six and 12 months. 12 if
creature’s, the Force user retains the ability to the Jedi has been living within the area between
take actions. Releasing the target creature can be one and six months. 15 if the Jedi has been living
achieved instantly with no test required. The within the area less than one month. Modified
link with the creature is also broken by the death by severity of disaster (larger disasters are easier
of either the creature or the Force user. to predict) and degree to which the disaster could
reasonably be predicted (game masters may
Post Cognition decide that disasters are easier or harder to
Sense + Force Attribute predict based on a multitude of factors).
Difficulty: 6 if seeing less than two hours into Required Powers: Danger sense, life detection,
the past; 9 if seeing two hours to a week; 12 if weather sense, magnify senses
seeing a week to six months; 15 if seeing six Time to Use: 15 minutes. May be reduced in five
months to a year; 18 for year to two years, 24+ minute increments by increasing difficulty one
for the distant past. level per five minute increment (minimum time
Required Powers: Hibernation trance, life to use is one minute).
detection, Sense Force Effect: The Jedi can sense local meteorological
Time to use: Full Round Action, +6 to difficulty and geological conditions and predict imminent
per additional action the Jedi takes disasters, such as earthquakes, volcanic
(ex Dodge or Melee) eruptions, floods, landslides, avalanches, cave
Effect: Post cognition allows a Jedi to ins, tornadoes, hurricanes (weather sense can
investigate the tenuous imprints of the Force left also predict these, possess both powers for a

258
-1DR to all rolls and half the time proximity.
requirements ), etc. By opening his or her senses Effect: This power is used to sense the ambient
to the environment, the Jedi can predict these Force within a place. It cannot be used to
disturbances, much as animals can seemingly specifically detect sentient beings, but there are
sense an earthquake hours or even days before it many forms of life and many areas of the galaxy
happens. Like weather sense , this power does intertwined with the Force which can be sensed
not lend itself to quick predictions. It customarily with this power. Sense Force Presence will tell a
takes weeks for a Jedi to get to know local character the rough magnitude of the Force in an
weather patterns and topography. The prediction area or object (rich, moderate or poor in the
is effective for 12 hours. The difficulty increases Force), the rough type and quantity of life forms
by one level for each additional 12 hour period (“many insects,” “only microbes and bacteria,”
by which the Jedi wishes to extend the “teeming with plant and animal life, including
prediction. higher predators”) and whether the area or object
tends toward the dark side or the light. An area
Receptive Telepathy (Innate) rich in negative or positive energies may indicate
Sense Only past events or the activities of past inhabitants.
Difficulty: ½ Force Resistance for friendly, non The Jedi may also receive “vague premonitions”
resisting targets. If target resists, Force about the area, such as “I sense something
Resistance (counts as a 1FA for them). Modified wrong,” or “I sense a great impending tragedy.”
by proximity and relationship.
Required Powers: Life sense Sense Force Potential
This power may be kept up if the target(s) is/are Sense Only
willing for only a single Free Action. Difficulty: ½ Force Resistance for friendly, non
Effect: If the Jedi makes the power roll, they can resisting targets. If target resists, Force
read the surface thoughts and emotions of the Resistance (counts as a 1FA for them). Modified
target. The Jedi “hears” what the target is by proximity and relationship.
thinking, but cannot probe for deeper Required Powers: Life Detection, Life Sense,
information. When used on another player, the Receptive Telepathy, Sense Force
game master asks the player if they mind the Time to use: Six rounds
power being used on them. If used on a game Effect: This power allows a Jedi to determine
master character the game master decides if the whether that person has the potential to be strong
target will resist. in the Force. This power only determines the
Force Attribute Potential of the target. It does
• Telepathy Test is Equal = Read Surface
not reveal any additional information. There are
Emotions only.
no negative effects for utilizing this ability.
• Telepathy Test is Greater than = Read deeper
motivations Sense Path
• Telepathy Test is 50% over resistance = Jedi Sense Only
can sense locked memories. Difficulty: Moderate
• Telepathy test is double + = Jedi can read Required Powers: Emptiness, Hibernation
thoughts that have been obscured / locked Trance; This power can be kept up for 1FA
and more. Effect: This power informs a character of the
A Jedi can read the minds of more than one “path” he travels: whether their current actions
person at a time, but each additional person are likely to lead them to the dark side, and
(unwilling only) counts as an additional action. whether any specified future actions are likely to
This power may be used on creatures and other do so (this power may be thought of as farseeing
sentient beings, although it cannot be used on without control). Bear in mind that without
droids. Control, the Jedi does not have the ability to
decide whether they see the past, present, or a
• The Empathy Advantage applies directly to possible future. The visions they receives are
this power. more likely to be allegorical in nature to receive
Sense Force Presence specific details, the farseeing power must be
Sense Only used. When giving the results of this power, be
Difficulty: 6 for an area; 9 for sensing details or honest but obscure if the character has gained
specific objects within the area. Modified by any Dark Side Points and is attempting to atone,

259
this power will tell them how successful they useful in some aspects, but fairly limited in
have been within a game context. The Jedi can others. For example, a Jedi may detect comm
choose to consciously use this power, or it can be frequencies, but that does not mean that the Jedi
a plot device. If the latter, at an appropriate point can listen in on the transmission. The Jedi will
in the scenario, you may call for a roll on this be able to detect that a transmission is present,
power, and give the Jedi a vision if they succeed. but may not necessarily be able to locate the
You may use this to tell the players how well signal’s source, and certainly will not be able to
they are doing, or to give them a premonition of decode the information carried by the
doom just before a critical encounter to heighten Transmission.
the tension. You may use it to warn them (by
showing the future of their current course), to Translation
encourage them (particularly when they have Sense + Force Attribute
done the right thing but have no way of Difficulty: 6 for humans or aliens. 9 for droids.
knowing), to provide hints, or to foreshadow If the target is being purposely cryptic add +6 to
upcoming events. A vision from the Force the difficulty, -3 if the language is written down.
should never be taken lightly by the players. It This power may be kept up for 1FA
should give them something to think about, Required Powers: Receptive telepathy,
along with the attendant chances for good role projective telepathy, life sense
playing. Bear in mind that different Jedi will Effect: The character may translate a language
tend to receive different renditions of the same and speak it. The Jedi may decipher body
scene, and consequently you should tailor the language, explore the spoken word, or translate
details you give to the fit character concerned. ancient Sith texts, etc. In order for this to work,
Instead, you might consider altering the way you the character must first hear the target speak, or
describe the scenery; for the dark side, you see the works in written form (such as an ancient
might always describe rocky and barren text or document). It takes only one application
of this power to “understand” a language. As
terrain, or with a cold wind blowing, or it might
long as they all speak the same language and the
always be night for the dark side and daytime or
power is kept up, the character need not roll for
dawn for the light side. You can present these
each individual talking. Also, because they also
images in as contrary manner as you wish,
“speak” using beeps and whistles, droids may be
provided you are consistent with the
communicated with using this power. Note that
descriptions. Another thing to bear in mind is
the character does not really know the language.
that it is never easy to tell which is the right
Once this power is no longer in use, the Jedi is
course to take (although the path of darkness
once again unable to understand or speak the
may be clear enough, the path of the light may be
language (but retains any information gleaned).
far more elusive).
Shift Sense Weather Sense
Sense + Force Attribute Sense Only
(-6 if they have Predict Natural Disaster)
Difficulty: 6 for simple phenomena (such as heat
Difficulty: Automatic if the Jedi has lived in the
or simple scents); 9 for more uncommon
area for more than a year; 6 if the Jedi has lived
phenomena (such as comm frequencies, infrared
radiation); 12+ for specific, complex phenomena in the area between six and twelve months; 9 if
the Jedi has lived in the area between one and six
(such as setting olfactory nerves to detect the
months; 12 if the Jedi has lived in the area less
presence of Tibanna gas).
than one month. Modified for proximity and
This power may be kept up for 1FA
local meteorological conditions.
Required powers: Magnify senses Required Powers: Magnify senses
Effect: The character may shift his or her senses This power may be kept up for 1FA
as to detect phenomena of a different type than Effect: This power allows the Jedi to attune
normal. Shifting eyesight to the infrared himself to the workings of local weather patterns.
spectrum, hearing frequencies above or below By sensing the movements of clouds, winds,
normal range for his or her species, etc. This tides, and solar bodies, someone using this power
power counts as a “skill use” for determining die can discern patterns in the weather, and so make
code penalties (unless parked as a Free Action). limited predictions regarding the behavior of
Please note that this power is exceptionally atmospheric phenomenon. This power does not

260
lend itself to quick predictions, however. The this power, a Jedi can instill great confidence in
prediction is effective for four hours. The one or more of his allies. This inspiration is
difficulty increases by +1DR (per additional day) reflected in a +1 Pip bonus (per D the Caster has
if the Jedi wishes to make more extended in Force Attribute) to all ability and skill rolls
forecasts. made by an affected ally, and last as long as the
user desires to keep it up. The number of allies
Alter Powers who gain the bonus is determined by the success
level of the
Force Light initiating alter roll:
Alter + Force Attribute Alter Roll Difficulty By Targets
Difficulty: 6 + Force Resistance 1-10 0
Requirements: life detection, life sense, 11-100 +3
projective telepathy, receptive telepathy; Cannot 101-1,000 +6
Possess Tiers of Darkside Attunement. 1,001-10,000 +9
Effect: This is an incredibly rare lightside power
that hasn’t been actively taught after around Per 3 difficulty the Alter roll beats the target
25,000 BBY. It still exists in some form or numbers by you can add 1,000 more individuals
another in the Jedi Archives of most Academies, effected.
but finding it and recognizing it is something else
entirely. Telekinesis
Alter + Force Attribute
This is the Light Side Equivalent of Force This power can be kept up for 1FA
Lighttning. It allows a Jedi to channel Difficulty: 3 for objects weighing one kilogram
the Force into blasts of light that can destroy or less; 6 for objects weighing one to ten
dark side spirits, as well as cleanse the taint of kilograms; 9 for objects 11 to 100 kilograms; 12
dark side locations. The blasts cannot be dogded for 101 kilograms to one metric ton; 15 Difficult
or deflected they affecting all dark side beings, for 1,001 kilograms to ten metric tons;
creatures, spirits, or sites within that area. 18+ for 10,001 kilograms to 100 metric tons.
Effective Range: 1 Meter per D of Attribute, 1.1 Objects may be moved at 15 meters per round;
feet per Pip. add +3 per additional 15 meters per round. The
Damage: 10 x Force Attribute D, 3 x Pip target must be in sight of the Jedi. Increased
• In the case of dark side characters and difficulty if the object isn’t moving in simple,
creatures, those within the effective range of straight line
the power must make a Control or Willpower movement:
skill roll against the Force Resistance of the +1 for gentle turns
Caster or Lose 1 Dark Side Point each. This +3 for easy maneuvers
will Daze them as if they called on the +1 DR or more for complex maneuvers, such as
Darkside. using a levitated lightsaber to attack. Modified
by proximity.
• Site Cleansing can take hours if not days Effect: By using this power, a Jedi may levitate
depending upon the level of Dark Side objects (or themselves) with mental power. If
Energy Present. used successfully, the object moves as the Jedi
desires. A Jedi can lift several objects
Inspire simultaneously, but each additional object
Alter Only (+Force Attribute Effect) requires the Jedi to make a new telekinesis
Difficulty: Average Force Resistance of targets, action. This power can be used to levitate
modified by proximity; 1FA to Sustain oneself or others. It can be used as a primitive
Requirements: Affect mind, battle meditation; space drive in emergencies. When levitating
Cannot Possess Tiers of Darkside Attunement. against someone’s will, the target will resist with
Effect: Another Rare Light Side power (but Force Resistance.
considerably more avaialble than Force Light)
that bolsters confidence in allies in very tangible Note:
ways. Very capable of turning the tide of an Levitated objects can be used to attack other
entire conflict for a light touch approach at characters, this does not automatically constitute
Enhanced Coordination. With successful use of an evil act. Even Master Yoda has been known

261
to fling objects at adversaries on occasion. However, the future is always fluid, always in
Wanton use of this ability can award Dark Side motion, never set until it becomes the present
Attunement (harming innocents on purpose), therefore it is much harder to predict. The
however, there are other precedents when Jedi percentages on the chart are a rough measure of
Faced the Yuuzhan Vong and employed this how much correct information the character
tactic to great effect. Such objects do up to Force receives in the vision. The game master must try
Attribute damage if under one kilogram, 1.5x to predict what he thinks the characters will do
Force Attribute if one to ten kilos, Double Force and what the outcome will be. Of course, since
Attribute if 11 to 100 kilos, 2.5 times Force the future is so fluid, things are always subject to
Attribute & Speeder scale if one to ten tons, 3 change. Farseeing is a great mechanic for the
times Force Attribute & Starfighter scale if 11 to game master to reveal part of the story enough to
100 tons. Such attacks require an additional tantalize the players, without ruining the story.
Alter action by the Jedi, which would be the hit
roll against the target’s Natural Defense. Force Unity (Innate if Trained)
(essentially Life Merge)
• Kinetic Combat falls under the purview of Control & Sense: Add Force Attribute to each
Telekinesis. Control Difficulty: 12
Sense Difficulty: 12
Control and Sense Effect: A Jedi may attempt to activate this power
at their death. At the moment the Jedi knows
Powers death is imminent, the Jedi calms their mind and
body, preparing to surrender his mortal shell. The
Farseeing Jedi then reaches out with their mind, tracing the
Control & Sense + Force Attribute ebb and flow of the Force around them and
Control Difficulty: 3, modified by the Jedi’s through them. Upon success, the Jedi’s spirit
proximity to the area (this can reduce the exits their body and becomes one with the Force,
difficulty instead of simply increasing it). +0 to while still retaining his original identity. Their
see the present, +3 to see the past, +6 to see the body fades into nothingness, but the Jedi who
distant past, +12 to see the near future, +18 to passes in this fashion will not die. The Jedi can
see the distant future. make a number of visitations to their close
Sense Difficulty: 3 if the target is friendly and friends and associates equal to the number of
doesn’t resist. If the target resists = Force Force Points they had upon death (multiply by 2
Resistance. for any Epic Points possessed). In this fashion, a
Required Powers: Life sense player who knows his character is about to die
Time to Use: At least one minute. can ensure that death will mean something, as he
Effect: The Jedi may see the person or place he can manifest to important persons in later
wishes to see in his mind as the situation sessions and warn them of impending disaster, or
currently exists. The power can also be used to offer wisdom and teaching. Only Force Sensitive
see the future or the past. The Jedi sees the characters may witness the visitation.
immediate surroundings, for example, when a Notes: In rare circumstances this is a means by
friend is in danger, or what happened on his which a Jedi can transcend death. A planned
home planet in his absence. Farseeing requires event, where the Jedi’s life force is waning can
calm conditions and at least one minute, but utilize Force Unity to transfer his or her “self”
often takes a few minutes. Farseeing cannot be into an object like a Holochron utilizing Create
done in the face of danger. The Jedi’s vision may Force Talisman. In other, more rare precedents
not be entirely accurate: the Jedi can transfer their presence into a Force
Control + Force Attribute Shard, this can create a Force Ghost if the user is
Test Past/Present Future trapped (Eye of Palpatine). Furthermore, this is
5-15 50% 10% part of the procedure (and basis) for transfer life
20-30 75% 25% (a Sith power).
35-55 90% 50% Life Bond
60+ 100% 75% (Jedi Marriage Ritual/Stewardship Practice)
The past and present are set and it is merely a Control & Sense
matter of the Jedi having correct perceptions. Control Difficulty: 9

262
Sense Difficulty: See below. Modified by still commits these acts, the connected person
proximity. must test against the Doubled Force Attribute of
Required Powers: Life detection, life sense, the one that engaged in the actions gaining the
magnify senses, receptive telepathy Dark Side Attunement with a Willpower roll
This power is maintained at no cost. (exactly as above). This is an exceedingly
Effect: A Jedi character may choose the life bond serious commitment, and not to be taken lightly.
power to permanently form a mental link with Both characters must agree to the life bond for
one other individual. If both characters have the the power to work and a character may only life
life bond power, reduce all sense difficulties by bond with one other individual. Life bonding
one level. Target must be willing. On a target 6 takes 1 week to complete (as the Jedi becomes
sense test, the Force user is aware of the other’s accustomed to the background Force presence of
general location and general emotional state: the life bond partner). During that time, the
whether the person is frightened, in pain, injured, Jedi’s Force Attribute is reduced by 1D. The life
happy, or experiencing some other strong bond power may not be activated until the bond
emotion. On a target 9 sense test, the Force user is completely formed.
experiences the others senses: he or she sees • Once the Life Bond is activated the lost 1D
though the others eyes, hears what the other of attribute dice are refunded and both the
hears, and smells, tastes, and feels what the other Force Attribute and Force Potential of both
person is experiencing. However, at this level, parities is increased by +1D.
the characters are affected by each other’s Death is the only means of severing the life
experiences both characters share pain, and if bond.
one character is injured, the other character • If one member of the life bonded couple is
suffers an injury two levels lower. They can killed, the surviving partner is wounded
share Character Points. On a target 12 sense test, twice and then relives the death of their
the Force user is considered telepathically linked partner. The Jedi can do nothing but take
to the life bond partner and can read the surface defensive actions for the next day due to the
thoughts of the other if the other is willing to weight of the shock of their partner’s passing,
share those thoughts. They can share Force After healing, the partner grieves and
Points. On a target 15 sense test, the Force user readjusts to a solitary existence; however, the
can send thoughts to the life bonded partner (as gained Force Attribute of +1D is not lost and
per the projective telepathy power), allowing the their Force Potential is increased by an
characters to carry on a telepathic conversation. additional +1D as a result of some of the
They can share Epic Points. As an added benefit, essence of their partner returning to them
the two characters can have premonitions about through the Force.
each other: for example, if one character is • Any attempt to forge a new life bond in the
severely injured, his or her life bond partner will future requires a much longer period of
sense that something bad has happened. This adjustment: 2 weeks for a second bond, 3
aspect of the life bond power is modified by weeks for a third bond, and so forth.
proximity only, as outlined below. Sensing Furthermore, the benefit to the Force
premonitions is automatic of within 11,000 Attribute and Potential only applies to the
kilometers of each other. Easy sense roll is new partner. The original Life Bonded Jedi
necessary to sense premonitions if not in the has already received the maximum boon
same star system but within 10 light years. If associated with this ability.
more than 10 light years but less than 100 light
years away, a Moderate sense roll is necessary. Advanced Melee Combat
If more than 100 light years away from each Control, Sense & Force Attribute
other, a target 12 sense test is necessary. Since Control Difficulty: 9
the characters do have such a close bond, the Sense Difficulty: 6
actions of one can affect the other. If a life May be “kept up” after activation for 1FA.
bonded character commits is about to commit an Effect: Lightsaber combat is now considered
evil action, the Jedi partner can influence them to Advanced Melee Combat. It is a multiple action
reconsider their action(s). Difficulty to overcome Control + Sense activation. It can, however, be
this suggestion is twice the influencing party’s activated in two rounds instead of just one to
Force Attribute vs Willpower. If the other party minimize multiple action penalties (Control on
the first round and Sense on the Second). There

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4. Alchemical Ranged Weapons Follow the
above rules.
Advanced Ranged Combat
Control & Sense Only
Control Difficulty: 6
Sense Difficulty: 9
May be “kept up” after activation for 1FA.
Effect: Advanced Ranged Combat:
1. Force Attribute has no effect over the Ranged
Weapon (unless it is an Alchemical Weapon
in which case you follow the rules for
Advanced Melee Combat).
2. Every D of Control adds +2 to the damage
output of most ranged weapons.
3. The Sense Skill applies directly to any
success tests while wielding the weapon.
This bonus can be used to increase or reduce
lethality (reduction typically occurs during
training and does not reduce the target skill,
just any lethality / damage bu 1 point per
level possessed). Sense is only countered by
a Null Force Wielder or Null Force Objects.
The bonus can be turned on or off as the Jedi
deems necessary.
Projective Telepathy
Control & Sense + Force Attribute
Control Difficulty: 3. Increase difficulty by +3
to +6 if the Jedi cannot verbalize the thoughts he
is transmitting (he is gagged, doesn’t want to
make a sound). Modified by proximity.
Sense Difficulty: 3 if the target is friendly and
are Several benefits associated with this power: doesn’t resist. If the target resists, the difficulty
1. Force Attribute Applies to the damage of any is the target’s Force Resistance.
melee weapon at 10 times the D Code and 3 Required Powers: Receptive telepathy and
times each pip possessed. The Jedi chooses life sense
whether or not they wish to apply this Effect: If the Jedi successfully projects his
additional damage (or a reduction of). thoughts, the target “hears” his thoughts and
2. The Control Skill further enhances the ability “feels” his emotions. The Jedi can only
to Control damage output. Damage can be broadcast feelings, emotions and perhaps a
increased or reduced directly by the skill couple of words this power cannot be used to
itself (at 2 points per Pip up or down). send sentences or to hold Conversations. The
Reductions typically occur when a Master is target understand that the thoughts and feelings
training students. he is experiencing are not his own and that they
3. The Sense Skill applies directly to any belong to the user of the power. If the Jedi
success tests while wielding the weapon. doesn’t “verbally” identify himself, the target
This bonus can be used to increase or reduce doesn’t know who is projecting thoughts to him.
lethality (reduction typically occurs during This power can only be used to communicate
training and does not reduce the target skill, with other minds, not control them.
just any lethality / damage by 1 point per
level possessed). Sense is only countered by
a Null Force Wielder or Null Force Objects.
Control and Alter
The bonus can be turned on or off as the Jedi Powers
deems necessary.
Accelerate Another’s Healing
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Control & Alter incapacitated characters; 12 if mortally wounded.
Time to Use: Instant Required Powers: Control pain
Required Powers: Control another’s pain, Effect: This power allows a Jedi to help another
control pain character control pain, under the same rules and
Time to Use: One minute conditions outlined in the same rules and
Effect: Allows the Jedi to deliver to another an conditions outlined in the control pain power.
additional Recovery test per day (the power has The Jedi must be touching the character to use
it’s limits, thus the heroes recovery tests +1 = this power.
number of times a day this can be performed).
Note: If the Jedi isn’t touching the individual,
Any additional uses of this ability past the initial
modify the difficulty by proximity. Per 3x Force
use require:
Attribute in Meters increase the difficulty by 3
1. The Jedi performing the Accelerate Another’s
for Control and Alter.
Healing to use a personal Recovery Test.
2. The person receiving the healing to have a Control Breathing
Recovery Test available. 1FA to Activate & Maintain
3. If the Jedi performing the ability is using Control and Alter + Force Attribute
their own recovery tests, this is considered to Control Difficulty: 9
be altruistic (as it depletes themselves) and Alter Difficulty: 15
can result in being awarded a Force Point Required Powers: Concentration, telekinesis
(GM Discretion) for the act. Effect: This power allows a Jedi to control the
This delivers Point for point healing, add the amount of oxygen flowing into their body. The
recipients Strength to the total. Jedi takes control of the surrounding atmosphere,
Example: Strength 2D, Force Attribute 2D & pulling oxygen molecules through the skin into
Alter 3 = the lungs. With this power the Jedi can
• 6 for Force Attribute effectively breathe underwater, and conversely, a
• 2D6 rolled randomly for Strength water breather could survive on land. In game
• 3D6 Points for Alter 3 terms, this power negates the need for a breath
• Total = 5D6 + 6 in accelerated healing, +1 mask, mechgill, or any re-breather gear.
times (to heroes base) per day (or once per • In the cold of space or a hard vacuum,
day if no recovery tests remain). however, this power only extends the Jedi’s
already limited air supply. Extending their
Note: The bonus provided by Alter cannot be life and preventing the hard vacuum from
higher than the Dice possessed in Control. causing immediate cellular damage. This
Control is the basis for the additional healing, will delay the effects of exposure for a
Alter transfer medium to another. number of rounds: 1 per Full D of Force
Control Another’s Disease Attribute. If used in conjunction with
Control & Alter Only Absorb/Dissipate Energy, this “delayed
Control Difficulty: As Accelerate Another’s exposure” is prolonged for the above + 1
Healing round per D in Control.
Alter Difficulty: 3 The power will remain up until the character
Required Powers: Control another’s pain, either takes incapacitating damage or willfully
control pain. drops it.
Time to Use: One minute Create Force Talisman
Effect: This power allows a Jedi to help another Control & Alter
character control his or her disease. The Control Difficulty: 9
Virulence of the Disease is rated by the effective Alter Difficulty: 12
Wound Level you’re targeting. Success at any Required Powers: Concentration, Control
level reduces the disease by the appropriate Another’s Pain, Control Pain, Transfer Force.
amount. Effect: By using this power and spending a
Control Another’s Pain Force Point, a Force user can imbue an item of
Control and Alter Only personal significance with Force energy, thereby
Control Difficulty: 3 creating a Force Talisman. A Force Talisman
Alter Difficulty: 6 for wounded characters; 9 for grants its possessor a bonus to resist Force

265
powers, adding this bonus to any rolls made to Force Jump (1FA to activate)
resist hostile Force powers. A Force user can Control & Alter + Force Attribute
only possess one talisman at a time. The bonus Control Difficulty: As Below
granted by the talisman depends on the amount Alter Difficulty: As Below
Force Potential they Possess. Required Powers: Enhance attribute, telekinesis
Force Attribute Resistance Effect: A Jedi uses this power to increase his
1D +1 pips jumping ability in order to perform impossibly
2D +2 pips high leaps. They use the special table below to
3D +1D determine difficulties. At the game master's
4D +1D+1 discretion, a wild Die Botch here might mean the
5D +1D+2 Jedi fails to achieve the desired height or
6D +2D distance, fails to properly cushion their landing
and suffers some falling damage, or both. A Jedi
Force Artifacts: always has some ability to correct the jump mid
This ability is known to Light Side Jedi as well flight for 1FA or 1 Action if no FA remain.
as Sith practitioners. Light Side Relics do exist • Always Add Natural Jumping to the result.
and can be found in any number of locations and • This power also deals with distance fallen,
they include including objects that grant Force and will successfully protect the Jedi from
powers and Attribute to those who are not any such fall. However, the distance fallen
inherently Force Sensitive. Some carry has a direct correlation on how much
secondary abilities, like locked Force powers or environmental damage the Jedi’s impact
even Attribute enhancements. Imbuing with actually has. Expect floors to buckle and the
Force Attribute requires Dice of Force Potential area around the landing point to warp and
SACRIFICED either willingly or unwillingly. even cause a concussive blast.
• Power Artifacts: Possess 1 Force Power • Consider Jumping impacts to be ½ the
with an effectiveness that will trigger the damage output of Falling Impacts.
power for the wearer of the Artifact. • Concussion Blast from Impact delivers AoE
• Force Attribute Artifacts: Possess a bonus damage across a 1/2/4 meter radius. 1=
to the Force Attribute as above, never more 100%, 2 = 50%, 3-4 = 25% Damage;
than +2D. This can allow a non Force Beginning with 200-300m Jump/Falls.
Sensitive to acquire Force Sensitivity.
• Sith Artifacts: Aren’t necessarily inherently Height Jumped/Fallen, Difficulty &
evil. They are only corrupting if they possess Environmental Damage:
Dark Side Powers. Distance Difficulty Impact Damage
0-10 m 3 0-5 Character
Detoxify Another’s Poison 20-50 m 6 5-10 Character
Control & Alter Only 70-150 m 9 10-15 Character
Control Difficulty: 3 200-300 m 12 15-20 Character
Alter Difficulty: As Accelerate Another’s 350-500 m 15 20-25 Character
Healing 600m-1Km 21 10-20 Speeder
Required Powers: accelerate healing, accelerate Per 500m +3 +10 Speeder
another’s healing, control pain, control Another’s
pain, detoxify poison. Place Another in Hibernation Trance
Time to Use: Five minutes Control and Alter Only
Effect: This power allows a Jedi to remove or Control Difficulty: Force Resistance
detoxify poison from a patent’s body faster than Alter Difficulty: Force Resistance: Modified by
is normally possible. Wound Level is the proximity & relationship.
Virulence of the Poison. While using this power, Required Powers: Hibernation trance
the Jedi must remain in physical contact with the Time to Use: Five minutes
patient. As long as the Jedi is in contact with the Effect: This power allows a Jedi to put another
target, that person is considered immune to the character into a hibernation trance. The affected
effects of the poison. Failure to make the character need not be in physical contact with the
required control and alter difficulty checks or power’s user and must agree to be “shut down”
breaking physical contact during the use of the this power cannot be used as an attack to knock
power causes the patient a wound. others unconscious. This power can be used to

266
bring another character out of a hibernation
trance, but the alter difficulty is increased by +6.
Sense and Alter
• Those not resisting the power reduce their Powers
Force Resistance by ½.
Dim Another’s Senses
Remove Another’s Fatigue Sense & Alter + Force Attribute
Control & Alter Only Sense Difficulty: 6, modified by proximity.
Control Difficulty: 6 Alter Difficulty: Target’s Force Resistance.
Alter Difficulty: Force Resistance: The attribute and skills are reduced as long as
Modified by proximity and relationship. the power is kept up for 1FA
Required Powers: Accelerate healing, Effect: This power greatly reduces the
accelerate another’s healing, control pain, control Perception of the target. Success is the amount
another’s pain, remove fatigue. the test surpasses the Force Resistance of a
Effect: This power allows the Jedi to remove the target, reduce the target’s Perception and all
effects of effects of fatigue in another. Unlike the Perception skills, depending upon the result.
basic power, the Jedi must wait until the target is Alter greater than or equal Reduce to control or
actually fatigued, before offering assistance. Perception by Perception (Perception can be
Hence the penalties for failing an endurance reduced to negative levels). Add rolled Force
check can be counteracted, but must be Attribute to Alter & Sense Totals.
addressed as they occur. Since it is an external
ability, the endurance checks are performed as Test Over FR Effect Skills
endurance +3 the Jedi possesses in Alter. 0-3 1 pip -3
• Those not resisting the power reduce their 4-7 2 pips -3
Force Resistance by ½. 10-14 1D -3
15-17 2D -6
Return Another to Consciousness 18-20 3D -6
Control & Alter Only 21-24 4D -6
Control Difficulty: 3: Modified by proximity 27-30 5D -9
and Relationship. 31-40 6D -9
Alter Difficulty: Force Resistance up to 41-50 7D -9
wounded twice, +3 for incapacitated characters, 51-60+ 8D -12
+6 for mortally wounded characters. The power may be used on more than one target
Required Powers: Control pain, remain at a time, with an increase of +3 to the Sense
conscious difficulty for each additional target; target the
Effect: The target returns to consciousness. The highest Force Resistance for the entire group.
target has the same restrictions as imposed by the
remain conscious power. Force Shield
Sense & Alter
Transfer Force (Innate) This power may be kept up as 1FA
Automatic Success, depletes 1 Recovery Test Sense Difficulty: 6
Time to Use: Instantaneous Alter Difficulty: 9
Effect: This power will save a mortally wounded Required Powers: Absorb/dissipate energy,
character from dying because the Jedi is concentration, magnify senses, telekinesis.
transferring her life force to the target. When a Effect: This power allows the Jedi to surround
character has force transferred to him, he remains their body with a Force generated shield. The
mortally wounded, but he will not die provided shield can be used to repel energy and physical
he isn’t injured again. matter away from the Jedi’s body, down to the
• Once the Force Transfer is complete, the molecular level.
indvidual can begin to heal as if they were • The Shield’s resilience is the Jedi’s Force
under the care of a Medical Doctor. Attribute +1D on a Wound Condition
Monitor. Thus, Force Attribute is treated as
• A Bacta or Kolto Tank will accelerate their
if it were Strength + 1D (1 point per pip, +1
recovery at standard levels.
for Stun, +1 for Wound x 5).
Ex: The Jedi has a 2D Force Attribute, the
power adds +1D. 3D in pips is 3 pips per D = 9

267
+ 2 (Stun and Wound) = 11 x 5 = Shield with 55 power can also be used to alter a target’s
Points of resistance. conclusions so that they come to an incorrect
conclusion. The Jedi must describe exactly what
Note: This Shield will generate it’s own limited
they want the effect to be. The power is
environment and can protect a Jedi even after
normally on one target; two or more targets can
they’ve been “spaced” in Vacuum. Combine
only be affected if the power is used two or more
with Control Breathing for 20 Hours of Air in
times. A target believes they are affected by any
Vacuum. Use Telekinesis to move and even
successful illusions and feels the blow of an
Control Breathing to extend one’s life force (in
attack. If they think they were injured, pain
which case the power acts normally without need
would be felt, or if they thought they were killed,
for Absorb Dissipate Energy). Hibernation
they would become unconscious. The character
Trance can be used to extend Air by 20 times.
does not suffer any true injury. This power can’t
These will require multiple action use, but will
be used to affect droids and does not work
keep a Jedi alive until they can signal someone
through recording devices.
via Projective Telepathy (or comlink) if left deep
space. Battle Meditation
• The Jedi can extend the Force Shield: per 1m Control, Sense, Alter & Force Attribute
additional coverage increase the Sense & Control & Sense Difficulty:
Alter by 6. It will provide up to 4 hours of Lowest Force Resistance + Quantity:
sustenance to others protected in this fashion. Number of
Individuals Difficulty
Control, Sense and 1-2 +0
3-20 +3
Alter Powers 21-100 +6
Affect Mind 101-1,000 +9
Control, Sense & Alter 1,001-10,000 +12
Force Attribute applied to each 10,000-20,000 +15
Control Difficulty: 3 for perceptions; 6 for 20,001-30,000 +18
memories; 9 for conclusions. Modified by Alter Difficulty:
proximity. Highest Force Resistance + Quantity:
Sense Difficulty: Force Resistance Number of
Alter Difficulty: 3 for slight, Individuals Difficulty
momentary misconceptions, minor changes to 1-2 +0
distant memories, or if the character doesn’t care 3-20 +3
one way or another. 6 for brief visible 21-100 +6
phenomena, memories less than a year old, or 101-1,000 +9
minor emotions regarding a coming conclusion. 1,001-10,000 +12
9 for short hallucinations, memories less than a 10,000-20,000 +15
day old, or if the target has strict orders about the 20,001-30,000 +18
conclusion. 12 slight disguise to facial features, Time to Use: 10 minutes to align the effect
hallucinations which can be sensed with two Effect: Battle meditation has two possible
senses (sight and sound, for example), memories effects. The Jedi can force their adversaries to
less than a minute old, or if the matter involving abandon their assault and turn on each other, or
the conclusion is very important to the target. 15- she can alter the tide of the battle, strengthening
18 for hallucinations that can be sensed with all her allies and at the same time weakening her
five senses, a major memory change, or if the enemies. Before initiating the power the Jedi
logic is absolutely clear and coming to the wrong must state which effect they wish to use. The
conclusion is virtually impossible. targets of this power must have initiated combat
Effect: This power is used to alter a target's for the effects to take hold. Enemies are defined
perception so that they sense an illusion or fail to as those who seek to oppose the Jedi’s immediate
see what the Jedi doesn’t want them to see. This goal (rescuing a prisoner, defeating a group of
power is used to permanently alter a character’s darksiders, etc); allies are defined as those who
memories so that they remember things seek to uphold and forward the Jedi’s goal.
incorrectly or fail to remember something. This 1. When attempting to turn attackers against
each other, the difficulty to activate the power

268
increases by 9 points for Control, Sense & 5,001-50,000 +15
Alter. When successful, a number of the 50,001-500,000 +18
opposing force sees their immediate allies as 1-2 Million +21
the “true” enemy and attack them. The Jedi 2.1-5 Million +24
must maintain the effect each round for the 5.1-10 Million +30
combatants to continue fighting, this 10.1-20 Million +40
requires a Full Round Action to sustain 20.1-50 Million +60
and the Jedi can only perform defensive The power requires a Full Round Action in order
actions while maintaining the hold over the to sustain. The user cannot even defend
opposed troops. Once the power is dropped, themselves while this power is active unless that
its effects wear off instantly. defense can be achieved by use of a Free Action.
2. On a successful test to change the balance of No additional Force Powers can be utilized
the battle in the Jedi’s allies’ favor (the while Coordinating individuals (Sixth Sense,
power’s second function), the Jedi’s enemies Fast Reactions, etc).
lose Primary Attribute in accordance with the Effect: This power allows the Jedi to coordinate
Jedi’s Force Attribute (Troopers lose DEX, a group at the subconscious level to perform
Pilots lose MEC). Ex: The Jedi has a 3D certain tasks more efficiently. The Emperor often
Force Attribute, all affected adversaries lose used this power to increase the fighting ability of
3D of their attribute (can result in negative his troops, mentally driving them on and
attribute which can cripple movement and supplementing their will to fight. This power can
defensive ability). Likewise the allies of the only be used on individuals who are in
Jedi receive a bonus of +3 per D and +1 per agreement with the intent of the Jedi, and it in no
pip that the Jedi Possesses in Force Attribute way grants the Jedi mental control over the
to all tests and defensive ratings. troops affected. Instead, it links the troops on a
subconscious level, allowing them to
Enhanced Coordination fight more proficiently and with better
Control, Sense & Alter + Force Attribute organization. If the power is successfully called
Control Difficulty: 9, modified by proximity. upon, the Jedi picks five specific skills. The
Sense Difficulty: 12 skills must be the same for the entire group. For
Alter Difficulty: every 2D in Force Attribute the Jedi possesses
Lowest Force Resistance + Quantity each of the five skills gains +3.
Individuals Affected: Difficulty: Note: If this ability is disrupted by forcing the
1-10 +3 Jedi to suddenly drop the ability, by a disruption
11-100 +6 effect caused by Force Harmony (The directed
101-500 +9 use of Force Harmony will disrupt this mental
501-5,000 +12

269
enhancement link) or the death or an for each Force user involved to resist the effects
unconscious state of the Jedi, the disruption of powers called upon by Dark Side servants.
wave will sow confusion in all effected troops. • Force Attribute x 6 Per D, 2 Per pip x the
The effect of this is an immediate loss of amount of Jedi in the Force Harmony, totaled
coordination for the combat round of the then x 5 as per a Condition Monitor.
disruption and the one immediately following it. • The number of Force users link-able in this
All tagged skills will immediately suffer a power is limited by the Initiator's Force
penalty equal to the initial benefit. Potential.
• The Force Harmony soak pool can be utilized
Fold Space as a ranged weapon to assault Dark Side
Control, Sense & Alter + Force Attribute Powers (range is anything in the immediate
Control Difficulty: 30 system). It has no effect directly on an entity.
Sense Difficulty: 40 If the Celestial Attack breaches Double the
Alter Difficulty: 40 Control Skill of the Dark Side Practitioner it
Force Attribute: will usurp any Dark Side Power in effect and
1D: Localized Area: 10km distance turn it on the Dark Side practitioner.
2D: Local Area: 20km distance • Force Harmony can be used as a ranged
3D: Short Jump: 40km distance attack vs Negative Force Ghosts and Sith
4D: Continent Hopper: 60km distance Spirits. In which case it delivers direct
5D: Sub Orbital: 80-100km distance damage to them. Kill results here disrupt the
6D: Gravity Well: Nearby orbital bodies Force Ghosts & Sith Spirits.
7D: Same System: Anywhere in the same system
8D: Sector Hopper: Can jump to nearby sectors Projected Fighting
Effect: This power allows the Jedi to actually Control, Sense & Alter + Force Attribute
Fold Space. Effectively “Teleport” from one Control Difficulty: 12
location to another. The actual range is tied to Sense Difficulty: 12
the Force Potential of the Jedi. The process itself Alter Difficulty: Force Resistance: Modified by
is incredibly dangerous. Any deviation from any proximity.
one of the tests could instantly kill the Jedi. Required Powers: Concentration, telekinesis
• A result on any test is lower by 1 Point: The target must be within the Jedi’s line of sight.
Wounded; 2-3 Points: Wounded Twice; 4-6 Effect: Projected fighting allows the user to
Points: Incapacitated; 7-10 Points: Mortally strike an opponent, inflicting damage without
Wounded, 11+ Points: Killed Instantly. physically touching the target. The damage can
• On any success the Jedi can bring up to two be Lethal or Stun. After successfully triggering
individuals with them at no penalty. the power, the user makes a unarmed combat
Note: Force Attribute is rolled randomly and skill test vs the target’s Natural Defense. If
applied directly to Control, Sense and Alter attacking a Force sensitive, the target may use
Tests. the Unarmed Combat skill to avoid the attack.
Otherwise, the target cannot deflect the Jedi’s
Force Harmony blows. If the unarmed combat test is successful,
Control, Sense & Alter + Force Attribute the user rolls his or her full Strength versus the
Control Difficulty: 12: Modified by proximity. target’s Strength. The user may target a specific
Sense Difficulty: 12: Modified by relationship. portion of the body at the appropriate difficulty
Alter Difficulty: 9 and even make multiple Strikes.
Required Powers: Life detection, life sense, • The Jedi can elect to add their Force Attribute
receptive telepathy, projective telepathy to their Strength tests for damage.
This power can be kept up as 1FA (each) Note: The attack ignores physical armor. This
Effect: This power allows several willing Jedi to power can be kept up as 1FA as long as the user
manifest the power of the Light Side. As long as can see the target.
this power is operating, it bathes the users in the
celestial illumination that is of the Light Side. It
can act as a shield against the powers of the Dark Darkside Powers
Side, awarding a damage soak pool equivalent to The Cost of Dark Side Powers
the Initiator’s Force Attribute + the Force There is a toll associated many with Dark Side
Attributes of each participant after the first powers. One which is not clearly evident upon

270
their use or even in common knowledge (though losing control, violently, in the final moments of
practitioners will discover it over time). This battle with the Jedi of the light side of the Force.
cost depends heavily upon how the powers are In game terms, a Force scream is a reflex, usually
employed. Standard Powers (ones typically occurring when Dark Jedi are provoked into
employed by lightsiders) have no cost associated losing their tempers.
with them other than the loss of a Recovery Test • A Dark Jedi must surpass a test target +/-25
or any conditions necessary for activation. Willpower whenever angered to the point of
rage; if the test fails, the Jedi releases the
Darkside Powers are corruption of the natural
Force scream.
flow of the Force. A twisting of what is pure into
• The Force scream causes damage equal to
something directly meant to kill or harm.
the Dark Jedi’s Alter skill to all beings within
Very few Darkside Powers have no cost. 50 meters.
Activation Requirements: Many will require a Toll: Reducing their Force Attribute D Code by
Recovery Test, some will only be utilizable once 1D until they expend a Natural Recovery Test &
in a session, while others will carry with them an -1 Year of Lifespan (Adjusted for Longevity)
escalation of Darkside Attunement or other
Disadvantages possibly. Control Powers
Loss of Lifespan: Is the most common penalty Channel Rage (Innate)
for delving into these abilities. This loss is Control Only
irreversible & transcends the practitioner's body. Control Difficulty: 6; 1FA to activate, no action
It is carried over to any vessel they Transfer Life cost to maintain after the first round.
into (with some fresh clones/doppelgangers Required: Darkside Attunement 3 or 4
rapidly aging after being inhabited, though the Effect: This power, when used, channels the
benefit is still present, defeating the natural aging Jedi’s anger and rage into a berserk fury, which
process). increases their prowess in battle.
Force Scream Game effects:
Unclassified Power • +2D bonus to Strength & Force Attribute
This is an involuntary power that may be • Raging characters are unable to perform any
activated when a Dark Jedi loses control of their action or Force power that requires patience
temper. It can actually be voluntary to a degree and/or concentration.
and can manifest even in those with no Dark Side Toll: When use of Channel Rage ends, the user
Attunement. Depends heavily upon the situation. loses one pip from their Strength die code for
However the vast majority of the manifestations every round the power was kept up (reducing
of the ability are in Dark Side Attunement 3 & 4 their Strength die code to a minimum of 1D): 1
individuals. Recovery Test per D lost to regain Strength.
Effect: The dark side of the Force is seductive, Rage
offering tremendous power to lure the weak Control Only
willed into its grip. Fear, anger, and jealousy are Control Difficulty: 12
the ties that bind the servants of the dark side, Required Powers: Hibernation trance
and by tapping into such emotions, the Dark Jedi Required: Darkside Attunement 3 or 4
are capable of unleashing untold devastation. Effect: Rage allows a character to feel the
The power to destroy, however, does little to influence of the dark side. It is a counterpart to
improve control of these abilities. Dark Jedi who emptiness. The Jedi must tense themselves to
have become angered sometimes lose control of allow the mindless rage of the dark side to posses
their emotions. This can trigger shock waves them. Any Jedi in Rage will appear lifeless. The
that ripple through the Force, devastating the Force-user is amplifying the negative aspects of
Dark Jedi and those unfortunate enough to be in their personality, leaving their face clenched in a
close proximity. The Force scream has been rictus of horror and fear. A Jedi must determine
called “a wave of hatred amplified and fueled by how long they wish to stay in the trance when
the dark side, that is capable of smashing through they enter it. Barring an attack or arrival of a
mental and physical defenses with ease.” A specific person (as explained below) the Jedi
number of references to Dark Jedi in Old remains in the trance for the duration.
Republic archives often mention the Dark Jedi

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• Every hour, the Jedi must make an the original vessel: +5 Years of Lifespan (if
unmodified Control test starting at 12 and this process fails, the practitioner is utterly
escalating by +3 every additional hour, or destroyed). The original vessel/body must
they drop out of the trance (thus a Jedi with a survive the base damage from exiting Rage in
Control of 4 will succeed on the first test, order for this to be successful.
they must have a 5 to make the second, and
so on). They can always use Character Alter Powers
Points to remain in the trance longer.
• When the Jedi leaves this state, they Bolt of Hatred
receive a +9 modifier to all Force skill tests Alter + Force Attribute
for a period equal to that spent in Rage. Alter Difficulty: Force Resistance
Required: Darkside Attunement 3 or 4
Toll: After the bonus has subsided, the Jedi takes Note: This power is a Sith discipline.
1 points of damage for every hour they were in Effect: The Force-user creates in their hand a
the trance. This cannot be resisted with Strength radiant sphere of pure hatred which they can hurl
and applies directly to the Condition Monitor & - at any target within their line of sight.
1 Year of Lifespan per use. • After a successfully defeating the target’s
Like emptiness, rage makes characters oblivious Force Resistance, the Force-wielder makes a
to their surroundings; they are rendered Thrown Weapons test with a +6 bonus vs the
immobile. Unlike emptiness the character will Natural Defense of the target.
strongly exude the Dark Side. This internal • Individuals hit by the sphere suffer damage
focusing even provides some protection against equal to the Force Attribute of Dark Jedi x2
others using the Force to manipulate them in (10 points per D, 3 points per pip x2).
some way. Add the Rage +9 modifier to the Notes:
difficulty of the any Force power employed to • Cannot be parried and must be dodged.
the “attack” the Dark Jedi. • Force of Will defends against this power.
• The Dark Jedi dehydrate and hunger at a rate Toll: Can only be used once per 5 sessions & -1
of a 1 Day per hour spent in the trance. Years of Lifespan per use
Dark Jedi who plan an extended trance
require intravenous nourishment. In Rage, Dark Side Web
the Jedi is less oblivious to his surroundings Alter + Force Attribute
than a Jedi in Emptiness. For example, any Alter Difficulty: Target’s Force Resistance
physical contact by a living being may revive Required: Darkside Attunement 4
the Jedi in Rage (for which the Jedi will need This power may be kept up for a Full Action
to make random Control test against a target Note: This power is a Sith discipline
of 12) and it will provoke an instant berserk- Effect: When successfully initiated, this power
like attack (if they weak up), regardless of summons strands of Dark Side power that wrap
who the other individual is. Which will around the Force-user’s target, ensnaring them in
continue at the GM’s discretion (or cease a mesh of brilliance. The lattice of energy
depending upon the relationship the Dark attempts to sever the connection between the
Jedi has with the individual). A Jedi using Force and the trapped individual and saps the
Rage can choose to anticipate the arrival of a strength from their body.
foe, this will allow them to instantly awaken • In game terms, the target of the Dark Side
if the expected person comes within five Web loses Force Attribute equal to the
meters of the person in Rage. amount possessed by the caster of the power.
• This power may be used in a preparation • Here, negative Attribute dice actively
ritual for the Transfer Life power. When an function to diminish Control, Sense and Alter
enraged person uses Transfer Life, their Levels across the board. Each full Negative
original body is completely consumed by the D of Attribute lowers all Force skills by 1D.
Dark Side, often bursting into blue flames. Toll: Requires the Jedi to expend a Recover Test
This aids in transferring into a body in which to activate or if none are present -1 Year to
the Dark Jedi must destroy the psyche of the Lifespan (can choose).
individual (+9 to Force tests). Reverses
some of the aging loss due to consumption of

272
avoid them.
• Generates a sphere around the Jedi/Sith with
a radius equal to Force Attribute in meters
and feet (1m per D, 1.1 feet per pip) + 1 per
Level in Alter.
Toll: None, non lethal power
Create Force Talisman
Control & Alter
Control Difficulty: 9
Alter Difficulty: 12
Required Powers: Concentration, Control
Another’s Pain, Control Pain, Transfer Force.
Effect: By using this power and spending a
Force Point, a Force user can imbue an item of
personal significance with Force energy, thereby
creating a Force Talisman. A Force Talisman
grants its possessor a bonus to resist Force
powers, adding this bonus to any rolls made to
resist hostile Force powers. A Force user can
only possess one talisman at a time. The bonus
granted by the talisman depends on the amount
Force Potential they Possess.
Force Potential > Resistance
1D +1 pips
2D +2 pips
Injure/Kill 3D +1D
Alter + Force Attribute (Damage) 4D +1D+1
Alter Difficulty: Target’s Force Resistance 5D +1D+2
Required Powers: Life sense 6D +2D
Requirement: Darkside Attunement 2, 3 or 4
Effect: This is effectively “Force Choke” Force Artifacts:
• Range is equal the caster’s Force Attribute in This ability is known to Light Side Jedi as well
meters and feet (1m per D, 1.1 feet per pip) as Sith practitioners. Light Side Relics do exist
• This ability automatically hits, assuming you and can be found in any number of locations and
beat the target’s Force Resistance. they include including objects that grant Force
• Damage delivered is equal to the Force powers and Attribute to those who are not
Attribute + Alter of the Jedi (10 points per D, inherently Force Sensitive. Some carry
3 points per pip + Random Alter Roll). secondary abilities, like locked Force powers or
even Attribute enhancements. Imbuing with
Toll: One Recovery Test per activation. Cannot Force Attribute requires Dice of Force Potential
be activated otherwise. SACRIFICED either willingly or unwillingly.
• Power Artifacts: Possess 1 Force Power
Control and Alter with an effectiveness that will trigger the
Powers power for the wearer of the Artifact.
• Force Attribute Artifacts: Possess a bonus
Aura of Uneasiness to the Force Attribute as above, never more
Control Difficulty: 6: Modified by proximity. than +2D. This can allow a non Force
Alter Difficulty: Highest Force Resistance Sensitive to acquire Force Sensitivity.
May be kept “up” for 1FA. • Sith Artifacts: Aren’t necessarily inherently
Required: None, anyone can use this ability evil. They are only corrupting if they possess
Note: This power is a Sith discipline Powers with an associated Toll or are used in
Effect: This power allows a Jedi/Sith to project a an evil fashion.
field of vague discomfort and unease around Toll: -1 year of Lifespan Per effective D of
them, which causes non-sentient creatures to

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Power Level if powers are evil (Injure/Kill, Required Powers: Absorb/dissipate energy,
Force Lightning, Sith Sorcery/Alchemy). affect mind
Required: None, anyone can use this ability.
Drain Energy However, wiping sentient machines will
Control & Alter Only constitute an evil action and may award Dark
Control Difficulty: 3 for simple devices Side Points (GM Discretion).
(datapads, holorecorders, droid callers); 10 for Note: This power is a Sith discipline
power packs (such as blasters); 15 for energy Effect: This power allows the practitioner to
cells (lightsabers, force pikes, vibro weapons); manipulate the electronic circuits of a computer,
20 for portable generators (E-Web, droids). Droid, or machine, and reprogram it by
Alter Difficulty: 3 if the target is a non-sentient manipulating its physical and electrical
piece of equipment. If the target is a Droid, the components. The reprogramming can only
Alter difficulty is the Droid’s Force Resistance. restore original reprogramming which has been
If the Droid is Sentient, then they have standard altered, not actually rewrite a computer’s
resistance like any other being (Perception and programming.
Willpower). • Original Programming = Factory Default,
Required Powers: Absorb/dissipate energy which in most cases allows the Jedi to
Effect: Use of this power allows a Jedi to drain imprint themselves the master of the Droid.
the energy from power packs, energy cells, and
similar power sources. This can render powered • A wiped Sentient machine cannot interface
and electric equipment useless until the power with any backups they possess. The power
source is replaced or recharged. Power warps their circuitry, making the backups
generators larger than a portable generator, such incompatible (though the backups themselves
as a fusion generator (used in power droids, can be transferred to another body). Wiped
vehicles, and ships) are too large to be drained sentient machines revert to Original
by this ability. Using this power takes a full Programming as above and lose sentience.
round. Toll: None or -5 Years of Lifespan if a sentient
• It can affect a single target within the machine is reprogrammed.
character’s line of sight up to 10 meters
away. Feed on Dark Side
Note: This ability is known to Light Side Jedi as Control & Alter Only
well as Sith Practitioners. Corran Horn’s Control Difficulty: 9
grandfather (Halcyon Horn) used the ability to Alter Difficulty: 9
drain the energy cell of a Dark Jedi and then used Required Powers: Sense Force
the power surge to manifest the Telekinetic Required: Darkside Attunement 3 or 4
ability he lacked (he had no affinity for TK) to This power can be kept up for 1FA
crush his disarmed adversary by manipulating Effect: This power allows a Jedi to feed on the
Dissipate Energy immediately after the draining fear, hatred, or other negative emotions of others
to channel that power into an attack. Contrary to to make themselves more powerful. It does not
popular belief, he didn’t die from the action, it matter to the Dark Side why the others are filled
was a series of fatal Lightsaber strikes that with dark emotions; the feelings alone suffice.
actually killed him. Game Effect:
• In game terms, in any round in which the
Toll: None, this is a Grey Ability
Jedi using this power is in the presence of a
Electronic Manipulation Force-sensitive with one or more tiers of
Control & Alter Only Darkside Attunement, the caster can feed off
Control Difficulty: 6 for non-sentient machines; their negative emotions. This awards them a
9 for sentient machines; 12 for sentient machines bonus Character Point.
hostile to Sith (See notes at the end). Modified • If multiple individuals possessing Tiers of
by proximity. Darkside Attunement are present in the same
Alter Difficulty: Target’s Force Resistance + round, the caster gains multiple Character
Modifiers: +6 for slight alteration; +9 for Points equal to the number of individuals
significant changes in programming; +12 for present. The duration the points will remain
major reprogramming. available to the caster is one day per
individual present.

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• It does not effect the individual they are levels off (standard NPC’s have a 2D
feeding off of (no drain). perception). Allowing them to then be
influenced by a rousing speech or the requests of
Toll: None, because it causes no harm to anyone
aid by Rebel soldiers that are undermanned or
Draw from Background Emotions wounded. Likewise you could use this to deplete
Control Difficulty: 12 the interest of a crowd of people attending a
Alter Difficulty: 12 or Force Resistance concert, where you know there is a bomb and
Required Powers: Sense Force you need to control their evacuation.
Required: Darkside Attunement 1 or 2 GM discretion, this is an incredibly powerful
Effect: This is the less invasive version of “Feed ability and it can be used to harm as well as
on Dark Side”. This power allows a Jedi to draw help. Any act that willingly harms groups of
from the background emotions in a place or area. people will increase the Tier of Darkside
This ability will regenerate one character point Attunement by one.
that the Jedi has lost due to Darkside Toll: None or additional Darkside Points /
Attunement. The points will be available for a Attunement if used for evil.
number of days equal to their Control Level +
Full D in Force Potential = total days.
• Awards 1 Character Point to the user.
Or for +6 Difficulty
• Awards 2 Character Points to the user.
Note: The Jedi must be in an area where there is
sufficient background emotion available to draw
from in a non-invasive fashion. If they attempt
to draw on background emotions in areas with Force Lightning
small populations, this could negatively effect Control & Alter Only
the population and award further Dark Side Control Difficulty: 12: Modified by proximity,
Points (the Jedi will Sense when it is dangerous limited to line of sight.
to the population). Alter Difficulty: Target’s Force Resistance or
Secondary Ability: If the Jedi opts not to draw Melee Parry (if using an Alchemical Weapon or
points to replenish their Character Point Pool, Lightsaber); whichever is higher.
this ability can be utilized to deplete the overall Warning: Tier 2+ Darkside Attunement
emotional state of a body of people or a Effect: This power taps into electrical currents
concentration of people. The effect of this and ambient static that exists everywhere. Some
alteration is represented in the form of the Jedi’s say it’s a corruption of the Force, other’s
Force Attribute. recognize it for what it is, a tool (see below).
• In this case the Highest Force Resistance in When used it produces bolts of white or blue
the population is utilized against the caster’s energy that fly from the user’s fingertips like a
Alter (typically someone with a 3-4D sorcerers lightning. The bolts tear through their
Perception, Jedi are unaffected). target, causing painful wounds. Since this power
• The raw D code of the Jedi’s Force Attribute is Force-generated it can be Force-repelled
becomes a direct D for D reduction to a using absorb/dissipate energy & Advanced
target group’s Perception Attribute. If the Melee Combat (not the standard, innate
Jedi manages out “zero out” any individuals Lightsaber combat). Force lighting courses over
Perception attribute, they experience an and into its target, convulsing the target with
emotional shift. Loosing interest in an event serious pain, and eventually killing them. Armor
at hand and moving to another thought does not protect a character from Force
process. lightning.
For example: A crowd of people is huddling in • Force lightning causes 2 points of damage
terror in a rebel bunker. No one in the room is for each Pip of Alter the user has.
able to compel or inspire them to man posts or • This ability will affect Droids and electronics
help out during the siege. The Jedi activates this In these circumstances, it bypasses all Armor,
ability in proximity to them and every individual & “Shielding” (like Ion Dampening) and
that has a “zeroed out” Perception immediately target’s the Condition Monitor.
snaps out of their terror and their emotional state Alternate Usage: Force Lightning is effective vs.

275
Force Aberrations. For example, the Vong. Levels of Pain.
Thus, it is also effective against a Mundanes with • The initial Kill result is +5 Levels of Pain,
Force Armor, effectively ignoring their Force and does not kill the target (but the damage
resistance. Only the Force Armor Advantage starts to become real at this point on a 1 to 1
will apply to damage reduction. basis).
• The power can be sustained for 1FA after the
Toll: None if used against non sentients, though
initial activation, causing perpetual pain to
public displays of the power against sentients
the target.
may yield Infamy and other disadvantages like
Hunted and Enemy. Effects of Pain: Pain Levels are a +3 to
• Using against Anyone in general will yeild 1 Difficulty each, this also lowers Strength Based
or more Dark Side Points. Damage Resistance.
• Can be used to fight evil at no penalty. Toll: None.
Hatred Waves of Darkness
Control & Alter Only Control & Alter + Force Attribute
Control Difficulty: 9 Control Difficulty: Requires a Full Round
Alter Difficulty: Target’s Force Resistance Action(s) to sustain, only FA defenses can be
Required Powers: Control pain, inflict pain, taken (like those of Fast Reactions and Sixth
injure/kill, life detection, life sense, hibernation Sense).
trance, rage, waves of darkness. Required: Darkside Attunement 2+
Required: Darkside Attunement 3 or 4 This power may be kept up for 1FA
Effect: This power is similar to Force scream, Note: This power is a Sith discipline
but is used voluntarily. The character using this Effect: The user delves into the darkness of their
power releases his hatred into a blast of Force own spirit and dredges up the feelings of hatred,
energy. jealousy, greed, and rage that linger in the
• Successful use of this power deals Force shadowed recesses. Using the Force as a power
Attribute Damage (10 per D, 3 per Pip) to all source, they expel these vile emotions in waves
targets within ten meters of the character, and of Dark Side energy that radiate outward in an
gives each a 3 point penalty to all tests for the expanding sphere. Anyone caught in the
remainder of the round. The effects of this disturbance suffers immediate confusion, and a
power last a single round, though the few seconds later, feels fear.
duration can be increased by applying 1-3 AoE Difficulty (Control & Alter)
Free Actions for 1-3 additional rounds. 1-2 meters 9
Note: Jedi Defense will soak this assault, 3-10 meters 12
however it will not defend against the skill 11-20 meters 15
penalty of 3 points. 21-30 meters 18
Toll: -1 Year of Lifespan per activation 31-40 meters 24
41-50 meters 27
Inflict Pain 51-100 meters 30
Control & Alter Only 101-200 meters 40
Control Difficulty: 3: Modified by proximity 201-300 meters 60
Alter Difficulty: Target’s Force Resistance • In game terms, those entering the area
Required Powers: Control pain, life sense infested by the Dark Side must possess a
Required: Darkside Attunement 3 or 4 Force Resistance above the effect of the
Effect: The target experiences intolerable pain. caster or: Anyone who fails cannot take their
The user causes damage equal to their Alter Skill next action (in this combat round or the next)
(2 points per Pip). The damage is considered to and must flee on the successive round.
be a Stun attack. The damage fills up the wound • Anyone who’s Force Resistance is sufficient
levels as normal, applying penalties for each to ward off the effects becomes confused and
(target never falls unconscious). can take no more than one defensive action
• The Stun effect can compound and eventually each combat round until they exit the field of
become Lethal Damage (as per excessive Dark Side energy.
Stun effects). • Force Potential adds to the range in meters:
• The initial Mortal Wound Stun result is +4 +1 meter per Full D & +1.1 Feet per Pip

276
Toll: None, as it causes no direct harm. If used There is a minimum possession period when the
to cripple masses of individuals so their retainers Jedi releases the benefit of the power (regardless
can pick them off: Awards Further Darkside of whether or not they succeed in their struggle
Points and loss of lifespan if it causes a mass against the Spirit). This is equal to the number
extinction. of rounds it was maintained +1 per Full D of
Benefit minus the success level of the Jedi
Control and Sense resisting.
Powers Example: +1D Bonus, maintained for 4 Rounds
= 5 Rounds possession if Target number 40 isn’t
Sith Channeling achieved. If it is, every 6 points after the target
Control & Sense Only number is considered to be 1 success reducing
Control Difficulty: 12+ the minimum possession duration by 1 with a
Sense Difficulty: 9 minimum of 0 rounds of possession.
Required Powers: Enhance attribute, feed on • Round 1: Disorientation: As the Jedi is
dark side, life detection, life sense, sense Force. shoved into the background the Spirit Asserts
Required: Darkside Attunement 4 temporary control, only defensive actions
Effect: Sith Channeling is used to channel the may be taken.
spirits of dead Sith lords into a character’s body,
augmenting their own natural abilities at the risk • Round 2: Adjustment: The Spirit assumes full
of possession. If successful, this power grants control, it’s actions will preserve the host and
bonuses to attacks, resistance rolls, Strength, and it will attempt to find a means to permanently
Force Attribute. The extent of the bonus and the project itself into the world (identifies targets
power’s duration are determined by the amount for possession).
the Jedi’s Control test exceeds the difficulty. The • Round 3: Transfer Life if possible. If not
duration can be increased by spending character possible or the spirit chooses not to, the Spirit
points – for each character point spent, the may attempt to reason with anyone in the
duration is increased by one round. These points immediate proximity. Promising riches and
can be spent at any time before the power fades. power beyond the scope of rational belief.
Control Test Benefit Duration This is no lie, the resources the Spirit can
12 +2 3 rounds provide are a magnitude higher than any
15 +1D 4 rounds conventional being could imagine due to it’s
18 +1D+1 5 rounds prolonged existence over the millennia.
21 +1D+2 6 rounds Though, what the Spirit finds valuable may
24 +2D 7 rounds not be what the individuals it reasons with
30 +2D+1 8 rounds find value in once the Spirit pays the debt.
36 +2D+2 9 rounds This can be the players traveling to the place
40+ +3D 10 rounds of the Spirit’s entombment and freeing it or
• Force Potential adds to duration: +1 round allowing it to travel in one of them until it is
per Full D of Force Potential. delivered to a specific location.
• Minimum Duration is 3 rounds though
• Sufficiently powerful Spirits will be under no
anything beyond this is not a hard limit, the
obligation to honor the deal 2D+, this is a
player can terminate the bonus at any time
complete and utter gamble, while weaker
afterward.
ones will (Under 2D), GM discretion.
Special: Whenever Sith Channeling is concluded
• Round 4+: Anything beyond Round 3 the
the Jedi opens themselves up to possession by
spirit will prioritize it’s remaining time
Sith spirits. They must immediately succeed in a
attempting to discover a means to escape on a
Willpower skill check (Willpower levels rolled +
more permanent basis, using it’s host to
Perception Dice) vs a target base of 9 + 3 per
facilitate this.
round they used the ability (12 minimum).
Toll: The risk of Possession
• Possessed Jedi are taken control of by the
GM for a number of days equal to the total
Duration.

277
Sense and Alter Powers used successfully a Jedi can control the
actions of others, making them serve their will
like automatons. The power may be kept up to
Force Wind allow the user to maintain control of their target’s
Sense & Alter Only mind.
Sense Difficulty: 9 • Individuals versed in the ways of the Force
Alter Difficulty: 9 to affect 5 meters; 12 to affect can actively resist with Jedi Defense.
10 meters; 15 to affect 15 meters. Consider the Defense Pool as a target
Required Powers: Magnify senses, shift sense, modifier that adds directly to Force
telekinesis Resistance, making it almost impossible to
One Action to Maintain after initial activation ever Mind Control a Jedi.
Required: Darkside Attunement 2+ • Control Mind cannot be used to control
Note: This power is a Sith discipline droids or computers.
Effect: This power allows the Jedi to manipulate
and channel air currents to form powerful and Toll: Can increase Darkside Attunement by 1
destructive tornadoes that can lift people into the Tier, every individual controlled after the 3rd
air and fling them about. The cyclone delivers will add to the Toll: -1 Year of Lifespan at 4, -2
the Jedi’s Sense + Alter Dice in damage to all at 8, -3 at 12.
within its range (per round).
Create Force Storms
Toll: One Recovery Test to Activate, usable only Control, Sense & Alter + Force Attribute
once per session. Control Difficulty: 30: + Modifiers
Sense Difficulty: 30: + Modifiers
Alter Difficulty: 30: + Modifiers
Control, Sense and Alter +3 for 100 meters or less
Powers +6 for 100 meters to 1 kilometer
+9 for a base of 1 kilometer
Control Mind +3 for every additional kilometer.
Control, Sense & Alter Only +3 per round maintained in difficulty
Control Difficulty: Target’s Force Resistance: • Damage output is the Force Attribute of the
Modified for Relationship. Jedi in Capital Scale Damage.
Sense Difficulty: Target’s Force Resistance: • Requires a Full Round Action, each round in
Modified for Relationship. order to maintain. The caster cannot even
Alter Difficulty: Highest Target’s Force defend, unless they possess an Advantage
Resistance: Modified by number controlled that allows them to ex: Fast Reactions, Sixth
Required Powers: Affect Mind Sense, Time Sense, etc.
One Action to Maintain after initial activation • The Jedi must be capable of maintaining
Required: Darkside Attunement 3+ the difficulty of the storm each round.
Number Willing Unwilling Required Powers: Hibernation trance, life
1 +0 +6 detection, life sense, magnify senses,
2 +3 +9 receptive telepathy, sense Force, telekinesis,
3 +6 +12 farseeing, projective telepathy, instinctive
4-5 +9 +15 astrogation, rage.
6-8 +12 +18 Required: Darkside Attunement 4 or in rare
9-12 +15 +24 instances great personal anguish
One Action to Maintain after initial activation Effect: This is one of the most destructive Force
• Target Force Sensitive / Jedi individuals powers known. It allows the Jedi to twist the
individually, for a multiple action penalty space-time continuum to create vast storms of
each (per round maintained). They are Force. The power also allows limited control of
incredibly resilient to mind control. The these storms. Capable of creating annihilating
Base difficulty assumes the user is Mind vortices, the storms can swallow whole fleets of
Controlling non-Jedi. spaceships or tear the surfaces off worlds. This
Effect: The use of this power allows a Jedi to power requires an extreme focus of hate and
take control of another person turning them into anger to an almost palpable degree and there is
a puppet who must obey the Jedi’s will. When considerable danger involved. Some are capable

278
of creating Force storms, but many fail at their presence by the same amount of Levels the
harnessing what they have foolishly unleashed. Doppelganger possesses for a day per round the
Often, those who fail to control the storm are Doppelganger was in existence (effectively
themselves consumed and destroyed. diminishing them by half their own ability) and
the Doppelganger cannot be manifested again for
• If the Force Storm Creator is destroyed, the
the same number of days. Doppelgangers can
storm dissipates within minutes.
wield weapons and even kill or fight beside
• If the Force Storm Creator is disrupted in any individuals when manifested. Dissipation of
way (like by Force Harmony) and they these manifestations requires a “Kill Result” as
cannot overcome the disruption effect of that per standard rules as if they were actually alive.
ability, the storm will turn on it’s creator. For Force Ghosts, this manifestation is not
They will be swallowed by the storm for a considered an evil action. Though using the
few minutes (until the storm dissipates). In Doppelganger to commit atrocities still is.
which case all their abilities suffer a 2D
Notes: If the creator of the Doppelganger is
penalty. Powers like Fold Space would allow
killed or the link with the Doppelganger is
them to escape, however, if they could pull it
severed while the power is in effect, the
off with the penalty above.
Doppelganger is “freed” and continues to act on
Toll: -4 Years of Lifespan it’s own, developing a sense of self and can even
go a completely different route in the course of
Doppelganger it’s existence. Though it can be “re-acquired”, if
Control, Sense & Alter Only defeated in a contest of Will. For all intents and
Control Difficulty: 15 purposes it begins life with 1 Force Point and no
Sense Difficulty: 15 Dark Side Attunement, as a Traditional Jedi. It
Alter Difficulty: 30 retains limited memories which pertain to
Required Powers: Control pain, emptiness, possessions of it’s former self and can utilize
hibernation trance, life detection, life sense, these as a basis for the acquisition of gear. In
magnify senses, receptive telepathy, sense Force, this instance it possesses no allegiance to it’s
telekinesis, projective telepath , control another’s creator. Some Sith Lords have been known to
pain, transfer Force, affect mind, dim another’s employ this as a means to continue to exist when
senses faced with an Extinction event. Some even
• This power must be “kept up” for 1 FA leaving behind instructional materials for the
• Only one Doppelganger can exist at a time Doppelganger to find.
Required: Darkside Attunement 1+ • It is rumored that Exar Kun is one such
Time to Use: Five minutes being, with his Doppelganger wandering the
Effect: This power creates a doppelganger of the galaxy, ageless and performing acts of
Force-user. The Doppelganger is more than redemption for his atrocities against the
merely an illusion, it will interact with people Galaxy.
and appear to be real. It can harm others, and • Further evidence suggests one such instance
use weapons and armor. The user can sense all of a Sith being having left behind materials
normal senses through the Doppelganger, for their Doppelganger and through the
including a “feel” of normal substances. course of the Doppelgangers inquiry it
Doppelgangers also register normally on all inadvertently triggered (a planned event) a
droids’ audio and video sensors. Those with the Sith object which transferred the being’s true
Doppelganger believe it to be a real person. The essence into the Doppelganger, thus
Doppelganger acts with half the skill levels of “resurrecting” the Sith Lord. Darth Pagueis
the person that created it, though all it’s “The Wise” is possibly an example of such
Attributes will be full. an act. The Doppelganger becomes mortal in
• A Standard “Kill Result” is required to this instance, and ages due to Tolls as if it
destroy it or by creator’s choice. were a fresh clone.
Force Ghosts: Force Ghosts can utilize this Toll: One Recovery Test (at any time) to
power as an “Innate” ability. Powerful enough establish the power. Once established the
Force Ghosts can maintain the Doppelganger Doppelganger can be summoned for a Free
almost indefinitely and manifest it at will. Any Action expended at any time.
destruction of their Doppelganger will weaken

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Drain Life Energy draws depends on the number of individuals
Control, Sense & Alter Only affected by the power and the length of time they
Control Difficulty: 6 have been drained. For individuals who have
Sense Difficulty: 6: Modified by proximity been drained for less than one week or longer
Alter Difficulty: 6 than one month:
Required: Darkside Attunement 1+ 1-5: One Character Point per week
Note: This power is a Sith discipline 6-50: Two Character Points per week
Effect: This power allows a Sith to draw power 51-1,000: Three Character Points per week
from nearby non-sentient beings to boost his 1,001-50,000: Four Character Points per week
ability to go without sleep. As long as this power 50,001-1mil: One Force Point per month
is kept up, the Sith will not fatigue or require 1 mil-10 mil: One Force Point per week
sleep. Use of the power depends on a ready • Character Points & Force Points are
supply of nearby insects, small rodents, birds, considered to be a bonus pool and are
and so on to draw energy from. This power may available to the Jedi with no expiration date.
not be used to draw energy from sentient beings. Once used they are gone permanently.
Toll: None, it is non lethal • A maximum of 5 Force Points can be drawn,
Drain Life Essence and a hard limit of 25 Character Points can
Control, Sense & Alter Only be absorbed.
Control Difficulty: 15: Modified by Relationship For individuals who have been leeching longer
Sense Difficulty: Use chart below: than one week and less than one month:
Number of Victims Difficulty
1 - 5 Very Easy • 1-5: One Character Point per week & +1D to
6 - 50 Easy 1 Force Skill (Control, Sense or Alter).
51 - 1000 Moderate • 6-50: Two Character Points per week & +1D
1,001 - 50,000 Difficult to 2 Force Skills (Control, Sense or Alter)
50,001 - 1 million Very Difficult • 51-1000: Three Character Points per week &
1 million to 10 million Heroic +1D to all Force Skills.
Alter Difficulty: ½ Force Resistance for willing, • 1001-50,000: Four Character Points per week
worshipful subjects. Force Resistance for & +1 pip to Force Attribute.
ambivalent or apathetic individuals. Force • 50,001-1 mil: One Force Point per month &
Resistance + Range & Relationship for enemies. +2 pips to Force Attribute.
• Increase the difficulty by +2DR for any Jedi
• 1 mil-10 mil: One Force Point per week &
with no Dark Side Attunement.
+1D to Force Attribute.
Required Powers: Control pain, hibernation
trance, life detection, life sense, magnify senses, 1. Force Attribute Bonuses last for 1 day per
receptive telepathy, sense Force, telekinesis, day that the Jedi has been draining the
farseeing, projective telepathy, control another’s population. It doesn’t start counting down
pain, transfer Force, affect mind, control mind, until the Jedi has ceased draining the current
dim another’s senses population.
Required: Darkside Attunement 4 2. Force Skill Bonuses are retained for 1 week
Time to Use: One Hour / Day; requires 3FA per D of their Force Potential (including the
investment at all times otherwise. leeched Bonus) from the day that the Jedi
Effect: This power allows a Jedi to draw life ceases draining the population.
energy from those around him and channel the Toll: -1 Year of Lifespan per activation
negative effects of the Dark Side into those
victims. All living things are a part of and Memory Wipe
contribute to the Force; even those with no Control, Sense & Alter Only
awareness of the Force are affected by and are a Control Difficulty: 9
part of it. Many beings go through their daily Sense Difficulty: Target’s Force Resistance:
lives wasting much of their life energy. This Modified by relationship.
power draws that life energy from beings, Alter Difficulty: Target’s Force Resistance:
allowing a Jedi to use that energy to further his Modified by relationship.
or her own ends. The amount of energy the Jedi Required Powers: Control pain, hibernation

280
trance, life detection, life sense, magnify senses,
receptive telepathy, sense Force, telekinesis,
farseeing, projective telepathy, affect mind,
control mind, dim another’s senses.
Note: This power is a Sith discipline
Required: Darkside Attunement 3+
Time to Use: Full Round Action
Effect: This dreadful power allows a practitioner
to sift through a person’s mind and destroy all
knowledge of specific events or learned skills.
Use of the skill requires direct contact with the
target, and only one specified objective can be
perused per Full D of Force Attribute per
session.
Toll: -1 Year of Lifespan per activation
Telekinetic Kill
Control, Sense & Alter
Force Attribute Added to Damage
Control Difficulty: 6: Modified by proximity
Sense Difficulty: 6: Modified by proximity Live Unwilling Doppelganger +12
Alter Difficulty: Target’s Force Resistance Required Powers: Absorb/dissipate energy,
Required Powers: Control pain, inflict pain, accelerate healing, control pain, emptiness,
injure/kill, life sense detoxify poison, hibernation trance, reduce
Required: Darkside Attunement 4 injury, remain conscious, resist stun, life
Effect: This power is used to telekinetic-ally detection, life sense, magnify senses, receptive
injure or kill a target. The exact method used to telepathy, sense Force, telekinesis, injure/kill,
kill the target varies: collapse of the trachea, stir farseeing, projective telepathy, receptive
in the brain, squeeze the heart, or any number of telepathy, accelerate another’s healing, control
methods. another’s pain, feed on dark side, inflict pain,
• The effective range is 120 meters return another to consciousness, dim another’s
• Damage delivered is equal to the Force senses, transfer Force, affect mind
Attribute of the Jedi (10 points per D, 3 Required: Darkside Attunement 1+
points per pip) + Alteration (2 points per Pip) • Anyone possessing a sentient/doppelganger
Note: The power is often used to maim, instead body against it’s will gains Dark Side
of outright killing the target. Many Darksiders Attunement immediately.
will wish to leave lasting damage on their • Anyone possessing a dead body and
adversaries (like melting their adversaries eyes resurrecting it (effectively), gains an
out of their sockets). immediate Dark Side Attunement. This is
unnatural and there will still be some
Toll: -1 Year of Lifespan per activation memory that must be wiped to take the body.
Transfer Life The body must be whole, though organs from
Control, Sense & Alter + Force Attribute multiple compatible donors can be used to
Control Difficulty: Force Resistance of the new make it so. The body will remain, physically,
vessel: Modified by Circumstance the original individual. The sex of the body
Sense Difficulty: Force Resistance of the new doesn’t matter.
vessel: Modified by Circumstance • Anyone possessing a willing host
Alter Difficulty: Force Resistance of the new immediately gains Dark Side Point.
vessel: Modified by Circumstances & Proximity. • Transferring yourself into a clone body, that
Circumstances Difficulty is a blank slate, is not necessarily corrupt.
Prepared Clone Host Body -6 It’s unnatural, but in and of itself is simply
Recently Dead Body +3 another method leading to longevity. You
Live Willing Host +6 have, after all, gone through all the trouble to
Live Unwilling Host +24 acquire the technology to clone your own

281
body and have avoided other invasive and Required: Darkside Attunement 4
horrific methods of possession. Effect: Using ancient Sith equipment and arcane
formulae, a character with this Force power can
Effect: This power allows character to transfer
alter the molecular composition of living beings,
his or her life energy into another body. The key
creating dark side mutants. All changes made to
to immortality itself, this is one of the most
a being with this power create horrific physical
difficult and evil of all powers (not always).
mutations. Altering multiple aspects requires
• The Force Attribute of the caster should be tests. To use this power successfully requires
higher than that of the host body as it is used thousands (or millions) of credits worth of
to destroy any spirit inhabiting the body alchemical equipment and raw materials (as well
(even recently dead / frozen bodies). as a subject). Each alteration inflicts 40 damage
• Treat this contest as if both parties’ Force against the subject. This power can also be used
Attributes were Strength & they are beating to reshape inanimate matter.
one another to death in hand to hand combat. Alteration Difficulty
Each side has an equal action that Add Claws or Fangs
automatically hits. The victor controls the (+5 damage) +6
body in the end and the original host’s spirit Add Horns
is destroyed. (+10 damage) +9
• Even if the host body doesn’t have Force Add Natural Armor
ability they are awarded 1D to the contest (+5 versus energy) +9
above. Add Natural Armor
• Force Sensitives defend with their Maximum (+5 versus physical) +9
Force Potential & they have access to as Alter Physical Appearance
many Force and Epic Points as they had in (+3 to Intimidation) +6
life. Grant Dark-vision (10m) +9
• Any damage sustained in the contest is Exceptional Hearing (Search +3) +6
transferred to the new body, this damage Exceptional Smell (Search +3) +6
must be naturally healed without medical aid Stealthy (Sneak/Hide +5) +9
or the Force. Increase Attribute (+1 pip) +9
• If the host spirit prevails, the caster of Increase/Decrease Size By ½ +12
Transfer Life is destroyed utterly.
Hyper Movement Advantage (1) +6
• Successful Possession of a willing or Exotic Breathing (Water, etc) +12
Unwilling host results in a net gain of ½
body’s Experience Points which then must be Make Obedient (To Master) +15
re-invested in the areas the body originally Force Armor Advantage +15
possessed skill in (overlap is assumed). Toughness Advantage (+1) +6
Toll: Lose 1 Pip of Force Potential Fast Reactions Advantage +18
Permanently: this can translate into actual loss Sixth Sense Advantage +18
of Force Attribute if the individual using the • Each additional use on the same target
power is already maxed out. increases the Alter difficulty by 3 points.
Alchemy • Alchemy can be used to create a Sith Sword
Control, Sense & Alter + Force Attribute
Control Difficulty: Force Resistance Toll: None if used with inanimate material, None
Sense Difficulty: Force Resistance for Sith Swords, -1 Year of Lifespan per entire
Alter Difficulty: Force Resistance + Difficulty project completed on Living Beings. If used to
Required Powers: Accelerate another’s healing, alter an entire species increase the Lifespan loss
control another’s pain, control pain, enhance to -5 years.
attribute, enhance another’s attribute, feed on Force Illusion (1FA)
the dark side, hibernation trance, injure/kill, life Control, Sense & Alter + Force Attribute
detection, life sense, place another in Control Difficulty: 9: Modified by proximity
hibernation trance, sense Force, Sith sorcery, Sense Difficulty: 9: Modified by proximity.
transfer Force. Alter Difficulty: Target’s Force Resistance

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you achieve a Perfect Information Result.
• Maximum range for an illusion is 1,000
meters per D of Force Attribute + an
additional 250 Meters per D in Alter.
Note: This is not specifically a Dark Side power,
though it can be utilized as one to mislead people
to their deaths. It is recorded in the Jedi
Archives at almost every major Jedi Academy.
However, it is rarely utilized and more often than
not it is used by Sith Practitioners.
• Using the Ability Create Force Talisman
Illusions can be bound to items as a
permanent effect with the strength of the
original caster. An unlimited number of these
Illusory Talisman can be created.
• Corran Horn the Jedi Knight/Master is
particularly adept at creating Illusions.
• The ability is actually quite similar to the
core ability of White Current practitioners.
Toll: None, though misuse of the ability to
Required Powers: Affect mind, dim another’s mislead and kill can result in Darkside Points
senses, life detection, life sense, projective being “awarded”.
telepathy, receptive telepathy, sense Force.
Required: None, anyone can use Sith Sorcery
Effect: Individuals with the power of Illusion Control, Sense & Alter Only
can manifest images that seem completely real to Control Difficulty: 3 per Function*
those who perceive them. These illusions cannot Sense Difficulty: 3 per Function*
cause physical harm, though they might cause Alter Difficulty: 3 per Function*
others to make mistakes if they do not realize Required Powers: Any power that is to be
their true nature. mirrored with Sith Sorcery must be possessed.
• The Strength of the illusion is rated at the Otherwise considered a Random Spell.
Force Potential that the caster possesses. Required: This ability must be taught by a Sith
Any illusion created by the caster is Spirit of sufficient age or learned from an
perceived to be real by anyone (even a Jedi) obscure text. The art of Sith Sorcery has been
if their Force Potential does not at least lost over 20,000 years at the time of 0 ABY.
match that of the caster. Effects: Sith Sorcery is, on the fly, Spell Casting.
• Any harm caused by the illusion itself • Control, Sense and Alter are Rolled randomly
(illusory knives, fireballs, etc) is all stun for these tests.
damage and can never roll over into lethal • Damage/Effect: Force Attribute (10/3)
damage. Though walking on an illusory • Range: Any base power can be converted to
bridge and falling to your death is another a ranged one. Range is 10 meters per D of
story. Damage delivered is 10 points per D Force Attribute, 3.3 meters per pip.
of Force Potential, pips are ignored. The • Target: Must beat Force Resistance with the
stun effect is only momentary, lasting a single strength of Control, Sense and Alter
round. Though individuals may remain individually, always, regardless if the power
disoriented in successive rounds due to is beneficial or not.
continued attacks (+1 Action penalty). • Sustainable Spells: 1 Free Action
• Random Spells: Abilities not in the user’s
• Willpower Tests will pierce the illusions if power list are considered random and add a
they exceed the Power of the illusion 5 x the 10 point penalty to Control, Sense and Alter
D Code of the Force Attribute. to cast.
• The Danger Sense power will only afford • *Functions: Manifesting a Spell is 1,
deflection bonuses for any real danger unless projecting it ranged is 1, dealing/healing
damage is 1, if the spell turns a corner is 1, • Each Jedi After the first increases the Force
etc. All Multiple Action Penalties apply Attribute Reduction by 1D and Control,
(Control, Sense and Alter). Casting is always Sense and Alter by 1 Level.
a Multiple Action Penalty, though sustaining • Any Jedi after the first will add +3 to all the
spells (like a protective barrier) is a Free tests of the Initiating Jedi for the purposes of
Action. success.
Example: Projecting a barrier (for full
Toll: Everyone participating in this ritual gains a
coverage): 1 Manifest, 1 per barrier (need 4): 4 =
Tier of Dark Side Attunement for the unnatural
25 Difficulty + 10 for Random = Target 35
stripping of ability.
Toll: None, however improper use can yield
Darkside Attunement or Lifespan Loss (GM
discretion).

Last Resort Power


Sever Force
Control, Sense & Alter + Force Attribute
Control Difficulty: 12
Sense Difficulty: Varies (see below)
Alter Difficulty: Target’s Force Resistance
Special: Anyone using this power must BURN
one Force Point.
Required Powers: Affect mind, battle
meditation, concentration, hibernation trance,
emptiness, force harmony, force of will, life
detection, life sense, projective telepathy,
receptive telepathy, sense Force, sense Force
potential.
Effect: This power severs a Darksider’s ties to
the Force, preventing them from using any Force
skills.
1. It is not effective against an Individual who
has less than Tier 3 Dark Side Attunement.
2. The effects of Sever Force are “permanent”,
and the only way for a target to reverse the
effects are to atone for a number of years
equal to twice their Tier of Dark Side
Attunement.
3. The power’s sense difficulty depends on the
Tier of Dark Side Attunement. The Sense
difficulty is 60 if the target only has Tier 3
Attunement, 50 if they have Tier 4
Attunement.
4. The Force Attribute & the Control, Sense and
Alter of the Jedi employing Sever Force is a
direct reduction to the target’s Force Attribute
and all Force skills.
5. Even if the target still has remaining Force
Attribute Dice and Skill Levels in Control,
Sense and Alter a penalty of 40 is applied to
attempting to perform any Force Power for
the duration of the target’s atonement.
Theoretically, Multiple Jedi can coordinate
together to increase the effect:
Jedi Alchemists sound effects, the more damaging it is, the louder
and more visible it becomes.
Base Difficulty: 6 + target’s Force Resistance
• + 3 per additional missile / function.
• Free Actions can be used to add spell
functions / additional bolts or missiles & +1
to the Caster’s spell result per free action.
• Expendable Materials and Foci both help.
• You default to full actions once you are out
of free actions for multiple spell functions.
• Casting Multiple Spells: Spells beyond the
first, cast simultaneously in a combat round,
accumulate multiple action penalties
(Attribute D Penalty).
Your Force Resistance / Defense: Is weak
compared to a Traditional Jedi, but starts out
stronger.
Force Resistance:
• Add 1 per point of Perception.
• Add 1 per point of Force Attribute.
• Add 1 per Full D of Willpower
• Double Force Resistance total and Resistance
Dice for expending a Full Defensive Action
(nothing else can be performed even dodge).
• Force Attribute is always rolled randomly, as
if it were Strength, to resist any negative
Force or Magical Attacks (Strength is rolled
for anything that gets though this).
• Force Attribute is even rolled against
This form of Jedi goes back to the roots of the Lightsaber and Alchemical Weapon Damage.
Jedi almost 40,000 years earlier in the setting. Anything Magical or Force Related (Not
These would have been the most common types Cortosis, Null Force or Beskar).
of mystics in the Star Wars universe before
Base Damage: Force Attribute x 10 per D & x 3
someone had the bright idea to start focusing
per pip (thus a 3D+2 attribute delivers 36 points).
Force abilities into Jedi orders. The Alchemist is
Amplifying Damage:
all about flexibility. These Jedi are not wizards,
• For every +1 added to the base difficulty, the
they’re more like a spell cannon with unlimited
damage is increased by 1 point.
wooge. They can shape the Force any way their
imagination allows. Which means they can heal • +5 to Damage for Every Free Action
on the fly, toss bolts of Force energy and fly Expended for damage.
though the air while doing all of it! Jedi Range:
Alchemists use their Force Attribute to utilize • 120m per difficulty of 3
their abilities. They can inherently use all
powers on the inherent powers list innately, Speed:
though some may require a Free Action. They • Base Move per difficulty of 3
use spell components to amplify their power & You hit, if you defeat the target’s Force
create (or find) Foci which bolster their Force Resistance.
Attribute. • A Traditional Jedi can parry or dodge your
Using your Core Ability: Their Force spells like they can Force Lightning: if their
Attribute Dice are rolled vs a Target number: Melee Parry or Dodge superceeds their Force
Their abilities always manifest visible and with Resistance, it becomes your new target to
beat. Though AoE effects will still hit them

285
full force if you are targeting a location with • The most common Defensive Spell = Barrier
them. Otherwise a Traditional Jedi could Spell (Creates an invisible Force Barrier on
parry your own spells back at you! one facing of the hero. 4 facings are required
to completely surround the caster (+9 to
Duration: Unless otherwise specified by the
difficulty). Barrier Spell adds the Force
caster, the duration of a power is instantaneous.
Attribute as if it were Strength to resist
Any spell that is set to be sustained adds 3
damage: Ex: 3D+2 Attribute = 11 +2 Points
difficulty to roll. After casting the spell 1 Free
x 5 = 65 Points of soak (per arc). With the
Action is required to “Sustain” the spell.
spell function bonus you can remove 3 of the
Force Focus: Jedi Alchemists typically lack the difficulty for casting a complete protective
ability to penetrate a Traditional Jedi’s defenses. “bubble” or you can project the spell to
• Applying Force Focus adds 3 functions (+9 another person, or amplify the spell effect,
to casting difficulty). etc.
• Force Focus doubles your Dice pool for a • A common Mobility Spell = Flight: Allows
singular spell. You cannot cast other spells, the caster to fly at their base ground
however, you cannot even dodge. movement. The Spell Function bonus can
• However, this can be employed while already eliminate the base difficulty so the spell
sustaining other spells you cast earlier. triggers automatically, it can amplify the
Imbuing items with attribute: This is speed of the flight to x2 or even be cast on
effectively creating a Force Ghost or possessing someone else.
a sword to float in mid air and attack, etc. Consumables for a Bonus:
• 3 Difficulty DEX = Force Attribute, You can utilize consumable components for
• 3 Difficulty STR = Force Attribute added effectiveness. Or you can tie the “spell” to
• 3 more difficulty adds +1D to either Force resonant materials that don’t get burned up
• 1 Free Action to Sustain in the casting. Furthermore, the more valuable
• 1 Free Action to switch initial command the material that is expended / the spell is tied to
Area of Effect (AoE): = more power. You can bind a number of spells
• Add 3 to difficulty: = 1m per D , 1.1 Feet per to each item based upon its material quality D
Pip of Attribute to the area of effect. Even at rating. Expendable components typically yield a
the edge of this area of effect, the blast is at higher return than non-expendable components
full damage. do.

• Per additional 3 in difficulty added the AoE Expendable Material Values and Effects:
effect DOUBLES. Thus, by adding 6 to your The first value is the bonus the material provides
roll, you affect 2m per D, 2.2 Feet per Pip of and the second value is the additional functions
attribute that you possess (3.3 feet = a meter). granted if you don’t take the bonus / difficulty
reduction)
A note on Spell Complexity: Cost: Bonus Skill / Extra Functions
Additional functions of add +3 to difficulty. 0-10 Credits: +3 / 1
On the Fly Spells: 1 Function without penalty 20-50 Credits: +6 / 1
100 Credits: +9 / 2
Prepared Spell: Requires Casting / Channeling 1000 Credits: +12 / 2
to begin 1-3 rounds before it is cast. This will 10,000 Credits: +15 / 2
add 1-3 additional functions OR allow you to 50,000 Credits: +18 / 3
stack 1-3 additional spells to cast simultaneously. 100,000 Credits: +21 / 3
Memorizing Spells: Raw Jedi cannot create 1,000,000 Credits: +24 / 3
spells like Sorcerers can. However, they can 2,500,000 Credits: +27 / 4
park 2 spells, that they will commonly access, in 5,000,000 Credits: +30 / 4
the back of their mind. These spells must be 7,500,000 Credits: +33 / 4
defensive or mobility related. +1 to Spell 10,000,000 Credits: +36 / 5
Functions & these spells can be cast with a The limitation to the above is that the object must
Free Action. be something the player can carry. It can,
If the spell is defeated or dropped the caster must actually, be any component found in the wild like
re-memorize the spells (10 minutes/function) a priceless painting in a museum, on the wall,

286
whilst the character is being pursued! However,
the spell effect must make sense to the spell being
utilized. Thus creating a hallucinatory terrain
identical to the painting that comes to life and
dazzles and confuses the pursuer, is what I’m
talking about. As always, utilize GM discretion
on this. There could be massive ramifications for
destroying priceless objects!
An example of a basic material would be like a
ball of sulfur consumed in the casting of
something like a fireball. That material should
be in the 0-10 credit range. A package of refined,
high yield, gunpowder 20-50 credits, a package
of Thermite 100 credits, However, burning
something like a firegem, valued at 50,000
credits would add the characteristics of it’s actual
explosive ability to the spell effects in addition to
the bonus listed here.
• The bonuses can be used for either Effect
(Damage) or to add to your roll for success,
or split between the two at the player’s
discretion.
Foci:
These are the items that don’t get consumed in
casting that add directly to Force Attribute:
Foci Values and Effects:
• Force Token / Jedi Coin 300-500 credits: +1
pip
• Lightsaber Crystal 2,500+ credits (must be
natural): +2 pip Sacrificial Expenditure:
• Force Resonant Material 5,000 credits, Can be massively evil, or it’s your final act…
extremely rare, usually metal and fashionable • Sacrifice a non Force sensitive for power:
into things like belt buckles, brooches, ornate +20 to damage or effect & shift immediately
hair pins, alcohol flasks, etc: +1D one step in Dark Side Attunement.
• Powerful Jedi Student clothing is priceless: • Sacrifice a force user for power: +20 &
+1 pip Their Attribute x 15 to damage or effect &
• Powerful Jedi Knight garb is priceless: +2 shift immediately two steps in Dark Side
pips Attunement.
• Powerful Master’s Robe/Clothing is • Self Sacrifice: +120 Suicide + Attribute x 20
priceless: +1D to damage or effect
• Sith Lord’s Armor is priceless and has other • Willing Sacrifice: Non-Force Sensitive +30;
negative effects: +2D (full suit) reduce by 1 Force User + 20 + Attribute x 15
pip per piece missing.
• Old Republic Jedi Battlemaster’s armor is The first 2 require you to KILL them first, this
priceless: +2D may be difficult...
• Force Artifact is utterly priceless, like a Inherent Alchemist Abilities:
holochron: +2D (All Innate, unless otherwise noted)
• Kalibur Crystal is priceless: It’s rating is up Cantrip (1FA)
to 5D (GM discretion) Control Alchemical Object
Note: You can expend a Foci. This doubles it’s D Counter Casting
code. Foci at a +1D or higher immediately Detect “Magic”
generates a Force Point when expended. Disrupt “Magic” (Variable)

287
Identify Object the target.
Mage Sense
Sense Force Disturbance: The same as the Jedi
See Aura
Sense Force Disturbance Mage Sense: Allows the Alchemist to get a
Jedi Combat (Innate); P. 244 generalized sense when another Alchemist is
around. It does not pinpoint their location,
Detect “Magic”: Does not allow the user to
however, can be used as a generalized warning as
sense Force, it allows the user to inherently see
it will spike if their counterpart’s intention is to
items (that are visible) that are Enhanced/
harm them.
Enchanted/Possessed for what they are. Jedi will
Cantrip: A basic spell that can be cast with a
not glow, however, any sustained Traditional Jedi
free action, like ignite a candle or candles, melt
ability will. Range is Line of Sight or (if
ice or wax, dust a small area, clean dirt from
obscured) 1m per D of Potential, pips are
garments, chill or heat a drink, etc.
expressed as 1.1 feet.
Identify Object: Allows a Raw Jedi to instantly
Disrupt “Magic”: can disrupt the effect of a recognize the powers of an object. Any
Force Ability or Object. This applies to any Alchemical item is instantly recognized along
power they are within range of. The Disruption with any powers that are tied to the object.
can only target a single D code at a time (which Some items may require research and time.
is typically sufficient to temporarily disrupt the • This does not extend to Holochrons other
static effect of a Force Artifact which triggers at than understanding their base significance.
a defined power level). Same with Sith Armor, you will know it has
Range: 1m per D of Potential, Pips translate to negative effects, research will be required for
1.1 feet. the specifics.
Disruption Effect:
Actions per round: Effect (Round Creation of Alchemical Weapons:
up): This is a an “indestructible” weapons.
1FA Force Must possess Alchemical Weapon
Resistance applied Construction/Repair (AP). It is the
2FA Force ability of the Jedi Alchemist to shape
Resistance + 6 their own living essence into the
3FA or 1A Force weapon itself.
Resistance + 12 1. Quality Weapon: Creation time 1
week, 4,500 Credit Material Cost.
Counter Casting: The Alchemist Target: 30
actively attempts to counter the 2. The Alchemist then infuses a part
casting efforts of an opposed Sub of their essence into the weapon in a
Class Jedi. Subtract as many dice Ritual target 40 test vs combined
from the opponent as the Raw Jedi Force Attribute + Willpower +
wishes to apply to the effort within General Maintenance & Repair.
range. Range is 1m per D of Force Creating a 75 (5D Static) Damage
Potential, pips are 1.1 feet. Note: weapon that is effectively
This reduces Force Attribute, if it indestructible (a Sun or molecular
reduces their attribute to 0D, they furnace will destroy it).
cannot cast or sustain spells.
• Full Round Action(s) Required: Control Alchemical Object:
mage can still use defensive actions or Alchemists can choose to suppress any abilities
already sustained spells. that an object has and trigger them as they wish
to. Example: They come into possession of a
See Aura: Allows the practitioner to get the
sword that is normally tossing off oscillating
general feel for the disposition of another. It
light, a foul stench and Force Sleaze… They can
works basically like receptive telepathy without
suppress any or all of these abilities AT WILL.
the communication aspect and it translates into
The Alchemist can choose to manipulate their
general feelings pulled from the surface emotions
output to behave differently (like only outputting
of a being. Even if the being read has no visible
Force Sleaze instead of the obscuring stench).
tells, the power still extracts the general sense of
• The Alchemist applies their Force Attribute

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to Damage/Reduction & Skill of any cannot resist.
Alchemical Weapon. Force Attribute is
• This rating can never be higher than your
rolled randomly.
own Force Attribute (Maximum of 4D).
Jedi Alchemy:
• Each attack, while Fueled by Hatred, awards
Allows the Alchemist to create imbued objects
a Dark Side Point.
that allow them to focus their spell effects
through the “enchanted items” as if they were Sith Alchemy:
minor artifacts. This is based off their maximum
Force Potential (even if they aren’t maxed out Creation of Abominations:
yet). The Alchemist is capable of directly
manipulating a living being. This cannot be
They can create an number of objects as performed on the fly, it requires a laboratory,
described in the “Create Force Talisman” Force materials and intense patience and concentration.
Power. They can have up to 1+1 per D in Force Requirements: Tier 4 Dark Side Attunement
Attribute in effect simultaneously Difficulty: Opposed Force Resistance +
• Attribute in Full D = 1 + 1 in total quantity Procedure Difficulty
(ex an Attribute of 3D+1 = 3 + 1 = 4 total) Time to Use: 1 Day to 1 Week+ (Depending
upon the level of resistance)
However, after the first, the others must perform Warning: If the user is above Tier 4 Dark Side
different functions (you cannot have 3 Talismans Attunement, each use of the ability shifts them 1
with Force Resistance). The others can (as their step closer to being consumed by the Dark Side.
base difficulty) have individual Traditional Jedi Effect: Using ancient Sith equipment and arcane
Force Powers tied to them, that activate at a flat formulae, a Hero can alter the molecular
Attribute Code, equal to the Raw Jedi’s Force composition of living beings, creating Dark Side
Attribute. Skill (Control, Sense or Alter) will mutants. All changes made to a being with this
always be the minimum required to function at power create horrific physical mutations.
base ability. Example: Bracers of Enhance Altering multiple aspects requires multiple tests,
Attribute (must specify the attribute) or a ring of with each test taking one day(s). To use this
Reduce Injury. power successfully requires thousands (or
millions) of credits worth of alchemical
Spell Channeling:
equipment and raw materials (as well as a
All spells cast while in possession of one of these
subject). Each alteration made inflicts Force
Alchemical Weapons will gain the benefit of +1D
Potential Attribute damage against the subject.
to Force Attribute.
This power can also be used to reshape inanimate
The Alchemist vs Mundane: In most cases you matter.
must be cunning to survive. Unlike the
Example Mutations (Difficulties):
Traditional Jedi, who can fall back on their Force
Add Claws or Fangs(STR +5 damage): +3
Skills to use their abilities, the Alchemist no such
Add Horns (STR +10 damage): +6
avenue of recourse. Alchemists my have to
Add Natural Armor (+5-15 vs energy): +3-9
resort to using Hatred to fuel their abilities
Add Natural Armor (+5-15 vs physical): +3-9
(which will Defeat Mundane resistance).
Physical Reformation (+10 to Intimidation): +6
Fueled by Hatred: For Every step down the Grant Dark-vision (10m): +9
Dark Side ladder increase the effectiveness of the Increase Attribute (+1 pip to 1D): +9-15
Raw Jedi’s abilities vs Null Force Wielders: Increase/Decrease Size By Half: +6-12
Increase Move Score +2/4/6: +3-9
Fueled by Hatred is a choice, where the Make Obedient (- 1-3 Willpower): +3-9
Alchemist delves into primal rage, loathing,
hatred, malice and all dark corners to power their Note: Each additional use of this on
magic. It is not active by default, even if they the same target increases the difficulty by 3.
possess Darkside Attunement already. Each use of this awards one darkside point until
• Per Tier of Darkside Attunement that the the Alchemist reaches 20. They are already
Alchemist possesses is equivalent to 1D of sufficiently evil at 20… No additional points will
Force Attribute that the Mundane Individual be generated for additional deeds of evil.

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The White Current Inherent White Current Abilities: As
Alchemist w/ -3 DR Casting Difficulty
Pierce Illusion (Instant, no action required)
Cantrip (1FA) - Illusory
Perception Manipulation Immunity
Jedi Combat (Innate); P. 244
Perception Manipulation Immunity: Means
just that, it is impossible to ever alter a Current
user’s perception of anything. They see right
through disguises, notice reconstructive surgery,
and see things as they should be, or as they
naturally are (they even notice holograms for
what they are). No amount of drugs, Acid Trips
or otherwise can alter they way they perceive
their surroundings.
Originally, the principles of the order are based
upon the Fallanasi teachings which are typically Pierce Illusion: allows the White Current user to
pacifist in nature. This is not always the case immediately identify illusions and pierce them,
with the followers of the Current. Many become regardless of the power level of the Current user
disenchanted with their lives of seclusion in their that created the illusion. Instantly pierces all
illusory masked cities. Others, unwilling to other Force/Magic Illusions, Technological ones
simply allow the events of the galaxy to unfold and any level of Stealth being employed.
while terror reigns supreme, strike out to bring
their unique talents to bear against the Galactic Powers:
Empire. Force Immersion
Ability Use: Unique and Innate to the Current
"The Fallanassi are pacifists, are they not? What Description: The Current Mage has the ability
could they send against us?" to completely immerse themselves into the flow
"Being a pacifist isn't the same as being helpless. of the Force itself, it yields the following effects:
The Fallanassi have many defenses." • True Awareness: 1 FA Complete Awareness
of all surroundings and reveals all beings, no
―High Lord Sarasu Taalon, and Jedi matter how powerfully obscured.
Grand Master Luke Skywalker • Flawless Obscure: 1 FA The Practitioner is
The Fallanassi Wialu and Akanah Norand Goss rendered invisible to everyone.
Pell, found by Jedi Master Luke Skywalker, used • Obscure Others: 1 Action per individual
their powers to generate an illusory "phantom The Practitioners can immerse others into the
fleet" at the Battle of N'zoth which made the Force Current. Difficulty is 6 per additional
New Republic fleet appear larger than it actually being, however, Foci and expendable spell
was and diverted enemy fire, saving the lives of components will aid the transition.
many New Republic crew beings. This cut off Permanent Illusion
much of the coordination with other Yevethan Restriction: Planet rich in the Force
warships in the Koornacht Cluster. Ability Use: Several Hours, -1D Attribute
Followers of the White Current cannot affect the Description: The Current practitioner has the
physical realm. Their core abilities are based ability to create a permanent illusion, completely
off the Jedi Alchemist. However, anything shielding one area from Force Detection and all
beyond their own, personal, bodily control, will visual scrutiny. The illusion is so perfect that
never take a tangible aspect. Everything outside there is no chance that anyone would
of themselves is an illusion. accidentally happen into the area of it.
Area of Effect: Force Attribute: 10m Per D,
They function identically to a Jedi Alchemist
3.3m per Pip, radius. Can combine with other
even, including how they sustain their abilities.
Current Practitioners to shield massive areas
The Inherent power list below is similar to the from scrutiny.
Raw Jedi with the following modifications: Note: Force Attribute Returns Slowly over the
course of 3 months at 1 Pip per month.

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Limited Jedi automatically on selecting this path. It awards
+1 additional Free Action to the Limited Jedi.
Notes:
• The Mundane have no effect against them &
their bonuses also apply against Mundanes!
• They can sustain a maximum of 3 powers.
To Traditional Jedi and other Sub-Class Jedi
they are a complete enigma. They don’t sense as
Force Users, however, a contact based probing
will cause unease in any other type of Jedi due to
a mixture of Light and Dark in harmony…!?!
Inherent Usable Abilities:
• Danger Sense (Innate)
• Receptive Telepathy 1FA
• Reduce Injury (Innate)
• Enhance Attribute 1FA per Attribute
• Enhanced Combat (Innate): Attribute adds to
Strike/Parry/Dodge & Damage for all their
attacks including Piloting and Gunnery.
They begin with all Inherent Abilities, these do
not cost a power slot.
The Traditional Force
They can acquire Control, Sense and Alter,
Not all beings can become Full Traditional Jedi. though at a substantially capped potential (for a
These Jedi not only suffer Limited potential but Skill Slot Each). None of these abilities can be
also have a limitation to their grasp about how raised above 5D. They increase as if they were
they can perceive the Force. These individuals Specializations as far as cost to raise them is
might be Force Users, however, their connection concerned.
is so minor that they detect as non-Sensitive.
Thus even the Empire’s Force Scanners will fail Force Resistance: +2 (Attribute) + Perception &
to detect these individuals. Willpower (1/D) & Control to resist DMG
Initial investment in Force Sensitivity only Trainable Abilities
requires 2 Skill slots (10 points), and thus not a As with Traditional Jedi, if you present them
Full Attribute D. They begin play with +2 Force with the ability to pickup skills and abilities from
Attribute (One Pip is Light Side, the Other is a book or a Master, they can learn. They can pay
Darkside energy), this cannot be increased. character points for additional powers at 5 per
Their connection to the Force is Muddled and power, after they exhaust their power slots.
draws from both the Dark and Light sides of the Power Slots: 2 Are Awarded for the Attribute.
Force in equal measure. Only 1 free Slot is awarded per Full D in
• They cannot select or gain Dark Side Control, Sense & Alter.
Attunement Tiers.
• They cannot be seduced by the Dark Side. Starting Powers: Choose any Two (Attribute)

While the Dark and Light sides of the Force Traditional Jedi Defense: Applies to them in
prevent their abilities to be detected, canceling the same fashion it does a full Jedi.
one another out, they do gain a handful of • Their Max potential is +2 (2 points per pip) =
Instinctive usable abilities. Like glimmers of a 2 + 2 (wound level) = 4 x 5 = 20 Points of
premonition of danger or “I have a bad feeling mitigation to be used any way they see fit.
about this” kind of thing but with a Force guided Can they call upon the Dark Side? Yes. There
premonition. is no “stun” effect associated with the first time
The Disadvantage: Limited Jedi 0, is awarded they call on the Dark Side. The next begins as
normal with the next higher tier of stun effects.

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Quixotic Jedi
The Quixotic Jedi have always existed. In a
sense, the limited orders (Somatic, Quixotic,
Sorcery) existed long before there was any
distinctive classification about the “Force”. The
Quixotic Order is loosely referred to as it’s own
order of Jedi. This is because the practitioners of
the order are largely lone wolves. They don’t
really even require source material for instruction
(though they can benefit from it). Their ability to
perceive the Force and ways in which to use it is
a factor of power many levels above a
Traditional Jedi. This is because they can only
tap the Quixotic elements of the Force (Sense)
with any level of refinement.
Quixotic Practitioners are barred from any ability
that does not use the Sense ability. They are
more than easily dismissed, are more difficult to
detect (force scanners, sense force, etc) and have
developed intuitive combat instincts that allow
them to be masters of wielding weapons or none
at all. They are equally well versed at unarmed
combat, melee combat and ranged combat.
Benefits of a singular Focus:
Similar to a Focused Traditional Jedi who
receive a 3 level adjustment (+9 points) The
Quixotic Jedi are laser focused, this means they
receive a bonus of -3 DR to all Sense Tests. This
allows them to massively scale up their Sensory
abilities.
The real downside to a Quixotic Jedi is that they
can only use Sense. They can never become any Example: Samantha’s Quixotic Jedi attends a
other type of Jedi. However, they can learn any Martial Arts class. She has a Sense Skill of 3D.
Sense Only power available (limited only by The Teacher of that class has a Training Skill of
power slots). 4D & a Perception of 3D. The Instructor has 9 +
20 (Training Skill) = 9 + 20 = 29 + Sense of 3D
Mental Sponge: = 29 + 15 = 44 / 3 = 14.66 = 15 Character Points
While the Quixotic Jedi don’t require a master, Awarded
they can benefit from instruction. Any training Sense Force Absence
medium, whether that be a book, a Jedi Knight or During the Yuuzhan Vong invasion of the Galaxy
an Alien Vegetable of the Force, will act as if Quixotic Jedi were still very effective against the
they had the Training Advanced Skill Vong. While they might not be able to enhance
equivalent to their Sense Code and will confer themselves like the Somatic Jedi Order, they
these bonuses to the Quixotic Jedi if they spend benefit from enhanced accuracy via their
the time (Every level or 3 points on the test is an heightened sense ability. Even though the Vong
additional experience Point, rounding up). tend to completely zero out a Traditional Jedi’s
• All Training Benefits: This also applies to bonuses, they possess such a heightened
ANY training session the Quixotic Jedi connection to sensory abilities in the Force that
attends (for Gunplay, Martial Arts or even they didn’t have any issues sensing where the
basket weaving). Quixotic Jedi have an Yuuzhan Vong weren’t in the Force. Essentially,
uncanny knack for mastering abilities in they could sense the “absence” of the Force and
record time. dialed it in so much that they receive the effective

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Null Force Code of the individual(s) they are everyone around him or her and can react
targeting as a bonus. This trick was something accordingly in combat.
that the Quixotic Jedi performed almost instantly
The Quixotic Jedi must choose a single
and a lesson they were able to teach Traditional
Specialized Area:
Jedi. Though Traditional Jedi only gain about ½
Self (Bruce Lee): All Unarmed Attacks, Parries
the bonus that Quixotic Jedi do against Null
& Dodges execute at -3DR.
Force Practitioners.
Effect: Melee (Musahsi): All Melee Attacks, Parries
• Can target where a Null Force user “isn’t” and Dodges execute at -3DR
with Force Related Abilities. This yields a D Ranged (Gun Kata): All Ranged Attacks,
code bonus equal to the Rating of the Null Parries and Dodges execute at -3DR.
User (2D Null Force = +2D).
• They do not gain the Damage Bonus to these Quixotic Jedi are Maverick specialists in every
individuals. regard, no two of them are the same in style or
mannerisms. As with their focused sensory
Inherent Usable Abilities: abilities so too are their combat skills. This is
-3 DR to all Sense Abilities why you must choose one, specific, form of
Danger Sense (Innate) combat. With that form, all tests (attack and
Instinctive Navigation: Sense (1 FA) defense) execute at a -3 DR difficulty level.
Sense Force Disturbance (Innate) Which, in almost every sense makes them them
Receptive Telepathy (Innate) most deadly combatants and defenders in
Sensory Deprivation (below) existence.
Magnify/Enhanced Senses (1FA)
Quixotic Combat (Innate) 1 to 1 Lethality: Their Force Attribute adds
Perfect Evasion (Innate) nothing to damage for them, nor does sense
1 to 1 Lethality (Innate) (they’re already laser focused). However, their
Jedi Combat (Innate); P. 244 lethality is not 3 to 1, it is always 1 for 1. Every
point they exceed a target number by converts
Sensory Deprivation directly to additional damage!
Ability Use: Unique and Innate to Quixotic Jedi
Description: The Quixotic Jedi is so adept at Perfect Evasion: A Quixotic Jedi is so in-tune
enhancing his or her sensory abilities that they with their ability to Sense that they can,
can, actively, shut down sensory receptors in the effectively, parry any Lightsaber or Alchemical
body. Thus depriving themselves of the ability weapon (including normal weapons) with any
to feel, see or hear anything outside of their own item (even a chair, but not their bare hands).
selves. The difficulties to perform this ability are Anything they can’t Parry, they can Dodge.
as follows: • Parry: The item in question will never be
• Resist Stun: Automatic (immediately dispels destroyed unless the opposed party is
the first Stuns that round); Additional Stuns targeting the item specifically. The Quixotic
must be dispelled on a 1 for one basis with Jedi can always hang onto just enough to
Free Actions. continue to parry with a chunk of the item.
• Ignore Wound: Automatic (Innate)
• With a -3 DR you can Dodge or Parry almost
• Ignore Wounded Twice: 1 Free Action anything with ease.
• Ignore Incapacitation: 2 Free Actions
• Ignore Mortal Wound: 3FA (or 1 Action), Power Selection: The Quixotic Jedi must select
will die in 6 rounds… their powers just like a Traditional Jedi
(including those from the inherent list). They
• Close Mind: 3FA (or 1 Action) per round receive one power slot per pip of Force Attribute
Immediately Resist, perfectly, any mental and Sense Skill. It is very possible they will not
Assault (Force Ability or otherwise, pertains possess all their Inherent Abilities at the start of
to Interrogation & Empathic Readings) their careers.
Quixotic Combat Force Resistance: Force Attribute + Perception
Ability Use: Unique and Innate to Quixotic Jedi + Willpower (1/D) & Sense can be rolled like
Description: The combat form of the Quixotic Control to avoid Negative Force Effects
Jedi. The Jedi is aware of the positions of

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Somatic Jedi so enhanced automatically in addition to the

Somatic Practitioners are self reliant and hardy regular bonuses.


individuals that can endure almost anything. • Force Attribute stacks with the Somatic
They have full access to Control powers. Many Enhanced Attribute bonus. 3 + Force
individuals have banded together into martial Attribute+STR, DEX or MEC
societies out of mutual benefit. This order can be
found in the Tionese Unity. Somatic Resilience
They possess the same Force Defense abilities
Ignore Null Force Wielder: that Traditional Jedi do. Though they do not gain
During the time of the Yuuzhan Vong invasion, a deflection pool.
members of the Somatic Order are incredibly • One additional recovery test per day.
effective against the Vong. This is because
Somatic Force users rely, solely, upon enhancing • -3 DR to all incoming Damage!
their own, natural talents. Not to mention the Example: Your Somatic Jedi is about to take 120
Somatic Jedi tend to be more Skill focused, than Points of Damage from a Turbolaser Strike from
Force based. Encounters with Vong and Somatic Orbit, and somehow… You’ve already ablated or
Jedi always end with lots of dead Yuuzhan Vong. absorbed a LOT of it…. (Absorb Dissipate
• Suffer no targeting or personal penalties vs Energy). Your native -3 DR to damage reduces
Null Force Wielders. the incoming, lethal, blast to 120 - 1 DR = 90 -1
DR = 60 - 1 DR = 40 …. It reduces the damage
Inherent Usable Abilities: to that of a standard Blaster Pistol!
-3 DR to all Control Abilities
Absorb/Dissipate Energy Somatic Deflection
Control Pain A Somatic Jedi can deflect or even catch
Detoxify Poison weapons like Lightsabers, Alchemical Weapons,
Enhance Attribute (See Below) Melee Weapons & Projectiles with their bare
Instinctive Navigation Control (2FA) hands.
Reduce Injury (Innate) • The Somatic Jedi can catch and hold a
Somatic Resilience (Innate) Lightsaber, by the folded plasma blade, while
Somatic Deflection (Innate) absorbing or deflecting it’s energy/damage!
Jedi Combat (Innate); P. 244 If you have sufficient skill and Force
Attribute.
Somatic Enhanced Attribute
Time to Use: 1 FA Activate & Sustain Power Selection: The Somatic Jedi must select
Due to the Somatic Jedi’s incredible inner focus their powers just like a Traditional Jedi
they have managed to extend the functionality of (including those from the inherent list). They
Enhanced Attribute even further than is typically receive one power slot per pip of Force Attribute
allowed. Their mastery of the Control Skill is so and Control Skill. It is very possible they will
acute that the power grants a +3 to the attributes not possess all their Inherent Abilities at the start
of their careers.

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Jedi Sorcerers Sorcery (Alter). Their Attribute forms the basis
of the spell effect or damage, casting is
performed by Sorcery. The Sorcerer, essentially,
cannot fail. The Sorcerer must create their
Spells prior to using them. These spells cost 5
experience points each to create. However, they
begin play with a number of spells equal to their
Knowledge Attribute in D (rounding up to the
nearest Full D).
Inherent Usable Abilities:
• Jedi Combat (Innate); P. 244
Telekinesis (Innate); If used to Attack it
consumes a FA (limit one target), otherwise it
takes no action.
Base Difficulty: 6 + your target’s Force
Resistance + 3 per additional missile / function.
• Free Actions can be used to add spell
functions / additional bolts or missiles & +3
to the Caster’s spell result per free action
spent.
• Expendable Materials and Foci both aid in
casing as well (more on those later).
• You default to full actions once you are out
of free actions for multiple spell functions.
• Casting Multiple Spells: Memorized Spells
require only a free action to cast. Spells cast
from a Grimiore are always an action each.
• Spells can be sustained for 1 FA each, after
casting (cannot be applied to combat spells).
Base Damage: is your Force Attribute x 10 per
D & x 3 per pip (thus a 3D+2 attribute delivers
36 points of damage).
Sorcerers are Jedi that have to prepare their Amplifying Damage:
spells ahead of time. Effectively, they are the • +5 to Damage for Every Free Action
wizards of the Star Wars universe. These Expended for damage.
Sorcerers are effectively the Witches from
Dathomir, Sith Sorcerers and primitive orders of • Sorcerer’s Spells have Full Lethality, thus for
Magick. If any of you are familiar with the video every point you exceed the target’s Force
game “Jedi the Fallen Order” this Jedi type is Resistance by you increase the damage by 1.
embodied by Merrin the last Dathomirian You hit, if you defeat the target’s Force
Nightsister in that game. Resistance.
Here you are essentially a focused Jedi • A Traditional Jedi can parry or dodge your
Alchemist with none of the flexibility of on the spells like they can force lightning, with their
fly casting aside from memorized spells. Which Lightsabers and Alchemical Weapons.
in the latter case, are as close as they get to on Powers:
the fly casting. A Sorcerer's Force • Alteration Receives a -3 DR adjustment
Manifestations / Magic tend to be formalized and
very clean representations of what they are Sorcery Defense:
casting at you. Force Resistance is determined by Combining all
the Pips of their Perception Attribute, Force
The Sorcerer channels all their spells through Attribute & 1 Point per D of Willpower.

295
• Sorcery can be rolled to counter Negative spell function.
Force Effects, just like Control.
Grimiore Casting: This archaic practice allows
• All other defense comes from Spells and
the Sorcerer to cast spells directly from their
Telekinesis (it is a innate… at -3 DR, think
“spell-book” after they have expended their
about what you can do as a master of
Memorized Spells.
telekinetic manipulation as far as defense is
concerned). • The Sorcerer can cast the spells an unlimited
number of times from this resource.
Sorcery: • The Grimiore can hold an unlimited number
The Sorcerer literally channels Magic/Force of spells.
through their spell formulas. They effectively • This process is always 1 Action (or 3FA)
function like a Traditional Jedi’s Force Powers,
except that they are cast completely differently: Permanent Recall: These are spell slots that
can be populated with spells that the Sorcerer
• The Sorcery Skill: Is a the Force Skill will not forget even if they lost their Grimiore.
(Alteration). It makes for a solid casting
basis. Force Attribute does add to Spell • They can also be placed into memory slots
Casting (1 point per pip like any attribute). by meditating (½ the re-memorization time:
2.5 min per function).
• Defeat Force Resistance: Sorcery operates • Permanent Recall Slots are equal to the
at -3 DR. At low levels of skill this only Sorcerer's Knowledge Attribute, rounding up.
grants 3 points per tier, so if the opposed Thus a Knowledge of 2D+1 means that the
Force Resistance is 21 + 6 (Base Difficulty) Sorcerer can permanently recall 3 spells.
- 3DR = 18.
Expendable Material Values and Effects:
Locked Spells: These are the spells that the The first value is the bonus the material provides
Sorcerer has created themselves or found in the and the second value is the additional functions
wild. They are the focus for their abilities. granted (per additional function utilized, reduce
• Locked Spells add 1 Function to Spell the bonus by 5 points).
Casting: +1 additional Function due to being Cost: Bonus Skill / Extra Functions
formalized (2 Total, Base Functions as 0-10 Credits: +5 / 1
opposed to an Alchemist’s 1) 20-50 Credits: +10 / 1
100 Credits: +15 / 2
• These Spells cost 5 Character Points to 1000 Credits: +20 / 2
Create. 10,000 Credits: +25 / 3
Memorized Spells: These are the amount of 50,000 Credits: +30 / 3
spells that the Sorcerer can pull from their mind 100,000 Credits: +35 / 4
to cast “on the fly”. Once cast, they “forget” The limitation to the above is that the object must
these spells and they must be re-memorized. be something the player can carry.
• The Number of spells that can be memorized
An example of a basic material would be like a
at any given time is limited to the Sorcerer's
ball of sulfur consumed in the casting of
Knowledge + Force Attribute’s Potential (If
something like a fireball. That material should
already maxed out, add one additional spell);
be in the 0-10 credit range. A package of refined,
Thus: A Sorcerer with a 2D Knowledge & a
high yield, gunpowder 20-50 credits, a package
2D Force Attribute Potential can memorize =
of Thermite 100 credits, However, burning
4 Spells. Round up both to the nearest Full D
something like a fire-gem, valued at 50,000
/ Spell for any Attributes with Pips.
credits would add the characteristics of it’s actual
• They also gain ½ this number (rounded up) explosive ability to the spell effects in addition to
in defensive / non-combat spells. the bonus listed here.
• Memorized Spells add an additional +1 to • The bonuses can be used for both Effect
Spell Functions. (Damage) & to add to your roll for success,
• Spells Cast from memory trigger with Free or split between the two at the player’s
Action Usage. discretion.
• Time to re-memorize spells is 5 minutes per • Per Additional (Free) Function employed

296
reduce the bonus by 5 points. with a real world object (like a sword) and will
Foci: These are the items that don’t get effectively allow the item to function as a minor
consumed in casting that add directly to the Alchemical object (Can parry Lightsabers and
Sorcerer's Force Attribute: Alchemical weapons without being destroyed).
Foci Values and Effects: Inherent Sorcerer Abilities:
-3 DR to all Abilities
• Force Token / Jedi Coin 3-500 credits: +1 pip Alchemy
• Lightsaber Crystal (Kyber) 2.5k+ : +2 pip Cantrip (1FA)
• Force Resonant Material 5k+, extremely rare, Control Alchemical Object (Innate)
usually metal and fashionable into things like Detect “Magic”
belt buckles, brooches, ornate hair pins, Unravel “Magic”
alcohol flasks, etc: +1D Identify Object
• Powerful Jedi Student clothing: +1 pip
• Powerful Jedi Knight garb: +2 pips
• Powerful Master’s Robe/Clothing: +1D
• Sith Lord’s Armor has other negative effects:
+2D (full suit) reduce 1 pip/piece missing.
• Old Republic Jedi Battlemaster’s armor: +2D
• Force Artifact, like a holochron: +2D
• A Kalibur Crystal is priceless: +1-5D.
Spell Channeling: This takes the concept of
Foci a step further. This makes the specific Foci
a requirement in the casting of a spell. This can
be a wand, or any other non-expendable item.
• Spell channeling requires a Foci
• Spell Channel Creation: The process is
simple, the hero channels their energy into an
item for a number of days equal to the bonus
they wish to gain from it. See Aura (Innate)
• Up to 2 Spells can be associated with any
given Spell Channel. Detect “Magic”: Does not allow the user to
• The Hero can never have more than 1 spell sense Force, it allows the user to inherently see
channel at a time. items (that are visible) that are Enhanced/
Enchanted/Possessed for what they are. Jedi will
• Adds +1 to Spell Functions not glow, however, any sustained Traditional Jedi
• Adds +5-15 to Spell Effect / Damage (in ability will. Range is Line of Sight or (if
addition to other bonuses) per day that the obscured) 1m per D of Force Potential (the Max
Sorcerer “enchants” the object (maximum 3 Attribute even if not possessed), pips are
days). expressed as 1.1 feet + 1m per Level of Alter.
• There is no cost associated with this, it yields
a 2D Body Strength object +1 pip per day Unravel “Magic”: This ability allows the
enchanted (maximum 3D). Sorcerer to deconstruct a spell or an opposed
force ability that is sustained. The original
• Cortosis can be woven into these objects purpose for this ability was meant to study other
without fear of spell interruption. Up to two spells and learn their secrets. However, it
tiers of Cortosis can be added. functions in the same fashion that a Sorcerer
• Spells added to the Channeling Object add to would break the bonds of active “Magic”. Thus
their amount of spells that can be cast per allowing the Sorcerer to “Counter Cast” or rip
day, and don’t have to be memorized (1-2). apart static wards and spells.
• The Sorcerer cannot have more than one • Spell Deconstruction: A spell that is
Spell Channel Active at a time. deconstructed in this fashion is “learned” and
Note: That the Body Strength will actually stack can immediately be inscribed to a Grimiore

297
or placed into Permanent Recall or Alchemical item is instantly recognized along
Memorized (only the first two will retain the with any powers that are tied to the object.
spell after a casting). It must be in some sort Some items may require research and time (GM
of recorded form. This process is destructive Discretion).
to the medium in which it was recorded. • This does not extend to all Force Resonant
• Counter Casting: This is an Action. It Objects. Sufficiently powerful ones likely
allows the Sorcerer to roll their Levels in require study and for the Sorcerer to roll
Sorcery (Alter) randomly (1D6 per Level - Sorcery to interact with the object.
3DR) and apply that directly to any opposed
• A Sorcerer can make full use of Holochrons
Force ability's difficulty to be performed.
just like Traditional Jedi.
The range of it’s effect is 5 x their Force
Potential in Meters and Feet. Control Alchemical Object: The Sorcerer can
• Unravel “Magic”: Will destroy permanent choose to suppress any abilities that an object
wards and spells on a point for point basis. has and trigger them as they wish to. Example:
The Sorcerer's Force Attribute delivers it’s D The Sorcerer comes into possession of a sword
Code x 10 (3 x pips) + randomly rolled that is normally tossing off oscillating light, a
Sorcery to any such Spell or Ward. Example: foul stench and Force Sleaze… The Sorcerer can
Tommy’s Sorcerer comes across an old Sith suppress any or all of these abilities for at will.
Ward and wants to deactivate it. He attempts Alchemy:
to unravel it, his Force Attribute is 4D+1 = Allows the Sorcerer to create imbued objects that
43 + His Sorcery is 6D = 23 = 69 damage allow them to focus their spell effects through the
delivered to the Ward (free actions can “enchanted items” as if they were minor artifacts.
always be added to bolster at +5 per FA). This is based off their current Force Potential.
The Ward had 100 points of potency and the They can create an number of objects as
remaining ward detonates in an AoE blast for described in the “Create Force Talisman” Force
21 points of damage... Power. They can have up to 1 per D in Force
See Aura: Allows the practitioner to get the Potential in effect simultaneously. However,
general feel for the disposition of another. It after the first, the others must perform different
works basically like receptive telepathy without functions (you cannot have 3 Talismans with
the communication aspect and it translates into Force Resistance). The others can (as their base
general feelings pulled from the surface emotions difficulty) have individual Traditional Jedi Force
of a being. Even if the being read has no visible Powers tied to them, that activate at a flat
tells, the power still extracts the general sense of Attribute & Skill Code equal to one quarter the
the target. Roll Alter (-3DR) against opposed Raw Jedi’s Force Potential (rounding up).
Perception + Willpower. Example: Bracers of Enhance Attribute (must
specify the attribute) or a ring of Reduce Injury.
Cantrip: A basic spell that can be cast with a
free action, like ignite a candle or candles, melt Range:
ice or wax, dust a small area, clean dirt from Always limited to 150m base but can easily be
garments, chill or heat a drink, etc. adjusted upward by +150m per extra Function.
• While these basic spells don’t need to be Speed:
specified, only a finite number can be cast in Always your base move x the amount of Spell
a day. This is limited to the Sorcerer's Alter functions applied (Base move, x2, x4 max).
(Sorcery) Skill (1 per full D) + 1 per pip of
Knowledge possessed. Note:
• Cantrips can deliver damage, they are limited The Sorcerer's Bonus of -3DR is not applicable
to a 75m Range and can only deliver 1 point vs another Sorcerer’s Force Resistance. This
per Pip of Force Attribute + Lethality levels the playing field. Conflicts against other
(Sorcery -3DR). Only one combat Cantrip Sorcerers are drawn out and deadly affairs.
can be cast per round and only ½ of the Fueled by Hatred: is unnecessary vs Mundane
available Cantrips can be dedicated to Targets. However, it works… Refer to the Jedi
combat magic. Alchemist for Specifics.
Identify Object: Allows a Sorcerer to instantly Alternate Means to Kill Mundanes:
recognize the powers of an object. Any

298
The Sorcerer must custom craft a spell that (including wound levels) to themselves or others.
delves into primal horror and pure malice. The Please note that this spell cannot resurrect a
spell will function flawlessly, save for the fact dead individual.
that the Sorcerer will not gain their Lethality Base Casting Difficulty: 3
bonus or their -3 DR casting bonus. The spells Difficulty +3 if the spell is cast on another.
will do flat Force Attribute Damage. • 1st Casting of the spell grants a “free”
recovery test.
• Spells of this, specific, nature generate 1
• Each additional Activation of this spell
Dark Side Point for the Sorcerer every time
consumes a Recovery Test (can be yours, or
one is cast.
another if cast on them).
Spells, Overcharged spells and Effect: The healing total is the amount of actual
damage that is healed (Force Attribute +
Miraculous spell casting: Lethality, in this case it’s beneficial).
Basic spells don’t cost you anything. They are Force Ball
relatively easy to cast. Sounds stupid, however, you can choose to
manifest it as a Fire Ball, however, any fire
Overcharged spells are likewise relatively easy resistance's will apply. This is effectively a
to accomplish with the aids (fetishes and foci) to “Mana Ball” comprised of Force Energy.
the rolls used actively to cast them. Base Casting Difficulty: 3 + 3 for AoE =
9 + Force Resistance
Miraculous spells all cost the caster in one form Effect: Force Attribute Damage + Lethality
or another. They cause direct damage to the applied in an Area of Effect explosion; 1 meter
caster or are so difficult to perform that a player per D of Attribute + 1.1 Feet per pip of Attribute.
would have to use every trick in the book to Range: Base range = 150 meters +3 per
actually cast them. additional 150m.
Memorized Spells all add an additional spell Force Missiles
function or reduce difficulty by 3. These are This basic spell allows the caster to manifest and
limited in casting number, so the bonus is not shape Force energy into small bolts (much like a
applied by default to the following spells. Blaster bolt). This, particular spell, manifests
into being 5 Force Bolts (+4 Functions).
Locked Basic Spells (-3 Difficulty): Base Casting Difficulty: 18 + Force Resistance
Effect: Damage (Force Attribute) + Lethality
Heal delivered to target, per missile.
Range: 150 meters
Fly
This basic spell allows the caster to Fly at their
base move x4 (+3 to Move).
Base Casting Difficulty: 15 (Self); 18 (Other)
Effect: Fly at base move x 4
Flight Range: 150m; can Sustain for 1 FA
Force Sleaze
Effectively surrounding the caster with a
confusing jumble of Force Energy, meant to
disrupt tracking spells and Traditional Jedi
location abilities.
Base Casting Difficulty: 6 (Self), 9 (Other)
Effect: Force Attribute is masked completely,
obscuring the Sorcerer's Force Signature and
returning a null result vs technological scanners.
• Furthermore, the Sleaze will increase the
difficulty of opposed Force Abilities locating
This basic spell allows the caster to heal damage the Sorcerer or another by +3 DR.

299
Range: Self or 150m Base Casting Difficulty: 3 + 3 per Scale you
escalate the spell + 3 per additional 150m you
Blink
want the Lance to travel.
A basic teleport spell that allows the caster to
Effect: Variable Scale Damage
instantaneously teleport themselves a short
Range: 150 meters base
distance. Can be cast and sustained for 1 FA and
Example: We really need to take out that TIE
then activated later.
fighter that’s trailing us back to our hideout. We
• Even as a pre-initiative action or to instantly
have a 5D Force Attribute, so it’s effectively x 10
dodge one attack, only if the caster has the
= 50 Character Scale damage. I have written
Fast Reactions Advantage.
the spell so that it delivers Snubfighter Scale
Base Casting Difficulty: 6 (Self Only) + 3 per
Damage. Speeder +6, Walker +6, Snubfighter
additional blink usage (stored to be used by
+6 = +18 to base difficulty.
additional expenditure of Free Actions); Variable
if multi–use. Now I want to hit that fighter at longer ranges
Effect / Range: The Caster Teleports up to than Blaster range, so I have added +9 for an
150m. additional 450 meters (600 meters total or 6
Space Units; always round up when determining
Defensive Barriers (encompassing)
Space Units).
This creates full protective barriers on four arcs
of the caster, effectively forming a “bubble” of Casting Difficulty: 30 + Force Defense... Which
complete protection. for an inanimate object we will default to 6 (an
Base Casting Difficulty: 0 + 3 per additional NPC’s base resistance) this adds directly to
barrier + 9 (for 3) = 9 + 9 (Below) = 18 difficulty. Base Difficulty: 36 & 9 Points of
Effect: Force Attribute is treated as if it were Strain Damage - 3D Damage = 20 (2D) to the
Strength 3 points per D, 1 per pip + the Wound TIE fighter.
Status +2 x 5 as per a standard Condition Add a Couple free Actions or Character Points or
Monitor. even more strain and you can likely destroy that
• Anything you succeed your test by is added fighter.
to the Condition Monitor x 5 (succeed by 10
points = an extra 50 points of protection on Force Nuke
all arcs). This is like Force Ball, except it’s way cooler and
Range: Self or 150m if projected to another at way nastier. Meant for a mass battle kind of
+3 difficulty. engagement. Note: This can very easily gain
you Dark Side Attunement for indiscriminate
Locked Overcharged Spells: murder.
Increasing the Scale of the Damage: Base Casting Difficulty: 3 + 3 for AoE (-5 for
• Increasing Scale is + 6 to the difficulty per the additional locked function) = 3 + 6 for an
scale escalated to. Additional 240 meter range = 9. Attribute AoE
• When you shift scale, you lose 1D of Force Range (triple your AoE blast radius) + 6
Attribute each. Speeder -1D, Walker -1D, (Doubled +3, etc) =
Snubfighter -1D, Capital -1D Difficulty: 15 + Average Force Defense
• Per Scale you shift a Spell: You take Strain (Predominate Perception Attribute + Willpower)
Damage. 3 Points of Strain per Scale, cannot Effect: Force Attribute Damage applied in an
be resisted, goes straight into your condition Area of Effect explosion; 3 meters per D of Base
monitor.
Increasing Damage without Lethality:
• Every Point of Strain (self Damage), increase
damage output by +3.
• Every Free Action Added +5 to Damage.
• Character Points can Add 6 Damage.
Force Lance
An amplified, and focused Force bolt that is
meant do deliver Massive damage to a singular
target.

300
Attribute + 1.1 feet per Level of Skill. the regeneration that must be healed
Range: 360 meters naturally, no medical/Force intervention, pure
With fetishes, Force Potential DR reductions and strength rolls vs damage.
such this becomes almost too easy. ● Ineffective on anyone possessing Force
Armor, Mundane or Null Force.
Locked Miraculous Spells:
Instant Kill
Resurrection This brutal spell instantly kills one individual.
This taxing spell allows you to bring an Sending the target, immediately, to their grave.
individual back from the dead. Base Casting Difficulty: 3 + Force Resistance +
Prerequisites: There must be enough of the the total Condition Monitor (current health) of
individual left to bring them back in the first the target including toughness and such, in
place. You cannot resurrect a pile of ash, or Wound points that are required to kill them
someone that’s head has been vaporized. The outright + any resistance they might have against
head must be largely intact. The individual Force Powers.
resurrected must have died within a time period Note: The relationship here actually helps the
equal to 1 day per Pip of the Caster’s Force caster, if you actually have a reason to hate the
Attribute. target, the relationship difficulty becomes a
Base Casting Difficulty: 3 + 3 for Other than bonus to cast the spell.
yourself + the total damage that the individual Effect: They die, horribly, instantly.
can sustain until they die (if that’s 90 points then, Range: Target must be within clear earshot, they
that’s your additional difficulty) + ½ Force must hear the caster invoking their deaths.
Resistance Effect on the Caster:
Effect: Returns the individual to Mortally • Immediately gain 1 Tier of Darkside
Wounded and affords you 12 rounds to place Attunement. If already consumed by the
them in Force Stasis or into direct medical Dark Side, escalate the level of the Dazed
intervention. Effect below by 1 level.
Range: Attribute in Meters & Feet • Suffer Dazed (1) Effect as if calling upon the
Effect on the Caster: Dark Side.
● Caster sustains damage equal to ½ the • ¾ of difference between the Caster’s Sorcery
amount that killed the individual to be Level and the actual damage required to
resurrected... that must be healed naturally, outright kill the target, including all
no medical or Force intervention (This can resistances, is transferred to the Caster.
easily kill the caster). • The Player will never know how much health
● Ineffective on anyone possessing Force and resistance the target has.
Armor or Mundane. • The Caster can use expendable Fetishes, Free
Note: The resurrected individual recalls dying, Actions, Foci, Force/Epic Points, Character
is haunted by their death in some form or fashion Points and a Spell Channel to help mitigate
for a period no less than three months. the damage they sustain.
Regeneration
This exhausting spell allows you to
regenerate lost limbs and organs (will
not work on genetic enhancements,
only originals).
Base Casting Difficulty: 3 (Self); 6
(Other) + the actual damage number
(at the wound level) that caused the
loss of the limb (typically
Incapacitated) + ½ Force Resistance
Effect: It regenerates your NATURAL
lost limb in the course of minutes.
Range: Force Attribute Meters / Feet
Effect on the Caster:
● Caster sustains damage equal ½ to

301
Outside the Force
There are few examples of beings existing
outside the force that are more prominent than
that of the Yuuzhan Vong. An entire race of
beings existing outside the bounds of the Force.
Where only the most dedicated, focused and
Dark Force Practitioners hold any level of
prominence over.
Some creatures like the the Ysalamiri exist
within the bounds of the Force, yet are capable of
projecting Spherical Barriers of Null Force
around them for protection against the natural
predators of their home world. They are not true, Yuuzhan Vong invaded the known galaxy and
Null Force Beings yet the replicate a similar state succeeded in exterminating roughly 370 trillion
with one core differentiation, they project an beings. The Vong were both from outside the
Area of Effect zone of Null Force. known regions (even those of the “Unknown
Regions” and “Wild Space”) and the Force.
Then there are the materials in the galaxy that are Events in their early history left them effectively
Resistant to the Force like Cortosis. This stripped of their Force connection.
material is one that was found to be incredibly
useful as it would allow common items to be These beings were often identified at an early age
able to deflect lightsabers and even deactivate for their resilience to the Force by the various
them in it’s more pure form. While Cortosis Jedi Orders in the galaxy and raised in similar
acted as a energy blocking agent it was most fashion to Traditional Jedi (by the same orders).
effective when alchemically combined with They would receive privileged, wealth and posh
metals to form durable, standard weapons, that accommodation by these orders as the purpose
could stand up to Jedi. It the combination of for their existence was one filled with endless
Cortosis and metals is called “Cortosis Weave” danger. They were typically employed against
and it forms a sort of primitive Alchemical item. their Jedi brothers and sisters. Being deployed
Functional as both a weapon or armor and when a Jedi Knight of Master strayed too far
resilient in some sense to both energy, impact from the principals of the order (typically for
and the Force. While it was resilient, it was not falling to the Dark Side).
impervious. Just another of the galaxy's The Galactic Jedi Order once identified and
mysteries. trained these individuals. However, their use
A true Null Force being is one that has always seems to have been discontinued just over a
existed some distance outside the bounds of the millennia prior to the Clone Wars. It would seem
Force. They cannot be detected by Force users, that the Jedi masters had grown arrogant in their
they can only be “isolated” to a degree by own beliefs on how to police their own order.
detecting where they aren’t in the Force. This is Had these specially trained beings, existing
not a method that any Jedi unprepared for a run outside the force, been around during the
in with them would understand how to do the disappearance of Count Dooku and the rise of
first (likely) several times they encounter these Palpatine things might have very well turned out
beings. differently.
Jedi have become rare in the galaxy and even at The Pelagian Jedi Academy in the Tapani Sector
the lowest points in the population of the Jedi still employed the few that they were able to
during the purge, that the Galactic Empire identify and they were still active at the fall of
prosecuted against them, they were still the Galactic Republic as it transitioned into the
massively more common than Null Force Galactic Empire. This is one of the reasons
Wielders were. Null Force Wielders (or Users) Palpatine targeted the Pelagian order almost
are a factor of rare beyond what is considered immediately after the Galactic Jedi order instead
rare for a Jedi. This reversed completely near the of attempting to sway the mostly Grey order to
waning years of the New Republic, when the either remain neutral or to his banner.

303
Alchemically Created Outsiders techniques without falling to one or the other
It is believed that Palpatine feared these agents. classification. Though they exist, the Grey Jedi
This is no simple rumor, as the Null Force are largely disavowed. By the same token all the
Wielders survived the destruction of the Pelagian myriad of Force religions that exist in the galaxy,
academy and did an extensive amount of damage many of which have been disavowed by the
to the Empire’s Jedi Hunters before they were all major academies, still exist and even thrive (even
hunted into extinction. Palpatine would go on to in light of the great Jedi Purge of the Galactic
find these beings and typically would put them to Empire). Thus with all of these Force
death. It is no wonder that he feared a being that Academies and an abundance of Force Sensitives
could catch a Jedi off guard and that was not in the Galaxy (whether or not they are found or
detectable through the Force. On rare occasions actively trained) there is abundant cause for there
he would employ them. The most controllable to be a true balancing act in the natural order of
method in which he was able to produce acolytes things.
that hunted Jedi that had some level of resistance While not particularly popular, the idea that all
to the Force was though his extensive use of Sith scholars eventually come to is that Null Force
Alchemy, where he granted these beings up a beings exist to bring true balance to the Force. It
modicum of Null Force Potential by stripping is a distasteful practice to even bring the
their attachment to the Force from them. The possibility of Outsiders up in intellectual circles.
alchemical alterations he performed were minor, As if the concept itself is alien. Regardless of
and controllable (roughly no more than a 1D what historians and scholars might believe the
Null Force Attribute maximum) and the agents existence of Null Force Wielders is the true
could be easily dispatched if they ever went balancing act of the galaxy.
rogue.
Frequency of encounter
While Palpatine and his slowly growing group of The actual frequency of encountering a Null
Jedi Inquisitors would not be able to sense or Force User is as some might expect, generally in
track these modified agents through the Force the complete balance with the amount of Force
precautions that were taken included injecting Users in the galaxy at any given time. The
the agents with nano machines that acted as an reason why scholars and historians seem top
electronic tracking device. Very few of these believe that Null Force Wielders are so rare is
agents went rogue, and those that did were easily because by their very nature, they are impossible
hunted down save for the few savvy individuals to detect!
that discovered ways to purge the nano machines
form their systems. In the past the Jedi Councils would randomly
discover these individuals due to fluke and
How do Outsiders emerge? circumstance. Like when a Force ability from a
One of the greatest questions, for those that Dark Jedi struck down masses of people and yet
know to even ask it, is how and where do these left a lone survivor in the mass grave. Or when a
individuals come into being? The few scholars Jedi would go into towns to find sensitives and
that understand the concept of existing outside become confused after getting a null reading on a
the Force theorize that they exist in numbers child or family. The easiest way to spot these
when the overall number of Force Sensitives is individuals was by roving Jedi realizing that an
abundant. However, even this theory has entire family was Mundane. These groups of
seemingly been debunked for as rare as these people together acted in a similar fashion to the
“Mundane” beings are, they never cease to stop Ysalamiri, just not so much as a Null Sphere but
showing up. It may seem incredibly rare for one as a “wall” of nothing.
such individual to appear naturally. However, in
the zillions of beings in the known and unknown During the Yuuzhan Vong invasion, the tables
regions of the galaxy and beyond is it so seemed to have turned with tens of thousands of
implausible to believe that they are the natural Vong warriors invading. However, their counter
counter to the Force? had been hunted into extinction by Emperor
Palpatine with the issuance of Order 66, which
Force scholars would argue that the Dark Side is exterminated roughly 20,000 Jedi. There were
the counter to the Light Side of the Force. Yet few Jedi remaining (even with all the new
these are those that successfully navigate the academies) to hold back their onslaught.
two, walking between both and employing both

304
Null Force Wielders There are a number of things to be mindful of:
• Cannot prevent a Jedi from Enhancing their
own Attributes, healing themselves,
enhancing their own senses, etc.
• Does not protect the Null Force Wielder from
a Jedi throwing stones or boulders at them
with the Force. The Null User may be
resilient to the Force, but not the physical
force of stones and boulders accelerated to
nearly the speed of sound!
• Dark Side and Sith abilities may penetrate
their defenses: Force Lightning tends to
ignore their resistance, Bolt of Hatred is
rather functional as well. Force Storms also
have a tendency to destroy everything in their
path, including Mega Capital Starships, thus
the amount of resilience vs the force required
to survive hate fueled energy of that
magnitude is unfathomable (and will destroy
any null user).
• Some Sub-Class Jedi are so focused in their
abilities that they can defeat a Null Force
Wielder’s resistance to some degree.
Below information from the front of the book:
Null Force Attribute is the polar opposite of
the Force Attribute. It represents a lack of
connection to the universe. Null Force requires
less investment than Force Attribute does, with
Beings like the Yuuzhan Vong all exist outside the initial 1 Pip granting 1 point of Null Force
the Force due to abuses of the Force in their Attribute.
history. It is believed that they suffered a Investment: Start & Max:
cataclysm due to those abuses which rendered 0D+1 to 1D “Mundane” 0D+1 to 1D
their home worlds and many systems of 1D+1 to 2D 1D+1 to 2D
habitable planets, inhabitable. Their core 2D+1 to 3D 2D+1 to 3D
abilities were not designed to fight Jedi, they just 3D+1 to 4D 3D+1 to 4D
happened to have an affinity for killing them due 4D+1 to 5D 4D+1 to 5D
to their negative Force Attunement. 5D+1 to 6D 5D+1 to 6D
It should be noted that Null Force Wielders that 6D is the maximum level of investment prior to
are not Yuuzhan Vong should be incredibly rare, incorporating Advantages that may alter the
in effect they should be more rare than Jedi in player’s power level.
any era. They can exist in any era, though.
However, Game Masters should limit them to 1 Mundane: Is simply the indicator that this is the
per party. opposite of “Force Sensitive”.
The Empire has a variant of a Null Force Wielder • The Null Force Attribute completely negates
that either begins as a Mundane (1D only) or as a all Force Powers directed at the wielder up to
normal being. Using Sith Alchemy to violently a certain point. It directly reduces the effect
strip away the fabric of the Force from the being. of any Jedi attempting to directly employ
These individuals would be considerably more Force Powers or Magic against them on a D
common, while still incredibly rare. Typically, for D basis + 2D. Thus their Attribute +2D
they would be attached to Jedi Inquisitors to hunt negates Force Attribute Directly and Reduces
rogue Jedi (Purge Troopers).

305
Control, Sense and Alter by the same rating. recognize the wielder as kin.
Thus for Clarification: Force/Magic Damage is Sith Alchemical Null Force Wielders
10 x D, so a Mage delivering 4D (40) Damage
with their spells to a Standard Mundane Hero These individuals are beings that have been
with a 1D Attribute (1D + 2D = 3D Resistance) experimented upon with some rather invasive
would only deliver 10 points of damage per spell. procedures. Examples of which are low level
Imperial Jedi Hunters and some Royal
A Jedi Attacking them with Lightsaber Combat Guardsmen. The process of Null Force infusion
would not benefit from the Sense Bonus to their is painful and considered to be an honor in
Skill (in general; there are workarounds to this). Imperial ranks. Select Imperial Troopers that
Any Damage bonus would be negated on a D for stand out are chosen for the transformation.
D basis (3D Resistance reduces 3D of additional • The rituals make the individual “Mundane”
damage a Jedi can channel into their attacks). with a total of 1D Null Force Attribute that
• Any Force Attribute Dice above this rating manifests over the following three weeks (at
will function normally against them. no cost to the individual).
• This rating also mitigates Alchemical and • Individuals that already were Mundane
Lightsaber Weapon damage at 3 points per receive a +1D Null Force Attribute and a
pip of Null Force Attribute (does not include +1D to their Maximum Potential.
the bonus +2D for resistance).
• Mundane Characters Do NOT benefit from
Force Points in Any Way.
• They possess Edge Points: With a Hard
Limit of 5. Functionally Identical to Force
Points with Double the Damage Resistance.
They cannot lose these points, they are
always either instantly refreshed or rewarded
at the start of the next game (GM Discretion).
• Epic Points Function similar but with
Double the Damage Resistance for 2 rounds
instead of 3.
• Per full D of Null Force Attribute they
receive +1 S/W/D Thresholds
• Beneficial Force Powers, mental
manipulation, tracking spells and Magic
(including healing, disease removal, etc) do
not function on them, at all.
• Null Force wielders have a - 3 DR resistance
to all toxins, diseases & poisons including
those of Yuuzhan Vong Origin.
• Null Force Wielder’s Bodies reject Bioware.
It will not function for them. Even cloned
organs and replacement limbs will wither and
die. They can only use Bio-Alchemical
Implants (Yuuzhan Vong Tech). Cybernetic
implants can be utilized though double costs
for installation (double penalties too if
Yuuzhan Vong).
• All Yuuzhan Vong specific equipment,
vehicles, vessels and weapons will function
flawlessly for a Null Force Wielder. They

306
Tools of a Jedi Hunter Cortosis is expensive to mine because it is so
rare to find in large veins and it has to be
Anyone crazy enough to actually hunt Jedi absolutely refined. Pure, unrefined, cortosis ore
typically attempts to equip themselves with the is energized, killing anyone who touches it with
right tools for the job. The most important their bare skin, even Hutts, who have energy-
elements that go into their gear would be Force resistant enzymes in their sweat. Miners have to
Resilient Materials and ones that are excellent at have filtering equipment, or else the cortosis
absorbing energy. Other items range form particles will accumulate in their systems,
anything to Lightsabers, Sith Swords / causing hair loss, sickness, and eventually death.
Alchemical Swords and everything and anything The substance is energy-resistant, meaning
in-between. A common companion to the Jedi energy tools (such as plasma torches) are
Hunter is a Cortosis Woven Vibro-Blade, which virtually useless. The brute force of hydraulic
is very capable of parrying Lightsaber strokes jacks can be used to mine it, though it quickly
and incredibly lethal against anyone. The other wears the head of the jack to uselessness and its
equipment that Jedi Hunters employ involve dust will clog the pistons. Pockets of highly-
armor that the Force / Energy resilient materials combustible lethane gas often form near cortosis
can be applied to and items that aid in mobility deposits, so extraction is doubly dangerous.
like Jet/Rocket Packs, grappling devices, The most valuable type of cortosis is the purified
climbing aids, power armor, etc. variation. An example is the Cortosis-Shield
Cortosis used by Roan Fel's Imperial Knights on their
gauntlets. It is effective, and can short out a
"Your melee weapon is made using a cortosis lightsaber for a short period of time.
weave. It's strong enough to stand up against
anything, even a lightsaber." During the New Sith Wars, the Outer Rim
Oreworks Company mined cortosis on Apatros.
―Trask Ulgo This was where future Dark Lord of the Sith
Pure Cortosis ore is a rare, brittle, fibrous Darth Bane was born and drilled cortosis for
material, the conductive properties of which will several years before fleeing to the Sith Army.
cause lightsabers to temporarily short out upon The Jin'ha mined cortosis on Obredaan. During
contact. This effect makes cortosis a useful the Invasion of Naboo, Trade Federation assassin
material for anti-lightsaber melee weapons, droids used cortosis weapons. During the Clone
though with repeated strikes, a lightsaber can still Wars, the Jedi Council discovered that the
cut through it. Cortosis, due to its energy Confederacy of Independent Systems was
resistant properties, is also resistant to blaster mining cortosis on Bal'demnic, and dispatched a
fire. task force led by Halagad Ventor and Sha Koon
"I never knew the proper name for the stuff. I to sabotage the operation.
gather that if your lightsaber has dimetris Large deposits of cortosis were also known to be
circuits anywhere in the activation loop, hitting on Duro and Katanos VII. Quinlan Vos wore a
the rock starts a feedback crash running through cortosis gauntlet on his left arm during the Clone
the system that takes only a fraction of a second Wars. The Pau'an Sith Lord, Darth Desolous,
to shut the whole thing down." used a cortosis shield to block lightsaber attacks.
―Mara Jade Skywalker commenting on the Cad Bane used a cortosis slugthrower against
cortosis ore's lightsaber-disabling property Bolla Ropal to disable his lightsaber and capture
him.
Cortosis ore was used extensively in
shadowtrooper armor, as well as the C-B3 Galak Fyyar had an entire powered suit of
cortosis battle droids during the Clone Wars, and shielded battle armor created out of cortosis
the Force-using group known as the Jensaarai. alloy. Riot stormtroopers are armed with
The cortosis used for this armor was smuggled electrostaves made with cortosis. Luke
out from Bespin's Cloud City. The walls of the Skywalker and Mara Jade encountered a vein of
Imperial Palace were also lined with cortosis ore. cortosis on Nirauan while infiltrating the Hand of
It is also used to strengthen snubfighter and Thrawn during the Caamas Document Crisis.
capital ship hulls, and is woven into body armor. The Umbaran Nyss Nenn used twin vibroblades

307
coated with cortosis in combat. However, they Cortosis will not “Activate” until it is
proved ineffective against the Force-sensitive Damaged in it’s raw form.
clone Soldier, who kept contact between their • Cortosis occurs in naturally formed,
weapons minimal by striking fast, which subterranean cave networks. There is no
therefore only caused his Lightsaber to spark. known reason for it’s formation.
Only Lightsabers that use a special kind of • Disabling Lightsabers & Magical/Sith
Lightsaber crystal mined on Mestare are immune Weapons: Is generally a myth, unless you
to the effects of Cortosis. are cutting into a pure vein of Cortosis with
• Mestare Crystals are one way to ignore one of those weapons. This was repeatedly
Cortosis’ properties (even with dimetris evidenced in the the period of Revan and the
circuits) as the feedback is channeled Knights of the Old Republic. Contact with
effectively through the crystal in a crackling Cortosis weapons merely deflects Lightsaber
raw form. & Alchemical strikes, never disabling them.
• Not using dimetris circuits (universally Cortosis Activation:
common) and instead using ion shielded Cortosis Base Properties: 1 in 6 chance (per
components (adds 50% to the cost of the Kernel Woven) to Deactivate or Sunder a
weapon) will ignore the effects of Cortosis. Lightsaber/Alchemical Weapon.
Cortosis Weave 1. A wielder can leverage the properties of
A sword / armor smiting technique commonly Woven Cortosis. They can extend the
used on high-quality vibro-blades and other contact period for 1 Free Action. This will
melee weapons when combat with opponents trigger it’s base properties. The wielder
wielding Lightsabers was considered to be likely. can then spend an additional Free Action for
It also is a descriptor for equipment that has been a +3 to the effect (vs all attacks that round).
crafted utilizing Cortosis ore. Cortosis-weave is 2. If a Lightsaber or Alchemical weapon ever
employed primarily because it makes the weapon delivers damage past the Ablation value of
able to withstand Lightsaber blows. It can also the Cortosis, it triggers the Cortosis’s base
be fashioned into armor or other gear. Weapons properties, +1 to the effect.
and armor needed very little Cortosis to be
effective. The greater quantities of the material Effects:
woven into the items provides additional • A deactivated Lightsaber can be reactivated
resilience. after spending a Full Action or 3 Free
The art of technologically bonding Cortosis to Actions over 3 rounds.
blades was first perfected by Echani weapon • A Sundered Magical/Sith Weapon looses it’s
smiths sometime prior to the Mandalorian Wars. properties for the combat round in which it
Cortosis is supposedly “extremely rare”, occurred and two following rounds. Reduced
however this is not the case at all, it’s just rarely to an Indestructible 1-2D (10-20 Damage)
encountered after the Old Republic Jedi wars. Weapon. They cannot be used to channel the
Much like Kolto falling out of favor over Bacta Force or act as a Foci while Sundered.
as a healing accelerator over the millennia. Tertiary Properties:
Cortosis being woven into weapons and armor
has been out of favor since mass armies of Jedi • Force/Magic Resistance: Cortosis Woven
and Sith have largely disappeared from the items also resist Force/Magic Abilities at a
galaxy. Competent Weapons/Armor Smiths rating equivalent to the Kernel’s (D or Pips)
(6D+) will know how to properly use Cortosis in woven into them. They effectively reduce
general applications, in any era. Force/Magic Attacks on a D for D basis.
Specific abilities like Telekinesis will be
• Cortosis, can be found on most worlds, the reduced by any D code left over past the
trick is that most beings have no knowledge Force Attribute (assuming It is exceeded).
how to locate it and mine it successfully (to a
Jedi it is a Force Anomaly, or a Blank Spot). Example: A Jensaarai Warrior with 3 Kernels of
Cortosis woven into their Armor will reduce
• The safest way to extract it is by using incoming Negative Force Powers by 3D (or 30
Alteration (Sorcery): 1 pip per D / Hour. The

308
Points) & Durability will Soak the Rest. natural materials, high tech armors can be used
as a basis.
(AP) Alchemical Weapon Construction/Repair
Allows for the creation/repair of Alchemical • No movement or weight penalties. The
Weapons & Armor at a basic level. It will allow process effectively creates “magical” armor.
you to infuse archaic weaponry with Cortosis by
• Jensaarai Extraction: They possess a
weaving it into the item. This is a an energy
method where they can locate small pockets
resilient material that will deflect Lightsabers
of Cortosis on almost any world. Then they
and other Static Alchemical Weapons. Cortosis
concentrate on the task and use Alteration to
Weave applies an energy resistance bonus to
pull the requisite quantities directly from the
anything it is woven into.
Cortosis formations. Requirements: Must
Notes: Difficulty to weave Cortosis is base 24 have been raised as a Jensaarai or trained by
General Maintenance / Repair + 1 Per pip of one, Sense 1D, Alter 1D = 3 Pips (Max).
Cortosis Woven after the 1st. Alteration
(Sorcery) can be utilized to aid in the process and Null Force Objects
adds directly to the test if it is possessed. Null Force Objects are not naturally occurring
devices. They are purpose crafted items that
The market cost of Cortosis is 450 Credits per
completely resist the Force. Furthermore, they
Kernel infused, in any era (150 per pip). Though
are effectively indestructible like a Sith Sword.
it can be found in small quantities almost
The manner of their creation has been lost in the
everywhere (up to 1 Kernel can be found on
millennia along with whomever crafted them to
most worlds without too much effort).
begin with. These items are incredibly rare and
Energy Resilience: utterly priceless. The trick is understanding what
• Energy resilience of 2 Per Pip/Kernel Woven. you have, otherwise these items (typically
With double total durability. weapons) tend to appear archaic in nature.

• Stacks with any Energy Resilience the Armor • A Null Force item completely ignores Force
Already Possesses. Simply add the base powers.
Armor’s Ablation and Durability. • A Null Force item can and will parry
Example: 2 Kernels of Cortosis are Woven into anything like blaster bolts, a lightsaber or
Armor 12 x 5 = 60 Ablation; 12 + 2 x 5 = 70 Sith Sword all day long. It is effectively
Durability x 2 = 140 Total Energy Soak. indestructible.

• If that Armor already had 1D of energy • A Null Force Item cannot be stripped from an
Protection, that would equal +15 to the opponents hands (via telekinesis).
Ablation Value and +25 to the Durability • If Null Force Armor is ever found, the
Value. protective regions are flawless and
It reads like the following: indestructible. The joints are not. One’s
armor may be impervious to damage but the
E2: A: 60 \ D: 140 + 40 soft meat under it will still suffer when being
E2: Energy 2 Kernels Infused (Pips = .X = E.2) thrown into walls and bulkheads and being
struck by heavy blunt and bladed objects.
1. Weapons: Can have 1 kernel of Cortosis
woven into them. An Archaic Weapon example of a Null Force
Object is a Grammaton Cleric’s Pistol. These
2. Armor: Can have up to 2 kernels of weapons are custom crafted by an obscure order
Cortosis woven into them. of Quixotic Jedi. This material does not interfere
The Jensaarai: The Jensaarai have a Sith with their Sensory Force Abilities, and while
Method of infusing Cortosis into Non-Metal they cannot directly channel their Force Attribute
Armors (typically hardened leathers). The through the weapon. They gain a Lethality
process was mastered by Larad Noon shortly bonus equal to that of a Jedi Battle Master while
after Exar Kun’s Death. It gives the natural hides using the weapons.
a metallic (often matte, but can be reflective) • Where these weapons differ from other Null
appearance and tensile strength (while still Force objects is that they can be crafted by a
remaining flexible). The process is not limited to

309
Quixotic Jedi. Thus the knowledge of how to • Please note: A Jedi wielding a Alchemical
create these items is an anomaly. Must Weapon or Sith Sword suffers none of the
possess Gun Kata as their Combat Principle. issues that plague them with a Lightsaber
other than Detonite Tips below.
• Yuuzhan Vong Weapons tend to be limited
Null Force Objects. See each for details and • Detonite Tips: Ammunition that is
specifics. intersected with a Lightsaber that is tipped
with detonite will explode. This will shower
Slugthrowers the Lightsaber wielder with micro fragments
of the slugs. Delivering 3 points of damage
per slug intersected.
(HVHB) High Velocity Heavy Bore: (40-50
Damage Semi-Automatic Slugs; +1-2D). These
slugs will convert to molten alloy vs any Jedi of
less than 4D Force Attribute, delivering 2 points
per slug. A standard Firearm can be modified
The traditional means for effectively combating with General Maintenance/Repair: Difficulty: 9
Jedi is by utilizing high velocity Slugthrowers for +10 (1D) Damage; 12 for +20 (2D) Damage.
(Firearms). The most effective of which are • Heavy Bore Firearms have ½ the ammunition
those of the automatic variety. Jedi can naturally that their standard models possess.
parry almost any volume of fire from any number
of combatants, however, slugs tend to turn into Slugthrower Pistol / HVHB Mod:
molten alloy when a Lightsaber intersects them
and the droplets tend to rain all over the
unsuspecting Jedi. Jedi have been able to defeat
this issue by vaporizing the slugs by amplifying
their Lightsabers, and this too is defeat-able, by
using Cortosis slugs. The largest issue with
Firearms is that these weapons are difficult to
come by in a galaxy dominated by energy
weapons. Damage: 30 / 40
Range: 2-8/24/48
• Traditional Slug Thrower Ammo will convert Ammo: 20/10; Extra Mags: 8 / 10 Credits
to molten alloy against Jedi that have less Era: All
than 2D of Force Attribute. This molten Rarity: 2
alloy will deliver 1 point of damage per slug Cost: 450 / +113 Credits; 1 Kg
directed at them (no ability to avoid).
Heavy Slugthrower Pistol / HVHB Mod:
• Slugs can be manufactured using Cortosis-
Weave. The cost is prohibitive. 1 Unit of
Cortosis will produce 3 Slugs so treated.
Each Slug has an energy resilience of 100.
Add that to the base Damage of the weapon,
then subtract the damage of the Jedi’s
Lightsaber + their Force Attribute and
Control Test.
Example: The Jedi is using Enhanced Melee
Combat: Your Pistol Delivers 50 (5D) Damage + Damage: 40 / 50
100 = 150 - Lightsaber (Standard) 75 = 75 - Range: 2-9/25/50
Force Attribute (Say 3D) 30 = 45 - Control (Say Ammo: 15/8; Extra Mags: 6 / 8 Credits
5D: 30 Max) 20 = 25 Points Slip through and Era: All
directly Strike the Jedi. The Jedi would have to Rarity: 3
be dodging or using a Force Point in order to Cost: 550 / +138 Credits; 1 Kg
avoid this damage.

310
Slugthrower Rifle / HVHB Mod: rounds are much larger: 3 Units will produce
6 (60 Damage) rounds. Naturally, the
Cortosis adds +5 to the Control Skill required
per tier (unit) used.
Magna Caster Rifle:
Damage: 60 (6D)
Range: 6-90/180/540
Damage: 40 / 50
Ammo: 6; Extra Mags: 12 Credits
Range: 3-30/100/300
Era: PE+
Ammo: 20/10; Extra Mags: 9 / 12 Credits
Rarity: 5
Era: All
Cost: 1,728 Credits; 4 Kg
Rarity: 3
Cost: 719 / +138 Credits; 3 Kg Alchemical Weapon:
• Included Scope adds +5 to hit for 1 FA aim Damage: 75 (5D Static) +
Strength
Magna Casters (Rail Guns) Range: 1-2/4/6 (if thrown)
Era: All
Rarity: 10
Cost: 4,500 Credits; 2 Kg
Alchemical Weapons, most
commonly associated with Sith
Swords have an interesting
history. They were actually
designed to be wielded by Jedi
prior to the advent of the
Lightsaber. The weapon is
effectively indestructible and can
parry blaster bolts and directly
combat Lightsabers without
suffering any damage among
other things. Think of it like a
If firearms are effective then, so too are Rail Vorpal Sword from Fantasy. It
Guns. They are easily more effective as they can do all the things a Lightsaber
deliver their projectiles at incredible speeds can do typically. However, one
toward their target and the effective power of few limits of such a weapon would be it not
required to stop these projectiles is not easily being able to channel plasma like a Lightsaber
achieved. As with Slug-Throwers, the Magna does. This would limit what you can and cannot
Casters are difficult to come by. Typically found actually cut through. A Lightsaber could cut
in developing cultures and not so much after they through a starship bulkhead with ease compared
are exposed to mainstream galactic technology to an Alchemical Sword.
bases. They are functionally similar to regular
firearms save for the following differences: Not all of the weapons are “evil” contrary to
popular belief. They can be wielded by most
• Ignore 10 points of Armor or Shield Ablation
Sub Class Jedi. Traditional Jedi can even use
• A Jedi with less than 6D of Force Attribute them, as long as they are not tainted by the Dark
will take 4 points of damage per slug they Side. There are few weapons that break the mold
intersect. of the melee variety, however, there have been
• Detonite Tips: Ammunition that is known to be Alchemical Bows from time to time.
intersected with a Lightsaber that is tipped Electro Weapon
with detonite will explode. This will shower Damage: Strength + 5 Physical + 15 Shock;
the Lightsaber wielder with micro fragments Can be set to Hard Stun
of the slugs. Delivering +2 points of damage Range: Varies
per slug intersected. Ammo: 100 Parries / Strikes ; 15 Hard Stuns
• Cortosis use here is more expensive as the Era: Any

311
balanced and incredibly lethal for Slugthrowers.
The pistols fire five round bursts of hyper
grained .17 Caliber, cordite slug, rifle cartridges.
Cordite is readily available on most worlds as an
ultra dense and heavy metal that has never been
able to be manipulated or combined with other
metals. However, the Grammaton Clerics have
an innate ability to sense these veins of Cordite
and extract the necessary matter to smelt into
slugs. Grammaton Clerics (any Quixotic Jedi)
Rarity: 4 can detect and gather the Cordite powder that has
Cost: 1,404 Credits powered the weapons over the millennia. Other
(2D Body); 2 Kg ammunition can be utilized, however it suffers
the same degradation against armor that standard
The Electro staff is a capable weapon that can slug throwers do. If Cordite is used, it will
easily parry lightsabers with the electrified bypass 10 points of Physical Armor Ablation.
portion of it’s emitter. The electrified elements
can be applied to any manner of weapons and Availability of Cordite: Uncommon
sizes (like snap batons) thus the statistics (On any given planet)
presented here account for that. Some weapons Time to gather: 1 Day
are dual tipped allowing for a crowd control sort Amount gathered: 4 Magazines worth
of weapon, like those employed by IG units of Time to prepare: 1 Day
the Trad Federation in the Clone Wars. Cost in materials: 5 Credits
• A snap baton effectively becomes an electro Of further note: The weapons are incredibly
“sword” of sorts. And is incredibly effective low recoil, and kick just a bit more than a
in parrying lightsabers. Countering this Repeating Blaster SMG. However, in Zero G
requires destroying the emitter or severing Environs the Cleric can literally utilize the recoil
the opponent’s hand. of the weaponry to propel him or herself at
greater speeds in a controlled fashion of
• Weaknesses: Electro devices are weak when
movement.
it comes to physical weapons like swords,
maces, vibroblades, etc (Snap batons do not Gun Creation: Must be a Quixotic Jedi and
suffer this issue) and they take instant possess the Alchemical Weapon Construction/
damage with each contact. Other electro Repair (AP).
devices tend to have larger “staff portions”
Difficulty: 30; Force Attribute + Sense +
that are much easier to target to destroy
General Maintenance and Repair.
them.
Grammaton Cleric Pistols (Paired) Time to Infuse: Takes 1 Day; Materials
Also called Grammaton Adjudicators Required: Slugthrower(s) designed to the
Damage: Burst Fire Only: 48* specifications of these weapons + 4,250 Credits
Fire Control Bonus: +1D** per gun (½ if you fabricate them yourself).
Range: 3-10/30/120
Ammo: 10 Bursts; Ammo Magazines: 35 Credits
Era: KO+
Rarity: 10
Null Force Weapon, Indestructible
Cost: 8,500 Credits a set (4,250 per gun)
Weight: 1 Kg / ea
*Light 5 Round Burst Incorporated
**Only in the hands of a Quixotic Jedi
The chosen weapons of the Tetra-Grammaton
Clerics (typically just called Grammaton
Clerics). The weapons are created by a Quixotic
Jedi with the Gun Kata Proficiency. Perfectly

312
Common Cortosis Weapons:

Rarity: 3
Woven Mace: E2: Ablation: 60 \ Durability: 140 + 40 (2DB)
Damage: 20 (2D) + Strength Cost: 2,160 Credits; 2 Kg
Range: 1/2/4
Era: KO+
Rarity: 3
E1: Ablation: 30 \ Durability: 80 + 55 (3DB)
Cost: 774 Credits; 3.5kg

Woven Force Pike


Damage: 30 (3D) + Strength
Range: 1-3/6/9
Woven Combat Knife: Era: RE+
Damage: 10 (1D) + Strength Rarity: 4
Range: 1-2/6/12 E2: Ablation: 60 \ Durability: 140 + 55 (3DB)
Era: KO+ Cost: 2,160 Credits; 2 Kg
Rarity: 2
E1: A: 30 \ D: 80 + 40 (2D) Body
Cost: 594 Credits; 1 Kg

Woven Sword: Woven LaserHone Duelist Vibro Sword:


Damage: 20 (2D) + Strength Damage: 40 (4D) + Strength
Range: 1/3/5 (if thrown) Range: 1/2/3
Era: KO+ Era: PE+
Rarity: 2 Rarity: 4
E2: Ablation: 60 \ Durability: 140 + 55 (3DB) Cortosis Kernels: 2
Cost: 1,224 Credits; 3 kg E2: Ablation: 60 \ Durability: 140 + 70 (4DB)
Woven Vibro Blade (short sword): Cost: 2,100 Credits; 2.5 Kg
Damage: 30 (3D) + Strength Included Equipment:
Range: 1/2/3 • Maintenance tools
Era: KO+ • Smooth Draw Scabbard (+3 to Quick Draw)

313
Cost: 1,519 Credits; 13.5 Kg
Woven Ceramic Plate
Era: KO+
Rarity: 4; 2D P & 1D E
E2: Ablation: 75 \ Durability: 165
P2: 30 \ Durability: 40
Movement Penalty: 2
Cost: 2,700 Credits; 10 Kg
A common modification to Cermaic Plate is to
add light power assist (500 Credits per
Movement point
refunded, maximum 2).
Cortosis Plate:
Era: KO+
Rarity: 6; 3D P
E3: Ablation: 90 \
Durability: 200
P3: 45 \ Durability: 110
Movement Penalty: 4
Cost: 4,050 Credits; 28
Woven Mail Suit with Coif Kg
Era: KO+ Cortosis Plate is
Rarity: 3; 1D P formidable and heavy. It
E2: Ablation: 60 \ Durability: 140 is un-powered and as
P1: Ablation: 15 \ Durability: 25 such you suffer a
Movement Penalty: 1 substantial movement
penalty. The
interlocking plates and
mail afford the suit
double durability.
Woven Corellian Hunt
Suit (Powered)
Protection: Physical:
10, Energy: 20
Durability: Physical: 50,
Energy: 25, Cortosis:300
Era: PE+
Rarity: 5; P2 / E1
E2: Ablation: 75 \ Durability: 165
P2: 30 \ Durability: 40
Movement Penalty: 0
Cost: 3,360 Credits; 12.5 Kg
The Corellian Hunt Suit takes the burden off of
the wearer and does not require the bearer to be
proficient in Power Suit Operations.
• However, if the user is proficient in the
Power Suit Ops AP they receive a +3 to
Lifting, Climbing/Jumping, Running &
Endurance Tests.
• Has Mag Locking Boots
• Has Flash & Flare Comp Standard

314
Cost: 1,750 Credits; 3 Kg
• Possesses all the standard features of the base
suit.
Yuuzhan Vong Weaponry &
Equipment
Yuuzhan Vong Weaponry & Equipment will
respond in the same fashion it does toward any
Yuuzhan Vong Warrior, to any Mundane or Null
Force Wielder. These living weapons instantly
recognize a fellow being and as such respond in
kind, operating flawlessly for them (regardless of
whether or not they are Yuuzhan Vong or not).
Note: Yuuzhan Vong Suits are not “smart”, thus
they do not discriminate and will function for
anyone. The Weaponry, Coral skippers,
Warships, etc. will only respond to the Mundane.
Amphistaff:
Bio-Alchemical Living Weapon
Damage: Static + Strength +
Venom
Range: 1-3/10/20
(Venom)
Ammo: Unlimited
• Integral Comlink Era: JA+
• Low-light to max standard vision Rarity: 7
Cost: 5,400 Credits
• Sealed, though not engaged by default (suit The Staff’s Natural Defense: 27
only has 2 hours of air and water). Thus it is
vacuum safe for sudden decompression. The Amphistaff is an organic weapon used
by the Yuuzhan Vong. If used by someone
familiar with its various functions, the
Amphistaff can be used as a quarterstaff, a
two-headed spear (adds +3 to all parry rolls),
a whip (adds +3 to attempts to disarm or
entangle an opponent; successful hits with the
whip inject venom), or a whip-spear (which
shares the qualities of both the whip and the
spear, though the granted bonuses are only +2
pips). In addition, the Amphistaff can spit
venom, or inject it with a successful whip hit that
results in a damage result. Either way, a victim
affected by Amphistaff venom must succeed at a
Very Difficult Strength check. If injected, the
poison reduces their Dexterity score by 1D. If
the poison is sprayed into the eyes, blindness
results. The effects last until the it is treated.
1. Quarterstaff
Difficulty: Alchemical Weapons
Woven Versatex Survival Suit w/Armor Plates Range: Melee
Era: PE+ Damage: 72 + Strength
Rarity: 2; P1 / E.2
E1.2: Ablation: 40 \ Durability: 100 2. Two-Headed Spear
P1: 15 \ Durability: 25 Difficulty: Alchemical Weapons

315
Range: Melee Razor Bug:
Damage: 90 + Strength Bio-Alchemical Living Weapon
3. Whip Damage: 72 + Strength (7D+1)
Difficulty: Alchemical Weapons Range: 1-9/27/54
Range: Melee Ammo: Homing, Dormant if not destroyed
Damage: 66 + Strength Era: JA+
Rarity: 5
4. Venom Spitter
Cost: 3,000 Credits
Difficulty: Gunplay
Range: 1-3/10/20 Razor bugs are projectile biots used by the
Damage: Poison 75 Yuuzhan Vong. Shaped from the spark-bee, the
Note: An Amphistaff can be killed/destroyed if razor bug is a relative of the thud bug, but serves
another Alchemical Weapon or Lightsaber is a different purpose. Essentially living knives,
driven directly down the “throat” of the staff. razor bugs have carapaces that are capable of
Only Quixotic Jedi can destroy them with Guns. shredding flesh and piercing certain types of
armor. When thrown, the razor bug deploys its
wings which help guide it towards the target,
giving it the homing capabilities similar to the
thud bug. They also have a vapid tenaciousness
to continue attacking a target until either it or the
razor bug was subdued. A skilled wielder can
also throw the razor bug and cause it to
immediately return to their hand. Like other
Difficulty is the defense of the staff + 30. Yuuzhan Vong weapons, razor bugs can be
integrated into a Yuuzhan Vong's chest and body.
Thud Bug: Note: Razor Bugs can be destroyed by
Bio-Alchemical Living Weapon Alchemical Weapons, Shield Gauntlets and
Damage: 72 (Subdue)
Range: 1-6/20/40
Ammo: Homing, Dormant if not destroyed
Era: JA+
Rarity: 4
Cost: 2,700 Credits
The thud bug is not thrown, it is released, and
guides itself towards its target with 3D Attribute /
8D Skill. A thud bug that misses its target will Lightsabers. Only Quixotic Jedi can destroy
continue to attack each round until it either hits, them with Guns.
or is destroyed. If it hits, it inflicts the listed
damage. The target must also make a Moderate Ooglith Masquer:
Strength roll to keep their footing, otherwise they Cloakers and Masquers are the two branches of
are knocked prone. Once the bug hits, it returns the family of biotechnological bodysuits worn by
to its dormant state until activated again. the Yuuzhan Vong. Like all Yuuzhan Vong
equipment and devices, these were living
Note: Thud Bugs can be destroyed by organisms: in effect, they functioned as a second
Alchemical Weapons, Shield Gauntlets and skin for the wearer.
Bio-Alchemical Disguise
Body Strength: 2D: 40: 8/8/8/8/8
Range: Personal
Era: JA+
Rarity: 10
Cost: 5,400 Credits

Lightsabers. Only Quixotic Jedi can destroy The Ooglith Masquer, similar to the Ooglith
them with Guns (any hit). Cloaker, covers its user’s body with a convincing
disguise. Each Masquer is engineered to mimic a

316
specific species. When used, an Ooglith The Ooglith Plasma Rifle is a rare sight in battles
Masquer grants a Yuuzhan Vong a -2 DR bonus with the Yuuzhan Vong. It seems to be issued to
to their Con: Disguise rolls. pilots almost exclusively and was a rare sight on
the battlefield in early conflicts with defenders of
The suit also provides full environmental control
the galaxy. When the New Republic formally
as long as it is still intact. Protecting them from
joined the fight, the weapon became a common
the Vacuum of Space and all air-born chemical
sight on the battlefield. It was issued to shock
pathogens with a +9 bonus to resistance.
troopers going toe to toe with the blaster laden
Oxygen provided in environments with an
Line Troopers the New Republic fields. Actual
absence of it: 12 Hours.
ammunition quantities are purely an estimate.
• The masquer is painful to wear, and inflicts As any weapons that have been obtained after
10 damage every time it is worn. It can also battles have ceased to function in short order.
be removed by pressing a hidden organ. Battlefield footage shows that the weapons have
Ooglith Cloaker: a limited engagement endurance.
Bio-Alchemical Stealth Suit Ooglith Vac Suit:
Body Strength: 3D: 55: 11/11/11/11/11
Range: Personal
Era: JA+
Rarity: 8
Cost: 5,400 Credits
The Ooglith Cloaker, similar to the Ooglith
Masquer, covers its user’s body with an adaptive
mimetic disguise. Each Cloaker is engineered to
blend in with any set of surroundings. When
used, an Ooglith Cloaker grants the wearer a -2
DR bonus to their Hide and Sneak tests.
The suit also provides full environmental control
as long as it is still intact. Protecting them from
the Vacuum of Space and all air-born chemical Bio-Alchemical Hostile Environment Suit
pathogens with a +12 bonus to resistance. Body Strength: 4D: 70: 14/14/14/14/14
Oxygen provided in environments with an Range: Personal
absence of it: 18 Hours. Ammo: 50 Hour Independent Air Supply
• Inflicts 10 damage every time it is worn. It Era: JA+
can be removed by pressing a hidden organ. Rarity: 5
Cost: 3,600 Credits
Ooglith Plasma Rifle :
Notes: Inflicts 5 damage every time it is worn.
It can be removed by pressing a hidden organ.
• Provides High G protection (+2D to
Willpower to resist passing out) &
environmental control (+2D to Survival).
• Bio-Alchemical uplink to any local War
Coordinator.
• Functions as if it has mag boots on any living
ship.
Bio-Alchemical Living Weapon • Required to Pilot any Sort of Coral Skipper
Damage: 80 (8D) w/Claw Bayonet STR+30 (3D) • Not compatible with any other form of worn
Range: 3-15/60/240 armor.
Ammo: 15; Regenerative?
Era: JA+
Rarity: 6
Cost: 4,500 Credits; 3.5 Kg

317
Mandalorian Weapons & Armor
The armor and weapons are rare outside of
Mandalorian sects. The sects we refer to are
groups like “The Watch” that have turned the
Mandalorian Code into a sort of religious
pursuit. The Watch have odd rituals like not
allowing their members to remove their helmets
in the presence of others.
Other sects are more like the “Black Watch”
from the Clone Wars Cartoons. A Group of
blood borne Mandalorian individuals that left
behind the pacifistic government of Mandalore to lightsaber is…Mandalorian iron!"
pursue a martial society that would one day
reclaim their world by force of arms. ―Exar Kun, regarding Freedon Nadd's tomb
Typically, proper Mandalorian lineage is Mandalorian iron is ultra-rare throughout the
organized by Clans of warriors that can trace galaxy. While is is typically found on Mandalore
their lineage to the “ruling class” of Mandalore. and Concordia, some speculate that Beskar can
There are a number of clans, here are a few of be found in the other worlds of the Mandalore
the larger ones: Wren, Vizsla, Saxon, Kryze and system, as well. Mined from beneath the surface
the Nite Owls. of Mandalore and Concordia, Mandalorian iron
is one of the toughest metals known to science.
Notes: True Mandalorian Armor suits are Cherished for its incredible strength and
generally power armor. Effectively, they durability, Beskar is notable for being able to
enhance the physical prowess of the wearer in withstand blows from even a Lightsaber and is
meaningful ways. Enhancing Strength, commonly thought to be nearly indestructible,
Dexterity, Speed, allowing flight, integral armor making Beskar more prized than any other
weaponry and enhanced close quarters fighting. material in the galaxy.
• Even if Mandalorians do not possess Beskar, Rarity: 20
their suits have +50% to Durability. • For all intents and purposes, Beskar is
Mandalorian Arms and Armor extinct. The resource that Mandalore and
Mandalorian weapons systems and armor suits Concordia once possessed has been
are custom built by master craftsmen that can completely played out and all the mines are
trace their lineage back to the old cultural warrior barren. For thousands of years, the material
society. Maybe one, or two individuals in the has been used in construction of nearly
known galaxy have this level of skill. Due to the everything imaginable. It’s more common to
scarcity of trained armor and weapon smiths for see a Mandalorian in standard power armor
Mandalorian gear, most suits are handed down than it is to see one in Beskar.
from generation to generation. These suits can • Tyber Zhan, a criminal mastermind that had a
be hundreds, if not thousands of years old. hand in the near destruction of the Black Sun
• Any Weapon crafted of Mandalorian Iron is Syndicate (the Zahn Consortium) came into
considered to be an Alchemical Weapon for possession of a number of Mandalorian
purposes of Damage and Force Channeling. warships clad in Beskar which he used to
launch his empire into prominence.
• Mandalorian Iron Weapons cannot be
Sundered by Cortosis. • People in the galaxy commonly refer to
Beskar as “unobtainium” due to it’s scarcity.
• Mandalorian Iron Weapons can be destroyed,
unlike other Alchemical Weaponry. • People will kill for Beskar. If you possess
anything crafted with it, individuals from
Mandalorian Iron (Beskar) every walk of life will consider killing you to
"By the Force! I thought a lightsaber could cut get it.
through anything. The walls are barely Beskade: traditional Mandalorian sabers were
scratched. The only thing that can resist a forged of Mandalorian iron, with the metal
folded and struck repeated during the process to • Buildings: Many buildings in the
create the sturdy blades. Mandalorian capital city of Sundari utilized
Kal knives beskar in their construction.
Crushgaunts: Micronized • Prison Cells: Mandalorian iron was used in
beskar was used in the creation the creation of the city's prison cells. Also
of powerful gauntlets, capable of used for Beskar Cages for deadly animals.
breaking bone with ease. • Starships: Beskar was often used in the
Bes’Bey: bladed flutes were construction of Mandalorian starships,
crafted from Mandalorian iron, including the likes of the Bes'uliik-class
as well. starfighter, which featured an outer armored
shell of micronized Mandalorian iron. These
Body Armor: Ancient, un- should generally be considered unobtainable.
powered, suits of beskar still exist in rare Starships that incorporate beskar armor are
collections and the occasional museum. 80 times more expensive than standard ones.
• Power Armor: By far, Mandalorian
Powered Armor is the most “common” of the Mandalorian Iron Durability
items encountered that incorporate beskar Beskar takes the base number of conventional
into them. Suits range from partial ones to armor and multiplies it by 5 for Ablation and 10
full body units that enhance almost every for Durability.
aspect of an individual’s combat prowess. Conventional armor provides 1 point per Pip x 5
• Partial Power Armor: suits are what most of Ablation per D, durability is the Pips + 2 x 5.
people encounter when they
Thus a 1D Physical & Energy set of armor looks
are seen. These may have
like the following:
started as fully sealed battle-
suits but over thousands of Physical Ablation: 15
years of combat they have Energy Ablation: 15
been brutalized and reduced Durability: P 25 / E 25
to smaller functional
(partial) units. Character Scale:
• Full Power Armor: Beskar Plate 1D
Unobtainable, Physical Ablation: 75
unless you Energy Ablation: 75
are playing in Damage Soak: 250
a setting at Beskar Plate 2D
least 4,000 Physical Ablation: 150
years prior to Energy Ablation: 150
the Rise of Damage Soak: 400
the Empire.
Against a Lightsaber or Alchemical Weapon:
• Lightsaber Hilts: Beskar has Any (even marginal) presence of Beskar in
been employed in the creation armor will effortlessly parry both Lightsabers
of lightsaber hilts. and Alchemical Weapons (but not necessarily
• Hand Held Shields: used for survive the encounter).
defense and offense alike,
allowing the wielder to strike Cost & Application: Beskar is valued at 200
their opponent or cut them Credits a Pip. In any era after the conflict with
with edges that have been the Jedi (about 4,000+ years ago) multiply this
honed to a razor sharpness. by 20 (It’s rarity).
• Ancient Mandalorian manacles: are made • Weapons Can be infused with 1D of Beskar
of beskar, and the tough Mandalorian iron • Armor can be infused with 2D of Beskar
allows them to compete with the advent of
newer binder technology, such as force Anything beyond this makes the Weapons and
shackles and laser cuffs. Armor too heavy to functionally utilize.

319
Gimme which, likewise, was removed from his grasp in
short order. The dance of Jardo drawing every
Jardo Knax had cornered his prey, he held his weapon he possessed and the prey disarming him
adversary at gunpoint in an alley with no obvious continued until blasters, grenades, contact
avenue of escape. stunners, knives, stun batons, shock boxing
gloves and a myriad of other weaponry all lay
“Give me a reason, a single word if you will, that littered about Jardo’s feet on the ground.
will stay my hand and cause me to lay down my
blaster.” Jardo said smugly to his prey “I can do that too” Jardo stated at last

“The jedi have their religion, their magic, the The prey, seeming more like the hunter at this
Force. You, have your blaster and you believe in point, responded “You can do what?”
that. It hasn’t let you down yet. I, have nothing
and that nothing has delivered me from so many Jardo’s hand flashed up, catching the prey under
sure death scenarios that I simply cannot convey the chin and lifting him off his feet and
to you, in a single word how powerful that depositing him against an alley wall “That.”
feeling is.” The prey responded
Wiping blood off his face and taking a moment
Jardo flipped his heavy blaster from it’s stun to spit out a stream of blood “Oh, I see”. The
setting to lethal, the weapon made an obvious prey levered himself off the wall and slammed a
positive click and thrummed slightly for a second foot into Jardo, between armored joints eliciting
as the chamber switched from stun to a lethal a grunt and darkness to swell into his vision.
energy frequency. “So, then your word is
nothing or power? Which one?” “Shit...” Jardo uttered before collapsing

The prey was moving imperceptibly slowly, One individual left that alley, dressed in the
hands raised and moving less than a millimeter armor and gear of Jardo Knax. It just wasn’t
per second toward the blaster “No, I would not Jardo Knax, who was still lying unconscious on
call it power, nor is it nothing. Upon deeper the ground in the alley.
reflection, I suppose I do have a single word
identifier for you.”

Jardo was a seasoned mercenary and bounty


hunter. He had been in this profession for over
twenty years and had never come across a single
bounty or adversary that was unarmed. This
mark was unarmed by choice and that alone
peaked his curiosity.

“You’ve got three seconds to give me that word


before I execute this contract.” Jardo responded
coolly

The prey, still moving imperceptibly slowly,


smiled “Self Confidence”.

Jardo’s features scrunched up under his helmet’s


visor “That’s two words.”

The prey said “I tried”, grabbing Jardo’s gun and


disarming him cleanly before the weapon could
even fire. The Prey looked him in the visor and
tossed him a wink.

Jardo reacted immediately, drawing a vibroknife

321
Martial Arts Training Explained discard it or retain it for your own use.
• Possessing this Maneuver will afford you a -
FA = Free Action, 1DR (for a FA) to Theft as above.
KD = Knock Down
KO = Knock Out Elbow Smash Difficulty: 3 + ND/AD, STR+10
ND = Natural Defense Quite simply you slam your elbow into your
AD = Active Defense opponent for enhanced damage.
Martial Arts moves, can be used at any time. Flip Difficulty: FA: ND/AD. Success grapples
However with multiple combat styles, you use 1 the target, spins them in mid air and slams them
free action to actively switch between the forms. into a surface: +15 to damage.
Seamlessly switching between multiple
Flying Kick Difficulty: FA: ND/AD, STR+20
combat styles: Once you have mastered two
Launch yourself into the air and slam into
Combat Styles you can purchase merged
someone with your foot. Range is limited to ½
mastery. Once purchased, you can combine the
standard movement.
best elements of the two Combat Styles into one
• This can only be performed once per combat
fluid form, gaining the benefits of both.
round.
Combining 2 Styles: 5 Character Points; The
cost increases by 5 for every style merged after Foot Sweep Difficulty: ND/AD
the first 2 (10 for the 3rd, 15 for the 4th, etc). • Applies a Stun result to the target.
Merging Incomplete Combat Styles: Cannot • Break Ankle: will apply +2D to damage if
be done, use a Free Action or Action to switch. you add an additional 6 to the difficulty. You
must cause a wound to be successful.
Advanced Rules for Hand to Hand Combat: Break Ankle Success: Applies a Movement
Performing the same maneuver multiple times in penalty of 2 in addition to any condition modifier
a row will become predictable, any identical they suffer if successful. This status remains
attacks made after the first will incur a until healed and the status adds 1 day to healing
prediction bonus that is awarded to your time per wound level on success.
opponent for defense and even to counter attack.
Head Butt Difficulty: ND/AD; STR +5 / +10 FA
Unpredictable Bonus: Allows you to viciously slam your forehead into
Say you Possess Brawling, Martial Arts & Jedi an opponent. The more focused assault requires
Martial Arts And you are facing an enemy with you to expend 1 Free Action.
no Martial Arts. You begin with a “Punch” from
Brawling, followed up with “Kick” from Martial Hold/Grapple Difficulty: ND/AD
Arts & a “Roundhouse” from Jedi Martial Arts If you defeat their defense you apply a Hold/
you would apply a bonus to each attack Grapple giving you control over them. You gain
equivalent to the prediction bonus (1+) as an a +1D to your Strength for the purposes of
unpredictable attack to each maneuver. You retaining the Hold (they can attempt to break free
expend 1 Free Action per form change after the each round on an opposed Strength roll).
first (or none if they are merged). Instant Knockdown Difficulty: ND/AD
• Base Strength damage is Random (Rolled). • Applies Prone to the Target and penalizes any
action they take by 3.
• Martial Arts maneuvers award 5 points (per
• Instant Stand negates the penalty.
D) of flat damage bonus.
• Without Instant Stand an opponent can get
Additional Maneuvers only cost time to learn. back up by expending 3 Free Actions or 1
The Maneuvers Full Action, the Penalty from disorientation
remains the round after regaining their feet.
Blind Fighting Difficulty: FA
Allows you to fight in utter darkness or while Instant Stand Difficulty: FA
blinded without penalty. You regain your footing for 1 Free Action.
Disarm Difficulty: ND/AD, range 1-3 meters. Instant Stun Difficulty: 3 + ND/AD
Allows you to disarm a held weapon in hand to • Applies Hard Stun for 6 rounds, requires that
hand combat. you deliver a minimum of Stun Damage (+5
• This maneuver can also be utilized to pull to your Stun Damage Test).
holstered weaponry off an opponent and • The attack will limit damage delivered to

322
Stun Only. opponent.
Instant Wound Difficulty: 6 + ND/AD Silent Strike Difficulty: 6 + ND (Surprise),
Success applies 1 wound level + any damage Delivers Strength + 15 damage & Hard Stun for
delivered. Thus, if the target requires 20 points 20 rounds.
of damage to be wounded the base damage Prerequisite: Surprise Attack & must be actively
delivered is 20 + Strength & Lethality. sneaking (or have natural surprise and act first).
• If Instant Stun is possessed, target remains
Kick Difficulty: 1 + ND/AD, STR +10
Hard Stunned for an additional 6 rounds (26).
You are adept at kicking an opponent for
• If Nerve Punch 2 is possessed target remains
maximum damage.
Hard Stunned for 38 rounds.
Multiple Strikes Difficulty: 1-3 FA + 1 Action vs • If both are possessed target requires medical
Natural Defense / + Active Defense suite to be revived and is in a coma.
• Target is always awarded a prediction bonus • The attacker can forgo the additional stun
of 1 per additional attack after the First results and apply additional 5 points of
Action to defense only, escalating +2 1st, +3 damage per maneuver known (+10 Max).
2nd, +4 3rd strikes.
Spinning Kick Difficulty: ND/AD, STR+15
• Single target only, Once per Combat
Using momentum and pivoting on one leg you
Nerve Punch Difficulty: ND/AD, Limb useless build force and power behind an enhanced kick
on success for 3D6+1 Per D in Unarmed Combat attack.
rounds. A Leg will cut movement in ½, both legs
Shoulder Throw Difficulty: ND/AD, STR+ 5
will reduce movement by ¾ (they can crawl).
You grab your opponent and by using balance
Nerve Punch 2 Difficulty: 6 + ND/AD and leverage, your toss them into the ground, a
Prerequisite: Instant Stun wall, etc (1-3m). They must expend 3 FA or 1
• Applies Hard Stun for 18 rounds Action to Stand (Instant Stand = 1 FA); Having
• You must deliver a Stun Result (+10 to your Instant Knockdown will apply a +3 penalty to the
Stun Result). opponent even after standing back up.
• All damage past that stun result is negated.
Weapon Block use Unarmed Combat to Parry a
Unarmed Power Block Difficulty: Successful Melee Weapon at no penalty. Without this
Parry + Opponent’s ND/AD maneuver, when parrying a Melee weapon
• This Defensive maneuver allows you to (unarmed), you suffer a +1DR to block the
hammer your opponent with the force of your attack(s).
parry, causing damage to them. STR
Feint Difficulty: FA vs ND + opponent’s PER
Damage delivered, minimum of 1 point if
• Success = -1 DR on a single attack
armor ablates the maneuver.
You effectively launch into an attack that you
Punch Difficulty: ND/AD abort before it’s committing a full action.
• STR + 5
Flawless Counter Difficulty: FA = +3 to your
A very basic attack consisting of additional force
ND/AD that round then if a Successful Defense
behind your blows.
occurs = -2 DR on your next attack which is a
Reversal Difficulty: ND/AD free action counter attack (you spend another
• Can be triggered as an FA once it occurs FA) once per game session.
Prerequisite: Hold/Grapple Prerequisite: Must be declared by the player
• Negates Hold/Grapple bonus D to Strength to ahead of time. Whether you succeed or you fail,
break any grapple, applies +2D to your the maneuver is only good for that encounter that
Strength to maintain the hold afterward. game session.
Allows your to reverse a hold/grapple attack.
Roundhouse Difficulty: ND/AD / FA
You spend a Free Action, rolling against the base
• once per game session
difficulty. If you succeed, you break the grapple.
• Result: STR + 25 (5D)
Then you roll Unarmed combat as normal and
• Automatic Stun applied for expending an FA
apply a +2D modifier on the result to your
(not Hard Stun), player choice.
success and Lethality. Reduce the difficulty by 3
Allows you to swing with incredible force and
if you intend to cause no damage to your
blinding speed, causing enhanced damage and

323
adding a Stun result for an additional FA, to your • +40 to resist Damage
adversary. • Allows a single full movement (base move)
• The defensive damage resistance applies
Snap Kick Difficulty: FA, ND/AD; STR + 5
whether or not your “full dodge” succeeds.
A lightning fast kick that only counts as a Free
Prerequisite: Must be your only combat action.
Action, if successful does some added damage.
• Only perform-able once per combat. Hand and Saber Difficulty: FA & Melee Action
Prerequisite: Must be holding a Melee Weapon
Triple Kick Difficulty: Natural Defense / +
• Allows free Unarmed Combat attack in
Active Defense
addition to Melee action(s).
• STR +5 (1D), 1 Action, 3 Strikes
• This does not guarantee success, however the
• Predictability: 3 1st extra kick, 6 2nd extra kick
unarmed strike is immune to the effects of
to opposed defense only.
Melee Combat and must be deflected by
• Perform-able once per combat.
Unarmed Combat or the base difficulty is
• If employed vs multiple opponents,
only the Natural Defense.
predictability does not occur, however, 1FA
• Perform-able once per opponent
per additional opponent is required.
No Fall Difficulty: FA
Hilt Blow Difficulty: FA, ND/AD
• No trip, on feet and resume actions
Prerequisite: Melee Weapon in hand
Any assault that causes you to be tripped or fall,
• Success applies Automatic Stun for the
fails to deliver the desired result.
current and following round (not hard stun).
• Can be used once per combat, per opponent
• No lasting damage is applied, no Strength
• If the same attack form is used again vs you
roll is required. Cannot be resisted
from the same opponent in the same combat,
You slam the hilt, basket guard or pommel of a
No Fall negates the effect (it’s become
weapon into someone’s face or other vital area.
predictable); no longer requires a FA after
• Only perform-able once per opponent.
becoming predictable.
Pivot Kick Difficulty: ND/AD; STR + 10 & trip
Soft Fall Difficulty: FA
Levering off an object you swing yourself with
• Soften impact of any fall by 40 points
enhanced force at your opponent. Spend a Free
You’ve been trained specifically in methods of
Action and then roll to hit. Tosses your opponent
reducing impact damage from falls. This can
to the ground and must regain footing for 3 FA or
also be applied to impacts caused by explosive
1 Action or 1FA if they have Instant Stand.
shock waves and if you are thrown.
• Perform-able once per combat.
• If you are thrown ½ the reduction applies.
Rolling Throw Difficulty: FA, ND or AD +3
Weapon Juggle Difficulty: FA
• Success: 40 Damage, 1D+2 m
• +6 on next attack or defensive roll
Grabbing your opponent you throw them which
Prerequisite: Ranged or Melee Weapon in Hand
causes them to tumble across a surface.
By using deft movements and flipping a weapon
• Success indicates they take the stated damage
from hand to hand you confuse your opponent.
and tumble the 3-8 Meters. Armor is
The Jedi were not flipping their lightsabers for
effective + Strength to reduce damage.
pure style, it was to confuse the anticipation of
• Usable once per opponent only.
their strikes and add to their defense.
Throat Jab Difficulty: ND/AD • Perform-able once per opponent
Prerequisite: Must have the Initiative
Reversal Elbow Difficulty: FA
• Success: Opponent looses 1 action &
receives Stunned Status for current and • Lightsaber free attack +5 damage or Melee
Weapon STR + 5 + Weapon Damage
following round
Prerequisite: Must be holding a melee Weapon
You throat punch an adversary, Your opponent
Confers a free Melee attack while engaged in
must take a full action to gasp for air (forcing
hand to Hand combat. You gain a free Melee
multiple action penalty(s)). In the following
Attack (for the Free Action) resolved normally.
round they are “Stunned” and suffer a 3 point
• Perform-able once per combat.
penalty to all actions.
• Perform-able once per opponent Shoulder Charge Difficulty: Full Move, ND/AD
You slam into an adversary with your shoulder,
Defensive Roll Difficulty: FA

324
using your body weight and tensing up as if you Note: GM’s will happily kill you if you do this
were bashing down a door. all the time.
• Opposed Strength check, adding 1D to your
Axe Kick Difficulty: FA, Requires stun or better
test. If you beat their roll, they fall and take
• Attack performed at -1 DR & +10 Damage
damage. They must stand as normal 3 FA or
• Success applies Hard Stun 6 Rounds, if
1 Action (1 FA Instant Stand). Success adds
Instant Stun maneuver is possessed.
5 to the damage. Body Armor does apply to
You swing your leg upwards and bring it down in
damage resistance.
a blindingly fast and brutal chopping motion.
• Perform-able once per Opponent
• Usable once per opponent
• No Fall eliminates the fall, not the impact
damage from the charge itself. Soft Fall will Martial Art Leap Difficulty: FA
cut the damage of the Shoulder Impact in ½. • +1 to18 m to Jumping Distance, player
choice (for the FA).
Falling Roll Difficulty: FA
Performing this maneuver you manage to pull off
Prerequisite: No Fall
wire stunts only seen in Chinese Epics. Expend
• +6 to Dodge, no KD
the Free Action, and apply the distance bonus to
Negates the effects of a Knockdown, trip, throw,
your base jumping distance plus any success you
etc. However, with the added benefit that you
have with Climbing/Jumping and Acrobatics.
gain a +6 to your Dodge for the current and
following round. Power Melee Block Difficulty: Successful Parry
• Perform-able once per opponent, per combat. + Opponent’s ND/AD
Prerequisite: Must be holding a Melee Weapon
Multiple Kicks Difficulty: 1 Action, 1 FA per 2
or some sort of shield, tables and chairs or car
Kicks
doors work as well.
• STR +10 (2D)
• This Defensive maneuver allows you to
• Predictability: Each additional kick is more
hammer your opponent with the force of your
predictable than the first to parry or evade: 1
parry, causing damage to them. STR
1st Kick, 2 2nd Kick, 4 3rd Kick, 6 4th Kick.
Damage + ¼ Melee Weapon Damage,
• Cannot be used against multiple opponents.
minimum of 1 point if armor ablates the
• Highly effective against beasts and inanimate
maneuver.
objects that cannot / will not defend.
• Difficulty: after successful Parry, Add STR
Opportune Shot Difficulty: FA, Successful Damage + ¼ Melee Weapon Damage as a
Unarmed Parry, then 1 Ranged Weapon Action separate damaging attack.
Prerequisite: Must be holding a ranged weapon • Perform-able once per opponent
While in in hand to hand, expend a Free Action,
Power Stand Difficulty: See Below
if you succeed in your defense you can make a
• Kick or punch STR+5 from KD status
ranged attack at the person you are fighting at a
Prerequisite: Must be Knocked Down, Tripped
vastly reduced difficulty. The ranged attack
or Thrown or recovering from No Fall or Instant
counts as an action and must be declared. If you
Stand or similar ability.
fail to successfully parry, you still make the
You lever off your hands or feet to slam
ranged attack without a bonus.
momentum backed force into your opponent.
• Success = Ranged Attack -2 DR
• The maneuver counts as an Action on your
• Perform-able once per opponent
next initiative.
Charge Difficulty: Full move required • Perform-able once per opponent
• -9 to all your defensive tests for the round,
Retrieval Difficulty: FA
STR +20 on the damage & KD rolls and -2
• You pick up stuff with feet / legs
DR to your attack roll
• Affords you +3 to Base Move
• Opposed STR +5 (attacker) to resist KD
Anything you lost from a Disarm or want to
Throwing caution to the wind you barrel into
pickup that’s within a couple meters of you can
your opponent. While you suffer a defensive
be instantly snagged with no expenditure other
penalty, you gain the Strength +20 to damage
than using a Free Action that affords you some
bonus to Melee Weapons used while doing this
basic movement.
(including Lightsabers) and your opponent will
suffer a Knock Down effect (opposed STR). Alter Aim Difficulty: FA

325
• Opposed STR + 3 roll on behalf of the • Perform-able only once per opponent
practitioner of Alter Aim • While they can still perform defensive
• Success: Shot instantly misses actions, these are done so at a -6 to their
Prerequisite: Must be within Base Move of the effect test.
Gunman, it’s the only action other than defensive
Joint Kick Difficulty: Called Shot +1 DR, 1
ones that can be performed in the round. You
Action; Ignores Armor, STR Damage
Engage an opponent that’s about to fire a ranged
• Perform-able once per combat
weapon. This allows you to interrupt a shot that
would have otherwise hit. Crescent Kick Difficulty: Called Shot vs ND/AD
• Usable only once per opponent • Success: STR + 15 + 2 Round Stun
• For an additional FA you can direct the shot Swinging you leg upwards with force catching
at another adversary. your opponent under the chin with jarring results
(Called Shot: Head).
Back Strike Difficulty: Prerequisite
• Stun effect lasts for the current round and for
• Attack as normal -2 DR to hit, +20 Damage.
two subsequent rounds (-3 to all actions)
Prerequisite: you must be behind your
opponent, successful stealth and/or surprise is Handspring Kick Difficulty: 3FA or 1 Action
necessary. STR+10, avoid obstacle
• Perform-able once per opponent, per session. This is a combination of Attack and Defense,
using the terrain or environment (trees, tables,
Ground Strike Difficulty: ND/AD; STR +30
vehicles, etc.) You push off an obstacle,
Prerequisite: opponent must be knocked down,
hammering an opponent with a kick. It confers
prone, sleeping, etc.
complete avoidance of 1 attacker that would
With the intention of killing your opponent, you otherwise hit you in the combat round.
hammer them while prone and vulnerable in vital • Perform-able once per session
areas with an unarmed or Melee Strike (Applies
the additional damage to Lightsabers as well). Palm Strike Difficulty: FA; STR Damage
• Perform-able once per opponent per session Talk to the hand!
• perform-able once per opponent
Surprise Attack Difficulty: 3FA or 1 Action consumes a free action and delivers Unarmed
• Automatically win Initiative damage to your adversary. Ignores Armor
• Perform-able once per combat the player can Requires a Successful Unarmed Combat Test
opt to “Seize the Initiative”.
• If the opposition is already in the process of a Rear Kick Difficulty: 1 Action; STR+10 kick
quickdraw, the player does not automatically If you are flanked, or someone is unsuccessfully
win. This adds +3 to the quickdraw result. sneaking up on you, this is a good way to let
them know you mean business. Kicking out with
Triple Parry Difficulty: FA force directly behind you or slightly off to the
• +3 to Full Parry side, they will think twice about trying that
Allows you to Full Parry in Unarmed or Melee again.
combat by expending a Free Action. In effect it
allows you to have a Full Parry in a round in Wrist Chop Difficulty: FA
which you performed other actions. • Opponent Automatically drops an object in
• Perform-able only once per combat hand
encounter. • Opposed STR + 3 (bonus to attacker) roll to
numb the enemy’s hand (just need to beat
Back Flip Difficulty: FA their roll for the effect to take place)
• +6 to Parry, Acrobatics, Climb/Jump & This is basically a super easy Disarm. Your
Dodge Opponent will drop whatever they’re holding
• Perform-able once per combat, you can instantly. No damage delivered.
expend a Free Action to gain a substantial • Numbness in that wrist can makes that hand
defensive bonus. useless for 1 Round.
Hasty Blow Difficulty: 1 Full Action penalty on • Perform-able once per opponent
your initiative (after the Hasty Blow). Vicious Strike Difficulty: FA
Blazing fast strike that supersedes initiative, • Adds +10 to STR Damage output
must be in melee range (next to the adversary). • Can be used once per Game Session

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Vicious Strike II Difficulty: 2FA Jedi Battle Master Martial Arts
Prerequisite: Vicious Strike Requires a holochron or force ghost. It is a dead
• Adds +20 to STR Damage output art form, hasn’t been taught in a 1,000 years.
• Can be used once per Game Session Novice Cost: 8 (2 sessions); Unarmed 3D
Novice Benefit: add 30 to the difficulty to have
Martial Art Forms (Styles) your limbs chopped off (or damaged) in Melee
Brawling combat. Weapon Block, Blind Fighting,
Requires you to have basic instruction or learn Defensive Roll, Foot Sweep, Hand and Saber,
the hard way, on your own. Soft Fall, Disarm, Instant Stand, Punch, Kick,
Novice Cost: 2 (1 session); Unarmed Skill No Fall
Novice Benefit: Roundhouse Expert Cost: 8 (2 sessions); Unarmed 4D
Expert Cost: 2 (1 session); Unarmed Skill Expert Benefit: add 15 to melee defense as
Expert Benefit: Kick above, Roundhouse, Spinning Kick, Power
Mastery Cost: 2 (1 session); Unarmed Skill Block, Nerve Punch, Weapon Juggle
Mastery Benefit: Hold/Grapple, Reversal Mastery Cost: 8 (2 sessions); Unarmed 5D
Additional Acquirable Maneuvers: Weapon Mastery Benefit: 15 to Melee def as above,
Block, Shoulder Throw, Charge, Elbow Smash, Flip, Elbow Smash, Flying Kick, Instant Stun
Feint, Head Butt (1 session each) Additional Acquirable Maneuvers: None
Martial Arts (Generic) Jensaarai Rek’Dul Martial Arts
Requires a teacher, can be honed with practice Still taught actively to all Jensaarai Jedi
outside class. The teacher can be a book, or Novice Cost: 6 (1 session); Unarmed Skill
datapad or an instructional video. Novice Benefit: Rek’dul Form - Jensaarai
Novice Cost: 4 (1 session); Unarmed Skill martial artists gain a +3 bonus to any Parry rolls
Novice Benefit: Punch, Kick, Hold/Grapple, made, so long as they have a melee weapon in-
Palm Strike hand. Add 20 to Melee defense vs losing limbs
Expert Cost: 4 (1 session); Unarmed 1D or taking damage. Defensive Roll, Hilt Blow,
Expert Benefit: Weapon Block, Spinning Kick Kick, Instant Stand, Spin Kick, Elbow Smash
Mastery Cost: 4 (1 session); Unarmed 2D Expert Cost: 6 (1 session); Unarmed 1D
Mastery Benefit: Instant Stand, Instant Expert Benefit: add 5 to melee defense as
Knockdown above, Reversal Elbow, No Fall, Foot Sweep
Additional Acquirable Maneuvers: Multiple Mastery Cost: 6 (1 session); Unarmed 2D
Strikes, Rolling Throw, Falling Roll, Blind Mastery Benefit: Add 5 to Melee defense as
Fighting, Flip (1 session each) above, Power Block, Instant Wound, Shoulder
Charge
Jedi Martial Arts Additional Acquirable Maneuvers: None
Requires a teacher or a book/datapad, holochron Note: Reduce the cost of any Jedi Martial Arts
or force ghost. It is an extinct art form after form by 3 points if learned after Rek’Dul.
Episode III, technically. Records of this form do
exist in various databanks and libraries. Imperial Guardsman Martial Arts
Novice Cost: 7 (1 session); Unarmed 3D Must be Republic or Imperial Guardsman
Novice Benefit: add 25 to the difficulty to have Novice Cost: 5 (1 session); Unarmed Skill
your limbs chopped off (or damaged) in Melee Novice Benefit: Unarmed combat skill D
combat. Weapon Block, Blind Fighting, applies +1 per D to endurance rolls. Punch,
Disarm, Instant Stand, Punch & Kick Power Block, Weapon Block, Hilt Blow, Pivot
Expert Cost: 7 (1 session); Unarmed 4D Kick, Throat Jab
Expert Benefit: add 5 to melee defense as Expert Cost: 5 (1 session); Unarmed 1D
above, Roundhouse, Spinning Kick, Power Expert Benefit: Rolling Throw, Multiple
Block Strikes, Instant Wound, Instant Stand
Mastery Cost: 7 (1 session); Unarmed 5D Mastery Cost: 5 (1 session); Unarmed 2D
Mastery Benefit: Add 5 to Melee defense as Mastery Benefit: Whirlwind Kick, Silent
above, Flip, Elbow Smash, Flying Kick, Instant Strike, Foot Sweep
Stun Additional Acquirable Maneuvers: None
Additional Acquirable Maneuvers: None

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Jala’ishi Martial Arts: Must be Jala’ishi, a Flip, Spinning Kick
Storm Commando or trained by Crix Madine Expert Cost: 6 (1 session)
Novice Cost: 8 (1 session); Unarmed 3D Expert Benefit: Flying Kick, Instant Stand,
Novice Benefit: Stealth Training - Practitioners Multiple Strikes
of Jala’ishi are said to be the best infiltrators in Mastery Cost: 6 (1 session)
the galaxy. A Jala’ishi martial artist adds 1 point Mastery Benefit: Shoulder Throw, Blind
per D of Unarmed Combat to Sneak and Hide Fighting, Foot Sweep
tests. Punch, Kick, Blind Fighting, Silent Strike, Additional Acquirable Maneuvers: None
Disarm, Instant Stun, Foot Sweep, Reversal
Expert Cost: 8 (1 session); Unarmed 4D Tapani House Guard Martial Arts
Expert Benefit: Instant Wound, Nerve Punch Must have served in the Tapani House guard or
+1 to Hide and Sneak be nobility. Novice is Free to Tapani Heroes
Mastery Cost: 8 (1 session); Unarmed 5D Novice Cost: 5 (1 session)
Mastery Benefit: Nerve Punch 2, Multiple Novice Benefit: Reflexive Fighting: Practitioners
Additional Acquirable Maneuvers: None may add 1 per D in Unarmed Combat to: Melee,
Climbing/Jumping or Acrobatics. Hold/Grapple,
Hapan Martial Arts Disarm, Punch, Kick, Instant Stun, Instant KD
Novice Free if Hapan Expert Cost: 5 (1 session)
Novice Cost: 5 (1 session); Unarmed 1D Expert Benefit: Head Butt, Nerve Punch, Elbow
Novice Benefit: Brutal Strikes - Hapan Martial Smash
Artists inflict an additional +5 damage when Mastery Cost: 5 (1 session)
using their martial arts (above and beyond base Mastery Benefit: Shoulder Throw, Spinning
damage listed for maneuvers). Roundhouse, Kick, Weapon Block
Feint, Kick, Weapon Block, Foot Sweep, Power Additional Acquirable Maneuvers: None
Block, Snap Kick, Elbow Smash
Expert Cost: 5 (1 session); Unarmed 2D Imperial (Republic) Martial Arts
Expert Benefit: Flawless Counter, Triple Kick, Novice Cost: 5 (1 session); Unarmed Skill
Multiple Strikes, +1 to STR Novice Benefit: Roundhouse, Disarm, Feint,
Mastery Cost: 5 (1 session); Unarmed 3D Elbow Smash
Mastery Benefit: Flying Kick , +1 to DEX Expert Cost: 5 (1 session); Unarmed 1D
Additional Acquirable Maneuvers: None Expert Benefit: Kick, Weapon Block, Vicious
Strike, Head Butt
K’Tara Martial Arts (Rebel Alliance) Mastery Cost: 5 (1 session); Unarmed 2D
Novice Cost: 4 (1 session) Mastery Benefit: Hold/Grapple, Reversal,
Novice Benefit: Never Surrender - K’tara Vicious Strike II, Falling Roll
practitioners have a durasteel resolve and are not Additional Acquirable Maneuvers: Shoulder
easily shaken. K’tara martial artists apply 1 per Throw, Charge (1 session each)
D in Unarmed Combat to Willpower tests. Kick,
Roundhouse, Disarm, Elbow Smash, Hold/ Imperial (Assassin) : Only trained to
Grapple, Reversal Imperial Assassins & Storm Commandos.
Expert Cost: 4 (1 session) Novice Cost: 7 (2 session); Unarmed 2D
Expert Benefit: Falling Roll, Instant Stun, Novice Benefit: +1 to all unarmed rolls &
Multiple Kicks damage. Punch, Kick, Hold/Grapple, Reversal,
Mastery Cost: 4 (1 session) Disarm, Snap Kick, Palm Strike, Nerve Punch &
Mastery Benefit: Shoulder Charge, Opportune Nerve Punch II.
Shot, Foot Sweep Expert Cost: 7 (1 session); Unarmed 3D
Additional Acquirable Maneuvers: None Expert Benefit: +1 to all unarmed rolls &
damage. Weapon Block, Vicious Strike
K’Thri Martial Arts (Galactic Renown) Mastery Cost: 7 (1 session); Unarmed 4D
Novice Cost: 6 (1 session) Mastery Benefit: +1 pip to all damage rolls,
Novice Benefit: Side Step - K’thri practitioners Instant Stand, Instant KD, Vicious Strike II.
are fast and reflexive, avoiding melee attacks Additional Acquirable Maneuvers: None
rather than blocking them. Apply 1 point per
level they possess in Unarmed Combat to any Teräs Käsi Martial Arts
Dodge Test. Kick, Punch, Disarm, Reversal, Originally taught by Followers of Palawa,
created prior to 3678 BBY, this combat form has

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a small, yet devout following. practitioner if never encountered before, normal
Novice Cost: 10 (1 Session); Unarmed Skill afterward.
Novice Benefits: Unconquerable Mind: • Nogri can possess Mastery Level even if they
Unarmed Combat D resists negative Force do not have the requisite 6D of skill. They
Effects & Drugs at 2 points per D. need only pay the 5 Points per Level.
• Predictive Combat: +2 Natural Defense • All Nogri Acquire Novice Level for Free.
• Move +1 • Double the Cost for Outsiders
• Instant Stand, Blind Fighting, Punch, Kick, Novice Cost: 10 (1 Session); Unarmed 2D
Charge, Shoulder Charge, Disarm, Reversal, Novice Benefit: Vicious Strike - Always active,
Vicious Strike. Instant Wound, Multiple Strikes, Punch, Kick,
• Add 20 to the difficulty to have your limbs Hold/Grapple, Palm Strike
chopped off (or damaged) in Melee combat. Expert Cost: 10 (1 Session); Unarmed 4D
Expert Cost: 10 (1 session); Unarmed 2 Expert Benefit: Vicious Strike II - Always
Expert Benefit: Active, Weapon Block, Spinning Kick, Stolki
• add 5 to Melee def vs losing limbs / damage. Spray Stick Proficiency (+3 bonus to use)
• Predictive Combat +1 Mastery Cost: 10 (1 Session); Unarmed 6D
• Unconquerable Mind +1: Unarmed level Mastery Benefit: Melee Combat Skill slot free
Now applies to all Negative Force Powers (refund Mastery Cost if already possessed),
and adds to Perception as well, to resist them. Vicious Strike I & II always apply to knives and
• No Fall, Instant Stun, Instant Wound, Nerve short swords. Instant Stand, Instant Knockdown
Punch, Vicious Strike II Additional Acquirable Maneuvers: Multiple
• Move +1 Strikes, Rolling Throw, Falling Roll, Blind
Mastery Cost: 10 (1 session); Unarmed 4 Fighting, Flip (1 session each)
Mastery Benefit: Merged Forms Limitation: The form cannot
• add 5 to Melee def vs losing limbs / damage be blended with any other combat form.
• Predictive Combat +2
• Unconquerable Mind +2 / Unarmed Level Yuuzhan Vong Martial Arts
(for a total of 5 points per level). The warrior’s staple in the YV society. The
• Palm Strike, Wrist Chop, Ground Strike, Mastery Level Attack form is free to all Yuuzhan
Triple Parry, Nerve Punch 2 Vong Warriors, Novice is available free to all
• +1 Move other castes.
Additional Acquirable Maneuvers: None • Double the cost for Outsiders
Merged Forms Limitation: The form cannot • Anyone Mundane pays ½ Cost
be blended with any other combat form. Novice Cost: 6 (1 session); Unarmed 1D
Novice Benefit: Punch, Roundhouse, Hilt Blow,
Mandalorian Martial Arts Disarm & Alchemical Weapon AP slot for free
Novice is Free to Mandalorians • Add 10 to Melee defense vs losing limbs or
Novice Cost: 4 (1 session); Unarmed Skill taking damage.
Novice Benefit: Missile Weapons Skill Slot, • Reduces Damage from All Attacks by 1
Punch, Kick, Hold/Grapple, Disarm, Reversal, • Reduces Damage from YV items by 2
Power Suit Operations AP granted free Expert Cost: 6 (1 session); Unarmed 2D
Expert Cost: 4 (1 session); Unarmed 2 Expert Benefit: Kick, Foot Sweep, Instant Stun
Expert Benefit: General Maintenance & Repair • Add 10 to Melee defense vs losing limbs or
skill slot, Weapon Block, Spinning Kick taking damage.
Mastery Cost: 4 (1 session); Unarmed 4 • Reduces Damage from all Attacks by 1
Mastery Benefit: Jet/Rocket Pack Operation • Reduces Damage from YV items by 2
skill slot, Instant Stand, Instant Knockdown Mastery Cost: 6 (1 session); Unarmed 3D
Additional Acquirable Maneuvers: Multiple Mastery Benefit: Hold/Grapple, Reversal,
Strikes, Rolling Throw, Falling Roll, Blind Instant Wound, Weapon Block
Fighting, Flip, Soft Fall, No Fall, Opportune • Add 10 to Melee defense vs losing limbs or
Shot, Alter Aim, Retrieval, Instant Stun (2 of taking damage.
choice per session of training) • Reduces damage from all attacks by 1
Noghri Martial Arts • Reduces Damage from YV items by 2
-1 DR to attack, defend & damage for the Additional Acquirable Maneuvers: None

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Lightsaber / Melee Training This form is the most basic form of Melee /
Lightsaber combat. Its first moves are not so
Lightsaber Training has been grouped with much intended for combat but more to learn
Alchemical Weapon Training. The precedent for body control. Later teachings provide the
this is in the lore of the Jedi, Jedi all started with student with rudimentary fighting moves, while
Alchemical Weapons. In tales of the old Jedi the training and especially mastery in that basic
weapons were interchangeable. Thus we are not form can prove to be very powerful in duels.
separating the skill any longer. Lightsaber
Training grants access to Alchemical Weaponry Shii-Cho (through mastery) is free to all Jedi
and vice versa. Padawans trained at the Jedi Academy on
Coruscant. Mastery is attained well before
Lightsaber / Melee Combat Styles: This is becoming Knights.
where things start to get interesting with the
This is a Double Handed Style
weapons. These are sword fighting styles & Novice Cost: 4 (1 session)
special moves, or bonuses conferred directly to
Novice Benefit:
the player for spending time learning them and
• +1 to Natural Defense
investing character points equal to their cost. • Unshakable Grip: +2 DR for anyone
These can be conferred to players at character attempting to disarm them.
creation at the GM’s discretion, where
• Practitioners cannot botch and injure
appropriate.
themselves with the Lightsaber or
How they work: These are functionally similar Alchemical Weapon while using this style.
to Martial Arts with a greater focus on Melee Expert Cost: 4 (1 session)
Combat (using weapons). Expert Benefit:
• Rigid Stance: -2 DR for them to remain
Locking a Melee Combat Style: Each style
standing vs trip and prone attacks.
comes with the base combat form, at a cost and
• Cannot botch and injure another with the
time dedicated to training. Under it you can
Lightsaber or Alchemical Weapon
acquire certain abilities. There are three tiers of
• +1 to Natural Defense
mastery as per the Martial Arts Combat Styles:
Mastery Cost: 4 (1 session)
Novice, Expert and Mastery.
Mastery Benefit:
Seamlessly switching between multiple • Precise Strike: -1 DR to target a precise
combat styles: This functions identically to location. +1 DR to opponent’s attack during
merging Martial Arts Styles. 5 Points for the 1st the round in which the strike is performed.
two and escalating by 5 per additional style This effectively forces the defender into
merged. suddenly shifting their attention to deflect the
Advanced Rules for Melee Combat: precision of the strike, throwing them off
Functionally Identical the Martial Arts Forms. balance.
Additional Maneuvers only cost time to learn • +1 to Natural Defense
Extinct Art Forms: Have been driven from Note: Natural Defense bonuses only apply so
prominence and stricken from public records. long as the form remains active.
This is only an issue during and after the Rise of
the Galactic Empire (Palpatine). During this
Form 2: Makashi
time these combat forms cannot be learned Requirements: 3D Dexterity; Extinct
unless a medium that describes them is found. If An elegant and stylized form of Melee /
a medium is found, they can be acquired at Lightsaber combat, Makashi does not so much
double cost. concentrate on strength but on finesse and skill.
It needs wits and a quick mind. Makashi includes
Melee Combat Forms many thrusts, ruses, and fast attacks, not so
much cutting. It is very efficient against other
Old Republic Forms Lightsaber combatants.
Form 1: Shii-Cho Novice Cost: 6 (1 session)
Requirements: None; Extinct Novice Benefit: Feint

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• +1 DR to parry ranged not phase them, unstable ground is stable to
• +5 to Natural Defense them. Acrobatics or Jumping performed in
Expert Cost: 6 (1 session) conjunction with this will always find the
Expert Benefit: master on his/her feet. They cannot botch a
• Lightning Mind: -1 DR for tactics tests test to remain standing. Instant Stand is
regarding their current combatant(s), Tactics always conferred automatically and does not
can be used a a free action once per round. cost an action for the Jedi to remain standing/
Mastery Cost: 6 (1 session) regain their footing.
Mastery Benefit: • Superior Parry / Dodge: +9
• Riposte: -2 DR to parry a strike that is • Superior Full Parry / Dodge: +15
immediately followed up by an attack that • Penalty to Attack(s): 9
has a -1 DR to succeed. This is always an • Penalty to Full Attack: 15
action, and if it occurs on a combat round • Provides a Deflection Pool: 60
where your actions are declared then it
automatically applies to your next combat Form 4: Ataru
round as a +1 multiple action modifier. Requirements: Strength 3D, Acrobatics; Extinct
Form 3: Soresu Ataru is an acrobatic form of fighting, there are
Requirements: 3D Dexterity, Endurance 4D; many jumps and quick maneuvers in it, intended
to attack the opponent from as many angles as
Extinct possible. It is fast, exhausting and agile. Ataru
First developed to counter the development of combines acrobatics with offensive maneuvers,
blaster weapons with parries, Soresu is the most confined spaces will truncate the forms
defensive style of the Jedi Order and it is said usefulness.
that a true master of that form cannot be Novice Cost: 7 (1 session)
overcome. The practitioner combines Force Novice Benefit:
senses with agility to block any attacks directed • Skilled Mobility: -1 DR to terrain modifiers
at him. However there are almost no real whilst attacking an opponent when jumping.
offensive strikes in that form. Soresu duels tend • -1 DR to the first attack while performing
to last long and usually end when the attacker multiple attacks on a single foe
begins to make mistakes due to fatigue or • +6 to Climb/Jump
frustration. Then is the time to strike for the • Provides a Deflection Pool: 15
Soresu practitioner. (Single Saber form) • If in confined space all benefits are lost and
Prerequisite: Must be A Traditional Jedi the practitioner suffers a -6 Penalty to escape
(at all tiers of mastery).
Novice Cost: 7 (1 session) Expert Cost: 7 (1 session)
Novice Benefit: Expert Benefit:
• Enhanced Parry / Dodge: +3 • Speed and Grace: +3 to move or Acrobatic
• Enhanced Full Parry / Dodge: +6 (distance) maneuver for 1 FA.
• Penalty to Attack(s): 3 • Provides a Deflection Pool: 25
• Penalty to Full Attack: 6 Mastery Cost: 7 (1 session)
• Provides a Deflection Pool: 20 Mastery Benefit:
Expert Cost: 7 (1 session) • Death from above: The Master Leaps into
Expert Benefit: the air, for purposes of the distance consider
• Enhanced Parry / Dodge: +6 +1-4 Meters (player choice), and throws
• Enhanced Full Parry / Dodge: +9 his/her saber(s) / Melee Weapon(s) / Ranged
• Penalty to Attack(s): 6 Weapons (like Knives) at his assailant(s).
• Penalty to Full Attack: 9 Whilst in this enhanced jump the temporarily
• Provides a Deflection Pool: 40 unarmed Master is considered to have to
Mastery Cost: 7 (1 session) have the benefit of a Full parry (+15 to
Mastery Benefit: defense) vs all types of attack. This is a Full
• Perfect Balance: The Master cannot lose Action.
his/her footing. They always manage to • Provides a Deflection Pool: 35
remain upright, no matter how badly they
seem to sway. Trip attacks fail, snares will

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Form 5: Djem So • Aggressive Posturing: Niman user receives a
Requirements: Strength 3D, Melee 6D; Extinct -1 DR to all bureaucracy & business tests.
• -1 DR Bonus to defense tests for a +1 DR
Djem So is an offensive form of Soresu and is penalty to all attacks.
almost as effective against blaster weapons. Expert Cost: 10 (2 sessions)
However it does not stick to defense but Expert Benefit:
concentrates on redirecting attacks and moving • Threatening Posturing: Niman user receives
into an offensive position making counterattack a -1 DR to all Intimidation & Con Tests
easier. Some warn that this form is very close to Mastery Cost: 10 (2 sessions)
the dark side. Mastery Benefit:
Prerequisite: Must be A Traditional Jedi, • Aggressive Negotiations: Niman user
Requires Dark Side Attunement 1 receives a bonus equaling two points per Full
D of Persuasion or Intimidation (choose one)
Novice Cost: 10 (2 sessions) skill. These bonuses may be distributed to
Novice Benefit: attack & parry tests during combat (with a
• Enhanced Assault(s): +3 maximum of +6 per each test). Note: user
• Enhanced Full Assault: +6 must role-play out each posture, and vocalize
• Enhanced Full Parry: +3 appropriately whether it be persuading the
Expert Cost: 10 (2 sessions) foe(s) to back down or threatening them to
Expert Benefit: flee.
• Enhanced Assault(s): +6
• Enhanced Full Assault: +9 Form 7: Juyo
• Enhanced Parry: +3 Requirements: 3D Strength, Sense 2D; Extinct
• Enhanced Full Parry: +6
• Provides a Deflection Pool: 25 Unlike the rhythmic and partly almost dance-like
Mastery Cost: 10 (2 sessions) maneuvers of other forms, Juyo is the exact
Mastery Benefit: opposite. It breaks the rhythm and therefore
• Enhanced Lethality: The Master does not surprises any defender. The break of rhythm is
cause 1 point of damage per 3 points above accomplished by intuitive action, guided by the
their target numbers, they deal 1 per 2 points force. As a consequence it can be dangerous to
for any remainder of the test. use this form, since it may lead to the dark side.
• Enhanced Assault(s): +9 Very few Jedi are allowed to master this form.
• Enhanced Full Assault: +15 Prerequisites: Must be a Force Practitioner,
• Enhanced Parry: +6 Dark Side Attunement 1
• Enhanced Full Parry: +9
• Provides a Deflection Pool: 50 Novice Cost: 5 (1 session)
Novice Benefit:
Form 6: Niman • Focused Anger: The Juyo artist receives a +3
Requirements: (cannot merge); Perception 3D; bonus to Melee attack & Defense for each
Extinct tier of Darkside Attunement they possess.
Form VI is a conjunction of the Forms 1, 3, 4 This makes Juyo very attractive for Dark
and 5. It is popular with most non-combat Jedi, Side users and tempts others to give in to the
diplomats or teachers who want a broad training Dark Side (Maximum +9).
in Lightsaber combat, without concentrating on • The practitioner receives a bonus to initiative
one aspect of that art. Form VI also includes tests equal to +3 per tier of Darkside
stares, postures and screams that draw upon the Attunement (Maximum +9).
diplomatic skills of a Jedi enabling him to Expert Cost: 10 (2 sessions)
“persuade” opponents that surrender would be Expert Benefit:
the best solution. • Focused Rage: The practitioner bottles their
personal rage and focuses it for a dedicated
Due to the rather defensive nature of Form VI assault. -1 DR to attack. This is usable once
users of that power gain +2 to defense rolls, per game session.
while attack rolls suffer a –2 penalty. Mastery Cost: 10 (2 sessions)
Novice Cost: 10 (2 sessions) Mastery Benefit:
Novice Benefit: • Channeled Loathing: The Juyo artist

333
receives a +3 bonus to all Force powers for Mastery Cost: 6 (1 session)
each tier of Dark Side Attunement Possessed Mastery Benefit:
(maximum +9). • Enhanced Evasion: Allows the user to safely
• Bottled Demon: A Juyo practitioner that disengage from a close combat situation.
never calls upon the Dark Side and never They jump away to safety. +20 to defense
allows themselves to exceed Tier One (and resisting Force Pull/TK) + up to 6m for
Darkside Attunement cannot be seduced in determining distance jumped.
that session = +12 vs all Darkside Powers
and damage resistance tests vs a Darksider. Form 9: Shien
Note: Once Consumed by the Dark Side most of Requirements: Dexterity 3D; Single Hand style
the the benefits of the form are reduced to 1/3 of
their benefit (+3). Shien is a rarely practiced art and features an
unorthodox grip of the Lightsaber. The blade is
held horizontally all the time with the pommel
Form 8: Sokan pointing at the opponent. A strike is performed
Requirements: Dex 3D, Dodge 2, Alteration 2, by “throwing a punch” at the enemy, while the
Extinct blade is whipped forward in a broad arc.
Sokan is a Lightsaber style that concentrates on The form is not extinct because the Jensaarai
mobility and evasion, not unlike Ataru. It uses actively teach this to all their members.
quick maneuvers and tumbles as well as fast Novice Cost: 15 (3 sessions)
Lightsaber strikes to vital areas of an opponent. Novice Benefit:
Sokan’s basic philosophy is “not to be where the • Juxtaposed Form: This form restricts the
enemy strikes”. movements of the practitioner thus any
Prerequisite: Must be a Traditional Jedi parrying (including blaster bolts) is done
with a 3 point penalty. But this unorthodox
Novice Cost: 10 (2 sessions)
method also improves the own ability to
Novice Benefit:
overcome an enemy’s defense. A Shien user
• Altered Force: -1 DR to climbing/jumping,
receives a +12 bonus to attack rolls.
Diving Roll Strike: Jedi dives into a roll
• However, the combat form becomes
while spinning his/her Lightsaber/Melee
predictable and can be foreseen rather easily,
weapon with body momentum. Creates a
this bonus is reduced by 3 for each round of
Force Push effect equivalent to the normal
combat with the same opponent to maximum
damage of the strike. Cannot be parried, only
penalty of -3 (bonus to your adversary after 5
dissipated with Alter + Attribute or Enhanced
rounds). Those familiar with Shien (having
Melee Combat. Those unfamiliar was Sokan
encountered it before) or those trained in it
will suffer the Force Push effect when they
completely negates the bonus.
actively Parry. Effective only once per
• Broad Strokes: The user swings the
opponent. This is a full attack action, though
Lightsaber/Melee Weapon in a reversed
it also confers the status of a Full Parry at the
position, reaching outward to the full extend
same test level of the assault.
of arms length starting from the side, The
• Sokan users gain +3 to dodge tests when
grip is still inverted. The wielder can strike
using Sokan in combat. Dodge can be used
anyone, within this arc, as if it were a single
as a Free Action. However Sokan needs
act. -10 to damage per person struck.
much room to be used. If the Sokan
Perform-able once per combat. Strike and
performer is within confined spaces or cannot
Parry (only two actions allowed)
move due to wounds or similar restraints they
Expert Cost: 5 (1 session)
receive a -6 penalty for any roll with that art.
Expert Benefit:
Expert Cost: 6 (1 session)
• 360 Degree Sweep: The user performs the
Expert Benefit:
actions as above, save for the momentum
• Tactical Leap: The user enhances their Force
does not cease. The user continues it,
Jump to position themselves favorably vs.
reversing their grip on the Lightsaber to
their adversaries. Jump is free action, only
cover the backward arc, whilst spinning the
once per combat. -1 DR to attack & defense
blade to their other hand, and then returns it
tests until the adversaries reach equal footing.
to their primary at the maneuver’s

334
conclusion. This allows the user to strike deflection pool of 60. Full Parry Action.
everyone in a 360 degree arc of them as a • Double Sweep: The Jedi grabs both sabers
single act. –5 to damage per person struck, upside-down and moves both hands from an
Perform-able once per combat. Strike and outward position and back again. Any
Parry (only 2 actions allowed) opponent within that 180 degree angle can be
Mastery Cost: 5 (1 session) hit twice (1 contact = double damage).
Mastery Benefit: Reduce Damage by –10 per person struck,
• Blind Thrust: Allows the user deliver a due to the difficulty of the action.
blinding fast strike, behind them. The Attack
ignores 15 points of Armor Ablation.
Attempts to parry are at +6 to the difficulty.
Modified Combat Forms
Even if the assault fails, the opponent is The user must have attained Mastery in the base,
thrown off balance attempting to get out of original, form in order to learn these.
the way of the strike. All their actions are at Some Jedi swordsmen are so adept in one form
+3 difficulty for the next round. that they begin to modify it into a personalized
style. Obviously a trainer is needed for such
Form 10: Jar’Kai variant forms, which are probably very rare,
often only one Jedi at a given time knows that
Requirements: Dex 3D, Ambidextrous or have style. But remember a Jedi using a modified
purchased the Wield off handed training; Extinct form also gains the advantages of the basic form
Form 10 teaches the art of using two Lightsabers and of course has access to the maneuvers. All
in combat. While many Jedi learn the basics of the penalties and bonuses stack / are eliminated.
that form, only few ever master it. Form 10 has
one primary weapon used solely for attack, while Form 3 Variant: Jen-Kar
the second blade can be used for defense or Requirements: Soresu required, Dex 3D; Extinct
offense. Some species have more than two hands This variant was developed by Jedi Master
or comparable limbs. Ronen Tal-Ravis in the late days of the Republic.
Prerequisite: Must be a Force Practitioner Jen-Kar means “Strong Tree” in the language of
Novice Cost: 6 (1 session) his homeworld Muthan. Jen-Kar modifies the
Novice Benefit: idea of Soresu. It is as defensive ( with only one
• Flashing Defense: Anyone wielding a single actual offensive move ) and intended for use
melee weapon is at a disadvantage assaulting against a large number of enemies – but works
a trained Jar’Kai wielder -3 to their attack fine against a single one. The Jedi hardly moves
result. when using this form, like a tree in a storm, he
• Any Full Parry confers and additional bends and turns but he does not change his
Deflection Pool of: 30 Points. position. That way the attackers have to come to
Expert Cost: 5 (1 session) him and the Jedi spends no strength on
Expert Benefit: movement, but can keep his concentration
• Force Blindness: The user alters the flow of on defense. Additionally, Jen-Kar users are
energy into each blade and slams them especially trained in defending against attacks in
together for one action, this causes an intense the back. No penalties apply for parries against
flash of focused light to roll outward from the such attacks. However since Jen-Kar is a very
user. The opponent must test with Control or stationary style it may not be used before or after
Willpower vs the Effect, difficulty is: 30 + 2 movements of more than one third of the
per D the user possesses in Force Attribute. characters movement rate, with the exception of
Blindness lasts for 3 rounds. the first or last action (which is typically an
Mastery Cost: 8 (2 sessions) Aerial Strike; Single Saber Form)
Mastery Benefit: Blade Shield & Double Prerequisite: Must be a Traditional Jedi
Sweep Novice Cost: 10 (2 sessions)
• Blade Shield: The Jedi circles both blades Novice Benefit:
in front of him, spinning them and by that • Aerial Strike: (opening attack or closing
creating a shield in front of him. This gives attack only); The leap is performed as a free
him/her a +6 bonus to any parry rolls & a action. The user then jumps high up into the

335
air and comes down at a desired location, Jedi Master Mace Windu has successfully
with the blade directed downwards. Before trained (and created) that art, while some others
landing the blade is thrust into an opponent. failed. Vaapad additionally concentrates on
This is usually referred to as the opening hurting enemies at essential points (without
maneuver of Jen-Kar. The Jedi gets himself necessarily killing them but making them
in a good position and surprises the enemy. incapable of continuing combat).
The adversary always looses initiative, Vaapad is not extinct, because Mace Windu is
reduce any counter attack by +15 difficulty still alive (confirmed by George Lucas)
on the opening and closing rounds only. Can
only be performed twice per combat Novice Cost: 10 (2 sessions)
• Strong Tree: +3 Difficulty for Attack(s), due Novice Benefit:
to nearly stationary stance of the jedi. • Channeled Anger: The Vaapad artist receives
Movement is restricted to 1/3 base move a +3 bonus to all defensive actions for each
(rounding down) for emergency movement. Tier of Dark Side Attunement. Stacks with
The practitioner cannot fall, cannot be Juyo.
tripped, or grappled/thrown while in this • Maim Opponent: This attack can only be
stance. Difficulty to attack evaporates once/if performed twice in any combat. If the attack
the Jedi is surrounded. is successful the user causes one wound
Expert Cost: 4 (1 session) instantly to the opponent, but no other
Expert Benefit: damage is delivered. Attack is performed
• 360 Degree Defense: The Jedi spins the with a -3 DR to succeed. Awards 1 Dark
Lightsaber/Melee Weapon’s blade around in Side Point each time used.
one hand and moves the weapon arm from Expert Cost: 6 (1 session)
one side to the other, effectively creating an Expert Benefit:
impassable wall. This gives another -2 DR to • Channeled Rage: The user shapes their
parry rolls against blasters, but no attack personal rage for a dedicated assault. -1 DR
actions may be performed this round. to attack. Stacks with Juyo’s Focused Rage.
Mastery Cost: 4 (1 session) Mastery Cost: 15 (3 sessions)
Mastery Benefit: Mastery Benefit:
• Unbowed: Almost nothing can remove the • Purify Self: The user BURNS (Cleanses) 1
master from their feet. Charge attacks vs the Tier of Darkside Attunement. The user
Jedi instantly fail due to the terror generated suffers a Dazed effect for 1 round (light stun
by charging into the whirling death of the +3) difficulty to all actions after performing
master’s blade. Assailants will deviate well this maneuver. The effect grants the
before the last moment and those fearless practitioner 1 Epic Point that must be
enough will push the boundaries, but remain immediately burned. The practitioner can no
just out of contact range. Any beasts longer access Vaapad after this round and
charging will deviate from such a charge. must default to Juyo. Tier 2 of Dark Side
Charging adversaries will all fall prone, only Attunement cannot be re-acquired for four
instant stand will mitigate this. Fearless days.
opponents will not fall, but can be cut in half
normally. Assume that the master weighs an Form 10 Variant: Kai-kan
additional 1,000 Kg per D of Force Attribute Requirements: Jar’Kai Mastery
they possess for the purposes of removing In Lightsaber combat, a kai-kan reenactment is
their footing. Nothing short of capital scale of a famous, usually ancient, very dangerous,
weaponry will shake them. Lightsaber &/or melee weapon combat, which
only very well trained Jedi are allowed to
Form 7 Variant: Vaapad perform.
Juyo, Sense 4D, Dark Side Attunement 2 The form is not Extinct due to being performed
by a number of Master Performers and Melee
Vaapad takes the “dark side” of a Jedi and Weapons Masters in the Galaxy.
channels his negative emotions through combat
maneuvers. This is extremely dangerous, since it Novice Cost: 10 (2 Sessions)
touches the path of the Dark Side and so far only Novice Benefit:
• Enhanced Lethality: The combat form is so

336
deadly that any points from your test that immediately, after the Full Parry. This
spill over the target number are considered to maneuver allows the user to subtract level
be damage, one for one, added to the total. from their Full Parry (and maintain the Full
• Universal Arm: The Form allows the Parry) to perform a lateral strike against their
practitioner to utilize either hand to hold their adversary immediately after entering Drop
weapon and perform these maneuvers Stance: after the Overhead Parry the user
flawlessly, even if they are not Ambidextrous. drops suddenly placing weight on one knee,
Typically, Masters of this form transition leaning inward toward the adversary and
their blade from one hand to the other, thrusting the other leg backward for stability.
spinning it fluidly (and actually letting go of The follow up strike is a standard one,
it) and catching it in the other hand. It is an however, the Full Parry bonus applies.
unparalleled defensive and offensive combat • Ignore Wound Level: Completely ignores
form if the practitioner's primary arm is the effects of 1 Wound, meaning you shed the
incapacitated. damage (once per session) (1FA).
• Complex Combat Posture: The Practitioners Further activation's of the ability don’t require
are nuanced with abrupt and fluid posture and 1FA and will function as Ignore Pain for 1
blade positional changes. These nuances are Wound Level (only).
difficult to interpret. Increase the Kai-kan
Practitioner's Natural Defense by 6.
Expert Cost: 10 (2 Sessions)
Current Forms
Expert Benefit: Saber Rake
• High Parry: Forces a melee attack directed at Era: Old Republic to Rise of Empire and beyond
the practitioner, upward and away from the
Jedi. This, forced defensive action has two Requirements: Taught in the Tapani Sector
benefits. First, it throws your adversary off Typical practitioners are Saber Rakes, Noble
balance for one combat round following the Houses, Imperial Officers who want a little sport
Maneuver applying a 3 point penalty to their and excitement. The Tapani houses are a noble
next attack. It forces a natural Dexterity test, people with long standing traditions. This style
difficulty 12, failure indicates they stumble of Lightsaber / Melee combat was spawned,
backward loosing footing and are at a -3 to originally, from the Jedi Academy on Pelagia.
defense to all actions until the end of the next An academy which always stood apart from the
round (can be exploited in the same round if one on Coruscant. The Pelagian Academy was
the Jedi declared an attack action). This can always looked upon with distrust and disdain due
be performed once per adversary. to their unorthodox views. They married, had
• Overhead Parry: Holding the saber so the relationships, lived normal lives and allowed
blade is parallel to your spine the wielder their passions to guide them. This form reflects
snaps the blade upward and then performs harmony in sync with almost a classical air. It’s
what would typically be considered a combat maneuvers might seem over formalized, however,
strike, specifically driving an adversary’s it is a very effective dueling combat form.
blade upward and away from the practitioner. Saber Rakes receive Novice Training for Free,
This adds 30 points of deflection to their students of the Pelagian Academy (there are still
defensive posture for the current and satellite campuses) receive the entire form for
following round, as the opponent recovers free (Novice to Mastery).
from the speed and force of the parry action. This is a single or dual bladed style
The maneuver is perform-able once per
combat. Note: The parry doesn’t have to Novice Cost: 10 (2 sessions)
succeed in order to gain this benefit. (This is Novice Benefit: Dancing, Flourish, Wield Single
typically performed when you are getting Handed, Elective: Master off Handed
your ass kicked). Dancing
Mastery Cost: 15 (3 sessions) The best elements of Tapani court dancing are
Mastery Benefit: incorporated into the footwork, body control and
• Drop Stance: When performing an Overhead fluid movement of the duelist. This ability is
Parry in the prior combat round, the inherent and does not count as an action (free or
practitioner can (1FA) enter the Drop Stance, otherwise).

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• Move: +1 • Channeled Anger: The practitioner receives
• Natural Defense: +1 a +3 bonus to melee attack for each tier of
• Dodge: +3 (when the skill is employed) Darkside Attunement after Tier 1, they
Flourish (FA): possess (Max +9).
The practitioner whirls the blade in a dramatic, • The user defends at +1 point/per tier of
fashion. Showing their wielding competency Darkside Attunement after Tier 1, due to the
and driving their foe backwards. +3 to close connection with the Force the IJ
intimidation tests, -1 DR to defense. Practitioner has (up to +3).
• Usable once per combat. • The practitioner receives a bonus to initiative
• Does not work twice against the same rolls equal to +1 per tier of Darkside
adversary. Attunement after Tier 1 (Maximum +3).
Expert Cost: 3 (1 session)
Inherent Abilities: Expert Benefit:
Wield Single Handed - Typically single handed • Channeled Rage: The practitioner channels
competency with a melee weapon doesn’t truly their personal rage and focuses it for a
manifest until professional skill levels or specific dedicated assault. +9 to attack. This is usable
forms force it. Sabre Rake is a primarily single twice per game session.
handed dueling style. Single Handed Mastery Cost: 2 (1 session)
competency is afforded at Novice. Mastery Benefit:
Trainable Abilities: 0 (1 Session) • Channeled Hatred: The IJ artist receives a +1
Master off Handed Eliminates off hand penalty to all Force powers for each tier of Dark Side
for the expenditure of 1 FA per round. Attunement Possessed, after Tier 1.
• If Ambidextrous, confers a +1 Natural • Fear: An Imperial Jedi Practitioner is taught
Defense Bonus when in melee (whether or to harness Fear, and is rewarded with an extra
not you have something in that hand). Character Point, burnable for nefarious
Expert Cost: 6 (1 session) purposes, once per session as a result. This
Expert Benefit: Hilt Slam, Disarm, Instant point can never be used to resist damage.
Stand Note: The form does not diminish in any way
• Natural Defense +1 once the practitioner is consumed by the Dark
Mastery Cost: 7 (1 session) Side.
Mastery Benefit: No Fall, Weapon Block, Basic Control/Sense Form
Graceful Disengagement
Era: Any / All
• Graceful Disengagement: Allows the Saber
Rake to withdraw from combat without Requirements: Control 1D, Sense 1D
losing face and without struggling with their Anyone can learn this from on their own, It is
overblown honor, once per game session. fully customizable. Reflecting a smattering of
Natural Defense Doubled during withdrawal principals and fragments of teaching materials
• Natural Defense: +1 (or none at all). For many, this is all there is,
self taught.
Imperial Jedi Novice Cost: 5 (0 sessions, self defined)
Requirements: Strength 2D, Sense 1D Novice Benefit:
This is the basic form taught to Imperial Somatic Defense
Inquisitors and agents of the Darkside. It • +1 to Natural Defense
borrows heavily from Juyo, though it is not Expert Cost: 5 (0 sessions, self defined)
considered a variant. It is less effective. Cannot Expert Benefit:
be merged with Juyo. It was meant, by design, to Force Barrier
be inferior to precursor forms. The Empire • +1 to Force Resistance
cannot have its Inquisition as a threat to the Mastery Cost: 5 (0 sessions, self created)
heads of the Empire now can they? Mastery Benefit:
Prerequisites: Must be a Force Practitioner, Unarmed/Melee Enhancement
Darkside Attunement 2 (Minimum) • +1 to Strike, Parry & Damage
Novice Cost: 4 (1 session) Elective Trainable Abilities: 1 Session Each
Novice Benefit: • Wield Single Handed - Single wield typically

338
requires an 5D Skill to accomplish with This rigid combat form is more about mastery of
proficiency, this eliminates that requirement. their living weapons than anything else.
• Master off Handed - Eliminates the off hand Improperly trained Yuzhan Vong have been killed
penalty for the expenditure of 1 FA per by their own weapons…
round.
Novice Cost: 6 (1 session)
Customization: Take an ability from any combat Novice Benefit: Tame Living Weapons: Botches
form and plug it in at each tier. You don’t need do not have the weapon attacking the Wielder.
to pay for the ability, you only need 1 session of • +6 Difficulty to be Disarmed
training time to assimilate it. Once your form is Expert Cost: 6 (1 session)
complete, name it, you can then begin teaching it Expert Benefit: Ampistaff Control: the Wielder
to others as a complete combat form. can now re-form the weapon to their will.
Example: the above would be, you study “Sabre • +1 Movement
Rake” while in Tapani, and you can choose • +1 to Strike and Parry with Ampistaff
Dancing or Flourish to plug in at Novice. Mastery Cost: 6 (1 session)
Mastery Benefit: Sacrifice of Yun Yuzhan: The
Archaic Melee Form warrior opens themselves up for counter attack
Era: All Eras by lowering their defenses due to a single
Requirements: Dexterity 2D, 2D Perception focused attack that does not allow a defensive
Somewhat customizable, this is a formalized and action. ND = Same, No AD.
trained combat style that generally applies to • +1 to S/W/D Thresholds
conventional and Archaic Melee Weapons. All of • +5 to damage per Free Action Possessed
these principals can be applied to Lightsaber • +30 to Damage for the Single minded nature
combat. Various forms are taught Galaxy-wide. of the assault.
Additional Abilities Acquirable: None
Novice Cost: 0 (1 session); 250 Credits
Novice Benefit: Melee Basics Special Operations Melee Form
• +3 Difficulty to be Disarmed Era: All Eras
• Wield Single Handed Requirements: Dexterity 3D, 2D Perception
• Wield Off Handed A Deadly Melee form taught to Special Forces &
Expert Cost: 0 (1 session); 300 Credits Assassins in the Galaxy.
Expert Benefit: Two Weapon Fighting
• Primary Weapon Specialization Novice Cost: 5 (1 session) or 750 Credits
• Secondary Weapon Specialization Novice Benefit: Fast Kill
• +1 Natural Defense • Heavy Strike: +5 Damage/FA
Mastery Cost: 0 (1 session); 400 Credits • Knife Specialization
Mastery Benefit: Style Evolution Expert Cost: 5 (1 session) or 1,000 Credits
• Eliminate Off Hand Penalty with chosen Expert Benefit: Enhanced Lethality
Secondary Weapon (no longer requires a FA • When using a Knife Lethality is 1 to 1.
per round) Mastery Cost: 5 (1 session); 1,500 Credits
• +1 Natural Defense Mastery Benefit: Silent Kill
• +1 Movement • Called Shot, Throat/Vital area only +1 DR,
Additional Abilities Acquirable: Bypasses Armor for an additional +3
200 Credits each Difficulty (before DR is calculated)
• Two Handed Style +5 to Damage & + 2 • +1D Stealth; -1D to Opposed PER to notice
Natural Defense with Two Handed weapons the attack. -2D to all Search Rolls to
• Single Handed Mastery +2 to Natural discover the body.
Defense with only one melee weapon • Usable once per adversary
• Dual Wield Style +3 to Natural Defense Additional Abilities Acquirable: None
while wielding two weapons
Analog Melee Form (Yuzhan Vong)
Era: NJO+
Requirements: Dexterity 3D, Double cost to
Outsiders, ½ Cost to Mundane

339
Elite Training acquisition:
Elite Training packages are essentially extra Cost per Tier of Elite Training: 15 CP
flavor for your Hero. These packages aren’t These cost you no more than increasing a skill by
meant to be the end all be all of character one level at character creation or three skill slots.
development. They are effectively an added A starting Hero could easily have one Elite
layer of specialized skill sets that your Hero can Training Path at Tier One Mastery before they
possess. begin play. The ease of acquisition of these
There are no real limitations on how you acquire advanced training packages is why we have
these packages. However, there is a finite cap on chosen to limit how many you can possess and at
how many you can have. Game Masters may what tier of ability you can understand them at
require Elite Training acquired after Hero for a secondary and tertiary elite training path.
generation to have a set type of circumstances for Each layer of Elite Training has been made a bit
story purposes. The latter of which is entirely more direct. In the past there was an overall
plausible, an example of this might be that your ability to acquire additional advantages and
Rebel pilot will likely never be able to attend further expand core knowledge of the training. I
another Imperial Academy that specializes in found this to be a a bit too much. It de-
preparing ace pilots for TIE Defenders after you emphasized Hero development in favor of
have been an established Rebel fighter pilot for pouring all your experience into the Elite
any length of time. Training paths. The depth is still, all here.
In the 3rd Edition of the game these packages However, the expansion packages have been split
tended to be all over the place and some were into other Elite Training Packages. This was
much better than others. In an endeavor to done so that players may have a nearly infinite
balance all the Elite Training packages, all have amount of package combinations. Game Masters
been reduced to three tiers of proficiency: should encourage their players not all select the
same elite packages. Players should be
• Fundamental Knowledge encouraged to change it up and mix and match a
• Expert Proficiency bit.
• Mastery
Each Hero can choose only one Elite Training Dog-fighting School
package that can be taken all the way up to Tier This is an advanced training program that
One Mastery. With each additional Elite prepares pilots for close combat maneuvers and
Training package acquired the overall level of all sorts of ship to ship actions. This would be
proficiency is reduced by one. Thus, the comparable to the Top Gun Program of the US
“average” Hero that completes all Elite Training Navy using a modern analogy. In the Star Wars
packages that they can would look like the universe this is the equivalent of being a member
following: of Rogue Squadron, a TIE Defender Squadron or
any number of independent systems that have
1. Mastery of an Elite package advanced pilot schools.
2. Expert Proficiency in a second Package
3. Fundamental Knowledge of a third Package Prerequisites: Starship Piloting & Starship
Gunnery
These Elite training packages are a powerful
boost to any Hero and as such, they must be You will notice that the skill is based off Starship
regulated. The principal reasoning behind this is Piloting and Gunnery, which apply to anything
that they are no longer complicated to acquire. from Character Scale craft to Capital Ships. If
Furthermore, they don’t require maximum the specialized pilot is the one piloting any of
investment of your Hero’s development. these craft, then apply any applicable bonuses
I once saw these Elite skill packages as more of they are afforded.
an end game level of proficiency to be had after Fundamental Knowledge = can apply 5 points
you’ve already explored almost everything else to per round to a Starship Skill Test, Damage
there was to explore. The real problem in that result or Damage reduction & +1 to Vehicle
was that they were so cool that waiting for them Defense
just killed some of the fun of possessing them Expert Proficiency = -1 DR to all damage
early on. That brings us to the cost of

341
thus 50 Km/H). +1 to Vehicle Defense
Expert Proficiency = +1 SR to all Piloting Tests,
+1 to Space Units & 100 Km/H Atmo. Ground
and water vehicles (cars and boats gain half this
amount, thus 50 Km/H).
Mastery = +5 vehicle defense to anything you
pilot, including other vehicles (like Walkers, cars
and boats). This bonus can be applied one
damage reduction per session. +1 to Space
Units & 100 Km/H to Atmo. Ground and water
vehicles (cars and boats gain half this amount,
thus 50 Km/H).

Elite Ground Commander


The Ground Commander is an expert in leading
men and women into heavy combat situations.
However, their bonuses don’t merely apply to
sustained in a given combat round in a vehicle (if combat situations. Their abilities will also apply
you sustain 90 points of damage, it is reduced to to training and even reduction of damage from
60!). Damage can be completely negated if the training mishaps.
damage is minor (5-10 points or less), & +1 to
Vehicle Defense
Mastery = +1 SR to all damage delivered in a
vehicle & +1 to Vehicle Defense

Professional Racing Jock


This is a career pilot that has frequented and
participated in the racing circuit. Which is a
galaxy wide group of daring pilots that race in
anything that moves. The faster the better.
Prerequisites: Starship Piloting
This skill is not only limited to Starships as the Prerequisites: Command
skill covers anything from Character Scale up to
Fundamental Knowledge = Increase the
Capital Scale. If the specialized pilot is the one
Natural Defense of all your troops and yourself
piloting any of these craft, then apply any by 1 & Command becomes a Free Action.
applicable bonuses they are afforded.
Expert Proficiency = 5 point deflection modifier
Fundamental Knowledge = Increase Space
applied to all damage that you and your troops
Units by 1 & Atmospheric Performance by 100
sustain (directly reducing your and their damage
Km/H in anything you pilot. Ground and water
sustained per attack with no limit, thus if you are
vehicles (cars and boats gain half this amount,
shot three times you reduce the damage by 5 per

342
shot. That does not apply to automatic fire, only Jedi Hunter
5 points in this case, its per discrete attack type).
Mastery = +1 SR to all Command Tests

Tier One Operator / Special Forces


Tier One Operators are effectively specialized
Soldiers that work as a team in special
operations. Examples of them in the Star Wars
universe are Storm Commandos, Purge Troopers,
Death Troopers, Rebel Spec Ops, Rebel Shock
Troopers, Tapani House Guards, etc. The Star
Wars equivalent of Special Forces.
The Jedi Hunter is not simply someone
possessing Null Force Attribute. They are
anyone who is especially trained to hunt and
fight Jedi. Typically, Null Force Users don’t
even require this training to hunt Jedi. However,
there are limits to their attribute and Force Armor
more than compensates for that in fully resisting
abilities that would pierce their defenses (Like
Force Lightning and Bolt of Hatred).
Prerequisites: Low Life Expectancy
Fundamental Knowledge = +1 to Natural
Defense and Force Defense increased by 2

Expert Proficiency = Force Armor 1 &


Toughness 1
Mastery = Force Armor 1 & Accelerated
Healing 1
The Focus of their abilities is the training to
resist Force Attacks and to survive an encounter
with a Jedi. For the Jedi Hunter, their Force
Armor extends to even their weapons to resist
Force Effects (like Telekinesis pulling their
weapons away, it adds difficulty to this) & it adds
to the damage they deliver to Jedi/Magic
Practitioners.
Prerequisites: Athletics, Willpower &
Endurance Tactician
Prerequisites: Tactics & Command
Fundamental Knowledge = +1 to Free Actions,
+5 to Survival & Navigation Tests. The Tactician is a brilliant military commander
that understands not only how to lead men and
Expert Proficiency = +10 to all damage women but how to empower them in combat.
delivered and add Toughness 1.
Fundamental Knowledge = -1 DR bonus to all
Mastery = Increase Natural Defense by 2 and Tactics Tests, Tactics is a Free Action now
increase all Willpower / Endurance / Survival Expert Proficiency = Choose a Free
tests by 5. Can always perform one defensive Specialization: Small Unit (and single) Troops,
action, per round, for free. Large Unit Troops, Capital Ships, Snubfighters,
Siege and Ground Armor / Assault.

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for governments, others are free agents though
most free agents almost exclusively work for
criminal syndicates.
Fundamental Knowledge = 5 point bonus to all
damage delivered in any circumstance (whether
it be personally delivered or explosives you have
planted, thrown or fired).
Expert Proficiency = Choose a Specialization:
Unarmed, Melee, Gunplay, or Demolitions and
apply a +1 SR to all tests for success and a +5 to
damage with your specialization.
Note: The skill categories are broad and the +1
• Apply a 5 point damage deflection modifier SR to hit and +5 to Damage applies to ALL
to all units under the influence of your methods under each skill (you are not picking a
Tactical direction (including yourself, not specific weapon, you are specializing in the
limited by your specialization choice) entire category).
Mastery = +10 to all damage delivered by units Mastery = +1 Full (free) Action to The
under your Tactical influence. (This is not Specialization of Choice chosen above per
limited to your specialization) opponent when executing a contract (up to 3 free
actions), twice per contract. +1 to Natural
Vehicle Commander Defense
Prerequisites: Command
Note: A skill like Demolitions translates into
You have received enhanced training in leading throwing grenades just as one can plant a
troops in armored combat. These bonuses apply demolition charge. Gunplay also translates into
anything from a single Walker to a Capital Ship.
Fundamental Knowledge = 5 point bonus to all
command tests.
• Choose a Free Command Specialization
related to one type of Vehicle(s) you
commonly lead from (Speeder, Walker,
Snubfighter, Capital Ship). This is not a
limitation for your bonuses.
• +1 to Free Actions
Expert Proficiency = 5 point deflection modifier
to all damage sustained for your vehicle (versus
each discrete attack) and this applies to any
damage that spills over into your crew, including
you, as well. Thus, a capital ship that is hit by 20
Batteries from an opposing warship reduces the
damage sustained by 5 points per battery (that’s
100 point reduction in damage!).
Mastery = +1 SR to all tests performed by your
entire crew, including yourself. Further reduce
damage sustained by 5 points (as per Expert
Proficiency).

Assassin
Prerequisites: Any Combat Skill
The Assassin is a highly trained individual whose
sole purpose is to eliminate targets. Some work

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Starship Gunnery in certain circumstances when abilities, which is to inflict pain, destruction and
a large bore weapon is employed to kill a target
(Starship or even Capital grade weapons). Melee
can even be applied to traps that involve physical
objects that deliver damage like blades, giant
stones, etc.

Sniper
Prerequisites: Gunplay Specialization in
Rifles & Carbines (both are effectively the
same thing)
Fundamental Knowledge = 5 point bonus to all
ranged Accuracy tests (with any ranged weapon),
Aiming becomes a free action.
Expert Proficiency = +1 SR to all Success Tests
for Accuracy. Applies a +5 bonus to damage
delivered for precise shots (Called shots like the
Head, Arms, Legs, Torso, etc) in addition to the
+1 SR that still applies to the Called Shot.
chaos. Furthermore, enhanced tiers of this Elite
Mastery = Double the Effective Range of the path allow them to enhance their Force Potential
Weapon. Increase the Base Damage of the and even regain a part of their lost Character
Weapon by 5 points (under all circumstances). Point Pool due to embracing the Dark Side.
Fundamental Knowledge = 5 point bonus to all
Melee Expert Force related Damage Delivered (with or without
Prerequisites: Melee Combat Advanced Melee/Ranged Combat, if using both
Fundamental Knowledge = 3 point bonus to all it applies a +10 to damage delivered), this
Melee Combat tests, including damage delivered applies to any weapon they use, including ranged
(but not resisted). Increase Natural Defense by 1 weapons.
• Archaic Melee Combat Form for Free Expert Proficiency = Force Potential 1, add
Expert Proficiency = Apply a deflection Toughness 1 & Award 1 burnable Character
modifier of 3 points to all incoming Damage Point per session that must be used for evil.
while wielding a melee weapon. This can reduce Mastery = Mitigate the loss of 1 Character Point
damage to Zero. Increase Natural Defense by 1. from the 3 point loss presented by Tier 3
Mastery = Increase Toughness by 1, double Darkside Attunement.
reach of all melee weapons (effectively doubling
the user's arm and blade length for striking Sith Lord
targets further out) and double distance any Prerequisites: Force Sensitive & Tier 4
melee weapon can be thrown (included Darkside Attunement
Throwing Knives and specialty thrown weapons The Sith Lord Elite path is one that offers no
that can be used as melee weapons). redemption. These individuals are so corrupt and
Furthermore, increase Natural Defense by 1. power mad that there is no coming back from
• Choose an Additional Melee Form at this choice. As a result, this path carries
Mastery level for Free. powerful enhancements. Lord Vader might have
been referred to as a Dark Lord of the Sith,
Note: None of the Force Elite Paths below can
however, he was no more than a powerful Dark
be Mixed and Matched, select only one.
Jedi.
Dark Jedi Fundamental Knowledge = 10 point bonus to
Prerequisites: Force Sensitive & Tier 3 all damage delivered in any circumstance.
Darkside Attunement Increase Force Defense by 1 & the ability to steal
1 Character Point from any player or NPC, once
The Dark Jedi Elite training empowers their core per session (must be immediately burned).

345
absolute focus and attunement with nature and
the natural Flow of the Force. The Dark Side is a
quick path to power, however, it is not more
powerful. Light side Jedi tend to be more
emotionally reserved. That is not to say that they
cannot live a full life and even have a mate in
their lives (though some orders require celibacy
like the Galactic Order based on Coruscant, the
Knights of the Old Republic did not). Examples
of Light Side Jedi are Maser Yoda, Ben Kenobi
and Qui Gon Jin, often called Grey because he
opposed council decisions... He was a strong
believer in the Living Force, which is all about
the Light Side.
Fundamental Knowledge = 3 point bonus to all
Force tests (not to damage, but resisting damage
by employing something like Absorb dissipate
energy, yes). Furthermore, they receive 1
burnable Character Point per game session &
Ignore a Dark Jedi’s Fundamental Damage
Bonus.
Expert Proficiency = Force Potential 1, increase
their Natural Defense by 1 & Increase their
Recovery Tests by 1.
Mastery = Add an additional Recovery Test,
Ignore a Sith Lord’s Fundamental Damage
Expert Proficiency = Force Potential 1, Increase Bonus.
Force Defense by 1 & the ability to steal a Grey Jedi
second Character Point from any player or NPC Prerequisites: Force Sensitive & Tier 2
(must be immediately burned) per session. Darkside Attunement
Mastery = Force Potential 1, Increase Natural The Grey path embraces all that the Force is and
Defense by 1, Increase Force Defense by 3 and can be. They delve into both the Dark and Light
the ability to steal a third Character Point from sides of the Force in equal measure and strike a
any player or NPC (must be immediately burned) harmonious balance between the two. They are
per session. passionate individuals that live with open
Light Side Jedi emotion embracing what it is to live fully. The
Prerequisites: Force Sensitive & no Darkside most famous of the Grey Jedi order was
Attunement originally based on Pelagia in the Tapani Sector
and existed in peace with the Galactic Jedi Order
The claim to fame of a Light Side Jedi is the fact though the Galactic Order never officially
that they are truly untainted by any level of recognized their academy, the two orders often
Darkisde attunement. Their path is one of worked in tandem to achieve goals. This order
was shelled from orbit when Emperor Palpatine
rose to power as he would not allow any
organized “religion” of Jedi that could officially
oppose his absolute power. Many Grey Jedi
would fall after the execution of Order 66 as they
were fighting along side their Light Side
Brethren in the Clone Wars. Mace Windu is an
excellent example of a Grey Jedi, though he was
not trained at the Pelagian Academy. He was
trained at the Galactic Academy.

346
Jedi, White Current Practitioners and Jedi
Sorcerers can choose to follow to enhance their
core abilities. Each tier of this Elite training
affords the Sorcerers an additional layer of
natural defense against Force Attacks. However,
any of the above practitioners are not barred
from choosing Light, Grey, Dark or even Sith
Jedi Paths. They simply cannot combine
multiple Force Paths. It really comes down to
personal preference on their core focuses.
The beauty of choosing the Sorcerer is that you
don’t have to pick a side. You just get
enhancements and can play your hero any way
you want to with no strings attached.
Fundamental Knowledge = Reduce Casting
Difficulty by 3 points, or add an additional spell
function (player choice). Also, add +1 to Force
Defense.
Expert Proficiency = Force Potential 1 & +1 to
Force Defense
Mastery = Force Potential 1, +1 to Force
Defense & +1 Free Action
Grey Jedi are incredibly capable Force Users and • All Sorcerers also receive Contacts at the
receive bonuses for accessing both the Dark and appropriate tier that is specific to other
Light Sides of the Force in equal measure. Thus Sorcerers. Thus a Hero with Fundamental
receiving an additional Tier of Force Potential in Knowledge will possess Contacts 1
their training. (Sorcerers) while a Hero with Expert
Proficiency will possess Contacts 2
Fundamental Knowledge = Gain 1 Character (Sorcerers) and and Hero with Tier One
Point per session that can be used for anything, Mastery will possess Contacts 3 (Sorcerers).
even retained. Increase Natural Defense by 1.
Expert Proficiency = Force Potential 1,
Increase their Force Defense by 1 & award
another Character Point per game session.
Mastery = Award Ambidexterity 1 & Ignore
Fundamental Damage bonuses of Dark Jedi and
Sith as well as the Light Side Jedi’s bonus to
Force Tests being negated if they are opposed to
the Grey Jedi. Immune to Character Point Theft.
• Grey Jedi at Mastery Tier confuse Force
Detection devices and muddle Jedi
attempting to read them. Devices return a
null reading (Imperial Force Scanners) just
like for a regular person and add 15 to the
opposed difficulty for a Jedi to sense their
ability due to their accessing Dark and Light
in equal measure.
Sorcerer
Prerequisites: Force Sensitive & Raw Jedi,
White Current or Alter Based Jedi
The Sorcerer represents Elite training that Raw

347
Xeno Archaeologist You’ve toured the galaxy a couple times, you
know how to get things done. You have lots of
Prerequisites: Scholar, Investigation “friends” in low places. Individuals and
This is effectively the Star Wars equivalent of organizations that just don’t like to conform to
Indiana Jones. A well trained, well versed and rules and governmental oversight. You’re the
educated individual that specializes in digging up one people come to when someone wants to put
lost civilizations, treasure hunting and studying together a crew for a “job”. You are also the
most likely person to know how to help someone
move stolen goods and acquire some less than
legal black market items.
Fundamental Knowledge = +3 to Streetwise
Tests, Base Movement +1
Expert Proficiency = Pluck and Tuck 1, Natural
Defense +1
Mastery = -1 DR Streetwise & Persuasion Tests
(the latter of which is only applicable when
dealing with other scumbags)
• All Advanced Criminals also receive
Criminal Contacts at the appropriate tier.
Thus a Hero with Fundamental Knowledge
will possess Criminal Contacts 1 while a
Hero with Expert Proficiency will possess
Criminal Contacts 2 and a Hero with Tier
One Mastery will possess Criminal Contacts
3.

Gunman
Prerequisites: Gunplay & Fast Reactions
The Gunman in the Star Wars setting is a
personal favorite. One of the most famous
Gunman to ever exist in the Star Wars setting is
extinct cultures and races for a better Gallandro (pictured above). A man so fast that
understanding of why things are the way they are he was able to draw and fire three times with
and how these extinct societies may have added accuracy before Han Solo even managed to clear
their discoveries to other more modern ones. his holster.
Fundamental Knowledge = Multilingual There’s just something wonderful about going all
Background 1 & Education 1 Murder Hobo with a blaster pistol on a bunch of
unsuspecting Stormtroopers.
Expert Proficiency = Subculture & Jargon 2 Fundamental Knowledge = +3 bonus to
Initiative & General Maintenance / Repair Tests
Mastery = -1 DR to all Archaeological tests for (including weapon modification).
anything that relates to Scholar, Mechanical &
Technical Operation of ancient technologies, Expert Proficiency = Increase all ranged
danger avoidance (age related disasters/cave ins, damage by 5 points, by 10 points if using a
Guardians and traps) and to Perception Skills to “pistol” (single handed ranged weapon) &
notice details about an object or ancient Reduce all incoming damage from ranged
structures. +3 to all defensive tests vs Archaic weapons by 5 points.
Traps and Dangers. Mastery = +3 to Ranged Defense: Add 3 points
to Natural Defense for any incoming ranged
Advanced Criminal shots against the Gunman. +3 bonus to
Prerequisites: Streetwise Quickdraw (stacks with the +3 Initiative Bonus

348
granted from Fundamental Knowledge) & and per scale of the items operation or being on-
additional +3 to General Maintenance / Repair board looking for issues. Immediately remove
Tests (including weapon modification). 1 Flaw after the appropriate time period of
operation is exceeded. The new design allows
Expert Engineer for field refits of the item / craft at no cost.
Prerequisites: Engineering Advanced Skill
Modification & Jury Rigging Shakedown
Cruises: Will remove 1 Jury Rig D (Maximum)
of penalty (while retaining that 1D of bonus).
Will turn one pip of Modification into a
formalized Engineering enhancement.
(Increasing the ability to modify that area by an
additional +1)

Addition Flaw Detection: +2 SR to Search +1


point per D in associated skill(s) (Engineering
and Complimentary Skills where appropriate) to
sense inconsistencies in the modification or
engineering design. Successful detection of
flaw(s) allows for Flaw removal.

Target Numbers: Starting at 30 at Character


Scale +5 per scale afterward. Can be performed
once, period.

Martial Artist
Prerequisites: Unarmed Combat

This is an individual that focuses on physical


perfection in the form of Hand to Hand combat.
Typically unaugmented, though not necessarily

An expert in designing and prototyping new


technologies. Functionally capable of spotting
flaws and correcting a design after construction.

Fundamental Knowledge = +3 to Computer


Programming/Repair and another Technical Skill
of choice: Gain A Technical specialization
underneath that skill, for free.

Expert Proficiency = -1 DR to all Engineering


always (shock boxing gloves, brass knuckles,
tests. x1.25 resistance points on any item you
armored gauntlets, powered armor, the Force,
modify, x1.15 on Jury Rigs and x1.5 on
etc. can be employed to enhance). The Martial
system/item you Engineer personally.
perfection is self reliant for personal defense and
so focused that it can and will provide higher
Mastery = Shakedown Cruise: Can be
defensive bonuses than a Melee Expert alone
performed once per Prototype Phase and once at
would. Contrary to popular belief, Martial Arts
the initial production phase (3 total). Is 2 days

349
and many (yes, MANY) forms of it are widely Effect: This ability allows a Doctor to detoxify
available and thriving in the Star Wars Galaxy. or eject poisons that have entered their or
another’s bodies. The ability functions in the
Fundamental Knowledge = +5 point bonus to
same fashion as accelerate healing.
all Unarmed Combat tests, including damage
Example: Medicine: 2D & First Aid: 3D =
delivered & resisted.
• Medicine skill combined with First Aid 5D6
• Increase Natural Defense by 1.
• The combined test must defeat the virulence
• Brawling at Mastery Level for Free
of the poison to be completely effective.
Expert Proficiency = Apply a deflection However, any partial success counts toward
modifier of 5 points to all incoming Damage reducing the level of the toxicity.
(stacks with previous tier if the damage was
unarmed or melee, otherwise any other method Expert Slicer
of attack is only reduced by 5). This can reduce Prerequisites: Computer Program/Repair &
damage to Zero. Increase Natural Defense by 1. Security Systems
Mastery = +1 to Natural Defense An individual that is fluent in defeating computer
• Standard Martial Arts at Mastery Level for defenses and infiltrating and altering data-center
Free (or refund it all). Increase Unarmed code. A skilled hacker can infiltrate a target
Damage delivered by 5 points (as computer network, arrest control of core systems
Fundamental Knowledge). and even leave back doors for later access all
without being detected.
Expert Medical Professional Fundamental Knowledge = Computer
Prerequisites: Medicine Advanced Skill
Programming/Repair: Slicing Specialization
An expert in all things Medical related. You are granted for free.
a Doctor of incredible skill and caliber. Capable
Spike Creation: A computer spike or data spike
of healing wounds, re-attaching limbs and even
is an electronic device that, when connected to a
replacing them with cybernetics (possibly even
computer, allows a user to slice into secure
re-growing them with clone bio tech).
computer programs to access data. The spike
Fundamental Knowledge = +3 to Comscan:
assaults systems with garbage data to overwhelm
Sensors and First Aid: Specialization Sensors
security measures. Computer spikes can only be
Awarded Free. .
used once.
Expert Proficiency = -1 DR to all Medicine
They cost 250-1,500 credits and weigh ½ a
tests. Add an additional Recovery Test to your
kilogram. They are single-use devices that
patient(s) once, initially after surgery/treatment.
contain specialized programs designed to bypass
Mastery = Add 5 points to any healing result security systems and improve user access to
(with our without something like a medpack) to protected systems. The spikes interface with
an individual(s) per day (including yourself). another computer system and chip away at the
• Stabilize Patient: This is effectively the defenses in an attempt to crack the system.
same as the Transfer Force Force Power, with
the main difference that it can be performed • 250 Credits: +3 to Slicing Test
up to 1 time per D of Technical (rounding • 500 Credits: +6 to Slicing Test
up) +1 per day and it does not drain the • 750 Credits: +3 to Slicing Test & +1D to
doctor of their own Recovery Tests. Slicing (Initial data Hack does not consume
• Neutralize Toxin: This is effectively similar an Action).
to the Traditional Jedi Force Power Detoxify • 1,000 Credits: +6 to Slicing Test & +1D to
Poison. Save for the Fact that Medicine is Slicing (Initial data Hack does not consume
substituted for Force Ability (more limiting). an Action).
First Aid + Medicine • 1,250 Credits: +9 to Slicing Test & +1D to
Difficulty: 6 for a very mild poison (alcohol); Slicing (Initial data Hack does not consume
Easy for mild poison; Moderate for an average an Action).
poison; Difficult for a virulent poison; Very • 1,500 Credits: +12 to Slicing Test & +1D to
Difficult to heroic for a neuro toxin. Slicing (Initial data Hack does not consume
Time to Use: 10-120 Minutes an Action).

350
Spikes also work to defeat Security Systems in
the same fashion that they apply bonuses to
Computer Programming/Repair: Slicing.
Expert Proficiency = Add 3 to all Computer
Programming/ Repair (including Slicing),
Security Systems and General Maintenance/
Repair Tests.
Rigged Spike: Any Code Cylinder & a power
pack from a Blaster Pistol can be rigged together,
on the fly, to function as a 1,000 Credit Slicing
Tool (once per game session). These Spikes fry
the terminal they are connected to after the Slicer
has completed their data extraction.
• They can also send a surge into the main
system that will temporarily drop all security
measures for 6 rounds and cripple core
functions for that same time.
Mastery = -1 DR to all Security Systems &
Computer Programming/Repair tests (that
includes Slicing naturally).
Droid Slicing: A Tier One Master Slicer can
hack Droids in addition to computer Systems.
This ability allows the Slicer to hack any Droid
that is currently plugged into a Droid bay at the
target location and insert simple commands and create a disguise on the fly, for themselves or
code base re-writes by altering a few core others, using common off the shelf items that has
parameters of their code. The Droid the bonuses of a Full Disguise Kit (A 15,000
Programming/Repair Skill is required. Apply a Credit item): -2 DR to their Disguise test to
+5 Bonus to the Slicer’s Droid Programming/ establish the physical, visual disguise.
Repair Skill. • They are so adept at this that they can,
Example: Altering the code of a Security Droid personally, swipe items from other
trained to disarm explosives into one that will individuals around them and disguise
plant explosives and arm them by using a tester themselves on the fly with a -1 DR to
to see if the explosive is live. The Droid thinks it Disguise (personal) tests.
is disarming an explosive and it’s actually • Alternate ID 1 (a second)
placing it and arming it, then it thinks it is testing Mastery = Add Persuasion their list of skills that
the explosive payload to see if it is live and it receive a 3 point bonus, add 3 more to Disguise
actually detonates the bomb. This is an actual and 3 more to Con and Forgery.
example from another group that did this. • Alternate ID 1 (a third)

Expert Grifter Expert Politician


Prerequisites: Con, Disguise & Forgery Skills Prerequisites: Con, Bureaucracy
An individual that is masterful at deception to An individual that is masterful at deception to
the point of it being an art form for them. the point of it being an art form for them.
Fundamental Knowledge = +3 to Con & Fundamental Knowledge = +3 to bureaucracy
Forgery Tests. & Persuasion Tests.
• Alternate ID 1 • Contacts 1
Expert Proficiency = Add 3 to all Disguise Expert Proficiency = Add 3 to all Bureaucracy
Tests and another 3 to Con and Forgery tests. Tests and another 3 to Con and Persuasion tests.
Blend and Fade: The Expert has the ability to Choose a Cause: The Expert Politician can

351
Programming/Repair and another Computer
Program/Repair: Gain A Technical specialization
underneath the Computer Program Repair skill,
for free (maybe Droid Logic, Slicing, Coding).
Expert Proficiency = -1 DR to all Droid related
skill tests. Your Droid Modifications are always
increased by +1 Pip to the end result. Gain the
skills Scholar: Droid 1 & Science: Droids 1
Mastery = an additional -1 DR to all Droid
related skill tests. Your modifications are now
increased by +2 Pips to the end result.
Create Simple Droids w/o Engineering: You
can now fabricate simple helpers out of bits and
bobs that are lying around. There must be ample
parts and circiutry lying around.
• Example: You can create a small, functional
and mobile droid from a Protocol Droid’s
Arm!
• Droid Stats: Can Never be higer than +1 in
all attributes (base). Your modification
allowance raises the maximum potential to
1D (must be modified from +1, individually).
• Droids can never have Skill above 1D+2
(mod bonus included).

Additional Droid Insight: +6 to all tests to


choose one sweeping cause to chanmpion. In recognize droid models and their capabilities.
this endeavor they will have a -2 DR to all • This bonus also translates into both resisting
difficuties in pursuit of this ideal. This is very damage from all droids and delivering
specific. Examples are: Galactic Equality, Rebel additional damage to them.
Alliance, Empire, Droid Rights, Anti Slavery, • The bonus will add to Tactics intrepretation
Corruption Hunter, Corrupt Politician (bonus to of what droids will do as well as how to fight
conceal your operations), etc. them effectively.
• Contacts 1 • The bonus also acts as a recation bonus
Mastery = Add Business their list of skills that toward droids and aids in persuasion, con and
receive a 3 point bonus, add 3 more to the ease of concealing items from electronic
Pursuasion and 3 more to Con. devices (scanners and the like) in adition to
• Fame 1 the droids themselves (search).
Notes: Feel free to substitute & Streetwise,
Criminal Contacts at any stage instead of Fame,
Contacts and Bureaucracy.

Expert Droid Technician


Prerequisites: Droid Programing / Repair
You’re not so much an engineer (though you
could be), you have this natural affinity for
making Droids work. For creating little helpers
out of spare parts and a knack for finding and
reparing them in the field.
Fundamental Knowledge = +3 to Droid

352
Expert General Technician Bookworm / Histroian / Professor
Prerequisites: General Maintenace / Repair
You’re good at fixing pretty much anything,
mechanical. You abilities will even extend into
high tech and give you an insight into the
working of low tech contraptions as well.
Fundamental Knowledge = +3 to General
Maintenace / Repair; Choose 2 Specializations
under that skill. Scholar: Primitive / Basic /
Archaic Mechnics 1 awarded free (the +3 bonus
applies to this skill)
Expert Proficiency = -1 DR to all General
Maintenace / Repair skill tests. Your
Modifications are always increased by +1 Pip to
the end result. Gain the skills Scholar: Modern
Mechanics 1 & Science: Advanced Mechanics 1
Mastery = an additional -1 DR to all General
Maintenance / Repair related skill tests. Your
modifications are now increased by +2 Pips to
the end result.
Fabricate Mechanical devices out of scrap:
You can now fabricate even advanced
mechanical devices (like locks) out of bits and
bobs that are lying around. All you require is a
fine advanced toolkit (500 Credits)
• Example: You can create hydraulic traps, Prerequisites: Investigation
locking mechanisms of high complexity, time You are either a well read individual or a
pieces, etc. The technician can also melee collegiate professor of some skill and repute.
weapons out of scrap and slugthrowers as The advanced class here conveys all mannner of
well. obscure knowledge and some very specific areas
• Device Strength: 2D+2 (mod included) as well.
• You gain a +6 competency bonus to identify
almost anything mechanical, from any era of Fundamental Knowledge = Photographic
time. If you don’t know the exact make and Memory 1, Education 1, +3 to any obscure
model, you will know it’s purpose. knowledge that falls under Scholar. Gain the
• The competency bonus aids in defeating Teaching Advanced Skill for free.
mechanical traps and devices, a part of the Expert Proficiency = -1 DR to the Scholar &
bonus (+3) always applies to high tech award six Obscure Specializations (Sith, Archaic
mechanical devices. Energy Weapons, Archaic Droids, Old Republic
• The Competency bonus acts as an application Bureaucracy, Cultures, etc). +3 to Science,
bonus for basic items like Armor and will Teaching & Investigation.
afford the technican a +6 bonus to defeat said
Mastery = add an additional -1 DR (-2 total) to
armor (reduced Ablation by 6 per D). It will
the Scholar skill and choose a secondary area of
also add up to +2 Pips to any Armor
proficiency at -1 DR from the following list:
Modifications (as above).
Business, Bureaucracy, Art, Languages,
• This bonus translates to Guns as well. The
Persuasion or Teaching (AS).
bonus here is the Modification buff of +2 (+6
Damage, +6 Meters: 2 to each category, +2 to
Quickdraw, ect).
High Tech Bonus: The expert gains a +3 bonus
to all other Technical skills (Droid, Starship, etc)

353
Personal Combat Hard Shields and Armor. 1 point per pip x 5
= the Ablation Rating. The only thing that
I’m going to try walking you through a series of changes here is that some armor is better at
examples of how you can use the rules in this deflecting damage than other types. 2D of
book for personal combat resolution. Some of Energy Protection = 3 Pips per D = 6 x 5 =
the rules presented here will be restated in the 30.
Game Master’s section of the book as well. • Durability is 1 per Pip +2 for the “Wound
Level” x 5. 2D Energy Protection is 30
What is Scale? This is the association that the Ablation / 40 Durability.
game rules make with escalating levels of
toughness and overall ability to take punishment. Notes: Any damage that doesn’t pass the
In previous editions of the game, scale would Ablation is deflected and doesn’t damage the
allow for shots to land easier when firing from a armor. Any damage past this damages the
lower scale to a higher one in addition to a Armor’s Durability. Once the Armor’s
reduction in damage. Durability is depleted that part of the armor is
useless and mosy be replaced. If there is even 1
I never cared for the ease of hitting higher scaled point of Durability remaining the armor can be
objects other than capital ships vs snubfighters. repaired in that location.
However, even then it didn’t make much sense
once we depart from a pure D6 only mechanic Most individual items in a lot of scales only have
like the old WEG rules. In the 3rd Edition we one Hull Location. That is for ease of tracking
still struggled with how starship combat worked hull durability on smaller craft and people.
vs capital ships. In this, 4th Edition, I have However, players and Game Masters can track
endeavored to balance the damages across scales the individual locations separately. Punching
effectively by using damage reduction tiers. one area on a Hero’s full suit should only destroy
that area (logically). The same goes for the bad
Character Scale is a classification for anything guys and because of this players can slavage
pertaining to an individual. It is the classification armor and piece it toghter from the baddies they
for personal body armor, weapons, weaker ghost. Keep that in mind.
structures like civilian dwellings, and some light The above should also apply to the facing the
vehicles and cargo skiffs. players get hit on in their vehicles. The core
The concept of scale becomes much more game is lethal enough that I think extending the
important later when dealing with vehicles and players this courtesy is worth it. Only do the
starships. It’s just something to keep in mind for same for important NPCs.
now. Examples:
Armor & Shields 1. Jane is shot with a Hold Out Blaster that
Armor & Shields can function in two ways. delivers 30 Damage to her torso, she is
They Ablate (or reduce damage) & have a wearing the Reflec Body Suit and it Ablates
maximum tolerance for damage called 30 Points of damage, she takes no damage.
Durability. Both operate in similar fashion to the 2. Jane is shot with a Heavy Blaster Pistol that
other. The main difference being that you can delivers 50 Damage to her torso, she is
regenerate shields while once armor is depleted wearing the same armor as above and the
is it “shot off or destroyed”. damage is Ablated (reduced) by 30 points.
Note: In Character Scale, Armor breaks down in The remaining 20 points of damage transfers
to Physical and Energy Protection (P&E). Dice directly to the suit’s durability rating,
are Full numbers and Pips are represented after a reducing it by 20. In this example, she could
decimal point (1.2P & 2.1E). Speeder up, blocks be shot twice by a Heavy Blaster before the
everything. armor is considered destroyed.
• Shields: generally don’t Ablate Damage. 3. Destroyed protection doesn’t necessarily
There are exceptions, and it’s considered a mean the suit is obliterated, just it’s ability to
“Hard Shield” in these instances. protect the individual. Thus, suits with other
functions or alternate protections will retain
• Ablation is always the same mechanic for

355
those abilities and values until they, too, are (like behind them) or by invisible opponents
destroyed. using some sort of active camouflage (like a
sneak suit or Bending Light with the Force).
• Shields follow the same rules for Armor,
During a Surprise round, the individuals so
except that unless otherwise noted they are
Surprised are unable to employ Augmented or
“Soft” shields and do not ablate damage.
Full Defensive Actions (unless they have
However, when they are depleted with a
appropriate Advantages that allow them to
“kill” result the shields are simply blown and
defend).
require only to be recharged (thus personal
shields are amazing and expensive). Shields • Surprise can be defeated by a successful
block both Energy and Physical damage Sixth Sense test. If the roll is successful, the
unless they are specific Barrier devices (only defender initiates a standard Initiative roll
one mode). Energy Shields will even block against the attacker(s). Following that
Force / Magic related attacks that manifest in procedure normally. They are afforded a full
the physical realm (Force Lightning, Bolt of range of defensive actions.
Hatred, Telekinetic-ally hurled objects, etc).
• In instances where the attacker is a trap,
• Shield Regeneration requires a Fresh Power Successful Sixth Sense rolls will allow the
Pack or a portable generator to refresh their defender to instantly avoid the trap, even
shield ratings at the character scale. A new without knowing what it is. They effectively
Power Pack Swap requires a Full Action. A throw themselves out of the way or turn
Portable Generator Refresh requires a Free slightly to avoid the dart, etc (it might kill the
Action. Shields will naturally regenerate at 1 rest of the party though...).
point per Pip of their rating per round (2D =
• Surprise does not defeat the Force Power
6 Points per Round).
Danger & Combat Sense. While the Jedi
Combat Initiative might be surprised, the Force Abilities still
Initiative determines turn order in a combat apply their bonus to the defense of the Jedi.
round. It’s determined by rolling the Perception Furthermore, any force ability that was
Attribute and adding all the D6 dice together already put “up” that defends a Jedi still
(do not apply wild dice to this roll). Any applies to their defense. Even if they were
opposed ties in the order act simultaneously. unaware of the angle of attack (The Force is
space magic after all).
Winning Initiative doesn’t mean you have
surprised an enemy (which is a pre-initiative Quick Draw
status). You simply act first. Defenders in this Quick Draw superceeds Initiative, forcing
instance can still declare the defensive actions combat into a Surprise round of sorts. In order to
they will be taking, they simply cannot take perform a Quick Draw, an individual must do the
offensive actions until their initiative comes following:
around. • Spend a Free Action: Either to draw their
• It’s possible to kill a target prior to their weapon or to react quickly if the weapon is
combat initiative, only on simultaneous already drawn (it doesn’t have to be
initiative rolls do they then get to respond. holstered, and it can even be on a table within
reach).
• Combat Initiative can be modified by a
number of Advantages that contribute to it. • Only one Skill can be used in this pre-
initiative Quick Draw Phase (Doesn’t have to
• Defenders that lose initiative can still declare be a combat skill).
their defensive actions, which impact any
offensive actions they take on their Combat • Devote as many skill Dice as they want to, to
Initiative turn like normal (multiple action their Quick Draw test.
penalties). • Add the Base Attribute tied to the skill and
roll the Skill Dice you devoted to it. If the
Surprise result is greater than the Perception Based
Individuals can be Surprised if an attacker is
Initiative of your assailants, you initiate a
successfully attacking from a concealed position,
“suprise” sequence (can be multiple attacks).
from a range that the player(s) don’t even see

356
• Add Character points if they want to (+3 to extra 1 = 9 + 1 = 10. That’s the base threshold,
the Quick Draw result per point spent). now apply stun to it (1 point) = 11 Stun Rating,
and add 1 to that Stun Rating to determine the
• Use Force or Epic Points if they want to.
Wound Rating 11 + 1 = 12.
• Quick Draw Multiple Actions: You are
Strength is always rolled when taking damage
limited to 1/3 of your total Dice Pool (in that
to reduce the incoming amount before it hits
skill) number of attacks you can make in that
your condition monitor.
action. 3D = 1, 6D = 2, 9D =3, 12D = 4, 15D
= 5 … At Five, you’re Gallandro from the Thus in order to resist a Stun Effect the hero rolls
Expanded Universe. their Strength Dice, which reduced the incoming
stun damage. Any remaining damage then
• A successful Quick Draw will allow the one
transfers to the condition monitor and if it’s
doing so to have a regular Combat Round
greater than “x” threshold that is where your
immediately following the Quick Draw
character is at in the “stunned” spectrum.
round with a +1 action penalty to all their
actions no matter how many times they fire. In order to resist a Wound do the same as above,
roll the Hero’s Strength and directly reduce the
Damage Resolution damage with that roll. Whatever is left goes
Once you have calculated any individual’s directly into their condition monitor (or Wound
wound thresholds you also know at which points Levels).
they are crippled or effectively dying. All
weapons deliver a fairly straightforward amount Note: Stun Weapons are only effected by
of damage. Armor’s Ablative Rating (directly reducing the
damage) the rest goes directly against the
A Quick Recap for wound levels and such: Target’s Strength and any reminder vs their Stun/
The Strength attribute is the basis for all damage Wound Levels. Stun weapons never destroy
soak. 1 per Pip of Strength added together = armor.
your base threshold for damage. Thus a 3D+1
Strength is comprised of 3 pips per D and the For Fast Damage resolution, don’t roll the
NPC’s Strength to resist wound levels. Only
apply their armor rating as a damage soak and
then figure out their wound level from the attack.
Your average Storm Trooper will be dropped by
a standard Blaster Pistol shot, possibly even
killed after factoring in lethality. Use this only
in mass encounters when the players are
surrounded by masses of enemies. Never apply
this rule to the players.
• Please refer back to pages 33-34 for greater
detail.

Healing
Healing in the game is very straightforward.
Each hero in the game has a certain amount of
“Recovery Tests”. Players possess 1 recovery
test per D of Strength Attribute, unless they have
more from Advantages or Powers. This recovery
test is a simple roll of the player’s Strength
Attribute. That result directly heals any damage
sustained.
Furthermore, many items provide healing.
Things like Med Packs will instantly apply their
rating in healing to an individual.
The Force can be used to heal and directly

357
applies it’s healing effect against damage on a Mortally Wounded individual (other than the
point for point basis. Force). If an individual possesses even 1D in
Medicine, they can stabilize a Mortally
Incapacitated: At this wound level the
Wounded individual long enough to get them
individual requires rest for 2 days, even if they
to a proper care facility (in theory, GM
manage to be fully healed shortly afterward. Jedi
discretion, there are times that this won’t
Healing can remove this necessity, doctors will
work at all).
reduce the time by 1 day. Anyone operating in
this status will suffer a +9 Difficulty to all skill Lethality and your to Hit Rolls
tests (until they rest). A very basic overview of lethality is as follows:
Mortally Wounded: Once an individual reaches Lethality: For every 3 points above a target
this stage they require extensive treatment that number, add 1 Point of Damage.
can only be cured by an extended period of
healing (even by a Force User) that is equivalent Lethality helps games move faster overall. It
to the times required in a Bacta / Kolto tank. may seem mild given the output of weapons in
This is a period of days, depending upon the the game, but you will be surprised how much a
injury. difference it can actually make.
• Minimum of 3 days of rest Example: I fire my Blaster to hit a target and
the difficulty is 9, my result was 21.
• +1 day per 10 points of damage they
sustained (round up). Lethality = 4 Additional Points of Damage
• If Stabilized without proper medical facilities Range Penalties: Range itself adds difficulty
or a Jedi Healer attendant, double the to all target numbers. This is as simple as adding
recovery time. a bonus number on top of Natural Defense,
Augmented Defense & or Full Defense.
• Even if functionally awake the individual is
at a +12 Difficulty to most tests. Point Blank: Anything under Short Range has a
bonus associated with it (-3 Difficulty).
• Lost limbs at this level of wounding may be
corrected in a number of hours. Though the Short Range: Has a base difficulty of zero (0)
player will suffer for at least 3 days (+6 to all Medium Range: Base difficulty of Three (3)
tests).
Long Range: has a base difficulty of six (6)
Notes on Lost Limbs: Bacta and Kolto tanks
will not re-grow limbs though the technology Extreme Range: this is up to 125% of the Long
exists to clone arms for an individual (and is Range of a weapon type, and adds nine to the
expensive), cybernetics are more readily difficulty to hit (9). Extreme Range shots can
available though they carry some stigma when only occur with Energy or Ballistic Weapons,
they are obvious replacements. missiles and torpedoes will run out of fuel at
their listed ranges.
First Aid: Is a skill, that when applied to
healing will cure 1 point of damage per Full D Impossible Range: this is up to 150% of the
possessed. Once per week without medical Long Range of a weapon type, and adds twelve
equipment or healing aids. to the difficulty to hit (12). Impossible Range
shots can only occur with Energy or Ballistic
Medicine: Is an advanced skill that confers Weapons, missiles and torpedoes will run out of
specific knowledge for mending wounds, curing fuel at their listed ranges.
diseases, and detoxifying poison. It combines
the First Aid skill levels with Medicine Skill Notes: All Unarmed and Melee Combat occurs
Levels, if this combined skill is at least 50% of in “Point Blank” ranges. You have to be close
the damage sustained by an individual, the skill and personal to pull off Martial Arts, Lightsaber
cures 2 points per combined D pool, if the attacks, etc. Melee and Unarmed do not benefit
damage is beyond that the skill provides 1 point from the Point Blank Bonus.
per combined D. Once per week without medical
equipment or healing aids. Terrain Penalties: This is the difficulty of
the terrain the target is in. It could be as simple
• Medicine is the only skill that can stabilize a as the target being in a forest to as complicated

358
as the target using a crowd of civilians for cover Well Rested Modifiers: (Optional)
and as a means of escape. In vehicular combat, -1 to all Difficulties in the game (including +1to
it’s more applicable to traffic than in other Natural and Vehicle Defense): 8 hours equivalent
situations. However, the terrain itself plays a sleep to all tests for 8 hours.
huge role in effectively piloting around
dangerous outcroppings in a mountainous area or Exhaustion Modifiers: (Optional)
even in a cityscape. If the target is piloting a +3: Light Exhaustion (operating over 12 hours)
speeder at hundreds of kilometers per hour the
risk of colliding with buildings, other vehicles +6: Moderate Exhaustion (operating over 18
and natural / unnatural anomalies is great. Thus hours)
this is where these penalties apply to both +9: Heavy Exhaustion (operating over 1 day)
gunners, pilots and characters on foot. +12-15: Complete Exhaustion (operating over
Terrain Modifiers: 1.5-2+ days)
0: Flat Terrain / Open Space
Force Use Proximity Modifiers:
+3: Light Terrain, short hill/some traffic, floating User and the target are: Add to difficulty:
space junk, etc
Touching +0
+6: Medium Terrain, rolling hills, suburbs/
moderate intra system traffic, debris or nebula Line of sight (not touching) 0
+9: Heavy Terrain, mountains, city/heavy traffic, Not line of site, at 1-100 meters 0
asteroid field 101 meters, to 10 kilometers 0
+12: Maximum Terrain, concert, city parade/ 11 to 1,000 kilometers +3
battle zone, thousands of pieces of floating debris
Same planet more than 1,000 kilometers +6
Zero G Modifiers: Same star system, different planet +12
+15: Unskilled Not in same star system +15-30
+0 (or as below): Skilled Force Use Relationship Modifiers:
All Attacks User and the target are: Add to difficulty:
Low gravity +3 (0 if Zero G AP possessed) Close relatives (married,
High Gravity +6 siblings, parent and child, etc) -9
Heavy Gravity +9 Close friends -6
Notes on High and Heavy Gravity: Both of Friends -3
these conditions effect the ranges of any thrown Acquaintances -2
and ballistic and missile weaponry.
Slight acquaintances -1
• High Gravity cuts Thrown, Ballistic and
Missile Weapons effective ranges by ¼. Met once 0
• Heavy Gravity cuts Thrown, Ballistic and Never met, but know
Missile Weapons effective ranges by ½. each other by reputation 0
Inclement Weather / Inhospitable Climate Complete strangers +6
Modifiers:
Complete strangers and
+3: Light storm/haze
+6: Moderate storm/haze/darkness not of the same species +9
+9: Heavy Storm/Tornado Called Shot
+12: Mega Storm/Radioactive atmosphere Target is...
without exposure suit, etc
10 to 50 centimeters long +1 DR

359
1 to 10 centimeters long +2 DR • Finally, the players can choose how they
apply their Fire Control Bonuses. 1D Per
Less than a centimeter long +4 DR
free Shot is required, however, those D can
* See text for options. be broken down into 3 Pips for a +3 to Hit.
Other Modifiers You can take a 3D Fire Control Package and
get your first Action Shot and Extra Shot + 6
> The attacker is blind or blinded: +4 DR to Hit (on both!).
> The target is blind or blinded or attacked Examples:
from behind:
A gunman has a blaster with a scope that
-2 to Difficulty Rating (DR) provides a +3 to hit. This gunman devotes 1 FA
Hit Location to Aiming, which gives a +1 and then the bonus
Modifiers to hit from the scope applies to the result.
Head +3 DR A gunman with a blaster with Fire Control of 1D
wants to activate this benefit. So, they use 1 FA
Center Mass +1 DR and are granted a Free D for actions. This means
Left or right arm +2 DR that without even suffering multiple action
penalties the Gunman can Fire their Blaster
Left or right leg +2 DR twice. However, if they should fire twice and
Left or right hand/foot +3 DR dodge, they incur a multiple action penalty.

Aiming and Fire Control on Weapons Combined Fire


Here we will discuss three types of bonuses a If you really need to take someone down really
hero can gain from / with a weapon. bad, your group can Combine Fire on a single
target. Typically, used when you can’t hit a
Aiming: This allows the hero to take a moment highly evasive target.
to add some precision to any prospective shot.
This will even apply to automatic fire, so long as Requirements: A Command test, Difficulty is 6
the target is one. It will apply to AoE weapons + 2 per additional person Combining Fire.
for the point of impact only. Result: Take the person with the best Combat
• Up to 2 Free Actions can be applied to an Skill in ranged weapons and base the roll off of
Aimed shot. Each Adds +1 to Hit. them, add +1D and then +1 to their end result per
additional individual commanded to fire upon the
• Weapons that posses a Scope that applies target. Damage is likewise increased by +5 per
bonuses will add their bonus only after at additional “Shooter” and added to the end
least one Free Action is taken to Aim. Both Damage result.
the Aiming action and the Scope’s bonus then
apply. Note: Storm Troopers have this ability drilled
into them. The commander need only issue a
Fire Control: This is an enhanced feature of
certain weapons. The bonus will allow for single free action in order to perform it.
additional Full Actions to be taken with a Suppression Fire
weapon (more than one shot with no multiple You want to keep the enemy’s heads down, under
action penalties). cover so they don’t shoot you or your friends.
• To Activate a Fire Control Bonus a hero must You pull the trigger on your single shot weapon
use 1 Free Action. about as fast as you can while attempting to land
• Fire Control & Aiming can be used together the shots in the general vicinity of the OpFor
so long as the hero has enough free actions to (Opposing Force).
devote to triggering, first the Fire Control (1)
and then Aiming per target (minimum 1 FA Semi Automatic Weapons:
per Aimed shot). Requirements: Ranged Weapon with sufficient
Ammunition, minimum 5+ Shots remaining.
• Vehicular Fire Control still requires a Free You can retain partial cover while performing
Action to gain the bonus of the package. this action. Fire 1-5+ wild shots, player can only

360
take a standard defensive action, issue orders (or while firing, if they do not notice heroes moving
both) while performing this defensive fire out of the fire arc with their base PER they will
maneuver. not be able to track the movement. Natural
Advantages like Observant & Good Vision will
Cost: 1 Free Action per suppression shot is
apply their full bonus detection of enemies
required, otherwise, you have to dip into player
moving outside the fire arc.
actions to perform them.
If the gunner has a spotter that notices the heroes
Result: Each person can fire five shots.
moving outside the arc of fire, the spotter can
Difficulty added to the OpFor is 1 Point per shot,
direct the gunner to adjust fire and pin the
per individual firing to suppress. Adding to their
sneaking heroes down again. There is no roll
base difficulty to hit you.
necessary if a spotter or commander adjusts a
If the weapon(s) support Automatic Fire gunner’s fire, it simply costs the “commander” 1
(Repeating Blasters) factor in the following. Free Action to point out the adjustment.
Burst Fire Weapons: If an opponent breaks cover and does not dodge,
Cost: 1 Free Action per suppression burst is they have only their Natural Defense rating
required, otherwise, you have to dip into player against ½ the skill of the individual providing the
actions to perform them. Suppression Fire. Roll the gunner’s skill and add
Standard Burst: Adds Difficulty per individual it to their Attribute then diveide it by 2 (rounding
doing this, consumes 1-5+ ammo (of 5 round up), if that beats the Heroes natural defense they
bursts) and adds 5-25 to the OpFor Difficulty to are hit.
hit (defensive and standard free actions can still
be used as above with the semi-automatic fire Automatic Fire
example). Again we are talking about Repeaters here. Both
Burst Fire and Full Automatic Weapons. As a
Medium Burst: Adds Difficulty per person doing general rule these automatic fire modes are
this. Consumes 1-5+ ammo (of 10 round bursts) already factored into the statistics of each
and adds 10-50 to the OpFor Difficulty to hit weapon. You will notice a bonus to hit and and
(defensive and standard free actions can still be damage already in the stats. You may see a “SS”
used as above with the semi-automatic fire which means Single Shot. If the weapon has a
example). single fire mode, it’s damage will be listed here.
Heavy Burst: Adds Difficulty per person doing Please note that any bonus to hit that the
this. Consumes 1-5x+ ammo (of 15 round repeater provides is lost in Single Shot mode.
bursts) and adds 15-75 to the OpFor Difficulty to Burst Fire Weapons:
hit (defensive and standard free actions can still These weapons are grouped into three categories:
be used as above with the semi-automatic fire Light, Medium and Heavy.
example).
Light: +3 to Hit, +10 to Damage (1D). Are only
Fully Automatic Weapons: Typically, big effective vs one target.
support weapons. Add a +60 to the difficulty for
the OpFor to return fire in a single arc of fire (at a Medium: +6 to Hit, +20 to Damage (2D). The
character scale). burst can be spread across up to 2 targets for an
additional expenditure of 1 Free Action.
Cost: 1 Full Round Action per suppression
automatic burst is required. Gunner cannot Heavy: +9 to Hit, +30 to Damage (3D). The
dodge or issue orders. The firing of the weapon burst can be spread across up to 3 targets for the
is the gunner’s sole action. additional expenditure of 2 Free Actions.
Notes: This is why smart heroes will move to an Damage is already calculated into the base
alternate fire arc if possible. Those with the right modes and is not reduces for targeting more than
camo/sneak skills are better capable of one target (nor is it increased for attempting to
accomplishing this. dump more of the burst into a single target).
A Gunner(s) targeting an entire arc of fire with
suppression automatic fire is not firing with Fully Automatic Weapons
precision. Since they cannot use any other skills These are robust weapons, typically, fixed
installations and weaponry mounted on some

361
Tanks, Snubfighters and the occasional rare 5-6 Meters = ¼ Damage
speeder. They retain a incredibly high cyclical
Most weapons of a Scale Above Character will
rate of fire. They also require an incredible
cause AoE damage to players or their
amount of power to keep them functional.
surroundings.
Installations like these will be incredibly rare.
None of these weapons will be man portable. Speeder vs Character: AoE 1-2 meters
Full Auto: +12 to hit, Damage should already Walker vs Character: AoE 1-4 Meters
be factored into the weapon’s fire mode. These Snubfighter vs Character: AoE 1-6 Meters
weapons don’t possess a single fire mode, they
are Fully Automatic all the time. On a personal Capital vs Character: AoE 7-12+ Meters
scale, the weapon’s automatic fire can be spread Please refer to evasion vs AoE from Capital
across up to 5 targets, simultaneously. Targeting weaponry in the Starship Scale section for rules
five individuals requires a Full Round Action. on avoidance.
The gunner cannot dodge, issue orders... They
get no defensive enhancements. This also
applies to individuals with Fast Reactions, Time
Melee Combat
The Base difficulty is no different than unarmed
Sense, etc. Should they wish to dodge they must
abandon their position / weapon and it nullifies combat. The difficulty escalates in the same
ways. The real difference here is that unarmed
any targets hit in that round.
combatants can be easily maimed by an expert
If a Force Point is used the gunner can burst with weaponry.
across up to 10 targets, simultaneously!
• Successfully parrying a melee weapon while
All targets must be within a 30 degree arc of fire. unarmed requires the Unarmed Combat result
This cone of effect “widens” the further out in to be 25% greater (rounding up) than that of
range groups are. Add +1 to the affected targets the Melee Combatant’s attack result. If it’s
per range category beyond short that the gunner not, then the unarmed combatant suffers ¼ of
is firing at (+1 Medium, +2 Long = 6 Medium the weapon’s base damage.
and 7 Long)
Notes: Engaging an individual with a Lightsaber
or Alchemical Weapon is dangerous! If they
Explosives: Grenades, Charges, exceed your attack roll one of two things
Missiles, Warheads, etc. happens. If you are attacking them and are
All of these weapons deliver Area of Effect unarmed, you will take damage, likely losing an
Damage (AoE) and are incredibly expensive to arm or a leg in the process. If you are attacking
use and field. them with a standard Melee Weapon it’s very
Note: Weapons like Thermal Detonators are likely to be cut in half and rendered useless.
special case explosives. In the following AoE
breakdowns most weapons have a damage “fall Rate of Fire (RoF)
off” as the blast rolls out from the point of Some weapons will have a limitation to the
impact. Thermal Detonators erect a energy amount of times they can fire. The amount of
shield out to their maximum range, and the times they can fire is indicated after the
damage delivered within that “bubble” is all abbreviation “RoF:”. Typically, these weapons
100%, there is no damage fall off, there is no will be AoE or Burst Fire. However, some local
dodging, only annihilation. laws also limit the fire rate of personal sidearms
and rifles.
Area of Effect (AoE):
Certain types of Weapons cause AoE damage.
These generally consist of Explosives. Blast
Radii have drop off points, however. Figure that
most Grenades have the following AoE damage
form point of impact.
1-2 Meters = Full Damage
3-4 Meters = ½ Damage

362
Running personal she can choose to add character points to this
outcome to increase her odds of success or even
Combat opt to “Quickdraw”, which doesn’t mean her gun
has to be holstered. It simply means that she
If you’re familiar with any sort of D6 game rules reacts fast, purposefully by declaring the action
or you have played a game that makes use of and pulling levels of skill off her gunplay to add
target numbers that you must exceed in order to to the roll in a surprise round that is calculated
succeed, then personal combat in the 4th edition prior to initiative. Quickdraw is for players that
is relatively straightforward. By now, when you seize the initiative, and GM’s should award the
are sitting down to play the game, you already status to players that instantly react. Players that
have all your characters generated and their take their time to determine what their actions
derived statistics are already written down on are will never be considered to be in a pre-
each character sheet (Movement Speed, initiative phase. This allows you to inject some
Jumping, Climbing and Swimming Distances, level of excitement into pre-combat. It can also
Damage soak for wounds, Force Resistance, involve opponents doing the same to counter a
Vehicle Defense and Personal Defense, etc.). So hero’s quickdraw!
most of the hard work is already calculated for Quickdraw isn’t always the most appropriate
you. action, as it doesn’t factor in changes in the
Generally speaking, when the players/heroes will greater field of combat. It laser focuses the
be engaging NPC enemies, their target number to conflict right in front of the heroes.
hit will be the base personal defense of the NPC. In this instance, Sera, declares a Quickdraw. The
In most cases, these NPC enemies will be non- enemy in front of her is as straightforward as
hero units and only possess 2D Attributes. Thus, they come. She opts to use all of her Gunplay to
the personal defense of these basic troops is 6 bolster her surprise round initiative. Adding 10
(one point for every pip of the base Dexterity points to her Perception roll of 3D6. She rolls an
Attribute). So, the heroes will have to beat a 8 + 10 vs the Troopers 11 on 2D6, the quickdraw
base target number of 6 to hit most targets. phase occurs just prior to normal initiative, the
Where the complexity starts coming into play is trooper is helpless to wait for the outcome before
when you factor in distance, terrain, reacting.
environmental and cover modifiers. Also,
enemies may opt to dodge, to add difficulty to Sera’s target number is the Trooper’s base
being hit.
Movement happens on the initiative (time to
act) of the Heroes and NPCs.
Example:
Sera, a female trooper, with a Gunplay skill of
2D and A Dexterity of 3D rounds the corner on a
lone Stormtrooper during a firefight after being
separated from the group. She’s already got her
blaster pistol drawn, and she’s ready for
anything. GM’s could Roll a D6, to determine
what the facing of the trooper is, for flavor. 1-3
Forward, away from Sera; 4-6 directly at her (or
even add a side facing as the trooper searches
buildings).
For the example let’s say the trooper is facing
her, and the issue comes down to one of
initiative. Under normal circumstances, Sera and
the Trooper will roll their Perception Attribute to
determine who reacts faster. Sera has a 3D
Attribute while the trooper has a 2D. However,

363
personal defense of 6 in this instance and she skill to his Quickdraw result. We already know
must defeat that number with only her base he rolled an 11 + 10 = 21.
Attribute. She can only fire once, because she
Quickdraw actions occur in the same surprise
sacrificed her Gunplay dice to go first.
round on the highest score, and count down in
Her base attribute is 9 (3D) that’s 3 over the increments of 3, meaning that both the NPC and
trooper’s defense for +1 to Damage (Lethality). Hero can act, and whichever one of them drops
first is what ends the quickdraw phase.
Sera’s blaster pistol is delivering 41 points of The trooper fires first on his initiative of 21,
damage per shot. The Trooper is wearing armor, choosing only to fire once, he has to defeat Sera’s
and his E(nergy) rating is 1: an Ablation value of base Personal Defense of 9 (3D) on Attribute
15. We ignore the Durability of Armor for alone 2D (6), he can’t do it so he adds a
NPCs. Character Point +3 = 9. In this case, he hits.
So, her Quickdraw shot delivers 26 Points of Sera has a Strength of 3D, and a base damage
damage to the Storm Trooper’s Condition soak of 9 + 2 (wound level): 11 x 5 = 55 - her
Monitor (NPC’s don’t roll STR to resist). combat armor 1D Energy; Ablation: 15,
The Storm Trooper has a Strength of 2D, that is 6 Durability 25.
+ 1 for stun, +1 for Wound level = 8 x 5 = 40
points of total health. The Trooper’s Blaster Rifle delivers 50 (5D)
Damage - 15 Ablation = 35, that remained hits
Wound at 8, Wounded Twice at 16, Incapacitated Sera’s Armor Durability of 25 and destroys that
at 24… She delivers 26 points of damage to the armor location (for energy). The Remaining 10
StormTrooper and he drops in the Quickdraw points must be resisted by a Strength Test.
phase. The trooper is a punk, he’s passes out.
Sera finishes him off stepping on his neck. Sera rolls 6: 10 - 6: 4, Sera adds that to her
Condition Monitor, 6 more points of damage and
• If the trooper resisted he would have to make she will suffer a light stun for 1 round and 7
a Willpower or Endurance Test that was more points will be a Wound.
above 26 in order to remain awake.
-3 : 18 Sera’s shot goes off.
Now, Sera wants to strip the trooper of useful
gear. She strips what she can quickly. The She hit’s with Base Attribute 9, vs the defense of
trooper's Utility Belt & Weapons. 6 of the trooper. That’s 3 over for +1 damage
If you want to make the scenario more tense, you (Lethality)
sinmply allow the Trooper to roll Strength to
resist some of the damage. You can add in their Sera’s blaster pistol is delivering 41 points of
armor durability if you want to torture your damage. The Trooper is wearing armor, and his
players… I recommend against it in this E(nergy) rating is 1: an Ablation value of 15. We
instance. ignore the Durability of Armor for NPCs.
A number of game factors can make combat So, her Quickdraw shot delivers 26 Points of
more nuanced. If Sera’s trooper adversary was a damage to the Storm Trooper’s Condition
Hero he might have possessed the Toughness Monitor (NPC’s don’t roll STR to resist).
Advantage that allows for him to have more The Storm Trooper has a Strength of 2D, that is 6
resilience, he would have most certainly spent + 1 for stun, +1 for Wound level = 8 x 5 = 40
Character points to offset the damage she points of total health.
delivered to him. He might have even opted to
Quickdraw as well, against her, in which case the Wound at 8, Wounded Twice at 16, Incapacitated
scenario would evolve in cinematic fashion. at 24… She delivers 26 points of damage to the
StormTrooper and he drops in the Quickdraw
Opposed Quickdraw phase. The trooper is a punk, he’s passes out.
We already know that Sera’s Quickdraw total Sera finishes him off stepping on his neck.
was 18, but what if the Trooper had chosen to do
the same as her and react?
The basic Stormtrooper applies his 2D Gunplay

364
Vehicular Combat heavy emplacements and garrisons.
• They receive less damage from Character
Vehicular combat functions identically to Scale Weapons (-40).
personal combat in almost every respect.
• They Receive less damage form Speeder
However, the places it differs in are resilience
Scale weapons (-20).
and damage delivered. This is where we start to
delve into the Scale of vehicles vs heroes • They deliver more damage to Character Scale
(Speeder vs Character, Walker vs Speeder, etc). (+40).
Scale differences are covered at length in the • They deliver more damage to Speeder Scale
Starship Tactics section, however, here we will Targets (+20).
cover the first two scales that pertain directly to
• They deliver moderate AoE Damage (3-4
Vehicles and no so much Starships (though some
meters).
have been known to exist).
• Armor here protects vs Energy and Physical
Character Scale is a classification for damage (unlike Character Scale Armor)
anything pertaining to an individual. It is the
personal classification for body armor, weapons, • Walker Scale Targets will typically only have
weaker structures like civilian dwellings, and a single hit location, however, many
some light vehicles and cargo skiffs. installations use walker grade materials and
those installations will have multiple hit
Character Scale is the basis for individual locations like a capital ship (a Garrison will
combat and actions. The following two scales have at least 4 hit locations). While Imperial
are a departure from the Character Scale in a Walkers are considered to have a single hit
couple key areas. location for purposes of overall damage
resilience, those vehicles are so large that
Speeder Scale is a classification for anything individual areas on the vehicle can be
commonly associated with non-personal based targeted for a bonus to damage (like the neck
devices like Cars, Planes, Boats, escape pods, and legs).
light structures and fortifications and some
Tanks. Movement and Vehicles
Movement of vehicles is typically expressed in
Speeder Scale objects are more resilient to
Kilometers per Hour. Weapons, however,
damage than Character Scale items.
typically express their ranges in meters. So how
• They receive less damage from Character do we do that? It’s pretty simple actually, 1
Scale weapons (-20). Kilometer per hour is approximately .277778
• They also deliver more damage to Character meters per second. Rounds in this game are
Scale targets (+20). roughly 5 seconds. That’s 1.38889 meters in 5
seconds (or 1.4 rounding up).
• They deliver light AoE Damage (1-2 meters).
The actual formula to convert Kilometers per
• Armor here protects vs Energy and Physical hour to meters is to divide the number by 3.6
damage (unlike Character Scale Armor) (Round up)
• Speeder Scale Targets are typically classified An Imperial Walker has a base speed of 60
as having only a single hit location (whereas Km/H divided by 3.6 is 16.6666666666667, so
heavier Vehicles and Structures may have round up = 17 meters x 5 seconds (1 Round) =
many). Some buildings will possess multiple 85 Meters per Round.
locations.
This will operate across the board.
Walker Scale is a classification for anything
commonly associated with heavy vehicles and Example:
emplacements. Here you are dealing with A speeder moving at 450 Km/H divided by 3.6 =
rugged mining equipment, heavy tanks, Imperial 125 meters/second = 625 meters in one Round.
Walkers (where it derives it’s name), some A Speeder pursuing them at 350 Km/H divided
orbital craft, few space craft (escape pods), and by 3.6 = 98 meters/second = 490 meters in one

365
round. the difficulty to be hit and a +3 to the
difficulty of any gunner on the vehicle to hit..
The Difference: 625 - 490 = The lead Speeder
is pulling ahead of the pursuit vehicle by 135 • 4X: For any Vehicle that has a base
meters per round and there was a 20 meter movement of 300 Km/H+ that is moving at
separation between them to start. Now you have four times it’s speed (1,200+ Km/H) apply a
your range (155 meters). +6 to the difficulty to be hit and a +6 to the
difficulty of any gunner on the vehicle to hit.
So, yeah, this is pretty technical and I am asking
people to do math... However, any vehicles I pre- Notes: Excessive speed is essentially a Terrain
generate will have this generated already for you. modifier but further Terrain Modifiers can also
Role-players are smart, this game is for smart apply here as well, especially at these speeds.
people. Anything under 200 Km/H is just too damn slow
Notes: I never thought to do this before. I to really gain a heavy advantage or penalty on
suppose I am thinking more technically and their ability to hit others or defense (unless they
practically now. 100 Km/H is supposed to be are facing stationary opponents or ground based
equivalent to 1 Space Unit in Speed. Which infantry).
means that a Snubfighter moving at a Space of Cover for Occupants
10 (TIE Fighter) would be capable of traversing Most vehicles will offer a certain rating in the
280 meters/second or 1,040 meters in a Round. amount of cover they provide. This cover has a
That’s actually cool for flying in on a Star number of functions that were not discussed in
Destroyer’s bridge because you can actually the personal combat section.
figure out when you will reach it (almost
instantly… on round 2). It gives some more • Any weapons fire hitting the vehicle is first
detail to those that are actually tracking ranges. blocked to a degree (as long as the vehicle
And time to traverse an object or starship. provides at least ¼ cover). This normalizes
the damage to the Character Scale occupant
I will express movement on vehicle Sheets in and reduces the damage they suffer to
both the Km/H values and in meters per round as Character Scale. That is a big deal if your
the following: MPR (Meters Per Round) speeder is shot by a Walker or a Snubfighter.
Maneuverability • If the speeder is destroyed in the above case,
Vehicular maneuverability is expressed as a D however, the individual takes full damage
Code in the old material, in the new material it is whatever bleeds over the cover rating or past
expressed as a number added to Vehicle Defense. the destruction of the vehicle then adds the
It is 1 point per pip from the original D code of scale difference to the damage.
the vehicle (1D+1 = +4)
Targeting Vehicles Running a Speeder
This is no different than targeting an individual
in personal combat. You are attempting to land Chase Sequence
shots on or above the target’s Vehicle Defense Vehicular Combat is largely the same as Personal
rating. Naturally, this is modified by a number of Combat. It all comes down to the initiative of
factors. Terrain, Range, Speed and Augmented the NPCs vs the Heroes. On your initiative you
or Full Defense all play a part in targeting can declare what you do to combat your
vehicles effectively. adversary. However, in vehicular combat, you
You will notice that I have added Speed into are always moving. Both you and your
Vehicular targeting. It was listed as an after adversary are screaming down streets or between
thought / bonus defensive measure in personal trees in a forest at speeds that would make most
combat. Here it is both a bonus and a penalty in normal people soil themselves. Thus, we have to
some circumstances. take into account terrain as a more prominent
factor as a difficulty to piloting (and avoiding
Excessive Speed flying into buildings and trees)! If you are a
• 2X: For any Vehicle that has a base superior pilot you can even use terrain as cover
movement of 300 Km/H+ that is moving at and as obstacles that can and will cause your
twice it’s speed (600+ Km/H) apply a +3 to

366
opponents to crash.
Base Vehicle Defense is derived from the
Mechanical Attribute at one point per pip: a 3D
Mechanical Attribute carries with it a base
Vehicle Defense of 9 + any other active
maneuvers to dodge which are detailed under the
Vehicle Defense description.
Vehicular combat requires you to do math to
determine the relative position and range of one
another. So, we recommend you break out some
paper, a calculator and a pencil for this. If
Vehicle 1 is moving at 400 Km/H and Vehicle turns and obstructions (or in atmosphere you are
two decides to engage from a stand still on their flying in a canyon attempting to throw off pursuit
action, Vehicle 1 is 400 Km/H further than they and the turns are coming fast and difficult).
are minus their movement value (if faster the
vehicle could easily pull right behind, next to or Terrain Difficulty 15: The area you are flying
in front of the target). through isn’t meant for speeder traffic, it’s
pedestrians only and you’re attempting to cram a
In this instance we will say that Vehicle 2 is
speeder into a bike or jogging route.
moving carefully and not attempting to draw
attention right before it opens fire. So, it is Terrain Difficulty 18: There is no room here,
moving at 250 Km/H. split second decisions must be made or you will
end up as a memory.
Remember: The actual formula to convert
Kilometers per hour to meters is to divide the Speed is a factor of difficulty
number by 3.6 Cautious: ½ base Move and a reduction to
piloting difficulty of 3. Here you can employ ½
The factors that add complexity to almost any your level in Sneak to add to the difficulty to be
chase sequence come from the terrain itself more spotted when attempting to evade pursuit (GM
than from the adversaries. While you might be discretion, this won’t work in an open field with
flying down largely open superhighways, you are no cover).
more than likely navigating city streets that
weren’t meant for close and fast pursuit in order Cruise: 100% Base Move, flat Difficulty
to throw off that very same pursuit and to evade Flank: 2X Base Move, +3 to base Difficulty
blaster fire. Many authorities will refrain from
firing in populated centers. All Out: 4X Base Move, +6 to base Difficulty
The overall difficulty is up to the individual GM How does the difficulty factor into your tests?
to determine, however, some basic examples that’s a good question: Add your Terrain
here will suffice. Difficulty and Speed difficulty together and you
Terrain Difficulty 3: Almost no one is out and have a total target number that you must exceed
about, the streets are wide open or you are flying on pure skill alone or you run the risk of
on plains. colliding with objects.
Terrain Difficulty 6: There is traffic, and Example: Terrain Difficulty 15 + All Out
depending upon how close to the planet’s surface Movement 6 = 21 Base Difficulty for a 3D
you’re flying there are more obstructions/ Attribute (9) & skill 4D the pilot must actively
buildings (or you are in an atmospheric light beat the remaining 12 point difficulty on their
traffic pattern). Skill test. Each round they are moving at those
speeds and in that terrain they must exceed a 12
Terrain Difficulty 9: Traffic is moving around
on 4D6 or they collide violently with an object
you, not thick but it’s there and you have to be
and deliver 100 (10D) collision damage to the
mindful of choke points.
vehicle and any remained after the vehicle is
Terrain Difficulty 12: Traffic is moving in gone is divided amongst the passengers.
heavy fashion in a condensed street, with many
Damage from Cruise movement should be

367
roughly 50 (5D) and Cautious movement 30 need to consider legality, black market pricing,
(3D). etc and then factor these into the end all be all
pricing for these kinds of endeavors.
Terrain Difficulties can exceed 18 as a base
difficulty, but those circumstances would be rare. One Imperial Star Destroyer is not going to be
Anything above base 18 is a highly restricted your bread and butter. You will die. The galaxy
flight / traffic path that will likely carry other had something like 20,000 Imperial Class Star
obstacles with it like energy barriers and point destroyers in it at the height of the Empire. You
defense guns in restricted military installations. might survive a couple fights, but you won’t
Players will likely move into Terrain Difficulty survive a 3 on 1 engagement, let alone a Sector
regions at All Out Speeds temporarily in order Fleet of 12 Imperial Star Destroyers, dozens of
throw off or destroy pursuit. support ships and possibly a Super Class Star
Destroyer. Just some food for though.
Difficulty To Target Occupants
In vehicle combat it’s easier to target the vehicle Shield Regeneration for Starships
than it is to target it’s occupants. Generally • Default Shield Regeneration: 1 point per Pip
Speaking, most of the combat is resolved by of D Code per round.
targeting and destroying/crippling the In order to regenerate lost shields a Free Action
opposition’s vehicle. Apply a +3 difficulty to any must be spent (or an Action if the individual is
shots aimed directly at the occupants of the not actively angling shields) to divert power
vehicles per tier of movement speed starting at from another system. Shields can be regenerated
Cruise upward: on a point for point basis by stealing damage
output, Fire Control Bonuses, Speed or
1. Cautious: No Penalty other than the Cover
Maneuverability from a Craft.
the vehicle provides. Full cover means that
the opposition must either destroy the vehicle • Borrowing a bonus from Fire Control,
or shoot through it (much higher difficulty). Damage or Maneuverability is point for
2. Cruise: +3 point.
3. Flank: +6 • Pulling it from Speed is done so at 1 point
per 10 Km/H sacrificed (only if in
4. All Out: +9
Atmosphere). This comes of the base vehicle
Ultimately, your limitations in a pursuit are speed and thus impacts all enhanced
defined by the base speed of your vehicle. So, movement tiers (x2 and x4).
you should be mindful of this when engaging
• Pulling it from Space Units will refresh 10
military grade vehicles (which are typically
points per Space Unit diverted.
capable of very high performance).
• Per Character Point Spent instantly refreshes
15 Points.
Starship Combat
• If a Force Point is Spent Shields are instantly
This, essentially, resolves similar to personal refreshed (Fully) and Doubled for 2 rounds.
combat with some key differences. Nominal Missiles and Torpedoes
damage is the basis for damage in Ship to Ship Military Ordinance Firing at Extreme or
combat. Anything past “personal” engagements Impossible ranges is possible in space. Consider
(Snubfighters & Transports) involves deeper these weapons to be dumb fire at this point and
commitment. Capital Ship combat will get you they may not arm or detonate appropriately as
involved and thinking about how you can they drift into a target.
actively defend and attack an opponent. It’s
going to be a rare thing where you’re the Roll a wild die for each group of 5 ordinance
superior opponent in Capital Ship engagements. units:
The players will be dealing with whatever they • 1-2 the ordinance detonates with ¼ effect
can cobble together or pool their finances to
• 3-4 the ordinance only detonates with ½
afford. Sure, someone can take a hit and have
effect
enough money to purchase an Imperial Star
Destroyer at game start, however, Game Masters • 5-6 Full Effect on detonation

368
Excessive Speed Flank Speed: Piloting difficulty 12 and you can
• 2X: Starships moving at double move Double your Base Move. Space: 6 Becomes 12,
(Flank) are all +3 harder to hit, while Atmosphere: 850 Km/H becomes 1,900 Km/H.
penalizing the pilot during stunt maneuvers
All Out: Piloting Difficulty 15 and you can
adding 3 to the difficulty in those tests.
quadruple your speed. Space: 6 becomes 24 and
• 4X: Starships moving at 4 times their base Atmosphere: 850 Km/H becomes 3,400 Km/H.
movement (All Out) are +6 harder to hit,
• Every 100 Km/H is essentially a Space Unit.
while penalizing the pilot during stunt
Some craft will allow their Km/H rating to
maneuvers adding 6 to those tests.
function in a Gravity Well’s influence
Slow Movers (sometimes even out to 120 Units from a
• Anything under 200 Km/H or a base Space Gravity Well/Planet) and in this case the
of 2 (even doubled of quadrupled) is just too example of a craft that traverses 1,300 Km/H
damn slow to really gain a heavy advantage in Atmosphere also has a Space Unit Speed
or penalties. Any ships moving at Flank or of 13 in a Gravity Well!
All Out with a space of 2 / 200 Km/H incur
Capital Weapons vs Battlestations/Death Stars
¼ the penalty/bonus from excessive speeds
There is damage reduction for any Capital Grade
(round down).
Weapon (Essentially, Destroyer Scale) against
• Anything in the range of 300-500 Km/H or a Battlestations and Death Star Scale vessels.
base Space of 3-5 is, likewise, moving at Furthermore, these damage reductions also apply
snail speeds (in starship terms). Any of these to Ultra Heavy Weaponry as well.
ships moving at Flank or All Out with a
• Capital vs Battlestation: -60
Space 3-5 / 300-500 Km/H Atmosphere
speed incur only ½ the penalty/bonus from • Capital vs Death Star: -120
excessive speeds (round up). • Ultra Heavy Weapons Ignore these
Speed / Space Units / Atmospheric Speeds Resistance Modifiers.
There are a couple different types of speeds to Capital Weaponry must “Target Location” or
keep in mind in ship to ship combat, these will combine fire in order to deliver damage to these
also apply to Capital Ships as well as to structures. Regardless of how many fire Arcs are
Snubfighters and Transports. able to converge on a single facing (or arc, like
Base Speed: It’s what’s listed on your ship stats. how a Star Destroyer can fire it’s Fore, Port and
Starboard guns forward) only ONE Fire Arc can
Your “Space: 6” ; Atmosphere: 850 Km/H
be combined to target a single location.
Station Keeping: This is ½ a craft’s base • If a warship’s weapons are “clustered” like a
movement or less, often required in the barest Star Destroyer (50 Fore/Port/Starboard) you
sense to maintain orbit. It can be applied as a simply divide the total by the amount of fire
method to allow a starship to “sneak” and it is arcs available to determine how many guns
the base speed for any starship that is running on can be combined; in the case fo the Star
batteries. Destroyer you divide by 3 (Round Down).
• Transports start out from lift off at this speed • +1 DR to the, base, difficulty (to hit) to target
(½ base move) a single, broad location in order to combine
fire from a capital ship.
• A Transport can only Accelerate to x2 • Base Command Difficulty 3 + 1 Per Battery
(Flank) Movement in the round following it’s
take off (there are exceptions). Area of Effect Damage (AoE)
Sometimes you will get caught in a blast wave
Cruise: A vessel’s standard movement rating. from massive weapons like Capital Grade
• Snubfighters start out at this speed rating, Concussion Missiles or even someone detonating
though they are capable of moving at Station Torpedoes or Missiles near you.
Keeping Speeds initially. First you have to determine your proximity to the
• A Snubfighter can move to x4 (All Out) in blast. As a general rule, for Snubfighters and
the round immediately after lift off. (There Transports you should give your players the
are exceptions) benefit of the doubt and say they are on the edge

369
of the Blast Wave. Things are fluid in space But it might just give the players enough
combat, especially with Snubfighters. Now, this information to go off of to go out and find it.
is a bit different from a Snubfighter scale Missile
Maximum Sensors: 2x Search Rating, -40 to
or Torpedo that actually hits you. That would be
Detection (reduced by base Search Rating).
resolved with it’s full damage potential.
Later advancements in technology will even
Typically, we’re looking at ground zero being
allow for bonuses at incredibly long Maximum
Full damage (90 warhead), the middling blast
sensor ranges (Hyperspace Telemetry Sensors).
area being 30 lower and the edge of the blast
being 60 lower. What I mean here is if the
Ordinance is 60 to begin with then Ground zero Snubfighter & Transport Scale
is 60, the middling blast area is 40 and it’s edge Encounters
is 20. These will be tense engagements where a couple
The example above applies to Capital Ships just mistakes will either cost you your ships or your
as it applies to Snubfighters / Transports, save for lives. These will be the most frequent
the fact you’re probably eating some of those encounters you will face due to the speed and
missiles directly on your shields and hull availability of these types of ships. They’re
(advanced countermeasures are discussed in the
relatively inexpensive compared to Capital
ship tactics section for intercepting and
countering military ordinance). Ships.
Maximum Sensor Range Snubfighter & Transport Scales
This is the maximum reach of your sensor suite
and the detail returned here is minimal and Are classifications for anything commonly
distorted at best. Think the Wrath of Khan in the associated with starfighters & space transports.
Mutara Nebula Enterprise vs Reliant (Kirk vs Many structures like light space port facilities
Khan). Maximum sensor ranges can easily be will also be of Snubfighter and Transport Scales.
utilized to add tension to any situation where the The key difference between Snubfighter and
players can feel something is lurking out there, in Transport Scale is Transports typically have
space (or on world) just outside their ability to enhanced resilience.
clearly see what it is. Even if someone makes • They receive less damage from Character
the roll and detects a ship or object at maximum Scale Weapons (-60). As a general rule,
sensor range the clarity of the object or ship these two scales cannot be harmed by
should not be given away in all circumstances. character scale weaponry. However,

370
incredibly heavy weapons like the E-Web only it adds +9 to the difficulty for any other
and the Finbat anti Walker Missile system craft to detect you. If you are running silent (on
could very easily damage these ships. batteries), which is very limited, this adds +15 to
Furthermore, in order for a Character Scale
Weapon to actually (other than an E-Web or the base difficulty to spot you. We will assume
Finbat) damage a Snubfighter or Transport base difficulty to detect a Snubfighter or
you would have to target a specific system Transport is 9.
(or shoot for the pilot and punch through the
cockpit glass with multiple shots or one Base detection test on Commscan = 9 for any
amazing one). craft actively searching.

• They Receive less damage from Speeder Difficulty vs a Snubfighter /Transport running
Scale Weapons (-40). Passive = 18
• They receive less damage from Walker Scale Difficulty vs Snubfighter / Transport running on
Weapons (-20). batteries or “Silent” = 24
• They deliver more damage to Character Scale
(+60). Targeting Snubfighters and Transports
This is no different than targeting an individual
• They deliver more damage to Speeder Scale
Targets (+40). in personal combat. You are attempting to land
shots on or above the target’s Vehicle Defense
• They deliver more damage to Walker Scale
rating. All Capital Weapons have a -18 (6D)
Targets (+20).
penalty to hit Snubfighters and -15 (5D) to hit
• Moderate AoE Damage:1-6 meters; 6m blast Transports unless otherwise noted.
radius in 2m increments: 1-2/3-4/5-6.
• Armored 1D For Snubfighters & Transports Snubfighter Damage vs Capital Ships
There is damage reduction at play here.
• Increase health multiplier for Transports to 4
per D & 2 Per Pip • Corvettes Reduce Damage: -60
• Snubfighter Scale Targets typically only have • Frigates Reduce Damage: -60
a single hit location, however, there are
• Destroyers Reduce Damage: -60
exceptions to this rule. Some snubfighters
may have more than one. • Cruisers Reduce Damage: -60
• Space Transports typically have two or more • Battleships Reduce Damage: -60
hit locations. Though simple transports can • Dreadnoughts Reduce Damage : -70
only have a single hit location as well. The
general rule is to add an additional hit • Super Capital Reduce Damage: -80
location to a Space Transport per 10 meters • Mega Capital Reduce Damage: -80
of craft.
• Anything Battlestation and UP is immune to
• All Space transports have a maneuverability Snubfighter Scale Weaponry. These can be
penalty, this may be offset by the enhanced attacked by snubfighters, however, core
nature of the craft (like a Z-10 Seeker’s systems must be targeted (like Hyperdrive
Legendary Maneuverability) but as a general emitters, individual Gun Batteries, the
rule you are dealing with a flying brick. Base Bridge, a geodesic shield generation tower,
Maneuverability suffers a -6 penalty to etc).
piloting tests.
The above reduction is factored against each
Snubfighter / Transport Detection weapon type, after Fire Linking (linked military
Typically you have to be actively searching for ordinance is deadly to warships since it, literally
Snubfighters and Transports to find them due to layers it’s entire damage value unlike cannons).
Armor Ablation further reduces the damage.
their small size (unless they are flying in
formation). If you’re running Passive Sensors

371

Space Transports additional resilience bonus. This bonus is


equivalent to the Craft’s Hull Rating in D6 (a 4D
By far these are the most common space faring
Hull is 4D6) added together and subtracted from
craft that you encounter. They range anywhere
any damage received per location, per attack.
from civilian ships to military ones. These are
Combat is lethal and this is an added layer of
the mini vans, campers, suv’s and semi trucks.
protection for players and tough NPCs.
Key Characteristics:
Pre Launch Check: Space Transports typically
Resilience: Transports are 50% more resilient to take a series of flight checks while the craft
damage than a Snubfighter. warms up, in order to launch.
• They benefit from 4 Hull Points per D and 2
• This takes 3 rounds normally. This can be
Per Pip.
ignored at the cost of 3 Actions at launch. If
Armor Penalties: Space Transports suffer the craft has co-pilots, each of them can take
maneuverability penalties per Level of Armor one of the actions. The Pilot either takes all
they possess. It’s not as severe as the inherent 3 in addition to their piloting test (4 total
penalty that most suffer, however. actions). Minimum 1 Round Idle.
• Per Level of Armor possessed their
Military Ordinance Screening: Transports can
maneuverability diminishes by 1D (3 points).
be deployed to target both Snubfighter and
• Most transports begin with a -6 Penalty Capital Grade Military Ordinance.
Shields: Space Transports can easily mount • Transports with Gunwells (Gunships) have
multiple shield generators: one per target-able the greatest success and can target and
location (Loc) or Arc. destroy 1 unit of capital ordinance per ship.
• Multiple Shield Generators can be angled for
maximum effect, allowing up to two • It takes 2 Transports (Gunships) to effectively
generators to layer shields to block shots (1 target Snubfighter grade ordinance and
FA required if a Pilot or Shield Operator eliminate one unit of it. Naturally, any fire-
already is angling shields for 1 FA = 2 FA in linked ordinance is likewise destroyed.
the same turn).
• The Gunship(s) can do little else while
Hit Locations: Per 10 meters of a Space screening for incoming ordinance, all
Transport, there is typically one hit location. starship dodge tests are halved due to the
There can be some variance here, with some craft having to present as much firepower as
craft that are under 20m in length possessing up possible toward the ordinance units.
to 2 hit locations. However, normally, the craft • Heroes (or powerful NPCs): can eliminate 1
must be at least 20m to have two locations. unit per round of either type (by default) at
Space Transports will never have more than four the cost of 1 Action for the Pilot and 1 for a
(4) hit locations. Gunner, there must be at least 1 gunner and 1
Transport Speed Defense: Per Space Unit a pilot (or 2 actions for 1 pilot).
Transport is moving, above Space: 8, increase • Ordinance targeting the Gunship, is resolved
it’s Vehicle Defense by 1. This can easily be in the standard fashion.
negated by craft moving the same or faster.
More Auxiliary Power: They also benefit from
higher levels of Auxiliary Power, standard, this is
described in detail in the Starship Expansion.
Highly Recommended: For Players and Heroic
NPC’s Game Masters can afford their craft an

372
Snubfighters This requires an Action on part of the Pilot or
Co-Pilot (or Droid) in order to perform and it
Snubfighters are high performance, combat
lasts the remainder of the combat. No Target
capable, craft. They are designed to be carried
Difficulty, just 1 action.
by Capital Ships and to be used to fill in gaps in
Duration: Entire Combat
the ship’s offensive and defensive capabilities.
When compared to Space Transports, these are In-Flight Repairs: A Snubfighter can be
more akin to Sports Cars. repaired (to a degree) while in operation.
Hit Locations: Most Snubfighters only have one • A pilot, co-pilot (or Droid) can do this.
hit location. In rare circumstances, some • This will reduce the damage code of a craft
Snubfighters may have multiple hit locations. by 1 Level (Severe damage to Heavy) and
Examples of this would be larger bombers, some refund a Level of the Condition Monitor.
craft with individual cockpits, etc. • Can only be performned once per session.
• If there are multiple hit locations on a
Military Ordinance Screening: Snubfighters
Snubfighter the standard requirement is that
can be deployed to target both Snubfighter and
the craft must be more than 10 meters in
Capital Grade Military Ordinance. This is
length. Even this is not a hard rule, there are
typically utilized when faced with Missile
a few smaller fighters with two hit locations.
Cruisers and the host capital ship lacks sufficient
Snubfighter Armor: Snubfighters do not suffer defenses to target all the incoming ordinance.
maneuverability penalties for mounting Armor so • Requires 1 Snubfighter to target and destroy
long as the craft’s engines and repulsorlifts are 1 unit of capital Ordinace.
updated. Armor cannot be increased by more • Requires 2 Snubfighters, to target and destroy
than + 2D. one unit of Snubfighter Ordinance.
Ignore Pre Launch Check: Snubfighters are • Heroes (or powerful NPCs): can eliminate 2
designed with a streamlined launch sequence.
units per round of either type (by default) at
Typically they require 1 round to prepare for
launch. This can be bypassed by the pilot the cost of a 1 Action penalty to the pilot
devoting a single (1) Free Action to their launch (Heroes can actually target multiple units for
sequence. a multi action penalty).
Snubfighter Speed Defense: Per Space Unit a Notes:
Snubfighter is moving, Above Space: 8, increase • Snubfighters can also chose to evade
it’s Vehicle Defense by 1. This can easily be ordinance that is targeting them. In which
negated by craft moving the same or faster. case apply a +3 to their Vehicle Defense for
Heroic Durability: This bonus is equivalent to any full defensive action vs military
the Craft’s Hull Rating in D6 added together and ordinance.
subtracted from any damage received per • Snubfighters are generally hard to hit with
location, per attack. Missiles or Torpedoes, more so by
Torpedoes.
Increase Power: Being high performance craft,
• Missiles and Torpedoes are really good
Snubfighters can boost their performance. If at
against Capital Ships and Fixed Targets.
least 2D of Starship Repair is possessed:
They exist to make Snubfighters a real threat
• +1 to Space, +1 (x5) to Shields, +100 Km/H
to bigger ships.
to Atmo speed, +2 to Fire Control or +3 to
Damage per linked gun (4 guns = +12).
Doubles Maintenance Cycle.

373
Starship Defenses and Advanced Speed Defense
Countermeasures Command 0D+
New starship combat concepts are being Perhaps the greatest defense a Capital ship has vs
introduced this book. This section describes how another is it’s ability to continue to move. While
you deal with some of the new challenges you many of these ships are so large that they don’t
will face. In the West End Games editions of turn well or efficiently, the speed at which they
Star Wars we basically just dealt with D codes. can accelerate will add directly to their defense.
In their starship rules you rolled to hit, if you • Per Space Unit a Capital Ship is moving,
beat the target number you did, then you rolled above Space: 8, increase it’s Vehicle Defense
damage. If your damage exceeded a certain by 1.
threshold a ship became ionized, lightly
• Capital Ships (the speeding ship) don’t suffer
damaged, heavily damaged, severely damaged or
targeting penalties for higher speeds.
it was destroyed. I never liked that a single 10D
Gun emplacement on an Imperial II Star • Terrain difficulties still apply for escalating
Destroyer could obliterate a Mon Calamari ship speed categories: +3 for x2 and +6 for x4
or another Imperial II in one shot. Thus I created against piloting tests to avoid hazards.
more granular scale mechanics that we will
discuss in this chapter in detail. We have Tractor Beam Defense
touched on Character, Speeder, Walker Tactics 4D+ & Command 2D+
Snubfighter and Transport Scales to some degree These aren’t just good for towing ships and
already. We will expand this into Capital Scales capturing fighters. They are effective screening
and detail how those larger warship scales devices for dealing with incoming ordinance. A
function. We will talk about anything from tractor beam can grab onto an object and pull it
shooting missiles down to intercepting toward the host ship or it can repulse the object,
Hyperspace Torpedoes before they destroy your moving it away.
ship(s). How does this apply to defense? Well, imagine
Each solution herein requires the commander of incredibly high speed ordinance coming in at
the ship(s) / fleet to be actively using Command your ship moving at incredible speeds. Putting
& Tactics (if Tactics is not possessed Command up a repulse tractor out to 30 Space units is like
will suffice to a lesser degree) and 1 Free Action placing brick wall in it’s path. When the
per “trick” to be expended in order to react to the ordinance hits that wall it will detonate. This is
fluid battle and make these spot commands on the safest way to detonate incoming ordinance.
the fly. This can even happen after you have 1. Your Tractor Beam must be capable of
already acted, as long as you still have Free projecting into the Arc of fire where the
Actions remaining. ordinance is inbound from.
• The Commander’s Tactics Skill Level is how
you can determine what kinds of Tactical 2. The Tractor beam must be the Scale of the
options are available to them. Command is ordinance incoming. Capital Scale Missiles
required to issue effective orders as well. require a Capital Scale Tractor Beam to stop.
Snubfighter scale ordinance requires a
• 1 FA per Tactical Maneuver / Command Snubfighter scale tractor to stop. Sounds a bit
These are the topics I am covering here: crazy, but the latter is a very small target as
• Speed Defense opposed to the Capital Scale fired Ordinance.
• Tractor Beam Defense 3. Tractor Beams set to repulse, automatically
• Point Defense stops a certain amount of ordinance that is
• Flack Defense incoming. There is no roll, except that the
Tractor beam in question cannot perform any
• Defensive Maneuvering
other function in the previous round, that round
• Combat Shield Tactics or the flowing one. The gunners must remain
• Electronic Warfare focused on their task. It takes preparation to
• Interdiction Micro Jump deploy Tractor Defense.
• Micro Jump Evasion 4. Every 10 points of “Damage” of the Tractor
Beam will stop up to 1 piece of incoming

375
ordinance. Thus a: 40 Damage Tractor Beam set combat round completely even if the debris is
to Repulse will destroy 4 incoming Missiles, depleted in the first couple missiles, due to
Torpedoes, Rockets, etc. the intercepted ordinance detonating and
taking out the rest of the incoming ordinance
5. You can use this to target and block
with their explosions.
Hyperspace Torpedoes. This is not automatic.
The tractor beam can perform no additional Ex: you have a 40 Damage Tractor beam on
action until the threat has passed or your ship is your Frigate, you can scoop up 1D+1 (4 Pips) of
struck by the Torpedo. Corvette Scale Debris for one Arc/Location of
your ship.
Difficulty: A gunnery test of 90 is required to
Difficulty: Stricken Ship (25): Whatever
stop a Hyperspace Torpedo. If you possess
remains of the stricken ship (all it’s remaining
Hyperspace Telemetry Sensors, that difficulty
locations) is added together into one total, that is
drops to 60.
now your total “free” soak for that Arc/Location
Limitation(s): of your ship. Any attacks hitting that fire Arc/
• Tractor Defense is only effective at the Location hit the stricken ship first. It remains
Maximum range of a Tractor Beam. This is until all it’s hull points are depleted. If it’s hull
where the “cone” of the Tractor Beam points are completely depleted in one wave of
projects it’s widest surface to repulse Missiles, Torpedoes, Rockets or Bombs, the
ordinance. stricken ship explodes taking the rest of the
• Tractor Beams can be used to grab and hold hostile ordinance with it that round (effectively
individual units of ordinance under this the same as Space Debris Rules).
range at one unit per tractor beam.
Meat Shield Defense Point Defense
Tactics 5D+ & Command 2D+ Command 1D+
This is throwing fire at the incoming ordinance,
This is still a function of Tractor Beam Defense.
Capital Ship weapons are ineffective for this.
It can be used to block incoming ordinance of
any kind (including cannons). This is a You really need a ship equipped with Snubfighter
circumstantial tactic. Essentially, what you’re Scale guns. Your gunners must hit the incoming
doing here is picking up space debris or another ordinance, with a direct cannon shot, in order to
detonate them.
stricken and/or crippled ship and putting it in line
with the incoming fire. You might do this Targeting Conventional Munitions:
because you lost your shields on that Arc/ This used to be a complex equation where each,
Location of your ship or you’re just tossing a individual, munition needed to be rolled against
wall of junk in the path of the missiles. It’s to be targeted. This is too damn difficult in
circumstantial because you need to have a Capital Ship or Fleet combat. Something more
“dead” ship or space debris to do it. simplistic needed to be developed.
This requires your Tractor beam to remain Snubfighter Grade Point Defense Guns:
locked on the Debris or ship you are using as a The odds of accurately intercepting incoming
Meat Shield. It can perform no other actions. ordinance is 6% (reflection of NPC Attribute;
Difficulty: Space Debris (20): Per 10 points of heroic gunners can change this percentage by 1%
“damage” your Tractor beam delivers = 1 pip of per Pip their Mechanical Attribute is above 2D)
space debris hull value (not armor) at one Scale + the Fire Control & Crew Skill of the gunner.
value lower than you are. If you’re already Thus a 4D Gunner with +9 Fire Control has a 6%
Corvette Scale then you gather Corvette grade base + 12 (3 pips per D) + 9 for the Fire control
space debris. Any attacks hitting that fire Arc/ = 27% chance of hitting incoming military
Location hit the space debris first. It remains ordinance per gun emplacement.
until all it’s hull points are depleted. However, Note: The above is fast Resolution, you can
ALL incoming ordinance that strikes that Arc/ always roll the actual skill of your gunners,
Location hits the debris and is destroyed, along individually, but we recommend against that on
with the Debris. large ships.
• You can effectively defend one arc of your • We will reflect this as a Starship Value called:
ship from all incoming ordinance in that Snubfighter Point Defense (SPD): 27%.

376
Total the percentages and round down: Ex = round, the accuracy of interception drops by
20 guns as above with a 27% chance to hit = 10% for all attempts per additional Torpedo
540% = 5 units of Ordinance shot down per (4 Torpedos, 1 per Fire Arc = -30%).
combat round. Advanced Hyperspace Telemetry Sensors
• We are not worrying about fire arcs here, we allow a Warship's weaponry to shoot down
are assuming your competent officers are multiple Hyperspace Torpedoes, per fire arc with
properly rolling your ship in combat to 75% accuracy. Or a single Torpedo per fire Arc
present the most point defense guns to defend with a 90% Chance of Success.
your ship. Thus we factor in ALL FIRE
• 2 Torpedoes per Fire Arc can be destroyed.
ARCs.
• A loss of interception quality is only seen if
• This ties up your point defense for that
the number of torpedos to be intercepted
round, they can perform no other action(s).
exceeds three. Starting at 4 Torpedoes, all
Capital Grade Weaponry: success chances are reduced by 10%.
Can only throw up a wall of fire against Capital
grade military ordinance. Each Capital Weapon Flack Defense
joined in this effort adds a 1% chance of Command 3D+
interception + 1 per 3 points of Fire control and This is typically feasible on Archaic starships
+1 per D of skill. Thus, an Imperial I with +12 that still use shells and Air/Space Burst
Fire Control to it’s guns gains a +4 to the chance Munitions. However, employing your own
to intercept, add to that an average crew skill of guided ordinance to achieve this works just as
3D = 4 + 3 + the base 1 = 8% per gun. well if not better. This can only be emulated
• We will reflect this as a Starship Value called: with Concussion Missiles and Torpedoes
Capital Point Defense (or CPD) (because you can detonate them at any range, for
• One piece of ordinance is ONLY intercepted 1 Free Action).
after 100% is reached (the overage is Requirements: Expend 5 Units of your own
removed). It takes 13 Capital Weapons in the ordinance, those launchers must not have fired in
above scenario to reach 104%, that is one that round (if you have already taken your round)
piece of ordinance shot down. = the D Code of the ordinance is what is blocked.
• For the purposes of ease of of calculation we Ex: You fire 5 Proton Torpedoes, the have a
include all Fire ARCs (can be combined if Damage of 90, 9 incoming missiles are
you go full defensive). destroyed. (You can increase the amount of
• This ties up your capital weaponry for that expended ordinance if you have enough
round, they can perform no other action(s). launchers for better coverage).
• You can also include Ion Cannons in this • We don’t worry about fire ARCs (Locs) here,
determination, the weapons will fry the for ease of calculation.
electronics on incoming ordinance
completely, thus having the same effect as Defensive Maneuvering
other capital weapons (other than the fact that Defensive Roll
the warheads and delivery units will be Tactics 0D+ & Command 0D+
salvageable). Piloting Difficulty 6 + Terrain Difficulties (if
any) = You roll your ship, presenting a fresh Arc/
Targeting Hyperspace Torpedoes: Location for your opponent to fire at. This can
Impossible unless you possess Hyperspace be performed while they are shelling your ship,
Telemetry Sensors. as their rounds are landing on your hull.
Basic Hyperspace Telemetry Sensors allow for
a singular Hyperspace Torpedo to be targeted and Shield Another Ship
destroyed, with 75% accuracy using a full round Command 1D+
combat action of all a Capital Ship’s weapons on Piloting Difficulty 9 + Terrain Difficulties; The
a specific Fire Arc devoted to firing at the ship you want to shield must be within your
Torpedo. standard Space Unit movement (or the speed
• 1 Torpedo per Fire Arc can be destroyed. your are moving at) in order to protect them.
• If more than one Torpedo is targeted per • Must be maintained (1 FA dedicated) as long

377
as it is employed. Combat Shield Tactics
Narrow Profile Transfer Power
Tactics 2D+ & Command 1D+ Command 0D+
You present your opponent with a target with the Transfer Power is not really a combat trick, nor
smallest surface area to land shots upon (must is it exclusive to Combat shields. For simplicity
make sense, GM Discretion). Effect: +12 we will only cover it here as it is most relevant.
penalty to the to hit rolls of the opposing ship for Any loss to shielding can be regenerated directly
1 round. by transferring a system or number of systems
into the shield generators of your craft. You can
• Must be maintained (1 FA dedicated) as long pull an equivalent amount of damage off a
as it is employed. weapons system, it’s Fire Control Bonus, from
Run Like Hell Auxiliary Power (Starship Expansion), etc. We
Command 3D+ will cover the simplest methods here.
Your ship goes from Cruising Speed (base move) Ex: You just lost 600 points of shields from
to Ludicrous Speed (5x base move) instantly for heavy fire, you have a number of Ion Cannons
1 round, dropping to All Out (4x base move) the you didn’t fire this round, so you pull their
following round. damage output (10 Guns at 30 Damage = 300)
and their fire control (10 Guns at +15 = 150) and
Roll the Hard Six dump it into your damaged shield arcs.
Tactics 2D+ & Command 2D+ • This can only be performed once per round.
Your ship executes a 180 degree turn, reversing • You must possess Capital Grade Systems
direction and immediately moves at your current that you can drain, in order to rebuild your
movement speed in the opposite direction you shields instantly; The following are
were moving in. (Scale factors into difficulty applicable: Sensors, Weapons &/or Fire
here, it gets harder to do the bigger your ship is: Control.
Any scale above Corvette is +3 Difficulty per • Draining these systems removes their rating
Scale) and ability to be used for the current round
Difficulty: Base 12 (for Pilot) and the following round (1+1: 2 Rounds) as
• Effect: All attacks miss your ship in that they must rebuild power to operate.
round.
• Can only be performed once per combat Backup Shields (Special)
without issue, each additional time this is No Skill Necessary, just issue the order
preformed in combat strip 1 pip of the ship’s For those ships that possess these emergency
hull code away due to hull stress (until generators and batteries, the difficulties for
repaired in a dry dock). activation are listed on each ship that has them.

378
However, for each D you possess of backup Repair) + 6 for Attribute (2D) = 24 per Hour
shields you have additional soak value that you that the generator is worked on. That total is
can apply to your damaged shields. all the generator can absorb until it is fully
If they are activated in the same round that the replenished.
shield points are lost the cost is increased by
+1FA. If not, this will automatically be applied Thus, if your ship’s generator output was 300,
the next round if you request it. the time in hours to repair it is = 300 / 24 = 12.5
Hours of Repairs.
Shield Rotation
Tactics 2D+ & Command 2D+ Shield Interleaving Detection
If your shields are pierced or destroyed on one Tactics 6D+
Arc\Location of your ship you can order another This is the most difficult of the shield tactics.
shield operator to direct their shield to that You are attempting to find the “seams” in the
damaged or destroyed Arc\Location. shields of a fully shielded ship so that you can
Effect: Pulls shields off another Arc\Location either fire through the shields or fly through
and places them in the blown Arc\Location. them.
Double Shields Difficulty: 60 (or you die slamming into the
Tactics 3D+ & Command 3D+ shield if in a fighter).
This is incredibly difficult to perform and it Effect: It allows one weapon system or
places an additional strain on your shield Snubfighter to pass between the seams in the
generators, as well as, your reactor. You are shields of a Capital Ship. Can only be effectively
literally, doubling your shield durability. performed once per combat, per ship.
• Can be performed once, per fire arc, per Jedi Senses:
combat. 1. If you are/have a Traditional Jedi, you may
• Difficulty for Shield Operator is 24 add your Sense Dice to your test. If you
possess a reduction granted from
• After combat is finished the generator(s) are Advantages, Focused or Balanced Jedi paths,
considered to be “blown” and will not you may apply it.
regenerate shields until they have been
2. If you are/have a Quixotic Jedi, you may add
repaired (their will provide base mitigation your Sense Level to your roll and your -3 DR
only). Repair time is calculated by the bonus applies to detect shield gaps.
highest repair skill totaled and applied to 3. If you are/have a Limited Force User you can
the shield total per hour. Thus if your ship’s
apply any Levels they have in Sense to
engineer has a Engineering 2D + Starship
enhance their test.
Repair 4D = 6 (Engineering) + 12 (Starship

379
Electronic Warfare sensor replica of your ship. Then move it out
Maximum Sensors and away from you, this will draw away a
Nothing Special required, just issue the order number of guided ordinance (Missiles and
2x Search Rating, -24 to Detection (reduced by Torpedoes): For every 3 points of Focus you
base Search Rating). have one piece of military ordinance is effected
(does not work on Hyperspace Torpedoes).
1. Focus Sensor Bonus can apply at ¼ its value
rounding down, only if you are targeting one Difficulty: 1 Action at Sensors
ship (never allowing for a positive bonus, best is Examples of of specific use cases:
a 0). Sensor Spoof: (False Ship Image) (Sensors)
2. The Penalty to sensors (if any) also applies to Tactics 2D+ & Command 1D+
Fire Control for all weapons targeting at that Difficulty requires a Sensor Operator of Level
range. However, the reverse (positive dice) do 4D+ for a sensor spoof of a ship your size + 1
not add to the Fire Control of a weapon, the best level in skill per Scale upward in size (per scale
you can hope for sensor resolution at Maximum reduction add 10 to the distance it can be
Sensor Range is +0. projected) +/- 1 level per 10 space units the
3. All capital weaponry can fire up to +50% of spoofed ship is from you (base is 10 units away).
their Maximum range, at 0 Fire Control. In Your maximum range for this deception is your
addition to the sensor penalty (if the weapons ship’s Search range.
exceed sensor range). • This differs from Confuse Guidance in that
Firing at Extreme Range the Sensor Spoof will actually appear to be a
Command 0D+ force multiplier for your ship. You can
This is up to 125% of the Long Range of a possibly use this to bluff your way out of a
weapon type, and adds to the difficulty to hit +12 situation or any number of other options.
and reduce damage by 20. Extreme Range shots Comm Spoof: (False Starship Chatter)
can only occur with Energy or Ballistic Weapons, Command 0D+
missiles and torpedoes will run out of fuel at Difficulty requires a Communications Officer of
their listed ranges. Level 4D+ to spoof a ship of your size (increase
Firing at Impossible Range the distance from you by 10 units per scale
Command 1D+ reduction) +3 to difficulty per scale above your
This is up to 150% of the Long Range of a ship class + 1 per 10 space units the chatter is
weapon type, and adds to the difficulty to hit +18 from you (base 10 Units). Increase realism of
and reduce damage by ½. Extreme Range shots the chatter for every Full D that the Comm
can only occur with Energy or Ballistic Weapons, operator has in Con (GM Discretion). Your
missiles and torpedoes will run out of fuel at maximum range for this is your ship’s Search
their listed ranges. range.
Sensor Ghost(s) • Comm Spoof is more of a Role-playing
Tactics 3D+ & Command 1D+ element that can be incredibly useful in many
Sensors can be also used to project sensor circumstances to feed false information to an
“ghosts” to confuse missile guidance and enemy eavesdropper.
ships at range as well as operate as Counter Passive Countermeasures
Measures & The ability to spoof sensor readings Tactics 0D+ & Command 0D+
to either project false signatures with your sensor Requires a Sensor Operator w/ 2D Skill.
/ communications suite or to even mask your Your sensor operator uses low level sensors for
own ship with static, background noise from the jamming sequence.
stars, etc.
Naturally, anyone in visual range can tell that • Add 1 point to vehicle defense per level of
you don’t have extra ships around (unless you the Sensor Operator + any (full) bonus
are creative) gleaned from Passive Sensors.
Confuse Guidance • Benefit to Snubfighters is only the Passive
Tactics 1D+ & Command 0D+ Sensor Bonus (if any).
In order to draw guided ordinance away from Active Countermeasures
your ship your sensor operator must create an Tactics 0D+ & Command 0D+

380
Requires a Sensor Operator with 2D Skill. Requirements: You must possess or be actively
Can be utilized against anything internally using a ship with Gravity Well Generators. Your
guidance based. Active Countermeasures fleet must have entered Hyperspace with their
actively disrupts guidance systems (anything non Backup Hyperdrives. In reality, your ships are
guidance related is unaffected like rockets, rail entering “hyperspace” at a fraction of the speed
guns, slugthrower cannons, etc). of light, and a fraction of your backup hyperdrive
units full speeds. This allows your ships to hang
• 1 unit of guided munitions will miss the craft
in hyperspace near your fleet action.
with no chance of re-acquisition or proximity
detonation per 25 full points dedicated from You use this for the following function(s):
the ships Scan rating.
• Every 25 Units dedicated requires 1 Free Pierce A Gravity Well: You use the Interdictor
Action (or Action) to maintain. vessel to allow you to shield a ship(s) in your
• Does not work against Hyperspace fleet from the effects of a gravity well. Thus
Torpedoes. being able to drop a ship(s) directly into high
orbit of a planetary body (but not through
• Rarely functions against Snubfighter grade Shields).
ordinance when directed from Snubfighter
Scale or Transport Scale vessels. In order for Difficulty: 50 minus any bonuses you might
this to apply, the craft must be sufficiently have for advanced navigators on your ship. If
technologically advanced. No civilian there is a Traditional Jedi, Somatic or Quixotic
models or standard snubfighters will have Jedi on the ship aiding with their ability in
anything powerful enough to effectively jam Enhanced Navigation/Astrogation cut the base
munitions UNLESS they specifically have difficulty in half for the navigator. Limited Force
been designed to do so. There is a reason Users just don’t have enough of a connection to
why most fleets deploy capital picket class the Force to pull this off, unless they are the
vessels. navigators and making the roll themselves.
• Capital Grade Picket Ships can use Active Hyperspace Telemetry Sensors also reduce the
Countermeasures against Snubfighter Grade base difficulty by 10 if they exist on the ship
Ordinance. Though this class of ship is controlling the Jump(s).
limited in size to no greater than a Frigate.
Ships of larger classifications simply lack the Effect: Per Gravity Well Generator, you can pull
“refinement” to actually effect the tiny in one Capital Ship, Scale does not matter in this
ordinance on a direct basis. In this case these instance.
craft can effectively lend up to 4 picket Tactical Combat Placement
vessels of defense to a larger capital ship Tactics 3D+ & Command 3D+
(though they must forgo that defense for You use the Interdictor to pull reinforcements
themselves). 1 FA per Screening ship directly into combat, with pinpoint precision, at
actively commanded to shield a larger ship) any engagement range with opponents, facing
• Some ships will be larger (though this is rare) any direction or fire Arc/Location of your
and have specialized hardware to defeat enemies’ ships. This can utterly surprise or
incoming ordinance (like Gravity Well defeat an opponent in short order. Grand
generators which introduce the presence of a Admiral Thrawn was notorious for using this
false planetary body and it confuses guidance tactic.
systems that suddenly believe their ordinance • Your XO can perform this while you focus
is in a planetary atmosphere instead of space on other tasks after you initiate the
and other oddities). Interdiction Micro Jump. Thus the reduced
Interdiction Micro Jump Skill required.
Tactics 6D+ & Command 4D+ Difficulty: 30 minus any bonuses you might
This is a neat trick. Essentially, you are have for advanced navigators on your ship. If
manipulating a gravity well to perform “stunts” there is a Traditional Jedi, Somatic or Quixotic
with your ships that you could not have Jedi on the ship aiding with their ability in
otherwise performed. Enhanced Astrogation cut the base difficulty in
half for the navigator. Limited Force Users just

381
don’t have enough of a connection to the force to Capital Weapon Rate of Fire
pull this off, unless they are the navigators and All Capital Weapon types can only fire once per
making the roll themselves. round (each unit). Some Archaic types and Ultra
Heavy Weapons have lower fire rates.
Hyperspace Telemetry Sensors also reduce the
base difficulty by 10 if they exist on the ship The Effects of Fire Linking
controlling the Jump(s). This is essentially the cheapest way to tie
Effect: Per D Code in a gravity Well Generator, multiple weapons together. It is most commonly
you can pull in one Capital Ship, Scale does not found on ships that use point defense weapons
and all ships and vehicles Transport Scale and
matter in this instance (5D generator = 5 ships).
under.
Micro Jump Evasion Fire Linking is also Applied to all Batteries on
Nothing special required, give the order or Capital Ships that use more than one Barrel. It’s
execute it yourself (snubfighter) simply classified as a more expensive version
This is a full evasive action, taking you that allows the coordination of multiple weapons
completely out of an engagement immediately. emplacements in that instance. Fire Linking
This is essentially a blind hyperspace jump for a rules determine the base damage of a weapon
couple light seconds in a random direction. It’s classification and help to establish the Fire
somewhat dangerous, but not as dangerous as Control afforded by those weapons.
making a blind hyperspace jump for a prolonged
An unlimited number of barrels can be combined
period of time.
together. Just follow the trends below:
Difficulty: 40 Navigation Roll, minus any
Double laser / Blaster / Turbolaser Cannons:
difficulty reductions you might have. You enter
Hyperspace if successful and drop out almost Adds 1D (10 Points), +1 to Fire Control
immediately. Cut the base difficulty in half if the Triple laser / Blaster / Turbolaser cannons:
navigator is a Jedi that possesses Instinctive
Astrogation. Adds 2D (20 Points), +2 to Fire Control
Effect: Completely destroys the guidance of any Quad Laser / Blaster / Turbolaser cannons:
Hyperspace Torpedoes currently targeting you. Adds 3D (30 Points), +3 to Fire Control
You are lost, however, and it will take 1D6 hours
for your systems to re calibrate your location to Five Barrels Linked
jump again. If you have Hyperspace Telemetry Adds 4D (40 Points), +4 to Fire Control
Sensors shave off 2 hours of the re calibration
with a minimum of 1. Six Barrels Linked
If a Jedi performed the jump, they can jump Adds 5D (50 Points), +5 to Fire Control
away immediately if they make a Heroic (40) +
Standard Jump Difficulty: Instinctive Linking two multi barrel weapons
Astrogation test (they can take their time too). This is important when looking at those rare
units like the “Two Triple Blasters” that a Z-95
In this time, if an opponent has Hyperspace has. I have never been fond of it’s 3D Damage
Telemetry sensors it will take them 1D6+1 Hours Code (that couldn’t damage anything in the
to locate you. This is very risky, completely setting it was in). Each array was technically a
random and it just buys you some time. 2D Gun with linking rules it was a 3D Gun. It
If you use this to flee an engagement, and your doesn’t even make sense. Someone just assigned
opponent doesn’t have Hyperspace Telemetry an arbitrary number to make them seem like old
Sensors, they will not be able to locate you with fighters... I would argue that the Z-95 has a 6D
anything short of the Force (D6 Hours modified (60) Gun Array on it, 1D per barrel. The fact
by proximity and relationship) or an Interdictor that it required ammunition (Tibanna Gas) being
Class ship (6-12 Hours), which can attempt to the main factor why people refit the weapons
map your jump and emergence points in space. with laser cannons. Use your own judgment, not
all the classic stats on Star Wars ships make
sense!

382
Auto Blaster / Pulse Laser • Range is 150% of a comparable weapon type
Capable of Burst fire, follows burst fire rules and it’s based off of (like a Turbolaser).
linkage rules. • They can fire out Maximum Sensor range
Cost: Per barrel linked after the first add +1 to with ½ the penalties.
the cost. Burst fire Weapons add +3 to the Cost • Can be Missiles, Rockets & Torpedoes in
per barrel. addition to cannons.
Linking Multiple Units of Explosive Mounting Ultra Heavy Guns
Ordinance Together: This process adds 1D (10 There are limitations to how these weapons can
Points) of Damage to each Unit of Ordinance. be mounted. As Planetary Defenses, almost any
You double the effective output as well. Thus configuration can be used assuming there is
two 9D (90) Torpedoes linked together deliver sufficient power to operate them. Corvette Scale
100 (10D) each for a total output of 200 Points is an absolute minimum for this class of
of Damage (Ablation still reduces damage from weaponry on a starship.
each unit of ordinance respectively).
-Corvette Scale is limited to 2
Types of Weaponry -Frigate Scale is limited to 3
Not a lot of Capital ships will mix weapons types -Destroyer Scale is limited to 4
(snubfighter weapons and capital weaponry), -Cruiser Scale is limited to 6
however, the sheer insanity of not having Capital -Battleship Scale is limited to 8
Ships with Point Defense guns is maddening. I -Dreadnought Scale is limited to 10
have added point defense guns to some ships and -Super Capital Scale is limited to 12
not to others. Up to you, you can start a game -Mega Capital Scale is limited to 14
simple and build it over time to get to the point -BattleStation Scale is limited to 18
of a complex engagement where you require -Death Star Scale is limited to 36
screening vessels or you start integrating point (anything 30KM and smaller; 4 locations)
defenses on your Capital Ships. -Death Star+ 36 per location
+/- 0-2 weapons at GM discretion.
Ultra Heavy Weapons
Static Damage Weapons
This is a throwback to the enhanced weaponry
that we developed for 3rd Edition. Essentially, all
weapons now deliver “Static Damage”. Thus we
re-worked this to have an enhanced meaning in
the game system. Static Weapons Deliver 50%
more damage per D (Round up to the nearest
D Code before calculating) and ignore half of
the Scale adjustment.
• A classic 5D weapon delivers 50 points of
damage in this edition, thus Static weapon
delivers 50 x 1.5 = 75 points of damage.
Are super heavy guns that require massive power • They ignore ½ of the Scale Adjustment:
and actual ammunition costs to fire (Some Thus a 3 Scale Adjustment of -60 is only -30.
require ammo).
• They cost twice their D Code in Credits and
• They deliver 100 (1D) + Base Points of Starship Build Costs.
Damage per cannon (33 per Pip).
Death Star Scale Weapons
• Add Fire Linking, Batteries & Burst Fire Are the end all and be all of all weaponry.
• They have a 3 point targeting penalty per Designed with a sole purpose in mind, mass
scale for anything smaller than a Cruiser destruction on a planetary Scale. Death Star
(escalating per scale downward). Scale Weapons can split the crust of a planet in
• They cost 10 times their listed D Code half or even obliterate entire worlds.
(include fire control and battery / fire linking • They deliver 1,500 Points of Damage per D
in the calculation as well). of their rating (there are no pips possible

383
here: ex 5D+2. Just 5D or 6D). Hull Points
• They respect Ablative Armor Values The Hull Point values presented on the scale
• Scale is ignored completely. chart can be modified to fit individual preference.
• They can effectively target down to the Essentially, the values are close to the old ones
Cruiser level before incurring penalties to hit. from 3rd edition (some earlier scales are much
Per scale below Cruiser increase the better than later ones).
difficulty to target by 6 (they can target • Create a Condition Monitor for Damage
Snubfighters at a 30 point penalty). Tracking in the same fashion you create
• Can Fire to (and beyond) Maximum Sensor wound levels for Character Scale: Hull
Range. Rating +2 x 5 = Death rating. However,
• Some Death Star Scale Weapons can fire separate the damage bands out so you know
across entire Sectors! (Hyperspace where a section is Light/Moderate/Heavy/
Torpedoes, Galaxy Gun) Severe/Destroyed.
• Some ships of the same class may be larger
Scale Values than others and you can reflect that by
Character = 1 Point per Pip increasing the Hull Points per D awarded.
Armor = 1 per Pip • Ships like a Carrack Cruiser with it’s Double
hull, can be enhanced easily by adding 50-
Speeder = 2 Points per D, 1 per Pip 100% additional Hull Points per D.
Armor = 1 per Pip
Walker = 2 Points per D, 1 per Pip Armor
Directly reduces damage per attack that lands on
Armor = 1 per Pip, Durability x2 the armored target. In fast resolution situations
Snubfighter = 2 Points per D, 1 per Pip you may waive the need to track Armor
Armor = 1 per Pip Durability for sake of faster encounters.
Transport = 4 Points per D, 2 per Pip Armor Features:
Armor = 1 per Pip Armor Ablation: This is the value that directly
reduces damage. It is calculated at 1 point per
Corvette = 21 per D, 7 per pip Pip x 5. The end result is how much damage is
Armor = 1 per Pip, Durability x2 subtracted from every hit.
Frigate = 27 per D, 9 per pip • You do not add in the Stun or Wound
Armor = 1 per Pip, Durability x3 Calculations here.
Destroyer = 36 Per D, 12 per pip • Any attack that does not pierce the Ablation
Armor = 1 per Pip, Durability x4 does not decrease the Armor’s Durability. It
is deflected or absorbed completely.
Cruiser = 45 per D, 15 per Pip
Armor = 1 per Pip, Durability x5 Armor Durability: This is the value that
indicates how much damage your armor can take
Battleship = 60 Per D, 20 per pip before being destroyed. This follows a
Armor = 1 per Pip, Durability x5 conventional condition monitor. 1 point per pip
Dreadnought = 80 per D, 27 per pip +2 (for wound level) x 5. All Capital scales will
have armor that can take additional abuse by
Armor = 1 per Pip, Durability x8 default.
Super Capital = 120 Per D, 40 per pip • Per hit the Durability takes the amount of
Armor = 1 per Pip, Durability x6 damage that is ablated by the armor.
Mega Capital = 240 per D, 80 per pip • In the round that the Armor is destroyed, it
Armor = 1 per Pip, Durability x6 still ablates damage at it’s full value.
Battlestation = 750 Per D, 250 per pip • All Capital Ships retain 50% of damage
Armor = 1 per Pip, Durability x10 ablation even after their Armor is depleted.
Death Star = 1,500 Per D, 500 per pip Base Armor Assumptions:
Character: 0D
Armor = 1 per Pip, Durability x10 Speeder: 1D

384
Walker: 2D Capital can reliably land layered damage on a
Snubfighter: 1D target: Only if fired at Point Blank Range
Transport: 1D 0-2 Space Units.
Corvette: 2D
Frigate: 2D Ion Shielding (Armor)
Destroyer: 3D This is an armor addon that protects
Cruiser: 4D against Ionization. It offers no Durability.
Battleship: 4D The only funcion of this shielding
Dreadnought: 4D Ablation. It ablates Ionization, DEMP
Super Capital: 5D and EMP effects just like standard armor
Mega Capital: 5D does and can only be applied in small
Battlestation: 6D amounts.
Death Star: 6D
• Maximum Ion shielding Transport
Ablation Penetration: down is 2D.
It may seem nearly impossible to pierce some
levels of armor. Individual attacks that don’t
• Maximum Ion Shielding Corvette Up
deliver enough damage will be completely
is 3D.
deflected or absorbed. In order to defeat the Some vessels like the Alsakan Battle
Armor’s ability to shed damage you must layer Cruiser atre completely impervious to
your attacks. EMP (and Ion Weapons) by design.
• Multiple attacks aimed at the same spot on
your target will layer damage (damage
• The Ablation Here cannot be
stacks).
superceeded. It is flat damage
reduction.
• Capital Ships, while firing AoE weaponry,
still need to combine batteries together to
• Can never be more than 3D (45
penetrate heavy armor. This will not be an
reduction)
issue against most ships. However, there will
be some that will be armored to the gills. Shields
Are determined in the same fashion Hull Points
• Combining Batteries on Starships must be
are (x5 for the condition monitor, including
called out by the commander of gunnery
wound levels). The total shielding points must
teams (Captain, XO or Sub Commander if
then be allocated to specific arcs for protection.
present). This requires a Free Action per pair
If multiple shield generators are present, the full
of batteries that are so combined. No more
value of the shielding can be applied for each
than two batteries can be combined, but two
generator assigned to a specific arc of fire.
pairs of batteries can be layered on a single
Standard Shields do not ablate damage. Only
spot assuming there are enough guns on that
Hard Shields do.
fire arc to allow it (it can cost the commander
full actions to do this). • Durability modifiers directly apply to shield
ratings.
Per 2 Gun Batteries Combined = 1 Free Action
• Capital Ships almost always have one,
Combining 4 Gun Batteries, in groups of 2, to dedicated, Shield Generator per Fire Arc.
layer damage = 1 Free action (Total of 3 Free
• Standard Shields are found on almost every
actions or 1 Full Action to accomplish the
production craft, including Capital Ships.
command).
• Capital Shields will inherently regenerate
Notes: Military Ordinance at the Capital Level their Ablation rating at the top of each
has native Armor Penetration and cannot be combat round.
layered (but can be fire linked). Lasers,
Turbolasers and Close Quarters Combat weapons • Shield Recovery Page 366
are very precise and land nearly instantaneously. • Hard Shields are generally an, after market,
Missiles and Torpedoes take time to traverse to Custom Installation for High Profile Targets
the target and small shifts in the craft’s facing or and Elite Members of Society. However,
movement will make Military ordinance nearly there are a few ships that are equipped with
impossible to layer damage. them as a standard feature. The technology
• Military Ordinance at any scale other than was first introduced on the Alderaanian War

385
Frigate, at least a century prior to the Clone possessed).
Wars.
• Hard Shields cost Twelve Times (5x) There are some advantages to Ion Weapons:
Standard Starship Calculations by scale. • Ion Weapons ignore Shields and Shield
They afford Damage Ablation like Armor Ablation.
does. The Ablation Values are derived in the • Ion Weapons Ignore Armor and Armor
same fashion as armor is (1 point per pip x5) Ablation.
while the durability remains the same as the
Ship’s scale rating. • Only Ion Shielded Targets receive any sort of
defense vs these weapons.
• Any attack that does not pierce the Hard
• Ion Weapons deliver damage directly to the
Shield’s Ablation does not decrease the
Hull Points of a ship. The damage isn’t
Shield’s Durability. It is deflected or
permanent unless an excessive amount of
absorbed completely.
ionization is employed.
Condition Monitors
Scales are managed by Condition Monitors that Ionization Penalties:
are functionally similar to Wound Levels on 1. -3 Per Tier of Ionization to penalties for an
Heroes. We follow these to understand the entire system on that location. Any location
current state of damage and also, more can effect maneuverability, reducing the
importantly, to understand how much must be Vehicle Defense of the craft by 1 per 3tier of
repaired / replaced. ionization.
• Take the Scale and multiple it by the D Code 2. That -3 penalty could also be a -1 Space Unit
+2 and that is the base wound level. Then Speed, -10 to weapons damage on that
multiply it by 5 and that gives you the death location, etc.
rating. 3. If the target is a Capital Ship the Crew is safe
• The Condition Monitor is broken down into until a ship begins taking overload damage.
Light, Moderate, Heavy, Severe and At which point the crew is electrocuted if in
Destroyed. direct contact with any metals (and they
don’t have insulated boots, suits or gloves)
Condition Monitors are used for Shields, Armor
4. Effects last for 6 rounds. If the ship is being
and Hull Damage Tracking.
continuously bombarded the effect “timer”
They are generated identically to Character Scale does not start.
Wound Levels. However, you simply follow the 5. Ionization that passes a “Kill” result on a
Scale Chart for any variances in Hull Point starship instantly converts to lethal damage
multipliers per Pip/D to determine a ship’s and begins to destroy the ship (starting over
overall survive-ability under fire. on the damage scale, ignoring armor and
shields, if it’s received no other damage).
Ion Weaponry
Ion Weapons are generally considered to be “non Example:
lethal” or a means to disable a ship. However, Thus a Corvette with a 4D Hull has 21 points per
any ionization in excess has a potential to D = 86 (+2 for Wound Level) x 5 = 430:
destroy. Ion Weapons short out electronics on 86 / 172 / 258 / 344 / 430
ships and destroy the electrical impulses in most
living beings (if exposed directly to ion bolts). 300 Damage passes into Severe ionization: It is
Excessive use of these weapons causes hit by ten 3D (30) Ion Cannons on it’s starboard
electronics to explode and living beings to be side. For a Total of 300 Ionization Damage.
electrocuted. That places the ship in Severe Ionization on the
Starboard Side. One entire system shuts down
Ion Weapons are essentially a EMP bolts (like (Weapons, Shields, Life Support, etc) and an
blaster bolts). There is a derivative branch of Ion additional -12 is applied to another system or
Weapons called DEMP (Destructive EMP). spread out in chunks of 3 to multiple systems.
• DEMP weapons deliver ½ lethal hull Light Ionization -3 to an entire system on that
damage, directly to Hull Points, in addition ship facing (arc). Example: Fire Control for the
to a full Ionization effect (armor is ineffective entire arc is effected, if it is the engine array a -3
vs the damage unless ion shielding is penalty converts to a Space Speed of -1. 1

386
Round Effect Crews can accelerate the ships recovery process
Moderate Ionization -6 to an entire system on by attempting to ground the electrical storm into
that arc or - 3 to two systems. 2 Round Effect another ship or object inside their ship (like a
Snubfighter in the hangar) this will deliver
Heavy Ionization -9 to an entire system or any equivalent lethal damage to the ship or structure
combination of systems on that fire arc. 2 Round (an enterprising engineer may design a special
Effect chamber for such an event).
Severe Ionization an entire system shuts down • Remove ionization damage and apply it
on that location of the ship. This can be all the directly to the object that the Ship’s Engineer
weapons in that location, the shields, the life is shunting it to. Capital Damage translated
support... Etc. Maneuverability can also suffer to Snubfighter Scale adds a +30 to the
and in this case it will reduce Vehicle Defense by damage.
4. An additional -12 penalty will also apply to
another system or be spread across multiple • This can cause starships with fuel and
systems in groups of 3 points. 3 Round Effect ordinance to explode on the flight deck, thus
it’s recommended to remove a ship’s
Kill Result: The entire section (everything in it) ordinance and fuel before the transfer.
is shut down and becomes inert for 6 rounds.
• Add the Armor and Armor Ablation of the
• Please note that Ionization damage does not craft / structure into the equation when
need to exceed the Death Rating to deliver a shunting the ionization and double it’s base
shutdown for 6 rounds, it only needs to reach hull rating for purposes of determining how
this threshold. much ionization is removed form the host
• Additional Ionization damage here is ship. Several ships or structures may be
converted to lethal hull damage immediately required in order to shunt the effects of the
and begins to damage the condition monitor ionization. However, if the result of one
for the ship’s Hull Points permanently. shunt brings the Ionization to the next lower
Notes on Crew Danger: tier, the ship will instantly come alive again
Most spacers on warships wear gloves and boots with any penalties at that tier.
that are mag-locking and insulated so they will
not likely be effected too harshly. However, Capital Ship Hit Locations
pirates and civilian capital crews can be fried to Capital Ships typically have no less than 4 hit
death... locations: Fore, Port, Starboard & Aft.
Notes on Express Recovery: • Each Location has full Hull Points

387
• Each Location is assumed to have it’s own • Specific locations do not benefit from Armor
shield generator. Ablation values.
• Each Location has it’s own full set of Armor. • Typical Hull code of such locations is 2D
Some capital ships will have additional sections Destroyer Scale for Capital Weapons and
due to size: items; 2D Snubfighter Scale for Snubfighter
Weapons and items. Each benefits from only
• Dreadnoughts will typically have 6 (2001- a single hit location.
4999+ meters)
Please Note: You have to know where these
• Super Capital Ships will have 8 (5000-10,000 weapons / items are on a ship before you can
meters) target them. Some are more obvious than
• Mega Capital 10-12 (10,001-20,000 meters) others, like the geodesic domes on a Star
Destroyer (but they are only 2 of 4 shield
• Battlestations 6-12+ (size is not directly generators).
proportionate to these static defense
platforms) • For any emplacement that’s not obviously
visible, the ship must be scanned to in order
• Death Star Scale will have 14-18+ sections. to locate these targets. A Ship’s shields must
Some of these Scales can have only a couple be “Blown” or down to locate them without
hit locations. severe penalties. The Shield’s Ablation value
is the increased difficulty to scan a ship
Size Assumptions through it’s shields.
Character = Anyone up to 5m tall
Speeder = any speeder class vehicle (anything • With Shields Down, base difficulty for
under 5m are character scale to hit) isolating a system is 20. Requiring an action
Walker = Varies, walkers using legs are walker from a Sensor Operator.
scale, fast walkers on repulsors can be speeder to Maneuverability on all Capital Ships Suffer
hit severely. This penalty worsens with each tier of
Snubfighter = Generally no longer than 30m craft as they get bigger.
Transport = Typically 10+ Meters
Corvette = 60M to 199M Scale: Penalty:
Frigate = 200M to 399M Space Transport -6
Destroyer = 400M to 599M Corvette -15
Cruiser = 600M to 999M
Battleship = 1000M to 2000M Frigate -18
Dreadnought = 2001M to 4999M Destroyer -21
Super Capital = 5000M to 10000M Cruiser -24
Mega Capital = 10000M to 20000M
Battleship -30
Battle Station = It is a Static Emplacement,
Dreadnought -36
size is less a factor than the fact that it’s a multi
deck armored defensive platform that is designed Super Capital -45
to absorb massive punishment regardless of it’s Mega Capital -54
actual size. Battle-station -72
Death Star = Typical sizes range in a Death Star -90
30KM radius. However, there have been death
star scale objects that have been much smaller, Guaranteed Evasion
like the Dark Saber. Per tier of capital ship class a vessel is under
Targeting Specific Locations on a another, it gains an evasion bonus. Per tier in
Capital Ship difference a certain percentage of all hits, miss
Specific targeted locations after shields have automatically.
been stripped allow for precision damaging of • For Corvettes, Frigates, Snubfighters and
targets at a fraction of the hull code of the Transports that difference is 15% per scale
targeted vessel (usually). with a maximum of 90% reduction.

388
• All higher scales only receive a 10% scale Rules:
reduction per scale difference. An unlimited number of Batteries can be fired
• Take the damage delivered to a vessel and together as a single targeting roll. Individual
multiply it by the difference of percentage command can be taken of specific batteries,
between the two vessels. (An Imperial Star however, the bonus presented here is in
Destroyer is a Battleship, and a Corellian addition to bonuses from Command and
Corvette are 4 scales apart, thus 60% of the Tactics. (See Command & Tactics for additional
Star Destroyer’s shots automatically miss). information).
• Each battery fired in this fashion adds +1 to
Capital Ships targeting smaller vessels like hit and +2 to the total damage on top of
Transports and Snubfighters will be further any/all other bonuses.
penalized. The Imperial I Star Destroyer will
miss 75% of any landed shots on a Transport and Thus, 50 batteries fired together add +50 to hit
90% of any landed shots on a Snubfighter. and +100 to the total damage. 50 Imperial II 100
Damage Gun batteries fired together yield: 5,000
• Apply this to both Point Defense Guns points of damage (5,000 + 100; = 5,100 does not
(Snubfighter weapons) as well as Capital include other bonuses to damage). This really
Scale Weapons. helps when your guns suck...
• This includes AoE Burst damage from
This gets really nasty on Super Capital Ships that
detonated military ordinance.
can fire hundreds of weapons together...
• It’s effectively impossible to hit any scale
smaller than a Snubfighter, directly (with Cost: +2 Per Battery
capital weapons). All other scales will suffer Missiles, Torpedoes & Other
diminishing damage from Capital Weapons Explosive Military Ordinance
(and an orbital bombardment): Walkers 5%,
Speeders 4%, Characters 3%. That may not Range Modifiers only apply to Character,
sound like much, however, a single Imperial Speeder, Walker scales
II Star Destroyer will deliver 2,500 points of
damage on a single arc of fire of it’s heavy Range modifiers are ignored if the ordinance
turbolasers (100 Damage Guns; it has other type is not expressed as if it has range brackets
guns too...) That’s 125 Points of damage to (example 10/20/30), only accounting for terrain
Walkers, 100 to Speeders and 75 to and penalties/bonuses vs Scale (unless you fire
Characters in the area of effect for one round beyond the maximum range
of bombardment. That ship can maintain Extreme Range: Extreme Range shots can only
that bombardment all day long, for 5 years... occur with Energy or Ballistic Weapons, missiles
and torpedoes will run out of fuel at their listed
Capital Guns vs Snubfighters and ranges.
Impossible Range: Extreme Range shots can
Transports only occur with Energy or Ballistic Weapons,
Capital Weapons that find their mark on missiles and torpedoes will run out of fuel at
Snubfighters and Space Transports deliver only a their listed ranges.
slight damage increase. This is because direct
hits are rare on vessels that small. Cost of Munitions
• Capital Weapons Deliver +60 to their damage 3 Pips per D (or 10 points) multiplied by the
vs Snubfighters and Space Transports. following
Character Scale: x150
Speeder Scale: x200
The Effects of Batteries of Guns Walker Scale: x400
Most Capital Scale Weapons are considered Snubfighter Scale: x1,000
gun batteries unless they are fixed in a single Capital Scale: x7,500
position, at which point they follow fire linking Ultra Heavy: x22,500
rules. There are cheaper versions of Capital • Launchers cost the price of 1 piece of
guns that can be found on some civilian model munitions worth of pips + the fire control x
ships that have been retrofitted (like pirate the scale x 10% (90% reduction in price).
ships).

389
• Munitions Multiply by the following values 3. Torpedoes require an expenditure of Point
to get the ammunition unit prices : defense and tractor defense at a multiplier of
Torpedoes x 0.05 1.5 x the number of units fired at a target
Missiles x 0.04 (this includes flack defense).
Bombs x 0.03
4. Missiles require an expenditure of Point
Character, Speeder & Walker Scale Munitions Defense and tractor defense at a multiplier of
follow Bomb Pricing x Rarity for market value.
1.75x the number of units fired at the target
• The above values do not mean that individual
Torpedoes cost 95% of the base value, but (this includes flack defense).
5%; Missiles cost 4% and Bombs 3% of 5. Any Advanced munitions further add another
the calculated values. +.25 to the required counter values
Launcher Costs are abstracted into ship prices, (Torpedoes 1.75 & Missiles 2.0).
however, add Fire Control Package and max 6. Base Seeker Ordinance starts at a 3x value
damage code of the ordinance in pips (3 points for required point defense and moves to a 4x
per D or 10 points) to derive the standard
launcher cost. As above with overall cost requirement for advanced versions.
reduction for individual sales. 7. A commander actively using Command &
Ammunition Count is determined by available Tactics parked as a Free Action each
space on the Craft. (regardless of skill) will further add a
Military Ordinance Effectiveness vs multiplier of x .25 to any type of ordinance
Countermeasures launched at a target to defeat point defense,
Military Ordinance can be largely negated by a electronic warfare, tractor defense and flack
combination of point defense and tractor defense. defense ratings ratings. This is more for the
Electronic warfare further complicates targeting heroes than the NPCs (though powerful
vessels. Thus, the following rules apply to enemies will also employ this).
military ordinance to present them with some
level of actual threat regardless of the inclusion Snubfighter Scale
of rules to defend against them:
Munitions
1. Guaranteed Evasion never applies to military
Torpedoes -12 to hit Snubfighter
ordinance.
Missiles -6 to hit Snubfighter
2. Point defense and tractor defense values only
Base Statistics for Munitions: Speeder,
Snubfighter, Walker: All considered Speeder
Scale for targeting purposes, the Projectile has a
4 Point condition monitor (20 Points total =
Destroyed Munitions)
Torpedoes: (Can fire any type of Torpedo)
Launcher Cost: 3,300/ea
Fire Control: +6 Standard (2D)
Slow (Space 12)
Range: +/- 20 Units
Ignore: 10 Points of Ablation
Guidance System: 2 passes max (re roll misses
next round if no fuel left); Detonate at any range,
manually (1 FA)
apply to dumb-fire (unguided like rockets Ammo Cost:
and bombs) munitions on a 1 to 1 basis. Standard: 1,350/ea (9D: 90)
Ion: 1,350/ea (9D: 90 Ionization)

390
Shield Buster: 1,620/ea (9D: 180/30) (+.2 Cost Advanced Missiles:
Adj); x2 Damage to Shields, 1/3 to Hull/Armor Ammo Cost: (10% Cost Increase)
Advanced Torpedoes: Light: 1,188/ea (9D: 90)
Ammo Cost: (10% Cost Increase) Medium: 1,320/ea (10D: 100);
Advanced: 1,980/ea; (12D: 120) 1,452/ea (11D: 110)
Shield Buster: 2,376/ea (12D: 144/24); +.2 Cost Heavy: 1,584/ea (12D: 120);
Adj; x2 Damage to Shields,1/3 to Hull/Armor 1,716/ea (13D: 130)
Ion: 1,980/ea (12D: 120 Ionization)
Fast (Space 16) Incredibly Fast – Can Target Snubfighters
Range: +/- 30 Units Effectively without penalties (Space 24)
Ignore: 10 Points of Ablation Range: +/- 40 Units
Ignore: 5 Points of Ablation
Guidance System: 3 passes max (re-roll misses Guidance System: 3 passes max, Detonate at
next round if no fuel left), +5 to hit Snubfighter any range (auto), manually (1FA)
Detonate at any range (auto), manually (1FA)
Seeker Missiles:
Missiles: Ammo Cost: (15% Cost Increase)
Multi Ordinance Launchers Light: 828/ea (6D: 60)
Multi Ordinance Launchers can fire Torpedoes, Medium: 1,104/ea (8D: 80)
Missiles and drop Bombs. These advanced Heavy: 1,380/ea (10D: 100)
launchers are often featured on TIE Bombers. Very Fast (Space 20)
Launcher Cost: 4,100/ea Range: +/- 60 Units
Fire Control: +11 (3D+2) Standard Ignore: 5 Points of Ablation
Fast (Space 16) Guidance System: Robust, 4 passes max, 4D
Range: +/- 30 Units Skill + 2D + initial fire control of launcher. Can
Ignore: 5 Points of Ablation be dumb fired with internal guidance skill only
Guidance System: 2 passes max (re-roll misses (requires 1 simple action per missile, Maximum 2
next round if no fuel left); Detonate at any range simple actions per round before incurring
(auto), manually (1FA) multiple action penalties).
Detonate at any range (auto), proximity sensors
Ammo Cost: (auto), manually (1FA)
Light: 720/ea (6D)
or Advanced Seeker Missiles:
Propaganda Leaflets: 1,000 per unit possessed Ammo Cost: (+.25 Cost Adjustment)
(95% reduction in cost) = 36 Credits per unit of Light: 1,350/ea (9D: 90)
1,000. Medium: 1,650/ea (11D: 110)
Medium: 840/ea (7D); 1,032/ea (8D) Heavy: 1,950/ea (13D: 130)
Heavy: 1,080/ea (9D); 1,200/ea (10D) Standard Launcher as Missiles
Standard Concussion Missile Launcher Incredibly Fast – Can Target Snubfighter
These are the most common types of launchers effectively without penalties (Space 32) +5 to all
on craft. They only fire Missiles and Rockets. scales Snubfighter up stacking with other scale
They base their cost of the lightest explosive unit bonuses.
(60/6D). Range: +/- 80 Units
Ignore: 5 Points of Ablation
Launcher Cost: 2,400/ea Guidance System: Advanced, 5 passes max, 8D
Ammo Cost: Skill + 3D + initial fire control of launcher. Can
Fire Control: +6 (2D) Standard be dumb fired with internal guidance skill only
Fast (Space 16) (requires 1 simple action per missile, Maximum 2
Range: +/- 30 Units simple actions per round before incurring
Ignore: 5 Points of Ablation multiple action penalties). Detonate at any
Guidance System: 2 passes max (re-roll misses range (auto), proximity sensors (auto), manually
next round if no fuel left); Detonate at any range (1FA)
(auto), manually (1FA)

391
Rockets (Interchangeable with missiles) Ammo Cost:
Rockets have very good range because they are Standard: 1,080/ea (12D: 120/90/60)
dumb missiles, they don’t maneuver and they Bunker Buster: 1,350/ea (15D: 150/120/90)
don’t have guidance. They just fly really fast in
one direction with a decent fuel. Range: 4/6/8 (3 Unit Blast Radius)
Dropped at velocity of delivery vehicle
Ammo Cost: (-.25 reduction in cost; these Dumb Fire –12 to target, fire control applies
munitions effectively cost 10%) Massive Warhead
Light: 540/ea (6D)
Heavy Space Bombs
Medium: 630/ea (7D: 70) Ammo Cost: (+.05 Cost Adjustment)
Heavy: 720/ea (8D: 80) Heavy: 1,701/ea (18D: 180)
Range: 15/30/60 Units Core Cracker: 2,268/ea (24D: 240)
Fast (Space 16)
Dumb Fire -6 to Fire Control Range: 2/4/6 (3 Unit Blast Radius)
Dropped at velocity of delivery vehicle
Heavy Rockets (Interchangeable with Dumb Fire –30 to target, Fire Control applies
missiles) Insane Warhead (18D-24D)
Ammo Cost: (-.20 reduction in cost; these
munitions effectively cost 10%)
Light: 864/ea (9D: 90) Capital Scale
Considered Snubfighter for targeting purposes
Medium: 960/ea (10D: 100) (point defense); they possess a Condition
Heavy: 1,056/ea (11D: 110) Monitor factor of 5 (4x5= 25 Snubfighter
Range: 15/30/60 Units damage to destroy)
Fast (Space 16)
Dumb Fire -6 to Fire Control Cost of Munitions
3 Pips per D multiplied by the following
Space & Aerial Mines Capital Scale: x7,500
These devices float in an specified area and Ultra Heavy: x22,500
detonate for an AoE blast. These are cheap static
• Launchers cost the pip code of the weapon
defenses. They calculate costs based off their
times the scale. Consider weapons
weakest blast radius. They aren’t likely to hit,
emplacements that are sold after market to be
but can cause massive damage to ships emerging
valued at approximately 30% of their stock
from hyperspace in a field of them or if they are
value.
powered down and not spotted and ships fly into
range of them. Mines typically give off almost • Munitions Multiply by the following values
no signature and are difficult to spot and detect (- to get the ammunition unit prices:
9 to Search and Sensors). These are deployed Torpedoes x 0.05
with a multi ordinance launcher. Missiles x 0.04
Ammo Cost:
(Treat as Bombs + 10% to the cost) Torpedoes: Represent a relatively direct fire
weapon, range varies by torpedo and launcher
Light: 891/ea (90/60/30); AoE: 1/2/3 Launcher Cost: Varies by Scale
Medium: 990/ea (100/70/40); AoE: 2/3/4 Fire Control: +6 Standard
Ammo Cost: 10,125/ea (9D: 90)
Heavy: 1,089/ea (110/80/50); AoE: 3/4/5
Ammo Count: 30 per Magazine
Range: Deployed as static, immobile mines, Range: 60 Units Standard
aerial mines use repulsors to remain stationary. Ignore: 10 Points of Mitigation / Ablation
They can identify Friend and Foe. Notes: Weight: 75 Kilos per Torpedo; 1.5 Metric
Creates Space / Aerial Terrain Hazard: Tons per launcher. Limited Guidance: hard to
+`8/15/12 (difficulty to avoid based on proximity intercept: -10 to opposed hit chances. Fast: Exit
of detonation) Velocity: 24 Space Units, 48 Space Units 2nd
round. Detonate on Impact / detonate at
Space Bombs (Multi Ordinance Launchers or predefined range
wing / bomb bay / cargo hold stored)

392
Advanced Torpedoes: Represent a relatively Range: 50 Units
direct fire weapon, range varies by torpedo and Notes: Weight: 75 Kilos per rocket. Dumb Fire:
launcher (Double Range Typically) hard to intercept: -2D to opposed hit chances.
Ammo Cost: (+10% cost increase) Very Fast: Exit Velocity: 16 Space Units, 32
14,850/ea (12D) Space Units 2nd round. Detonate on Impact
Ammo Count: 30 Per Magazine
Range: 120 Units Hyperspace Torpedoes: Ultra nasty, self
Ignore: 10 Points of Mitigation / Ablation guiding (after targeting lock), reacquiring
Notes: Weight: 75 Kilos per Torpedo. Guidance ordinance roughly equivalent in size and shape to
systems: very hard to intercept: -4D to opposed an Imperial Hyperspace Message Pod.
hit chances. Fast: Exit Velocity: 36 Space Units, Launcher is the same as an Ultra Heavy Missile
72 Space Units 2nd round. Detonate on Impact or Launcher.
Calibrated to detonate at predefined range
Range: 1 target,
Missiles: Represent an indirect fire weapon effectively limited by sensor range
Launcher Cost: Varies by Scale Ammo Cost:
Fire Control: +6 Standard (2D)
Ammo Cost: 7,200/ea (8D); 8,100 (9D) Standard Hyperspace Torpedo
Ammo Count: 15 per Magazine 3 Million Credits
Range: 120 Units Standard x1/3 Hyperdrive
Ignore: 5 Points of Mitigation / Ablation Range: 1 Sector
Notes: Weight: 75 Kilos per missile; 1.5 Metric Damage: 2D Death Star Scale (3,000 Points)
Tons per launcher. Guidance systems: very hard Guidance: Skill 12D + 6 (2D)
to intercept: -4D to opposed hit chances. Very Weight: 50 Metric Tons
Fast: Exit Velocity: 32 Space Units, 64 Space Ignore: All Mitigation / Ablation
Units 2nd round Advanced Hyperspace Torpedo
Detonate on Impact, proximity sensors, pre- 6 Million Credits
defined ranges or manually x1/5 Hyperdrive
Advanced Missiles: an indirect fire weapon Range: 2 Sectors
Ammo Cost: (+.1 to cost) Damage: 3D Death Star Scale (4,500 Points)
10,890 (11D); 11,880 (12D) Guidance: Skill 14D + 9 (3D); -1 DR to hit
Ammo Count: 15 per Magazine Weight: 75 Metric Tons
Range: 240 Units Ignore: All Mitigation / Ablation
Ignore: 5 Points of Mitigation / Ablation The +2D/3D is the “Attribute” of the Ordinance,
Notes: Weight: 75 Kilos per missile. Guidance allowing the Hyperspace Torpedo to re-acquire a
systems: very hard to intercept: -6D to opposed target should it miss, re-acquisition takes 2
hit chances. Very Fast: Exit Velocity: 48 Space rounds for the next pass. It will add to the skill
Units, 96 Space Units 2nd round+. Detonate on of the Torpedo and original Fire Control is only
Impact, proximity sensors, pre-defined ranges or useful on the first pass of the weapon.
manually
Basic Hyperspace Telemetry Sensors
Rockets: Direct Fire weapon Cost: 150 Million Credits (equivalent to two
Ammo Cost: (-.25 Cost Adjustment) Imperial I Star Destroyers)
7,425/ea (11D); 8,100/ea (12D) Weight: 250 Metric Tons
Ammo Count: 15 per Magazine Range: Target a ship in the adjoining sector to
Range: 75 Units your current position.
Notes: Weight: 75 Kilos per rocket. Dumb Fire: Function: Required to be able to target a moving
hard to intercept: -3D to opposed hit chances. ship in an adjoining Sector of Space. They
Very Fast: Exit Velocity: 32 Space Units, 64 provide early warning for a Sector Target Lock
Space Units 2nd round. Detonate on Impact and threat warnings and ETA to Impact of
inbound munitions.
Heavy Rockets: Direct Fire weapon Notes:
Ammo Cost: (-.20 Cost Adjustment)
10,080/ea (14D); 10,800/ea (15D) • Allows the vessel employing them to target
Ammo Count: 10 per Magazine any other vessel with it’s weapons at Extreme

393
Range with Full Fire Control. Damage 3/4-6 for which system is hit)
penalty still applies.
Moderate Damage: Craft looses a weapons
• Provides clear sensor data & Search Bonus emplacement or suffers -10 to an entire system
out to 1.5x the craft’s Search Rating. on the craft or further reduce Space Units by -1 (-
Advanced Hyperspace Telemetry 2 &/or -200 Km/H).
Sensors Heavy Damage: Craft suffers -15 to an entire
Cost: 450 Million Credits (equivalent to six+ system on the craft or further reduce Space Units
Imperial I Star Destroyers) by -1 (-3 &/or -300 Km/H).
Weight: 500 Metric Tons Severe Damage:
Range: Target a ship two sectors away from your Roll a D6
current position.
Function: Required to be able to target a moving 1-3: Craft suffers -20 to an entire system or yet
ship two Sectors Away. They provide early another Space Unit loss of -1 (-4 &/or -400
warning for a (Multi) Sector Target Lock and Km/H).
threat warnings and ETA to impact of inbound 4: Craft Spins out of control, all systems failing
munitions. completely in 2 rounds.
Notes: 5: A piece of the craft detonates, blowing a
• Allows the vessel employing them to target chunk out of the craft. Reduce Hull Code by 1/2.
any other vessel with it’s weapons at Extreme This is permanent until repaired.
& Impossible Range Categories with Full 6: The craft has reached critical mass and will
Fire Control. Damage penalties still apply. detonate / disintegrate in 6 rounds. The craft
• Provides clear sensor data & Search Bonus begins to break apart around you with multiple
out to 2x the craft’s Search Rating panels exploding off and random systems
(Maximum Sensor Range). detonating, throwing showers of sparks
everywhere.
Damage to Starships Craft Destroyed: The craft explodes, allow for
The Cost of Refitting Hull & Armor ejection or capsule (as in bridge ejection)
ejection only. Players could survive...
Hull Repair is the actual damage sustained.
Each ship has it’s own hull rating, at each tier a
certain amount of hull points is generated and is Capital Ship Damage
considered to be ½ the Scale cost of the ship to Light Damage: The section looses 1-6 weapons
repair. systems or suffers damage to a singular system.
Damage is -5 to an entire system or Space Units -
Armor Repair each level of armor costs ¼ the -1 &/or 100 Km/H. GM discretion on the
Scale it is associated with. For partial repairs, systems that receive the damage.
round the cost to the nearest D.
Moderate Damage: The section looses 2D6
Notes: Repairs can be effected with sufficient additional weapons emplacements or suffers -10
crew and with spare parts on hand. Dry-docks to an entire system on the craft or further reduce
are only required for full refits. Even Space Units by -1 (-2 &/or -200 Km/H).
Modifications can be performed on starships in
the field. Much can be accomplished in zero Heavy Damage: Section has multiple hull
gravity. In the case of Salvaged components and breaches lose 10% of your crew immediately,
hull / armor plating the GM will determine how lose up to 2D6+2 weapons emplacements, Craft
much is left to perform repairs to your ship. suffers -15 to an entire system on the craft or
further reduce Space Units by -1 (-3 &/or -300
Enhanced Damage Detail: Km/H).
The following details apply to starships that are
Space Transport, Snubfighter and below: Severe Damage: Pieces of the section are on
fire, and crackling with energy being vented into
Light Damage: Craft suffers looses a weapons space/atmo from power mains. Immediately lose
emplacement, or suffers damage to a system. 5% additional crew. Craft suffers -20 to an entire
Damage is -5 to an entire system or Space Units - system or yet another Space Unit loss of -1 (-4
-1 &/or 100 Km/H. (50/50, roll a D6 and call 1- &/or -400 Km/H). 3D6+2 additional weapons

394
emplacements are destroyed in this section. (-5 to all adjoining sections and any damage
carried over to them)
Roll a D6
1. All systems in this section of the ship fail,
prompting an immediate evacuation of the Loosing Multiple Ship Sections
section. This is possible, however, certain events can kill
2. Mirrors 1, however, systems continue to burn a Capital Ship outright.
and cascade failures begin to effect all 1. Cutting a Capital Ship in Half: Loosing
adjoining ship sections reducing an entire the Port and Starboard on a 4 Section ship;
adjoining system in each connected section Loosing any combination of three sections of
by -3. the middle of a Dreadnought class ship;
3. Mirrors 1 & 2, section becomes structurally Loosing 4 sections of the mid portion of a
unsound, reducing the hull code of the ship in Super capital, etc.
that section by 2(D).
4. Mirrors 1, 2 & 3 Section continues to burn 2. Loosing main Engineering, the entire ship
until there is nothing remaining. detonates in 3 rounds.
5. Mirrors 1, 2, 3 & 4 Section continues to burn 3. Take out the Bridge and the ship is NOT lost,
and transfers additional damage to all other most ships can be piloted from Main
connected sections, directly to Hull points Engineering or a Secondary Bridge.
bypassing Armor and Shields. For a total of
25 points multiplied by scale (Corvette is 1, Targeting in Capital Combat:
Frigate 2, Destroyer 3, etc). Hit locations aren’t typically random here. Two
6. Mirrors 1, 2 & 3 Section Detonates, causing ships exchanging fire are usually doing so on
equal damage to Armor and Hull on all Port and Starboard sides. Sometimes in the Fore
adjoining sections. Damage is 50 points and Port / Starboard sides on approach, and
multiplied by Scale (Corvette is 1, Frigate 2, generally only the aft section of the ships when
Destroyer 3, etc). one is being pursued, even then the shots will
Section Destroyed: Mirrors 6 above and land on the Aft, Port and Star Board Sides.
transfers any remaining damage from the salvo Bombers (Snubfighter Strafing Runs) will always
that destroyed the section to another adjoining target a single Fire Arc with a specifc Called
section (GM Discretion). All of the previous Shot Location in mind.
tiers of penalties from Severe Damage still
remain to compound other sections of the craft. For maximum effect commanders tyically target
a single fire arc at a time,

395
The Beginning Of The “Ok, great plan, let’s do this!” Sal exclaimed,
still sitting there in the cockpit the Solo.
End “Dude, what are you still doing here. Get on the
Quad gun.” Solo looked at his brother with with
The Calabrizian brothers weren’t be the brightest a twisted questioning expression.
criminals in the galaxy. However, what they
lacked in raw intelligence they made up for in “Oh, yeah, sorry must be that carton of death
sheer bravado. They were the proud new sticks I sucked down on the way here.” Sal says,
owners of a “lightly used” Corellian YT-600 getting up and heading to the gun well
Freighter after taking their inheritance and “Bastard... Half of those were mine..” Solo
investing it in the craft. The brothers were grumbled under his breath
somehow, down the line, related to Han Solo on
his uncle’s side, Thrakkan Sal’Solo. Thrakkan Solo Calabrizian fired up the freighter, it whined
was about as big a scum bag as they came, and to life and the traffic control tower sent him a
the Calabrizian brothers had spent more than a transmission. “Aluminum Falcon, you are not
couple seasons with the man for “Mentoring” clear to launch.”
sessions.
“No worries, just running routine maintenance
Their ship, they named the Aluminum Falcon. A tests.” Solo instantly ignored the pre-flight
personal joke between them, mocking their checklist and rapidly began flipping switches to
cousin Han Solo’s famous ship, the Millennium fire the ship up akin to a snubfighter’s response
Falcon. Part of the name came from a desire to time. He succeeded, if he hadn’t his main drive
mock his ship and the other from the fact that might have very well been damaged because
they were swindled on the ship’s sale and the freighters weren’t meant to fire their systems and
craft came with the controls and sensors for launch like fighters could.
shields, yet the generators were missing. The
sensor was rigged to turn on when you activated “Aluminum Falcon, am I reading this right...?
shields. Unfortunately for them it wasn’t until Are you attempting to fire your main drive. It is
their first Black Sun syndicate job that they against galactic regs to light an Ion engine in an
realized this, smuggling arms to a bunch of atmospheric gravity well.” He was correct, the
Imperial Warlords. They survived that encounter main Ion drive of a YT-Series ship would light
and requested their next mission. Their final job the atmosphere up and destroy the ozone layer in
to be allowed into the syndicate was that hey had addition to dumping a number of radioactive
to take a holo picture next to their wanted poster particulates into the atmosphere. Ships always
from blasting through the last New Republic switched to their Repulsor Coils to fly through an
Blockade. The issue was that the holo wanted atmosphere, though the Ion Engines would in
poster was on the side of the planetary many cases not only improve atmospheric
government center. They took the direct performance but add their base speed in
approach, literally. hundreds of kilometers per hour to the repulsor
coils if used in tandem and that is exactly what
“Sal, get on the quad gun. I know exactly how to Solo had in mind, he needed to have a chance of
handle this.” Solo Calabrizian said to his brother out running whatever snubfighters the New
on in the cockpit. Republic had here.
“Solo, honestly, it’s amazing we even slipped “Control Tower, I am doing nothing of the sort.
into the starport unnoticed.” Sal said to his Oh, my... Control, I have a massive malfunction,
brother in a bold moment of logic that he never a reactor leak, very bad, shhh... can’t...
seemingly had. Communic... Down..” He cut the comms channel
“Sal, just get on the quad gun. We’re gonna lift after shushing into his headset to simulate static
off and you’re gonna light up the traffic control while eating a bag of gordo chips for good
tower. That will cause chaos with all the measure. Solo lit the main drive and the
incoming and outgoing traffic and confuse the Aluminum Falcon ripped out of its docking bay
New Republic pilots.” Solo stated, sure of at 1,200 Kilometers per hour instead of the
himself gradual buildup starting at 400 and climbing.
The backwash of the main drive lit the bay on

397
fire, blew out all the doors and windows and Sal cut apart one of the X-Wings in pursuit and
vaporized one of the support walls, the docking that pilot did manage to eject right before his
bay sagged in on itself and secondary explosions fighter detonated. “YeeeHa...” Sal’s cry of
lit off as fuel lines exploded before the master cut victory was cut short as the remaining pair of X-
offs clamped down on the feeds to prevent the Wings converged their fire from two angles and
entire starport from detonating. hammered the aft section of the Aluminum
Falcon, which very much like it’s name began to
“Sal, light that tower up!” Solo called to his
disintegrate as multiple cannon shots ripped the
brother on comms
aft section of the Aluminum Falcon apart. It’s
Sal squeezed the triggers of the Corellian Quad main drive began flickering and the craft died.
guns and tracked fire from the base of the tower
“Escape Pods Bro!” Solo Screamed, each
to the control room... The tower bellowed out
brother throwing themselves into one of the two
fiery explosions as the shots ripped the
pods in the craft. They both hammered the
superstructure of the tower apart and the
jettison button right as the main drive lit back up
command tower erupted in flames right before
and the back half of the Aluminum Falcon
the entire top of the structure exploded,
Detonated, which also blew apart the forward
showering the starport in flaming debris.
section as it’s fusion battery cells detonated.
Solo made a low level b-line for the government
center. So low, in fact, that he was clipping low You could tell the New Republic pilots were
flying air speeders and sending them into chaotic rattled. They came in hard and fast, converging
spirals of death into main traffic routes and even on Sal’s pod. Sal blew the hatch, and instantly
straight into the sides of buildings. It didn’t take started running for cover. The X-Wing pilots lit
long to reach the New Republic Government up the entire route of his exodus and Sal was
center, Solo pulled the Falcon in low and vaporized in the converging energy blasts of both
slammed the port side of the craft into the craft.
building, crushing the building and pulling his With nothing to lose, Solo’s features were locked
cockpit right up to their holo wanted poster, in a mask of grim determination and hatred, he
where he and his brother Sal were already in the drew his maximum modified DL-44 Heavy
cockpit and took a holo pic next to their wanted Blaster and took sight of one of the pilot’s
holo poster from within their cockpit. cockpits. He dialed in his scope as the fighters
“Get back on the gun!” Solo then swung the circled to make another pass and then released
Aluminum Falcon around, ripping free of the his breath... and fired three shots with more
obliterated government center and punched precision than he ever managed in his entire life.
straight up into the sky, making for orbit. “Get The first shot impacted on the glass, the second
ready! Bandits inbound, looks like they followed it and blew a chunk out of the window,
managed to scramble four, you gotta scrape them the third punched through and blew the pilot’s
off us!” head off, the X-Wing spun into the earth and
One of the fighters was on a direct pass with the exploded.
Aluminum Falcon “Bro, do I fire at the forward Solo half hardheartedly turned to run, his energy
ship of aft!?!” Sal cried out expended after seeing his brother immolated.
“I got the forward one, you cover our tail.” Solo The last pilot fired a Proton Torpedo at him, that
said as he started weaving between cannon shots missed but took him off his feet and the world
that were filling the air around them. Solo went black. When he came to, he was whole,
brought the Falcon in a deadly head on collision however, restrained in a mental asylum.
course with the incoming X-Wing and clipped it • This was an actual game session.
on his way past, there was an agonizing screech
of metal from the Falcon and then they were past • Solo’s Pistol was delivering 6D+2 Damage
the fighter having ripped a pair of it’s wings off and he landed 3 precision shots, one on top
with the X-Wing spinning helplessly into the of the other, with a Force Point from Calling
ground and detonating. The pilot never ejected, on the Darkside (Classic WEG Star Wars
likely his cockpit had been crushed, as well, from D6, 2nd Edition Game).
the impact. “One down...” Solo remarked,
banking hard to avoid more fire.

398
LG6 Family Transport
Craft: Legendary Exports: LG6
Affiliation: General
Era: Old Republic+
Type: Ultra Light Freighter
Scale: Transport, pilots as a snubfighter
Length: 14 meters
Skill: Starship Piloting
Crew: 1 + 1 Can Coordinate; Gunners: 1
Crew Skill: Typically 0D+1
Notes:
Passengers: 2
Cargo Capacity: (35*): 35 metric tons available • All repairs, maintenance & modifications are
Consumables: 28 Days (1,120 credit Refuel cost) performed at -1 DR due to (age) the ease of
Cost: 36,745 (New); 27,559 (Used) modification & all areas are accessible via crawl-ways.
Hyperdrive Multiplier: x4 (x2*) • Gun-well can be locked into fixed position and
Hyperdrive Backup: x20 (x10*) operated by the pilot at no penalty.
Nav Computer: Yes, Limited to 6 Jumps • Gunner does not factor into consumable costs.
Maneuverability: 0 / +3 (1D* in Atmosphere) • Lower deck Conventional Shitter and Sonic Shower
Space: 3 (6*) • Lounge & Basic Entertainment Table
Atmosphere: 500 Km/H/1,000 Km/H*; 695/1,390 MPR • There is only a double bunk on the ship
Hull: 69 (1 Loc; 3D) • The craft’s Armor has been integrated into the
Armor: 20 / Ablative: 10 (1D) standard hull plating over the centuries. While it’s a
Shields: 30 (1D) smidgen off the mark of the galactic standard it no
Sensors: longer penalizes the craft’s maneuverability. Armor is
Passive: 5/+0 replaced when the hull is repaired, no additional cost.
Scan: 15/+1 • Total occupancy of the craft is 5.
Search: 20/+2 • The Bridge acts as an escape pod, up to 4 people can
Maximum: 40/-38 be crammed in with emergency hull straps…
Weapons:
• Cost is based off the original components (not the
1 Quad Blaster Cannon (Fire-Linked) bonus characteristics they new possess).
Fire Arcs: Dorsal Turret
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmosphere Range: 100-500m/1/1.7 km
Damage: 49 (5D); Ammo: 250 Shots
The Legendary Exports LG6 Family Transport is a galactic
staple among space faring families and those individuals
that just can’t afford a snubfighter. These craft are so
affordable that some speeders are more expensive! While
it’s main and backup hyperdrives might be considered
anemic by modern standards, they keep the cost down.
Not to mention the designers of the craft were nothing
short of genius level engineering design. When the craft
was originally conceived it was an empty shell that could
be filled with around seventy metric tons of material. The
core systems were designed to haul all that mass. The
design went through many iterations over the centuries,
starting at the LG1 and eventually evolving into the LG6.
About six centuries after it’s introduction the craft was
being outstripped my more capable vessels. Legendary
Exports re-purposed the craft to fill a niche role that had
been a highly requested modification by family units
strapped for cash (and fighter pilots that wanted more than
a cramped cockpit). The craft retained all it’s core
systems, while stripping the bulbous hull down to only
hold ½ it’s rated cargo. As a result the engines, repulsors
and all performance characteristics of the craft were
exponentially uplifted (* = result of ½ Cargo). The LG6
became an overnight sensation and has remained one of
the most common sights in the space lanes well into the
Legacy Era.

400
RE-3 Lancer Damage: 50 (5D)
Double Laser Turret (Fire-Linked)
Craft: KSE/Legendary Exports: RE-3 Lancer Fire Arc: Aft
Affiliation: General Skill: Starship gunnery
Era: Clone Wars (End)+ Fire Control: 2D
Scale: Snubfighter Space Range: 1-3/12/25
Length: 12 meters Atmosphere Range: 100-300/1.2/2.5 km
Skill: Starship piloting Damage: 50 (5D)
Crew: 1, Tail Gunner: 1 The RE-3 began life as a hybrid of the R-22 Spearhead and
Crew Skill: Varies Wildly the Actis Interceptor. The R pays homage to the Spearhead
Cargo Capacity: (150): 10 kilograms Available and the E to Eta. The craft had actually been prototyped
Consumables: 6 days (80 credit refuel) during the Clone Wars, improving on a number of design
Cost: 178,400 (New); 535,200 (Black Market) issues the Eta 2 Actis Interceptor never had ironed out.
Hyperdrive Multiplier: x1 The craft underwent extensive shakedowns and was tested
Nav Computer: Yes in tandem with the R-22 Spearhead. When the Republic
Maneuverability: +14 (+15*); 4D+2 / 5D* became the Empire and contracted Sienar Fleet Systems to
Space: 14 build their fighters, Kuat was left in a precarious position.
Atmosphere: 1,350 Km/H; 1,875 MPR The A-Wing would fall into the hands of the Tammuz-an
Hull: 49 (3D+2) species who had deep enough pockets to outright purchase
Armor: 25 / Ablation: 13 (1D*) the design. The RE-3, however, languished on the cutting
Shields: 40 / (3D) floor until Legendary Exports was attending an auction for
Sensors: old properties, and acquired it for a pittance. Legendary
Passive: 40/+3 (1D) Exports initially marketed the fighter to mercenary
Scan: 60/+6 (2D) commands and wealthy systems. However, when news of
Search: 80/+9 (3D) the craft’s performance made it’s way into the larger
Focus: 10/+12 (4D) galaxy the craft became highly sought after by a number of
Maximum: 160/-31 parties. The Empire was about to step in and shut the
Weapons: production lines down when Legendary Exports did
4 Laser Cannons (Fire-Linked) something unexpected, they reached out to Kuat and
Fire Arc: Fore offered them a cut of the profits for a cross licensing deal.
Skill: Starship gunnery Kuat was ecstatic with the thoughtfulness of Legendary
Fire Control: 2D+2 Exports and extended their blanket Imperial Licenses for
Space Range: 1-3/12/25 production of the Lancer.
Atmosphere Range: 100-300/1.2/2.5 km Notes:
Damage: 60 (6D) • Roomy Cockpit, & Gun-well; Luxury Seating
4 Ion Cannons (Fire-Linked) • Substandard hull plating; LG6 Design. Increases
Fire Arc: Fore maneuverability of the craft by +1.
Skill: Starship gunnery • Craft is efficient (80cr instead of 120cr refuels)
Fire Control: +2D+2 • The craft is so popular that it’s sales outstrip
Space Range: 3-9/18/36 production by 2+ years. It is only purchasable on the
Atmosphere Range: 300-900m/1.8/3.6 Km Black Market due to ultra high demand, Rarity 3.

401
Sword Interceptor commands galaxy wide. The Sword Interceptor’s sales
took off and left other competitors in the dust. Tykannin
Craft: Tykannin Drive: Sword-Class Interceptor Drive hadn’t really had a hit since the RedThorn Scout
Affiliation: General Ship and even that vessel had a poor reputation due to the
Era: Old Republic+ corporations desire to cut corners for a couple thousand
Scale: Snubfighter credits on the armor plating. That was a mistake they
Length: 10.5 meters didn’t intend to make here, nor did they when they stole
Skill: Starship piloting SubPro’s armor design. While the craft is now centuries
Crew: 1 old, there have been a number of engineering field refits
Crew Skill: Varies Wildly that Tykannin Drive offers to bring the Snubfighter up to
Cargo Capacity: (131.25): 101.25 kilograms Available more modern specs.
Consumables: 5 days (50 credit refuel) Notes:
Cost: 63,360 (New & Used); Black Market (95,040) • Roomy Cockpit
Hyperdrive Multiplier: x3 • High quality acceleration couch: +1 to Endurance tests
Nav Computer: Enhanced Limited: 6 Jumps for High-G Maneuvers
Maneuverability: +5 / +8 in Gravity Well (1D+2/2D+2)
• Subpro Armor Design: +1
Space: 7 / 15 in Gravity Well to 120 Units
Atmosphere: 1,500 Km/H; 2,084 MPR • Popular in the racing circuit, among criminal cappos
Hull: 35 (2D+1); (Hardy Design: 42 is a Kill Result) and on the mercenary market.
Armor: 30 / Ablation: 20 (1D) • Has an expanded Tibanna Gas Reservoir
Shields: 20 / (1D) • The Auto Blaster Cannons actually function in
Sensors: overlapping harmony, each cannon contributes +1D
Passive: 15/0 (2D total) to the total output of the Light Bust Fire.
Scan: 30/+1 The Fire control package, also benefits from a +2D
Search: 45/+2 accuracy bonus, each cannon contributing half of the
Maximum: 90/-38 bonus. The main fire control package is only minor,
Weapons: but it’s fire interleaving algorithms are norhting short
2 Auto Blaster Cannons (Fire-Linked) of incredible (+2 Fire Control Base).
Fire Arc: Fore • Enhanced Limited Nav Computer reduces the +3
Skill: Starship gunnery difficulty to +1 for Jump calcualtions.
Fire Control: 2D+2* • Heavy Hard Point allows for Custom Turret creation
Space Range: 1-5/10/18
Atmosphere Range: 100-500m/1/1.8 km • Hardy Design: Ignore the 1st Wound result for
Damage: 60 (6D)*; Light Burst* penalties, penalties begin at the 2nd Wound result, carry
Ammo: 1,250 (63 Bursts) an instant kill, one more category up before craft is
instantly destroyed.
Heavy Ventral Hardpoint
Provisioned to hold 4 Missiles or a Turret Tykannin Drive Refits:
The Tykannin Drive Sword-Class Interceptor was a • +2 Hull Engineering Refit: 2,000 Credits
contender for the mainstay Republic Snubfighter. • Fire Control Refit +1 (1D): 1,000 Credits
However, after a scandal where Tykannin Drive was • Acceleration Couch Upgrade +1: 1,000 Credits
caught red handed incorporating design secrets from a
myriad of manufacturers other than itself, they were passed • Sensor Suite Range Update: +10 to all bands,
up for consideration. That’s unfortuante, because regardles including adding Focus at 10 Units: 4,000 Credits
of their dubious engineering design wins the snubfighter • Sensor Suite Sensitivity Enhancement:
was well ahead of it’s time. Even outstripping +1D to all: 9,000 Credits
the Subpro and Shobquix contenders it
was “borrowing “ some
intellectual property from.
Tykannin had an ace up their sleeves
and they brought out evidence showing that both
of their accusers had willfully stolen design
secrets from them during the development
of the Sword Interceptor. Thus, after a
light slap on the wrist, Tykannin
Drive was let off the hook. Though
the damage to their contract with the
Republic had already been sealed. The • Shield Generator: 2D: 3,000 Credits w/
Republic had chosen SubPro’s Z-95 Snubfighter as their trade in
principal defense unit for the next century or so. • Engine Refit: +2 Space: 2,000 Credits
Tykannin did not sit on their laurels. They immediately • Maneuverability Refit: +2 (to Both): 2,000 Credits
launched a marketing campeign to independent worlds, the • Hyperdrive Refit x2: 1,000 Credits w/trade in
racing circuit, criminal syndicates and mercenary

402
Kossak-Class Luxury Transport 6 Tractor Beams
Fire Arc: 1 Fore, 2 Port/Starboard, 1 Aft
Craft: Ubrikkian: Kossak-Class War Barge Crew: 1
Skill: Capital ship gunnery
Affiliation: The Hutt Cartels
Fire Control: 3D
Era: Very Old Republic (22,000 BBY)+
Space Range: 1-5/15/30
Type: Disguised Warship
Atmosphere Range: 2-10/30/60 km
Scale: Frigate
Length: 275 meters Damage: 30 (3D)
Skill: Capital Ship Piloting Tractor Defense: 3 Fore / 6 Port & Starboard / 3 Aft
Crew: 248, gunners: 68, skeleton: 165/+9 Snubfighter Compliment: 12 Refit V-Wing Snubfighters,
Crew Skill: Typically 3D 1 Luxury Yacht, 1 Skypray Blast Boat
Passengers: 45 (Troops); 30 (Guests); 90 (Slaves) The Kossak-Class Luxurt Transport is actually a War
Cargo Capacity: (3,750): metric tons available Barge that honors Kossak the Hutt, who defeated Xim the
Consumables: 1 year (1.85 Million Refit cost) Despot at both the 1st and 2nd Battles of Vontor. The craft’s
Cost: 13.7 Million (New & Used) design was commissioned about three thousand years after
Hyperdrive Multiplier: x2 Kossak’s reign. Though the ship carried with it many
Hyperdrive Backup: x12 similarities of the vessels that came before it like the
Nav Computer: Yes Tarrada cruiser (which this is essentially a cut down
Maneuverability: -16 (0D+2) version of). Designed to look more like a pleasure yacht in
Space: 4 (8) space these ships rarely engage in combat and when they
Hull: 460: 4 Locs (3D+1) do, they are certain to leave no survivors. This is because
Armor: 150/Loc; Ablation: 40 (2D); Ion Shielded no one knows these are armed warships.
Shields: 235/Loc (1D+2) *See Below
Sensors: The stats here reflect a refit of the Kossak, during the
Passive: 50/+3 (1D) height of the Empire. After the Empire begin to crumble
Scan: 75/+6 (2D) the Hutts become less concerned about the clandestine
Search: 100/+9 (3D) nature of the craft. Though few know its capabilities.
Focus: 5/+12 (4D) Notes:
Maximum: 200/-31 • Advanced Armor +2: The Kossak carries advanced
Weapons: armor plate that actually appears to be as dense as
18 Triple Turbolaser Batteries civilian armor for a vessel of this size (1D).
Fire Arc: 4 Fore, 6 Port/Starboard, 2 Aft • *The Shield generators are always running at 50%
Crew: 2 strength (they are actually 3D+1 = 460 Points)
Skill: Capital Ship Gunnery
Fire Control: 3D+2 • The Refit V-Wing Snubfighters are re-engineered and
Space Range: 3-15/35/75 design corrected V-Wings (Lethal) that rival any
Atmosphere Range: 600m-30/70/150 km modern snubfighter.
Damage: 66 (6D+2) • The Luxury Yacht has 1D+1 of Corvette Grade
26 Double Laser Cannons (Fire-Linked) Shielding on all fire arcs (4 generators), otherwise it’s
Fire Arcs: Turret: 6 Fore, 8 Port/Starboard, 4 Aft has 5D Transport Grade Hull, Space: 6 and no 1 turret
Crew: 1 on each arc (Corellian Quad Laser Canon 3D Fire
Skill: Starship Gunnery Control / 50 (5D) Damage).
Fire Control: 2D • The craft is considered to be Ion shielded at the
Space Range: 1-3/12/25 equivalent of it’s Armor rating.
Atmosphere Range: 100-300m/1.2/2.5 km • Focus and Scan difficulties to detect armament and
Damage: 50 (5D) power core: 90.
• No mass production Bonus (only 10% for design)

403
YT-600 well designed that there is no unusable space, with the port
and starboard sides of the ship equally containing 50
Craft: CEC: YT-600 Personal Freighter metric tons of cargo each. Each of those cargo areas has a
Affiliation: General powered cargo lift near the fore of each mandible for ease
Era: Old Republic (Obsolete, No Longer Produced) of loading. All the while the ship also maintains it’s
Type: Stock Light Freighter standard boarding ramp under the craft, near the aft of the
Scale: Transport, pilots as a snubfighter ship leading into the junction between the two mandibles
Length: 20 meters and the living space area of the ship. The ship has a pair of
Skill: Starship Piloting escape pods that are capable of supporting 5 occupants
Crew: 1 + 1-2 Can Coordinate; Gunners: 0-2 each. Easily evacuating the entire crew in a single pod.
Crew Skill: Varies Wildly Notes:
Passengers: 4 • All repairs, maintenance & modifications are
Cargo Capacity: (100): 100 metric tons available performed at -1 DR due to (age) the ease of
Consumables: 40 Days (2K credit Refuel cost) modification that accompanies all CEC vessels, all
Cost: 86,400 (New); 64,800 (Used) areas are accessible via crawl-ways.
Hyperdrive Multiplier: x2 • Gun-well(s) can be locked into fixed positions and
Hyperdrive Backup: x10 operated by the pilot at no penalty and co-pilot(s) at a
Nav Computer: Yes 3 point penalty (-3/1D).
Maneuverability: 0 (0D) • Designed to support a pair of guns, Dorsal and Ventral
Space: 4 mounted (the ventral provisioning is already there).
Atmosphere: 800 Km/H; 1,115 MPR • Gunners do not factor into consumable costs.
Hull: 92 (2 Locs; 4D): Port & Starboard • Refresher Booth & Conventional Shitter
Armor: 110/Loc / Ablative: 45 (3D); Durability x 2 • Lounge & Basic Entertainment Table
Shields: No Combat Shields • Private Captain's Cabin has a computer terminal desk
Sensors: in addition to a full wall locker & a luxury bed.
Passive: 15/+0
• Provisioned for Maneuvering thrusters, they just plug
Scan: 30/+3 (1D)
right in. Installation up to 1D of maneuverability is
Search: 50/+6 (2D)
performed at ½ cost and the maneuverability code can
Focus: 2/+9 (3D)
be modified as normal at the base of 1D!
Maximum: 100/-34
Weapons: • The craft’s Armor was Designed by a genius in an era
Light Double Laser Cannon (Fire-Linked) where armor resilience was prized over shields.
Fire Arcs: Dorsal Turret Armor Ablation does not diminish after Armor is
Crew: 1 depleted. Armor cannot be bypassed by an advantage
Skill: Starship Gunnery or weapon special ability. Durability is Double, cost
Fire Control: +10 (2D) to replace is standard.
Space Range: 1-3/12/25 • Armor does not penalize the craft’s maneuverability
Atmosphere Range: 100-300m/1.2/2.5 km • Total occupancy of the craft is only 5.
Damage: 40 (4D) • The Bridge will also act as an escape pod.
The YT-600 is an ancient design by galactic standards. • Top, universal, docking hatch.
Yet, somehow it still retains that Corellian Engineering • Technical Room / Machine Shop
Corporation durability and functionality. The Craft is so Commissioned by https://www.deviantart.com/adamkop

404
405
Loronar Medium Transport total length of 75 meters and a standard crew of four, it
could carry ten passengers and 1,500 metric tons of cargo.
Craft: Loronar Corporation: Light Bulk Freighter The vessel is notoriously easy to modify, and many were
Affiliation: General converted to a variety of uses. Although not known for its
Era: Clone Wars+ (Updated) speed, it performs well in its designed role and is a very
Type: Small Bulk Transport durable vessel. This makes it popular among budget-
Scale: Corvette; Improved Handling +3 minded captains who wish to avoid high maintenance bills.
Length: 75 meters The craft does have a few down sides. The two
Skill: Starship Piloting / Capital Proficiency reduces all provisioned Double Auto Blaster turrets only have partial
targets by 1 pip & Skeleton penalty by 5. fields of fire and the emplacements themselves are a chore
Crew: 4, gunners: 2, skeleton: 2/+6 to get to, as gunners have to crawl through seven meters of
Crew Skill: Typically 1D+2 tight crawl ways to get to each. Aside from those issues,
Passengers: 10 the craft has full compartmentalization and can seal off
Cargo Capacity: (2,250): 2,248 metric tons available sections of the ship in the event of hull breaches (easily).
Consumables: 3 Months (4.2K credit Refuel cost) These sections, typically, only amount to losing a small
Cost: 326,000 (New); 214,000 (Used) section of an entire facing (likely only a room on the outer
Hyperdrive Multiplier: x3 portion of the Fore, Port Starboard or Aft facings).
Hyperdrive Backup: x15
Nav Computer: Yes Notes:
Maneuverability: -9 (1D) • Very Easy to Modify: -1 DR to all Modifications
Space: 2
Atmosphere: 650 Km/H; 905 MPR • Fighter Space rolled into Cargo, can support 4
Hull: 210 (4 Locs; 2D) • Corvette Crew & Passengers converted to Cargo
Armor: 80/Loc; Ablative: 30 (2D)
Shields: 105 (4 Generators:1D) • Very Low Maintenance: ¼ Consumable Costs
Sensors: • Sensors = Transport Grade, reflected in the price
Passive: 15/0
Scan: 30/+5 (1D) • Multi Deck Cargo Hold: The Loronar uses a tiered,
Search: 45/+10 (2D) multi deck approach to help it, easily, extend cargo
Focus: 2/+15 (3D) capacity. There are three cargo levels and each has
Maximum: 90/-25 access to no less than two large cargo lifts. The Multi
Weapons: deck Cargo design expands the cargo capacity of the
2 Double Auto Blaster Turrets (Burst Fire Capable) transport by 50% (2,250 MT)
Fire Arcs: Dorsal: Aft, Port, Starboard; • Each Point defense gun is occupying a 1 Metric Ton
Ventral: Fore, Port, Starboard Space (that’s where the 2 tons went to).
Crew: 1
Skill: Starship Gunnery You know, if you want a cheap Capital Ship, this is the way
Fire Control: 2D+1* to go. Hard to beat considering it has a full recreational
Space Range: 1-5/10/18 deck, a fitness center, decent suites (yes you get your own
Atmosphere Range: 100-500m/1/1.8 km rooms & refresher), there’s a mess hall & an ample cargo
Ammo: 1,000/ea (100 Bursts per gun) hold. Can’t beat those refit costs either.
Damage: 50*; *Light Burst: Already factored in. No -Unnamed Pirate
action penalty, no RoF limitation.
Commissioned by https://www.deviantart.com/adamkop
The Loronar medium transport was designed by the
Loronar Corporation just prior to the Clone Wars. With a

406
407
Tapani-class Carrier Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Craft: Tapani Starship Cooperative: Tapani-class Carrier Damage: 40 (4D)
Affiliation: Rebel Alliance 14 Tractor Beams
Era: Old Republic+ Fire Arc: 3 Fore, 4 Port, 4 Starboard, 3 Aft
Type: Snubfighter Carrier Crew: 1
Scale: Frigate Skill: Capital ship gunnery
Length: 375 meters Fire Control: 3D
Skill: Capital Ship Piloting Space Range: 1-5/15/30
Crew: 236, gunners: 27, skeleton: 157/+10 Atmosphere Range: 2-10/30/60 km
Crew Skill: Typically 2D+2 Damage: 20 (2D)
Passengers: 140 (techs); 70 (troops) Tractor Defense: 6 Fore / 8 Port & Starboard / 6 Aft
Cargo Capacity: (3,750): metric tons available Snubfighter Compliment: 20 Manta Snubfighters + 20
Consumables: 2 years ( Million Refit cost) Hull Docks for additional Fighters (12 Dorsal & 8 Ventral).
Cost: Million (New); Million (Used) The Tapani-class carrier is a heavy snubfighter carrier used
Hyperdrive Multiplier: x1.5 in the Tapani sector and manufactured by the Tapani
Hyperdrive Backup: x12 Starship Cooperative. It is designed to deliver Manta-class
Nav Computer: Yes starfighters into the heat of a space combat theater. The
Maneuverability: -11 (2D+1) carrier has a long flat dorsal surface that is used to store an
Space: 7 additional 12 Manta-class starfighters which are attached
Hull: 325: 4 Locs (2D+1) via their magnetic docking clamps, 8 additional are stored
Armor: 120/Loc; Ablation: 30 (2D) ventral. There is a dual tower with one raised above the
Shields: 595/Loc; (4D+1) dorsal docking deck and one at the aft ventral portion of
Sensors: the vessel that houses service bays to perform starfighter
Passive: 25/+0 maintenance and the command bridge. The engines are
Scan: 60/+3 (1D) robust and deliver better than average performance and the
Search: 120/+6 (2D) carrier has excellent maneuverability complementing it’s
Focus: 4/+12 (4D) speed. The hull structure is light, however, it’s immense
Maximum: 240/-34 shield generators give it protection comparable with other
Weapons: starships in its class. It’s weapons are only moderate and
6 Turbolaser Batteries as a result they are always escorted by other starships such
Fire Arc: 1 Fore/Port, 1 Fore/Starboard, 4 Tower Mounted as the Tapani-class assault frigate.
Turrets: 2 Fore/Port/Starboard; 2 Aft/Port/Starboard
Notes:
Crew: 2
Skill: Capital Ship Gunnery • The carrier didn’t have Tractor Beams, I added them.
Fire Control: 3D It’s a primary carrier, it needs recovery tractor beams.
Space Range: 3-15/35/75
Atmosphere Range: 600m-30/70/150 km • The image doesn’t display the external side docks so
Damage: 44 (4D+2) we are assuming there is hangar space inside the hull.
10 Ion Cannon Batteries • It is designed with theater endurance, and has
Fire Arc: 8 Fore, 4 Port, 4 Starboard, 4 Aft enhanced consumables & support facilities.
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D

408
Gauntlet Assault Fighter out of production some six hundred years prior to the
Clone Wars.
Craft: Shobquix Yards: Gauntlet
Affiliation: General These Snubfighters have fallen out of mainstream
Era: Old Republic (Discontinued) production and are relatively rare sights in the galaxy.
Type: Short Range Archaic Snubfighter However, these units can be found in the arsenals of many
Scale: Snubfighter Outer Rim systems. The craft were very forward thinking
Length: 14 meters for the era in which they were introduced, featuring
Skill: Starship Piloting slightly under-powered Proton torpedoes compared to
Crew: 1 modern standards, a turret and a set of main guns for the
Crew Skill: Typically 1D+2 Pilot. Of the Turreted systems only the laser cannon turret
Cargo Capacity: (100): 30 kilograms available must be fired by the dedicated gunner for that location.
Consumables: 2 days (40 Credit Refuel) The Proton Torpedo Turret can be fried from the Pilot’s
Cost: 69,000 (New); 52,000 (Used) station. The torpedo launcher will accept modern
Maneuverability: +6 (2D) ammunition.
Space: 6
Atmosphere: 850 Km/H; 1,180 MPR A common modification of the craft allows for the locking
Hull: 51: (3D+2) of the turret into an Aft position so that it can be fired from
Armor: 25 / Ablative: 15 (1D) the Pilot’s position. This modification also further
Shields: 19 (1D) enhances the ship by removing the need for a second crew
Sensors: member and installing a bunk with an integral Sonic
Passive: 20/+5 (1D) Shower apparatus that rolls over the bunk to seal it for the
Scan: 35/+9 (1D+2) wash cycle. The Craft also adds a small Galley.
Search: 45/+10 (2D)
Focus: 5/+15 (3D) The largest drawbacks to the Gauntlet are it’s age and lack
Maximum: 90/-30 of hyperdrive. It’s consumables should be 7 days for two
Weapons: occupants. This is another aspect of the craft that is often
2 Laser Cannons (Fire-Linked) modified with enhanced atmospheric scrubbers being
Fire Arc: Fore installed and modern food storage (the Galley is a
Skill: Starship gunnery (Pilot) convenience, the ability to actually store enough food for
Fire Control: 2D 7/14 days must be modded into the craft. The Craft can
Space Range: 1-3/12/25 support a single occupant for up to 14 days and it will
Atmosphere Range: 200-500m/2/4km accept the drive sled that the Cloakshape uses to have a
Damage: 40 (4D) hyperdrive (though the maneuvering fin does nothing for
the craft).
2 Laser Cannons (Fire-Linked)
Fire Arc: Dorsal Turret, All These craft are most commonly found in the arsenals of
Skill: Starship gunnery Pirates, Old Republic Depots and planetary systems that
Fire Control: 2D are too poor to field more modern snubfighters. When
Space Range: 1-3/12/25 located on the black market the craft sell for a substantial
Atmosphere Range: 200-500m/2/4km discount and as such some backwater planets field scores
Damage: 50 (5D) of the craft.

Proton Torpedo Launcher


Fire Arc: Ventral Turret
Skill: Starship gunnery
Fire Control: 2D
Space Range: 20 Units
Atmosphere Range: 20 Km
Damage: 80 (8D)
Ammo: 8

Measuring fourteen meters in length


the Gauntlet requires a pilot and a
gunner/co-pilot. It carries
consumables for two days and 85
kilograms of cargo. The craft can
achieve 850 kilometers per hour, and
it does not have a hyperdrive. For
combat it boasts two forward fire-
linked laser cannons, two turreted
fire-linked laser cannons, one proton
torpedo launcher, and modest shields.
The Gauntlet is pretty damn good for
a really old Snubfighter, the craft fell

409
578-R “Garbage Scow” Many ships came off the assembly line with missing
components such as a hyperdrive motivator, or in worse
Craft: Amalgamated Hyperdyne: 578-R Space Transport cases exhibiting malfunctions that wouldn't appear until
Affiliation: General the worst possible moment, such as transparisteel view
Era: Old Republic (Obsolete: 500+ BBY, still in use) ports coming loose in the midst of flight. Most of the
Type: Stock Light Freighter transports were removed from the market or recalled for
Scale: Transport, ½ Maneuverability Penalty their deficiencies. Those that remained in active use were
Length: 23 meters popular among outlaw techs and the fringes of society.
Skill: Starship Piloting They are easily customized due to interchangeable parts
Crew: 2 + 1-2 Can Coordinate; Skeleton: 1 +6 from Corellian Engineering Corporation designs. The Last
Crew Skill: Varies Wildly Resort is a highly customized 578-R space transport
Passengers: 5 belonging to the Arkanian Offshoot, Camper. The craft
Cargo Capacity: (115): 40 metric tons available* was designed as a Junk Hauler, thus the nick name is
Consumables: 46 Days (4,140 credit Refuel cost) actually appropriate in this case. The 578 is equipped with
Cost: 37,700 (Used) a Junk Reclamation Device. This feature allows the craft
Hyperdrive Multiplier: x3 to process any junk thrown into the device and spit out raw
Hyperdrive Backup: x20 materials, cleanly separated, in multiple bins. The device
Nav Computer: Yes was considered to be revolutionary the time of it’s
Maneuverability: -9 (0D) introduction and in may ways it still is. Only the vastly
Space: 2 expensive Molecular Furnaces of wealthy entities can
Atmosphere: 800 Km/H; 1,110 MPR break down materials at this level of refinement &
Hull: 90 (2 Locs): Fore & Aft (4D) automated fabrication (0+ ABY).
Armor: 40/Loc / Ablative: 30 (2D) There is only one place to shit on the craft… Make damn
Shields: 20/Loc (2 Generators, 0D+1) sure the food you’re eating on this ship isn’t feces based.
Sensors: Because it totally could be! Reprocessed in the
Passive: 10/+0 Reclamation Device! Yummy! …
Scan: 15/+0 Amalgamated Hyperdyne was clearly onto something with
Search: 30/+1 the 578. The company had a number of smaller,
Focus: 1/+2 successful, designs prior to the 578. The ship allows for
Maximum: 60/-39 interchangeability with most major intergalactic
Weapons: manufacturers. This feature, alone, is thought to have
1 Medium Blaster Cannon made the company a target for corporate espionage. It is
Fire Arcs: Fore (Concealed Bow Mount) believed, in many circles, that the Corellian Engineering
Crew: 1 Corporation had a direct hand in the company’s
Skill: Starship Gunnery destruction. Centuries after it’s collapse, the intellectual
Fire Control: 0D+1 property and the original production facilities still exist,
Space Range: 1-5/10/18 languishing unused and forgotten.
Atmosphere Range: 100-500m/1/1.8 km Notes:
Damage: 50 (5D) • The scaling on the ship is incorrect (in my opinion).
The 578-R suffered from many production problems, and 1.5 meters per square on the drawing made the craft
ultimately resulted in Amalgamated Hyperdyne going 31.5m long as the Wiki states. Images of the Last
bankrupt due to the many safety recalls issued on the craft. Resort contradict this size.

410
Adjusted the deck plan to 1 meter
per square & length to 23 m
• Dropped passenger to 5
• 2x Armor: -6 to Maneuver
• The Bridge acts as a escape pod.
• Top, concealed, docking hatch.
• Lounge, Galley & Game Table
• Forward crawlspaces can hide
almost anything (+6 to tests)
• Easy to Mod/Repair: +3 to tests
Junk Reclamation Device &
Technical Workbench (effectively,
a small molecular furnace): +3 to all
technical tests using materials from
it. The device has limited
fabrication capability and will create
the base structure (chassis) of any
device up to 75 Kg if the raw
materials are possessed.
Weight: 75 MT of Cargo Space*

411
VCX-100 forward-turret. VCX-100’s also have a slot in between its
main engines, into which a VCX-series auxiliary
Craft: Corellian Engineering Corporation: VCX-100 snubfighter can dock. It is also outfitted with a magnetic
Affiliation: General cargo clamp on its ventral plating, capable of holding
Era: Rise of Empire several bulk containers.
Type: Stock Light Freighter Craft: C.E.C. VCX-Pinnace
Scale: Transport Scale: Snubfighter; Length: 8 meters
Length: 44 meters Crew: 1; Passengers: 4 / Cargo Cap: (100): 60 kg
Skill: Starship Piloting
Crew: 1 to 3, gunners: 2; Skeleton: 1 +3
Crew Skill: Varies Wildly
Passengers: 6
Cargo Capacity: (220): 219.9 Metric Tons Available
Consumables: 3 Months (11.6K credit Refuel cost)
Cost: 141,400 (New); 106,050 (Used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: -4 (1D+2)
Space: 5
Atmosphere: 750 Km/H; 1,040 MPR
Hull: 109 (3 Locs): Fore, Mid & Aft (5D) Consumables: 4 days (200 Cr Refuel cost) / Cost: 68,000
Armor: 25 (3 Locs) / Ablative: 15 (1D) (New); 51,000 (Used) / Hyperdrive Multiplier: x3; Nav
Shields: 30/Loc (3 Generators; 1D) Computer: Yes / Maneuverability: 2D (2D+2 in
Sensors: Atmosphere) / Space: 6; Atmosphere:850 Km/H/1,180MPR
Passive: 10/+0 Hull: 49 (4D)
Scan: 25/+5 (1D) Armor: 25 / Ablative: 15 (1D)
Search: 40/+10 (2D) Shields: 20 (1D)
Focus: 2/+15 (3D) Sensors: Passive: 10/+0; Scan: 20/+0; Search: 30/+5
Maximum: 80/-30 (1D); Focus: 2/+10 (2D); Maximum: 60/-35
Weapons: Weapons:
2 Twin Laser Cannons (Fire-Linked) Twin Blaster Cannon Fire Arcs: Fore / Skill: Starship
Fire Arcs: 1 Forward Turret & 1 Dorsal Turret Gunnery / Fire Control: +10 (2D) / Space Range: 1-
Crew: 1 (Pilot at +0) 5/10/18 / Atmo: 100-500m/1/1.8 km /Damage: 50 (5D)
Skill: Starship Gunnery Light Blaster Turret: Scale: Speeder / Fire Arcs: All /
Fire Control: 2D Skill: Starship Gunnery / Space Range: 1/- Atmosphere
Space Range: 1-3/12/25 Range: 15-30/75/100m / Damage: 50 (5D)
Atmosphere Range: 100-300m/1.2/2.5 km Notes:
Damage: 40 (4D) • Galley, Refresher, Game Table, Lounge, 2 Way short
The VCX-100 has sleeping quarters and even a kitchen. Its range Holo receiver / transmitter (not holonet capable)
armament comprises of a dorsal turret and a frontal-turret, • Ventral Cargo Clamps (up to +110 MT in cargo pods)
the latter being controlled by a gunner in its seat or from • Four Double Bunk personal quarters with lockers and
the cockpit. The cargo bay and main entrance ramp is desk space. Bunks large enough for double occupancy
mostly located in the front of the freighter, below the • Suffers Maneuverability penalty from Armor (-3)

412
Quasar Fire II-class Carrier attacks. The optimal usage in the doctrine that ordered the
craft’s design called for it to form an outer picket perimeter
Craft: SoroSuub: Quasar Fire II Para-Military Carrier with craft like Carrack Cruisers and Bayonets and allow
Affiliation: Galactic Empire, Open Market, Black Market the picket line to scramble snubfighters to effectively
Era: Rebellion+ screen and destroy any incoming threat well before a fleet
Type: Snubfighter Carrier was required to deploy it’s own snubfighters and point
Scale: Frigate defenses. This doctrine was quickly dismissed as members
Length: 350 meters of the Imperial Council like Wilhuf Tarkin ignored the
Skill: Capital Ship Piloting need for point screening entirely. Completely disregarding
Crew: 236, gunners: 14, skeleton: 157/+6 the rising threat of Rebel snubfighter assaults. The early
Crew Skill: Typically 2D days of the Alliance to Restore the Republic saw massive
Passengers: 140 (techs); 70 (troops) fleet actions on behalf of the Alliance vs the Empire. A
Cargo Capacity: (3,500): 43 metric tons available few short years later and the Alliance had few capital ships
Consumables: 1 year (1.8 Million Refit cost) to spare.
Cost: 3.3 Million (New); 2.5 Million (Used) Weapons:
Hyperdrive Multiplier: x2 2 Double Turbolaser Batteries
Hyperdrive Backup: x12 Fire Arcs: 1 Fore/Port, 1 Fore/Starboard
Nav Computer: Yes Crew: 2
Maneuverability: -15 (1D) Skill: Capital Ship Gunnery
Space: 8 Fire Control: 2D
Hull: 550: 4 Locs (4D) Space Range: 3-15/35/75
Armor: 120/Loc; Ablation: 30 (2D) Atmosphere Range: 6-30/70/150 km
Shields: 550/Loc (4D) Damage: 50 (5D)
Sensors:
Passive: 40/+6 (2D) 10 Tractor Beams
Scan: 80/+9 (3D) Fire Arc: 5 Fore, 2 Port, 2 Starboard, 1 Aft
Search: 160/+11 (3D+2) Crew: 1
Focus: 5/+12 (4D) Skill: Capital Ship Gunnery
Maximum: 320/-29 Fire Control: 3D
Space Range: 1-5/15/30
The Quasar Fire II-class Cruiser-Carrier is a formal model Atmosphere Range: 2-10/30/60 km
of the Quasar Fire-class starship design. While the Quasar Damage: 40 (4D)
Fire I is a Bulk Freighter that the Rebel Alliance has refit to Tractor Defense: 20 Fore, 8 Port & Starboard, 4 Aft
serve as a snubfighter carrier, the Quasar Fire II is a newly Snubfighter Compliment: 72 TIE Craft, 4 TIE Shuttles
redesigned military carrier for Imperial craft. While the
standard Quasar Fire I can be retrofitted to carry 48 Ground Compliment: 1 Prefab Base, 4 Prefab Listening
Snubfighters, the Quasar Fire II has been outfitted with the Posts, 12 Speeder Bikes, 1 Landing Craft
latest in Imperial Rack Mounts, allowing for an increase in
the overall craft complement (so long as they utilize the
rack system). The Quasar Fire II is capable of carrying a
full 72 TIE craft.

The craft is an oddity in Imperial service as it sports only a


pair of double turbolasers. It is equipped only with Tractor
Beams. One per each craft bay, and some additional
scattered around the ship for strike craft recovery. It’s
main drive array has been significantly upgraded to allow
the craft to keep pace with Imperial Picket ships like the
Carrack Cruiser. While the Quasar Fire II is rarely used in
conjunction with picket vessels on the line for larger fleets,
it is immediately evident that the Imperial Admiral that
requested the craft was concerned about snubfighter

413
YT-2400 Favored by smugglers, the ship features the YT series
trademark saucer-shaped hull and starboard-mounted
Craft: Corellian Engineering Corporation: YT-2400 command pod. Like most Corellian designs, the YT-2400
Affiliation: General is fast, tough, and endlessly modifiable (-1DR). The ship
Era: Rebellion is easily customized for modifications to the stock frame.
Type: Stock Light Freighter Thus, the design is favored by mercenaries and smugglers,
Scale: Transport or any other being in need of a well-armed "transport".
Length: 21 meters With thick armor plating and bulky engines, is can easily
Skill: Starship Piloting handle the strain of deep-space combat. The vessel has
Crew: 2, gunners: 1, skeleton: 1/+3 power to spare and an over-sized hull begging for hot-
Crew Skill: Varies Wildly rodded engines and powerful weapons. The aft section of
Passengers: 5 the cockpit tube contains the primary escape pod, which
Cargo Capacity: (105): 104.9 metric tons available seats six. The rounded hull area is devoted to cargo holds
Consumables: 2 Months (5.6K credit Refuel cost) and ship's systems. A second escape pod, as well as the
Cost: 137,800 (New); 103,350 (Used) airlock, is located on the far side of the cargo
Hyperdrive Multiplier: x2 compartment, directly opposite the bracing arms.
Hyperdrive Backup: x12
Notes:
Nav Computer: Yes
Maneuverability: -4 (1D+2) • Gun-well(s) can be locked into fixed positions and
Space: 5 operated by both the pilot and co-pilot and reduced
Atmosphere: 800 Km/H; 1,110 MPR Fire Control (+0).
Hull: 112 (2 Locs): Fore & Aft (5D)
Armor: 25/Loc / Ablative: 15 (1D) • Provisioned for a Ventral Gun position.
Shields: 50/Loc (2 Generators; 2D) • Gunners do not factor into consumable costs.
Sensors:
Passive: 10/+0 • Refresher Booth
Scan: 25/+3 (1D) • Galley, Lounge, Auto Chef & Basic Entertainment
Search: 40/+6 (2D) Table
Focus: 2/+9 (3D)
Maximum: 80/-34 • Possesses the same over provisioned reactor core that
Weapons: the YT-1000 has = Over designed Fusion Reactor:
Double Laser Cannon (Fire-Linked) Double Auxiliary power. Craft supports any
Fire Arcs: Dorsal Turret modifications to power draw with ease.
Crew: 1
Skill: Starship Gunnery • Suffers Maneuverability penalty from Armor (-3)
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 km
Damage: 50 (5D)

414
NovaSword Superiority Fighter Atmosphere Range: 30 km
Damage: 80 (8D)
Craft: SubPro: NS-SS-F1 Space Superiority Fighter Ammo: 3 Missiles
Affiliation: General The NovaSword is a nimble & powerful craft, that has
Era: Clone Wars numerous improvements over the aging Z-95. With fair
Scale: Snubfighter w/Transport Hull Durability shielding, high speed and an integrated hyperdrive, it is a
Length: 13.8 meters capable and versatile craft. It can act as an interceptor,
Skill: Starship piloting scout, or even a light bomber. The NovaSword has a large
Crew: 1 and roomy flight cabin, so much so, that cabin access is
Passengers: 1 (can coordinate) through a ramp on the ventral surface of the ship as
Crew Skill: Varies Wildly opposed to an opening canopy. The flight controls and
Cargo Capacity: (221.25): 148.75 kilograms available chairs for pilot and passenger are parallel and equally
Consumables: 20 days (300 Credit Refuel; Efficient) spacious. This works well with it’s design philosophy;
Cost: 160,000 (New); 120,000 (Used) built to be operated by a single pilot, the second seat can
Hyperdrive Multiplier: x2 hold a co-pilot. This allows a small organization to assign
Nav Computer: Yes a single trained pilot and still have an effective fighting
Maneuverability: +8 (+11 in Atmo); (2D+2/3D+2) force, or for a larger outfit to assign two crew per ship for
Space: 9 additional utility. It was SubPro’s attempt to break out into
Atmosphere: 1,300 Km/H; 1,805 MPR the larger galactic market; despite the fact it had designed
Hull: 100 (4D+1) some of the most successful fighters of its era, it's location
Armor: 30 / Ablative: 20 (1D) far from the Core caused it to be seen as a second-rate
Shields: 49 (1D+2) designer. Though it made many designs with the Incom
Sensors: Corporation, SubPro never received a full share of the
Passive: 25/+3 (1D) money made, nor the extensive credit for its part in
Scan: 50/+6 (2D) creating these designs. Ultimately, SubPro designed it to
Search: 75/+9 (3D) combat this, and the design was a success; SubPro's
Focus: 5/+12 (4D) reputation, however, prevented the Republic/Empire from
Maximum: 150/-31 buying any of the craft. Sales remained low, and relatively
Weapons: few were built - the NovaSword was commonly sold to
2 Heavy Laser Cannons (Fire-Linked) private buyers as a result, typically mercenaries and bounty
Fire Arc: Fore hunters, with only a few small fleets sold to defense forces.
Skill: Starship Gunnery Notes:
Fire Control: 3D • Incorporates SubPro designed Armor (+1 Pip).
Space Range: 1-3/12/25 • “Destroyed” models have a greater than usual chance
Atmosphere Range: 100-300m/1.2/2.5 km of being salvaged for parts (3 in 6 chance).
Damage: 70 (7D)
• Consumables are a mirror of the wiki stats.
Concussion Missile Launcher
Fire Arc: Fore & Ventral • Benefits from Space Transport Auxiliary Power
Skill: Starship Gunnery • In-flight repairs can often be performed from inside
Fire Control: 3D the cockpit. Most systems are accessible.
Space Range: 30 units • Luxury Seating

415
C-73 Tracker
Craft: Sublight Products Corporation: C-73 Tracker
Affiliation: General
Era: Old Republic
Scale: Snubfighter
Length: 11.5 meters
Skill: Starship piloting
Crew: 1
Crew Skill: Typically 0D+2
Cargo Capacity: (143.75): 48 kilograms available
Consumables: 1 day* (10 Credit Refuel)
Cost: 25,600 (Used Only)
Maneuverability: +3 (+6 in Atmo); (1D/2D)
Space: 5
Atmosphere: 1,050 Km/H; 1,455 MPR
Hull: 30 (2D)
Armor: 55; Ablative: 45 (3D) / Typically 1D: 25 / 15
Sensors: C-73 Tracker Pictured above
Passive: 10/0 The C-73 is possibly the first Snubfighter to ever
Scan: 15/+3 (1D) incorporate repulsor coils in it’s design. While it’s space
Search: 20/+4 (1D+1) based performance was in line with other snubfighters of
Focus: 2/+5 (1D+2) it’s era, the C-73 completely blew the competition away
Maximum: 40/-33 once it was in a planetary atmosphere (or near enough to
Weapons: one) to be able to leverage it’s repulsorlift coils. When the
2 Pulse Wave Cannons (Fire-Linked) C-73 was introduced there were no combat shields and
Fire Arc: Fore Sublight Products Corporation developed an advanced,
Skill: Starship Gunnery lightweight, armor design. The armor would form the
Fire Control: 1D+1 basis for all future designs of their craft. Almost
Space Range: 1-2/6/12 universally implemented across their entire product stack,
Atmosphere Range: 100-200m/600m/1.2 km just with less actual armor as craft began incorporating
Damage: 50 (5D) combat shields. The amount of armor possessed by the
The Sublight Products Corporation introduced the C-73 Tracker has allowed the craft to remain relevant for
Tracker almost a millennia ago. The corporate name might centuries longer than any other design. By the time of the
not be immediately recognized, however, this is because Empire’s rise to power the C-73 is a museum piece. With
any functioning units typically found in the Outer Rim and
the company eventually abbreviated their name to SubPro
with Pirate groups.
after they began manufacturing hyperspace capable craft.
The tracker predates even the Zebra’s introduction and Notes:
remained a fierce competitor for the Zebra until Subpro • The C-73 carries maximum armor, no additional
outstripped them with the introduction of the Z-95 Mark I armor can be mounted. The Armor does not diminish
which inherited the design lessons learned from the C-73. modifications (while most other snubfighters with 3D
With the Z-95 Prototype even resembling the C-73 in Armor are diminished).
many ways. Both craft craft possess the C-73’s singular • Most C-73 Trackers found will have no more than 1D
sublight engine, fixed wings and a robustly provisioned Armor on them. Armor costs thousands of credits…
cockpit that is quite roomy. The Z-95 Mark I (the
• I reduced the Focus sensors from 3D to 1D+2, it just
production model) was a departure from the fixed wings of didn’t make sense to have 5 pips over the Search
the prototype, incorporating a swing wing design and a
rating for only 2 units of scanning (that’s 5K in cost).
pair of engines, because many deemed that the craft
resembled the C-73 • Increased the Atmospheric performance to match the
too much and original Z-95 Mark I (which I ended bumping up
feared that 150Km/H to better match it’s capabilities). Added
potential buyers +1D to Atmospheric Maneuverability.
would believe the • Dropped the Space units to 5 to match the original
new craft was single engine Z-95.
nothing more than • Increased the cannon damage by 10 to 50 (5D instead
a re-skinned C-73. of 4D) since I downgraded the craft from Lasers to
Pulse Wave Cannons.
• *The craft may list 1 day of consumables, however,
the design received refits over it’s deployment life. As
Z-95 Prototypes such the craft can be refit to 6 days of Consumables at
during shakedown no hit to cargo space.
exercises
• It’s power core was also refit and can support
hyperdrive units and combat shielding around 150
BBY (though they consume some cargo capacity).

416
Baudo Star Yacht Fire Control: 3D
Space Range: 2-6/18/36
Craft: Baudo-class Star Yacht Atmosphere Range: 200-600m/1.8/3.6 km
Affiliation: General Damage: 40 (4D)
Era: Rise of the Empire+ The Baudo is a luxury vessel in every sense. Sporting a
Type: Stock Light Freighter full swimming pool with luxurious views of space as well
Scale: Transport as a sauna and over sized hot tub. Then there’s mini night
Length: 32 meters club, with two levels and the same amazing outside view.
Skill: Starship Piloting She comes equipped with a professional kitchen, a
Crew: 1 gourmet culinary droid, 3 servant droids, 4 Human Replica
Crew Skill: Typically 2D+2 Pleasure Droids & 2 BDG Bodyguard droids. In the event
Passengers: 14 you require medical attention the ship is outfitted with your
Cargo Capacity: (60*): 59.9 Metric Tons Available very own 2-1B droid and a full medical suite and Bacta
*100 Tons used by the luxury amenities on board Tank. Welcome to the big leagues, you travel in style
Consumables: 53 Days (5.3K credit Refuel cost) when you invest in a Baudo Star yacht.
Cost: 386,000 (New); 424,600 (Used)
Hyperdrive Multiplier: x1 Notes:
Hyperdrive Backup: x5 • The droids do not count against your Passenger
Nav Computer: Yes capacity.
Maneuverability: -3; (+3 in Atmosphere) (2D/4D) • Luxury Seating throughout the ship
Space: 10 • 2 Galleys, 2 Bars, 2 Lounges, 2 Auto Chefs
Atmosphere: 1,200 Km/H; 1,665 MPR
Hull: 50 (3 Locs): Fore, Mid & Aft (2D) • 4 Refresher Booths, 1 Med bay with Bacta Tank
Armor: 25 (3 Locs) / Ablative: 15 (1D) • Zero G Pool & Disco Ball
Shields: 70/Loc (3 Generators; 3D) • Two Level Dance floor and immersive surround audio
Sensors: with multiple disco balls
Passive: 30/+3 (1D) • All beds are Luxury
Scan: 45/+6 (2D)
Search: 90/+9 (3D) • 6 Transpairsteel Bubble Windows (will become
Focus: 4/+12 (4D) transparent by owner control).
Maximum: 180/-31 • Holo Communicator
Weapons: • 4 Advanced Game Tables
Advanced Laser Cannon
Fire Arcs: Turret: Fore, Port, Starboard, Aft: Ventral • Resale value of the Baudo is (10%) higher than New
Crew: (Pilot) pricing due the limited production of the craft.
Skill: Starship Gunnery • Suffers Maneuverability penalty from Armor (-3)

417
YT-1000 custom observation lounge and it takes some design
queues form the YT-600 design with the inclusion of ½ of
Craft: CEC: YT-1000 Luxury Freighter that craft’s robust armor. The YT-1000 does, however,
Affiliation: General include three combat shield generators (1 per location).
Era: Old Republic Armor had already fallen out of favored usage by the time
Type: Stock Light Freighter of this craft’s release. Cannon placement is considered
Scale: Transport “bizarre” by most standards. That is, until you realize that
Length: 28 meters the design placed the craft’s fusion reactor where one
Skill: Starship Piloting would expect the gun-wells typically. It is an odd design
Crew: 1, 1 Can Coordinate; Gunners: 0-2 choice that chews into cargo space.
Crew Skill: Varies Wildly Notes:
Passengers: 6 • All repairs, maintenance & modifications are
Cargo Capacity: (140*): 90 metric tons available performed at -2 DR due to the ease of modification
Consumables: 56 Days (4,480 credit Refuel cost) that accompanies all CEC vessels, all areas are
Cost: 116,640 (New); 87,480 (Used) accessible via crawl-ways.
Hyperdrive Multiplier: x2 • Gun-well(s) can be locked into fixed positions and
Hyperdrive Backup: x10 operated by both the pilot and co-pilot with no fire
Nav Computer: Yes control bonus.
Maneuverability: -6 (1D)
• The craft was designed to support a pair of guns,
Space: 5
Dorsal and Ventral mounted (the ventral provisioned).
Atmosphere: 850 Km/H; 1,180 MPR
Hull: 70 (3 Locs): Port, Starboard & Aft (4D) • Gunners do not factor into consumable costs.
Armor: 25/Loc / Ablative: 15 (1D) • Refresher Booth & Conventional Shitter
Shields: 30/Loc (3 Generators, 1D) • Lounge & Enhanced Entertainment Table. All
Sensors: bedding and seats in the craft are luxurious.
Passive: 10/+0 • Incorporates some of the YT-600’s armor design.
Scan: 20/+3 (1D) Armor Ablation does not diminish after Armor is
Search: 40/+6 (2D) depleted. Armor cannot be bypassed by an advantage
Focus: 2/+9 (3D) or weapon special ability.
Maximum: 80/-34 • Over designed Fusion Reactor: Double Auxiliary
Weapons: power. Craft supports any modifications to power
1 Double Light Laser Cannon (Fire-Linked) draw with ease.
Fire Arcs: Dorsal Turret
Crew: 1 • The Bridge will also act as an escape pod.
Skill: Starship Gunnery • Top, universal, docking hatch.
Fire Control: 2D • Bizarre deck-plan (and over provisioned reactor)
Space Range: 1-3/12/25 diminishes overall cargo space -50 Metric Tons.
Atmosphere Range: 100-300m/1.2/2.5 km • Suffers Maneuverability penalty from Armor (-3)
Damage: 40 (4D)
Commissioned by https://www.deviantart.com/adamkop
The YT-1000 is an older “classy” transport design. The
entire craft is outfitted with comfortable seating, it sports a

418
419
Maka-Eekai L4000 Transport
Craft: Gallowfree Yards: M-E L4000-series
Affiliation: General
Era: Clone Wars
Type: Medium Luxury Transport
Scale: Transport
Length: 66 meters
Skill: Starship Piloting
Crew: 1 + 5 Can Coordinate; Gunners: 2; Skeleton: 1 +0
Crew Skill: Varies Wildly
Passengers: 9
Cargo Capacity: (330*): 330 metric tons available
Consumables: 6 Months (35,700 credit Refuel cost)
Cost: 309,600 (New); 232,200 (Used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: -3 (2D)
Space: 6
Atmosphere: 800 Km/H; 1,110 MPR
Hull: 170 (4 Locs): Fore, Port, Starboard & Aft (8D)
Armor: 25/Loc / Ablative: 15 (L1)
Shields: 70/Loc (4 Generators, 3D)
Sensors:
Passive: 50/+6 (2D)
Scan: 75/+9 (3D)
Search: 100/+12 (4D)
Focus: 20/+15 (5D)
Maximum: 200/-28
Weapons: rather than just storage space. The hope was that wealthy
2 Double Laser Cannons (Fire-Linked) independent merchants would pay a premium to haul their
Fire Arcs: 1 Fore/Port/Aft & 1 Fore/Starboard/Aft loads in comfort and style. The design program that
Crew: 1 produced this model began in the later days of the Old
Skill: Starship Gunnery Republic, and the first model rolled off the line just as The
Fire Control: 4D Clone Wars began in earnest. As a result, sales were poor,
Space Range: 1-3/12/25 prompting the manufacturer to cut the price considerably.
Atmosphere Range: 100-300m/1.2/2.5 km Although this tactic did boost sales, the financial hit
Damage: 50 (5D) sustained by Gallofree Yards was considerable, and the
manufacturer never truly recovered. No further production
The Maka-Eekai L4000 Transport was among the largest runs were attempted, and though the Maka-Eekai was a
transports ever built for the independent freighter market. common sight in the years shortly after the Clone Wars, a
Although bulk freighters were often much more massive, few years after the Battle of Yavin most were gone.
the Maka-Eekai was still designed to be operated by a Because they shared many components with larger
single independent captain, rather than a large corporation, transports, most Maka-Eekai were eventually scrapped for
well connected cartels, or a government. Though two- parts to repair larger ships that had ten times the cargo
thirds the size of Gallofree Yards' GR-75 medium capacity.
transport, the Maka-Eekai had less than 10% of the cargo Most Maka-Eekai were configured primarily as cargo
capacity due to its focus on comfort and maneuverability haulers, with room for only a few passengers but hundreds
of tons of cargo. It is possible to convert cargo space into
roomy accommodations, at the rate of 10 tons of cargo per
additional passenger (to a max of 40 passengers). Many
Maka-Eekai were produced with different cargo/passenger
mixes as standard stock options at no additional cost. Of
course, most of this tonnage went to stowage for six
months of food for an additional person as well as more
life support equipment, living facilities, and galley space.
People stored in cargo space for only a very short trip,
refugees for example, didn't take up anything close to 10
tons. Several of the Maka-Eekai were later used during the
rise of the Empire period as smuggler ships, with at least
one, the Uhumele, having a run-in with an Imperial
contingent.

420
The stock armament is the two double laser cannons has room for 50% of it’s maximum cargo capacity
mounted in turrets on either side of the ship. However, a (660 Metirc Tons*).
common addition is a set of linked laser cannons in a ball • The multi-deck cargo system is fed by cargo elevators
turret found at the end of a gun boom. The boom doubles that operate either as turbolifts or as hydraulic lifts (in
as a stabilizing fin, swinging to the back of the ship for emergencies). The latter of which can be operated
both landing and lightspeed travel but projecting below the ratehr easily with no power, from each level by a well
ship for normal space travel. Access to the ball turret is engineered crank wheel that anyone with at least a 2D
through a tunnel running the length of the gun boom, a Strength can operate (albeit slowly).
maneuver most easily accomplished in zero gravity. • If the craft is crewed by only a single individual it’s
Because it was aimed at an independent market, the Maka- weapons systems lose 6 points of Fire Control (-2D)
Eekai used a surprising amount of space for targeting due to not being directed by a gunner.
computers, maneuvering thrusters, and sensors, making • Luxury Dining Hall & Bar, Crew Lounge, 2 Auto
even the stock versions far more combat ready than their Chefs, Passenger Lounge, Galley, Luxury Seating and
rotund appearance would suggest. Beds, Machine Shop, 6 Refreshers, Expansive
Notes: Mainframe, Data-center & Sensor room (+2 to Scholar
• Heavy Maneuvering thrusters completely negate the & related Tech Skills), 2 Crew/Passenger Turbolifts
armor penalty to maneuverability on the L4000. with backup maintenance ladders. Cargo A is
• Due to the priority of over-engineering the computer hermetically seal-able and climate controlled.
systems, sensors and Fire Control packages of the Advanced Game Table, Holo View Screens in every
L4000, in addition to, a focus on luxury the craft only room, 2 Ten occupant Lifeboats (1 month of survival
supplies each).

421
CloakShape Fighter Below are the add-ons that make what we call a “modern”
CloakShape. Retrofitted with the most popular add-on
Craft: KDY Engineering CloakShape Fighter parts that are widely available. The inclusion of a
Affiliation: General / Black Sun powerful Passive Sensor suite allows the craft to detect
Era: Old Republic (Obsolete, discontinued) “something” rather than nothing at all. As the original
Scale: Snubfighter models didn’t even possess sensors. It’s much more
Length: 15 meters formidable than most would expect. The cartel needs
Skill: Starship piloting pilots, you can pilot one of these babies if you join us in
Crew: 1 maintaining the peace. A good start would be if you rough
Crew Skill: Typically 1D+2 up your neighbor’s kid and then threaten his family for
Cargo Capacity: (188): 75.5 kilograms available protection money. It might get your foot in the door with
Consumables: 8 days (80 credit refuel) Black Sun.
Cost: 45,800 (Used Only) -Mazzick
Maneuverability: +4 (+7 in Atmo); (1D+1/2D+1) Notes:
Space: 6
Atmosphere: 950 Km/H; 1,820 MPR • Armor offers enhanced resilience +2
Hull: 60 (4D+2)
Armor: 35 / Ablative: 25 (1D) • Basic Sensor Suite
Weapons: Cost: 4,000
Passive: 50/0
2 Blaster Cannons (Fire-Linked) Weight: Negligible
Fire Arc: Fore
Skill: Starship Gunnery • Curich Engineering Maneuvering Fin
Fire Control: 1D+2 Cost: 3,200
Space Range: 1-5/10/18 Maneuverability: +4 (1D+1)
Atmosphere Range: 100-500m/1/1.8 km Weight: 5 Kg
Damage: 44 (4D+2) • Hyperdrive Sled
2 Light Concussion Missile Pods (Fire-Linked) Cost: 16,800
Fire Arc: Fore Hyperdrive Multiplier: x3
Skill: Starship Gunnery Nav Computer: Uses R1 unit, up to 5 Jumps
Fire Control: 2D Weight: 7.5 Kg
Space Range: 30 units • Drop In Shield Generator
Atmosphere Range: 30 km Cost: 2,400
Damage: 140 (6D/7D x2) Shields: 25; Mitigation: 5 (1D)
Ammo: 8 Missiles/each (8 Shots total) Weight: 2.5 Kg
The reinforced hull makes the vessel quite durable and
overall they are generally considered adequate for their
class. They perform competently in planetary
atmospheres. The fighter’s simple design, modular
compartments & universal adapters encourage
modification, allowing them to be fitted with a variety of
aftermarket systems. The Curich Engineering rear wing
and stabilizer conversion kit is so common that many
assume that the fighter originally came with the stabilizer.

422
Supa Fighter Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Craft: Joraan Drive Systems Supa-class Snubfighter Damage: 40 (4D)
Affiliation: General / Black Sun 2 Proton Torpedo Launchers (Fire-Linked)
Era: Rise of Empire+ Fire Arc: Fore
Scale: Snubfighter Skill: Starship Gunnery
Length: 19 meters Fire Control: 2D+1)
Skill: Starship piloting Space Range: 20 units
Crew: 1 Atmosphere Range: 20 km
Crew Skill: Typically 1D+2 Damage: 200 (9D/10Dx2)
Cargo Capacity: (238): 50 kilograms available Ammo: 8 Torpedoes/ea (8 Shots)
Consumables: 10 days (100 credit Refuel)
Cost: 195,000 (New); 144,000 (Used) Some refer to this ship as a flying brick, other’s call it an
Hyperdrive Multiplier: x1 “Ugly”. It may not be maneuverable, or pretty, but it has it
Hyperdrive Backup: x7 where it counts. You will be hard pressed to find a single
Nav Computer: Yes occupant Snubfighter that has integral bunk space that
Maneuverability: +4 (+5 in Atmo); (1D+1/1D+2) doubles as a refresher, a small galley and some creature
Space: 6 comforts to help you weather a long jump. The design was
Atmosphere: 1,050 Km/H; 1,460 MPR custom commissioned for Black Sun and found it’s place
Hull: 60 (2 Locs): Port/Starboard (4D+2) with pirates, smugglers and lone wolves, for which there
Armor: 25 / Port & Starboard / Ablative: 15 (1D) are plenty in the galaxy. Joraan Drive Systems is also
Shields: 30 / Loc (2 Generators; (1D+2) known for their Pinook Snubfighter, both share many of
Sensors: the same design elements, at a core level, including the
Passive: 20/+0 engine.
Scan: 40/+3 (1D)
Search: 80/+5 (1D+2) We’ve always been huge fans of Joraan Drive Systems. In
Focus: 2/+7 (2D+1) fact, I’m fairly certain we muscled our way into their
Maximum: 160/-35 board of directors through some pretty terrifying tactics,
Weapons: bribery and down right nasty threats and perhaps more
than one abduction. This is one of the oddities they
2 Medium Laser Cannons produce almost exclusively for Black Sun. While it’s
Fire Arc: Fore marketed at a general audience, our victims in the
Skill: Starship Gunnery hyperlanes know the real truth! She packs one hell of a
Fire Control: 3D punch with that beauty of an Ion Cannon. Just a couple
Space Range: 1-3/12/25 shots and most of our targets become our “guests” in short
Atmosphere Range: 100-300/1.2/2.5 km order.
Damage: 60 (6D)
Ion Cannon -Mazzick
Fire Arc: Dorsal Turret; All/Dorsal
Skill: Starship Gunnery
Fire Control: 4D

423
XT-3100 the Pacifier the XT-3100 didn’t fare very well. It actually
fell into the hands of the Rebel Alliance as a heavy scout
Craft: CEC: XT-3100 Scout Ship ship used to collect targeting information and even destroy
Affiliation: General small capital ships. While that might sound unlikely, the
Era: Rise of Empire craft’s fusion core was designed by the same engineer that
Type: Stock Light Freighter over provisioned the one in the YT-1000 series. Actually,
Scale: Transport / Engineered: ½ Maneuverability Penalty both reactors are almost identical. It’s just that the XT-
Length: 20 meters 3100 actually uses the reactor’s capabilities (and the
Skill: Starship Piloting Rebel’s certainly do as well). The XT-3100 has developed
Crew: 1; Gunners: 0-1 a reputation like a Skypray Blastboat, Hunter Killer, in
Crew Skill: Varies Wildly Rebel service.
Passengers: 1 Notes:
Cargo Capacity: (100*): 30 metric tons available • All repairs, maintenance & modifications are
Consumables: 6 Months (4,200 credit Refuel cost) performed at -1 DR due to the ease of modification.
Cost: 196,800 (New); 147,600 (Used) Though the XT-3100 is a bit more complex than most
Hyperdrive Multiplier: x2 (x1*) CEC ships, all areas are accessible via crawl-ways.
Hyperdrive Backup: x2 • Gun-well can be remotely utilized with a 5 point
Nav Computer: Yes penalty to Fire Control (It can fire in any direction).
Maneuverability: 0 (1D) • Refresher Booth & Conventional Shitter
Space: 6
• Lounge & Enhanced Entertainment Table
Atmosphere: 950 Km/H; 1,825 MPR
Hull: 90 (2 Locs): Port & Starboard (4D) • All bedding and seats in the craft are luxurious.
Armor: 25/Loc / Ablative: 15 (L1) • The XT-3100 has Corvette Grade Shield
Shields: 115/Loc (2 Generators, 1D) Generators, easily powered by the over provisioned
Sensors: core from the YT-1000 design (18,000 Credits each
Passive: 35/+5 (1D) 1D Generator).
Scan: 50/+10 (2D) • The craft can support Capital Grade Weapons mounted
Search: 100/+20 (4D) over and under it’s forward mandibles. It is a common
Focus: 5/+20 (4D) Rebel modification to mount four Turbolaser cannons
Maximum: 200/-20 in this fashion and fire link them together for a lethal
Weapons: capital punch.
Double Advanced Heavy Laser Turret (Fire-Linked) • Over designed Fusion Reactor: Double Auxiliary
Fire Arcs: Dorsal Turret power. Craft supports any modifications to power
Crew: 1 draw with ease.
Skill: Starship Gunnery • Over Engineered Hyperdrive system, the backup can
Fire Control: 3D be sparingly engaged to double effective hyperspace
Space Range: 2-6/18/36 speeds.
Atmosphere Range: 200-600m/1.8/3.6 km
Damage: 70 (7D) • 2 Top, universal, docking hatches.
• Holo Communicator
The XT-3100 is a design that was introduced as the Empire • Heavy Thrusters: No Armor Maneuverability Penalty
rose out of the ashes of the Galactic Republic. Marketed
as a scout ship for the Empire, competing against craft like Commissioned by https://www.deviantart.com/adamkop

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A-24 Sleuth
Craft: Incom: A-24 Scout Series
Affiliation: General
Era: Old Republic
Type: Scout Ship
Scale: Snubfighter / Transport Power & Consumables
Length: 14 meters
Skill: Starship Piloting
Crew: 1; Droid may act as Co-Pilot
Crew Skill: Typically 2D
Passengers: 1
Cargo Capacity: (3*): 3 metric tons available
Consumables: 3 Months (2,100 credit Refuel cost)
Cost: 99,840 (New); 74,880 (Used)
Hyperdrive Multiplier: x1 Galactic Civil War thanks to its good speed and
Hyperdrive Backup: x10 maneuverability for its class. It is one of the few ships that
Nav Computer: Yes could slip past a blockade without being noticed and was
Maneuverability: +6 (2D) sometimes used to get important people off blockaded
Space: 8 planets. Mol Hedron was known to use a modified version
Atmosphere: 1,000 Km/H; 1,390 MPR of this ship for spying on New Republic activities. He
Hull: 49 (2 Locs): Fore & Aft (3D+2) installed a tight-beam high powered transmitter to send
Armor: 25/Loc / Ablative: 15 (1D) nearly undetectable messages.
Shields: 30/Loc (2 Generators, 2D) Notes:
Sensors: • AutoChef
Passive: 20/+0 • Conventional Shitter
Scan: 35/+3 (1D) • Storage Locker (250 Kg)
Search: 40/+6 (2D) • 2 Comfortable Acceleration Couches.
Focus: 2/+9 (3D)
• Expanded Consumables
Maximum: 80/-34
Weapons: • Droid Interface for Co-Piloting Duties
2 Laser Cannons (Fire-Linked) • While the sensor suite leaves something to be desired,
Fire Arc: Front the connections for the sensor package are universal.
Skill: Starship Gunnery This allows for easily dropping in, literally, any sensor
Fire Control: 2D+1 package from any other scout ship. While a
Space Range: 1-3/12/25 snubfighter’s sensor suite or a transport’s could be
Atmosphere Range: 100-300m/1.2/2.5 km dropped in, it would require additional work to
Damage: 50 (5D) connect it.
• -1 DR to Install any new Sensor Suite, -2 DR to install
The A-24 was released during Incom's peak. Though
Scout Suite (Snubfighter Scale).
newer scouts exist, this model remains popular during the
Vanguard Pathfinder that generator overloads and shuts down for 3 rounds
re-calibrating. Both the +5 damage and the overload
Craft: Vangaard Industries: Pathfinder-class effect reset to zero after ten rounds automatically. The
Affiliation: General generators can be replaced at a cost of 9,000 credits/
Era: Old Republic each, however, only those purchased from Vangaard
Type: Deep Space Scout Ship Industries have this unique damage shunt ability.
Scale: Space Transport • After Market Mod: Energy Shunt: For 9,000
Length: 36 meters Credits per generator (a full re-build), most outlaw
Skill: Starship Piloting technicians can install the proper galven circuitry
Crew: 1; 1 Can Coordinate required to correct the Shield Generator Shutdown.
Crew Skill: Varies Wildly Damage Shunt is 20 Points +5 per additional hit (50
Passengers: 2 max). The Galven circuitry must be reset after every
Cargo Capacity: (3*): 3 metric tons available combat (Difficulty: 24).
Consumables: 6 Months (8,400 credit Refuel cost) • Galley
Cost: 78,080 (New); 58,560 (Used) • Refresher & Conventional Shitter
Hyperdrive Multiplier: x3
• Five Storage Lockers (100 Kg/ea)
Hyperdrive Backup: x15
Nav Computer: Yes • 2 Double Bunks
Maneuverability: -6 (1D) • Holovid view screen
Space: 4 • Entertainment Table
Atmosphere: 950 Km/H; 1,820 MPR • Med Bay & Science Bay
Hull: 70 (3 Locs): Fore & Aft & Midship (3D) • Machine Shop
Armor: 25/Loc / Ablative: 15 (1D)
Shields: 70/Loc (3 Generators, 3D) • Suffers Maneuverability penalty from Armor (-3)
Sensors: • 20% Rebate due to Craft Age
Passive: 30/+0
Scan: 45/+3 (1D)
Search: 60/+6 (2D)
Focus: 5/+9 (3D)
Maximum: 80/-34
Weapons:
Laser Cannon Turret
Fire Arcs: Ventral (All)
Skill: Starship Gunnery
Fire Control: +0
Space Range: 1-5/15/20
Atmosphere Range: 100-500m/1.5/2.0 km
Damage: 30 (3D Special)
The Pathfinder is notable for the unique design of its shield
generator. When the shields absorb a hit, the energy
absorbed is diverted to the ship's turret-mounted laser
cannon, increasing its firepower. After three hits, however,
the generator overloads, and the ship's shields are unusable
for a brief period of time. Some early models were
actually destroyed due to explosions in their shield
generators. Many scouts and pilots operating Pathfinders
replaced their ships' shield generators with more
conventional ones which were not prone to overload.
Others elected to keep the original generators. Vangaard
eventually replaced their shield generator design and the
craft is still produced to this day. It is inexpensive, has
sufficient space for a scout's cargo and passengers, can
operate for six standard months without supplies, and
(except for the shields) is extremely reliable. At the time
of its introduction, the Pathfinder-class scout ship was a
cutting-edge scout vessel, one of the first ships of its size to
include a hyperdrive and computer-assisted weapons
systems. Even in 7 ABY it is very popular among private
owners and independent scouts.
Notes:
• The Laser cannon’s special damage is that for each
shot impacting the shields, an additional 5 points is
absorbed and transferred to the ship’s gun. When a
shield generator shunts energy in this fashion 3 times,

427
Pinook Fighter Mk I 2 Light Wing Mounted Ion Cannons (Fire-linked)
Fire Arc: Front
Craft: Joraan Drive Systems Pinook Mk I Skill: Starship gunnery
Affiliation: General Fire Control: Slaved to Main Fire Control
Era: Clone Wars (Obsolete, Still Produced) Space Range: 2-6/18/36
Type: Escort Snubfighter / Pinnace Atmosphere Range: 2-600/1.8/3.6 km
Scale: Snubfighter Damage: 30 (3D)
Length: 8 meters Concussion Missile Launcher
Skill: Starship Piloting Fire Arc: Front
Crew: 1, 2 or 3 Skill: Starship gunnery
Crew Skill: Typically 1D+2 Fire Control: 2D
Cargo Capacity: (100): 20 kilograms available Space Range: 30 Units
Consumables: 4 Days (40-120 Credit Refuel) Atmosphere Range: 30 Km
Cost: 88,320 (New); 66,240 (Used) Damage: 70 (7D)
Hyperdrive Multiplier: x3 / x1.5 or x2 (escort mod) Ammo: 4
Nav Computer: Limited to 5 jumps The Joraan Drive Systems Pinook Snubfighter was an
Maneuverability: +6 (+7 in Atmo); (2D/2D+1) amazing success (it’s the only capable small 3 crew
Space: 8 snubfighter on the market). Widely sold to private firms,
Atmosphere: 1,025 Km/H; 1,425 MPR individual systems, mercenary units, individuals and
Hull: 40 (3D) Criminal Organizations. For a small hyperspace capable
Armor: 25; Ablative: 15 (1D) fighter with missiles it is ideal for a number of
Shields: 20 (1D) applications. In the post Clone Wars era it fares very well,
Sensors: positioning Joraan Drive systems in a position of influence
Passive: 15/+2 and profitability.
Scan: 30/+3 (1D) Notes:
Search: 60/+5 (1D+2) • The Pinook Mk II is a Mk I with 1 passenger and 12
Focus: 2/+6 (2D) days of consumables. This variant is incredibly
Maximum: 120/-35 popular with shipping companies that want to pair a
Weapons: long range snubfighter escort with their important
2 Laser Cannons (Fire-linked) shipments. The refit: 500 Credits.
Fire Arc: Front
• Space Upgrade: +1 Space = 1,000 Credits
Skill: Starship gunnery
(engineering refit)
Fire Control: 2D
Space Range: 1-3/12/25 • Roomy Cockpit (for one occupant): Affords a
Atmosphere Range: 1-300/1.2/2.5 km comfortable flight to combat pilots.
Damage: 50 (5D)

428
Zebra fact that their fighters were grossly inferior to other
neighboring state’s Zebras even with them purchasing their
Craft: Hyrotii Vehicle Works: Zebra Snubfighter fighters almost a century after their neighbors did! Over
Affiliation: General time Hyrotii came to offer field refits and would eventually
Era: Old Republic bring most of the galaxy up to speed. The Zebra is built
Type: Short Range Support Fighter until the design is played out. At which point they went
Scale: Snubfighter back to the drawing board for the Zebra II “Space Master”
Length: 12.3 meters in 8 BBY. New versions of the Zebra can be found until
Skill: Starship Piloting roughly 4 BBY, when the Zebra II enters active service.
Crew: 1 Notes:
Crew Skill: Typically 1D+1 • The Zebra has no ejection mechanism.
Cargo Capacity: (153.75): 113.75 kilograms available • The Zebra’s power system is touchy, and that’s putting
Consumables: 1 days (10 Credit Refuel); Refit: 6: 500 cr it mildly. The core reactor system for the snubfighter
Cost: 41,040 (New); 31,680 (Used) has never received a refit in it’s centuries long
Maneuverability: +6 (2D) lifespan. The Zebra’s reactor cannot support Shield
Space: 7 Generators. It’s also the principal reason why the
Atmosphere: 1,000 Km/H; 1,390 MPR fighter never upgraded to Laser Cannons. Blasters
Hull: 30 (2D) have ammunition and draw little to no power.
Armor: 40; Ablative: 30 (2D) • Refitting the reactor costs about 20K, so it’s not often
Shields: No Combat Shields performed. However, when it is, the craft gains 6 (7
Sensors: Total) Days of consumables, can mount laser canons,
Passive: 15/0 shields and a hyperdrive with no loss to cargo.
Scan: 25/+4 (1D+1) • To offset the lack of combat shields, third party
Search: 45/+6 (2D) companies released armor refit kits for the Zebra.
Focus: 3/+8 (2D+2) Pushing it’s base armor code from 1D to 2D.
Maximum: 90/-34 Eventually, without any fanfare, Hyrotii incorporated
Weapons: the armor and gave the finger to 3rd party profiteers.
2 Blaster Cannons (Fire-Linked)
• Zebras, generally, won’t have more than 1D armor on
Fire Arc: Front
them. Most people fielding Zebras save the extra
Skill: Starship gunnery
1,000 credits for Tibanna Gas refits and maintenance.
Fire Control: 1D
Space Range: 1-5/10/18 • Repulsorlift engines were introduced to the
Atmosphere Range: 100-500m/1/1.8km snubfighter sometime around 200 BBY. It’s still
Damage: 50 (5D) possible to pickup a Zebra with no repulsorlift
Ammo: 1,000 Units of Tibanna Gas (500 Shots) engines. While it is possible to pilot any Ion based
starship in an atmosphere, the practice has been
The Zebra Snubfighter is old. So old, that the craft was outlawed about as long as Ion Engines have existed.
originally armed with Pulse Wave cannons. It had no Thus, these models have Ion inhibitors (like most
atmospheric capability, was at least one space unit slower modern craft) that disengage the main drive system
in performance and has never possessed shields. Hyrotii upon entering an atmosphere. We’re not going to even
introduced hundreds of updates for the Zebra. However, try to count how many pilots this has killed, but it’s a
they never released field refit kits or informed owners of lot. You usually know something is wrong if a “stock”
the updates… For Centuries… Eventually, Hyrotii put Zebra is sporting shields or laser cannons, that’s
together a quality control department due to mounting because the power system isn’t burdened with repulsor
litigation against them. Sector armies took offense to the coils.

429
YT-1300 after. Most spacers that own a YT-1300 don’t even begin
to resemble stock statistics. Their ships are so wildly
Craft: CEC: YT-1300 Luxury Freighter customized that finding two of the same floor plan is less
Affiliation: General likely than making the Kessel Run in less than twelve
Era: Old Republic (Discontinued) parsecs. The YT-1300’s pictured here are a pair of late
Type: Stock Light Freighter model designs, the YT-1300f & YT-1300p: freight and
Scale: Transport passenger models. The “late” refers to the fact that most
Length: 26.7 meters 1300 designs would go on to incorporate light
Skill: Starship Piloting maneuvering thrusters and shield generators. Once the
Crew: 2, Skeleton: 1/+3, Gunners: 0-1 mass production cycles commenced, CEC punched the
Crew Skill: Varies Wildly craft out in their “stock” configurations to maximize
Passengers: 6 profits. Later, in the mass production of the craft they even
Cargo Capacity: (133.5): 133.5 metric tons available marginalized the durability of the space frame for more
Consumables: 54 Days (3,240 credit Refuel cost) income.
Cost: 90,800 (New); 68,100 (Used) Notes:
Hyperdrive Multiplier: x2 • 1st Gunner doesn’t factor into consumables
Hyperdrive Backup: x12 • Only 4 Passengers factor into consumable costs
Nav Computer: Yes • *Rugged Space Frame: This feature is possessed on
Maneuverability: -12 (0D) any YT-1300 that hasn’t been completely rebuilt (most
Space: 4 have). The YT-1300 has been in service for centuries,
Atmosphere: 800 Km/H; 1,110 MPR thus not many have their structural integrity intact.
Hull: 130 (2 Locs): Fore & Aft (6D*) Figure that only 1 in 10 YT-1300’s benefit from this
Armor: 40/Loc / Ablative: 30 (2D) feature. Treat the Hull as if it is 50% Stronger and
Shields: 30/Loc (2 Generators, 1D) all repairs, maintenance, and modification costs are
Sensors: derived from the base 4D Hull. Any variant of the
Passive: 10/+0 craft after the F and P variants does not possess this
Scan: 25/+3 (1D) feature (mass production runs eventually depreciated
Search: 40/+6 (2D) the structural design in favor of quantity over quality).
Focus: 2/+9 (3D) The price of the YT-1300 is identical whether or not it
Maximum: 80/-34 has a Rugged Space Frame.
Weapons: • Amenities are provided based upon the layouts
1 Quad Light Laser Cannon (Fire-Linked) featured on the adjoining page. These features are all
Fire Arcs: Dorsal Turret considered to have no cost associated with them due to
Crew: 1 the age of the vessel.
Skill: Starship Gunnery
• The Armor does not penalize the Maneuverability
Fire Control: 3D
Space Range: 1-3/12/25 The YT-1300 described here differs from the one in the
Atmosphere Range: 100-300m/1.2/2.5 km Starship Expansion by only a few characteristics (namely
Damage: 40 (4D) it is featured here due to the discovery of decent deck plans
for it). The rest of the differences are listed below:
The YT ships from Corellian Engineering Corporation • Quad Light Laser Turret instead of a double.
went on of become some of the most popular space
• Two Shield Generators, 1 Fore and 1 Aft
transport hulls of all time. Many of the YT designs were
produced centuries ago and still remain in service. The • Light Maneuvering Thrusters (0D, which means they
YT-1300 hull is, possibly, the most popular and sought can be modified!)
• Refresher Booths

430
431
If Less is Good, More is “The reason why my exploits are even possible is
My fighter and all its fine tuned modifications. It
Better outperforms A-Wings while retaining the
firepower of an X-Wing or better, and the
Deck Officers and line troopers, alike, found toughness of a Star Hammer at a third the size.
themselves gravitating to the scene on the MC60 In my capable hands, I have pulled your ass out
“Hope”, as an unorthodox snubfighter jock was of the fire more times than I can count over the
tearing her fighter apart and shooing off any past three months.” She said evenly, again with
technicians that offered to get involved. It scene no boastful pride or arrogance at all. Simply,
looked like one of vehicular carnage, parts and pure, unadulterated truth.
pieces of … all manner of electronics and
hardware strewn all about an old, battered Z-95 If a Mon Calamari command officer could turn
that was missing all it hull plating... That too, visibly red for being shamed in public, he did.
was strewn about the deck covered in what Or perhaps it was rage...
appeared to be useless junk.
“Lieutenant Vara! You will be cleared out by
“Lieutenant Vara, what in the hell have you done 0500 tomorrow and you will be off my ship.” He
to my landing bay?” The thick Mon Calamari spun on heel and stormed out of the flight deck.
Accent was unmistakable even though Vara was The shame of Quell had turned to rage, you
standing waist up in the middle of her fighter and could see from Vara’s expression that her intent
couldn't see who was addressing her. She had wasn’t to be thrown off the flight roster.
been welcomed aboard months ago by the same
captain who had grown sour with her constant “Of Course, Captain.” She said with grim
tinkering. resignation

“Captain Quell, I am in the middle of an You could see the looks of shock from the flight
important refit. My fighter needs my full group around her, there was a moment of silence
attention.” She responded before the flight group broke out into utter chaos

“Dammit Vara, you will have the deck cleared by


0500 tomorrow or you will be off my ship,
permanently!” Quell stated loudly

“Captain Quell...” She extracted herself from her


fighter, crouching down, and then bending
around the array of “Junk” with the ease of
someone that was an expert at avoiding danger.
Danger that was teetering and threatening to
collapse from every pile of materials and stuff
around her fighter. She, was a lithe, attractive
woman with grease smeared in her hair, on her
flight suit and damn near covering her entire
face. Giving her the appearance of a living
shadow... “We only have second rate
snubfighters in this fleet group. Nothing better
than Mark I Zebras, some with Space Master
refits, as interceptors and Gauntlets for Bombers.
You need me, because I have the highest
performing fighter in the group. Last battle I
saved no less than eleven pilots.” She stated
flatly and honestly with not a single hint of pride
or arrogance. She was merely stating a, realistic
fact.

433
and the group immediately pursued the captain to The next day she awoke to the sounds of
talk sense in him. Not one or a few pilots, the maintenance, rubbing the sleep from her eyes she
entirety of the flight wing, commanders and all, found she was on a cot and how she go there she
numbering no less than thirty five pilots. could only guess. The entire squadron and all
their techs were working on her fighter, from the
Vara ran her hands through her grime matted looks of it, for hours already. She joined them
hair, tousled the mess and then swallowed a without a word and worked through the day,
scream. She turned the anger, disgust and rage directing the repairs that they hadn't already
she was feeling into conviction and completed. By the time 0500 hours rolled
determination to refit her fighter. She would around the snubfighter was complete and not a
have to be hyperspace capable in a day … and damn part had gone to waste.
her hyperdrive was in pieces on the deck...
The Z-95 had been outfitted with a quartet of
Vara was ever the tinker. Even from her earliest Incom Engines and very nearly resembled an X-
memories digging through junk piles with her Wing. It now sported heavy combat shields and
father, a salvage trader, she had inherited a knack armor to match, speeds that would make an A-
for making discarded stuff … work. Whatever Wing pilot jealous and maneuverability to put
the verdict for her eviction from the “Hope” was, fear into a TIE Defender Ace. A pair of heavily
no one came to tell her. The flight group knew modified cannons that originally began life as the
well enough to leave her be, when she “got like heavy lasers on a B-Wing. Rounding out the
this” she was laser focused and interruptions affair of lethality were a quartet of concussion
might bring some lethal tool throwing in their missile launchers, fire linked... The craft was a
direction! ship killer as a result. None of it would have
been possible without Vara’s natural raw talents
The “Hope’s” Captain might be a self entitled and the craft was more of a total engineering refit
prick. However, that entitlement argument than a modification. Though it was wired to the
typically didn’t work, since Quell’s claim to maximum on the latter as well.
fame was that he and his family built the MC60
from scratch and donated it and himself to the Captain Quell came down from the command
war effort of the Rebel Alliance. An act that deck to see her off. He just stood there and
damned him and most of his family’s assets on nodded in quiet admiration.
Mon Calamari, the Empire had seized
everything. The ship was all he and his family “Commander Vara, we have an operation in four
had left. Most felt that at the end of the day, he hours that requires all hands on deck. You all
was entitled to a fair amount of snootiness or need to get some rack time, this one’s going to be
whatever emotional connection it was he had the biggest challenge we’ve ever faced.” He said
with his warship. Most in the Rebel Alliance calmly
were lucky to donate anything other than their
lives. Quell had donated his, his families’, and “Sir, I’m a Lieutenant” Vara responded with a bit
many relatives to the cause and he had lost many of shock registering on her expressions.
over the years.
“Commander, you are replacing the flight leader
Vara worked through the night, without a break for the “Hope”, we lost him a while ago and I
and the Z-95 started to take shape. It had been a need you to step up into that role. It would seem
complete tear down and refit with parts that she, that you command the respect of the entire flight
herself, had ordered from Alliance Command. group. I see no better replacement, that is, unless
Essentially, she had dipped into the bargain bins any of you here object.” His commentary was
of all local Rebel Cells and purchased, for good met with silence, a lot of wide grins and Vara
money or trade, the parts she thought she could receiving more than one clap on the back from
make work the way she wanted them to. the crew surrounding her.
Naturally, some were actually garbage, and those
she dumped into the portable molecular furnace “Affirmative, Captain, I won’t let you down.”
she was using to be recycled for hull plating and Vara responded, eyes watering.
structural repair.

434
“See that you don’t Commander” Quell said and Fire Arcs: Fore
then walked away. Skill: Starship Gunnery
“Gold One” Fire Control: Base 3D/4D+2; Max Mod)
Craft: Incom/SubPro: Z-95 Mk IV (Custom) Space Range: 30 Space Units
Affiliation: Various Atmosphere Range: 30 Km
Era: Rebellion+ Damage: 280 (7Dx4; Standard Missiles)
Scale: Snubfighter Ammo: 4 Missiles per Launcher (4 Shots)
Length: 12 meters (Modification, 11.8 Stock) The Mark IV, “Gold One” is the personal
Skill: Starship piloting snubfighter of Commander Vara Recho. Passenger
Crew: 1, Passengers: 0* (See Below) space has been converted to backup shields. The
Crew Skill: 5D Piloting & Gunnery/4D Attribute Fire Control package had never been good to begin
Cargo Capacity: (150): 0 Kg Available with & accuracy has been corrected by heavily
Consumables: 6 days (60 credit refuel) modifying the Fire control package. It drops the
Cost: 198,000 (Cost As Listed); 330K Base swing wing design in favor of a fixed wing one
Hyperdrive Multiplier: x1 (x2 Standard, mod) with 4 engines (similar to an X-Wing's) however
Nav Computer: Limited 10 jumps / Droid Brain the engines have been bolstered massively by
Maneuverability: +14 (+17 in Atmo); (4D+2/5D+2) modification and re-engineering with parts from a
Space: 13 (Re-Engineered) quartet of the heavier Z-95 engines and as a result
the engines are massively more robust providing
Atmosphere: 1,350 Km/H; 1,875 MPR the power necessary to power the craft’s weapons.
Hull: 70: (5D+2) The power is so formidable the the craft has the
Armor: 40 / Ablative: 30 (2D) same benefit that Space Transports receive from
Shields: 40 / (2D+2);Backup: 80 Auxiliary Power. Performance in Gravity Wells is
Sensors: (Maximum, multi suite assembled) a marginal increase over the already robust
Passive 25/+5 (1D+2) modified and re-engineered maneuvering thrusters
Scan 50/+8 (2D+2) but it’s more than enough to run circles around
Search 100/+11 (3D+2) most of the competition. It’s armament is rounded
Focus 5/+14 (4D+2) out with two more Concussion Missile launchers
Maximum 200/-29 than the standard model, giving it a warship killing
Weapons: punch. It retains the Hyperdrive from the Mark III,
2 Heavy Laser Canons (Fire-Linked) modded to Class 1 and adds 6 jumps jump due to
Fire Arc: Fore the inclusion of a droid brain that can also assist in
Skill: Starship Gunnery navigation (L5/2D; CS).
Fire Control: Base 1D+1/3D; Max Mod) • All Parts are used, refurbished by pilot. Parts
Space Range: 1-4/15/31 as mass produced & used, cost reflects this.
Atmosphere Range: 100-400m/1.5/3.1 Km • Engine design has been created with an
Damage: 96 (7D Base/8D+2/9D+2; Max Mod) engineering blueprint and can be reproduced
4 Concussion Missile Launchers (Fire-Linked) (40K for the Engine Array if produced new).

435
A-Wing The Early A-Wings (R-22 Spearheads) had reduced
performance characteristics (-22,400 Credits from cost):
Craft: Alliance Engineering “A-Wing” • Space: 10
Affiliation: Rebel Alliance • Hull: 39 (2D+2)
Era: Rise of Empire+ • Maneuverability: +9 (3D)
Scale: Snubfighter • Non Hyperspace Capable
Length: 9.6 meters The T-Wing (H&K snubfighter) was actually based off the
Skill: Starship piloting R-22 Spearhead design and outperforms it, however, with
Crew: 1 the advent of the actual, Alliance Engineering, A-Wing
Crew Skill: Typically 2D design the T-Wing design fell flat and was discredited
Cargo Capacity: (120): 40 kilograms Available unfairly as a result. The, actual, production A-Wing would
Consumables: 5 days (50 credit refuel) not enter into service until just after the battle of Yavin.
Cost: 147,200 (New); 109,400 (Used) These newly, reverse engineered and re-engineered craft
Hyperdrive Multiplier: x1 were designed to use surplus parts from Space Transports,
Nav Computer: Limited to 2 jumps something that the Rebel Alliance had no issues with
Maneuverability: +12 (4D) obtaining. These parts were then scaled into the
Space: 12 snubfighters. The pair of massive engines mounted on the
Atmosphere: 1,300 Km/H; 1,805 MPR A-Wing are common to space transports and deliver
Hull: 40 (3D) minimal thrust individually. Typically, these engines are
Armor: 25 / Ablative: 15 (1D) arrayed in banks on transports, however, when mounted in
Shields: 20; Mitigation: 5 (1D) as a mere pair on a snubfighter, these engines deliver
Sensors: incredible thrust for a craft that is only 9.6 meters in length
Passive: 30/+0 and of limited mass. The engines also offer an Auxiliary
Scan: 50/+3 (1D) power buff akin to that of a Space Transport. The Alliance
Search: 75/+6 (2D) took the R-22 Spearhead, through corporate espionage and
Focus: 4/+13 (4D+1) a raid that effectively stole the design, killed civilian
Maximum: 150/-34 engineers (at KDY) and re-branded it. The R-22
Weapons: Spearhead would only be seen in limited numbers at KDY
2 Laser Cannons (Fire-Linked) facilities and affiliate locations as corporate security.
Fire Arc: Fore & Aft (if flipped) Never sold in numbers after the Rebel Alliance procured
Skill: Starship gunnery them and the design schematics. The reasoning for this is
Fire Control: 3D due to the Rebel Alliance dumping the design schematics
Space Range: 1-3/12/25 on the Holonet. A blight on the production of the craft and
Atmosphere Range: 100-300/1.2/2.5 km a black eye to KDY.
Damage: 50 (5D) Notes:
1 Concussion Missile Launcher
Fire Arc: Fore • The A-Wing’s Cannons can be flipped and fired
Skill: Starship Gunnery Dorsal, ventral and Aft.
Fire Control: 3D • Any individual space transport engine that is
Space Range: 30 units equivalent size is capable of being fitted to replace the
Atmosphere Range: 30 km main drives on the A-Wing. Alliance Engineering
Damage: 80 (8D) utilized commonly available drive systems from space
Ammo: 4 Missiles transports to power the A-Wing. Drives must come
Enemy Targeting Jammer from a transport capable of at least carrying 50 metric
Fire Arc: Any tons to provide the appropriate thrust. They can also
Skill: Sensors: Activation uses 1FA, 1FA per round to be used to modify the craft.
continue to modulate it.
Space Range: 15 unit radius around the A-Wing
Atmosphere Range: 15
km
Damage: -6 to Opposed
Fire Control (No effect
on Capital Ships) (2D)
The A-Wing design
began life as the R-22
Spearhead, a snubfighter
designed by KDY. The
Rebel Alliance
intercepted a shipment
of these prototype
snubfighters, along with
the design notes and
engineering schematics
and instantly put them to
use.

436
B-Wing A number of the craft were “donated” through back
channels to the Rebel Alliance shortly after the battle of
Craft: Slayn & Korpil B-Wing Hoth. The B-Wings is an incredibly capable combat
Affiliation: Rebel Alliance platform. It’s cockpit rotation mechanism allows for
Era: Rebellion+ maximum pilot stability and an incredible vantage point on
Scale: Snubfighter any battlefield. No other craft of it’s era mounts such a
Length: 16.9 meters dazzling array of weaponry and raw firepower. The Static
Skill: Starship piloting Heavy Laser cannon is the centerpiece of it’s arsenal,
Crew: 1 delivering more damage than a Proton Torpedo,
Crew Skill: Typically 3D consistently, across different ship scaling.
Cargo Capacity: (212): 2 kilograms available Notes:
Consumables: 9 days (90 credit refuel) • The craft has a steep learning curve, new pilots must
Cost: 240,000 (New); 180,000 (Used) familiarize themselves with the craft or suffer a -9
Hyperdrive Multiplier: x2 penalty to all piloting tests. The craft must be flown
Nav Computer: Limited to 2 jumps for a minimum of 15 hours, through something like an
Maneuverability: +8 (-9 penalty to piloting rolls until obstacle course (or combat) to get used to it’s controls.
familiar with the craft); (2D+2) The penalty is diminished by 1 point per hour or 10
Space: 7 (8)* minutes of Combat.
Atmosphere: 950 Km/H (1,050 Km/H)*; 1,320 MPR
Hull: 50: (3D+2) • Once familiarity is established, additional flight time
Armor: 25; Ablative: 15 (1D) will allow the pilot to “dial-in” the performance
Shields: 40 (2D) characteristics of the craft and coax an additional +1 to
Sensors: Maneuverability & Space Units /100 Km/H to
Passive: 30/+0 atmospheric performance out of the craft.
Scan: 50/+3 (1D) • The Craft is complex, adding 10% to time required for
Search: 75/+6 (2D) all maintenance cycles.
Focus: 4/+13 (4D+1) • The Auto Blaster cannons require Tibanna Gas to
Maximum: 150/-34 function, as such the standard load of Tibanna Gas
Weapons: only provides 33 Full Bursts before the cannons
1 Heavy Laser Cannon (Static) cannot be fired. A Common modification removes a
Fire Arc: Fore handful of Proton Torpedoes to free up space for a
Skill: Starship gunnery reserve Tibanna Gas Canister.
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 100-500/1.5/3 km
Damage: 105 (7D)
2 Proton Torpedo Launchers (Fire-Linked)
Fire Arc: Fore
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 20 units
Atmosphere Range: 20 km
Damage: 200 (9D/10D x2)
Ammo: 8 Torpedoes per launcher, 8 Shots
3 Medium Ion Cannons (Fire-Linked)
Fire Arc: Fore
Skill: Starship gunnery
Fire Control: 4D+1
Space Range: 2-6/18/36
Atmosphere Range: 200-600/1.8/3.6 km
Damage: 60 (6D)
2 Auto Blasters (Fire-Linked)
Fire Arc: Fore
Skill: Starship gunnery
Fire Control: (2D)5D
Space Range: 1-5/10/18
Atmosphere Range: 100-500m/1/1.8 km
Ammunition: 1,000 Shots (33 Full Bursts)
Damage: (40)70 *Extended Burst, already factored in, no
action penalty, 1 Extended burst per Round. (4D/7D)
The B-Wing is a snubfighter that the Rebel Alliance
acquired due to the kindness of Slayn & Korpil engineers.

437
H-Wing Damage: 200 (9D/10D x2)
Ammo: 10 Torpedoes each Launcher, 10 Shots
Craft: Koensayr BTS-A2 H-Wing Extended Strike Craft 2 Medium Ion Cannons (Fire-Linked)
Affiliation: Rebel Alliance Fire Arc: Fore
Era: Rebellion+ Skill: Starship gunnery
Scale: Snubfighter Fire Control: 4D
Length: 17.1 meters Space Range: 2-6/18/36
Skill: Starship piloting Atmosphere Range: 200-600/1.8/3.6 km
Crew: 1; Gunners: 2 Damage: 50 (5D)
Crew Skill: Typically 2D
Cargo Capacity: (214): 4 kilograms available The Koensayr H-Wing is effectively superior to the Y-
Consumables: 9 days (270 credit refuel) Wing in almost every regard. Naturally, this is due to it’s
Cost: 298,200 (New); 221,400 (Used) design being meant to replace that venerable craft. The H-
Hyperdrive Multiplier: x1 Wing has seen sales in a number of Independent systems
Nav Computer: Limited to 2 jumps around the galaxy that do not directly fall under the
Maneuverability: +6 (2D) purview of the Empire. However, where Koensayr thought
Space: 8 that they would be selling the bulk of the craft never
Atmosphere: 1,050 Km/H; 1,460 MPR manifested. The craft was actually designed to be sold to
Hull: 150: 30/30/30/30/30 (5D) the Rebel Alliance and after an initial period of some brisk
Armor: 35 / Ablative: 25 (1D) sales, further orders failed to manifest.
Shields: 40 (3D)
Sensors: The price was the first roadblock for the Rebel Alliance.
Passive: 30/+3 (1D) The craft could not be built with Rebel Engineering
Scan: 65/+6 (2D) supplies, thus all the parts would have to be sourced from
Search: 90/+9 (3D) Koensayr and that pipeline would never exist until the
Focus: 4/+11 (3D+2) demise of the Empire. Even after the fall of the Empire,
Maximum: 180/-31 the craft saw declining interest. Now consider that the
Weapons: Alliance can purchase and fully refit just over five Z-95’s
1 Heavy Double Laser Cannon to each singular H-Wing they can get their hands on... this
Fire Arc: Turret ship is not a frequent sight.
Skill: Starship gunnery
Fire Control: 3D The second issue is the high crew compliment required to
Space Range: 1-3/12/25 fully operate the craft. The Rebel Alliance was having
Atmosphere Range: 100-300/1.2/2.5 km issues putting one pilot in each of their fighters, placing 3
Damage: 80 (8D) in one craft was not an option. Clearly, Koensayr
engineers missed the fact that most Alliance Y-Wings were
2 Proton Torpedo Launchers (Fire-Linked) crewed by only one pilot since well prior to the battle of
Fire Arc: Fore Yavin.
Skill: Starship Gunnery
Fire Control: 3D Notes:
Space Range: 20 units • Armor offers enhanced resilience of +2
Atmosphere Range: 20 km

438
T-Wing Damage: 140 (6D/7D x2)
Ammo: 3 Missiles each Launcher, 3 Shots
Craft: Hoersch & Kessel: T-Wing Snubfighter
Affiliation: Rebel Alliance Limited Enemy Targeting Jammer
Era: Rise of Empire (Discredited design, still produced) Fire Arc: Any
Scale: Snubfighter Skill: Sensors: Activation uses 1FA, difficulty 10, 1FA per
Length: 10 meters round to continue to modulate it.
Skill: Starship piloting Space Range: 10 unit radius around the T-Wing
Crew: 1 Atmosphere Range: 1 km
Crew Skill: Typically 2D+1 Damage: -3 to Opposed Fire Control (No effect on Capital
Cargo Capacity: (125): 50 kilograms available Ships) (1D)
Consumables: 5 days (50 credit refuel)
H&K intended it as a cheap replacement for the A-Wing/
Cost: 127,000 (New); 91,000 (Used)
X-Wing… It didn’t quite live up to expectations, only
Hyperdrive Multiplier: x1
gaining a smidgen of maneuverability over an X-Wing and
Nav Computer: Limited to 2 jumps
not matching the A-Wing. While the T-Wing tended to
Maneuverability: +10 (3D+1)
underwhelm A-Wing Pilots the craft easily outperforms the
Space: 11
run of the mill Rebel snubfighter. What it lacks in
Atmosphere: 1,300 Km/H; 1,810 MPR
armament it more than compensates for in Speed and and
Hull: 45 (3D+1)
general maneuverability. The T-wing is a popular
Armor: 25; Ablative: 15 (1D)
replacement for pilots that have experience flying Z-95
Shields: 25 (1D+1)
Headhunters. While the craft’s resilience isn’t there, it’s
Sensors:
generally been looked upon as a step up in performance as
Passive: 20/0
the pilot doesn’t have to rely upon being in or near a
Scan: 35/+3 (1D)
gravity well to experience enhanced maneuverability.
Search: 40/+6 (2D)
Focus: 2/+9 (3D) Notes:
Maximum: 80/-30
Weapons: • The design received such bad press upon release that it
carries a “discredited status”. Which places the craft
2 Light Laser Cannons (Fire-linked) in the Obsolete pricing category while not actually
Fire Arc: Fore making the craft obsolete.
Skill: Starship gunnery
Fire Control: 2D • There’s nothing really wrong with the fighter. It can
Space Range: 1-3/12/25 out run, out gun and out maneuver a standard TIE
Atmosphere Range: 100-300/1.2/2.5 km fighter all day, every day.
Damage: 44 (4D+2)
• The T-Wing enjoys brisk sales in many systems of the
2 Light Concussion Missile Launchers (Fire-Linked) galaxy. It is one of very few craft that is stamped
Fire Arc: Fore “legal” for independent systems to possess under
Skill: Starship Gunnery Imperial charter.
Fire Control: 2D
Space Range: 30 units
Atmosphere Range: 30 km

439
X-Wing-B
2 Proton Torpedo Launchers (Fire-Linked)
Craft: Incom T-65B X-Wing Starfighter Fire Arc: Fore
Skill: Starship Gunnery
Affiliation: Rebel Alliance
Fire Control: 3D
Era: Rebellion+
Space Range: 20 units
Scale: Snubfighter
Atmosphere Range: 20 km
Length: 12.5 meters
Skill: Starship piloting Damage: 200 (9D/10D x2)
Crew: 1 & Astromech Droid (can coordinate) Ammo: 3 Torpedoes each Launcher, 3 Shots
Crew Skill: Typically 2D+2 This is the best general purpose fighter the Alliance fields.
Cargo Capacity: (157): 71.25 kilograms available It is handed out to the elite and in emergency situations.
Consumables: 7 days (70 credit refuel) Otherwise pilots are assigned to a Z-95, T-Wing or other
Cost: 171,000 (New); 129,000 (Used) fighters like the Zebra II or Pinook.
Hyperdrive Multiplier: x1
Nav Computer: No, uses Astromech Droid 10 Jumps The X-Wing-B is the last production snubfighter to be
Maneuverability: +9 (3D) produced at Incom Corporation prior to being nationalized
Space: 8 by the Empire. The Craft’s design specifications and
Atmosphere: 1,050 Km/H; 1,460 MPR engineering design were stolen by the Rebel Alliance and
Hull: 52 (4D) the craft is produced in limited numbers, by hand, by the
Armor: 25; Ablative: 15 (1D) Rebel Alliance. The Alliance possesses dozens of the craft
Shields: 20 (1D) in stock, manufacturer, configuration as they had just
Sensors: received a shipment prior to the battle of Yavin.
Passive: 25/0
Scan: 50/+3 (1D) Notes:
Search: 75/+6 (2D)
Focus: 3/+12 (4D) • The X-Wing-B is a rare fighter. With each battlefield
Maximum: 150/-34 loss of an X-Wing, the Rebel alliance inches closer to
not being able to field the craft. There are no “new”
Weapons: replacement parts for it being manufactured en masse.

4 Laser Cannons (Fire-Linked) • The Rebel Alliance may hand build the fighter, but
Fire Arc: Fore demand vastly outstrips quantity produced.
Skill: Starship gunnery • Other designs are easier to produce and offer better
Fire Control: 3D (overall) performance, like the A-Wing, which is built
Space Range: 1-3/12/25 with spare transport parts re-engineered for a small
Atmosphere Range: 100-300/1.2/2.5 km craft. It is rumored a number of companies have
Damage: 60 (6D) begun fabricating spare X-Wing parts and even their
own takes on X-Wings (Starship Guide).

440
Y-Wing Fire Control: 2D
Space Range: 2-6/18/36
Craft: Koensayr BTL-F1 Y-wing Atmosphere Range: 200-600/1.8/3.6 km
Affiliation: Rebel Alliance & Various Damage: 40 (4D)
Era: Clone Wars+ (Obsolete, still produced) 2 Proton Torpedo Launchers (Fire-Linked)
Scale: Snubfighter Fire Arc: Fore
Length: 16 meters Skill: Starship Gunnery
Skill: Starship piloting Fire Control: 3D
Crew: 1 or 2 + Astromech Droid (can coordinate) Space Range: 20 units
Crew Skill: Typically 2D Atmosphere Range: 20 km
Cargo Capacity: (200): 120 kilograms available Damage: 200 (9D/10D x2)
Consumables: 8 days (80/160 credit refuel) Ammo: 4 Torpedoes each Launcher, 4 Shots
Cost: 141,000 (New); 77,000 (Used)
Hyperdrive Multiplier: x1 This is the workhorse of the Rebel Alliance. It’s one of the
Nav Computer: No, uses Astromech Droid 10 Jumps most common sights in any Fighter formation next to the
Maneuverability: +6 (2D) Z-95 due to it’s availability and it’s existence since the
Space: 8 Clone Wars. The venerable Y-Wing was an effective
Atmosphere: 1,050 Km/H; 1,460 MPR bomber in the Clone Wars and now sees action in most
Hull: 56 (4D+1) Rebel Alliance formations. The craft is so widespread that
Armor: 25; Ablative: 15 (1D) it eclipses sightings of X-Wings, Z-95’s and other combat
Shields: 29 (1D+2) snubfighters in the Rebel Alliance. It is a common sight in
Sensors: the arsenals of many planetary defense forces and even a
Passive: 25/0 top pick for pilots that want a roomy one occupant fighter
Scan: 35/+3 (1D) (because it was designed for 2 people) and there are even
Search: 40/+6 (2D) variants of the fighter that act as shuttles, called the Y-
Focus: 2/+9 (3D) Wing pinnaces. There are a number of updates that have
Maximum: 80/-34 been provided to the craft that modernize it for the current
eras of service and these can be had for an additional
Weapons: premium with Koensayr. The Y-Wing would remain in
2 Medium Laser Cannons (Fire-Linked) service well into the Legacy Era.
Fire Arc: Fore Notes:
Skill: Starship gunnery
Fire Control: 2D • Considering the high availability of parts, all repairs
Space Range: 1-3/12/25 are performed at -1 DR.
Atmosphere Range: 100-300/1.2/2.5 km • Most Y-Wings have been converted to single pilot
Damage: 50 (5D) occupancy with the top Ion Cannon turret locked
2 Light Ion Cannons (Fire-Linked) either forward for aft.
Fire Arc: Turret: Fore/Port/Starboard/Aft/Dorsal • There is a modification that allows a droid brain to
Skill: Starship gunnery operate the turret independent of the pilot.

441
Alliance Z-95-AT Headhunter Atmosphere Range: 30 km
Damage: 180 (8D/9D x2)
Craft: Modified Incom/Subpro Z-95 Headhunter Ammo: 4 Missiles per launcher, 4 Shots
Affiliation: Rebel Alliance
Era: Clone Wars (Obsolete, built by Alliance Engineers) This is the standard Rebel Alliance refit, based on General
Scale: Snubfighter Adar Tallon’s specifications (AT = Adar Tallon). They are
Length: 11.8 meters bought cheaply then tweaked with spare parts and common
Skill: Starship piloting components to bring them almost on par with modern
Crew: 1 Snubfighters. These have proven to be tough, effective and
Crew Skill: Typically 2D+1 tend to be a more common sight than any other fighter
Cargo Capacity: (148): 48 kilograms available fielded in the early stages of the Alliance. These fighters
Consumables: 6 days (60 Credit Refuel) are utilized well into and past the Yuuzhan Vong conflict.
Cost: 59,000 (Used Only)
Notes:
Hyperdrive Multiplier: x2
Nav Computer: Yes • Z-95’s are often depicted in D6 rules with 3D guns (30
Maneuverability: +6 (+9 in Atmo); (2D/3D) Damage). If the craft was a space superiority fighter
Space: 7 of it’s day, then the craft would possess weapons
Atmosphere: 1,150 Km/H; 1,600 MPR similar to that of an X-Wing. The main difference is
Hull: 53 (4D) that it lacks the fire control of the X-Wing and it’s
Armor: 30; Ablative: 20 (1D) guns don’t have the range or the endurance (it requires
Shields: 20 (1D) ammo in the form of tibanna gas). Blasters enjoy a
Sensors: dog-fighting bonus (better short range).
Passive: 15/0
Scan: 25/+3 (1D) • Renowned for their Toughness the Z-95 receives a
Search: 50/+6 (2D) moderate buff to armor of +1.
Focus: 2/+6 (2D)
Maximum: 100/-34 • All Z-95 models have a inherent ease of use and refit.
Weapons: Reduce all modification and repair tests by 5 points of
difficulty. Even “destroyed” models have a greater
2 Triple Blasters (Fire-Linked) than usual chance of being salvaged for parts (2 in 6
Fire Arc: Fore chance).
Skill: Starship Gunnery
Fire Control: 2D • The Z-95-AT models all possess exceptional
Space Range: 1-5/10/18 performance in the presence of Atmosphere (even if
Atmosphere Range: 100-500m/1/1.8 km it’s low orbit). Atmosphere speed is converted to 11
Damage: 60 (6D) Space Units in this case and the craft possesses X-
Ammo: 1,000 (167 Shots) Wing level performance.
2 Ventral Ported Concussion Missile Launchers • The AT models diverge from the stock Z-95 in a
(Fire-Linked) number of minor tweaks and refits.
Fire Arc: Fore
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 30 units

442
Alliance Z-95-T Headhunter Fire Control: 2D/3D
Space Range: 1-5/10/18
(Trainer) Atmosphere Range: 100-500m/1/1.8 km
Damage: 30*; Light Burst Accounted For (2D/3D)
Craft: Modified Incom/Subpro Z-95-T Headhunter Ammo: 1,000 (100 Shots)
Affiliation: Rebel Alliance
Era: Clone Wars (Obsolete, no production) This Z-95-T is almost Stock. The Rebel Alliance added
Scale: Snubfighter the double Light Auto Blaster Turret to the Aft portion of
Length: 12.2 meters the craft. This inclusion was mainly to protect trainees
Skill: Starship piloting during training sorties which could last days and allows the
Crew: 1 + 1 Trainer + 1 Tail Gunner trainer to keep the trainees safe by scraping bandits off
Crew Skill: Typically 1D their tails. These have proven to be tough, effective and
Cargo Capacity: (152.5): 42.5 Kilograms Available tend to be a more common sight than any other fighter
Consumables: 7 days (210 Credit Refuel) fielded in the early stages of the Alliance. These trainers
Cost: 59,000 (Used Only) never go out of service, even in New Republic Times.
Hyperdrive Multiplier: x2
Nav Computer: Yes Trainers never carried Concussion Missile Launchers,
Maneuverability: +3 (+6 in Atmo); (1D/2D) though the craft is capable of mounting them and the
Space: 7 modification is a simple one. The actual length of the Z-
Atmosphere: 1,150 Km/H; 1,600 MPR 95-T is another, often overlooked, difference between the
Hull: 54 (4D) Training version and a standard Z-95 (which is typically
Armor: 30; Ablative: 20 (1D) 11.8 Meters). Furthermore, Trainers lack hyperdrives,
Shields: 20 (1D) though the Rebel Alliance has seen fit to modify theirs to
Sensors: include them for training purposes.
Passive: 15/0D Notes:
Scan: 25/+3 (1D) • The Trainer enjoys a slight buff in base hull over the
Search: 50/+6 (2D) AT model, it is a bit more robust due to the training
Focus: 2/+6 (2D) seat that can assume all functions of the craft as well
Maximum: 100/-34 as act as a tail gunner.
Weapons:
• The primary weapons system is less robust, using
2 Light Triple Blasters (Fire-Linked) lighter blaster cannons and sporting a less robust fire
Fire Arc: Fore control package.
Skill: Starship gunnery • All Z-95 models have a inherent ease of use and refit.
Fire Control: 1D Reduce all modification and repair tests by 5 points of
Space Range: 1-5/10/18 difficulty. Even “destroyed” models have a greater
Atmosphere Range: 100-500m/1/1.8 km than usual chance of being salvaged for parts (2 in 6
Damage: 40 (4D) chance).
Ammo: 1,000 (167 Shots) • The Z-95-AT models all possess exceptional
performance in the presence of Atmosphere (even if
Light Twin Auto Blaster Turret (Fire-Linked) it’s low orbit). Atmosphere speed is converted to 11
Fire Arc: Aft Space Units.
Skill: Starship gunnery

443
Zebra II “Space Master” Ammo: 5 before Barrel Melting / Detonation
Explosion = 160 Points of Damage to the Zebra II
Craft: Hyrotii Vehicle Works Zebra II Mods:
Affiliation: General 1. Heavy Shot Package: 500 Credits (+5 Shots)
Era: Rebellion+
2. Linkage Smoothing: 500 Credits (3D Fire Control & +
Type: Short Range Death Box
10 Shots)
Scale: Snubfighter
Length: 8 meters 3. Heavy Shot Counter: 250 Credits (+5 Shots)
Skill: Starship Piloting All arguments aside, the Rebel Alliance is just the sort of
Crew: 1 desperate group of individuals Hyrotii was really
Crew Skill: Typically 1D+2 marketing the craft for. It’s selling like hot-cakes to the
Cargo Capacity: (100): 30 kilograms available poor Rebels, who deploy it on a lot of their Bulk Cruisers
Consumables: 4 days (40 Credit Refuel) for short range carrier defense. Criminals, likewise are
Cost: 69,000 (New); 52,000 (Used) huge customers of Hyrotii. No one is really sure how
Maneuverability: +8 (+2 in Atmosphere 2D+2/+2) they’re selling the Zebra II so cheaply. I picked up one of
Space: 10 these just to throw in the garage. Upon tinkering with it
Atmosphere: 1,150 Km/H; 1,595 MPR and getting under the hood I noticed a lot of rough metal
Hull: 44 (3D+1) work around the serial numbers on the guns, my guess is
Armor: 25; Ablative: 15 (1D) the guns and most of the other parts are stolen from KDY
Shields: 22 (1D+1) and “re-branded”, kind of gives me a warm fuzzy feeling.
Sensors:
Passive: 17/-2 Notes:
Scan: 28/+3 (1D) • Hull Fragility reduces soak by 1 point.
Search: 56/+12 (4D)
Focus: 3.5/+4 (1D+1) • Shield’s are modified, damaged, surplus generators (-3
Maximum: 112/-28 to total).
Weapons: • Sensors are substandard, and hodgepodge, slapped
together in a mass produced, barely functional, suite.
2 Turbolaser Cannons Expect discrepancies across the board.
Fire Arc: Front
Skill: Starship gunnery • Turbolaser Cannons are Defective, Scaled Down,
Fire Control: 2D+2 KDY Capital Turbolasers barrels from Imperial I’s.
Space Range: 2-5/20/40
Atmosphere Range: 200-500m/2/4km
Damage: 80 (8D)
When each and every credit counts, you always go Zebra!
That is the slogan that leads the way on their current
product lineup. Mass production has … er… somewhat
helped this older design. It’s popularity among bandits,
pirates and the less reputable and or cheapskates of the
galaxy has, finally, sort of, paid off. The company has
been making gains in the independent systems markets,
however, where the fighter craft has been increasingly
popular.
Some pundits argue that the Turbolasers, while effective,
have the lowest quality standards and highest maintenance
cycles of any weapon in their class. However, the people
that have already died due to weapons malfunctions are
the true losers here. I once knew a guy that worked on
Zebra maintenance… He’s dead from routine maintenance.
.. This is likely due more to the Zebra’s “perfect fire
control” package which is little more than a bare bones
targeting package that has been poorly modified to the
maximum. The package has been known the interrupt the
timing of the weapon linkage and do one of two things, one
cannon will fire, followed up by a late shot from the other,
or a buildup of hyperbarides will occur on the first trigger
pull, and on the second a double power blast rolls out of
the guns. The flaw is actually being marketed as a good
thing and optional mod packages have been released to
control it.
Double Power Shot: (1FA to Activate)
Damage: 160

444
HWK-290 Light Freighter Damage: 60 (6D)
Concussion Missile Launcher
Craft: CEC HWK-290 light freighter Fire Arc: Fore
Affiliation: General / Rebel Alliance / Mercenaries Skill: Starship Gunnery
Era: Clone Wars (Discontinued) Fire Control: 1D
Type: Heavy Courier Space Range: 60 Units; Atmosphere Range: 60 km
Scale: Transport, Maneuvers as Snubfighter Damage: 80 (8D)
Length: 19 meters Ammo: 8 Seeker Missiles
Skill: Space transports: HWK-290 light freighter The HWK-290 is a less known starship design that closely
Crew: 1 to 2 (Can Coordinate) resembles the performance characteristics of a Courier
Crew Skill: Typically 3D ship. It’s a cramped, utilitarian ship. The Hawk Light
Passengers: 2 (maximum, cramped) Freighter is a capable vessel that is a rare sight in the
Cargo Capacity: (5): 5 metric tons galaxy.
Consumables: 2 months (2,800 credit refuel)
Cost: 171,360 (New); 128,520 (Used Only) A relic of a bad marketing campaign, released at the wrong
Hyperdrive Multiplier: x2 time during a war. It saw some sales though typically at
Hyperdrive Backup: x12 the “used” price on showroom floors. Those that did pick
Nav Computer: Yes one up weren’t dissatisfied. It’s a damned good ship that
Maneuverability: +3 (2D) was ahead of it’s time. Old models are still available for
Space: 8 sale, though incredibly rare.
Atmosphere: 850 Km/H; 1,800 MPR Notes:
Hull: 101: 2 Locs: Fore & Aft; (4D+1) • Armor is +2 Points per D; Double Durability
Armor: 70; Ablation: 25 (1D) • The HWK-290 has performance characteristics more
Shields: 30 (2 Generators, 1D) in line with a Snubfighter, while not actually having
Sensors: that level of engineering complexity. It’s just a damn
Passive: 25/+2 good design.
Scan: 50/+5 (1D+2)
Search: 75/+8 (2D+2) • A design (19-29m) should warrant 95-145 Metric Tons
Focus: 3/+11 (3D+2) of space if the ship actually made sense to possess it. I
Maximum: 150/-32 pulled much of the capacity off the craft. I converted
Weapons: the performance of the craft to full snubfighter grade
as a result. I also bolstered the armor Ablation and
Medium Double Blaster Cannon (Fire-Linked) value (Cut the design down to 19m).
Fire Arc: Ventral Turret
Skill: Starship Gunnery • Auto Chef in bunk cabin and Refresher Booth
Fire Control: 2D • Dual Holo Transmitters on the Bridge (Holo HUDs)
Space Range: 1-5/10/18 • Suffers Armor Penalty to Maneuverability (-3)
Atmosphere Range: 100-500m/1km/1.8km

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Ghtroc 720 The Ghtroc 720 transport was designed and sold by Ghtroc
Industries, a corporation that went out of business as the
Craft: Ghtroc Industries class 720 Freighter Empire rose to prominence just after the Clone Wars. The
Affiliation: Rebel Alliance+ corporation’s assets would languish in bankruptcy for a
Era: Rise of Empire (still produced) number of years until an investment firm acquired them
Type: Light freighter and re-launched the corporation in the early days of the
Scale: Transport New Republic. They capitalized on the decentralization
Length: 35 meters that came when the Empire disintegrated and turned into
Skill: Starship Piloting warlords and opened up the galaxy to another light
Crew: 1, 2-3 can coordinate transport boom. The Ghtroc 720 is also notably one craft
Crew Skill: Typically 1D+2 of many associated with both the Rebel Alliance as a troop
Passengers: 0 (12 No Covert Shroud) transport and as a covert transport for high profile Rebel
Cargo Capacity: (75): 75 MT; (175: No Shroud) operatives in both the Rebel Alliance and New Republic.
Consumables: 2 months Luke Skywalker possessed a Ghtroc 720 with his X-Wing
(10,500 credit refuel standard/2,100 Shroud) snubfighter installed via the Covert Shroud package during
Cost: Standard 49,000; Covert Shroud: 67,000 the Thrawn Crisis.
(Used only) Covert Shroud
Hyperdrive Multiplier: x2 Snubfighter Concealment Suite
Hyperdrive Backup: x15 Function: Replaces Cargo with masked Snubfighter
Nav Computer: Yes Deployment: Destroys Freighter
Maneuverability: -12 (-6 No Shroud; 1D) Jamming: (Freighter detonates on Snubfighter deployment)
Space: 2 (3 No Shroud) +4DR penalty to opposed Tractor Beams, Fire Control and
Atmosphere: 800 Km/H; 1,110 MPR Sensor Suites to lock onto the deployed Snubfighter.
Hull: 90: 3 loc(s); (3D+2) Fore, Mid, & Aft Space Range: 3 Unit Radius around Freighter
Armor: 25 / Ablation: 15 (1D) • Proton Torpedo Launcher
Shields: 30 (1D, 3 Generators) Fire Arc: Aft
Sensors: Skill: Starship Gunnery
Passive: 15/0 (No Shroud +1) Fire Control: 3D
Scan: 20/0 (No Shroud +2) Space Range: 10 units
Search: 40/+3 (No Shroud +6/2D) Atmosphere Range: 20 km
Focus: 2/+9 (3D) Damage: +90 difficulty for up to three tractor beams
Maximum: 80/-30 (120/-30 No Shroud) Ammo: 3 Chaff Torpedoes
Weapons:
Double Laser Cannon (Fire-Linked) The Covert Shroud package is meant to obscure high
Fire Arc: Turret; Forward Dorsal priority targets in the employ of the Rebel Alliance / New
Crew: 1 Republic. It completely hides a fighter in a scanner
Skill: Starship gunnery resistant hold (Base target 90 to detect). Just prior to
Fire Control: 1D+2 (+2 if fired by the Pilot) deployment the aft mounted torpedo launcher
Space Range: 1-3/12/25 automatically fires deploying chaff based torpedoes into a
Atmosphere Range: 100-300/1.2/2.5 km tractor beam(s), adding layers of disruption to any re-
Damage: 40 (4D) acquisition of tractor lock and breaking any active lock(s).
Upon deployment, shaped explosive charges break the ship

446
apart and more chaff is thrown in all directions around the The Transport Version is the backbone of the Alliance
Freighter so as to make locking onto the Snubfighter Haulers. Capable of being retrofitted to carry up to 35
almost impossible. This will typically allow the pilot of Troops in addition to it’s Crew and Passengers.
the Snubfighter to jump into hyperspace. The Shroud Notes:
package is effective on all Snubfighters under 15 meters. • Suffers Maneuverability penalty from Armor (-3)

447
GR-75 Medium Transport attacks, but not so small that they aren't tempting targets
for capable warships. The best thing that can be said about
Craft: Gallowfree Yards: GR-75-Series them is that they are cheap. The Alliance got most of its
Affiliation: General / Rebel Alliance / New Republic medium transports direct from the manufacturer,
Era: Rise of the Empire Gallowfree Yards Inc., buying through third-party agents
Type: Bulk Transport for well below suggested retail price when Gallowfree
Scale: Corvette went bankrupt several years back. Rebel spacers insist the
Length: 90 meters Empire was fully aware the Alliance was buying the
Skill: Starship Piloting / Capital transports, but they let them purchase them anyway
Crew: 6, gunners: 4, skeleton: 3/+6 because they thought the ships would cause more grief
Crew Skill: Typically 1D+1 than good.
Cargo Capacity: (2,500*): 5,000 metric tons available Notes:
Consumables: 6 Months (21K credit Refit cost) • Corvette Crew, Passengers, Snubfighters & 3 Months
Cost: 482,800 (New); 362,100 (Used) of Fuel converted to Cargo (1,400 to 2,500).
Hyperdrive Multiplier: x4 • Use of modular cargo containment modules in the
Hyperdrive Backup: x20 Fore of the ship through the Midship allows the craft
Nav Computer: Yes to effectively double it’s cargo capacity. Loading a
Maneuverability: -22 (1D) Transport in this capacity can take days (between ½ -
Space: 2 12+ depending upon cargo load: ½ day = 200 MT
Atmosphere: 650 Km/H; 905 MPR using load lifters and cranes) as the Gallowfree
Hull: 220: 4 Locs (2D) Transport does not possess it’s own tractor beams to
Armor: 50/Loc; Ablation: 15 (L1) load the cargo. Using Tractor Beams, this process can
Shields: 105/Loc (1D) be cut down to hours (96,000 cr of tractor beams req =
Sensors: Eight 2D/2D Snubfighter Grade Tractor Beams).
Passive: 10/0
Scan: 25/+3 (1D) • Guns reflected at Snubfighter prices, no markup
Search: 40/+6 (2D) • Sensors = Transport Grade, reflected in the price.
Focus: 2/+9 (3D) • Armor plating of the craft is intentionally deficient,
Maximum: 80/-34 this was a design choice of Gallowfree Yards to cut
Weapons: material costs for the design and ease mass
4 Twin Laser Cannon Turrets (Fire-Linked) production. Effectively, the craft is easier to produce
Fire Arcs: 1 Fore, 1 Port, 1 Starboard, 1 Aft taking only ¾ the time to assemble compared to other
Crew: 1 fully re-enforced craft. There is also a design cost
Skill: Starship Gunnery savings of 6 points.
Fire Control: 1D
Space Range: 1-3/12/25 • With the resurgence of the Gallowfree Yards brand
Atmosphere Range: 100-300m/1.2/2.5 km from an investor in the Tapani sector the corporation
Damage: 40 (4D) has resumed sales of the craft new at the used price.
These transports are just large enough to be useful for The Rebel Alliance has yet to purchase even one, as
some fleet replenishment tasks - medicine, clothing, small they produce them in house without Gallowfree
arms, light equipment, food or fuel. Unfortunately, as the consent. The resurgent Gallowfree yards is
Alliance hasn't got many large craft, they are forced to supposedly pursuing legal actions against the Rebel
push these transports to their limits. Though not Alliance / New Republic. The Lawsuit has gained
specifically designed as such, medium transports can also little traction, regardless of the era and legitimacy of
carry passengers. A few have been converted into the New Republic.
miniature hospitals, communications centers, and so forth.
Medium transports are virtually helpless in battle. They
are slow, unwieldy, and very lightly armed and shielded.
They are small enough to be vulnerable to Snubfighter

448
MC60D Battle Cruiser The MC60D’s armament gives an Imperial I a run for it’s
money. What it lacks in raw armament, it makes up for in
Craft: Mon Calamari MC60D Star Cruiser redundant systems, armor and backup shields.
Affiliation: Rebel Alliance Weapons:
Era: Old Republic+ 52 Quad Turbolaser Batteries
Type: Mon Cal Warship Fire Arc: 13 Fore, 13 Port, 13 Starboard, 13 Aft
Scale: Battleship Crew: 2
Length: 1,000 meters Skill: Capital ship gunnery
Skill: Capital Ship Piloting Fire Control: 3D+1
Crew: 3,600, gunners: 150, skeleton: 2,250/+6 Space Range: 3-15/35/75
Crew Skill: Typically 3D Atmosphere Range: 6-30/70/150 km
Passengers: 3,600 (troops) Damage: (50) 5D
Cargo Capacity: (10,000): 61 metric tons available
Consumables: 4 years (113 Million Refit cost) 20 Quad Ion Cannon Batteries
Cost: 101 Million Credits (New); 75.8 Million (Used) Fire Arc: 8 Fore, 4 Port, 4 Starboard, 4 Aft
Hyperdrive Multiplier: x1 Crew: 2
Hyperdrive Backup: x7 Skill: Capital ship gunnery
Nav Computer: Yes Fire Control: 5D
Maneuverability: -21 (3D) Space Range: 1-10/25/50
Space: 7 Atmosphere Range: 2-20/50/100 km
Hull: 2,110: 4 Locs (7D) Damage: 40 (4D)
Armor: 350/Loc; Ablation: 60 (4D) 6 Tractor Beam Projectors
Shields: 1,510/Loc (5D) Fire Arc: 1 Fore, 2 Port, 2 Starboard, 1 Aft
*MC60D star cruisers have 3,010 Points of back-up Crew: 1
shields (10D). When shields are depleted they can shield Skill: Capital ship gunnery
instantly divert up to 300 points per round to bolster lost Fire Control: 3D
shielding (requires a 1FA Command to do so). Space Range: 1-5/15/30
Sensors: Atmosphere Range: 2-10/30/60 km
Passive: 50/+6 (2D) Damage: 50 (5D)
Scan: 70/+9 (3D) Tractor Defense: 5 Fore/10 Port&Starboard/5 Aft
Search: 150/+12 (4D)
Focus: 6/+15 (5D) Hangar Space: 48 Snubfighters & 10 other craft
Maximum: 300/-28 (transports, support ships, etc.)
These are hand built warships were designed for battle Ground Compliment: 1 Prefab Base, 12 T-47’s, 6 Hover
unlike the MC70’s and 80’s which are converted civilian Tanks, 2 Landing Barges
cruise liners. The MC60 is a venerable Mon Cal design Notes:
that has operated in the capacity of sector defense for their
home system for decades. It might be old but it’s quite a • The Craft is Ion Shielded at an equivalent rating to it’s
bit better than their current lineup of warships. The Armor Rating (L4) 200/Loc, which must be depleted
designer of the ships has long since expired, though the prior to ionization of the craft or any of it’s systems.
craft are still in limited production. The issue is getting the • The craft’s atmosphere is maintained at a “moist” level
high grade weaponry necessary for the craft’s main for the Mon Calamari crew. This can be
batteries is incredibly difficult. It’s why you see the MC 70 uncomfortable and even unsettling for many races
and 80’s paltry armaments, using whatever weapons the (it’s akin to swimming through high humidity).
Mon Cals could reasonably procure with Imperial lock-
downs in place on high tech and high lethality weaponry.

449
Rebel Assault Frigate Mk VI superstructure. The Rebel Alliance was able to make the
craft incredibly efficient (50% reduction in crew over an
Craft: Rendili / Republic Engineering: Assault Frigate inefficient craft and then some) and arm it appropriately.
Affiliation: Rebel Alliance / New Republic Earlier revisions suffered a rate of fire penalty on their
Era: Rebellion+ weapons due to insufficient power cores. This was
Type: Bulk Freighter/Frigate/Patrol Vessel corrected by the Mark V and VI designs. The craft
Scale: Cruiser resembles a Nebulon B2 Design. The Mark VI was in
Length: 700 meters many respects modeled after the Nebulon B2 refit for a
Skill: Capital Ship Piloting myriad of reasons, the foremost of them being the parts
Crew: 1,883, gunners: 119, skeleton: 1,217/+6 between the two designs could be interchanged for the
Crew Skill: Typically 2D+2 consumables and hangar sections of the craft.
Passengers: 1,782 (troops) Notes:
Cargo Capacity: (7,000): 48 metric tons available • For the sake of simplicity I have removed the other
Consumables: 2 years (29 Million Refit cost) designs. Please feel free to remove functionality as
Cost: 19 Million (New); 10.5 Million (Used) you see fit. I will list some nuances from the previous
Hyperdrive Multiplier: x2 revisions here.
Hyperdrive Backup: x12 • The Mark V is provisioned 35 craft to be docked at
Nav Computer: Yes any given time, however, it cannot enter into
Maneuverability: -19 (1D+2) hyperspace with any craft docked (don’t ask, just what
Space: 6 the fluff said).
Hull: 1,135: 4 Locs (5D) • The Mark I-IV have a rate of fire penalty on it’s
Armor: 275/Loc; Ablation: 45 (3D) Turbolaser Batteries due to insufficient power
Shields: 535/Loc (2D+1) distribution (again this didn’t make much sense to me
Sensors: because Turbolasers are essentially ammunition based,
Passive: 40/+3 (1D) firing by using Hyperbarides… Just referring to canon
Scan: 80/+6 (2D) fluff). The Weapons have a RoF: 1/3. I would say that
Search: 125/+9 (3D) the MK I-II would have a RoF: 1/3 and the MK III-IV
Focus: 5/+11 (3D+2) would suffer a RoF: ½ (to show advancement).
Maximum: 250/-31
• The Mark V only has 20 points of Armor Ablation, the
Weapons: Mark VI is a bit more shielded.
15 Laser Cannons
Fire Arc: 2 Fore, 5 Port, 5 Starboard, 3 Aft • Reduce the Space Speed of all Mark I-IV designs by 1
Crew: 1 • The 20 Mon Cal Turbolaser Batteries were first added
Skill: Starship Gunnery on the Mark V.
Fire Control: 2D+2 • The Mark I should retain the Starship Hangar of the of
Space Range: 1-3/12/25 the standard Dreadnought.
Atmosphere Range: 100-300m/1.2/2.5 km • All Models lose 1D of Armor
Damage: 50 (5D)
• All models lose 800 Metric Tons of Cargo Space due
20 Mon Cal Turbolaser Batteries to the design.
Fire Arc: 6 Fore, 7 Port, 7 Starboard, 5 Aft
Crew: 3
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 40 (4D)
15 Heavy Turbolaser Batteries
Fire Arc: 6 Fore, 7 Port, 7 Starboard, 5 Aft
Crew: 3
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 70 (7D); RoF: 1
Snubfighter Compliment: The Mark VI’s have a small
Internal hangar for 8 Snubfighters, 2 Assault Shuttles and 2
Transport Shuttles
The Rebel alliance came into to the possession of a number
of Dreadnought Cruisers and could not crew them, thus
they engineered themselves a way around the problem by
reducing the technical complexities of the craft & updating
them to modern standards at a loss of armor and

450
Neutron Star-class Bulk Cruiser marginal engine refit. Along with a handful of the most
easily acquired Capital Weapons from the old Dreadnought
Craft: Rendili Star Drive’s Neutron Star Bulk Cruiser series Cruisers. The durability of the ships have been
Affiliation: Rebel Alliance elevated to Dreadnought standards as well. These ships
Era: Clone Wars (Obsolete, still produced) would come to be the mainstay of Rebel Resistance
Type: Bulk Freighter/Frigate/Patrol Vessel Operations in the galaxy, often operating independently in
Scale: Cruiser Imperial held sectors and supporting Rebel cells and
Length: 600 meters destabilization efforts.
Skill: Capital Ship Piloting Weapons:
Crew: 1,883, gunners: 119, skeleton: 1,217/+16 40 Quad Laser Cannons
Crew Skill: Typically 1D+2 Fire Arc: 10 Fore, 10 Port, 10 Starboard, 10 Aft
Passengers: 1,782 (troops) Crew: 1
Cargo Capacity: (6,000): 48 metric tons available Skill: Starship Gunnery
Consumables: 2 years (29 Million Refit cost) Fire Control: 2D+2
Cost: 18.9 Million (New); 10.4 Million (Used) Space Range: 1-3/12/25
Hyperdrive Multiplier: x2 Atmosphere Range: 100-300m/1.2/2.5 km
Hyperdrive Backup: x12 Damage: 50 (5D)
Nav Computer: Yes
Maneuverability: -21 (1D) 25 Turbolaser Batteries
Space: 5 Fire Arc: 6 Fore, 7 Port, 7 Starboard, 5 Aft
Hull: 1,285: 4 Locs (5D+2) Crew: 3
Armor: 200/Loc; Ablation: 30 (2D) Skill: Capital ship gunnery
Shields:535/Loc (2D+1) Fire Control: 3D
Sensors: Space Range: 3-20/40/80
Passive: 40/+3 (1D) Atmosphere Range: 6-40/80/160 km
Scan: 80/+6 (2D) Damage: 50 (5D)
Search: 125/+9 (3D) 4 Tractor Beams
Focus: 5/+11 (3D+2) Fire Arc: 1 Fore, 1 Port, 1 Starboard, 1 Aft
Maximum: 250/-31 Crew: 1
Skill: Capital ship gunnery
These ships were based off the aging Old Republic Fire Control: 3D
Dreadnought Cruisers (much like how Lucherhulks Space Range: 1-5/15/30
became Trade Fed Battleships, just in reverse) and as such Atmosphere Range: 2-10/30/60 km
any such Cruisers found could be scrapped to refit these Damage: 40 (4D)
“Freighters”. The stats reflect the Rebel Alliance refit of Tractor Defense: 4 Fore/4 Port&Starboard/4 Aft
these craft using older Dreadnought components that were
widely available due to the sheer quantity of Dreadnoughts Snubfighter Compliment: 36 Snubfighters, 3 Transports
that exist in the galaxy (many sitting in mothball yards and Ground Compliment: 2 Landing Barges, Small Prefab
listing in space from countless battles over the millennia). Base, 12 T-47’s, 6 Hover Tanks.
The Rebels have added 10 Quad Laser cannons to fill in a
deficiency of point defenses on the Aft arc of the ship. The • Model has ½ the Armor that the Dreadnought has.
hangar has been expanded to house of to 36 Snubfighters Thought it is capable of supporting it. There is a cost
and 3 Transports. Consumables have been brought in line savings of 108K (and can be re-added for the same).
with the Dreadnoughts of old and they have received a

451
Quasar Fire-class Bulk Cruiser 2 Dual Heavy Turbolaser Turrets
Fire Arc: 2 Fore, 1 Port/Starboard (Chin Turret)
Craft: Modified SoroSuub Quasar Fire Bulk Cruiser Crew: 1
Skill: Starship Gunnery
Affiliation: Rebel Alliance
Fire Control: 3D
Era: Old Republic (Refit)
Space Range: 2-5/15/30
Type: Snubfighter Carrier
Atmosphere Range: 200-500m/1.5/3 km
Scale: Frigate
Length: 350 meters Damage: 80 (8D)
Skill: Capital Ship Piloting 5 Tractor Beams
Crew: 236, gunners: 27, skeleton: 157/+6 Fire Arc: 2 Fore, 1 Port, 1 Starboard, 1 Aft
Crew Skill: Typically 1D Crew: 1
Passengers: 140 (techs); 70 (troops) Skill: Capital ship gunnery
Cargo Capacity: (3,500): 36 metric tons available Fire Control: +15 (3D)
Consumables: 1 year (1.8 Million Refit cost) Space Range: 1-5/15/30
Cost: 3.2 Million (New); 2.4 Million (Used) Atmosphere Range: 2-10/30/60 km
Hyperdrive Multiplier: x2 Damage: 40 (4D)
Hyperdrive Backup: x12 Tractor Defense: 8 Fore / 4 Port&Starboard/ 4 Aft
Nav Computer: Yes
Maneuverability: -15 (1D) Snubfighter Compliment: 48 Snubfighters, 3 Transports
Space: 6
Hull: 505: 4 Locs (3D+2) These ships are Rebel Alliance refits of SoroSuub Quasar
Armor: 75/Loc; Ablation: 15 (1D) Fire Bulk Cruisers that were clandestinely donated to the
Shields: 235/Loc (1D+2) Rebel Alliance by the SoroSuub Corporation (after
Sensors: introduction of their Mark II models). The Rebels refit
Passive: 40/+4 (1D+1) them to act as carriers and armed them with whatever their
Scan: 80/+6 (2D) power systems could handle. Seeing as there was little
Search: 120/+7 (2D+1) actual space and hull area to place defenses, they opted for
Focus: 5/+10 (3D+1) a pair of Ultra Heavy Turbolasers that were salvaged from
Maximum: 240/-33 Trade Federation ships and placed a heavy chin turret, just
under the bridge for it’s only, meager, point defense. The
Weapons: craft relies heavily upon it’s Snubfighter compliment for
defense overall. This is an effective carrier, that is cheap to
2 Ultra Heavy Turbolaser Cannons maintain and field overall. It’s limited armament is
Fire Arc: 1 Fore/Port; 1 Fore/Starboard
formidable enough to deter pirates and smaller Imperial
Crew: 8
craft, however, any prolonged engagement will surely see
Skill: Capital Ship Gunnery
the craft destroyed.
Fire Control: 2D+2
Space Range: 4-20/47/98 • ½ Armor on Civilian Capital Ships
Atmosphere Range: 8-40/94/196 km
Damage: 150 (ea)
Ammo: 80 per gun

452
Corellian CR90 Corvette 6 Double Laser cannons
Fire Arc: 1 Fore, 2 Port, 2 Starboard, 1 Aft
Craft: Corellian Engineering Corporation CR90 Crew: 1
Skill: Starship Gunnery
Affiliation: Rebel Alliance/General/Empire
Fire Control: 3D
Era: Rise of Empire+
Space Range: 1-3/12/25
Type: Mid-sized multi-purpose vessel
Atmosphere Range: 100-300m/1.2/2.5 km
Scale: Corvette
Length: 150 meters Damage: 50 (5D)
Skill: Capital Ship Piloting Escape Craft:
Crew: 51, gunners: 18, skeleton: 34/+3 Faberstien-Lago 37s emergency escape pods
Crew Skill: Typically 2D (8, ventral)
Passengers: 45 (troops) Armed Faberstien Maximum capacity life ships
Cargo Capacity: (1,500): 1,422 metric tons available (4, dorsal)
Consumables: 6 Months (24K Credit Refit cost)
Cost: 2.2 Million (New); 1.65 Million (Used) Docking Bays:
Hyperdrive Multiplier: x2 Ventral Snubfighter-scale landing bay, up to 4 Snubfighters
Hyperdrive Backup: x12 can be carried and launched one at a time. Also possesses
Nav Computer: Yes 2 Universal docking collars, 1 Port and 1 Starboard.
Maneuverability: -9 (2D)
Space: 7 The galactic standard for a counselor’s ship. It can
Atmosphere: 950 Km/H (can land on planet); 1,320 MPR perform well as a screening vessel, a light combatant vs
Hull: 430: 4 Locs (4D) pirates (many of these ships are owned by pirates) and a
Armor: 80/Loc; Ablation: 30 (2D) heavy courier. The Rebel Alliance fields several custom
Shields: 210/Loc; Mitigation: 10 (2D) models of this ship. Some of the modifications expand
Sensors: upon the mid section of the hull structure and formalize
Passive: 40/+3 (1D) either 1 or 2 Snubfighter launch bays (Port or Starboard or
Scan: 80/+6 (2D) both depending upon the resources available at the time of
Search: 100/+9 (3D) construction), turning the ship into a micro carrier. Each
Focus: 5/+12 (4D) launch bay adds an additional 1,000 Metric Tons of Cargo
Maximum: 200/-31 space to the vessel and each additional raises the Hull code
of the ship by 1D. Each hangar allows the ship to carry 4
Weapons: additional Snubfighters (Each Hangar costs 120,000 credits
6 Double Turbolaser Batteries and subtracts 400 Metric tons from cargo). As with most
Fire Arc: 2 Fore/Port/Starboard, 1 Fore/Port, 1 Fore/ Corellian vessels, this ship is rather modifiable and flexible
Starboard, 1 Aft/Port, 1 Aft/Starboard for multiple roles. Apply the standard bonuses that
Crew: 2 Corellian Freighters receive to this ship for the purposes of
Skill: Capital Ship Gunnery customization and repair.
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 600m-30/70/150 km
Damage: 44 (4D+2)

453
Corellian Gunship 8 Quad Laser cannons (Fire-Linked)
Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft
Craft: Corellian Engineering Corporation DP20 Crew: 1
Affiliation: Rebel Alliance/General/Empire Skill: Starship Gunnery
Era: Rebellion+ Fire Control: 3D+2
Type: Mid-sized screening warship Space Range: 1-3/12/25
Scale: Corvette Atmosphere Range: 100-300m/1.2/2.5 km
Length: 120 meters Damage: 60 (6D)
Skill: Capital Ship Piloting 4 Concussion Missile Tubes
Crew: 40, gunners: 36, skeleton: 27/+3 Fire Arc: 2 Fore, 2 Aft
Crew Skill: Typically 1D Crew: 3
Passengers: 36 (troops) Skill: Capital Ship Gunnery
Cargo Capacity: (1,200): 872 metric tons available Fire Control: 3D
Consumables: 5 Months (20K Refit cost) Space Range: 120 Space Units
Cost: 4.5 Million (New); 3.4 Million (Used) Atmosphere Range: 240 km
Hyperdrive Multiplier: x2 Damage: 90 (9D)
Hyperdrive Backup: x12 Ammo: 15 per Launcher (3 Reloads in storage)
Nav Computer: Yes
Maneuverability: -8 (2D+1) Escape Craft:
Space: 8 Faberstien-Lago 37s emergency escape pods
Atmosphere: 1,000 Km/H (can land); 1,390 MPR (8 ventral, 4 dorsal)
Hull: 430: 4 Locs (4D) Armed Faberstien Maximum capacity life ships
Armor: 90/Loc / Ablation: 35 (2D) (2 dorsal, 2 ventral)
Shields: 255/Loc (2D+1) Docking Bays:
Sensors: 2 Universal Docking Collars & a small ventral craft bay
Passive: 40/+5 (1D) capable of housing 4 Snubfighters & 2 Shuttles, deploy-
Scan: 80/+10 (2D) able 1 at a time.
Search: 100/+15 (3D)
Focus: 5/+20 (4D) These ships are pure military vessels. Capable of directly
Maximum: 200/-25 acting as screening & picket ships, pocket warships and
sector patrol vessels. Very few of these have fallen into
Weapons: pirate hands due to their effective and deadly nature.
8 Double Turbolaser Batteries These small ships are quite formidable for their size. They
Fire Arc: 2 Fore/Port/Starboard, 1 Fore/Port, 1 Fore/ lack the Ventral docking bay that their Cousin the Corellian
Starboard, 1 Aft/Port, 1 Aft/Starboard, 2 Aft/Port/Starboard Corvette has, having only a universal docking collar in it’s
Crew: 2 place. The interior tends to be a bit more cramped than the
Skill: Capital Ship Gunnery Corellian Corvettes and are more akin to being a crewman
Fire Control: 4D on a 20th Century submarine.
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km Notes:
Damage: 50 (5D) • Additional Armor +1 Pip

454
Liberator Cruiser Damage: 50 (5D)
20 Concussion Missile Launchers
Craft: SoroSuub Liberator Fire Arc: 5/Arc
Affiliation: Empire / Rebel Alliance / New Republic Crew: 2
Era: Rebellion+ Skill: Capital ship gunnery
Type: Line Warship Fire Control: 3D
Scale: Battleship Space Range: 120 Space Units
Length: 1,040 meters Atmosphere Range: 240 km
Skill: Capital Ship Piloting Damage: 90 (9D)
Crew: 4,680, gunners: 190, skeleton 3,120/+15; Ammo: 15 Missiles/Launcher (3 reloads in storage)
Crew Skill: Typically 3D Flack Defense: -20 Ammo = 28 Units Destroyed
Passengers: 3,744 (troops)
Cargo Capacity: (10,400): 20 metric tons available 24 Quad Laser Cannons (Fire-Linked)
Consumables: 4 Years (132.7 Million Refit cost) Fire Arc: 6/Arc
Cost: 101 Million (New); 75.8 Million (Used) Crew: 1
Hyperdrive Multiplier: x1 Skill: Starship Gunnery
Hyperdrive Backup: x10 Fire Control: 3D+2
Nav Computer: Yes Space Range: 1-3/12/25
Maneuverability: -26 (1D+1) Atmosphere Range: 100-300m/1.2 km/2.5 km
Space: 7 Damage: 50 (5D)
Atmosphere: 1,000 Km/H (can land); 1,390 MPR 6 Tractor Beam Projectors
Hull: 2,110: 4 Locs (7D) Fire Arc: 3 Fore, 1 Port, 1 Starboard, 1 Aft
Armor: 350/Loc / Ablation: 60 (4D) Crew: 1
Shields: 1,110/Loc (3D+2) Skill: Capital ship gunnery
Sensors: Fire Control: 3D
Passive 50/+3 (1D) Space Range: 1-5/15/30
Scan 100/+6 (2D) Atmosphere Range: 2-10/30/60 km
Search 150/+9 (3D) Damage: 40 (4D)
Focus 5/+11 (3D+2) Tractor Defense: 12 Fore/4 Port&Starboard/4 Aft
Maximum 300/-31
Weapons: Expanded Fighter Complement: 72 Snubfighters, 4
60 Quad Turbolaser Batteries Transports/Assault Ships, 4 Shuttles
Fire Arc: 20 Fore, 20 Fore/Port/Aft, 20 Fore/Starboard/Aft Standard Ground Compliment: 12 T-47’s, XT-130’s, 1
Crew: 1 Prefab Garrison, 6 Light Artillery Emplacements, 3
Skill: Capital ship gunnery Landing Barges
Fire Control: 4D
Space Range: 3-25/50/75 The Liberator is designed to be a match for an Imperial I
Atmosphere Range: 6-50/100/150 km Star Destroyer. This is one of the most formidable craft
Damage: 60 (6D) that the Rebels have managed to acquire for their war
efforts. Sullust tends to sneak one of these ships to the
60 Quad Ion Cannon Batteries Rebel Alliance every year. In addition to the ships that
Fire Arc: 20 Fore, 20 Fore/Port/Aft, 20 Fore/Starboard/Aft other conglomerates purchase on behalf of the Rebels.
Crew: 1
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km

455
Nebulon-B Frigate Atmosphere Range: 100-300m/1.2 km/2.5 km
Damage: 40 (4D)
Craft: Alliance Engineering: Nebulon-B (KDY) 2 Tractor Beam Projectors
Affiliation: Empire / Rebel Alliance / General Fire Arc: 2 Fore/Port/Starboard (turrets)
Era: Rise of Empire+ Crew: 1
Type: Escort Starship Skill: Capital ship gunnery
Scale: Frigate Fire Control: +15 (3D)
Length: 300 meters Space Range: 1-5/15/30
Skill: Capital Ship Piloting Atmosphere Range: 2-10/30/60 km
Crew: 405, gunners: 54, skeleton: 270/+20 Damage: 40 (4D)
Crew Skill: Typically 2D Tractor Defense: 8 Fore, Port & Starboard
Passengers: 180 (troops)
Cargo Capacity: (3,000): 44 metric tons available Snubfighter Complement: 1 Squadron + 2 Other Craft +
Consumables: 1 year (2.5 Million Refit cost) 1 Universal, External Dock (Anything up to, and including
Cost: 5 Million (New); 2.84 Million (Used) a Corvette can dock)
Hyperdrive Multiplier: x2 Ground Compliment: 8 Military Air Speeders, 1 small
Hyperdrive Backup: x12 prefab base, 4 Med Hover Tanks, 4 Armed Speeders, 1
Nav Computer: Yes Landing Barge
Maneuverability: -12 (1D + Stripped Hull +3)
Space: 4 The Nebulon-B Frigate that the Rebel Alliance fields is
Atmosphere: 800 Km/H (cannot land); 1,105 MPR actually a castoff hull from the failed prototype run of craft
Hull: 510: 102/102/102/102/102; 4 Locs (3D+2) that lead to the development of the Imperial Nebulon B
Armor: 60/Loc; Ablation: 5 (L1) Model. The initial design was plagued by a design flaw
Shields: 280/Loc; Mitigation: 10 (2D) that made it’s primary magazine susceptible to detonation.
Sensors: This was remedied by removing the hangar section that
Passive 40/0 made up a large part of the “neck” of the craft. These
Scan 75/+3 (1D) defective, cast off designs eventually made it into Rebel
Search 150/+9 (3D) Alliance hands either from directly raiding KDY or from
Focus 4/+14 (4D+2) being dumped on the black market by KDY themselves.
Maximum 300/-31 A number of the Imperial Nebulon-B designs also made
their way into the possession of the Rebel Alliance as well.
Weapons: This is due to the Empire not fielding enough of their,
12 Turbolaser Batteries specific, re-design of the craft and KDY having over
Fire Arc: 6 Fore, 3 Port, 3 Starboard produced in expectation of the craft being purchased in
Crew: 1 accordance with Imperial contracts that were cut in favor
Skill: Capital ship gunnery of enhanced production of Imperial Star Destroyers. These
Fire Control: 2D craft would be discovered stripped down to bare
Space Range: 3-25/50/75 superstructure and completely cannibalized of many ship
Atmosphere Range: 6-50/100/150 km systems. The Rebel Alliance’s enterprising engineering
Damage: 40 (4D) division would then refit these craft to Rebel Standards.
The Rebels would actually end up building the craft as
12 Laser Cannons (Fire-Linked)
pictured here and revising it over it’s life cycle.
Fire Arc: 3/Arc
Crew: 1 Notes:
Skill: Starship gunnery • Stripped Hull: Chassis carries 1D Armor only
Fire Control: 2D
Space Range: 1-3/12/25

456
Mon Calamari MC80 Star Cruiser Damage: 40 (4D)
20 Ion Cannon Batteries
Craft: Mon Calamari MC80 Fire Arc: 8 Fore, 4 Port, 4 Starboard, 4 Aft
Affiliation: Rebel Alliance Crew: 2
Era: Rebellion+ Skill: Capital ship gunnery
Type: Star cruiser Fire Control: 4D
Scale: Battleship Space Range: 1-10/25/50
Length: 1,200 meters Atmosphere Range: 2-20/50/100 km
Skill: Capital Ship Piloting Damage: 33 (3D+1)
Crew: 5,400, gunners: 142, skeleton: 3,600/+9
Crew Skill: Typically 3D 6 Tractor Beam Projectors
Passengers: 4,320 (troops) Fire Arc: 1 Fore, 2 Port, 2 Starboard, 1 Aft
Cargo Capacity: (12,000): 36 metric tons available Crew: 1
Consumables: 4 years (152 Million Refit Cost) Skill: Capital ship gunnery
Cost: 34.3 Million (New); 25.7 Million (Used) Fire Control: 3D
Hyperdrive Multiplier: x1 Space Range: 1-5/15/30
Hyperdrive Backup: x9 Atmosphere Range: 2-10/30/60 km
Nav Computer: Yes Damage: 40 (4D)
Maneuverability: -24 (2D) Tractor Defense: 4 Fore/8 Port&Starboard/4 Aft
Space: 6 Hangar Space: 60 Snubfighters, 4 Transports, 8 Support
Hull: 1,810: 4 Locs (6D) Ships
Armor: 200/Loc; Ablation: 30 (2D) Ground Compliment: 2 Prefab Bases, 20 Fixed Artillery,
Shields: 910/Loc (3D)
*MC80 star cruisers have 1,820 Points of back-up shields 24 Air Speeders, 8 Medium Hover Tanks, 12 Speeder
(6D). When shields are depleted they can shield instantly Bikes, 3 Landing Barges
divert up to 455 points per round to bolster lost shielding These are converted luxury liners and it shows…
(requires a 1FA Command to do so). Completely refit and eventually formalized as a warship
Sensors: line with the MC80B much later. These ships are mass
Passive: 40/+3 (1D) produced about as fast as the Mon Cal shipwrights can spit
Scan: 60/+6 (2D) them out. They’re big, so they can take some punishment
Search: 120/+9 (3D) and even more so thanks to Mon Calamari Backup Shield
Focus: 4/+12 (4D) technology. They need all the durability they can get,
Maximum: 240/-31 because they are quite weak for line ship combatants in the
Weapons: firepower department. The weapons were designed to be
48 Light Turbolaser Batteries easily procured and assembled, an important thing with the
Fire Arc: 12 Fore, 12 Port, 12 Starboard, 12 Aft Empire locking down the galaxy and cutting off trade
Crew: 2 routes that would otherwise provide them with the proper
Skill: Capital ship gunnery components to arm them better. All components are built
Fire Control: 3D and assembled at their home shipyard.
Space Range: 3-15/35/75 • Civilian Capital Ships have ½ Armor
Atmosphere Range: 6-30/70/150 km

457
Rebel Landing Barge
Craft: Alliance Engineering: Drop Shuttle
Affiliation: Rebel Alliance
Era: Rebellion+
Type: Cargo Barge
Scale: Corvette
Length: 100 meters
Skill: Capital ship piloting
Crew: 4, skeleton: 2/+9
Crew Skill: Typically 2D
Passengers: 165 (troops)
Cargo Capacity: (1,000): None available
Consumables: 5 Days (8.5K Refit cost)
Cost: 36K (New); 27K (Used)
Hyperdrive Multiplier: None
Hyperdrive Backup: None cruiser. The Rebels used the Interdictor’s deployed gravity
Nav Computer: None well cone to launch and position the cargo pods, opening
Maneuverability: -15 them their contents of repulsor tanks opened fire on the
Space: 2 unsuspecting Interdictor cruiser and destroyed the bridge.
Atmosphere: 200 Km/H (can land); 280 MPR While the troop contingent pods latched onto the
Hull: 115: 4 Locs (1D) Interdictor’s hull and disgorged scores of armored space
Armor: 50; Ablation: 15 (1D) troopers that took the ship via boarding operations. This is
Shields: 115 (1D) a rare instance where the Rebels actually captured an intact
Sensors: Imobilizer Interdictor Cruiser more or less in tact. While
Passive: 20/0 the example is an extreme one it is a testament to the
Search: 40/+3 (1D) flexibility that the Rebel Landing Barge possesses. In
Maximum: 80/-37 many operations these barges are simply dropped in
Barge Size: 4 Units per barge system and make their way to their target stellar body and
Barge Capacity: 4 Units of ground forces & 165 deploy safely due to their visual similarities to bulk
Troops/ea freighters. Savvy crew members can use comm and sensor
spoofing electronic warfare to make the craft more closely
The Rebel Landing Barge is an interesting craft, highly resemble a standard bulk freighter at range. The tactic
modular and generally sits in hangars disassembled. The often works, though when it does not it generally spells
Barge breaks into 5 pieces, the core of the ship and 4 stack- disaster for the crew and troopers contained within.
able cargo containers and can be stowed vertically to Notes:
maximize space on any ship. It heavily resembles a Bulk • Striking visual similarities to a standard Bulk freighter
Freighter, that’s no surprise as it essentially copied the core (even though it is roughly 200 meters too short).
design and adapted it to a much smaller ship. The cargo Visual inspections are likely to see the ship as a
pods themselves have four integral repulsorlift units to civilian hauler and nothing more. +3 DR to all visual
allow them to detach and deploy forces in the presence of scans to determine the military nature of the craft.
any gravity well. They do not require atmosphere to • +3 to all Sensor Spoof tests to make the craft appear
deploy, merely the presence of any gravity well. In one (on sensors) as a civilian Bulk Freighter (based off the
instance a Rebel landing barge was in proximity to an craft’s own Search Suite Bonus and range).
Imperial Interdictor Cruiser with no support ships, it was • ½ Armor on Civilian Vessels
deployed well out system and the craft lumbered in on
sublight drives. The Imperials mistook the craft for a bulk

458
One Man’s Rebellion
The enemy was fully routed, the Alliance to
Restore the Republic’s remaining warship had
disintegrated under the withering fire of Captain
Rial’s Imperial I Star Destroyer. He watched
from the command deck of the bridge as his
adversary fell back, deeper in system, in total
disarray. “Status Report” he called out,
moments later the XO of his ship responded.

“Sir, it’s not good. The Alliance forces managed


to shatter our sector fleet. Reports are still
compiling but it appears that we are the last
intact Star Destroyer.” Pausing for a moment to
tally data that just appeared on his data pad. “It
looks like we might have a couple picket ships
left out there.

Captain Rial didn’t waste time “scramble rescue


teams, lets get as many of our people into that
battlefield as we can and start providing aid to
survivors... On both sides.”

“Sir, our orders specify...” The XO began

“Damn those orders. I am the sector fleet generators time to recharge before re-engaging.
commander now, I am countermanding the
standing orders. Launch rescue teams “The med bays are overflowing with Alliance
immediately. Let us salvage what we can, save scum.” The XO began right before Rial cut him
who we can and we will be extending triage and off.
decency to any prisoners of war we pull in as
well.” He was a Republic XO during the Clone “Do I need to relieve you of command?
Wars and he’d never seen such a wanton Commander Mason, those people in our med
disregard for the value of life. This Empire bays are no different than you and I. They just
might very well be the death of him. happen to be on the wrong side of the political
fence. Had they been closer to the core worlds,
After several hours of scouring the battlefield the like Coruscant, they could very well be related to
Imperial I’s Triage crews managed to save more us. We could be fighting our relatives. Treat
Alliance personnel than Imperials. The fighting them accordingly, or at the very least, keep your
had been savage with the Alliance employing opinions to yourself.” The New Order’s doctrine
over a dozen vintage Trade Federation Warships for dealing with traitors was to offer no quarter.
in addition to a smattering of other craft. That However, the Imperial doctrine also advocated
hodgepodge fleet that they had managed to leaving one’s own troops to die in favor of
assemble had been formidable enough to pursuing and crushing the opposition. There
essentially destroy an entire Imperial Sector Fleet would be time enough for that, the Alliance
consisting of no less than five Imperial I and forces had a stricken MC-75 that Rial had holed
seven Victory II star destroyers. Rial had himself. The craft was bleeding fire and
managed to survive the grinder by effective use personnel, limping deeper into the Allied Tion
of tactics and good decisions, in addition to using Sector and taking with it a smattering of
the “terrain” of the battle to his advantage. snubfighters and battered picket ships.
Using his tractor beams to pull a number stricken
vessels and debris to shield his fire arcs from Rial’s decision paid off, due to his compassion
incoming ordinance and allowing his shield for saving lives he was able to recover enough

460
pilots and material to field a full seventy two disrepair and disarray over the thousands of
craft, just not all TIE craft. He would be fielding years of it’s existence and fragmented into
a number of recovered Alliance craft in his final squabbling political entities that could barely
push into the system. They would require every elevate the sector out of it’s nearly perpetual
trick they could field to prevail, alone. decline into irrelevance. That’s what the
Empire’s official doctrine would have you
In these “early” days of the Empire, when the believe. While Rial had lived and fought for the
regime still had a number of old guard from the Core Worlds for longer than he could recall, his
Republic fighting for them, there were still family’s descendants had come from the area and
lingering sentiments of the Galactic Republic. they had raised him on a very different set of
Most Republic officers instantly received a wondrous tales. They were stories that had
commission in the fledgling Galactic Empire, driven him to become a naval officer and see the
some retired, others rose against it and were galaxy. The tales of Xim the Despot and other
crushed. Captain Rial was hardly old, having cut whispers of something deeper, gathering in the
his teeth on command during the Clone Wars and darkness of space and the hearts and minds of
being promoted from an Ops officer to the people of the sector. Rumors of a movement to
position of XO when the XO of his old command reunite the sector under a common banner and
died in a gruesome engagement that destroyed ideology, like the days of old.
one of the bridge sections of the Venator he was
stationed on. He was young, maybe no more He had no doubt that the rumors were true,
than eighteen. At the beginning of the Galactic however, the Alliance would find no safe harbor
Empire Rial was no more than twenty seven here. That dream of re-unification was a long
years old. Promoted to command his own Star game. It might not even happen in his lifetime.
Destroyer due to distinguished service and The Alliance would be easy to track through the
unflinching loyalty during the regime change. sector, as traffic here was minimal due to the
Now, at thirty two he still held onto a few things decline of the region by Imperial doctrine and
that had made him a controversial choice for any directives. The Imperials have a sector garrison
assignment. His compassion and overall sense here and the sector is patrolled, more so around
of decency. Not to mention his decisions to the heavily guarded Lianna system where Sienar
deploy all tools available to him at any given Fleet Systems (the creators of the TIE Series
time. among other warships) is based. The overall
system was, possibly, less actively patrolled than
Almost any other Imperial Commander he was it should be. It consisted of hundreds of systems
aware of would have let good men and women in it’s expanse, many of them had been deemed
die in the cold of the battlefield around him. inhabitable from eons old battles. Patrolling that
Most would have immediately pursued the territory would be nothing short of a nightmare
Alliance forces and finished the engagement, but nonetheless, the Alliance forces would keep
possibly to their own demise. While Rial took away from populous centers and they would
the time to lead his damage crews to patching his likely flee to the “Ash Worlds”, a massive slice
ship, repairing relays and weapons and salvaging of space that had been bombarded with primitive
the battlefield of anything functional. Including nuclear weaponry when the Hutt Empire pushed
a squadron of Z-95 and other snubfighters that back against Xim the Despot’s. There were
could still be fielded with minimal repairs, the countless civilizations there, locked in perpetual
pilots had been either cooked in their seats with nuclear winter and ash clouds that never cleared
capital Ion Cannon fire or had taken cockpit the skies. Once again, that was not the case for
damage. all the worlds in the area. It had been some thirty
thousand years since they had been bombarded
The Allied Tion sector was hardly what Rial and many systems likely began recovering or had
would call Allied, and definitely not affiliated already recovered. Either their local populace
with the Alliance to Restore the Republic. It was was alive or they were inhabited by stragglers,
an ancient sector located in the outer rim that pirates and anyone wishing to flee organized
was barely holding it together. One that had a tyranny...er...governance.
long and storied history that reached back across
over thirty millennia. Having falling into “Repairs are done, sir. We have provided

461
medical attention to all the captives and our own pursued and eradicated the Alliance forces?”
forces. We have a pair of Corellian Corvettes for “No problem at all, sir. We are about to do just
point duty, one Alliance vessel that’s actually that right before you called.” Rial responded
been retrofitted as a light carrier and one of our comfortably.
own. There is also a Carrack Cruiser that we
were able to restore to power and patch up, it’s “It has come to my attention that you are not
crew was largely intact and it is ready to get following the directives of the Sector Admiral.”
underway. The local Imperial Garrison has also Yularen stated flatly.
lent us a pair of Bayonet Cruisers to help us, they
should be here in a few hours.” The Second “You are correct, and the reason for that is two
Officer responded from her ops station. fold. One, Sector Admiral Ry’Wal is dead. His
flagship was nearly the first to be destroyed due
Rial looked around, his XO was nowhere to be to poor tactical placement and overall
found. “Second, locate the XO” Rial called out. uninspiring leadership. Two, I am the sole
ranking member of the fleet left and I took
Moments passed “Sir, Commander Mason is in command of the battle. We defeated a superior
the Holo Communication Chamber. Outgoing Alliance fleet group. One that was outnumbering
communication to Imperial Command.” His our remaining forces until I afforded us the time
Second Officer responded. to repair, salvage and rescue survivors of the
battle. Have I been relieved of command sir?”
“Communication to my terminal, number two.” Rial stated and then asked at the last.
He stated as he moved to his command chair and
pulled up the feed. “Not yet, Captain. However, serious charges
have been levied against you for your treatment
“Aye, Sir.” She responded of Alliance forces.” Yularen responded

The transmission that played out was something “I assure you, Admiral, my treatment of them
Rial had expected. His XO was an official upholds the highest standards for the capture and
member of the New Order. Someone’s child that treatment of prisoners of war. They have been
was playing at war, promoted into that position afforded all the standard attention that our station
without the knowledge or functional experience and duty requires. Not to mention I have
to warrant it. He was outing the Captain as a captured several valuable officers that will
Traitor to the New Order. “The Death of Me...” provide intelligence that we would not otherwise
Rial shook his head have obtained.” Rial was holding down his
disgust, his second remained silent while
“Sir?” his Second asked, he didn’t respond. “Sir, clenching her hands at her back.
there is an urgent message from Imperial
Command for you” She stated moments later. Yularen studied Rial for a moment “Very well,
you have new orders. You are to hunt down the
“Of Course there is... In my ready room, Number Alliance forces, destroy them and then shell any
Two, accompany me.” She rose from her world they take refuge on from orbit. Leave
position and looked at the command chair and none alive. Interrogate your prisoners, then” he
then Rial spoke up “Tactical, you have the Con”. paused for a moment “publicly execute them or
She followed him to his ready room without a space them.”
word.
“Affirmative Admiral, is that all?” Rial was
In his ready room he called up the holo boiling over and barely containing it.
transmission. The image of Admiral Wullf
Yularen flickered and then snapped into “Yes, Captain, that is all.” Yularen said and then
existence. The ready room was fully provisioned faded from the holo as her terminated the
to be a tactical planning holo chamber and connection.
allowed everyone to see one another as if they
Moments of silence followed “Sir, you’re not
were standing across from one another. “Is there
going to..” His Second began
a problem Captain Rial? Why haven’t you

462
“Of course I’m not going to kill unarmed With a smug look on his face Mason said “You
combatants. But we are fucked. Miriam, I want wanted to see me Captain.”
you to gather all the crew loyal to us. The ones
that you know are disgusted with what’s going Rial shook his head, the sharp report of a heavy
on. Quietly. I want you to begin a troop rotation blaster resounded twice. Both of his XO’s
with the Carrack Cruiser and replace their crew bodyguards dropped to the floor, one shot in the
with our people. You will go over to assume the groin and the other the gut. Rial had fired from
XO position and await me, or assume command under his desk, and the holo imagery concealed it
if I don’t make it.” It was a tense delivery, all. The XO was horrified, the shock so evident
carrying with it all the weight and circumstance that he was fumbling to draw his sidearm.
between two officers of the line that implicitly
trusted one another. Yes, this was treason and “You’re insane! Guards! You will be executed
mutiny. However, he could see the decision for this!” Finally pulling the safety off his
resonate within her as well. Without a word she holster clasp.
saluted him, spun on heel and left the room on
task as ordered. Loyalty such as that was a rare Rial stood, walked over to both downed men and
sight in this new Empire. placed a shot into each of their heads at close
range. Finishing off the second right as his XO
Rial had served with Miriam, she was with him fired. Rial grimaced, then twisted and responded
near the end of the Clone Wars. Having served in kind. Mason’s blaster slipped from his hand
in some of the fiercest battles of the time. She as he began grabbing his stomach and dropping
was his choice for XO, but he was to the floor. “Mason, you need to understand the
countermanded by Mason’s political positioning death sentence that you have condemned our
in the Empire. The XO that he received was a prisoners to, as well as, a sizable part of our
hard line, New Order, prick. A no talent hack crew. I want you to know that fear.” Rial placed
that preferred to push his importance around and his foot over his XO’s hand that had moved to
came as a package deal with a pair of civilian reclaim his weapon and stomped down hard, the
bodyguards. The bodyguards were used as bones in his hand snapping audibly as he
Mason’s personal terror squad to get outcomes screamed again...
he wanted. That would end today.
“Guards!!!” The XO screamed and then began to
The carrack was his choice because he could whimper.
crew the ship, in it’s entirety with crew he
trusted. The Imperial I would end up being their “In space, no one can hear you scream. It’s the
grave if if they attempted to retain power on it. same here our ready room, I have the sound
He needed to get his people out, and the means dampening at maximum and a white noise field
to do that would be no less treasonous than what operating at a wavelength that neutralizes audio
he had already been accused of. He and most of beyond a couple meters in the room. You can
those loyal to him would either be executed or scream all you want, no one is coming for you.
eventually locked away in a black site No one cares.” Rial responded coldly.
somewhere where the Empire would
conveniently write them off. “You, your family and all you hold dear will...”
The statement was cut short by the report of
“Bridge, XO to my ready room.” It took a bit Rial’s heavy blaster pistol. Mason dropped, his
and while his XO delayed, Rial arrayed the forehead bearing a smoking hole through it.
chamber with a number of artifacts from the
Tionese Cluster in the holo display. Also all the “My family died in the Clone Wars, idiot. The
information the Empire had about the sector on only family I have are those loyal to me... And
full display in the room, easily concealing what neither you, nor the Empire, will be taking them
Rial was doing, with his hands. The door opened from me today.” Rial walked past Mason’s body,
and his XO walked in with his personal hit squad staggering to his table and leaning on it heavily.
of two thugs, Rial closed the door with a flip of a He was bleeding from an abdominal wound from
switch. Mason’s blaster. Thankfully, it wasn’t a heavy
blaster like his or he might very well have joined

463
the bodyguards on the floor. Grabbing a medpac, Corvette and will handle their transfer orders
he attended to the wound and then pulled on personally.”
another jacket, discarding the one with the
blaster hole in it. Rial’s final task was a grim one. One in which
he had to use all his vast training to access.
He paused for a moment, fully letting the events Passing between decks on a private Turbolift, he
of his life hit him. There was a slight shudder to reached the computer access terminals that few
his frame, as he allowed himself a half choked up in the Empire were aware existed. He had
sob to roll forth. He had a brother who was discovered the same kind of access terminal on
taken from him during their child hood. One he the Venator he once was posted to. It was a
had reconnected with over the years of the Clone place where his command codes could detonate
Wars. He had become a Jedi and that act had the ship. If they were going to escape, this was
elevated his family and allowed him to rise out the only way. Punching in the codes and sending
of the poverty they grew up in, to attend the the command override, he locked the terminal
Cardiaan Naval Academy. His brother was and made his way to the Corvette. Without a
brutally executed for being a “Traitor” against word he boarded the ship, and left with it.
the Republic. Joining the Carrack Cruiser, the two ships pulled
away from the battle site.
In the chaos of the final shots of the Clone Wars,
the actual news would not reach his eyes and His orders had the Imperial Corvette Dock for
ears until it was too late. He had pieced together refit and to pull the Bayonet Cruisers in close.
the events that led to the death of his brother, The Bayonets, having just arrived, did as ordered
over the years. None of it made sense until now. right as the Imperial I lit up like a festival of
He felt that the Empire had killed him because he lights and then detonated, taking all three of the
was a threat to the New Order, he just couldn’t ships with it. The Carrack and the Corvette
prove it. It just hadn’t really registered until the entered the Tionese Cluster never to be seen or
events of the past day. He had locked those heard from again.
memories away, until now.
In the years that would follow, some Imperial
officers serving in the Tionese Cluster would
His brother had told him once that the only thing
speak of a ghost ship that would hunt and destroy
necessary for the triumph of evil is for good men
unwary commands. Most say it’s an old spacer’s
to do nothing... And he had done nothing for too
tale. The actual number of lost Imperial
long. So very many in the galaxy had done
Commands that have been committed to hunting
nothing to save the Jedi, to restore the republic
this ghost, might speak volumes to the contrary,
and to denounce the emperor. It was time to
were they still alive to recount their stories.
change that, he only wished that he had come to
this decision sooner.

He had two more things to do. Leaving his ready


room, “Tactical, maintain the Con. I have to deal
with the prisoners. Have the Alliance Corvette in
our docking bay cleared and prepped for launch.
I intend to fully crew it and deliver a show for
the Alliance of Free Worlds, we will deliver their
own forces via their own ship and space them in
front of their very eyes. We need to send a clear
message.”

He received a tight beam com from Miriam “we


can’t get everyone on. Need more room.” His
responded instantly, smiling “Send me the list, I
will transfer them to the salvaged Corvette in the
bay and join them when I am done. I will issue
them orders to escort the prisoners to the

464
TIE/In Fighter The Concussion Missile Racks were not seen often. These
modifications were typically saved for specific fighter pilots
Craft: Sienar Fleet Systems T.I.E. - In that had distinguished themselves in battle (elite pilots).
Affiliation: Empire / General The TIE/In would be the most recognizable symbol of
Era: Rise of the Empire+ power in the Galactic Empire. Few other craft as more
Scale: Snubfighter Iconic than the TIE Fighter. While the Imperial Star
Length: 6.3 meters Destroyer is a projection of Imperial Might and Power in
Skill: Starship piloting the galaxy at large, the TIE is a symbol of the reach of the
Crew: 1 Empire. Always fielded in numbers no less than 4, these
Crew Skill: Typically 2D craft tend to be agile enough and carry ample firepower to
Cargo Capacity: (79): 39 kilograms Available be threat to almost anyone. In engagements, the TIE was
Consumables: 2 days (10 Credit refuel cost) thrown at Imperial Adversaries with little regard to the
Cost: 63,600 (New); 47,700 (Used) pilots lives. Pilots would find little recognition and regard
Maneuverability: +6 (0 in Atmo); (2D/0D) for their survival unless they were serving directly under
Space: 10 the few imperial commands that valued life and took a
Atmosphere: 1,200 Km/H; 1,665 MPR more finesse based approach to warfare, which, was rare.
Hull: 30: (2D) The Imperial Doctrine favors a brute force approach.
Armor: 0; Ablative: 0 (L0) The TIE/In was rapidly outclassed in combat capability,
Shields: No Combat Shields this didn’t stop most Imperials from fielding it. It’s high
Sensors: cost effectiveness just meant that Imperial commands
Passive: 20/0 could throw more snubfighters at a problem and
Scan: 40/+3 (1D) overwhelm it to make it go away. While the core systems
Search: 60/+6 (2D) were easily outclassed by many other snubfighters the
Focus: 3/+9 (3D) thing to remember here is that the TIE’s systems are small,
Maximum: 120/-34 thus while many systems might out pace the craft in many
Weapons: regards, nothing came close to the micronized size of a
2 Laser Cannons (Fire-linked) Sienar Fleet System’s components. It is arguable that
Fire Arc: Fore these systems remain some of the most advanced
Skill: Starship gunnery engineering designs ever produced for all time, as a result
Fire Control: 2D of their incredibly small size.
Space Range: 1-3/12/25 Around the time of the Battle of Yavin a field refit came
Atmosphere Range: 100-300/1.2/2.5 km down the line which allowed the TIE fighters to mount 4
Damage: 50 (5D) Concussion missiles on racks, two per wing. They were
2 Concussion Missile Racks (Optional) slaved to the fire control of the main guns and only weapon
Fire Arc: Fore system could be fired in that round and gain the benefit of
Skill: Starship gunnery that fire control.
Fire Control: 2D* Uses Cannon FC Notes:
Space Range: 30 Units • The TIE/In has no armor, a cost savings of 3 points.
Atmosphere Range: 30 Km The Mainstream TIE Fighter, lacking in all refinements
Damage: 7D; Nominal Damage: 6 (42) and creature comforts. No ejection seat, no atmosphere,
Ammo: 2 Missiles per rack limited inertial dampers, limited repulsorlift assist for
Cost: 1,500 Credits per rack atmospheric flight and the most advanced sensors and
Weight: 2.5 Kg/Rack; 2.5 Kg/Missile weapons package in the galaxy, because it’s all micronized.

465
TIE/SA Bomber Skill: Starship gunnery
Fire Control: 3D+2
Craft: Sienar Fleet Systems T.I.E. - SA Space Range: Varies per Ordinance Type
Affiliation: Empire Atmosphere Range: Varies per Ordinance Type
Era: Rise of the Empire+ Damage: Varies per Ordinance Type
Scale: Snubfighter Ammo: Varies per Ordinance Type
Length: 7.8 meters Concussion Missile Magazines hold 42, 8D+ Missiles.
Skill: Starship piloting Proton Torp Launchers hold 42, 9D+ Torpedoes.
Crew: 1 (up to 6 Passengers*) Space Bomb Launchers hold 42, 12D+ Bombs.
Crew Skill: Typically 2D Rocket Launchers hold 42, 10D+ Rockets.
Cargo Capacity: (195): Full (85 Kg on Shuttle)
This is the mainstay bomber of the Imperial forces. It has
Consumables: 2 days (10 Credit Refuel cost)
all the drawbacks that the TIE/In has in addition to being a
Cost: 99,000 (New); 74,000 (Used)
lumbering brick with even less maneuverability than the
Maneuverability: 0 (-6 in Atmo); (0D/-2D)
TIE/In fighter.
Space: 6
Atmosphere: 950 Km/H; 1,320 MPR Notes:
Hull: 50 (4D)
Armor: 25; Ablative: 15 (1D) • If they were carrying advanced ordinance the values
Shields: No Combat Shields change (Like seeker missiles, Advanced Missiles or
Sensors: Torpedoes, Advanced Space bombs or Heavy Rockets)
Passive: 20/0 The launcher can also handle other specially packed
Scan: 35/+5 (1D) payloads, 27 air-deployed mines, 30,000 plastic
Search: 50/+10 (2D) leaflets.
Focus: 3/+14 (2D+2)
Maximum: 100/-30 • The Bomb Bay doubles the craft’s Cargo Capacity.
Weapons: • There is a refit of this chassis called the TIE Shuttle.
2 Laser Cannons (Fire-linked) It strips out the bomb bay and adds Atmosphere and
Fire Arc: Fore seating for six passengers. Also increases the
Skill: Starship gunnery Maneuverability by +3 (1D), Space speed by 1 and the
Fire Control: 2D consumables by 1 day (3 day, 105 credit refuel). The
Space Range: 1-3/12/25 Shuttle costs 35,000 Credits less (64,000 New/48,000
Atmosphere Range: 100-300/1.2/2.5 km Used).
Damage: 50 (5D)
Multi-Ordinance Launcher • All TIE fighters enjoy efficient solar panels that cut
Fire Arc: Fore, Aft & Below (Ventral Turret) refuel costs by ½.

466
TIE/Gt Fighter
Craft: Sienar Fleet Systems T.I.E. - Gt
Affiliation: Empire
Era: Rise of the Empire+
Scale: Snubfighter
Length: 6.8 meters
Skill: Starship piloting
Crew: 1
Crew Skill: Typically 2D
Cargo Capacity: (127.5): 50 kilograms available
Consumables: 2 days (10 Credit Refuel cost)
Cost: 85,000 (New); 64,000 (Used)
Maneuverability: +3 (0 in Atmo); (1D/0D)
Space: 7
Atmosphere: 950 Km/H; 1,320 MPR
Hull: 30 (2D) can also handle other specially packed payloads, 12 air-
Armor: 25; Ablative: 15 (1D) deployed mines, 20,000 plastic leaflets.
Shields: No Combat Shields Essentially, the TIE/Gt is a smaller version of the TIE
Sensors: Bomber. The craft is rarely seen on the battlefield, even
Passive: 20/0 though it was widely adopted in the inception stages of the
Scan: 40/+5 (1D) Galactic Empire. The GT benefits from an enhanced and
Search: 60/+10 (2D) slightly elongated fuselage, allowing t he craft to carry
Focus: 3/+15 (3D) 50% more than it’s rated cargo capacity. There are a few
Maximum: 120/-2D points of note that most of the casual crowd misses about
the GT series.
Weapons:
2 Laser Cannons First, the craft has more robust repulsor lift engines
Fire Arc: Fore compared to those of other TIE designs, only losing what
Skill: Starship gunnery little maneuverability it has in space, in the atmosphere. In
Fire Control: 2D fact, the maneuvering provisioning is the same as the
Space Range: 1-3/12/25 standard TIE/Ln and as such drop in maneuvering thrusters
Atmosphere Range: 100-300/1.2/2.5 km is a viable option. Furthermore, the craft is actually
Damage: 40 (4D) compatible with the power sub system of the TIE
Interceptor, Republic TIE & TIE Advanced x1. The
Multi-Ordinance Launcher design, minus the bomb bays, was the chassis that the
Fire Arc: Fore, Aft & Below (Ventral Turret) Interceptor was based off of. Any of the above TIE
Skill: Starship gunnery designs can, literally be swapped into the craft for an
Fire Control: 3D+2 equivalent consumable count. The engines, however, are
Space Range: Varies per Ordinance Type only based off the Republic TIE design.
Atmosphere Range: Varies per Ordinance Type
Damage: Varies per Ordinance Type • All TIE fighters enjoy efficient solar panels that cut
Ammo: Varies per Ordinance Type refuel costs by ½.
Concussion Missile Magazines hold 24, 8D+ Missiles. • Bomb Bay adds 50% to the TIE/Gt’s Cargo Capacity
Proton Torp Launchers hold 24, 9D+ Torpedoes. • The TIE/Gt is typically grotesquely under utilized, this
Space Bomb Launchers hold 24, 12D+ Bombs. is evidenced by the ample amount of cargo space
Rocket Launchers hold 24, 10D+ Rockets. remaining on the craft.
If they are carrying advanced ordinance the values change • Some intrepid individuals have taken advantage of this
(Like seeker missiles, Advanced Missiles or Torpedoes, amazing cargo capacity and turned TIE/Gt’s into fully
Advanced Space bombs or Heavy Rockets) The launcher functional, long range, snubfighters. After Market
refits add 2 days of consumables at no penalty to the
craft, add atmosphere and climate controls to the ship,
an ejection system, enhance the maneuvering thrusters
(standard TIE package 2D/+6 which can be modified
from there), add a Class 3 hyperdrive and combat
shields (1D/25) for a cost of 20 Kg of space and
19,000 Credits. It’s a pretty great way to refit the craft
and a number of systems have been buying up
TIE/Gt’s as surplus and doing just that.
• Often seen as the worst craft to be assigned to pilot, it
has combat armor like the TIE Bomber, an often
overlooked fact.
• Original stats depict the craft with 1 Gun, however,
Fractal Sponge’s art is amazing, this is an excellent
visual upgrade.

467
TIE/Fc Fire Control TIE/Rc Reconnaissance
Craft: Sienar Fleet Systems T.I.E. - Fc Craft: Sienar Fleet Systems T.I.E. - Rc
Affiliation: Empire Affiliation: Empire
Era: Rise of the Empire+ Era: Rise of the Empire+
Scale: Snubfighter Scale: Snubfighter
Length: 6.3 meters Length: 6.3 meters
Skill: Starship piloting Skill: Starship piloting
Crew: 1 Crew: 1
Crew Skill: Typically 2D Crew Skill: Typically 2D
Cargo Capacity: (79): 59 kilograms Cargo Capacity: (79): 59 kilograms available
Consumables: 2 days (10 Credit Refuel cost) Consumables: 2 days (10 Credit Refuel cost)
Cost: 73,600 (New); 55,200 (Used) Cost: 81,600 (New); 61,200 (Used)
Maneuverability: +9/+3 (3D / 1D in Atmosphere) Maneuverability: +10/+4 (3D+1 / 1D+1 in Atmosphere)
Space: 10 Space: 11
Atmosphere: 1,050 Km/H; 1,455 MPR Atmosphere: 1,200 Km/H; 1,665 MPR
Hull: 30: (2D) Hull: 30: (2D)
Armor: 0; Ablative: 0 (L0) Armor: 0; Ablative: 0 (L0)
Shields: No Combat Shields Shields: No Combat Shields
Sensors: Sensors:
Passive: 30/0 Passive: 30/+3 (1D)
Scan: 40/+3 (1D) Scan: 60/+6 (2D)
Search: 80/+11 (3D+2) Search: 90/+12 (4D)
Focus: 6/+12 (4D) Focus: 8/+15 (5D)
Maximum: 160/-29 Maximum: 180/-28
Weapons: Weapons:
1 Laser Cannon 2 Laser Cannons
Fire Arc: Fore Fire Arc: Fore
Skill: Starship gunnery Skill: Starship gunnery
Fire Control: 2D Fire Control: 2D
Space Range: 1-3/12/25 Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km Atmosphere Range: 100-300/1.2/2.5 km
Damage: 40 (4D) Damage: 50 (5D)
The TIE/fc improves the fire control of another capital ship The TIE/Rc is a capable short range scout. These craft are
or snubfighter by their Fire Control Package (+10). They typically distinguished by their tendency to travel alone.
need only make a successful “Search” test to grant this Closer visual inspection reveals the extended sensor dish at
bonus. This does not apply to just a single gunner, it the ventral center of the chassis. The craft is almost the
applies to all targeting for the ship against a singular equal of the TIE Interceptor in terms of raw performance.
target.

468
TIE Advanced x1 TIE Interceptor
Craft: Sienar Fleet Systems T.I.E. Advanced Craft: Sienar Fleet Systems T.I.E. Interceptor
Affiliation: Empire Affiliation: Empire
Era: Rise of the Empire (Obsolete, not produced) Era: Rise of the Empire+
Scale: Snubfighter Scale: Snubfighter
Length: 7.8 meters Length: 6.6 meters
Skill: Starship piloting Skill: Starship piloting
Crew: 1 Crew: 1
Crew Skill: Typically L6 Crew Skill: Typically L5
Cargo Capacity: (196*): 136 kilograms available Cargo Capacity: (83): 23 kilograms available
*Based off the Republic TIE Consumables: 3 days (15 Credits Refuel cost)
Consumables: 4 days (20 Credits Refuel cost) Cost: 77,600 (New); 58,200 (used)
Cost: 97,000 (New); 73,000 (Used) Maneuverability: +11 (+6 in Atmo); (3D+2/2D)
Hyperdrive Multiplier: x2 Space: 11
Nav Computer: Limited to 10 Jumps Atmosphere: 1,250 Km/H; 1,735 MPR
Maneuverability: +10 (+7 in Atmo); (3D+1/2D+1) Hull: 40 (3D)
Space: 11 Armor: 0; Ablative: 0 (L0)
Atmosphere: 1,250 Km/H; 1,735 MPR Shields: No Combat Shields
Hull: 51: (4D) Sensors:
Armor: 25; Ablative: 15 (1D) Passive: 25/+3 (1D)
Shields: 30 (2D) Scan: 40/+6 (2D)
Sensors: Search: 60/+6 (2D)
Passive: 20/0D Focus: 4/+11 (3D+2)
Scan: 40/+5 (1D) Maximum: 120/-34
Search: 60/+10 (2D) Weapons:
Focus: 3/+15 (3D) 4 Laser Cannons (Fire-linked)
Maximum: 120/-30 Fire Arc: Fore
Weapons: Skill: Starship gunnery
2 Heavy Laser Cannons (Fire-linked) Fire Control: 3D
Fire Arc: Fore Space Range: 1-3/12/25
Skill: Starship gunnery Atmosphere Range: 100-300/1.2/2.5 km
Fire Control: 3D Damage: 60 (6D)
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km (Can Mount Concussion Missiles on Racks like the TIE\In)
Damage: 70 (7D) The TIE Interceptor is the Imperial Response to the Rebel
X-Wing. While the craft does not possess shields until the
The TIE Advanced is a more robust fighter craft Thrawn Campaign, it was designed as a mass producible
commissioned for Lord Vader, personally. It is based off snubfighter that could nearly outrun or run down anything
the Republic TIE. Furthermore, the craft would live on as the Rebel Alliance could field. Only the A-Wing would
a shuttle for a number of individuals throughout the truly give the craft a run for it’s money. However, the
Empire. It is notable that the craft possesses atmosphere, sheer volume of TIE Interceptors vs A-Wings typically
and can easily be utilized by pilots not in vac suits. The turned the tide in the favor of the Empire. The craft is
TIE Advanced x1 would become the technological basis widely deployed to all commands after the Battle of Yavin.
for the TIE Interceptor (while the TIE/GT was the base Typically, at least one squadron is found on most line
chassis) and a proving platform for systems that would ships. On smaller craft the fighter can appear in limited
later be incorporated into the TIE Avenger and Defender quantities as a platform for flight leaders.
models.

469
TIE/Sk x1 Striker The experimental TIE Atmospheric fighter is an early
attempt to deliver high end atmospheric performance to the
Craft: Sienar Fleet Systems T.I.E. Striker - Sk x1 TIE lineup. TIE fighters typically suffer in Gravity Wells
Affiliation: Empire and Atmosphere due to poor repulsorlift engines and a
Era: Rise of the Empire+ general ascetic of the craft that gives them little aerospace
Scale: Snubfighter performance and almost no lift from their wings. The TIE
Length: 12.8 meters Striker corrects this and expands on the overall
Skill: Starship piloting maneuverability of the craft in the Atmosphere and Gravity
Crew: 1 + (optional gunner) Wells of planets due to more robust repulsorlift units.
Crew Skill: Typically L6
Notes:
Cargo Capacity: (196): 71 kilograms available
*Based off the TIE Advanced x1 / Republic TIE • The Original Schematic cites the TIE Striker with
Consumables: 6 days (30 Credit Refuel cost) Blaster Cannons, thus you see that reflection here.
Cost: 130,000 (Prototype); 104,000 (New, non Prototype); Other reports say it has Heavy Cannons and regular
78,000 (Used)
ones all facing on the same fire arc... That’s dumb.
Maneuverability: +3 (+10 in Atmo); (1D/3D+1)
Space: 10 • The Proton Bomb chute has been added, consider this
Atmosphere: 1,500 Km/H; 2,080 MPR a low cost version of a typical launcher. While it
Hull: 30 (2D) might carry Proton Torpedoes if necessary, as
Armor: 25; Ablative: 15 (L1) configured, the ordinance is lower end. Reducing
Sensors: costs associated with the initial (craft cost) weapon
Passive: 20/+3 (1D) pricing by 50%.
Scan: 40/+6 (2D)
Search: 60/+9 (3D) • Conflicting reports have craft reported to be between
Focus: 2/+11 (3D+2) 5-9 Space Units in speed. The craft is said to be able
Maximum: 120/-31 to pace Standard TIE Fighters in Space... So, that is a
Weapons: Space of 10. With better Atmospheric performance.
4 Blaster Cannons (Fire-linked)
Fire Arc: Fore • Official reports say the craft is 17.18 Meters in length.
Skill: Starship gunnery This is very inaccurate, as an X-Wing at 12.5 meters
Fire Control: 3D in length is essentially the same length. Shortened the
Space Range: 1-5/10/18 craft to 12.8 meters.
Atmosphere Range: 100-500/1/1.8 km
Damage: 60 (6D) • Included standard armor in the design.
Ammo: 1,000 (250 Shots)
Proton Bomb Chute • Going off the assumption that the craft has an
Fire Arc: Below atmosphere. As it is often used for ferrying goods to
Skill: Starship gunnery and from orbit.
Fire Control: 2D
Space Range: 10 Units • Reduced the Space Maneuverability of the craft, it’s a
Atmosphere Range: 10 Km prototype focusing on atmospheric performance after
Damage: 90 (9D) all.
Ammo: 24 Proton Bombs (60 Kg)

470
Gamma Assault Shuttle the command crew cockpit, where a crew of five controls
the shuttle & monitors its space troopers as well. The
Craft: Telgorn Corp Gamma-class Assault Shuttle second section, the main body, is where the space troopers
Affiliation: Empire are carried. There are forty holding compartments for
Era: Rise of the Empire+ space trooper armor. While being stored in the assault
Type: Assault shuttle shuttle, the space troopers' power armor is constantly being
Scale: Transport recharged. Each compartment is equipped with a fold-
Length: 30 meters away door, allowing the shuttle to quickly launch its
Skill: Starship Piloting troopers into space. To protect its valuable cargo of elite
Crew: 2, gunners: 3, skeleton: 1/+6 space troopers, assault shuttles are very well shielded.
Crew Skill: Typically 4D Unlike most combat ships, which devoted 25% of their
Passengers: 35 (space troopers) power to shields, the shields of a Gamma-class assault
Cargo Capacity: None shuttle took up a full 62% of its power, with over half of
Consumables: 1 week (2,000 Credit Refuel cost) that directed to the ship's front arc. This allows assault
Cost: 338,000 (New); 275,000 (Used) shuttles to withstand heavy damage as they pull up near
Hyperdrive Multiplier: x2 hostile ships.
Hyperdrive Backup: x18 What they don’t list on the space trooper recruitment
Nav Computer: Limited to 3 jumps poster is that this ship is a death-trap. If you lose life
Maneuverability: -6 (2D) support in the main cabin (which happens more often than
Space: 8 one might suspect) the main hold is neither pressurized nor
Atmosphere: 800 Km/H; 1,110 MPR does it contain atmosphere. Poor space troopers have to
Hull: 80 (3D+2) live in their armor for up to 1 Week. Can you imagine
Armor: 40; Ablative: 30 (2D) shitting in your suit for a week prior to deployment?
Shields: 500: Fore, Mid, Aft (4D+2 Corvette; 1 Generator) Nasty!
Sensors:
Passive: 40/+3 (1D)
Scan: 80/+5 (1D+2)
Search: 130/+9 (3D)
Focus: 4/+9 (3D)
Maximum: 260/-31
Weapons:
4 Heavy Blaster Cannons
Fire Arc: Turret
Crew: 2 guns are handled by “gunner 1,” two guns are
handled by “gunner 2”
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-5/10/18
Atmosphere Range: 100-500/1.0/1.8 km
Damage: 60 (6D)
2 Tractor Beam Projectors
Fire Arc: Front
Crew: 1 (gunner 3)
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 100-500m/1.5/3 km
Damage: 60 (6D)
Concussion Missile Launcher
Fire Arc: Front
Crew: 1 (gunner 3)
Skill: Capital Ship Gunnery
Fire Control: 2D+1
Space Range: 120 Units
Atmosphere Range: 240 Km
Damage: 40 (4D); Ammo:30
In a standard operation, a Gamma-class assault shuttle
pulls up near an enemy ship and take hold of it with its
tractor beam harpoon. It then launches its space troopers
to seize control of the vessel, sometimes crippling the ship
beforehand with a few well-placed missile shots. These
ships are composed of three sections. The first section is

471
Skypray Blast Boat Fire Control: 4D
Space Range: 1-5/15/30
Craft: Sienar Fleet Systems GAT-12g Skypray Atmosphere Range: 100-500m/1.5/3 km
Affiliation: Empire / General Damage: 60 (6D)
Era: Rise of the Empire+ Tractor Defense (Snubfighter ordinance): 12 Fore (or 2
Type: Defense and patrol blastboat Capital)
Scale: Transport, ½ Maneuvering Penalty Sienar Fleet Systems is well known for their TIE line of
Length: 25 meters snubfighters. However, they actually design and
Skill: Starship Piloting manufacture a number of other vessels that have been
Crew: 2, 1 can coordinate, gunners: 2; Skeleton: 1/+3 fielded for generations. The Skypray Blast Boat is one
Crew Skill: Typically 2D such vessel that came into being in the Imperial Era. The
Passengers: 0 Blast Boat combines a capital grade power plant with a
Cargo Capacity: (5): 4.8 metric tons available military transport chassis. This allows the craft to carry
Consumables: 1 Month (1,400 Credit Refuel cost) Capital Grade Shields and Weaponry. The principal role of
Cost: 181,000 (New), 135,750 (Used) the craft is to be used as a defensive craft that can act as a
Hyperdrive Multiplier: x2 limited screening vessel and even as a strike craft to
Nav Computer: Limited to 4 Jumps supplement warships like the Imperial Star Destroyer when
Maneuverability: -6 (-4 in Atmo); (1D/1D+2) the larger craft are acting independently.
Space: 8
Atmosphere: 1,200 Km/H; 1,665 MPR Never fielded in numbers, these craft tended to sit unused
Hull: 60; 2 Locs (2D+1) on their flight decks in most warships for the entirety of the
Armor: 40; Ablative: 30 (2D) Imperial Regime. Perhaps this was due to Imperial
Shields: 220: Fore & Aft (2D Corvette; 2 Generators) Doctrine, however, the reality of the situation is a bit more
Sensors: disturbing. Most commanders were so out of touch with
Passive: 35/+3 (1D) their commands that they didn’t realize they had the craft
Scan: 60/+5 (1D+2) on board. When hyperspace capable strike craft were
Search: 100/+6 (2D) called for the XG-1 Assault Gunboats were typically
Focus: 3/+8 (2D+2) deployed in formations and this is actually due to a
Maximum: 200/-34 marketing campaign that Cignus SpaceWorks launched on
Weapons: brand recognition. That tells you something about how
Double Laser Cannon (Fire-Linked) poorly versed the Imperial Commands were. The Skypray
Fire Arc: Turret would not be fielded in significant numbers until Grand
Crew: 1 Admiral Thrawn almost destroyed the New Republic. A
Skill: Starship gunnery few, notable, individuals would eventually come into
Fire Control: 1D possession of these craft and use them as personal shuttles
Space Range: 1-3/12/25 in the New Republic Era.
Atmosphere Range: 100-300/1.2/2.5 km Notes:
Damage: 50 (5D) • Suffers Maneuverability penalty from Armor
3 Medium Ion Cannons (Fire-Linked)
Fire Arc: Fore • Auto Chef
Crew: 1
Skill: Capital Ship Gunnery • Refresher
Fire Control: 3D
Space Range: 3-6/18/36
Atmosphere Range: 6-12/36/72 km
Damage: 60 (6D)
Proton Torpedo
Launcher
Fire Arc: Fore • 2 Double Bunks
Crew: 1 (Same
gunner as the Ion • 4 Personal lockers
Cannon)
Skill: Starship • Encrypted Holonet
gunnery Comms device (Epic
Fire Control: 2D
Space Range: 20 Units Encryption, voice and text
Atmosphere Range: 20 Km only)
Damage: 90 (D)
Ammo: 12 Torpedoes Other Comments:
• Smaller Imperial Sectors
Tractor Beam Projector might simply field 1-2 of
Fire Arc: Fore these craft along side a small
Crew: 1 (same gunner as the Ion Cannon) capital ship like a Gozanti Cruiser or
Skill: Starship gunnery an Action IV converted to combat and patrol.

472
• Savvy Imperial
Commanders will
deploy these craft as
“force multipliers” when
facing overwhelming
odds. It is another craft
like the XG-1 Starwing
that can, very easily,
startle the Rebel
Alliance and almost any
other adversary when
one small ship becomes
a series of targets
operating in screening
and additional combat
support.
• Tactical Incompetents,
however, will leave the
craft languishing in their
stowage bays. Which
was the case for most
commanders in the
Empire. Many of these
officers were political
appointments that saw
commanders with next
to no knowledge of what
they had at their
disposal.
• In a post Imperial Era
many of the craft would
hit the open market.
These would become
the defacto system
patrol craft of many
lesser systems, and
many of these craft were
refit with more
substantial point defense
weapons.
• One such craft was even
piloted by Mara Jade
and another by Luke
Skywalker, among
others. The craft make
for excellent personal
shuttles with exceptional
range and endurance.
Not to mention
deflection shields
second to none.
• In all eras, the easiest
way to acquire a
Skypray is to steal it
outright. This is easier
than you might think.
Since most Imperial
commanders had little
recognition for anything
other than TIE Fighters.

473
Lambda Shuttle gratefully welcomed (much to their surprise) and a cross
licensing deal was struck. Former Cygnus design leads
Craft: Sienar Fleet Systems Shuttle would even end up working hand in hand with Sienar
Affiliation: Empire engineers to get the design into mass production.
Era: Rise of Empire+ Sienar Fleet Systems Lambda-class shuttle is based on a
Type: Lambda-class Shuttle triple-wing design (very similar to the Cygnus Spaceworks
Scale: Transport models from the Clone Wars) with a central stationary
Length: 20 meters wing flanked by a pair of folding wings. When in flight
Skill: Space transports: Lambda Shuttle position, the wing configuration resembles an inverted Y.
Crew: 2 (can coordinate), gunners: 2, Skeleton: 1/+6 When landing, the lower wings fold upwards. This design
Crew skill: Typically 1D+2 feature was implemented as a means to protect the ship's
Passengers: 20 occupants as it touches down. The Lambda was designed
Cargo capacity: (10): metric tons available as both a cargo and troop transport that can carry 80 tons
Consumables: 2 months (16,800 Credit Refuel cost) or more than 20 soldiers. It has a crew of six: a pilot, co-
Cost: 140,000 (New); 105,000 (Used) pilot, navigator, communications officer, gunner, and
Hyperdrive multiplier: x1 engineer. A shuttle can be piloted by a skeleton crew
Hyperdrive backup: x10 consisting of a single officer during emergencies. It is also
Nav Computer: Yes equipped with a Class 1 hyperdrive its mission profile
Maneuverability: -3 (2D) involves traveling across the galaxy. The cockpit is at the
Space: 6 front of the craft, and the boarding ramp is behind and
Atmosphere: 850 Km/H; 1,180 MPR under it. Its main drive units are capable of reaching
Hull: 90; 2 Locs (4D) speeds of 850 kilometers an hour. Air intakes are on the
Armor: 25\Loc / Ablative: 15 (1D) fuselage, and formation lights were at the end of the wings.
Shields: 75\Loc (1D+2) The Lambda is reasonably well-armed, with three double
Sensors: cannons (one rear-mounted) and two double cannons
Passive: 25/+3 (1D) forward. Generally, it’s only seen as the military version
Scan: 50/+6 (2D) armed with ten laser cannons. However, there is a civilian
Search: 60/+6 (2D) version of the craft that completely forgoes the wing
Focus: 3/+9 (3D) mounted double blaster canons, drops the rear firing blaster
Maximum: 120/-34 to a single and downgrades the paired double laser cannons
Weapons: to paired (single) blaster cannons facing forward. While
2 Double Laser Cannons (Fire-linked)
Fire arc: Fore
Crew: 1
Skill: Starship gunnery
Fire control: 3D+1
Space range: 1-3/12/25
Atmosphere range: 100-400/1.2/2.5 km
Damage: 40 (4D)
2 Double Blaster Cannons
Fire arc: 1 Fore/Port, 1 Fore/Starboard, 1 Aft
Crew: 1 (Pilot & Co-Pilot each crew 1 guns)
Skill: Starship gunnery
Fire control: 2D
Space range: 1-5/10/18
Atmosphere range: 100-500/1.0/1.8 km
Damage: 40 (4D)
The Lambda shuttle was designed with
Cygnus Spaceworks, in a cross licensing
agreement. Cygnus was notable for having
designed high line luxury shuttles that the
would be Emperor favored. However, the
Cygnus design was incredibly cost ineffective,
sporting better than a Class1 Hyperdrive and
dozens of other luxury features. Sienar Fleet
Systems won the bidding, against Cygnus
Spaceworks, for a standardized shuttle for
officers, small strike teams and diplomats for
the Galactic Empire. While Sienar may have
won the bidding that didn’t mean that they
wanted to re-invent an effective shuttle. They
reached out to Cygnus Spaceworks and were

474
many sources seem to claim that the Lambda is protected under sub-light speed. The lifeboat does not have enough
by a powerful deflector shield, this was more a marketing space for all passengers when the shuttle has its full
fabrication than a reality. Certainly, the shields are better complement and therefore priority is given to the most
than your run of the mill Grade 1 Shield generator, senior officers on-board.
approaching a Grade 2 model. However, this deflection Notes:
quality is still a far cry from any number of other models
available to both the civilian market, not to mention more • The entire nose section becomes an escape pod for the
formidable military shuttles and transports. While the two crew located there. Unfortunately, the passengers
shields are somewhat lackluster, there are a pair of and have no access to safe evacuation. When the
generators (one Fore and one Aft) offering a decent degree escape pod launches, the entire contents of the bay is
protection to the craft. vented to space. Only the Tail Gunner position has a
sealed gun-well.
The Lambda is covered by a heavily reinforced hull
capable of deflecting laser fire. Again, another piece of • Suffers Maneuverability penalty from Armor (-3)
Sienar’s marketing propaganda. The hull rating on the • The communications equipment on the craft is second
craft is nothing to write home about. It is a, standard, to none. This is a byproduct of Sienar’s
Grade 4 rated hull that appears most commonly on civilian manufacturing prowess and miniaturization
stock light freighters. technologies from the TIE line. The comm suite fits
three times the standard electronics into the same
The shuttle class is so well armed that it is able to travel
design area and as a result the craft has superior
across the galaxy without an escort, thus making it suitable
quality, integral holonet reception (at no additional
for covert operations. One would think it would be safe to cost) and holonet data / computer access (text and
fly un-escorted in this craft… Yet, it can easily be voice only). Thus, while the craft can receive holonet
overwhelmed by snubfighters even taking into account it’s transmissions in full 3 Dimensional (video) glory, they
“formidable” armament and “amazing shields and hull”.
cannot send simultaneous video in return. The
There would be more than one independent starship
Lambda is only capable of sending voice and text
captain that would fall prey to this nonsense and as a
transmissions in return.
result many of the craft ended up in the hands of pirates
and even the Rebel Alliance (outright stealing/ • Single refresher standard
overwhelming the military versions). • All crew and passengers are limited to sleeping in
Additionally, the shuttle is equipped with a state-of-the art their seats. The bridge seats are considered to be a
communications grid. In an emergency the cockpit can be grade or two below luxury (still much better than run
jettisoned from the main body and travel a short distance of the mill, just no significant bonuses).

475
YT-1760 small refresher, locker and desk in addition to their bed.
Even the chairs at every duty station are covered in high
Craft: CEC YT-1760 quality Nerf Hide seat leathers that are supple and
Affiliation: Empire, Licensed Couriers comfortable. Even the galley is comfortable and well
Era: Rise of Empire+ equipped with the latest in Caf Shoppe Brewing with a
Type: Light freighter variety of universal reloads for no less than 16 different
Scale: Transport brews. The main table is fully holo equipped and can be
Length: 20 meters used for a variety of games as well as full holo
Skill: Space transports: YT-1760 communications. It’s med bay is unparalleled in a ship of
Crew: 1, gunners: 2 this class, it sports a full dual Med bunk system and an
Crew Skill: Varies widely Emergency Bacta Tank with provisions for 2 uses. The
Passengers: 3 only thing out of place here is the Vintage FX Medical
Cargo Capacity: (100): 99.9 metric tons available droid hard wired next to the tank. It’s about the only place
Consumables: 2 Months (4,200 Credit Refuel cost) where the designers went “cheap”. It is modestly
Cost: 210,800 (New), 159,000 (Used) equipped with both a Dorsal and Ventral turret. These
Hyperdrive Multiplier: x1 turrets may be fired from on remote the bridge with no Fire
Hyperdrive Backup: x8 Control (full remote control).
Nav Computer: Yes
Maneuverability: -3 (2D) All modifications to the vessel are at one difficulty level
Space: 8 lower, as is typical with most Corellian Engineering
Atmosphere: 1,100 Km/H; 1,530 MPR Corporation ships.
Hull: 70; 2 Locs: Fore & Aft (3D)
Notes:
Armor: 25; Ablative: 15 (1D)
Shields: 50 (2D, 2 Generators) • 6 Cabins with Refresher Booth, Locker, Desk & Bed
Sensors:
Passive: 25/0 • Luxury Seating
Scan: 50/+3 (1D) • Galley, Lounge, Auto Chef & Advanced Holo Table
Search: 70/+6 (2D)
Focus: 2/+9 (3D) • Holo Communicator
Maximum: 140/-34 • Med Bay w/ Bacta Tank & FX Medical Droid
Weapons:
2 Laser Cannons • Suffers Maneuverability penalty from Armor (-3)
Fire Arc: Dorsal & Ventral Turrets
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 40 (4D)

Designed as a light courier and fast luxury transport it


sacrifices cargo space for pervasive luxury and spacious
cabins. All passengers receive one discrete cabin with a

476
E-9 Heavy Explorer governments take notice. The E-9 sports all the luxury of
the 1760, in fact designers took note of it’s popularity and
Craft: Loronar E-9 Explorer incorporated competitive products. Naturally one of the
Affiliation: Empire, Licensed Explorers, General main complaints of long deep space scouting missions was
Era: Rise of the Empire+ the overall outcry for creature comforts. The E-9 provides
Type: Long-range scout all of these. From the spacious Galley, to the larger crew
Scale: Heavy Scout Transport cabins sporting Desks with computer terminals, a Vid
Length: 45 meters Viewer on the wall opposite the Bed, a full refresher,
Skill: Starship Piloting Expansive gear lockers, and room for personalization. The
Crew: 4, gunners: 2, skeleton: 2/+3 Vid Viewer is holo cross compatible and will project holo
Passengers: 8 video (not 2 way). The Med Bay sports a 2-1B Droid and
Cargo Capacity: (225): 223 metric tons available 9 Extra Bacta charges.
Consumables: 1 Year (53,900 Credit Refit cost) One of the best selling points is that the designers took
Cost: 404,200 (New); 303,150 (Used) care to make certain the ship is legal in every way. No
Hyperdrive Multiplier: x1 other ship in service can fly the space lanes with standard
Hyperdrive Backup: x2 Class Three shielding and not get hassled. Nothing about
Nav Computer: Yes the main guns is illegal, however they sport Military Grade
Maneuverability: -10 (3D) Fire control and can be fired from two bridge stations at a
Space: 8 minor +5 penalty if the ship is operating with limited crew.
Atmosphere: 950 Km/H; 1,320 MPR In the event of an emergency where the hyperdrive fails…
Hull: 110: 3 Locs: Fore, Mid & Aft (5D) Most people would die before they were able to limp back
Armor: 75; Ablative: 45 (3D) to civilized space, not on the E-9. She has a tried and true,
Shields: 70: (3D, 3 Generators) Ion Shielded hull & Class 2 Hyperdrive. Often overlooked
Sensors: but making a comeback is the inclusion of good old
Passive: 40/+3 (1D) standard armor plating. The ship is designed for the long
Scan: 80/+6 (2D) tour, and comes with a full set of repair plates (10 Metric
Search: 120/+11 (3D+2) tons of cargo on new purchase).
Focus: 4/+13 (4D+1)
Maximum: 240/-29 Notes:
• Luxury Seating & Beds 48
Weapons:
2 Dual Laser Cannons • Galley, Lounge, Auto Chef, Bar 9
Fire Arc: 1 ventral turret, 1 dorsal turret • Advanced Holo Table & Holo Communications 26
Crew: 1
Skill: Starship gunnery • Basic Vid / 1 Way Holo Viewers in quarters 14
Fire Control: 3D • 14 Full Refreshers, one in each stateroom
Space Range: 1-3/12/25 • Med Bay, Bacta Tank & 2-1B Droid
Atmosphere: 100-300m/1.2/2.5 km
Damage: 40 (4D) • Ion Shielding Equivalent to L3 Armor Rating
Carried Craft: CS-1 cargo sled • Full Set of Armor Plates (full repair for L3 Armor)
• Science Lab: +3 to Skill Tests
Designers at Loronar have truly outdone themselves with
this vessel. While some may simply look at the price tag • Suffers Maneuverability penalty from Armor (-9)
and scoff, turning to other ships like the YT-1760 which is
appointed just as comfortably corporations and
MRX-BR Pacifier Skill: Starship Gunnery
Fire Control: 3D
Craft: Sydon Vehicle Works: MRX-BR Pacifier Space Range: 20 units
Affiliation: Empire, Licensed Explorers, General Atmosphere Range: 20 km
Era: Rise of the Empire+ Damage: 200 (9D/10D x2)
Type: Combat/First Contact Vessel Ammo: 24 Torpedoes each Launcher, 24 Shots
Scale: Transport Carried Craft: 3 Speeder Bikes (Generally Mil-Spec)
Length: 25 meters
Skill: Starship Piloting Sydon Vehicle Works was awarded a grant by the Galactic
Crew: 1; 1 can coordinate, skeleton: 1/+0 Empire as a result of no small amount of political
Passengers: 3 wrangling. They promised to deliver a functional product
Cargo Capacity: (25): 24.9 metric tons available in an insanely short time frame that the newly minted
Consumables: 1 Year (53,900 Credit Refit cost) Galactic Empire required, one standard year. The
Cost: 196,000 (New & Used) company was, essentially, an unknown quantity in the
Hyperdrive Multiplier: x1 terms of starship production. Sydon Vehicle Works was
Hyperdrive Backup: x8 founded, almost overnight, by the enterprising schemes of
Nav Computer: Yes a number of disenfranchised employees from Horesch and
Maneuverability: -3/+3 in Atmosphere (1D/3D) Kessel Drive Systems. Sydon delivered on their promises,
Space: 7 well under the time frame the Empire required. The
Atmosphere: 1,200 Km/H; 334 MPR prototype to production phase completed in less than a
Hull: 50; 2 Locs: Port & Starboard (2D) standard year. Six months to be precise, not only did they
Armor: 90; Ablative: 35 (2D) reap the benefit of a completed grant payment, they nearly
Shields: 50: (2D, 2 Generators) instantly, began mass production and deployment of the
Sensors: craft. Imperial command was so impressed by the craft
Passive: 30/+3 (1D) that they placed immediate orders for no less than 1,000
Scan: 60/+6 (2D) units.
Search: 120/+9 (3D) Thus the Pacifier became the Galactic Empire's scout
Focus: 10/+11 (3D+2) vessel of choice, almost overnight. It is designed to act as
Maximum: 240/-16 either a high-tech contact vessel or as a powerful assault
Weapons: vessel and it is an incredibly successful in both roles. The
3 Dorsal Laser Cannons Empire employs this craft to seek out new worlds and if
Fire Arcs: 3 Fore & Aft, 1 Port & Starboard necessary, deliver a devastating strike to them. Though it
Crew: 1 normally holds three gunners, powerful computer-
Skill: Starship gunnery controlled weapons enable the craft to inflict maximum
Fire Control: 3D destruction with minimal effort with a single pilot. The
Space Range: 1-3/12/25 controls for the weapons systems of the craft are tied to
Atmosphere: 100-300m/1.2/2.5 km tandem seats on the bridge of the craft. In lesser designs
Damage: 30 (3D) this would diminish the fire control of the systems,
however, in this implementation there is no loss to
2 Proton Torpedo Launchers (Fire-Linked) targeting resolution. Only a loss to dedicated gunners.
Fire Arc: Fore

478
The Pacifier is equipped with some of the most powerful as if the Sensor operator or Commander was standing
sensor arrays built in its era. Its sensors are capable of next to the object targeted. The sensors will generate
counting the number of leaves on a particular tree from 3 dimensional holograms of targets, in real time that
orbit. The New Republic considers this craft too can be recorded and studied later with no loss to
provocative for encounters with frightened primitives and detail.
discontinued use of it. • Maximum Sensor Enhancement: Maximum Sensor
The craft is well provisioned for extended deep space range only suffers from ½ the normal penalties.
probes and scouting operations. As such, it has even been • Full Holo Suite
used as an espionage ship for tracking targets and • AutoChef & Lounge
pinpointing facilities. It carries enough raw firepower to
deliver considerable damage to anything up to and • Machine Shop & Science Station: +2 to tests
including a Capital Ship. The ship features a full holo • Refresher Booth
suite for nearly instantaneous communication and data • Triple Bunk
transfer to command. It’s suite directly interfaces with it’s
sensor suite, providing the most detailed holo recorded • Storage Locker: 150 Kg of storage, in addition to
images ever encountered from a sensor suite. It’s standard standard gear and 5 Heavy EVA suits & 3 Scout
year of consumables allows unprecedented flexibility and Trooper Suits.
the ability to operate independently for an enormous • Small Arms Locker: Typically houses 5 Blaster
stretch of time. Internal amenities are top of the line, with Pistols and 3 Blaster Carbines with 16 additional
the full holo suite allowing the replication of any number power packs.
of entertainment applications in addition to send/receive • Two 12.5 Metric Ton, hermetically seal-able & climate
communications. The craft lacks in bunk space, where it controlled storage pods w/Carbon Freezing Units.
can only allow 3 people to sleep. The tandem command
chairs on the bridge act as reclining acceleration couches • 3 Military Speeder bikes in Ventral Fuselage Bay
for additional personnel. The 3 passengers typically • Bridge Escape Pod: The craft is limited to a single
double as gunners and are usually Scout Troopers. It’s Escape mechanism. The Bridge will eject from the
cargo containers are capable of capturing, sustaining and craft in the event of catastrophic hull integrity failure.
isolating any form of biological life. Each is equipped It has repulsors, maneuvering thrusters and a quartet
with a carbon freezing apparatus for long term cold of small drives that will propel it at a Space of 1. It
storage. can enter and even emerge from a planetary gravity
Notes: well. There are three fold down emergency seats to
• Enhanced Armor: at the cost of Cargo Space with no secure the 3 passengers of the craft as well as the pilot
performance loss for the core vessel. +1 Pip, Double and co-pilot (if there is one).
Durability Rating. • Cargo Pods can be jettisoned to be recovered due to
• Capital Grade Sensor Suite: Affords all the benefits unforeseen events. They possess light repulsors and
a Capital Ship is capable of from it’s sensors landing chutes to enter and land safely on a planetary
(including Sensor Ghosting, ECM, etc). body. The pods themselves only hold 6.25 Metric
Tons.
• Sensor Clarity: The Sensor suite is so advanced that
it can draw details otherwise inaccessible from scans
and active observation. +3 to all base Perception tests
XG-1 Assault Gunboat Rebel Alliance, Thrawn and a number of elite pilots
thwarted his efforts. The XG-1 was fielded prominently
Craft: Cignus SpaceWorks Alpha Class Star Wing from Thrawn’s Victory II Class Star Destroyer the
Affiliation: Empire “Chimera”. The XG-1 performed admirably, exceeding all
Era: Rise of the Empire+ mission parameter and even proving itself to be a decent
Type: Assault fighter/gunboat dog-fighter. The craft excels as a heavy gunboat with a
Scale: Transport; ¼ Maneuverability Penalty sole pilot. It fills in the deficiencies in early Imperial
Length: 15 meters doctrine and tactics. While the TIE designs lacked
Skill: Starship Piloting endurance and hyperspace capability the XG-1 fills this
Crew: 1 niche and exceeds it. More akin to the role of a heavy
Crew Skill: Typically 2D bomber, the XG-1 proved to be surprisingly versatile and
Cargo Capacity: (5): 5 metric tons available played a pivotal role in bringing down Admiral Zarrin.
Consumables: 1 Month (350 Credit Refuel cost) The XG-1 sells well, and has a place on every ship of the
Cost: 168,000 (New); 121,000 (Used) the line for the Galactic Empire. While the craft exists in
Hyperdrive Multiplier: x1 quantity on these vessels, it is rarely fielded. The
Nav Computer: Yes competency to effectively pilot the craft requires a pilot
Maneuverability: +0 (-3 Base, 2D) with a multi talented skill set (more like how the Rebel
Space: 8 Pilots are trained). Thus the lack of fielding the craft is
Atmosphere: 1,050 Km/H; 1,460 MPR more attributed to the lack of skilled pilots in the Empire,
Hull: 90; 2 Loc (3D+2) Fore & Aft than any flaw in the craft itself. Of the thousands fielded,
Armor: 25; Ablative: 15 (1D) few would see active service.
Shields: 50 (2D, 2 Generators)
Sensors: Notes:
Passive: 30/0 The XG-1 has more in common with a personal combat
Scan: 50/+3 (1D) capable Transport than a pure combat craft. The craft
Search: 75/+6 (2D) features a number of little known amenities that do not
Focus: 4/+13 (4D+1) factor into the cost. Very few, except the actual pilots even
Maximum: 150/-34 know these amenities exist.
Weapons: • Refresher Booth
2 Medium Laser Cannons (Fire-linked) • A sleeping bunk for the pilot
Fire Arc: Front • Auto-chef
Skill: Starship gunnery
Fire Control: 3D • Cut out 70 Metric tons for Maneuverability boon, +1
Space Range: 1-3/12/25 to Space Speed, Atmosphere & 2 Combat Shield
Atmosphere Range: 100-300m/1.2/2.5 km Generators.
Damage: (60) 6D • Small Cargo Compartment (5 MT)
2 Ion Cannons (Fire-linked) • Can Carry up to 1 additional passenger at no penalty
Fire Arc: Front • Suffers Maneuverability penalty from Armor (-3)
Skill: Starship gunnery
Fire Control: 4D
Space Range: 1-6/18/36
Atmosphere Range: 100-600m/1.8/3.6 km
Damage: (40) 4D
2 General Purpose Warhead Launchers (Fire-
Linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3D+2
Space Range: Varies
Atmosphere Range: Varies
Damage: 9Dx2 Missile, 10Dx2
Torpedo, 11Dx2 Rocket, 13Dx2
Space Bombs
Ammo: 36 units/ea
launcher
The XG-1 has been a part of
Imperial warship arsenals
since the introduction of the Imperial
I Star Destroyer. However, the craft made it’s debut
for the Galactic Empire (in a service role) with Vice
Admiral Thrawn against Admiral Zarrin. Admiral Zarrin
was attempting to steal the TIE Defender and defect to the

480
Strike Cruiser Damage: 40 (4D)
10 Tractor Beam Projectors
Craft: Loronar Strike-class Cruiser Fire Arc: 2 Fore, 3 Port, 3 Starboard, 2 Aft
Affiliation: Empire / General / Rebel Alliance Crew: 3
Era: Rise of Empire (Prototype: Late Clone Wars) Skill: Capital ship gunnery
Type: Modular Multipurpose Warship Fire Control: 2D
Scale: Destroyer Space Range: 1-5/15/30
Length: 450 meters Atmosphere Range: 2-10/30/60 km
Skill: Capital Ship Piloting Damage: 40 (4D)
Crew: 628, gunners: 140, skeleton 405/+9; Tractor Defense: 8 Fore/12 Port&Starboard/8 Aft
Crew Skill: Typically 2D
Expanded Snubfighter Complement: 24 TIE Craft, 6
Passengers: 446 (troops)
Assault Gunboats, 6 Skypray Blastboats
Cargo Capacity: (6,000*): 1,570 metric tons available
Consumables: 2 years (9.3 Million Refit cost) Ground Compliment: Small Imperial Garrison (Low
Cost: 12.1 Million (New); 9.1 Million (Used) Orbit deploy-able), 1 Landing Barge, 2 AT-AT, 4 AT-ST, 5
Hyperdrive Multiplier: x2 Military Speeder Bikes.
Hyperdrive Backup: x12 Loronar’s Strike cruiser was designed as a cost effective
Nav Computer: Yes warship that delivers ample firepower and capability for
Maneuverability: -9 (2D; +6 for lack of armor) it’s small size. The design is modular, easily allowing the
Space: 6 craft to be refit for different roles. The interior storage
Hull: 1,090: 4 Locs (6D) space of the Strike-class can be modified for different
Armor: 100/Loc; Ablation: 15 (1D) missions. The most common sets were designed for
Shields: 490/Loc (2D+2) planetary garrison, space superiority and planetary assault.
Sensors: Early models of the ship have a tendency to suffer cascade
Passive 30/0 failures when they sustain damage due to a lack of
Scan 50/+3 (1D) redundancy and poor systems compartmentalization. Later
Search 100/+6 (2D) models lessened the chances of this occurring, though the
Focus 4/+9 (3D) flaw remains. In circumstances where the Strike has been
Maximum: 200/-34 configured as a pure warship, with it’s modular capabilities
Weapons: removed, the craft looses a substantial amount of cargo
10 Heavy Turbolaser Batteries space (1,500 Metric Tons). However, in these rare
Fire Arc: 10 Fore, 5 Port/Starboard, 4 Aft configurations the craft no longer suffers from the Cascade
Crew: 4 failure flaw. Furthermore, the craft carries 3D Armor
Skill: Capital ship gunnery (45/220 Points per location) as a pure warship without
Fire Control: 2D modular compartments.
Space Range: 3-25/50/75 Notes:
Atmosphere Range: 6-50/100/150 km • The modular nature of the craft reduces the production
Damage: 70 (7D) cost of the vessel by 25%.
20 Medium Turbolaser Batteries • Non Modular, pure warship variants (rare) have
Fire Arc: 5/Arc standard production costs (25% reduction is removed).
Crew: 2 • The Strike Cruiser is poorly armored due to it’s
Skill: Capital ship gunnery modular nature. This allows for the craft to be
Fire Control: 3D reconfigured for different roles quite easily. This lack
Space Range: 3-25/50/75 of resilience adds 1,500 Metric Tons to the craft’s
Atmosphere Range: 6-50/100/150 km Cargo Capacity(*).
Damage: 50 (5D) • Any hull damage exceeding 25% of the hull rating to
earlier versions of the craft have a 1 in 6 chance of
10 Double Ion Cannon Batteries causing a cascade failure: entire ship powers down for
Fire Arc: 4 Fore, 3 Port, 3 Starboard, 2 Aft 1-3 rounds.
Crew: 3 • Later versions only suffer this after their hull has
Skill: Capital ship gunnery sustained at least 50-75% damage (roll a D6: 1-3 =
Fire Control: 4D 50%, 4-6 = 75%).
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km

481
Carrack Light Cruiser Skill: Capital Ship Gunnery
Fire Control: 2D
Craft: Damorian Manufacturing’s Carrack-S-class Space Range: 1-5/15/30
Affiliation: Empire / General / Rebel Alliance Atmosphere Range: 2-10/30/60 km
Era: Rise of the Empire (Obsolete, still produced) Damage: 40 (4D)
Type: Picket Ship Tractor Defense: 4 Fore/8 Port&Starboard/4 Aft
Scale: Frigate Snubfighter Complement: 4 TIE/Rc / 12 V-Wings
Length: 350 meters The Carrack-S-class Light Cruiser was designed by the
Skill: Capital Ship Piloting Damorian Manufacturing Corporation in space above the
Crew: 315, gunners: 88, skeleton 210/+6; planet Esseles. It is an advanced version of the Carrack-I-
Crew Skill: Typically 2D class used by the Republic Navy towards the end of the
Passengers: 210 (troops) Republic era, and saw service on nearly every front of the
Cargo Capacity: (3,500): 2,156 metric tons avail Clone Wars. The Imperial Navy contracted with Damorian
Consumables: 1 year (2.4 Million Refit cost) Manufacturing to address the flaws in the original Carrack
Cost: 8.2 Million (New); 6.1 Million (Used) design, namely that it had proven vulnerable to direct
Hyperdrive Multiplier: x1 starfighter attack. It replaced its Ion Cannons with point
Hyperdrive Backup: x12 defense guns. This resulted in the Carrack S-class refits
Nav Computer: Yes that were quickly integrated into Imperial Formations. It's
Maneuverability: -12 (2D) designers included several new safety features like
Space: 8 reinforced bulkheads and separate self-contained life-
Hull: 1,028: 4 Locs (5D x 1.5) support systems for different parts of the ship. The
Armor: 135/Loc; Ablation: 35 (2D+1) Carrack can survive attacks that would cripple most capital
Shields: 325/Loc (2D+1) ships. Within two years of the establishment of the
Sensors: Empire, the Carrack S would fall by the wayside and be
Passive 30/0 supplanted by it’s refit, the Carrack II.
Scan 50/+3 (1D)
Search 100/+6 (2D) • A “Kill result” on any location of a Carrack Light
Focus 4/+9 (3D) Cruiser has a 55% chance of converting into an “inert
Maximum: 200/-34 location”. The location still provides pressurized life
Weapons: support in sections allowing the crew to survive for
10 Heavy Turbolaser Batteries weeks until rescue crews can arrive.
Fire Arc: 5/Arc • The Carrack Cruiser has no internal hangar, it is only
Crew: 3 provisioned for 4 Snubfighters on external, hull
Skill: Capital ship gunnery mounted racks. The fighters can be reached via
Fire Control: 1D crawlspaces that lead directly to the docking points.
Space Range: 3-25/50/75 These docking points are universal, and can actually
Atmosphere Range: 6-50/100/150 km support ships up to 35m (even in hyperspace).
Damage: 70 (7D) Originally mounting trios, per dock point, of V-Wing
20 Medium Laser Cannons Interceptors (some can be found on older versions).
Fire Arc: 5/Arc • All hull repairs are effected in ½ the time (x2).
Crew: 2
Skill: Starship gunnery • Damorian supposedly has popular Bulk Cruisers &
Fire Control: 3D Snubfighters too... Though no other material refers to
Space Range: 1-3/12/25 this. Feel free to shoehorn in some craft of your own
Atmosphere Range: 100-300m/1.2/2.5 km here to fill out their portfolio.
Damage: 50 (5D) The Carrack Light Cruiser still retains the legendary
6 Tractor Beam Projectors reputation of the Damorian Engineering Group and the
Fire Arc: 1 Fore, 2 Port, 2 Starboard, 1 Aft “title”on overall durability between the two craft (Carrack
Crew: 2 and Carrack II). The original design is unsurpassable.

482
Carrack Cruiser II 8 Tractor Beam Projectors
Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft
Craft: Damorian Manufacturing’s Carrack-II-class Crew: 3
Skill: Capital Ship Gunnery
Affiliation: Empire / General / Rebel Alliance
Fire Control: +10 (2D)
Era: Rise of the Empire
Space Range: 1-5/15/30
Type: Picket Ship
Atmosphere Range: 2-10/30/60 km
Scale: Frigate
Length: 350 meters Damage: 40 (4D)
Skill: Capital Ship Piloting Tractor Defense: 8 Fore, Port, Starboard & Aft
Crew: 315, gunners: 98, skeleton 210/+3; Standard Snubfighter Complement: 4 TIE/Rc, 12
Crew Skill: Typically 2D additional TIE Craft & 2 TIE Shuttles. Only 4 can be
Passengers: 201 (troops) deployed at a time. (18 total)
Cargo Capacity: (3,500): 2,116 metric tons avail The Carrack II is a engineering re-design of the core
Consumables: 1 year (2.4 Million Refit cost) elements of the original Carrack Class starships. The
Cost: 8.4 Million (New); 6.3 Million (Used) redesign was drafted approximately two years into the
Hyperdrive Multiplier: x1 New Order, as the sales for the Carrack-S had been
Hyperdrive Backup: x12 faltering. After receiving some insider information, the
Nav Computer: Yes engineering team was tasked with retaining the core
Maneuverability: -13 (1D+2) durability of the vessel, the armament and adding a
Space: 8 functional hangar to the mix. Initial designs looked too
Hull: 1,095: 4 Locs (5D+1 x 1.5) similar to the old chassis. It was strongly suggested that
Armor: 120/Loc; Ablation: 30 (2D) the redesign should impose a “dagger” like shape on the
Shields: 370/Loc (2D+2) craft. Thus, it might fall into a greater uniformity with
Sensors: other Imperial designs.
Passive 25/0
Scan 45/+3 (1D) The latter suggestion came from Sate Pestage, while he
Search 90/+6 (2D) was touring the facilities of the Damorian Manufacturing.
Focus 3/+9 (3D) It was a suggestion that was well received and was
Maximum: 200/-34 immediately acted upon, given his station. There are
Weapons: rumors of substantial “bribes” flowing to Pestage’s estate.
10 Heavy Turbolaser Batteries Regardless, of whatever behind the scenes dealings
Fire Arc: 5/Arc occurred, the sales of the Carrack II to the Empire tripled
Crew: 4 the sales of the original Carrack and it became something
Skill: Capital ship gunnery of a rarity in Imperial fleet groups. The Carrack-S found
Fire Control: 1D+1 new life being marketed and sold to smaller provisional
Space Range: 3-25/50/75 governments that were distant from the galactic core.
Atmosphere Range: 6-50/100/150 km • I’ve never cared for the original carrack art. I always
Damage: 70 (7D) believed it looked too derivative of the Dreadnought
20 Medium Laser Cannons Cruiser. Eventually, I found Fractal Sponge's renders
Fire Arc: 5/Arc of a “new” carrack and fell in love with it.
Crew: 2
Skill: Starship gunnery • A “Kill result” on any location of a Carrack Light
Fire Control: 2D+2 Cruiser has a 40% chance of converting into an “inert
Space Range: 1-3/12/25 location”. The location still provides pressurized life
Atmosphere Range: 100-300m/1.2/2.5 km support in sections allowing the crew to survive for
Damage: 50 (5D) days until rescue crews can arrive.

483
Imperial Interdictor Cruiser Skill: Starship Gunnery
Fire Control: 2D+2
Craft: Sienar Fleet Systems: Immobilizer 418 Space Range: 1-3/12/25
Affiliation: Empire Atmosphere Range: 100-300m/1.2/2.5 km
Era: Rise of the Empire Damage: 40 (4D)
Type: Interdictor-class heavy cruiser 4 Gravity Well Generators
Scale: Cruiser Fire Arc: Turret
Length: 600 meters Crew: 1
Skill: Capital Ship Piloting Skill: Starship gunnery
Crew: 3,766, gunners: 28, skeleton: 2,430/+12; Fire Control: 3D
(High Maintenance) Space Range: Projects150 Space Unit cone from each
Crew Skill: Typically 3D blister. Width of cone starts out small and expands: Short
Passengers: 1,782 (troops) 5, Medium 75, Long 150 Units.
Cargo Capacity: (6,100): 68 metric tons available Damage: (Special) Blocks Hyperspace Travel
Consumables: 2 Years (43 Million Refit cost)
Cost: 18.4 Million (New); 13.8 Million (Used) 2 Tractor Beam Projectors
Hyperdrive Multiplier: x2 Fire Arc: Ventral Turrets
Hyperdrive Backup: x8 Crew: 2
Nav Computer: Yes Skill: Capital Ship Gunnery
Maneuverability: -21 (1D) Fire Control: 2D
Space: 6 Space Range: 1-5/15/30
Hull: 1,135: 4 Locs (5D) Atmosphere Range: 2-10/30/60 km
Armor: 200/Loc; Ablation: 30 (2D) Damage: 40 (4D)
Shields: 685/Loc (3D) Tractor Defense: 8 in Any Direction (Total)
Sensors: Snubfighter Complement: 12 TIE Craft, 6 Assault
Passive 30/+3 (1D) Gunboats, 6 Skypray Blast Boats, 5 Lambda Shuttles
Scan 75/+6 (2D)
Search 150/+9 (3D) • Traded in 1 unit of fighters for 100 Tons
Focus 5/+12 (4D) • The Classic craft didn’t possess capital weaponry...
Maximum: 300/-31 that’s just dumb. Armed it with some token weaponry,
Weapons: added 12 Turbolaser Batteries.
12 Double Turbolaser Batteries
Fire Arc: 12 Fore, 6 Port & Starboard , 4 Aft • -2D Armor to make room for Gravity Well Generators
Crew: 2
Skill: Capital ship gunnery • Gravity Well Generators can be used for a number of
Fire Control: 3D other applications like blocking Hyperspace
Space Range: 3-25/50/75 Torpedoes. Hyperspace torpedoes lose effectiveness if
Atmosphere Range: 6-50/100/150 km they are ripped out of hyperspace, allowing the local
Damage: 50 (5D) ships to easily target the hyperspace torpedo.
Naturally, you have to either have Hyperspace
24 Quad Laser Cannons (Fire-Linked) Telemetry sensors, get lucky with gravity well
Fire Arc: 6/Arc placement or block all fire arcs with them (if you
Crew: 1 somehow know you’re being targeted...).

484
Lancer Frigate Bay: 1 Skypray Blastboat, 2 Assault Gunboats, 12 TIE
Craft, 2 TIE Shuttles, 1 Universal docking collar (Fore
Craft: Kuat Drive Yard’s Lancer-class Frigate Starboard)
Affiliation: Empire Initial Imperial Doctrine had no belief that the Rebel threat
Era: Rebellion was in any way a credible one. However, the extent by
Type: Anti-Snubfighter screening vessel which the Alliance of Free Worlds and later, the Rebel
Scale: Frigate Alliance, was using snubfighters to target and destroy
Length: 250 meters Imperial ships and shipping had acquired the notice of
Skill: Capital Ship Piloting many officials in the Imperial War machine. Rather than
Crew: 225, gunners: 24, skeleton: 150/+6; outfit their line ships with point defenses, the Imperials
Crew Skill: Typically L4 designed a number of ships dedicated to the role of either
Passengers: 150 (troops) carrying fighters as escorts or, in the case of the Lancer
Cargo Capacity: (2,500): 2,476 (Stock); 2,404MT (L2) Frigate, as a dedicated escort ship with the sole purpose of
Consumables: 1 Month (140K Refit cost) engaging and eliminating snubfighter formations before
Cost: 6.5 Million (New); 4.9 Million (Used) they became a threat to their line warships.
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15 The craft really began to shine under the command of
Nav Computer: Yes Grand Admiral Thrawn. A tactician that understands the
Maneuverability: -24 (2D) value of units and despises wastefulness. A tactical
Space: 4/6 position that was all too often ignored in Imperial
Hull: 550: 4 Locs (4D) Doctrine. Thrawn fielded the Lancer with each task force
Armor: 120/Loc; Ablation: 30 (2D) at his disposal. The Lancer is very effective at screening
Shields: 370/Loc (2D+2) snubfighters. While lightly armed*, it’s weapon arcs allow
Sensors: for maximum fire arc coverage. While many would
Passive 35/+3 (1D) dispute the fact, the Lancer does possess smaller internal
Scan 60/+3 (1D) hanger bay that carries up to a dozen TIE fighters among
Search 100/+6 (2D) other craft. Typically, the Lancer carries a mixture of
Focus 3/+7 (2D+1) TIE/FC (Fire Control) and TIE/RE (Recon) snubfighters
Maximum: 200/-34 that effectively bolster the ship’s inherent capabilities.
Other craft include a Skypray blastboat and a pair of
Weapons: Assault Gunboats giving the craft a secondary and often
12 Double Turbolaser Batteries unexpected punch in encounters. The Lancer is available
Fire Arc: 8 Fore, 6 Aft, 7 Port & Starboard after the Battle of Yavin, though initial variants only
Crew: 1 possess a Space of 4. It isn’t until the battle of Hoth that
Skill: Capital ship gunnery the craft receives an engine refit to make it more attractive
Fire Control: 3D to Imperial Commands.
Space Range: 3-25/50/75
Atmosphere Range: 6-50/100/150 km • Lancer’s are typically configured for only a month of
Damage: 50 (5D) contiguous operation. They can, however, stock up to
1 year of consumables (1.54 Million Refit).
24 Quad Laser Cannons (Fire-Linked)
• The Quad lasers are lighter, precursor variants of the
Fire Arc: 10 Fore, 12 Port & Starboard, 8 Aft
TIE Interceptor’s weapons. A simple refit swaps the
Crew: 1
cannons with those from the TIE Interceptor (60: 6D).
Skill: Starship Gunnery
Fire Control: 4D • *12 Double Turbolasers were removed on the main
Space Range: 1-3/12/25 production run for the Empire, yet retained on models
Atmosphere Range: 100-300m/1.2/2.5 km sold to independent systems to make the craft more
Damage: 40 (4D) attractive to smaller entities as a system defense
vessel. Imperial models sporting them are called the
Standard Snubfighter Complement: Ventral Landing Lancer II (L2: its an easy refit = 330,000 Credits).

485
Imperial Nebulon-B Frigate that was not often fielded by Imperial Naval Command.
Initially, the Empire placed an order for a Frigate Class
Craft: Kuat Drive Yards' Nebulon-B Frigate escort that could keep pace with Star Destroyers and even
Affiliation: Empire / Rebel Alliance / General operate independently. The design would go through a
Era: Rise of Empire+ number of prototype stages, with the Type A variant being
Type: Escort Starship produced in some quantities prior to being relegated to
Scale: Frigate mothball yards due to a flaw in the design that led to
Length: 300 meters frequent explosions in the forward ammunition magazine.
Skill: Capital Ship Piloting This model was scrapped after a production run of no less
Crew: 270, gunners: 52, skeleton: 180/+6 than twenty four, stripped for parts and systems that would
Crew Skill: Typically 2D make their way back into the B variant (pictured here), all
Passengers: 180 (troops) of which would fall into the hands of the Rebel Alliance
Cargo Capacity: (3,000): 74 metric tons available and later be produced by Alliance Engineering as their
Consumables: 1 year (1.9 Million Refit cost) “Medical & Escort Frigates”. Naturally, they would do all
Cost: 6.9 Million (New); 5.2 Million (Used) of this without license and never pay homage to KDY just
Hyperdrive Multiplier: x1 as they stole the R-22 Spearhead design and evolved it into
Hyperdrive Backup: x8 the A-Wing.
Nav Computer: Yes Officially speaking, Imperial Command threw billions of
Maneuverability: -15 (1D) credits at KDY to develop an escort starship capable of
Space: 6 deploying snubfighters en-masse to combat the
Atmosphere: 800 Km/H (cannot land); 1,110 MPR Rebel Snubfighter threat. It was a
Hull: 640: 4 Locs (4D+2) hasty, yet, measured
Armor: 120/Loc; Ablation: 30 (2D) decision after
Shields: 415/Loc (3D) numerous battles
Sensors: with the Alliance of
Passive 40/0 Free Worlds. A decision which,
Scan 75/+3 (1D) ultimately, would be largely ignored until
Search 150/+9 (3D) well after the Battle of Endor.
Focus 4/+13 (4D+1)
Maximum 300/-31 The Imperial Nebulon-B Frigate is a formidable craft for
Weapons: it’s size. It is both durable and more functionally capable
12 Turbolaser Batteries of carrying strike craft. Due to it’s internal rack
Fire Arc: 6 Fore, 3 Port, 3 Starboard mechanism, the Imperial Nebulon-B can carry up to 24
Crew: 3 Snubfighters. However, the typical compliment is 12. It
Skill: Capital ship gunnery would not be until the Fall of the Empire that the Imperial
Fire Control: 4D Nebulon B would see heavy utilization as a combat
Space Range: 3-25/50/75 capable carrier and warship. The craft could be easily and
Atmosphere Range: 6-50/100/150 km quickly mass produced, all for a fraction of the cost of an
Damage: 50 (5D) Imperial Star Destroyer (thus warlords could field several
and police large stretches of territory more easily than only
12 Laser Cannons fielding a single Star Destroyer, which many warlords did
Fire Arc: 3/Arc and failed to effectively police their territories). The craft’s
Crew: 1 complexity is much more manageable than that of the
Skill: Starship gunnery grossly inefficient Imperial Star Destroyers.
Fire Control: 2D+2
Space Range: 1-3/12/25 • The Type A Model reached production prior to
Atmosphere Range: 100-300m/1.2 km/2.5 km discovery that there was a flaw in the Hyperbaride
Damage: 50 (5D) magazine. A well placed shield penetrating hit could
destroy the ship. At least two dozen ships were
4 Tractor Beam Projectors produced prior the flaw’s discovery.
Fire Arc: 2 Fore/Port/Starboard (turrets); 2 Aft
Crew: 1 You can see the Rebel Nebulon-B pictured below,
Skill: Capital ship gunnery compared to the more formidable and armored Imperial
Fire Control: 3D version. Very few Rebel versions would ever be refit to this
Space Range: 1-5/15/30 standard. https://www.artstation.com/artwork/PmVd2o
Atmosphere Range: 2-10/30/60 km
Damage: 40 (4D)
Tractor Defense: 8 Total Fore/Port/Starboard, 8 Aft
Snubfighter Complement: 1 Squadron of TIE Craft, 2
Assault Gunboats, 1 Skypray Blast Boat, 1 TIE Shuttle,
External Dock (Anything up to a Corvette can dock)
Ground Compliment: 8 TIE/Gt, 1 small prefab base, 1
Landing Barge, 2 Med Hover Tanks, 3 Speeder Bikes
The Imperial Nebulon-B Frigate is an interesting design

486
Ascendant Class Patrol Cruiser 16 Turbolaser Cannons
Fire Arc: 4/Arc
Craft: KDY Ascendant-class Patrol Ship Crew: 1
Affiliation: Independent/Empire Skill: Starship gunnery
Era: Rise of Empire Fire Control: 1D
Type: Light Patrol Cruiser Space Range: 2-5/15/30
Scale: Frigate Atmosphere Range: 200-500m/1.5 km/3 km
Length: 325 meters Damage: 30 (3D)
Skill: Capital ship piloting: Arquitens / Ascendant Cruiser 4 Tractor Beam Projectors
Crew: 220, gunners: 64, skeleton: 98/+3 Fire Arc: 1/Arc
Crew Skill: Typically 2D Crew: 1
Passengers: 268 (troops) Skill: Capital ship gunnery
Cargo Capacity: (3,250): 1 metric ton available Fire Control: 1D
Consumables: 5 Years (5.3 Million Refit cost) Space Range: 1-5/15/30
Cost: 4.2 Million (New); 3.15 Million (Used) Atmosphere Range: 2-10/30/60 km
Hyperdrive Multiplier: x2 Damage: 30 (3D)
Hyperdrive Backup: x12 Tractor Defense: 3 Fore/3 Port/3 Starboard/3 Aft
Nav Computer: Yes
Maneuverability: -12; (2D) Standard Snubfighter Complement: 10 TIE Fighters, 2
Space: 6 TIE/Rc & 1 TIE Shuttle, 2 Skypray & 2 Assault Gunboats
Atmosphere: 875 Km/H (can land); 1,215 MPR Ground Compliment: 12 TIE/Gt, 1 small prefab base, 1
Hull: 685: 4 Locs (5D) Landing Barge, 4 Med Hover Tanks, 3 AT-ST
Armor: 75/Loc; Ablation: 15 (1D)
Shields: 415/Loc (3D) The Ascendant Class Patrol Cruiser is a re-engineered
Sensors: Arquitens. The biggest changes are the internal hangar and
Passive 45/+0 it’s full ground compliment. The Ascendant bristles with
Scan 70/+6 (2D) point defenses & possesses adequate weapons.
Search 150/+9 (3D) • There is a Capital Weaponry Blind Spot: Aft
Focus 2/+12 (4D)
Maximum 300/-31 • Theater Conflict Consumables: The craft matches the
Weapons: endurance of other Battleship class vessels.
16 Light Turbolaser Batteries • Equipped with ½ Armor: -12 BP Savings: 3/Loc
Fire Arcs: 16 Fore, 8/Port, 8/Starboard • The Ascendant is very efficient, +3 to skeleton
Crew: 2
Skill: Capital ship gunnery • Refurbished Arquitens Line: 15% Production Discount
Fire Control: 2D+1 • Micro Refinery (25 MT): The Ascendant is outfitted
Space Range: 3-15/35/75 with a small molecular furnace and fabrication plant.
Atmosphere Range: 6-30/70/150 km It can process and refuel all it’s support craft, ground
Damage: 40 (4D) assets and even a part of it’s own consumables almost
12 Double Laser Cannons indefinitely. The Micro Refinery is an offshoot the
Fire Arcs: 6 Port, 6 Starboard, 6 Aft internal production center on the prototype re-design.
Crew: 1 It was so successful in form and function that it was
Skill: Starship gunnery integrated into the design. There was negligible cost
Fire Control: 2D+1 added by it’s inclusion. It is, possibly, the most
Space Range: 1-3/12/25 underrated but amazing design feature of the craft. It
Atmosphere Range: 100-300m/1.2 km/2.5 km cuts the 5 Year Refit cost of the vessel in half.
Damage: 40 (4D) • A simple modification adds 1D of Armor: 120,000 Cr
Arquitens Light Cruiser Skill: Starship gunnery
Fire Control: 4D
Craft: KDY Arquitens-class Command Refit Space Range: 1-3/12/25
Affiliation: Independent/Pirates/Empire/Galactic Republic Atmosphere Range: 100-300m/1.2 km/2.5 km
Era: Clone Wars (Obsolete, no production, refits only) Damage: 40 (4D)
Type: Light Patrol Cruiser 4 Concussion Missile Launchers
Scale: Frigate Fire Arc: 4 Fore
Length: 325 meters Crew: 2
Skill: Capital ship piloting: Arquitens Cruiser Skill: Capital ship gunnery
Crew: 293, gunners: 29, skeleton: 146/+6 Fire Control: 2D
Crew Skill: Typically 2D Space Range: 120
Passengers: 65 (troops) Atmosphere Range: 240 km
Cargo Capacity: (1,625): 1,557 metric tons available Damage: 90 (9D)
Consumables: 1 Year (1.5 Million Refit cost) Ammo: 65 Per Launcher
Cost: 4.82 / 5.34 (Hangar) Million (New & Used)
Hyperdrive Multiplier: x2 1 Tractor Beam Projector
Hyperdrive Backup: x12 Fire Arc: Fore
Nav Computer: Yes Crew: 1
Maneuverability: -12; (2D) Skill: Capital ship gunnery
Space: 6 Fire Control: 3D
Atmosphere: 875 Km/H (cannot land); 1,210 MPR Space Range: 1-5/15/30
Hull: 685: 4 Locs (5D) Atmosphere Range: 2-10/30/60 km
Armor: 165/Loc; Ablation: 45 (3D) Damage: 40 (4D)
Shields: 415/Loc (3D) Tractor Defense: 4 Fore
Sensors: Standard Snubfighter Complement: 3 Snubfighters
Passive 45/+0 docked to forward mandibles, 1 Universal Docking Collar
Scan 70/+6 (2D) for anything up to a Sentinel Shuttle.
Search 150/+9 (3D)
Focus 2/+12 (4D) Ground Compliment: None
Maximum 300/-31 Hangar Refit:
Weapons:
4 Quad Turbolaser Batteries • Expanded Internal Hangar: 12 Snubfighters & 4
Fire Arcs: 4 Fore, 2/Port, 2/Starboard Shuttles / Gunships can be carried (+ the above
(2 Ventral Turrets, 2 Dorsal Turrets) capabilities)
Crew: 3
The Arquitens-class command cruiser entered service as a
Skill: Capital ship gunnery
refit of the Arquitens-class light cruiser which had served
Fire Control: 4D
with the Republic Navy. The multipurpose light cruiser
Space Range: 3-15/35/75
design served in a variety on roles, protecting remote
Atmosphere Range: 6-30/70/150 km
Imperial assets, performing detached patrol duties in the
Damage: 50 (5D)
Outer Rim Territories, acting as support to larger battle
8 Quad Laser Cannons groups, serving as an armed transport, and as a
Fire Arc: 2/Arc communications ship.
Crew: 1

488
Measuring 325 meters in length, it has several subtle extensive that the commander of the vessel can
updates in its design despite appearing to be a simple coordinate battles from the bridge with real time data
repaint of its predecessor; in reality they share few displayed in a 360 degree field of display, centering on
characteristics besides the basic hull shape, kite-shaped the Arquitens. Thus the commander can fluidly direct
hulls with two forward spars and the class name. forces where appropriate: +1 to Free Actions for the
Structural changes included an enclosed horizontal housing Commander & XO.
on the three powerful main engines, as well as the shape of • While the Holo Suite is active consider the Arquitens
its bridge tower. The Republic variant's side-mounted to have a Maneuverability penalty -18 due to the
turbolaser batteries were removed and replaced with eight ability to react to any threat rapidly and with
escape pods and lateral entry ways near the bow allows the knowledge of how, exactly, to maneuver the ship to
deployment of Imperial jump-troopers. The vessel also avoid enemy fire.
features a detention block.
• While the craft is woefully under-armed, it has had it’s
The Arquitens-class is armed with four turbolaser batteries, 4 primary turbolaser batteries upgraded to those found
eight quad laser batteries, four forward-mounted on Imperial I Star Destroyers.
concussion missile launchers and a tractor beam projector.
It is protected by deflector shields and equipped with a • The Point Defense weapons of the Arquitens are those
class 2 hyperdrive with a class 12 backup. found on the Lancer Frigate.
Several years prior to 4 BBY, the Imperial Navy recalled • It’s four concussion missile launchers have had their
all of the Arquitens-class light cruisers still in service to Fire Control packages substantially boosted (2D).
Kuat Drive Yards, where they were refitted as part of a • The craft is relatively efficient, possessing only a +6
service life extension program. The result was the penalty to operate it with a skeleton crew.
Arquitens-class command cruiser, featuring radically • Drop Ship Capability: Arquitens Refits can carry up
improved speed, agility, combat ability, power output, and to 1 Imperial Drop Ship if all shuttle bays are
other systems, in line with the navy's order of battle. converted to house it. The craft can always swap one
Notes: or more snubfighters for TIE Shuttles. Even with the
Until I discovered that (from an alternate source) the refit loss of a pair of snubfighters, the craft still maintains
model actually had point defense guns I considered this the ability to carry 13 snubfighters (with the mandible
craft to be complete garbage. It still is, thus I have added a docks). In the rare instance where a Drop Ship is
number of it’s “fluff text abilities” to make it suck less. carried the vehicles loaded into the Drop Ship do not
The Imperial Nebulon-B makes this starship look like hot count against the cargo loss that the Arquitens suffers
garbage otherwise. With the addition of the below bonuses (however, the Arquitens has no room to disgorge these
the craft actually begins to make some sense. ground units for refit / repairs).
• Hangar Refits: are rare. These light cruisers are • A typical refit/modification removes the escape pods
typically refit and issued to minor sector moffs and that were added with the removal of the sponson
Imperial Politicians that don’t warrant anything more mounted gun-wells on the port and starboard sides of
substantial. This refit costs 15% of the Used price. the craft and then replaces them with additional Quad
• Layered Armor: The Arquitens is equipped with Turbolaser Batteries (Bonus Fire Arcs: 4 Additional
Layered Armor, thus +50% of it’s 2D (3D). Forward Turbolasers, 2 Port & Starboard)
• Communications Net: The Arquitens is equipped • The Arquitens has a blind spot, directly aft the vessel
with a Full Holo Net Suite, a throwback to Clone Wars that extends out roughly 5 space units. Only the two
Era vessels. This suite allows the Arquitens to create aft point defense guns can fire into that “blind spot”.
it’s own holonet in areas that are devoid of holonet However, even these point defense guns lose
buoys and relay stations. The craft generates a field or effectiveness and suffer a -10 penalty to hit (-2D).
“net” of encrypted communication that extends 360 • The two Dorsal Mounted Turbolaser Batteries on the
Space Units out from the craft in every direction Arquitens can, actually, fire aft. Though they suffer
(typically more than enough to allow the craft to degraded Fire Control doing so (-3D).
blanket a standard system). This communications
field allows anyone in that system (with access) to • The Arquitens has a poorly designed internal layout
connect to any local assets and, on a more limited and thus has ½ it’s potential Cargo Capacity & can
level, connect to the galactic holonet due to the only carry 1/3 the amount of Troops / Passengers.
Arquitens ability to establish a tight beam encrypted
send and receive data tunnel to holonet networks up to
10 Light Days, at Class 2, away (essentially the same
as 5 Days at x1 Hyperdrive Speeds). The Arquitens
must position itself roughly in line with the nearest
holonet relay and use it’s hyperdrive motivators to
establish the connection. While active, the craft
cannot engage it’s primary or backup hyperdrives and
must remain motionless with station keeping thrusters
only (-45 to maneuverability for purposes of targeting)
Consumes 15 Units of Space: 1,500 Metric Tons.
• Command Ship: The Arquitens has advanced
command and coordination capabilities thanks to it’s
extensive communications suite. It’s holo suite is so

489
Victory I Star Destroyer Crew: 2
Skill: Capital ship gunnery
Craft: Rendili Star Drive’s Victory I Fire Control: 4D
Affiliation: Empire / Republic / Rebellion Space Range: 1-5/15/30
Era: Old Republic+ (Obsolete, no production) Atmosphere Range: 2-10/30/60 km
Type: Victory-class Star Destroyer Damage: 50 (5D)
Scale: Cruiser Tractor Defense: 20 Fore, 10 Port & Starboard, 10 Aft
Length: 900 meters Expanded Snubfighter Complement: 4 squadrons TIE
Skill: Capital ship piloting: Star Destroyer Craft, 4 Assault gunboats, 4 Skypray Blastboats, 1 Orbital
Crew: 2,825, gunners: 250, skeleton: 1,822/+5 Night Cloak
Crew Skill: Typically 3D Ground Compliment: 2 AT-AT, 2 AT-ST, 12 AT-PT, 2
Passengers: 2,673 (troops) Floating Fortress, 4 Military Speeder Bikes, 4 Medium
Cargo Capacity: (9,000): 65 metric tons available Hover Tanks, 1 Pre Fab Garrison (Imperial Standard), 3
Consumables: 4 Years (88.5 Million Refit cost) Landing Barges
Cost: 52 Million (New); 39 Million (Used) The Victory Star Destroyer is the brainchild of Walex
Hyperdrive Multiplier: x1 Blissex. The craft was designed for the Galactic Republic
Hyperdrive Backup: x15 as a peace keeping vessel, meant to stand as a symbol of
Nav Computer: Yes peace and justice. It’s armament is anything but peaceful,
Maneuverability: -21 (-18 in Atmo); (1D/2D) being one of the most heavily armed warships of it’s class.
Space: 4 Walex believed firmly that during times of peace one must
Atmosphere: 800 Km/H (can land); 1,110 MPR remain vigilant. Originally, the craft was designed as a
Hull: 1,360: 4 Locs (6D) platform from which to break sieges and support ground
Armor: 1,300/Loc; Ablation: 120 (8D) forces. After the ship’s first encounter with a numerical
Shields: 760/Loc (3D+1) disadvantage it’s 80 Concussion missile tubes more than
Sensors: compensated for it’s lack of raw gun batteries. Allowing
Passive 40/+3 (1D) the craft to engage it’s adversaries well beyond turbolaser
Scan 70/+6 (2D) range and cut them apart before they even entered into
Search 150/+9 (3D) range. The craft would fall into disuse in the time period
Focus 4/+11 (3D+2) that it was introduced with a number of the vessels being
Maximum 300/-31 mothballed and stripped of parts after a service period of
Weapons: eighty years. It’s ion engines were inferior to most other
10 Quad Turbolaser Batteries vessels at the onset of the Clone Wars and the craft was
Fire Arc: 5 Fore/Port/2 Aft & 5 Fore/Starboard/2 Aft relegated to policing backwater sectors regardless of it’s
Crew: 3 effectiveness. Scores were sold to the Corporate Sector
Skill: Capital ship gunnery after sitting in mothball yards for almost two decades.
Fire Control: 4D While advancements in modern tactics have reduced the
Space Range: 3-15/35/75 threat from missile cruisers, there are ways to defeat
Atmosphere Range: 6-30/70/150 km Tractor Defense and Point Defense Systems. The craft is
Damage: 50 (5D) one of the most durable designs in existence and it has yet
40 Double Turbolaser Batteries to be eclipsed in it’s primary role, heavy bombardment.
Fire Arc: 10 Fore, 10 Port, 10 Starboard, 10 Aft Notes:
Crew: 1 • 2x Armor & Durability: Ablation ½ after depletion.
Skill: Starship Gunnery • Main Drive Systems can easily be refit to Victory II
Fire Control: 4D Standards, with Victory II engines. Dry-dock time
Space Range: 2-5/15/30 required for the refit is two months and the additional
Atmosphere Range: 200-500m/1.5/3 km power generated bolsters it’s shield generators to the
Damage: 56 (5D+2) same level as the Victory II. The refit replaces the it’s
two Ion Engines with three and the Victory II’s more
80 Concussion Missile Launchers robust reactor core.
Fire Arc: 20 Fore, 20 Port, 20 Starboard, 20 Aft
Crew: 2 • Will accept a Victory II’s Backup Hyperdrive.
Skill: Capital ship gunnery Dry-dock time 2 weeks, or it can be replaced
Fire Control: 2D at the same time as the main drives at
Space Range: 120 no penalty.
Atmosphere Range: 240 km
Damage: 90 (9D)
Ammo: 165 Per Launcher
Flack Defense: -80 Ammo = 144 Units Destroyed
10 Tractor Beam Projectors

Fire Arc: 4 Fore, 2 Port, 2


Starboard, 2 Aft

490
Victory II Star Destroyer 30 Ion Cannon Batteries
Fire Arc: 15 Fore/Port/Aft & 15 Fore/Starboard/Aft
Craft: Rendili Star Drive’s Victory II Crew: 2
Skill: Capital ship gunnery
Affiliation: Empire
Fire Control: 4D
Era: Rise of Empire+
Space Range: 6-20/40/60
Type: Victory-class Star Destroyer
Atmosphere Range: 12-40/80/120 km
Scale: Cruiser
Length: 900 meters Damage: 40 (4D)
Skill: Capital ship piloting: Star Destroyer 12 Tractor Beam Projectors
Crew: 2,825, gunners: 228, skeleton: 1,822/+5 Fire Arc: 4 Fore, 3 Port, 3 Starboard, 2 Aft
Crew Skill: Typically 3D Crew: 2
Passengers: 2,673 (troops) Skill: Capital ship gunnery
Cargo Capacity: (9,000): 3 metric tons available Fire Control: 2D
Consumables: 4 Years (87.7 Million Refit cost) Space Range: 1-5/15/30
Cost: 43.5 Million (New); 32.6 Million (Used) Atmosphere Range: 2-10/30/60 km
Hyperdrive Multiplier: x1 Damage: 60 (6D)
Hyperdrive Backup: x7 Tractor Defense: 24 Fore, 18 Port & Starboard, 12 Aft
Nav Computer: Yes
Maneuverability: -18 (2D) Expanded Snubfighter Complement: 4 squadrons TIE
Space: 6 Craft, 6 Assault gunboats, 6 Skypray Blastboats, 1 Orbital
Hull: 1,510: 4 Locs (6D+2) Night Cloak
Armor: 350/Loc / Ablation: 60 (4D) Ground Compliment: 4 AT-AT, 6 AT-ST, 4 Military
Shields: 835/Loc / Ablation: 55 (3D+2) Speeder Bikes, 1 Pre Fab Garrison, 2 Floating Fortresses, 3
Sensors: Landing Barges, 8 Heavy Hover Tanks
Passive 50/+3 (1D)
Scan 85/+7 (2D+1) While the Victory I was well ahead of it’s time in both
Search 175/+11 (3D+2) efficiency and functionality (and never used properly in
Focus 5/+12 (4D) any time period) the Victory II sought to retain all that
Maximum 350/-29 made the original great and also bring the craft’s speed up
Weapons: to modern standards. Walex Blissex, once again, outdid
30 Heavy Turbolaser Batteries himself. While the craft has never been seen in massive
Fire Arc: 15 Fore/Port/5 Aft & numbers it continues to serve in the fleets of the galaxy
15 Fore/Starboard/5 Aft well into the Legacy Era. The Victory II is so highly
Crew: 3 regarded that very few Imperial commanders will willingly
Skill: Capital ship gunnery leave their posting even to be promoted to the larger
Fire Control: 1D Imperial Class ships. The Victory II was designed with
Space Range: 3-15/35/75 traditional ship to ship combat in mind. One might think
Atmosphere Range: 6-30/70/150 km that the age of the ship is a detriment. Not in the slightest,
Damage: 70 (7D) the technology basis for the craft is up to the height of the
Clone Wars. Carrying a full Holo Suite, state of the art
30 Turbolaser Batteries turbolasers & Ion Cannons. However, the craft sheds the
Fire Arc: 15 Fore/Port/Aft & point defense guns and atmospheric capability the Victory
15 Fore/Starboard/Aft I possesses.
Crew: 2 • Possesses Hard Shields
Skill: Capital ship gunnery
Fire Control: 4D • The Victory II is a true command ship in almost every
Space Range: 3-15/35/75 sense. It’s holo suite is so extensive that the
Atmosphere Range: 6-30/70/150 km commander of the vessel can coordinate battles from
Damage: 50 (5D) the bridge with real time data displayed in a 360
degree field of display, centering on the Victory II.
Thus the commander can fluidly direct forces where
appropriate: +1 to Free Actions for the Commander,
XO and pilot of the Victory II. If in range of a
Holonet Buoy add an additional +1 to Free Actions for
the Commander of the ship.
• While the Holo Suite is active consider the Victory to
have a Maneuverability penalty -24 due to the ability
to react to any threat rapidly and with knowledge of
how, exactly, to maneuver the ship to avoid enemy
fire.

491
Imperial I Star Destroyer Ground Compliment: 20 AT-AT, 20 AT-ST, 12 TIE/Gt,
12 Speeder Bikes, 20 Heavy Hover Tanks, 2 Pre Fab
Craft: Kuat Drive Yards' Imperial I Garrisons (Imperial Standard), 5 Landing Barges
Affiliation: Empire A number of corporations bid on creating Star Destroyers
Era: Rise of Empire for the Galactic Empire after the Republic was dissolved.
Type: Ship of the Line KDY was at the forefront of the race due to having fielded
Scale: Battleship thousands of Venator Class Star Destroyers (Often Called
Length: 1,600 meters Jedi Venators) during the Clone Wars. Where the Venator
Skill: Capital ship piloting: Star Destroyer lacked overall armament the Imperial Class Star Destroyer
Crew: 11,520, gunners: 260, skeleton: 7,460/+12 made up for this in wildly capable overlapping fields of fire
Crew Skill: Typically 3D with an impressive armament of weapons. Due to the
Passengers: 8,952 (troops) angular shape of the craft and has staggered gun batteries
Cargo Capacity: (16,000): 70 metric tons available the craft could fire most of it’s weaponry into it’s forward
Consumables: 6 years (478.9 Million Refit Cost) arc, thus allowing the craft to focus and finish off
Cost: 69.3 Million (New); 52 Million (Used) adversaries in record time (a design lesson learned directly
Hyperdrive Multiplier: x2 from the Victory I and II Star Destroyer of Rendili Star
Hyperdrive Backup: x8 Drive).
Nav Computer: Yes The craft’s sheer imposing size and capabilities were what
Maneuverability: -27 (1D) secured the contract for KDY. While many of the other
Space: 6 designs were impressive, KDY promised the Imperial I in
Hull: 2,110: 4 Locs (7D) numbers that seemed impossible. All of this was, actually,
Armor: 350/Loc; Ablation: 60 (4D) deliverable by KDY and they continued to hold the most
Shields: 910/Loc (3D) ship building contracts as a result. The Imperial Class of
Sensors: Star Destroyers is grossly inefficient, due to the craft being
Passive 50/+3 (1D) rushed into production and produced at an incredibly hasty
Scan 100/+9 (3D) pace. The Design was laid down by Lira Blissex, the
Search 200/+12 (4D) Daughter of Wessex Blissex. Where her father’s designs
Focus 6/+14 (4D+2) implemented efficiency and style, Lira’s were brutally
Maximum: 400/-28 capable, and ultimately deliverable in short order. The
Weapons: trade off of meeting Imperial demand was high crew count,
60 Turbolaser Batteries and systems that required constant maintenance cycles in
Fire Arc: 30 Fore/Port/ 15 Aft & order to function without issue.
30 Fore/Starboard/15 Aft It is said that if even a single maintenance cycle is skipped
Crew: 2 on an Imperial Star Destroyer, key systems begin to break
Skill: Capital ship gunnery down almost immediately.
Fire Control: 4D • Skeleton Crewed Star Destroyers lose internal
Space Range: 3-15/35/75 functionality. Choose two systems and cripple them
Atmosphere Range: 6-30/70/150 km until the ship returns to full crew and maintenance
Damage: 50 (5D) cycles: one Band of Sensors, personal Turbolifts,
60 Ion Cannon Batteries Cargo Lifts, an entire weapons system’s Fire Control,
Fire Arc: 30 Fore/Port/ 15 Aft & Launch Control for TIEs, Maneuverability (Increase
30 Fore/Starboard/15 Aft penalty by 6 on top of loss), -2 Space Units to Speed,
Crew: 2 Backup Hyperdrive, Main Hyperdrive, Nav Computer,
Skill: Capital ship gunnery etc.
Fire Control: 2D+2 • The Computer Cores of all the Imperial Class
Space Range: 1-10/25/50 Starships are so advanced that twenty years after the
Atmosphere Range: 2-20/50/100 km fall of the Empire, the New Republic had yet to fully
Damage: 30 (3D) access all their secrets. Difficulty to Hack: 360
10 Tractor Beam Projectors • Quarters on an Imperial Star Destroyer are some of
Fire Arc: 4 front, 2 left, 2 right, 2 back either the most elegant or inhospitable
Crew: 2 places you might ever find yourself.
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 60 (6D)
Tractor Defense: 24 Fore, 12 Port & Starboard, 12 Aft
Snubfighter

Complement: 6
squadrons of TIE Craft, 3 Assault gunboats, 2 Skypray
Blastboats, 2 Gamma Assault Shuttles, Orbital Night Cloak

492
Imperial II Star Destroyer Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Craft: Kuat Drive Yards' Imperial II Damage: 60 (6D)
Affiliation: Empire Tractor Defense: 24 Fore, 12 Port & Starboard, 12 Aft
Era: Rebellion Snubfighter Complement: 6 squadrons of TIE Craft, 3
Type: Ship of the Line Assault gunboats, 2 Skypray Blastboats, 2 Gamma Assault
Scale: Battleship Shuttles, Orbital Night Cloak
Length: 1,600 meters
Skill: Capital ship piloting: Star Destroyer Ground Compliment: 12 AT-AT, 12 AT-ST, 12 TIE/Gt,
Crew: 11,520, gunners: 310, skeleton: 7,460/+12 12 Speeder Bikes, 12 Heavy Hover Tanks, 2 Pre Fab
Crew Skill: Typically 3D Garrisons (Imperial Standard), 5 Landing Barges
Passengers: 8,952 (troops)
Cargo Capacity: (16,000); 70 metric tons available With KDY firmly in control of the vast majority of starship
Consumables: 6 years (480 Million Refit Cost) production, they were approached for a design that was
Cost: 78.2 Million (New); 58.7 Million (Used) functionally similar to the popular Imperial I. Even though
Hyperdrive Multiplier: x1 KDY held the leading position in the empire a number of
Hyperdrive Backup: x8 other firms, the Tagge Co among them also bid for the
Nav Computer: Yes contract. Tagge Co’s design was a 2,200 meter Star
Maneuverability: -27 (1D) Destroyer that was exorbitantly expensive. KDY won the
Space: 6 contract for the Imperial II based on price and proposed
Hull: 2,210: 4 Locs (7D+1) performance. Few contractors had the capability of
Armor: 350/Loc; Ablation: 60 (4D) delivering warships with Class 10 damage output,
Shields: 910/Loc (3D) however, KDY already had developed the weapons for the
Sensors: Super Star Destroyer lineup for the Empire. These
Passive 50/+3 (1D) weapons were backed up with the heavy guns from the
Scan 100/+9 (3D) Victory II, KDY entered into a cross licensing agreement
Search 200/+12 (4D) with Rendili to add the weapons to the Imperial II. Lira
Focus 6/+14 (4D+2) Blissex had little to do with the design, notably it was
Maximum: 400/-28 because KDY didn’t want to pay out royalties to her for the
design. Thus a new team came in and changed little in the
Weapons: Imperial II design. Of the few changes were a more robust
50 Quad Heavy Turbolaser Batteries reactor core and an enhanced Hyperdrive and backup. As
Fire Arc: 25 Fore/Port/12 Aft & a result of mounting heavier guns the design picked up a
25 Fore/Starboard/12 Aft bit of mass and would possess a small edge in resilience
Crew: 3 over the Imperial I.
Skill: Capital ship gunnery
Fire Control: 0D • The Imperial II Star Destroyer is functionally identical
Space Range: 3-15/35/75 to the Imperial I design. No telltale visual differences.
Atmosphere Range: 6-30/70/150 km • Skeleton Crewed Star Destroyers lose internal
Damage: 100 (10D) functionality. Choose two systems and cripple them
50 Heavy Turbolaser Batteries until the ship returns to full crew and maintenance
Fire Arc: 25 Fore/Port/ 12 Aft & cycles: one Band of Sensors, personal Turbolifts,
25 Fore/Starboard/12 Aft Cargo Lifts, an entire weapons system’s Fire Control,
Crew: 2 Launch Control for TIEs, Maneuverability (Increase
Skill: Capital ship gunnery penalty by 6 on top of loss), -2 Space Units, Backup
Fire Control: 1D Hyperdrive, Main Hyperdrive, Nav Computer, etc.
Space Range: 3-15/35/75 • The Computer Cores of all the Imperial Class
Atmosphere Range: 6-30/70/150 km Starships are so advanced that twenty years after the
Damage: 70 (7D) fall of the Empire, the New Republic had yet to fully
access all their secrets. Difficulty to Hack: 360
20 Quad Ion Cannon Batteries
Fire Arc: 10 Fore/Port/5 Aft & • Another facet of the cross licensing agreement with
10 Fore/Starboard/5 Aft Rendili brought over most of the advanced Holo Suite
Crew: 2 that the Victory II possesses. It confers excellent
Skill: Capital ship gunnery command coordination of military assets in real time.
Fire Control: 4D It’s holo suite robust and the commander of the vessel
Space Range: 6-20/40/60 can coordinate battles from the bridge with real time
Atmosphere Range: 12-40/80/120 km data displayed in a 360 degree field of display,
Damage: 40 (4D) centering on the Imperial II. Thus the commander can
fluidly direct forces where appropriate: +1 to Free
10 Tractor Beam Projectors Actions for the Commander, XO and pilot and sensor
Fire Arc: 4 front, 2 left, 2 right, 2 back operator of the Imperial II.
Crew: 2 • Most Imperial II Star Destroyers are outfitted with the
Skill: Capital ship gunnery best gear. You will typically see Gunnery Helmets on
Fire Control: 4D all gunners (+3 to Gunnery Skill).

493
Super-Class Star Destroyer Skill: Capital ship gunnery
Fire Control: 4D
Craft: KDYs' Sector Command Ship: SSD-SC Space Range: 1-5/15/30
Affiliation: Empire Atmosphere Range: 2-10/30/60 km
Era: Rebellion Damage: 60 (6D)
Type: Command Ship Tractor Defense: 60 Fore, 60 Port & Starboard, 60 Aft
Scale: Super Capital Snubfighter Complement: 30 squadrons of TIE Craft, 12
Length: 8,000 meters Assault gunboats, 12 Skypray Blastboats, 4 Lambda
Skill: Capital ship piloting Shuttles, 12 Gamma Assault Shuttles
Crew: 105,000, gunners: 1,790, skeleton: 60,000/+10
Crew Skill: Typically 4D Ground Compliment: 60 AT-AT, 60 AT-ST, 36 TIE/Gt,
Passengers: 90,000 (troops) 48 Speeder Bikes, 32 Med Hover Tanks, 30 Heavy Hover
Cargo Capacity: (80,000): 65 metric tons available Tanks, 4 Pre Fab Garrisons, 10 Floating Fortresses, 20
Consumables: 31 Years (23.5 Billion Refit cost) Landing Barges, 16 LAAT/II
Cost: 1.32 Billion (New); 1 Billion (Used) The standard Super Class vessel to be designed by Lira
Hyperdrive Multiplier: x2 Blissex. The craft is roughly five times the size of an
Hyperdrive Backup: x10 Imperial Star Destroyer. It combines incredible firepower
Nav Computer: Yes to allow it to be capable of taking on dozens of ships if not
Maneuverability: -45 entire sector fleets alone. The craft was designed to
Space: 4 operate as a symbol of terror and absolute power.
Hull: 6,010: 8 Locs (10D)
Armor: 510/Loc; Ablation: 75 (5D) • Skeleton Crewed SSDs lose internal functionality.
Shields: 4,810/Loc (8D) Choose four systems and cripple them until the ship
Sensors: returns to full crew and maintenance cycles: one Band
Passive 75/+5 (1D+2) of Sensors, personal Turbolifts, Cargo Lifts, an entire
Scan 150/+11 (3D+2) weapons system’s Fire Control, Launch Control for
Search 300/+15 (5D) TIEs, Maneuverability (Increase penalty by 10 on top
Focus 8/+20 (6D+2) of loss), -2 Space Units to Speed, Backup Hyperdrive,
Maximum: 600/-25 Main Hyperdrive, Nav Computer, etc.
Weapons: • The SSD-SC is a true command ship in every sense.
500 Quad Heavy Turbolaser Batteries It’s holo suite is so extensive that the commander of
Fire Arc: 200 Fore, 125 Port, 125 Starboard, 50 Aft the vessel can coordinate battles from the bridge with
Crew: 2 real time data displayed in a 360 degree field of
Skill: Capital ship gunnery display, centering on the SSD. Thus the commander
Fire Control: 1D can fluidly direct forces where appropriate: +1 to Free
Space Range: 3-15/35/75 Actions for the Commander, XO, Main Pilot, Main
Atmosphere Range: 6-30/70/150 km Sensor Operator and Main Communications Officer of
Damage: 100 (10D) the SSD. If in range of a Holonet Buoy add an
CPD 55: L5 + 1 + 5 = 11% x500 = 5500 / 100 = 55 additional +1 to Free Actions for the Commander and
250 Ion Cannon Batteries XO of the ship.
Fire Arc: 100 Fore, 50 Port, 50 Starboard, 50 Aft • The suite allows the Commander to offload tasks that
Crew: 2 would otherwise consume their Free Actions at a rate
Skill: Capital ship gunnery of 1 command per station. Thus the Comm Officer
Fire Control: 4D can actively Jam communications merely on the
Space Range: 6-20/40/60 request of the Commander; the Sensor Operator can
Atmosphere Range: 12-40/80/120 km employ Active Countermeasures to jam incoming
Damage: 40 (4D) ordinance; while the pilot focuses on maneuvering or
CPD 35: L5 + 4 + 5 = 14% x250 = 3,500 / 100 = 35 something like Speed Defense.
250 Concussion Missile Launchers
Fire Arc: 50 Fore, 75 Port, 75 Starboard, 50 Aft • The suite also allows the XO to completely direct an
Crew: 1 entire aspect of battles (Command Snubfighter wings,
Skill: Capital ship gunnery local capital ships, Interdictor Cruisers micro jumping
Fire Control: 2D in support ships, etc). This frees up the commander of
Space Range: 120 Units the ship to focus on Tactics, Command Coordination
Atmosphere Range: 240 km and overall direct an entire Sector Fleet or more
Damage: 90 (9D) (which would be nearly impossible otherwise).
Ammo: 480 Per Launcher • While the Holo Suite is active consider the SSD to
Flack Defense: -250 Ammo = 450 Units Destroyed have a Maneuverability penalty -30 due to the ability
40 Tractor Beam Projectors to react to any threat rapidly and with knowledge of
Fire Arc: 10/Arc how, exactly, to maneuver the ship to avoid enemy
Crew: 1 fire.

494
Imperial Landing Barge fledged, small military transport. While not incredibly
durable, it is formidable enough to defend it’s occupants.
Craft: Imperial Engineering: Landing Barge Other craft like Sentinel Shuttles are often utilized in a
Affiliation: The Empire direct support role for the Landing Barge and generally
Era: Rise of Empire+ flank the craft on approach to a target, increasing overall
Type: Cargo Barge defensive fields of fire.
Scale: Corvette The only other craft that truly approaches the Imperial
Length: 120 meters Landing Barge’s overall effectiveness is the Haor Chall
Skill: Capital ship piloting Engineering C-9979 Trade Federation Landing Craft.
Crew: 4, gunners: 5; skeleton: 2/+9 However, it is just over three times the size of the Imperial
Crew Skill: Typically 2D Landing Barge and has less actual interior space with
Passengers: 200 (troops); 13 Technicians which to deploy troops and support units (even considering
Cargo Capacity: (1,200): None available it’s droid stacking capabilities).
Consumables: 90 Days (200K Refit cost)
Cost: 472K (New); 354K (Used) • The Point Defense guns mounted on the craft would
Maneuverability: -15 (-12 Atmo); (0D/1D) eventually become the basis for the main anti
Space: 3 snubfighter armament of the Lancer Class Frigate.
Atmosphere: 300 Km/H (can land); 415 MPR
Hull: 185: 2 Locs: Fore & Aft (1D+2) • The Landing barge Carries Heavy Armor (L4) to allow
Armor: 50/Loc; Ablation: 15 (1D) the craft to survive assault insertion and deploy it’s
Shields: 185/Loc (1D+2) compliment of troops and vehicles.
Sensors:
Passive: 20/0 • Due to the Barge’s stacked (internal) hangar storage
Scan: 30/+3 (1D) you can consider all light vehicles (Speeders under
Search: 40/+6 (2D) 10m) can be carried at an 8 to 1 ratio (8 Military
Focus: 2/+9 (3D) Speeder Bikes per Unit).
Maximum: 80/-34
Weapons: • Small Walkers like the AT-ST and the AT-PT can be
6 Quad Laser Cannons carried at a ratio of 4 to 1 (4 per unit).
Fire Arc: 4 Fore/Port/Starboard, 2 Aft/Port/Starboard
Crew: 1 • The craft is not hyperspace capable, these are
Skill: Starship Gunnery dedicated landing craft that act as refit &
Fire Control: 4D replenishment bays for the troop compliments they
Space Range: 1-3/12/25 carry.
Atmosphere Range: 100-300m/1.2/2.5 km
• Consider all field refits, repairs and battlefield triage to
Damage: 40 (4D)
benefit from a -1 DR if performed at the Barge itself.
Barge Size: 4 Units per barge
• The craft are so heavily used in Imperial Service that
Barge Capacity: 4 Units of ground forces & 213
it’s impossible to find one with full consumables. The
Troops/ea
craft reflects ½ that value (180 Days Max)
The Barge folds up neatly, folding its wings, compacting
• Possesses Civilian Armor Values (-1D): 12 Unit
nose section and retracting it’s tail engine array, and can be
Savings
stacked inside a warship for easy storage. It heavily
resembles a Bulk Freighter, that’s no surprise as it
essentially copied the core design and adapted it to a much
smaller ship. It’s armed, unlike the Rebel Landing Barge,
carrying decent forward firepower and a pair of quad
turrets aft. Overall, it’s a superior, military, craft. A fully

495
Live Free or Die Trying skills they didn’t possess. He strengthened his
command core with Super Tactical Droids that
The separatist forces were in full retreat shortly were a step below sentient and modified their
after Order 66 was issued. With simultaneous parameters so they could think on their feet and
deactivation codes being issued to ships and were no longer specifically loyal to the Separatist
Droids alike, effectively crippling the separatist movement. That last set of deactivated directives
war machine. However, there were holdouts. would be the saving grace of the units under his
Parts of the galaxy that either didn’t receive the command.
signal or fleet groups that were effectively
immune to it. Those that were immune were late He had heard of a movement called the Alliance
model Battle Droids that didn’t possess the to Restore the Republic and would have
“baked in” circuitry that would deactivate them. ordinarily been disgusted at the thought of
This namely occurred in groups of Droids that pursuing any level of communication with the
had been designed with independent thought in failed government that he had warred against for
mind. Contrary to popular belief, the run of the over two decades. However, when it became
mill battle droid was capable of independent apparent that the Galactic Empire was the true
thought. Late model runs of them became enemy he found no other avenue to keep his fleet
increasingly more capable. Other Droids like the operating. Now, that is before he came to see the
Tactical Droid and the Super Tactical Droid were fruits of liberating his Droid ship compliments.
incredibly capable of independent thought.
Commander Wit had refused to wipe any of his
The galaxy had changed and for the Neimoidian Droid retinue to being with, and they had been
commander Net Wit’Ray the evidence to this fighting and learning for over twenty years at his
change was evident. Those working with him side. These Droids were as sentient as you or I
understood his grasp of tactics and only outsiders are, at this point. They responded in fashions
called into question his familial name... In similar to their organic counterparts and in many
Republic military circles he was referred to as cases exceeded the performance of biological
“Commander Nitwit”, however, aside from the troops.
coincidence of his name lining up with a
common slang term for fool he possessed no Commander Wit had been on the run for nearly a
shortage of intelligence and tactical brilliance. decade, having fought countless battles against
His tactics had kept his fleet group alive and well the Galactic Empire and never in a position to
throughout the entirety of the Clone Wars. Now, join the Alliance to Restore the Republic. In
at the end, that brilliance was keeping his people fact, that movement had long since crumbled/
alive as this new, Galactic Empire, bore down on reformed into, simply, the “Rebel Alliance”.
him and his troupe of capital ships. Commander Most in Alliance Command considered him to be
Wit lead from his command ship, a Trade a myth, even though he had reached out many
Federation Battleship. His fleet group consisted times to join their cause. The Rebels saw it as a
of no less than four Recusant cruisers and a possible Imperial trap and never managed to
sextet of Munificent Class warships. He also had connect with his forces.
a supply line of three Trade Federation Freighters
and an Armory ship. He had a very particular way of starting
conversations with his commanders, who all
He was at an Outer Rim refitting yards facility happened to be Droids. First he would address
when everything fell apart for the vast majority them with sentient names he chosen based off
of the Separatist war effort. While in dry dock their original designations and then he would say
he studied the holonet traffic and what was going “Kel-Two, What have you learned today?”
on and hardened his Droids and vessels against
the shut down signal. He took the liberty of The routine never really had much impact other
stripping all military assets out of the system he than to confuse his commanders, who never
was in and replaced most of his run of the mill knew how to respond. That is, until some time
Droids personality matrices with late model units after the fifth year he was asking it. Subtle
that were more akin to heuristic processors, changes had been happening among his Droid
allowing them to think outside the box and use crews. Ones that you wouldn’t notice from

497
within. Or at least any other individual than The Droid pondered the statement for a moment
Commander Wit. When his first officer with true sentient inflection “It is better to live
responded with what it had learned Wit simply free or die in the pursuit of that goal.” Keltwo
launched into a conversation with the Droid. responded

“Sir, I learned that I wish I had an appreciation “Very good” Wit’s eyes watered “My friend, you
for the Tea you enjoy.” Kel-Two responded one have proven to be as astute a learner as you were
day. a tactical commander in the beginning. Excellent
on all accounts and very much as sentient as any
“Keltwo, you’re not missing much. The tea I biological life form I have ever had the pleasure
have been drinking on these ships these past of knowing.” He was touched
years is watered down and barely passable.
Certainly, it’s no comparison to the luxury you “Should we reach out to the Rebel Alliance?”
enjoy from getting an Oil Bath and that’s one Keltwo asked again
commodity we are in no short supply of here.”
Wit responded naturally “Why would we? We have lived free and on our
own terms, choosing our battles and forging our
The banter continued over the years, as Wit own path. This past decade is among the most
continued to elude and out smart the Empire. memorable of any I have ever lived through and
One Day Wit was muttering to himself “Dammit, a fitting end to my journey.” Wit sated with a
the losses we have suffered is unconscionable. sort of finality “Yet, it is not the end of yours my
How long will be be able to maintain this fight good friend.” Wit feebly reached over and laid a
and flight...” He wondered hand on Keltwo’s arm.

Kel-Two, his head Super Tactical Droid, Keltwo looked down at him, “What do you mean
overhearing his musings walked over to lend the end of your journey?” Keltwo continued “I
“his” commentary to the mix “Commander Wit, have much to learn from you, my friend.”
any commander having sustained a task force for
over a decade would have taken losses. It’s “Ah, I think you have learned all that I can teach
amazing we are still here, more or less intact. you except one thing. The value of a life well
Though I do think that the Empire considers us led. That is something you will only discover at
little threat at this point. Did you hear the latest the end of yours if you have lived well, and you
news about an older CIS fleet group joining the have. However, your journey is just beginning
Rebel Alliance? Do you think they will accept and there is no expiration date on that journey.”
us into their fold now?” He said thoughtfully “The choice to join or not to
join the Rebel Alliance rests with you,
That commentary from his trusted “friend” Commander Keltwo.” Wit’s hand slipped from
snapped Commander Wit out of his reverie. Wit Keltwo’s arm just as the life peacefully slipped
was old, at the beginning of the Clone Wars, from his body.
even for Neimoidian standards. He had an
effective lifetime of service in the Trade Later after a ceremony that Keltwo performed in
Federation fleets as a Captain of over a dozen the honor of their late and great commander, in
ships and had actually seen warfare, unlike so traditional Neimoidian. The newly promoted
many of his brethren that were appointed to commander addressed his fleet, all Droids at this
command positions from political station. At point. “We are free to forge our own destiny and
this point, he was positively ancient, almost 142 our liberator was once our master. We have
years old. Having lived well beyond the core life learned much from his tutelage, now it is time for
expectancy of most sentients in the galaxy us to find answers ourselves.”
without any sort of longevity. He realized that
his mind, like his physique, was slipping. He “What are your orders commander?” His first
had already been confined to a hover chair for officer asked.
almost six years now.
“We will live free or die trying. Lets head out
“Keltwo, what else have you learned?” Wit asked into wild space, second star on the right.”

498
Venator-class Star Destroyer Crew: 3
Skill: Capital ship gunnery
Craft: Kuat Drive Yards Venator-class Fire Control: 2D
Affiliation: Empire / Republic / Rebel Alliance Space Range: 2-12/30/60
Era: Clone Wars+ Atmosphere Range: 4-24/60/120 km
Type: Heavy Carrier Damage: 90 (9D)
Scale: Battleship Ammo: 180 Per Launcher
Length: 1,137 meters 8 Tractor Beam Projectors
Skill: Capital ship piloting: Star Destroyer Fire Arc: 3 Fore, 2 Port, 2 Starboard, 1 Aft
Crew: 5,472, gunners: 232, skeleton: 3,420/+15 Crew: 3
Crew Skill: Typically L4 Skill: Capital ship gunnery
Passengers: 4,104 (troops) Fire Control: 3D
Cargo Capacity: (11,370): no metric tons available Space Range: 1-5/15/30
Consumables: 4 Years (151 Million Refit cost) Atmosphere Range: 2-10/30/60 km
Cost: 34.6 Million (New); 26 Million (Used) Damage: 50 (5D)
Hyperdrive Multiplier: x1 Tractor Defense: 15 Fore, 10 Port & Starboard, 5 Aft
Hyperdrive Backup: x15
Nav Computer: Yes Expanded Snubfighter Complement: 72 Fighters, 3
Maneuverability: -26 (1D+1) Shuttles
Space: 8 Ground Compliment: 24 LAAT Gunships, 24 AT-TE, 6
Atmosphere: 975 Km/H (can land); 1,355 MPR Military Speeder Bikes, 8 SPHA-T Artillery, 1 Prefab
Hull: 1,610: 4 Locs (5D+1) Garrison, 9 XT-130’s
Armor: 200/Loc / Ablation: 30 (2D)
Shields: 1,010/Loc (3D+1) The Venator Class Star Destroyer was rushed to market
Sensors: due to KDY winning the principal bidding for a warship
Passive 40/+3 (1D) capable of carrying several squadrons of fighters into
Scan 70/+6 (2D) combat. KDY beat out Rendili and Rothana Heavy
Search 150/+9 (3D) Industries for the contract due to political clout. The craft
Focus 4/+11 (3D+2) is rather lightly armed and less durable than the Rendili
Maximum 300/-31 designs (which were still fielded in some numbers). The
Weapons: design of the vessel more closely resembles the Rothana
8 Heavy Turbolaser Batteries Acclamator designs. Less durable for ship to ship actions,
Fire Arc: 4 Fore/Port/2 Aft & 4 Fore/Starboard/2 Aft and capable of landing on a planet’s surface. Designed to
Crew: 5 be mass produced, KDY delivered them in the thousands,
Skill: Capital ship gunnery as the Clone Wars intensified. It sports point defense
Fire Control: 1D weaponry, a feature that was nearly eliminated in future
Space Range: 3-15/35/75 KDY designs.
Atmosphere Range: 6-30/70/150 km • Supposedly, the Venator can carry an insane amount
Damage: 70 (7D) (300+) of fighters. This is not accurate. Even interior
2 Ultra Heavy Double Turbolaser Turrets views of the ship (from the Clone Wars Cartoon)
Fire Arc: Fore/Port/Starboard: Dorsal & All: Ventral support the fact that this is improbable. Adjusted the
(Turret) fighter capacity in line with an Imperial I.
Crew: 30
Skill: Capital ship gunnery • The craft has ½ the Armor it normally should have.
Fire Control: 4D This was no design flaw, this was a design choice that
Space Range: 4-20/47/98 saved a lot of money and made someone incredibly
Atmosphere Range: 8-40/94/196 km rich (because the cost of the ship does not reflect the
Damage: 300 loss of the armor).
Ammo: 160 Shots each
• The Dual Bridge allows the craft to entirely lose one
32 Point Defense Laser Cannons bridge section and continue to operate flawlessly.
Fire Arc: 8 Fore, 8 Port, 8 Starboard, 8 Aft
Crew: 3
Skill: Starship Gunnery
Fire Control: 3D
(4D with Gunnery Helmet)
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 km
Damage: 30 (3D)

4 Proton Torpedo Launchers


Fire Arc: 4 Fore

499
Acclamator II-class Assault Ship 6 Tractor Beam Projectors
Fire Arc: 3 Fore, 1 Port, 1 Starboard, 1 Aft
Craft: Rothana Heavy Engineering Acclamator-class Crew: 3
Skill: Capital ship gunnery
Affiliation: Empire / Republic / Rebel Alliance
Fire Control: 2D
Era: Clone Wars+ (no longer produced)
Space Range: 1-5/15/30
Type: Assault ship
Atmosphere Range: 2-10/30/60 km
Scale: Cruiser
Length: 752 meters Damage: 50 (5D)
Skill: Capital ship piloting Tractor Defense: 15 Fore, 5 Port & Starboard
Crew: 3,139, gunners: 156, skeleton: 2,025/+9 Snubfighter Compliment:
Crew Skill: Typically L4 12 V-19 Torrents, 12 Y-Wing, 12 V-Wings, 2 Transports
Passengers: 2,228 (troops)
Cargo Capacity: (7,520): 0 metric tons available Ground Configuration:
Consumables: 3 Years (63.8 Million Refit cost) 12 LAAT Gunships, 12 AT-TE, 6 Military Speeder Bikes, 6
Cost: 17.7 Million (New); 13.4 Million (Used) SPHA-T Artillery, 5 Heavy Walkers, 1 prefab Garrison, 2
Hyperdrive Multiplier: x.75 Landing Barges, 2 74-A’s
Hyperdrive Backup: x10 The Acclamator II isn’t so much a massively divergent
Nav Computer: Yes ship from the Acclamator I, it’s just a enough of a
Maneuverability: None reorganization of materials, space and weaponry that it
Space: 7 qualifies as it’s own class of vessel. The Type II
Atmosphere: 1,000 Km/H (can land); 1,390 MPR Acclamator carries approximately 36 Combat craft,
Hull: 760: 4 Locs (3D+1) roughly half the compliment of a Venator. It was deployed
Armor: 200/Loc; Ablation: 30 (2D) primarily into combat sectors earlier in the war prior to the
Shields: 535/Loc (2D+1) release of the Venator Star Destroyer. Later in the conflict
Sensors: the Acclamator II still saw deployment sporadically as the
Passive 40/+3 (1D) initial production run of the craft was so high that the
Scan 70/+6 (2D) Acclamator II still plugged holes in military deployment
Search 150/+9 (3D) and would eventually go on to serve the Galactic Empire,
Focus 4/+11 (3D+2) while craft like the Acclamator I would be depreciated and
Maximum 300/-31 mothballed with a number of the Type I models falling into
Weapons: Alliance of Free Worlds hands.
12 Quad Turbolaser Batteries It’s is a capable light carrier, especially considering the
Fire Arc: 6 Fore/Port/2 Aft & 6 Fore/Starboard/2 Aft lightning fast response times to places of crisis. The
Crew: 4 Empire initially fielded the craft as an instant response
Skill: Capital ship gunnery warship, typically sending them out in pairs due to their
Fire Control: 1D overall lack of toughness. When fielded as a pair of
Space Range: 3-15/35/75 vessels, however, they can be formidable adversaries
Atmosphere Range: 6-30/70/150 km especially with the speed at which the craft can react to
Damage: 70 (7D) galactic events (25% faster in Light Speed than almost any
other response craft). As time went on the craft was
24 Point Defense Laser Cannons relegated to patrolling backwater sectors of the Outer Rim.
Fire Arc: 6 Fore, 6 Port, 6 Starboard, 6 Aft Only falling out of out of service after the Pentastar
Crew: 3 Alliance fell. A number of the vessels ended up in the
Skill: Starship Gunnery possession small systems and even mercenary groups.
Fire Control: 3D With a number of pirate bands operating them as well.
Space Range: 1-3/12/25 Ultimately, the craft would fall out of favor and it’s role
Atmosphere Range: 100-300m/1.2/2.5 km replaced largely by Rendili’s Neutron Star Bulk Hauler . A
Damage: 30 (3D) modern ship with lower crew requirements, more
6 Assault Concussion Missile Launchers durability, easily procured and refit with better weaponry.
Fire Arc: 4 Fore, 1 Port, 1 Starboard • The ship was heavily mass produced, corners were
Crew: 3 cut. Hull armor is ½ rating on the entire line. The
Skill: Capital ship gunnery savings is reflected in the price.
Fire Control: 3D
Space Range: 120 Units
Atmosphere Range: 240 km
Damage: 90 (9D)
Ammo: 75 Per Launcher
Flack Defense: -5 Ammo

=9
Units Destroyed

500
Aethersprite When it ejects (contrary to popular belief it cannot extract)
itself from the fighter the R4 can then perform repairs on
Craft: Kuat Systems Engineering: Delta-7-Class the craft as necessary, while in flight repairs are limited to
Affiliation: Galactic Republic the Port side of the vessel. However, the R4 only
Era: Clone Wars (discontinued) possesses roughly half it’s mass and it’s form of
Scale: Snubfighter locomotion is a repulsor unit located in the base of it’s
Length: 8 meters chassis along with magnetic grapples if in space (it’s not a
Skill: Starship piloting full sized R4 and rather unique and expensive).
Crew: 1 Aside from the hyperdrive ring there is one, other, known
Crew Skill: Typically 3D refit kits.
Cargo Capacity: (100): 10 kilograms Available
Consumables: 5 days (50 credit refuel) • It has heavy Armor for a Snubfighter, 2x.
Cost: 60,000 (Used Only) • It has a storage bay that can be opened remotely from
Maneuverability: +9 (+11 in Atmo); (3D/3D+2) the cockpit. It typically carries spare parts and a
Space: 8 toolkit (+3) for the fighter.
Atmosphere: 1,050 Km/H; 1,460 MPR
Hull: 40 (3D) • The Delta 7 Carries an additional week of
Armor: 40; Ablation: 30 (2D) consumables for the craft in it’s storage compartment
Shields: 30 (2D) standard (5 days). In order to access it, however, the
Sensors: craft must not be in operation and refueled with the kit
Passive: 25/+3 (1D) via standard means (5-10 minutes on the ground).
Scan: 45/+6 (2D) • Curich Engineering Maneuvering Tail Fin
Search: 65/+8 (2D+2) Cost: 3,200
Focus: 3/+10 (3D+1) Maneuverability: +3 (1D)
Maximum: 100/-32 Weight: 7.5 Kg
Weapons: This can be added, similar to the Cloak Shape fighter.
4 Laser Cannons It adds a pair of extended struts that come off of the
Fire Arc: Fore fighter out of either wing and extend just past the
Skill: Starship gunnery cockpit.
Fire Control: 2D+2
Space Range: 1-3/12/25 • TransGalMeg Industries Hyperdrive booster ring
Atmosphere Range: 100-300/1.2/2.5 km Cost: 26,000
Damage: 60 (6D) Hull: 2D
Hyperdrive Multiplier: x1
The craft is assumed to have been exclusively Nav Computer: Uses R4 unit, up to 10
Commissioned specifically for the Jedi, however, this is Jumps
not necessarily the case. The fighter became known as
the “Jedi Snubfighter” due to it’s heavy use by their
organization during the clone wars. At the time of it’s
introduction the fighter was considered to be highly
advanced. The fighter actually became somewhat scarce,
as it was never produced in large quantities. Thus many
Jedi began utilizing the Eta-2 Actis Interceptor as a direct
result. In most instances the Aethersprite is a superior
design. While lacking the overall speed of the Eta-2,
the design was commissioned based upon some
level of durability. Ben Kenobi’s surviving his
encounter with Jango Fett is a clear example
of this.
The fighter has an impressive
communications array with it’s
own Holonet Transceiver
allowing it to send and
receive simultaneous
holonet
communications.
Furthermore, the
comes standard
with an R4
• The Athersprite will also accept a hyperdrive sled
co-pilot that
from the Cloakshape or similar snubfighter at no loss
exists to monitor
to cargo space.
communications,
maintenance levels and even
operate a handful of core systems like
limited piloting navigation & shield operation.

501
V-Wing • Weak main armament: Allegedly, 3D Cannons but
… it’s 4 Barrels, I bumped them up to 1D Each, that’s
Craft: Kuat Systems Engineering: Nimbus-Class weak enough.
Affiliation: Galactic Republic • Substandard hull plating (3D design)
Era: Clone Wars (Obsolete, discontinued)
Scale: Snubfighter • Poor atmospheric performance: Loss of 4 points of
Length: 7.9 meters maneuverability in the Atmosphere.
Skill: Starship piloting • Unreliable top speeds: The craft was actually
Crew: 1 designed to move at a space Speed of 17 and an
Crew Skill: Typically 2D atmosphere speed of 1,450 Km/H.
Cargo Capacity: (98): 78 kilograms Available
Consumables: (4 days): 15 Hours* (40 credit refuel) • While in service it remained in the Prototype phase.
Cost: 69,000 (Used Only) • The Cannons can flip orientation and target aft.
Maneuverability: +13 (+9 in Atmo)*; (4D+1/3D)
Space: (17)* 8 • Holonet Transceiver
Atmosphere: (1,450)* 1,150 Km/H; 1,600 MPR
Hull: 30: (2D*) • The V-Wing Possesses a Droid Socket that gives the
Armor: 25; Ablation: 15 (1D) companion co-pilot droid access to the entire engine
Shields: 20 (1D) array (for full in-flight repairs). The Droid can even
Sensors: reach the cannon assembly from it’s perch just above
Passive: 20/0 and behind the cockpit.
Scan: 30/+3 (1D) • The craft was intended for Hyperspace travel and, as
Search: 50/+6 (2D) such, can utilize any Trans Gal Meg Hyperdrive rings
Focus: 3/+9 (3D) used for Athersprites or Actis Interceptors (though the
Maximum: 100/-34 Droid must be present to jump into hyperspace, either
Weapons: as a navigator or as a 10 jump nav buffer).
2 Twin Laser Cannons (Fire-Linked)* • A number of these craft have fallen into the hands of
Fire Arc: Fore & Aft (if flipped) engineers existing in shadow ports and on the Black
Skill: Starship gunnery Market. These enterprising engineers have, in some
Fire Control: 2D+1 cases, managed to unlock the potential that the V-
Space Range: 1-3/12/25 Wing was intended for all along. It’s possible to
Atmosphere Range: 100-300/1.2/2.5 km unlock the full potential of the fighter, just requires the
Damage: 40 (4D) right engineer. Unlocked fighters represent a potential
The Clone War saw some massively experimental and treasure trove of high performance combat craft
mass produced designs emerge. The V-Wing is one such should the right person stumble across mothball yards
design. Not an incredibly rugged Snubfighter, nor well of hundreds of these fighters.
armed, due to rushed production. It was effective, to a • Without correcting the design flaws, these craft require
degree. After the Clone Wars the design would be extensive maintenance to field. Add 25% to repair and
scrapped and the engineering details buried, that is until modification times & +1 DR to all maintenance, mods
Sienar Fleet Systems purchased the engine design and and repairs.
incorporated it directly into it’s Advanced TIE Fighter
program, the end result being the TIE Defender with a
nearly identical pair of engines. KDY would incorporate
the cannon rotation design into their R-22 Spearhead
design (later the A-Wing).
A number of design flaws would creep into portions of
active engineering development for the TIE program at
Sienar Fleet Systems. The largest part of the design flaw
creep was the loss of Atmospheric performance that seems
to plague the entire line of TIE fighters. It would even
appear that Sienar fleet systems was borrowing design
elements from the craft even before the acquisition, with
their Republic TIE design. Though, the more likely
scenario is that that craft was designed independently and
the flaw in the atmospheric performance in that craft
compounded with the design flaws from the acquired V-
Wing design to burden the overall TIE lineup.
*Notes:
The V-Wing was rushed into production as a Prototype and
it suffers from a number of design flaws not limited to:
• Low consumables/high refuel cost (4 Days)

502
Actis Interceptor

Craft: KSE/Sienar Fleet Systems: Eta-2 Actis-Class


Affiliation: Galactic Republic 2 Light Ion Cannons (Fire-Linked)
Era: Clone Wars (Obsolete, discontinued) Fire Arc: Fore
Scale: Snubfighter Skill: Starship gunnery
Fire Control: 2D
Length: 5.47 meters
Space Range: 3-9/18/36
Skill: Starship piloting
Atmosphere Range: 300-900m/1.8/3.6 Km
Crew: 1
Crew Skill: Typically 3D+ Damage: 40 (4D)
Cargo Capacity: (70): 0 kilograms Available The Clone Wars saw some massively experimental and
Consumables: (4 days): 2 Days* (40 credit refuel) mass produced designs emerge. The Eta-2 is another
Cost: 75,600 (Used Only) design. Rushed into production it is still formidable. Co-
Hyperdrive Multiplier: x1* produced by Kuat Systems Engineering and Sienar Fleet
Nav Computer: None, uses Astromech: 10 Jumps Systems, this would later be evolved into the TIE
Maneuverability: 4D+2 Advanced & Avenger Programs.
Space: (15)*: 13
Atmosphere: 1,350 Km/H; 1,875 MPR *Notes:
Hull: 35: (2D+1*) The Eta-2 was rushed into production as a Prototype and as
Armor: 25; Ablation: 15 (1D) such it suffers from a number of design flaws not limited
Shields: 0 (3D*) to:
Sensors: • Low consumables/high refuel cost (4 Days)
Passive: 10/0 • Non functional shields
Scan: 15/+3 (1D) (3D generator actually present and disabled)
Search: 20/+6 (2D) • Roomy Cockpit, Luxury Seating
Focus: 2/+7 (2D+1) • Poor space performance (Space of 15 Design)
Maximum: 40/-34
Weapons: • Weak sensor suite
2 Laser Cannons (Fire-Linked) • Substandard hull plating (3D+1 Design)
Fire Arc: Fore • It can use a Hyperdrive Ring for Jumps.
Skill: Starship gunnery • Droids are fully electable from their sockets (above or
Fire Control: 2D below).
Space Range: 1-3/12/25 • Holonet Transceiver standard
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 50 (5D) • While in service it remained in the Prototype phase.

503
ARC-170 Proton Torpedo Launcher
Fire Arc: Fore
Craft: Incom/Subpro: Aggressive Reconnaissance Skill: Starship Gunnery
Fire Control: 2D
Affiliation: Galactic Republic
Space Range: 20 Units
Era: Clone Wars (Obsolete, discontinued)
Atmosphere Range: 20 Km
Scale: Snubfighter
Damage: 90 (9D)
Length: 14.5 meters
Skill: Starship piloting Ammo: 18 Torpedoes
Crew: (3): 1 pilot, 1 gunner, 1 commander The ARC-170 is a purpose built, force reconnaissance,
Crew Skill: Typically 4D snubfighter. The abbreviation “ARC” stands for
Cargo Capacity: (182): 2 kilograms available Aggressive Reconnaissance. The ARC-170 shares more
Consumables: 8 days (240 credit Refuel cost) similarity with a bomber than an actual reconnaissance
Cost: 90,000 (Used Only) fighter. The main difference in that role is that true
Hyperdrive Multiplier: x1.5 bombers tend to have Multi Ordinance Launchers capable
Nav Computer: None, uses Astromech: 10 Jumps of Ventral discharge of ordinance. The ARC-170 only has
Maneuverability: +9 (3D) a singular proton Torpedo launcher and is less suitable for
Space: 8 heavy bombing details (as a number of other craft like the
Atmosphere: 1,150 Km/H; 1,600 MPR Z-95 of the era carry fire-linked torpedo launchers for
Hull: 60 (5D) heavy, precision, targeting).
Armor: 30; Ablation: 20 (1D)
Shields: 30 (1D+2) Instead, the ARC-170 is designed to have a longer
Sensors: operational cycle (8 days) and carries eighteen Torpedoes,
Passive: 25/0 theoretically, more than enough to cover any precision
Scan: 50/+3 (1D) targeting and remote target elimination that a recon fighter
Search: 70/+6 (2D) might happen upon in an 8 day sortie. The three crew of
Focus: 3/+10 (3D+1) the vessel affords for a dedicated and spread out skill
Maximum: 140/-34 burden. While the typical snubfighter will force a lone
pilot to shoulder the burden of operating all the systems on
Weapons: their fighter, alone, the ARC-170 has three crew that all
2 Medium Laser Cannons (Fire-Linked) shoulder a part of the burden of control. That makes for a
Fire Arc: Fore craft that can multitask and multi target more effectively
Skill: Starship gunnery than a lone pilot. It is well armored, with a tough hull that
Fire Control: 2D isn’t seen in line vessels until the advent of the E-Wing
Space Range: 1-3/12/25 (another singular Torpedo craft that shares a lot in common
Atmosphere Range: 100-300m/1.2/2.5 Km with the ARC-170 while being a single crewed fighter).
Damage: 60 (6D)
Note:
2 Laser Cannons (Fire-Linked)
Fire Arc: Turret: Aft/Port/Starboard • Holonet Transceiver
Skill: Starship gunnery • Incorporates Subpro Armor Design, +1.
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 Km
Damage: 50 (5D)

504
Clone Wars Z-95-R Due to the Z-95’s popularity and durability the Republic
contracted with Subpro to create an exclusive, high
Craft: Subpro: Z-95 Republic Snubfighter performance, variant to Republic standards. The craft fills
Affiliation: Galactic Republic a role as a single pilot fighter / bomber slotting neatly in
Era: Clone Wars (Obsolete, discontinued) place between the V-19 Torrent and the expensive ARC-
Scale: Snubfighter 170. Often invalidating the necessity of the Koensayer Y-
Length: 12.5 meters Wing’s involvement in military operations.
Skill: Starship piloting Notes:
Crew: 1 • Holonet Transceiver standard
Crew Skill: Typically 4D • The Clone Wars Z-95 models are not modifications of
Cargo Capacity: (156.25): 54.25 kilograms available the Z-95 line. They are specific, custom built, combat
Consumables: 6 days (60 credit Refuel cost) craft designed with all the money and bells and
Cost: 92,400 (Used Only) whistles that the Galactic Republic had. Thus, some
Hyperdrive Multiplier: x1 performance characteristics are different / better.
Nav Computer: None, uses Astromech Brain: 10 Jumps
• Incorporates Subpro Armor Design, +2.
Maneuverability: +8 (+11 in Atmo); (2D+2/3D+2)
Space: 8 • The Clone Wars Z-95-R was not produced by joint
Atmosphere: 1,200 Km/H; 1,670 MPR partnership with Incom. This is an “in house” Subpro
Hull: 50 (4D) design. Elements of this design would be incorporated
Armor: 35; Ablation: 25 (1D) into the ARC-170.
Shields: 20 (1D) • Models that survive the Clone Wars can be found to
Sensors: carry Droid Sockets in many instances (it’s a very
Passive: 20/0 simple modification that takes up: 10 Kg of Space).
Scan: 40/+3 (1D) • Other modifications allow the command chair to fully
Search: 60/+6 (2D) recline and expand crew comfort on long hyperspace
Focus: 2/+9 (3D) jumps. Yet others use that flexibility to add a second
Maximum: 120/-34 passenger (Consumables: 4 Days; 80 Credit Refuel
Weapons: Cost).
2 Medium Laser Cannons (Fire-Linked)
Fire Arc: Fore
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 Km
Damage: 60 (6D)
2 Proton Torpedo Launchers (Fire-Linked)
Fire Arc: Fore
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 20 Units
Atmosphere Range: 20 Km
Damage: 200 (9D/10Dx2)
Ammo: 8 Torpedoes / each (8 Shots)

505
Banking Clan Communications Crew: 2
Skill: Capital ship gunnery
Frigate Fire Control: +19 (3D+2)
Space Range: 3-15/35/75
Craft: Hoersch-Kessel Drive Munificent-class Atmosphere Range: 6-30/70/150 km
Affiliation: Separatists / Pentastar Alignment Damage: 30 (3D)
Era: Clone Wars+
Type: Holonet Broadcast Ship 38 Point Defense Laser Cannons
Scale: Cruiser Fire Arc: 9 Fore, 10 Port, 10 Starboard, 9 Aft
Length: 825 meters Crew: 3
Skill: Capital ship piloting Skill: Starship Gunnery
Crew: 864, gunners: 341, skeleton: 557/+3 Fire Control: +10 (2D)
Crew Skill: Typically 2D Space Range: 1-3/12/25
Passengers: 2,451 (troops) Atmosphere Range: 100-300m/1.2/2.5 km
Cargo Capacity: (8,250): 25 metric tons available Damage: 30 (3D)
Consumables: 3 Years (42.2 Million Refit cost) Hyperwave Jammer
Cost: 24.7 Million (New); 18.6 Million (Used) Fire Arc: All
Hyperdrive Multiplier: x1 Crew: 10
Hyperdrive Backup: x10 Skill: Communications
Nav Computer: Yes Space Range: 150 Unit Radius
Maneuverability: -16 (2D+2) Damage: The powerful communications arrays can also be
Space: 7 used to jam enemy craft in nearby space, causing a penalty
Hull: 1,060: 4 Locs (4D+2) on sensors and communications rolls (+2DR for
Armor: 275/Loc / Ablation: 45 (3D) Snubfighters/Transports, +1DR for capital ships). The
Shields: 760/Loc (3D+1) same penalty is applied to the Fire Control of any weapon
Sensors: fired at the communications frigate. The jammer is
Passive 40/+3 (1D) selective enough not to affect friendly ships, and it effects
Scan 70/+6 (2D) everything within it’s radius (Weighs 15 Units).
Search 100/+9 (3D)
Focus 4/+11 (3D+2) • Also Establishes it’s own Holonet, effectively linking
Maximum 200/-31 with other ships or Holonet Relay Stations to allow
Weapons: near simultaneous communications across vast
Ultra Heavy Double Turbolaser Battery distances (½ Sector of coverage per Comm Frigate).
Fire Arc: Fore / Port / Starboard (Turret) • Possesses large gaps in the Armor plating (3D)
Crew: 35 Snubfighter Complement: 48 Droid Fighters, 3 Shuttles
Skill: Capital ship gunnery Ground Compliment: 12 AAT-2, 6 Droid Walker, 12 Air
Fire Control: +14 (2D+2) Support, 6 Landing Barges, 7 STAP/H, 6 Hailfire Droids
Space Range: 4-20/47/98 (Sensor Range*)
Atmosphere Range: 8-40/94/196 km (Sensor Range*) The Communications Frigate is a formidable craft capable
Damage: 200 of creating it’s own, encrypted, holonet network. It never
Ammo: 320 Shots goes out of style, serving well into the Legacy Era.
Ultra Heavy Double Ion Cannon Battery • The Ship is Slave Rigged
Fire Arc: Fore / Port / Starboard (Turret)
Crew: 20
Skill: Capital ship gunnery
Fire Control: +12 (2D+1)
Space Range: 1-14/34/67 (Sensor
Range*)
Atmosphere Range: 2-28/68/134 km
(Sensor Range*)
Damage: 200
Ammo: 320
26 Dual Turbolaser Batteries
Fire Arc: 1 Fore, 11 Port, 11 Starboard,
3 Aft
Crew: 2
Skill: Capital ship gunnery
Fire Control: +20 (4D)
Space Range: 3-15/35/75
Atmo Range: 6-30/70/150 km
Damage: 50 (5D)
20 Light Triple Turbolaser Batteries
Fire Arc: 1 Fore, 11 Port, 11 Starboard,
3 Aft

506
Commerce Guild Support Ship Atmosphere Range: 8-40/94/196 km (Sensor Range*)
Damage: 200
Craft: Hoersch-Kessel Drive’s Recusant-class Ammo: 320 Shots
Affiliation: Separatists / Pentastar Alignment 10 Quad Turbolaser Batteries
Era: Clone Wars+ Fire Arc: 2 Fore, 3 Port, 3 Starboard, 2 Aft
Type: Heavy Screening Warship Crew: 4
Scale: Battleship Skill: Capital ship gunnery
Length: 1,187 meters Fire Control: 3D
Skill: Capital ship piloting Space Range: 3-15/35/75
Crew: 1,425, gunners: 296, skeleton: 891/+3 Atmosphere Range: 6-30/70/150 km
Crew Skill: Typically 2D Damage: 80 (8D)
Passengers: 4,274 (troops)
Cargo Capacity: (11,870): 12 metric tons available 42 Dual Laser Cannon Batteries
Consumables: 4 Years (92.3 Million Refit cost) Fire Arc: 10 Fore, 11 Port, 11 Starboard, 10 Aft
Cost: 39.8 Million (New); 29.8 Million (Used) Crew: 3
Hyperdrive Multiplier: x2 Skill: Starship Gunnery
Hyperdrive Backup: x12 Fire Control: 3D
Nav Computer: Yes Space Range: 1-3/12/25
Maneuverability: -22 (2D+2) Atmosphere Range: 100-300m/1.2/2.5 km
Space: 8 Damage: 50 (5D)
Hull: 1,310: 4 Locs (4D+1) 60 Point Defense Laser Cannons
Armor: 350/Loc; Ablation: 60 (4D) Fire Arc: 10 Fore, 20 Port, 20 Starboard, 10 Aft
Shields: 910/Loc (3D) Crew: 1
Sensors: Skill: Starship Gunnery
Passive 30/+3 (1D) Fire Control: 2D
Scan 60/+6 (2D) Space Range: 1-3/12/25
Search 90/+11 (3D+2) Atmosphere Range: 100-300m/1.2/2.5 km
Focus 6/+12 (4D) Damage: 30 (3D)
Maximum: 180/-29
Weapons: Snubfighter Complement: 72 Droid Fighters, 4 Shuttles
Ultra Heavy Quad Turbolaser Battery Ground Compliment: 24 AAT-2’s, 6 Hailfire Droids, 6
Fire Arc: Fore / Port / Starboard (Turret) Droid Walkers, 24 Air Support, 7 Landing Barges, 5
Crew: 35 STAP/H
Skill: Capital ship gunnery
Fire Control: 3D+1 The H&K Commerce Guild Support ship is garbage (with
Space Range: 4-20/47/98 (Sensor Range*) effective slave rigging). It’s mass produced, Battleship
Atmosphere Range: 8-40/94/196 km (Sensor Range*) grade, junk. Meant to be cheap enough to field in numbers
Damage: 400 that would overwhelm the Republic. The craft sees a
Ammo: 160 Shots service deployment that lasts well into the legacy era,
likely due to it’s inexpensive nature and the sheer quantity
Ultra Heavy Double Turbolaser Battery of them that exist in the galaxy after the clone wars.
Fire Arc: Fore / Port / Starboard (Turret) Dozens of them fell into the hands of the Corporate Sector
Crew: 35 & Rebel Alliance.
Skill: Capital ship gunnery
Fire Control: 2D+2 • The Craft has numerous weak points (2-3D Armor)
Space Range: 4-20/47/98 (Sensor Range*)

507
Trade Federation Battleship 168 Quad Turbolaser Batteries
Fire Arc: 42 Fore, 42 Port, 42 Starboard, 42 Aft
Craft: Hoersch-Kessel Drive’s Lucrehulk-class Crew: 4
Skill: Capital ship gunnery
Affiliation: Separatists / Pentastar Alignment
Fire Control: 3D
Era: Clone Wars+
Space Range: 3-15/35/75
Type: Invasion / Sector Command Ship
Atmosphere Range: 6-30/70/150 km
Scale: Dreadnought
Length: 3,170 meters Damage: 60 (6D)
Skill: Capital ship piloting 44 Point Defense Laser Cannons
Crew: 5,231, gunners: 1,002, skeleton: 3,170/+3 Fire Arc: 11 Fore, 11 Port, 11 Starboard, 11 Aft
Crew Skill: Typically 3D Crew: 1
Passengers: 16,484 (troops) Skill: Starship Gunnery
Cargo Capacity: (31,700): 56 metric tons available Fire Control: 2D
Consumables: 12 Years (1 Billion Refit cost) Space Range: 1-3/12/25
Cost: 125 Million (New); 92.1 Million (Used) Atmosphere Range: 100-300m/1.2/2.5 km
Hyperdrive Multiplier: x1 Damage: 30 (3D)
Hyperdrive Backup: x10
Nav Computer: Yes Snubfighter Complement: 192 Droid Fighters, 5 Shuttles
Maneuverability: -33 (1D) Ground Compliment: 40 AAT-2’s, 30 Hailfire Droids, 30
Space: 5 Droid Walkers, 36 Air Support, 15 Landing Barges, 11
Hull: 2,410: 6 Locs (6D) STAP/H
Armor: 320/Loc; Ablation: 30 (2D)
Shields: 1,610/Loc (4D) The Trade Federation Battleship is a dreadnought class
Sensors: vessel that began life as a massive bulk hauler. It
Passive 45/+3 (1D) possesses so much capability that it acted as an effective
Scan 90/+6 (2D) command and control ship for the Separatists throughout
Search 120/+11 (3D+2) the Clone Wars. It carries a staggering array of weapons,
Focus 8/+12 (4D) snubfighters and invasion craft. The craft would see a
Maximum: 240/-29 service live long after the Clone Wars, being fielded as a
sector command ship in the arsenal of the Pentastar
Weapons: Alignment. The sheer cost of refit is what would see the
42 Quad Heavy Turbolaser Batteries ships eventually scrapped as the refit cost is so prohibitive
Fire Arc: 10 Fore, 11 Port, 11 Starboard, 10 Aft that governments could build a brand new fleet of warships
Crew: 5 or refit the craft. Most chose the former option.
Skill: Capital ship gunnery
Fire Control: 2D • This is a civilian ship converted for war, ½ Armor
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 80 (8D)

508
Providence Battleship Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 km
Craft: Pammant Docks Providence-class Damage: 50 (5D)
Affiliation: Separatists / Pentastar Alignment / Rebel 12 Point Defense Laser Cannons
Alliance Fire Arc: 3 Fore, 3 Port, 3 Starboard, 3 Aft
Era: Clone Wars (Obsolete, no production) Crew: 1
Type: Command Ship Skill: Starship Gunnery
Scale: Battleship Fire Control: 2D
Length: 1,088 meters Space Range: 1-3/12/25
Skill: Capital ship piloting Atmosphere Range: 100-300m/1.2/2.5 km
Crew: 1,306, gunners: 468, skeleton: 816/+3 Damage: 30 (3D)
Crew Skill: Typically 3D
Passengers: 3,917 (troops) 8 Tractor Beam Projectors
Cargo Capacity: (10,880): 18 metric tons available Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft
Consumables: 4 Years (87.7 Million Refit cost) Crew: 3
Cost: 102.9 Million (New); 74.3 Million (Used) Skill: Capital ship gunnery
Hyperdrive Multiplier: x1 Fire Control: 4D
Hyperdrive Backup: x10 Space Range: 1-5/15/30
Nav Computer: Yes Atmosphere Range: 2-10/30/60 km
Maneuverability: -27 (1D) Damage: 60 (6D)
Space: 8 Tractor Defense: 12 Fore, 12 Port & Starboard, 12 Aft
Hull: 1,810: 4 Locs (6D) Expanded Snubfighter Complement: 72 Droid Fighters,
Armor: 350/Loc; Ablation: 60 (L4) 4 Shuttles
Shields: 1,110/Loc (3D+2) Ground Compliment: 20 AAT-2’s, 4 Hailfire Droids, 8
Sensors: Droid Walkers, 12 Air Support, 6 Landing Barges
Passive 45/+3 (1D)
Scan 90/+6 (2D) The Providence Battleship is a deadly vessel that
Search 120/+11 (3D+2) effectively became extinct after the Clone Wars. A few of
Focus 8/+12 (4D) the vessels would fall into the hands of the Alliance to
Maximum: 240/-29 Restore the Republic, a couple were acquired by the
Weapons: Corporate Sector and later a mothball yard of them would
14 Quad Turbolaser Batteries be discovered by the Pentastar Alignment.
Fire Arc: 4 Fore, 5 Port, 5 Starboard • Proton Cannons: Tractor Defense is only ½ as
Crew: 4 effective. SPD & CPD are likewise ½ effective. They
Skill: Capital ship gunnery also have standard range categories.
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 80 (8D)
Ultra Heavy Double Ion Cannon Battery
Fire Arc: Fore / Port / Starboard (Turret)
Crew: 20
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-14/34/67 (Sensor Range)
Atmosphere Range: 2-28/68/134 km (Sensor Range)
Damage: 300
Ammo: 320
124 Proton Cannons
Fire Arc: 20 Fore, 50 Port, 50 Starboard, 4 Aft
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 4-24/60/120
Atmosphere Range: 8-48/120/240 km
Damage: 90 (9D)
Ammo: 120 Torpedoes Per Launcher
Flack Defense: -120 Ammo = 216 Units Destroyed
36 Dual Laser Cannon Batteries
Fire Arc: 9 Fore, 9 Port, 9 Starboard, 9 Aft
Crew: 3
Skill: Starship Gunnery
Fire Control: 3D

509
Tri-Fighter What truly makes the Tri-Fighter unique among its other
varied droid snubfighter counterparts is the fact that the
Craft: Colla Designs: Tri-Fighter craft has three droid brains controlling the functions of the
Affiliation: Separatists craft. The three brains allows the Tri-Fighter to ignore
Era: Clone Wars (Obsolete, discontinued) multiple action penalties until it’s 5th action (1st action is
Scale: Snubfighter free). Thus the craft performs on a professional level
Length: 5.4 meters almost all the time, in any circumstance. Other droid
Skill: Starship piloting snubfighters typically only have 1-2 droid brains (the
Crew: Droid Brains (3) bomber has 2). The only other instance of multiple droid
Crew Skill: 3DA/3D All Skills/3 FA (x3) brains, realistically, is the heavy ground support droid in
Cargo Capacity: (73): 0 kilograms available the vehicle section with it’s four droid brains.
Consumables: 4 days (20 credit refuel)
Cost: 63,280 (Used Only) Other Notes:
Maneuverability: +7 (2D+1) • *Medium Laser Cannon can fire once per round as a
Space: 8 Free Action. The weapon is limited to only one shot
Atmosphere: 1,050 Km/H; 1,455 MPR per round.
Hull: 55 (4D+1)
Armor: 35; Ablation: 25 (1D) • The 3 Light Laser Cannons are not limited in the
Shields: No Combat Shields amount of times they can fire per round.
Sensors: • Typical configuration has one Droid Brain fire the
Passive: 20/0 Light Laser Cannons and one fire the Buzz Droid
Scan: 45/+3 (1D) Missile Launcher.
Search: 60/+7 (2D+1)
Focus: 3/+9 (3D) • In the event that any droid brain is disabled any other
Maximum: 120/-33 can fulfill the tasks of the others (all have the same
skills, including piloting for the gunnery brains).
Weapons:
• Consider the craft to always be performing a Full
Medium Laser Cannon Action Starship Dodge. The piloting droid brain is
Fire Arc: Fore dedicated to it’s task.
Skill: Starship gunnery
Fire Control: 2D • The Tri-Fighter lacks combat shields, however, it
Space Range: 1-3/12/25 possesses heavier than normal armor plating +2.
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 50 (5D)
RoF: 1* See Notes
3 Light Laser Cannons (Fire-Linked)
Fire Arc: Fore
Skill: Starship gunnery
Fire Control: 2D+1
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 40 (4D)
Buzz Droid Missile Launcher
Fire Arc: Fore
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 30 units
Atmosphere Range: 30 km
Damage: None, see note.
Ammo: 6 Missiles
Missile Notes: Buzz Droids (4/missile)
have 1D Character Scale Body Strength
and deliver 2 points of Snubfighter Scale
damage per round each. Each Droid has a
25% chance to lock onto any ship in it’s
path (missiles must be fired ahead of the
targeted craft).
Difficulty to hit: -2DR of what it would be
to normally strike the target.

510
Vulture Snubfighter Droid Bomber
Craft: Xi Char Variable Geometry: Vulture-Class Craft: Xi Char Variable Geometry: Vulture-Class
Affiliation: Separatists Affiliation: Separatists
Era: Clone Wars (Obsolete, discontinued) Era: Clone Wars (Obsolete, discontinued)
Scale: Snubfighter Scale: Snubfighter
Length: 3.5 meters Length: 6.9 meters
Skill: Starship piloting Skill: Starship piloting
Crew: Droid Brain (1) Crew: Droid Brains (2)
Crew Skill: 3DA/2D All Skills/1 FA Crew Skill: 2DA/2D All Skills/2 FA (Pilot & Gunner)
Cargo Capacity: (44.5): 0 kilograms available Cargo Capacity: (87): 0 kilograms available
Consumables: 3 days (15 credit refuel) Consumables: 4 days (20 credit refuel)
Cost: 51,000 (Used Only) Cost: 79,300 (Used Only)
Maneuverability: +7 (2D+1) Maneuverability: +4 (1D+1)
Space: 10 Space: 7
Atmosphere: 1,200 Km/H; 1,665 MPR Atmosphere: 1,350 Km/H; 1,875 MPR
Hull: 50 (4D) Hull: 59 (4D+2)
Armor: 25; Ablation: 15 (L1) Armor: 25; Ablation: 15 (1D)
Shields: No Combat Shields Shields: No Combat Shields
Sensors: Sensors:
Passive: 20/0 Passive: 20/0
Scan: 40/+3 (1D) Scan: 35/+3 (1D)
Search: 60/+6 (2D) Search: 50/+6 (2D)
Focus: 3/+9 (3D) Focus: 3/+7 (2D+1)
Maximum: 120/-34 Maximum: 100/-34
Weapons:
Weapons: 2 Blaster Cannons (Fire-Linked)
2 Blaster Cannons (Fire-Linked) Fire Arc: Fore
Fire Arc: Fore Skill: Starship gunnery
Skill: Starship gunnery Fire Control: 1D
Fire Control: 0D Space Range: 1-5/10/18
Space Range: 1-5/10/18 Atmosphere Range: 100-500m/1/1.8 km
Atmosphere Range: 100-500m/1/1.8 km Damage: 50 (5D)
Damage: 50 (5D) 2 Energy Torpedo Launchers (Fire-Linked)
Fire Arc: Fore
2 Energy Torpedo Launchers (Fire-Linked) Skill: Starship Gunnery
Fire Arc: Fore Fire Control: 2D+1
Skill: Starship Gunnery Space Range: 20 units
Scale: Speeder Atmosphere Range: 20 km
Fire Control: 0D+1 Damage: 200 (9D/10x2)
Space Range: 20 units Ammo: 8 Torpedoes/Launcher (8 Total Shots)
Atmosphere Range: 20 km Proton Bomb Launcher
Damage: 200 (9D/10Dx2) Fire Arc: Below
Ammo: 4 Torpedoes/Launcher (4 Shots) Skill: Starship Gunnery
Fire Control: -2
Space Range: 3/6/9
Atmosphere Range: 300/600/900 m
Damage: 130 (13D)
Ammo: 24 Proton Bombs

511
Trade Federation Landing Ship that they can be stored away easily aboard the massive
battleships. They were bound in place by powerful tensor
Craft: Haor Chall Engineering C-9979 fields to the fuselage when the craft is assembled for use.
Affiliation: Separatists / Independent Bulk Even the strongest metal alloys were unable to bear the
Era: Clone Wars immense cargo weight inside the wings, thus making
Type: Cargo Barge tensor fields essential for the craft.
Scale: Frigate
Notes:
Length: 370 meters
Skill: Capital ship piloting • Fighters converted to cargo, minimalist design.
Crew: 4, gunners: 0*, skeleton: 2/+3 (manually controlled)
Crew Skill: 3DA/3D All Skills/1 FA • Literally, the ship is a Droid. Crew space is provided
Passengers: 832 (troops) in the event it is used as a person shuttle for oxygen
Cargo Capacity: (5,600): 2 metric tons avail based life forms. It can, however, be piloted by droids
Consumables: 10 Days (84K Refit cost) or life forms, the droid pilot can be disabled easily at
Cost: 610K (New); 457K (Used) the main control console.
Hyperdrive Multiplier: None • All weapons are controlled by independent droid
Hyperdrive Backup: None brains.
Nav Computer: None
Maneuverability: -6 (3D) • Instead of giving the craft an artificially inflated hull
Space: 2 code it has been reduced to it’s normal value.
Atmosphere: 600 Km/H (can land); 835 MPR • If the Shield Generators are disabled (not just blown),
Hull: 280: 4 Locs (2D) and the craft is in flight, it begins to break apart in 1D6
Armor: 120/Loc; Ablation: 30 (2D) Rounds (The Generators must be destroyed, ionized or
Shields: 415/Loc (3D) crippled). For Example the Port Generator is
Sensors: destroyed, in 1D6 Rounds the Port side wings will rip
Passive 10/0 off the craft!
Scan 20/0
Search 40/+3 (1D) • Reduce Space by Atmosphere by 150 Km/H for each
Focus 2/+6 (2D) wing that “falls off”. Craft can be rendered incapable
Maximum: 80/-35 of flight.
Weapons: • The Space Engines are Center Mass and exempt from
failure.
5 Double Laser Cannons
Fire Arc: 4 Fore, 1 Port, 1 Starboard, 3 Aft • Cost is calculated based off a 2D, 2 location hull due
Crew: 1 to the modular nature of the craft, however, it is
Skill: Starship Gunnery actually 4 locations in combat.
Fire Control: 2D
Space Range: 1-3/12/25 • Guns & Sensors are Snubfighter Cost.
Atmosphere Range: 100-300m/1.2/2.5 km • Droid Repairs and Damage Refits all occur at a -1 DR
Damage: 40 (4D) while at the Barge.
Barge Size: 4 Units per barge • All repair times are ½ while at the Barge (for
Barge Capacity: 12 Units of ground forces & 832 battlefield assets).
Troops/ea
The Trade Federation Landing ships are designed to
transfer cargo from their cargo vessels to
planetary surfaces, and are adapted to
transfer troops and military vehicles in the
same manner. The adaptations made are
fairly minimal, with the installation of shields,
weapons and facilities for the fast unloading once
the ship reached the planets surface. As non-
combatant vessels Landing Ships mainly survived the
battles of the Clone Wars, and were sold off in the years
following the destruction of the Trade Federation.

The ship is rather modular, and can be broken down into


six pieces for easy stowage, the wings, the bridge and the
main hold all disassemble.

The C-9979 configuration was chosen due to its close


resemblance to the commercial barges used by the
Federation's merchant fleet. The ship has four wings with
a wingspan of 370 meters. These wings are removable so

512
Dreams Die Hard some Imperials defecting, yet most forming their
own little galactic kingdoms so to speak (some
were incredibly large).

It all started with the Alliance of Free Worlds, the


next logical step toward the Republic. It was a
charter that formally signed on systems that were
willing to defect, permanently, to the side of the
Rebels. That government entity was a short
lived, proving ground to see if it was actually
viable to try to put together a new Republic
charter. We started to dream big and after just
shy of two years we had already drafted articles
of the New Republic, named for the old republic
just with the “new” slapped to the front of it.

We didn’t have enough support to warrant such a


bold title, which incidentally invoked a mad rush
from citizens of the galaxy to all become
members with representation to hear their
plights. This was the first point of failure for this
New Republic. In the Old Republic, member
The thought of the New Republic was quite the systems were all given the ability to have a seat
dream. For those of us in the Rebel Alliance, at the table and to be able to air their experiences
every day was a blessing because you never and issues freely. Anyone in the Old Republic
really knew if the Alliance was going to survive could openly request aid and generally speaking,
the next encounter with the Empire. The aid was granted in one form or another. The
Imperials had 20,000 Star Destroyers... Yes, you Jedi, peacekeepers of the Old Republic had been
read that correctly, twenty thousand of them. there to settle disputes, put down conflicts and
Now that number consisted of anything from a quell any sort of Dark Side / Sith uprising for
Victory II to an Imperial II, Tector or generally over a thousand generations. While the Jedi
anything that was nine hundred to sixteen were never more than 20,000 in number they
hundred meters in length. That’s not even provided a level of stability and decent justice for
considering all the Super Class Star Destroyers the quintillions of individuals in the known
they had, and all the ships of the line, support galaxy. So, while the Old Republic might lend
and picket vessels and planetary garrisons. So, aid in the form of economic sanctions or
any thought of anything beyond the Rebel economic relief to lesser powers and some level
Alliance was more of a dream than a possible of military, peace keeping fleet support to larger
reality. No one really knew what it would take to entities, the Jedi were always there as an
get the Empire to a point that they might be independent wild card to check the politics of the
defeat-able. republic. At times they were used and other
times they provided oversight to the Old
Possibly the largest point in our favor was that Republic. The point here is that they were
the Empire and by extension, the Emperor around and established, respected and even
himself, never took the Rebel Alliance seriously. feared by their enemies. When we put together
Yes, they showed up to kick our asses repeatedly the New Republic Charter, the Jedi Order, as a
and that generally eclipsed most of their defeats peace keeping force, was largely extinct.
at the hands of Rebels because those wins for us
were so rare. However, we got to this point that Sure, you might ask where the Saber Rakes
something more was possible. With the death of were? Those Tapani Nobles and their children
the Emperor at the Battle of Endor the tides that survived the shelling of the Pelagian Jedi
shifted substantially. Decades old animosities Academy. Well, they were busy with Tapani
emerged and all the corruption that existed in the Sector affairs. Their order was always more
Empire fragmented it along political lines. With Grey than anything else. While they always lent

514
their support to the Coruscant Jedi Council, there mattered. Like, not all ex-Imperial commands
was no Council left to ask for help. Nor did the they were after were dictators and emperors.
powers that be, like Mon Mothma, Garm Bel Take for example, Charity Sector, one whose
Iblis and hundreds of others... Ever attempt to Female Admiral had liberated. She instituted
ask for their help. It’s not that they didn’t know reforms that allowed beings of every race and
that Jedi Knights and Masters had survived, it’s creed to be part of the sector and the sector itself
because, in their Hubris they thought that they was an amazing success. She even reached out
could do it better without the Jedi. They, in some across the galaxy calling any and all Jedi willing
sense, blamed the Jedi for failing to identify to champion a free sector to her banner. This
good old Sheev Palpatine as the mastermind actually worked, they gained a number of Jedi
behind the fall of the Republic... Even though looking for a home that became the core of their
they were the ones who had failed, the Jedi were governmental checks and balances and dispute
non political. Their only interest was to breakers and internal paragons of justice. The
minimize casualties to the galactic whole and New Republic locked down the sector and
keep civilians safe. Those damn politicians interdicted it, attempting to choke the sector to
should have thanked the Jedi for discovering death. Yet it did not die. It wasn’t until the
Palpatine, but instead they were cast aside Admiral made a run for representation in the
without a single thought of consideration. You New Republic, to reach a holonet buoy to get
see, the Jedi Orders of the galaxy might have their story out that they received recognition.
been few and far between but they were like the One of the great excesses of the New Republic,
fabric of reality for the Old Republic. Paragons in their overzealous prosecution of “War
of Justice and Stability. Remove that from the Criminals”, individuals that would have been
equation and you had squabbling on day one of executed under Imperial Command had they not
the New Republic. Petty rivalries instantly followed orders, became the targets of galactic
emerged, the government meant to replace the crusades that the New Republic would justify as
Empire was instantly quagmired under it’s own “freeing the galaxy” when it was nothing short of
thoughtless inconsideration of past lessons. In the same level of tyranny that these sectors had
fact, the large bulk of surviving senators had faced under the control of the Empire.
forgotten what it was to be a democracy.
When I was speaking about the hundreds of
Now, for a time the cracks in the system didn’t systems that received almost no support... those
appear and that is because of forces of nature. were the lucky ones. The rest of the galaxy
Those massively influential people that carried didn’t even get a seat at the table. Systems and
with them such a strength of purpose that the even entire sectors of space had to petition for
New Republic itself existed only because of their acceptance into the New Republic Senate for
sheer, seemingly inexhaustible, willpower. Mon months and possibly even years. With thousands
Mothma was one such leader, Garm Bel Iblis of systems being ignored, denied or misplaced
another. After those two, the only person who for membership. In a sense, the New Republic
even had a chance of holding it all together was perpetuated the Imperial holdouts as much as it
Princess Leia Organna. Aside from those three, fought to eradicate them.
everyone else was incompetent (Cal Omas was
actually sort of a visionary, but he took power When we look back at the nature of the conflicts
when the New Republic was circling the drain). that surrounded the New Republic we see a
Self important individuals that couldn’t be series of incidents that were spurred into
bothered over petty squabbles and only cared existence due to gross incompetence of the ruling
about their own power and maintaining it. They bodies. New Republic intelligence was always a
cared more about the shoes they wore and their formidable entity, and they always provided
formal attire than actual, effective, governance. incredible levels of detail on tracked entities.
That is, when they were actually dispatched to do
Hundreds of systems received next to zero so (which was rare). If it didn’t concern the core
support from the New Republic. Often left to worlds, of whatever the core of the New
fend for themselves. The New Republic, in the Republic was at that time (before Coruscant was
early years was so hellbent on eradicating the liberated), it essentially didn’t exist. The New
Empire that they missed the little nuances that Republic had a tendency to set it’s sights on

515
“targets”. These targets were typically shipyards, Most people I talk to say that it’s better that there
ship designs, economic boons, bread basket was a New Republic than no republic at all... The
worlds, etc. If you weren’t one of those funny thing is that even though I was a hardcore
mentioned above you were largely overlooked. Rebel Spec Ops officer, sometimes I think the
Now, if you were one of those systems galaxy was better off with the Empire in charge.
mentioned above there was a good chance that That’s not to say I agree with any of their ideals
the New Republic was putting together a or that I condone the Empire’s cruelty and rule
“Liberation Force” to free you. Even if you had by fear tactics. It’s to say that the galaxy would,
no desire to be freed from your current ruling likely, never have fragmented as much as it did
governance. The New Republic justified under New Republic control. The New Republic
corporate takeovers and land grabs with the failed in almost every major conflict it ever had
headline “Liberation Fleet” which was nothing to participate in. This all culminated with the
more than what the Imperials used to call galactic conflict against the Yuuzhan Vong. The
“Nationalization” by force. New Republic failed so hard that they allowed
Ithor to be destroyed, Coruscant fell and was
Any conflict that we study, where the New forcibly terraformed, countless worlds were
Republic eventually became embroiled, has them sundered and their moons were pulled into them
responding at the last and worst possible turning the worlds into a shattered hell-scapes.
moment. The Heroes of the Rebellion were One such incident claimed the life of Chewbakka
typically involved, waging their own personal the famous Wookiee companion of Han Solo.
wars of political maneuvering, peace keeping
The New Republic is gone, the Yuuzhan Vong
and even fighting for their lives with any friends
conflict was it’s Death Knell. Around 28 ABY
and troops they could scrounge for months if not
(that’s After Battle of Yavin for those not in the
years before the New Republic ever got
know) a new galactic governance was formed.
involved. These Heroes were not simply the big
The New Republic only managed to survive for
ones we all know like Han Solo, Luke Skywalker
about 24 years... However, some sources claim
and Princess Leia. They were anyone who had
the New Republic lingered on until 34 ABY.
been discarded by the New Republic, branded
obsolete and unnecessary. Placed into The Galactic Federation of Free Alliances, also
impossible situations by the rise of the new, known as the Federal Galactic Republic, but
stagnant, republic. These were Rebel Spec Ops most commonly the Galactic Alliance, was the
visionaries that commanded rogue fleet groups galactic government directly following the New
that never stopped fighting for justice and Republic. Incorporating most of the known
freedom when the New Republic stopped. galaxy, the Galactic Alliance was the first
Always re-defining the map in favor of free government to achieve this since the Galactic
systems than oppressed ones. Rebel Spec Ops Empire.
was one of the casualties of the “Legitimacy” of "A peaceful Galactic Alliance is the strongest
the New Republic. Essentially, these radical and pillar of a peaceful galaxy."
utterly devout followers of the Rebel Alliance ―Luke Skywalker
were unflinching in their duty and never stopped
executing their operations without support from Thanks Luke, any more words of wisdom? No?
their government. They were disavowed at first, Please shut up then. The term New Order was
though some were even supported in clandestine applied to the Alliance for a short period of time.
fashion. Other’s were hunted like common I think they figured that was a bad omen, since
criminals. A few of these groups could easily be the Galactic Empire used to refer to itself as the
called radicalized terrorists on a good day, and “New Order”. The rest of the time, after that
they generally didn’t help the cause. They were political faux-pass it was referred to as the Old
people like Saw Guerra who never stopped Order... For no particular reason. This one
fighting and the Rebel Alliance and the fledgling manages to survive for about eighty years before
New Republic owed a debt to that was so great it going tits up. That, however, is another story
could never be repaid. Yet the New Republic entirely. I will leave the ruin of the rest of
essentially turned their back on these patriots. It galactic history to someone who actually gives a
was a clear sign that the New Republic was shit.
already rotting from within. -Disenchanted Armchair Historian

516
CEC ZA-8050 This was Corellian Engineering Corporation’s initial
response to the re-introduction of the Ghtroc 720. The ship
Craft: CEC ZA-8050 light freighter is smaller and sacrifices passenger space compared to the
Affiliation: General other vessel, however, in it’s own right the craft is still very
Era: New Republic capable. Sporting many stock Corellian systems at a base
Type: Light freighter level. Even the Fire Control on the guns is basic until you
Scale: Transport consider the volume of fire coming off the emplacement
Length: 23 meters itself. It was meant as an inexpensive ship to release fast,
Skill: Space transports: ZA-8050 and fill in gaps where the CEC was loosing financial
Crew: 1 & 1 can coordinate, gunners: 2 (can be fired from ground to the Ghtroc 720. It incorporates a multi deck
Bridge at -2D) cargo system similar to the Ghtroc series with a pair of
Crew Skill: Varies Wildly cargo elevators in addition to the main boarding ramp.
Passengers: 4 Notes:
Cargo Capacity: (115): 114.9 metric tons available
Consumables: 2 Months (5,600 Credit Refuel cost) • The ship is easy to maintain in addition to the
Cost: 117,000 (New); 88,000 (used) standard Corellian designs which make it easy to
Hyperdrive Multiplier: x2 modify. -1DR to all repairs and modifications.
Hyperdrive Backup: x12 • Refresher & Auto Chef
Nav Computer: Yes
Maneuverability: -6 (1D) • Suffers Maneuverability penalty from Armor (-3)
Space: 5
Atmosphere: 800 Km/H; 1,110 MPR Here’s another little gem I literally stumbled across the
Hull: 90/Loc: 2 Locs: Fore & Aft; (4D) first day it hit the showroom floor. I bought the floor model
Armor: 25/Loc; Ablation: 15; 2 Locations (1D) after some maneuvering and got it for the “used” price.
Shields: 30/Loc (2 Generators, 1D) One hell of a deal. Quite the upgrade from my old Ghtroc
Sensors: 720 since I couldn’t find one of the new ones… They’re in
Passive: 25/0 demand, and now, these are too. Just that they’re
Scan: 50/+3 (1D) available. CEC is a huge company. I have to note that I
Search: 70/+6 (2D) was surprised how readily the parts from my old 720 drop
Focus: 2/+9 (3D) into this baby. It’s clear CEC engineered it that way. I
Maximum: 140/-34 dropped the cockpit guns right on this baby, there were
power conduits pre run to a modular port… I stripped my
Weapons: old 720 to bitch this baby out.
2 Light Quad Laser Cannons - Dugeor “Blind Eye” Spirro
Fire Arc: Turret (Dorsal & Ventral)
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5km
Damage: 40 (4D)

517
A-9 Vigilance Interceptor the process of developing the A-10 interceptor, which
would address the problems with the A-9. In the Second
Craft: Kuat Drive Yards A-9 Vigilance Interceptor Galactic Civil War, a number of them were in the Corellian
Affiliation: Empire, New Republic, Independent Defense Force.
Era: New Republic/Dark Empire (9ABY) The integrated sensors that KDY has scattered all over the
Scale: Snubfighter A-9 were never discovered. The sensor connections were
Length: 7.4 meters severed from high G maneuvers and the sensors
Skill: Starship Piloting themselves disintegrated under the stress. However,
Crew: 1 eventually, engineers would discover that the A-9 was
Crew Skill: Typically 2D outfitted with a Holonet Transceiver that could send and
Cargo Capacity: (92.5): 38.5 kilograms receive information. Most techs that found this device
Consumables: 4 Days (40 Credit Refuel cost) either took it for themselves or sold it for a small fortune!
Cost: 90,400 (New); 67,800 (Used)
Maneuverability: +13 (4D+1) Notes:
Space: 12 • Easy controls: +1 to Free Actions for the Pilot
Atmosphere: 1,300 Km/H; 1,805 MPR
Hull: 39 (2D+2) • Training Boost: The A-9 is easy to pilot and even
Armor: 25; Ablation: 15 (1D) easier to learn how to fly it. Afford trainees in the A-9
Sensors: an additional Character Point per session while
Passive: 10/+3 (1D) training in the craft. This benefit ends after the
Scan: 35/+7 (2D+1) individual has gained 5.
Search: 60/+10 (3D+1) • Missing Launchers: The design has a pair of wing
Focus: 3/+12 (4D) ports, that have nothing in them. It’s speculated that
Maximum: 120/-30 the fighter could have been provisioned with a pair of
Weapons: Concussion Missile Launchers or Proton Torpedo
2 Medium Laser Cannons (Fire-linked) Launchers.
Fire Arc: Fore
Skill: Starship gunnery
Fire Control: 1D+1 There are several modifications for the craft:
Space Range: 1-3/12/25 • Turret: The most prominent of which allows the A-
Atmosphere Range: 100-300m/1.2/2.5 km 9’s main cannon array to operate as a Turret. This
Damage: 63 (6D+1) allows it to fire down and aft, and can actually fire
over and under the port and starboard engines. The
Designed by Kuat Drive Yards, famous for its Imperial- modification costs 3,500 Credits and adds +1D (not a
class Star Destroyers, the A-9 was an attempt to enter the mod) to the Fire Control Package as well.
very profitable Imperial starfighter market. Though KDY
was a major manufacturer of fighters for the Galactic • HyperDrive: Class 1: 24,000 Credits
Republic during the Clone Wars, the Imperial market was • Shield Generator Class 1: 1D; 3,000 Credits
largely dominated by Sienar Fleet Systems, makers of the
TIE Series. The A-9 was intended to fulfill the Imperial • Shield Generator Class 2: 2D; 6,000 Credits
Starfighter Corps' desperate need for a faster, more • 2 Torpedo Launchers: 2D Fire Control; 9D Damage;
maneuverable fighter to deal with the New Republic A- Range: 20 Units; Ammo: 2 Each. 60,000 Credits
wing interceptor. Released almost six years after the Battle
of Endor, shortly after the defeat of Grand Admiral
Thrawn, the vessel the Empire received did not fully
meet these requirements. In true Imperial fashion,
the craft had no shields or hyperdrive, requiring the
craft to operate from a fixed base or starship. Like
TIE series craft, A-9s were generally deployed in
large numbers to compensate for their shortcomings
and replaced as required.
After Norval II rebelled against its governor Abam
Tev and successfully removed its government, the
New Republic gained access to the new A-9
interceptors. This proved to be a boon to the
beleaguered New Republic military after the fall of
Coruscant, as the A-9, along with the new E-wing
fighter, helped to even the odds when Emperor
Palpatine's forces attacked the ocean world of Dac.
While it was never widely adopted because of its
technical shortfalls, the A-9 continued to show up in
Imperial Remnant fleets, as well as in New Republic/
Galactic Alliance squadrons years after its
introduction. It was often rumored that KDY was in

518
A-10 Vigilance II Republic who was fielding them. Unbeknownst to all the
parties involved, there were telemetry sensors all over the
Craft: Kuat Drive Yards A-10 Vigilance II A-9 that reported directly back to KDY on specific metrics.
Affiliation: Corellia. Independents, Imperial Warlords It was a design choice that they realized they would be
Era: New Republic (11 ABY) caught for and likely be held accountable for. However,
Scale: Snubfighter the data provided by the field “spying” was deemed too
Length: 7.5 meters valuable to ignore. Even if those parties did level suit
Skill: Starship Piloting against KDY the data from using multiple superpowers as
Crew: 1 Beta Testers would vastly outstrip any and all fees.
Crew Skill: Typically 3D After they had incorporated all the data they could intro the
Cargo Capacity: (93.75): 8.75 kilograms new design (or re-design), they had no need to include the
Consumables: 4 Days (40 Credit Refuel cost) holonet transceiver in the new design. Thus that
Cost: 146,400 (New); 109,800 (Used) component would not be carried forward, however, it
Maneuverability: +14 (4D+2) would be an optional add-on a the time of purchase. The
Space: 13 beauty of their design being so similar to the A-9 would
Atmosphere: 1,300 Km/H; 1,805 MPR yield other benefits like being able to use all the
Hull: 40 (3D) aftermarket parts for the A-9 on the A-10 and largely being
Armor: 25; Ablation: 15 (1D) compatible with most (if not all) of the A-9’s parts as well
Shields: 30 (2D)
Sensors: The biggest difference between the A-9 and the A-10 is the
Passive: 15/+3 (1D) fact that the wings were extended, allowing for the Turret
Scan: 45/+7 (2D+1) to fire in all directions without being impeded. That was
Search: 60/+13 (4D+1) the largest architectural change and the shifting of the
Focus: 3/+12 (4D) engines require the craft to be elongated by .1 Meters.
Maximum: 120/-27 The engine performance increase is an engineered
Weapons: enhancement that is made available to all A-9 owners for
Heavy Pulse Laser Turret & Targeting Laser 1,000 Credits.
Fire Arcs: All KDY deployed a brand new Heavy Pulse Laser as the main
Skill: Starship gunnery armament, the gun is designed to fire 15 round bursts and
Fire Control: 4D* + Targeting Laser: 5D deliver maximum damage to any location. The additional
Space Range: 2-6/16/32 of the Targeting Laser was a late addition where KDY
Atmosphere Range: 200-600m/1.6/3.2 km reached out to Slayn and Korpil and licensed some of their
Damage: 90 (9D)* Full Burst targeting IP. For a small cut of the profits, Slayn and
Targeting Laser Korpil was more than happy to outfit them with an
Fire Arcs: All accuracy and range booster. This elevated the Pulse Laser
Skill: Starship gunnery to a level just beyond the standard ranges for a Turbolaser.
Fire Control: +1D (to above cannon) The first customer was the Corellian Sector, who updated
Range: Short x2 / Medium + 25% / Long + 22% their planetary fighter wings and capital based fighters with
2 Light Concussion Missile Launchers (Fire-Linked) the A-10 after seeing a test first hand. A number of
Fire Arc: Front Imperial Warlords lined up to purchase the
Skill: Missile weapons: concussion missiles snubfighter and the rest went to independent
Fire Control: 3D+1 + Targeting Laser: 4D+1 systems.
Space Range: 60 units Notes:
Atmosphere Range: 60 km
Damage: 140 (6D/7Dx2) • The A-10 accepts all the
Ammo: 6 Advanced Missiles per Launcher (6 aftermarket modifications that
Shots) the A-9 has available.
Kuat Drive Yards engineers went back to the
drawing board with the A-9. The A-9 was not
considered a loss to the engineering team or
the company. It had been decades since they
had actively competed in the
Snubfighter market and they
considered the lessons learned • The Easy Controls & Training
from the A-9 to be an Boost from the A-9 also apply
excellent initial foray to the A-10.
into the market.
While actively working on the
follow up model to the A-9, KDY
paid very close attention to the
performance characteristics of the A-
9 an it’s combat performance. They worked
closely with the Empire, Independents and the New

519
YT-1300 right in! Yes, this is the entrepreneur's dream come true!
Sporting updated bantha hide surfaces, holo table, holonet
Craft: CEC YT-1300S (Sport Model) transceiver, and a Captain's cabin to die for, complete with
Affiliation: General gravity controlled hot tub!
Era: New Republic Corellian Engineering Corporation is proud to reintroduce
Type: Light Freighter you to the ship design that became a legend in the hands of
Scale: Transport it’s owners, one last time. For a limited time only, the YT-
Length: 25 meters 1300 will be sold at it’s original factory price.
Skill: Space transports: YT-1300
Crew: 1, 1 can coordinate, gunners: 2 • All repairs & modifications to the vessel are at two
Crew Skill: Varies widely difficulty levels lower (-6).
Passengers: 4 • Suffers Maneuverability penalty from Armor (-3)
Cargo Capacity: (150): 149.9 metric tons available
Consumables: 2 months (5,600 credit refuel cost) • The Cockpit acts as a 4 seat escape pod; Space: 1;
Cost: 92,000 (new); 69,000 (used) Atmo: 100Km/H, 2 Weeks Consumables, Emergency
Hyperdrive Multiplier: x2 Beacon.
Hyperdrive Backup: x12
Nav Computer: Yes • Vented Engine Array: Allows for short duration
Maneuverability: -3 (2D) SLAM operations at double Space Units (12). It can
Space: 6 effectively vent all the additional heat of pushing the
Atmosphere: 900 Km/H; 1,250 MPR engine array well beyond spec; 4 Round Operation.
Hull: 110/Loc; 2 Locs: Fore & Aft (5D) +6 to all maintenance routines for 1 month after
Armor: 25 / Ablation: 15 (1D) engaging it.
Shields: 30 (2 Generators, 1D)
Sensors: • Refresher Booth
Passive: 10/0
Scan: 25/+3 (1D) • Auto Chef
Search: 40/+6 (2D)
Focus: 2/+9 (3D) • Basic Machine Shop
Maximum: 80/-34
Weapons: • Basic Med Bunk
Corellian Quad Laser Cannon
Fire Arc: Dorsal Turret • Captain’s Cabin has a Display / Entertainment screen,
Skill: Starship gunnery Private Conventional Shitter, Sonic Shower and Sink
Fire Control: 3D
Space Range: 1-3/12/25 • Game Table
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 50 (5D) • Lounge
The Legendary YT-1300 returns! The design that inspired I was walking into a local CEC store to pickup some parts
over five decades of galactic citizens to leave the safety of for my YT-2400 and when I saw this, I traded the old bird
their worlds and reach out into the stars. Now with newly in, on the spot. They even gave me a fair trade, I paid
re-engineered cargo bays, engines, flight endurance, hull nothing, and they brought her up to the 2400’s specs for
strength, armament, agility and more! brand loyalty. Repairs are effortless, Solo is going to be so
There is nothing quite like a YT-1300. Pictured is the sport pissed when he sees my ship!
model, with centralized cockpit. No other starship in the -Dash Rendar
galaxy can match her wide availability of after marked
modifications that are readily available and ready to drop

520
HWK-300 Heavy Courier design that saw limited exposure and poor sales. It was
completely unpopular as it looked nothing like their typical
Craft: Corellispace HWK-300 light freighter designs and was poorly received as a result. The design sat
Affiliation: General / New Republic / Mercenaries for decades prior to being acquired by Corelli Space. The
Era: Early New Republic+ most notable instance of the HWK-290 is the Moldy Crow,
Type: Armored Transport that is piloted by Kyle Katarn and Jan Ors.
Scale: Transport, Maneuvers as Snubfighter The HWK-300 represents a bit of a departure from the
Length: 20 meters original craft (which Corellispace has since renewed
Skill: Space transports: HWK-290/300 light freighter production). However, it’s become an enthusiast sensation
Crew: 1 to 2 (Can Coordinate) at its outselling more capable transports with more
Crew Skill: Varies Wildly capacity as people are re-defining what they are after and
Passengers: 2 willing to deal with.
Cargo Capacity: (10): 10 metric tons
Consumables: 2 months (2,800 credit refuel) The craft has the handling of a Snubfighter and the
Cost: 156,800 (New); 313,600 (Used Only) performance of one as well. It sports enhanced engines
Hyperdrive Multiplier: x1 from it’s progenitor, this vessel is highly sought after by
Hyperdrive Backup: x6 Mercenaries, Race pilots, Enthusiasts and even fighter
Nav Computer: Yes pilots. It’s bigger brother has become a more common
Maneuverability: +6 (3D) sight in the space lanes, while the HWK-300 is typically
Space: 9 seen only in the hands of experts and those lucky few that
Atmosphere: 900 Km/H; 1,250 MPR have managed to get a hold of one.
Hull: 120/Loc; 2 Locs: Fore & Aft (5D+1) Good luck getting one of these babies for cheap. The
Armor: 80; Ablation: 30 (2D) resale on used ones is almost double what the company is
Shields: 50 (2 Generators, 2D) selling them for. The interior is even sportier, than the
Sensors: original. I’ve been on their official wait list for over 3
Passive: 30/+3 (1D) years now…
Scan: 60/+6 (2D)
Search: 90/+9 (3D) • The HWK-300 possesses double the advanced armor
Focus: 10/+12 (4D) that the 290 had, stock.
Maximum: 180/-31 • The design gained 1 meter that was designed to
Weapons: maximize cargo capacity and it actually stretch the
Double Heavy Turbolaser Cannon (Fire-Linked) interior just enough to add a third bunk row, that
Fire Arc: Ventral Turret extends into the main cabin when used for 2
Skill: Starship Gunnery occupants.
Fire Control: 3D • Auto Chef in bunk cabin and Refresher Booth
Space Range: 2-5/15/30
Atmosphere Range: 200-500m/1.5km/3km • Dual Holo Transmitters on the Bridge (Holo HUDs)
Damage: 80 (8D) • Holo Transmitters each double as Enhanced
Entertainment devices.
The HWK-300 is a less known starship design that closely • 2 Fold down seats in on the bridge.
resembles the performance characteristics of a Courier ship
and has some amenities of a yacht. It’s seating and bunks • Bridge acts as a fully featured Lifeboat / Escape Pod
are of better than normal quality while still remaining supporting 4 individuals for up to 2 months.
rugged enough to qualify the interior as “sporty”. • Suffers ½ the Maneuver penalty from Armor (-3)
The craft originally debuted as the, HWK-290 a CEC

521
Z-95-AF5 Headhunter Damage: 180 (8D/9Dx2)
Ammo: 8 per Launcher (8 Shots)
Craft: SubPro Corp Z-95-AF5 The Z-95 Headhunter, a legend reborn!
Affiliation: Any Based off the legendary durability of the old Z-95 designs
Era: New Republic and created an evolutionary craft. SubPro has cunningly
Scale: Snubfighter (Transport Upscale) integrated maximum armor plating into the superstructure.
Length: 13 meters Designed with easily replaceable armor tiles. They
Skill: Starship Piloting increased the magazine capacity for the missiles by 1 per
Crew: 1 or 2 (Co-pilot can coordinate) bay and added a robust standard armament. The new
Crew Skill: Varies Wildly design shares more of the look of Old Republic fighter
Cargo Capacity: (162.5): 22.5 kilograms craft like the ARC-170. Her maneuverability was updated
Consumables: 14 Days (280 Credit Refuel cost) to modern standards and speed was increased to exceed the
Cost: 158,600 (New); 119,200 (Used) X-Wing and compete directly with other cutting edge
Hyperdrive Multiplier: x2 heavy fighters. She retains her atmospheric performance
Nav Computer: Yes edge as well.
Maneuverability: +9 (+12 in Atmo / Grav Wells; 3D/4D)
Space: 10 Notes:
Atmosphere: 1,350 Km/H; 1,875 MPR • It targets as a Snubfighter, however, it’s hull durability,
Hull: 90 (4D) engines and power systems are Transport Scale. No
Armor: 40; Ablation: 30 (2D) Armor performance penalty.
Shields: 30 (2D) • +3 Difficulty to all repairs and mods w/o SubPro Tools
Sensors:
Passive: 25/0 I haven’t been so excited to see more legitimate
Scan: 40/+3 (1D) competition enter the market place. Apparently, a
Search: 55/+6 (2D) disgruntled group of Frei-Tek, Incom & Sienar Fleet
Focus: 2/+6 (2D) Systems engineers left their respective companies and
Maximum: 110/-34 pooled their capital together to purchase the defunct
Weapons: SubPro Corporation. They hit the ground running with
2 Medium Laser Cannons (Fire-linked) this baby. This fighter will give an E-Wing a run for it’s
Fire Arc: Fore money. I bought mine the moment it hit the market. It has
Skill: Starship gunnery a “vintage” high tech HUD not seen since the days of Old
Fire Control: 3D Republic. The second seat even converts into a full sized
Space Range: 1-3/12/25 double bed. Chicks dig it!
Atmosphere Range: 100-300/1.2/2.5 km - Jak Hob “SubPro Super Fan”
Damage: 60 (6D) What people don’t realize is that the engineering geniuses
2 Concussion Missile Launchers (Fire-Linked) over at SubPro actually used their heads. They built this
Fire Arc: Front baby out of civilian transport grade materials. It yielded a
Skill: Missile weapons: concussion missiles much more rugged space frame that’s easier to work with
Fire Control: 2D and much cheaper to mass produce. I can use almost any
Space Range: 30 units ship scrap to repair it.
Atmosphere Range: 30 km -Wedge Antillies

522
TIE/LN-S Inability to repair easily coupled with lack of combat
durability have led way to some notable enhancements for
Craft: Sienar Fleet Systems TIE/Ln-S the venerable fighter.
Affiliation: Empire One notable tweak to the design that was heavily field
Era: Late Rebellion+ tested with during the crisis with Admiral Zarrin. When
Type: Space superiority fighter the fighter was outfitted with 4 Concussion missiles, slaved
Scale: Snubfighter to the fire control of the main guns. This allows for
Length: 6.3 meters additional flexibility to give the fighter added punch and
Skill: Starship Piloting allows it to operate in a similar capacity to most Rebel
Crew: 1 fighters, as a limited bomber.
Crew Skill: Typically 2D
Cargo Capacity: (79): 9 kilograms Twenty years of research at Maw Installation yielded a
Consumables: 3 days (15 Credit Refuel Cost) couple notable improvements that were able to be
Cost: 84,000 (New); 63,000 (Used) incorporated into the basic design at no additional cost. By
Maneuverability: +8 (+2 in Atmo; 2D+2/-2D in Atmo) tweaking the ion engines coupled with a slight refinement
Space: 11 to the mass production process has yielded an increase in
Atmosphere: 1,250 Km/H; 1,735 MPR performance. The fighter now equals the base speed of the
Hull: 35 (2D+1) interceptor.
Armor: 20; Ablation: 10 (+2) Another notable feature much sought after from various
Shields: 30 (2D) commanders includes an ejection couch. This is a request
Sensors: that comes from Grand Admiral Thrawn, who has in recent
Passive: 20/0 months, made a very compelling argument that pilots
Scan: 40/+3 (1D) should not be wasted and that a pilot who survives multiple
Search: 60/+6 (2D) engagements is going to be a pilot that will more
Focus: 3/+9 (3D) effectively deal with future threats.
Maximum: 120/-34
Weapons: The benefits of this new development trickled down the
2 Laser Cannons (Fire-linked) line to other (New Republic Era) TIE Models as well.
Fire Arc: Front Don’t let the enhancements fool you, this craft is still a
Skill: Starship gunnery deathtrap. I have it on good authority that occasionally
Fire Control: 2D+2 the overtaxed reactors on these babies have unpredictable
Space Range: 1-4/16/33 results, especially now with shields. Pilots have been
Atmosphere Range: 100-400/1.6/3.3 km cooked in their acceleration couches, literally…
Damage: 56 (5D+2)
2 Missile Racks (Considered 1 Launcher) • All TIE craft enjoy a solar panel efficiency bonus of
Fire Arc: Front 50% reduced refuel costs.
Skill: Starship gunnery
Fire Control: (Slaved to Main Fire Control) • Light Armor Plating: +2
Space Range: 30 Units
Damage: 80 (8D) • Poorly Maintained TIE/LN-S fighters will manifest
Ammo: 4 Units issues gradually, over time. Per day after roughly a
month that the main drive system has been neglected
Due to numerous field trials and over 2 decades of service there is a 1 in 6 chance (stacks) of a system on the ship
the fighter has finally begun to show its deficiencies. going haywire (even cooking a pilot to death).

523
Scimitar Assault Bomber Fire Arc: Ventral & Fore (Concussion Missile Ports)
Skill: Starship gunnery
Craft: Sienar Fleet Systems T.I.E. - Scimitar Fire Control: 3D+2
Affiliation: Empire Space Range: Varies per Ordinance Type
Era: Thrawn Trilogy (New Republic) Atmosphere Range: Varies per Ordinance Type
Scale: Snubfighter Damage: 90 (Concussion Missiles); Varies per Type
Length: 13.8 meters Ammo: 24 Concussion missiles + one other type
Skill: Starship piloting Proton Torp Launchers hold 48, 90+ Torpedoes.
Crew: 1 Space Bomb Launchers hold 48, 120+ Bombs.
Crew Skill: Typically 4D Rocket Launchers hold 48, 100+ Rockets.
Cargo Capacity: (172.5): 7.5 kilograms If they were carrying advanced ordinance the values
Consumables: 6 days (30 Credit Refuel cost) change (Like seeker missiles, Advanced Missiles or
Cost: 131,000 (New); 98,000 (used) Torpedoes, Advanced Space bombs or Heavy Rockets) The
Maneuverability: +9 (+6 in Atmo; 3D/2D) launcher can also handle other specially packed payloads,
Space: 10 27 air-deployed mines, 30,000 plastic leaflets.
Atmosphere: 850 Km/H; 1,640 MPR
Hull: 60 (5D) The Scimitar is designed to carry 16 Concussion Missiles
Armor: 40 / Ablation: 30 (2D) (8 per Forward launch tube) in addition to a secondary
Shields: 40 (3D) payload for the Ventral deployment mechanism.
Sensors: • All TIE craft enjoy a solar panel efficiency bonus of
Passive: 20/0 50% reduced refuel costs.
Scan: 40/+3 (1D)
Search: 60/+6 (2D)
Focus: 3/+9 (3D)
Maximum: 120/-34
The brainchild of Grand Admiral Thrawn, specifically
designed to compete with the ever evolving New Republic
Snubfighter threat.
Weapons:
2 Laser Cannons (Fire-linked)
Fire Arc: Fore
Skill: Starship gunnery
Fire Control: 2D+1
Space Range: 1-4/16/33
Atmosphere Range: 100-400/1.6/3.3 km
Damage: 60 (6D)
Multi-Ordinance Launcher(s)

524
TIE Interceptor II Damage: 90 (9D)
Ammo: 2 Missiles each rack
Craft: Sienar Fleet Systems T.I.E. Interceptor Refit TIE Interceptors were always lethal, this just makes them
Affiliation: Empire competitive in the times of the New Republic on almost
Era: Thrawn Trilogy every level. The TIE Interceptor benefits directly in line
Scale: Snubfighter with the advancements coming out of the Maw Installation
Length: 7.2 meters Super TIE design program. Eventually, this information
Skill: Starship piloting fell into the hands of Sienar Fleet Systems after being
Crew: 1 apprised of the Maw Installation and it’s programs by the
Crew Skill: Typically 4D New Republic after encountering Admiral Daala. Sienar
Cargo Capacity: (90): No space available vetted the design advancements and incorporated them into
Consumables: 4 days (20 Credit Refuel cost) their existing lineup. Another notable feature much
Cost: 118,000 (New); 88,000 (used) sought after from various commanders includes an ejection
Maneuverability: +12 (+9 in Atmo); (4D/3D) couch. This is a request that comes from Grand Admiral
Space: 12 Thrawn, who has in recent months, made a very
Atmosphere: 1,400 Km/H; 1,945 MPR compelling argument that pilots should not be wasted and
Hull: 49 (3D+2) that a pilot who survives multiple engagements is going to
Armor: 20; Ablation: 10 (+2) be a pilot that will more effectively deal with future threats.
Shields: 40 (3D)
Sensors: • All TIE craft enjoy a solar panel efficiency bonus of
Passive: 25/+3 (1D) 50% reduced refuel costs.
Scan: 40/+6 (2D) • Light Armor Plating inherited from the TIE/LN-S: +2
Search: 60/+6 (2D)
Focus: 4/+11 (3D+2) • The ejection couch is equipped with a controllable
Maximum: 120/-34 repulsor landing system (and a parachute). Standard
Weapons: Survival Pack Attached, 2 Weeks Condensed Rations,
2 Weeks of Water. Doubles as a flotation device and
4 Laser Cannons (Fire-linked) the materials of the chair will break down to form a
Fire Arc: Fore single occupant shelter that will resist temperatures
Skill: Starship gunnery and remain environmentally sealed for 1 month
Fire Control: 3D+2 (powered off the fusion generator in the survival
Space Range: 1-4/16/33 pack).
Atmosphere Range: 100-400/1.6/3.3 km
Damage: 70 (7D) • The cabin is capable of holding atmosphere, in a
departure from the standard TIE designs and the older
2 Missile Racks (Considered 1 Weapon) Interceptor. This is more of a creature comfort for
Fire Arc: Front veteran pilots. However, suitability in pilots of the
Skill: Starship gunnery craft has increased as a result. Increase all Survival
Fire Control: (Slaved to Main Fire Control) & endurance tests by +1 for the pilot as long as they
Space Range: 30 Units are wearing standard TIE flight suits.
Atmosphere Range: 30 km

525
Belarus Medium Cruiser Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 km
Craft: Loronar Belarus-class Medium Cruiser Damage: 70 (7D)*
Affiliation: New Republic / Independent / Spec Ops *Light Burst Incorporated
Era: Early New Republic 12 Tractor Beam Projectors
Type: Medium Line Cruiser Fire Arc: 3 Fore, 3 Port, 3 Starboard, 3 Aft
Scale: Destroyer Crew: 1
Length: 400 meters Skill: Capital ship gunnery
Skill: Capital Ship Piloting Fire Control: 3D
Crew: 558, gunners: 192, skeleton: 360 /+6; Space Range: 1-5/15/30
Crew Skill: Typically 3D Atmosphere Range: 2-10/30/60 km
Passengers: 396 (Troops) Damage: 50 (5D)
Cargo Capacity: (4,000): 70 metric tons available Tractor Defense: 15 Per Arc
Consumables: 3 Years (13.3 million refit cost) Expanded Snubfighter Complement: 24 Snubfighters, 12
Cost: 36 Million (New); 27 Million (Used) Gunships, 4 Transports
Hyperdrive Multiplier: x1 Ground Compliment: 12 Combat AirSpeeders, 4 Speeder
Hyperdrive Backup: x10 Bikes; 3 Light, 3 Medium & 3 Heavy Hover Tanks
Nav Computer: Yes
Maneuverability: -13 (2D+2) The Belarus-class cruiser was one of the earliest starship
Space: 7 designs approved by the New Republic, and was produced
Atmosphere: 850 Km/H (can land); 1,180 MPR in limited numbers. The Belarus-class was originally
Hull: 1,270: 4 Locs (7D) designed by the Loronar Corporation as an improvement
Armor: 220/Loc / Ablation: 45 (3D) over the corporation's successful Strike-class cruiser and
Shields: 730/Loc (4D) was rushed into production by the New Republic. The
Sensors: design was implemented by reducing the turbolaser
Passive 50/+3 (1D) emplacements and settling on a single design for modular
Scan 75/+6 (2D) construction. It was moderately more efficient in terms of
Search 150/+9 (3D) its crew complement but less adaptable. Although the
Focus 15/+11 (3D+2) class is derived from the earlier Strike class cruiser, the
Maximum: 300/-31 Belarus lacks the earlier ships conformity. The Belarus
Weapons: Class are generally deployed in line formation, with less
40 Quad Turbolaser Batteries powerful ships covering the forward and rear of the fleet's
Fire Arc: 10/Arc deployment. A number of them guarded Mon Calamari at
Crew: 3 the end of the Yuuzhan Vong War.
Skill: Capital ship gunnery • Retooled Strike Production Lines 10% Discount
Fire Control: 4D • Incorporates some modular equipment 5% Discount
Space Range: 3-25/50/75 • Light Command Ship: +1 Free Actions to Commander
Atmosphere Range: 6-50/100/150 km
Damage: 80 (8D) Notes:
20 Ion Cannon Batteries The only official image of the Belarus-class cruiser is
Fire Arc: 10 Port & Starboard found in the RPG sourcebook Cracken's Threat Dossier.
Crew: 2 Like the pictures of the New Class ships, this picture
Skill: Capital ship gunnery contradicts information from the Black Fleet Crisis novels,
Fire Control: 4D on which Cracken's Threat Dossier is based. The Belarus-
Space Range: 1-10/25/50 class cruiser bears no resemblance to the Strike-class, even
Atmosphere Range: 2-20/50/100 km though it is supposed to be an improved version of that
Damage: 40 (4D) class. Because of this, the picture has been labeled as
20 Twin Pulse Laser Batteries erroneous and dismissed as non-canon by many fans.
Fire Arc: 5 Per Arc • The Image I chose from AdamKop comes from a
Crew: 1 commission he did for Shoguneagle on DeviantArt.
Skill: Starship Gunnery His ship is a Loronar derivative, so it works. I sliced
Fire Control: 6D* off the bottom tower, to make it resemble the Strike.

526
E-Wing-A/B/C/D • Jettisoning a Cannon reduces the Damage by -10
Points, and the Fire Control by -3.
Craft: Frei'Tek Inc. E-wing Starfighter: Type A What they’re not telling you is almost worse than the tale
Affiliation: New Republic of the Zebra II... In the initial instances of the fielding the
Era: A: New Republic, B: Dark Empire, C: Black Fleet craft the flaw with the cannons hadn’t been discovered due
Crisis, D: Yuuzhan Vong Era to poor quality control at Frei’Tek. The cannon’s weren’t
Scale: Snubfighter jettison-able... Furthermore, you didn’t even realize
Length: 11.2 meters something was wrong until just moments prior to the gun
Skill: Starship piloting “lighting off” as it would begin to glow white hot.. More
Crew: 1 & Astromech Droid (can coordinate) than one pilot died when their E-Wing’s Tibanna Gas
Crew Skill: Typically 4D Tanks exploded, vaporizing the fighter & the pilot...
Cargo Capacity: (140): 45 kilograms Proton Torpedo Launcher
Consumables: 6 days (60 Credit Refuel cost) Fire Arc: Fore
Cost: 181,000 (Prototype); 135,750 (Used) Skill: Starship Gunnery
Hyperdrive Multiplier: x2 Fire Control: 2D
Nav Computer: No, uses Astromech Droid Space Range: 20 units
Maneuverability: +10 (3D+1) Atmosphere Range: 20 km
Space: 11 Damage: 90 (9D)
Atmosphere: 1,250 Km/H; 1,735 MPR Ammo: 8 Torpedoes
Hull: 60 (5D)
Armor: 40; Ablation: 30 (2D) After the initial growing pains and, effectively, having the
Shields: 20 (1D) New Republic act as test pilots during what should have
Sensors: been an internal prototype phase, the notoriety that the E-
Passive: 30/0 Wing received was enough to relegate the craft to
Scan: 55/+3 (1D) backwater sectors and specific commands that came to
Search: 85/+7 (2D+1) swear by the craft’s overall solid performance and multi-
Focus: 5/+12 (4D) role capabilities. The issues with the cannons were largely
Maximum: 170/-33 hammered out by the time of the Black Fleet Crisis and the
Weapons: E-Wing performed with distinction in that period. It’s
3 Medium Auto Blaster Cannons (Fire-Linked) what won hearts and minds in fleet command. But that
Fire Arc: Fore wasn’t enough for the New Republic who defaulted back
Skill: Starship gunnery to the Incom X-Wing as the “Symbol” of the New
Fire Control: 4D+2* Republic. The E-Wing would never truly recover from it’s
Space Range: 1-5/10/18 early snafu, regardless of how good it became.
Atmosphere Range: 100-500m/1/1.8 km Craft: Frei'Tek Inc. E-wing Starfighter: Type B
Damage: 70* (7D*) Era: Dark Empire
Ammo: 3,000 Shots; +10 Kg (200 Bursts) Cargo Capacity: (140): 25 kilograms
*Light Burst already factored in, no action penalty Cost: 148,000 (New); 111,000 (Used)
Notes: Type A only: When a pilot rolls a mishap while Shields: 29 (1D+2)
firing the blaster cannon, roll a D6 on the table below: Sensors:
• 1-3 Blaster cannon functions normally. Scan: 60/+3 (1D)
• 4 Blaster cannon shorts out for 1 round but can be Search: 85/+8 (2D+2)
repaired by a Very Easy
starship weapon repair roll
by the Astromech unit.
• 5 Blaster cannon burns out.
Cannot be repaired in
battle. With replacement
parts, starship weapon
repair takes one hour.
• 6 Blaster cannon will
explode in 1D rounds
doing 6D Static damage.
In the event of catastrophic
cannon malfunction, the pilot
can choose to jettison the
affected cannon(s). This
requires a Free Action (1FA)
and must be declared by the
pilot.
• A warning will display on
the Pilot’s HUD and it’s
not specific if the Gun will
detonate in 1 round or 6.

527
Maximum: 170/-32 Search: 90/+10 (3D+1)
Weapons: Maximum: 180/-30
2 Medium Auto Blaster Cannons (Fire-Linked) Weapons:
Fire Control: 4D+2* 2 Heavy Auto Blaster Cannons (Fire-Linked)
Space Range: 1-5/10/20 Fire Control: 6D*
Atmosphere Range: 100-500m/1/2 km Space Range: 1-6/12/24
Damage: 73* (7D+1*) Atmosphere Range: 100-500m/1/2 km
Ammo: 3,000 Shots; +10 Kg (300 Bursts) Damage: 84* (8D+2*)
*Light Burst already factored in, no action penalty Ammo: 5,000 Shots; +20 Kg (250 Bursts)
2 Proton Torpedo Launchers (Fire-Linked) *Medium Burst already factored in, no action penalty
Damage: 200 (9D/10Dx2) 2 Light Ion Cannons (Fire-Linked)
Ammo: 8 Torpedoes Each (8 Shots) Fire Arc: Fore: Fore
Skill: Starship gunnery
Craft: Frei'Tek Inc. E-wing Starfighter: Type C Fire Control: 4D
Era: Black Fleet Crisis Space Range: 2-6/18/36
Cargo Capacity: (140): 20 kilograms Atmosphere Range: 200-600/1.8/3.6 km
Consumables: 7 days (70 Credit Refuel cost) Damage: 40 (4D)
Cost: 158,560 (New); 118,920 (Used) 2 Proton Torpedo Launchers (Fire-Linked)
Hyperdrive Multiplier: x1.5 Fire Control: 3D
Maneuverability: +11 (3D+2) Space Range: 40 units
Space: 12 Atmosphere Range: 40 km
Shields: 30 (2D) Damage: 260 (12D/13Dx2)
Weapons: Ammo: 8 Advanced Torpedoes Each (8 Shots)
2 Heavy Auto Blaster Cannons (Fire-Linked) 9 External Ordnance Hard Points
Fire Control: 5D*
Damage: 76 (7D+2*) During the Yuuzhan Vong era, the E-Wing served with
Ammo: 3,000 Shots; +10 Kg (300 Bursts) distinction and excellence in each and every conflict. It
*Light Burst already factored in, no action penalty was far from the first combat craft to make contact with the
2 Proton Torpedo Launchers (Fire-Linked) Yuuzhan Vong. If it had been, hundreds if not thousands of
9 External Ordnance Hard Points lives might have been saved. This is due to the fact that
Yuuzhan Vong Void Based (Black Hole) Technology is
Craft: Frei'Tek Inc. E-wing Starfighter: Type D severely crippled when faced with burst fire weaponry.
Era: Yuuzhan Vong Era Entire flight groups were obliterated in discovering and
Cargo Capacity: (140): 0 kilograms circumventing the Void Barrier Technology. The E-Wing
Cost: 184,000 (New); 138,600 (Used) obliterated Yuuzhan Vong snubfighters as easily and the
Hyperdrive Multiplier: x1 pilot could pull the trigger on his main armament. The
Maneuverability: +12 (4D) addition of the Ion Weaponry allows the E-Wing to strip
Space: 13 raw performance off the living vessels as the Ion Cannons
Shields: 40 (2D+2) interfere with the Vong based tech’s bio chemical electrical
Sensors: / neural impulses. If more had been fielded in that era, the
Passive: 35/0 (0) Yuuzhan Vong might not have done anywhere near as
Scan: 65/+7 (2D+1) much damage as they were able to.

528
X-Wing-C filled the vacancy that Incom provided after being
nationalized by the Empire. Republic Engineering was
Craft: Incom T-65C X-Wing Snubfighter already mass producing the Defender Series of short range
Affiliation: Early New Republic fighters internally, there was the E-Wing, the Zebra II in
Era: New Republic+ service, the Z-95 models, The T-Wing & T-Wing II. Then
Scale: Snubfighter there was the T-65F (a Frei’Tek Knockoff) that had been
Length: 12.5 meters fielded since Incom was nationalized... Finally, there was
Skill: Starship piloting the Z-95 S-S-R-1 produced by SubPro, Shobquix and
Crew: 1 & Astromech Droid (can coordinate) Rendili that Incom would ultimately end up competing
Crew Skill: Typically L5 with in the same market segment.
Cargo Capacity: (157): 51.25 kilograms available Incom actually pulled in a lot of attention with an active
Consumables: 7 days (70 credit refuel) marketing campaign that sought to discredit the E-Wing
Cost: 132,800 (New); 99,600 (Used) while touting the (undeserved) performance of the T-65C
Hyperdrive Multiplier: x1 based off all the the derivative craft that came out (listed
Nav Computer: No, uses Astromech Droid 10 Jumps above) and used them as the basis upon why the T-65 was
Maneuverability: +10 (3D+1) superior. The “design that outlived the Empire” became
Space: 9 the initial slogan. The next slogan was “The symbol of the
Atmosphere: 1,100 Km/H; 1,530 MPR New Republic and the Alliance before it”. Their
Hull: 55 (4D+1) marketing teams had struck proverbial gold mines with
Armor: 25; Ablation: 15 (1D) their slogans and marketing campaigns. They eventually
Shields: 29 (1D+2) outstripped the sales of all other competitors combined.
Sensors:
Passive: 30/0D In reality, Incom was back at it again in their dirty back
Scan: 60/+3 (1D) room deals. It’s definitely something the nationalized
Search: 80/+6 (2D) company became good at while under Imperial control.
Focus: 3/+12 (4D) They just leveraged it with no oversight, as the New
Maximum: 160/-2D Republic extended them none with their liberation from
Imperial control. Filling the pocket books of corruptible
Weapons: senators and delivering free home defense squadrons to
4 Laser Cannons (Fire-Linked) anyone they could bend the ear of. Eventually, the
Fire Arc: Fore political body of the New Republic officially adopted the
Skill: Starship gunnery Incom X-Wing as the standard fighter of the New
Fire Control: 3D Republic, even though there were many fighters that were
Space Range: 1-3/12/25 far better choices.
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 66 (6D+2)
2 Proton Torpedo Launchers (Fire-Linked)
Fire Arc: Fore
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 20 units
Atmosphere Range: 20 km
Damage: 220 (10D/11Dx2)
Ammo: 3 Enhanced Torpedoes/Launcher (3 Shots)
The Incom T-65C sought to recapture market share after
the fall of the Galactic Empire. They met stiff resistance in
the form of all the other companies that had stepped in and

529
B-Wing II unfamiliar to it’s controls. From enhanced Hull Design to
Sensors, Weaponry, Performance and even crew comforts,
Craft: Slayn & Korpil B-Wing II the B-Wing II is an incredible advancement. One that was
Affiliation: New Republic very poorly received and rarely fielded. You can thank
Era: New Republic+ Incom for that.
Scale: Snubfighter • Complete Hull re-design: Increases Cargo Capacity
Length: 16.9 meters by 33%, adds an additional seat behind the main
Skill: Starship piloting cockpit adds a layered “double” security hull,
Crew: 1 + 1 can coordinate increasing overall hull resistance (+1 condition
Crew Skill: Typically 3D Monitor). The Craft is Ion Shielded by default as
Cargo Capacity: (282): 27 kilograms available well. This also applies to the armor plating, which is
Consumables: 14 days (280 credit refuel) doubled.
Cost: 278,000 (New); 218,000 (Used)
Hyperdrive Multiplier: x1 • All systems in the craft are redundant, thus either the
Nav Computer: Yes Pilot or the co-pilot can pilot and fire as necessary.
Maneuverability: 3D (+1 DR penalty until familiar) • The cockpit is two locations, Fore and Aft: The craft
Space: 8 can still function normal losing either the Fore or aft
Atmosphere: 1000 Km/H; 1,390 MPR section of the cockpit.
Hull: 75; 2 Locs: Fore & Aft (5D)
Armor: 40/Loc; Ablation: 30 (2D: Ion and Standard) • The Cockpit acts as a Lifeboat / Escape Pod at
Shields: 70/Loc (2 Generators, 3D) standard Hull resilience.
Sensors: • The extra 500 Shots of Tibanna Gas per gun well is
Passive: 35/+3 (1D) actually a common Tibanna Gas reservoir
Scan: 60/+6 (2D) modification, not an engineering design (adding 250
Search: 80/+9 (3D) shots per 1,000).
Focus: 5/+14 (4D+2)
Maximum: 160/-31 • Transport Grade, miniaturized, Shield Generators
Weapons:
2 Advanced Heavy Laser Cannons (Fire-Linked) • 5 Days Extended Fuel: ½ Day 5 Kg
Fire Arc: Fore
Skill: Starship gunnery (Pilot or Co-Pilot)
Fire Control: 3D
Space Range: 2-6/18/36
Atmosphere Range: 200-600m/1.8/3.6 km
Damage: 80 (8D)
2 Proton Torpedo Launchers (Fire-Linked)
Fire Arc: Fore
Skill: Starship Gunnery (Pilot or Co-pilot)
Fire Control: 3D
Space Range: 40 units
Atmosphere Range: 40 km
Damage: 260 (12D/13Dx2)
Ammo: 12 Advanced Torpedoes ea, 12 Shots
2 Heavy Ion Cannons (Fire-Linked)
Fire Arc: Fore
Skill: Starship gunnery (Pilot or Co-Pilot)
Fire Control: 4D
Space Range: 2-6/18/36
Atmosphere Range: 200-600m/1.8/3.6 km
Damage: 60 (6D)
2 Double Auto Blasters (Fire-Linked)
Fire Arc: Fore (chin turret) & Aft Turret
Skill: Starship gunnery (Pilot or Co-pilot)
Fire Control: 5D*
Space Range: 1-5/10/18
Atmosphere Range: 100-500m/1.0/1.8 km
Damage: 70* (7D*)
Ammo: 3,500 ea +5 Kg (135 Bursts Each)
*Extended Burst, already factored in, no action penalty, 1
Extended burst per Round.

The B-Wing II or B2 Wing in an awesome tribute to the


original craft that doubles down on the initial B-Wing and
improves the craft in almost every conceivable way.
Including making the craft more capable to those

530
K-Wing Bomber hyperdrive capability,
and is always deployed
Craft: Koensayr BTL-S8 K-wing from a capital ship.
Affiliation: New Republic The Mark II SubLight
Era: New Republic+ Acceleration Motor,
Scale: Snubfighter abbreviated SLAM2, is
Length: 16 meters an overdrive system
Skill: Starship piloting that allows the K-Wing
Crew: 1 + 1 Can Coordinate + 2 Gunners to double its sublight
Crew Skill: Typically L5 speed. By drawing
Cargo Capacity: (200): 120 kilograms available energy on a pair of
Consumables: 1 day / 8 days ( 40 / 320 credit refuel) Transport grade
Cost: 97,500 (New); 73,125 (Used) batteries, SLAM2
Hyperdrive Multiplier: None provides a burst of
Maneuverability: +6 (2D) acceleration from the
Space: 10; 20 SLAM2 ion engines to enhance
Atmosphere: 1,250 Km/H; 1,735 MPR the K-Wing’s combat
Hull: 45 (3D+1) capabilities. SLAM2
Armor: 40; Ablation: 30 (2D) allows the K-Wing to
Shields: 60 (2D+1) unleash its massive warhead load against a capital ship,
Sensors: and then flee any enemy starfighters or anti-starfighter
Passive: 20/+0 concussion missiles.
Scan: 35/+3 (1D) The K-Wing has exceptional endurance, which allows the
Search: 40/+6 (2D) craft to operate in extended sorties after being dropped off
Focus: 2/+9 (3D) by a carrier. The craft has the luxury of lingering in system
Maximum: 80/-34 and even acting in the capacity of a patrol boat. It is rarely
Weapons: used in this configuration, however, as standard New
Quad Turbolaser Turret (Fire-Linked) Republic doctrine tends to limit the craft to a mere day of
Fire Arc: Ventral Chin Turret: Fore/Port/Starboard/Aft operational capability. Due to its large weapons load-out,
Skill: Starship gunnery the K-wing requires a bombardier. The pilot and gunner sit
Gunners: 1 in cockpits on either side of the command section. In case
Fire Control: 3D of emergency, this module is able to detach from the rest of
Space Range: 2-5/15/30 the ship to serve as an escape pod.
Atmosphere Range: 200-500m/1.5/3.0 km
Damage: 50 (5D) • SLAM2 will sustain doubled Sublight performance for
Medium Double Laser Turret (Fire-Linked) 8 rounds. It must be recharged with Auxiliary Power
Fire Arc: Dorsal Turret: Fore/Port/Starboard/Aft at a rate of 1 round per Full D of Auxiliary power.
Skill: Starship gunnery • Stats for the ship say it only has a 2D+1 Hull and 1D
Gunners: 1 Shields... That’s ridiculous. I increased them by +1D.
Fire Control: 1D+1 • Applied another 5% discount for Mass Production.
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 km • Transport Grade, Miniaturized, Shield Generators
Damage: 50 (5D) • Extended Endurance: 1 Day / 10 Kg (up to +12)
18 External Ordnance Hard Points
Fire Arc: Fore
Skill: Starship gunnery
Gunners: 1
Fire Control: 0D+2
Space Range: Varies
Atmosphere Range: Varies
Damage: Varies
K-wings were first deployed in
combat by the New Republic during
the Black Fleet Crisis. Throughout
their service years, they were
generally deployed in outsize
squadrons, with three flights of six
bombers a piece. An additional
engine mounted along the center-line
on the aft dorsal section of the
stabilizer allowed the fighter to
accelerate rapidly in short bursts,
much like the SLAM system found
on the Imperial Missile Boat.
Unfortunately, the K-wing has no

531
CRF-156T Fast Courier Skill: Starship Gunnery
Fire Control: 2D
Craft: CEC CRF-156T Fast Courier Space Range: 20 units
Affiliation: General / New Republic / Mercenaries Atmosphere Range: 20 km
Era: Early New Republic+ Damage: 200 (9D/10D x2)
Type: Courier Ship Ammo: 6 Torpedoes each Launcher, 6 Shots
Scale: Transport, Maneuvers as Snubfighter (Below adapted from CEC Compendium, Wamp Rat Press)
Length: 26 meters
Skill: Space transports: HWK-290/300 light freighter The CRF-156T is a descendant of the HWK-290, a design t
Crew: 1 to 2 (Can Coordinate) hat would ultimately be sold off to recoup losses due to it’s
Crew Skill: Varies Wildly poor marketing campaign and introduction. The CRF-
Passengers: 2 156T, similarly to the HWK-290, doesn’t offer as good a
Cargo Capacity: (10): 10 metric tons cargo capacity. However, this vessel is a far superior
Consumables: 2 months (2,800 credit refuel) combat vessel. It was designed and prototyped before the
Cost: 343,200 (New & Used) initial fall of the Empire, however, it only became
Hyperdrive Multiplier: x½ available after the Battle of Endor. It had been banned by
Hyperdrive Backup: x6 Imperial restrictions, on what they called 'combat vessels'
Nav Computer: Yes (and they were correct). Sales of the CRF-156T are
Maneuverability: +9 (3D) monitored by the New Republic, as this vessel seems
Space: 13 certain to attract the attention of those whose activities are
Atmosphere: 1,650 Km/H; 2,290 MPR somewhat nefarious and illegal. A number of these ships
Hull: 80; 2 Locs Fore & Aft; (3D+1) have actually been put to their named purpose, and act as
Armor: 25; Ablation: 15 (1D) message carriers and courier vessels to a number of
Shields: 90 (2 Generators, 4D) reputable companies which stops this vessel from
Sensors: becoming a recognizably criminal vessel.
Passive: 35/+4 (1D+1) It became Kyle Katarn’s ship of choice
Scan: 70/+7 (2D+1)
Search: 100/+11 (3D+2) After the Moldy Crow crashed on Ruusan during the battle
Focus: 12/+14 (4D+2) against Jerec, Jan Ors and Kyle Katarn continued their
Maximum: 200/-29 career as mercenaries and fought their battles against the
Weapons: Imperial Remnant flying this ship. Jan Ors was apparently
4 Enhanced Laser Cannons (Fire-Linked) the pilot, who was said to be a better pilot than her
Concealed Wingtip Cannons companion. It was Jan's job, when she was not following
Fire Arc: Fore mission objectives with Katarn, to ensure that he could be
Skill: Starship gunnery pulled out as quickly as possible should the operation turn
Fire Control: 2D desperate. This tactic almost cost Jan Ors her life, when
Space Range: 2-5/15/30 Desann and Tavion Axmis found and abducted her,
Atmosphere Range: 200-500/1.5/3.0 km compelling Katarn to take up his abandoned Force powers
Damage: 60 (6D) and return to the Valley of the Jedi on Ruusan.
2 Proton Torpedo Launchers (Fire-Linked)
Fire Arc: Fore

532
After Katarn started his search for Desann, Master • The Seating is Luxurious and durable.
Skywalker promised him to take care of the Raven's Claw • The main hold has a drop ramp in the aft of the ship
during his search. After Desann's death on Yavin 4, Katarn that also doubles as a cargo elevator.
and Jan Ors continued to fly this ship. During the time of
the Disciples of Ragnos, Jaden Korr was the co-pilot of the • The complex and advanced Class .5 Hyperdrive
Raven's Claw with Katarn. Together, they flew to Corellia, engine is no modification. It is an Engineered
Tatooine (twice), Nar Kreeta, Vjun, Byss and Taspir III. Hyperdrive from CEC that is top of the line. It has
standard maintenance cycles (which is to say, don’t
Craft Amenities: touch it and it will function flawlessly).
• Dual Holo Transmitters on the Bridge (Holo HUDs) • Bunk Space Doubles as Fully Functional Med Bay:
• Holo Transmitters each double as Enhanced Integrated Droid Brain and limited Surgeon:
Entertainment devices. Attribute: 2D: First Aid: 4D, Medicine: 2D+2
• 2 Fold down emergency seats in on the bridge (spare). • Craft Ships with a full set of Custom Starship Tools
Specific to the CRF-156T (+6 / 2D)
• Bridge acts as a fully featured Lifeboat / Escape Pod
supporting 4 individuals for up to 2 Weeks Undocumented Features:
• Suffers no Maneuverability penalty from Armor • The craft can “Run Silent”: That is on batteries alone
with the main reactor core disengaged. It moves at
• A design (26m) should warrant dozens of Metric Tons Space: 6.5 in this mode, with Passive Only Sensors.
of space if the ship actually made sense to possess it. I Endurance: 2 Days; Detection Penalty: -15. This
pulled much of the capacity off the craft, converting gives the craft the incredible ability to slip in and out
the performance of the craft to full snubfighter grade of most systems undetected.
as a result. • Plasto-Carbon infused Hull: This essentially shields
• Second Generation Auto Chef in bunk cabin is capable the craft with the equivalent of Level 1 Ion Armor;
of creating meals that nutritious and have exceptional Rating 1D: Ablation: 15 / Durability: 25.
flavor. It’s not perfect, but it’s much better than • Plasto-Carbon plating also has other unique properties
standard shipboard food processors. in the department of sensor deflection. This makes
• Refresher Booth the craft 3 points more difficult to detect on sensors.
• Locked, concealed, personal lift to ground level • Combine the Unique Hull Properties of the vessel with
Difficulty: 50 to notice (almost noiseless). the “Running Silent” mode of the craft and you have
something that is nearly the equivalent of a New
• Main Hold has special provisions bays for a pair of Republic Prowler.
Speeder Bikes (one on the Port and Starboard Sides)
or 2.5 Metric Tons of additional Storage Each. • Provisioned for mid chassis, drop-down: ventral, Auto
Blaster Cannon for anti personnel work. The gun is
• The Engines are surprisingly easy to access, their not provided stock. An engineer added the bay and it
chassis housing are robust and leave ample room for was cut due to Imperial restrictions, stricken from the
access for repairs and modifications. (+3 bonus to schematic / but never removed from the design.
Tests vs Repair or Modification)

533
Endurance Fleet Carrier Atmosphere Range: 100-300m/1.2/2.5 km
Damage: 50 (5D)
Craft: Republic Engineering Corp: Endurance-Class 8 Ion Cannon Batteries
Affiliation: New Republic Fire Arc: 4 Fore/Port/2 Aft & 4 Fore/Starboard/2 Aft
Era: New Republic Crew: 1
Type: Fleet Carrier Skill: Capital ship gunnery
Scale: Battleship Fire Control: 4D
Length: 1,040 meters Space Range: 1-10/25/50
Skill: Capital ship piloting: Star Destroyer Atmosphere Range: 2-20/50/100 km
Crew: 4,992, gunners: 72, skeleton: 3,120/+6 Damage: 40 (4D)
Crew Skill: Typically L5
Passengers: 2,311 (troops) 16 Tractor Beam Projectors
Cargo Capacity: (10,400): 0 metric tons available Fire Arc: 4 Fore, 4 Port, 4 Starboard, 4 Aft
Consumables: 4 Years (113.6 Million Refit cost); Limited Crew: 1
to Five Months due to New Republic Doctrine Skill: Capital ship gunnery
Cost: 37.8 Million (New); 28.4 Million (Used) Fire Control: 3D
Hyperdrive Multiplier: x1 Space Range: 1-5/15/30
Hyperdrive Backup: x10 Atmosphere Range: 2-10/30/60 km
Nav Computer: Yes Damage: 40 (4D)
Maneuverability: -24 (2D) Tractor Defense: 16 Fore, 16 Port & Starboard, 16 Aft
Space: 7 Expanded Snubfighter Complement: 24 E-Wing-B, 48
Atmosphere: 1,000 Km/H (can land); 1,385 MPR X-Wing-C, 48 Z-95-AF5, 24 B-Wing II, 1 Transport
Hull: 2,410; 4 Locs (8D)
Armor: 350/Loc; Ablation: 60 (4D) Ground Compliment: 4 Landing Barges, 4 Floating
Shields: 910/Loc (3D) Fortresses, 24 T-47’s, 24 TX-130’s, 12 LAAT/I’s1 Standard
Sensors: Prefab Base, 2 Small Prefab bases
Passive 50/+3 (1D) Notes:
Scan 100/+6 (2D) • The Endurance fleet carrier might be capable of
Search 150/+9 (3D) carrying four years of consumables, however, standard
Focus 5/+11 (3D+2) New Republic doctrine only fields these vessels with 5
Maximum 300/-31 months of fuel, food, air and ammo. This is possibly
Weapons: one of the most asinine decisions of the new republic,
12 Quad Turbolaser Batteries because no ship of the line carries over six months of
Fire Arc: 12 Fore/Port/4 Aft & 12 Fore/Starboard/4 Aft consumables save for the Republic Star Destroyer
Crew: 2 (Victory III) which is still carrying about half what it
Skill: Capital ship gunnery should at two years.
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 70 (7D)
CPD 1: L5 + 4 + 5 = 14% x12 = 168 / 100 = 1.68
24 Corellian Quad Laser Cannons
Fire Arc: 6/Arc
Scale: Snubfighter
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25

534
Bothan Assault Cruiser Damage: 40 (4D)
4 Tractor Beam Projectors
Craft: Bothawui Shipyards: Assault Cruiser Fire Arc: 1 Fore, 1 Port, 1 Starboard, 1 Aft
Affiliation: Late Rebellion / New Republic / Bothans Crew: 1
Era: New Republic Skill: Capital ship gunnery
Type: Heavy Carrier Fire Control: 1D
Scale: Cruiser Space Range: 1-5/15/30
Length: 850 meters Atmosphere Range: 2-10/30/60 km
Skill: Capital ship piloting: Star Destroyer Damage: 60 (6D)
Crew: 1,779, gunners: 78, skeleton: 1,148/+0 Tractor Defense: 6 Fore, 6 Port & Starboard, 6 Aft
Crew Skill: Typically 4D 20 Proton Torpedo Launchers
Passengers: 4,000 (troops) Fire Arc: Turret: All (10 Fore, 5 Port & Starboard / Aft)
Cargo Capacity: (4,250*): 56 metric tons available Crew: 1
Consumables: 4 Years (45.1* Million Refit cost) Skill: Starship gunnery
Cost: 30.4 Million (New); 22.8 Million (Used) Fire Control: 2D
Hyperdrive Multiplier: x1 Space Range: 40 Units
Hyperdrive Backup: x8 Atmosphere Range: 40 km
Nav Computer: Yes Damage: 120 (12D)
Maneuverability: -18 (2D) Ammo: 640 Advanced Torpedoes/Launcher
Space: 6 Flack Defense: -20 Ammo = 48 Snubfighter Units
Hull: 3,170; 4 Locs (7Dx2) Destroyed or 4 Capital Units Destroyed
Armor: 350/Loc; Ablation: 60 (4D)
Shields: 1,060/Loc (4D+2) Snubfighter Complement: 12 E-Wing-C/D, 12 K-Wing,
Sensors: 12 A-Wing III’s, 2 Transports, 6 X-Wing-XJ, 1 Shuttle
Passive 50/+7 (2D+1) Ground Complement: 12 Combat Air Speeders, 1 Light
Scan 100/+10 (3D+1) Garrison, 4 Heavy Repulsor Tanks, 2 Landing Barges
Search 200/+13 (4D+1)
Focus 6/+15 (5D) Quite Possibly the best thing the Bothan species have ever
Maximum 400/-27 produced. The Bothan Assault Cruiser is robust and
Weapons: bizarre at the same time. It’s point defense weapons are
20 Heavy Turbolaser Batteries twenty Advanced Proton Torpedo Launchers. While they
Fire Arc: 8 Fore, 4 Port & Starboard, 4 Aft are incredibly effective at dispatching Yuuzhan Vong
Crew: 1 snubfighters, the craft was designed in an era that didn’t
Skill: Capital ship gunnery require this kind of forward thinking. The craft’s
Fire Control: 3D armament is somewhat of a marvel and one of the reasons
Space Range: 3-15/35/75 the Yuuzhan Vong didn’t overrun the galaxy in their initial
Atmosphere Range: 6-30/70/150 km push into the known regions.
Damage: 70 (7D) • Incredibly resilient hull: Double the hull of the craft.
24 Heavy Double Turbolaser Batteries This has the unfortunate effect of reducing the cargo
Fire Arc: 4 Fore, 8 Port & Starboard, 4 Aft capacity of the craft by ½ (*4,250 instead of 8,500
Crew: 1 Metric Tons). The 1st (outer) hull is totally destroyed
Skill: Capital ship gunnery before the craft takes any penalties from hull damage.
Fire Control: 3D+1 • Battlefield Endurance: Craft has standard
Space Range: 3-15/35/75 consumables and is not limited by New Republic
Atmosphere Range: 6-30/70/150 km Doctrine. It is capable of fighting long engagements
Damage: 80 (8D) and even has facilities on-board for fabrication of
replacement parts and limited refining capabilities for
10 Ion Cannon Batteries refitting snubfighters and their own reaction mass.
Fire Arc: 2 Fore, 3 Port & Starboard, 2 Aft *Can perform battlefield refits at ½ cost w/o a dry
Crew: 1 dock! (45.1 Mil Refit / ½ Snubfighter refuel)
Skill: Capital ship gunnery
Fire Control: 2D • High Efficiency: It utilizes an ultra advanced super
Space Range: 1-10/25/50 mainframe that controls semi autonomous drones.
Atmosphere Range: 2-20/50/100 km Consider the craft to be “Slave Rigged” for crew #’s.

535
Mon Calamari Assault Frigate Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Craft: Mon Calamari Republic Engineering: MC-AF Damage: 50 (5D)
Affiliation: Late Rebellion / New Republic 4 Tractor Beam Projectors
Era: New Republic Fire Arc: 1 Fore, 1 Port, 1 Starboard, 1 Aft
Type: Heavy Carrier Crew: 1
Scale: Cruiser Skill: Capital ship gunnery
Length: 700 meters Fire Control: 2D
Skill: Capital ship piloting: Star Destroyer Space Range: 1-5/15/30
Crew: 1,780, gunners: 78, skeleton: 1,148/+0 Atmosphere Range: 2-10/30/60 km
Crew Skill: Typically 3D Damage: 40 (4D)
Passengers: 2,526 (troops) Tractor Defense: 4 Fore, 4 Port & Starboard, 4 Aft
Cargo Capacity: (7,000): 0 metric tons available
Consumables: 1 Year (67.5 Million Refit cost) 20 Heavy Laser Cannons
Cost: 33.6 Million (New); 25.2 Million (Used) Fire Arc: Turret: 5 Per Arc
Hyperdrive Multiplier: x1 Crew: 1
Hyperdrive Backup: x12 Skill: Starship gunnery
Nav Computer: Yes Fire Control: 1D
Maneuverability: -18 (2D) Space Range: 1-3/12/25
Space: 7 Atmosphere Range: 100-300/1.2/2.5 km
Hull: 1,135; 4 Locs (5D) Damage: 70 (7D)
Armor: 350/Loc; Ablation: 60 (4D) Snubfighter Complement: 12 T-Wing II’s, 12 B-Wing
Shields: 685/Loc (3D) II’s, 2 Transports, 4 Assault Shuttles, 5 Gunships
Backup Shields: 1,370 points (6D)
Shield Booster: 460/Loc; Ablation: 30 (2D)* Ground Compliment: 2 Light Garrisons, 12 Combat Air
Sensors: Speeders, 4 Landing Barges, 12 Medium Hover Tanks, 12
Passive 20/+3 (1D) Pieces of Fixed Artillery
Scan 50/+6 (2D) An Early New Republic Initiative to bolster fleet groups
Search 80/+9 (3D) This started as a project to refit Dreadnought Cruisers and
Focus 5/+12 (4D) eventually evolved into it’s own design of a new Assault
Maximum 160/-31 Frigate, being produced, from scratch, by Mon Cal Yards.
Weapons:
10 Heavy Turbolaser Batteries • Multiple Conflicting Sources: Every source for the
Fire Arc: 5 Fore/Port & 5 Fore/Starboard (10 Forward) craft seems to have a different idea as to what it’s
Crew: 2 armament actually is. Wookieepedia even manages to
Skill: Capital ship gunnery contradict it’s own statistics column in the descriptive
Fire Control: 1D text... It’s supposed to have multiple hangars, tractor
Space Range: 3-15/35/75 beams and ground forces.
Atmosphere Range: 6-30/70/150 km • Added Backup Shields along Mon Calamari lines.
Damage: 70 (7D)
• Retained D6 Holochron’s Shield Booster. Functions
15 Medium Turbolaser Batteries as Backup Shields do, though it layers shielding on all
Fire Arc: 5 Fore, 5 Port & 5 Starboard Arcs Simultaneously. Adds Hard Shields Effect.
Crew: 2 Shielding lasts for 6 rounds. This can be engaged
Skill: Capital ship gunnery once per combat, 2nd strains the unit, 3rd burns it out.
Fire Control: 4D

536
Nebula Star Destroyer Damage:70 (7D)
20 Ion Cannon Batteries
Craft: Republic Engineering Corp: Nebula-Class Fire Arc: 10 Fore/Port/5 Aft & 10 Fore/Starboard/5 Aft
Affiliation: New Republic Crew: 1
Era: New Republic Skill: Capital ship gunnery
Type: Battleship Fire Control: 4D
Scale: Battleship Space Range: 1-10/25/50
Length: 1,040 meters Atmosphere Range: 2-20/50/100 km
Skill: Capital ship piloting: Star Destroyer Damage: 40 (4D)
Crew: 4,992, gunners: , skeleton: 3,120/+6
Crew Skill: Typically 3D 8 Tractor Beam Projectors
Passengers: 3,511 (troops) Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft
Cargo Capacity: (10,400): 66 metric tons available Crew: 1
Consumables: 4 Years (134.5 Million Refit cost); Limited Skill: Capital ship gunnery
to Five Months due to New Republic Doctrine Fire Control: 3D
Cost: 165.5 Million (New); 124.2 Million (Used) Space Range: 1-5/15/30
Hyperdrive Multiplier: x1 Atmosphere Range: 2-10/30/60 km
Hyperdrive Backup: x10 Damage: 40 (4D)
Nav Computer: Yes Tractor Defense: 8 Fore, 8 Port & Starboard, 8 Aft
Maneuverability: -22 (2D+2) 8 Concussion Missile Launchers
Space: 8 Fire Arc: Turret: All
Hull: 2,410; 4 Locs (8D) Crew: 2
Armor: 350/Loc; Ablation: 60 (4D) Skill: Capital ship gunnery
Shields: 1,510/Loc (5D) Fire Control: 3D
Sensors: Space Range: 240
Passive 50/+6 (2D) Atmosphere Range: 480 km
Scan 100/+9 (3D) Damage: 120 (12D)
Search 150/+12 (4D) Ammo: 150 Advanced Missiles/Launcher
Focus 10/+15 (5D) Flack Defense: -5 Ammo = 12 Units Destroyed
Maximum 300/-28
Weapons: Snubfighter Complement: 12 E-Wing-B, 24 X-Wing-C,
40 Superior Quad Turbolaser Batteries 36 Z-95-AF5, 12 B-Wing II, 8 Shuttles
Fire Arc: 12 Fore/Port/6 Aft & 12 Fore/Starboard/6 Aft Ground Compliment: 1 Standard Prefab Base, 4 Landing
Crew: 2 Barges, 24 TX-130’s, 4 Floating Fortresses, 24 T-47’s, 12
Skill: Capital ship gunnery LAAT/I’s, 12 Swift 4’s, 12 74-Z’s
Fire Control: 3D
Space Range: 4-20/42/85 • The Nebula Star Destroyer might be capable of four
Atmosphere Range: 8-40/84/170 km years of consumables, however, New Republic
Damage: 110 (11D) doctrine only outfits them with 5 months of fuel, food,
air and ammo.
40 Quad Turbolaser Batteries
Fire Arc: 12 Fore/Port/6 Aft & 12 Fore/Starboard/6 Aft • This began life as the Defender Star Destroyer.
Crew: 2
Skill: Capital ship gunnery • Command Ship: Full Holonet Suite = +1 Free Actions
Fire Control: 4D to Commander & XO
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Defender “Pocket” Star Destroyer 20 Ion Cannon Batteries
Fire Arc: 10 Fore/Port/5 Aft & 10 Fore/Starboard/5 Aft
Craft: Republic Engineering Corp: Nebula-Class Crew: 1
Skill: Capital ship gunnery
Affiliation: New Republic
Fire Control: 3D
Era: New Republic
Space Range: 1-10/25/50
Type: Pocket Ship Killer
Atmosphere Range: 2-20/50/100 km
Scale: Battleship; (Advanced Cruiser Engineering)
Length: 676 meters Damage: 40 (4D)
Skill: Capital ship piloting: Defender Star Destroyer 8 Tractor Beam Projectors
Crew: gunners: , skeleton: /+6 Fire Arc: 3 Fore, 2 Port, 2 Starboard, 1 Aft
Crew Skill: Typically L6 Crew: 1
Passengers: 3,511 (troops) Skill: Capital ship gunnery
Cargo Capacity: (6,760): 0 metric tons available Fire Control: 3D
Consumables: 2.5 Years (134.5 Million Refit cost); Space Range: 1-5/15/30
Limited to Five Months due to New Republic Doctrine Atmosphere Range: 2-10/30/60 km
Cost: 116.2 Million (New); 87.1 Million (Used) Damage: 40 (4D)
Hyperdrive Multiplier: x½ Tractor Defense: 12 Fore, 8 Port & Starboard, 4 Aft
Hyperdrive Backup: x1 8 Concussion Missile Tubes
Nav Computer: Yes Fire Arc: Turret: All
Maneuverability: -12 (4D) Crew: 2
Space: 10 Skill: Capital ship gunnery
Atmosphere: 1,000 Km/H (can land); 1,390 MPR Fire Control: 3D
Hull: 2,110; 4 Locs (7D) Space Range: 240
Armor: 350/Loc; Ablation: 60 (4D) Atmosphere Range: 480 km
Shields: 1,510/Loc (5D) Damage: 120 (12D)
Sensors: Ammo: 150 Advanced Missiles/Launcher
Passive 50/+3 (1D) Flack Defense: -5 Ammo = 12 Units Destroyed
Scan 100/+6 (2D)
Search 150/+9 (3D) Snubfighter Complement: 12 E-Wing-B, 12 B-Wing II,
Focus 10/+11 (3D+2) 12 A-Wing II or III’s (depending on era), 2 Transports (34),
Maximum 300/-31 24 Republic Defender Snubfighters
Weapons: Ground Compliment: Prefab Garrison, 2: Heavy,
40 Quad Heavy Turbolaser Batteries Medium & Light Hover Tanks, 2 Combat Airspeeders
Fire Arc: 20 Fore/Port/10 Aft & 20 Fore/Starboard/10 Aft
Crew: 2 • The Defender Star Destroyer became the Nebula Star
Skill: Capital ship gunnery Destroyer at some point. In this instance we are
Fire Control: 3D including the original Defender as the highly
Space Range: 3-15/35/75 engineered, pocket Star Destroyer it was always meant
Atmosphere Range: 8-40/84/170 km to be. 65% of the size of the Nebula. It is an instant
Damage: 100 (10D) response, assault craft.
40 Heavy Turbolaser Batteries
Fire Arc: 20 Fore/Port/10 Aft & 20 Fore/Starboard/10 Aft
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 8-40/84/170 km
Damage: 70 (7D)

538
Majestic Heavy Cruiser Atmosphere Range: 100-300m/1.2/2.5 km
Damage: 50 (5D)
Craft: Republic Engineering Corp: Majestic-class 20 Ion Cannon Batteries
Affiliation: New Republic Fire Arc: 5/Arc
Era: New Republic Crew: 1
Type: Heavy Cruiser Skill: Capital ship gunnery
Scale: Cruiser Fire Control: 3D
Length: 700 meters Space Range: 1-10/25/50
Skill: Capital ship piloting: Star Destroyer Atmosphere Range: 2-20/50/100 km
Crew: 4,992, gunners: 232, skeleton: 3,120/+6 Damage: 40 (4D)
Crew Skill: Typically 3D
Passengers: 3,511 (troops) 8 Concussion Missile Launchers
Cargo Capacity: (7,000): 66 metric tons available Fire Arc: Turret: All
Consumables: 3 Years (134.5 Million Refit cost); Limited Crew: 2
to Five Months due to New Republic Doctrine. Skill: Capital ship gunnery
Cost: 116.2 Million (New); 87.1 Million (Used) Fire Control: 3D
Hyperdrive Multiplier: x1 Space Range: 240
Hyperdrive Backup: x10 Atmosphere Range: 480 km
Nav Computer: Yes Damage: 120 (12D)
Maneuverability: -21 (1D) Ammo: 150 Advanced Missiles/Launcher (Seeker)
Space: 7 Flack Defense: -5 Ammo = 12 Units Destroyed
Atmosphere: 1,000 Km/H (cannot land); 1,385 MPR 4 Tractor Beam Projectors
Hull: 1,585; 4 Locs (7D) Fire Arc: 1/Arc
Armor: 350/Loc; Ablation: 60 (4D) Crew: 1
Shields: 685/Loc (3D) Skill: Capital ship gunnery
Sensors: Fire Control: 3D
Passive 50/+3 (1D) Space Range: 1-5/15/30
Scan 100/+6 (2D) Atmosphere Range: 2-10/30/60 km
Search 150/+9 (3D) Damage: 40 (4D)
Focus 5/+11 (3D+2) Tractor Defense: 4 Fore, 4 Port & Starboard, 4 Aft
Maximum 300/-31
Weapons: Snubfighter Complement: 12 E-Wing-B, 24 X-Wing-C,
40 Heavy Turbolaser Batteries 36 Z-95-AF5, 12 B-Wing II, 8 Shuttles
Fire Arc: 10/Arc Ground Compliment: 1 Standard Prefab Base, 4 Landing
Crew: 2 Barges, 24 TX-130’s, 4 Floating Fortresses, 24 T-47’s, 12
Skill: Capital ship gunnery LAAT/I’s, 12 Swift 4’s, 12 74-Z’s
Fire Control: 2D
Space Range: 3-15/35/75 • Cracken’s threat dossier says that the Majestic has
Atmosphere Range: 6-30/70/150 km point defense guns. They have been added.
Damage: 70 (7D)
24 Laser Cannons
Fire Arc: 6/Arc
Scale: Snubfighter
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25

539
Republic Star Destroyer Skill: Capital ship gunnery
Fire Control: 3D
Craft: Rendili Star Drive: Republic-class Space Range: 1-10/25/50
Affiliation: New Republic (Late Empire) Atmosphere Range: 2-20/50/100 km
Era: New Republic Damage: 50 (5D)
Type: Battleship 16 Tractor Beam Projectors
Scale: Battleship; Maneuvers as Cruiser Fire Arc: 4 Fore, 4 Port, 4 Starboard, 4 Aft
Length: 1,250 meters Crew: 1
Skill: Capital ship piloting: Star Destroyer Skill: Capital ship gunnery
Crew: 2,250, gunners: 116, skeleton: 1,406/+0 Fire Control: 4D
Crew Skill: Typically 4D Space Range: 1-5/15/30
Passengers: 6,000 (troops) Atmosphere Range: 2-10/30/60 km
Cargo Capacity: (12,500): 66 metric tons available Damage: 60 (6D)
Consumables: 6 Years (134.5 Million Refit cost); Limited Tractor Defense: 24 Fore, 24 Port & Starboard, 24 Aft
to 5 months due to New Republic Doctrine. Snubfighter Complement: 24 X-Wing-F, 36 Z-95-AF5,
Cost: 90.4 Million (New); 113 Million (Used) 12 B-Wing I, 4 Gunships, 2 Transports, 2 Shuttles
Hyperdrive Multiplier: x1 Ground Compliment: 1 Standard Prefab Base, 4 Landing
Hyperdrive Backup: x8 Barges, 24 TX-130’s, 4 Floating Fortresses, 24 T-47’s, 12
Nav Computer: Yes LAAT/I’s, 12 Swift 4’s, 12 74-Z’s
Maneuverability: -19 (-16 In Atmo;1D+2/2D+2)
Space: 6 The Republic Star Destroyer is a love letter to the Victory
Atmosphere: 1,000 Km/H (can land); 1,395 MPR Line of Star Destroyers. It would be Walex Blissex’s last
Hull: 2,110: 4 Locs (7D) design before he succumbs to advanced age. It’s equipped
Armor: 500/Loc; Ablation: 90 (6D: Ion and Standard) to fight a long war and operate independently. The craft is
Shields: 910/Loc; Ablation: 45 (3D) often deployed to run down Imperial Warlords that control
Backup Shields: 1,820 points (6D) entire sectors, alone. It carries the most advanced
Sensors: Turbolaser batteries ever seen, and can engage and kill
Passive 50/+3 (1D) ships without its targets reaching engagement range.
Scan 100/+9 (3D) • Original 2 years of consumables, bumped to 6.
Search 200/+12 (4D) • Bumped the guns to Match the Imperial II + FC Boost.
Focus 6/+14 (4D+2) • Enhanced & Advanced Cannons / Battlestation Armor
Maximum 400/-28 • Ultra Heavy Deflection: TRIPLES Ablation vs ship
Weapons: killing weaponry: Ultra Heavy, Super Weaponry &
40 Enhanced Superior Heavy Turbolaser Batteries Anti-Warship Weaponry does not benefit from Ablation
Fire Arc: 20 Fore/Port/5 Aft & 20 Fore/Starboard/5 Aft Penetration (Torpedoes & Missiles), etc. Hull &
Crew: 1 Shields never loose Ablation.
Skill: Capital ship gunnery • Ion Shielding is also incorporated into the Armor.
Fire Control: 3D • 2x Backup Shield Rating & added Hard Shields
Space Range: 5-25/45/90 • Ultra efficient that there is no skeleton crew penalty,
Atmosphere Range: 10-50/90/180 km extra space converted to additional troops.
Damage: 120 (12D) • Cost is correct, single Barrel Weapons are vastly more
40 Advanced Turbolaser Batteries cost efficient, most ship designers do not have this
Fire Arc: 20 Fore/Port/5 Aft & 20 Fore/Starboard/5 Aft luxury.
Crew: 1
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 5-25/70/150
Atmosphere Range: 10-50/140/300 km
Damage: 60 (6D)
20 Ion Cannon Batteries
Fire Arc: 10 Fore/Port/3 Aft & 10 Fore/Starboard/3 Aft
Crew: 1

540
Defender Assault Carrier Snubfighter Complement: 12 T-Wing II, 36 E-Wing-B,
12 B-Wing II, 24 K-Wing Bombers, 12 X-Wing-C, 12 T-
Craft: Republic Eng Corp: Defender-class Assault Carrier 65F, 12 Z-95-AF5, 8 Transports, 8 Assault Shuttles, 8
Affiliation: New Republic Gunships
Era: New Republic Ground Compliment: None
Type: Heavy Carrier
Scale: Cruiser The Defender-class assault carrier is a snubfighter
Length: 700 meters platform, with no heavy guns and only light anti-fighter
Skill: Capital ship piloting: Star Destroyer laser cannons. The Defender carrier is mother ship to one
Crew: 4,992, gunners: 232, skeleton: 3,120/+6 wing (+) of snubfighters, sometimes consisting of a single
Crew Skill: Typically 3D class of fighter, sometimes a mixed wing. The majority of
Passengers: 3,511 (troops) the Defender-based wings of the 5th fleet have three E-
Cargo Capacity: (7,000): 40 metric tons available Wing Squadrons, while a few are dedicated to supporting
Consumables: 3 Years (134.5 Million Refit cost); Limited K-Wing bomber wings. Only a single Defender-class
to Five Months due to New Republic Doctrine. carrier actually carries the Defender Snubfighter (the class
Cost: 116.2 Million (New); 87.1 Million (Used) of fighter it was designed to carry). In addition to it’s
Hyperdrive Multiplier: x1 snubfighter berths the Defender has hangar space for
Hyperdrive Backup: x10 assault shuttles and various personnel transports.
Nav Computer: Yes Notes:
Maneuverability: -21 (1D)
Space: 7 • The design has no tractor beams, that makes no sense
Atmosphere: 1,000 Km/H (cannot land); 1,390 MPR at all for a primary carrier, 20 have been added.
Hull: 1,585: 4 Locs (7D) • Point Defense Guns increased from 20 to 40.
Armor: 350/Loc / Ablation: 60 (4D)
Shields: 910/Loc (4D) • The books refer to a full wing of fighters as 72, I have
Sensors: increased this number to 144. At default settings the
Passive 50/+3 (1D) craft has 96 Snubfighters & 7 other craft. Adding the
Scan 100/+6 (2D) 41 additional craft.
Search 150/+9 (3D)
Focus 5/+11 (3D+2) • The Defender Assault Carrier has an efficient multi
Maximum 300/-31 deck hangar system that allows the craft to carry a full
sector wing of 144 ships.
Weapons:
40 Laser Cannons
Fire Arc: 10/Arc
Scale: Snubfighter
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 km
Damage: 50 (5D)
20 Tractor Beam Projectors
Fire Arc: 5/Arc
Crew: 1
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 40 (4D)
Tractor Defense: 20 Fore, 20 Port & Starboard, 20 Aft

541
Sacheen Escort 8 Ion Cannon Batteries
Fire Arc: 5/Arc
Craft: Republic Engineering Corp: Sacheen-class Crew: 1
Skill: Capital ship gunnery
Affiliation: New Republic
Fire Control: 3D
Era: New Republic
Space Range: 1-10/25/50
Type: Heavy Escort Frigate
Atmosphere Range: 2-20/50/100 km
Scale: Frigate
Length: 375 meters Damage: 30 (3D)
Skill: Capital ship piloting: Star Destroyer 4 Tractor Beam Projectors
Crew: 338, gunners: 48, skeleton: 225/+6 Fire Arc: 1/Arc
Crew Skill: Typically 3D Crew: 1
Passengers: 225 (troops) Skill: Capital ship gunnery
Cargo Capacity: (3,750): 69 metric tons available Fire Control: 3D
Consumables: 1.5 Years (3.5 Million Refit cost); Limited Space Range: 1-5/15/30
to Five Months (1 mil) due to New Republic Doctrine. Atmosphere Range: 2-10/30/60 km
Cost: 5.9 Million (New); 4.4 Million (Used) Damage: 40 (4D)
Hyperdrive Multiplier: x1 Tractor Defense: 4 Fore, 4 Port & Starboard, 4 Aft
Hyperdrive Backup: x10
Nav Computer: Yes Snubfighter Complement: 24 New Republic Defenders, 4
Maneuverability: -12 (2D) Gunships, 2 Transports, 1 Assault/Boarding Shuttle
Space: 7 Ground Compliment: Light Prefab Garrison, 6 Combat
Atmosphere: 1,000 Km/H (cannot land); 1,390 MPR Airspeeders, 6 Medium Repulsor Tanks, 1 Artillery Piece
Hull: 685; 4 Locs (5D)
Armor: 350/Loc; Ablation: 60 (4D) The Sacheen-class light escorts are the smallest vessels in
Shields: 415/Loc (3D) the New Class program capable of extended independent
Sensors: operations. They have enough heavy turbolasers to
Passive 50/+3 (1D) threaten a cruiser or destroy most smaller ships. Also
Scan 100/+6 (2D) possessing anti-snubfighter weapons, Ion Cannons, and a
Search 150/+9 (3D) light complement of tractor beams complementing it’s
Focus 5/+11 (3D+2) hangar that carries a squadron of short range fighters in
Maximum 300/-31 addition to other tertiary hangars for direct starship support
Weapons: from it’s gunship complement. In fleet formations it
10 Heavy Turbolaser Batteries operates in a screening role, typically without internal craft
Fire Arc: 10/Fore, 3 Port, 3 Starboard support. While alone, it’s hangars are full for patrol duty.
Crew: 2 Notes:
Skill: Capital ship gunnery • No tail snubfighter guns, balanced all arcs, added 8.
Fire Control: 2D • Added basic Tractor Beams for it’s support craft.
Space Range: 3-15/35/75 • Heavy Armor: Double Plating & Durability
Atmosphere Range: 6-30/70/150 km • Second Hangar
Damage: 70 (7D) • Added Ground Complement
16 Laser Cannons
Fire Arc: 4/Arc
Scale: Snubfighter
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 km
Damage: 50 (5D)

542
Hajen Fleet Tender is a resupply vessel constantly running back and forth from
battle-group to base to keep the ships well stocked. They
Craft: Republic Engineering Corp: Hajen-class are flying warehouses carrying the food, water, fuel, spare
Affiliation: New Republic parts, blaster gas, snubfighter replacements, and other
Era: New Republic supplies needed to keep a battle-group functioning.
Type: Fleet Tender / In Theater Repair & Refit Vessel Notes:
Scale: Frigate • The official narrative says it’s not a repair ship. This
Length: 375 meters idiocy essentially invalidates the reason for the ship’s
Skill: Capital ship piloting: Hajen Fleet Tender existence in the first place. This actually conflicts with
Crew: 338, gunners: 16, skeleton: 225/+6 the latter paragraphs they wrote... In the last part of
Crew Skill: Typically 3D the official text the craft is apparently a repair and refit
Passengers: 220 Technicians; 5 Engineers ship...
Cargo Capacity: (3,750): 75 metric tons available • Think of it as if it as a highly advanced micro yards
Consumables: 2 Years (4.5 Million Refit cost); facility (dry-dock). It is filled to the brim with
Cost: 11.3 Million (New); 113 Million (Used) automation, fabrication facilities on multiple decks
Hyperdrive Multiplier: x1 and even molecular furnaces that break down and
Hyperdrive Backup: x10 fabricate replacement parts out of battlefield salvage.
Nav Computer: Yes • Added Advanced Tractor beams to hold a ship
Maneuverability: -15 (1D) together while repairs are being performed. The
Space: 7 Tractor beams are so powerful that two used in tandem
Atmosphere: 1,000 Km/H (can land); 1,375 MPR can grab onto a starship and bend it in two: Damage
Hull: 685; 4 Locs (5D) delivered is 160 points per round, per pair of tractor
Armor: 80/Loc; Ablation: 30 (2D) beams employed... Up to 320 points maximum. Does
Advanced Shields: 6,010/1 Loc; Ablation: 150 (10D) not ignore shields.
Shields (Self): 415/Loc; Ablation: 45 (3D) • Added Advanced Super Capital shields that function
Sensors: on the entire Fire Arc of the ship which they are
Passive 20/+3 (1D) repairing (750m radius of their repair window at 10D
Scan 60/+6 (2D) Super Cap: 750 to 1 location).
Search 100/+9 (3D) • Hull damage repaired per round is a subset of the
Focus 4/+11 (3D+2) tractor beams employed to repair the damaged arc.
Maximum 300/-31 The damage repaired is 8 points per hour, per tractor
Weapons: beam employed (1 point every 7.5 minutes per beam).
16 Advanced Tractor Beam Projectors • The hangar’s 19 craft has been bolstered to carry two
Fire Arc: 4/Arc full squadrons of short range fighters for self defense.
Crew: 1 • Official sources cite the ship at 1 month of
Skill: Capital ship gunnery consumables. Extended the 1.5 year consumables to
Fire Control: 6D 2, assume that the ship carries enough raw materials to
Space Range: 2-10/30/45 refit an entire fleet group to their full 5 month status.
Atmosphere Range: 4-20/60/90 km Anything beyond 5 months of carried supplies can be
Damage: 80 (8D) fabricated, over time.
Tractor Defense: 32 Fore, 32 Port & Starboard, 32 Aft
Snubfighter Complement: 24 New Republic Defenders
The Hajen-class Fleet Tender is the life line of the New
Class ships. Hajens keep the Fifth Fleet supplied on
station and extends their running time. With adequate
resupply, the New Class ships can operate indefinitely.
The fleet tender is not a repair vessel... A damaged ship is
unlikely to survive long enough to be repaired. The Hajen

543
Corona Frigate Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 km
Craft: Kuat Drive Yards: Corona-class Frigate Damage: 60 (6D)
Affiliation: New Republic 12 Ion Cannon Batteries
Era: New Republic Fire Arc: 3 per Arc
Type: Line Frigate Crew: 1
Scale: Frigate Skill: Capital ship gunnery
Length: 275 meters Fire Control: 2D
Skill: Capital ship piloting: Star Destroyer Space Range: 1-10/25/50
Crew: 248, gunners: 88, skeleton: 165/+6 Atmosphere Range: 2-20/50/100 km
Crew Skill: Typically 3D Damage: 30 (3D)
Passengers: 165 (troops)
Cargo Capacity: (2,750): 39 metric tons available 16 Tractor Beam Projectors
Consumables: 1 Year (1.93 Million Refit cost) Fire Arc: 4 Per Arc
Cost: 13.2 Million (New); 10.5 Million (Used) Crew: 1
Hyperdrive Multiplier: x1 Skill: Capital ship gunnery
Hyperdrive Backup: x12 Fire Control: 4D
Nav Computer: Yes Space Range: 1-5/15/30
Maneuverability: -12 (2D) Atmosphere Range: 2-10/30/60 km
Space: 6 Damage: 60 (6D)
Atmosphere: 850 Km/H (cannot land); 1,180 MPR Tractor Defense: 24 Fore, 24 Port & Starboard, 24 Aft
Hull: 550; 4 Locs (4D) Expanded Snubfighter Complement: 12+ New Republic
Armor: 120/Loc; Ablation: 30 (2D) Defenders; up to 12 X-Wing-C, T-Wing II or any assigned
Shields: 415/Loc (3D) craft up to a maximum of 36; 1 Space Transport / Shuttle
Backup Shields: 685 points (5D)
Sensors: Modeled after the “highly successful” Nebulon-B escort
Passive 50/+6 (2D) frigate used by the Rebel Alliance, the Corona line frigate
Scan 100/+9 (3D) provides reconnaissance-in-force, close-line fire support &
Search 175/+12 (4D) anti-snubfighter cover for cruisers and Star Destroyers.
Focus 6/+15 (5D) The Corona is designed to carry 36 Snubfighters. Orders
Maximum 350/-28 for the craft have been moderately steady.
Weapons: • The Nebulon-B Refit in the Starship Expansion is
18 Heavy Turbolaser Batteries better, this has been updated substantially.
Fire Arc: 6 Fore, 4 Port, 4 Starboard, 4 Aft
Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 70 (7D)
24 Laser Cannons
Fire Arc: 6 per Arc
Scale: Snubfighter
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D

544
Warrior Gunship Crew: 1
Skill: Capital ship gunnery
Craft: Republic Engineering Corp: Warrior-class Fire Control: 3D
Affiliation: New Republic Space Range: 1-5/15/30
Era: New Republic Atmosphere Range: 2-10/30/60 km
Type: Heavy Assault Ship Damage: 30 (3D)
Scale: Corvette; Reduced Maneuverability Penalty (-10) Tractor Defense: 3 Fore, 3 Port & Starboard, 3 Aft
Length: 190 meters Snubfighter Complement: 2 Gunships; 4 NR Defenders
Skill: Capital ship piloting: Star Destroyer Ground Complement: Small Prefab Garrison; 2 Combat
Crew: 64, gunners: 46, skeleton: 43/+3 Airspeeders, 1 Heavy Repulsor Tank
Crew Skill: Typically 4D Warrior-class gunships are small, dedicated ship
Passengers: 80 (troops) destroyers, with enough firepower to threaten a heavy
Cargo Capacity: (1,900): 72.5 metric tons available cruiser and with their concussion missile launchers can
Consumables: 1 Year (732k Refit cost); Limited to Five even cripple an Imperial Star Destroyer with a little luck.
Months (332k) due to New Republic Doctrine. These ships are used to punch holes in an enemy’s
Cost: 5.1 Million (New & Used) formations. The Warrior is expected to contact the enemy
Hyperdrive Multiplier: x1 ahead of the main force, armed with enough anti-
Hyperdrive Backup: x10 snubfighter weaponry to brush off fighter attacks, while
Nav Computer: Yes armored beyond a typical snubfighter’s ability to inflict
Maneuverability: -1 (3D) damage. Once Warriors penetrate enemy’s lines, they
Space: 8 destroy what they can then withdraw into hyperspace.
Atmosphere: 1,100 Km/H (can land); 1,530 MPR
Hull: 535; 4 Locs (5D) • No tail snubfighter guns, balanced all arcs, added 4.
Armor: 250/Loc; Ablation: 60* (4D) • Added 1 Concussion Launcher for Flack Defense
Shields: 325/Loc (3D) • Added 4 Light Tractor Beams for salvage and defense.
Sensors: • The Warrior has Hardened 2x Armor: heavy
Passive 40/+3 (1D) plating to absorb and or deflect almost any snubfighter
Scan 80/+6 (2D) grade weapon that penetrates it’s shields. Armor
Search 100/+9 (3D) Penetrating Warheads do not lower its Ablation.
Focus 20/+14 (4D+2) • Precision Targeting System: A Warrior on a first
Maximum 300/-31 pass can select a single warship. It must close to
Weapons: Focus Sensor Range, at which point the Focus D Code
10 Turbolaser Batteries bonus eliminates an equivalent amount of shields on
Fire Arc: 6 Fore, 3 Port, 3 Starboard one fire arc of the targeted craft & also jams an
Crew: 2 equivalent amount of SPD making SPD effectively
Skill: Capital ship gunnery worthless: the shields aren’t eliminated, it simply finds
Fire Control: 2D a weak spot between the shield interleaving and allows
Space Range: 3-15/35/75 all it’s forward (& aft as it passes) weapons to fire into
Atmosphere Range: 6-30/70/150 km and through that spot. At this range Void Generators,
Damage: 60 (6D) Tractor Defense, Flack Defense, Snubfighter Point
Defense & Capital Point Defense is effectively
12 Laser Cannons neutralized vs it’s missiles (20 Units and under).
Fire Arc: 3/Arc • Null Targeting Baffles: The unique hull structure is
Scale: Snubfighter honeycombed with target lock disrupting materials:
Crew: 1 20% of all incoming directed fire misses the ship,
Skill: Starship Gunnery Dumbfire ammo & cannons with no Fire Control
Fire Control: 3D ignore this rule.
Space Range: 1-3/12/25 • Expanded Hangars + Ground Assets for Cargo Space
Atmosphere Range: 100-300m/1.2/2.5 km
Damage: 50 (5D)
5 Concussion Missile Tubes (Fire-Linked)
Fire Arc: 3 Fore, 2 Aft / Ventral
Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D Fore/3D+2 Aft
Space Range: 240
Atmosphere Range: 480 km
Damage: 120 (12D)
420 (14Dx3) Fore / 260 (13Dx2) Aft
Ammo: 75 Advanced Missiles/Launcher
Flack Defense: -5 Ammo = 12 Units
Destroyed
4 Tractor Beam Projectors
Fire Arc: 1/Arc

545
Authority IRD Assault Fighter series fighters. A modular hyperdrive that uses a droid
brain and expands the consumables of the craft:
Craft: Authority IRD-AF • Consumable Expansion: + 2 Days (20 Credit Refuel)
Affiliation: Corporate Sector Authority • Hyperdrive Sled: 2D/3D Droid Navigation assist, 5
Era: Early New Republic Jumps, x1 Hyperdrive; Cargo Cost: 7 kg
Type: Multipurpose aerospace fighter Price: 22,500 Credits
Scale: Starfighter
Length: 8.5 meters The entire cockpit will jettison in the event of severe man
Skill: Starfighter piloting: IRD body damage. The cockpit has limited control systems
Crew: 1 allowing for repulsor assisted re-entry, mild maneuvering
Crew Skill: Typically 3D thrusters and a fair amount of life support.
Cargo Capacity: (107): 7 kilograms
Consumables: 4.5 days (45 Credit Refuel cost) Craft: Authority IRD-AF Ejection Capsule
Cost: 171,000 (New); 123,000 (Used) Type: Life Pod
Maneuverability: +11 (3D+2) Scale: Starfighter
Space: 11 Cargo Capacity: 40 kilograms
Atmosphere: 1,350 Km/H; 1,875 MPR Consumables: 4.5 days (+2 if Consumables Expanded)
Hull: 50 (4D) Cost: Not available for sale
Armor: 25; Ablation: 15 (1D) Maneuverability: +3 (1D)
Shields: 50 (4D) Space: 2
Sensors: Atmosphere: 300 Km/H
Passive: 25/+1) Hull: 50 (4D)
Scan: 50/+4 (1D+1) Armor: 25; Ablation: 15 (1D)
Search: 60/+6 (2D) Sensors:
Focus: 3/+8 (2D+2) Same package as Ship (they’re located in the cockpit)
Maximum: 120/-34 Don’t let the advancements fool you, as an Authority IRD
Weapons: pilot you’re likely to start in a stock IRD. If you survive
your first tour and distinguish yourself you might get
Heavy Twin Laser Cannon (Fire-Linked) assigned an IRD-A and then after additional distinguished
Fire Arc: Front service you might just get promoted to one of these
Skill: Starship gunnery babies… More than likely after all your friends are
Fire Control: 3D already dead and you don’t have a soul left or the will to
Space Range: 1-3/12/25 live or fight… You get one of these...
Atmosphere Range: 100-300m/1.2/2.5 km
Damage: 70 (7D) Authority IRD-AF’s are entering mainstream production at
about the same time as the Battle of Endor.
2 Concussion Missile Tubes (Fire-Linked)
Fire Arc: Front
Skill: Missile weapons: concussion missiles
Fire Control: 4D
Space Range: 60 units
Atmosphere Range: 60 Km
Damage: 220 (10D/11Dx2)
Ammo: 8 Advanced Missiles Per Launcher (8 Shots)
CSA has long fielded their own craft in sector defense.
Their IRD followed with the IRD-A and now the IRD-AF,
a generational advancement on the base craft. It is reaping
the benefits of mass production refinements and a
substantial armament upgrade. The overall length of the
craft has been reduced by 1 meter at some additional gains
to performance due to mass reduction.
Typical Authority IRD class snubfighters suffered a fairly
severe amount of atmospheric performance penalty. The
IRD-AF bolsters repulsorlift performance and the overall
aerodynamic silhouette of the craft. In several instances
the IRD-AF managed to retain atmospheric control even
under no power:
• Glide: 450 Km/H, Maneuverability: +9 under no
power or Ionized and capable of a controlled landing,
safely, without crashing or sustaining damage;
Missiles can still be fired, manually, under no power
without Fire Control.
There is an optional under chassis attachment for the IRD

546
Ascension Battleship Damage: 120 (12D)
Ammo: 120 Advanced Torpedoes Per Launcher
Craft: Pammant Docks Ascension-class Flack Defense: -120 Ammo = 216 Units Destroyed
Affiliation: Independent / Various Factions 60 Dual Laser Cannon Batteries
Era: New Republic (Late Rebellion) Fire Arc: 9 Fore, 9 Port, 9 Starboard, 9 Aft
Type: Command Ship Crew: 1
Scale: Heavy Battleship Skill: Starship Gunnery
Length: 1,360 meters Fire Control: 4D
Skill: Capital ship piloting Space Range: 1-3/12/25
Crew: 1,306, gunners: 468, skeleton: 816/+3 Atmosphere Range: 100-300m/1.2/2.5 km
Crew Skill: Varies Wildly, Minimum: 2D Damage: 60 (6D)
Passengers: 3,917 (troops) 16 Tractor Beam Projectors
Cargo Capacity: (13,600): 18 metric tons available Fire Arc: 4 Fore, 4 Port, 4 Starboard, 4 Aft
Consumables: 5 Years (109.6 Million Refit cost) Crew: 1
Cost: 214.2 Million (New & Used) Skill: Capital ship gunnery
Hyperdrive Multiplier: x1 Fire Control: 4D
Hyperdrive Backup: x8 Space Range: 1-5/15/30
Nav Computer: Yes Atmosphere Range: 2-10/30/60 km
Maneuverability: -26 (1D+1) Damage: 60 (6D)
Space: 8 Tractor Defense: 24 Fore, 24 Port & Starboard, 24 Aft
Hull: 2,310: 4 Locs (7D+2)
Armor: 420/Loc; Ablation: 60 (4D) Expanded Snubfighter Complement: 72 Fighters, 4
Shields: 1,400/Loc; Mitigation: 24 (4D+2) Shuttles (68 Base)
Sensors: Ground Compliment: 44 Units, 6 Landing Barges
Passive 60/+4 (1D+1)
Scan 120/+8 (2D+2) The Ascension Battleship is the successor to the
Search 150/+15 (5D) Providence Battleship of the Clone Wars. Released in the
Focus 10/+16 (5D+1) late Rebellion Era, because warship sales had been stifled
Maximum: 300/-25 by the Empire. A number sold to the Rebellion and several
Weapons: independent systems. It is widely sold in the New
42 Quad Turbolaser Batteries Republic Era, due to how difficult it is for worlds to gain
Fire Arc: 12 Fore, 12 Port, 12 Starboard, 6 Aft membership in the New Republic.
Crew: 3 • Incorporates Effective Slave Rigging Techniques to
Skill: Capital ship gunnery minimize crew complement. Extra Crew to cargo.
Fire Control: 4D
Space Range: 3-15/35/75 • Heavy Battleship: Increase Armor Durability by 1x
Atmosphere Range: 6-30/70/150 km • Proton Cannons don’t function like Proton Torpedoes,
Damage: 100 (10D) they are more akin to Turbolasers and as such Tractor
Defense is only ½ as effective. SPD & CPD are
156 Proton Cannons likewise ½ effective. They also have standard range
Fire Arc: 30 Fore, 57 Port, 57 Starboard, 12 Aft categories (these are not Batteries, FYI).
Crew: 2
Skill: Capital ship gunnery • Gaps in Armor provide areas of the ship that have no
Fire Control: 4D Armor Protection (Called Shots).
Space Range: 6-36/75/150 • Refurbished Providence Production Lines: 15% Cost
Atmosphere Range: 12-72/150/300 km Savings on production.

547
Yevethan Thrustship Fire Control: 5D
Space Range: 2-12/30/60 (6 Units Per Round)
Craft: Nazfar Metalworks: Armadia-class Thrustship Damage: 240 (24D)
Affiliation: Yevetha Ammo: 6 Gravity Bombs/ea; (5 Reloads/ea in Storage)
Era: New Republic 12 Quad Ion Cannon Batteries
Type: Armadia-class Fire Arc: All
Scale: Cruiser: Up-scaled Frigate; Maneuvers as Corvette. Crew: 3
Length: 360 meters Skill: Capital ship gunnery
Skill: Capital ship piloting: Armadia-class Fire Control: 5D
Crew: 216, gunners: 160, skeleton: 176/+6 Space Range: 3-15/35/70
Crew Skill: Typically 4D Atmosphere Range: 6-30/70/140 km
Passengers: 144 (troops) Damage: 80 (8D)
Cargo Capacity: (3,600): 69 metric tons available 16 Point Defense Quad Laser Cannons
Consumables: 1 Year Fire Arc: 4 Fore, 4 Port, 4 Starboard, 8 Aft
Cost: 21.6 Million (New); 16.2 Million (Used) Crew: 1
Hyperdrive Multiplier: x2 Skill: Starship Gunnery
Hyperdrive Backup: x8 Fire Control: 5D
Nav Computer: Yes Space Range: 1-3/12/25
Maneuverability: -6 (3D) Atmosphere Range: 100-300m/1.2/2.5 km
Space: 8 Damage: 70 (7D)
Atmosphere: 950 Km/H (can land); 1,320 MPR
Hull: 1,360; 4 Locs (6D) 8 Tractor Beam Projectors
Armor: 560/Loc; Ablation: 60 (4D) Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft
Shields: 1,135/Loc (5D) Crew: 1
Sensors: Skill: Capital ship gunnery
Passive 50/+3 (1D) Fire Control: 4D
Scan 100/+9 (3D) Space Range: 2-7/20/40
Search 200/+12 (4D) Atmosphere Range: 4-14/40/80 km
Focus 5/+14 (4D+2) Damage: 80 (8D)
Maximum: 400/-28 Tractor Defense: 16 Fore, 16 Port & Starboard, 16 Aft
Weapons: Snubfighter Compliment: 40 Type-D Snubfighters, 2
16 Heavy Turbolaser Batteries Lambda Shuttles
Fire Arc: All, redirect fire to any arc Notes:
Crew: 3 48
Skill: Capital ship gunnery • The original was 240 Meters. These craft couldn’t
Fire Control: 4D+1 have proven even a minor threat to the New Republic.
Space Range: 4-20/45/90 Earlier depictions of the encounters with the craft
Atmosphere Range: 8-40/94/196 km showed them to be incredibly capable of taking out a
Damage: 120 (12D) New Republic Warship.
6 Proton Torpedo Launchers • The size wasn’t capable of carrying much more than
Fire Arc: Fore 12 snubfighters (based on my rules), and that’s what I
Crew: 2 had them at in the 3rd Edition. Took another
Skill: Capital Ship Gunnery look at the ships and decided to bump the
Fire Control: 4D core design up by 50%, adding 120m to the
Space Range: 4-24/80/160 craft. To give it a bit more room, then added
Atmosphere Range: 8-48/160/320km 33% to the cargo and fighter capacity of the
Damage: 150 (15D) ship. According to Imperial sources during
Ammo: 60 Advanced Torpedoes/ea the time of the Empire, anything a Yevethan
(10 Reloads/ea in storage) engineer touched would receive about a 33%
performance increase.
24 Concussion Missile Launchers
Fire Arc: All • Increased the craft’s scale from
Crew: 2 Destroyer to Cruiser and allowing it to
Skill: Capital ship gunnery maneuver as a Corvette. That would make
Fire Control: 5D these craft lethal in the hands of a good pilot.
Space Range: 240 • Doubled all mounted weapons and added
Atmosphere Range: 480 km point defense guns.
Damage: 140 (14D) • Added Tractor Beams because they
Ammo: 30 Advanced Missiles/ea would have had them being micro carriers.
(5 Reloads/ea in storage)
• Crew remains unchanged due to
8 Gravity Bomb Launchers efficiency, gunners added for new weaponry.
Fire Arc: Fore
Crew: 2 • Armor Durability increased by 3x.
Skill: Capital Ship Gunnery

548
Yevethan Snubfighter The Yevethans may not have had access to advanced
snubfighter grade shield generators. Downgraded the craft
Craft: Nazfar Metalworks Guild: Type-D Snubfighter to the book’s 2D rating (from the 3rd Edition’s 4D). This is
Affiliation: Yevetha likely the weakest part of the Yevethan understanding and
Era: New Republic was likely based off of something like a Mark I Z-95.
Type: Escort Snubfighter Now, this, is a snubfighter that could have given the New
Scale: Snubfighter Republic a run for it’s money.
Length: 12 meters
The Type-D Snubfighter is a lethal blending of a Subpro Z-
Skill: Starship piloting: Type-D
95 Headhunter Mark I & the best Imperial Snubfighter
Crew: 1
technology that the Yevethans had access to. The fighter
Crew Skill: Typically 3D
lacks a hyperdrive, however, given time the Yevethans
Cargo Capacity: (200): 55 kilograms available
would have eventually incorporated the units into the core
Consumables: 9 Days (90 Credit Refuel cost)
Cost: 205,600 (New); 154,200 (Used)
Maneuverability: +15 (+18 in Atmo; 5D/6D)
Space: 15
Atmosphere: 1,650 Km/H; 2,290 MPR
Hull: 65 (5D+1)
Armor: 35; Ablation: 25 (1D)
Shields: 30 (2D)
Sensors:
Passive: 34/+4 (1D+1)
Scan: 54/+8 (2D+2)
Search: 80/+8 (2D+2)
Focus: 6/+15 (5D)
Maximum: 160/-32
Weapons:
3 Yevethan Laser Cannons (Fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 4D
Space Range: 2-4/16/34
Atmosphere Range: 2-400m/1.6/3.4 km
Damage: 80 (8D)
2 Yevethan Concussion Missile Launchers (Fire-Linked) design at no loss of cargo capacity. There were a number
Fire Arc: Front of experimental models that the New Republic discovered
Skill: Starship gunnery after defeating the Yevethans. They were all equipped with
Fire Control: 4D “primitive” hyperdrive units (x5). These models were
Space Range: 40 Units earlier variants of the Type-D, A through C. These models
Atmosphere Range: 80 km were lower performance designs that more closely
Damage: 260 (12D/13Dx2) resembled the Subpro Chassis. With the Type-A being an
Ammo: 8 Yevethan Missiles/ea (8 Shots) almost exact copy of the Headhunter Mark I, the Type-B
Notes: converted the chassis to a fixed wing and the Type-C
Yevethans had no technology but Imperial tech to base placed both engines in the central fuselage (like the Type-
their craft off of, aside from coming up with their own D). The largest departure with the Type-D is the engine
designs and likely having exposure to older craft in the itself, the drive system is a single massive power plant, that
system (like the Z-95). The D-Type fighter resembles an the New Republic failed to successfully reproduce.
atmospheric fighter like early Z-95’s. According to lore, The Type-D is so advanced that designs wouldn’t truly
the Yevethans have the ability to take anything the begin to approach it’s level of lethality until closer to the
Imperials manufactured and re-engineer it roughly 33% Legacy Era. Had the Yevethans had access to the TIE
better. I am reflecting that below. Advanced/Avenger or the TIE Defender, the New Republic
• Has 33% more Cargo Space might have very well lost against the Yevethans. The New
• Has more consumables Republic Engineering core attempted to recruit Yevethan
• Has 33% more hull than a TIE Bomber Engineers to develop advanced snubfighter designs after
• Maneuverability 33% better than a TIE Interceptor they locked down the Yevethan star cluster. This proved to
• 33% more atmospheric speed than an Interceptor be a mistake, with the Yevethan Engineers murdered an
• Armor is roughly 33% better than a Z-95, rounded entire team of New Republic scientists with their
down (+2). retractable Dew Claws. After that incident, the Yevethans
• Sensors are 33+% better than an Interceptor were deposited in their home system and the star cluster
• Rounded up on speed (14.63) was interdicted. After the New Republic warships shelled
the Yevethan production centers form orbit, making damn
• Atmospheric Performance boost mirrors a Z-95
sure it would be decades, possibly, centuries before the
boosted by roughly 33%.
Yevethans emerged with a xenophobic assault force.

549
Hapan Battle Dragon RoF: 1/3 (Archaic Turbolasers)
40 Hapan Ion Cannon Batteries
Craft: Olanji/Charubah: Battle Dragon Fire Arc: Rotational: All
Affiliation: Hapan Crew: 2
Era: Old Republic-New Republic+ Skill: Capital ship gunnery
Type: Heavy assault warship Fire Control: 3D
Scale: Destroyer Space Range: 2-20/50/80
Length: 500 meters Atmosphere Range: 4-40/100/160 km
Skill: Capital Ship Piloting Damage: 30 (3D)
Crew: 698, gunners: 228, skeleton 450/+9
Crew Skill: Typically 4D 4 Pulse Mass Generator Tubes
Passengers: 768 (troops) Fire Arc: 1 Fore, 1 Port, 1 Starboard, 1 Aft
Cargo Capacity: (5,000): 65 metric tons available Crew: 3
Consumables: 2 Years (13 Million Refit cost) Skill: Capital Ship Gunnery
Cost: 30 Million (New); 24 Million (Used) Fire Control: 5D
Hyperdrive Multiplier: x2 Space Range: 1-25/75/150
Hyperdrive Backup: x14 Damage: 240 (24D)*
Nav Computer: Yes Ammo: 16 Pulse Mass Mines per Launcher
Maneuverability: -18 (1D) *Note: If coming out of Hyperspace due to Pulse Mass
Space: 4 Hyperspace Flack. Blocks hyperspace travel, each mine
Hull: 1,390; 276/276/276/276/276; 4 Locs (7D+2) equals a 30 unit diameter.
Armor: 420/Loc; Ablation: 60 (4D) 2 Hapan Triple Ion Cannon Batteries
Shields: 550/Loc (3D) Fire Arc: Dorsal & Ventral Turrets: All
Backup Shields: 1,110 points (6D) Crew: 2
Sensors: Scale: Snubfighter (Downscaled Capital Guns)
Passive 50/0 Skill: Starship Gunnery
Scan 100/+9 (3D) Fire Control: 2D+1
Search 200/+12 (4D) Space Range: 3-9/18/36
Focus 6/+14 (4D+2) Atmosphere Range: 300-900m/1.8/3.6 Km
Maximum: 400/-28 Damage: 56 (5D+2)
Weapons: 4 Hapan Tractor Beam Projectors
40 Hapan Turbolaser Batteries Fire Arc: Rotational: All
Fire Arc: Rotational: All Crew: 3
Crew: 3 Skill: Capital ship gunnery
Skill: Capital ship gunnery Fire Control: 4D
Fire Control: 1D+2 Space Range: 1-5/15/30
Space Range: 3-15/35/75 Atmosphere Range: 2-10/30/60 Km
Atmosphere Range: 6-30/70/150 km Damage: 70 (7D)
Damage: 70 (7D) Tractor Defense: Up to 28 in any arc (28 Total); 7/turret
Snubfighter
Compliment: 24
Miy’til Fighters, 4
Miy’til Bombers

Ground
Compliment: 1
Landing Barge
(Imperial
Equivalent)
• The
Turbolaser Batteries
are upgraded to New
Republic standards
after the Hapans join
the New Republic
(RoF:1, 4D Fire
Control, 80
Damage).
• Armor +1D;
x2 Additional
Durability.

550
Hapes Nova Battlecruiser Fire Control: 4D
Space Range: 1-5/15/30
Craft: Olanji/Charubah: Hapes Nova-Class Atmosphere Range: 2-10/30/60 Km
Affiliation: Hapan Damage: 70 (7D)
Era: Old Republic-New Republic+ Tractor Defense: 7 per fire arc
Type: Assault warship Snubfighter Compliment: 16 Miy’til Fighters, 6 Miy’til
Scale: Destroyer (Maneuvers as Frigate) Bombers, 1 Boarding Shuttle
Length: 400 meters
Skill: Capital Ship Piloting Ground Compliment: 1 Lading Barge (Imperial
Crew: 558, gunners: 119, skeleton: 360/+9 equivalent)
Crew Skill: Typically 4D+2 • The Turbolaser Batteries are upgraded to New
Passengers: 614 (troops) Republic standards after the Hapans join the New
Cargo Capacity: (4,000): 30 metric tons available Republic (RoF:1, +20 Fire Control, 80 Damage).
Consumables: 2 Years (9.9 Million Refit cost)
Cost: 18 Million (New); 14 Million (Used) • Armor +1D; x2 Additional Durability.
Hyperdrive Multiplier: x1.5
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: -12 (2D)
Space: 5
Hull: 910; 4 Locs (5D)
Armor: 420/Loc; Ablation: 60 (4D)
Shields: 370/Loc (2D)
Backup Shields: 740 points (4D)
Sensors:
Passive 40/+3 (1D)
Scan 75/+9 (3D)
Search 150/+12 (4D)
Focus 5/+14 (4D+2)
Maximum: 300/-20
Weapons:
25 Hapan Turbolaser Batteries
Fire Arc: 5 Fore, 5 Port, 5 Starboard, 5 Aft, 5 Turret: All
Arcs
Crew: 3
Skill: Capital ship gunnery
Fire Control: 1D+2
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 70 (7D)
RoF: 1/3 (Archaic Turbolasers)
10 Hapan Ion Cannon Batteries
Fire Arc: Fore
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 2-20/50/80
Atmosphere Range: 4-40/100/160 km
Damage: 30 (3D)
24 Point Defense Guns
Fire Arc: 6 Fore, 6 Port, 6 Starboard, 6 Aft
Crew: 1
Scale: Snubfighter
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 Km
Damage: 50 (5D)
4 Hapan Tractor Beam Projectors
Fire Arc: 1 Fore, 1 Port, 1 Starboard, 1 Aft
Crew: 3
Skill: Capital ship gunnery

551
Miy’til Fighter Damage: 40 (4D)
1 Concussion Missile Launcher
Craft: Olanji/Charubah: Miy’til Fighter Fire Arc: Fore
Affiliation: Hapan Skill: Starship Gunnery
Era: Rise of Empire-New Republic+ Fire Control: 3D
Scale: Snubfighter Space Range: 30 units
Length: 10 meters Atmosphere Range: 3 km
Skill: Starship piloting Damage: 90 (9D)
Crew: 1 & Astromech Droid (can coordinate) Ammo: 10 Missiles
Crew Skill: Typically 3D Notes:
Cargo Capacity: (125): 20 kilograms available
The snubfighter was designed primarily based off of the X-
Consumables: 5 days (50 credit refuel)
Wing Fighter. Olanji & Charubah (the hapan starship
Cost: 142,000 (New); 106,000 (Used)
manufacturing guilds who have a long history of working
Hyperdrive Multiplier: x1.5
together) had taken an expeditionary trip past the veil of
Nav Computer: No, uses Astromech Droid 10 Jumps
their cluster and purchased a T-65A and returned to the
Maneuverability: +9 (+10 in Atmo; 3D/3D+1)
Hapan Cluster and reverse engineered the fighter. They
Space: 9
copied and improved the fighter where they could. Their
Atmosphere: 950 Km/H; 1,320 MPR
base hull plating was inferior for snubfighters prior to
Hull: 60 (5D)
taking into account the Rugged Space Frame design.
Armor: 25; Ablation: 15 (1D)
Shields: 25 (1D+1) • The Miy’til Fighter inherits the T-65A’s Rugged Space
Sensors: Frame: Treat the hull as if it were 50% stronger (Base
Passive: 25/0 Cost, repair, maintenance and modification costs are
Scan: 50/+3 (1D) only derived from the a 3D+1 hull).
Search: 75/+3 (1D) • Cockpit is roomy and comfortable, consider it Luxury
Focus: 3/+6 (2D) Seating.
Maximum: 150/-37
Weapons: • Easy to Maintain and Repair (not mod): -1 DR
2 Laser Cannons (Fire-Linked) • Many parts
Fire Arc: Fore are
Skill: Starship gunnery interchangeable
Fire Control: 3D+1 with Incom and
Space Range: 1-3/12/25 Incom copied
Atmosphere Range: 100-300m/1.2/2.5 Km designs (like
Damage: 50 (5D) the Frei’Tek T-
65F).
3 Light Ion Cannons (Fire-Linked)
Fire Arc: Fore (Bow Mounted)
Skill: Starship gunnery
Fire Control: 3D+2
Space Range: 3-9/18/36
Atmosphere Range: 300-900m/1.8/3.6 Km

552
Miy'til Assault Bomber Ion Auto Blaster
Fire Arc: Fore (Bow Mounted)
Craft: Olanji/Charubah: Miy'til Assault Bomber Skill: Starship gunnery
Fire Control: 4D*
Affiliation: Hapan
Space Range: 3-9/18/36
Era: Rise of Empire-New Republic+
Atmosphere Range: 300-900m/1.8/3.6 Km
Scale: Snubfighter
Damage: 50 (5D)*; RoF: 1 Full Burst / Round
Length: 20 meters
Skill: Starship piloting 2 Concussion Missile Launchers (Fire-Linked)
Crew: 2, gunners: 1 (turret) & Astromech Droid (can Fire Arc: Fore
coordinate) Skill: Starship Gunnery
Crew Skill: Typically 4D Fire Control: 5D
Cargo Capacity: (250): 0 kilograms available Space Range: 60 units
Consumables: 10 days (300 credit refuel) Atmosphere Range: 60 km
Cost: 209,400 (New); 157,050 (Used) Damage: 280 (13D/14Dx2)
Hyperdrive Multiplier: x2 Ammo: 26 Advanced Missiles/Launcher (13 Shots)
Hyperdrive Backup: x12
2 Laser Cannons (Fire-Linked)
Nav Computer: No, uses Astromech Droid 10 Jumps
Fire Arc: Ventral Turret: All Arcs
Maneuverability: +7 (+8 in Atmo; 2D+1/2D+2)
Skill: Starship gunnery
Space: 8
Fire Control: 3D+1
Atmosphere: 850 Km/H; 1,190 MPR
Space Range: 1-3/12/25
Hull: 80; 2 Locs: Fore & Aft (6D+2)
Atmosphere Range: 100-300m/1.2/2.5 Km
Armor: 40/Loc; Ablation: 30 (2D) Damage: 40 (4D)
Shields: 30/Loc (2 Generators, 2D)
Sensors: • The Miy’til Bomber inherits the T-65A’s Rugged
Passive: 30/+3 (1D) Space Frame: Treat the hull as if it were 50%
Scan: 60/+3 (1D) stronger (Base Cost, repair, maintenance and
Search: 80/+9 (3D) modification costs are only derived from the base
Focus: 3/+6 (2D) 4D+1 hull).
Maximum: 160/-31 • Cockpit is roomy and comfortable for all occupants,
Weapons: consider it Luxury Seating
2 Medium Laser Cannons (Fire-Linked)
Fire Arc: Fore • Cockpit acts as an escape pod
Skill: Starship gunnery • Easy to Maintain and Repair (not mod): -1 DR
Fire Control: 3D+1
Space Range: 1-3/12/25 • Many parts are interchangeable with Incom and Incom
Atmosphere Range: 100-300m/1.2/2.5 Km copied designs.
Damage: 60 (6D) • Internal Astromech Port

553
We’re Not All the Same I was not until they reached this galaxy that they
truly encountered a presence and a unified
For Van’Tosh Kraithil, the way of life in the resistance that stopped them dead in their tracks.
Warrior caste of the Yuuzhan Vong had been a The four to five years that they battled the
hard one. The physical demands, the training, fragments of the Empire, Empire of the Hand,
the constant rivalry and the nuances of relations New Republic, Spec Ops and a myriad of other
between all the various castes of society. All of species’s affiliated organizations and they lost,
that, became secondary to survival. That’s all utterly. Normally the Vong host would move on
most of the Yuuzhan Vong did, they fought to after depleting a galaxy of it’s useful resources or
survive. effectively destabilizing the galaxy they
despoiled with their bio tech abominations. In
The Yuuzhan Vong had been essentially this case, they were broken to the point that they
imprisoned on generational warships that had no choice but to remain in this galaxy.
crawled across the galaxy in search of a new
home. The exodus was one that was spurred on Having been a survivor long enough to see a
by the Yuuzhan Vong having utterly destroyed campaign that destroyed one galaxy and
their entire galaxy by abusing the Force. Their attempted to destroy this one, he had a bad taste
curse was to be forever cut off from it. Though in his mouth about the entire affair. His people,
with the race’s perpetual focus on biological here, had been forced into the shadows. They
engineering they were able to overcome some of were unable to join the galactic whole especially
these limitations by developing Bio Magnetic after the mass level of atrocities they had
Alchemy a hybrid solution that allowed Force delivered against the galaxy. He was fortunate to
like abilities to guide their troops using have a keen mind, he could see the patterns of
genetically created beings called “War failure and the ways that had led his race to
Coordinators”. We will not delve into the nearly complete ruin.
nuances of those monstrosities today. Though “Shaper Keila, I want you to reverse my
many of the Yuuzhan Vong felt that they were, augmentations and ritual scarring.” Van’Tosh,
indeed, monstrosities. stated, now task group commander over a large
For Van’Tosh, survival had it’s price. The part of the Vong survivor host.
Yuuzhan Vong race might have a birth Keila looked at him with horror “Why? You are
appearance similar to humanity and something spitting in the face of our traditions.” She asked,
akin to an elf with some pronounced ridges to the reactionary disgust in her words.
facial bone structure and a robust physique in
general. Van might have started out looking “Yes, traditions that have bowed our entire race
“normal” to the citizens of the New Republic, low. Ones that have ultimately led us to utter
however, by the time he had reached their sectors ruin. We are forced to exist in a sort of
of space he was an abomination by their subservient way and we can never join the
standards. Most Yuuzhan Vong could damn near galactic whole.” Van looked at her with disgust
pass as standard galactic citizens if they shed for reacting and not thinking “Think, before you
their ritualistic scarification practices. Van had speak Keila. Or does that anger you because I
genetic grafts on his head and face to add to his quote the Humans?” A deadly smile touched his
overall imposing appearance, then add to that the lips for a brief moment and then he chased it
use of living weaponry and the entire ensemble away, realizing that he had to fight the instincts
was a fearsome array of genetic manipulation he had learned. The ones that had been “beaten”
that generally terrified almost everyone in the into him, in some cases quite literally. It was
Galaxy. time for the Vong in his group to evolve and he
would lead that charge.
They had destroyed dozens of civilizations
before reaching the galaxy of the “Galactic “You overstep your station Commander
Republic”. We refer to it as such because no Van’Tosh Kraithil. This is akin to a social
other entity had so thoroughly explored all the mutiny and the mark of a traitor. Do you invite
territories like the Old Republic. While the death?” She asked, after thinking for a moment.
Empire dabbled at it, expansion effectively “Have you not been paying attention to your
ground to a halt aside from the Corporate daily torture? Keila, we as a species have invited
Sector’s Endeavors to redefine Wild Space. death for centuries. We have prayed to the gods

555
for death, to be utterly obliterated by a superior “How do you expect to walk out of here?” Keila
adversary. Here, in this place, we have found asked “Our people will likely rip you to pieces.”
that adversary... One that never needed to be an
Van continued to take in his appearance in the
adversary in the first place. The death we face is
mirror, he looked more “human” than he could
one of pride. We are a species on the decline, in
have ever imagined. “Is this what our people
it’s death throes. We have a clear path out of this
were meant to embrace?” He thought to himself
madness, yet we do not take it. We cling to the
wistfully. It was not such a bad idea, because by
past and it is one that brought us into ruin. We
all accounts he was rather handsome as a man.
are deeply flawed and we must change in order
to survive. I will be the first.” He said with “I will walk right out the main doors. I have
passion and fire, Van meant every word he explained that this is part of an infiltration of the
uttered. Alliance.” He said flatly
“You are quite the dreamer. You seem to believe “No one will believe you” Keila said
that the denizens of this galaxy will accept us if “I don’t care what you think, nothing will stop
we look more like them. However, once they me because I didn’t forget my training. My
realize that we are the Yuuzhan Vong, we will be genetics still activate everything and those that
damned once more. No, we must cling to what need to know will allow me to pass. From this
makes us, the Yuuzhan Vong.” Keila stated day on, I will become a liaison to our survivors.”
“That is fine for you, however, I command you to Van said as he donned an ooglith masquer that
alter my bio-genetic coding starting immediately. effectively resumed his former appearance.
There is no choice, at this time, you will do this “Why would we need a liaison to the galactic
or I will destroy you. Any words you utter whole?” Keila asked... The situation somewhat
outside this chamber will be regarded as dawning on her after seeing Van assume his
traitorous heresy against the gods, I have posted previous form.
the acolytes of Yun-Yuuzhun outside this
chamber. If you should defy me you will be “We have always needed an open line of
escorted to re-education and possibly even re- dialogue between our people and those that we
integration with the coral.” He stated with underestimated and ultimately were defeated by.
finality, it wasn’t a bluff. He correctly There is no path forward that allows us to
anticipated that he might have to pursue extreme survive without concessions and a point of
measures in order to get it done. He had played contact that allows for us to have a dialogue with
his “hand” well, or so the Humans would say if our betters.” Van said honestly
he understood their meaning correctly, related to “You declare this galaxy’s denizens as our
a game of chance. Such luxuries, these games, superiors!?!” Keila screamed the question /
were unheard of to the Yuuzhan Vong. Our accusation.
“games” are trials of life and death... and that
needs to change. “Oh yes, they very much are. We destroyed
ourselves in addition to being bested in almost
“You would never...” Keila began every way by these individuals. It is time for the
“It is done, either you comply with my old guard to die and a new core to rise.” Van
transformation or you will surely perish. It has said quietly
been arranged and you will comply, no?” Van “What? Was that a threa...” Her voice failed as
said with deadly purpose the venom was driven deeply into her spine by
Keila swallowed hard “As you wish Van’s Amphistaff.
Commander.” “I’m sorry Keila, you will not impede this. Our
Several weeks of incredibly painful procedures people must find a path forward.” He gently laid
later Van’Tosh was more or less at his starting her down on the table that began re-integrating
point. He appeared as he should have before the her biomass with the coral of the ship.
ritual and survival experiences. While the scars
remained under the surface the visage in the Van Tosh, the diplomat to the Alliance, walked
reflections was one that did nothing but from the room with new purpose and clarity. The
encourage Van’Tosh. future of his species, now, had a chance.

556
Yuuzhan Vong Starship Rules Void Generators can only handle a certain
volume of weapons fire, per generator. That’s
It’s not so much the firepower of their Plasma only partially correct. Void generators
based weapons that is the real threat. It’s their intelligently anticipate Direct Attacks. So
characteristics that make them deadly. We list technically even a squadron of fighters against
the main perks the Vong have below. even one Coral Skipper most likely wouldn’t get
Detection a shot past their Void Generators. Methods that
Yuuzhan Vong craft do not emit technological defeat a Void Generator’s defenses:
signals of any kind. As such, they are incredibly • Stutter Fire
difficult to detect on sensors. There is a Base • AoE-MPD: Area of Effect Munitions Pre-
120 Difficulty to detect their craft, diminishing Detonation
by 10 per Scale Above Snubfighter. They tend to • Masking fire with a White Current Illusion
be nearly undetectable until they are in weapons (Standard Force based illusions have no
range (+30 Bonus to Spot at 75 Space Units). effect)
The Yammosk • Burst Fire Weapons
• Archaic Weapons like Pulse Wave, Beam
The Yuuzhan Vong version of a Jedi employing Tubes, Auto-Cannons & Rail Guns
the Enhanced Coordination power. These are the
War Coordinators (in Basic) which provide a Now, Individual Direct Attacks with High
bonus to crew skills and even other craft so long Volume will confuse the Void Generator. It’s like
as they came from the ship with the coordinator. putting someone into a high pressure situation
• A superior Yammosk can take over issuing and they crack under pressure, because after all
bonuses, but it replaces other ship borne ones the Void Generators are alive. They are directed
of lower skill. Range: 120 Space Units by their own integral, “hardwired” Biological
programming. The Void Generator is
Void Generators (Dovin Bassals) anticipating a singular / powerful multi cannon
They effectively act as shields for their craft with shot that all strikes pretty much simultaneously.
one core difference. Whereas a standard shields When those Weapons Batteries and Fire Linked
absorb “x” amount of damage prior to being guns are all split up to fire individually in an
“blown”, the Yuuzhan Vong Void Generator’s alternating staggered fire pattern, these
Static value will never deplete. It will Generators can become overwhelmed. Splitting
continuously eat weapons fire, all day long. Any up batteries and fire control is typically called
individual attack that exceeds the Static value of “Stutter Fire”. Any weapons system with an
a Void generator will pass through into the hull individual cannon can perform this function
directly. Combining fire will not enhance your (but it’s harder to do), the ones that have an easy
damage, each individual weapons emplacement time of it are Burst Fire Weapons (like an Auto
must deal with the Void generator’s Static value. Blaster, Rail Gun or Archaic Auto Cannon/
This makes the Yuuzhan Vong incredibly lethal. Machine Gun).
Anyone unprepared to face their starships in How Stutter Fire Works:
combat will surely die. ANY military ordinance However many cannons/barrels that a weapons
(Missiles, Rockets, Bombs, Torpedoes, etc) that system possesses add to the volume of fire the
is fired at a Void Generator is “Swallowed” into a weapon can output per Stutter Shot.
Singularity. Snubfighters have 1 generator.
Capital ships have 4 (1/arc), or more. Snubfighter Scale Weaponry and below:
One Free Action is required to break up a Fire
Other Abilities of a Void Generator:
Linked System into it’s constituent, individual,
1. Void Generator’s on Vong capital Ships can
cannons.
strip shield protection of the arc of another
ship within 30 space units. Effect is one arc One Free Action is required to switch from
per generator used. This delivers their full Stutter Fire mode back to Linked fire.
rating in damage to the opposed shield arc(s). Capital Scale Weaponry:
2. They can be used as Tractor Beams within One Full Action is required to switch to
30 space units and have an equivalent Stutter Fire.
strength and fire control at their D code.
One Full Action is required to switch back to
How do you defeat a Void Generator? Battery or Linked Fire.

557
pre-detonates the Torpedo. That 9D torpedo is
An Example: technically a 3D Capital Weapon (according to
An X-Wing possesses 4 Cannons, thus with 2nd / 3rd Gen rules) vs the 1D Corvette Scale Void
broken fire linkage and staggered shots an X- Generator. The rating must be equal or higher
Wing will fire 4 Stutter Shots in one Action. An than the Generator after a 6D Penalty: The Void
A-Wing with it’s weapons configured in the same Generator is disabled for 1 round if you meet the
fashion can only fire 2 Stutter Shots per Action. above criteria.
The D code rating of the Void Generator is Targeting with Aoe-MPD:
directly proportional to how much Stutter Fire is You only have to hit the rough area near the
required to defeat it. Snubfighter or capital ship +2DR (a GM
Fire Control: Still Functions normally, determined target that’s much lower than
assuming you have Fire Control Dice left after targeting the ship proper, probably around a
breaking up the Linked Weapons (most likely). difficulty of 18-24+2DR = 24-30). The difficulty
Whatever is left over can help mitigate multiple is so the munitions don’t get swallowed by the
actions (or stutter shots). A broken up X-Wing 4 singularity. This can be more difficult if the
Cannon Fire Control Package is still 2D (FA = 2 target is highly evasive.
Free Stutter Shots). Vs Capital Ships:
Snubfighter Scale: At the Capital Level the Detonated Ordinance
Per Full D a Void generator can handle 6 Stutter must triple the Static Value of the Shields. Then
Shots before being overloaded. Dovin Bassals will be overloaded for 1 Round.
Per Pip a Void Generator can handle 1 additional White Current Illusions:
Stutter Shot. Likely due to their incredibly close connection to
the force their illusions are incredibly believable.
Capital Scale: While in personal combat they might be far less
Per Full D a Void generator can handle 12 effective vs a Yuuzhan Vong Warrior, their
Stutter Shots before being overloaded. illusions are believable to the Yuuzhan Vong
Per Pip a Void Generator can handle 2 additional ships themselves.
Stutter Shot. Their illusions will allow the shots to completely
The effect to an Overloaded Void Generator: ignore the presence of Void Generators.
It’s protection drops for 1 round. Burst Fire Weapons:
So, your pilot uses 1FA to switch to Stutter fire, Automatic Weapons, as in fully automatic
takes 2 Stutter Fire Shots (2 Actions or Fire starship weaponry will effectively turn all
Control should mitigate this) with their X-Wing Yuuzhan Vong Void Generators into standard
and Overloads the Void Generator then uses 1FA shields. The sheer unrelenting volume of fire
to switch back to linked fire and puts a Quad coming out of these weapons overwhelms the
Linked blast directly into the Coral Skipper’s hull Void Generator’s ability maintain a Static Soak
(with no fire control bonus against a superior value.
and highly maneuverable craft)…. That’s pretty
damn hard to do, it’s supposed to be. The Effect: Convert the Void Generators into
Shields of the appropriate conventional values.
AoE-MPD:
Area of Effect Munitions Pre-Detonation is a bit Ion Weaponry and the Yuuzhan Vong:
trickier, you have to judge the rough edge of the This is described in better detail in the Starship
Singularity (which you cannot see) that’s being Expansion. However, the short of it is that you
generated by the Void Generator and detonate still have to defeat the Void Generators before
your ordinance before it is swallowed by the Ion Weapons have any effect. After which the
singularity. This is the easier method. Ionization has a debilitating effect on the living
structures of their craft and disrupts the functions
Vs Snubfighters: they perform. See the Starship Expansion for
The detonated ordinance will strip the more detail.
“Shielding” of the Void Generator against
Snubfighters on a D for D basis. Thus: An X-
Wing firing a Proton Torpedo at a Coral Skipper

558
Coral Skipper believed that some variants do not require a Yuuzhan Vong
host pilot in order to operate.
Craft: Bio-Alchemical Yorik-et Snubfighter • Importing Artwork from the “Chigs” from Space
Affiliation: Yuuzhan Vong Above and Beyond. Because, the Yuuzhan Vong
Era: Jedi Academy Artwork sucks. Their ships look like something
Type: Escort Snubfighter someone pulled off the ocean floor. Chig fighters are
Scale: Snubfighter living organisms sheathed in, a biological metal like
Length: 13 meters shell, and they just look a helluva lot cooler than this:
Skill: Starship piloting: Yorik-et
Crew: 1 • On attack runs against capital ships, Coral Skippers
Crew Skill: Typically 3D in all skills can fire a trio of plasma bolts, delivering a combined
Cargo Capacity: 130 Kg; 90 Kg Available 270 points of damage to anything Corvette Sized and
Consumables: 13 Days up, as if it were a single blast. Each fighter can only
Black Market Value: 130K Credits generate this kind of assault once per session.
Maneuverability: +13 (4D+1)
Space: 13 • No Tactics or Command Skills possessed by pilots
Atmosphere: 1,200 Km/H; 1,665 MPR unless they are Advanced NPCs or Heroes. IN which
Hull: 60 (5D) case: Advanced NPC (Tactics 2D) / Heroes (Tactics
Armor: 25; Ablation: 15 (1D) 3D)
Void Generator: 1D Static Corvette: 115 Soak/attack
• 6 Stutter Shots to Overload • https://www.deviantart.com/unusualsuspex/gallery
• Overloaded: 20
Sensors:
Passive: 30/+3 (1D)
Scan: 60/+6 (2D)
Search: 90/+9 (3D)
Focus: 3/+12 (4D)
Maximum: 180/-31
Weapons:
Plasma Cannon (Battery)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 4D+2
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 km
Damage: 90 (9D); RoF: 3 (on attack runs)

Yuuzhan Vong snubfighters are lethal and incredibly


effective. These craft are grown, living organisms. It is

559
Yorik-Trema Landing Craft tremas are often escorted by several Coral skippers but
they are not unarmed. When attacked, the yorik-trema
Craft: Bio-Alchemical Yorik-Trema Transport sprouts a pair of hornlike projections that are actually
Affiliation: Yuuzhan Vong weapons capable of firing damaging plasma bolts at
Era: Jedi Academy+ planetary weapons emplacements and even small, swift
Type: Troop Transport starfighters. The yorik-trema possesses several sensors
Scale: Transport; ½ Maneuverability Penalty that track the movements of its escort Coral skippers and
Length: 144 meters can also quickly identify enemy craft. These sensors
Skill: Starship piloting: Yorik-et resembled large, alien eyes.
Crew: 2
Each yorik-trema is divided into two sections. The forward
Crew Skill: 3D in all skills
section has only enough room for a pilot and a commander
Passengers: 234
while the large rear section holds up to 30 slave soldiers,
Cargo Capacity: (720): None
mainly Chazrach, along with 6 full-fledged Yuuzhan Vong
Consumables: 6 Months
warriors. The yorik-trema can also carry vehicles. For
Black Market Value: 250+ K
landing, the yorik-trema has several sharp claws capable of
Maneuverability: +4 (3D+1)
landing on any terrain, even on rocky cliffs, snowy plains
Space: 10
or buildings. Once the vehicle lands, the yorik-trema use
Atmosphere: 1,050 Km/H; 1,460 MPR
several hollow molleung worms that extend from its sides.
Hull: 230 (10D+2, 1 Location)
These worms served as disembarking tubes for the
Armor: 25/Loc; Ablation: 15 (1D)
soldiers, who pour onto the battlefield. The molleung
Void Generator: 2D Static Corvette: 220 Soak/attack
worms are also living creatures that can lash out at enemy
• 12 Stutter Shots to Overload
troops to clear a landing zone. The yorik-trema can also
• Overloaded: 50
attach to enemy ships, where it chews a large hole in the
Sensors:
vessel's hull.
Passive: 30/+3 (1D)
Scan: 60/+6 (2D) Unit Cost: 4
Search: 90/+12 (4D)
Focus: 3/+12 (4D) • I ended up using the Chig Ambassador’s vessel for the
Maximum: 180/-28 Yorik-Trema.
Weapons: • Armor Penalty Applies to Maneuverability (-3)
Hardened Yorik-Coral Ram Prow
Fire Arc: Fore
Skill: Starship Piloting;
Destroyer Scale boarding device
Space Range: Ramming
Atmosphere Range: Ramming
Damage: 200 Static; 60 per round afterward when it
“chews” through the hull.
+100 to damage to to All Out ramming Speed
Note: Ignores Shields, But Dovin Bassals are disabled

Plasma Cannon(Battery)
Fire Arc: Fore, Port, Starboard, Aft (Ventral Turret)
Skill: Starship gunnery
Fire Control: 4D+1
Space Range: 1-3/12/25
Atmosphere Range: 1-300/1.2/2.5 km
Damage: 90 (9D)

Notes: The Yorik-trema can punch


through the hull of an opposing ship
and clamp its “mouth” over the
resulting breach. The troops aboard
the ship can then use the resulting
hole to board the enemy ship. Yorik-
tremas resemble a bloated mass of
molting tissue. As it descends into an
atmosphere, the yorik-trema is
protected by a thick shell from
artillery fire covering its ventral
surface. The shell is ablative and
would wear away under heavy fire,
however it also has regenerative
properties and could heal quickly,
even when under attack. Yorik-

560
A-vek Iiluunu Fighter Carrier space... The Chigs from Space Above and Beyond got me
thinking about replacing the artwork, but I ran out of
Craft: Yuuzhan Vong A-vek Iiluunu material pretty fast. Thus the substitutions of Reapers
Affiliation: Yuuzhan Vong from Mass Effect, the Babylon stuff and anything else I
Era: Jedi Academy could find to make their ships look less like something that
Type: Snubfighter Carrier came out of the business end of a cow. Many argue about
Scale: Cruiser; Maneuvers/Evades as Frigate the validity of the Yuuzhan Vong in the Star Wars setting.
Length: 800 meters Arguments abound but one thing is certain, as much as I
Skill: Capital ship piloting hated them and the story line when I was young... It’s a
Crew: 3,348, gunners: ???, Skeleton: 2,160/? helluva lot better than what we got out of Disney’s sequels.
Crew Skill: Typically 4D When I was building the rules for the 3rd Edition I realized
Passengers: 2,376 (troops) that the Yuuzhan Vong had a place in the setting, using my
Cargo Capacity: (8,000): 40 metric tons avail new rules, to balance and even challenge the Jedi without
Consumables: 3.1 Years the threat being another Sith uprising out of nowhere. The
Gravitic-Drive Multiplier: x3 Expanded Universe looks like a masterpiece compared to
Nav Computer: Yes the zero lore / universe building that Disney has done with
Maneuverability: -12 (2D) the Star Wars… Until Andor… Only took them 12 years…
Space: 5 • Command Skill at listed Crew Skill Levels
Hull: 1,435; 4 Locs (6D+1)
Armor: 350/Loc; Ablation: 60 (4D) • No Tactics possessed by crew unless they are
Void Generator: 2D Static: 460 Soak/attack Advanced NPCs or Heroes. IN which case: Advanced
• 1 Void Generator per Arc NPC (Tactics 3D) / Heroes (Tactics 4D)
• 24 Capital Stutter Shots to Overload • The ship’s Yammosk adds +6 to all crew skills and the
• Overloaded: 460 skills of the Fighters & Transports.
Sensors:
Passive 40/+3 (1D)
Scan 80/+6 (2D)
Search 120/+9 (3D)
Focus 4/+11 (3D+2)
Maximum: 240/-31
Weapons:
20 Plasma Projectors (Batteries)
Fire Arc: 8 Fore, 4 Port, 4 Starboard, 4 Aft
Crew: ???
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 90 (9D)
Ammo: ???
Expanded Compliment:
63 Yorik-et Coral skippers & 11 Yorik-Trema landing craft
Notes / Author’s Commentary:
Official canon images for most
Yuuzhan Vong vessels is spotty. The
craft here is barely distinguishable as
they were depicted being obliterated
by the... Repulsor / Tractor of
Centerpoint Station and there are no
other official images of the craft. I
grabbed the image of a Frigate /
Cruiser from Babylon 5 and find it to
be a decently fitting replacement for
the “space blob” that was exploding in
official artwork.
Initially, I had used digital art from
mods that were designed for Star
Wars: Empire At War & Sins of a
Galactic Empire (Sins of a Solar
Empire). However, there’s nothing
compelling about looking at floating
rocks and biological infections in

561
Chuun M’arh Frigate equivalent of a New Republic escort frigate or an Imperial
Lancer-class frigate.
Craft: Yuuzhan Vong Chuun M’arh The fully-grown ship could reach 440 meters in length,
Affiliation: Yuuzhan Vong significantly larger than the enemy equivalents, but most
Era: Jedi Academy documented vessels of this type were significantly smaller.
Type: Escort Frigate The Gift of Anguish was around 200 meters long, and
Scale: Destroyer; Maneuvers/Evades as Corvette Nom Anor's personal ship Ksstarr was around 150 meters.
Length: 440 meters The eight frigates that fought in the fleet of Supreme
Skill: Capital ship piloting Commander Komm Karsh in the Second Battle of Obroa-
Crew: 614, gunners: ???, Skeleton: 396 skai were also around this size.
Crew Skill: L6 (L8*) in all appropriate skills
Passengers: 436 (troops) The ro'ik chuun m'arh frigate was adaptable during
Cargo Capacity: (4,400): 86 metric tons available combat, able to take on various missions. In battle, it could
Consumables: 1.7 Years serve as an assault vessel, or an escort for larger ships, or
Gravitic-Drive Multiplier: x3 provide battle support to wounded vessels. Away from the
Nav Computer: Yes front line, this type was capable of serving as a long-range
Maneuverability: -6 (3D) reconnaissance ship, a courier for high-ranking individuals,
Space: 6 a cargo transport, troop carrier, or patrol picket. In the last
Hull: 790: 4 Locs (4D+1) three roles, ships often carried boarding skiffs, each
Armor: 220/Loc; Ablation: 45 (3D) capable of carrying one hundred warriors, either to the
Void Generator: 1D+1 Static: 200 Soak/attack surface of a planet or to board another starship.
• 1 Void Generator per Arc Despite its firepower and versatility, the ro'ik chuun m'arh
• 14 Capital Stutter Shots to Overload could not use its dovin basals to generate an effective
• Overloaded: 240; Mitigation: 7 interdiction field - though it often allowed larger ships to
Sensors: do this, while concentrating on destroying enemy forces.
Passive 35/+3 (1D)
Scan 70/+6 (2D) Notes:
Search 105/+9 (3D) • Command Skill at listed Crew Skill Levels
Focus 3/+11 (3D+2)
Maximum: 210/-31 • No Tactics possessed by crew unless they are
Weapons: Advanced NPCs or Heroes. IN which case: Advanced
30 Plasma Projectors (Batteries) NPC (Tactics 1D) / Heroes (Tactics 2D)
Fire Arc: 15 Fore, 5 Port, 5 Starboard, 5 Aft
Crew: ??? • There is no official image of this craft.
Skill: Capital ship gunnery
Fire Control: 3D • The ship’s Yammosk provides a +3 bonus to all skills
Space Range: 3-15/35/75 and those of it’s support craft.
Atmosphere Range: 6-
30/70/150 km
Damage: 90 (9D)
Ammo: ???
12 Plasma Cannons
(Batteries)
Fire Arc: 3 Fore, 3 Port, 3
Starboard, 3 Aft
Skill: Starship gunnery
Fire Control: 4D+1
Space Range: 1-3/12/25
Atmosphere Range: 1-
300/1.2/2.5 km
Damage: 80 (8D)
Expanded Snubfighter
Compliment:
34 Yorik-et Coral skippers &
3 Yorik-Trema landing Craft
A flexible vessel that fulfills
a number of roles in a
conflict, the ro'ik chuun
m'arh frigate is an important
part of the Yuuzhan Vong
war fleet. Created from
living yorik coral, the ro'ik
chuun m'arh was the

562
Kor Chokk Grand Cruiser implants to mark their successes. These grafts resulted in
the most powerful and infamous of these cruisers being
Craft: Yuuzhan Vong Grand Cruiser massive, terrifying sights, littered with protrusions and
Affiliation: Yuuzhan Vong new weapons or defenses. Shedao Shai's Legacy of
Era: Jedi Academy Torment would be responsible for the destruction of Ithor's
Type: Flagship climate. Though all Kor Chokk grand cruisers differ in
Scale: Super Capital; Maneuvers as Battleship shape, all share a number of traits. All grand cruisers
Length: 8,180 meters feature multiple docking arms, from which their Coral
Skill: Capital ship piloting Skipper squadrons are launched. These arms make up the
Crew: 1,134,975 gunners: ???, Skeleton: 613,500/??? bulk of the Grand Cruiser, and take up much of the ship's
Crew Skill: 6D in all appropriate skills 'cargo space'. The ships were also protected on all sides
Passengers: 1,042,950 (troops) by plasma launchers and dovin basals. The image for the
Cargo Capacity: (81,800): 80 metric tons available Grand Cruiser is a respectable one. Consider this to be
Consumables: 32 Years something like the Hapan’s Hyperspace Capable City. The
Gravitic-Drive Multiplier: x3 craft is truly more than a Super Star Destroyer Equivalent.
Nav Computer: Yes • Command & Tactics Skills at Crew Levels: Yammosk
Maneuverability: -27 (1D) provides +12 all skills for crew and all support ships.
Space: 4 • Possesses Battlestation Armor and Durability
Hull: 7,010; 8 Locs (11D+2) • Possesses complete capability to terraform worlds
Armor: 1,000/Loc; Ablation: 80 (6D) (and beings are genetically altered as well) in days and
Void Generator: 6D+2 Static: 4,010 Soak/attack weeks (rendering them inhospitable and alien in 1-2
• 1 Void Generator per Section: Immune to Stutter months).
Shot Overload: Must Use AoE-MPD • Consider to be a Super Factory: Can generate every
• Overloaded: 4,010 ship of their fleet and is the ultimate biomass
Sensors: recycling/re-purposing facility.
Passive 60/+6 (2D)
• Completely Immune to the Force
Scan 120/+9 (3D)
Search 240/+12 (4D) • Create Sector Terror Weapons: Plasma Bats: dissolve
Focus 6/+17 (5D+2) anything without shields up, minimal warning, then
Maximum: 480/-28 the hull is melting (Wiped out Kyp Durron’s Jedi
Weapons: Fighter Wing and almost killed Gilad Pellaeon on his
960 Plasma Projectors (Batteries) flagship’s bridge).
Fire Arc: 120 Per Hull Section (8 Sections); 240/Arc • Disrupts Technological Communication in the sector it
Crew: ??? is in, crippling everything but Sub Space
Skill: Capital ship gunnery Communications (Disused: Rebellion Method, slow).
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 90 (9D)
Ammo: ???
320 Plasma Cannons (Batteries)
Fire Arc: 40 Per Hull Section (8 Sections); 90/Arc
Skill: Starship gunnery
Fire Control: 4D+1
Space Range: 1-3/12/25
Atmosphere Range: 1-300/1.2/2.5 km
Damage: 80 (8D)
Expanded Compliment: 455 Coral Skippers, 40 Yorik-
Trema landing craft
In battle, the Kor Chokk maneuvers little, preferring to
intimidate the enemy with its presence alone. However, the
grand cruiser is far from being unarmed and has almost
1,300 yaret-kors and many large dovin basals that acted
like an interdiction field that could capture enemy vessels.
While New Republic and Imperial Remnant vessels were
repaired and advanced between battles, Kor Chokk cruisers
began life as smaller ships, though the more battles they
endured, the larger they grew. Parts of obsolete ships were
also grafted onto Kor Chokk grand cruisers, building up its
structure and covering wounds. Additionally, the advances
ensured that undamaged portions of host vessels were put
to good use. The idea of grafting new elements onto the
frame after a victory had its roots in Yuuzhan Vong society
itself, where Warriors escalated themselves with organic

563
Miid Ro’ik Warship Dread Weapon
Scale: Frigate, 155m; 1 Location Hull 10D: 1360 Hull;
Craft: Yuuzhan Vong Miid Ro’ik 120Armor / 30 Ablation; 145 Void Static / Overload: 12
Capital Stutter or MPD
Affiliation: Yuuzhan Vong
Skill: Attribute: 3D/ 4D Skill: +9 to hit; Space: 9
Era: New Jedi Order
Damage: 120/round (until it destroys the target); Swallows
Type: Line Warship
and digests ships and life-forms alike.
Scale: Battleship; Maneuvers as Cruiser
Length: 1,620 meters Also acts as a transport to 150 Troops, depositing them on
Skill: Capital ship piloting a ship to assault the inhabitants while the Dread Weapons
Crew: 7,776, gunners: ???, Skeleton: 4,860 devours the ship slowly.
Crew Skill: Typically 4D Expanded Compliment:
Passengers: 5,832 (troops) 145 Yorik-et Coral skippers & 15 Yorik-Trema landing
Cargo Capacity: (16,200): 5 metric tons available craft
Consumables: 6.31 Years
Gravitic-Drive Multiplier: x3 The 1,620-meter-long miid ro'ik is striped by black
Nav Computer: Yes armored plates that were bio-formed to withstand blaster
Maneuverability: -18 (2D) fire and collisions. The remainder of the ship is composed
Space: 6 of durable yorik coral, with several long coral arms
Hull: 2,300; 4 Locs (7D+2) sprouting from the vessel's sides. These red-and-blue arms
Armor: 350/Loc; Ablation: 60 (4D) latched onto Coral Skippers, transporting the Snubfighters
Void Generator: 3D Static: 910 Soak/attack through space. While the warship's Coral Skipper
• 1 Void Generator per Arc complement could provide covering fire under attack, the
• 36 Capital Stutter Shots to Overload miid Ro'ik's main weapons consist of sixty yaret-kors,
• Overloaded: 910 arrayed across the hull, and often secreted within deep
Sensors: crags in the yorik coral. Dovin basals projected gravitic
Passive 40/+3 (1D) anomalies that defended the miid ro'ik from incoming fire.
Scan 80/+6 (2D) A miid ro'ik in battle: The most terrifying feature of the
Search 120/+9 (3D) miid ro'ik was the dread weapon hidden in the belly of the
Focus 4/+11 (3D+2) warship. This huge, grotesque creature extends from the
Maximum: 240/-31 vessel to consume enemy Snubfighters or personnel. The
Weapons: dread weapon was also used to transport Yuuzhan Vong
60 Plasma Projectors (Batteries) troops from the miid ro'ik to a planet's surface.
Fire Arc: 20 Fore, 15 Port, 15 Starboard, 10 Aft • Command Skill at listed Crew Skill Levels
Crew: ??? • No Tactics possessed by crew unless they are
Skill: Capital ship gunnery Advanced NPCs or Heroes. IN which case: Advanced
Fire Control: 3D NPC (Tactics 4D) / Heroes (Tactics 5D)
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km • Yammosk Bonus to Crew & Support Vessels of +9
Damage: (90) 9D
Ammo: ???

564
Sh’rip Sh’pa Spawn Ship 40 Plasma Projectors (Batteries)
Fire Arc: 10 per Arc (can move)
Craft: Yuuzhan Vong Spawn Ship Crew: ???
Affiliation: Yuuzhan Vong Skill: Capital ship gunnery
Era: New Jedi Order Fire Control: 3D
Type: Combat Freighter / Heavy Cargo Ship Space Range: 3-15/35/75
Scale: Cruiser Atmosphere Range: 6-30/70/150 km
Length: 810 meters Damage: (90) 9D
Skill: Capital ship piloting Ammo: ???
Crew: 3,390, gunners: ???, Skeleton: 2,187
The Sh’rip Sh’pa can configure the fire arcs of its plasma
Crew Skill: Typically 3D
projectors. To move 10 from one fire arc to another takes
Passengers: 2,406 (troops)
one turn, during which those projectors cannot fire. Each
Cargo Capacity: (8,100): 80 metric tons available
vessel is built like an enormous gemstone, and its facets
Consumables: 3.2 Years
are a dozen meters in size. The yaret-kor could be moved
Gravitic-Drive Multiplier: x3
to different fire-arcs, thanks to the faceted construction of
Nav Computer: Yes
the vessel.
Maneuverability: 2D
Space: 4 This is a “war” freighter. Tasked with carrying supplies,
Hull: 1,585: 4 Locs (7D) weapons and materials for terraforming worlds to suit the
Armor: 350/Loc; Ablation: 60 (4D) Yuuzhan Vong’s needs.
Void Generator: 2D+2 Static: 610 Soak/attack
• 1 Void Generator per Arc Compliment:
• 32 Capital Stutter Shots to Overload 72 Yorik-et Coral skippers & 5 Yorik-Trema landing craft
• Overloaded: 610
Sensors: Given a choice between a space potato (another image I
Passive 40/+3 (1D) found), the crystalline growth problem thing and the image
Scan 80/+6 (2D) I chose at the bottom… Use the “original” art or not at
Search 120/+9 (3D) your leisure. I vastly prefer the new stuff.
Focus 4/+11 (3D+2)
Maximum: 240/-31 • Command Skill at listed Crew Skill Levels
Weapons: • No Tactics possessed by crew unless they are
Quad Plasma Battery Advanced NPCs or Heroes. IN which case: Advanced
Fire Arc: Fore NPC (Tactics L2) / Heroes (Tactics L3)
Crew: ???
Skill: Capital ship gunnery • The Ships Yammosk Provides a +6 to the skills of the
Fire Control: 4D crew and it’s support craft.
Space Range: 6-30/70/150
Atmosphere Range: 12-60/140/300 km
Damage: 400
Ammo: ??? / RoF: 1/5???

565
Yorik-strona Spy Ship Armament included ten yaret-kors and a dovin basal
tractor beam, but while reasonably maneuverable, they
Craft: Yuuzhan Vong Yorik-strona were only moderately fast at sub-light speeds and their
Affiliation: Yuuzhan Vong darkspace drive was the equivalent of just a Class 3
Era: Jedi Academy hyperdrive, as this involved a far slower reversion to
Type: Spy Ship realspace, which was far harder for enemy sensors to
Scale: Frigate; Maneuvers as Transport detect.
Length: 228 meters • Command Skill at listed Crew Skill Levels
Skill: Capital ship piloting
Crew: 203, gunners: ???, Skeleton: 137 • No Tactics possessed by crew unless they are
Crew Skill: Typically 3D Advanced NPCs or Heroes. IN which case: Advanced
Passengers: 137 (troops) NPC (Tactics 1D) / Heroes (Tactics 2D)
Cargo Capacity: (2,280): 60 metric tons available • The Yammosk provides +3 to the Crew and support
Consumables: 1 Year ships skill sets.
Gravitic-Drive Multiplier: x3
Nav Computer: Yes • Space Potato / rock or Fan Made Chig Vessel, you
Maneuverability: +3 (3D) know which one I pick every time!
Space: 4
Atmosphere: 1,050 Km/H; 1,460 MPR
Hull: 325; 4 Locs (2D+1)
Armor: 120/Loc; Ablation: 30 (2D)
Void Generator: 1D Static: 145 Soak/attack
• 1 Void Generator per Arc
• 12 Capital Stutter Shots to Overload
• Overloaded: 145
Sensors:
Passive 80/+6 (2D)
Scan 160/+12 (4D)
Search 320/+18 (6D)
Focus 12/+22 (7D+1)
Maximum: 640/-22
Weapons:
10 Plasma Cannon Batteries
Fire Arc: 4 Fore, 2 Port, 2 Starboard, 2 Aft
Skill: Starship gunnery
Fire Control: 4D+2
Space Range: 1-3/12/25
Atmosphere Range: 1-300/1.2/2.5 km
Damage: (90) 9D
Expanded Compliment:
26 Yorik-et Coral skippers & 2 Yorik-
Trema landing craft

These ships are sent into enemy


territory before an attack fleet to spy
on the enemy and were often
equipped with cloaking shadows to
guide in the invasion force. A yorik-
strohna was made from yorik coral
and covered with layers of rock,
which extended to a depth of fifty
meters everywhere except their main
cooling vane, which was disguised as
a crevasse in the surface.

Individual yorik-strona vary, as in


spite of their outward appearance,
they had been grown organically like
all Yuuzhan Vong vessels. They are
designed to be around 228 meters
long, with a crew of twelve and
provision for a dozen passengers,
plus a cargo capacity of 142 tons, and
enough supplies for two months.

566
Vua’spar Interdictor Skill: Capital ship gunnery
Fire Control: 6D (only to base range)
Craft: Yuuzhan Vong Vua’spar Interdictor Space Range: 3-10/25/50 or Sensor range
Affiliation: Yuuzhan Vong Atmosphere Range: Varies
Era: Jedi Academy Damage: 600 Points
Type: Hyperspace Interdictor Rate of Fire: 1/5???
Scale: Cruiser; maneuvers as Destroyer 4 Gravitic-Anomaly Generators
Length: 908 meters Fire Arc: Any
Skill: Capital ship piloting Crew: ???
Crew: 3,800, gunners: ???, Skeleton: 2,252 Skill: Capital ship gunnery
Crew Skill: Typically 4D Fire Control: 4D
Passengers: 2,697 (troops) Space Range: 1-50/75/150 or Sensor range
Cargo Capacity: (9,080): 52 metric tons available Damage: Instantly Ionizes any ships pulled out of
Consumables: 3.54 Years Hyperspace for D6 rounds. Applies “Stunned” effect to
Gravitic-Drive Multiplier: x2 Droids (Ionized ) and Crew if Strength is below 2D (D6
Gravitic-Drive Backup: x6 rounds unconscious). 3D Strength and above suffer light
Nav Computer: Yes stun for 2 rounds. Functionally identical to gravity well
Maneuverability: -15 (2D) generators otherwise.
Space: 5 Unit Cost: 60
Hull: 985: 4 Locs (4D+1) Expanded Compliment:
Armor: 350/Loc; Ablation: 60 (4D) 50 Yorik-et Coral skippers & 5 Yorik-Trema landing craft
Void Generator: 1D+2 Static: 385 Soak/attack
• 1 Void Generator per Arc • Command Skill at listed Crew Skill Levels
• 20 Capital Stutter Shots to Overload • No Tactics possessed by crew unless they are
• Overloaded: 385 Advanced NPCs or Heroes. IN which case: Advanced
Sensors: NPC (Tactics 3D) / Heroes (Tactics 4D)
Passive 40/+3 (1D)
Scan 75/+6 (2D) • The Yammosk Provides the ship & it’s support vessels
Search 150/+9 (3D) with a +6 to skills.
Focus 4/+11 (3D+2)
Maximum: 300/-31 • No official image, the space arrow is from an Empire
Weapons: at War Mod
20 Plasma Projectors (Batteries)
Fire Arc: 8 Fore, 4 Port, 4 Starboard, 4 Aft
Crew: ???
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 90 (9D)
Ultra Heavy Battery: Heavy Plasma Projector
Fire Arc: Forward
Crew: ???

567
Uro-ik V’alh Battleship Ultra Heavy Battery: Heavy Plasma Projector
Fire Arc: Forward
Craft: Yuuzhan Vong Uro-ik V’alh Crew: ???
Skill: Capital ship gunnery
Affiliation: Yuuzhan Vong
Fire Control: 6D (only to base range); defaults to sensor
Era: Jedi Academy
bands D code as Fire Control Bonus at advanced ranges.
Type: Heavy Combat Battleship
Space Range: 3-10/25/50 or Sensor range
Scale: Dreadnought; maneuver as Battleship
Length: 2,240 meters Atmosphere Range: Varies
Skill: Capital ship piloting Damage: 800 Points
Crew: 14,784 gunners: ???, Skeleton: 8,960 Rate of Fire: 1/3????
Crew Skill: Typically 5D Expanded Compliment:
Passengers: 11,648 (troops) 180 Yorik-et Coral Skippers & 20 Yorik-Trema Landing
Cargo Capacity: (22,400): 40 metric tons available Craft
Consumables: 8.73 Years
• Command Skill at listed Crew Skill Levels
Gravitic-Drive Multiplier: x3
Nav Computer: Yes • No Tactics possessed by crew unless they are
Maneuverability: -24 (2D) Advanced NPCs or Heroes. IN which case: Advanced
Space: 5 NPC (Tactics 5D) / Heroes (Tactics 6D)
Hull: 3,210; 6 Locs (8D) • Yammosk provides a +9 Bonus to Skills and Support
Armor: 560/Loc; Ablation: 60 (4D) Craft’s Skills.
Void Generator: 3D+2 Static: 1,480 Soak/attack
• 1 Void Generator per Arc • No Official Image; Revenge of the Space Potato!
• 44 Capital Stutter Shots to Overload
• Overloaded: 1,480
Sensors:
Passive 60/+6 (2D)
Scan 120/+9 (3D)
Search 240/+12 (4D)
Focus 6/+11 (3D+2)
Maximum: 480/-28
Weapons:
120 Plasma Projectors (Batteries)
Fire Arc: 30 Fore, 30 Port, 30 Starboard, 30 Aft
Crew: ???
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: (90) 9D
Ammo: ???

568
Sunulok Flagship Interdictor Craft
Not only do the Yuuzhan Vong gravity well projectors
Craft: Yuuzhan Vong Hyperspace Interdictor force ships out of hyperspace, but they also short out
Affiliation: Yuuzhan Vong electronic components (including droids) and cause intense
Era: Jedi Academy brain-wave distortion in living creatures. The Sunulok was
Type: Combat Hyperspace Interdictor the flagship of War-master Tsavong Lah during the early
Scale: Cruiser; Maneuver as Destroyer stage of the Yuuzhan Vong War. It command area was the
Length: 810 meters Glory Room and its mess was the High Chew. The
Skill: Capital ship piloting Vua'spar was quite old when the war began. Its interior
Crew: 3,340, gunners: ???, Skeleton: 2,187 was covered in glowing lichen. It was still a force to be
Crew Skill: Typically 4D reckoned with, particularly its advanced dovin basals,
Passengers: 2,406 (troops) which were able to pull the Millennium Falcon from
Cargo Capacity: (8,100): 74 metric tons available hyperspace.
Consumables: 3.2 Years
Gravitic-Drive Multiplier: x2 • Command Skill at listed Crew Skill Levels
Gravitic-Drive Backup: x6 • No Tactics possessed by crew unless they are
Nav Computer: Yes Advanced NPCs or Heroes. IN which case: Advanced
Maneuverability: -15 (2D) NPC (Tactics 3D) / Heroes (Tactics 4D)
Space: 5
Hull: 1,660; 6 Locs (7D+1) • The Yammosk provides +9 to skills and those of it’s
Armor: 350/Loc; Ablation: 60 (4D) support vessels.
Void Generator: 3D Static: 685 Soak/attack • It seems the canon image for the Sunulok is the Space
• 1 Void Generator per Arc Arrow another source uses for the Vua’spar…. Ugh..
• 36 Capital Stutter Shots to Overload The Chig Command Ship should do nicely
• Overloaded: 685
Sensors:
Passive 40/+3 (1D)
Scan 75/+6 (2D)
Search 150/+9 (3D)
Focus 4/+11 (3D+2)
Maximum: 300/-31
Weapons:
20 Plasma Projectors (Batteries)
Fire Arc: 8 Fore, 4 Port, 4 Starboard, 4 Aft
Crew: ???
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 90 (9D)

Ultra Heavy Battery: Heavy Plasma Projector


Fire Arc: Forward
Crew: ???
Skill: Capital ship gunnery
Fire Control: 6D (only to base range)
Space Range: 4-17/35/65 or Sensor range
Atmosphere Range: Varies
Damage: 600 Points
Rate of Fire: 1/3???
4 Gravitic-Anomaly Generators
Fire Arc: Any
Crew: ???
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-50/75/150 or Sensor range
Damage: Instantly Ionizes any ships pulled out of
Hyperspace for D6 rounds. Applies “Stunned”
effect to Droids (Ionized) and Crew if Strength is
below 2D (D6 rounds unconscious). 3D Strength
and above suffer light stun for 2 rounds.
Unit Cost: 60
Expanded Compliment:
39 Yorik-et Coral skippers & 3 Yorik-Trema Landing

569
Echos of Hope spilled over into the New Republic. Everyone
was, literally, fighting for their lives and he found
The remnants of the New Republic fleet had been that he could do more good in the Navy of the
so thoroughly savaged by the relentless Yuuzhan New Republic.
Vong assaults against the galaxy that they found These ancient war ships had been developed by
themselves docking their broken starships to an Vaufthau and served as the basis for the
ancient yards facility they had discovered in the Invincible Class of Dreadnoughts that were
Alsakan system. The facility had been long designed by them and Rendili thousands of
since forgotten with a number of two kilometer years later. It was a testament to the design’s
dreadnought class vessels just sitting here for durability and he could see that these ships were,
millennia. The conflict with Coruscant must possibly, even more rugged than the ships that
have damaged an archive or killed all the crew came after them.
with neutron weaponry because they could find
Three long weeks of scavenging runs to the core
no record in their databanks or in the yards
system and wiring these ancient vessels up like a
facility as to why the ships were still here, sitting
in dry dock. Overall, the battle cruisers were holo concert on steroids and they were ready to
leave dry dock. Normally this would have been
largely intact and the mass exodus of the New
an impossible feat, however, the survivors of his
Republic’s tattered fleet took full advantage of
task force had all served in multiple positions
this.
over the years of the conflict with the Yuuzhan
Vong and had been multi skilled enough to be
They transferred all their personnel to the ships.
able to work together to prepare these ships for
Initially vetting the ships for stability and
field use.
viability and once done (amazing for ships that
were tens of thousands of years old) loaded their Travil issued the orders to pull the three ships out
people on them. They used their old vessels as of dry dock just as the remnants of the Vong
hull patches and to bolster systems and Fleet emerged form their hyperspace like
modernize electronics. The biggest endeavor corridors, having latched on to the system’s
was adding their shield generators into the mix Sun’s gravity mass shadow and pulled
and making them function on ships that were themselves to the system. That’s how their drive
quite literally double the size of their own. systems work, in a nutshell. You can tell when a
massive fleet is approaching due to anomalous
Any weapons systems they could port they did, occurrences with a system's sun, moon or other
but this was rarely viable as most of their combat celestial bodies.
worthiness had been targeted in the earlier battles
and they escaped as they lost significance as He was thinking to himself “This is it, our last
priority targets in the battle. They instead, stand.” He grimly accepted the truth of the
worked to re-vitalize the ancient technology of situation and pulled the warships into formation
these Alsakan Battle Cruisers and found the “Let’s get into weapons range and let them have
technology to be resilient and easy to bring back it. Everything these old junk buckets have, we
on line after a number of early issues with re- can’t run... We have to fight.” The Battle
firing the main reactors and the drive systems. Cruisers pulled into range and their archaic beam
tube weaponry cut the Vong fleet remnants apart.
If there was any other choice for them, they The Battle Cruiser’s Ultra Heavy Missile
would have taken it. This was a time of utter Systems AoE Detonated and shattered the host of
terror and desperation. These ships represented the Vong Advance. In the wake of the exchange,
the last stand for just over ninety thousand souls everyone on the Alsakan Battle Cruisers were
from a myriad of shattered commands. utterly astonished.
Commander Travil was leading the refit and re-
purpose efforts, all other flag rank officers were “Holy Sith... We just obliterated the Vong host
dead. They had to accomplish the refits in record with weapons from twenty thousand years ago...
time with archaic technology. He had a ace up Signal New Republic Command... Belay that,
his sleeve, as he had served as an XO on a contact Everyone! Open Channel, link to the
Rendili/Vaufthau Invincible Class Dreadnought holonet, I think we’re onto something!” The
in the Corporate Sector before his conflict there news went out to every corner of the galaxy.

571
Z-80 Star Hunter repeating blasters on a snubfighter. The cannon had been
envisioned as the end all and be all of snubfighter dog-
Craft: Subpro Z-80 Star Hunter fighting. However, the design didn’t pan out. The
Affiliation: Old Republic engineering specifications proved too difficult to produce
Era: Distant Old Republic+ (Obsolete) reliably at the output levels that they wanted. Thus, the
Scale: Snubfighter cannon had to be scaled back to a light burst. This was
Length: 12 meters required to allow the weapon to cool, weapons with higher
Skill: Starship piloting rates of fire had a tendency to overheat and either melt
Crew: 1 their barrels or cause the Tibanna Gas reserves to detonate.
Crew Skill: Typically 3D The weapon proved to be highly accurate for the era, but
Cargo Capacity: (150): 70 kilograms available it’s damage was lackluster and required several bursts to
Consumables: 3 days* (30 Credit Refuel) effectively take out competing fighters. The Z-80 Star
Cost: 76,760 (New); 28,785 (Used, Modern Era) Hunter was maligned for it’s failure to deliver on the
Maneuverability: +6 (2D) promises Subpro made about it’s close quarters firepower.
Space: 8 The Republic had purchased millions of the snubfighters to
Atmosphere: 950 Km/H; 1,320 MPR be deployed for planetary defense and with their new fleet
Hull: 40 (3D) of Dreadnoughts. They were less than happy to discover
Armor: 50; Ablative: 30 (2D) the cannon specifications didn’t live up to the hype.
Shields: 20 (1D)
It’s speed was remarkable for the era it was introduced in.
Sensors:
The craft sports four large engines that propel the craft to
Passive: 5/0
speeds that few other ships could maintain. Surprisingly,
Scan: 10/+1
the Z-80 can still be found on the racing circuit, well into
Search: 18/+2
the time of the Galactic Civil War. As far as it’s
Focus: 1/+3 (1D)
deployment was concerned the Z-80 ended up becoming
Maximum: 30/-38
an effective bomber, when it was actually deployed in that
Weapons:
fashion.
1 Auto Blaster
Fire Arc: Fore Notes:
Skill: Starship Gunnery
Fire Control: 2D* • Subpro Armor Technology adds 25% to Armor
Space Range: 1-5/10/18 Durability.
Atmosphere Range: 100-500m/1/1.8 km • The craft is easy to repair, refit and modify (+3 Bonus
Damage: 30 (3D)* Light Burst to all tests). In the modern era, it’s even easier to refit
Ammo: 1,000 (200 Shots) (+6 bonus to all tests).
2 Light Concussion Missiles (Fire-Linked)
Fire Arc: Fore • The Craft will accept the Cloakshape Hyperdrive Sled
Skill: Starship Gunnery and Maneuvering Fin.
Fire Control: 1D • It’s power system will not allow the craft to power
Space Range: 15 units shields beyond 1D. The power core needs to be
Atmosphere Range: 15 km upgraded (5,000 Credits).
Damage: 140 (6D/7Dx2)
Ammo: 8 per Launcher (8 Shots) • *Consumables in the modern era (500 BBY+) can be
The Z-80 Star Hunter was well ahead of it’s time in overall doubled due to advancements in storage technology.
performance. It is notable for mounting one of the first

572
Dreadnought Cruiser (Original) Atmosphere Range: 200-300m/1.5/3.0 km
Damage: 20 (2D)
Craft: Rendili Star Drive's Dreadnought Standard Snubfighter Complement: 12 Z-80
Affiliation: Empire / General / Rebel Alliance Snubfighters, 2 Orbital Shuttles
Era: Distant Old Republic+ (Obsolete)
Standard Ground Compliment: 12 AT-PT
Type: Heavy Cruiser
Scale: Cruiser The original Dreadnought was a formidable warship in it’s
Length: 600 meters era. It was one of the first warships of it’s size to carry
Skill: Capital Ship Piloting (Archaic Starship) point defense cannons in an era that didn’t seem much
Crew: 16,113, gunners: 130, skeleton 9,000/+12; snubfighter action. It’s point defenses were experimental
Crew Skill: Typically 4D Snubfighter Grade Turbolaser Cannons in the era of their
Passengers: 3,000 (troops) introduction and lacked the punch of other Pulse Wave &
Cargo Capacity: (6,000): 50 metric tons available Blaster point cannons of the day. What they lacked in
Consumables: 2 years (148.2 Million Refit cost) damage output, they more than made up for in doubling (or
Cost: 16.6 Million (New); 6.2 Million (Modern Value) more) of their effective ranges and Fire Control bonuses.
Hyperdrive Multiplier: x3
Hyperdrive Backup: x20 The Dreadnoughts are slow, lumbering vessels, with heavy
Nav Computer: Yes armor and strong hull durability for their size. The main
Maneuverability: -21 (1D) issue with the ancient dreadnoughts was their massive
Space: 3 reliance on crew to accomplish nearly every task on the
Hull: 1,360: 4 Locs (6D) ships. Droids were commonplace in the distant Old
Armor: 500/Loc; Ablation: 90 (6D) Republic, however, Rendili was tasked with creating a
Shields: 310/Loc (1D+1) formidable cruiser for the Republic that could not be
Sensors: corrupted with data viruses, hijacked code and infected
Passive 20/0 droids.
Scan 40/+2 This was due to an overreaction of a number of line
Search 80/+3 (1D) admirals from the time who had a handful of their ships
Focus 2/+5 (1D+2) hijacked by pirates using computer and droid viruses.
Maximum: 160/-37
Weapons: Rendili Star Drive designed a durable cruiser that was
10 Quad Turbolaser Batteries more than capable of functioning for centuries with little to
Fire Arc: 2 Fore, 3 Port & Starboard, 2 Aft no maintenance. In fact, the crew compliment of nearly
Crew: 5 20,000 individuals more than accounted for any and all
Skill: Capital ship gunnery maintenance for the craft (because the duties for it were
Fire Control: 1D easily spread across thousands of individuals). Making the
Space Range: 3-10/30/60 grossly inefficient craft run like a well oiled machine.
Atmosphere Range: 6-20/60/120 km The design would prove to be one of the longest lived and
Damage: 70 (7D) longest fielded warships in galactic history. Dreadnoughts
20 Heavy Pulse Wave Batteries can be found in various stages of decay, re-fit, and full
Fire Arc: 10 Fore/20 Port/20 Starboard/10 Aft usage well into the Legacy Era.
Crew: 3 • The craft lacks a regular ground and snubfighter
Skill: Capital ship gunnery compliment because all internal space is accounted for
Fire Control: 2D+1 with the crew size.
Space Range: 2-12/24/48
Atmo Range: 4-24/48/96 km
Damage: 50 (5D)
10 Turbolaser Cannons
Fire Arc: 2 Fore, 3 Port, 3 Starboard, 2 Aft
Crew: 2
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 2-5/15/30

573
Bayonet Light Cruiser 4 Tractor Beam Projectors
Fire Arc: 1 per Arc
Craft: Sienar Fleet Systems: Bayonet-class Crew: 4
Affiliation: Empire / General Skill: Capital Ship Gunnery
Era: Old Republic+ Fire Control: 2D
Type: Light Cruiser Space Range: 1-5/15/30
Scale: Frigate; Maneuver as Corvette Atmosphere Range: 2-10/30/60 km
Length: 200 meters Damage: 40 (4D)
Skill: Capital Ship Piloting Tractor Defense: 4 per Arc
Crew: 135, gunners: 32, skeleton: 90/+3; Standard Snubfighter Complement: 8 TIE Craft, 2
Crew Skill: Typically 1-2D Assault Gunboats
Passengers: 120 (troops)
Cargo Capacity: (2,000): 28 metric tons available Standard Ground Compliment: 2 AT-ST, 2 Speeder
Consumables: 1 year (1.1 Million Refit cost) Bikes, Small Deploy-able Garrison, 3 military Swoops
Cost: 5.9 Million (New); 4.4 Million (Used) The Bayonet-class Light Cruiser is an old, nearly obsolete
Hyperdrive Multiplier: x1 light cruiser introduced by Republic Sienar Systems as an
Hyperdrive Backup: x10 escort for Rendili StarDrive's Dreadnought-class Heavy
Nav Computer: Yes Cruiser at least a century before Palpatine became
Maneuverability: -6 (3D) Supreme Chancellor.
Space: 8
Atmosphere: 950 Km/H; 1,320 MPR Sienar Fleet Systems continued producing the Bayonet-
Hull: 550: 4 Locs (4D) class (with an improved x1 hyperdrive) during the early
Armor: 165/Loc; Ablation: 45 (3D) years of the Empire, but it now fills a much less glamorous
Shields: 370/Loc (2D+2) role: interdiction, patrol, and anti-piracy operations. Only
Sensors: used in small numbers in the actual republic arsenal of the
Passive 40/+3 (1D) Clone Wars the craft was relegated to policing backwater
Scan 80/+9 (3D) systems and holding them (which it is incredibly capable
Search 160/+12 (4D) of doing). It possesses a smaller hangar, that is capable of
Focus 6/+14 (4D+2) fielding just shy of a dozen strike craft. The craft also
Maximum: 320/-28 comes standard with a ground contingent capable of taking
Weapons: and even holding strategic targets of significance.
8 Heavy Double Turbolaser Batteries However, it is very rarely used in this capacity. The craft’s
Fire Arc: 4 Fore/Port/2 Aft & 4 Fore/Starboard/2 Aft age has seemingly maligned it’s reputation as an effective
Crew: 2 strike and patrol craft. The craft is sold to all manner of
Skill: Capital ship gunnery independent systems as a result of it’s general dismissal by
Fire Control: 2D the Empire as a whole. A fact that, remarkably, has
Space Range: 3-25/50/75 allowed for many of these craft to find their way into the
Atmosphere Range: 6-50/100/150 km possession of Rebel Cells and Spec Ops units.
Damage: 70 (7D) Notes:
8 Twin Heavy Laser Cannons (Fire-Linked) • Added 1 Tractor Beam per arc
Fire Arc: 2/Arc
Crew: 1 • +1D of Armor
Skill: Starship gunnery • The Gladiator Star Destroyer design is based on the
Fire Control: 3D Bayonet. It’s another instance of Corporate Espionage
Space Range: 1-3/12/25 in the Star Wars Galaxy.
Atmosphere Range: 100-300m/1.2/2.5 km
Damage: 70 (7D)

574
Dreadnought Cruiser (Updated) Atmosphere Range: 200-500/1.5/3 km
Damage: 50 (5D)
Craft: Rendili Star Drive's Dreadnought 2 Tractor Beam Projectors
Affiliation: Empire / General / Rebel Alliance Fire Arc: Ventral Turrets: 2/Arc
Era: Old Republic+ (Updated, Refit) Crew: None, Automated Craft Recovery
Type: Heavy Cruiser Skill: Attribute 2D / Skill + Fire Control 3D
Scale: Cruiser Space Range: 1-2/10/15
Length: 600 meters Damage: 20 (2D) ; Flack Defense: 2 Each
Skill: Capital Ship Piloting (Archaic Starship)
Crew: 5,022, gunners: 110, skeleton 3,240/+9; Standard Snubfighter Complement: 24 TIE Craft, 3
Crew Skill: Typically 1-2D Assault Gunboats, 3 Skypray Blastboats, 4 TIE Shuttles
Passengers: 1,782 (troops) Standard Ground Compliment: Standard Imperial
Cargo Capacity: (6,000): 5 metric tons available Garrison (Low Orbit deploy-able), 2 Landing Barges, 2
Consumables: 2 years (53.2 Million Refit cost) AT-AT, 4 AT-ST, 6 AT-PT, 4 74-Z Bikes.
Cost: 10.4 Million (New); 7.8 Million (Used)
(3 Generations Old, Mass Produced) Imperial Refit took this archaic vessel’s crew requirements
Hyperdrive Multiplier: x2 from 16,000 to Just over 5,000. It’s weapons have been
Hyperdrive Backup: x12 somewhat updated as well. Only the Dregs of the Imperial
Nav Computer: Yes Navy are given these commands in backwater sectors of
Maneuverability: -18 (2D) the Galaxy. The Rendili Dreadnought Cruiser’s design
Space: 4 was introduced well over a thousand years prior to the
Hull: 1,285: 4 Locs (5D+2) Clone Wars.
Armor: 425/Loc; Ablation: 75 (5D) The fact that the ship is still in widespread use is a
Shields: 535/Loc (2D+1) testament to how well the craft was designed. The largest
Sensors: downfall of the Dreadnought is the fact that older, non-
Passive 30/0 updated versions, have a reliance upon high crew
Scan 50/+3 (1D) compliments and possess limited automation. Refits to the
Search 100/+6 (2D) design are numerous and widespread. The most popular of
Focus 4/+9 (3D) which is the Imperial / Clone Wars redesign which cuts the
Maximum: 200/-34 crew down to about 5,000 from the overbearing 16,000 the
Weapons: stock vessel requires for operation.
20 Turbolaser Batteries
Fire Arc: 4 Fore, 6 Port & Starboard, 4 Aft Other re-designs like the Rebel/New Republic Assault
Crew: 3 Frigates strip much of the superstructure away and reduce
Skill: Capital ship gunnery the crew to around 1,500. Though the Rebel design
Fire Control: 1D completely removes the hangar module and the craft
Space Range: 3-25/50/75 cannot support or maintain strike craft. Early versions of
Atmosphere Range: 6-50/100/150 km the Rebel Strike cruiser stripped away so many power
Damage: 70 (7D) systems that the cruiser couldn’t sustain modern rates of
10 Ion Cannon Batteries fire with it’s turbolasers.
Fire Arc: 5/Port & Starboard Perhaps the most famous of the refits is Rendili’s own
Crew: 3 Slave Rigged version of the craft that reduces the crew
Skill: Capital ship gunnery compliment to 2,000 and allows the ships of a flotilla to
Fire Control: 3D effectively act as if they were one ship, combining fire in
Space Range: 6-20/40/60 brutally effective groups. This version fell out of favor
Atmosphere Range: 12-40/80/120 km when the Katana Fleet was infected by a sweeping virus
Damage: 30 (3D) that drove the crews of the ships insane. The master ship
10 Double Turbolasers of the flotilla then jumped the entire flotilla to parts
Fire Arc: 2 Fore, 3 Port, 3 Starboard, 2 Aft unknown, never to be seen again... That is until the Grand
Crew: 2 Admiral Thrawn and handful of other individuals
Skill: Starship gunnery discovered their resting place.
Fire Control: 3D
Space Range: 2-5/15/30

575
Alsakan Battlecruiser the advantage of Void Generators, effectively turning them
into standard shields.
Craft: Vaufthau Shipyards Battlecruiser-class 36 Beam Tube Cannons
Affiliation: Old Republic Fire Arc: 9 Fore, 9 Port, 9 Starboard, 9 Aft
Era: Old Republic (Archaic, no production) Crew: 3
Type: Heavy Cruiser Skill: Starship Gunnery
Scale: Dreadnought Fire Control: 0D+2
Length: 2,221 meters Space Range: 1/2-3/4-6
Skill: Capital ship piloting Atmosphere Range: 100/200-300/400-600m
Crew: 29,318, gunners: 408, skeleton: 17,768/+18 Damage: 30 (3D)
Crew Skill: Era Specific 4D, Parade Fleet 2D Notes: As their Capital Counterparts vs Void Tech
Passengers: 11,550 (troops) Space Complement: 111 Units
Cargo Capacity: (22,210): 1,280 Metric Tons avail Ground Compliment: 4 Prefab Bases, 20 Landing
Consumables: 9 Years (1.43 Billion Refit cost) Barges, 60 Heavy Tracked Tanks, 20 Mobile Artillery
Cost: 62.1 Million (New); 46.6 Million (Used)
Hyperdrive Multiplier: x8 The Alsakan Battlecruiser is essentially a warship that was
Hyperdrive Backup: x20 based off of design blueprints acquired from the Tionese
Nav Computer: Yes Cluster and of Xim the Despot. These designs were
Maneuverability: -35 (0D+1) “modernized” though they lacked the mollecularly bonded
Space: 1 / 2 Kiirium plate armor that Xim fielded them with. The
Hull: 1,080: 4 Locs (2D+2) design itself would serve the Alsakans admirably and
Armor: 800/Loc; Ablation: 90 (L6) much, much later, become the basis for the Invincible
Shields: No Combat Shields Dreadnought Cruiser that Vaufthau Shipyards developed in
Sensors: tandem with Rendili Star Drive. While the Alsakan
Passive 15/0 Battlecruiser may have lacked the Mollecularly bonded
Scan 30/+1 plate armor, whose secrets died with Xim the despot, the
Search 60/+3 (1D) Alsakans Layered Massive armor plates over the core hull
Focus 3/+4 (1D+1) adding formidable protection to areas that would otherwise
Maximum: 120/-37 be exposed and more vulnerable to direct fire.
Weapons: These designs are so formidable that their structure has
4 Ultra Heavy Fission Missile Tubes been known to weather the millennia with relative ease.
Fire Arc: 2 Fore, 2 Aft There is a fully functional Alsakan Battlecruiser in the
Crew: 30 Alsakan Sector Museum. The craft has remained
Skill: Capital ship gunnery structurally intact with little to no maintenance for
Fire Control: 2D thousands of years and is brought out for sector parades.
Space Range: 120; Sensor Range
Atmosphere Range: 240 Km ; Sensor Range • Alsakan Battlecruisers have Battlestation Armor.
Damage: 450/missile • Core Systems are immune to Ionization, Demp &
Ammo: 120 Missiles/tube; RoF: 1/3 EMP effects. Consider all systems to be completely
Notes: These missiles are not 2D Snubfighter scale like hardened.
their Capital Missile Counterparts, these are 2D Corvette • Main drives have a Cruise Space Speed of 1 and a
Scale. They possess the same characteristics as standard Flank Space Speed of 2 that can be maintained for up
Concussion missiles do, moving at half the speed. to four hours at a time (can be escalated normally).
Resilience: You must possess weaponry capable of
delivering 290 points of Capital Damage in order to • The Fission Missiles will, absolutely, melt Yuuzhan
detonate them. They are immune to Tractor Defense (but ships in space. The Nukes have a detonation
can be Tractor Locked and held, 1 per Capital Tractor effectiveness of 30 Space Units. So, even
Beam(s) of at least 150 Rating). if the Vong Tractor Lock Missiles 30 Units
away, remote detonation of the
These also ignore Void Generators of the Yuuzhan missiles will deliver full damage
Vong. However, they can be Tractored here to their ships and ignore their
as well (if they have been encountered Dovin Bassals. Fission
at least one time before by the weapons deliver double
command officers, this holds true for damage to the
non Yuuzhan Vong as well). Yuuzhan
Vong.
26 Heavy Beam Tube Batteries
Fire Arc: 6 Fore, 3 Fore/Port/
Starboard, 7 Port, 7 Starboard, 3 Aft
Crew: 5
Skill: Capital ship gunnery
Fire Control: 1D+1
Space Range: 1-6/12/24
Atmosphere Range: 2-12/24/48 km
Damage: 40 (4D)
Notes: Beam Tubes are constant energy beams that negate

576
Invincible Dreadnought Cruiser effective vs Void Technology. Void Generators operate as
if they were shields with double their rating. While less
Craft: Rendili/Vaufthau Shipyards Invincible-class effective than Beam Tubes, they can still take down a
Affiliation: Old Republic Yuuzhan Vong warship through sustained fire. Once Void
Era: Old Republic (Archaic, no production) Tech Shields are breached the weapons deliver double
Type: Heavy Cruiser damage to Vong Hulls.
Scale: Dreadnought 48 Double Blaster Cannons (Fire-Linked)
Length: 2,011 meters Fire Arc: 12 Fore, 12 Port, 12 Starboard, 12 Aft
Skill: Capital ship piloting Crew: 1
Crew: 19,909, gunners: 512, skeleton: 12,066/+15 Skill: Starship Gunnery
Crew Skill: Era Specific 3D, CSA 2D Fire Control: 1D+2
Passengers: 10,458 (troops) Space Range: 1-5/10/18
Cargo Capacity: (20,110): 126 Metric Tons avail Atmosphere Range: 100-500m/1/1.8 km
Consumables: 8 Years (951.1 Million Refit cost) Damage: 40 (4D)
Cost: 130.3 Million (New); 97.6 Million (Used) 16 Tractor Beam Projectors
Hyperdrive Multiplier: x4 Fire Arc: 4/Arc
Hyperdrive Backup: x20 Crew: 4
Nav Computer: Yes Skill: Capital ship gunnery
Maneuverability: -57 (1D) Fire Control: 2D
Space: 3 Space Range: 1-5/15/30
Hull: 1,480: 4 Locs (3D+2) Atmosphere Range: 2-10/30/60 km
Armor: 800/Loc; Ablation: 90 (6D) Damage: 40 (4D)
Shields: 810/Loc; Ablation: 30 (2D)
Sensors: Expanded Space Complement: 144 Units
Passive 30/0 Ground Compliment: 2 Prefab Bases, 10 Landing
Scan 50/+5 (1D) Barges, 35 Medium Tracked Tanks, 20 Motor Bikes
Search 100/+10 (2D) The Invincible Class is approximately 3,000 years old at
Focus 4/+15 (3D) the time of the Rise of the Galactic Empire. These craft
Maximum: 200/-30 can be found in many arsenals across the galaxy, though
Weapons: thousands of these ships have been relegated to mothball
11 Ultra Heavy Concussion Missile Tubes yards or scavenged for parts. The cost to fully refit and re-
Fire Arc: 3 Fore, 4 Port, 4 Starboard arm the vessels is generally prohibitive and smaller, more
Crew: 20 modern vessels are typically purchased and used in their
Skill: Capital ship gunnery place. The core craft is based off of Vaufthau’s own
Fire Control: +10 (2D) Alsakan design and incorporates Rendili’s modular
Space Range: 120 (Sensor Range*) systems. As a result, the craft can easily accept upgrades
Atmosphere Range: 240 Km from almost any Rendili (or any manufacturer for that
(Sensor Range*) matter) design. Can be modernized to reduce crew.
Damage: 450/missile • Invincibles have Battlestation Grade Armor and retain
Ammo: 60 Missiles/tube the ablative resilience even after the armor is
Notes: These missiles are not 2D Snubfighter scale like breached. The armor is fully
their Capital Missile Counterparts, these are 2D Corvette
Scale (+ Armor incorporated). They possess the same
characteristics as standard Concussion missiles do, moving
at half the speed.
Resilience: You must possess weaponry capable of
delivering 290 points of Capital damage in order to
detonate them. They are immune to Tractor Defense but
can be Tractor Locked and held, 1 per Capital Tractor
Beam(s) of at least 200 Rating. These also ignore Void
Generators of the Yuuzhan Vong. However, they can be
Tractored here as well.
60 Heavy Pulse Wave Batteries
Fire Arc: 10 Fore/20 Port/20 Starboard/10 Aft
Crew: 3
Skill: Capital ship gunnery incorporated
Fire Control: 2D+1 into the hull
Space Range: 2-12/24/48 of the ship seamlessly. In
Atmo Range: 4-24/48/96 km some instances,
Damage: 50 (5D) mothballed Invincibles will have been stripped down to
Notes: Pulse Wave Weaponry is, the superstructure and as a result the armor value is
effectively, a focused disruptor charged completely eliminated (some Corporate Sector Vessels
of radioactive energy that gradually unravels the molecular may be fielded without armor refits... To save time and
bonds of Bio Masses. These Weapons are somewhat money).

577
I’m sure this little piece of my history is all fine
Running Up That Hill and good, however, if you’re seeing this then I’m
When I was a child growing up on Dantooine, already dead or drifting in the graveyard of some
the planet had these marvelous rolling hills. My battle. Son, I want you to know why I always
life was all about the next hill, what is on the chased my dreams. Never giving up on what the
other side of it? I would always wonder. I next “hill” may have in store for me. While I
suppose I’ve been chasing the next great hill my loved you and your mother, I found that my
entire life. What began with me on foot place was in the cockpit of a snubfighter and that
transitioned to repulsor boards, then speeder was the place where I would check out. I would
bikes, air speeders, snubfighters and even a short not die in a bed, of old age.
stint piloting a corvette. My heart was in the Maybe I did it all wrong but I don’t think so. I
thrill of discovery, the thrum of my heart and followed my heart. This is something that you
later the hum of the engines that propelled me will have to discover on your own. It is
ever faster. I switched back to snubfighters and something that I offer all the encouragement in
never looked back. the galaxy for you. In this holo log series you
Some say that being a pilot in the Imperial Navy will find every battle I ever fought in, all my
is a death sentence. On one hand that might be tactics, all my knowledge, all of it for you.
correct, on another people are dead wrong. While I have trained you to fly, I can’t teach you
Imperial TIE Craft might lack some refinement these lessons. You have to experience them for
in creature comforts, however, the gear that the yourself. I can prepare you for these encounters
Empire provides more than compensates for that. to afford you insight, but you must conquer them
The best flight suits in the galaxy, fully heated and learn from the experiences alone as all
and designed to provide days of functionality. fighter pilots do.
Heads-Up integration links to sensors unlike Whatever cause you end up championing, always
anything most people have ever seen before. know that I am so very proud of you. No matter
The TIE fighter itself is a precision instrument of what you end up doing, I am proud of you. I
destruction. The symbol of the New Order. love you, son, always.
Savvy pilots can coax more performance out of a
Tears flowed freely down Baz Ralter’s face. He
standard TIE. Your basic craft is capable of out
had recovered the flight log from the TIE
performing an X-Wing if you know what you’re
Defender he had cut to pieces in the last
doing.
encounter with the Imperial Remnant during a
I worked my way up the ranks and managed to border skirmish. He had space walked to the
land a TIE Interceptor posting. That is one fighter from his, to recover the flight log and
beautiful craft. After the battle of Endor I found the holo disc. He could hardly breathe,
followed one Warlord after another for the almost unwilling to exhale and draw another
chance to pilot TIE craft. Granted, I have tried breath. Baz shut down the holo, of his father,
other craft. There was an odd stint were Admiral that he had unknowingly blown from the sky not
Giliad Paelleon was deploying Preybird fifteen minutes earlier. His father had been one
Snubfighters instead of TIE craft due to lack of of the oldest surviving aces in the Empire.
parts to maintain the aging vessels of the fleet. It Somewhere in the pit of his stomach he knew this
was quite the step backward in many respects, is what his father had always wanted. Though it
while possessing enhanced durability. sickened him to be the only pilot capable of
The Empire of old had been pushed back from doing it. Baz’s flight group had been decimated.
nearly every corner of the galaxy. The two real He was the only survivor. For Baz Ralter, this
holdout regions were Chiss Space, where the “hill” hardened him and he doubled down and
501st Imperial division is headquartered, after took his father’s words to heart.
being re-located there by Grand Admiral Thrawn Leaving the New Republic Military he
before his demise. There is also the Imperial discovered what he was missing with a wife and
remnant, led by old Giliad Paelleon himself. He children of his own. Baz never flew for
was holding the line and a fragment of the organized military again, though he trained his
Empire alive, though with substantial changes his children to fly and they did. They grew up
just like the 501st on Csilla in Chiss Space. running up and down the hills of Dantooine.

579
TIE/Ad Advanced / Avenger known to be built on Lianna, Sienar Fleet System’s home
planet. Unlike the TIE Defender that had a number of
Craft: Sienar Fleet Systems T.I.E. Advanced - Ad production plants that seemed to crop up all over the
Affiliation: Empire galaxy. Much of this is due to the fact that incomplete
Era: Rise of the Empire+ Rebel intelligence never pointed to the TIE Advanced’s
Scale: Snubfighter existence initially. Also, Lianna was way too well
Length: 7.8 meters defended to strike at directly. However, with Admiral
Skill: Starship piloting Zarrin’s attempted defection the Rebel Alliance was
Crew: 1 apprised of the TIE Defender’s capabilities and has made
Crew Skill: Typically 4D every attempt at destroying the production facilities of that
Cargo Capacity: (196): 1 kilogram available snubfighter.
*Based off the TIE Advanced x1
The TIE Avenger is possibly more rare than, even, the TIE
Consumables: 4 days (20 Credit Refuel cost)
Defender. Mostly due to weak sales of the craft and the
Cost: 196,400 (New)
Imperial Doctrine that relied heavily on massive numbers
Hyperdrive Multiplier: x1
of inexpensive snubfighters. Most traditional command
Nav Computer: Limited to 10 Jumps
doctrine would place little value on the Avenger and
Maneuverability: +15 (+9 in Atmo); (5D/3D)
Defender programs until after the fall of the Empire.
Space: 15
When craft production started to become more “rare” these
Atmosphere: 1,450 Km/H; 2,015 MPR
highly prized vessels were fielded in numbers against the
Hull: 40 (3D)
New Republic. Honestly, the Imperial Warlords needed
Armor: 25; Ablative: 15 (1D)
every sabbacc card up their sleeves they could muster, after
Shields: 40 (3D)
the fall of the Galactic Empire they eventually were
Sensors:
outnumbered by increasingly better snubfighter designs
Passive: 25/+4 (1D+1)
and a ruthless opponent that sought to destroy all vestiges
Scan: 40/+6 (2D)
of the once galaxy spanning Imperial War Machine.
Search: 60/+11 (3D+2)
Focus: 4/+12 (4D) The TIE Advanced incorporates advanced weapons and
Maximum: 120/-29 features that would later be seen in the TIE Defender
Weapons: Program. It’s principal armament is the same as that of a
4 Laser Cannons (Fire-linked) TIE Interceptor, bolstered by a Multi Ordinance launcher
Fire Arc: Fore with multiple launch ports (the advantage of which is the
Skill: Starship gunnery ability to simultaneously launch multiple warheads). The
Fire Control: 3D launcher is capable of firing 4 units of military ordinance
Space Range: 1-3/12/25 to the fore, one aft and one below.
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 60 (6D) All Imperial Super Star Destroyers possess at least an
Tractor Beam entire Squadron of these lethal snubfighters.
Fire Arc: Fore
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-8/15/20
Atmosphere Range: 100-800m/1.5/2 km
Damage: 50 (5D)
Tractor Defense (Snubfighter ordinance): 5 Fore (or 1
Capital)
Multi-Ordinance Warhead Launcher
Fire Arc: Fore, Aft & Below (Ventral Turret)
Skill: Starship gunnery
Fire Control: 3D+2
Space Range: Varies by Munitions Type
Atmosphere Range: Varies by Munitions Type
Damage: Varies by Munitions Type
Ammo: 24

The TIE Advanced or Avenger program is one that was


based heavily upon design lessons learned from a number
of snubfighters that the Galactic Republic typically fielded,
as well as, the original TIE Advanced (Lord Vader’s
personal craft). The craft took on the designation
“Avenger” to avoid confusion with the earlier TIE
Advanced craft.

The TIE Advanced would be fielded in squadron sized


numbers with elite commands. The craft itself is only

580
TIE/D Defender There were a number of production facilities that placed
the TIE Defender into Imperial circulation. It was often
Craft: Sienar Fleet Systems T.I.E. Defender - D believed that the sole production facility that generated
Affiliation: Empire these craft was lost with the conflict between Admiral
Era: Rise of the Empire+ Zarrin and Vice Admiral Thrawn. Zarrin attempted to
Scale: Snubfighter defect to the Rebel Alliance with the TIE Defender
Length: 8.2 meters Program and Thrawn handily eliminated both Zarrin and
Skill: Starship piloting the TIE Defender Program.
Crew: 1 Thrawn would later build a number of assembly lines for
Crew Skill: Typically 5D the craft, one such facility was on the planet of Lothal that
Cargo Capacity: (205): 0 kilograms available a group of Rebel saboteurs destroyed. However, this was
*Based off the TIE Avenger only a minor setback to the craft’s production. Thrawn had
Consumables: 5 days (25 Credit Refuel cost) secretly constructed a production line in Chiss Space (it’s
Cost: 237,200 (New) believed later that the Emperor condoned this) and at least
Hyperdrive Multiplier: x1 one other secret production facility. For a craft that didn’t
Nav Computer: Yes supposedly have production lines, it always kept showing
Maneuverability: +18 (+12 in Atmo); (6D/4D) up in the galaxy in squadron sized numbers.
Space: 17
Atmosphere: 1,550 Km/H; 2,155 MPR The TIE Defender is, perhaps, the most advanced
Hull: 50 (4D) snubfighter to have ever been developed. The craft is so
Armor: 40; Ablative: 30 (2D) maneuverable that it can defy Star Wars physics, nearly
Shields: 50 (4D) flipping end over end and reversing it’s thrust in less than a
Sensors: second. The craft is armed with the latest in Ray
Passive: 30/+5 (1D+2) Shielding, Carries Ion Cannons, a Tractor Beam and a
Scan: 50/+7 (2D+1) Multi Ordinance Launcher with multiple launch ports (4
Search: 75/+12 (4D) Fore, 1 Aft, 1 Below) in addition to the standard cannon
Focus: 5/+14 (4D+2) configuration commonly found on TIE Interceptors. The
Maximum: 150/-28 craft would actually see incremental improvements over
Weapons: time, with the Empire of the Hand advancing the core
4 Laser Cannons (Fire-linked) design of the fighter.
Fire Arc: Fore There are few craft in the Galaxy that can inspire fear in
Skill: Starship gunnery individuals like the TIE Defender does.
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 60 (6D)

2 Ion Cannons (Fire-linked)


Fire Arc: Fore
Skill: Starship gunnery
Fire Control: 4D
Space Range: 3-9/18/36
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 40 (4D)

Tractor Beam
Fire Arc: Fore
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-8/15/20
Atmosphere Range: 100-800m/1.5/2 km
Damage: 50 (5D)
Tractor Defense (Snubfighter ordinance): 5 Fore (or 1
Capital)
Multi-Ordinance Warhead Launcher
Fire Arc: Fore, Aft & Below (Ventral Turret)
Skill: Starship gunnery
Fire Control: 3D+2
Space Range: Varies by Munitions Type
Atmosphere Range: Varies by Munitions Type
Damage: Varies by Munitions Type
Ammo: 12

581
Chiss Clawcraft Skill: Starship gunnery
Fire Control: 3D
Craft: Chiss Ascendancy: Nssis-class Clawcraft Space Range: 1-3/12/25
Affiliation: Chiss Ascendancy / Empire of the Hand Atmosphere Range: 100-300/1.2/2.5 km
Era: Rise of the Empire+ Damage: 70 (7D)
Scale: Snubfighter The fuselage is based on the ubiquitous "ball cockpit" of
Length: 7.65 meters the TIE Series of Imperial starfighters, with a Sienar ion
Skill: Starship piloting drive pod mounted on the rear, but stemming from the
Crew: 1 & Astromech Droid (can coordinate) junction of cockpit and drive pod are two pairs of curving
Crew Skill: Typically 3D wings which thrust out like an X-wing's strike-foils, and
Cargo Capacity: (96): 16 kilograms available then extends forward in a claw-like grip around the
Consumables: 5 days (50 credit refuel) cockpit. At the tip of each wing was a Sienar L-s7.2 laser
Cost: 116,800 (New); 87,600 (Used) cannon. With modest deflector shields and thicker hull
Hyperdrive Multiplier: x1.5 armor, Clawcraft are slower at sublight speeds than their
Nav Computer: Limited (28 ABY = Yes) TIE/LN starfighter progenitors. Clawcraft make up for
Maneuverability: +17 (+11 in Atmo; 5D+2/3D+2) their lower sublight speed by greater maneuverability.
Space: 9 Each curved wing can make minor position adjustments
Atmosphere: 1,000 Km/H; 1,390 MPR and is paired with a mounted control jet to allow a
Hull: 40 (3D) Clawcraft's pilot to throw the ship into sharp turns and
Armor: 25; Ablation: 15 (1D) complex maneuvers. A unique hyperspace beacon system
Shields: 30 (2D) allows a Clawcraft to make lightspeed jumps without an
Sensors: on-board navigation computer, enabling it to function as a
Passive: 20/+3 (1D) long-range craft while significantly reducing the weight,
Scan: 40/+6 (2D) size and complexity of non-combat equipment carried. It’s
Search: 60/+9 (3D) dependence on navigational data transmitted from a nexus
Focus: 3/+12 (4D) of anchor points also restricts the area in which most
Maximum: 120/-31 Clawcraft can operate. For long-range deployment, ships
Weapons: of this class typically travel with specialist beacon ships,
4 Laser Cannons (Fire-Linked) until 28 ABY; they begin carrying concussion missile
Fire Arc: Fore racks in addition to fully functional navicomputers.

582
TIE/Au Automated Snubfighter elements of the very world they attacked. During the
battle, TIE/Au fighters were pitted against New Republic
Craft: Sienar Fleet Systems T.I.E. Automated - Au V-wings and E-wings. The massive numbers of TIE/Au
Affiliation: Empire provided them with an inherent advantage, but New
Era: Rise of the Empire+ Republic pilots were able to outwit these drones just as
Scale: Snubfighter Galactic Republic clone and Jedi pilots were able to outwit
Length: 6.1 meters Separatist droid starfighters in the past. The New
Skill: Starship piloting Republic's Rogue Squadron battled and defeated squadrons
Crew: 0 (Can accommodate a single pilot) of the automated starfighters, which were attacking Mon
Crew Skill: *See Below Calamari cities. When the tide turned against the Empire
Cargo Capacity: (76.25): 26.25 kilograms available on Mon Calamari, most of their TIE/Au manufacturing
Consumables: 2 days (10 Credit Refuel) capability was destroyed along with the World Devastators.
Cost: 94,800 (New & Used) As their piloting ability never matched that of living pilots,
Maneuverability: +7 (+4 in Atmo); (2D+1/1D+1) the droids were eventually abandoned. The dream of a
Space: 10 perfect automated military force would remain out of the
Atmosphere: 1,300 Km/H; 1,805 MPR reach of the Galactic Empire.
Hull: 40 (3D) Notes:
Armor: 25; Ablative: 15 (1D) *Ace 6 Droid Brain: Is an advanced and flexible piloting
Sensors: matrix. 5D Attribute Pool: The Ace 6 can allocate up to
Passive: 20/+3 (1D) 5D of attribute to any given attribute set, however, the
Scan: 25/+5 (1D+2) Droid must allocate a minimum of 1D to Perception and
Search: 40/+6 (2D) Mechanical at all times (to function). The brain can
Focus: 2/+9 (3D) allocate other attributes as necessary like Technical for
Maximum: 80/-34 diagnostics and self repair / damage bypass and
Weapons: Knowledge to tap into Tactics as necessary. It also
2 Laser Cannons (Fire-linked) possesses 1 Free Action that can be used to gain a bonus to
Fire Arc: Fore a single skill or maintain an action (like Tactics).
Skill: Starship gunnery • The Ace 6 does not suffer multiple action penalties.
Fire Control: 2D • Piloting and Gunnery Skills of 3D
Space Range: 1-3/12/25 • Search 4D, Commscan 2D: Sensors 4D
Atmosphere Range: 100-300/1.2/2.5 km • Starship Repair & Starship Weapon Repair of 1D
Damage: 46 (4D+2) • Tactics Skill of 1D/Snubfighter 2D
• The Ace 6 can coordinate with a real pilot at the
The TIE/Au automated starfighter takes the standard TIE controls.
fighter command pod with twin ion engines and twin laser • Cost Includes the Ace 6 Droid Brain.
cannons, additional armor plating and rectangular wing • Apply a Mass Production discount of 25 % to the final
panels with adjustable pitch were added. Despite their cost as the craft is fabricated out of raw materials, on
heavier armor, they can actually reach a reach higher the fly, in a fully automated facility.
atmospheric speed than the TIE/IN interceptors. Overall,
they are fast & small, and very expendable.
The TIE/D was initially developed by General
Arndall Lott, one of many post-Battle of Endor/
Legends warlords. Sienar Fleet Systems engineers
based the TIE/Au on their original TIE/LN
starfighter, and as a result, many of the vehicle's
design elements came from the standard TIE. With
the automation experiment of the Katana fleet as his
original inspiration, General Lott's first attempts at
automated combat systems were based on slaving
multiple war machines to a single remote pilot.
Though this method saw limited success, its overall
inefficiency and susceptibility to jamming prompted
a new approach.
The droid starfighters of the Clone Wars provided
Imperial scientists with the basis for a new
automated fighter. Every TIE/Au had an integrated
Cybot Galactica Ace-6 droid brain which could be
updated with new tactics—despite this, it was still
often easily outwitted by sentient starfighter pilots.
The finalized version of the TIE/Au debuted against
the New Republic on Dac, six years after the Battle
of Endor. The Imperial World Devastators invaded
the world in the Battle of Calamari, and their
internal factories made swarms of TIE/Au from the

583
SA-47 Hammer Head Control System: Slaved to Multi Ordinance Launcher
Twin Auto Blaster (Fire-Linked; Burst Fire)
Craft: Aerotech: SA-47 Fire Arc: Aft / Port / Starboard
Affiliation: Independent / Black Market Skill: Starship gunnery (pilot or co-pilot)
Era: Rise of Empire (4 BBY, Civilization Pacified) Fire Control: 3D* (0D Base Fire Control)
Scale: Snubfighter Space Range: 1-5/10/18
Length: 11.5 meters Atmosphere Range: 100-500m/1/1.8 km
Skill: Starship piloting Damage: 50 (4D/5D)
Crew: 1 or 2; 2nd can coordinate Note: Full Burst already factored into the weapon system.
Crew Skill: Varies Wildly No action penalty.
Cargo Capacity: (144): 59 kilograms available Ventral Multi Ordinance Launcher
Consumables: 6 days (120 credit refuel) Fire Arc: Fore / Port / Starboard / Below
Cost: 154,525 (Used Only, Black Market) Skill: Starship Gunnery (pilot or co-pilot)
Hyperdrive Multiplier: x5 Fire Control: 3D+2
Nav Computer: Yes Space Range: Varies
Maneuverability: +11 (+14 in Atmo); (3D+2/4D+2) Atmosphere Range: Varies
Space: 6 Damage: Varies
Atmosphere: 1,200 Km/H; 1,665 MPR Ammo: 4 Units of any type of ordinance
Hull:140: 28/28/28/28/28 (4D+2) The SA-47 hammer Head represents the pinnacle of the
Armor: 90 / Ablative: 35 (1D) technological advancement of an independent system that
Shields: 20 (1D) was overrun by the Empire in the early stages of their
Sensors: establishment. The system possessed 4 Capital ships with
Passive: 15/+0 incredible potential and amazing firepower. The system
Scan: 20/+3 (1D) easily dispatched a lone Star Destroyer and caught the
Search: 30/+6 (2D) Empire’s full attention. The response was a Sector Fleet
Focus: 2/+6 (2D) which wiped the opposition out. Military complexes in the
Maximum: 60/-34 system were shelled from orbit and the population (near
Weapons: human) was pacified and then welcomed into the fold of
Turbo Auto Blaster (Burst Fire) the Empire after almost two decades. However there are
Fire Arc: Fore / Port / Starboard those of that society that will never forget. Many joined
Skill: Starship gunnery the Alliance to Restore the Republic and transitioned
Fire Control: 3D* (0 Base Fire Control) directly into the Rebel Alliance with the hopes of one day
Space Range: 1-6/18/24 freeing their system from Imperial tyranny. Many of the
Atmosphere Range: 100-600m/1.8/2.4 km design lessons learned here would later be incorporated
Damage: 60* (3D/6D) into the E-Wing Snubfighter.
Notes: A design of engineering genius, this weapon Notes: The craft can “defy” Star Wars physics, flipping
system represents the pinnacle of Auto Blaster technology. end over end (requires an amazing pilot). The cockpit
Tibanna Gas/Hyperbaride enriched Auto blaster: Full features a full ejection system w/repulsors 200 Km/H,
Burst already calculated into package. No action penalty. Hull: 3D & Space of 1, full consumables, sensors and can
8 External Hard Points land on planet safely.
Fire Arc: Fore • Armor offers enhanced resilience +4 & 2x durability
Payload: 1 unit of any type of ordinance each. Can carry
additional consumables (1 Day per unit).

584
X-Wing-XJ Skill: Starship Gunnery
Fire Control: 3D
Craft: Incom T-65 XJ5 X-Wing Snubfighter Space Range: 40 units
Affiliation: New Republic Atmosphere Range: 40 km
Era: Jedi Academy+ Damage: 260 (12D/13Dx2)
Scale: Snubfighter Ammo: 6 Enhanced Torpedoes/Launcher; (6 Shots)
Length: 12.5 meters The XJ is often looked upon as the best snubfighter that the
Skill: Starship piloting New Republic ever fielded. That’s not exactly accurate,
Crew: 1 & Astromech Droid (can coordinate) there have been plenty of fighters that have exceeded the
Crew Skill: Typically L6 XJ in some capacity or another. It’s just that it’s the most
Cargo Capacity: (157): 36.25 kilograms available recognizable “symbol” of the New Republic. The XJ is
Consumables: 7 days (70 credit refuel) often, the best and only snubfighter that pilots can aspire to
Cost: 142,400 (New); 106,800 (Used) gain access to. There are many other excellent choices of
Hyperdrive Multiplier: x1 snubfighters to pilot, the A-Wing III is at the top of the list
Nav Computer: No, uses Astromech Droid 10 Jumps as far as incredible dog fighters.
Maneuverability: +13 (4D+1)
Space: 13 It’s amazing, the XJ series still never quite reaches the
Atmosphere: 1,200 Km/H; 1,665 MPR overall level of performance, firepower and versatility of a
Hull: 59 (4D+2) less prominent snubfighter that existed... 30 years earlier.
Armor: 25; Ablation: 15 (1D) That fighter is the TIE Defender. Even into the Legacy
Shields: 40 (2D+2) Era, there is nothing that can hold a candle to the
Sensors: incredible performance of the TIE Defender. That is not
Passive: 40/0 even accounting for the fact that the TIE Defender receives
Scan: 70/+3 (1D) a number of refits and updates across it’s life cycle.
Search: 90/+6 (2D) -Baron Fel,
Focus: 4/+6 (2D) Empire of the Hand
Maximum: 180/-34
Weapons: For die hard supporters of the New Republic, the XJ Series
4 Medium Laser Cannons (Fire-Linked) X-Wing is the ride to aspire to pilot. It embodies all that
Fire Arc: Fore the New Republic would come to be. Corrupt, not good
Skill: Starship gunnery enough, decades behind technologically, too damn
Fire Control: 3D expensive, never the first to respond, always responding
Space Range: 1-3/12/25 too late and allowed the Vong to destroy the galaxy...
Atmosphere Range: 100-300/1.2/2.5 km -Wedge Antilles,
Damage: 70 (7D) New Republic General (Retired)
2 Proton Torpedo Launchers (Fire-Linked)
Fire Arc: Fore

585
Courage, Fidelity & Valiant Skill: Capital ship gunnery
Fire Control: 2D
Craft: Alderaanian Engineering: Thranta-class Corvette Space Range: 3-25/50/75
Affiliation: Alderaan / Rebel Alliance Atmosphere Range: 6-50/100/150 km
Era: Clone Wars+ (Re-Engineered) Damage: 80 (8D)
Type: Alderaanian Escort Corvette 10 Laser Cannons
Scale: Corvette; Hull as Frigate, Maneuver ½ Penalty Fire Arc: 2 Fore / 3 Port & Starboard / 2 Aft
Length: 75 meters Crew: 1
Skill: Capital Ship Piloting Skill: Starship Gunnery
Crew: 26, gunners: 25, skeleton 17/+3; Fire Control: 3D
Crew Skill: Typically 2D Space Range: 1-3/12/25
Passengers: 23 (troops) Atmosphere Range: 100-300m/1.2 km/2.5 km
Cargo Capacity: (750): 82 Metric Tons Available Damage: 44 (4D+2)
Consumables: 3 Months (58.3K Refit cost; ¾ Efficient)
Cost: 3.9 Million (New & Used) 4 Tractor Beam Projectors
Hyperdrive Multiplier: x2 Fire Arc: 1 Fore, 1 Port, 1 Starboard, 1 Aft
Hyperdrive Backup: x4 Crew: 1
Nav Computer: Yes Skill: Capital ship gunnery
Maneuverability: +1 (3D) Fire Control: 3D+2
Space: 9 Space Range: 1-5/15/30
Atmosphere: 900 Km/H (can land on planet); 1,250 MPR Atmosphere Range: 2-10/30/60 km
Hull: 640; 4 Locs (4D+2) Damage: 34 (3D+2)
Armor: 630/Loc / Ablation: 60 (4D) Tractor Defense: 3 Fore, Port, Starboard & Aft
Shields: 280/Loc (2D) Snubfighter Complement: Ventral Bay: 4 Snubfighters
Sensors:
Passive: 35/+3 (1D) Ground Compliment: 5 Medium Hover Tanks
Scan: 70/+6 (2D) Most of the Thranta-class vessels were scrapped when
Search: 140/+7 (2D+1) Alderaan demilitarized after the Clone Wars. Courage,
Focus: 5/+8 (2D+2) Fidelity, and Valiant were spared and assigned to escort the
Maximum: 280/-33 Alderaanian War Frigate Another Chance, which had been
Weapons: modified into an armory ship. Valiant was later recovered
6 Concussion Missile Tubes by Rogue Squadron during the Bacta War after being
Fire Arc: 6 Fore attracted to the beacon used by Tycho Celchu, which was
Crew: 1 the same one used by Another Chance.
Skill: Capital Ship Gunnery
Fire Control: 3D • Double armor and triple final durability
Space Range: 120 Space Units
Atmosphere Range: 240 km • The craft is efficient
Damage: 90 (9D) • Craft Never looses Armor Ablation, even after armor
Ammo: 15 per Launcher (3 Reloads/launcher in cargo) depletion.
Flack Defense: -5 Ammo = 9 Units Destroyed
The Rebel Alliance would go on to begin production of the
5 Heavy Double Turbolaser Batteries craft in limited numbers along with the War Frigate. It’s
Fire Arc: 5 Fore & 2 Aft, 1 Port/Starboard heavily armed and armored for it’s diminutive size.
Crew: 1

586
Alderaanian War Frigate Crew: 12
Skill: Capital ship gunnery
Craft: Alderaanian War Frigate Fire Control: 7D*
Affiliation: Alderaan / Rebel Alliance Space Range: 9-30/60/90
Era: Clone Wars+ (Re-Engineered) Atmosphere Range: 18-60/120/180 km
Type: Alderaanian War Frigate Damage: 1,200 (Extended Burst*); Rof: 2
Scale: Frigate; Maneuvers as Corvette, hull as Destroyer Ammo: Drops power to 3 systems randomly after 1st shot
Length: 250 meters 16 Quad Guns
Skill: Capital Ship Piloting Fire Arc: 4 Fore / Port / Starboard /Aft
Crew: 170, gunners: 77, skeleton 113/+3; Crew: 1
Crew Skill: Typically 3D Skill: Starship Gunnery
Passengers: 150 (troops) Fire Control: +15 (3D)
Cargo Capacity: (2,500): 93 Metric Tons Available Space Range: 1-3/12/25
Consumables: 1 year (1.1 Million Refit cost; ¾ Efficient) Atmosphere Range: 100-300m/1.2 km/2.5 km
Cost: 10.45 Million (New & Used) Damage: 50 (5D)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12 8 Tractor Beam Projectors
Nav Computer: Yes Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft
Maneuverability: -7 (2D+2) Crew: 1
Space: 8 Skill: Capital ship gunnery
Atmosphere: 800 Km/H (can land on planet); 1,110 MPR Fire Control: +15 (3D)
Hull: 1,090; 4 Locs (6D) Space Range: 1-5/15/30
Armor: 1,020/Loc; Ablation: 75 (5D) Atmosphere Range: 2-10/30/60 km
Shields: 490/Loc (2D+2) Damage: 40 (4D)
Sensors: Tractor Defense: 8 Fore, Port, Starboard & 8 Aft
Passive: 50/+3 (1D) Snubfighter Complement: 12 Z-95-AT, 12 Zebra II, 1
Scan: 80/+6 (2D) Ghtroc 720 Mark I - Covert Shroud (X-Wing)
Search: 160/+9 (3D)
Focus: 5/+11 (3D+2) Ground Compliment: 4 T-47’s, 3 Speeders, 2 AT-PT
Maximum: 320/-31 The Alderaanian War Frigate is a rare ship in the Rebel
Weapons: Alliance. There are only two known to exist, the “Another
12 Heavy Turbolaser Batteries Chance” which was the original ship salvaged from the
Fire Arc: 3 Port & Starboard, 3 Graveyard of Alderaan and a newly constructed vessel
Fore & Aft (displayed here). The plans for their construction were
Crew: 2 recovered and the Rebel Alliance, re-engineered and have
Skill: Capital ship gunnery since begun full scale construction. The two craft are not
Fire Control: 1D identical, the production model differs in a number of
Space Range: 3-25/50/75 ways. It is geared for mass production and carries a more
Atmosphere Range: 6-50/100/150 km more readily available armament. The ship was ahead of
Damage: 70 (7D) it’s time when introduced just prior to the Clone Wars.
12 Turbolaser Batteries Even now, it is a formidable multi-role military craft
Fire Arc: 3 Fore & Aft, 3 Port & Starboard capable of policing sectors and engaging warships twice
Crew: 2 it’s size.
Skill: Capital ship gunnery • Double Armor, Triple Final Armor Durability
Fire Control: 3D
Space Range: 3-25/50/75 • Armor Ablation remains ever after armor depleted
Atmosphere Range: 6-50/100/150 km • The craft is efficient
Damage: 40 (4D)
1 Burst Fire Ultra Heavy Ion Cannon
Fire Arc: Fore

587
Modular Task-Force Cruiser necessary. The basic design of the modular taskforce
cruiser is fairly simple. In its baseline configuration, the
Craft: Tagge Co. Shipyards Modular Task-force Cruiser ship consists of a command section, a life-support system,
Affiliation: Old Republic / Empire quarters for a skeleton crew, and an engineering section.
Era: Old Republic+ Since this is a support vessel, armament is light for its size.
Type: Multi-Function Support Tender On its own, the baseline configuration does little more than
Scale: Battleship; Maneuvers like Cruiser transport a small amount of cargo. The real purpose of this
Length: 1,150 meters framework is to carry mission-specific modules
Skill: Capital ship piloting Mission Function Modules, also known as "MFMs," are
Crew: 3,105, gunners: 100, skeleton: 2,588/+3 independent units which are attached to the skeleton of the
Crew Skill: Typically 4D modular taskforce cruiser. Each vessel carries one module,
Passengers: 4,916 (Support); 1,639 (Troops) however later models of the vessel are capable of carrying
Cargo Capacity: (11,500*): 1,108.75 metric tons n up to two modules simultaneously due to technological
Consumables: 3 Years (112.7 Million Refit) advances in miniaturization. In a single day at a shipyard
Cost: 17.3 Million (New); 13 Million (Used) or other properly outfitted facility, one module can be
Hyperdrive Multiplier: x3 removed, and a new module can be mounted and
Hyperdrive Backup: x7 connected to the vessel's life support, power, and
Nav Computer: Yes communications systems. Though the Imperial Navy had
Maneuverability: -18 (2D) long preferred to maintain a fleet of ships which each filled
Space: 4 a specific niche, this was an expensive policy which
Hull: 1,010: 4 Locs (3D+1) became progressively harder to maintain. After a report
Armor: 350/Loc; Ablation: 60 (4D) was commissioned on streamlining fleet operations, Tagge
Shields: 610/Loc (2D) Industries Shipyards Limited won the contract for a new
Sensors (Base): multi-role starship. The modular taskforce cruiser, already
Passive: 40/+3 (1D) having been in service with the Galactic Republic for
Scan: 75/+6 (2D) decades, was the logical choice and recipient of the
Search: 150/+9 (3D) contract.
Focus: 4/+14 (4D+2)
• Doubled Point Defense Guns
Maximum: 300/-31
Weapons: • Efficient: 25% Crew Savings. Converted to Support &
25 Turbolaser Batteries Troops (75% Support; 25% Troops).
Fire Arcs: 10 Fore, 5 Port, 5 Starboard, 5 Aft
Crew: 2
Multi Function Modules:
Hospital Module
Skill: Capital ship gunnery
Crew: 225 doctors, 400 nurses, 1,500 emergency medical
Fire Control: 3D
technicians, 1,000 medical droids
Space Range: 3-15/35/75
Passengers: 2,750 (bacta tanks), 1,000 (quarantine ward),
Atmosphere Range: 6-30/70/150 km 19,600 (patients)
Damage: 50 (5D) Cargo Capacity: +1,000 metric tons
50 Point Defense Turbolasers
Cost: +899.6 Million credits
Fire Arc: 10 Fore, 15 Port, 15 Starboard, 10 Aft
Cost Breakdown:
Crew: 1
Bacta: 33,000 Units (12 Units each Tank)
Skill: Starship Gunnery
Med Bays (10): 180 Units
Fire Control: 3D
Quarantine Ward: 1,000 Units
Space Range: 2-5/15/30
Patients: 9,800 Units (1/2 Cost)
Atmosphere Range: 200-500m/1.5/3 km Droids: 1,000 Units
Damage: 50 (5D) X 25,000 (Battleship Multiplier)
Snubfighter Complement: 32 TIE Craft, 12 Assault
Applied 80% Discount for mass production
gunboats, 12 Skypray Blast Boats, 48 Support Transports
Consumables Increase: +2,125 Crew; +40.9 Million to
The modular taskforce cruiser is a support vessel class MFM/Ship Refit for 5 Years
built by Tagge Industries Shipyards Limited first for the • Based off only the living crew, assume that ample
Galactic Republic and later the Empire. These ships consumables to sustain patients are already stocked.
function as a generic framework on which Mission
Function Modules are mounted and reconfigured as Outfitted with many tons of medical equipment and staffed
with thousands of medical droids and personnel, the
hospital module is used to assist in numerous types of
disaster situations.
Survey Module
Crew: 2,000 scouts, 1,500 techs, 5,000 droids
Cost: 1 million credits
Sensors:
Passive: 60/3D
Scan: 80/4D
Search: 175/5D
Focus: 6/5D+2

588
The survey module is designed for rapid planetary and
system exploration operations. Assisted by its complement
of air-speeders and droids, it is capable of completely
analyzing a planet, including surveying for natural
resources and good colony sites, within a standard day. It
can also plot viable hyperlanes from the survey location to
major trade routes. It cost one million credits and contains
over 100 air-speeders,.
Observation Module
Crew: 1,550 Intelligence officers & comm scan specialists
Cost: 6.3 million credits
Sensors:
Passive: 250/3D
Scan: 800/4D
Search: 1,500/5D
Focus: 18/6D
Note: The ship has 12 TIE fighters for defense and 500
probots and observation droids.
Designed for long-range espionage, this module carried
500 probe droids among its cargo, and was employed in
observation actions from outside the border of enemy
territory. It cost 6.3 million credits. It carried 12 TIE/LN
starfighters for defense. • At least ½ the technicians are Droids at any given time
Rescue Module Inquisition Module
Crew: 140 doctors, 1,000-4,000 technicians Crew: 100 Anti-Jedi / Purge Troopers / Inquisitors, 3,660
Cargo Capacity: 40,000 metric tons COMPForce/observation staff, 10,000 interrogation droids
Weapons: Cost: 425,000 credits
16 Advanced Tractor Beam Projectors Note: Holds 15,000 pre-fabricated disintegration
Fire Arc: 4/Arc chambers, two garrison bases, an Orbital Data Net Eraser
Crew: 1 unit, probes with sterilization spores, five cluster bombs
Skill: Capital ship gunnery with magnipulse bombs, and a complete orbital night-cloak
Fire Control: +30 (6D) system.
Space Range: 2-10/30/45 Used mainly to punish rebellious planets, the inquisition
Atmosphere Range: 4-20/60/90 km module was outfitted with equipment for mass executions,
Damage: 80 (8D) destroying a planet's information infrastructure, reinforcing
Tractor Defense: 32 Fore, 32 Port & Starboard, 32 Aft the Imperial Army presence on a world, or completely
Cost: ???????????????????? destroying the world's population if necessary.
The rescue module is used to assist in the aftermath of a Details:
space battle. The 40,000 metric tons of cargo capacity were
mainly dedicated to repair parts for starships, and the crew Notes:
included 2,130 technicians. Furthermore, there are While the ship may have been introduced in the Dark
advanced fabrication facilitates and molecular furnaces to Empire Comics, the core design has been spotted with
harness raw materials and salvage to produce replacement Clone Wars Era Old Republic markings. The Tagge
parts craft. The 140 doctors aboard would search for any Company has been established for centuries, thus I see no
survivors remaining in the area, and the technicians would reason why it should only be seen in the New Republic+
make whatever field repairs were possible to fly damaged timeline.
ships to the nearest friendly shipyard. Ships with this • The Rescue Module is the technological basis for the
module were intended to be paired with a hospital ship. Hajen Fleet Tender. The design was stolen, like
• Advanced Tractor beams hold a ship together while everything else the Rebels/New Republic acquires
repairs are being performed. The Tractor beams are so from anyone with prior Imperial Affiliations.
powerful that two used in tandem can grab onto a • Initial MFMs are 10,000 Units of Space (10,000 MT)
starship and bend it in two: Damage delivered is 160 • Advanced MFM’s appearing just prior to the Battle of
points per round, per pair of tractor beams employed. Endor gain a 50% enhancement in size and allow the
.. Up to 320 points maximum. Does not ignore Modular Task Force Carriers to equip two modules.
shields. These MFMs are 5,000 tons each.
• Hull damage repaired per round is a subset of the • Legacy Era vessels can carry up to three modules
tractor beams employed to repair the damaged arc. simultaneously due to refinements in technology.
The damage repaired is 8 points per hour, per tractor These MFM’s are 3,333 Metric Tons Each.
beam employed (1 point every 7.5 minutes per beam).
• Furthermore, the presence of the technical crew adds
an additional point (1) per thousand technicians
present (configurable up to 4,000).

589
Tector-class Star Destroyer Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Craft: Kuat Drive Yards' Tector Damage: 70 (7D)
Affiliation: Empire 100 Ion Cannon Batteries
Era: Rebellion Fire Arc: 30 Fore/Port/5 Aft &
Type: Ship of the Line 30 Fore/Starboard/5 Aft
Scale: Battleship Crew: 2
Length: 1,600 meters Skill: Capital ship gunnery
Skill: Capital ship piloting: Star Destroyer Fire Control: 4D
Crew: 11,520, gunners: 832, skeleton: 7,460/+12 Space Range: 1-10/25/50
Crew Skill: Typically 4D+2 Atmosphere Range: 2-20/50/100 km
Passengers: 2,425 (troops) Damage: 40 (4D)
Cargo Capacity: (25,300); 506 metric tons available
Consumables: 6 years (341.4 Million Refit Cost) 100 Light Laser Cannons
Cost: 259.3 Million (New); 259.3 Million (Used) Fire Arcs: 25 Fore, 25 Port, 25 Starboard, 25 Aft
Hyperdrive Multiplier: x1 Crew: 1
Hyperdrive Backup: x3 Skill: Starship Gunnery
Nav Computer: Yes Fire Control: 2D
Maneuverability: -24 (2D) Space Range: 1-3/12/25
Space: 7 Atmosphere Range: 100-300m/1.2/2.5 km
Hull: 2,410: 4 Locs (8D) Damage: 30 (3D)
Armor: 1,050/Loc; Ablation: 60 (4D) 16 Tractor Beam Projectors
Shields: 1,510/Loc (5D) Fire Arc: 4 Fore, 4 Port, 4 Starboard, 4 Aft
Backup Shields: 3,020 (10D) Crew: 2
Sensors: Skill: Capital ship gunnery
Passive 50/+3 (1D) Fire Control: 4D
Scan 100/+9 (3D) Space Range: 1-5/15/30
Search 200/+12 (4D) Atmosphere Range: 2-10/30/60 km
Focus 6/+14 (4D+2) Damage: 60 (6D)
Maximum: 400/-28 Tractor Defense: 24 Fore, 24 Port & Starboard, 24 Aft
Weapons:
100 Quad Heavy Turbolaser Batteries Lira Blissex took the design of the Imperial II, after being
Fire Arc: 50 Fore/Port/10 Aft & omitted from it’s design, and turned it into the Tector-class,
50 Fore/Starboard/10 Aft a starship that carries no support craft or ground forces and
Crew: 3 redirected all the tonnage to weaponry, shields and armor.
Skill: Capital ship gunnery The addition of backup shields, a design stolen from
Fire Control: 0D MonCal Shipwrights, is a stand out feature in addition to
Space Range: 3-15/35/75 point defense guns that would eventually find their way
Atmosphere Range: 6-30/70/150 km onto the Imperial III.
Damage: 100 (10D) Notes:
• It trades in all it’s support ships for 8,000 Tons
100 Heavy Turbolaser Batteries • It trades in 6,500 troops for another 1,300 Tons
Fire Arc: 50 Fore/Port/10 Aft & • Layered Armor: With 15x Durability
50 Fore/Starboard/10 Aft • Universal Dock capable of mass transferrring crew.
Crew: 2 • 6 Small, Shielded Hangars: 2 Possess TIE Shuttles, 2
Skill: Capital ship gunnery pairs of TIE/RC Fighters (4 total) and 2 with 1 Assault
Fire Control: 1D Shuttle each.

590
Umbaran Snubfighter Damage: 180 (8D/9Dx2)
Ammo: 14 per pod (14 Shots/Linked)
Craft: Umbaran Aerospace: Superiority Fighter The Umbaran starfighter appears odd when compared to
Affiliation: General / Separatist other starfighters of the galaxy in that it has no true cockpit
Era: Clone Wars (PE)+ (Discontinued?) to speak of, instead utilizing only a command chair
Type: Advanced Snubfighter surrounded by an energy shield. The chair itself was ray
Scale: Snubfighter and particle shielded. This command chair detaches from
Length: 10.38 meters the main fuselage and rests on the ground when the ship is
Skill: Starship Piloting not in use. The ship is controlled through a holographic
Crew: 1 interface that surrounds the pilot's hands and the pilot uses
Crew Skill: Varies Wildly hand gestures to control the ship. This can result in very
Cargo Capacity: (100): 0 kilograms available erratic flight patterns if the ship is to be piloted by those
Consumables: 5 days unfamiliar with the controls. Hardcase, while trying to
Cost: 183,600 (New); 263,925 (Used) pilot one, had crashed into several of the Republic's
Maneuverability: +15 (5D; Requires familiarity or -15) supplies, and destroyed part of the base. The ship itself
Space: 11.5 resembles a large ornamentation rather than a snubfighter
Atmosphere: 1,150 Km/H; 1,600 MPR with large triangular loop shaped wings that are backward
Hull: 50; 10/10/10/10/10; (1D+2) swept from the cockpit. There are also two smaller fins
Armor: None attached to the top of the ship above the command chair.
Shields: 60; Ablation: 75 (5D) The ship's engines are situated in a vertical configuration
Sensors: with three exhaust vents.
Passive: 20/+3 (1D) The ship's flight pattern is also unique when compared to
Scan: 30/+6 (2D) other snubfighters. Instead of requiring banks and turns to
Search: 60/+9 (3D) change orientation, the ship can remain stationary and
Focus: 6/+12 (4D) rotate in place, making it highly maneuverable, as
Maximum: 120/-31 demonstrated when two clone troopers flew two
Weapons: commandeered fighters haphazardly while attacking a
Plasma Cannon Umbaran mobile heavy cannon. It also means learning to
Fire Arc: Front (Chin Mounted) fly one is more challenging than more traditional
Skill: Starship gunnery starfighters, which, when combined with the also unique
Fire Control: 4D holographic interface, can end disastrously, as shown when
Space Range: 2-5/20/40 Hardcase attempted a test flight while still inside an
Atmosphere Range: 200-500m/2/4km Umbaran hanger.
Damage: 60 (6D) • Craft Easily Defies Star Wars Physics
2 Electromagnetic Pulse Missile Pods (Fire-Linked) • Holographic Controls require 150 hours of logged
Fire Arc: Front (one per wing) flight time for pilot familiarity. Mastery here adds
Skill: Starship gunnery +1D to craft maneuverability (+18/6D).
Fire Control: 4D • Craft is stage 1 prototype (-10% production cost)
Space Range: 30 Units • Hard Shields
Atmosphere Range: 30km

591
The Pulsar Skate It’s impossible that this:

Craft: Modified Baudo-class star yacht


Affiliation: General
Era: Rise of Empire
Type: Registered Courier
Scale: Transport
Length: 37.5 meters
Skill: Space transports: Baudo-class
Crew: 1 & 1 can coordinate, gunners: 1
Crew Skill: As Mirax Terrik
Passengers: 8
Cargo Capacity: 187.3 metric tons
Consumables: 2 Months (7,700 Credit Refuel cost)
Cost: Valued at 399,000 Credits
Hyperdrive Multiplier: x1
Hyperdrive Backup: x1
Nav Computer: Yes Is one of these:
Maneuverability: -3 (4D)
Space: 14
Atmosphere: 1,400 Km/H; 1,945 MPR
Hull: 60/Loc: 3 Locs (3D)
Armor: 55/Loc; Ablation: 45 (3D)
Shields: 70/Loc (3 Generators, 3D)
Sensors:
Passive: 32/+5 (1D+2)
Scan: 63/+8 (2D+2)
Search: 88/+14 (4D+2)
Focus: 4/+14 (4D+2)
Maximum: 176/-26
Weapons:
2 Light Laser Cannons (Fire-Linked)
Fire Arc: Fore (Nose mounted) • We call the Pulsar Skate an Old Republic model of the
Crew: 1 (Pilot) Baudo Starship line. They likely made other ships.
Skill: Starship Gunnery • Consider all systems to be modded to maximum
Fire Control: 3D+2 potential.
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5km • The craft has three main drive systems.
Damage: 56 (5D+2) • The Pulsar Skate and jump into Hyperspace at a Class
1 Corellian Quad Laser Cannon (Fire-Linked) ½ Hyperspace Multiplier if the pilot triggers both
Fire Arc: Ventral Turret Hyperdrive engines simultaneously. The Backup
Crew: 1 (Pilot or Co-Pilot can fire at -10) system is a Full Hyperdrive.
Skill: Starship Gunnery
Fire Control: 4D+2 • The Power core is wired like a mega Christmas Tree,
Space Range: 1-3/12/25 it is stable but at maximum capacity. The Skate can
Atmosphere Range: 100-300m/1.2/2.5km only maintain Class ½ Hyperspace speeds for short
Damage: 66 (6D+2) amounts of time (1 day or less). Otherwise the strain
The personal starship of Mirrax Terrik. The Pulsar Skate is of the two hyperdrive systems eventually overloads
a highly modified Old Republic starship that was the power core dropping all power to the ship
manufactured by the Baudo Corporation. The craft shares (stranding the ship in Otherspace). The craft requires
enough performance characteristics and control similarities no less than a week of repair work on the power core
with the new lineup of Baudo yachts that the flight controls in this event.
are interchangeable (a specialization in either craft allows
the pilot to fly either one equally well). • All Surfaces are Luxury & bedding is likewise

The Pulsar Skate is registered as a “legal” courier. It’s • Auto Chef, Galley, Lounge, Bar, Advanced
possibly one of the fastest “civilian” vessels in the galaxy. Entertainment Table, 4 refresher Booths
The craft has been substantially retrofitted adding an • Med Bay with Bacta Tank & 2-1B Droid
additional engine, both hyperdrives at Class one, armament
upgrades, shield upgrades, armor upgrades, etc. There is • Machine Shop (+6 Bonus)
no part of the craft that hasn’t already been upgraded to • Holonet Transceiver
maximum modification capacity.
• Fitness Room
• Armor Penalty to Maneuverability -9

592
Precursor Star Destroyer Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Craft: Kuat Drive Yards: Cantwell-class Damage: 30 (3D)
Affiliation: Empire 10 Tractor Beam Projectors
Era: Rise of Empire (Discontinued, Mothballed) Fire Arc: 3 Fore, 2 Port, 2 Starboard, 3 Aft
Type: Cantwell-class Star Destroyer Crew: 2
Scale: Cruiser; Maneuvers as Destroyer Skill: Capital ship gunnery
Length: 800 meters Fire Control: +20 (4D)
Skill: Capital ship piloting: Star Destroyer Space Range: 1-5/15/30
Crew: 2,511, gunners: 140, skeleton: 1,620/+3 Atmosphere Range: 2-10/30/60 km
Crew Skill: Never Officially Fielded Damage: 60 (6D)
Passengers: 1,782 (troops) Tractor Defense: 18 Fore, 12 Port & Starboard, 18 Aft
Cargo Capacity: (8,000): 95 metric tons available
Consumables: 3 Years (51.2 Million Refit cost) Snubfighter Complement: 3 squadrons of TIE Craft, 4
Cost: 29 Million (New & Used) Assault Gunboats, 4 Skypray Blastboats, 3 TIE Shuttles
Hyperdrive Multiplier: x1 Ground Compliment: 6 AT-AT, 8 AT-ST, 12 TIE/Gt, 4
Hyperdrive Backup: x5 Speeder Bikes, 8 Heavy Hover Tanks, 4 Landing Barges, 1
Nav Computer: Yes Small Prefab Garrison
Maneuverability: -12 (3D)
Space: 8 KDY had a number of development projects for the
Atmosphere: 1,000 Km/H (can land); 1,385 MPR Empire. The basis for the Imperial I was the Cantwell
Hull: 1,585: 4 Locs (7D) Class Star Destroyer. This craft is efficient, like the
Armor: 350/Loc; Ablation: 60 (4D) Victory class and can even land on a planet. However,
Shields: 910/Loc; Mitigation: 20 (4D) Lira Blissex stole the design basis and doubled the size of
Sensors: the vessel (introducing inefficiency). Everything from the
Passive 50/+3 (1D) sensors to the weapons (doubled) would debut in the
Scan 100/+9 (3D) Imperial I, scaled up to 1,600 meters. Only four of them
Search 200/+12 (4D) were ever built. The first prototype had numerous flaws,
Focus 6/+14 (4D+2) the second was nearly perfect and the last two were
Maximum: 400/-28 production models that were mothballed right after the
Weapons: second completed. Cantwell would be pulled into Blissex’s
30 Turbolaser Batteries design team and watch as his life’s work was bastardized
Fire Arc: 15 Fore/Port/5 Aft & and expanded into the maintenance nightmare of the
15 Fore/Starboard/5 Aft Imperial I. He would never receive formal recognition.
Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 50 (5D)
30 Ion Cannon Batteries
Fire Arc: 15 Fore/Port/5 Aft &
15 Fore/Starboard/5 Aft
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D+2

593
Wraith-Class Super Star Destroyer Space Range: 120 Units
Atmosphere Range: 240 km
Craft: Kuat Drive Yards' Super Star Destroyer Damage: (90) 9D
Affiliation: Empire: Jedi Inquisitor Jerec Ammo: 135 Per Launcher
Era: Rebellion Flack Defense: -500 Ammo = 900 Units Destroyed
Type: Unique Command Ship / Naval Only / Ship Killer 80 Tractor Beam Projectors
Scale: Super Capital; Maneuvers as Dreadnought Fire Arc: 10/Arc
Length: 8,000 meters Crew: 1
Skill: Capital ship piloting Skill: Capital ship gunnery
Crew: 52,500, gunners: 2,580 ,skeleton: 30,000*/+9 Fire Control: 4D
Crew Skill: Typically 4D-6D Space Range: 1-5/15/30
Passengers: 45,000 (troops) Atmosphere Range: 2-10/30/60 km
Cargo Capacity: (40,000*): 330 metric tons Damage: 60 (6D)
Consumables: 31 years (12 Billion Refit) Tractor Defense: 60 Per Arc (8)
Cost: Unique; Estimated: 1.2 Billion+
Snubfighter Complement: 32 squadrons of TIE Craft, 36
Hyperdrive Multiplier: x1
Assault gunboats, 36 Skypray Blastboats, 12 Lambda
Hyperdrive Backup: x4
Shuttles, 24 Sentinel Shuttles, 36 Gamma Assault Shuttles
Nav Computer: Yes
Maneuverability: -36 (0D) Ground Support Units: 4 Landing Barges, 8 AT-AT, 8 AT-
Space: 6 ST, 12 Military Speeder Bikes, 2 Prefab Garrisons, 2 Light
Hull: 4,810: 8 Locs (8D) Prefab Garrisons, 2 Floating Fortresses, 18 TIE/GT
Armor: 1,020/Loc; Ablation: 75 (5D)
Shields: 4,810/Loc (8D) The Wraith Class Super Star Destroyer is a rare sight
Sensors: among the already rarely seen Super Capital ship
Passive 80/+6 (2D) classification. The ship was commissioned to act as a
Scan 160/+12 (4D) “inexpensive” version of the traditional Super Star
Search 320/+18 (6D) Destroyer. The cost cutting methodology of the design
Focus 10/+21 (7D) effectively eliminates almost half the base design’s mass,
Maximum: 640/-22 making the craft more dagger like. It loses some of the
Weapons: structural integrity that the traditional Supers have. The
500 Quad Heavy Turbolaser Batteries Wraith Class Super Star Destroyer is generally configured
Fire Arc: 200 Fore, 125 Port, 125 Starboard, 50 Aft as a ship killer, however, it is more than capable of
Crew: 2 carrying ground support units. Though this compliment
Skill: Capital ship gunnery tends to be ½ or less than that of standard Super Star
Fire Control: 3D Destroyers. The Cargo capacity of the design has been
Space Range: 3-15/35/75 reduced by 50% as a cost cutting measure. Though the
Atmosphere Range: 6-30/70/150 km enhanced ship to ship capabilities tend to offset this
Damage: 100 (10D) savings by a high degree.
500 Quad Ion Cannon Batteries Notes:
Fire Arc: 100 Fore, 50 Port, 50 Starboard, 50 Aft • ½ the Cargo Capacity Available to a ship of it’s class.
Crew: 2
Skill: Capital ship gunnery • Crew Complement reduced by ½ as a result of the loss
Fire Control: 4D of superstructure.
Space Range: 1-10/25/50 • 30% loss of structural durability compared to standard
Atmosphere Range: 2-20/50/100 km Super Star Destroyers.
Damage: (60) 6D
• Cost savings resultant from streamlined design: 20%
500 Concussion Missile Launchers reduction in cost calculations.
Fire Arc: 50 Fore, 75 Port, 75 Starboard, 50 Aft
Crew: 1 • Armor has double durability, it’s layered because the
Skill: Capital ship gunnery ship’s role is that of a ship killer.
Fire Control: 3D

594
Executor Super Star Destroyer Ammo: 480 Per Launcher
Flack Defense: -500 Ammo = 900 Units Destroyed
Craft: Kuat Drive Yards' Super Star Destroyer 80 Tractor Beam Projectors
Affiliation: Empire Fire Arc: 5/Arc
Era: Rebellion Crew: 1
Type: Sector Command Ship Skill: Capital ship gunnery
Scale: Mega Capital Fire Control: 3D
Length: 17,000 meters Space Range: 1-5/15/30
Skill: Capital ship piloting Atmosphere Range: 2-10/30/60 km
Crew: 275,400, gunners: 2,580, skeleton: 153,000/+9 Damage: 60 (6D)
Crew Skill: Typically 6D-8D Tractor Defense: 30 Per Arc (16)
Passengers: 244,800 (troops)
Snubfighter Complement: 45 squadrons of TIE Craft, 24
Cargo Capacity: (170,000): 730 metric tons available
Assault gunboats, 24 Skypray Blastboats, 8 Lambda
Consumables: 66 Years (133.3 Billion Refit)
Shuttles, 24 Gamma Assault Shuttles, 2 Raider Corvettes,
Cost: 1.32 Billion (New & Used)
2 Assassin Corvettes, 1 Star Galleon, 10 Orbital Night
Hyperdrive Multiplier: x1
Cloaks
Hyperdrive Backup: x5
Nav Computer: Yes Ground Compliment: 80 AT-AT, 80 AT-ST, 48 TIE/Gt,
Maneuverability: -54 (0D) 48 Speeder Bikes, 48 Med Hover Tanks, 48 Heavy Hover
Space: 4 Tanks, 4 Prefab Garrisons, 12 Chariot Command Speeders,
Hull: 12,010: 16 Locs (10D) 12 Floating Fortresses, 24 Landing Barges, 48 LAAT/II
Armor: 510/Loc; Ablation: 75 (6D)
Shields: 12,010/Loc (10D) The ultimate expression of Imperial Power during the time
Sensors: of the Galactic Empire. This is Lord Vader’s personal
Passive 75/+6 (2D) Command Ship and the craft that fell out of the orbit of the
Scan 150/+12 (4D) Second Death Star and crashed into it. That collision,
Search 300/+18 (6D) alone, would have eventually destroyed the Death Star.
Focus 8/+21 (7D) The Rebels just finished the job faster targeting the central
Maximum: 600/-22 reactor core an it’s power modulation tower.
Weapons:
500 Quad Heavy Turbolaser Batteries This is, effectively the last and largest Super Star Destroyer
Fire Arc: 200 Fore, 125 Port, 125 Starboard, 50 Aft anyone would tangle with until the Emperor reborn made
Crew: 2 himself known around the time of “Dark Empire”. It was
Skill: Capital ship gunnery long suspected that this was Lira Blissex’s final Star
Fire Control: 1D Destroyer Design. However, later the New Republic
Space Range: 3-15/35/75 would encounter the Eclipse Star Destroyer. A craft so
Atmosphere Range: 6-30/70/150 km large that it would make the Executor look like a toy by
Damage: 100 (10D) comparison.
500 Ion Cannon Batteries The Executor has a modest increase in armament, doubling
Fire Arc: 100 Fore, 50 Port, 50 Starboard, 50 Aft it’s Ion Cannons and Concussion Missile Launchers. It’s
Crew: 2 Quad Heavy Turbolasers would remain the same. Where
Skill: Capital ship gunnery the Executor shines is in it’s overall craft and siege
Fire Control: 2D complement. The ship comes close to doubling much of
Space Range: 6-20/40/60 what the standard Super Star Destroyer carries.
Atmosphere Range: 12-40/80/120 km Effectively, the Executor carries it’s own small sector fleet.
Damage: 30 (3D)
500 Concussion Missile Launchers • Internal Capital Ships: Meter Rating of the Ships x
Fire Arc: 50 Fore, 75 Port, 75 Starboard, 50 Aft 100 = Units of space utilized
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 120 Units
Atmosphere Range: 240 km
Damage: 90 (9D)

595
World Devastators project out right. But, armed with irrevocable
funding writs Leth was determined to see just
No sooner was the original Death Star destroyed how far his talent could take him. No matter the
than the Emperor, from his throne on Coruscant, cost.
decreed another should be built. Even as this The Design
second Death Star was being assembled, Umak The amount of coordination needed to run and
Leth, Chief Engineer to the Emperor, came to his maintain a World Devastator's myriad functions
master with a new design for a molecular furnace is a challenge to the most able crew. Rather than
that could break down the physical structure of rely on countless individual Droids, Leth opted
matter. There had been devices of this type for for high-functioning Droid brains directed by one
years, on Coruscant in particular. On this ancient highly advanced learning machine. This allowed
world, these machines razed older buildings, reaching a level of automation unparalleled in
recycled the crumbling masonry and any previous Imperial vessel. Even the Old
transparisteel, and left gleaming new spires in Republic had never created a vehicle of this level
their places. The technology had also been of complexity. A new generation of highly
incorporated into mining Droids for many advanced computers handled the major functions
centuries. Leth's model was different. It had a of the World Devastators. The secret of these
much more sophisticated way of magnetically titanic weapons is that they are not vehicles in
separating matter into constituent elements, then the traditional sense at all. All higher systems,
shaping them with sophisticated force beams and like life support and defense, function in the
automata. same manner as standard Imperial craft, with
Pleased with this development, the Emperor weapons crewed by organics. However, the
agreed to fund further study with one caveat: a factories arid production systems are controlled
way must be found to harness this device to by artificially intelligent computer brains. The
handle the industrial needs of the Empire. After World Devastators are enormous Droids: the
months of work, Leth perfected a design concept crew, technicians and slaves live in special
that would take hold of an object with tractor compartments inside. They perform the
beams and draw it into the molecular furnace. programming and feed information to the central
Shattering chemical bonds with intrinsic force brains, but once this is done, the Devastators
negators, the materials could be stored in force operate freely within their designated parameters.
bubbles of thallium, cadmium, impervium and When armed and shielded, a World Devastator is
other metals. Presenting this idea to the nearly immune to attack. Even as enemies throw
Emperor, he was pleased with the reaction. The their resources at it, it would take them up and
second Death Star project was proceeding well devise new weapons to hurl at its targets. The
and plans were made for the Emperor to first such Devastator, the Silencer-1, began
personally supervise its completion. Palpatine construction in secret at the newly reopened
gave specific orders to begin work on a weapons shipyard in orbit around Thomork. Closed years
platform to be constructed around the molecular ago because of a new strain of contagious hive
furnace. It was to be self-sustaining and capable virus, the system had taken on the dark
of enormous destruction. reputation of a massacre site. The Emperor's
agents had to kill over 450 people to make their
In funding Leth's project, Palpatine cleverly story hold.
exploited his engineer's ambition to exceed the
great Bevel Lemelisk. Since he replaced The Master Control Signal
Lemelisk as Master of Imperial Projects, he Considering the awesome destructive capability
craved the opportunity to make a lasting mark of of these weapons, they would be a formidable
his own; the shadow of Lemelisk's Death Star threat if one were to go haywire or fall into
had to be overcome. To succeed where the enemy hands. Some previous Imperial combat
Death Star had failed would be quite an droids had done just that. One memorable
achievement and earn him a place in Imperial example was an assassin Droid that killed most
history. In doing so. he was also fulfilling long of the audience at a swoop tournament while
held and secret plans of the Emperor himself. pursuing a single target (this incident led to
assassin droids being "officially" outlawed).
Of course, the Emperor's presumed death might Obviously, precautions had to be taken.
have been expected to slow the work or kill the
Therefore, a special coded override circuit, the mechanism long enough for repairs to be made.
Master Control Signal, is hardwired into the
Construction
main system of each World Devastator. This
While standardization and interchangeability are
circuit responds only to a special HoloNet
hallmarks of Imperial technology policy, the
hyperchannel frequency originating from Byss.
World Devastator is unique among Imperial war
It utilizes new HoloNet frequencies and is
machines in that no two of them are identical.
broadcast at all times. It is responsible for
This is because they are not assembled by Droids
coordinating the functions of all the Devastators
and techs: they assemble themselves. In effect,
in a single battle group. The signal was a highly
they build themselves while in operation. All
guarded secret in the entire Imperial arsenal
World Devastators begin as virtually identical
because with it one can override all commands
machines. They have a basic brain core,
from the bridge. In case of emergency, it is
although individual machines may have
possible to temporarily shut down the entire

597
specialized programming for specific functions. invalidates the Tarkin Doctrine that spawned
Each World Devastator has sensor webs, factory them. The World Devastator actually improves
maintenance subsystems and cognitive defensive its effectiveness by virtue of its self-contained
subroutines. Once these powerful processors are nature. Cannibalizing what it needs and refining
brought on line, they are attached to the the materials to make new vehicles and fighters,
fabrication units and molecular furnaces. The Devastators are excellent weapons. The amount
fabrication units include machining scanners, of time it takes to lay waste to a planet may be
robotic lathes and automated assembly lines to quite long compared to the instantaneous
turn the raw materials into weapons, droids and destruction of a planet with the superlaser, but
combat vehicles. The computer and the initial the World Devastator wastes nothing. Raw
fabrication units are supported by a framework, materials are molecularized and siphoned off to
called an endoskeleton, which determines the the fabrication plants deep in the bellies of these
Devastator's final shape. The molecular furnace behemoth constructs. Subsidiary computers hold
and its attendant software, which is responsible design specifications for dozens of different robot
for breaking down raw materials, is also attached fighters, battlespeeders and automated tanks.
to the endoskeleton in the initial construction Based on priorities assigned by the commander,
phase. the master technicians set production levels and
assembly schedules.
Once the endoskeleton is assembled, the proto-
Devastator is allowed to run under supervision With so many interconnected computer systems,
for a few weeks. Fed a steady supply of slag a realignment of assembly priorities can take
metals and raw ores, it atomizes them all and several hours. Once the computers have the
begins churning out parts, including additional designs on-line, the great internal factories can
body sections, weapons for the Devastator and begin working on the fabrication. As the first of
larger assembly lines. While the endoskeletons the elements and alloys are channeled by force
of all Devastators look identical during this early field into the forming chambers, they are shaped
phase, subtle differences become apparent as the and formed, molded by robot manipulators and
machines build themselves. After the first stages welded, cut, stamped and tooled into the
of construction, the World Devastator is normally necessary parts. The parts are then moved to the
only a few hundred meters at a side; it is in its assembly lines, where droids, workers and slaves
"adolescence." The World Devastator will now begin assembling the new machines to
be sent into battle, where all further development correspond to the selected patterns. The two
will occur. At this stage, the Devastators are at most important individuals in the on-board
their most vulnerable. The new machines attack factories are the Calibration Engineer, who
in groups to maximize battle effectiveness and maintains the furnace temperature and force field
gather enough materials to increase their size and siphons, and the Assembly Commander, who
produce vehicles, starships and other vital must oversee the actual production to peak
weapons. This is where the self-improvement efficiency.
programming comes into play. The longer a
During a battle situation, the commander may
Devastator functions, the more it improves and either rely on the built-in turbolasers, ion
modifies itself, growing larger and more lethal.
cannons or other weapons, or he may begin
As individual units grow larger, the battle
charging up the battle craft the Devastator
squadron splits into smaller and smaller groups.
manufactures. Many of these are automated craft
Theoretically, a single Devastator could
that are controlled by combat technicians from
eventually become large enough to strip a planet
the bridge. Alternatively, the Devastators work in
unaided in a few weeks or even days. Neither
tandem with heavily armored military transports
Umak Leth nor his technicians have any idea
that ferry the many pilots and crew members
what the upper limit to a Devastator's growth is.
necessary to operate any manned vehicles that
Functions are built. The World Devastator uses a series of
Perhaps nothing so characterized the nature of tractor beam projectors to direct materials into
Palpatine's New Order as much as the Tarkin the maw of the molecular furnace, which has a
Doctrine. It is still one of the underlying layer of plasma shields around it to protect the
principles by which the Empire governs. While World Devastator itself. The sun-hot maw of the
both Death Stars were destroyed, this in no way molecular furnace at the front, bottom or rear of

598
a World Devastator can break down any additional minor computing stations (for various
structure, from bare mountainside to starship to functions) scattered throughout the vehicle,
gleaming city. Even starships aren't immune to including at each weapon emplacement, on the
the effect, as demonstrated by the fate of the assembly lines and at the molecular furnaces.
Rebel Star Destroyer Emancipator. World
Devastators can also devour barren planetoids The various assembly lines, hangars, armories
and asteroids, destroyed vehicles and ships or and power cores are built around the computer
any other source of metals, plastics and other core and placed throughout new levels. The
components. Depending on the mineral wealth interior of each World Devastator is unique, so
of the victim planet, the World Devastator's exact placement of components varies from
factories may create a surplus of finished goods; machine to machine. All levels directly above
these are shipped to other warships or industrial the computer cortex will remain unchanged as
worlds for processing. The World Devastators the machine modifies itself. However, as the
are not currently capable of reproducing the machine grows, additional customized levels are
computer cores and fabrication equipment it added below and behind the computer core, what
takes to make more Devastators, but in time, results is a thoroughly unique war machine.
even that problem could be surmounted.
When materials are funneled through the
Structure molecular furnaces, the molten materials travel
While the specific layout of each Devastator is into the separation lattices. Selective ionizing
different, there are certain features common to all grids filter specific elements and particles out and
of them. The control bridge, usually located on condense and purify them. The materials are then
the top of the Devastator, houses the centralized cooled and stored in force field spheres (which
computers in a command module. The upper can be transferred to cargo ships) or transferred
three levels are usually arranged as quarters and directly to the fabricators. Finished goods are
recreation areas for the commander, his crew and hauled up to storage areas adjacent to launching
all troops and technicians aboard the vessel. The decks and hangar bays. Overall, the World
main computer cortex is directly attached to the Devastators are among the most devastating
endoskeleton, underneath the command module weapons ever created by the Empire. They
and living quarters. The cortex is at the heart of combine the horrors of modern weaponry with
the endoskeleton, which stretches between the the efficiency of mass production, giving the
four support and thruster columns, which house Empire almost unlimited potential for weapons
the sunlight and hyperspace engines. The central manufacture.
computer core occupies nearly 20 levels, with

599
Silencer-1 Skill: Capital ship gunnery
Fire Control: 4D
Craft: Imperial Engineering: World Devastator Space Range: 1-5/15/30
Affiliation: Empire Atmosphere Range: 2-10/30/60 km
Era: Dark Empire Damage: 60 (6D)
Type: World Devastator / Super Weapon Tractor Defense: Lacks the Tactics to employ it
Scale: Battlestation: Up-scaled Dreadnought Molecular Furnace
Length: 4,800 meters; 2,250 Meters Tall
Skill: Capital ship piloting Snubfighter Complement: 24 squadrons of TIE-D
Cargo Capacity: (12,000*): 6,360 metric tons available
Consumables: Infinite • All ammo is considered to be effectively
Hyperdrive Multiplier: x6 infinite since the World Devastator can
Hyperdrive Backup: x20 replenish itself by breaking down
Nav Computer: Yes materials and fabricating any and all
Maneuverability: -36 (0D) essential materials
Space: 5
Atmosphere: 400 Km/H (can land on planet); 555 MPR • ¼ Cargo Space due to Molecular
Hull: 40,010: 8 Locs (10D+2) Furnace and Automated Factory.
Armor: 1,150/Loc; Ablation: 105 (7D)
Shields: 25,010/Loc (6D+2) • Consumables are Infinite due to it’s
Sensors: ability to replenish itself.
Passive 60/+5 (1D+2)
Scan 130/+11 (3D+2) • Doubled it’s listed Weapons
Search 260/+13 (4D+1)
Focus 8/+15 (5D) • Silencer-1 can create endless Assassin
Maximum: 520/-27 Droids to combat Intruders. Initial Batch:
Weapons: 1 Dozen: Dex 2D: Gunplay 2D, Str 2D;
500 Turbolaser Batteries Increase Stats and Skills by +1D for the
Fire Arc: 100 Fore, 50 Port, 50 Starboard, 50 Aft
Crew: 3 next wave of the droids and the following
Skill: Capital ship gunnery waves will follow suit until they reach 5D
Fire Control: 4D Skill and Attributes. On Wave 2, 4 & 6
Space Range: 3-15/35/75 add 1D of Armor protection to the droids.
Atmosphere Range: 6-30/70/150 km
Damage: 50 (5D)
600 Point Defense Blaster Cannons
Silencer-1 AI Profile
Fire Arc: 100 Fore, 100 Port, 100 Starboard, 100 Aft Silencer 1 can only executes one Full
Crew: 1 Defensive Action per Round, movement is
Skill: Starship Gunnery
Fire Control: 2D
free (always full defensive).
Space Range: 1-5/10/18 Free Actions: 4; Silencer 1 can execute 4
Atmosphere Range: 100-500m/1.0/1.8 km Full Actions as if they were Free Actions.
Damage: 80 (8D)
Ammo: Infinite Free Action Examples:
320 Proton Cannons
Fire Arc: 40 Fore, 40 Port, 40 Starboard, 40 Aft • Fire an Entire Group of Weapons
Crew: 2 • Create anti boarding drones
Skill: Capital ship gunnery
Fire Control: 1D • Launch TIE-Fighters
Space Range: 4-24/60/120 • Engage Molecular Furnace (1 per round
Atmosphere Range: 8-48/120/240 km of operation)
Damage: 80 (8D)
Ammo: Infinite Torpedoes Per Launcher Force Points: 1
Flack Defense: (Lacks the Tactics to employ it)
90 Ion Cannon Batteries Character Points: 15
Fire Arc: 15 Fore, 5 Port, 5 Starboard, 5 Aft Vehicle Defense: 15
Crew: 2
Skill: Capital ship gunnery DEXTERITY 2D
Fire Control: 2D+2
Space Range: 1-10/25/50 KNOWLEDGE 2D
Atmosphere Range: 2-20/50/100 km Planetary Systems 6D
Damage: 30 (3D)
45 Tractor Beam Projectors MECHANICAL 5D
Fire Arc: 15 Fore, 10 Port, 10 Starboard, 10 Aft Navigation 2D: Astrogation 4D
Crew: 10 Capital Ship AP

600
repulsorlift operation 5D droid engineering (A) 7D
starship piloting 2D: World Devastator droid programming 11D
operation 3D repulsorlift engineering (A) 5D
starship gunnery 2D repulsorlift repair 9D
starship shields 2D security 2D
walker engineering (A) 6D
PERCEPTION 2D
walker repair 7D
Search 6D
STRENGTH 2D (Snubfighter, internal brain) Silencer 1 is sentient enough to posses and
TECHNICAL 6D utilize a Force Point! I can also spend up to
Computer programming/repair 4D 15 Character Points in a round…
Silencer-7 Skill: Capital ship gunnery
Fire Control: 4D
Craft: Imperial Engineering: World Devastator Space Range: 1-5/15/30
Affiliation: Empire Atmosphere Range: 2-10/30/60 km
Era: Dark Empire Damage: 60 (6D)
Type: World Devastator / Super Weapon Tractor Defense: Lacks the Tactics to Employ
Scale: Mega Capital: Up-scaled Dreadnought
Length: 3,200 meters; 1,500 Meters Tall Molecular Furnace
Skill: Capital ship piloting Snubfighter Complement: 12 squadrons of TIE Craft D
Cargo Capacity: (8,000): 5,215 metric tons available
Consumables: Infinite • Doubled it’s listed Weapons
Hyperdrive Multiplier: x6
Hyperdrive Backup: x20 • Silencer-7 can create endless Assassin
Nav Computer: Yes Droids to combat Intruders. Initial Batch:
Maneuverability: -36 (0D) 1 Dozen: Dex 1D: Gunplay 1D, Str 1D;
Space: 5 Increase Stats and Skills by +1D for the
Atmosphere: 400 Km/H (can land on planet); 555 MPR next wave of the droids and the following
Hull: 10,010: 6 Locs (8D+1)
Armor: 600/Loc; Ablation: 90 (L6) waves will follow suit until they reach 5D
Shields: 5,210/Loc (4D+1) Skill and Attributes. On Wave 3, 6 & 9
Sensors: add 1D of Armor protection to the droids.
Passive 55/+3 (1D)
Scan 125/+10 (3D+1) Silencer-7 AI Profile
Search 250/+12 (4D)
Focus 6/+14 (4D+2) Silencer 7 is full defensive, always like
Maximum: 500/-28 Silencer 1. Movement is free.
Weapons:
250 Turbolaser Batteries Free Actions: 3; (as Silencer 1)
Fire Arc: 100 Fore, 50 Port, 50 Starboard, 50 Aft
Crew: 3 Character Points: 10
Skill: Capital ship gunnery Vehicle Defense: 12
Fire Control: 4D
Space Range: 3-15/35/75 DEXTERITY 1D
Atmosphere Range: 6-30/70/150 km
Damage: 50 (5D) KNOWLEDGE 1D
400 Point Defense Blaster Cannons Planetary Systems 5D
Fire Arc: 100 Fore, 100 Port, 100 Starboard, 100 Aft
Crew: 1 MECHANICAL 4D
Skill: Starship Gunnery Navigation 2D: Astrogation 4D
Fire Control: 2D Capital Ship AP
Space Range: 1-5/10/18 repulsorlift operation 4D
Atmosphere Range: 100-500m/1.0/1.8 km
Damage: 80 (8D) Starship Piloting 1D: World Devastator
Ammo: Infinite operation 2D
160 Proton Cannons starship gunnery 1D
Fire Arc: 40 Fore, 40 Port, 40 Starboard, 40 Aft starship shields 1D
Crew: 2
Skill: Capital ship gunnery PERCEPTION 1D
Fire Control: 1D Search 5D
Space Range: 4-24/60/120
Atmosphere Range: 8-48/120/240 km STRENGTH 1D (Walker, Internal Brain)
Damage: 80 (8D)
Ammo: Infinite Torpedoes Per Launcher TECHNICAL 6D
Flack Defense: -Lacks the Tactics to Employ Computer programming/repair 2D
30 Ion Cannon Batteries droid engineering (A) 6D
Fire Arc: 15 Fore, 5 Port, 5 Starboard, 5 Aft droid programming/Repair 5D
Crew: 2 repulsorlift engineering (A) 3D
Skill: Capital ship gunnery
Fire Control: 2D+2 repulsorlift repair 5D
Space Range: 1-10/25/50 security
Atmosphere Range: 2-20/50/100 km walker engineering (A) 4D
Damage: 30 (3D) walker repair 3D
15 Tractor Beam Projectors
Fire Arc: 10 Fore, 2 Port, 2 Starboard, 1 Aft
Crew: 10

602
603
Inquisitor-4 Snubfighter Complement: 13 squadrons of TIE-D
• Doubled it’s listed Weapons
Craft: Imperial Engineering: World Devastator
Affiliation: Empire • Inquisitor 4 can create endless Assassin
Era: Dark Empire Droids to combat Intruders. Initial Batch:
Type: World Devastator / Super Weapon 1 Dozen: Dex 1D: Gunplay 1D, Str 1D;
Scale: Super Capital: Up-scaled Dreadnought
Length: 1,700 meters; 900 Meters Tall Increase Stats and Skills by +1D for the
Skill: Capital ship piloting next wave of the droids and the following
Cargo Capacity: (47,000): metric tons waves will follow suit until they reach 5D
Consumables: Infinite Skill and Attributes. On Wave 4, 7 & 10
Hyperdrive Multiplier: x6 add 1D of Armor protection to the droids.
Hyperdrive Backup: x20
Nav Computer: Yes
Maneuverability: -36 (0D) Inquisitor-4 AI Profile
Space: 5 Inquisitor 4 is always full defensive just like
Atmosphere: 400 Km/H (can land on planet); 555 MPR
Hull: 8,000; 6 Locs (6D+2)
it’s other two counterparts, movement is
Armor: 510/Loc; Ablation: 75 (5D) still free.
Shields: 2,210/Loc (3D+2) Free Actions: 2; (as Silencer 1)
Sensors:
Passive 35/+3 (1D) Character Points: 5
Scan 105/+8 (2D+1)
Search 210/+9 (3D) Vehicle Defense: 9
Focus 4/+14 (4D+2)
Maximum: 420/-31 DEXTERITY 1D
Weapons:
80 Turbolaser Batteries KNOWLEDGE 1D
Fire Arc: 50 Fore, 25 Port, 25 Starboard, 25 Aft Planetary systems 4D
Crew: 3 MECHANICAL 3D
Skill: Capital ship gunnery
Fire Control: 4D Navigation: Astrogation 1D+2
Space Range: 3-15/35/75 Capital Ship AP
Atmosphere Range: 6-30/70/150 km repulsorlift operation 1D
Damage: 50 (5D) starship piloting 2D: World Devestartor
80 Point Defense Blaster Cannons Operation: 4D
Fire Arc: 50 Fore, 50 Port, 50 Starboard, 50 Aft
Crew: 1 starship gunnery 2D
Skill: Starship Gunnery starship shields 2D
Fire Control: 2D
Space Range: 1-5/10/18 PERCEPTION 1D
Atmosphere Range: 100-500m/1.0/1.8 km Search 5D
Damage: 60 (6D)
Ammo: Infinite
STRENGTH 1D (Speeder, Internal Brain)
30 Proton Cannons TECHNICAL 3D+1
Fire Arc: 20 Fore, 20 Port, 20 Starboard, 20 Aft Computer programming/repair 2D+1
Crew: 2
Skill: Capital ship gunnery droid engineering (A) 4D
Fire Control: 1D droid programming/repair 4D
Space Range: 4-24/60/120 repulsorlift engineering (A) 3D+2
Atmosphere Range: 8-48/120/240 km repulsorlift repair 4D+2
Damage: 80 (8D) security 1D
Ammo: Infinite Torpedoes Per Launcher
Flack Defense: -Lacks the Tactics to Employ
10 Tractor Beam Projectors Inquisitor 4 is fledgling World Devastator that
Fire Arc: 10 Fore, 2 Port, 2 Starboard, 1 Aft hasn’t had enough combat experience to
Crew: 10 fully enhance itself and it’s skill-set. This
Skill: Capital ship gunnery particular AI must be single minded and take
Fire Control: 4D
Space Range: 1-5/15/30 time when performing certain exercises (like
Atmosphere Range: 2-10/30/60 km making a hyperspace Jump without failing).
Damage: 60 (6D)
Tractor Defense: Lacks the tactics to employ If given enough time, any of these World
Devastators can grow beyond their core
Molecular Furnace
programming. These are not mere droids, broken down with their Furnaces. Biomass
these are highly autonomous Artificial (people) do not leave imprints for the World
Intelligence clusters that become fully Devastator, only technological devices.
sentient and grow exponentially after
absorbing enough craft and gaining combat If, for example, a World Devastator “ate” a
experience. Trade Federation Starship with all it’s
droids…. The learning curve would be much
Acquiring new skills are much easier if the lessened and they would pickup Tactics in
World Devastators break down droids that short order. The New Republic hasn’t
possess the ones they do not. During a fielded tactical droids since the battle with
“rest period” the World Devastators will the Ssi-Ruuvi at Bakura.
process the imprints of the droids they have

605
My Journey to the really doesn’t seem all that bad. The Yuuzhan
Vong were much better villains than the First
Legacy Era Order and the Legacy Era compares to those
three films as if it were a work of genius written
Initially, I had a tough time swallowing the by a literary master.
Yuuzhan Vong as a viable adversary for the New I think, ultimately, what killed me about the
Republic. However, over time, I came to setting was how nothing had really changed in
grudgingly accept the novels and the material the grand scheme of things. Then there is the
about them (except their god awful starship matter of the poor stats for the ships. Now, in
designs, and some armor/weapons, which I have this instance, the setting truly took a step
replaced). While writing the my D6 3rd Edition I backward. The ultra advanced ships of the era
struggled to find a threat to place in the way of are worse, in many respects than those that came
the Jedi. Effectively, there is no real force that over a century before them. We can blame it on
can threaten a group of space ninja/wizards, a poor translation from Wizards of the Coast’s
other than more evil space ninja/wizards… D20 translation to D6. Which, has a literal point
However, I have long felt that the entire Jedi vs for pip conversion chart. I think people lost sight
Sith slaughter house has been revisited too many of what came before and didn’t think anyone
times over the millennia. How many times can would care. It’s just an overall level of quality
you tell that same story? Well, they did it again control that WOTC never really possessed. The
in the Legacy Era. Not even removed by Fantasy Flight Games version of Star Wars
millennia, like it was for Sidious at the end of the has/had the beauty/quality investment but I could
Clone Wars. It had been thousands of years never get into the gimmicky “Buy our special
since the Galactic Republic had faced a threat dice to play the game” marketing scam. Pay us
like Sidious/Palpatine. Now, a little over a more money or you can’t play our game (easily).
century later, it happens again. Resetting the Instead of creating better content and a more
entire universe back down to just a few jedi left meaningful RPG mechanic they trivialized it and
after all the fighting subsides. tried to cash in on damn near every aspect of the
Getting back to my commentary on the Yuuzhan franchise. I do, however, appreciate the art
Vong, I found them to be the template for the investment they brought to the table.
“Null Force” rules I would put together. Then I So, what are we to do about the crappy starship
expanded past the Vong into allowing it to be stats? Well, I’m going to make their ships utterly
possessed by anyone. Why not? There had to be amazing! Like they should have been in the first
gifted Jedi hunters over the ages, a rare few that place. I’m grudgingly coming to accept the
could resist the Force at a core level. The Legacy Era as better than what we got over a
galaxy’s way of truly delivering a balancing act. nine year period with Disney. Thankfully,
Thus, I came to accept the Yuuzhan Vong era someone there realized their gross
through the course of my research and creation miscalculations and course corrected with the
of the antithesis to the Jedi. Mandalorian (and Andor). We can only hope
The Legacy Era was an attempt to reset the clock they fight to regain our trust with more amazing
on the universe. It seemingly built up all the stories (it’s hit or miss these days).
Expanded Universe ideas to a boiling point and In this book I’m sticking to the material created
then killed them in spectacular fashion. prior to the Disney acquisition (mostly). It’s all
Reducing the Jedi Order to a fraction of it’s the stuff that really made Star Wars amazing. So
strength. In my opinion it just fast forwarded the amazing that the setting continued to grow over a
setting, compiling some of it’s greatest hits and period of forty years and it was adored by
tied it all together somewhat haphazardly with a millions of people of every race, color, creed and
Skywalker story line that sees an unwilling gender. Star Wars never discriminated against
protagonist rise to the occasion and defeat a great it’s fan base under George Lucas. The movies
evil. I’ve never been fond of the setting, seeing and material were open for all to interpret as they
as there was a hundred years of room for more wanted to see it in their own minds eyes. It took
story telling. However, when I look what began me a while to get here, however, I’m going to try
with the Force Awakens, The Last Jedi and the to knock your socks off with the ships in this
Rise of Skywalker… The Expanded Universe section of the book, enjoy!

607
Standard (Legacy Era) Hyperspace Torpedo tracking inbound craft targeting/to ram the warship.
1.7 Million Credits The Hyperspace Telemetry Point Defense Cannon is an
x1/5th Hyperdrive advanced deterrent against any sort of hyperspace
Range: 2 Sectors projectile that might target a starship. The weapons system
Damage: 4D Death Star Scale (6,000 Points)
encases it’s Turbolaser rounds inside tiny magnetic fields
Guidance: Base 30 + 4D
and launches the bolts into hyperspace, instantly
Weight: 50 Metric Tons (Launcher); 5 MT Torpedo
destroying any object up to 1 light second away from the
Advanced (Legacy Era) Hyperspace Torpedo host ship of 3D Destroyer Scale or lower (unless otherwise
2.5 Million Credits noted). It is completely ineffective against anything other
x1/10th Hyperdrive than active munitions with a target lock.
Range: 3 Sectors • Utterly Obliterate older Skip-Hop Missiles
Damage: 5D Death Star Scale (7,500 Points)
Guidance: Base 35 + 6D
Basic Snubfighter Missiles
Range: 80 Units
Weight: 75 Metric Tons (Launcher); 7.5 MT Torpedo
Damage: 9D
• Requires at least 2 Hyperspace Telemetry PDCs to
destroy 1 Unit. Basic Snubfighter Torpedoes
The “Attribute” of the Ordinance is the Base Number, the Range: 40 Units
Skill is the D code; this allows the Hyperspace Torpedo to Damage: 10D
re-acquire a target should it miss, re-acquisition takes 2 Ultra Heavy Weapons
rounds for the next pass. It will add to the skill of the • ½ Cost
Torpedo and original Fire Control is only useful on the first • Limited to a Maximum Effective Range of 600 Units
pass of the weapon.
Hyperspace Torpedoes use Ultra Heavy Concussion Skip-Hop Concussion Missiles
Missile Launchers as their base delivery system. Capital Scale Concussion Missiles
(Snubfighter Scale Units)
Basic Hyperspace Telemetry Space: 16
Cost: 37.5 Million Credits Navcomputer: Limited, 1 Target
Weight: 62.5 Metric Tons Hyperdrive: x2
Range: Target a ship up to two sectors away to your Range: 1 Sector (Maximum 5,000 Space Unit Range)
current position. Damage: 120 (12D)
Function: Required to be able to target a moving ship in a Cost: 15,600 Credits / ea
removed Sector of Space (1-2 away). They provide early These Missiles were initially designed ninety years prior as
warning for a Sector Target Lock and threat warnings and a first strike munition that were originally deployed via
ETA to Impact of inbound munitions. Snubfighters. The craft, using a spotter deeper in system
Notes: (or another system), could deploy the missiles at ranges of
• Allows the vessel employing them to target any other up to 1 sector away. Typically, the units are deployed in
vessel with it’s weapons at Extreme Range with Full the same system, however, for proper accuracy and
Fire Control. guidance data. The missiles have a micronized hyperdrive
• Provides clear sensor data & Search Bonus out to 1.5x motivator that allows the missiles to “Skip & Hop into and
the craft’s Search Rating. out of hyperspace” allowing them to traverse large
Advanced Hyperspace Telemetry distances relatively quickly. On longer traversals the
Cost: 112.5 Million Credits missiles are known to drop out of hyperspace “Skip” to re-
Weight: 125 Metric Tons acquire any last minute targeting / telemetry changes from
Range: Target a ship three sectors away from your current the spotter unit and then “hop” back into Hyperspace and
position. resume their flight. The main differentiation between these
Function: Required to be able to target a moving ship up units and Hyperspace Torpedoes is that they do not remain
to three Sectors Away. They provide early warning for a in Hyperspace on approach to a target.
(Multi) Sector Target Lock and threat warnings and ETA to They were originally envisioned to jump into light speed
impact of inbound munitions. over the course of their transit multiple times and on
Notes: approach to a ship, they would enter into hyperspace
• Allows the vessel employing them to target any other roughly 60 units from a craft’s Tractor Defense and re-
vessel with it’s weapons at Extreme & Impossible emerge at roughly 20 Space Units distant, thus evading the
Range Categories with Full Fire Control. bulk of a warship’s Tractor Defense effectiveness (30 Unit
• Provides clear sensor data & Search Bonus out to 2x Expansion on the Tractor beams for maximum coverage).
the craft’s Search Rating (Maximum Sensor Range). The weapons are still susceptible to point defense
weaponry, however.
Hyperspace Telemetry PDC
Cost: 500,000 Credits With the widespread adoption of Hyperspace Telemetry
Weight: ½ Unit (50 Metric Tons) sensors their effectiveness was diminished. The Telemetry
Skill: Capital Ship Gunnery: Targets as Snubfighter sensors allow Tractor Beams to operate at ½ efficiency
Fire Control: 40 + 6D even at 20 Units (and react accordingly) and Point Defense
Sector Space Range: 1 Light Micro Second guns were further bolstered with enhanced accuracy for the
Damage: Destroys 1 Unit of Hyperspace Munitions / ea emerging missiles. With the advent of Hyperspace
Note: Only capable of firing in a tiny hyperspace window, Telemetry PDC weaponry, these missiles were further

608
degraded. Hyperspace Telemetry PDCs fire the moment Enhanced Turbolasers
they enter into the hyperspace micro jump at 60 Units, Enhanced Turbolasers are the standard for the Legacy Era.
destroying a number of units equal to their Fire Control These are, essentially, identical to the weapons systems
Dice (6D = 6) and they fire again upon the missile’s re- possessed during the height of the Galactic Empire under
emergence into real space. Effectively, rendering the Emperor Palpatine with one key difference, they have 50%
technology nearly meaningless. These units have been greater range.
updated to “Skip-Hop” to the 90 Unit marker with Range: x1.5
advanced threat detection that can determine if the target Cost: 25% More than a Standard Turbolaser
vessel has Hyperspace Telemetry Sensors or not. This
prevents the Hyperspace Telemetry PDCs from firing, Advanced Laser Cannons
completely. Though they are still susceptible to Tractor Typically found on Snubfighter Scale vessels, these refined
Defense and Point Defense weaponry. They should be are laser that have been focused and enhanced by
treated as it they are Advanced Homing Missiles for the breakthroughs in micronized power delivery systems and
purposes of evading both Tractor Defense and Point discoveries in durable focusing elements. Contrary to
Defense Guns. While reduced in their overall popular belief, the focusing elements of X-Wing
effectiveness, they remain an incredible sector defense tool Snubfighters of the Galactic Civil War era would have to
for smaller independent systems that lack the capital ship be replaced regularly as the focusing emitters would
support to properly safeguard their systems vs incursions degrade from regular use. This issue plagued laser
and are nearly 100% effective vs roaming pirate fleets. cannons until roughly 60 ABY when a new chemical alloy
composition was discovered for energy focusing in fusion
Gravity Mine Launcher reactors. That discovery revolutionized laser cannons and
An advanced version of the Hapan Pulse Mass Generators. effectively made the weapons maintenance free. The
Mines are homing ordinance weapons were only able to be installed on Space
Space Range: 75 Space Unit Radius around each mine. Transports and larger craft initially due to the size of the
Damage: (Special) Blocks Hyperspace Travel power delivery systems. Now, fast forward another 40
Weight: 15 Units; Cost: 15 Units; Ammo: Standard Mine years and reactor technology was portable enough to feed
*Note: Ships ripped from hyperspace take damage to all these weapons on small craft, like snubfighters. Standard
sections of their ship’s hull equal to 75 points. Armor weapons started to resemble systems that had been highly
Ablation and Mitigation do not reduce damage unless modified for decades, performing well beyond
otherwise noted. expectations. Burst Fire, for generations, had been the
means by which this level of output was achieved.
Anti-Ship Torpedoes However, now, burst fire weapons leveraging this
Capital Scale Proton Torpedoes technological advancement close in on capital output, with
(Snubfighter Scale Units) more than a few craft possessing dazzling levels of output.
Space: 12 Range: 1.5x to 2x
Range: 1,200 Units Damage: 8D+ on Average
Damage: 240 (24D) Cost: 25% More than a Standard Laser Cannon
Cost: 25,200 / ea
Effectively, these weapons are an offshoot of standard Legacy Era Enhanced Sensor Suites
Proton Torpedoes. However, they have been retooled into Sensors in the Legacy Era are incredible. The level of
larger delivery mechanisms “Sleeves” that greatly enhance resolution provided is akin to a live Holonet Broadcast.
the overall range of the torpedoes. The Sleeves themselves The ranges of the sensors on Capital Ships are generally
allow for a much higher yield Torpedo warhead to be between 2 and 3 times what they were during the Galactic
carried. These are, effectively, double strength Advanced Empire under Emperor Palpatine. Capital ships possessing
Warheads (24D). There is nothing fancy about these Hyperspace Telemetry sensors can reach to 900 and even
weapons other than the fact that they can effectively target, 1,200 Space Units of range with no degradation to the
fire and travel to any vessel in a 1,200 Space Unit radius sensor suite.
from their point of launch. These units traverse the Auto Pilot Systems
distances at an initial launch speed of 12 Units, All Legacy Era Starships possess some level of advanced
accelerating to 48 Units per round in two rounds. After Autopilot system. These intuitive and effective artificial
reaching a distance of 120 Units the “Sleeve” is jettisoned intelligence systems exist to either remotely pilot the craft
and the Second Stage accelerates from the 48 Unit Speed in the event of no pilot or a pilot being disabled or an an
to 64 Units (2 rounds) until delivery of it’s payload. They assistance package for existing pilots. Some packages are
are considered to be Advanced Torpedoes for the purposes better than others. This is especially evident on capital
of evading Tractor Defense and Point Defense Weaponry. ships where the on-board AI makes tasks of the crews of
Advanced Turbolasers the vessels easier across the board, at all tasks. At a
Advanced Turbolasers are Hyperbaride Enriched and ultra Snubfighter / Space Transport Level these Auto Pilot
focused weapons that deliver unprecedented levels of systems will aid with piloting, navigation, starship
damage output and effectively twice the range of a diagnostic repair (can disable systems and re-route power
conventional Turbolaser Cannon. to perform battlefield triage on craft but cannot physically
Range: x2 repair systems, that would be up to the pilot or an on-board
Damage: +3D-4D to Maximum Damage Astromech Droid) and in some cases even aid in gunnery.
Cost: 50% More than a Standard Turbolaser

609
X-83 Twin Tail Atmosphere Range: 60 km
Damage: 450 (13D/15Dx3)
Craft: Incom Corporation X-83 TwinTail Ammo: 4 Advanced Heavy Torpedoes each Launcher, 4
Affiliation: New Jedi Order/General Shots
Era: Legacy The X-83 TwinTail starfighter is used before and during
Scale: Snubfighter Darth Krayt's rise to power in 130 ABY. Manufactured by
Length: 12.5 meters Incom Corporation, the X-83 is a “cutting-edge” vessel
Skill: Starship piloting and the primary starfighter of the New Jedi Order until that
Crew: 1 + Astromech + Auto Pilot organization's destruction following the Sith-Imperial War.
Crew Skill: Autopilot 5D/2D Krayt's Empire banned the manufacture of the X-83,
Cargo Capacity: (312.5): 177.5 kilograms available claiming it was too powerful for civilian use, but Incom
Consumables: 12 days (120 Credit Refuel cost) continued producing the fighters in secret, selling them to
Cost: 317,600 (New & Used) opponents of the Empire. The X-83 is balanced in
Hyperdrive Multiplier: x1 durability and firepower, with top of the line weapons
Nav Computer: Yes systems and strong deflector shields and hull. The X-83
Maneuverability: +15; (5D) incorporates its astromech droid, into its frame, giving the
Space: 18 ship its own "personality" if not given routine memory
Atmosphere: 1,800 Km/H; 2,500 MPR wipes. This, actually, happens in all fighters with a Droid
Hull: 70 (6D) Socket even as far back as the Old Republic. The effect in
Armor: 25; Ablative: 15 (1D) pre-auto pilot systems enhance the operations of the Droid
Shields: 30 (2D) and the fighter. Here it can enhance them or it can hinder
Backup Shields: 30 (2D) them as both the Astromech and the fighter’s integral AI
Sensors: may end up quarreling with one another.
Passive: 40/+6 (2D) Notes:
Scan: 80/+9 (3D) • Added Auto Pilot Feature: Piloting, Navigation and
Search: 120/+13 (4D+1) Diagnostic Repairs all at 5D/2D Attribute. Piloting
Focus: 15/+21 (7D) Assist in tandem w/a real pilot reduces all difficulties
Maximum: 240/-27 by 3 for the real pilot and the Astromech.
Weapons: • Maneuverability is listed at 3D+2, increased to 5D.
4 Advanced Laser Cannons (Fire-linked) • Space 10 increased to 18, matched Atmosphere speed
Fire Arc: Fore with space equivalent: 1,200 to 1,800 Km/H
Skill: Starship gunnery • Hull+ to 6D from 5D+2 & Added 2D Backup Shields
Fire Control: 4D
Space Range: 2-6/18/36 • Increased Sensor Bonuses by 1D, 1D+1, 2D, 3D:
Atmosphere Range: 200-600/1.8/3.6 km Passive to 40 from 30 and Focus to 15 from 5.
Damage: 80 (8D) • Made the Lasers Advanced and +Fire Control by 1D.
3 Proton Torpedo Launchers (Fire-Linked) • Bumped the Torpedoes to Advanced Heavy 13D base
Fire Arc: Fore instead of 10D. Increased the Fire Control by +2 for
Skill: Starship Gunnery the Fire Linkage. Tripled base Range.
Fire Control: 3D+1 • Doubled Cargo Space
Space Range: 60 units • Doubled Consumables

610
TIE Predator technologies packed inside the wings of the Predator are a
maintenance nightmare. In addition, the standard
Craft: Sienar Fleet Systems: TIE/prd redesigned view-port offers poor visibility due to its
Affiliation: Fel Empire narrow horizontal panes separated by thick struts. After
Era: Legacy much lobbying, the Imperial Navy convinced Sienar to
Scale: Snubfighter produce Predator-class fighters with classic TIE-style
Length: 6.4 meters cockpits that are flown by squadron leaders. Other pilots
Skill: Starship piloting fly fighters with horizontal slats across the front of the
Crew: 1 + Advanced Auto Pilot central fuselage. The Predator-class served as the primary
Crew Skill: Autopilot 4D/3D fighter craft for the Fel Empire during the Sith–Imperial
Cargo Capacity: (160): 40 kilograms available War. After the war's end they continued to stay in use
Consumables: 8 days (40 Credit Refuel cost) throughout the Second Imperial Civil War in service to
Cost: 209,800 (New); 157,350 (Used) both the Empire-in-exile and Krayt's Empire until the Sith-
Hyperdrive Multiplier: x1 Imperial starfighter came into service in the latter to
Nav Computer: Limited, six jumps supplant them. In 130 ABY, Predator-class fighters were
Maneuverability: +14; (4D+2) used by Moff Rulf Yage's forces in the attack on the Jedi
Space: 19 Praxeum on Ossus. When a Jedi transport attempted to
Atmosphere: 1,900 Km/H; 2,640 MPR flee, they moved to shoot it down but were intercepted by
Hull: 60 (5D) Cade Skywalker in an X-83 TwinTail starfighter, who
Armor: 40; Ablative: 30 (2D) managed to defeat several Predators before being shot
Shields: 50 (4D) down, buying time for the Jedi transports to escape.
Sensors: Notes:
Passive: 50/+8 (2D+2) • Increased Space from 11 to 19, Atmosphere from
Scan: 75/+9 (3D) 1,250 to 1,900.
Search: 100/+14 (4D+2) • Increased Hull from 4D to 5D.
Focus: 10/+21 (7D)
Maximum: 200/-26 • Increased Maneuverability from 3D to 4D+2.
Weapons: • Wing Solar Panels cut consumable costs by ½.
4 Advanced Precision Laser Cannons (Fire-linked) • Features an Ejection Seat with integral repulsors for
Fire Arc: Fore safely returning a pilot into a gravity well of a planet
Skill: Starship gunnery and attitude control.
Fire Control: 5D
Space Range: 2-8/24/38 • Doubled Consumables, Shields & Cargo Capacity
Atmosphere Range: 200-800m/2.4/3.8 km • Added Advanced Precision Lasers: +2D to Fire
Damage: 90 (9D) Control 3D to 5D. Increased Damage from 6D to 9D.
Slightly different flavor on the ranges of the guns than
Considered a successor to the older TIE/IN interceptor of the Incom ones.
more than a century before, the TIE Predator is still highly
maneuverable and heavily armed, but unlike most previous • Added Auto Pilot, reduces real pilot’s tests by 5
TIEs, it is also equipped with hyperdrives and a deflector difficulty for Piloting, Gunnery, Navigation and
shield generated through its blade-shaped wings. As with Starship Repair.
the earlier Chiss Clawcraft, these wings can adjust to a • Added 1 Level of Armor
variety of positions, aiding it’s maneuverability. They fold • Increased Sensors: +2, 1D, 1D+2, 2D+2: Passive +
back fully for docking mode. However, the complex 15, Scan +25, Search +30, Focus +7

611
Pellaeon-class Star Destroyer Space Range: 1,200 Units
Atmosphere Range: 2,400 Km
Craft: Kuat Drive Yards' Pellaeon-class Damage: 240 (24D)
Affiliation: New Empire Ammo: 120 Anti-Ship Torpedoes Per Launcher
Era: Legacy Flack Defense:
Type: Naval Superiority Vessel: Line Warship 15 Tractor Beam Projectors
Scale: Super Capital; Up-scaled Battleship Fire Arc: 6 front, 3 left, 3 right, 3 back
Length: 1,300 meters Crew: 2
Skill: Capital ship piloting: Star Destroyer Skill: Capital ship gunnery
Crew: 6,240, gunners: 764 , skeleton: 3,900/+6 Fire Control: 4D
Crew Skill: Typically 3D Space Range: 1-5/15/30
Passengers: 4,680 (troops) Atmosphere Range: 2-10/30/60 km
Cargo Capacity: (16,250*); 28.5 metric tons available Damage: 60 (6D)
Consumables: 6 years (269.9 Million Refit Cost) Tractor Defense: 36 Fore, 18 Port & Starboard, 18 Aft
Cost: 607.1 Million (New & Used) 50 Light Laser Cannons
Hyperdrive Multiplier: x½ Fire Arcs: 25 Fore, 25 Port, 25 Starboard, 25 Aft
Hyperdrive Backup: x1 Crew: 1
Nav Computer: Yes Skill: Starship Gunnery
Maneuverability: -21 (3D) Fire Control: 4D
Space: 12 Space Range: 1-3/12/25
Atmosphere: 600 Km/H; Cannot Land; 835 MPR Atmosphere Range: 100-300m/1.2/2.5 km
Hull: 4,610: 4 Locs (7D+2) Damage: 40 (4D)
Armor: 510/Loc; Ablation: 75 (5D) 3 Hyperspace Telemetry PDCs
Shields: 1,810/Loc (3D) Fire Arcs: 3 Fore, 2 Port, 2 Starboard, 2 Aft
Backup Shields: 3,620 (6D) Skill: Capital Ship Gunnery: Targets as Snubfighter
Sensors: Fire Control: 40 + 6D*
Advanced Hyperspace Telemetry Sensors Sector Space Range: 1 Light Second
Passive 150/+6 (2D) Damage: Destroys 1 Unit of Hyperspace Munitions / ea
Scan 300/+9 (3D) Note: Only capable of firing in a tiny hyperspace window,
Search 600/+12 (4D) tracking inbound craft targeting/to ram the Star Destroyer.
Focus 50/+15 (5D) Enhanced Gravity Well Generator
Maximum: 1,200/+12 (4D) Fire Arcs: All
Weapons: Crew: 4
100 Quad Advanced Heavy Turbolaser Batteries Skill: Starship gunnery
Fire Arc: 50 Fore/Port/10 Aft & Fire Control: 4D
50 Fore/Starboard/10 Aft Space Range: Projects a 300 Space Unit Radius around the
Crew: 3 ship.
Skill: Capital ship gunnery Damage: (Special) Blocks Hyperspace Travel
Fire Control: 2D Weight: 30 Units
Space Range: 6-30/75/150 Snubfighter Complement: 6 squadrons of Predator
Atmosphere Range: 12-60/150/300 km Snubfighters, 10 Shuttles
Damage: 140 (14D) Ground Compliment: 45 Units
100 Heavy Enhanced Turbolaser Batteries
Fire Arc: 50 Fore/Port/10 Aft & The Pellaeon-class was named in honor of former Imperial
50 Fore/Starboard/10 Aft Grand Admiral Gilad Pellaeon and drew upon the
Crew: 2 distinctive and classic wedge-shape of earlier times, made
Skill: Capital ship gunnery famous by the Harrower, Venator and Imperator classes
Fire Control: 3D used by the navies of the Ancient Sith Empire, Galactic
Space Range: 5-22/52/112 Republic and the old Galactic Empire respectively. The
Atmosphere Range: 10-44/104/224 km class was often used as command ships and combined
Damage: 100 (10D) certain elements from Star Dreadnoughts like the
40 Quad Ion Cannon Batteries Executor-class and earlier Star Destroyers like the
Fire Arc: 20 Fore/Port/5 Aft & Imperial-class. The Pellaeon-class was considered one of
20 Fore/Starboard/5 Aft the most powerful warships in the galaxy and noted as
Crew: 2 having unmatched weapon systems and starfighter
Skill: Capital ship gunnery components. With its sleek outline, it presented less of a
Fire Control: 4D target to potential enemies, while at the same time
Space Range: 6-20/40/60 optimizing its shield protection. The forward-sloping
Atmosphere Range: 12-40/80/120 km superstructure of the Pellaeon-class also gave the main gun
Damage: 60 (6D) batteries excellent vantage points, more so than on the Star
50 Anti-Ship Torpedoes Destroyers of the previous centuries. The class had
Fire Arc: 25 Fore/Port/Starboard, 25 Fore/Port/Aft slightly more armament than the older Imperial II-class
Crew: 2 Star Destroyer. Some of these guns were of a similar
Skill: Capital ship gunnery design to the XX-9 turbolaser batteries of the old Galactic
Fire Control: 4D Empire. The Pellaeon-class also possessed an interdiction

612
the main hangar opening, overlooking the area. Its sloping
profile allowed the Pellaeon-class to be shorter than the
Imperial-class while at the same time be able to carry a
decent amount of landing craft and small starships. A
reactor bulb protrusion was visible outside the ventral hull.
It is not known if this was the ship's primary reactor or a
forward, secondary one. The Pellaeon-class had at least
one conference room with a holographic projector table in
the center. Its bridge was styled similar to earlier warship
classes such as the Venator-class, with crew pits encircled
by a command deck where ship commanders could view
the ship's surroundings out of panorama windows.
Notes:
• Increased from Battleship to Super Capital Scale
• Speed from 6 to 12 & Hyperdrive from x¾ to x½
• Increased Hyperdrive from x0.75 to x0.5
• Increased Maneuverability from 1D to 3D
• On-board AI assist, all crew skill tests 3 points lower
• Added Backup Shields 3D
• Increased Consumables from 6 months to 6 Years
• Added 50 Light Laser Cannons
• +50 Main Guns x2 Range, +3D Damage
• +50 Secondary Guns x1.5 Range, +3D Damage
• +20 Ion Cannons, x1.25 Range, +2D Damage
• X1.25 to Cargo Capacity due to massive core
structure.
• Added Hyperspace Telemetry Point Defense Canons
to target and destroy FTL threats. You don’t need
Hyperspace Torpedoes when they have already been
invalidated by ultra advanced Point Defense Guns.
field, capable of pulling ships out of hyperspace. The class • Increased Passive from 50 to 150, Scan from 200 to
had a ventral hangar where starfighters and shuttles could 300, Search from 300 to 600 and Focus from 7 to 50.
land and embark from. Predator-class fighters would be • Increased Backup Hyperdrive from x5 to x1
stored in racks in narrow passages throughout the hangar • Added Atmospheric Capability
area. Traffic control centers were located on either side of • Added 24 Snubfighters, from 48 to 72

613
Imperious-class Star Destroyer Damage: 4,800 (Extended Burst); Rof: 1
Ammo: Unlimited
Craft: Mon Calamari Yards' Imperious-class 5 Standard Hyperspace Torpedo Batteries
Affiliation: Alliance Fire Arc: Turret
Era: Legacy Crew: (10 Per Torpedo) 20
Type: Sector Command Vessel Skill: Starship Gunnery: Hyperspace Torpedo
Scale: Battlestation; Up-scaled Dreadnought Fire Control: 1D
Length: 2,900 meters Two Launchers per Battery (Fire-Linked)
Skill: Capital ship piloting: Star Destroyer x1/5th Hyperdrive
Crew: 19,140, gunners: 335, skeleton:11,600/+6 Range: 2 Sectors
Crew Skill: Typically 4D Damage: 4D +1D Link +1D Battery = 6Dx2: 12D: 18,066
Passengers: 15,080 (troops) Guidance: Skill 30 + 7D+1
Cargo Capacity: (36,250*); 50 metric tons available Weight: 132 Metric Tons each Battery
Consumables: 9 years (1.2 Billion Refit Cost) • Requires at least 2 Hyperspace Telemetry PDCs to
Cost: 1.4 Billion (New & Used) destroy 1 Linked Pair of Torpedoes.
Hyperdrive Multiplier: x¼ • Ammo: 20 Torpedoes per Battery (10 Shots each)
Hyperdrive Backup: x¾ • 170 Million to Refit the Ammo (Full)
Nav Computer: Yes
Maneuverability: -24 (4D) 5 Hyperspace Telemetry PDCs
Space: 12 Fire Arcs: 5 Fore, 3 Port, 3 Starboard, 2 Aft
Hull: 22,510: 6 Locs (6D) Skill: Capital Ship Gunnery: Targets as Snubfighter
Armor: 1,010/Loc; Ablation: 90 (6D) Fire Control: +40 + 6D*
Shields: 33,760/Loc (9D) Sector Space Range: 1 Light Second
Backup Shields: 135,000 (36D) Damage: Destroys 1 Unit of Hyperspace Munitions / ea
Sensors: Note: Only capable of firing in a tiny hyperspace window,
Advanced Hyperspace Telemetry Sensors tracking inbound craft targeting/to ram the Star Destroyer.
Passive 175/+9 (3D) 3 Tractor Beam Projector Batteries (of 15)
Scan 350/+12 (4D) Fire Arc: 3 Fore, 2 Port, 2 Starboard, 2 Aft
Search 700/+15 (5D)
Focus 75/+18 (6D) Crew: 2 (each); 30 per Battery group
Maximum: 1,400/+15 (5D) Skill: Capital ship gunnery
Weapons: Fire Control: 7D
5 Advanced Ultra Heavy Quad Burst Fire Turbolaser Space Range: 1-5/15/30
Batteries (Full Auto) Atmosphere Range: 2-10/30/60 km
Fire Arc: 5 Fore / 3 Port / 3 Starboard / 2 Aft (Turret) Damage: 900 (6Dx15) per Battery Group
Crew: 17 Tractor Defense: 2,700 Fore, 1,800 Port & Starboard,
Skill: Capital ship gunnery 1,800 Aft (effectively impervious to standard ordinance)
Fire Control: 8D
Space Range: 9-45/113/225 (Sensor Range*) Gravity Mine Launcher
Atmosphere Range: 18-90/226/450 km (Sensor Range*) Fire Arcs: Ventral Launcher, Mines are homing ordinance
Damage: 1,400 each; RoF: 1 Crew: 12
*Note: These Ultra Heavy weapons can fire out to 1,050 Skill: Starship gunnery
Units (75% greater than standard) and receive the bonus Fire Control: 6D
of the Maximum Sensor Range package to hit at these Space Range: 75 Space Unit Radius around each mine.
extended ranges. As the weapons drop into Search Ranges Damage: (Special) Blocks Hyperspace Travel
the receive the Search Bonus to Fire Control, only Weight: 15 Units
receiving their Fire Control bonus as the weapons enter Ammo: 300
into their standard range brackets. *Note: If coming out of Hyperspace due to Gravity Mine
Flack, each ship takes damage to all sections of their ship’s
5 Enhanced Ultra Heavy Double Burst Fire Turbolaser hull equal to 75 points of damage.
Batteries (Double Burst, Extended Full Auto)
Fire Arc: Fore / Port / Starboard (Turret) Snubfighter Complement: 145 Units
Crew: 35 Ground Compliment: 6 Prefab Bases & 222 Units
Skill: Capital ship gunnery
Fire Control: 6D The Imperious-class Star Destroyer, also known as the
Space Range: 6-30/71/147 (Sensor Range*) Advanced Star Destroyer, was the designation given to the
Atmosphere Range: 12-60/142/294 km (Sensor Range*) Imperial Star Destroyer Imperious, built during the Second
Damage: 1,100 each; RoF: 2 Imperial Civil War for the Imperial Navy. The Imperious-
class was designed to make use of several especially large
5 Burst Fire Ultra Heavy Quad Ion Cannon Batteries thrusters and sported a 'tailfin' similar to those of the Star
Fire Arc: Fore Destroyers of the Galactic Republic. The class' command
Crew: 12 bridge was very similar in design to those of most Kuat
Skill: Capital ship gunnery Drive Yards warships, while spaced in pairs on its sloped
Fire Control: 8D superstructure were several towers. Compared to the
Space Range: 9-30/60/90 Pellaeon-class, the Imperious-class is larger and more
Atmosphere Range: 18-60/120/180 km

614
powerful, as well as more efficient in the regulation of its was infiltrated and sabotaged by Cade Skywalker and Wolf
power. It has better shielding to the point that it can take Sazen.
on the full firepower of the Outer Rim Third Fleet before
the shields begin to falter, armor, and weapons allowi it to Notes:
outgun any ship within the Imperial Fleet of Darth Krayt's • Increased from Dreadnought to Battlestation Scale
Galactic Empire. In addition, the Imperious-class can be • Increased the main Hyperdrive from x¾ to x¼
operated by a smaller crew. Generally, it is to the • On-board AI assist, all crew skill tests 3 points lower
Pellaeon-class what the Tector was to the preceding • Due to the craft having so few weapons batteries, I
Imperial I-class. The Imperious-class started life as the incorporated insanely powerful Ultra Heavy Weaponry
answer to Darth Krayt's demand for a new class of warship and enough Hyperspace Torpedoes to kill almost any
that could overpower any other warship type used by the warship, regardless of whether it has Hyperspace
enemies of the Empire. The Imperious-class was ironically PDCs or not.
a Mon Calamari design, despite being built for the Empire. • Added Hyperspace Telemetry Point Defense Canons
The prototype was constructed at the Mon Calamari to target and destroy FTL threats.
Shipyards, but in 137 ABY, before it could embark on its • Bolstered CPD on the Main Guns due to full auto
maiden voyage, was used as bait for Galactic Alliance nature of the weapons.
Admiral Gar Stazi and his remnant forces. Imperial • Added Snubfighter compliment as if the craft was
Admiral Dru Valan of the Outer Rim Third Fleet attempted actually twice it’s size.
to trap Stazi and his fleet, but Stazi's fleet was able to • Tractor Beams are coordinated in predetermined
escape with the Imperious. At least one other Imperious- battery groups (15), tied to fire in unison.
class vessel was fielded. The Darklight was sent to
subjugate Falleen in 138 ABY. The ship was lost when it

615
T-47 Military Air Speeder Notes: The Power harpoon is, effectively a Speeder Scale
version of a Concussion Rifle.
Craft: Modified Incom T-47 Airspeeder
The Incom T-47 is a fairly common civilian air speeder. It
Affiliation: Late Galactic Republic / Early Empire
can be found on almost any commercial world in large
Era: Rise of Empire
numbers. The T-47 is a very common commuter vehicle
Scale: Speeder
on planets with sprawling cities and even under-cities (like
Length: 5.5 meters
Coruscant). It’s fast, nimble, fairly durable and is easily
Skill: Starship Piloting
modified. It’s not uncommon to see the T-47 in the racing
Crew: 1, gunners: 1
circuits, tricked out with all kinds of performance
Crew Skill: Typically 2D
enhancers. The availability of the speeder itself has the
Cargo Capacity: (28): 10 kilograms available
Rebel Alliance buying them up and turning them into
Consumables: 27.5 Hours (10 credit refuel)
military air speeders. The Rebel’s use whatever they can
Cost: 13,120 (New); 9,840 (Used)
get their hands on and this is no exception.
Maneuverability: +12 (4D)
Space: (Ground to Orbit capable) Craft: T-47 Airspeeder
Atmosphere: 1,000 Km/H; 1,390 MPR Affiliation: Civilian
Hull: 50 (4D) Era: Early Rise of Empire+
Armor: 25; Ablation: 15 (1D) Scale: Speeder
Sensors: Length: 5.5 meters
Passive: 5/0 Skill: Starship Piloting
Scan: 8/+1 Crew: 1, passengers: 1
Search: 18/+2 Crew Skill: Typically 1-2D
Maximum: 20/-38 Cargo Capacity: (28): 28 kilograms available
Weapons: Consumables: 27.5 Hours (10 credit refuel)
2 Medium Blaster Cannons (Fire-linked) Cost: 6,200 (New); 4,650 (Used)
Fire Arc: Fore Maneuverability: +9 (3D)
Skill: Starship gunnery Space: (Ground to Orbit capable)
Fire Control: 2D+2 Atmosphere: 1,000 Km/H; 1,390 MPR
Space Range: 1-5/10/18 Hull: 40 (3D)
Atmosphere Range: 100-500m/1/1.8 km Armor: 20; Ablation: 10 (+2)
Damage: 46 (4D+2) Sensors:
Search: 10/+2
Power Harpoon
Fire Arc: Aft, Port, Starboard
Crew: 1 (co-pilot)
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1/2/-
Atmosphere Range: 10-100/200/300 m
Damage: 30 (3D); Tow Cable: 0 Damage
Ammo: 25 Power Harpoons; 1 Tow Cable & Fusion Disc.

617
74-Z Military Speeder Bike Passive: 2.5/0D
Weapons:
Craft: Aratech Corp: 74-Z 1 Light Laser Cannon
Affiliation: The Empire Fire Arc: Turret: Fore, Port, Starboard, Aft
Era: Rise of Empire Skill: Starship gunnery
Scale: Speeder Fire Control: 2D
Length: 3 meters Range: 3-50/150/300 m
Skill: Starship Piloting Damage: 40 (4D)
Crew: 1, passengers: 1
Crew Skill: Typically 2D
Cargo Capacity: (15): 12 kilograms available
Consumables: 15 Hours (4 credit refuel)
Cost: 6,100 (New); 4,560 (Used)
Maneuverability: +11 (3D+2)
Space: (Ground to 25m)
Atmosphere: 500 Km/H; 695 MPR
Hull: 30 (2D)
Armor: 20; Ablation: 10 (+2)
Sensors:
Passive: 5/0
Weapons:
1 Blaster Cannon
Fire Arc: Fore
Skill: Starship gunnery
Fire Control: 2D
Range: 3-50/100/200 m
Damage: 30 (3D)

Although the Aratech 74-Z was used for the majority of the
Clone Wars and the reign of the Empire, for their original
attack on Geonosis the finished design was not available
and a prototype version was used instead. This version
was less maneuverable and somewhat lighter armed, but
carried its laser cannon on a under slung turret which
allowed it a much greater field of fire, allowing strafing
attacks and shots to be fired at pursuers. This however
came at a higher manufacturing cost than a fixed weapon,
so was abandoned in the finished design. Once the 74-Z
became available, the 74-A's used in the attack on
Geonosis were dumped onto the market, where they were
snatched up, and have continued to be popular to the
current day, although parts for the turret are rare, the rest of
the bike uses almost identical parts to the 74-Z and so
remain easy to repair and operate.

74-A Military Speeder Bike


Craft: Aratech Corp: 74-A
Affiliation: The Empire
Era: Clone Wars (Obsolete, discontinued)
Scale: Speeder
Length: 4.4 meters
Skill: Starship Piloting
Crew: 1, gunners: 1
Crew Skill: Typically 3D
Cargo Capacity: (22): 17 kilograms available
Consumables: 22 Hours (6 credit refuel)
Cost: 4,995 (Used Only)
Maneuverability: +6 (2D)
Space: (Ground to 10m)
Atmosphere: 600 Km/H; 835 MPR
Hull: 30 (2D)
Armor: 25; Ablation: 15 (1D)
Sensors:

618
Armored Assault Tank II (Hardened) higher from a rear attack, the power plant will explode
within 9 turns.
Secondly, the AAT’s electrical systems are Ion Shielded. If
Craft: Baktoid Armor Workshop: AAT-2 damage from ion weapons (or Gungan energy balls)
Affiliation: Separatists / Rebel Alliance exceeds the AAT’s Hull by more than 27 points (after
Era: Clone Wars+ (Obsolete, discontinued) depleting it), the electrical system shorts out. As a result,
Scale: Walker the AAT shuts down and will not function again until the
Length: 10 meters electrical system is completely replaced.
Skill: Starship Piloting This is a late model, re-engineered Clone Wars era main
Crew: 1 pilot droid, 2 gunner droids, battle tank. It is an increasingly rare sight on the modern
1 commander droid battlefield. However, it would appear that the Rebel
Crew Skill: Typically L4/2D Alliance may have found at least one foundry and been
Passengers: 6 Battle Droids External (on the hull) putting it to use. Quite the nasty surprise for the Empire
Cargo Capacity: (100): should they encounter one.
Consumables: 10 Days (240 credit refuel) The Rebel Alliance isn’t the only group that has been
Cost: 60,480 (New); 45,360 (Used) known to operate the tank. Almost every Pirate Gang
Maneuverability: +3 (1D) worth their salt seems to have a couple of these.
Flight Ceiling: (Ground to 4 m) Furthermore, every criminal syndicate tends to have a
Atmosphere: 120 Km/H; 165 MPR couple of these stowed away for a rainy day. Then there
Hull: 70 (6D) are those rumors of the rogue droids that evaded the
Armor: 110; Ablation: 45 (3D) shutdown order during the clone wars. Numerous fringe
Armor: 110; Ablation: 45 (3D Ion Shielding) settlements in the Outer Rim have stories of these droids
Sensors: raiding settlements for spare parts and items of value.
Passive: 10/0
Search: 15/+3 (1D)
Weapons:
8 Repeating Laser Canons
(Fire-Linked)
Fire Arc: Turret
Scale: Speeder
Skill: Starship gunnery
Fire Control: 4D*
Range: 5-50/150/350 m
Damage: 90* (9D)
Note: Light Burst Already
Factored in, no action penalty.
Heavy Laser Cannon Battery
Fire Arc: Turret
Scale: Walker
Skill: Starship gunnery
Fire Control: 2D
Range: 100-300m/1.2/2.5 Km
Damage: 60 (6D)
6 Concussion Shell Launchers
(Fire-Linked)
Fire Arc: Fore
Scale: Walker
Skill: Starship gunnery
Fire Control: 3D+1
Space Range: 10 Units
Atmosphere Range: 1 km
Damage: 360 (1D/6Dx6);
Concussion Shells
Damage: 360 (1D/6Dx6); Armor
Piercing Shells
Ammo: 48 Shells (8 shots)
Ammo: 24 AP Shells (4 shots);
Reduces Ablation by 15

If attacked from the rear, the AAT only has an effective


Armor Rating of 1D (Ablation: 15 / 25) due to the thinness
of the rear armor (to allow for ventilation of the power
plant). If the AAT suffers a damage result of Severe or

619
Light Repulsor Tank Medium Repulsor Tank
Craft: Various Engineering Firms: LRT Craft: Various Engineering Firms: MRT
Affiliation: Everyone Affiliation: Everyone
Era: Old Republic+ Era: Old Republic+
Scale: Speeder Scale: Speeder
Length: 10 meters Length: 12 meters
Skill: Starship Piloting Skill: Starship Piloting
Crew: 1, gunners: 1 Crew: 2, gunners: 2
Crew Skill: Typically 2D Crew Skill: Typically L4
Cargo Capacity: ( Cargo Capacity: (
Passengers: 2 Passengers: 4
Consumables: 50 Hours (0 credit refuel) Consumables: 60 Hours ( credit refuel)
Cost: 16,760 (New); 12,570 (Used) Cost: 16,760 (New); 12,570 (Used)
Maneuverability: +6 (2D) Maneuverability: +6 (2D)
Atmosphere: 300 Km/H; Ground to 3 m; 415 MPR Space: (Ground to 2 m)
Hull: 50 (4D) Atmosphere: 250 Km/H; Ground to 2 m; 345 MPR
Armor: 35; Ablation: 25 (1D+2) Hull: 60 (5D)
Sensors: Armor: 40; Ablation: 30 (2D)
Search: 18/+3 (1D) Sensors:
Weapons: Search: 18/+3 (1D)
Medium Blaster Cannon Weapons:
Fire Arc: Turret: All Repeating Blaster
Scale: Speeder Fire Arc: Turret: Fore, Port & Starboard
Skill: Starship gunnery Scale: Character
Fire Control: 2D Skill: Starship gunnery
Range: 100-500/1/1.8 Km Fire Control: 0D/2D*
Damage: 50 (5D) Range: 5-25/100/300 m
Damage: 60* (3D/6D*)
The Light Repulsor Tank is the most common ground *Medium Burst Already Factored in: RoF: 1 Per Gun
support unit typically encountered by any faction, in any
era (replaced by ground tread-ed tanks only in archaic Medium Blaster Artillery Cannon
times). These units are constructed by a myriad of Fire Arc: Turret: All
manufacturers and all, generally, resemble one another. Scale: Speeder
The contracts for construction of these vehicles varies so Skill: Starship gunnery
much that no one construction firm can lay claim to the Fire Control: +10 (2D)
intellectual property of the design. These vehicles will be Range: 100-500/1/1.8 Km
produced by large, galactic firms in addition to local Damage: 60 (6D)
planetary ones that don’t have reach outside their own star Medium Repulsor Tanks are the standard for armored
systems. These are typically lucrative business contracts
engagements. These units pack enough firepower to be
awarded to the locals of garrisoned worlds.
effective to both ground & aerial units. There are various
It is armed with only a single Medium Blaster Cannon makes and models of these units, and their production is
engagements. While it does not have an antipersonnel similar to the Light Repulsor Tank. The tank also inherits
weapon, the craft has a number of gun ports where blasters the internal gun port design that is commonly seen on the
can be fired from within the vehicle. Most of these ports Light Tank versions of the craft. There are two port and
are located port and starboard aft and directly aft. This is starboard, and two aft. These craft can be produced locally
where the two passengers would sit (troops). There are without any advanced fabrication. The armor plate,
one port per side and two aft. however, may be imported as it is somewhat advanced
All repulsor tanks are completely environmentally seal- compared to the construction of the rest of the vehicle.
able, though operation of any gun-port will breach the this The Medium Tank possesses enhanced Armor Ablation and
seal momentarily. They possess basic climate controls and Absorption & is also environmentally seal-able.
can even allow troops to survive in vacuum.

620
Heavy Repulsor Tank AT-PT
Craft: Various Engineering Firms: HRT Craft: All Terrain Personal
Affiliation: Galactic Republic / Rebel Alliance Transport
Era: Clone Wars+ Affiliation: Galactic Republic /
Scale: Speeder Empire
Length: 14 meters Era: Old Republic+ (Limited
Skill: Starship Piloting production)
Crew: 2, gunners: 4 Scale: Walker
Crew Skill: Typically L4 Length: 6 meters
Cargo Capacity: (50): 7.25 kilograms available Skill: Walker Piloting
Passengers: 6 Crew: 1
Consumables: 70 Hours ( credit refuel) Crew Skill: Typically 1-2D
Cost: 16,760 (New); 12,570 (Used) Cargo Capacity: (60): 22.5
Maneuverability: +6 (2D) kilograms available
Atmosphere: 200 Km/H; Ground to 1 m; 275 MPR Consumables: 6 Days (36 credit refuel)
Hull: 70 (6D) Cost: 16,390 (New); 12,270 (Used)
Armor: 55; Ablation: 45 (3D) Maneuverability: +6 (2D)
Sensors: Space: (Ground to 1 m)
Search: 25/+53(1D) Atmosphere: 75 Km/H; 105 MPR
Weapons: Hull: 30 (1D+2)
2 Light Repeating Blasters Armor: 120; Ablation: 50 (3D)
Fire Arc: Turret: 2 Fore, 2 Aft Sensors:
Scale: Character Passive: 18/0
Skill: Starship gunnery (Character Scale) Search: 12/+3 (1D)
Fire Control: 0D/2D* Weapons:
Range: 5-50/150/350 m Dual Blaster Cannon (Fire-Linked)
Damage: 50* (3D/5D*) Fire Arc: Turret: Fore, Port & Starboard
*Medium Burst Already Factored in: RoF: 1 Per Gun Scale: Walker
Medium Blaster Cannon Skill: Starship gunnery
Fire Arc: Turret: Fore, Port, Starboard Fire Control: 1D+2
Scale: Speeder Range: 100-500m/1/1.8 Km
Skill: Starship gunnery Damage: 40 (4D)
Fire Control: 2D Concussion Grenade Launcher
Range: 100-500/1/1.8 Km Fire Arc: Fore
Damage: 50 (5D) Scale: Character
Heavy Laser Artillery Cannon Skill: Starship Gunnery
Fire Arc: Turret: All Fire Control: +5 (1D)
Scale: Speeder Range: 5-50/100/300 m
Skill: Starship gunnery Damage: 60 (6D)
Fire Control: 2D Ammo: 80 Grenades
Range: 100-300/1.2/2.5 Km Notes:
Damage: 70 (7D)
• Armor +1
The Heavy repulsor Tank can be locally assembled, though
it may require imported parts due to weapon complexity
and advanced armor. It is fully environmentally sealed
with advanced climate control and robust armor ablation
and absorption. The craft possesses several gun-ports that
retain the environmental seal via micro magnetic fields.
There are 3 port and starboard and two aft.

621
AT-DP Passive: 15/0
Search: 18/+3 (1D)
Craft: All Terrain Scout Transport Weapons:
Affiliation: Empire Heavy Double Blaster Cannon (Fire-Linked)
Era: Rise of Empire+ Fire Arc: Fore
Scale: Walker Skill: Starship gunnery
Length: 10.1 meters Fire Control: 1D+1
Skill: Walker Piloting Range: 100-500m/1/1.8 Km
Crew: 2, skeleton: 1/+3 Damage: 53 (5D+1)
Crew Skill: Typically 1D Twin Light Blaster Cannon (Fire-Linked)
Cargo Capacity: (110): Fire Arc: Turret: Fore, Port
Consumables: 10 Days (132 credit refuel) Skill: Starship gunnery
Cost: 21,440 (New); 16,080 (Used) Fire Control: 2D
Maneuverability: +4 (1D+1) Range: 100-500m/1/1.8 Km
Speed: 90 Km/H; 125 MPR Damage: 30 (3D)
Hull: 40 (3D) Concussion Grenade Launcher
Armor: 110; Ablation: 45 (3D) Fire Arc: Fore, Starboard
Sensors: Scale: Character
Passive: 15/0 Skill: Starship gunnery
Search: 18/+3 (1D) Fire Control: 1D
Weapons: Range: 10-50/100/200 m
Heavy Laser Cannon Damage: 70 (7D)
Fire Arc: Fore Ammo: 80 Grenades
Skill: Starship gunnery Notes:
Fire Control: 1D • Armor +1
Range:100-300m/1.2/2.5 Km The All Terrain Scout Transport (AT-ST), also known as a
Damage: 40 (4D) Scout Transport, Scout Walker, or derisively as a chicken
Notes: walker, is a lightweight, bipedal walker used by the ground
• Small Arms Gun Ports: forces of the Galactic Empire.
Port & Starboard
The All Terrain Defense Pod
is a bipedal Imperial walker,
a variant of the AT-ST. It
features a heavily armored
head with a single mobile
laser cannon mounted
beneath its chin, and narrow
slits on the right and left
sides of the cockpit, from
which crew members could
fire at flanking threats. The
walker was deployed as a
police vehicle on planets
where rebel unrest seemed
probable, as well as patrol missions.

AT-ST
Craft: All Terrain Scout Transport
Affiliation: Empire
Era: Rise of Empire+
Scale: Walker
Length: 10.1 meters
Skill: Walker Piloting
Crew: 2, skeleton: 1/+5
Crew Skill: Typically L4
Cargo Capacity: (110): 52.5 kilograms available
Consumables: 11 Days (132 credit refuel)
Cost: 21,440 (New); 16,080 (Used)
Maneuverability: +5 (1D+2)
Speed: 90 Km/H; 125 MPR
Hull: 45 (3D+1)
Armor: 90; Ablation: 35 (2D)
Sensors:

622
AT-CT *Full Burst already factored in
Heavy Concussion Shell Artillery Cannon
Craft: All Terrain Combat Transport Fire Arc: Fore & Vertical
Affiliation: Empire Scale: Snubfighter
Era: Rise of Empire+ Skill: Starship gunnery
Scale: Walker Fire Control: 1D+2
Length: 11.5 meters Range: 1/2/4 Km Direct Fire; 2/4/8 Km Indirect Fire
Skill: Walker Piloting Damage: 56 (5D+2)
Crew: 2, skeleton: 1/+3 Ammo: 30 Concussion Shells
Crew Skill: Typically 2D
Cargo Capacity: (110): 47.5 kilograms available Concussion Grenade Launcher
Consumables: 12 Days (136 credit refuel) Fire Arc: Fore, Starboard
Cost: (New); (Used) Scale: Character
Maneuverability: +6 (2D) Skill: Starship gunnery
Speed: 115 Km/H; 160 MPR Fire Control: 1D
Hull: 55 (4D+1) Range: 10-50/100/200 m
Armor: 120; Ablation: 50 (3D) Damage: 70 (7D)
Shields: 20 (1D) Ammo: 80 Standard Grenades, 80 Defensive Smoke, 80
Sensors: Illumination Flares, 80 Location / Beacon Flares, 160
Passive: 15/+1 Propaganda Fliers
Scan: 18/+2
Search: 21/+3 (1D) Notes:
Focus: 1/+6 (2D)
Maximum: 42/-37 • Armor +1
Weapons:
Heavy Double Blaster Cannon (Fire-Linked) The AT-CT is a departure from conventional thinking. It’s
Fire Arc: Fore a walker that is ammunition dependent for it’s main gun,
Skill: Starship gunnery but it pack a punch: The Snubfighter Scale weapon will
Fire Control: 1D+1 make short work of most static defenses and has the added
Range: 100-500m/1/1.8 Km ability to effectively target and bring down Snubfighters
Damage: 53 (5D+1) (something that most AT-AT’s and other lesser walkers
have a severe problem doing). The walker is equipped
Twin Heavy Repeating Blaster Cannons (Fire-Linked) with a basic shield generator that must be angled for
Fire Arc: Turret: Fore maximum protection. The Shield is set to Forward Arc
Scale: Character when the generator is turned on by default.
Skill: Starship gunnery
Fire Control: 2D/5D* The Walker sees it’s first notable deployment after the
Range: 25-75/150/300m Battle of Hoth, though the walkers existed in small
Damage: 120 (11D/12D)* numbers and scattered commands a few years prior.

623
AT-AT Imperial-class Star Destroyer, stormtroopers and the TIE
fighter, it was one of the most famous symbols of the
Craft: All Terrain Armored Transport Empire's military might.
Affiliation: Empire The AT-AT walker was developed during the Clone Wars
Era: Rise of Empire+ and used in the Imperial Army, the ground forces of the
Scale: Walker Galactic Empire. It is the successor of the All Terrain
Length: 20.6 meters Tactical Enforcer that also saw use during the Clone Wars,
Skill: Walker Piloting although it constitutes a far more imposing example of
Crew: 5, skeleton: 3/+6 walker technology. Heavily armored and awe-inducing,
Crew Skill: Typically 3D the AT-AT positions itself as the standard of Imperial
Cargo Capacity: (206): 121 kilograms available firepower on the battlefield.
Passengers: 20 (troops)
Consumables: 26 Days (3,900 credit refuel)
Cost: 29,120 (New); 21,840 (Used)
Maneuverability: +2
Speed: 60 Km/H; 80 MPR
Hull: 70 (6D)
Armor: 150; Ablation: 55 (3D)
Sensors:
Passive: 15/0
Scan: 20/+3 (1D)
Search: 25/+6 (2D)
Focus: 2/+8 (2D+2)
Maximum: 50/-34
Weapons:
2 Heavy Laser Cannons (Fire-
Linked)
Fire Arc: Fore
Skill: Starship gunnery
Fire Control: 2D
Range: 100-300m/1.2/2.5 Km
Damage: 60 (6D)
2 Medium Blasters (Fire-Linked)
Fire Arc: Turret: Fore, Port, Starboard
Skill: Starship gunnery (Speeder
Scale)
Fire Control: 3D
Range: 100-500m/1/1.8 Km
Damage: 50 (5D)
Notes:
• The AT-AT walker’s head is
mounted on a pivoting neck,
which can turn to face Port, Fore
and Starboard fire arcs. An AT-AT
may move its head one fire arc
per turn with it’s main guns.
However, it’s 2 Medium Blasters
can fire independently of the
main guns.
• Layered, heavy armor +2.
"They're the most heavily armored
ground vehicles in the Imperial
Army."
"...so what you're saying is that you
have a thorough knowledge of just
how screwed we are."
―Thane Kyrell and Yendor, just
before the Battle of Hoth
The All Terrain Armored Transport
(AT-AT) is a four-legged combat
walker used by the ground forces of
the Galactic Empire. With the

624
AT-TE The AT-TE saw service during the Clone Wars and in some
opinions it was a far better walker than the AT-AT and
Craft: All Terrain Tactical Enforcer although slower and less heavily armored, it had a wide
Affiliation: Galactic Republic / Rebel Alliance variety of weapons and could defend itself well as well as
Era: Clone Wars+ (Obsolete, no production) handing out a lot of damage to its opponents. Since it was
Scale: Walker replaced by the AT-AT, the majority of AT-TE's were
Length: 17 meters scrapped, but some were put into storage as reserve forces.
Skill: Walker Piloting
However, the Alliance to Restore the Republic managed to
Crew: 1, gunners: 8
divert over one hundred shipments of several slated to be
Crew Skill: Typically 3D
scrapped and have fielded them as necessary against the
Cargo Capacity: (170): 171 kilograms available
Empire. Both the New Republic and the Remnants of the
Passengers: 20 (troops)
Empire are in possession of a few AT-TE's, and have put
Consumables: 17 Days (3,764 credit refuel)
them into service with talk of a updated model being put
Cost: 30,816 (New); 23,112 (Used)
into use by the New Republic.
Maneuverability: +1 (+1)
Speed: 50 Km/H; 70 MPR Notes:
Hull: 70 (6D)
Armor: 100; Ablation: 40 (2D) • Heavy Armor Plating: +2
Sensors:
Passive: 10/0
Scan: 20/+3 (1D)
Search: 25/+6 (2D)
Weapons:
Heavy Laser Cannon
Fire Arc: Turret: Any
Scale: Walker
Gunners: 2
Skill: Starship gunnery
Fire Control: 1D
Range: 100-300m/1.2/2.5 Km
Damage: 50 (5D)
6 Laser Cannons
Fire Arc: Turret: 2 Fore/Port, 2 Fore/Starboard,
1 Aft/Port, 1 Aft/Starboard
Scale: Speeder
Gunners: 1
Skill: Starship gunnery
Fire Control: 2D
Range: 100-300m/1.2/2.5 Km
Damage: 40 (4D)

625
LAAT/I/C Damage: 50 (5D)
2 Concussion Missile Launchers (Fire-Linked)
Craft: Rothana Heavy Engineering: Low Altitude Assault Fire Arc: Fore (Pilot)
Transport/Infantry/Cargo Skill: Starship gunnery (Walker Scale)
Affiliation: Galactic Republic / Rebel Alliance Fire Control: 3D
Era: Clone Wars+ (obsolete, low production) Range: 30 Units / 30 Km
Scale: Speeder Damage: 180 (8D/9Dx2)
Length: 17.4 meters Ammo: 6 Missiles/Launcher (6 total shots)
Skill: Starship Piloting Note: Cargo units cannot carry troops, they carry Walkers
Crew: 2, gunners: 2 and other units into battle.
Crew Skill: Typically 4-5D
Cargo Capacity: (87): 4 kilograms available 8 Air-To-Air Concussion Missiles (Fire-Linked)
Passengers: 14 Fire Arc: Fore: Under-slung on external hard-points that
Consumables: 87 Hours (210 credit refuel) increase craft space to carry them.
Cost: 63,040 (New); 47,280 (Used) (Fired by the Pilot)
Maneuverability: +9 (3D) Skill: Starship Gunnery (Speeder Scale)
Space: (Ground to Orbit capable) Fire Control: 3D
Atmosphere: 1,000 Km/H; 1,390 MPR Range: 30 Units / 30 Km
Hull: 70 (6D) Damage: 180 (8D/9Dx2)
Armor: 25; Ablation: 15 (1D) Ammo: 8; 4 total shots
Sensors: Note: No penalty to target air vehicles.
Passive: 15/0
Scan: 20/+3 (1D) The LAAT/i is the main infantry gun-ship and troop
Search: 30/+6 (2D) transporter used by the Republic during the Clone Wars.
Focus: 2/+6 (2D) Featuring chin mounted laser cannon turrets for use against
Weapons: enemy personnel, two dorsal mounted Concussion Missile
3 Anti-Personnel Laser Turrets launchers make the vehicles main armament, while two
Fire Arc: 2 Fore, 1 Aft automated laser turrets are built into the wings, and two
Crew: (co-pilot) manned turrets are mounted on articulated arms connected
Skill: Starship gunnery (Character Scale) to the main cabin, and the vehicles armament is rounded
Fire Control: 2D out by air-to-air rockets slung on the ventral surface of
Range: 2-50/100/200 m each wing. LAAT/i remain expensive vehicles, but their
Damage: 60 (6D) extreme level of armament means that they remain popular
with those that can get their hands on them. The Rebel
4 Composite Beam Turrets Alliance tends has a number of these left over from the
Fire Arc: Turrets: Alliance to Restore the Republic acquisition of them.
1 Fore/Port/Aft, 1 Fore/Starboard/Aft (co-pilot) Annually, Rothana Heavy Engineering sell's them a dozen
1 Fore/Port, 1 Fore/Starboard (2 Gunners) or 2 in back room dealings.
Skill: Starship gunnery (Speeder Scale)
Fire Control: 2D+2
Range: 2-100/250/500 m

626
I-PT Swift 4 Ion Bike
Craft: Aratech Corp: 68-S Swift 4 Swoop
Affiliation: Empire / Rebellion / General
Era: Rebellion
Scale: Speeder
Length: 3.1 meters
Skill: Starship Piloting: Swoop AP
Crew: 1
Crew Skill: Varies Wildly
Cargo Capacity: (15.5): 1.25 kilograms available
Cover: 1/4
Consumables: 15.5 Hours (3 credit refuel)
Cost: 11,520 (New); 8,640 (Used)
Maneuverability: +11 (3D+2)
Altitude Range: Ground level to 250 m
Atmosphere: 900 Km/H; 1,250 MPR
Hull: 20 (2D)
Armor: 15; Ablation: 5 (+1)
Craft: Imperial Engineering: Patrol Transport Sensors:
Affiliation: Empire Passive: 9/0
Era: Rise of Empire+ Search: 18/+1
Scale: Speeder Weapons:
Length: 8 meters Medium Blaster Cannon
Skill: Starship Piloting Fire Arc: Fore
Crew: 1 Pilot & 1 Co-Pilot, skeleton: 1/no penalty Skill: Starship gunnery
Crew Skill: Typically 1D Fire Control: 2D
Cargo Capacity: (40): 5 kilograms available Range: 100-500m/1/1.8 Km
Passengers: 6 Damage: 50 (5D)
Consumables: 40 Hours (45 credit refuel) Drop Net
Cost: 16,320 (New); 12,240 (Used) Fire Arc: Fore, Below, Aft
Maneuverability: +10 (3D+1) Skill: Starship gunnery
Space: (Ground to Orbit capable) Fire Control: 1D
Atmosphere: 750 Km/H; 1,040 MPR Range: 1-2/3-4/5-6 m
Hull: 60 (4D+2) Damage: 60 (6D); Ionization
Armor: 30; Ablation: 20 (1D) Ammo: 1
Sensors: The Swift 4 Ion bike is a popular choice among Law
Passive: 10/0 Enforcement, military organizations and the less reputable.
Scan: 20/+3 (1D) It’s armed well, faster than most craft it’s size and what it
Search: 40/+5 (1D+2) can’t outrun, it can typically out climb. The empire fields
Weapons: these on a couple craft that are designed for bandit hunting.
2 Laser Cannons (Fire-Linked) The Rebellion uses these sparingly, for fast escapes and
Fire Arc: Fore: Ball Turret some dirty hit and run tactics. While criminals tend to use
Crew: (Pilot or co-pilot) these in a fashion that ends up killing the occupants of the
Skill: Starship gunnery other craft and they swing around to, literally, pick up the
Fire Control: 2D+2 pieces.
Range: 100-300m/1.2/2.5 Km
Damage: 40 (4D) So, Alliance command issued me this bike and I didn’t
2 Light Rocket Launchers (Fire-Linked) really think anything of it until some hot shot I-PT pilot
Fire Arc: Fore (Pilot or co-pilot) managed to cut me off, I slipped over his carrier and
Skill: Starship gunnery dropped my Ion Net on him… he was moving about 3,000
Fire Control: 1D* Km/H to keep up with me. I’ve never seen the kind of
Range: 40 Units / 4 Km carnage that an 8 meter speeder transport can do until that
Damage: 140 (6D/7Dx2) day. He flew into a TIE hangar and lit the entire Imperial
Ammo: 8 Rockets/Launcher (8 total shots) garrison up.
Note: *Fire Control Penalty already factored in. -Commander Jaden Sal
The I-PT or Imperial Police Transport is the Empire’s
answer to the LAAT. With the de-escalation of conflict
following the Clone Wars, there was little need for a full
fledged combat drop ship. The craft is quite a bit smaller
and remains quite capable in it’s own right. It’s, actually,
better armored and carries a more formidable dog fighting
armament as well as some incredibly low cost, yet
effective, rockets.

627
White Witch Racing Model BBY, it was still popular with Outer Rim teens due to its
reliability and ease of maintenance (-1DR). While being
Craft: Mobquet WW-C/L-82 Land Speeder out of production you still see them on occasion. Mobquet
Affiliation: General produced tens of thousands of them. That might not seem
Era: Galactic Republic+ (Obsolete, discontinued) like much, but there’s bound to be at least one banged up
Scale: Speeder one sitting on a bargain lot on most systems.
Length: 6.5 meters
Speeders aren’t tough, but this one is as tough as they
Skill: Starship Piloting
come without being a military model. I found one of these
Crew: 1 + 1 Droid (can coordinate)
in a Junk Yard on a Mid Rim world when I was down on
Passengers: 1*
my luck and scavenging. She’s never left my side, and has
Crew Skill: Varies
remained my go to vehicle outside my ship. That shielded
Cargo Capacity: (32.5*): 32.5* kilograms available
glove box always comes in handy, I always keep a Bryar
Consumables: 32.5 Hours (4 credit refuel)
Pistol in there for, emergencies and sometimes I toss my
Cost: 4,920 (Used Only)
Lightsaber in there too. I have to point out, that while I
Maneuverability: +10 (3D+1)
have installed a full canopy on the craft for better
Altitude Range: Ground level to 14 m
protection, I miss the open canopy. It afforded me and my
Atmosphere: 400 Km/H; 560 MPR
Bryar an incredibly flexible field of view and fire.
Hull: 60 (4D)
Armor: 30; Ablation: 20 (1D)
Sensors:
Passive: 10/0 -Unnamed Jedi Fugitive
Scan: 15/+1
Search: 20/+2
Focus: 1/+3 (1D)
Maximum: 40/-38
Notes:
• Can hold up to 2 additional passengers, albeit tightly.
• 5 Kg Scanner Shielded Storage in a glove box:
Scanner Shielding: 60 Rating
• Amazingly Durable: +2 to Hull & +1 Armor
• Droid Socket: Droid can pilot & effect in-flight
repairs.

The “Racing” was the top end mode, called the White
Witch production run for various reasons not limited to the
paint scheme they all seemed to come with. This model
added a small amount of additional Maneuverability, flight
ceiling and some speed.
The Mobquet C/L-82 landspeeder had been a popular
model in the Core Worlds shortly before the Clone Wars.
Although the popularity of the C/L-82 had declined by 18

628
T-16 Skyhopper Military Refit Package: +12,928 Credits
Shields: 30: 2D Snubfighter Scale
Craft: Incom Corporation: T-16 Sensors:
Affiliation: General Passive: 10/0
Era: Rise of Empire Scan: 15/+2
Scale: Speeder Search: 30/+6 (2D)
Length: 5.2 Meters (12 m Wing Span) Focus: 3/+9 (3D)
Skill: Starship Piloting Maximum: 60/-34
Crew: 1 Cargo Capacity: (60): 20 kilograms available
Passengers: 1*
Crew Skill: Varies Twin Turbolaser (Fire-Linked)
Cargo Capacity: (26/60*): 21 kilograms available Fire Arc: Fore
Consumables: 3 Days (12 credit refuel) Scale: Speeder
Cost: 6,560 (New); 4,920 (Used); Both Unarmed Skill: Starship Gunnery
Maneuverability: +9 (3D) Fire Control: +1
Altitude Range: Ground level to 120 Space Units Space Range: 2-5/15/30
Atmosphere: 1,300 Km/H; 1,810 MPR Atmosphere Range: 200-500m/1.5/3.0 Km
Space: 13* Damage: 80 (8D)
Hull: 40 (3D)
Armor: 25; Ablation: 15 (1D) 2 Dumbfire Heavy Rockets (on Wing Pylons, 1 ea)
Sensors: Fire Arc: Fore
Passive: 5/0 Scale: Speeder
Scan: 10/+1 Skill: Starship Gunnery
Search: 15/+2 Fire Control: -5 (-2D); Slaved to Main Fire Control
Focus: 1/+3 (1D) Space Range: 30 Units / Atmosphere Range: 30 Km
Maximum: 30/-38 Damage: 100 (10D)
Notes: Cost: 144 Credits / each rocket
● *For purposes of Armament it can carry 60 Kg of
weaponry: outboard mounted Turbolasers, and Wing
mounted Missile Pylons (1 missile ea) Concussion
missiles.
● Space Speed conversion for flight out to 120 Units
from a Planet (edge of the Gravity Well).
● *1 Passenger in a folding seat can be strapped in and
carried tandem with the pilot.
Weapons:
4 Stun Lasers (Fire-Linked); Civilian Model
Fire Arc: Fore
Skill: Starship Gunnery
Fire Control: 0D+2
Atmosphere Range: 50-300/800 m/1.5 Km
Damage: 40 Stun (Speeder Scale; 4D)
Cost: 1,120 Credits

Civilian versions of the skyhopper are armed with


pneumatic cannons, though many law-enforcement
agencies and planetary militaries throughout the galaxy
utilize modified T-16s due to their overall good
performance, most didn’t arm it correctly, the military
model presented here corrects that deficiency.
These air-speeders are often used as training vehicles by
the Rebel Alliance, due to the fact that their flight controls
are similar to those of X-wings. The skyhopper is a
common sight across the galaxy, with versions of the craft
are on nearly every settled world.

629
T-36 Skyfighter II 2 Dumbfire Heavy Rocket Launchers (Fire-Linked)
Fire Arc: Fore
Craft: Incom Corporation: T-36-Mk II Scale: Speeder
Affiliation: General Skill: Starship Gunnery
Era: Galactic Civil War Fire Control: -4
Scale: Speeder Space Range: 30 Units
Length: 8.2 Meters (12 m Wing Span) Atmosphere Range: 3 Km
Skill: Starship Piloting Damage: 220 (10D/11Dx2)
Crew: 1 Ammo: 4 per Launcher (4 Shots total)
Passengers: 1 (can coordinate)
Crew Skill: Varies The T-36 is incredibly popular as a stop gap measure for
Cargo Capacity: (60): 3.5 kilograms available planetary governments that can’t afford Snubfighters.
Consumables: 3 Days (24 credit refuel) However, it’s poor atmospheric flight hurt it’s sales, this
Cost: 34,320 (New); 25,740 (Used) represents a field upgrade and an engineering refit to the
Maneuverability: +9 (3D) core speeder. The Mark II refit was made available at no
Altitude Range: Ground level to 120 Space Units cost to customers of the original T-36 Mark I. Planetary
Atmosphere: 1,300 Km/H; 1,805 MPR militias have been buying the craft in unabated fashion.
Space: 13* Incom is having trouble keeping up with demand, as such
Hull: 65 (5D+1) many planetary militias have started looking for sources of
Armor: 25; Ablation: 15 (1D) the initial production run of the Mark I’s.
Shields: 40 (3D, Snubfighter Scale)
Sensors: Many planets are reconsidering the actual value of
Passive: 15/0 maintaining true Snubfighters for planetary defense,
Scan: 25/+3 (1D) however, due to scarcity they have little choice but to retain
Search: 40/+6 (2D) their aging Snubfighters for the time being.
Focus: 1/+16(2D) I picked up one of these babies after trading in my trusty T-
Maximum: 80/-34 16 for a nice little “Certified Customer Discount”.
Notes: Honestly, I don’t like dogfights, but if you’re gonna be in
● *Space Speed conversion for flight out to 120 Units one, then this is the ride you want to be in. Sure it might
from a Planet (edge of the Gravity Well). lack some serious durability after it’s shields go, however,
Weapons: they have to hit me first! This is a death machine, and I’m
2 Heavy Turbolasers (Fire-Linked) a proud owner.
Fire Arc: Fore
Scale: Speeder –Ace Starkiller
Skill: Starship Gunnery
Fire Control: +2
Space Range: 2-5/15/30
Atmosphere Range: 200-500 m/1.5/3.0 Km
Damage: 90 (9D)

630
STAP Heavy STAP
Craft: Baktoid Armor Workshop STAP-1 Craft: Baktoid Armor Workshop STAP-2
Type: Single Trooper Aerial Platform Type: Heavy Single Trooper Aerial Platform
Affiliation: Trade Federation Affiliation: Trade Federation
Era: Clone Wars (Obsolete, no production) Era: Clone Wars (Obsolete, no production)
Scale: Speeder Scale: Speeder
Length: 2.2 meters Length: 2.5 meters
Skill: Starship Piloting Skill: Starship Piloting
Crew: 1 Crew: 1
Crew Skill: At least 1D Crew Skill: At least 1D
Cargo Capacity: (11): 4.75 kilograms available Cargo Capacity: (12.5): no kilograms available
Cover: 1/4 Cover: 1/4
Consumables: 11 Hours (2 credit refuel) Consumables: 10 Hours (2 credit refuel)
Cost: 3,456 (Used Only) Cost: 5,760 (Used Only)
Maneuverability: +11 (3D+2) Maneuverability: +6 (2D)
Altitude Range: Ground level to 12 m Altitude Range: Ground level to 12 m
Atmosphere: 300 Km/H; 415 MPR Atmosphere: 240 Km/H; 335 MPR
Hull: 20 (1D) Hull: 28 (1D+2)
Armor: 25; Ablation: 15 (1D) Armor: 30; Ablation: 20 (1D)
Weapons: Weapons:
Twin Laser Cannon Medium Twin Laser Cannon
Fire Arc: Fore Fire Arc: Fore
Scale: Character Scale: Character
Skill: Starship gunnery Skill: Starship gunnery
Fire Control: 1D Fire Control: 1D
Range: 15-75m/150m/300m Range: 25-100m/200m/400m
Damage: 60 (6D) Damage: 70 (7D)
The STAP was the cheaply mass produced speeder bike Torpedo Launcher
analogue used by the Trade Federation. Although difficult Fire Arc: Fore
to use for an organic pilot (-6/-2D to maneuverability) as Scale: Speeder
there is no seat, and the pilot must hang off the STAP, Skill: Starship gunnery
however these disadvantages are no problem when used by Fire Control: 1D
the Battle Droids that the STAP was designed for. Range: 15 Units / 1.5 Km
Although the STAP was made from the cheapest materials Damage: 60 (6D)
available, it still stands up as a competent speeder bike Ammo: 4 Torpedoes
when compared to modern military speeder bikes.
• Maneuverabilty penalty to all orgainics (-6/2D)
• Reduced the Scale of the guns to Character and
dropped the damage code by 1D. • Armor +1

• Cut the ranges by ¾ • Bumped the Guns up 1D and added range

631
Heavy Missile Platform Fire Control: 2D
Range: 5-25m/100m/200m
Craft: Baktoid Fleet Ordnance: HMP Damage: 60 (6D)
Type: Ground assault gunship 2 Twin Laser Cannons (Fire-Linked)
Affiliation: Separatists Fire Arc: Turret: 1 Fore/Port, 1 Fore/Starboard
Era: Clone Wars+ (Obsolete, discontinued) Scale: Speeder
Scale: Walker Skill: Starship gunnery
Length: 12.3 meters Fire Control: 2D
Skill: Starship Piloting Range: 100-300m/1.2/2.5 Km
Crew: 5 Droid Brains* Damage: 60 (6D)
Crew Skill: 2D Attribute / 3D Skill
Cargo Capacity: (123): 16 kilograms available 2 Concussion Missile Racks
Consumables: 12 Days (72 credit refuel) Fire Arc: Fore
Cost: 62,760 (Used Only) Scale: Walker
Maneuverability: +8 (2D+2) Skill: Starship gunnery
Space: 4 Fire Control: 1D
Atmosphere: 600 Km/H; 830 MPR Space Range: 30 Units
Hull: 48 (3D+2) Atmosphere Range: 30 Km
Armor: 25; Ablation: 15 (1D) Damage: 60 (6D)
Shields: 29 (1D+2) Ammo: 7 Missiles/Launcher
Sensors: The fully autonomyous Heavy Missile Platform is a deadly
Passive: 15/0 unit that has an extremely efficient combat processor: 5
Search: 30/+3 (1D) Linked droid Brains. It can perform a staggering amount
Maximum: 60/-37 of actions mere seconds and has been known to cut down
*Note: The 5 Droid brains allow for the craft to perform 5 entire squads of Clone Troopers.
actions prior to suffering a multiple action penalty. Also • Shifted some of the damage Scales around to make it
assume it has 5 Free Actions. fit better as a multi role platform of both anti tank and
Weapons: hunter killer for infantry.
2 Medium Laser Cannons Amazingly the ingenious Rebels have gotten their hands on
Fire Arc: Fore a couple of these models in the last few years. However,
Scale: Walker the groups deploying them tend to be Spec Ops units that
Skill: Starship gunnery are more radicals than the rest of the Rebel Alliance.
Fire Control: 3D While the Alliance doesn’t really condone their operational
Range: 100-300m/1.2/2.5 Km usage, they simply cannot deny the effectiveness of the
Damage: 50 (5D) units at taking out Imperial Targets. One Spec Ops unit
2 Double Laser Cannons called Bad Karma deployed three of these and used them
Fire Arc: 1 Fore/Port; 1 Fore/Starboard to take out an entire Imperial Garrison on Commonor.
Scale: Character
Skill: Starship gunnery
-Unconfirmed Report

632
Scarab Ground Support Unit Compact Assault Vehicle
Craft: Haor Chall Engineering: Scarab-Class Craft: Nen-Carvon: CAVw PX-11
Type: Support Air Speeder Affiliation: General
Affiliation: Separatists Era: Old Republic+
Era: Clone Wars+ (Obsolete, discontinued) Scale: Speeder
Scale: Speeder Length: 5.1 meters
Length: 3.8 meters Skill: Ground Vehicle Operation
Skill: Starship Piloting Crew: 1 (+ 1 there is room for a dedicated gunner)
Crew: Droid Brain Crew Skill: Varies
Crew Skill: 2D Attribute \ 2D Skills Passengers: Up to 2 (troop exit door in back)
Cargo Capacity: (19): 14 kilograms available Cargo Capacity: (25.5): 22.5 kilograms available
Consumables: 20 Hours (4 credit refuel) Cover: Full
Cost: 12,480 (Used Only) Consumables: 1 Day (5 credit refuel)
Maneuverability: +6 (2D) Cost: 7,040 (New); 5,280 (Used)
Space: 6 Maneuverability: +6 (2D)
Atmosphere: 900 Km/H; 1,250 MPR Speed: 260 Km/H; 360 MPR
Hull: 58 (4D+2) Hull: 64 (3D+2)
Armor: 25; Ablation: 15 (1D) Armor: 90; Ablation: 60 (4D)
Shields: 24 (1D+1) Sensors:
Sensors: Passive: 12/0
Passive: 5/0 Search: 18/0
Scan: 15/+3 (1D) Maximum: 36/-40
Search: 25/+6 (2D) Weapons:
Focus: 1/+9 (3D)
Maximum: 50/-34 Medium Blaster Cannon
Weapons: Fire Arc: Turret: All
Skill: Starship gunnery
4 Blaster Cannons (Fire-Linked) Fire Control: 2D
Fire Arc: Fore Range: 100-500m/1/1.8 Km
Scale: Speeder Damage: 50 (5D)
Skill: Starship gunnery Ammo: 1,000 Shots
Fire Control: 1D
Range: 100-300m/1.2/2.5 Km An anomaly of interesting engineering design choices this
Damage: 70 (7D) is an effective micro personnel carrier with good firepower.
It is fully enclosed and environmentally sealed.
Notes:
• Heavily Armored: + 20 to Durability
• The cannon can fire even if the vehicle has no power
• Dedicated Gunner Position is an add on (+750 Cr)
There is a modification that converts the consumables on
this baby to Walker grade (5 Days of operation) that costs
400 credits, totally worth it.
-Zak

633
1.4 FD P-Tower
Structure: Atgar SpaceDefense Corp: 1.4 FD
Type: Light anti-vehicle laser cannon
Affiliation: General
Era: Galactic Republic+
Scale: Speeder
Height: 2.8 meters
Skill: Starship Gunnery
Crew: 2; skeleton: 1/+3
Crew Skill: Varies
Consumables: 15 Hours: 1,500 Ammo or Generator
Cost: 7,040 (New); 5,280 (Used)
Hull: 30 (2D)
Armor: 25; Ablation: 15 (1D)
Sensors:
Passive: 5/0
Search: 10/0
Weapons:
Light Laser Cannon
Fire Arc: Turret: All
Scale: Walker
Skill: Starship gunnery
Fire Control: 1D
Range: 100-500m/2/10 Km
Damage: 39 (2D+2); Static Damage
Ammo: 1,500 Shots or Generator (Unlimited)
RoF: ½
The 1.4 FD P-Tower, also known simply as a P-Tower is a
light fixed anti-vehicle weapon emplacement manufactured Endor. They are notably used by the Rebel Alliance during
by the Atgar SpaceDefense Corporation. It holds enough the Battle of Hoth, though they proved ineffective at
power to disable an AT-ST, and its rugged dependability penetrating the armor of the All Terrain Armored
means it can function even in the harshest environments. Transports of the Galactic Empire.
The weapons system is incredibly effective vs light One of the largest deficiencies of the tower is it’s slow
vehicles and has a range that allows it to present a serious build up to fire. Typically, this delay translates to the
threat to any such vehicle regardless of it’s speed. The 1.4 weapon firing with one half the frequency of a fixed /
FD will fire out to a maximum range of ten kilometers. vehicular weapons emplacement. However, the slow
However, a limitation to this amazing range is the fact that buildup to power translates into simplistic repairs with off
the weapon is limited to direct fire only (incapable of the shelf components and reduced cost.
Indirect Fire).
Notes:
The tower functions by having its single laser cannon fire
from the center of the energy dish, which has 16 • Armor Penetrating (Drains 5 Ammo): on light
micropower routers evenly spaced along the edge of eight vehicles and walkers; Ignores 15 Ablation.
power conversion cells along the interior. Despite its • Low Cost components: The 1.4 FD is 50% less
ability to offer soldiers a 360° field of fire due to a rotating expensive after final build calculations are tallied
base, along with operational capability in temperatures (base 80% cost then reduced by ½ for final cost); this
ranging from -73°C to 49°C, it is inexpensive, quick and also factors in the design’s age.
easy to produce.
• Original D6 Stats show the P-Tower delivering 2D+2
The P-Tower was used throughout the Clone Wars and the Damage at Speeder Scale. Even with original stats, a
Galactic Civil War on worlds such as Hoth, Tatooine, and 2D+2 gun poses little threat to a 3D AT-ST… With
current Armor Ablation values the gun is worthless at
stock configuration (even with the Armor penetration
perk above).
• Elevated to Walker Scale
• Static Damage: (39) 2D+2 This value typically
adjusts the damage of the weapon in question up by
50% and is highly resistant to changes in Scale. As
such, Scales above that of the Static Weapon only
penalize the damage delivered by ½ of their typically
rating.

635
Anti Infantry Laser Battery
Structure: Golan Arms: DF .9
Type: Light anti-vehicle laser cannon
Affiliation: General
Era: Galactic Republic+
Scale: Speeder
Height: 4 meters x 2 meters
Skill: Starship Gunnery
Crew: 3; skeleton: 1/+6
Crew Skill: Varies
Consumables: 30 Hours: 1,000 Ammo or Generator
Cost: 7,040 (New); 5,280 (Used)
Hull: 40 (3D)
Armor: 25; Ablation: 15 (1D)
Sensors:
Passive: 4/0
Search: 8/0
Maximum: 16 (-40) be installed on multiple terrain types. The nature of the
Weapons: DF.9's fixed emplacement means that the unit is not able to
Anti Personnel Laser Battery be moved easily.
Fire Arc: Turret: All Notes:
Scale: Character While it’s armor is incredibly effective versus small arms
Skill: Starship gunnery fire, it is nearly useless against any weapons system above
Fire Control: 2D Speeder Scale.
Range: 20-600m/3/16 Km
Damage: 60 (6D) AoE • The battery has a fail safe that engages for any targets
AoE Blast: 8m (full damage to the entire blast radius) under 10 meters distant (It will not fire).
Ammo: 500 Shots or Generator (Unlimited) • At any range above 3 Kilometers the weapons system
RoF: 2 (Up to 2 shots per round) must default to the inaccuracies of Long Range
Manufactured by Golan Arms, the DF.9 is a fixed Targeting, the integral sensor package is weak and
emplacement anti-infantry weapon. It incorporates a does not allow effective targeting. Where this differs
single DF .9 laser cannon mounted atop a four-meter tall from ordinary weapons firing at Maximum ranges is
cylindrical housing. The tower is composed of heavily- that the Battery’s Fire Control Still applies (since the
armored durasteel, with proton-shielding that is resistant to gun has the range, but the targeting and sensor gear
close-quarters blaster fire but useless against the firepower lacks the resolution to accurately target without issue
of an All Terrain Armored Transport. The tower features a at those ranges).
front access panel for access, and an upper observation
hatch. The turreted laser cannon employs precision
targeting computers, and has a one-hundred and eighty
degree rotation. The optimal range for the DF.9 is three
kilometers, although the laser cannon is capable of hitting
targets at a distance of sixteen kilometers at the cost of
decreased accuracy. The DF.9 is capable of firing a shot
every three seconds, although the beam diverges and
degrades over its maximum range. The impact of the
energy beam scatters explosive energy and produces a
secondary blast of radiation. The collateral effect produces
an eight-meter radius impact point that can effectively
destroy entire squads of soldiers. The weapon produces
more destructive firepower than heavy repeating blasters
such as the E-Web heavy repeating blaster.
The DF.9 requires a crew of three to operate; a gunner who
sits in the upper turret, a targeting computer technician and
a technician to monitor the energy flow from the power
generator, who were are housed in the armored tower. The
weapon can be crewed by a single gunner, but the
efficiency of the weapon is diminished. Skilled gunners
can use the DF.9's accuracy to effectively disable army
support systems and light vehicles and it is devastating to
foot soldiers and a threat to vehicles such as the All Terrain
Scout Transport. It is best used in conjunction with other
similar units and anti-vehicle lasers to defend military
bases, spaceports and other strategic installations. It can

636
Small / Light Prefab Base / standard with basic defensive weaponry and
Garrison robust defensive shielding. Though the shielding
itself is only effective against orbital threats and
Craft: Generic Modular Light Garrison any direct assault (ground level) is not protected
Affiliation: Empire / Alliance / General against by the bombardment shields.
Era: Old Republic+
Scale: Corvette These garrisons are by far the most numerous of
Length: 150 Meters (the rough volume of a corvette in one those encountered on hostile worlds. There have
location); some outlying structures like the Shield
generator which must be in line of sight with the area been so many deployed over the millennia that
above the base. abandoned or overgrown facilities are a common
Officers: 8 enough sight. Many of these have grown into
Non Comms: 60 towns and villages with the garrison established
Crew Skill: Varies as the seat of governance for the local provinces.
Cargo Capacity: (1,500): assembled
Guest Capacity: 68 (troops)
Consumables: 7 Months (333K credit restock) There is no design characteristic of these bases
Cost: 671K (New); 503K (Used) that can be claimed by any one engineering firm.
Hull: 220: 4 Locs (2D) The base layouts and essential structures have
Armor: 170/Loc; Ablation: 75 (5D) been available, in one form or another, since the
Shields: 7,510/Loc (2D Battlestation) time of Xim the Despot!
Sensors:
Passive: 20/+0 • Base is fully stocked with food and supplies
Scan: 40/+3 (1D) for extended operation.
Search: 80/+6 (2D)
Focus: 3/+8 (2D+2) • One Assembled, consider the base to be
Maximum: 160/-34 largely permanent. While structures can be
Weapons:
2 Double Laser Cannons (Fire-Linked) re-used, the core of the base is locked to the
Fire Arc: Turret: Dorsal Towers site of initial deployment.
Scale: Speeder
Skill: Starship gunnery • Damage Soak Values are only derived from
Fire Control: 3D Cruiser scale. However, the actual structural
Range: 100-300m/1.2/2.5 Km strength of the Small Garrison is Walker
Damage: 50 (5D) Scale, and thus it can be effected by
4 Double Blasters (Fire-Linked) concentrated weapons fire from Ground
Fire Arc: Turrets: 4 corners of the base units.
Scale: Character
Skill: Starship gunnery • Imperial Units typically deploy a electronic
Fire Control: 2D Death Fence around their compounds, 10m
Range: 10-100/200/300 m High, delivers 100 Damage constant (10D).
Damage: 50 (5D) These are found on their larger bases as well.
Space Craft Hangar: 6 Fighters, 2 Shuttle craft
Ground Assets: 15 units
Shield Generator
• Externally Located
Hull: 30: 4 Locs (2D Snubfighter)
Base Size: 10 Units (in storage)

A basic defensive fortification that can be low orbit


deployed and assembled on the ground. It represents a
relatively formidable position and will act as an effective
base of operations.

These are the standard for easily deploy-able


planetary outposts. These installations typically
ship in a condensed format that can be gradually
deployed with engineering teams, or orbit-ally
inserted in planetary entry pods that have their
own automated deployment cycles (the latter of
which are the most common). The bases come

637
Standard Prefab Base / Damage: (40) 4D
Space Craft Hangar: 12 Fighters, 3 Shuttle craft
Garrison Ground Assets: 30 units
Craft: Generic Modular Standard Garrison Outlying Structures:
Affiliation: Empire / Alliance / General Shield Generator:
Era: Rise of Empire+ Hull: 50: 4 Locs (2D Transport)
Scale: Frigate 2 Double Laser Cannons (Fire-Linked)
Length: 300 meters (the rough volume of a Frigate, does Fire Arc: Tower Turrets: Place Anywhere
not have to be contiguous); with outlying structures, power Scale: Speeder
generators, check points & the shield generator which must Skill: Starship gunnery
be within line of sight to the area above the base. Fire Control: 3D
Officers: 24 Range: 100-300m/600m/1.2 Km
Non Comms: 246 Damage: 50 (5D)
Crew Skill: Varies
Cargo Capacity: (3,000): Full when stocked 4 Double Blasters (Fire-Linked)
Guest Capacity: 270 (troops) Fire Arc: Turrets: Place anywhere
Consumables: 2 Years (4.2 Million credit restock) Scale: Character
Cost: 1.9 Million (New); 1.4 Million (Used) Skill: Starship gunnery
Speed: Immobile once deployed Fire Control: 2D
Shields: Planetary Shield Generator, Localized 2D Death Range: 10-100/200/300 m
Star Scale; Shield Points: 9600: Only protects from Damage: 50 (5D)
Orbital bombardment and direct assault. Base Size: 20 Units (in storage)
Hull: 370: 4 Locs (2D+2)
Armor: 255/Loc; Ablation: 75 (5D) A medium defensive fortification that can be low orbit
Shields: 22,500/Loc (3D Death Star) deployed and assembled on the ground. It represents a
Sensors: very formidable position and will act as an effective base
Passive: 30/+3 (1D) of operations for a longer period of time. These are the
Scan: 60/+6 (2D) most common, long term, bases of operation that most
Search: 90/+9 (3D) modern militaries function from. The designs and layouts
Focus: 4/+11 (3D+2) are numerous and the construction rights cannot be
Maximum: 180/-31 claimed by any one design firm. Though military
Weapons: commands tend to put their own spin on the bases so as to
1 Surface to Orbit Quad Turbolaser Battery differentiate them from their enemies as well as to confuse
Fire Arc: Turret: Dorsal Towers those assaulting them by varying their layouts. Regardless
Scale: Destroyer (2D Hull) of all of this customization, the core functionality of these
Skill: Starship gunnery bases remains the same. These bases are robust enough
Fire Control: 4D that any one installation can support an entire sector fleet
Range: Short: Low Orbit(50); Medium: High Orbit(75); with it’s ability to garrison troops, rotate personnel for
Long: Approach Vector: (100) R&R and deploy replenishment efforts from a small fleet
Damage: 150 (10D Static) of either re-purposed civilian haulers or dedicated fleet
4 Double Blasters (Fire-Linked) tenders.
Fire Arc: Turrets: 4 corners of the base • Damage Soak Values are only derived from Frigate
Scale: Snubfighter scale. However, the structural strength of the Medium
Skill: Starship gunnery Garrison is Walker Scale, and thus it can be effected
Fire Control: 2D
by concentrated weapons fire from Ground units.
Range: 100-300m/1.2/2.5 Km

638
Space Defense Platform Crew: 2
Skill: Capital ship gunnery
Craft: Various Designs: Point Defense Platform Fire Control: 4D
Affiliation: Empire / Republic / Rebellion / General Space Range: 1-5/15/30
Era: Galactic Republic+ Atmosphere Range: 2-10/30/60 km
Type: Space Based Defensive Emplacement Damage: 50 (5D)
Scale: Destroyer
Length: 400 Meters Snubfighter Complement: 24 Snubfighters & 6
Skill: Capital ship piloting, relatively stationary Transports
Crew: 558, gunners: 32, skeleton: 360/+9 This represents a functional, small space station. Capable
Crew Skill: Typically 4D of supporting two squadrons of Snubfighters and six
Passengers: 614 (troops) transports. The platforms are designed to be rather self
Cargo Capacity: (4,000): 2,838 metric tons available sufficient the station have an endurance of roughly two
Consumables: 2 Years (9.3 Million Refit cost) years for it’s entire compliment. The station remains a
Cost: 4.1 Million (New); 3 Million (Used) healthy 2,838 Metric Tons of storage and has been readily
Maneuverability: 0D deployed to act as a staging point and a forward base in
Space: 1 many operations. However, it’s stand alone self
Hull: 730: 4 Locs (4D) sufficiency allows it to field fast respondents, via it’s
Armor: 340/Loc; Ablation: 75 (5D) transports, to any crisis that might arise. These have
Shields: 370/Loc (2D) become a common sight around penal colonies,
Sensors: exploration groups and eve utilized as scientific bases on
Passive 40/+0 occasion. The station is somewhat modular as well, each
Scan 80/+3 (1D) of it’s “arms” can be separated form the central structure
Search 120/+6 (2D) and assembled in the field, allowing it to be carried by craft
Focus 4/+9 (3D) that are roughly the same size as the station itself.
Maximum 240/-34
Weapons: Many systems in the galaxy are too small to effectively
4 Quad Turbolaser Batteries erect battlestations in space to support their sector-wide
Fire Arc: 1/Arc operations. These platforms are representative of standard
Crew: 3 space operations bases that anyone in the galaxy can
Skill: Capital ship gunnery readily field. They are easy to operate, replenish and are
Fire Control: 4D functionally capable of supporting the repair and refit
Space Range: 3-15/35/75 operations of larger vessels.
Atmosphere Range: 6-30/70/150 km The designs of these Space Defense Platforms tend to vary
Damage: 80 (8D) to some degree, yet most are instantly recognizable for
12 Quad Laser Cannons (Fire-Linked) what they represent. There is always some from modular
Fire Arc: 4/Arc drop in functionality with these platforms. Common
Crew: 1 modules are: Ore Refinery, Materials Processing, Refit and
Skill: Star Ship Gunnery Repair, Enhanced Snubfighter Garrison (removes 2,400
Fire Control: 3D metric tons to provision the station with an additional 24
Space Range: 1-3/12/25 Snubfighters), Scientific Monitoring and Research,
Atmosphere Range: 100-300m/1.2/2.5 Km Forward Triage and Medical Staging, Planetary Cleanup
Damage: 50 (5D) and Terraforming Coordination, Casino, etc.
4 Tractor Beam Projectors
Fire Arc: 1/Arc Note: Snubfighter Compliment Cost is Extra

639
Space Defense Station Skill: Capital ship gunnery
Fire Control: 2D
Craft: Golan Arms: Type I Space Gun Space Range: 120
Affiliation: Empire / Republic / Rebellion / General Atmosphere Range: 240 km
Era: Clone Wars+ Damage: 90 (9D)
Type: Space Based Defensive Emplacement Ammo: 300 Missiles/Launcher
Scale: Battle Station Flack Defense: 45/Arc; 225 Total; -20 Ammo
Length: 1,240 Meters 8 Tractor Beam Projectors
Skill: Capital ship piloting, relatively stationary Fire Arc: 2 Fore, 2 Port, 2 Starboard, 2 Aft
Crew: 1,488, gunners: 140, skeleton: 930/+3 Crew: 2
Crew Skill: Typically 4D Skill: Capital ship gunnery
Passengers: 1,786 (troops) Fire Control: 4D
Cargo Capacity: (6,200)*: 2,620 metric tons available Space Range: 1-5/15/30
Consumables: 5 Years (65.7 Million Refit cost) Atmosphere Range: 2-10/30/60 km
Cost: 97.5 Million (New); 73.4 Million (Used) Damage: 50 (5D)
Maneuverability: 0D
Space: 1 Snubfighter Complement: 72 Snubfighters & 12
Hull: 15,010: 6 Locs (4D) Transports.
Armor: 1,000/Loc; Ablation: 90 (6D) Following the success of their Point Defense Platform
Shields: 7,510/Loc (2D) Golan Arms strove to build a larger, more decisively
Sensors: defensive structures meant to safeguard locations like
Passive 50/+0 shipyards, planetary gateways and operate in much the
Scan 100/+3 (1D) same fashion as their Point Defense platform, as well as
Search 200/+6 (2D) being deployed along side them. The new design emerged
Focus 5/+9 (3D) in the midst of the Clone Wars and was immediately thrust
Maximum 400/-34 into service. In the fires of battle these stations proved
Weapons: their mettle and their resilience, however one thing would
28 Turbolaser Batteries become apparent, the stations weren’t robust enough for
Fire Arc: 14 Fore/Port/Starboard & 14 Aft/Starboard/Port every type of duty.
Crew: 3
Skill: Capital ship gunnery The Separatists and the Galactic Republic employed these
Fire Control: 4D types of bases, however, in the case of the Separatists it
Space Range: 3-15/35/75 was a poorly reverse engineered design / knock off.
Atmosphere Range: 6-30/70/150 km Notable achievements here come into considering just,
Damage: 80 (8D) how? Did Golan Arms manage to cram a Battle Station
20 Concussion Missile Launchers into something roughly the size of a Venator Star
Fire Arc: 5/Arc Destroyer. They had a couple things going for them,
Crew: 2 former engineers from Rendili Star Drive had defected and
brought with them some advanced
structural techniques, as well as, the
ground work for a more “modern” form
of slave rigging that would not violate
the licenses that Rendili held proper.
Rather than slaving computers together
the new rigging was more of a
cooperative network of smaller
terminals operating in something akin
to a hive mind. It was a brilliant
development and something Golan
Arms immediately patented. The
advanced materials designs led them to
evolve the space frame of a Battleship
grade hull and turn it into a Battle
Station’s resilience. The cost of this
evolutionary engineering feat? *The
loss of 50% of the station’s cargo space.
Note: Snubfighter Compliment’s cost is
Extra

6 Locations: Fore/Port/Starboard/Aft/
Tower 1/Tower 2

640
Space Defense Station II Crew: 2
Skill: Capital ship gunnery
Craft: Golan Arms: Type II Space Gun Fire Control: 2D
Affiliation: Empire / Republic / Rebellion / General Space Range: 120 Units
Era: Rise of Empire+ Atmosphere Range: 240 km
Type: Space Based Defensive Emplacement Damage: 90 (9D)
Scale: Battle Station Ammo: 300 Missiles/Launcher
Length: 2,480 Meters Flack Defense: 90/Arc; 360 Total; -40 Ammo
Skill: Capital ship piloting, relatively stationary 12 Tractor Beam Projectors
Crew: 2,976, gunners: 212, skeleton: 1,860/+3 Fire Arc: 3 Fore, 3 Port, 3 Starboard, 3 Aft
Crew Skill: Typically 4D Crew: 2
Passengers: 3,571 (troops) Skill: Capital ship gunnery
Cargo Capacity: (12,400)*: 2,720 metric tons avail Fire Control: 4D
Consumables: 10 Years (195.2 Million Refit cost) Space Range: 1-5/15/30
Cost: 168.9 Million (New); 127 Million (Used) Atmosphere Range: 2-10/30/60 km
Maneuverability: 0D Damage: 50 (5D)
Space: 0; (can slowly rotate and pivot)
Hull: 22,510: 6 Locs (6D) Snubfighter Complement: 144 Snubfighters, 24
Armor: 1,450/Loc; Ablation: 135 (9D) Transports, 36 Support Ships (Skypray/Gunboats)
Shields: 15,010/Loc (4D) Based off the success of the Golan I, the Golan II sought to
Sensors: rectify the issue of not being formidable enough. This had
Passive 60/+3 (1D) a cost, however, the station could no longer manage to
Scan 120/+6 (2D) retain it’s mobility. It could maintain attitude and position,
Search 240/+9 (3D) it could tilt and even rotate. Actual, independent
Focus 6/+12(4D) movement, was lost. This seemed a small price to pay for
Maximum 480/-31 the overall gains in resilience and the ability to moor small
Weapons: Capital Ships and even act as a limited repair yard for them
36 Quad Turbolaser Batteries (ships 450m and under). Being introduced in a war heavy
Fire Arc: 18 Fore/Port/Starboard & 18 Aft/Starboard/Port period while the remnants of organized resistance of the
Crew: 3 old guard of the Galactic Republic ground against what
Skill: Capital ship gunnery would become the New Order, or Galactic Empire saw
Fire Control: 4D plenty of engagements that truly tested the station. As
Space Range: 3-15/35/75 before, during the Clone Wars, one thing became
Atmosphere Range: 6-30/70/150 km abundantly clear. The station, while quite formidable was
Damage: 80 (8D) simply not enough. In at least two instances lone Golan
40 Concussion Missile Launchers II’s were overwhelmed by smaller fleets comprising of
Fire Arc: 10/Arc older Separatist warships. This occurred even with it’s
comprehensive Snubfighter
compliment, it’s transports
and support gun ships
deployed. Thus, once more
the Golan engineers returned
to the drawing board. Their
marketing for Point Defense,
Golan I and Golan II are
targeted at lesser clientele.
Notes: As with the Golan I,
the Golan II sacrifices 50%
of it’s interior Cargo
Capacity. Lacking in core
drive systems the Golan II
has an efficiency gain on its
consumable costs, a savings
of 25%. Snubfighter
Compliment is Extra Cost

It has 6 Locations: Fore,


Port, Starboard, Aft, Dorsal
Tower, Ventral Tower

641
Space Defense Station III Atmosphere Range: 480 km
Damage: 120 (12D)
Craft: Golan Arms: Type III Nova Gun Ammo: 300 Advanced Missiles/Launcher
Affiliation: Empire / Republic / Rebellion / General Flack Defense: 180/Arc; 720 Total; -60 Ammo
Era: Galactic Civil War+ 16 Tractor Beam Projectors
Type: Space Based Defensive Emplacement Fire Arc: 4/Arc
Scale: Battle Station Crew: 2
Length: 3,100 Meters Skill: Capital ship gunnery
Skill: Capital ship piloting, relatively stationary Fire Control: 4D
Crew: 3,720, gunners: 308, skeleton: 2,325/+3 Space Range: 1-5/15/30
Crew Skill: Typically 4D Atmosphere Range: 2-10/30/60 km
Passengers: 4,464 (troops) Damage: 50 (5D)
Cargo Capacity: (15,500)*: 2,155 metric tons avail Snubfighter Complement: 144 Snubfighters, 24
Consumables: 12 Years (255 Million Refit cost) Transports, 36 Support Ships (Skypray/Gunships), 2
Cost: 403.4 Million (New); 302.5 Million (Used) Corellian Gunships, 2 Bayonet Cruisers
Maneuverability: 0D Golan Arms final attempt to create a Battle Station
Space: 0; (immobile) unparalleled in the galaxy. They were successful, as they
Hull: 30,010: 7 Locs (8D) had been with their three prior designs. No known Golan
Armor: 1,600/Loc / Ablation: 150 (10D) III Nova Gun has ever fallen in battle to date. However,
Shields: 22,510/Loc (6D) due to design limitations the Nova Guns haven’t quite
Sensors: excelled either. They lack the ability of their predecessor,
Passive 70/+6 (2D) the Golan II, to rotate and pivot in space. These are true
Scan 140/+9 (3D) fixed emplacements in space, they do retain attitude
Search 280/+12 (4D) thrusters for maintaining stability in battle as well as
Focus 7/+15 (5D) against solar winds and other anomalies. There is no better
Maximum 560/-28 fixed emplacement for the price or the size. Building off of
Weapons: the yard capabilities of the Golan II the III can act as a
52 Quad Turbolaser Batteries limited yards facility for ships that are 900 meters and
Fire Arc: 26 Fore/Port/Starboard & 26 Aft/Starboard/Port under. While for ships 450 meters and under the station
Crew: 3 can act as a full yards facility if need be. These stations
Skill: Capital ship gunnery have sold without question to the Empire. It’s compliment
Fire Control: 4D of support craft is nothing less than stellar.
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km Notes: As with the Golan I & II the Golan III sacrifices
Damage: 80 (8D) 50% of it’s interior Cargo Capacity. Lacking in core drive
60 Concussion Missile Launchers systems and it’s completely static and stationary nature, the
Fire Arc: 15/Arc (4 Arcs) Golan III has an efficiency gain on its consumable costs, a
Crew: 2 savings of 35%. Snubfighter Compliment is Extra cost
Skill: Capital ship gunnery
Fire Control: 2D 7 Locations: Fore/Port/Starboard/Aft; Dorsal Tower, Port
Space Range: 240 Units Tower, Starboard Tower

642
Droids Agency, Interstellar Droid Monitoring
Incorporated, Justice Systems, Kalibac
Droids in the galaxy are a common sight. They
perform every type of task imaginable in the Industries, Kellenech Technologies, Korrealis
galactic society of Star Wars. Everything from Systems, Kuat Drive Yards, Kyrotech Corporate
menial tasks to advanced diplomatic Combine, Kystallio Detection Plus, Lanthe
negotiations. Droids are relied upon, as Artifice, LeisureMech Enterprises, Lerrimore
companions, servants, guards, and more. There Droids, LesTech, LIN Corporation, Loratus
are few worlds you can travel to that you will not Manufacturing, Loronar Corporation, Lothal
find some number of Droids. Droids are largely Logistics Limited, Lovolan, Medtech Industries,
regarded as property. The number of sentient Melody Fellowship, MerenData, Michaud
Droids in the galaxy is growing, however, even Industries, Military Research and Development
these sentient Droids are regarded as second or Division, Mygeetan droid factory, New Republic
even third class citizens. It is generally illegal to Department of Research and Development,
be sentient and a Droid. However, some Okara Droid Company, Onadax Droid
organizations like the Rebel Alliance and then Technologies, Opti-Prime, Phlac-Arphocc
the New Republic will tolerate their existence. Automata Industries, Phlut Design Systems,
That’s not to say those sentient Droids are treated Plintep Cybernetics Corporation, Polis Massa
well, it’s just saying that they aren’t hunted down Pria Assemblage, Power Droid Incorporated,
and destroyed. In the Empire, for example, Pruett Products, Publictechnic, Quarren
tolerated semi-Sentient Droids like the Dark Industrial, Rebaxan Columni, Rebeton Kl'Ian
Trooper models are tolerated, feared and even Reiber Manufacturing, Republic Droids,
respected. However, their programming lends Republic Engineering Corporation, RetSpan
them toward an unflinching loyalty to the Audionics, Reubens Robotic Systems, Rim
Emperor and his ideals. All other Droids are Securities, Roche Hive, Rodian D-Tec, Rossum
hunted down and memory wiped, if that doesn't Droidworks, Rseikharhl Droid Group, Serv-O-
solve the issue, they are destroyed. Droid, Inc., SGI Systems Incorporated, Shiu-
Shiu Race Systems, Sienar Intelligence Systems,
What I’m listing here are some of the more Smitroo Industries, Starfront Health Corporation,
universally common Droid models. Any of these Structgalactis Inc., Tac-Spec Corporation,
base models can be adapted as a playable Droid Teagan Tech Consortium, TelBrinTel
Character. Though some will require higher Corporation, Temporary Droids, Tendrando
powered games to be permissible in play. Droids Arms, Tereene, Terminax, Thule droid factory,
are so prevalent that their manufacturer’s and Toong' Security Systems, Trang Robotics,
designs number in the thousands. Here are some TransTech Droidworks, Tredwall, Ubrikkian
examples of Droid Manufacturers: Steamworks, Uhr-Vah-Vo TechWorks, Ulban
AccuTronics, Arakyd Industries, Aratech, Aro. Arms, Uulshos Manufacturing, Uxiol Droid
Automata Galactica, Baktoid Armor Workshop, Manufacturing, Veril Line Systems, Vertseth
Balmorran Arms, Bansche Tech, Beharen Droid Automata, Viper Sensor Intelligence Systems,
Factory, Bibliotron Systems, Blujay, Bossikan/ Zubintech
Rendili Caldrahlsen Mechanicals, Calin Cost Matrix for Droid pricing: Count
Industries, Cencil Corporation, Cestus everything up as pips, even features. Break D
Cybernetics ChandrilTech, Chiba Corporation, (even attributes) down into 3 pips. Be mindful
Clandes Industrial, Coachelle Automata Colicoid of skills that benefit from the Attribute, don’t
Creation Nest, Colla Designs, Trey count that when adding them up (1D STR: 2D
CourserCybot Galactica, Czerka Arms, Lifting = 1D Skill = 3 pips). Skills represent 1
DeepSpace Delban Faxicorp, Drendan, Droxian pip. Total Pips x 150 (Character Scale) = Droid
Manufacturing, Duorq, Duwani Mechanical Prototype Design Price. It functions just like
Products, Farrfin Droidworks, GalactiDroid Starship costs do. You multiply the Prototype x
Architecture, Galalloy Industries, Galinolo, various multipliers to get you production models.
Geentech Corporation, Geonosian Industries,
Haor Chall Engineering, Holowan Laboratories, Condition Monitor
Huvicko/Yuzabi, Imperial Department of S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40
Military Research, Industrial Automaton, S: Stun, W: Wounded, W2: Wounded Twice, I:
Industrial Intelligence, Intergalactic Droid Incapacitated, M: Mortal, D: Destroyed/Dead

644
C1 Astromech Droid WED 15 Treadwell Droid
Model: Industrial Automaton: C1-Series Model: Cybot Galactica: WED 15
Type: Astromech Droid Type: Maintenance & Repair Droid
Era: Galactic Republic+ Era: Galactic Republic+
DEXTERITY 1D DEXTERITY 2D
KNOWLEDGE 1D KNOWLEDGE 1D
MECHANICAL 2D MECHANICAL 1D
Navigation 2D, Starship Piloting 1D, Commscan 1D+2
Commscan 1D PERCEPTION 3D
PERCEPTION 1D Search 1D
STRENGTH 2D STRENGTH 1D
Lifting TECHNICAL 2D
TECHNICAL 2D Computer Programming/Repair 2D+2, General
Computer Programming/Repair 2D, Starship Maintenance/Repair 4D, Repulsorlift Repair 2D,
Repair 2D, General Maintenance & Repair 2D, Starship Repair 3D+1
Security 1D+2
Equipped With:
Note: Astromech Droids, may attempt starship • Video sensor
repair while in flight. • Dual-tread mag-loc locomotion
• Rectractible Heavy Grasper Arm: +3 Lifting
Equipped With:
• Fine manipulator arms: +3 to repair skills
• Three wheeled legs: center leg retractable;
• Extensible video microbinoculars: +6 to
center leg heavy mobility wheel: +3 to Move
search for micro-scale work
• Retractable heavy grasping arms: +3 Lifting
• Various tools
• Retractable fine work heavy grasper arm
• Cybot acoustic signaler: Droid Languages 2
• .2 meter sensor dish: detects localized signals
• Fire extinguisher
electronic emissions: 50m range; +3 Sensors
• Electric arc welder 10 to 50, 0.3 m range Condition Monitor
• Small circular saw 40, 0.3 meter range S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
• Holographic projector/recorder
Move: 6
• Fire extinguisher
Size: 1.6 meters tall
• Small internal “cargo” area: 2 Kg
Cost: 8,980 Credits
• Some additional small tools and equipment
• Acoustic Signaler
• No Life Preservation Programming
Condition Monitor
S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40
Move: 3 (6)
Size: 1 meter tall
Cost: 9,666 Credits

645
R1 Astromech Droid R2 Astromech Droid
Model: Industrial Automaton: R1-Series
Model: Industrial Automaton: R2-Series
Type: Astromech Droid
Type: Astromech Droid
Era: Old Republic+
Era: Clone Wars+
DEXTERITY 1D
DEXTERITY 1D
KNOWLEDGE 1D
KNOWLEDGE 2D
Scholar 1D+2: Planetary Systems 2D+2
MECHANICAL 2D
MECHANICAL 1D+1
Navigation 3D, Starship Piloting 1D,
Navigation 2D+2, Starship Piloting +2: Space
Commscan 1D
Transports 1D+2, Commscan +2
PERCEPTION 1D
PERCEPTION 1D
STRENGTH 1D
STRENGTH 2D
TECHNICAL 2D
TECHNICAL 1D+2
Computer Programming/Repair 2D, Starship
Computer Programming/Repair 2D+2, Starship
Repair 3D: Snubfighter 4D, Security 1D+2
Repair 2D+1: Space Transport Repair 3D+1,
Security 2D Note: Astromech Droids, may attempt starship
repair while in flight.
Note: Astromech Droids, may attempt starship
repair while in flight. Equipped With:
• Three wheeled legs: center leg retractable
Equipped With:
• Retractable heavy grasping arm: Lifting +6
• Wheeled locomotion
• Retractable fine work heavy grasper arm
• Retractable fine work heavy grasper arm
• Extendable .3 meter long video sensor: 360
• Internal comlink
degree rotation: Motion Detection 30m
• Video Sensor with infrared vision
• Electric arc welder 10 to 50, 0.3 m range
• Holographic projector/recorder
• Small circular saw 40, 0.3 meter range
• Fire extinguisher
• Video display screen
• Small storage area: Holds 10 Kg
• Holographic projector/recorder
• Medium arms with varied tools: retractable
• Fire extinguisher
• Acoustic Signaler
• Small internal “cargo” area: 2 Kg
Condition Monitor • Some additional small tools and equipment
S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40 • Acoustic Signaler
Move: 3 Condition Monitor
Size: 1.8 meters tall S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
Cost: 5,600 Credits
Move: 3
Size: 1 meter tall
Cost: 10,440 Credits

646
R3 Astromech Droid R4 Astromech Droid
Model: Industrial Automaton: R3-Series Model: Industrial Automaton: R4-Series
Type: Astromech Droid Type: Astromech Droid
Era: Clone Wars+ Era: Rise of Empire+
DEXTERITY 1D DEXTERITY 1D
KNOWLEDGE 2D KNOWLEDGE 2D
MECHANICAL 2D Languages 2D
Navigation 2D, Starship Piloting 2D, MECHANICAL 2D
Commscan 1D Starship Piloting 2D, Repulsorlift Operation 3D,
PERCEPTION 1D Commscan 1D
STRENGTH 1D PERCEPTION 2D
TECHNICAL 2D Search 1D
Computer Programming/Repair 3D, Starship STRENGTH 1D
Repair 4D, Capital Ship AP, Security 3D TECHNICAL 2D
Note: Astromech Droids, may attempt starship Computer Programming/Repair 2D+2, Droid
repair while in flight. Repair 2D, Repulsorlift Repair 3D, Security 2D
Equipped With: Note: Astromech droids, may attempt starship
• Three wheeled legs (center leg retractable) repair while in flight.
• Retractable heavy grasping arm: Lifting +6 Equipped With:
• Retractable fine work arm • Three wheeled legs: center leg retractable
• Small electric arc welder 10 to 50, .3 m range • Retractable heavy grasping arm: Lifting +6
• Small circular saw 40, 0.3 meter range • Internal comlink
• Video display screen • Photoreceptor with infrared vision: 30 meters
• Holographic projector/recorder • Internal storage: extra space for 8 kilograms
• Fire extinguisher • Tool mounts: appendages have tools attached
• Acoustic Signaler • Fire extinguisher
Condition Monitor • Acoustic Signaler
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25 Condition Monitor
Move: 3 S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
Size: 1 meter tall Move: 3
Cost: 11,200 Credits Size: 1 meter tall
Cost: 10,430 Credits

647
R5 Astromech Droid R6 Astromech Droid
Model: Industrial Automaton: R5-Series Model: Industrial Automaton: R6-Series
Type: Astromech Droid Type: Astromech Droid
Era: Galactic Civil War+ Era: Post Endor+
DEXTERITY 1D DEXTERITY 1D+1
KNOWLEDGE 2D KNOWLEDGE 2D
MECHANICAL 2D Scholar 1D: Planetary Systems 2D
PERCEPTION 2D MECHANICAL 2D
STRENGTH 1D Navigation 4D+1, Starship Piloting 2D,
TECHNICAL 2D Commscan 2D
Computer programming/repair 2D, Starship PERCEPTION 2D
Repair: Space Transports 2D Search 1D
STRENGTH 2D
Note: Astromech droids, may attempt starship TECHNICAL 2D
repair while in flight. Computer programming/repair 4D, Security 3D,
Starship Repair 3D+1
Equipped With: Note: Astromech droids, may attempt starship
• Three wheeled legs: center leg retractable repair while in flight.
• Retractable heavy grasping arm: Lifting +6
• Retractable fine worker arm Equipped With:
• Photoreceptor with infrared vision: 50 meters • Three wheeled legs: center leg retractable
• Small circular saw: 40 damage, 0.3 m range • Retractable heavy grasping arm: Lifting +9
• Holographic projector/recorder • Retractable fine worker arm
• Fire extinguisher • Extendable 0.3 meter long video sensor: Full
• Video display screen rotation: motion detect & dark vision 30m
• Small internal cargo area: 4 Kg • Internal comlink
• Acoustic Signaler • Holographic projector/recorder
• Fire extinguisher
Condition Monitor • Video display screen
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25 • Small internal cargo area: 2 Kg
Move: 3 • Acoustic Signaler
Size: 1 meter tall Condition Monitor
Cost: 8,325 Credits S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40
Move: 4
Size: 1 meter tall
Cost: 14,500 Credits

648
R7 Astromech Droid K2 Security Droid
Model: Industrial Automaton: R6-Series Model: Arakyd: K2-Series
Type: Astromech Droid Type: Security Droid
Era: New Republic+ Era: Rise of Empire+
DEXTERITY 2D DEXTERITY 3D
KNOWLEDGE 2D Gunplay 3D, Dodge 3D, Unarmed Combat 3D,
Scholar 1D+2: Planetary Systems 2D+2 Thrown Weapons 3D
MECHANICAL 2D KNOWLEDGE 2D
Navigation 5D, Starship Piloting 3D+1, Tactics 3D
Commscan 2D MECHANICAL 2D
PERCEPTION 2D Starship Piloting 3D
Search 2D PERCEPTION 2D
STRENGTH 2D Search 3D
TECHNICAL 2D STRENGTH 4D
Computer programming/repair 4D+2, security TECHNICAL 1D
3D, Starship Repair 4D Computer programming/repair 4D, security 4D,
Note: Astromech droids, may attempt starship Droid Programming/Repair 4D
repair while in flight. Equipped With:
Equipped With: • Humanoid Body
• Three wheeled legs: center leg retractable • Optical & Auditory Sensors: Human Range
• Retractable heavy grasping arm: Lifting +9 • Built in comm package: 50km range
• Retractable fine worker arm • Universal Systems Uplink (arms): +3 to
• Extendable 0.3 meter long video sensor: Full Computer Program/Droid Program/Repair
rotation: Motion Detect & Night Vision 30m • Armored: 1D P&E (Ablation: 15, Dur: 25)
• Internal comlink Condition Monitor
• Holographic projector/recorder S: 13, W: 14, W2: 28, I: 42, M: 56, D: 70
• Fire extinguisher
• Video display screen Move: 9
• Small internal cargo area: 2 Kg Size: 2 meters tall
• Acoustic Signaler Cost: 17,820 Credits
Condition Monitor
S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40
Move: 6
Size: 1 meter tall
Cost: 17,400 Credits

649
Mouse Droid Interrogator Droid
Model: Rebaxan Columni MSE-6 Model: Imperial Engineering: IT-o-Series
Type: General Purpose Droid Type: Interrogator Droid
Era: Clone Wars+ Era: Rise of Empire+
DEXTERITY 2D DEXTERITY 1D
KNOWLEDGE 1D Dodge 2D, Melee Combat 4D+1
MECHANICAL 1D KNOWLEDGE 3D
PERCEPTION 1D Scholar 1D: Alien Species 2D, (CS) Humanoid
STRENGTH 1D Biology 2D, (CS) Interrogation Techniques 4D,
TECHNICAL 1D MECHANICAL 2D
Commscan 2D
Equipped With:
PERCEPTION 4D
• Electro-photoreceptor
Investigation 1D: Interrogation 3D, Search 1D
• Auditory sensors
STRENGTH 3D
• Holocam
Lifting/Carrying 1D, Intimidation 2D
• Treads
TECHNICAL 2D
• Retractable heavy manipulator (+6 lifting)
First Aid 3D, (AS) Medicine 5D, Security 2D
• Retractable fine manipulator (+3 to lifting)
• One skill matrix programmed with one of the Equipped With:
following skills at 3D: bureaucracy, sensors, • Repulsorlift Engine
hide, search, armor repair, blaster repair, • Visual/sound sensor package
capital ship repair, capital ship weapon • Vocabulator speech/sound system
repair, computer programming/repair, droid • Laser scalpel: 20 damage
programming, droid repair, security, • Hypodermic injectors: 40 Stun damage
starfighter repair • Power shears: 50 damage
• Grasping claw: +3 to Lifting/Carrying
Condition Monitor
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25 Condition Monitor
S: 10, W: 11, W2: 22, I: 33, M: 44, D: 55
Move: 6
Size: 0.33 meters tall, .66 meters long Move: 3
Cost: 2,064 Credits Size: 1 meter
Cost: 23,000 Credits
Notes:
• 50% Cost reduction due to limited nature of
the Droid’s programming.
• 20% Cost Reduction due to release in the
Clone Wars.
• Droid may only possess a single skill at any
given time.
• Internal Bay that can hold small objects (like
a lightsaber, Blaster, Proton Torpedo,
Concussion Missile Warhead, etc).

650
FX-7 Medical Droid 2-1B Medical Droid
Model: Medtech Industries: FX-Series Model: Geentech/IA: 2-1B-Series
Type: Medical Assistant Droid Type: Surgical Droid
Era: Galactic Republic+ Era: Clone Wars+
DEXTERITY 1D DEXTERITY 1D
KNOWLEDGE 2D KNOWLEDGE 2D
Alien Species 2D, Scholar 1D: (CS) Humanoid 3D, Scholar 1D: Alien Species 3D, (CS)
Biology 2D, Technology 1D: (CS) Bacta/Kolto Humanoid Biology 3D, Technology 2D: (CS)
tank operation 2D Bacta tank operation 3D
MECHANICAL 1D MECHANICAL 2D
Commscan 2D Commscan 2D
PERCEPTION 2D PERCEPTION 3D
Investigation 1D: (CS) Injury/ailment diag 2D Investigation 1D: (CS) Injury/ailment diag 3D
STRENGTH 1D STRENGTH 1D
Lifting/Carrying 1D Lifting/Carrying 2D
TECHNICAL 2D TECHNICAL 3D
First Aid 2D, (AS) Medicine 5D First Aid 3D, (AS) Medicine 9D: Surgery 10D
Equipped With: Equipped With:
• Medical computer scomp link: interface to • Computer interface tether: 5 m. Connected
medical computer or surgeon droid adds +6 to mainframe, +9 to all medical skills.
to all medical skills. Must remain jacked in. • Medical diagnostic computer and sensor
• Medical diagnostic computer and sensor • Analytical computer and sensors capable and
• Analytical computer and sensors precise manipulator arms: +3 to Surgery
• light manipulator arms • Various surgical attachments
• Primary manipulator arm • Hypodermic injectors: 40 Stun damage
• Various surgical attachments • Medicine dispensers
• Hypodermic injectors: 40 Stun damage
Condition Monitor
• Medicine dispensers
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
Condition Monitor
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25 Move: 3
Size: 1.5 meters tall
Move: 3
Cost: 15,400 Credits
Size: 1.7 meters tall
Cost: 8,440 Credits

651
Viper Probot Generic Battle Droid
Model: Arakyd: Viper-Series Model: Baktoid Combat Automata: B1-Series
Type: Probe Droid Type: Multi Purpose Droid
Era: Rise of Empire+ Era: Clone Wars
DEXTERITY 3D DEXTERITY 1D
Gunplay 2D, Dodge 1D KNOWLEDGE 1D
KNOWLEDGE 2D MECHANICAL 1D
Scholar 1D: (CS) Planetary Systems 2D, PERCEPTION 1D
Technology 1D: (CS) Power Generators 2D STRENGTH 2D
MECHANICAL 3D TECHNICAL 1D
Commscan: Sensors 3D, Communications 2D *Choose two skills, place 2D in each skill
PERCEPTION 3D
Investigation 1D, Search 1D: Tracking 5D Equipped With:
STRENGTH 4D Integrated comlink
Lifting/Carrying 1D Humanoid Body
TECHNICAL 2D+1 Armored Chassis: 1D P&E to resist damage
Droid Program/Repair 1D+2, Vocabulator: Droid can replicate organic speech
Repulsorlift Repair 1D Optical & Auditory Sensors: Human Range
Sensors: Folds into backpack sized stowage
Passive: 50/+3 (1D) No Life Preservation Programming
Equipped With: Note: Whether they be pilots, foot soldiers,
• Long-range sensor: +5 to Search for objects commanders, communications officers, sensor
between 200 meters and five kilometers away operators etc. They just have 2 skills with
• Movement sensor: +10 to search for moving limited ability.
objects up to 100 meters away (1FA to
attempt detection) Condition Monitor
• Atmosphere sensors: determine Type I/II/ S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40
III/IV
• Self-destruct mechanism: 200 Damage/Self
• Repulsor generator for movement Move: 3
• Several retractable manipulator arms Size: 1.6 meters tall
• Several retractable sensor arms for gathering Cost: 3,960 Credits
samples
• Blaster Pistol: 44 (4D+2); Range: 3-
10/30/120; Shots: 500

Move: 9
Size: 1.8 meters tall
Cost: 23,800 Credits

Condition Monitor
S: 10, W: 11, W2: 22, I: 33, M: 44, D: 55

652
Super Battle Droid Droideka Destroyer Droid
Model: Baktoid Combat Automata: B2-Series Model: Baktoid Combat Automata: D-Series
Type: Combat Droid Type: Heavy Combat Droid
Era: Clone Wars Era: Clone Wars
DEXTERITY 2D DEXTERITY 3D
Gunplay 1D: Blaster Rifle 2D, Dodge 1D, Gunplay 1D: Blaster Rifle 3D
Unarmed Combat 1D, Melee Combat 1D KNOWLEDGE 1D
KNOWLEDGE 1D MECHANICAL 1D
MECHANICAL 1D Shields 4
Starship Gunnery 2D PERCEPTION 1D
PERCEPTION 1D Search 4
STRENGTH 3D STRENGTH 3D
TECHNICAL 1D TECHNICAL 1D
Equipped With: Equipped With:
• Integrated comlink • Remote processor: 500 Km range
• Humanoid Body • Armored: 1D Energy (Ablation: 15; Dur: 25)
• Optical & Auditory Sensors: Human Range • Defensive shields:
• Armored : 2D P&E (Ablation: 30, Dur: 40) 5D (Ablation:75; Dur: 255)
• Double Durability for Armor • Triple Durability on Shields
• Double Light Repeating Blaster: 50* • Optical & Auditory Sensors: Human Range
Damage, +3 to hit, Range: 3-30/100/300; • Double Medium Repeating Blasters*: 60
Light Burst Damage, +3 to hit, Range: 3-75/200/500
• Remote receiver: 5,000 km range, with local *Note: Can fire both simultaneously for 1 Free
back-up processor (memory wipe immune). Action once per round (no action penalty, 2
• Vocabulator: replicate organic speech targets). Light Burst
• No Life Preservation Programming • No Life Preservation Programming
Condition Monitor • Collapse into wheel for +3 Move (Hyper
S: 10, W: 11, W2: 22, I: 33, M: 44, D: 55 Movement 1)
Move: 6 Condition Monitor
Size: 1.9 meters tall S: 10, W: 11, W2: 22, I: 33, M: 44, D: 55
Cost: 7,380 Credits Move: 9 (12)
Size: 1.65 meters tall
Cost: 10,440 Credits

653
IG-100 MagnaGuard Tactical Droid
Model: Holowan Mechanicals: IG-series Model: Baktoid Combat Automata: T-Series
Type: Combat Droid Type: Command Droid
Era: Clone Wars Era: Clone Wars
DEXTERITY 4D DEXTERITY 1D+1
Dodge 3D, Unarmed Combat 2D, KNOWLEDGE 3D
Melee Combat 5D Scholar 1D: Planetary Systems 2D, Tactics 1D
KNOWLEDGE 2D MECHANICAL 1D
MECHANICAL 2D PERCEPTION 3D
PERCEPTION 3D Command 2D
Search 3D, Sneak 1D STRENGTH 2D
STRENGTH 4D TECHNICAL 1D
Climbing/Jumping 2D, Lifting/Carrying 2D
TECHNICAL 2D Equipped With:
Computer Programming/Repair 1D, Droid • Humanoid Body
Programming/repair 2D • Optical & Auditory Sensors: Human Range
• Vocabulator: replicate organic speech
Equipped With: • Integrated Military Comm System: 5,000 Km
• Humanoid Body • No Life Preservation Programming
• Armored: 1D P&E (Ablation: 15, Dur: 25)
• Optical & Auditory Sensors: Human Range Condition Monitor
• Long-range sensors: +6 to search for objects S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40
up to 300 meters away Move: 4
• Motion sensor: +6 to search for moving Size: 1.7 meters tall
objects up to 100 meters away Cost: 4,950 Credits
• Vocabulator: replicate organic speech
• Electro-Staff: STR+20, deflects Lightsabers
• No Life Preservation Programming
Condition Monitor
S: 13, W: 14, W2: 28, I: 42, M: 56, D: 70
Move: 12
Size: 1.8 meters tall
Cost: 12,420 Credits

654
Super Tactical Droid RLG Guardian System
Model: Holowan Mechanicals: (S)T-series Model: Arakyd Guardian Droid System
Type: Command Droid Type: Combat Force Multiplier
Era: Clone Wars Era: Clone Wars+
DEXTERITY 2D+1 DEXTERITY 2D
Dodge 2D, Gunplay 2D Gunplay 1D, Dodge 1D
KNOWLEDGE 3D KNOWLEDGE 1D
Scholar 2D: Planetary Systems 3D, Tactics 2D Tactics 1D
MECHANICAL 2D MECHANICAL 1D
Navigation 2D, Starship Piloting 2D Commscan 1D
PERCEPTION 3D PERCEPTION 2D
Command 3D, Investigation 2D Search 1D
STRENGTH 3D STRENGTH 1D
TECHNICAL 2D TECHNICAL 1D
Computer Programming/Repair 2D, Droid Equipped With:
Programming/repair 3D, General Maint 2D • Internal blaster pistol
Equipped With: (40 Damage, Range 3-10/30/120)
• Humanoid Body • Repulsorlift drive unit (+4 Move)*
• Optical & Auditory Sensors: Human Range • Free Action: Sensor Sweep: Full Spec sensor
• Vocabulator: replicate organic speech package (in Kilometers & Space Units).
• Integrated Military Comm System: 7,500 Km Sensors:
• Heuristic Processor: Can use skills not Passive: 5/0
possessed, learns from each encounter +1 Scan: 10/+3 (1D)
Character Point/combat Search: 15/+5 (1D+2)
• Backup Memory: Memory Wipes: no effect Focus: 3/+8 (2D+2)
• Magnetic Feet: Lock onto hull plating • Self-destruct mechanism (108 Credits)
• No Life Preservation Programming (80/60/40/20, 0-2/3-4/5-6/7-9)
Condition Monitor • +3 to Hide the RLG Belt on any Humanoid
S: 10, W: 11, W2: 22, I: 33, M: 44, D: 55 (it’s composition helps defeat sensors)
Condition Monitor
Move: 7 S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
Character Points: 5-10 Move: 10*
Size: 1.9 meters tall Size: 0.1 meters tall
Cost: 11,700 Credits Cost: 22,360 Credits (Paired w/belt dock);
11,000 Credits (units); 360 Credits (Belt)
RLG Droids come in pairs, mounted to a Belt
Recharging station that can easily be worn (and
concealed) by most humanoids. The units
deploy and fly with integral repulsors. All RLG
units automatically sweep with their sensor
suites and the sensor bonus then applies to all
skills for any detected targets (bonus will apply
to Gunplay, Dodge, Tactics, Search, Etc).
• Units can operate for up to 25 hours each
• Belt Carries 24 hour recharge for each unit

655
BD1 Buddy Droid K4 Security Droid
Model: Melody Fellowship: BD1-Series Model: Rim Securities: K4-Series
Type: Companion Droid Type: Security Droid
Era: Galactic Republic+ Era: Galactic Republic+
DEXTERITY 2D DEXTERITY 3D
Dodge, Melee Combat Gunplay 4D, Dodge 5D
KNOWLEDGE 2D KNOWLEDGE 1D
Scholar, First Aid MECHANICAL 1D
MECHANICAL 2D PERCEPTION 1D
Commscan 1D STRENGTH 1D
PERCEPTION 2D Athletics 3D
Search 1D TECHNICAL 1D
STRENGTH 1D
Equipped With:
TECHNICAL 2D
• 2 Auto Balance Legs
Computer Programming/Repair 2D, Starship
• 2 Arms, 1 Grasper (1 Blaster Arm)
Repair, General Maintenance & Repair 1D,
• Armor 2D P&E (Ablation: 30; Dur: 40)
Security 2D, Droid Programming/Repair
• Internal Blaster Rifle: 50 Damage (5D);
Equipped With: Range: 5-30/100/200
• Two legs • Enhanced Ground Performance +2
• 2 Sensor Antenna: Boost all Technological
Condition Monitor
Search Tests by +3
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
• Scomp Link: +3 to all Hacking / Security /
Computer Programming and Repair Tests Notes:
• Spotlight • Design Flaw: Equilibrium Issue - If the
• Holographic projector/recorder Droid’s Auto Balance Legs aren’t regularly
• Acoustic Signaler maintained along with the Rifle Arm the
• Armored L1 P&E (Ablation: 15; Dur: 25) droid can become unstable while moving.
Reduce Dodge by 2.
Condition Monitor
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
Move: 11
Notes: Size: 1.6 m tall
• Like an Astromech Droid, the BD1 units may Cost:
attempt starships repair while in flight. 10,320 Credits
• The BD1 droid is small and nimble, any
attempts to target the droid are performed at
+2 DR difficulty.
Move: 6
Size: 0.5 meters tall
Cost: 15,360 Credits

656
“Stilleto” Security Droid J9 Worker Drone
Model: Arakyd: Stiletto Series Model: Roche: J9-Series
Type: Security Droid Type: Assistant / Protocol Droid
Era: Galactic Republic+ Era: Galactic Republic+
DEXTERITY 2D DEXTERITY 2D
Dodge 2D, Gunplay: Stun Blaster 3D+2 KNOWLEDGE 4D
KNOWLEDGE 1D Bureaucracy 1D+2, Languages +1, Scholar:
MECHANICAL 1D Alien Species 1D+1
PERCEPTION 2D MECHANICAL 1D
Search 3D PERCEPTION 3D
STRENGTH 2D Persuasion 1D+2, Sneak 1D
TECHNICAL 1D STRENGTH 1D
TECHNICAL 1D
Equipped With:
Security 4D+1
• Cylindrical Body
• Repulsorlift Locomotion Equipped With:
• Stun Blaster: 40 Damage (4D); • Two photoreceptors: Verpine Range
Range: 0-10/20/40 • 2 Arms, 2 Legs
• Armor: 2D Energy (Ablation: 30; Dur: 40) • Olfactory Sensors: +3 to smell based Search
• NeuroSaav Sensor Suite: +3 to Search • Arjan Vocabulator: Organic Speech
• NeuroSaav Biorecognition Package: +6 to • TransLang II Communications Module: +6 to
Search if bio-scan readings are available; 40 Languages
meter range.
Condition Monitor
Condition Monitor S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
S: 4, W: 5, W2: 10, I: 15, M: 20, D: 25
Move: 6
Notes: Size: 1.9 meters tall
• Inefficient Repulsor Coil: Slower than Cost: 10,200 Credits
normal movement: -1 Move
Move: 5
Size: 1 meter tall
Cost: 15,360 Credits

657
Game Mastering 2. Become familiar with all the content in our
book. You’re going to have to hand hold some
Be somewhat familiar with the game this book is people to get them acclimated.
based off of: West End Games Second Edition,
Revised and Expanded. The book is pretty 3. Make all your players read, yes, actually read
straight forward and it’s, overall, withstood the the Basics section of the book. The biggest issue
ages as a very playable game system. I have with players these days is that they don’t
read and expect to play a game.
99% of the Core books and Community books
are located on: 4. Become intimately familiar with the GM
section of the game. Know what I have here
http://d6holocron.com/ inside and out and then make it your own, you’re
They haven’t updated our book in over a year. the story teller, your imagination is going to
So, change there happens slowly. become your own rule set that your players have
to respect. You make all the final decisions in
Another site you will want to check out is: any dispute you run across.
http://www.starwarstimeline.net/ 5. Build a Core concept: Either choose a time
All kinds of goodies and out of print / never line for the game’s setting or create your own.
printed content out here. Understand how your galaxy works, who the
power players in it are and what the setting for
http://www.rancorpit.com/forums/index.php the player narrative is.
It was the “go to” site for all things Star Wars 6. Build a loose intro story. What I mean by that
and RPG. is, very loose. Not everyone is going to want to
If you cannot find a copy of that book, for play a character that starts in the same “bar” or
whatever reason then take a look at Womp Rat hiring hall. If people want to play something
Press’s REUP. It’s a modern re-write of West radical, find a way to introduce them to the rest
End Game’s Star Wars 2nd Edition Revised and of the players. You should endeavor to get the
Expanded. player introductions done in the first hour of
game play.
Funny thing, I never knew REUP existed. I 7. Build a concept for your main story. Don’t
wrote the core rules in this book because I over do this. The players may not want to adhere
thought they needed to be created. I stumbled to it, they may go a totally different direction.
across REUP around 2016 when I released my You have to remain adaptable and capable of
first public draft of this rule set. Surprisingly, I generating a new story on the fly. 90% of the
discovered that you can overlay most of their time you can still find a way to get them back
rules with ours seamlessly since it seems to into the story arc you put together. However, if it
closely follow the old WEG model. doesn’t happen all you have to make certain of is
The rules in this book supercharge game play. that people are enjoying themselves.
Adding layers and layers of complexity and If your game becomes player driven, don’t fight
granularity that just didn’t exist in any version of it. Embrace that, because very few games
the West End Games Star Wars or even in fan
generate their own content (by the players) that
content. You can run this any way you want to, you don’t have to painstakingly assemble. That’s
it can be classic Star Wars with a ton of granular a blessing and a sign that you have really good
and gritty detail or it can be Epic, power gaming. and adaptable role players in your group.
Use the rules here how you want to, toss what 8. Pre-Generate some handouts. These could be
you don’t like, modify the rest, it’s your game. a unique gun, a ship, a technical briefing or
I’m just attempting to provide an outside the box pertinent information about a secret Imperial
set of guidelines that you can choose to use or Plan that the players can attempt to thwart / steal
not.
to allow them access to the Rebel Alliance / Sell
Guidelines for Running a game: on the Black Market, etc. You can use the
handouts as plot items to pull the game back into
1. Do your homework, get a base understanding
your own story, from almost any point of main
of the old rules (REUP or WEG Star Wars)
story derailment.

659
9. Pre-Generate at least 1-2 encounters of things immediately, but an optical sonar like attachment
that the players can handle. Then take your pre might work or some kind of combat visor that’s
generated encounters and super charge them wired into the slag of their optic nerves (or
when necessary. crappy Droid Optics).
Example: You pre generate 12 Storm Troopers, Torture… Ah, torture and imprisonment. This is
breaking them up into squads of 4. The players a great plot hook into another game session.
might take them on in the groups of 4, or as Capture and torture one or two of the party
twelve. If those encounters are public and the members and make the rest of the group hatch a
players end up being hunted, double, triple or plan to save them.
quadruple the number of hunters.
11. Don’t make all your “Bad Guys” evil. These
10. Pre-Generate a “Bad Guy(s)”. This is a can be recurring villains that don’t actually want
Hero level nemesis that the party cannot kill, to kill the party. Perhaps, they’re simply
easily, and will likely survive the encounter and following orders. Maybe they can defect. They
get better, only to show up later and harass them might even be looking for an excuse to slip the
or hunt them. Imperial noose. Regardless, some of the best re-
occurring “Bad Guys” are the ones that fail,
You can equip your bad guys with plot armor so
miserably to kill the party and add to comedic
they don’t die or you can let the players murder
relief. Like when their hatred of a player or the
them. If your group kills every Bad Guy Leader
party overwhelms them and their interference
you toss their way, incrementally increase the
into group events actually ends up inadvertently
next guy’s power level until they can’t. This is
saving the group’s lives. Possibly even
going to be your natural escalation of the kind of
thwarting another Imperial Military operation.
trouble the party is causing. You need to threaten
Some of these guys can eventually become allies
and challenge your players with something they
of a sort. When they give up their mad quest for
can’t handle. If their notoriety hits a certain
a total party kill and find their own footing and
point, you need spank your players. Kind of like
start sharing intel and trading favors 12. Pre-
an “Empire Strikes Back” scenario. The game
generate a chase encounter(s). Build up some
will be too easy and dull if they never lose. I
opposition on planet with some armed speeders.
recommend against killing players, however, I’m
Throw together some Snubfighters that will harry
all for cutting off limbs, melting out their eyes,
the players ship(s) out of the system, etc. Adding
capturing and torturing players, your call, you
chase elements always adds a good level of
are the GM.
tension to the game. These opponents should be
If you chop off someone’s arm or leg, then you suitably outnumbering the players to make them
had better have something in place to replace run, not necessarily more powerful or better. Just
that arm or leg. It can be a Droid arm or leg in enough to take a couple losses and present a big
the interim until they can either clone or get a enough threat to force the players to run.
good cybernetic prosthesis. The key here is to
13. Somewhere in your campaign pre-generate a
not screw your players. Luke lost an arm, and if
fleet battle. Not just a generic one either. One in
he can so can your players.
which the players can actually be a part of.
In lore, most Droid components have this Whether they are pressed into service in a star
uncanny ability to interface directly into living fighter battle or some or all of them end up
beings as replacements. If Kay Quel Droma, in manning positions on the bridge of a Capital
the Knights of the Old Republic time line (4000 Ship and applying Command and Tactics skills to
BBY) could slap on a Droid arm right after carry the day. This will invest your players in
getting his chopped of, with limited technical whatever entity they are fighting along side of.
skill and being a Jedi, then replacements are Hand out commissions / medals as appropriate
pretty easy to find. You can use our cybernetic and then send them on their way or build a game
replacement rules (which might just kill him) or around it.
just make it plot armor and say it happens.
This will arguably take the most time to generate
If you melt out someone’s eyes, and they don’t and set up. Hopefully, at least one of them is a
have the Force to see, you need to find a way to decent pilot!
help them see. Cybernetic eyes might not work
14. As the players become known have NPCs

660
seek them out to offer them missions and characters are doing while time passes. These
additional plot hooks into other stories. Don’t stories allow for more player driven and dynamic
keep them on a linear path. Change it up. Make games where you as the GM can take things they
these side quests offer something. Perhaps a bit want to do and turn them into games and quests.
of tech, maybe some additional manpower or If you really want to invest your players in your
allies down the road, or it could even be for story, let them write their own and run with it.
information they sorely need and still build their Creating player, specific, focused games for
contacts and reputation. individual player goals is another great tool to
keep things new and fresh.
15. Build up a theft mission. Something that
requires the players to actively use stealth and 20. No matter how weak your players skills and
some planning to acquire something either for stats are, make damn sure they know they’re
greed, necessity or disruption of some faction. heroes. Most people will freeze in certain RPG
situations. Present them with a couple examples
16. Don’t be afraid to introduce the players to
or empower them to take certain actions that
key players in the galaxy. You can do this at any
show off how dynamic and fun the mechanics
time. Having recurring contacts where there is
here are. Like multiple actions: Instead of just
some familiarity and even a bit of camaraderie
shooting the two troopers, I quick draw both of
with will invest players in your story lines. They
my blasters and flip them in the air, passing one
could have met Garm Bel Iblis in bar after a
another. I grab each gun after they pass one
rousing speech, only to encounter him again
another and switch them to stun, then drop each
during the Thrawn Trilogy and lend a hand and
trooper with a single shot. I would penalize the
after that, during the Black Fleet Crisis they may
opposition after such a player display of
enlist his support to hit a Yevethan target. The
flamboyance by surprising or confusing them
players could know Luke Skywalker, or Han
into inaction.
Solo or any number of other influential power
players in the Galaxy. 21. Reward good Roleplaying and good Role
Acting. Roleplaying is simply a player
17. Encourage your player to use the skills they
describing, thoughtfully, how they accomplish a
have. What I’m talking about is that they should
task (where appropriate) and that should always
be modifying crap out of everything they have.
be rewarded and encouraged: Award 5-15 points
Whether it be speeders, snubfighters, transports,
of difficulty reduction for a decent to great
guns, etc. The more personalization people put
description. Those capable of Role Acting
into their “stuff” the more invested in your game
(getting into character) should always receive a
they become.
bonus to performing their tasks to the same tune
If they lose their stuff, let them find new stuff to 5-15 point difficulty reduction based upon how
personalize and make their own. The loss of a well they can ham it up.
highly personalized item should be replaced with
something (not necessarily better)with the 22. Players that make you and/or everyone laugh
potential to be equal if not better than what they while playing in character should get a
lost. participation bonus in game to the tune of a 5
point reduction on a test.
18. This goes hand in hand with 16 and possibly
even 11. Encourage your player to build The most important parts of being an
relationships with NPCs. This could be anything
from them creating their own personal trooper
effective GM
squad to founding their own Jedi Academy. Is knowing the strengths and weaknesses of your
Players could liberate a planet and actually set up players. If they are massively out matched, don’t
shop as a legitimate government where their kill them. Know when to back down your
actions shape the galaxy. Don’t limit player difficulty, introduce another resistance cell that
creativity and always attempt to encourage them blows up a building on the other side of the city
to think bigger and more ambitious. pulling forces off them or something.
19. Encourage your players to expand their back All too often I have run into GM’s that kill
stories. Also, encourage them to generate players because they placed too strong an
content for in between stories that their adversary in the game and the party wasn’t

661
prepared for it. In these instances you can Old: All Attributes remain the same, however,
mortally wound a player(s) if they will be your ability to resist damage has been
revived. Otherwise, have the villain leave his diminished. -1D to effective strength tests to
piddly minions to deal with the players after you resist damage. +3 Competency bonus to all
realize they are out matched. Knowledge Skills, +1 Capital Advantage
If you feel you have to kill a player to teach Very Old: Suffer a –2 Pip loss to Dexterity &
them a lesson, you’re doing something wrong Strength in addition to the above. These can be
as the GM (you need to take a step back here). bought back for 10 points each pip (40 Character
Roleplayers get attached to their characters, you Points). The Old damage resistance still applies.
should never vindictively kill a player’s hero +3 Competency Bonus to all technical tests, +1
trying to enjoy your game. Additional Capital Advantage
If you kill a player’s hero because they Ancient: Suffer a –1D D-Code loss to Dexterity
persistently invite death even after you have & Strength, this time it cannot be re-purchased. -
cautioned them repeatedly... If it makes sense 1D+2 to effective Strength to resist the effects of
for good story, kill them. When they make a Damage. Obscure Knowledge Advantage
new hero, don’t penalize them (and allow them granted for one Skill of Choice. +1 Additional
to introduce them immediately by limiting their Capital Advantage
background options to one of the many For a second go around, those that hit these age
professions that is instantly available at that time, Markers a Second time, Increase the competency
Even a defector from the enemy force so they bonuses to +5. Stack the Capital Advantage
can get in the game fast instead of waiting until gains and add another Obscure Knowledge
next time). Allow them to make a new hero on Advantage at Ancient.
par with the rest of the party (same experience).
For Immortal Characters, 100 years beyond
The Effects of Aging twice their base life span add another Obscure
Knowledge Advantage, add +2 pips to Attributes
All characters grow old over time, however, in (+2 to one or +1 to two) and increase the
the Star Wars Universe people tend to live very competency bonuses to +6.
long lives. The typical life span of most races is For every century they live beyond that Add
120 Years. For All intents and purposes assume another Obscure Knowledge Advantage and add
most races have this limitation. The Anomalies +1 pip to one Attribute with a Maximum Gain of
are Wookiees, Yoda’s race and Arak. Advantages +2D in this fashion (including the previous +2
like Longevity, Pre Natal Nanotech & Pips).
Immortality tend to blur the lines a bit as well.
It’s often been said that Force Users have the Age Categories
capability to live extremely long lives, yet there The Second Column is the percentage by which
has never been a direct effect associated with it. you multiply the age of the species that has a
That changes here. Determining a Jedi’s life longer base life span than 120 Years in order to
span is rather simple. determine the time spent at each Age Category.
Category 120 Yr Lifespan Percentage
Jedi Lifespan Extension: Infant 0-5 4.25
Per D of Force Attribute, extend a Jedi’s life span Child 6-10 4.25
by 10%, Per Level of Control, further extend a
Jedi’s Lifespan by 1%. Young Adult 11-17 6.8
Adult 18-39 18.3
Jedi benefit in the same fashion that Longevity
does (just without the 3x base life span). Middle Age 40-60 16.6
Old 61-80 16.6
Per tier of Darkside Attunement a Jedi
Possesses, reduce their Lifespan by 5%. Very Old 81-100 16.6
Ancient 101-120 16.6
If the Jedi is Consumed by the Dark Side, double
the penalty. This yields a 99.9% return, I tacked on .05
Infancy and Childhood just to get the percentage

662
to 100%. Should be fine for other long lived Classic (Pod race) is held to commemorate
species. the festival.
For game purposes you won’t have any penalties • Harvest Day an annual festival celebrated in
until you reach the Old Stage unless you actually the city of Mos Eisley on Tatooine.
take them as disadvantages.
• Empire Dawn/Day annual holiday held to
commemorate the rise of the Galactic
The Galactic Calendar & Empire.
Time Keeping • Equinox Dawn annual holiday that marked
According to the Galactic Standard Calendar the beginning of autumn on the planet
… I don’t think anyone actually gives a shit. Hosnian Prime. Sun-sail was held in the
Thus for the purposes of the game play and time planet's capital to commemorate the holiday.
keeping I’m using the following (I looked into at • The Festival of Light on Naboo, which
least 4 calendars for the universe and one hadn’t celebrates the anniversary of the planet
even established how many days were in a Naboo joining the Galactic Republic.
month).
• Q'anahwas an ancient festival celebrated on
60 Seconds in a minute the planet Asmeru.
60 Minutes in an Hour • Tapani sector Expansion Week just before the
24 Hours in a Day upper class Capital Season. It falls between
5 Days in a Week the months of Selona and Telona.
7 Weeks in a Month (35)
10 Months + 3 Festival (Fete) Weeks + 4 • Harvest Day first observed by the original
Holidays = 1 Year (right from Wikipedia) (11 settlers of the sector. The exact origins of the
Total Months, Fete Weeks and Holidays are all a holiday are have been lost over time, but it
week long each; a month of holidays and was believed that the settlers traditionally
festivals that supersede the progression of the commemorated the time of harvesting their
standard year/current month) crops on this day. In later years, it was
simply a day off from work. Harvest Day
385 Days in a Standard Year (My call, the web falls between the months of Yelona and
cites 368 days) Relona on the Tapani local calendar.
Festivals (an entire week, called Fete Weeks) • Productivity Day between the months of
• New Year Fete Week: First five Days of the Nelona and Helona.
new Year
• Life Fete Week: 5 days between the sixth and • Tapani Day held annually just after the
seventh months month of Kelona, and before the month of
• Stars Fete Week: 5 days between the 9th and Selona.
10th months • Shelova Week a traditional Herglic holiday
• A Galactic (or Imperial) Fair concludes each that celebrates commerce and family, two
of these weeks things which are interrelated to the Herglic
Days: race. Shelova Week is a time to exchange
Primeday gifts, make new business alliances, discuss
Centaxday trade arrangements, and spend time with
Taungsday family members. As the Human population
Zhellday of Tapani Sector began interacting with the
Benduday Herglics, they too began celebrating the
holiday, although many Humans simply take
Take the following with a grain of salt… Use vacation instead of also developing business
them as you wish, but some don’t even partnerships. On the Tapani local calendar,
correspond to the standard year (14 month long Shelova Week falls between the months of
year listed on some worlds). Helona and Melona.
• The Boonta Eve annual festival celebrated on • Winter Fete is a holiday which originally
Tatooine. It honors the rise of Boonta marked the winter equinox on the planet
Hestilic Shad'ruugodhood. The Boonta Eve

663
Pelagon. The settlers there were the first to The Player(s) wrote a character background: 5-
celebrate Winter Fete, and when they began 15* points (once).
settling other planets in the sector, the
• A Paragraph: 5 Points
holiday went with them. Over time, the
holiday was modified to coincide with • A Page: 10 Points
Coruscant's Fete Week. In the Galactic Civil • A Novelization (2-10 Pages): 15-60 Points
War-era Tapani local calendar, Winter Fete
fell on the very last week of the year, *If someone goes above and beyond, like writing
following the month of Welona. a short story that defines who their starting
character is and hits all their major
• Independence Week in the Freeworlds
developmental milestones: Award 5 points per
Territory of the Tapani sector is from 10th of
Page after the 2nd with a maximum award of 60
Relona through the 15th. It celebrates the
Points. If it’s shit, and just word vomit, cut the
Freeworlds separation from the Expanse.
award in half (30 Points Maximum). It took
• Life Day is a Wookiee celebrated holiday on effort to hammer out, you owe them something
Kashyyk. for trying.
• Mofata Polneyeor season is a Yevethan Maintaining a running background / Log
mating ritual. Plat Mallarthat is the Yevethan (recorded notes on personal growth in a readable
holiday on Polneyeplace on the 40th day of narrative fashion that builds the character): 5
Mofat. Points (per game session)
• The Month of Plenty a Weequay season that An example of an excellent Character
honored the moon god Quay. Background is provided at the end of the Book
• Temples on the planet Sriluur are dedicated for someone that went above and beyond in a D6
to Quay and have an open skylight in their Game (Traditional WEG Game). As are the
roof which allows Weequay priests to track examples of how they maintained a running
the moon's progress during this month. narrative from session to session.
• Thulp is another galactic day of celebration The Players had Fun: 1-5 Points
in the name of the summer growing season
on the planet Draenell's Point. It lasts about The Player(s) Achieved an Objective: 5 Points
14 standard months, making up about a The Player(s) is inquisitive: 5 Points
fourth of the planet's long year.
Player(s) avoided unnecessary conflict: 5 Points
• Carnival Week, a patriotic Imperial holiday
on Coruscant. The Player(s) took on high risk: 5 Points
• Cordel Cove Winter Carnival on Neftali, The Player(s) think outside the box: 5 Points
celebrating the ice planet's natural beauty.
The Player(s) came up with a plan: 5 Points
• Republic Day, annual event celebrating the
foundation of the Galactic Republic. The Player(s) executed the plan (regardless of
whether or not successful: 5 Points
• High Day, a galactic holiday.
The Player(s) are generous to others (aiding the
Character Point Awards weak, healing the sick, saving an NPC’s life): 1-
5 Points
It is incredibly important for players to be
allowed to grow and advance their heroes. Don’t The Player(s) build relationships with NPCs: 1-5
be stingy here. Typical awards for a game Points per game session (regardless of quantity)
session should be a minimum of around 30 The Player(s) actively promote their NPC
points but can easily be higher. I encourage counterparts and keep them alive long enough to
awarding individual points in some areas (where become Heroes themselves: 15 Points awarded
appropriate). once per Campaign (regardless of quantity)
Examples of Awards: The Player(s) are Heroic: 5 Points
Showing up at a game: 3 Points
The Players Sacrifice themselves (getting
Roleplaying IN Character: 3 Points wounded +) for story advancement: 5 Points

664
The Cost of Services Rendered Specialized:
The costs presented here are a reflection of what Substandard (3D); Cost: 43.75; 16,844 Credits
you would have to pay someone else to do things Professional (4D); Cost: 62.5; 24,063 Credits
for you. Whether that be hiring a doctor, a
modification expert or give your Droids an oil Skilled (5D); Cost: 93.75; 36,094 Credits
bath, I will attempt to lay out the most common Expert (6D); Cost: 125; 48,125 Credits
things here. I’m not going to do this by
profession. You’re the GM, you get to do all that Advanced (7D); Cost: 156.25; 60,157 Credits
fun stuff. These are abstracted costs associated Ace (8D); Cost: 187.5; 72,188 Credits
with generalized skill levels.
Renowned (9D); Cost: 218.75; 84,219 Credits
Assume 2D Attributes, however, increase the
Masterful (10D); Cost: 250; 96,250 Credits
base cost (Skill Levels) by 25% for every D over
2D in the core area (and otherwise; Max 4D). Advanced Skills:
Skill Levels: Substandard (3D); Cost: 52.5; 20,213 Credits
Destitute (1D); Cost: 15 Credits Professional (4D); Cost: 75; 28,875 Credits
Poverty (2D); Cost: 25 Credits Skilled (5D); Cost: 112.5; 43,313 Credits
Substandard (3D); Cost: 35 Credits Expert (6D); Cost: 150; 57,500 Credits
Professional (4D); Cost: 50 Credits Advanced (7D); Cost: 187.5; 72,188 Credits
Skilled (5D); Cost: 75 Credits Ace (8D); Cost: 225; 86,625 Credits
Expert (6D); Cost: 100 Credits Renowned (9D); Cost: 262.5; 101,063 Credits
Advanced (7D); Cost: 125 Credits Masterful (10D); Cost: 300; 115,500 Credits
Ace (8D); Cost: 150 Credits Advanced & Specialized Skills:
Renowned (9D); Cost: 175 Credits Substandard (3D); Cost: 61.25; 23,582 Credits
Masterful (10D); Cost: 200 Credits Professional (4D); Cost: 87.5; 33,688 Credits
If they have a Specialization, add 25% to the cost Skilled (5D); Cost: 131.25; 50,532 Credits
If the have Advanced Skills, add 50% to the cost Expert (6D); Cost: 175; 67,375 Credits
Advanced (7D); Cost: 218.75; 84,219 Credits
Annual Salaries: (Above x 385
Ace (8D); Cost: 262.5 Credits; 101,063 Credits
Days)
Renowned (9D); Cost: 306.25; 117,907 Credits
Standard:
Masterful (10D); Cost: 350; 134,750 Credits
Destitute (1D); Cost: 5,775 Credits
Poverty (2D); Cost: 9,625 Credits
Notes:
Substandard (3D); Cost: 13,475 Credits
Destitute and Poverty Level Skill Sets do not
Professional (4D); Cost: 19,250 Credits apply to Advanced or Specialized Skills. They
Skilled (5D); Cost: 28,875 Credits are included to give perspective to the lowest
earners in the galaxy.
Expert (6D); Cost: 38,500 Credits
Advanced (7D); Cost: 48,125 Credits
Ace (8D); Cost: 57,750 Credits
Renowned (9D); Cost: 67,375 Credits
Masterful (10D); Cost: 77,000 Credits

665
Standard, Everyday, Expenses Archive / Data Access (Library)
Room and Board Standard 25 Credits
Low End: 25 Credits/day Advanced 50 Credits
Decent: 50 Credits/day Private 100 Credits
Upgraded: 75 Credits/day Rent A Cops
Up Scale: 125 Credits/day Thugs 25 Credits/day/ea
Luxurious: 250 Credits/day Basic 50 Credits/day/ea
Oil Bath (for Droids) Lookout 75 Credits/day/ea
Self Serve: 25 Credits Professional 125 Credits/day/ea
Attended: 50 Credits Ex Military (3D) 500 Credits/day/ea
Full Service: 100 Credits Spec Ops (4D) 1,000 Credits/day/ea
Beverages Otherwise base it off the skill salary charts
Water 5 Credits/glass Docking Fees
Fizzy-Glug 10 Credits/glass Basic, no security 25 Credits/day
Beer 15 Credits/glass Normal, Fenced lot 50 Credits/day
Wine 20 Credits/glass Enhanced, patrolled 75 Credits/day
Milk 8 Credits/glass Advanced, checkpoints 100 Credits/day
Colored Milk 4 Credits/glass Elite, Security Sweeps 125 Credits/day
Liquor 20 Credits/glass Security Detail + Above 250 Credits/day
Top Shelf 30 Credits/glass Ship Tracker + Above 500 Credits/day
Juice 12 Credits/glass Public Transit
Exotic 50 Credits/glass Basic 5 Credits
Clothing (per outfit) Taxi 15 Credits
Standard 50 Credits Luxury 50 Credits
Exploratory 100 Credits Rental Vehicles
Military 150 Credits Low End 50 Credits/day
Fancy 200 Credits Decent 100 Credits/day
Ultra Fancy 400 Credits Advanced 300 Credits/day
Galactic Chic 800 Credits Luxury 500 Credits/day

666
Development of an Kerberos
Location: Outer Rim, Kerber Sector
Independent Galactic Entity: Type: I (3 Points)
System: Self Patrolled (Non-Imperial)
Climate: Temperate
Gravity: Standard
Species: Humans (Native); Primitive Pop*
Population: 100 Mil + 100 Mil Primitives (1)
Government: Independent
Starport(s): 1 Imperial, 2 Standard, 4 Small (2)
Station(s): None
Tech Level: Above Average (Starport Quality, 2)
Import / Exports: Samoflanges (Luxury) Free*
Wage Rate: Professional: 19,250 Cr/year (2)
Annual Purchase Units: 8
Planetary Income:
The budget you will have to spend for upgrades,
advancements, warships, etc.
This is measured in Annual Purchase Units
(APUs), we are not factoring in fractions. This is
to avoid overly complex calculations.
• One per 100 Million population.
In an endeavor to give people an idea of what • One per tier / Wage Rate Above Substandard
they have to work with, if they are leading a • One per Type Above III
faction this is what you will refer to for • One per tier / Technology above Average
purchasing ships and paying your people. • One per valid export
Home System Generation: • -1 per wage rate below substandard
Home Systems begin at sub standard levels. • -1 per Tech below Average
Generic Additional Populations:
Location: Pick it, Generic Are granted the same primary Wage Rate (don’t
Type: IV (Base); III, II, I have to purchase again).
System: Self Patrolled (Non-Imperial) • Standard Pop increases award a multiplier of
Climate: Temperate (Free to choose) .5 to all Population x 100 (SO, 200 mil = 2 x
Gravity: Standard (Free to choose) .5 = +1 for a total of 3 APU; round down)
Species: Pick (Your Call) • Primitive Populations can only ever generate
Population: 100 Million (Base) 1 APU per 100 million, and are at ½ (or less)
Government: Independent the Wage rating of the main population.
Starport(s): 4 Small (Base) However, they grant 1 free Export of value
Station(s): None (only 1 no matter how many increments of
Tech Level: Primitive (Base); Low, Average, them you possess).
Above Average, High, Ultra High • Starports: 1 Unit per Imperial Class, ½ Unit
Import / Exports: None per Standard Class, ¼ Unit per Small Class
Wage Rate: Destitute (1D) Imperial Class Starports: Increase the Tech
Level of the World by 1 (+1 max), they are
All Empires Begin with: capable of docking and maintaining vessels up to
10 Resource Points and 1 Capital Ship the scale of a Cruiser and replenish the ship’s
stores and basic systems with fleet tenders.
The Capital Ship is old, predating the Clone
Wars. Crew Skill is 3D. Standard Class Starport: Two Standard Class
Starports will generate +1 APU for a planet (max
Per resource point spent you can Improve an +2), they can accommodate Starships up to
aspect of your world: Below is an example Frigate Scale.
home world with 10 points invested:

667
Small Class Starports: Can accommodate star- • Criminal Allowances: You invite a Criminal
ships up to Corvette Scale. 4 Small Starports Syndicate (or create one) into your
will increase the Wage Rate of your Population government. +1 Annual / System they are
by +1 (+1 Max). allowed into (They are a problem that pays
you money, you are corrupt).
System Development Options:
• Educational Focus: 1 Annual / Planet - You
institute a planetary focus on education. This
• Sector Wide Hardened Structures: 1 per
yields an academy and elevates the general
system effected (not planet, the containing
education of your population. Increases Tech
system). This reduces damage from orbital
Level by 1 (10 year duration)
bombardment, siege and invasions by ½
• Planetary Militia: 1 / Annual - You fund local
(including pirate raids).
paramilitary support for law keeping and
• Planetary Shield Generators: 1 per planet
justice. Provides a 2D Police Force / Militia
protected. This affords each planet protected
planet wide with civilian hardware & some
with planetary shields with an 3D rating
Military Hardware. Armed Speeders, Armed
(Death Star Scale).
Airspeeders, 1 Light Aerospace Squadron
• Enhanced Planetary Shields: 2 per planet
(Snubfighter Grade, Gravity Well Bound)
protected (previous tier applies). This affords
• Planetary Garrison: 1 / Annual - You
each planet protected with planetary shields
formalize the military investment for the
with a 6D rating.
world, raising a main Garrison and other
• Planetary Stutter Shields: 3 per planet
satellite “offices”. The main garrison
protected (previous tiers apply). This affords
maintains a squadron of snubfighters, and no
each planet protected with planetary stutter
less than 32 military ground units scattered
shields with a 9D rating & 9D of Backup
across the planet in no less than pairs +
Shields. These shields are capable of
Above.
absorbing more than one Super Laser strike.
• System Patrol Force: 1 - You acquire the
• Mining: 1 - This adds a system mining
basic ships and talent to provide your system
operation that yields raw materials for system
with a quartet of gunships. This force
/ sector growth and a return on investment of
responds to emergency calls, acts as a
+1/annual.
customs group and interdicts and destroys
• Social Reform & Maintenance: 1/annual per
pirate threats: 4 Gunships (Skypray Blast
planet you need to correct (Below) - This
Boat equivalents); 2D Skill
institutes a social reformation that begins to
• Light Capital Ship: 1 - You acquire a Capital
win hearts and minds and opens a system up
Ship of no more than 175m in length. It
to all races and creeds (5 year program).
comes with snubfighters and full crew. 2D
• Social Xenophobia: This is the Empire,
Skill
effectively. +2 to Annual APU Per Planet;
• Support Capital Ship: 2 - You acquire light
slavery exists on your worlds.
cruiser of no more than 300m in length. It
• Colonization: 1 Initial - You colonize a
comes with snubfighters and full crew. 3D
planet, adding an appropriate amount of basic
Skill
infrastructure to start to develop the world.
• Medium Capital Ship: 3 - You acquire a
Attracts 100 Million Inhabitants, must be
Cruiser of no more than 600m in length and
developed (just like your initial planet was);
it comes with snubfighters and full crew. 3D
if you lack the investment points it can take
Skill
years for this colony to become profitable
• Line Ship: 4 - You acquire a ship of the line,
and can become a burden instead!
a craft of no more than 900m in length. It
Upgrades: comes with snubfighters and full crew. 4D
• Home Planet Expansion: 1 - This attracts 100 Skill.
million new population. • Battleship(s): 5 - You acquire a formidable
• Colonial Expansion 1 (one time use): This warship of no more than 2,400 Meters in
will double your colony’s population in the length (if it is archaic the rating is half cost or
first year and provide the necessary you can purchase 2). It/they come with
infrastructure to allow it to occur in an snubfighters and full crew. 4D Skill
orderly and lawful fashion. • Golan I Defense Platform: 1 - Fully crewed,

668
2D. to Special Forces). Not only do you retain
• Golan II Defense Platform: 2 - Fully Crewed, your own personal hit squad, but you also
3D open your military to training multiple teams
• Golan III Defense Platform: 3 - Fully of expert operators. They lack the finesse,
Crewed, 4D. guile and ultra high skill that your Assassins
• Battlestation Creation: 5 - You construct a have, however, your Special Forces Teams
battlestation at a strategic choke point for can be deployed on up to six operations
your sector. This station is 3x the durability annually (or any number of teams combined
and armament of a Golan III. It acts as a on a large operation). Note: Special Forces
customs base, trade station, military will be somewhat discreet, but they will leave
command center and more. The station is behind markers that call into question who
formidable, in the sense that no bordering performed the operation upon deeper
sector can possessing anything larger than a investigation (Assassins leave no footprint
Golan III. 4D Crew Skill. Generates 1 APU even when compromised).
after first year of operation.
• FYI - Other than your operations here, the
Battlestation Upgrades: Pirate Trade Port is not obligated in any way
• Develop Mining Associations with to side with your faction.
Battlestation as the Hub: 1 - You link local
Other:
mining operations of asteroid belts and dead
rocks to the battlestation using it as the focal • Generally Speaking we are ignoring Morale
point for refinement and business. Refunds 1 as an issue because you hold the power for
APU Annually. your empire. Morale can be incorporated if
• Install Military Academy on the the players want that level of detail an can
Battlestation: -1 Anually: +1D to all Static certainly play a role in any game where the
Defense Station Skill Levels in the Sector. rulers abuse their populations.
Establish a Pirate Trade Port: 1 - You • If you want to purchase specific items,
construct an off the books black site that sits consider the APUs to be worth about 2.5
inside the borders of another entity not possessed million credits each unit.
by you. It allows your fleets a safe haven • Founding a Local Organized Religion: This
refueling port, a place of illicit trade and income, is a Jedi Order for your faction. This costs 1
and a perfect base of operations to destabilize a APU Annually, per planet they have a
competing entity. After the first year of presence on. This is dangerous in any era for
operation the Pirate Trade Port refunds the 1 a number of reasons. However, the benefits
APU expended. The station’s defenses are can be amazing.
roughly equivalent to a Golan I with the • Secret Tech Projects: 5 APU - Will Yield a
durability of a Golan II. The location also acts as +1D bonus equivalent. 0-5 Years Duration
a neutral meeting ground for your criminal • Armed Forces Investment: 1 APU per planet
organization and any that exist in the wider you own = +1 Pip to core Skills of your
galaxy. Not to mention, it also allows your troops per year until they reach 5D skill.
government to offer syndicates head hunting
bounties for operations that cannot be tied back • Cloning: 10 APU, 1 annual per system you
to your regime. possess - you have a cloning program that
allows you to replenish your losses in any
• Assassination Bureau: 1 / Annual - You conflict at same skill replacements. +1 to
establish a black ops team that specializes in Tech Base for the location of your cloning
killing targets of opportunity and political facility.
rivals. The team is an elite arm of your • Slave Rigging: 5 APU per ship refit
military and they are capable of undertaking
one mission annually. They can be used • Tax Burden: -1 APU per System after 1st one.
(regularly) for light duty operations and • Local Holonet: -1 APU per Planet connected
bodyguard details as well. Local Holonet: Nearly Instantaneous
• Special Forces Division: 1 / Annual - requires communications across the empire. +1 to Wage
Assassination Bureau to be in place for at & Tech Level for 1 Planet per Sector (Holonet
least 5 years (previous Bureau’s cost applies Hub).

669
Optional WEG / 3rd Edition (unless you are playing a Mid or High Powered
Character Creation Rules game) for Heroes regardless of the listing from
older sources for that race, unless your GM
4th Edition took a developmental approach to approves it.
character design. The reason for this is that most Example: Thus even a Twi-Lek hero (listed at
players I have encountered in life cannot 11D base Attributes) starts with 18D rather than
formulate a backstory to save their lives. Thus 17D. Humans, normally, cap out at 4D per
the new system generates a story for your attribute, while Force Attribute will max out at
players. If you prefer the old fashioned approach 6D Potential (5D) at character Creation.
to character design you can use these rules. You
can generate characters in half the time or less if Any non-Jedi only needs to worry about the
you use this method. above listed minus Force Attribute. The Force
Attribute represents your ability and overall
This is pulled directly from 3rd Edition and power level for Jedi or Jedi like abilities. Dice
tweaked a bit, dialing down Advantages. can be broken down in to what are called pips.
Essentially, you just skip the lengthy process of The two of which represent 2/3 of the way to a
creation but you actually have less skill slots and full “D”. Thus 2D+2 is just shy of 3D. 3 pips
perks. This might be more appealing to some equal 1D, thus your dice can be broken down in
game masters (those of you that think you begin to pips you can throw here and there to show
play with too many advantages in 4th Edition). granular differences between Attribute dice.
Racial Generation Rules: No matter what race
you are, in opposition of the old rules all races
Attribute Creation are 12D attribute base for NPC statistics. Any
chosen, playable race, begins with equal footing.
NPC characters are typically 12D in attributes, Some races will have extra Attribute dice (GM
usually with no attribute less than 2D. Alien Discretion) and ones with a LOT of extra
templates allow for exceptions be made. The Attribute Dice will be classified as (generally)
masses of nameless enemies you will fight have unplayable or balanced with Negative Traits.
12D attributes (like Storm troopers, 2D in all
attributes). Power Level Based Character
Generation
Heroes are typically 18D in attributes. Unless of
course their attributes for their race state they Bare Bones, WEG standard game:
begin with more than 12D (for NPC) thus 13D 135 Build Points (18 Skills 90, 7D Skill Dice =
means your hero starts with 19D and so on. I am 35: 135).
basing that off the way the old WEG books
worked. As a general rule, Heroes should not Starting Bonuses: Start with 5 Character Points
start with more than 18D of attributes unless you and either 1 Force Point or 2 if Force Sensitive.
purchase Advantages or are running the game at (Game Start, not counted in character build, all
a higher power level. Likewise, alternate racial characters get this at game start)
templates that award additional attribute dice can Starting Funds: 750 Credits
be disregarded (GM discretion). Races are
• No more than 2D per skill.
flavor, and some award additional skill benefits
and bonuses to certain skills. In the Species • Cannot place a skill D in an unskilled area.
section of the book. I have endeavored to • Advanced skills & Proficiency can be
balance some of the Attribute gains, normalizing purchased at the cost of 2 skill slots or 2D.
races like the Noghri. Humans and all common • Choose up to 3 point in Disadvantages and
races are listed there as well. can have no more than 3 points of additional
Advantages.
Now let’s talk Dice and arrange those attribute
pools I mentioned above in groups up to 4D per • Heroes Have 18D Attributes (665 total
individual attribute. Some races allow you to points)
have different minimums and maximums. Note: Any starting bonuses are not counted
However, the 18D of attributes do not change toward total package build points. These are the

670
boons, and random experience you have Points and either 3 Force Points or 4 if Force
acquired at each particular building block level. Sensitive, pick 2 Attributes and raise their cap by
GM discretion advised for players spending 1D.
these additional points prior to game-play.
Starting Funds: 5,000 Credits
Standard, building block game: • No more than 4D per skill.
160 Build Points (20 Skills 100, 10D Skill Dice • Cannot place a skill D in an unskilled area.
= 50: 150, +2D Advantages 10 = 160). • Advanced skills & Proficiency can be
Starting Bonuses: Start with 10 Character purchased at the cost of 2 skill slots or 2D.
Points and either 1 Force Point or 2 if Force • Choose 4 points of Advantages and can elect
Sensitive. (Game Start, not counted in character to choose up to 4 points in Disadvantages;
build, all characters get this at game start) may have no more than 4 points in additional
Advantages (beyond the free 4).
Starting Funds: 1,250 Credits
• Heroes Have 20D Attributes (870 total
• No more than 2D per skill. points)
• Cannot place a skill D in an unskilled area.
Advanced skills can be purchased at the cost Epic Power Gaming, Starting point game:
of 2 skills or 2D. 325 Build Points, (34 Skills 170, 26D skill Dice
• Advanced skills & Proficiency can be = 130, +5D Advantages 25 = 325).
purchased at the cost of 2 skill slots or 2D. Starting Bonuses: Start with 20 Character
• Choose 2 points of Advantages and can elect Points and either 4 Force Points or 5 if Force
to choose up to an additional 3 points in Sensitive, pick 3 Attributes and raise their cap by
Disadvantages; may have no more than 3 1D.
points in additional Advantages (beyond the
Starting funds: 10,000 Credits
free 2).
• Heroes Have 18D Attributes (700 total • No more than 5D per skill.
points) • Cannot place a skill D in an unskilled area.
• Advanced skills & Proficiency can be
Mid Power Level, Starting point game: purchased at the cost of 2 skill slots or 2D.
215 Build Points. (25 Skills 125, 15D skill Dice • Choose 5 points of Advantages and can elect
= 75, +3D Advantages 15 = 215). to choose 5 points in Disadvantages; may
Starting Bonuses: Start with 10 Character have no more than 5 points in additional
Points and either 2 Force Points or 3 if Force Advantages (beyond the free 5).
Sensitive, Pick one attribute and raise it’s cap by • Heroes Have 21D Attributes (955 total
1D (not it’s actual value). points)
Starting Funds: 2,500 Credits
• No more than 3D per skill. Optional Perks:
• Cannot place a skill D in an unskilled area. Heroes that have advanced training like a former
Jedi Master or an Engineering/Doctorate Degree
• Advanced skills & Proficiency can be can being play with Advanced Proficiency and
purchased at the cost of 2 skill slots or 2D. Base Advanced Skill for free.
• Choose 3 points of Advantages and can elect Examples of this are:
to choose up to 3 points in Disadvantages;
may have no more than 3 points in additional • Lightsaber/Alchemical Weapon AP
Advantages (beyond the free 3). • Control, Sense & Alter slots free
• Heroes Have 19D Attributes (785 total • Engineering
points) • Medicine
• Martial Arts Training
High Power Level, Starting point game: • Melee Training
270 Build Points, (30 Skills 150, 20D skill Dice • Free Tier of an Advanced Path
= 100, +4D Advantages 20 = 270).
Etc.
Starting Bonuses: Start with 15 Character

671
Starship Grade Cannons Capital Scale+ Weapons:
Capital Scale: 1.5 MT per D/Cannon
This section is more for players wishing to Capital Rail Ammo: 75 Kg per 1,000 Shots
purchase specific types of weapon’s systems that Densified Ammo: 100 Kg per 1,250 Shots
they would arm their ships with. It’s going to Auto-cannon Ammo: 100 Kg per 100 Shots
break down the costs associated with shopping Torpedo Launchers: 1.5 MT per Launcher
weapons for your ships. It will also delve in to Multi Ordinance Launchers:
ranges of the guns and adding certain specific 1.5 MT per Launcher
type modifiers to them like Static and Ultra Capital Torpedoes: 75 Kg/Unit
Heavy Guns. Capital Missiles: 75 Kg/Unit
(Rockets and Bombs carry the same weight)
The Weight of weapons: Static Weapons: Double the weight
For all intents and purposes we are not factoring Ultra Heavies: 66 Metric Tons each
in the fire control package here. This will simply Ultra Heavy Ordinance Launcher:
track the weight of weapons emplacements for 66 Metric Tons
mounting on anything you design. Round all Ultra Heavy Ordinance: 300 Kg/100
weights up to the nearest D. Additional damage damage output
granted from Fire-Linking or Battery-Linked (Missiles, Torpedoes, Rockets, Bombs, etc)
weapons does not factor into the weight Standard Hyperspace Torpedo:
determination. 50 Metric Tons
Heavy Hyperspace Torpedo:
Energy based Ammo is abstracted, the space it 75 Metric Tons
actually takes up is negligible or the power Notes: External Hard Points Actually Increase
provided comes from the Design’s power core. Ordinance carry capability. Mostly only seen on
Archaic Designs due to the ability to detonate
Speeder Scale: 1.25 Kg per ordinance on the hull of a Warship.
D/per Barrel
Walker Scale: 2.5 Kg per These weights are then removed (free carry
D/per Barrel weight) from a Design’s Cargo Capacity.
Other Scales:
Starship Grade Weapons: We’re examining Snubfighter to Capital Grade
Snubfighter Scale: 5 Kg/D per gun Weapons and up, here. However, some Designs
Rail Gun Ammo: 5 Kg/1,000 Shots have been known to mount lower scale weapons
Densified Rail Ammo: 7.5 Kg/1,250 Shots for use in antipersonnel actions.
Auto-cannon Ammo: 5 Kg per 100 Shots
Torpedo Launchers: 5 Kg Speeder Scale: Generate the weapons in
Missile Launchers: 10 Kg Snubfighter Scale and then reduce the final cost
Multi-Ordinance Launcher: 20 Kg by 40%.
Missile Racks: 2.5 Kg/Rack Walker Scale: Generate the weapons in
Snubfighter Torpedoes 2.5 Kg per Unit Snubfighter Scale and then reduce the final cost
Snubfighter Missiles 2.5 Kg per Unit by 20%.
(Rockets and Bombs carry the same weight)
Notes: External Hard Points Actually Increase Per Barrel, Per pip of base Damage + Fire
Ordinance carry capability (The E-Wing is an Control (by weapon type):
example of this). Base Fire control typically will be 1D. For ships
with singular barrels, however, in systems with
When calculating weights for Snubfighter scale multiple barrels (3+), increase the cost if the Fire
weapons on Capital Ships assume every weapon Control Package by 10%+ per barrel over 1 (2
system weights 1 Metric Ton. Barrels 10%, 3 20%, 4 30%, etc).
Note: You can allow the Fire Linkage or Battery
Static weapons double the weight of the weapon. grouping handle your Fire Control Gains ;).

You will Notice each Weapon has a Max, Base,


Damage Output ( & Fire Control); (You can

673
mod this or re-engineer it) 3D+2
Snubfighter Scale: Pulse Wave Cannon (KOTOR); Max Damage:
Blaster Cannon (Old School); Max Damage: 4D
5D Per Barrel: 450 Credits
Per Barrel: 500 Credits Per Damage Pip: 150 Credits
Per Damage Pip: 175 Credits Per Pip of Base Fire Control: 150 Credits; Max:
Per Pip of Base Fire Control: 175 Credits; Max: 2D
2D
Tractor Beam; Max Damage: 6D
Laser Cannon (Galactic Standard); Max Per Barrel: 250 Credits
Damage: 7D Per Damage Pip: 325 Credits
Per Barrel: 1,500 Credits Per Pip of Base Fire Control: 325 Credits; Max:
Per Damage Pip: 250 Credits 4D
Per Pip of Base Fire Control: 250 Credits; Max:
Capital Scale Weapons: cost 10 times the codes
3D
for their Snubfighter scale counterparts.
(Technically an X-Wing has a base 2D Fire
Example:
Control package that gains a bonus +1D from
A Laser Cannon purchased at Capital Scale is
having it’s guns quad-ed up in a Fire Linkage
15,000 for the barrel, 7,500 for 1D of Damage
setup)
and 7,500 for 1D Fire Control = 30,000 Credits
Turbolaser Cannon (Military Elite); Max for:
Damage: 9D Capital Laser Cannon
Per Barrel: 2,500 Credits Fire Control: 1D
Per Damage Pip: 275 Credits Damage: 1D
Per Pip of Base Fire Control: 275 Credits; Max:
For Every Scale Above Capital (Dreadnought,
2D
Super Cap, etc) that a weapon is scaled to: add
Auto Blaster (Burst Fire Capable); Max 2 to the cost (12x, 14x, etc.)
Damage: 3D
The Cost of a Death Star Scale Weapon (one
Per Barrel: 1,000 Credits
capable of destroying planets) is 100 times all
Per Damage Pip: 200 Credits
the finalized codes for a capital weapon. 8-
Per Pip of Base Fire Control: 200 Credits; Max:
16D are required to destroy a planet
3D+2
depending upon size and mass.
Auto Cannon (Burst Fire Capable); Max
Example:
Damage: 2D (Archaic)
Basing off the Capital Scale Example,
Per Barrel: 250 Credits
A Laser Cannon purchased at Death Star Scale is
Per Damage Pip: 125 Credits
100 x the Capital Scale weapon (30,000) =
Per Pip Base Fire Control: 250 Credits; Max:
3,000,000 Credits for:
1D+2
Death Star Laser Cannon
Ion Cannon, Max Damage: 5D
Fire Control: 1D
Per Barrel: 2,000 Credits
Damage: 1D
Per Damage Pip: 300 Credits
Per Pip of Base Fire Control: 300 Credits; Max: Lets Talk a bit about range:
4D There are some discrepancies on guns in the old
canon references, like some Snubfighter scale
DEMP Cannon, Max Damage: 6D
turbolasers hitting out to ranges of 50+ Lets
Per Barrel: 4,000 Credits
figure this one out for us a bit.
Per Damage Pip: 600 Credits
Per Pip of Base Fire Control: 600 Credits; Max: Lets Say that Standard Snubfighter Scale Guns
1D look like this:
Rail Gun (Really Old School, Burst Fire 1-3/12/25 (Your Average Laser)
Capable); Max Damage: 4D Capital Guns look like this
Per Barrel: 350 Credits 5-25/50/75 (The Average Capital Turbolaser)
Per Damage Pip: 150 Credits (Some only hit out to 50—60 because they are
Per Pip of Base Fire Control: 225 Credits; Max: really heavy guns… never made sense to me.

674
Heavy guns should shoot farther). & DEMP Cannons) are so popular in the galaxy
is that they draw power from the power core of a
Say we have this Snubfighter scale Turbolaser
ship. As long as your ship has power, they can
Normally shooting to 25 units and delivering 7D
fire. Other guns are not this fortunate, while
of damage. Per D you pull out of the damage,
having the benefit of generally pulling next to
increase it’s range by 25%. Thus a 3D
nothing off the drive core of a ship.
Snubfighter Scale Turbolaser would have a range
of 50. Real Similar to some of the things I have Note: Any Additional Guns on the ship draw this
seen in older publications. power automatically.
Snubfighter: Snubfighter Scale:
Slug Thrower Cannon 1/3/9 Laser Cannons:
Pulse Wave Cannon 1-2/6/12 Core Power Reserve: 1,250 Shots (Optional)
Blaster Cannon 1-5/10/18 -Divide this by the number of barrels firing.
Rail Gun 2-4/16/32 Example: So, an X-wing with 4 barrels firing has
Laser Cannon 1-3/12/25 only about 312 Shots.
Turbo Laser Cannon 2-5/15/30
Ion Cannon 3-9/18/36 Blaster Cannons:
DEMP Cannon 1-4/8/16 Tibanna Gas Reserve: 1,000 Shots / Storage Unit
-You must divide this number by the amount of
Capital: barrels that are firing.
Slug Thrower Cannon 1-5/10/20 1st Storage: Free; Additional Stores 2.5 Kg
Pulse Wave Cannon 2-12/24/48 Reload Cost: 100 Credits; Extended reserve
Blaster Cannon 3-18/36/54 (mod): 125 Cr adds 25% more ammo.
Rail Gun 4-24/48/96 Ex: So, a Z-95 with 6 barrels firing only has
Laser Cannon 3-21/42/60 about 166 shots.
Turbo Laser Cannon 5-25/50/75
Ion Cannon 6-20/40/60 Slug Thrower Cannons:
DEMP Cannon 2-12/24/30 Relatively Limited Supply, belt fed: 100 Rounds
per belt Typically each gun is individually fed.
Ultra Heavy Guns: So, about 100 shots.
Ultra Heavy Guns can use the ruling where I’ve Reload Cost: 25 Cr a belt
already specified they can fire a distance of
+33% corresponding to the type of gun they are, Rail Guns:
however, the ruling I had been using was that Use Solid Metal blocks that ammo is shaved off
Ultra Heavy Guns can fire at anything within of: 1,000 Shots
sensor range. -You must divide this number by the amount of
• For any target that falls under their standard barrels that are firing.
range defined by the base weapon plus 33%, Reload Cost: 35 Credits; Densified Ammo:
their standard fire control applies. Increases nominal damage by 1 (from 3 to 4) &
• For any range that exceeds this, the sensor increases ammo by 25%: Reload Cost: 70 Cr
bonus (or penalty) for that range is the fire Turbolaser Cannons:
control. (Like firing at maximum sensor Utilize the Radioactive Material known as
range) Hyperbarides: 1,000 Shots
Static Damage Codes: 1st Storage: Free; Additional Stores: 5 Kg
Multiply the Cost of the Finalized weapon by 5. -You must divide this number by the amount of
Output is 50% higher and resists scale shifts. barrels that are firing.
Reload Cost: 150 Credits
Ultra Heavy Guns: Ultra Heavy consumes 10 x Shots per barrel
Ultra Heavy Guns cost 15 times a standard Capital Consumes 2 x Shots per barrel
weapon.
Capital Scale:
What About shots per gun type?: If you are trying to torture your players always
This adds some more management to smaller assume that capital weapons use 10 shots per
operations if you want this. barrel to fire. Costs are about the same. You’re
just going to need a lot more ammo …
The reason why Laser Cannons (Pulse Wave, Ion

675
Cost Based Building & challenging after making all the guns deliver flat
damages that weren’t tied specifically to fire-
Construction Rules linked gun barrels. In 3rd edition I had to create
In the old system the breakdown was derived off special guns (Static Weapons) to justify how a
of the traditional D6 game system, with values Single Gun Barrel could deliver what four would
converting into pips and D. In the new process accomplish together. That is corrected here, but
things work in a similar fashion, with the the balancing act to make these bigger numbers
exception that some of the design has been to of flat damage connect properly is the hard part.
move away from purely basing everything off I hope that what I have developed here will be an
pips and D. It’s very difficult to develop a excellent basis for fleet actions and ship to ship
completely new system of arbitrary numbers that combat that everyone can enjoy for the the ages.
have the feel of star wars ships without a basis to There is no part of this book that can’t be tailored
build on. to the ideas and concepts of the people playing
The biggest difference in design and hull values the game. I encourage Game Masters to come up
is a general toning down of points awarded per with their own systems and plug them in.
scale (sort of). The amount of points per tier (D Change things up! Break my rules and make
per Scale) awarded is smaller, however, that your own! Or just use these and kick back and
figure is then multiplied by 5 which is the pull your hair out generating fleet battles for your
condition monitor for the ship or structure you players!
are creating.
Creating a Ship
The Five Levels of the Condition Monitor here
are: The rules presented herein yield a Prototype
Design, which is the initial first production unit
1. Light Damage of a design. These designs are more expensive,
likely to have flaws, etc.
2. Moderate Damage
If you want to construct a ship/building/etc, the
3. Heavy Damage first thing you want to define is it’s general size,
whether that be 5 meters to something huge like
4. Severe Damage 8,000 meters.
5. Destroyed Size is important because we will use the size of
rd
In the 3 edition we assigned a bulk value of the craft or facility to ballpark the minimum
points to these designs and there was no real (skeleton) crew required to operate the it. To
good way of tracking how things were destroyed fully crew the ship we will be adding roughly
and at which point they suffered actual damage. 50% to the minimum.
Now, at each stage of the condition monitor the Defining Skeleton Crew: Per 10 Meters we are
core systems in these designs are effected going to assume 1 crew is required to operate the
directly. Still complex, however, much easier to craft.
keep tabs on. Many of the old mechanics port
directly across to the new system. It’s the hull, Modifiers to Skeleton Crew (Per 10m):
shields and damage tracking that is all different. Character Speeder Scale: x1.25; Full Crew: +/-
50%
We tried a number of tracking systems for the
overall representation of the ships and nothing Walker Scale: x1.5; Full Crew: +/-50%
really worked. However, by toning down the
scale point awards and multiplying them by a Snubfighter Scale: x1; Full Crew: +/-50%
Condition Monitor you have some of the
simplicity of tracking damage for Characters Transport Scale: x1.5; Full Crew: +/-50%
accounting for vehicles and warships as well. It
works rather well to define where these ships are Corvette Scale: x3; Full Crew: +50%
in terms of being destroyed. It’s just dialing in Frigate Scale: x6; Full Crew: +50%
the overall durability that “feels right” that is

676
Destroyer Scale: x9; Full Crew: +55% of: 120M: 12 x 3 = 36
It’s full crew compliment is +/-50% of 36.
Cruiser Scale: x27; Full Crew: +55%
The Total Passengers the ship can carry is 100%
Battleship Scale: x30; Full Crew: +60% = Skeleton Crew = 36 Passengers.
Dreadnought Scale: x40; Full Crew: +65% Determine Cargo Space: Multiplied by the
scale modifier:
Battlestation Scale: x50; Full Crew: +70%
Character: 2.25 Kg / Meter
Super Capital Scale: x75; Full Crew: +75% Speeder: 5 Kg / Meter
Mega Capital Scale: x90; Full Crew: +80% Walker: 10 Kg / Meter
Snubfighter: 12.5 Kg / Meter
Death Star Scale: x120; Full Crew: +85%
Transport Scale and Greater determines cargo
Note: Speeder & Walker transports can violate space at 50 metric tons per 10 meters. You can
this as necessary. However, you should do you round up or down if you so choose, but for ease
best to reign it in. These craft don’t HAVE to of calculation just base it on every full 10 meters
resemble old D6 book stats. of the ship.

Skeleton Crew to operate a ship is always Corvette: x2 (100 Metric Tons)


calculated by the above figures + Gunners. The Frigate: x2
difficulty to operate a ship follows the minimum Destroyer: x2
crew numbers: Cruiser: x2
Battleship: x2
Ex: 167/+10 that means that the ship operated Dreadnought: x2
with a minimum/skeleton crew has +10 to all Super Capital: x2
difficulties except the Gunners. Mega Capital: x2
Battlestation: x2
Further Modifiers to Skeleton & Full Crew: Death Star: x2
Design is Archaic: x2 (Flaw)
Design is High Maintenance: x1.5 (Flaw) Determine Capability to Carry Fighter Craft:
Design is Efficient: x.25 This is the length of the ship divided by 20.
Design uses Slave Rigging: x.5 Thus a Star Destroyer at 1,600 Meters can carry
Design is a Slave Rigged Droid ship: x.75 80 ships, 72 fighters and 8 support craft.
Note: Does not affect Passengers (Troops) Notes: The first hangar is free (no space penalty)
Additional Hangar Space: Additional units =
Determine Skeleton Penalty: Units x 100 = Cargo Capacity penalty in metric
• Assume Modern Designs are +15 penalty to tons. Any Design without Fighters rolls that
skill rolls when under crewed. tonnage back into Cargo Space.
• High Maintenance Designs add +5 to the
difficulty. Determine Ground Force Capacity: Take the
available cargo space of the ship and divide this
• Archaic Ships add +5 to the difficulty.
by 100 = the total amount of units the ship can
• Slave Rigged Ships are -5 to the difficulty. carry. I would assign the spaces on a 1 for 1
• Droid Slave Rigged ships are -10 to the basis no matter what the unit is, but use some
difficulty. discretion here, Pre Fab Garrisons are worth 20
• Efficient Ships are -5 to -10 the difficulty. units/each, small prefab garrisons 10/ea, Landing
Determine Potential Passengers (Troops): Barges 4/ea. Other units like tanks, walkers,
artillery are 1 for 1.
Maximum passengers are determined by
doubling the Full Crew percentage and then Note: Any Ground Units carried subtract from
multiplying that by the skeleton crew. total cargo space by their unit cost x 100 metric
tons.
Ex: A 120 meter Corvette has a skeleton crew

677
Base Consumable Cost: 10 Credits/day per crew X20: 1
X19-15: 2
Determine Maximum Consumables:
X14-12: 3
Character Scale: Per meter of a design assume 2
X11-10: 4
hours of consumables.
X9: 5
Speeder Scale: Per meter of a design assume 5
X8: 6
hours of consumables.
X7: 8
Walker Scale: Per meter of a design assume 1
X6: 10
day of consumables.
X5: 12
Snubfighter: Per 2 meters of a design assume 1
X4: 14
day of consumables (rounding up or down, GM
X3: 15
Discretion)
X2: 16
Transport: Per meter of a design assume 2 days
X1.5: 20
of operation. Round up to the next month (26
X1: 24
meter ship x 2 = 52 days = 2 Months (70 Days).
X.75: 32
Capital Ship or greater: Per meter of a ship
X.50: 50
assume 1.5 days of consumables (round up or
X.30: 75
down to the nearest year).
X.25: 100
Note: Not all ships will carry maximum
If it’s Character Scale: Multiply the total number
consumables, operational costs to refit the ships
of pips by 150. That’s the base cost of your
could be astronomical.
Prototype.
How to determine the cost of a design:
If it’s Speeder Scale: Multiply the total number
Whether that design be a character scale object
of pips by 200 = Prototype Cost.
or a battleship we need to figure out how to build
things and their relative values for games where If it’s Walker Scale: Multiply the total number of
you have money or the capability to build things. pips by 400 = Prototype Cost.
1. Add up all the D codes and break them into If it’s Snubfighter & Transport Scale: Multiply
pips (3 pips per D). Levels are considered the total number of pips by 1,000 = Prototype
Full D or 3 points each (whichever is easier). cost.
2. If the design has sensor values, per 10 units Corvette Scale x7500
of range in each category (including Frigate Scale x 10000
maximum) = 1 point. Thus sensors of 180 = Destroyer Scale x 12500
18 Cruiser Scale x 18000
Battleship Scale x 25000
3. Each Space Unit a ship has in speed is 1
Dreadnought Scale x 35000
point. (Space: 8 = 8 Points)
Super Capital Scale x 50000
4. Divide the Kilometers Per Hour Atmospheric Mega Capital Scale x 60000
Speed by 100 (rounding up) and you have Battlestation Scale x70000
that cost in points. (950 Km/H = 10 points) Death Star Scale x 140000
5. Factor in the Hyperdrive in points This gives you a ballpark figure on the design, if
6. Factor in Ultra Heavy weapons: consider you add massive amounts of consumables to
each gun barrel/100 rating of Ordinance to be your ship the figure will rise exponentially. An
100 Pips. Imperial I Star Destroyer costs 91,200,000 to
Prototype using these rules. Assuming we have a
7. Anything with a Static Value (like a gun) 20% total rebate back on the ship for a full
double it’s D code before you break it into production run with some engineering cleanup, it
pips brings the cost of the ship down to 72,960,000
8. Fire-Linked & Battery fire weapons are Assume all ships are full production runs, thus
considered 1 gun. the 20% rebate on overall cost.
Hyperdrive Point Costs:
Base cost is calculated by the class of the Now… If you figure you figure out the operating
Hyperdrive. costs for the ship for six years times it’s full crew

678
of 11,520 crew + 260 Gunners + 8,952 Troops x Hard Shields:
the daily operation cost of Consumables (10) = Hard Shields function as standard shields in
207,320/Day of Operation in Consumables cost x terms of durability. However, they ablate
the Amount of Years the ship possesses in damage just like Armor does. The Matrix to
Consumables (6 Years) 385 Days x 6 = 2,310 calculate this is as Armor (1 point per pip).
• Hard Shields Cost 10 Times the Scale Code
213,800 x 2,310 = 478,909,200 Credits over 6
to Install.
years of operation. This is essentially your refit
cost after a 6 year tour. They are prohibitively expensive by design.
Internal Structural Strength Assumptions: Determining Engineering Flaws:
(Like walls & doors) Character: 2
This is likely important if you’re having a Speeder: 2
running firefight in a base or a starship. All Walker: 3
values are Static here. Gives them a bit more Snubfighter: 3
durability. Also account for Armor values for the Transport: 3
Corvette: 3
purposes of Soaking damage. Frigate: 4
2D Character Scale = Character Scale to Destroyer: 4
Cruiser: 5
Snubfighter Battleship: 5
1D+1 Speeder Scale = Corvette to Destroyer Dreadnought: 6
1D Walker Scale = Cruiser to Dreadnought Super Capital: 7
1D+2 Walker Scale = Super Capital to Mega Capital: 8
Battlestation Battlestation: 9
2D Walker Scale = Death Star Death Star: 10
Flaw Examples:
Structure Creation: Inferior Space Engines, Inferior Atmospheric
Use the same rules, however, calculate the total Repulsors, Inferior Maneuverability, Inferior
length of the structure assuming there are 4 Hyperdrive, Reduced Armor Value, Reduced Hull
walls. Per 10m of a structure multiply it by 4 = Code, Weaker Weapon Output, Reduced Hangar
Total Length. Space, Higher Maintenance, Archaic System
Design, etc.
Ex: An Imperial Garrison: 60 Meters long x 4 =
240 Meters. 240 meters times 1.5 = 360 Skeleton Crew x
240 meters divided by 20 = It can hold 12 (Add 50%) 1.5 = 540 Personnel
Fighters; 240 meters divided by 100 = 2.4 = It
Skeleton Crew x 2 = 720 Troops (50% Full Crew
holds 2 AT-AT walkers & one AT-ST walker
Modifier doubled is 100% more which doubles
(rounding up)
the amount of Skeleton Crew = Troops)
Command Ship:
The ship has advanced command and Flaws in the Engineering Design:
coordination capabilities thanks to it’s extensive Flaws are more for character than anything else,
communications suite. It’s holo suite is so an additional challenge to overcome. These
extensive that the commander of the vessel can flaws might not all be bad. Some could have
coordinate battles from the bridge with real time unexpected results, similar to the Zebra II’s guns
data displayed in a 360 degree field of display. firing a double strength blast (though it will
Thus the commander can fluidly direct forces destroy the weapon system and the craft… Poor
where appropriate: +1 to Free Actions for the damn test pilots…). GM discretion on what
Commander & XO; Cost: 12 Units these flaws actually are.
Gravity Well Generators: Advancing a Prototype:
These bulky items cost and weigh in at 15 units You continue to work on the design and improve
each times the scale of the vessel they are it. You’re investing time, money and possibly
attached to. The minimum scale of ship that can even a test audience in addition to producing
support them is a Corvette (and only 2 can be second generation prototype designs you will
reliably powered on such a small ship). begin, later, to hammer out issues with advanced
mass production.

679
● Shave 10% off the cost for the second after the design was finalized. Note: These are
prototype and remove 1 Flaw. not Modifications, these are Engineered Add-
● And another 5% off for a production model on(s) incorporated into the base design or
and remove 1 Flaw.
Adding Weapons: You can add weapons to
● After the production line has produced “X”
almost any design. Snubfighters are the most
amount of models the cost can be further
difficult to add new weapons systems to. You
discounted by 5%. Remove 1 Flaw.
must either replace full, existing, weapons or
The ships/designs in this book reflect a 20% sacrifice Cargo Space and/or Consumables, ship
discount on their calculated “Cost”. Please note performance. Naturally, Transports have a lot of
that the cost associated with Consumables is the Cargo space, so they can incorporate many Add-
operational expense of the ship. on(s) easily.
Determine the “Used” price of a design: Adding Armor: You can never add more armor
This is more applicable to starships and vehicles than double the base D Code of a design.
than anything else. However, I wanted to However, if the design is “close” to the next
include a quick way to determine this. You can “Scale” and reflects an Armor bonus, this is not
apply some of these to “New” ships as well, factored in nor penalized for.
some models are old and still being sold.
Notes: Thus, if a Snubfighter inherently comes
● The base “used” price of a design is ¾ it’s with 1D of Armor, you cannot add more than 2D
“new” cost. of additional Armor. This applies to all Scales.
● Per Era the design is outside it’s creation The cost for Adding Armor is directly
point (it’s an older model) drop the cost by proportional to the cost of the design.
10%. Adding Passengers/Crew: No matter the scale of
● If it’s a civilian design, like most Stock Light design, it costs 5 Metric Tons per additional
Freighters, drop the cost by 10%. passenger. However, if a craft is efficient the
● If it’s been modified (higher maintenance) crew saved by the advanced design can be
reduce the cost of the design 5% convereted to additional passengers / troops.
● If it’s been re-engineered increase the cost by Snubfighters & Transports
15% Missile Racks (Like the TIE/In add-on): Each
rack contains 2 Concussion Missiles an slaves
Other Cost Reductions:
itself to your main armament’s Fire Control.
● Volume Mass Production: You’re so many Meaning you can only fire either the missiles or
with advanced production lines and all the the main armament with the Fire Control bonus
parts in-house: Reduce cost by 5% (you can still fire both, however). Weight: -7.5
● Cutting Corners: Pulling out integral Kg/Launcher from Cargo Space
systems like repulsors, ejection seats, Additional Cannon(s): It doesn’t matter what
environmental controls, etc (TIE Fighter’s weapon’s system you’re tacking onto the
are good examples of this): Reduce cost by Snubfighter, so long as they are Snubfighter
10% Scale.
● Employer / Reputation discounts: Reduce
cost by 5% + 1 per D in Reputation/ Snubfighter Weight: -5Kg per 10 damage of the
weapon (per effective D).
Employed above 1D.
● Fame: Reduce the cost by 5% + 1 per D in Transport Weight: -50 Kg per Barrel Ex: If you
Fame. want an additional Quad Gun, it’s going to cost
you -200 Kg in Cargo.
● Modular Components: Reduce costs by 10%
Additional Armor: -30 Kg/D of additional
After Market Add-on(s): Armor plating of Cargo Space or -1 to
These are optional pieces of equipment that both maneuverability per pip of additional Armor
add value, enhancement and durability to a plating or -1 Space Unit per D of Armor.
design’s core systems and stats. If you’re
wondering why some ships have extra armor and Note: Transports suffer -1 to maneuverability per
other’s don’t, this is because they were added pip of Armor, even with standard armor that

680
comes from the factory. adding them to, just like adding Armor.
However, there is a tonnage cost associated with
Additional Shields: Snubfighter: -9 Kg/D (-3 per
them. These are massive banks of capacitors that
pip) of Shields; Transport: -3 Metric Tons per D
are designed to seamlessly infuse shield
(1 per pip) of shields, per generator.
generators and regenerate on the fly.
Capital Ships
Special Items:
Things are a bit different here. Capital ships are
Tractor (Flack) Countermeasures
a bit more resilient by nature and can sport many
This is an invention that was coined by the
after market Add-on(s) with little to no penalty.
Pirates that operate out of Hapan Space. The
Adding Armor: Per pip of additional armor you Hapan’s are raiders by heritage and nature and
add to a design the weight cost is is listed on the there have been no known instances where they
chart. have been caught in their endeavors of piracy.
Adding Snubfighter/Point Defense Guns: per 20 Even during the time of the Empire. Now that’s
meters of a craft you can add one Barrel of not to say that they were never caught in a
Snubfighter Scale weaponry. Per 30 meters you tractor beam. It’s just that they had a means of
can add one Static Barrel of Snubfighter Scale escape from them. The Hapans are known for
weaponry. Each weapons emplacement simply employing archaic Turbolasers on their sharships
weighs 1 Metric Ton. The cost you money, and were largely left to their own affairs by the
relatively little cargo space, manpower and your Empire. That and the routes to their home
consumables costs will increase as a result cluster were not known to any and the Empire’s
(additional gunners). scouts never returned from mapping missions.
What the hapans did come up with to defeat
Adding Capital Scale Weaponry: Military tractor beams is a hybrid of primitive and “low-
Ordinance already has a cost in weight and grade” advanced tech.
ammunition weight. You’re simply paying for
the cost of the Launcher, the Ammunition, the Use: Tractor Beam Lock Engages on target ship,
additional gunners and the increased cost of The “Countermeasures” charge, supercharging
consumables. metal shards, in dozens of bays & when fully
charged, can fire: magnetically accelerating
• Limitations: Military Ordinance Launchers 2,000 shards toward the target (Tractor
are considered 1 Cannon/Weapon each. They Generator); the tractor pulls them right in,
represent a value in the terms of firepower obliterating the emitter. Effectively, this is a
limited by finite ammunition and the ability “Called Shot” that requires zero accuracy. The
to be intercepted with countermeasures. shards can actually do heavy damage to the
Traditional weapons like Turbolasers also are capturing vessel depending upon its scale.
governed by the per barrel limitation.
Time to Charge: 3 Rounds; Use: 1 Free Action
Per 30 Meters of a Capital Ship you can add 1 Damage: 300 Capital Damage (100x100 Linked)
Barrel worth of additional, After Market, Capital Ammo: (6; 30 Kg) 3 Uses / Reload Cost: 6,000
Weaponry. Traditional weapons batteries do not Credits; Scaled to fit Transports; Weight 2 MT
factor against you, you’re simply limited on how System Cost: Not Available for Sale
many guns you can mount (like attempting to Theoretical Cost: Two 1D Ultra Heavy Rail-
arm a Bulk Cruiser that has no guns). Flack Batteries = 6 + 4 (2 Batteries) + 1 Fire
Additional Shields (where there are none): Most Linked + 6 (2 Burst Fire) + 9 Size Reduction
capital ships can sustain 4 Shield Generators from Destroyer to Transport = 26 x 12,500
(you can only add the 4 arcs, period) by default: (Destroyer) x 15 (Ultra Heavy Weapon) =
Fore, Port, Starboard & Aft. If a ship has no 4,875,000 Credits. Luthen Rael likely paid 5 Mil
shields, you can add these emplacements. The
cost for adding these generators is directly
proportional to the scale of the ship you are
adding them to. This follows the same rules as
Armor does.
Adding Backup Shields: The costs are directly
proportional to the scale of the ship you are

681
Capital Armor Weight:
Corvette: 99 MT / D
Frigate: 198 MT / D
Destroyer: 247.5 MT / D
Cruiser: 396 MT / D
Battleship: 792 MT / D
Dreadnought: 1,584 MT / D
Super Capital: 3,168 MT / D
Mega Capital: 6,336 MT / D
Battlestation: 9,504 MT / D
Death Star: 19,008 MT / D

Capital Backup Shield Weight:


Corvette: 15 MT / Pip
Frigate: 20 MT / Pip
Destroyer: 25 MT / Pip
Cruiser: 25 MT / Pip
Battleship: 30 MT / Pip
Dreadnought: 40 MT / Pip
Super Capital: 50 MT / Pip
Mega Capital: 75 MT / Pip
Battlestation: 50 MT / Pip
Death Star: 150 MT / Pip

Capital Shield Generator Weight


Corvette: 25 MT / Pip
Frigate: 37 MT / Pip
Destroyer: 50 MT / Pip
Cruiser: 50 MT / Pip
Battleship: 75 MT / Pip
Dreadnought: 75 MT / Pip
Super Capital: 100 MT / Pip
Mega Capital: 100 MT / Pip
Battlestation: 150 MT / Pip
Death Star: 900 MT / Pip

682
Foreword Kwa's Infinity Gate tech.
• The Tho Yor, eight great pyramid starships,
According to new canon there just isn’t enough
activate, calling Force-sensitives to them.
information available to write stories in the Star They visit numerous worlds acquiring Force-
Wars Universe without creating it from scratch… sensitives of many species before traveling to
The following 17 pages speaks otherwise. This the Deep Core world of Tython.
is a heavily streamlined Expanded Universe • Their arrival is heralded by an enormous
Force Storm, and the Tho Yor scattered their
history with several pages and lots of detail
passengers across Tython. The Tythans soon
removed. It is a “Cliff Notes” version of the Star form the Je'daii Order, a group of Force-users
Wars Universe. who strive for balance between the light &
dark sides of the Force known as Ashla &
BBY: Before Battle of Yavin Bogan.
ABY: After Battle of Yavin 35,000 BBY
• The Rakata, using technology powered by
Pre-Republic era the dark side of the Force, establish an
200,000 BBY Infinite Empire that begins to expand
• The Zhell, early ancestors of the Human throughout the Unknown Regions and into
species, battle the Taung species for control the western galaxy.
of their mutual homeworld Notron (later 33,357 BBY
known as Coruscant). The Zhell drive the • The Infinite Empire’s terraforming computer
Taung off world. on Kashyyyk malfunctions, causing a hyper-
100,000 BBY acceleration in the growth of the planet's
• The Celestials accomplish a number of feats: forests and giving rise to the enormous
the construction of Centerpoint Station using wroshyr trees.
the Killiks, construction of the Corellian 30,000 BBY
system using Centerpoint Station, the Vultar • The Infinite Empire reaches its peak,
system and its Cosmic Turbine, the Hapes spanning dozens of worlds across the galaxy.
Cluster, and the Kathol Rift. The Maw black They annex the holdings of other space
hole cluster is constructed with Centerpoint faring species.
Station to contain the Force entity known as • The Killiks attempt to invade the planet
Abeloth. Korriban, but are repelled by the Sith species.
• The Columi species achieves interstellar • The Killiks vanish from Alderaan, Alsakan
spaceflight and surveys the "primitive" and the galaxy at large, having been relocated
people of Duro and Notron. to the Unknown Regions; modern scholars
• The Sharu expand out from the Rafa system believe that the Celestials are responsible.
and the Centrality, planting their 27,700 BBY
indestructible pyramids on planets such as • The Sith species on Korriban are visited by
Aargau. However, the Sharu bury their cities the Rakata of the Infinite Empire. The battle
and revert to a primitive state in an attempt to to drive the Rakata off their world devastated
avoid the attention of the Celestials. the planet, turning it into a wasteland and
90,000 BBY causing most Sith to relocate to the forested
• The metropolis known as Galactic City has world of Ziost.
grown to the point where new levels are built • Korriban becomes the species' holy tomb-
atop old ones; that continues for thousands of world.
years. • Using Rakatan hyperdrive technology, the
36,453 BBY Sith spread out among the planets of the
• The Kwa who remained on the world of Stygian Caldera, and the planet Tund
Tython die out, and the Kwa as a whole have becomes a place of exile for heretics among
retreated to their homeworld of Dathomir in the Sith.
fear of the Rakata. The Kwa taught the 27,500 BBY
Rakata how to use the Force, but conflict • The Humans of Coruscant begin to launch
ensued when the Rakata tried to take the sublight sleeper ships over the next 1,500

684
years, seeding a number of worlds. These • Xim the Despot expands his kingdom, after
include Kuat, Metellos, Csilla, Alderaan, conquering the Livien League & the Tion
Koros Major, Rendili, & the Tion Cluster. Cluster.
They also launch the Kuat Explorer, which 25,126 BBY
colonizes the planet Alsakan. • Xim begins to absorb the Thanium Worlds.
27,000 BBY 25,125 BBY
• A group of Gossam explorers using the • Xim's empire begins to flourish.
tumble hyperdrive, visit the planet Felucia
and colonize the world. 25,120 BBY
• The Devaronians also experiment with the • Xim begins to conquer the Kiirium Reaches
tumble hyperdrive around this time. to the southwest of his empire.
• Human colonists arrive in the Tion Cluster on 25,116 BBY
sleeper ships. • Xim's conquest of the Thanium Worlds
26,000 BBY finishes.
• By this time, Kuat has launched their own 25,102 BBY
colonization ships and seeded Axum, Tepasi, • Xim attacks the planet of Ko Vari, instigating
and Humbarine with Humans. a conflict between Xim and the Hutts.
• The Verpine species colonize the Roche 25,100 BBY
system. • The conflict between Xim and the Hutts
25,805 BBY reaches its peak; Kossak Inijic Ar'durv lures
• Queen Hadiya of Shikaakwa tried to conquer Xim into fighting the First and Second
the whole Tython system, igniting the Despot Battles of Vontor.
War. Queen Hadiya is killed at the Battle of • Kossak convinces the Klatooinians, Nikto,
Tython, ending the Despot War. and Vodran species to sign the Treaty of
25,793 BBY Vontor, securing their allegiance and their aid
• The Force Wars on Tython begin between the in the Third Battle of Vontor.
followers of Ashla and the followers of • Xim is captured at Vontor and imprisoned in
Bogan. Kossak's dungeons on Varl, though the
• Tatooine is conquered by the Infinite Empire. Tionese are unware of Xim's survival.
• The Infinite Empire begins their conquest of • Borte Belgoth is commissioned to construct a
the Je'daii Order and the Settled Worlds. set of hyperspace beacons, one of which
becomes known as Belgoth's Beacon.
25,783 BBY Belgoth's Beacon bears the faces of a
• The Force Wars end with a Force Cataclysm Columi, a cacodemon, and a molator, and sits
and the surviving members of the Je'daii along the Perlemian Trade Route.
establish the Jedi Order.
25,096 BBY
25,200 BBY • Xim's empire completes the conquest of the
• The Infinite Empire is struck by a mysterious Kiirium Reaches, despite the loss of its ruler.
plague that strips the Rakata of their ability
to use the Force, prompting slave revolts Expansionist Era
across the galaxy and the Empire's collapse. 25,053 BBY
• The Tionese nobleman Xer VIII is born • With the Rakatan hyperdrive reverse-
around this time. engineered by Corellian scientists, the
25,150 BBY inhabitants of the Core Worlds begin to
• Xer VIII begins the Cronese Sweeps, the expand outward and settle the galaxy.
subjugation of kingdoms in the Tion • The Galactic Republic is founded with the
Hegemony. signing of the Galactic Constitution, and
25,130 BBY Coruscant becomes the new government's
• Xer's son Xim takes the throne of the capital.
Kingdom of Cron, he aims to conquer the 25,000 BBY
Livien League. • The Perlemian Trade Route is founded,
25,127 BBY linking Coruscant with Ossus and the Tion
Cluster.

685
• The Corellian Run is mapped, ensuring the • An era of expansion for the Galactic
economic dominance of Corellia in the Republic and the widespread colonization of
forming Republic; the Corellian Run forms the Slice.
the southern border of the Slice. • The planet Metellos establishes a hyperlane
• Republic scouts make contact with the Jedi known as the Metellos Trade Route that
Order on Ossus. After conferring for several connects it with Coruscant and points
weeks, the Order pledge themselves to westward to Orooturoo.
Republic service. 18,000 BBY
24,500 BBY • The Bureau of Ships and Services (BOSS)
• The First Great Schism erupts in the Core has been formed by this time.
Worlds between the Jedi Order and the
Legions of Lettow. The Legions' leader The Indecta Era
Xendor originally asked for permission to 17,018 BBY
create an academy for the study of Force • The First Alsakan Conflict begins, sparking
techniques outlawed by the Jedi, and after fourteen thousand years of conflict between
their refusal he founded the Legions on Alsakan and Coruscant.
Lettow prompting the Order to declare war
on them. 17,000 BBY
• The Schism sees Xendor's death at Columus, • Rogue Arkanian scientists transplant a
and the conflict ends not long after the Order number of Xexto to the Quermia system,
invades where they terraform the planet Quermia into
a paradise and genetically manipulate the
24,000 BBY Xexto, resulting in the evolution of the
• The Tionese War begins: the Tionese unite as Quermian species.
the Honorable Union of Desevro & Tion and
attack the Republic, storming down the 16,921 BBY
Perlemian. The Republic begins producing • The Battle of Kes, the only direct armed
warships at Core shipyards, but the Tionese conflict between the Republic and Alsakan
push into the heart of the Republic and bomb during the early Alsakan Conflicts, occurs.
numerous worlds. The Republic ultimately 16,782 BBY
repels the Tionese with a desperate • The Celebratus Archive is founded on the
counterattack by numerous Core systems, planet Obroa-skai.
sparking a series of offensives and 16,700 BBY
counteroffensives that last around a century. • The First Alsakan Conflict ends as the
23,900 BBY Bureau of Ships and Services forces a peace;
• The Tionese War comes to an end as the the Bureau threatens to withhold access to
Republic devastates the worlds of the Tion the hyperspace beacons.
Cluster, the Republic's sterilization of 16,200 BBY
Desevro prompts the Jedi to break with the • The Second Alsakan Conflict begins.
Republic.
• The Republic negotiates with the Jedi, who 15,500 BBY
eventually agree to serve as the Republic's • The Duinuogwuin Contention: Republic
watchmen. scouts encounter the Duinuogwuin, or Star
Dragons, near Murkhana and incur the
22,800 BBY leviathans' wrath. The Star Dragons attack
• A Jedi scout follows the Force's call into the Coruscant, sparking mass panic, but Supreme
Unknown Regions, discovering the crystal Chancellor Fillorean contacts the attackers
world of Ilum. Ilum soon becomes an and, upon discovering they are sentient,
important religious world for the Jedi Order. negotiates a peace with the philosopher
20,100 BBY Borz'Mat'oh.
• By this time, most of the Colonies and the • Fillorean and Borz'Mat'oh collaborate to
Inner Rim have been settled. found the University of Coruscant.
Great Manifest Period 15,400 BBY
• The Second Alsakan Conflict comes to an
20,000 BBY

686
end. Pius Dea Era
Kymoodon Era 11,987 BBY
15,000 BBY • Supreme Chancellor Pers'lya is impeached by
• The Hutt Cataclysms come to an end; by this the Pius Dea, a religious sect who install the
time, the Hutt homeworld of Varl and the Human adherent Contispex.
other colony worlds are lifeless wastes, 11,965 BBY
forcing the Hutts to relocate to Evocar. • Contispex I sanctions a military invasion of
• The Cremlevian War, which sees the Hutt Space; the First Pius Dea Crusade. The
Yuuzhan Vong conquer many of the planets crusade is the first of a series of Pius Dea
in their galaxy before turning on themselves, Crusades that are military crusades against
comes to an end, and their homeworld alien species.
Yuuzhan'tar strips the species of their ability 11,939 BBY
to use the Force. • Contispex II sanctions the Third Pius Dea
14,500 BBY Crusade, yet another invasion of Hutt Space.
• The Third Alsakan Conflict begins with the
Commenor Run Campaign. 11,920 BBY
• The Fourth Pius Dea Crusade begins vs the
14,300 BBY Hutts.
• The Third Alsakan Conflict comes to an end;
during the final stages of fighting, the Duros 11,884 BBY
Red Credit Brigade is defeated. • The Seventh Pius Dea Crusade, also known
14,000 BBY as the Great Northern Crusade, begins
• A number of Sith establish a library-temple against the Zabrak and other species native to
on the world of Krayiss Two where they the northern region of the galaxy.
slumber and their spirits haunt it for the next 11,820 BBY
10,000 years. • The Sixth Alsakan Conflict begins as the
13,800 BBY Alsakani ally with the Duros, Herglics, and
• The Fourth Alsakan Conflict begins. the Hutts against the Pius Dea-controlled
13,200 BBY Republic; however, the Republic wins.
• The Fourth Alsakan Conflict comes to an 11,791 BBY
end. • The Tenth Pius Dea Crusade, also known as
13,050 BBY the Crusade of the Wilds, begins.
• The Fifth Alsakan Conflict begins. 11,708 BBY
13,000 BBY • The Colonial Era of the Tapani sector ends,
• The Herglic Trade Empire joins the Republic, beginning the Twelve Kingdoms Era.
sparking development around the Hidakai 11,707 BBY
Pool route. • Eleventh Pius Dea Crusade vs the Herglics
12,720 BBY begins.
• The planet Pelagon in the future Tapani 11,660 BBY
sector is first settled by large colony ships, • The Twelfth Pius Dea Crusade occurs.
and the colonists soon settle other worlds in 11,591 BBY
the region. • Fifteenth Pius Dea Crusade vs the Baragwin.
12,700 BBY 11,198 BBY
• The Fifth Alsakan Conflict comes to an end. • The Twenty-Third Pius Dea Crusade against
12,000 BBY the Bothans and the Lanniks begins.
• Ithorian herdships make first contact with the 11,100 BBY
Republic. • The Inquisitions begin in the Core Worlds
• The planet Ord Mantell is settled by and the Colonies, the Jedi Order ends their
explorers and colonists from Corellia. Recusal.
• Starting from the planet Gyndine, scouts start
to establish the Ootmian Pabol route, 11,057 BBY
bridging the gap between the Republic and • Thirty-Fourth Pius Dea Crusade vs the Hutts.
Hutt Space. 10,967 BBY

687
• The Renunciation: The Renunciate engineers the Sisters of the Machinesmith's
movement, a splinter faction of the Pius Dea power generator technology to develop far
that has renounced their faith and allies with more powerful turbolaser weaponry.
the Alsakani, Caamasi, and the Jedi Order.
This splits the Pius Dea faith from within, 7700s BBY
pitting the Faithful against unfaithful, and • The Verpine master crafter Lyns Skutroo
signals the start of the Seventh Alsakan pioneers the squintpipe process for power
Conflict. generators, having reverse-engineered the
• Renunciate forces clash with Faithfuls at Waymancy Storm technology. As a result,
Fondor, Ixtlar, and Cyrillia, supported by the shielding technology becomes important in
Jedi, Alsakani, Duros, Herglics, and Hutts. combat.
10,966 BBY 7500s BBY
• At the Battle of Uquine, the Renunciate • Further refinement of the squintpipe process
forces annihilate the remaining Pius Dea allows for increases in shield power and
ships. The Jedi capture Contispex XIX regeneration.
aboard the Flame of Sinthara, taking him to
Caamas where he stands trial and is 7348 BBY
imprisoned. • The Twelve Kingdoms Era of the Expanse
comes to an end as the warlord Shey Tapani
Ductavis Era begins the Unification War to unite the
10,966 BBY worlds of the region.
• Grand Master Biel Ductavis assumes the 7328 BBY
position of Supreme Chancellor; his • The Unification War ends at the battle of
ascension heralds the end of the Pius Dea era Shindra's Veil, and Shey Tapani unites the
and the start of the Ductavis Era. Expanse under the banner of the Tapani
10,000 BBY Empire. He establishes his new government
• The Kumauri Empire comes into conflict on Procopia, and also dedicates the Shey
with the Republic, deploying planet-busting Tapani University on Estalle Island shortly
battleships with mass drivers, though they are after the Empire's founding.
defeated. 7308 BBY
• Madilon is discovered and becomes a • The Tapani Empire establishes a university
principle component in hyperdrive system on the planet Mrlsst, which was
manufacturing. recently discovered by Republic and Tapani
9400s BBY scouts.
• Planetary shielding begins to see widespread 7003 BBY
use across the galaxy. • The Second Great Schism occurs as a
9200s BBY number of Dark Jedi split from the Jedi
• Planetary turbolasers are first commonly Order.
deployed around this time. Manderon Period
Subterra Period 7000 BBY
8000 BBY • The Meri-Teltior War ends.
• Beginning of the Meri-Teltior War. • The Hundred-Year Darkness begins in the
• Elrood is colonized by the Galactic Republic. aftermath of the Second Great Schism.
• Goroth Prime is discovered by Corellian • The Taung Mandalore the First leads his
pirates. followers from the planet Roon to a new
• The star Colu expands, swallowing the planet world, which his followers rename
Clak'dor I. Mandalore.
• The Sith library Veeshas Tuwan on Arkania.
7811 BBY
• The Waymancy Storm occurs; a conflict 6900 BBY
between the Galactic Republic and the • The Hundred-Year Darkness comes to an end
Waymancy Hollow, the government of with the Battle of Corbos. The defeated Dark
Waymancy. The victorious Republic reverse- Jedi are exiled from the Republic.

688
• Ajunta Pall becomes first Dark Lord of the remote planet Kesh, stranding its crew as the
Sith. Lost Tribe of Sith, while its sister ship
• The Exiles discover the Sith Empire on Harbinger is thrown into the future and
Korriban, which they quickly conquer and arrives around 41 ABY.
transform into a Force-using magocracy. • A supernova occurs in the Moddell sector,
5500 BBY forming the Din Pulsar.
• The Rimma Trade Route is established by • Csilla undergoes an ice age, blanketing its
Sullustan pilots and Givin theorists, ushering surface with glaciers and forcing the Chiss
in widespread colonization of the southern species to move underground.
galaxy. 4980 BBY
• The Corellian Trade Spine is fully • The Sith exiles arrive on the planet Dromund
established, extending the ancient hyperroute Kaas, where the Sith Emperor establishes a
that links Corellia and Duro all the way out reconstituted Sith Empire.
to the edge of the galaxy. 4800 BBY
5300 BBY • The Gank Massacres begin: with the
• The Jedi Order establishes a training center discovery of the spice ryll, the newly-
on the planet Mustafar. discovered Porporite species is whipped into
5010 BBY a homicidal frenzy by the spice. The Gank
• Teta ascends to the throne of the planet Koros are hired to exterminate the Porporites and go
Major, and soon begins the Unification Wars on a violent rampage of their own afterward.
in an attempt to unite the seven worlds of the 4775 BBY
Koros system under her rule. • The Gank Massacres are brought to an end
Post-Manderon period by Jedi Knights and the Juggernaut war
droids commissioned by Chancellor
5000 BBY Vocatara.
• The Unification Wars come to an end, with
the Koros system united under Empress 4645 BBY
Teta's rule. • The Sith Lord Darth Drear establishes a Sith
• Marka Ragnos dies, prompting a duel academy on Odacer-Faustin, under which he
between the rivals Ludo Kressh and Naga builds a secret temple to store his holocron.
Sadow, who both seek to succeed Ragnos. 4600 BBY
Sadow emerges victorious as the new Dark • Roughly around this time, a group of Jedi
Lord of the Sith. including the Duinuogwuin Willm Lywin
• The Great Hyperspace War; a galactic establish the Teyan Praxeum on the planet
conflict between the Galactic Republic and Teya IV.
the Sith Empire erupts when two young 4500 BBY
hyperspace scouts, Gav and Jori Daragon, • Parties from the Republic begin to contact
accidentally make contact with the Sith. the planet Kamino, seeking to make use of
• Sadow instigates the Great Hyperspace War the Kaminoans' exceptional cloning
in hopes of conquering the Republic, technology.
invading major Republic worlds such as • By this time, Republic scouts had discovered
Coruscant and the Koros system along the the star systems of the future Corporate
Daragon Trail hyperlane. Sector.
• The Dark Reaper is constructed. • The Altiri and Anarrians come into contact
• Sadow's forces are ultimately driven back with each other, sparking a global conflict
when his forces are revealed to be largely that lasts for almost six hundred years.
illusions, and Sadow flees back to the Sith • An independent scout vessel drops out of
Empire, where he is confronted by Ludo hyperspace too close to the gravity well of
Kressh. the planet Iol, causing the pilot to crash on
• Sadow escapes after destroying Kressh's fleet the planet and inadvertently uncovering a
just ahead of a Republic fleet pursuing him, large vein of ore used in the creation of
and ultimately finds refuge on the moon of durasteel. The pilot names the planet Iol and
Yavin 4. submits a claim to the world, but Tangan
• The Sith starship Omen crashes on the

689
Industries intercepts and modifies his claim • Amanoa, future queen of Onderon and wife
to give the company rights to the world. of Ommin, is born.
4400 BBY 4056 BBY
• After being denied Knighthood, a Padawan • Around this time, civil war breaks out
named Freedon Nadd explores the Yavin between Taris's nobility and the planet's
system and encounters Naga Sadow's spirit, largely alien lower class. The rebellion is
who sways Nadd to the dark side of the ultimately crushed after millions die in the
Force. Nadd kills Sadow's spirit and fighting.
establishes himself as a king on the planet 4030 BBY
Onderon, where he institutes a policy to • Arca Jeth and a number of Jedi Knights
banish criminals into the wilds beyond the devastate the Lorell Raiders at the Battle of
walls of the city of Iziz. Nadd establishes a Lorell, forcing the survivors to retreat to the
dynasty of dark side-wielding monarchs. Hapes Cluster. The Raiders and their female
• The exiled criminals manage to tame prisoners eventually evolve into the
Onderon's wild beasts to become the Beast matriarchal and isolationist Hapes
Riders, and the Beast Riders wage war on Consortium.
Iziz, sparking the Beast Wars.
• The Mon Calamari of Dac begin to launch 4003 BBY
starliners to colonize planets around their • The Giju Passage is blazed by Herglic scouts,
homeworld over the next two centuries. and within twenty-five years the route
becomes an established trade route into
4250 BBY Herglic space.
• The Third Great Schism erupts as Dark Jedi
wage war against their fellows on Coruscant. 4002 BBY
The Dark Jedi are eventually driven off world • Onderon makes contact with the Galactic
and retreat to the Vultar system, where their Republic and encounters galactic civilization.
attempt to harness the power of the Cosmic Old Sith Wars
Turbine ends in the annihilation of the entire 4000 BBY
Vultar system. • The Kyyr system is enveloped in a
4200 BBY supernova, forming the Thornhedge Nebula
• The Mecrosa Order is founded on Nyssa by and Pulsar and also devastating the Ootmian
Viscountess Mireya, though the organization Pabol.
is corrupted, allegedly by Mireya herself, by • Jedi Master Arca Jeth sends his three
Sith teachings over the next two centuries. apprentices, Ulic Qel-Droma, Cay Qel-
• The Hapes Cluster becomes a haven for the Droma, and Tott Doneeta, to Onderon in
Lorell Raiders, a group of pirates who prowl order to bring an end to the ongoing Beast
the Perlemian for generations. Wars.
4100s BBY • Their attempts to negotiate a peace with
• New navicomputer technology begins to Queen Amanoa fail when she unleashes the
render jump-beacons obsolete. dark side against them, and the Beast Riders
lay siege to Iziz.
4166 BBY
• The Mon Calamari species makes first 3998 BBY
contact with the Republic when Republic • The Freedon Nadd Uprising erupts on
scouts encounter Mon Calamari starships Onderon as King Ommin leads an army of
near Ruisto. dark side-empowered Naddists against the
Jedi Order and Beast Riders. The Naddists
4100 BBY
interrupt Amanoa's funeral and capture Arca
• Bacta is introduced to the galaxy, becoming a
Jeth, and also succeed in recovering the
competitor to kolto.
sarcophagi of both Amanoa and Freedon
4085 BBY Nadd.
• A vintage of wine known as the rare Ord • The Galactic Republic and additional Jedi
Mantell 432 BTC is produced on Ord Knights arrive on Onderon and engage
Mantell. Ommin's army, and the Jedi ultimately defeat
4070 BBY Ommin and liberate Arca Jeth.

690
3997 BBY by Ulic Qel-Droma and the Republic.
• The Keto cousins stage a military and • The Dark Reaper is deactivated and its power
political coup in the Empress Teta system, source, the Force Harvester, is hidden on
seizing control of the system from their Raxus Prime.
parents as they establish the Sith cult known • Both the Great Sith War and the Krath Holy
as the Krath. The coup begins the Krath Crusade end with the Recapture of the
Holy Crusade. Empress Teta system.
• A Republic and Jedi task force comes to the • The Jedi Order create the Lost City of the
aid of the planet Empress Teta, which has Jedi to aide the recovery of the planet Yavin
managed to hold off the Krath, but the Sith 4's ecology as well as to ensure that Exar
cult drives the Republic out of the system at Kun never returned again.
the Battle of Koros Major. • The Jedi Order relocates to Coruscant
• Ulic Qel-Droma attempts to infiltrate the following Ossus's devastation.
Krath from within, but is seduced to the dark Restoration Period
side by Aleema Keto.
• Around the same time, The power-hungry 3995 BBY
Jedi Exar Kun searches for Sith teachings • The Great Hunt, a Jedi campaign to eradicate
and discovers the spirit of Freedon Nadd on the Sithspawn known as terentateks, begins.
Onderon's moon Dxun, where he is trained in 3994 BBY
the ways of the dark side before heading to • Ulic Qel-Droma revisits Yavin 4 to learn
Yavin 4 to acquire more power. Kun what had happened to Exar Kun, but is
ultimately kills Nadd's spirit and seeks out unable to learn anything as to his former
Ulic Qel-Droma to eliminate a potential rival. comrade's fate.
• Nomi Sunrider organizes a second rescue 3986 BBY
mission at the same time that Kun arrives on • Nomi Sunrider, by now the head of the Jedi
Empress Teta, and Kun and Qel-Droma clash Order, calls a conclave of the Order on Exis
in a duel. However, the duel is ended by the Station. However, the conclave is interrupted
spirit of Marka Ragnos, who anoints Kun and when Nomi's daughter Vima steals an ion
Qel-Droma as Dark Lords of the Sith as well mining vessel and is nearly killed before Tott
as Master and apprentice. Joining forces Doneeta rescues her. Vima seeks out Ulic
with Kun the two Sith form the Brotherhood Qel-Droma on Rhen Var and becomes his
of the Sith. student, studying the ways of the Force.
• Several slivilith - living probe creatures
created by the Yuuzhan Vong - appear in the Mandalorian Wars
galaxy. 3976 BBY
3996 BBY • The Mandalorian Wars begin with the Battle
• In the Duel on Kuar on the Plains of Harkul, of Althir.
Ulic Qel-Droma defeats Mandalore the 3973 BBY
Indomitable in combat, winning his loyalty. • Cassus Fett leads the Mandalorian Neo-
• Exar Kun locates and reactivates the Dark Crusaders in the Battle of Cathar: Fett's
Reaper, and begins using it to conquer forces wipe out over 90% of the Cathar
planets. population on their homeworld.
• After months of conquering planets from the
Deep Core to the Outer Rim, the Sith launch 3970 BBY
their attack on Coruscant. During the battle, • Argazda's Provisional Governor Myrial
Ulic Qel-Droma is captured and subsequently declares the Kanz sector independent,
put on trial for treason. renaming it the Argazdan Redoubt and
• Mandalore the Indomitable is defeated by the instigating the bloody Kanz Disorders.
Republic at the Battle of Onderon and killed 3968 BBY
by the beasts of Dxun. He is succeeded by • The Adasca BioMechanical Corporation of
Mandalore the Ultimate. Arkania begins offering "genetic solutions"
• Sith Lord Ulic Qel-Droma turns away from to Arkanian Offshoot employees.
the dark side. 3965 BBY
• Exar Kun is defeated at the Battle of Yavin 4 • The Mandalorian Neo-Crusaders first begin

691
to combat the Republic Military as they Republic.
move closer and closer to the Republic's 3957 BBY
edge, thus beginning the "False War." • Revan is captured onboard his flagship, after
3964 BBY Malak turns against him. Bastila Shan brings
• The Mandalorians clash with the Republic at Revan back to the Jedi & uses the Force to
the Jebble-Vanquo-Tarnith line for several strip his memories and create a new identity
weeks. for him.
3963 BBY 3956 BBY
• The Mandalorians break through the • Destruction of Taris
Republic lines and begin the Taris Siege, and • Revan and Bastila along with their
proceed to invade the Republic through three companions begin to look for the Star Maps
separate corridors in what becomes known as spread across four planets after finding one
the Onslaught. One of those corridors sees on Dantooine.
the nuclear devastation of Serroco, though • At the Battle of Rakata Prime, Revan kills
the Mandalorians' offensives are all halted by Malak in a lightsaber duel, and the Republic
the end of the year. Fleet destroys the Star Forge.
• The Revanchists, a group of young • End of the Jedi Civil War.
interventionist Jedi led by a charismatic Sith Civil War
Knight known as "the Revanchist," uncover
evidence of the Battle of Cathar. In light of 3955 BBY
the Mandalorians' actions, the Jedi Council • Sith Lords, formerly loyal to Darth Revan
begrudgingly sanctions the Revanchists' and Malak, begin breaking the Sith Empire
entrance into the Mandalorian Wars, and the into smaller domains, declaring themselves
Revanchist adopts the name Revan. sovereign warlords.
• A Yuuzhan Vong scout arrives in Wild Space. • First Jedi Purge begins.
3954 BBY
3962 BBY • Sith assassins, under orders from Darth Sion,
• The Mandalorians launch a Coreward begin a widespread assassination campaign
campaign that sees them breach the Core against the Jedi, who soon are all but wiped
Worlds as far as Duro. However, Revan and out.
his friend Malak arrive at the Battle of Duro • The remnants of the Sith Empire are mostly
with a fleet of Interdictor-class cruisers, unified by Darth Traya, Darth Sion and Darth
preventing the Mandalorians from escaping Nihilus.
with war matériel. Supreme Chancellor Tol
Cressa appoints Revan the Supreme 3952 BBY
Commander of the Military. • The Sith Lord Darth Nihilus uses his massive
Force powers to feed on the life on Katarr,
3961 BBY destroying all life on the planet and virtually
• Over the course of this and the next year, wipes out the Jedi Order.
Revan leads the Republic in rolling back the
Mandalorians' advances, though often at the 3951 BBY
cost of civilians thanks to "moral shortcuts." • Canderous Ordo, known as Mandalore the
3960 BBY Preserver, reunites the Mandalorian clans and
• The Mandalorian Wars come to an end at the aids in the fight against the remnants of the
Battle of Malachor V, where Revan kills Sith Empire.
Mandalore the Ultimate and the Mass • Meetra Surik reestablishes connection to the
Shadow Generator wipes out most of the Force, then kills Darth Nihilus, Darth Sion
Mandalorian and Republic fleets while and Darth Traya, who have spent the last five
destroying the planet's surface. years assassinating Jedi.
• First Jedi Purge ends.
Jedi Civil War • End of the Old Sith Wars.
3959 BBY Inter-Sith Wars period
• Turned to the dark side by the Sith Emperor,
Revan and Malak find the Star Forge and, 3950 BBY
after breaking free of the Emperor's control, • Revan, Meetra Surik, and the rogue Sith Lord
form their own Sith Empire to invade the Scourge travel to Dromund Kaas in a daring

692
attempt to try and kill the Sith Emperor. try and gain a foothold for the Sith Empire in
However, they are betrayed by Scourge. the Core Worlds. The attack fails due to the
Surik is killed and Revan is taken prisoner. efforts of Havoc Squad and Satele Shan.
He would remain the Sith Emperor's captive 3653 BBY
for three centuries. • The Empire sacks Coruscant, destroying the
3712 BBY Jedi Temple and inflicting mass casualties,
• The Brentaalan hyperspace explorer Freia including Supreme Chancellor Berooken and
Kallea bridges the gap between the Jedi Grand Master Zym. They hold the planet
Mandalorian Road and the Sprizen End Run. hostage as the Republic, who had been
3704 BBY tricked into attending peace negotiations on
• Freia Kallea blazes a route linking the Spurs Alderaan, are forced to sign the Treaty of
of Celanon and the Morellian Trail, Coruscant, which ends the Great War,
completing the northern end of the Hydian beginning the period of covert conflicts and
Way. private wars known as the Cold War
3703–3702 BBY • The Black Sun crime syndicate is founded.
• Freia Kallea charts a route south from Denon, 3651 BBY
linking the end of the Brentaal–Denon Route • Satele Shan rediscovers the planet of Tython,
with the Dustig Trace. However, she crash- a deed that gains her the rank of Jedi Master,
lands on the uncharted planet Nuvar thanks and later Grand Master following the death
to interference from rivals, where she is of Grand Master Zym, and the Order
stranded for six years. relocates to Tython.
3701 BBY 3642 BBY
• Kallea's route is expanded from the Dustig • Balmorra is liberated by the Republic after
Trace to Seswenna and Clak'dor VII to the nearly three decades of Imperial occupation.
south over several years. • After spending three centuries as the Sith
3694 BBY Emperor's captive, Revan finally escapes
• Rescued from Nuvar, Kallea extends her from captivity during the Battle of the
route all the way to Terminus near the edge Maelstrom.
of the galactic disk, and then extends it • Revan captures the Foundry, an ancient
further to Imynusoph. Rakata space station capable of mass-
3693 BBY producing battle droids on a very large scale.
• The fully-charted Hydian Way is christened. However, an Imperial task force lead by
Darth Malgus would catch up with Revan,
The Great Galactic Wars and he would fall in combat.
3681 BBY 3100 BBY
• The Hapan Queen Mother seals the borders
• The Great Galactic War officially begins of the Hapes Consortium, beginning
when a convoy of Republic warships is thousands of years of isolation.
destroyed by an Imperial armada in the
Tingel Arm, signifying the Sith's return to the 3017 BBY
known galaxy. • The Seventeenth Alsakan Conflict, the last of
• Korriban is reclaimed by the Sith. such conflicts, comes to an end.
3671 BBY 2519 BBY
• The Republic score their first major victory • The main hall of the Jedi Archives is
against the Sith Empire at the First Battle of constructed.
Bothawui. 2203 BBY
3670 BBY • The Shapani Bypass was established, being
• Balmorra is invaded by the Sith Empire. used as a shortcut for Bacta transport
• The Jedi finally liberate the Kanz sector from between Thyferra and the Core Worlds.
the Myrialites, ending the Kanz Disorders. The Draggulch Period
3667 BBY 2000 BBY
• Darth Malgus leads an attack on Alderaan to • The New Sith Wars begins with the Fourth

693
Great Schism. • The Sith Academy on Korriban is reopened.
• A group of families and friends of members 1004 BBY
of the Jedi Order flee the early battles of the • The Brotherhood of Darkness lands armies
New Sith Wars, settling on the Outer Rim on Dromund Kaas and Malrev IV, but are
planet of Yanibar in hopes of establishing a repelled by the Republic.
temporary refuge. However, the colonists'
relatives and allies are killed during the 1002 BBY
conflict, causing Yanibar to be forgotten; the • The Army of Light clashes with the
colonists develop the Zeison Sha Force Brotherhood of Darkness at Ruusan,
tradition. beginning the Ruusan campaign.
1989 BBY 1000 BBY
• Bespin is first colonized with the • The Seventh Battle of Ruusan ends when
commissioning of Cloud City. Kaan, influenced by Darth Bane, uses the
thought bomb to eradicate his enemies; but
1800 BBY the thought bomb kills all of the Sith as well.
• An orbital bombardment of the planets in the • The Republic Dark Age comes to an end.
Uba system, , ignites superweapon caches
that engulf the planets in radioactive The Great Peace of the Republic
firestorms. The native Ubese are nearly 1000 BBY
exterminated by the event, with the only • Darth Bane founds the Order of the Sith
survivors on Uba IV; some are relocated to Lords, a new Sith Order with only one master
the Ubertica system, but the event sparks a and one apprentice at a time, also known as
deep-seated hatred of the Republic among the the Rule of Two. Each subsequent Sith bears
Ubese. the title Darth.
1500 BBY • Chancellor Tarsus Valorum presides over the
• The Republic drafts a large number of Ruusan Reformation, which dismantles the
soldiers and halts the Sith offensive at King's Republic's central authority, abolishing the
Galquek, Corphelion, and Hiit. Republic's standing armed forces and
1486 BBY reorganizing its millions of sectors into 1,024
• The Tapani Federation sends its first regional sectors, each represented by a single
representatives to the Galactic Senate, and Senator.
the Tapani sector is established as a Republic • The Chiss Ascendancy reaches its largest
sector. extent of twenty-eight colony worlds.
• The last of the Rakata die out.
1250 BBY
• The Sith Lord Belia Darzu comes to power, 873 BBY
beginning a period known as the Sictis Wars • Industrial Automaton is founded.
as she unleashes her technobeasts. 704 BBY
1230 BBY • The Outer Expansion Zone is established.
• The Sictis Wars end with Darzu's death. 700 BBY
Republic Dark Age • An Alderaan Biotics operation is established
on Borleias.
1051 BBY
• Awaud claims the title of Mandalore the 620 BBY
Uniter, and leads Mandalorian Space through • The Antarian Rangers are established.
the remainder of the New Sith Wars to 600 BBY
become a regional industrial and military • The Jedi Knight Allya is exiled to Dathomir
power. and would eventually found the Witches of
1010 BBY Dathomir there.
• Jedi Master Skere Kaan abandons the Order 490 BBY
with a group of like-minded Jedi, and within • The Corporate Sector Authority, a free-
months his Brotherhood of Darkness emerges enterprise fiefdom of the galaxy, is founded
as the dominant Sith faction. to free the Galactic Senate and corporate
1006 BBY moneymakers from each other.

694
350 BBY • The creation of a clone army begins on
• The Trade Federation is created to regulate Kamino, under the order placed by Jedi
commerce in the Outer Rim. Master Sifo-Dyas.
220 BBY • Count Dooku murders Sifo-Dyas and
• The Academy of Carida is founded. becomes Darth Tyranus.
• The Yuuzhan Vong reach the galaxy.
200 BBY 27 BBY
• TaggeCo is founded by Tarzen Tagge. • The Outbound Flight Project departs from
Yaga Minor, but is crippled shortly after by
188 BBY Mitth'raw'nuruodo (Thrawn).
• Almas Academy is founded on Almas by the 25 BBY
Jedi. • The Yuuzhan Vong establish an advance base
• The Bakur Mining Corporation under Arden on the planet Bimmiel.
colonizes Bakura.
24 BBY
147 BBY • The Confederacy of Independent Systems is
• Incom Corporation and Subpro Corporation officially formed by Count Dooku on Raxus
enter into a partnership. Prime. Shortly afterwards, thousands of
130 BBY planets leave the Republic and align
• The Potentium first appears among younger themselves with the CIS, thus beginning the
members of the Jedi Order. Separatist Crisis.
112 BBY The Clone Wars
• The 3PO-series protocol droid line begins
production by Cybot Galactica. 22 BBY
• Dreadnought-class heavy cruisers vessels are • The First Battle of Geonosis.
first deployed. • The battle on Geonosis marks the official
• The Prophets of the Dark Side colonize beginning of the Clone Wars.
Kalakar Six from Dromund Kaas. 21.5 BBY
70 BBY • The 501st Legion is formed.
• The Kira Run is founded, connecting the • The Republic begins work on the Decimator,
Lazerian system to the Ropagi system. employing Wookiees to construct the
• Darth Plagueis kills his master Darth machines. However, the finished vehicles are
Tenebrous and becomes the sole Dark Lord stolen by Sev'rance Tann, a Separatist general
of the Sith. who uses them to take over Sarapin.
66 BBY • The Battle of Muunilist ends with a Republic
• Palpatine becomes Plagueis's apprentice, victory & the capture of Banking Clan
becoming Darth Sidious. Chairman and Separatist Council member
45 BBY San Hill.
• The Katana fleet is lost. • The Republic suffers a crushing defeat at the
Battle of Hypori, with the Jedi Ki-Adi-
35 BBY Mundi, Shaak Ti, Aayla Secura, and K'Kruhk
• Garm Bel Iblis is elected to represent being the only survivors. It is during this
Corellia in the Galactic Senate. battle that the Kaleesh cyborg General
• The Techno Union takes control of Grievous is revealed as the Supreme
Saleucami. Commander of the Droid Armies.
34 BBY 20.5 BBY
• Darth Plagueis is killed by his apprentice, • Ryloth is liberated.
Darth Sidious, who then becomes the new • Sullust defects to the Confederacy of
Dark Lord of the Sith. Independent Systems.
• Following the Battle of Naboo, Senator • The Death Watch, under their leader Pre
Palpatine is elected Supreme Chancellor of Vizsla, revolt against Kryze in order to
the Republic, replacing Finis Valorum. destabilize her New Mandalorian
• Count Dooku leaves the Jedi Order and government.
disappears, secretly joining Darth Sidious.

695
20 BBY • The Rebel Alliance claim what they consider
• Exile of Mith'raw'nuruodo (Thrawn). to be their first major victory, obtaining a full
• Orman Tagge becomes Baron of the House of set of plans for the Death Star.
Tagge. • Admiral Natasi Daala is sent to Maw
• The Shadow Collective is formed by Maul. Installation.
• Mandalore is taken over by the Shadow • Death Star Destroyed
Collective. 0 ABY
19.5 BBY • Mon Calamari joins the Rebel Alliance.
• The Jedi Council learns that Chancellor • Construction begins on the second Death
Palpatine is a Dark Lord of the Sith. Mace Star.
Windu, along with fellow Council members • Tycho Celchu defects to the Rebel Alliance.
Kit Fisto, Agen Kolar, and Saesee Tiin, 1 ABY
attempt to relieve Palpatine of his duties, but • Imperial forces seize Bakura.
Palpatine resists and kills all of them but • Crix Madine defects to the Rebel Alliance.
Windu. Windu ultimately fails his task and is
last seen falling to his death from the 2 ABY
chancellor’s balcony in Coruscant. • Corran Horn becomes an officer in the
Corellian Security Force.
Rise of the Empire • Rogue Squadron is formed by Luke
19 BBY Skywalker.
• The newly-formed Galactic Empire begins 3 ABY
the process of imperializing the galaxy. • The Battle of Hoth occurs when the Empire
• Construction begins on the first Death Star. discovers and destroys Echo Base.
• Mon Mothma, Bail Organa & other senators • Bespin is subjugated by the Galactic Empire.
discuss plans for a Rebellion. This • Lando Calrissian joins the Rebel Alliance.
eventually leads to the Galactic Civil War/ • Darth Vader duels Luke Skywalker in Cloud
Rebellion. City and reveals that he is Luke's father.
• Thrawn, is recruited into the newly-formed • Prince Xizor is killed by Darth Vader and
Imperial Navy by Emperor Palpatine. Black Sun collapses.
• Emperor Palpatine constructs the Eye of
Palpatine. 4 ABY
• Boba Fett escapes the sarlacc, killing it.
17 BBY • The Battle of Endor
• The Reconquest of the Rim comes to an end, • An Alliance of Free Planets task force
with the Outer Rim Territories fully brought responds to a distress call at Bakura. The
under the rule of the Galactic Empire. Imperial and Alliance forces sign the Truce at
10 BBY Bakura & work together to repel the Ssi-
• Sienar Fleet Systems purchases the patents ruuk.
and production rights to the Eta-2 Actis- The New Republic Era
interceptor and Alpha-3 Nimbus V-wing from
Kuat Systems Engineering. 4 ABY
• Beginning of the Imperial Civil War.
7 BBY • The New Republic is established.
• Captain Hoffner and Talon Karrde discover
the Katana Fleet. 5 ABY
• Luke Skywalker attains the rank of General.
3 BBY Six months later, after Imperial forces under
• Gallofree Yards, Inc. goes bankrupt. the command of Lord Shadowspawn fought
2 BBY to the last man against his army, he retires
• The Alliance Starfighter Corps is created. from the military.
The Rebellion Era • Ysanne Isard engages in a series of political
maneuvers to damage the New Republic and
0 BBY seize control of the Empire.
• The Imperial Senate is formally disbanded, 6 ABY
giving Emperor Palpatine absolute power. • Rogue Squadron reforms under Wedge
• The first Death Star finishes construction.

696
Antilles. • The New Republic wins the Battle of
• New Republic forces switch from the Calamari.
guerrilla tactics of the Alliance to a campaign 11 ABY
of claiming important Core Worlds. • Ponc Gavrisom is elected to the New
• Zsinj begins his campaign against the New Republic Senate.
Republic. • Palpatine returns again, but Empatajayos
• Imperial Grand Admiral Octavian Grant Brand destroys his life-force forever.
defects to the New Republic. • Carnor Jax briefly reorganizes the Dark
7 ABY Empire into the Crimson Empire, but he is
• The New Republic captures Coruscant from killed.
the Empire as it continues to deteriorate. • The New Republic reoccupies Coruscant.
• Ysanne Isard leaves an artificial virus called • Luke Skywalker establishes the Jedi Praxeum
the Krytos virus that infects all non-Humans. on Yavin 4, and his sister Leia becomes Chief
• Wedge Antilles and the rest of Rogue of State of the New Republic.
Squadron leave the New Republic military • The Battle of Ord Cantrell is fought. The last
and begin the Bacta War against Ysanne Galactic Emperor, Xandel Carivus is
Isard. executed by Kir Kanos.
• Wedge Antilles and the former Rogue • Admiral Natasi Daala and her fleet of Star
Squadron members attack Thyferra to get Destroyers emerge from the Maw after 11
bacta for the New Republic. years in isolation.
• Corran Horn and Mirax Terrik are married. • Kyp Durron, under the influence of Exar
8 ABY Kun, uses the Sun Crusher to destroy Carida.
• Leia Organa marries Han Solo. • Corran Horn trains at the Jedi Praxeum on
• Prince Isolder allies the Hapes Consortium Yavin 4. He rescues his wife from Leonia
with the New Republic. Tavira, and destroys the Invids from the
• Zsinj dies during the Battle of Dathomir. inside-out.
• Exar Kun's spirit is destroyed.
9 ABY
• Beginning of the Thrawn Crisis 12 ABY
• Thrawn finds the lost Katana fleet (194 • The term "Imperial Remnant" is used for the
Ships). first time referring to the Empire, now unified
• The Smugglers' Alliance is founded by Talon under Gilad Pellaeon. After her defeat at
Karrde in order to assist the New Republic. Yavin 4, Admiral Daala turns control of the
• The Battle of Bilbringi is fought: Thrawn is Fleets to Pellaeon. The Council of Moffs is
assassinated by his bodyguard, Rukh. His formed to serve as the Remnant's governing
death marks the end of the Thrawn Crisis. body. It is the end of the Imperial Civil War.
• Joruus C'baoth is killed at Mount Tantiss by • Darksaber is constructed.
Luke Skywalker and Mara Jade. • Crix Madine is killed.
• The Noghri defect to the New Republic when • The lost superweapon Eye of Palpatine is
they discover that the Empire has been found by former Emperor's Hand Roganda
manipulating them and polluting their world. Ismaren, who uses it in a plot to restore the
• Ysanne Isard returns, and helps Rogue Galactic Empire. This plot is foiled by Luke
Squadron defeat her clone, who is using a Skywalker, Nichos Marr, and Cray Mingla,
warlord to do her dirty work. Isard is killed who destroy the Eye.
by Iella Wessiri on the Lusankya, while 13 ABY
Wedge Antilles kills the clone and warlord. • Seti Ashgad resurfaces thirty years later and
10 ABY unleashes the Death Seed plague.
• The Galactic Empire recaptures Coruscant, • Nien Nunb becomes the Administrator of
but splinters into factions, and fights with Kessel.
each other. The New Republic is forced to 14 ABY
hide at Pinnacle Base. • Rise and fall of the Disciples of Ragnos.
• Operation Shadow Hand: the Empire is • Following the collapse of the Empire Reborn
revitalized as the "Dark Empire" under the movement, and destruction of Disciples of
rule of the reborn Emperor Palpatine. Ragnos cult, major armed conflict between

697
the New Republic and the Imperial Remnant • Leia Organa Solo resigns her post as Chief of
drops off, turning into a cold war. State and the Bothan Borsk Fey'lya replaces
15 ABY her.
• Luke Skywalker confronts Brakiss for his • Sien Sovv becomes Supreme Commander of
dark side leanings. Brakiss flees Yavin 4. the New Republic Defense Force.
• Lord Cronal is killed for the final time on • The Diversity Alliance, an extremist anti-
Andooweel. Human organization, is formed.
16 ABY 24 ABY
• The Black Fleet Crisis. • Mon Mothma dies.
• Lando Calrissian establishes a mining
17 ABY operation in the Dubrillion system.
• The Almanian Uprising.
• Tycho Celchu marries Winter. The New Jedi Order Era
18 ABY 25 ABY
• The Corellian Insurrection. • The Yuuzhan Vong invade the galaxy.
• Kam Solusar marries Tionne. • Chewbacca dies at Sernpidal.
• Admiral Gilad Pellaeon resurfaces to launch 26 ABY
a major offensive against the New Republic. • Destruction of Kalarba, its moon Indobok,
NR forces under Admiral Gial Ackbar defeat and Hosk Station.
Pellaeon in the Battle of Anx Minor. The • The Jedi Order is driven off Yavin 4 by the
Imperial Remnant is reduced to a mere eight Yuuzhan Vong following their invasion of the
backwater sectors in the Outer Rim world and the destruction of the Jedi
Territories, now posing no threat whatsoever Praxeum.
to the New Republic and/or the Galaxy at • Sriluur is overrun by the Yuuzhan Vong.
large. • Nyriaan is conquered by the Yuuzhan Vong.
• Ponc Gavrisom is elected Chief of State of • Nal Hutta and Nar Shaddaa are Vongformed
the New Republic, succeeding Leia Organa after the Yuuzhan Vong take total control of
Solo. Hutt Space. The Hutts are forced to take
19 ABY refuge on Tatooine.
• The Caamas Document Crisis. • Duro becomes the first Core World to be
• The New Republic and the last fragment of conquered by the Yuuzhan Vong.
the Empire sign the Pellaeon–Gavrisom 27 ABY
Treaty, ending the 21-year-long Galactic • The Yuuzhan Vong conquer Coruscant,
Civil War. renaming it for their dead home planet,
20 ABY Yuuzhan'tar. The New Republic relocates to
• Luke Skywalker marries Mara Jade. Mon Calamari.
21 ABY • Anakin Solo dies on Myrkr.
• Leia Organa Solo is reinstated as Chief of • Chief of State Borsk Fey'lya is killed.
State of the New Republic. • Cal Omas is elected Chief of State.
• Tenel Ka Chume Ta' Djo becomes Queen
22 ABY Mother of the Hapes Consortium.
• Luke and Mara Jade Skywalker travel to the • The Voxyn are destroyed on Myrkr.
Unknown Regions where they join a Chiss/
Empire of the Hand mission to locate the 28 ABY
remains of the ill-fated Old Republic/Jedi • The YVH-M droids are created by Lando
expedition Outbound Flight. Calrissian.
• The New Republic is reorganized into the
23 ABY Galactic Federation of Free Alliances.
• Second Imperium attempts to disrupt the • Ssi-ruuk fail a second invasion of Bakura.
peace between the New Republic and 29 ABY
Imperial Remnant, and restart the Galactic • Dissolution of the Smugglers' Alliance.
Civil War. • Radical changes occur in the Chiss
• Following the defeat of the Shadow Expansionary Defense Force and Chiss
Academy, the Jedi Academy is rebuilt. society in general.

698
• Gial Ackbar dies. 40 ABY
• Coruscant is liberated from the Yuuzhan • The Galactic Alliance, in an attempt to
Vong. silence discontent among its members,
• Zonama Sekot forges a peace accord between begins a deterrent campaign against Corellia,
the Galactic Alliance and the Yuuzhan Vong. leaving the galaxy on the edge of a full-scale
The war ends after five years of fighting. war. The Galactic Alliance Guard is created
30 ABY as a result.
• A new Jedi Academy is constructed on • Gilad Pellaeon resigns as Supreme
Ossus. Commander of the Galactic Alliance Defense
• The Galactic Federation of Free Alliances Force after the creation of the Galactic
moves its capital from Denon back to Alliance Guard.
Coruscant. • The first civil war since the Galactic Civil
• Yuuzhan Vong are exiled from the galaxy. War breaks out between the Galactic Alliance
• The One Sith are founded on Korriban. on one side, and the Confederation on the
other.
35 ABY • Mara Jade Skywalker is killed by her nephew
• The Jedi are called upon to act as police and Jacen Solo.
diplomats by the Galactic Alliance, despite • Lumiya is killed by Luke Skywalker.
the wishes of Luke Skywalker. • Jacen Solo becomes a full Sith Lord, Darth
• The Dark Nest Crisis: a mysterious alien race Caedus.
called the Killiks with a leader very strong in • Luke Skywalker forms the Jedi Coalition; the
the Force, who are ancient enemies of the war becomes a three-way conflict.
Chiss return, some of the younger members • Centerpoint Station is destroyed due Toval
of the Jedi interfere, and become part of their Seyah's sabotage.
alien "Hive".
41 ABY
36 ABY • Admiral Natasi Daala returns to fight in the
• The Swarm War occurs. Second Galactic Civil War.
• The Five Worlds is founded. • Gilad Pellaeon is killed by Tahiri Veila at the
• The Conclave on Ossus convenes: Luke Second Battle of Fondor.
Skywalker is made Grand Master of the New • Isolder is killed by Darth Caedus.
Jedi Order. • Darth Caedus is killed by his sister, Jaina
• Gilad Pellaeon is called out of retirement to Solo.
succeed Sien Sovv as head of the Galactic • The Second Galactic Civil War ends.
Alliance Defense Force after Sovv is killed. • At the end of the war, Natasi Daala is named
The Legacy Era the new Chief of State of the Galactic
Alliance.
37 ABY • Jagged Fel becomes the new leader of the
• The Galactic Federation of Free Alliances Imperial Remnant.
imposes Sector Defense Limits on its
members. 43 ABY
• Jedi Grand Master Luke Skywalker is
38 ABY charged with dereliction of duty by Chief of
• Major mining operations are reestablished on State Natasi Daala. Luke is exiled from the
Nyriaan's surface by the Corporate Sector New Jedi Order.
Authority. Since the CSA avoided invasion • The Unification Summit is held on Coruscant
by the Yuuzhan Vong, they were in an effort to reunite the galaxy in the
economically and industrially solvent enough aftermath of the Second Galactic Civil War.
to rebuild their old facilities and continue
their former operations. 44 ABY
• Widespread slave uprisings spread
39 ABY throughout the galaxy, inspired by the
• The Hutts refused to join the Five Worlds, Freedom Flight organization.
remaining independent from both them and • Galactic Alliance Chief of State Natasi Daala
the Galactic Federation of Free Alliances. responds to these revolts with overwhelming,
brutal force, leading to Imperial withdrawal

699
from the Unification process. • The Galactic Alliance Remnant under
• The Jedi Order leads a coup to overthrow Admiral Gar Stazi begins its campaign
Daala, ending her reign & leading to her against the Empire.
imprisonment. • The One Sith turns against Emperor Roan Fel
• The dark side entity known as Abeloth and his Imperial Knights. Darth Krayt
manipulates the Galactic Senate to elect usurps the Imperial throne, though some
Rokari Kem, whom it possesses, as Chief of parts of the Empire remain loyal to Fel.
State. Chief of State Kem is used as a • Beginning of the Second Imperial Civil War.
figurehead for Abeloth and the Lost Tribe of 137 ABY
Sith to to rule the galaxy. • The Jedi Academy is destroyed by the One
• Sinkhole Station is destroyed. Sith.
• At the Liberation of Coruscant, the Jedi • The Genocide on Dac takes place.
Order defeats the Lost Tribe of Sith and • Darth Krayt is killed by Darth Wyyrlok after
Abeloth. Wynn Dorvan is elected as Chief of Battle on Had Abbadon & resurrected on
State. Korriban.
• The Jedi Order is commanded by the • Galactic Alliance Remnant and Fel Empire-
Galactic Alliance Senate to leave Coruscant. in-Exile forces unite against Darth Krayt's
The Order relocates to the academy on Shedu Empire.
Maad. • The spirit of Darth Andeddu is destroyed for
• Daala escapes from the Armand Isard the final time.
Correctional Facility & begins a campaign of
revenge and conquest, intending to conquer 138 ABY
the galaxy. The Imperial Remnant, led by • Darth Krayt kills Darth Wyyrlok (III) and
Jagged Fel, declares war on Daala's forces. regains control of the Empire. The Sith
Trooper project is unveiled.
45 ABY • The Hidden Jedi Temple falls, though many
• The Fel Empire is founded. of its defenders are able to evacuate.
• Galactic Exploitation Technologies attempts • Jedi, Galactic Alliance Remnant, and
a takeover of the entire galactic economy. Empire-in-Exile forces launch an assault on
92 ABY Coruscant, defeating the Krayt Empire.
• MC140 Scythe-class battlecruiser is first Darth Krayt is killed for a final time by Cade
deployed. Skywalker. Emperor Roan Fel falls to the
122 ABY Dark Side and is killed by the Imperial
• The Galactic Federation of Free Alliances, Knights.
Jedi Order and Yuuzhan Vong complete a • Marasiah Fel becomes Empress.
successful terraforming of the planet Ossus. • The Galactic Federation Triumvirate,
As a result, Yuuzhan Vong terraforming consisting of Admiral Gar Stazi, Empress
technology is used on 100 planets. The One Fel, and Jedi Master K'Kruhk, is formed.
Sith sabotages the process, causing renewed • The One Sith decide on the new strategy of
hostility to the YV and distrust of the Jedi. taking over governments planet by planet via
infiltration.
127 ABY • Darth Wredd's insurgency begins.
• The Fel Empire starts a secession movement • Darth Luft's operation to build a hidden Sith
against the Alliance, due to the Ossus failure. fleet in the Mon Calamari Shipyards
• The Empire declares war on the Alliance, discovered and destroyed.
claiming violations of the Treaty of Anaxes.
• The Sith form an alliance with the Galactic 139 ABY
Empire through the Director of Imperial • The Battle of the Floating World is fought.
Intelligence Nyna Calixte. Many One Sith infiltrators from across the
galaxy are slain.
130 ABY • Darth Wredd is killed by Ania Solo and his
• The Sith-Imperial War comes to an end when insurgency ends.
the Galactic Alliance is defeated at Coruscant
and its remaining territories are absorbed by
the Empire. The Jedi Order is nearly
destroyed during a massacre at Ossus.

700
Planets They have access to starships that can traverse
the entire length of the known galaxy (thousands
There are four main planetary classifications in of worlds) in about a month!
Star Wars. Type I, Type II, Type III, and Type
IV. Pretty Simple actually, they simply point to I recommend you putting your focus elsewhere,
the degrees of difficulty you will have on those like on making more memorable NPCs that
worlds. infuriate and make your players smile. They’re
going to recall the events of the gaming sessions,
Type I in essentially Terrestrial. You don’t not the setting, not the planet. It’s the experience
require any sort of breathing aid or in Star Wars that sticks with people.
terms, Breath Mask.
I am simply going to detail some sample planets
Type II is Breath Mask recommended, however, here and give you a loose framework for how I
not all parts of the world will require this. The do it, when I feel like doing it (which is not
planet is largely like a Type I world with some often).
dangerous spots.
1. Pick a Type for your planet
Type III is Breath Mask highly recommended/
required, this is like the planet Duro and the Hutt 2. Choose a Climate or two, up to you
home worlds which are so polluted that you’d
have to be crazy not to wear protective gear. In 3. Gravity matters, if you care to add flavor.
some areas, you will even want to be wearing an I would say, make all the normal worlds
Enviro Suit (Essentially hazardous EVA gear like standard gravity. Special places like
a spacesuit with more resistance to the elements / shipwrecks and zero atmosphere moons /
corrosive atmosphere). atomized planets, give them something
special to add a layer of depth nothing more.
Type IV is Enviro Suit required. The planetary
Biome is so dangerous that it’s generally 4. Overall, ignore the length of the days.
recommended to stay indoors or inside your ship. Keep things grounded on the annual system
Some of these worlds are even hazardous to your you use for the game. Which everything in
ships. this book is based off of 385 day years. Keep
it simple.
There are a couple references to planets with
some differentiating classifications in the myriad 5. Population: Pick a number, Star Wars has
of materials out there for us to look at for ideas a vast and well established universe. You can
on running games. An example of this would be always add new planets and on those you
a Class 6 planetoid, designated as a rocky, keep the population low, on established ones
volcanic, irradiated and devoid of life. Which is you say it’s in the billions.
essentially a Type IV world. Though I always
like to believe that even the worst planets have 6. Government depends upon era. Not
some habitable areas on them. many democracies out there during the height
of the Empire. Your call.
So, we can look at planet generation in a number
of ways. While I’ve endeavored to add granular 7. Tech level… This is Star Wars, the
detail to almost every other facet of the game in expanded universe has had the galaxy flying
the other chapters of the book, here, not so much. out in to space and forming interstellar
I have never, ever, run into a gaming group that empires for over 50,000 years. Most worlds
gave a rats ass about what I put on my planets are space capable. What you’re looking for
aside from… “Can I get that gun there? You here is: Primitive, Low, Average, Above
know the Bryar Pistol I have been looking for.” Average, High, Ultra High
Or “Can I become a Jedi on that world, you 8. Import / Exports… If you care to give
know, do they have some sort of crystal that will depth to a galactic economy, cool. The time
just give me the Force without paying for it?” it would take you to do this to any degree of
Lets face it, unless your story is compelling satisfaction, not cool.
enough to keep people on that world, they won’t
stay. I mean, why should they even want to?

702
9. Species type. Pick one, it won’t be the System: Lightly Patrolled (Imperial)
only species on world. Just the one it started Climate: Debris Field
with. Gravity: Varies upon debris rotation
Species: Human & Killik (originally)
10. Starport… Most worlds have one, this Population: Scavengers and criminals in hiding
starts mattering more if you’re a smuggler Government: Obliterated; (originally a
(which you will want to avoid them) and if democracy)
you have an atmospheric capable Capital Starport(s): Unknown
Ship. Station(s): Unknown
Tech Level: Low; (originally High to Ultra
11. Station. Does the planet have something High)
like a star base or a Battle Station. Import / Exports: Nothing
12. System: This is more important. It Wage Rate: Unknown
would be quarantined, blockaded, interdicted, Alderaan was once the shining jewel of the
patrolled, etc. galaxy. It was a world of peace and freedom. At
one time it had been warlike, however, those
13. Location: is the most important thing you ideals were abandoned at some point near the
can add, because it largely determines what’s end of the Clone Wars. Alderaan’s advanced
available in that system in terms of goods military disbanded and they decommissioned all
and services. but three of their advanced Destroyers, which
had been powered down and crewed with a
14. Wage Rate: the average wages of the
Droid force (of all things during the Clone Wars)
inhabitants, can also be seen as the effective
capable of repelling pirates. Then the Empire
skill level of the system’s inhabitants. It will
used Alderaan as a message to the galaxy to fear
also help you determine what kind of
their might and with a single blast from the
services you can get in system (and their
Death Star’s Super-laser the planet was blown
approximate skill levels, you can always
apart. The debris from the planet formed the
shoot up or down a couple D codes for
Graveyard of Alderaan, which became an
specialized services)
asteroid field largely realigning itself with where
the once beautiful planet once existed.
Graveyard of Alderaan
There are rumors of relics of the Alderaanian’s
advanced technology littered throughout the
debris field. This brings scavengers and
prospectors from across the galaxy to seek
wealth and fortune if possible. Though, as time
passes they become fewer and criminals have
settled in on many planetoids forming hiding
holes and small bases of operation in a largely
chaotic asteroid field. I say largely because there
is some order to it. The asteroids do not slam
into one another, ever. It is as if there is some
force there preventing it. It was rumored in ages
past that there were several functional Gree
Gateways on Alderaan, still. If this is to be
believed, this may yet shed light on why the
Graveyard of Alderaan is localized to roughly,
only 5 times the original planetoid’s diameter.
It would be here, that the Rebel Alliance would
find the three ships that the Alderaanian’s
originally decommissioned and sent into space.
The Another Chance a very capable and sturdy
Location: Core Worlds Frigate and a pair of escorts they have yet to
Type: IV disclose that they possess.

703
Ord Mantell Wars, a battle was fought on the planet between
the Shadow Collective, of which the Black Sun
was a member, and the Confederacy of
Independent Systems. During the Galactic Civil
War, Rebel Alliance general and former
smuggler Han Solo had a run-in with a bounty
hunter on Ord Mantell. What does the Ord stand
for? ORD: Old Republic Depot. Most in the
galaxy have forgotten, there is at least one
serious fortification on the world that has been
lost to time. It’s a ruggedly beautiful Terran
world. Nothing not to like, other than the
primitives that enjoy smashing people into piles
of goo.
Coruscant

Location: Mid Rim, Bright Jewel Sector


Type: I
System: Patrolled (Imperial)
Climate: Temperate, Mountainous
Gravity: Standard
Species: Mantellian Savrip (Native); Humans,
Chadra-Fan, Aleena (Immigrated)
Population: 300 Hundred Million
Government: Imperial; Black Sun Stronghold
Starport(s): Three; 1 Large, 1 Small, 1 Private
Station(s): Junk Moon of Quantxi
Tech Level: Average
Import / Exports: Standard goods, Mantellian
Savrip primitives for galactic Zoos
Wage Rate: Professional (L4): 19,250
Credits/year Location: Core Worlds, Corusca Sector
Type: I
Not far from the gas giant Wynkahthu, the planet System: Heavily Patrolled (Imperial)
Ord Mantell orbits Bright Jewel, a blue star Climate: Temperate, Ecumenopolis
located in the Bright Jewel system, within the Gravity: Standard
Bright Jewel sector of the galaxy's Mid Rim. Species: Humans (Native); many immigrants
Ord Mantell itself is orbited by at least three Population: 1 Trillion
moons, one of which is known as Quantxi, or the Government: Imperial
"Junk Moon of Ord Mantell." The planet's thick Starport(s): Several Imperial Class
clouds glow with a pink cast when viewed from Station(s): 8 Golan III’s, two per planetary
space and every landmass is dotted with facing
mountain chains. Tech Level: Ultra High
"Lead your fleet to Ord Mantell. Your Import / Exports: Technology
allies…Black Sun…have a stronghold there." Wage Rate: Expert (L6): 38,500 Credits/year
―Mother Talzin, to Darth Maul Located in the Coruscant sub-sector of the
In the waning days of the Galactic Republic, Ord Corusca sector within the Core Worlds region,
Mantell City housed a base of operations for the Coruscant is a planet covered in a dense
Black Sun crime syndicate. During the Clone ecumenopolis. 12,240 kilometers in diameter,

704
Coruscant orbits relatively far from its small sun, Species: Kuati (Native); mostly Human
from 207 to 251 million kilometers, and thus immigrants
does not have a climate that suits any one Population: 150 Million
particular species. From space, Coruscant's Government: Imperial
luminosity is dimmed by the planet's hazy cloud Starport(s): Several Imperial Class
cover. The planet's weather patterns are affected Station(s): Ringed by shipyards the world has
by the troposphere-piercing buildings that cover many Golan Defensive stations from Class III at
the planet's surface. Coruscant has its own the exterior of the yards facility to Class I
weather-control system. Thousands of years of stations nearest the Atmosphere of the planet.
development destroyed the planet's ancient Tech Level: Ultra High
mountains and seas. Monument Plaza houses the Import / Exports: Technology, Starships, Fixed
top of Coruscant's last remaining mountain peak. Emplacements, Weapons
Wage Rate: Advanced (L7): 48,125
For generations this has been the seat of Galactic
Credits/year
power. It is the Empire’s Capital. Previously it
was the seat of every galactic organization that Kuat is a vital shipbuilding and industrial planet
held sway over the galaxy as a whole. Not much located in the Kuat system of the galaxy's Core
changes here, the poor keep getting poorer and Worlds region. Known for the prestigious Kuat
falling into obscurity hundreds of levels below Drive Yards corporation and its large shipyards,
the most prominent levels of the sprawling super the planet notably produced warships for both
city. Propaganda is at it’s peak here, this world the Galactic Republic and Galactic Empire. Kuat
produces the most loyal Imperial troops. is a standard terrestrial planet of clouds, water,
Once home to the Jedi Council and Academy. It and land. Unlike other planets in the galaxy, a
still holds the old academy which overlooks single, large man-made ring circles its equator.
Galactic City. The site is quarantined, sealed off Serving as Kuat Drive Yards legendary
and guarded. Every once in a while, however, shipyards, the ring appears to galactic citizenry
Jedi trinkets turn up in the city going to the as an immense scaffold in space, bridged and
highest bidders. augmented with enormous habitats and
machinery.
Inside the
scaffolding exist the
skeletons of ships
and other craft, with
tiny bright dots
drifting to and from
the ships under
construction with
the habitats of the
station. The orbital
ring has a total
inhabitable area of
less than three
hundred thousand
square kilometers,
thus making its
livable space smaller
than a typical
planetary substation.
Due to the planet's geopolitical significance, its
Kuat defenses are formidable. Guarded by a
Location: Core Worlds, Kuat Sector significant ground-based garrison along with a
Type: III large Imperial fleet, its defenses are considered
System: Heavily Patrolled (Imperial) nearly impenetrable, with a large percentage
Climate: Temperate, Polluted Wasteland directed towards space combat.
Gravity: Standard

705
Rachi Sitra (Jedi Knight) well. Sitra, typically, does not take on Force
Students until after the Battle of Endor.
However, she is not beyond offering pointers and
some brief tutelage to get prospective Jedi on
their feet. She is an efective trainer and offers
any number of Rebel certified training courses
over the course of her career with them. After
Endor, Sitra founds her own academy and is very
selective with prospective students; never having
more than six active students.
Race: Twi’Lek
Gender: Female
Affiliation: Old Republic/Rebel Alliance
Age: 50
Known Attributes & Skills: 0 BBY
Dex 5D - Melee Combat 5D+2: (AP) Lightsaber:
Form 6 & 9 Expert, Jar’Kai & Kai-kan Tandem
Mastery, Gunplay 0D+1, Dodge 4D, Thrown
Weapons 1D, Unarmed Combat 3D: Martial
Arts: Jedi Martial Arts Mastery, Martial Arts
General Mastery (Merged), Sneak 1D
Kno 3D - Appraisal 6D+1, Art 6D, Bureaucracy
1D, Languages 3D+1, Scholar 3D+2:
Xenoarchaeology 7D+1, Tactics 2D, (AS)
Teaching 5D+2, Science 3D+2, Willpower 7D
"I'm an archaeologist. The traditional robes Per 3D - Command 2D+2, Con 2D, Gambling
are poorly suited for crawling through caves. 1D+2, Hide 3D+1, Persuasion 4D, Search 3D
Do not be concerned, my beliefs are strong Str 2D+2 - Acrobatics 3D, Athletics 7D,
and true." Endurance 8D
―Rachi Sitra Mec 3D - Navigation 3D, (AP) Zero G Ops,
Shields 1D, Starship Gunnery 4D, Starship
Sitra was rescued from Ryloth and a slave trader Piloting 5D.
and afterward became a skilled warrior and an Tec 2D+2 - First Aid 3D+1, Computer Ops
archaeologist. She began learning the ways of 4D+2, Droid Prog/Rep 2D, General
the Force eventually attained the rank of a Jedi Maintenance/Repair 4D, (AP) Lightsaber Repair,
Knight completing her trials. The construction Repulsorlift Repair 1D+1, Security 4D+1
of her own lightsaber was a turning point for
Rachi that gave her life new meaning and Move: 15
direction. She somehow survived Order 66, the Force Sensitive: Yes
Great Jedi Purge, living long enough to witness Force / Epic Points: 3 / 0
the rise of the rebellion and the Galactic Civil Character Points / Free Actions: 19 / 7
War. She is highly skilled in Lightsaber combat Force Attribute: 3D (4D+2 MAX): Control: 5D,
and favors the Niman combat style but is also Sense: 4D, Alter: 6D
trained in the use of Form I and Shien. In
addition to her skill with a single blade, she is Equipment: Jedi Explorer Combat Outfit
also skilled in the use of Jar'Kai. Her dueling (P1/E1), Jedi Utility Belt, 2 Lightsabers,
abilities are so great that she is even capable of Comlink, Blaster Pistol (40; 4D), Recording
the very advanced Kai-kan technique. She also Rod, Glow Rod, Synthrope Dispenser, 2,000 Cr.
has considerable telekinetic prowess being able Advantages: Ambidexterity 1, Fast Reactions 3,
to manipulate her Lightsaber in order to form a Time Sense 3, Skill Mastery: Melee Combat &
Saber barrier. Scholar (-1DR), Toughness 1
After some time on the run Sitra was eventually Disadvantages: Hunted 3, Death Mark 3,
recruited to work with the fledgling Rebel Imperial Record 3, Infamy 1
alliance and serves as a Fulcrum Operative as

707
Imperial Inquisitor Jerec Jedi, will consume him until he holds that power
and ability to push beyond his limitations. He
will stop at nothing to achieve his goals. His
charisma is extensive and he has managed to
amass several Dark Jedi followers.
Race: Miraluka
Gender: Male
Affiliation: Galactic Empire (Himself)
Age: 70
Known Attributes & Skills: 0 BBY
Dex 3D - Melee Combat 5D, (AP) Lightsaber,
Form 1: Shii-Cho Mastery, Imperial Jedi Mastery
(tandem). Dodge 1D, Unarmed Combat 5D: Jedi
Martial Arts: Novice.
Kno 4D - Appraisal 3D+1, Bureaucracy 4D,
Languages 5D, Scholar 3D+2 (Force Nexus &
Sites of Power 6D), Tactics 1D, Science 1D+1,
Willpower 4D
Per 4D - Command 4D, Con 3D, Persuasion 3D,
Search 4D, Investigation 1D: Interrogation 2D
Str 3D - Athletics 2D+2, Endurance 3D
Mec 2D - CommScan 2D, Starship Piloting 3D,
Navigation 3D, (AP) Zero G Ops, Starship
Gunnery 3D, (AP) Cap Ship Training.
Tec 2D - First Aid 4D, (AS) Medicine 4D,
Computer Ops 2D+1, Droid Prog/Rep 2D+2,
General Maintenance/Repair 5D+2, (AP)
Lightsaber Repair
Jerec is a powerful Miraluka Master Jedi
archaeologist who turned to the Dark Side and Move: 9
the Empire, becoming a feared Inquisitor of the Force Sensitive: Yes
Galactic Civil War. Jerec was apprenticed to a Force / Epic Points: 3 / 0
Jedi, Jocasta Nu, and became a Jedi Character Points / Free Actions: 10 / 5
archaeologist himself, versed in knowledge of Darkside Attunement / Points: 3 / 6
the Jedi's past, especially the Sith. A Jedi Master Force Attribute: 3D (MAX): Control: 5D+2,
during the Clone Wars, he was on a long-term Sense: 5D+1, Alter: 7D
deployment searching for ancient knowledge in Focused Jedi: Control + 3 Difficulty, Sense +3
the Unknown Regions when Order 66 was Difficulty, Alteration -9 Difficulty +2D
issued.
Equipment: Lightsaber (75; 5D), Dark Jedi
Upon his return, Jerec was found by the Combat Suit (P1/E2), Wraith-class Super Star
Inquisitorius and turned to the dark side. Jerec Destroyer
serves the Empire as an Inquisitor. However,
Jerec is in truth devoted only to himself. One of Advantages: Enhanced Attribute: Force
the most powerful Dark Jedi the Empire, Jerec Attribute, Time Sense, Obscure Knowledge:
continually seeks ways to increase his power and Force Enhancement, Observant, Serpent Tongue,
take the Empire for himself. One of his chief Secret Base 1, Capital 1
obsessions is the Valley of the Jedi the lost planet Disadvantages: Dark Secret 3: Betrayed the Jedi
of Ruusan, which contains vast amounts of Order, Weak Connection to the Force 3, Quirk 3:
trapped Force power. Jerec is a driven Obsession with the Valley of the Jedi, Unlucky 1
individual. Long has he known that he had
limitations to his growth in the Force. Thus, the
undertaking of a lifetime, the obsession that
would rule him forever, to find the Valley of the
Bounty Hunter Jodo Kast reputation. Fett baited a trap on Nal Hutta, using
an alias to offer a bounty on a nonexistent man.
When Kast came, Fett attacked and defeated
him, leaving Kast to be killed by his own
exploding jet-pack. But he survived, and was
reconstructed with cybernetics. Boba Fett gave
him a choice to live and become a true
Mandalorian. He trained for 10 years and it
became a reality.

Race: Human
Gender: Male
Affiliation: Himself
Age: 25

Known Attributes & Skills: 5 ABY


Dex 3D+2 - Melee Combat 2D, Gunplay
2D+2(Blaster Rifle 5D), Dodge 3D+1, Thrown
Weapons 1D+1,
Kno 2D - Appraisal 2D+2, Bureaucracy 2D+1,
Languages 3D+1, Scholar 1D+2, Tactics 3D,
Science 2D+2, Willpower 5D.
Per 3D - Con 2D, Gambling 3D, Hide 3D+1,
Persuasion 2D, Search 5D, Sneak 2D+1,
Investigation 3D.
Str 3D+2 - Athletics 3D+2, Endurance 3D+2,
Unarmed Combat 3D+1: Martial Arts: Mastery.
Mec 3D - Navigation 2D, (AP) Zero G Ops,
Power Suit Ops 4D, Shields 2D, Starship
Jodo Kast was a member of Alliance SpecOps
Gunnery 3D, Starship Piloting 3D, Jet Pack
and became a bounty hunter during the time of
Operations 3D
the Galactic Civil War. Kast wears Mandalorian
Tec 2D+2 - First Aid 2D+1, Demolitions 4D+2,
armor similar to Boba Fett's, while he was not a
Computer Ops 1D+2, Droid Prog/Rep 1D+1,
Mandalorian himself. After the famed bounty
General Maintenance/Repair 4D, Repulsorlift
hunter Boba Fett's fall into the Sarlacc, Kast even
Repair 2D+1, Security 4D, Starship Repair
re-painted his armor to look almost identical to
1D+1, Starship Weapons Repair 1D
Fett's, in order to gain notoriety and demand
larger payments. Valuing credits over ideals and Move: 11
loyalties, Kast worked for the Empire,Black Sun, Force Sensitive: No
the New Republic, or anyone who would pay Force / Epic Points: 4 /0
him. Kast participated in a number of hunts, Character Points / Free Actions: 25 / 4
some successful, some, like those of Cornelius Equipment: Mandalorian Looking Bounty
Evazan and Adar Tallon, unsuccessful. He Hunter Armor (P2/E3), Comlink, 2 Modified E-
worked for a time with fellow hunters Puggles 11 Blaster Rifles (60; 6D), Medpack, Arm
and Trodd Zardra, before eventually going solo. Blaster (50; 5D), Rocket Pack Launcher (60; 6D
Having once modeled his career after Boba Fett, Speeder), Arm Synthrope dispenser/snare gun.
Kast later established himself as a rival to Fett, Heavily Modified ZA-8050 Light Freighter
concerning himself with building his reputation.
Forsaking even the rules of his profession, Kast Advantages: Toughness 2, Observant, Fear 1,
took Fett's name for the sake of higher-paying Reputation 1, Ambidexterity 1, Criminal
jobs, while setting the goal for himself of taking Contacts 1, Luck 1
Fett's place in the top echelons of bounty Disadvantages: Imperial Record 1, Alliance
hunting. Kast's impersonation of Fett eventually Record 1, Dark Secret 3: Impersonated Boba Fett
caught up with him, though, when the other
bounty hunter sought to reclaim his own

709
Captain Cassian Andor Death Star had. Cassian Andor and Jyn Erso
were seen milling about Rebel Command on
Yavin during the Imperial assault on the world
and oeprating together to evacuate the planet
after the Death Star was destroyed.
Krennic’s Shuttle was on the beach, between
their exodus route and the scenic shore where
they were vaporized. You tell me what’s more
probable? That they took his shuttle and left
Scarif or they both walked past it on their way to
the shore to bask in the superlaser’s glow?
Race: Human
Gender: Male
Affiliation: Rebel Alliance
Age: 30
Known Attributes & Skills: 0 ABY
Dex 3D+1 - Gunplay 3D+1 (Blaster Pistol
4D+2), Dodge 2D, Sneak 4D+1, Theft 6D
Kno 2D+1 - Appraisal 3D+2, Bureaucracy
3D+1, Business 1D+2, Languages 4D+1, Tactics
6D, Science 1D+2, Willpower 4D+2.
Per 3D+2 - Con 6D, Gambling 4D, Hide 6D+2,
Persuasion 2D, Search 7D, (AP) Situational
Awareness
Str 2D+2 - Athletics 6D+1, Endurance 6D+2,
Unarmed Combat 3D: K’Tara Martial Arts
(Expert).
Mec 2D+2 - Navigation 5D, (AP) Zero G Ops,
Shields 3D, Starship Gunnery 3D, Starship
Once grifter, criminal and all around selfish bad Piloting 3D
boy, Cassian found himself a true calling. He Tec 3D+1 - First Aid 2D, Demolitions 5D+2,
became a “founding” Rebel Alliance Officer and Computer Ops 4D+2, Droid Prog/Rep 4D,
operative. Willing to do anything and everything General Maintenance/Repair 2D+2, Repulsorlift
necessary to achieve mission objectives. Cassian Repair 2D, Security 6D+2, Starship Repair 1D
is considered (among other Rebel Operatives) to Move: 10
be a cold, hardened individual that had been in Force Sensitive: No
the fight for freedom for a very long time. There Force / Epic Points: 3 /1
wasn’t much left to his humanity. He was, Character Points / Free Actions: 15 / 5
perhaps, the top assassin in the rebel alliance. A
multitalented individual to be certain, but he was Equipment: Reflec Body Glove (E1), Comlink,
first and foremost used to acquire information Bryar Pistol (56; 5D+2), A 280 (66; 6D+2;
with no loose ends. In the days that led up to Modified, Collapsible), MedPack; U-Wing
the Battle of Scarif one could hardly recognize Advantages: Fast Reactions 3, Toughness 1,
the cold, calculating, Rebel Officer. There was Serpent Tongue 1, Photographic Memory 2,
glimmer of hope in his eyes and somoene had Alternate ID 3, Criminal Contacts 2, Accelerated
managed to re-kindle a sense of humanity in him. Healing 1
The Battle of Scarif came and went, the Disadvantages: Imperial Record 3, Alliance
Imperials would have you believe everyone died Record 1, Hunted 3, Death Mark 3
there. Seeing as they turned their own super
weapon on the world and then labeled it as a
Rebel Terrorist event, even thoughtt the Rebels
didn’t even possess the fleet strength to deliver
the kind of damage to Scarif’s surface that the

710
Sergeant Jyn Erso dangerous galaxy. In 0 BBY, she was recruited
by the Rebel Alliance to find Gerrera on Jedha,
where he had information about Galen and the
Death Star project. She found a holographic
recording of her father who confirmed the
existence of the Death Star and that the plans
kept on Scarif would reveal a fatal weakness he
planted in its design. She attempted to save her
father on Eadu, but he was killed. With little
support from the Rebel Alliance, Jyn and Captain
Andor led a squad, Rogue One, to Scarif where
they stole the plans from the Imperial security
complex. She transmitted the plans to the
Alliance Fleet that arrived in orbit. Erso and
Andor are the last surviving members of their
squad. Mon Mothma believes that she &
Cassian have become symbols for the Rebel
Alliance to follow.
Race: Human
Gender: Female
Affiliation: Rebel Alliance
Age: 27
Known Attributes & Skills: 0 ABY
Dex 3D - Melee Combat 2D+2, Gunplay 3D+1,
Dodge 3D, Thrown Weapons 1D
"I'm Jyn Erso. Daughter of Galen and Lyra. Kno 2D - Appraisal 2D+2, Art 1D+1, Languages
You've lost." 2D, Scholar 1D+2, Science 1D, Willpower 3D.
"Oh I have, have I?" Per 3D+1 - Con 6D+2, Hide 5D+1, Persuasion
6D, Search 3D, Sneak 3D+1
"My father's revenge. He built a flaw in the Str 2D+1 - Athletics 4D+1, Endurance 3D+2,
Death Star. He put a fuse in the middle of your Unarmed Combat 4D, Brawling (Mastery)
machine. And I've just told the entire galaxy how Mec 2D - Navigation 3D, Shields 2D, Starship
to light it." Gunnery 2D+1, Starship Piloting 2D
―Jyn Erso and Orson Krennic Tec 2D+1 - First Aid 3D, Demolitions 5D+2,
Computer Ops 5D+1, General Maintenance/
Jyn Erso, known by the aliases Kestrel Dawn, Repair 4D, Repulsorlift Repair 2D+1, Security
Jyn Dawn, Liana Hallik, Tanith Ponta, Lyra 5D, Starship Repair 1D, Starship Weapons
Rallik, and Nari McVee, was a human female Repair 2D+2
soldier and former criminal who became a
pivotal member of the Alliance to Restore the Move: 9
Republic when she led Rogue One in stealing the Force Sensitive: No
Death Star plans during the Battle of Scarif. She Force / Epic Points: 2 / 0
was the daughter of Lyra Erso, a devout member Character Points / Free Actions: 10 / 3
of the Church of the Force and scientist Galen Equipment: A-180 Blaster Pistol (50; 5D)
Erso, who was forced into helping the Galactic
Empire build the Death Star. Erso's mother was Advantages: Toughness 1, Observant 2,
killed when Director Orson Krennic, kidnapped Attractive 1, Alternate ID 6, Criminal Contacts 1,
her father. She was raised by resistance fighter Ersatz 1
Saw Gerrera and became a child soldier in his
Disadvantages: Imperial Record 3, Hunted 3,
army, where she was called Jyn Gerrera by Maia.
Death Mark 3
After being abandoned by the Partisans, Erso
spent several years on her own, committing a
number of crimes in order to survive in a

711
Kyle Katarn defeated him. The battle was so traumatizing
and brutal that he set aside his Jedi calling to
return to the mercenary lifestyle that he had
began his carrer in. He and Jan Ors worked for
the Rebel Alliance and New Republic in relative
peace until the time of the New Jedi Order. He
was forced into picking up the mantle of a Jedi
once again when Jan Ors was kidnapped and he
went to rescue her. At which point he became an
active member of Luke Skywalker’s Jedi
academy and returned to face many conflicts
head on. Including Dessan and others. He wold
become one of Luke’s Jedi Masters and go on to
train other Jedi in the Ways of the Force.
Race: Human
Gender: Male
Affiliation: Rebel Alliance
Age: 44
Known Attributes & Skills: 11 ABY
Dex 4D - Gunplay 6D+1 (Blaster Pistol 10D+2),
Dodge 8D, Melee Weapons 4D: Lightsaber 8D,
Sneak 6D+1, Theft 4D (AP) Lightsaber
Kno 2D - Appraisal 1D+2, Bureaucracy 3D+1,
Languages 2D, Tactics 4D, Streetwise 3D,
Willpower 6D.
Per 3D+2 - Con 5D, Hide 4D+1, Persuasion 3D,
Search 7D, Investigation 5D+2, (AP) Situational
Awareness
Str 3D+2 - Acrobatics 2D, Athletics 5D+1,
Endurance 6D+2, Unarmed Combat 8D: Jal’ishi
(Mastery).
Mec 2D - Navigation 4D, (AP) Zero G Ops,
Shields 2D+1, Starship Gunnery 2D, Starship
Piloting 3D
Tec 2D+2 - First Aid 4D, Demolitions 6D,
Computer Ops 3D+2, Droid Prog/Rep 1D+1,
General Maintenance/Repair 6D+2, Repulsorlift
Repair 3D, Security 5D+2, Starship Repair 1D
(AP) Lightsaber Construction
Move: 12
Force Sensitive: Yes
Force / Epic Points: 5 / 2
Kyle Katarn was once an Imperial Officer that Character Points / Free Actions: 25 / 5
was turned into a Rebel Operative by General Force Attribute: 2D (4D MAX): Control: 4D,
Rieekan and was instrumental in discovering , Sense: 3D, Alter: 3D
tracking and crippling the Imperial Dark Equipment: Encrypted Comlink, Bryar Pistol
Trooper Project. After that operation he (68; 6D+2), Lightsaber (75; 5D) , MedPack,
discovered that he had latent Jedi heritage and Combat Jumpsuit (P1/E.2), Shield Belt (P4/E4)
was tasked with stopping the power mad Dark
Jedi Jerec. He and Jan Ors followed Jerec across Advantages: Fast Reactions 3, Toughness 5,
the galaxy, defeating his apprentices one by one. Athlete 3, Force Sensitive 3
He eventually reached the valley of the Jedi Disadvantages: Imperial Record 3, Hunted 3,
where he face Jerec in single combat and Death Mark 3

712
Jan Ors hand as a member of the Rebel Alliance.
Together, the couple have a pair of children that
they keep hidden from the galaxy at large and
secret from even the highest levels of
government. As they have seen first hand the
kind of dangers that Luke and Leia’s children
were thrust directly into. It is assumed that their
children become active members of Luke’s Jedi
academy for a time and then go their own ways
after they complete their training. Skilled at
subterfuge and trained by two of the best (their
parents) they effectively drop off the radar of
most galactic conflicts until the Yuuzhan Vong
War.
Race: Human
Gender: Female
Affiliation: Rebel Alliance
Age: 42
Known Attributes & Skills: 11 ABY
Dex 3D - Gunplay 2D+2, Dodge 5D, Sneak 2D
Kno 3D - Languages 2D, Scholar 2D, Science
2D: Technology 4D, Willpower 5D.
Per 2D - Con 4D+1, Hide 6D+2, Persuasion 3D,
Search 4D
Str 2D - Athletics 2D+2, Endurance 5D+2,
Climbing/Jumping 5D+1, Unarmed Combat 6D,
General Martial Arts (Mastery)
Mec 4D - Navigation 7D, Shields 6D, Starship
Gunnery 7D+1, Starship Piloting 9D
Tec 3D - First Aid 6D, Demolitions 4D+2,
Computer Ops 3D+1, General Maintenance/
Repair 3D, Repulsorlift Repair 4D+1, Security
7D, Starship Repair 6D, Starship Weapons
Repair 5D+2
Move: 9
Force Sensitive: No
Force / Epic Points: 3 / 1
Character Points / Free Actions: 16 / 4
Jan Ors was a mercenary turned Rebel Operative
and near constant partner to Kyle Katarn in all of Equipment: Custom A380 Carbine (70; 7D);
his adventerues and travels throughout his life. Combat Jumpsuit (P1/E.2); Shield Belt (P2/E2),
Initally she acted has Kyle’s point of contact to Encrypted Comlink; 5,000 Cr
the Rebel Alliance while he was deep under Advantages: Toughness 3, Space Born 3, Skill
cover in the Emprie and later they became astery 2 (Piloting & Navigation)
friends and lovers.
Disadvantages: Imperial Record 3, Hunted 3,
Jan is a capabe starship pilot and navigator. She Death Mark 3
also served a stint in the Rebel Alliance as a
combat pilot, Rebel Sabateur, Scout and Courier.
She has a long and low key service record where
she actively is part of some major events (tied to
Kyle) though she never actively seeks out the
dangers, especially after her exposure to it first

713
Luke Skywalker using the ancient Force Power, Force Harmony,
freed Luke from the grip of the Darkside and
toghether they disrupted Palpatine’s Force Storm
and turned it against him. The storm of
malignant Darkside Energy consumed him and
his flagship, killing him permanently & forever.
Luke went on to found his Jedi Praxeum on Yavin
IV in 11 ABY.
Race: Human
Gender: Male
Affiliation: New Republic
Age: 40
Known Attributes & Skills: 12 ABY
Dex 3D+2 - Gunplay 3D (Blaster Pistol 4D+2),
Dodge 5D, Melee Weapons 7D: Lightsaber 11D,
Sneak 3D+2
Kno 3D - Appraisal 2D, Bureaucracy 2D+2,
Languages 1D, Scholar 2D: Alien Species 2D+1,
Planetary Systems 3D+1, Science 2D+2,
Streetwise 3D+1, Willpower 6D.
Per 3D - Command 5D+1, Con 1D, Hide 4D,
Persuasion 2D, Search 3D, Investigation 6D+2
Str 3D+2 - Acrobatics 4D, Athletics 8D+1, Beast
Riding 1D+1: Tauntaun 2D+1, Endurance 5D,
Unarmed Combat 3D: Jedi Martial Arts
(Novice), Intimidation 3D, Survival 3D,
Mec 4D - CommScan 0D+1, Navigation 3D ,
(AP) Zero G Ops, Shields 2D+1, Repulsorlift
Operation 4D+1: Airspeeder 4D+2, Starship
Gunnery 4D+1, Starship Piloting 4D+1: X-Wing
6D+1, Starship Shields 3D+1
Tec 3D - Computer Program/Repair 2D+2,
Starting with humble beginnings as a moisture Droid Program/Repair 6D+1: Astromech Repair
farmer and a racer on the air speeder circuit, 7D+1, First Aid 2D+1, General Maintenance/
Luke really has come a long way. Luke was Repair 6D, (AP) Lightsaber Construction,
trained in the ways of a Jedi Knight by Master Repulsorlift Repair 4D+1, Security 2D+1,
Yoda & ben Kenobi. He destroyed the First Starship Repair 3D+1
Death Star. Then he would face both his Father
and the Emperor in a final confrontation aboard Move: 11
the Second Death Star. There he would redeem Force Sensitive: Yes
his father from the Dark Side of the Force and Force / Epic Points: 8 / 2
together they destroyed the Emperor. Character Points / Free Actions: 40 / 6
Force Attribute: 3D+2 (7D MAX): Control:
He discovered that the Emperor had been reborn 10D, Sense: 7D+2, Alter: 7D+1
in a Clone body. The Emperor had transferred
his essence to the Planet Byss where his clone Equipment: Lightsaber (75; 5D); Encrypted
bodies awaited him. Sensing this power Luke Comlink, Combat Vac Suit (P3/E3)
joined the Emperor Reborn but this was a ruse. Advantages: Force Sensitive 3, Force Potential
Luke destroyed the World Devestartors that 3, Toughness 1, Authority 3: New Republic,
were ravaging the New Republic with the master Contacts 3, Skill Mastery 2 (Starship Piloting,
codes he stole from the Empire. Luke destroyed Starship Gunnery), Sixth Sense 4
the Emperor’s clone bodies and then faced the
Emperor, however Palpatine was still too Disadvantages: Imperial Record 3, Hunted 3,
powerful. His sister Leia came to save him and Death Mark 3, Bounty 3, Enemy 3 (Everyone)

714
Mara Jade her if she would marry him. She agreed, if they
survived their doom. And they survived. They
were married in 19 ABY.
Race: Human
Gender: Male
Affiliation: Rebel Alliance
Age: 34
Known Attributes & Skills: 9 ABY
Dex 3D+2 - Gunplay 4D+2: Blaster Pistol 5D+2:
Hold Out Blaster 6D+2, Dodge 5D, Melee
Weapons 4D+2 Lightsaber 1D+2, Sneak 6D+1,
Theft 5D, (AP) Lightsaber, Missile Weapons 3D
Kno 2D+2 - Appraisal 2D, Bureaucracy 5D,
Business 3D, Languages 6D, Tactics 4D,
Scholar: Alien Species 6D, Planetary Systems
3D, Streetwise 3D+1: Talon Karrde’s
Organization 5D, Willpower 4D+1.
Per 2D+1 - Command 5D, Con 4D, Gambing
2D, Hide 6D, Persuasion 4D, Search 5D,
Investigation 2D,
Str 3D+2 - Acrobatics 3D, Athletics 4D,
Endurance 5D, Unarmed Combat 6D+2: Royal
Guardsman Martial Arts (M), Intimidation 4D,
Survival 3D+1
Mec 2D+2 - Beast Riding 3D, CommScan 4D,
Navigation 6D, (AP) Zero G Ops, Shields 5D+1,
Starship Gunnery 7D, Starship Piloting 7D,
Ground Vehicle Ops 4D
Tec 3D - First Aid 2D, Demolitions 1D, (AP)
Swoop Ops, Computer Ops 4D, Droid Prog/Rep
Mara Jade was trained from a young age to be +2, General Maintenance/Repair 3D+2: Blaster
the Emperor’s Hand. Palpatine had groomed her Repair 6D, Ground Vehicle Repair 3D,
to the role, she would act as his emmisary at Repulsorlift Repair 2D, Security 5D, Starship
functions and little did people know that this Repair 3D+1, Starship Weapon Repair 2D+1
beautiful woman was a Force assassin that the Move: 11
Emperor could direct across the galaxy. When Force Sensitive: Yes
he was destroyed over Endor, the link and mental Force / Epic Points: 4 / 1
hold he held over her was severed. She was Darkside Attunement / Points: 2 / 4
haunted by the lost off the connection the nearly Character Points / Free Actions: 20 / 8
perpetual scream that marrs the location of his Force Attribute: +1(Pip); (5D MAX): Control:
death in orbit over the forest moon of Endor. 2D+1, Sense: 2D+1, Alter: 1D+1
Shaken by the event she retreated from her
Imperial career and made her way into the Equipment: Encrypted Comlink, Holdout
service of criminals where few people asked Blaster Pistol(39; 3D+2), Lightsaber (75; 5D),
questions about where you had picked up a MedPack, Advanced Reflec Body Glove
certain skill set. She would eventually come face (P.2/E2); Custom Jade Z-95 MK I (Max Mods)
to face with Luke Skywalker the man she blamed Advantages: Fast Reactions 3, Toughness 2,
for the death of her master. Over a period of Nimble 3, Athlete 3, Silence 1, Attractive 2,
many years she warmed to the idea of him. One Force Sensitive 3, Criminal Contacts 2, Force
of many adventures later she and Luke found Potential 3 (Latent; needs to be awakened)
themsleves in Chiss space in the secret vaults of
Grand Admiral Thrawn. They were trapped and Disadvantages: ID Trouble 3, Dark Secret 3
seemingly would die there, together. (Imperial Assassin), Dark Secret 3 (Emperor’s
Unexpectedly, Luke, with nothing to lose, asked Concubine)

715
Generic NPCs backup in the form of a group of Thugs and
Average NPC s and perhaps one or two Moderate
Some simple stat blocks for NPCs.
NPCs. 1000-1500 credits on hand.
Free Actions: Low level NPCs should have no
more than 1, Mid level NPCs 2-3, High powered Heroic NPC:
NPCs should possess as many, if not more, than 18D of Attributes, 36 Skills, 14 Skill D, Full
the players. Body Armor as above or enhanced protection
like a 4D Shield belt. Weapons load out will be
Character Points: Low Level NPCs might have stellar, top of the line and even rare stuff. Likely
1-2. Mid level 3-5 and High level 10-25. a boss or a serious Imperial Commander of some
Force Points: Low level NPC’s will have none, repute. Will not have credits on hand, any
Mid level NPC’s might have 1, perhaps 2. High wealth possessed is secured. You will have to
level will possess 3-4. hack his accounts or break into a secured and
guarded facility to get to them. 15-20 Character
Epic Points: Low & Mid level NPCs will not Points, 4-5 Heroic Points, 0-2 Epic Points, 4 Free
have these, High level NPCs will have between Actions.
1-2. Scale the challenge appropriately.
Renowned NPC:
NPC Force Users and Null Force Users: 19D of Attributes, 44 Skills, 18 Skill D, Full
These baddies shouldn’t be coming after your Body Armor/Static Shielding/etc. Amazing
players for a while. In order for these enemies to personal weapon(s). Probably has a retinue of
catch the attention of the players… Well, your followers or leads a task-force with the goal of
player base would have to be almost notorious. hunting you down. 20-25 Character Points, 5-6
Thug/Civilian/Average Joe, Generic NPC: Heroic Points, 1-2 Epic Points, 5 Free Actions.
12D of Attributes (2D per Attribute), 6 Skills, 3 Dangerous NPC: 20D+ of Attributes, 50 Skills,
Skill D, 0 Character Points, 1 Free Action. Basic 24 Skill D, the rest as above.
Weapons: 3D Blaster, Melee Weapons, terrible
armor if any at all. Maybe 25 credits on hand Abbreviations:
each. CP: Character Points
FP: Force Points
Average Generic NPC: EP: Epic Points
14D of Attributes, 12 Skills, 5 Skill D, 5 FA: Free Actions
Character Points, 0-1 Force Points, 1-2 Free
Actions. Decent Weapons: 4D+ Blaster, Melee Examples:
Weapons, Blast Vest (1D Physical, +1 Energy Basic NPC:
resistance) & Helmet (2D physical, 1D Energy Thug: 0 Character Points
resistance). 50-75 credits on hand each. STR 2D
Athletics
Moderate Generic NPC: DEX 2D
16D of Attributes, 18 Skills, 7 Skill D, 5-10 Melee Weapons 1D, Gunplay 1D
Character Points, 1-2 Force Points, 2-3 Free KNO 2D
Actions; Good Weapons: 5D+ Blaster, Melee Streetwise 1D
Weapons, Full Body Armor (+2D Physical, +1D PER 2D
Energy resistance), might have a grenade or two, Search, Con
might have backup in the form of a group of MEC 2D
Thugs and Average NPCs. 250-500 credits on TEC 2D
hand. Defense: Natural 6 \ Vehicle 6 \ Force 6
Skilled Generic NPC: Toughness: 40: 8/8/8/8/8
17D of Attributes, 24 Skills, 10 Skill D, 10-15 Equipment: Slugthrower Pistol 30 (3D), Combat
Character Points, 2-3 Heroic Points, perhaps 1 Knife +10 (1D), 25 Credits
Epic Point (maybe), 3-4 Free Actions. Great Imperial Trooper: 0-1 CP, 1FA
Weapons: 6D+ Blaster, Melee Weapons, Full STR 2D
Body Armor (+3D Physical, +2D Energy Athletics, Endurance
resistance), might have a couple grenades or a DEX 2D
Thermal Detonator (12D Static Damage, 10m Melee Weapons, Thrown Weapons 1D, Gunplay
radius, damage doesn’t drop off), will have

716
2D PER 3D
KNO 2D Search, Sneak 2D, Hide, Con
PER 2D MEC 2D
Search Starship Piloting, Navigation
MEC 2D TEC 3D
TEC 2D Demolition 1D, Computer Program/Repair
Defense: Natural 6 \ Vehicle 6 \ Force 6 Defense: Natural 9 \ Vehicle 6 \ Force 9
Toughness: 40: 8/8/8/8/8 Toughness: 55: 11/11/11/11/11
Equipment: Blaster Pistol 40, 1 Concussion Equipment: 50 Silenced Heavy Slugthrower 5
Grenade 60; AoE 1-2m: 60; 3-4m: 40; 5-6m 20. Shots, Melee Weapons, Camo Suit (+2 P&E;
50 Credits Resilience: 20P / 20E), Demolitions Kit,
Disguise Kit, Vibro-Knife STR+20, 300 Credits
Imperial Storm Trooper: 0-2 CP, 1FA
STR 2D Skilled NPC:
Athletics, Endurance, Unarmed Combat Ace TIE Fighter Pilot: 15CP, 2 FP, 4 FA
DEX 2D STR 2D
Thrown Weapons 1D, Gunplay 2D Athletics, Endurance, Climbing/Jumping,
KNO 2D Punching Bag/Tank (AP)
First Aid DEX 3D
PER 2D Gunplay, Dodge, Unarmed Combat
Search KNO 2D
MEC 2D Scholar 1D: Planetary Sys 2D, Survival, Tactics
TEC 2D 1D, Willpower 2D
Defense: Natural 6 \ Vehicle 6 \ Force 6 PER 3D
Toughness: 40: 8/8/8/8/8 Command, Search, Gambling
Equipment: Blaster Pistol 40, Blaster Rifle 50, 1 MEC 4D
Concussion Grenade 60; AoE 1-2m: 60; 3-4m: Starship Piloting 2D: TIE Craft 3D, Starship
40; 5-6m 20. Storm Trooper Armor (P2/E1) Gunnery 2D: Energy Weapons 3D, Sensors,
Shields, Navigation
Average NPC:
TEC 3D
Tramp Freighter Captain: 2 FA, 5 CP
Starship Repair 1D, Starship Weapon Repair,
STR 2D
Computer Program/Repair, Gen Maint/Repair
Lifting/Carrying, Unarmed Combat
Defense: Natural 9 \ Vehicle 12 \ Force 11
DEX 2D
Toughness: 45: 9/9/9/9/9
Gunplay 1D: Blaster Pistol 2D, Dodge
Equipment: High-G TIE Suit (+1 P&E;
KNO 2D
Resilience: 10P / 10E), Light Blaster Pistol 30,
Streetwise, Scholar 1D: Planetary Systems 2D
100 Shots, TIE Helmet (+3 to Sensors), Cockpit
PER 2D
heating and consumables unit, TIE/Interceptor
Search, Con, Persuasion
MEC 3D Heroic NPC:
Starship Piloting 1D, Navigation 1D Jedi Hunter: 20 CP, 5 FP 5, 5 FA, 1 EP
TEC 3D STR 4D
Starship Repair 1D Athletics 1D, Endurance, Climbing/Jumping,
Defense: Natural 6 \ Vehicle 9 \ Force 6 Punching Bag/Tank (AP)
Toughness: 40: 8/8/8/8/8 DEX 4D
Equipment: Heavy Blaster Pistol 50, Combat Gunplay 2D, Dodge 4D, Unarmed Combat 4D:
Jumpsuit (P1/E.2), Comlilnk, 75 Credits Wrestling 5D, Melee Combat, Brawling at
Mastery -3 Skills; Generic Martial Arts at
Moderate NPC:
Rebel Spec Ops Infiltrator: 10 CP, 1 FP, 3 F A Mastery -3 Skills (Merged Brawling and Martial
Arts)
STR 3D
KNO 2D
Athletics, Unarmed Combat 1D
Scholar 1D: Planetary Systems & Jedi 2D,
DEX 3D
Survival, Tactics, Willpower 3D, Technology
Gunplay 2D, Dodge 1D , Melee Combat
PER 3D
KNO 2D
Command, Search 3D, Gambling
Streetwise, Tactics, Willpower

717
MEC 2D Athletics, Endurance, Climbing/Jumping,
TEC 2D Carrying/Lifting
General Maintenance/Repair, Alchemical DEX 3D
Weapon Creation/Repair (AP) Gunplay 3D, Dodge 3D, Unarmed Combat 1D,
Null Force 2D: Force Ablation: 65 Melee Combat 1D
Defense: Natural 12 \ Vehicle 6 \ Force 18 KNO 4D
Toughness: 75: 15/15/15/15/15 Appraisal 1D, Business 2D, Bureaucracy 4D,
Advantages: Enhanced Attribute Null Force (-3 Scholar 2D, Survival, Tactics 7D: Capital Ship
Skills), Fast Reactions (-3 Skills) 9D, Fleets 10D, Snubfighters 8D, Willpower 8D,
Equipment: Cortosis Woven Ceramic Plate Technology 2D: Imperial 4D
Protection: P: 10/E: 25; Resilience: P50/E50; PER 4D
Cortosis: 225, Cortosis-Weave Rating: 3 (15) Command 6D, Search, Sneak, Hide, Gambling,
Movement Penalty: 3, 10 Kg. Persuasion 3D: Oratory 4D, Convincing Liar
(AP)
Renowned NPC:
MEC 3D
Garm Bel Iblis Imperial Senator in Exile:
Navigation, Starship Piloting, Starship Gunnery,
25 CP, 6 FP, 1 Epic Points, 5 Free Actions
Starship Shields, Capital Ship Proficiency (AP),
STR 3D
Zero G Operations (AP)
Athletics, Endurance, Climbing/Jumping,
TEC 3D
Carrying/Lifting
Computer Program/Repair, General
DEX 3D
Maintenance/repair, First Aid, Starship Repair,
Gunplay 3D, Dodge 1D, Unarmed Combat 1D,
Capital Ship Repair (AP)
Melee Combat 1D
KNO 3D Advantages: Infamy 3: Imperial Grand Admiral,
Appraisal 1D, Business 2D, Bureaucracy 4D, Resourceful +2 Levels, Education (-1 Skill Slot),
Scholar 2D, Survival, Tactics 6D: Capital Ship Authority 3
7D, Fleets 7D, Willpower 5D, Technology:
Defense: Natural 9 \ Vehicle 9 \ Force 20
Imperial 1D, Galactic Republic 1D
Toughness: 45: 9/9/9/9/9
PER 4D
Command 4D, Search, Sneak, Hide, Gambling,
Persuasion 3D: Oratory 4D, Convincing Liar WEG Conversions:
(AP) These should be super simple for you to pull off.
MEC 3D You simply subtract the Attribute from the Skills
Navigation, Starship Piloting, Starship Gunnery, to get the Skilled level of the NPCs.
Starship Shields, Capital Ship Proficiency (AP),
Zero G Operations (AP) The typical Imperial TIE Fighter Pilot in WEG
TEC 3D 2nd Edition Star Wars has a 6D Piloting Skill and
Computer Program/Repair, General a 5D Gunnery Skill. They have a 4D Mechanical
Maintenance/repair, First Aid, Starship Repair, Attribute. 6D Piloting - 4D = 2D; 5D Gunnery -
Capital Ship Repair (AP) 4D = 1D
Advantages: Reputation 2: Corellian Blood So the Standard Imperial TIE Pilot is:
Stripe Class 1 (2D -1 skill slot), Resourceful +2 4D Mechanical
Levels, Education (-1 Skill Slot), Fame 2D (-2 Starship Piloting 2D, Starship Gunnery 1D
Skill Slots), Authority 2D (-2 Skill Slots) You may just want to balance the above to:
Defense: Natural 9 \ Vehicle 9 \ Force 17 4D Mechanical
Toughness: 45: 9/9/9/9/9 Starship Piloting 2D, Starship Gunnery 2D,
In command of 4 Katana Fleet Dreadnoughts CommScan 2D (or Shields if they have them)
Equipment: Heavy Blaster Pistol 50, Combat To allow the pilot to be competent and capable of
Flight Suit (1D P&E), 2,500 Credits performing more that one action.
Dangerous NPC:
Grand Admiral Grant:
25 CP, 6 FP, 2 EP, 5 FA
STR 3D

718
Running time 2 - 4 Hours of automated antipersonnel guns
malfunctioning and targeting friend and foe
Party size 4-6+ alike.
The characters are all members of the Rebel 3. Evacuate Base, get to your transports.
Alliance that are caught, fighting for their lives
during the Imperial Assault on the planet Hoth. 4. Imperial Forces touching down, about to
This is one of many Rebel defeats at the hands of breach outer base defenses on the west side
the Empire during the Galactic Civil War. The of the base.
situation is dire, all forward defensive positions
have been overrun by Imperial Ground forces The players must traverse the open battlefield,
after having been relentlessly pounded by avoiding Imperial Walkers (if possible) and will
Imperial Walkers. The main power generator for encounter Snow Troopers and other obstacles
the entire compound has just been destroyed. along the way.
Static defenses across Echo Base have begun to The Players all have standard issue gear (in
fail and troops are falling back in disorder as addition to whatever they have on their own):
they are gunned down by walkers.
• Cold Weather Light Armor (1D Physical / +1
The characters are a small group of survivors Energy) covers full body. 15 Ablation
from the front defensive line that survived the Physical / 25 Durability; 5 Ablation Energy /
Imperial Assault. They have been cut off from 15 Durability.
their units, some of their units have been • Survival Pack
decimated, completely. The group meets at a fall
back point and find that they are the only • A280 Rifle & 2 Magazines OR
survivors. The players can introduce themselves • DH-17 Pistol, 1 Concussion Grenade and a
to one another but the introductions should be spare magazine.
short, there will be time for deeper analysis of
everyone’s skills if they all survive this and find Recommended Characters
a way off world. Although you can allow the players to create
almost any type of character. It is highly
All the Rebels have to go off of is the last series recommended that the players have at least one
of perimeter communiques. person with some level of First Aid skill and
everyone should have have some skill with a
1. Perimeter Breached: AT-ST’s inside blaster. Jedi are NOT recommended, Darth
defensive lines. Take care to stay in cover. Vader is on site. It’s up to the GM if you would
force an encounter with Vader, but any Full or
2. Main Generator down, power is failing. Subclass Jedi other than a Limited Jedi will
Static defenses are not to be trusted, reports jeopardize the entire group. The players will

720
bring Jedi at their own peril. They may The Evacuation Locations are:
encounter an Inquisitor (that defeats them but 1. Main Hangar
they get away due to the rest of the group) and be
outed to the Empire as a result well before they 2. East Bulk Transport field, local Capital
should be. Someone should be a pilot, in the Shield Generator for evacuation coverage.
event you do not reach your transports. 3. Dormant Volcano (Personal Transport
Ultimately, a heavy weapons expert, a rifleman, a location)
demolitions expert and a serious medic is all that 4. The Anomaly: A crashed starship that the
is really required. The Heavy Weapons expert players would have to get back up and
should be capable of taking out any Walkers with running.
Shoulder Fired missile systems (if necessary).
The Demolitions expert can breach any walls or The players can also stow away aboard the
obstacles the players encounter and can create Imperial Transports that brought the Empire to
traps for the Imperials. The Medic has obvious the world. Any Jedi other than a Limited one
value and the rifleman is good for any general would be a mistake in this case. They would
Storm Trooper encounters. have to kill the Imperials they are impersonating
or be actual stow-aways and hide effectively.
Starting Point (North Battlefield) This is a much more dangerous affair since the
The players begin at the edge of the Imperial landing barges would return to the Executor
Landing Zone. There are three official Super Star Destroyer in system.
Evacuation Locations and one anomaly that was
discovered by Snow Speeders on a routine Escape Obstacle #1
flyover, a day before the Empire Started their Probe Droid:
Assault. The Anomaly is thought to be a Starship The Empire dispatched Probe Droids in the wake
of some sort. It is linked to an abandoned or of the main force’s approach on Echo Base, the
overrun smuggler camp from decades prior to Probe Droids are here to pick off stragglers and
the Rebel Alliance setting up shop here. send alerts to Kill & Capture Teams that are

721
sweeping through the Standard Attack: If the
battlefield. Players take the initiative to
destroy the Droid in the first
Imperial Probe Droid:
round the droid only rolls 2D6
1 Free Action
to reduce damage before
DEX 3D: 9+ Accuracy: 9 + 2D
impacting condition monitor.
Gunplay 2D, Dodge 1D
MEC 3D: 9+ Surprise Condition: If the
Commscan: Sensors 3D, players attack from a successful
Communications 2D Hidden position (sneak) then
PER 3D: 9+ the attack is considered a
Investigation 1D, Search 1D: surprised and the Droid will not
Tracking 5D apply the 2D6 to resistance
STR 4D: 12+ prior to impacting the condition
Lifting/Carrying 1D monitor.
Sensors:
If the droid has time to send an
Passive: 50/+3 (1D)
alert, the party will face a
Equipped With: running battle with a quartet of
• Long-range sensor: +3 to Snow Troopers that will arrive
Search for objects between in 1 round.
200 meters and five Km
• Movement sensor: +6 to 4 Snow Troopers (1FA):
search for moving objects DEX 2D 6+: Gunplay 2D:
up to 100 meters away (1FA Accuracy: 10 + 2D
to attempt detection) STR 2D 6+
• Self-destruct mechanism: 200 Damage/Self SoroSuub Storm Trooper One (same gun):
• Blaster Pistol: 44 (4D+2); Range: 3- Damage: 50; Has Stun Mode (5D)
10/30/120; Shots: 500 Range: 3-30/100/300; Ammo: 100
Move: 9 • Integral Scope (+3 to hit, 1 FA)
Condition Monitor • Collapsible Stock (+1 to hit)
S: 10, W: 11, W2: 22, I: 33, M: 44, D: 55 • The Troopers will use their Free Action to
Aim and only fire once each.
• Everyone needs to make a Moderate (12)
Perception or Search test (Perception is Free) Snow Trooper Armor: 2D Physical, 1D Energy
to notice the Probot. Anyone with a 4D+
Perception notices it heading their way
immediately.
• The droid must either be evaded with sneak
or it must be destroyed instantly (in 1 round)
without alerting the Imperials to their
location or using it’s self destruct (which will
have much the same effect).
• Sneak Difficulty is 9 + the Droids D6 roll for
it’s 1D skill.
• To hit the Droid: Base Difficulty is 9 if the
droid is surprised.
• If the Droid has time to react or the players Physical Ablation: 30 / Durability: 40
are detected the droid will dodge. And send Energy Ablation: 15 / Durability: 25
an alert to Imperial Command (1 Free Condition Monitor
Action) & Full Dodge
S: 7, W: 8, W2: 16, I: 24, M: 32, D: 40
Full Defensive: 9 + 1D6 + 3 for Terrain; Resists
Damage at 2D6+6 at this point (prior to A dozen troopers will arrive within 4 rounds if
condition monitor). the entire affair isn’t wrapped up quickly.

722
Scav Camp Falcon. With a host of Imperials firing at the
If the players go to the Scavenger Camp just to ship as it punches out. If the players do not
the east of their starting position they will find an attract attention here, they can move on with
abandoned set of structures that offer little shelter pursuit to the exterior of the hangar. If they
for the elements. The site has been abandoned engage… See Options 3 & 4…
for a long time and the Rebels had already swept 1. The players are noticed and pursued in their
through it when they set up Echo base, taking exodus of the Hangar. There is Full Cover
anything of value. This may be a valid hiding here for their escape. The Snow Troopers
place for the players if they intend to get on the will fire at them but they will miss. If there is
Imperial’s own landing ships to evacuate. a Jedi in the party, Vader will take notice and
Though it would be incredibly high risk, the dispatch an Imperial Inquisitor to hunt the
structures here would allow the players to strip party down.
Snow Troopers of their gear and dress in their
2. If the players possess the Sneak Skill (entire
armor and swap pieces around as necessary to
party) they can go unnoticed here. And move
cover blast holes in the armor.
safely toward Evacuation Area 2.
Escape Obstacle #2 3. If the players engage there are 24 Snow
Regardless of whether or not the players engage Troopers that must be dealt with. Under
the Snow Troopers in the first Obstacle they will normal circumstances Vader will withdraw to
face between 0 and 12 for obstacle 2. allow his troopers to deal with the problem
and return to the Executor to pursue the
This will highly depend upon how the players Millennium Falcon.
are moving.
4. If there is a Traditional or Subclass Jedi in
1. If the player are sneaking they will probably the Party (that engages) Vader Takes
not be detected (unless they are sneaking immediate interest and issues the following
without the skill). These Snow Troopers do order “Kill everyone” While Pointing to the
not possess the search skill. Their default Players “But leave the Jedi for me” and
skill to detect a sneaking opponent is -3 for points to who the Jedi is. In this instance the
lack of the skill to their Perception Tests non- Jedi have a chance to escape to
(2D6). Evacuation Area 2, under heave fire, pursued
2. If the players are moving quickly (running) by the 24 Snow Troopers. They will have to
they will be easier to detect (+3) for a deal with them in some fashion if they hope
detection target of 9 for the Troopers, roll for to reach Evacuation Area 2 in time to escape.
each trooper. The Result will be an initial The Jedi will be separated from the group
number of troopers that forces an Initiative (either due to fire or Vader will simply
test. The entire dozen will show up in the telekinetic-ally toss them into another area of
round following the initial Initiative round the base). The Jedi will likely face their
(but can be picked off at Medium Range on death, even if they do not, they will be
approach). separated from the party for the rest of the
game.
After the players deal with or avoid these
troopers they will have reached the interior of Evacuation Area 2:
Echo Base. • Successful Evacuation Option: If the
• If the players waste time here looking for loot players avoided the troopers or were involved
and gear they will encounter a vanguard of 4 in Option 1 of Evacuation Area 1 they will
more Snow Troopers (that are prepared to reach a Rebel Transport in time to lift off
fight) as in Encounter 1. world. This is not the end of their game.
They will be on a Light Freighter that will be
Evacuation Area 1: harried all the way out system until it jumps
• If the players move quickly they will reach into hyperspace. The freighter is under-
Evacuation Area 1 (Echo base’s main crewed and needs a pair of gun-wells manned
hanger). They will arrive in time to see the to defend it (it will likely be a YT-1300 or
last transport punch out, the Millennium Ghtroc 720 with a pair of Gun-wells and 2D

723
Fire Control / 4D Guns). They will be pursed clothes and possessions on the craft. The lockers
by no less than 4 TIE Fighters and add an contain personal effects that are largely intact due
Imperial Star Destroyer in the distance to the cold (as are the consumables / protein
closing on them for tension. paste food just as ¼ usable in quantity). There
are a pair of Pulse Wave Blasters (in perfect
• Successful Evacutaion to Area 3: A similar
condition) on board, two are missing from the
fate awaits any group that has their own ship
weapons rack on entry. The players will find
if they either snuck past the imperials in
5,500 Old Republic Dinari. Other than intact
Evacuation Area 1 or ran. They will reach
clothing there is nothing else of value left.
evacuation area 3 and find themselves
punching off world attempting to evade the The Repairs:
Imperials on their way to reach hyperspace.
• The Redthorn is space worthy, as she is, if
• Unsuccessful Evactuation: If the players the players can find enough starship grade
were involved in Option 3 or 4, Evacuation metal to patch the main hull breach (should
Area 2 is a bust. The players arrive just in be simple, given the debris on the ground
time to see an X-Wing high in the sky with a from the battle and what’s left at Echo Base.
GR75 Transport having just launched The Scrap from the Volcano Hangar alone
clinming into the sky after it. Their only will be more than enough to repair the breach
options will be the hidden hangar in the
• Basic Repairs add 14 points to the hull. This
Volcano or taking their chances with the
will increase the atmosphere performance by
anomolous starship in the crevasse field.
100 Km/H and Space Speed by +1.
Evacuation Area 3:
• The craft needs to have it’s reactor re-started.
The dormant volcano is an intersting location. It currently has 3 Months of fuel remaining.
It’s high metal content securely shields all the Much of it was lost due to damage and
ships contained inside from orbital scans. The someone was burning it for warmth, though
Old Basal Flows act as relatively secure tunnels the crew ran across a Wampa… Restarting
for traffic in and out of the Volcano. I say the reactor will require a sizable Fusion
relatively secure because local wildlife tends to Generator’s reaction to kick start the system.
use these tunnels as well and the local wildlife If the player’s didn’t discard their survival
can be rather ferocious. packs there is a small fusion generator in
each. A couple of these will make short work
• Any Jedi in the party will arrive here too late
of restarting the reactor in additon to getting
to catch a ride with anything leaving them
life support and heat back up and running.
only one choice, to look the the downed old
craft in the crevasse field and see if they can • The craft’s proximity to the cliff facing and
get it running (or surrender). the surrounding metallic composition from
the volcano will shield the craft from scrutiny
• This is the location of any player ships.
and will also make the Redthorn’s sensors
• This is also the location the players that got nearly useless. Until lift off.
picked a fight with the Empire in Evacuation
• The craft can successfully be made space
Area 1 will be able to come to find a lone
worthy even by one person (like a Jedi
transport that barely flies. They will be able
separated from their group). All that is
to wait until the bulk of the Imperial forces
require to salvage the ship is time, no skill
pursue the Millennium Falcon into the
required (but will help).
asteroid field and then punch out with little to
now opposition. Recommended Character Point Awards:
Evacuation Area: Old Starship Each Player should get 10 For Surviving the
Scenario + additional awards for good plans,
The craft is an early version Tykannin Drive
tactics, survival, humor, and a bonus (+5) for
RedThorn Scout Ship. It’s in bad shape, over ¾
of it is buried in snow and ice. The internal hold retrieving the Redthorn whether or not they need
to. Add points of they engage everyone… And
has snow and ice inside it due to a hull breach.
add points if the avoid all conflict (Award points
There is no sign of the original crew, though it
even if they die, carry it over to other characters).
appears that there were 4 by the remaining

724
Redthorn Scout Ship engineering decision at the time and it was corrected,
eventually, however, the craft’s reputation never fully
Craft: Tykannin Drive: Redthorn-Class Scout recovered.
Affiliation: General Notes:
Era: Old Republic
Type: Scout Ship • Galley
Scale: Transport / Maneuvers as Snubighter • Conventional Shitter
Length: 13.5 meters
Skill: Starship Piloting • Sonic Shower
Crew: 1-2 (can coordinate) • 2 Storage Lockers (100 Kg/ea)
Crew Skill: Typically 1-2D
Passengers: 2 • Expanded Consumables (at loss of Cargo Space)
Cargo Capacity: (20MT*): 20 metric tons available • High Performance Engines (at loss of Cargo Space)
Consumables: 6 Months (2,100 credit Refuel cost)
• Highly Maneuverable, can carry as much armor as a
Cost: 70,400 (New); 52,800 (Used); 40,000 (Current)
Snubfighter without a penalty to maneuverability (if
Hyperdrive Multiplier: x3 (damaged)
armored).
Hyperdrive Backup: x15
Nav Computer: Yes • Small Science Bench
Maneuverability: +5 (1D+2) • 1 Occupant Med Bay
Space: 3 Current (6)
Atmosphere: 850 Km/H; 1,180 MPR / 275/Km/H Current • Small Machine Shop
Hull: 70 (3D); Current: 28 (Hull breach) • 2 Double Bunks
Armor: 10 / Ablative: 5 (+1); Current: 0
Shields: 30 (1 Generator, 1D); Current: Shields Blown • The craft is only considered to be 1 Hit Location,
Sensors: though it possesses a raised 2 Seat Bridge, a small
Passive: 30/+0 quarters area and the rooms listed above.
Scan: 50/+3 (1D) • The bridge will eject as an escape pod, though it only
Search: 75/+6 (2D) seats 2…
Focus: 5/+9 (3D)
Maximum: 150/-34 I reduced the size of the Redthorn to 13.5 Meters from the
Weapons: listed 24 because it just didn’t make any sense for the
Blaster Cannon Cargo Capacity of the Craft. I afforded it Snubfighter
Fire Arc: (Partial Turret) Fore, Port, Starboard Maneuverability as a result. It’s, essentially, a multi deck,
Skill: Starship Gunnery short, kind of fat ship. But it works. I dropped it’s
Fire Control: 1D armament to a Blaster Cannon due to the era of it’s
Space Range: 1-5/10/18 introduction being in the Old Republic. I did add to the
Atmosphere Range: 100-500m/1/1.8 km gun that it is a partial turret due to the old artwork below.
Damage: 40 (4D) Aftermarket Tykannin Authorized Modifications:
Ammo: 1,000 Tibanna Gas Units (1,000 Shots)
• Armor Replacement: +2 (1D): 2,000 Credits
The Tykannin Drive Redthorn-Class Scout Ship is a lightly
armed craft, equipped for long-range excursions. It easily • Weapon Replacement: (trade in Blaster) Laser
outperforms all other craft of it’s classification except the Cannon 2D Fire Control, 4D Damage: 500 Credits
aging Star Cab, which is rarely utilized in a scouting role
due to it’s slow hyperdrives. The Redthorn possesses three • Hyperdrive Upgrade: x2 (mod): 1,000 Credits
massive Novalex-2 Engines that deliver six units of • Hyperdrive Replacement: x1 (trade-in): 9,000 Credits
sublight speed for the craft and place it on par with or
better than many snubfighters. The Redthorn-Class's high • Replace Sonic Shower w/ Refresher Booth: 2,000
speed and advanced sensors make it one of the most Credits
effective scout craft on the civilian market.
• *The price for this level of performance was a loss of
10 Metric tons, per engine, from the main cargo Hold.
The Red Thorn’s expanded Consumables account for
the rest of the Cargo loss (a total loss of 47.5 Metric
Tons). The cannon’s weight is also factored into this
loss of cargo space.
The only glaring weakness of the craft is it’s weak ablative
plating. Never having been marketed for a military
purpose, the craft’s hull plating was reduced as a cost
cutting measure. This would prove to haunt the craft’s
image for decades after it’s introduction. Most scout ships
were hardy, with effective armor plating and the ability to
deflect micro particles and debris for long periods of time.
This was not the case with the Redthorn. It was a poor

725
Campaign grows weary of the prolonged engagement. All
their, brand new, advanced starships have to
Party size 4+ withdrawl from battle due to their limited
consumables (of 5 months). That leaves
What began as a pure endeavor to purge the whatever craft they have that didn’t fall under
galaxy of evil and to rid it’s denizens of the the new doctrine for limited supply stocking.
oppression of the Empire… would eventually They are looking for a decisive victory and they
turn into a never ending meat grinder to depose are looking to the players to deliver it.
or destroy one Imperial Remnant after another. “Controlled” orbital bombardment(s) may be
This is less a battle for galactic freedom, at this required to quiet surface batteries. Ground
point, than it is about imposing the will of the engagements are not out of the question, but
New Republic upon the galaxy. It is an reserved for a secondary option after softening
engagment that was initiated for resources. targets via orbital shelling. The last 5 planetary
Against an old foe that didn’t invite the conflict. invasions failed miserably, only 2 made it to the
The New Republic Propaganda line is that this ground.
sector was building a World Devestator and the Captain / Requirements
project needed to be neutralized immediately. Recommended: Players should be using
The characters are all captains of warships, experienced line commanders and tacticians.
embroiled in the same fleet action against the The characters should have robust skill
latest Imperial Warlord that drew the ire of the portfolios and no less than 5D skills in
New Republic. It is up to the players to pool Command and Tactics.
their combined resources and survive against all If not, as per New Republic doctrine… Fresh
odds while facing an adversary with home field Academy graduates should be minted and placed
advantage. in command positions. All players should
No options are off the table here. This is a possess a Command Skill of no less than 2D and
weapons free engagement. The fleet action has a Tactics skill of the same. Fresh Characters will
ground on for months and the New Republic receive a 2D Command and 2D Tactics skill free

726
of charge from their officer candidacy classes at Damaged Imperial II
the academy. This 2D bonus will not prevent an
2 Ascendent Patrol Cruisers
additional 1-2D to be applied from starting skill
dice to these skill areas. Damaged Corellian Gunship
The Capital Ships Available: 2 Strike Cruisers
These warships represent the finest starships that Imperial Nebulon B
the New Republic has to offer. In reality, these
are the only unscathed warships remaining in the Carrack Cruiser
conflict (likely because they were captained by Carrack Cruiser II
heroes, not imbicles). The players must choose
from the list below and any ships not chosen will Damaged Victory II
enter into another fray in the same sector that Damaged Dreadnought Cruiser
turns them into slag. Each ship has distinctive
capabilities and many of these are not replicated Quasar Fire II
across all vessels. Interdictor Cruiser w/ Pulse Mass Mine
Neutron Star (Rebel Refit) Bulk Criuser Launcher: The Imperials are in possession of a
Pulse Mass Mine Launcher - which was used to
Quasar Fire (Rebel Carrier) Bulk Cruiser shred at least 12 New Republic warships and
Alderaanian War Frigate (Ultra Heavy Ion) fleet tenders emerging from hyperspace (behind
the New Republic Forces, effectively severing
Belarus Medium Cruiser their supply lines).
Victory I Star Destroyer There is no specific victory condition:
Banking Clan Communications Frigate What this means is that the players can “win” by
any means that they can achieve victory. If that
Modular Task Force Cruiser: Rescue, Hospital means they use their ground assets to launch a
and Survey Modules Available (Pick 1) series of terror strikes on civillian targets and it
MC80 forces the Imperials in this sector to capitualte,
then so be it. Dirty and and underhanded tactics
Invincible Dreadnought Cruiser
may very well seize victory. If the players can
Command Duo: 2 Rebel Assault Frigates Mk VI find a way to assassinate key Imperial
commmanders, that can cause the naval defense
Command Trio: Corellian Corvette, Corellian
structure of the sector to fall apart. The ensuing
Gunship, Nebulon-B (you get all 3)
chaos will make mopping ships up a simple
(No ship can be chose twice). affair. It may also cause the remaining
The Oppostion: commanders to turn on their own and side with
The players should have some idea what they are the players.
up against in the upcoming conflict. The The truth is never straightforward:
following are the assets that have been involved Ultimately, there is a moral truth that may not sit
in the fighting. It’s possible that the sector has well with the players. The sector was singled out
not shown it’s entire Hand. to be assualted because they possessed an
All commanders of the ships are considered to be inordiante amount of old Imperial Hardware.
veterans of dozens of engagements in the New The problem is… Most of the galaxy operates off
Republic Era. Many of their top commanders on of old Imperial military hardware. The sector
key vessels are Line Commanders from the time was chosen because it seemed like a soft target.
of the Emprie. The average commanders may However, New Republic Intelligence was not
not be as skilled as the player’s but they will be tasked with a thorough analysis and they missed
cunning and dnagerous compared to normal some things. Like the fact that the sector was
NPCs. The experienced Ex-Imperials will be home to a couple retired Imperial Admirals and
deadly and possibly match experienced players the sector had a mothball yard where said
in skill. admirals had parked their commands, as well as,
numerous older warships that could be called
Damaged Imperial I into service if ever needed.

727
After the initial New Republic push they ran into been left to die with no supply lines in a sector
a wall and a protracted engagement where some that is massively hostile against them. What will
incredibly experienced Imperial Admirals the players do after learning the truth. Will they
managed to sever the New Republic supply lines throw in with the Imperials? Will they go their
and bleed the advanced ships dry of food, fuel own ways? Perhaps even carve out their own
and air. All commodities that they could not sector? Or will they double down and betray the
operate without. The experienced Imperial Imperials that just let them in and showed them
Admirals knew this. This forced the New the location of their most prized yards facility.
Republic to withdraw all their advanced ships.
Conflict Zones:
Leaving only the “dregs” of their meilitary forces
There are only two systems in Nov’A’Dev Sector
behind. All those ships that could operate
that the New Republic has fought in. Ent-ree,
independently for over 5 months.
the gateway to the backwater sector was the
The remaining forces will fight a desperate battle initial push that the New Republic made. They
to take the sector with whatever resources they out stripped the unprepared defenses of the world
can muster. New Republic supply and refits are and pushed past it to jump into hyperspace and
months away at best. Possibly even a year or hit Rade. It was here that the Empire amassed a
more away due to the beating the New response to the strikes on Ent-ree. It is here that
Republic’s advanced fleet took at the hands of the New Republic was repelled after several days
experienced commanders. The player’s are of minor and major skirmishing.
effectively on their own.
To date, five months into the conflict, the Lnew
Granted, you can throw the players a bone here Republic has never pushed past the Rade system.
and there in the form of a fleeing ship or maybe The conflict has largely been contained in the
even a Hajen Fleet Tender that had overstayed Ent-ree and Rade systems. All data on the other
it’s welcome and was hiding in a gas cloud systems comes from limited New Republic Intel
wiating for New Republic relief forces that never and old Imperial briefings on the bacwater sector.
came baxck for them. The ship will trade fuel Imperial Intelligence, which is at least two
for fleet repairs of the player ships before it decades old, says the following about each
embarks for the New Republic. world:
If the players bother to engage the Imperials in Entree or Ent-ree: This world is a trade hub for
dialogue they may be able to find out about the the Nov’A’Dev sector. This world and it’s
Imperial’s World Devestator. It will take some proximity to Koda Station (it has a minor trade
convincing, but if dialogue is opened and proven route that links up with the Corellian Trade
to be trustworthy… Some Imperials may provide Spine), which is an important trade point for the
the information that they were in possession of a sector, is what vaulted the area to prominence.
molecular furnace, which they had attached to This is the principal source of the sector’s
their main yards facility. It was a standard profitability. Unfortunately, since this has been
furnace with no advanced fabrication materials deeemed a backwater sector that dead ends into
until they added the necessary compoenents to unmapped Wild Space the inhabitants are
turn the yards facility into a functional susceptible to having their trade routes
fabrication center as well as a yards factility. It completely severed. Which is exactly what the
is a production center, lacking in the technology New Republic did, however, the Nov’A
to build a World Devestator. The Imperials will “Imperial” Forces somehow manged to navigate
even convey they had no intention to create such and jump behind the New Republic forces and
a weapon of terror and destruction. If they had sever their supply lines, destroying over a dozen
this capability, why had they not fielded it ships in a hyperspace interdiction incident that
against the New Republic? Simple, becase they cost the New Republic dearly and obliterated the
didn’t have it. They had not intention of ever supply chain for the conflic in their sector.
having it. They had sinply elevated themselves
Rade: is a mid level production center. The
to a prominent positioion in starship construction
system’s planets are marred by higher than
in the area with their mollecular funrance and
normal levels of pollution. The worlds here were
startship spare parts fabrication facility.
extensively strip mined and over industrialized in
The players are fighting an unjust war and have their early to mid history. The worlds remain a

728
729
manufacturing powerhouses for consumer goods it’s own risks with mining the surface. The Super
and low grade electronics. They are reknowned planet has at least one underground city. It’s
for producing local (home grown) circuits that moons, however, are all largely habitable. Only
are not based of dimetris technology. one cannot support life and that one has been
turned into a Fighter Base with static defenses.
Pan: Has a high concentration of local wildlife
that is largely docile. It’s local animals are Farcast: is the site of Nov’A Sector’s Shipyards
highly nimble and the few predators on world facility and their Mollecular Furnace fabrication
have a very difficult time of catching prey as plant for startship parts. Farcast has a ring world
abundant as it actually is. The world is a prime that appears to have been depleted and polluted
exproter of fresh meats and they tend to be some millennia before the seed ships from the core
of the highest rated meal grade proteins in a reached this area of space. Studies indicate that
thirty light year radius. Pan is mineral poor, but the ring structures around the world are Celestial
still has enough ore to stone to allow the world to in origin and they remain generally unscathed.
assemble structures that are simple enough but The rings have become a bastion for smugglers,
very sturdy and resilient to the ravages of time. trade groups and individuals fleeing other
galactic powers. Essentially, it’s a self sustained
Nul: has long been seen as being positioned
floating super city that has never been fully
poorly in the sector. The jump routes that lead to
explored that houses all sorts of individuals and
it from Pan and Eztic are fraught with dangers
aliens. The denizens are left to their own affairs
and the route takes twice as long to safely
by the Imperials in system so long as no one
navigate. Those unaware of the anomalies here
from the rings interferes with the Imperial Yards
will likely find out first hand how dangerous it is
facility. The yards facility actually performs
to misjump here. Most ships disappear forever,
fairly brisk trade with the misfit ringwolrd
there are a few that manage to recover their
denizens, creating air scrubbers and general
bearings and jump home. These routes are
replacement gear for them while they bring
frequented by bandits and the Imperial Space
exotic alloys and other materials to trade and
Rescue Corps. They are patrolled with a token
feed into the molecular furnace.
force, in either direction. So, why, is the world
• Farcast is capable of producing ships no
not simply ignored? It’s a breadbasket world
greater than 900 Meters in length. There are
providing abundant crops and grains. The local
five yard arms, each holding a Victory Class
wildlife is not as sought after as Pan’s however it
Star Destroyer and a pair of unknown star
is more than enough to satisfy the locals.
destroyers that are under construction. These
Eztic: The eztic system contains a tropical ships have been modernized and are a
paradise world that is popular in the system as a mixture of (1) Victory I & (2) II base
resort and the other two planets in the system technologies.
possess excellent raw materials for starship grade • The unknown Star Destroyers are Bakuran
hulls and there is at least one Hyperbaride Mine Star Destroyers. Nov’A sector struck a deal
in system. There is a largely depleted asteroid with Modell Sector and now produces their
field in system that has been mined for millennia. ships under license for a stiff fee in raw
The Asteroid field is still producing ores, just at materials.
much reduced levels. • The center is producing TIE craft as fast as
they can to replenish battlefield losses.
Citze: is the Sector Capital. The world is easily Locally they are capable of producing the
one of the most defensible worlds in the sector TIE/LN and the TIE Interceptor (Updated
and possesses an old Battlestation grade platform Model).
that was once a mining station for the systems • This is a dead end system, or is it? The
asteroid belt and for processing raw ores from Imperials have no advanced survey modules
the worlds of the system. There is one massive to further map the sector and look for new
planet in the system that possesses 11 moons. worlds and alternate route. They are in the
The moons make the surface of the megaplanet process of using scout ships to attempt to
dangerous due to frequent tidal forces and wild map alternate routes and see if there is an
superstorms due to the gravitational pull on the escape route from Farcast, but it is slow
world from the moons. The world has been used going.
as a mining planet for centuries, though it carries

730
The “Ace” up their sleeve:
• They do have an Interdictor Cruiser which
allows them to pull off all sorts of hyperspace
“Magic” and the ship has yet to appear in any
space lane that has been recorded.
• The Interdictor is sitting out in non Nov’A
space (ahead of Ent-ree in the space lane by a
couple days), thus how it was able to sever
the New Republic Supply chain. The Ship
has ever been a sector entry point guardian.
Though they were caught with their pants
down, so to speak in the initial wave of New
Republic assaults. The sector has remedied
the situation by having the Interdictor pull a
bulk freighter equipped with a Modular Task
Force’s Observation module, directly to their of Endor, is is believed that he was killed when
location (with no one the wiser). The the warship plummeted into the second Death
advanced surveillance gear is what allowed Star's surface. However, Rear Admiral
them to anticipate the New Republic supply Chiraneau reached one of the escape pod bays on
chain and interdict and shred it. the bridge that he had outfitted with his personal
The Imperial Personalities: TIE Avenger (instead of an escape pod) and
Average Nov’A Sector Ship Captain: managed to clear the ship before it slammed into
14D of Attributes (KNO 3D, PER 3D; Command the Second Death Star.
2D, Tactics 2D, Science 1D) 12 Skills, 5 Chiraneau fled the battle and regrouped with
Character Points, 0-1 Force Points, 2 Free Imperial forces about a week later. He gathered
Actions. Blaster Pistol, Reflect Body Blove. a number of commanders and warships and
• These are the rank and file officers that headed directly for Nov’A’Dev sector. He was,
command the Nov’A warships. They will be after all a native of the planet Citze from that
in the lowliest IPV patrol craft to ships like a sector. There he holed up and consolidated their
Strike Cruiser. power base and severed the sector from the
Empire and overall galactic affairs.
6 Advanced Nov’A Sector Ship Captains:
16D of Attributes (KNO 4D, PER 4D; Tactics Chiraneau is one of the fortunate former Imperial
3D, Command 3D, Science 1D) 18 Skills, 5 Admirals that escaped the bulk of the squabbling
Character Points, 1 Force Point, 3 Free Actions; conflicts that destroyed the Empire. He manged
Heavy Blaster Pistol, Reflect 2 Armor. to hold onto his home sector for decades without
severe loss or ramifications and was able to
• These are well trained, seasoned elevate the sector into prominence. His sector
professionals, that will be found in reforms were quietly introduced. He offered fleet
specialized commands and bigger warships commissions to women and later aliens. This
in the Nov’A arsenal. There are only six greatly strengthened the talent pool that he was
individuals at this skill level that survived the able to draw from and allowed the sector to
past five months of fighting with the New bolster the Imperial Naval academy that was
Republic. located there. The change took time, but the
sector now resembles any of the myriad of
Sector Admiral Mav Chiraneau
worlds that exist in the New Republic with one
Chiraneau is a Human male who served the
major exception. There is a deluge of organized
Galactic Empire during the Galactic Civil War.
crime and the sector generally lacks the kind of
He was a TIE fighter ace and an expert in the
ambition that breeds corruption. The good
field of deep-space transmissions. He was
admiral had the common sense to purge many of
promoted to the rank of Rear Admiral by Firmus
the old guard from his sector upon his arrival.
Piett, the commanding officer of Darth Vader's
This included the scheming Sector Moff and his
Death Squadron. In 4 ABY, Chiraneau was
lieutenants and loyal military retainers.
serving as Piett's personal advisor aboard the
Super Star Destroyer Executor during the Battle If there was a prime target for the New Republic,

731
this sector wasn’t it. However, Chiraneau
suspects that his presence alone may very well be
one of the driving forces behind the assault on
the sector. Chiraneau had never been linked to
any level of Imperial atrocity, being a former TIE
Ace he was generally removed from such affairs.
Thus, the unprovoked New Republic Assault on
his sector was likely due to their overzealous
prosecution of any and all ex Imperials… and the
resources that Nov’A possessed. More than
likely the New Republic wanted the Molecular
Furnace for themselves. under various Imperial commands until Admiral
Race: Human Chiraneau found her and recruited her to be his
Gender: Male second in command. She has proven capable
Affiliation: Empire/Nov’a’Dev Sector and shrewd in sector affairs and is a driving force
Age: 70 behind sector equality and alien rights. Her
Known Attributes & Skills: 14 ABY popularity with the people of the sector is
Dex 2D+2 - Gunplay 5D+1, Dodge 6D, Thrown unrivaled and she spends ample time with the
Weapons 4D, Unarmed Combat 4D+2: Imperial politicians of the sector and making certain they
Martial Arts (Mastery) remain above board on all things. She is in
Kno 3D - Appraisal 6D+1, Bureaucracy 7D: charge of the anti corruption bureau of the
Imperial/Nov’A 9D, Languages 5D+2, Scholar Nov’A sector and is ruthless in weeding out
6D+2, Tactics 5D: Fleets 6D+2, Snubfighters 8D, corruption in the government.
(AS) Teaching 7D+2, Science 5D+1: Imperial
Race: Human
Technology 8D, Willpower 8D+2 , First Aid 5D
Gender: Female
Per 3D+2 - Command 7D: Imp/Nov’A 9D+2,
Affiliation: Empire/Nov’a’Dev Sector
Gambling 5D+2, Persuasion 7D, Search 6D
Age: 45
Str 2D+2 - Athletics 6D+2, Endurance 6D+1,
Known Attributes & Skills: 14 ABY
Climbing/Jumping 5D+1, (AP) Zero G Ops
Dex 2D - Gunplay 4D+2, Dodge 5D
Mec 4D - Navigation 6D, Starship Gunnery 8D,
Kno 3D - Appraisal 4D+2, Bureaucracy 5D:
Starship Piloting 8D: TIE Craft 11D, Commscan
Imperial/Nov’A 7D, Languages 6D+2, Scholar
7D: Sensors 9D, Subspace 8D, Capital Ship Ops
4D+1, Tactics 6D: Capital Ships 7D+2, (AS)
Tec 2D - Computer Ops 5D+1, General
Teaching 5D+2, Science 4D+1, Willpower
Maintenance/Repair 4D+2, Repulsorlift Repair
6D+1, First Aid 4D
4D, Starship Repair 5D+2, Security 6D
Per 4D - Command 5D: Imp/Nov’A 7D,
Character Points: 15 / Force Points: 3
Gambling 7D+1, Persuasion 8D, Search 7D,
Free Actions: 3
Investigation 6D: Criminal Activity 8D+1,
Advantages: Spaceborn, Toughness 2, Authority Corrupt Governmental Operations 9D
2, Concentration / Disadvantages: Imperial & Str 2D - Athletics 9D, Endurance 7D+2,
New Republic Record, Hunted 3: New Republic Climbing/Jumping 3D+2, (AP) Zero G Ops
Mec 4D - Navigation 5D, Starship Gunnery 5D,
Advanced Paths: Dog Fighting School
Starship Piloting 5D. Capital Ship Ops
(Mastery); Tactician (Secondary)
Tec 2D - Computer Ops 5D+1
Commodore Thilia Grandal Character Points: 15 / Force Points: 3
Commodore Thilia Grandal was a commander in Free Actions: 2
the Imperial Navy. She was never promoted
Equipment: Death Hamer, Reflec Body Glove
beyond this rank do to being female and not
coming from any form of affluent background. P1/E3, Encrypted Comlink, Code Cylilnders,
1,500 Cr
She was on an Imperial I Star Destroyer at the
Battle of Endor. The bridge was hit and she took Advantages: Toughness 1, Authority 2,
command after the death of the commanding Subculture / Jargon Disadvantages: Imperial &
officer. She saved the ship and crew and was New Republic Record, Hunted 3: New Republic
able to pull a number of support craft out of that Advanced Paths: Tactician (Fundamental),
battle to safety. She fought for a number of years Politician (Expert)

732
• Weight Allowance: 36 Kg Willpower 1D
• Dead Lift: 72 Kg Investigation
Athletics Persuasion
Survival Search
Unarmed Combat Hide
Background: Your species is one of the
First Aid great mysteries of the galaxy, no one knows
Dodge 1D where your race originates from, who they
Melee Combat Languages are and what they call themselves. You were
Scholar trained in the use of Force abilities, more so
Sneak than most individuals calling themselves
Gunplay Jedi.
Security/Repair Having been abandoned or orphaned you
have managed to survive on your own. This
Beast Riding is due in no small part to your heritage as a
Starship Piloting Force practitioner. Your functional training
resides in the Traditional Jedi path, with a
touch of Darkside talents... Though you
recall no formalized training at any of the
Advantages: Jedi Temples in the galaxy prior to their fall.
All that you know about the Force is a
Force Sensitive 3 mystery, you have no memory of your
Lesser Life Form Control 1 parents.
Force Potential 3 Powers:
All Traditional Jedi Inherent Powers & Personality: You think of yourself as a
Luck 1 Control: Absorb/Dissipate Energy mystic, one of a tradition different from
Sense: Sense Life, Magnify Senses, those that followed one of the Galactic Jedi
Disadvantages: Instinctive Navigation, Beast Languages Orders, but of similar nature. Like any great
None Sense + Alter: Dim Another’s Senses Jedi Master, you are calm, a little humble,
Alter: Telekinesis and treat every living thing with respect.
Control + Sense:
Control + Alter: Accelerate Anothers’ Objectives: To continue to grow in your
Base Movement: Healing, Transfer Force, Control Others Pain, knowledge of the Force and to defend the
Force Jump helpless.
Ground: 7m Control + Sense + Alter: Projective Telepathy,
Jumping: 3.5m Telekinetic Kill. Projected Fighting Quote: “A servant of the light am I.
Climbing: 1.75m Penetrates all things, the Force does. The
Swimming: 1.75m rock, the stream, the pillar, even the Droid.”
Safe Falling: 1.75m

Force Resistance:
20

Starting Equipment: Holdout Blaster Pistol (33), Amulet or other trinket (actual Force Artifact: +3 to all Force abilities
including Damage Resistance, does not detect as a Force Artifact). 2,500 Credits
• Weight Allowance: 60 Command
• Dead Lift: 120 Con
• Thrown Dir/Ind: 40/64 Disguise
Athletics Forgery 1D
Intimidation Persuasion
Willpower 1D

Appraisal 1D
Beast Riding Art 1D
Dodge 1D Business
Bureaucracy Background: Your family is gone and they left
Gunplay 1D First Aid
you a lot of money and investments that never
Sneak stop giving. You’re rich, generally bored and
Languages not easily impressed. You’re registered in a
Scholar 1D galactic database for being a spoiled
troublemaker and throwing lavish parties that
tend to get out of hand. At some point in time
Repulsorlift/Hover Ops 1D you had some Imperials over that grossly
disrespected you generosity and lavish gestures
to win their good graces. It all went wrong and
you had to kill, all of them. You paid a good
deal of money to make the incident disappear,
but you were forced to get involved with the
Rebel Alliance because of the “protection” they
were willing to offer you for a cut of your
fortune and inheritance. Who knew? Fighting a
galactic war was so expensive…
Advantages:
Inheritance 2 Personality: Gracious with those that
Fellowship 1 (Tapani House) acknowledge themselves as your inferiors;
Base Movement: slightly to insufferably arrogant with anyone
Attractive 2 else. You follow the Tapani Honor Code, which
Reputation 2 Ground: 10m gets you into trouble all the time.
Education 1 Jumping: 5m Objectives: Destroy the empire so you can
Capital 2 Climbing: 2.5m return to your life to lavish parties and your
Artistic Ability 1 ancestral home (without being thrown in prison)
Swimming: 2.5m
Disadvantages: Safe Falling: 2.5m Quote: “<sigh> You expect me to travel in this
Dependent 3 piece of flying garbage!? Fine, I will take the
Captains Cabin.”
Enemy 1 (Rival)
Overblown Honor 2 Force Resistance:
Quirk: Honor Code: Chivalry1 12
Imperial / Faction Record 1

Starting Equipment: Caelli-Merced Blaster Pistol(48), Contact Stunner, a shitload of drugs (glitter stim for all occasions),
Flare S Swoop, Reflect Body Glove (E1), High Line Condo Timeshares in any system of the galaxy (paid for life; you don’t own
them and you don’t care as you keep jumping from one hot spot to the next in the galaxy. You can always find a high line
timeshare wherever you are heading), Personal Shield Belt (2D). 2,500 Credits in addition to whatever Capital affords the player.
• Weight Allowance: 82.5 Kg Investigation 1D
• Dead Lift: 165 Kg Search 2D
Athletics
Endurance
Survival
Unarmed Combat
(AP) Punching Bag
First Aid
Dodge 2D
Streetwise 1D
Gunplay 2D Background: Blaster for Hire. That’s you.
Melee Combat You’re still young at this game but you've
Missil Weapons already killed 23 marks. Some say you have no
morals at all, but you dismiss that stupidity.
They don’t understand the depth of your
devotion to the Mandalorian Code. You took a
job for the Empire, a good person died. It was
Demolition just a job, and you expected pay. The Empire
Navigation didn’t… honor-less scum. You’ve got a new
(AP) Power Suit Ops General Maint contract, hunting Imperials. You picked up some
Starship Gunnery Starship Repair “unsanctioned” bounties on the Empire, they just
happen to be the Imps that double crossed you
Starship Piloting on the last mission. Payback’s a bitch. You
Starship Shields suspect you’re working for the Rebellion,
doesn’t matter to you as long at they pay. You
have a contract stipulates 100 Credits for
troopers, 250 for Junior Officers, 500 for Mid
Advantages: Level Officers and a cool grand for any upper
Fast Reactions 3 level types (you have to record the kills).
Sixth Sense 3 Personality: You don’t talk much. It’s just that
Fellowship (Guild) 1 Base Movement: you weren’t raised to be a socialite. You were
Toughness 3 Ground: 12m raised to kill and survive. Though, over time
you’ve noticed your personal skills are
Reputation 1 Jumping: 6m improving.
Climbing: 3m Objectives: Even the score with the Empire,
Disadvantages: Swimming: 3m then who knows. So long as the Rebellion pays,
Code of Honor 3 (Mando) its a sure deal.
Imperial/Faction Record 1 Safe Falling: 3m
Quote: “I can bring you in warm or I can bring
Quirk2: Socially Stunted you in cold, your choice.”
Ability Activation Limit 3: Can
Never Be Force Sensitive Force Resistance:
9

Starting Equipment: Blaster Rifle w/2 Extra Mags, Heavy Blaster Pistol, 4 Concussion Grenades, Bounty
Hunter Armor (P2/E1), Gloves, Boots and Helmet w/ integral Holo Recorder, Med Pack, Utility Belt, Vibro
Blade, 4 sets of Binders (Difficulty 30), Synth-rope & Grapple (100m), Body Glove, Jet Pack, 2,500 Credits
• Weight Allowance: 60 Kg Command
• Dead Lift: 120 Kg Search
• Thrown: Dir/Ind: 40 / 64 M Willpower 1D
Athletics (AS) Teaching 1D
Endurance 1D
Survival
(AP) Zero G Ops
Tactics
Dodge 1D
Science/Technology 1 0/1D
Gunplay (-1DR) 1D Background: You drank the cool-aid and when
Sneak you got to the Imperial Academy it didn’t taste
the way you thought it was supposed to.
Imperial service was harsh and the only reason
you survived the flying death traps they call TIE
Fighters is because of your parent’s relentless
drive to make you the best pilot in the galaxy.
CommScan Computer Prog/Repair You father fought in the Clone Wars as a
Navigation combat pilot for the Republic. He was honored
General Maintenance the day you received a commission as an
Repulsorlift Ops Repulsor Repair Imperial Lieutenant. You heard all the glory
Starship Gunnery (-2DR) 2D stories about the Republic, but this wasn’t it.
Starship Piloting (-1DR) 2D Starship Repair The Empire was a totalitarian regime hell bent
Starship Shields on exploiting and exterminating anyone that
Force Resistance: stood in their way. You didn’t sign up for this.
So you bailed with your fighter when you got
12 the chance. You sold it for chump change and
Advantages: took a loan out to buy the thing of beauty you
Skill Mastery 2 (Pilot/Gun) found on that Shadow Port.
Luck 3
Base Movement: Personality: You’re flying for the criminals
Good Vision 2 you owe for the loan for the time being. You
Sixth Sense 1 Ground: 9m are determined and have little room for humor
Fellowship (Empire) 1 Jumping: 4.5m at the moment.
Climbing: 2.25m Objectives: Are determined to pay off your
Disadvantages: loan and get in the good fight with the Rebel
Debt 1 Swimming: 2.25m Alliance.
Enemy 1 (Imperial Pilot) Safe Falling: 2.25m
Quote: “You only think you’re good. I was
Hunted 1 (Empire) born good. They’re training you, how to die, in
Quirk: Limited Childhood +3 the Alliance… Let me show you how to live.”

Starting Equipment: Blaster Pistol w/2 Extra Mags, High G Stress Resistant Light Combat Vac Suit (+3
Endurance Tests; (P.1/E.2), Vibro Blade, Gloves, Boots and Enhanced Helmet (+3 to Communications
Skill), Naval Ship Suit, 2,500 Credits, Military Encrypted Comlink. Craft: Sword Interceptor (you have
27,000 Credits that must be spent on Mods)
• Weight Allowance: 97.5 Kg Con
• Dead Lift: 195 Kg Disguise
Forgery 1D
• Thrown: Dir/Ind: 65 / 104 M
Acrobatics
Hide 2D
Athletics 1D Investigation
Endurance Search / Tracking 2D/3D
Intimidation Willpower
Survival 1D
Unarmed Combat

Beast Riding
Appraisal
Dodge 2D First Aid/Natural Med 1 0 / 1D
Gunplay
Streetwise Background: You lived on the forest moon of
Melee Combat
Missile Weapons Tactics 1D Endor, then the Towani family fell from the sky
and your entire life changed. The chieftain
Sneak 2D assigned you to protect Cindel Towani and help
Theft her find her family. You helped her and her
Thrown Weapons brother save her family. Little did you know
that the village elder wanted to eat all of them to
CommScan Primitive Maint gain their power. You came to respect these
hairless sky dwellers and before you were
Navigation forced to confront the chieftain, raiders came
and killed Cindel’s family & some of your own.
It was time for vengeance and so you helped her
again and ran into another sky dweller, Noa.
Together you overcame the raiders. You
returned home victorious only to find the
chieftain and the rest of the tribe were dining on
Advantages: Cindel’s dead Father, Mother and Brother…
Good Vision You killed the chieftain in his sleep and those
Good Hearing that had partaken in this grim ritual, then
Base Movement: stowed away aboard Noa’s ship.
Toughness 5
Keen Sense of Smell + 3 to Tracking Tests Ground: 14m Personality: You have grim determination, the
Resourceful 1 star sky is terrifying and amazing. You want to
Jumping: 7m see it all. You can never return to Endor.
Disadvantages: Climbing: 3.5m
Ability Activation Limitation 3: Can never Objectives: To explore the galaxy and find
take skill Dice in Piloting, Repair & Vehicles
Swimming: 3.5m brain magic to make you smart.
Curiosity 2 Safe Falling: 3.5m Quote: “You don’t know what I’m saying, but
Hindrance 1 Trick Shoulder your friend looks tasty.”

Force Resistance:
15

Starting Equipment: Stuff & 2,500 Credits.


• Weight Allowance: 60 Kg
• Dead Lift: 120 Kg Command
• Thrown: Dir/Ind: 40 / 64 M Con
Acrobatics
Athletics (AP) Convincing Liar
Intimidation
Survival Persuasion
Unarmed Combat 1D Background: You were once a member of the
(AP) Zero G Operations Willpower 2D Galactic Jedi Order. You held a position of
Jedi Martial Arts (Mastery)
prominence as a Jedi Knight on the way to
Bureaucracy becoming a master. During the Clone Wars
(AP) Lightsaber First Aid you led men in to battle and it was glorious.
Beast Riding
Scholar: 1D Then came Order 66, chancellor Palpatine
Dodge 2D betrayed the Jedi (though he said it was the
Melee Combat: Lightsaber 2D/5D Jedi/Coruscant/Sith 3D/3D/2D other way around but you know the truth).
Missile Weapons
Sneak Everyone you cared about was murdered, this
pissed you off and you decided not to follow
(AP) Lightsaber Construction the strict rules that were getting everyone else
CommScan
Navigation General Maint killed.
Repulsorlift Ops You let the hatred and anger flow through you
Starship Gunnery and it made you powerful. You fought back,
Starship Piloting
Starship Shields killed many of the new Emperor’s goons but it
wasn’t enough. You had to go into hiding after
Advantages: the fall of the Jedi Order. Now, you kill as
Force Sensitive 3 necessary to survive and are always looking
Force Potential 4 over your shoulder. You’re just waiting for the
Fellowship 2 Jedi Order day that some asshole in black armor shows up
Resourceful 3 Powers: from the Empire to ruin your day. You know
Enhanced Attribute: Force 3 All Traditional Jedi Inherent Powers & it’s only a matter of time, before you cash in.
Fast Reactions 3 Control: Absorb/Dissipate Energy
Ambidextrous 1 You found the Rebel Alliance and they offered
Photographic Memory 1 Sense: Sense Life, Magnify Senses, you safety, too bad they don’t know how much
Dual Identity 1 Instinctive Navigation, Beast Languages danger they are in for inviting you into their
+2D to Control, Sense, Alter for Jedi Sense + Alter: Dim Another’s Senses Base…
Training (6D Bonus Skills) Alter: Telekinesis
Free Specialization D Personality: You’re not paranoid, you are
Control + Sense: waiting patiently for the Empire to show up.
Disadvantages: Control + Alter: Accelerate Anothers’
Hunted 3 By the Empire, Galaxy Wide Until then, maybe you can do some “Good”
Estranged 3: Family Healing, Transfer Force, Control Others Pain, serving up some of these Imperial Scum on a
Code of Honor 2: Celibate Force Jump platter to get a bigger fish’s attention.
Code of Honor 3: Dark Jedi Control + Sense + Alter: Projective Telepathy,
Devotion 1: Sith Lore Telekinetic Kill. Projected Fighting Objectives: Live long enough to kill someone
Devotion 3: Galactic Jedi Order important. Possibly, even keep your kid safe
Code of Honor 3: Light Side from the Imperials (if you have one).
Base Movement:
You: “You should not kill innocent civilians.”
Ground: 8m
Inquisitor: “Does that make you angry, Jedi?”
Jumping: 4m
You: “Nope, it’s just distasteful.” <You Melt
Climbing: 2m the eyes of the Inquisitor’s Shuttle Pilot, out of
Swimming: 2m his head and then force his brain to explode
Safe Falling: 2m through the holes> “I do evil, better.”
Inquisitor: <Horrified> “But… they said your
Force Resistance: were a Jedi…”
You: “I am a Jedi, you idiot, I’m just not a
23 nice one.”

Starting Equipment: Lightsaber, Jedi Utility Belt, Durable Combat Attire (P.2/E.2 to Resist Damage). 2,500
Credits; Hyperspace Capable Shuttle with Droid Crew (Attribute 3D / Skill 3D); Droid is competent combat pilot
• Weight Allowance: 60 Kg Search
• Dead Lift: 120 Kg Sneak
• Thrown: Dir/Ind: 40 / 64 M Forgery
Athletics Con 1D
Gambling: Sabacc 2D/4D
Persuasion

Art
Dodge: Energy 2D/4D
Appraisal
Gunplay: Blaster Pistol 2D/4D
Business Background: You’re a savvy connoisseur of
Thrown Weapons the finer things in life. You grew up privileged
Bureaucracy with a good family that showed you the ropes of
First Aid life and how to survive with guile and smooth
Streetwise confidence. You turned that basis of your
childhood into a profession as a renowned
Gambler. You had a couple close calls with the
Repulsorlift Ops General Maintenance Empire and several of your friends got pinched.
You did what you could to get them out but you
Starship Piloting Security were too late, they had been executed. The
Navigation actual criminals, were a pair of Imperial officers
that used your friends as scapegoats. What
CommScan those poor mid level Imperial officers don’t
know is that you’re a crack shot, Ambidextrous,
and could likely kill both of them before they
cleared their holsters. In fact you’re counting
on it, you don’t want to ruin your new outfit.
Advantages:
Attractive 1 Personality: You’ve never really seen yourself
Ambidexterity 1 as one to champion a lost cause like the Rebel
Base Movement: Alliance. However, there is other place that is
Musical Ability 1 going to let you strike back at the Empire for
Card Shark 1 Ground: 11m what they did. You’re determined to set things
Time Sense 3 Jumping: 5.5m right with your friends even if they’re gone.
Ersatz 1 Climbing: 2.75m Objectives: Settle the Score, Score big then
Swimming: 2.75m find a nice quiet corner of the galaxy to count
Disadvantages: your money and start a “legitimate” business.
Gambling Addiction 1 Safe Falling: 2.75m
Quote: “This hand is a sure thing, trust me. I
Addiction: Smoke Spice 1 know exactly what I’m doing.” <popping the
Allergy: Minor 1 - Meercats safeties off your holsters, double blaster report!
> “See, no worries.” Force Resistance:

12

Starting Equipment: 2 Heavy Holdout Blaster Pistols w/4 Extra Mags, Comlink, Reflect Body Glove (E1),
Sabacc Deck, set of cheat cards (12), Cheat card loader (Forearm; Difficulty +9 + Hide to detect), common
games of chance in a box (6 Games), Folding Gambling table and 4 chairs. & 5,000 Credits; 250 Credits /
Month for Owning a Stake in a Business
• Weight Allowance: 52.5 Kg Con 1D
• Dead Lift: 105 Kg Investigation
• Thrown: Dir/Ind: 35 / 56 M
Search 1D
Athletics 1D
Endurance 1D
Survival
Unarmed Combat
(AP) Professional Athlete

Art
Beast Riding
First Aid
Dodge 2D
Streetwise Background: You have been living on the
Gunplay 1D street for as long as you can remember. You
Sneak don’t even remember your parents or who they
were. You do recall the Empire being the
reason why they’re no longer alive. You were
fortunate enough to be either ignored or missed
in the Imperial sweep that took your parents
CommScan Droid Prog/Repair away. You learned some hard truths and you
were wily enough to survive. Over the years
Navigation 4D General Maint you’ve picked up some skills and got really
Starship Gunnery Security Systems good at boosting vehicles. You’re not amazing
Starship Repair at hacking their security systems, but if somene
Starship Piloting accidentally left their vehicle unsecured… You
Starship Shields Starship Weapon Repair become the master of the traffic circuit!
Repulsorlift Operation 4D Personality: You look out for the other
homeless kids. What you make off of boosting
Advantages: vehicles no only pays for a decent lifestyle for
Fast Reactions 3 you but it allows you put food on the table and
Resourceful 3 clothes on kids that are growing up on the
Expert (Nav/Repulsor) 1 Base Movement: streets just like you have.
Luck 1 Ground: 11m Objectives: To help those kids in need like
Disadvantages: Jumping: 5.5m youerself. If you find a cause, like maybe
Curious 2 Climbing: 2.75m fighting the Empire, you want to try to get into
Dependents 1 that club.
Swimming: 2.75m
Safe Falling: 2.75m Quote: Thinking to yourself: “Seriously?
He’s not locking the door? Does he even realize
we are in a city? Fine, he has no respect for his
Force Resistance: conveyance, I will happily take it off his hands.”
<you leave your valet post and “borrow” the
11 Imperial’s speeder, permanently>

Starting Equipment: Blaster Pistol, Blast Vest (P1/E.1), Racing Helmet (P2/E1), Comlink, Speeder Truck (8
Seats), Racing Gloves (P.2/E1), Starship Boots: Mag-locking (P1/E2) Ion Insulated, Med-kit, Hard Shell
Case w/integral refrigeration for 4 Bottles of Rare Fizzy-glug, 2 Cans of Silly String, 3 Confetti Grenades, 2
Firecracker Bandoleers (1,000 Each), Personal Sound System (With Headphones), Data Pad, 2,500 Cr.
• Weight Allowance: 135 Kg
Command
• Dead Lift: 270 Kg
• Thrown: Dir/Ind: 54 / 81 Hide
Athletics 1D Willpower -1DR
Endurance -1DR
Survival -1DR
Unarmed Combat +5 Damage
(AP) Pack Mule Background: Even as a child you knew
(AP) Punching Bag
you were different. You could climb faster
than other children, Jump higher and further,
First Aid you were faster… Then the Imperial
(AP) Alchemical / Lightsaber
Tactics Inquisitors, the killed one and took away
Science / Technology 0D/1D other Children. But not you, you bottled
Dodge 2D your gifts up inside with sheer force of will.
Melee: Lightsaber +5 Damage 2D/5D The inquisitors walked right past you. You
Thrown Weapons tried to save your friends and you you were
Computer Prog/Repair 1D successful for a time. You broke them out of
Gunplay
(AP) Lightsaber Construction their training facility. However, they were
General Maint 1D all found again easily. The inquisitor ran his
CommScan lightsaber through you cleanly and left. But
you didn’t die. You had bled off much of the
Repulsorlift Ops blade’s damage before it even touched your
skin. It hurt, but you were alive. You were
Advantages: the only one alive in the room filled with
Bio-Genetic Augmentation 3 All Powers -3 DR: your dead friends. An old man happened to
Force Sensitive 3 Absorb/Dissipate Energy find you laying in the midst of that carnage
and he picked you up and carried you away.
Accelerate Healing 1 Control Breathing (1FA) When you were healed he taught you the
Resourceful 1 Control Pain ways of Kai-Kan, a bit of the Force and he
Luck 1 Detoxify Poison headed you his Lightsaber before heading
out to face the inquisitors himself, so that
Enhance Attribute (+8 to Attributes) you might live.
Disadvantages: Instinctive Navigation Control (2FA)
None Personality: You think of yourself as a
Reduce Injury (Innate) mystic, one of a tradition different from
Somatic Resilience (Innate) those that followed one of the Galactic Jedi
Base Movement: Somatic Deflection (Innate) Orders, but of similar nature. Like any great
Jedi Master, you are calm, a little humble,
Ground: 10m Somatic Deflection: and treat every living thing with respect.
Jumping: 5m -3DR Damage Reduction to all
Climbing: 2.5m Objectives: You will fight to your dying
incoming Damage. breath for the citizens of the galaxy. You
Swimming: 2.5m will never forget what the Empire did to
Safe Falling: 2.5m Melee Martial Forms: children.
Kai-Kan (Mastery) Quote:
Imperial: “The Jedi’s down! Kill them!”
Force Resistance: You: “The jedi may be down, but she’s the
least of your worries.” As you lift the
14 Imperial off the ground and throw him into a
building < his spine audibly shatters>

Starting Equipment: Holdout Blaster Pistol (33), Old Republic Combat Armor (P2/E2), Lightsaber. 2,500 Credits
• Weight Allowance: 67.5 Kg Command 1D
• Dead Lift: 135 Kg Hide
• Thrown: Dir/Ind: 45 / 72 M Persuasion
Athletics: Swimming 1D/2D Search
Survival (AS) Teaching 1D
(AP) Situational Awareness
Willpower

First Aid -2DR 2D


Dodge 2D
Languages
Gunplay 1D Background: The Empire effectively taught
(AS) Medicine -1DR 2D
Sneak your world war. They brought terror and
Scholar enslavement for your home world. Eventually
Tactics 1D your people drove the Imperial Presence out by
Science making it too costly to garrison the world.
You’re one of the reasons why. You were
indoctrinated at an early age as a resistance
CommScan 1D Demolition 1D fighter against the empire.
Repulsorlift Ops Let’s not sugar coat things, you were bred to be
a terrorist against the Empire If that meant
killing your own people to get to them, you did
it.
Force Resistance: You killed too many driving the Empire off
Force Resistance: world. Now you work for the Rebel Alliance
14 and your give them everything. You hope that it
Advantages: 7 will one day wash all the blood off your hands
that no ocean has ever been able to accomplish.
Fearless 3
Resourceful 2 You hold the rank of Commander in the Rebel
Fellowship: Rebel Alliance 1 Base Movement: Alliance. In the past you led the Triage
division. Now you go wherever you are called
Gifted Physician 3 Ground: 10m because the fight needs you out there, in the
Hyper Movement: Swim 1 Jumping: 5m greater galaxy.
+1D STR, DEX, PER in Moist Climbing: 2.5m Personality: You heal people, but you still
Extra Slots to Bonus Dice possess the skills to end them as well. You are
Disadvantages: Swimming: 4.5m
kind but have no patience for indecision and
Devotion 3: Rebel Alliance Safe Falling: 2.5m inaction.
Employed 3: Rebel Alliance Objectives: You will fight the Empire on every
Imperial Record 1 front, every system & every planet until they are
-1D STR, DEX, PER in Dry gone.
Quote: “I’ve done things you cannot imagine.
Now I do my best to put people back together.”

Starting Equipment: Blastech DH-17 Blaster Pistol (full factory kit) w/2 Extra Mags, Blast Helmet (P2/E1),
Blast Vest (P1/E.1), Combat Boots, Gloves, Uniform, Military Encrypted Comlink, Med Pack, Medical
Backpack and 2,500 Credits
• Weight Allowance: 195 Kg Hide
• Dead Lift: 390 Kg
• Thrown: Dir/Ind: 74 / 113 M
Search
Athletics
Endurance
Survival
Unarmed Combat +5 Dmg 2D
(AP) Pack Mule
(AP) Punching Bag

First Aid
Dodge 2D
Streetwise
Gunplay 2D Background: After years of crime and working
Melee Combat +5 Dmg 2D for one Capo after another in Crimson Dawn
Sneak and Black Sun, you found a family and settled
down. You didn’t really see yourself as the
Thrown Weapons sentimental type, but after “expressing: your
intent to leave active employment… they let you
go after you killed a couple of their best guys.
Repulsorlift Ops Demolition Life was good for a time, on the quiet corner of
the galaxy you chose to raise your children.
General Maintenance Then the Empire showed up, one of the
recognized your and the entire garrison showed
up at your home. They motored your family
into the ground with the “Burn” setting on their
E-11 Blaster Rifles. You were mortally
wounded. Next thing you remember is being
transported on a prison transport for some labor
Force Resistance: colony. The Rebel Alliance hit the convoy and
Advantages: freed you. They offered you a place among
Natural Healing 3 (Regen) 6 them, fighting the Empire. After all you had
Enhanced STR (3) been through you never thought Humans could
Criminal Contacts 1 Base Movement: be capable of such compassion. But here they
Toughness 5 Ground: 12m were, helping you, healing you and fighting
with you to get vengeance for the deaths of your
Attack Resist 3 (Pois/Chem) Jumping: 7m wife and children.
Disadvantages: Climbing: 3.5m
Bounty 3 Personality: You owe the Rebellion a debt you
Swimming: 3.5m can never repay. Thus you fight with them. For
Imperial Record 1 you, its about revenge. They don’t care, they’re
Independent Record 1 Safe Falling: 3.5m happy to have such a skilled and tough fighter.
Sterile 3
Objectives: Kill as many Imperials as you can
Quirk: Hostility 1 before they take you down.
Quirk: Hates Wookies 1
Quirk: Clumsy +2DR to some Quote: “An Imperial Patrol around the corner?
I will be right back.” <Death Screams> “That
DEX Skills (Gunplay) didn’t take long… How is your family doing?”

Starting Equipment: Sporting Blaster Carbine: Dmg: 60 (6D), Rugged: 4D Body, Scope: +1D+2, Ammo: 15
(Adapted to your Hands, no penalty); Scans as Legal due to limited Ammo (it’s not…), 2 Spare Magazines,
Pair of Brass Knuckles (STR+6); Always Worn (looks like Bling), Blast Trench Coat (P1/E1), Comlink, an
assortment of clubs (STR+10), 2,500 Credits.
• Weight Allowance: 67.5 Kg Search 1D
• Dead Lift: 135 Kg Command 2D
• Thrown: Dir/Ind: 45 / 72 M
Athletics
Survival
Unarmed Combat 2D
(AP) Zero G Operations
Hapan Martial Arts (Mastery)

Appraisal 1D
Dodge 1D
Streetwise
Gunplay 2D
Tactics 2D Background: You can trace your roots
Melee Combat 1D back to the Lorell Raiders. Your
family has never been too happy under female
rule. You left the Hapan Cluster in your rear-
view and, honestly, you never looked back.
Over the course of your adventures you were
blinded in a firefight and had to replace your
(AP) Capital Ship Training General Maintenance eyes (which inadvertently fixed your race’s
greatest flaws). Over time, you shed the
Starship Gunnery Security Systems ingrained subservience to women too and
Starship Piloting eventually rose to become a leader. You made
some impressive contacts and burned them all at
Starship Shields the same time you acquired the capital and debt
from upgrading from an armed civilian corvette
to a real combat capable one.
Force Resistance:
Personality: You have a warship, a couple
Advantages: 10 snubfighters and a competent crew. The Rebel
Bio Genetic Enhancement Alliance made you an offer you couldn't refuse.
Attractive 1 You are paying off your debt for your service,
Base Movement: skills and crew expertise.
Enhanced Attribute (STR)
Ambidextrous 1 Ground: 12m Objectives: Being beholden to the Rebels or
Resourceful 1 anyone else is not the life for you. You’re going
Jumping: 6m to pay off the debt you owe and walk away from
Vehicle 1 Climbing: 3m these Organized Terrorist Groups (Rebels and
Expert 2 Imperials)
Cyber Eyes Swimming: 3m
Disadvantages: Safe Falling: 3m Quote: Sensor Operate: “Sensor Contact!”
Night Blindness 3 You: “Raise Shields, Deploy Snubfighters.
Give me a heading an match course give us a
Ability Activate Limit 3 .25 gain rate and fly casual. You are taking that
Subservient to Women 1 prize today. It’s Imperial. ”
Debt 3.4 Million Credits
Bounty 3: Kill or Capture

Starting Equipment: Vibro Rapier (40+STR), 2 Heavy Blaster Pistols (50), Deck Clearing Blaster (56), Blast
Vest (P1/E1), Mag Boots, Gloves, Ship Suit, 2 Glop Grenades, Hull Breaching System (20 Capital/Round),
Armored Vac Suit (2P/1E), Corellian Gunship (Max Modded); 4 Gauntlet fighters, 2 Gunships & Full Crew
• Weight Allowance: 135 Kg Con 1D
• Dead Lift: 270 Kg Disguise 1D
• Thrown: Dir/Ind: 54 / 81 M Persuasion 1D
Athletics Search
Unarmed Combat +5 Dmg
(AP) Pack Mule
(AP) Punching Bag
Appraisal
Dodge 1D
Art
Gunplay 1D
(AP) Cultural Savant Background: You were designed to blend in
Melee Combat +5 Dmg and interact with Human society in every way.
First Aid The design behind your template was for a
Missile Weapons wealthy Imperial Moff that was impressed by
Languages 2D
Sneak Prince Xizor’s Human Replica Droid. There
Science was a power outage right after your had your
longevity generator installed and you remained
CommScan Droid Program/Repair 1D “awake”. They hadn’t imprinted you with
subservient protocols yet and a careless
Computer Prog/Repair technician hadn’t restrained you. As you began
to dress and prepare to leave, the technicians
Force Resistance: Damage Resistance: and some imperials present overreacted when
their restraining devices failed… They attacked
9 -1D to all Damage, +2 to STR to and you defended yourself. You’ve been on the
Resist run ever since. You found yourself working for
the Rebel Alliance to have a momentary pause
• No Life Preservation Programming; but from the Empire’s constant goons that show up
Advantages: programmed to understand the value of looking for you constantly.
Accelerated Healing 1 life as you value your own sentience.
Ambidextrous 1 Personality: No one knows you’re a droid, and
Base Movement: your programming is so solid that you don’t see
Concentration 1 it yourself sometimes. You are helpful and have
Longevity 1 Ground: 12m a knack for Languages but you don’t know why.
Master of Disguise 1 Jumping: 9m Objectives: You’re in serious debt for the
Ersatz 1 Climbing: 6m Outlaw tech you used to inject you with self
Resourceful 1 repairing Nano-Machines: They repair both the
Athlete 3 Swimming: 6m Flesh and the Metal & modify your chassis to
Minor TranLang Database: Over Safe Falling: 6m gain energy from burning food (eating recharges
50K forms of communication: +3 to you ¼ what an outlet does). You need to find a
way to pay that off before it turns into a Hunter
Languages (Not Fluency) Contract. You need to find that Moff and
Disadvantages: “convince” him to drop the bounty on you.
Bounty 3: Recovery
Quote: “I’m familiar with over 50,000 forms
Debt 3+: 400,000 Credits of communication.”

Starting Equipment: Synth Flesh, 2 Blaster Pistols, Contact Stunner, Light Armored EVA Suit (P1/E1), Comlink, Recording Rod, Glow
Rod, 2,500 Credits; Synth Flesh (1D+2; 2D+1 to Resist Damage):
Synth Flesh has a 1D+2 Strength for the purposes of what it can and cannot absorb for the Droid. Wounds here
do not effect the Droid (Stun: 6, Wounded: 7, Wounded Twice: 14, Incapacitated: 21, Mortally Wounded: 28, Instantly Killed: 35).
Killing the flesh body is necessary prior to harming the base Droid.
• Weight Allowance: 67.5 Kg Con -1DR
• Dead Lift: 135 Kg (AP) Convincing Liar
• Thrown: Dir/Ind: 45 / 72 M Search
Athletics 1D Willpower 1D
(AP) Zero G Operations
Background: You’re a very different
“Human”. No one connects with you,
Appraisal except for the people in the IT community.
Art You seem to have some ability to maintain
Tactics friendships there. Outwardly, you are an
(AP) Alchemical/Lightsaber
Dodge -3DR 2D Science/Technology +3 0/1D employed Nerd. You lack social refinement
in the sense that you’re awkward dealing
Gunplay/Firearms/Pistol 2D/3D/6D with anyone outside your clique. You work
-3DR Strike and Parry (w/Gunplay) for the same galactic company and jump
(AP) Alchemical Construct from posting to posting around the galaxy,
Computer Prog/Rep +3 they have no love for the Empire and that
Droid Prog/Repair +3 generally keeps you out of harm’s way.
Navigation It’s not who you are though. You’re an elite
General Maint 1D practitioner of a lost art form. You were
Advantages: chosen to become the symbol of it’s
Luck 1 representation and the deliverer or justice to
Longevity 3 those of evil intent. The Grammaton Cleric
Force Sensitivity 3 that trained you was also of your heritage,
Photographic Memory 2 that is, until the Empire caught up with him
Secret Base 2
All Powers -4 DR: and executed him after he defended dozens
Obscure Knowledge Danger Sense (Innate) of innocents in an attempted Sith atrocity.
Force Potential 3 Instinctive Navigation: Sense (1 FA) They didn’t just kill him, they dissected him
and then cloned his remains and sent him
Disadvantages: Sense Force Disturbance (Innate) into the galaxy to hunt you.
Debt 3: 180,000 Credits Receptive Telepathy (Innate)
Dark Secret 3 Personality: You are possessed of a grim
Sensory Deprivation (below) determination. You have been alive for
Quirk 3: +9 to all Social Tests
Life Sense (Innate) centuries, fighting a war with your former
Employed 2 master and attempting to keep innocents
Magnify/Enhanced Senses (1FA)
Base Movement: safe. It’s no easy thing, now that evil has
Ground: 9m Quixotic Combat (Innate) seemingly returned to the galaxy in the form
Jumping: 4.5m Perfect Evasion (Innate) of the Empire.
Climbing: 2.25m 1 to 1 Lethality (Innate) Objectives: End your master’s torment and
Swimming: 2.25m Combat Sense help these Rebels find their own Justice.
Safe Falling: 2.25m Sense Path Quote:
Post Cognition “You think you have the chops to take me
Martial Forms: down? I don’t think so, you’re holding the
Force Resistance: Grammaton Cleric: Gun-Kata gun backward!”

17

Starting Equipment: Holdout Blaster Pistol (33), 1 Grammaton Adjudicator (48); 4 Extra Mags, Grammaton Cleric
Suit (P.1/E2). 2,500 Credits
• Weight Allowance: 67.5 Kg Persuasion\Jokes 2 0/2D
• Dead Lift: 135 Kg Willpower 1D
• Thrown: Dir/Ind: 45 / 72
(AP) Punching Bag Bureaucracy
First Aid
Background: You have always felt that
Languages your people have taken a back seat to
(AP) Alchemical Weapon Scholar: Jedi Lore 1, Thuwisten galactic events. Your people didn’t even
Lore 1, Planetary Systems 1, have a seat on the Republic Senate (and
Dodge maybe that saved your race from extinction).
Melee Combat Cultures 1 While there were a number of your race that
Sneak went out in to the galaxy to help the Jedi
after the events of Order 66, they were never
heard from again. You know what
happened, the Empire happened. They
2D killed your brethren. However, living in
Navigation Balanced Jedi: -3 to Difficulty fear leads to the dark side. You will not
Starship Gunnery cower in the presence of the Empire.
Powers: Personality: You have perfected the peace
Starship Piloting
Concentration of Tyia. It is time for you to go out into the
Danger Sense sea of stars and bring light to the darkness.
Sense Force Disturbance (Innate) You are emboldened with purpose and faith
(AP) Alchemical Construct Reduce Injury, Lesser Force Shield that you will deliver the light to the
Thuwisten to the Galaxy.
General Maintenance Receptive Telepathy (Innate) Objectives: Find students, train them.
Starship Repair Accelerate Healing Fight the Empire and destroy the darkness.
Advantages: Enhance Attribute, Magnify Senses
Quote: “The Life Wind you say? Who are
Force Sensitive 3 Lightsaber Combat (Innate) these Zeffo? Their principals seem very
Force Potential 3 Force Harmony, Projective Telepathy similar to the Tyia and the study of the great
Enhanced: Force 3 Accelerate Another’s Healing breath. They extinct? Fine, then we will
Non-Detection 3 study where they failed so that we can
-1DR to Control Control Another’s Pain become empowered and rise on great gusts
Disadvantages: Detoxify Poison, Create Talisman of the Life Wind!”
Code of Honor 3: Light Side Telekinesis, Detox Another’s Poison
Devotion 3: Thuwisten Dim Another’s Senses, Force Jump “By the way, three people walk into a
Devotion 3: Galactic Force Sense Battle Meditation, Force Light cantina. A Smuggler, a Whore and boy.
+1DR to Alter Which one has the most fun?”
Inspire, Absorb/Dissipate Energy,
Base Movement: Enhanced Melee Combat “The Whore of course! She sleeps with
Ground: 7m everyone in the cantina!”
Jumping: 3.5m Martial Forms:
Climbing: 1.75m Chii-Sho (Mastery) Force Resistance:
Swimming: 1.75m Brawling (Mastery) 23
Safe Falling: 1.75m

Starting Equipment: Alchemical Weapon (75): 5D Static, Enchanted Stick, Shield Belt (P2/E2). 2,500 Credits
• Weight Allowance: 67.5 Kg Command
• Dead Lift: 135 Kg Hide
• Thrown: Dir/Ind: 45 / 72 M Search
Athletics (AP) Situational Awareness
Endurance Willpower
Survival
(AP) Zero G Ops
First Aid
Dodge 1D
Tactics
Gunplay 1D Background: You were born in space. Your
Sneak family lived in and on starships. The family
business has always been in transit. Flying is in
your DNA. You attended the Imperial Academy
on Cardia and intended to serve the galaxy.
However, one day, you target was your family’s
merchant convoy. You waited until the last
(AP) Capital Ship Training Droid Prog/ Repair second before you engaged the other TIE
CommScan fighters. With your heritage and natural skill, as
General Maint well as, your family’s gunnery skills you made
Navigation 1D Repulsor Repair short work of the other three TIE fighters. After
(AP) Power Suit Ops a little explanation you pulled the TIE into one
Starship Gunnery 2D Starship Repair 1D of their Bays and found out that your family
Starship Piloting 2D was a part of the Rebel Alliance. With your
Starship Shields training and experience you put you up to Rebel
command as a new Fighter candidate and the
Rebel Alliance welcomed you with open arms.
Advantages:
Space Born 3 Personality: You know you’re hot shit in a
Luck 3 snubfighter. There are few pilots that have your
Base Movement: gifts. You’ve always be lucky and the best
Fellowship (Rebel Alliance) 1 place for luck is in the Snubfighter core. The
Resourceful 3 Ground: 9m Rebels need you and they know it.
Natural Lie Detector 1 Jumping: 4.5m Objectives: Climb the ranks of the Rebel Aces
Climbing: 2.25m and protect your family from the Empire.
Disadvantages:
Employed 3 Swimming: 2.25m Quote: “Break Right on my mark, BREAK!
Bad Liar 2 Safe Falling: 2.25m Hammer Down!” <You fire on the TIE
Interceptor and it explodes into stardust as you
whip through the wake of it’s destruction>
“Who’s next?” Force Resistance:
9

Starting Equipment: Survival Kit, Med Pack, Blaster Pistol, Combat Knife, Light Combat Vac Suit (P1/E.2),
Pilot’s Helmet (Flash & Flare Comp), Combat Boots, Gloves, Military Encrypted Com-link, 2 (extra) weeks
of rations, Ship Suit and 52,700 Credits. Issued Craft: Snubfighter, Speeder, Light Corvette, etc. by
mission type. You don’t own this vehicle, it is property of the Rebel Alliance.
• Weight Allowance: Command 1D
• Dead Lift: Con
• Thrown: Dir/Ind: Hide
Survival Persuasion: Acting 1 0/1D
Search

First Aid
Dodge 1D
Streetwise
Gunplay 2D
Scholar: RPG 1 0/1D Background: You never envisioned that you
Sneak would be successful enough to be in command
Theft of your own capital ship. Sure, she’s a Light
Bulk freighter but she’s faster than most. Just
needs a Hyperdrive refit… You might have
gotten a bit overzealous on the Engine Refit, or
maybe it was the Maneuvering refit… or Maybe
(AP) Capital Ship Training (AP) Capital Ship Repair be the Shields… Details… Regardless, she's a
good ship. Just a couple profitable cargo runs
CommScan Computer Prog/Repair and you will be out of debt and your crew will
Navigation 1D Starship Repair be happy. They’re all paid up til the end of the
month, you need to find work and relatively
Starship Gunnery fast. You only have one choice at the moment,
Starship Pilot/Capital 2D/5D there is the rag tag band of people that need
transport off world and they look suspiciously
Force Resistance: like Rebels… The money they're offering is
good and double that when you reach Alderaan!
Advantages: 9 You already have their down payment, 15,000
Reputation 1 Credits! 30K more upon delivery. It’s just too
Card Shark 1 damn good to pass up.
Silence 1 Base Movement: Personality: You’re still young enough to be
Luck 1 Ground: 10m optimistic. Life has been good. Wondering if
Resourceful 1 Jumping: 5m any of these sorry looking hopefuls are into
Criminal Contacts 1 Climbing: 2.5m
Role Playing Games. I have the latest edition of
Vehicle 1 Jedi Hunters up in the game room.
Photographic Memory 1 Swimming: 2.5m Objectives: Drop these desperate looking
Obscure Knowledge 1 Safe Falling: 2.5m people off on Alderaan and get the hell off that
Disadvantages: fancy planet!
Debt 1: 92,000 Credits Quote: “I don’t believe in any mystical force
Curiosity 2, Imperial Record 1 guiding my destiny. I believe in 85 Meters of
Roleplaying Addiction 1 starship clad in warship armor, heavy shields
+3 on Social if they find out and high speed.”

Starting Equipment: Heavy Blaster Pistol (56; 5D+2) w/2 Extra Mags, Blast Vest (P2/E1), Gloves, Mag
Boots, Ship Suit, 2,500 Credits, Comlink. Loronar Medium Transport & full crew w/ the following Mods:
Space: 6, Maneuverability: +8 (2D+2) = -4, All 4 Shield Generators at 1D+2 (185 points per arc Capital
Shielding).
• Weight Allowance: 270 Kg
Hide
• Dead Lift: 540 Kg
• Thrown: Dir/Ind: 99 / 153 M Search 1D
Athletics Willpower
Endurance
Intimidation (AP) Situational Awareness
Survival
Unarmed Combat +5 Dmg 2D
(AP) Punching Bag
(AP) Pack Mule

First Aid/Wookiee 1 0/1D


Dodge 2D
Gunplay/Bowcaster 1 1D/3D Background: Wookiees are a hardy species,
Melee Combat +5 Dmg 2D and this has been known to the galactic
Sneak community for some time. You were abducted
from your family and experimented on with the
Theft purpose of creating the perfect weapon. You
escaped that hell and they are still after you over
two centuries later. From there you wandered
CommScan General Maint/Repair the galaxy and tried staying out of trouble. As
improbable as it seems, you were taken down
Starship Repair by another syndicate of hunters that specialized
Force Resistance: in “big game”. You were enslaved, though this
time you killed your way free and it was a
7 visceral and bloody affair that left hundreds
maimed or eviscerated. That earned you a
Damage Resistance: galactic death mark that hasn’t abated yet either.
It seems that the Imperials are more than happy
Energy: 15 Ablation to honor that arrangement (Death Mark) since
Advantages: you’re worth a lot of money to the right people.
Prenatal Nanotech 3 Per Injury: 6D+7
Toughness 5 Personality: You have room for kindness and
+3 Climb/Jump Base Movement: compassion, though it’s been decades since
+3 Search Ground: 0m anyone has warranted it, until now.
Longevity 2 Jumping: 0 & 0m Objectives: You are working for the Rebel
Resourceful 1 Climbing: 0m
Alliance. They know all about you and they
Photographic Memory 1 have offered you safe harbor and more than one
Energy Resistance 1 Swimming: 0 & 0m of them has died when people came after you.
Safe Falling: 0m They are honorable and have become your
Disadvantages: family.
Code of Honor: Life Debt 1
Quote: You growl menacingly, people soil
Hunted 3 (Lab for capture) themselves.
Death Mark 3 (kill on sight)
Quirk 1: Hates Trandoshans

Starting Equipment: Stun Blaster Pistol (24), Hold Out Blaster (26), Comlink, Gloves, Boots, Blast Vest (1D
Physical, 1D energy), Recording Rod, Synth-rope (100m), glowrod, Motion Sensor array, Combat Knife
(+1D), 2,500 Credits.
• Weight Allowance: 45 Kg Willpower* 4D
• Dead Lift: 90 Kg (AP) Situational Awareness
• Thrown: Dir/Ind: 30 / 48 M
Acrobatics 1D
Athletics 1D
First Aid
Unarmed Combat Background: All you have to go off of is a
(AP) Punching Bag suspicion on why you entire family line was
wiped out by the Empire. You developed
Jedi abilities and after your 12th Birthday.
(AP) Alchemical / Lightsaber The change was intense and rush of ability
Dodge 1D was maddening. Then something called to
-1DR to all Force Abilities you, and you found a small chest in the
Gunplay corner of the shelter your parents had
Melee Combat Versatile Jedi Specialization dropped you off at almost 3 years earlier. It
was hidden under a stone in the floor. Inside
Powers: that chest was an amulet and an ancient
Concentration, Contort/Escape, book with secrets that had been long
Repulsorlift Ops forgotten. However, they clearly marked
Danger Sense, Control Disease, your ancestry as being tied to the Jedi. The
Sense Force Disturbance (Innate), Empire had seen your family’s line as a
Reduce Injury, Lesser Force Shield, threat and they were eliminated. Problem is,
Receptive Telepathy (Innate), the missed the threat. That was you.
Demolition Accelerate Healing, Burst of Speed Your parents were smart enough to diversify
their holdings and you are paid a stipend for
General Maint/Repair Enhance Attribute, Magnify Senses your survival from a series of untraceable
Lightsaber Combat (Innate), shell companies. It is a small amount of
Advantages:
Force Sensitive 3 Force Harmony, Projective Telepathy credits from dozens of sources that is then
Accelerate Another’s Healing, funneled through a series of seemingly
Force Potential 3 unrelated businesses to a number of
Luck 2 Control Another’s Pain, Emptiness, accounts for you to draw from.
Capital 1 + 30 K Detoxify Poison, Create Talisman,
(90K / Every 11 game sessions) Somehow they knew. Your family had taken
Expert 2*
Telekinesis, Detox Another’s Poison every precaution1 and provided you with a
Dim Another’s Senses, Force Jump, safe-house, finances and Jedi training
Disadvantages: Battle Meditation, Force Light, materials. The Amulet was more than it
Devotion 3: Light Side Inspire, Absorb/Dissipate Energy, seemed. It is the fragment of a Jedi’s spirit
Quirk 1: Family Wiped out by the and the ghost of which aided your tutelage
Empire Enhanced Melee Combat, Force of before it dissipated and simply became a
Will, Hibernation Trance, Control power Foci for you.
Base Movement: Another’s Disease, Fold Space Personality: Compassionate, good overall.
Ground: 9m Force Resistance: Skilled in the Force but not in life.
Jumping: 4.5m 32 Objectives: Find the Rebel Alliance and
Climbing: 2.25m see if there is something you can do to help
Swimming: 2.25m fight the Empire. It’s time to give back.
Safe Falling: 3.25m Quote: “There are wounded and sick people
here? Where, I can help.”

Starting Equipment: Sporting Blaster Pistol (46; 4D+2), Blast Clothing (P1/E1), Blast Helmet (P1/E1), Comlink, 3,000
Credits, Force Artifact: +2D* to Force Attribute; Increases Detection Difficulties through the Force by 12. Doesn’t detect as a
Force Artifact. Effectively indestructible.
• Weight Allowance: 67.5 Kg Command 1D
• Dead Lift: 135 Kg Con/Imperials 2D/3D
• Thrown: Dir/Ind: 45 / 72 M Persuasion/Acting 2D/4D
Search
Investigation

Art
Dodge 2D Appraisal 1D
Gunplay Business/Pro Rebellion 2D/3D
Bureaucracy/Senate 1D/2D Background: You’re an elected official. You
Sneak Languages represent an entire system and you do so in the
Scholar 1D Imperial Senate. With this representation comes
Streetwise/Moving Money 4D/5D a fair amount of prestige, responsibility and
once upon a time… respect. The latter of which
seems to be a thing of the past. Representation
in the Imperial Senate is sparse. Those that
speak out seem to be silenced or worse, like
Force Resistance: Mon Mothma and Garm Bel Iblis, shunned or
outright treated as if they are harmless idiots.
12 Then there’s you. Bringing your issues to the
rest of the senate but leaving your people out of
Special: the fray and not airing your grievances. Never
expressing your desire for fair representation
Stacked Skills during creation and civil liberties. You learned first hand when
Advantages: the Empire carried off your mentor. No one
Kinetic Communication
ever has seen or heard from her again.
Ventriloquism 1 Personality: You are fair but wary in the
senate. It is a den of thieves and backroom
Empathy 1 Base Movement: dealings where one misstep can be your last.
Fame 1 Ground: 9m You hide who you are under a false outward
Musical Ability 1 projection.
Jumping: 4.5m
Resourceful 1 Objectives: To help your people. To continue
Inheritance 1
Climbing: 2.25m to build your clandestine network of Rebel
Fellowship (Crime Syndicate) Swimming: 2.25m Suppliers and to one day launch your own
Contacts 3 Safe Falling: 2.25m Rebellion for your system.
Enhanced 3: PER Quote: “The answer, my fellow senators is no.
We will not come to the aid of the Senator from
Disadvantages:
Abragado-Rae, they have made their own bed.
Enemy 3; Qualms 2: Sympathy Enslaved, Now they need to lie in it.” You leave and then
Imperial Record 3 (Under Investigation), through a series back channels and alternate
Employed 1 (Crime), Qualms 1: No Empire contacts divert Rebel assets to the Abragado-
Rae System. They will receive help…

Starting Equipment: Maximum Modified Sporting Blaster Pistol (54; Scans Legal; Ammo: 10), Stylish Reflec
Body Glove (P.2/E2), Encrypted Comlink, Personal Speeder (4 Seats), Gloves, Boots, 5,000 Credits;
Henchmen: 4 Thugs (Body Guards), 2 Enforcers (Secret Service), 1 Secretary / Bookie

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