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Star Wars D6 RPG Clone Wars Sourcebook

Star Wars D6 RPG Clone Wars Sourcebook

version: 7 Jun 2005
All material herein property of Lucasfilm Ltd. This is an unauthorized work.

Table of Contents

Characters................................... 3
Droids...................................... 31
Vehicles..................................... 35
Starfighters................................... 49
Starships.................................... 60
Equipment................................... 68
Alien Races................................... 70

Characters

Count Dooku

Count Dooku
DEXTERITY 2D+2
Dodge 7D+1, Brawling Parry 6D+1, Lightsaber 11D+2, Melee Combat 7D+1, Melee Parry 7D
KNOWLEDGE 3D+2
Bureaucracy 9D+1, Business 5D+1, Intimidation 8D+2, Languages 5D+2, Planetary Systems 6D, Scholar (Jedi lore) 8D, Scholar (Sith lore) 5D+2, Willpower 7D
MECHANICAL 3D
Space transports 5D
PERCEPTION 3D+2
Bargain 5D+2, Command 7D, Con 5D+2, Persuasion 8D+2
STRENGTH 2D+1
Brawling 8D, Climbing/Jumping 4D+2, Stamina 4D
TECHNICAL 2D+2
Computer prog/repair 4D, Lightsaber repair 5D+1, Security 3D+1
Control 12D
Alter 10D
Sense 13D+1
Force Skills:
Control: absorb/dissipate energy, accelerate healing, concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance, rage, reduce injury, remain conscious, resist stun
Sense: combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy, sense Force, shift sense
Alter: injure/kill, telekinesis
Control and Sense: farseeing, lightsaber combat, projective telepathy
Control and Alter: control another's pain, feed on dark side, Force lightning, inflict pain
Sense and Alter: dim other's senses, Force wind
Control, Sense and Alter: affect mind, battle meditation, control mind, telekinetic kill
Force Sensitive: Yes
Force Points: 17
Dark Side Points: 24
Character Points: 31
Move: 10

Credit: Kinn Kundo, SWRPGNETWORK.COM

Obi-Wan Kenobi (As of Episode II)

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

Credit: Kinn Kundo, SWRPGNETWORK.COM

Barriss Offee

Barriss Offee
DEXTERITY 3D
Brawling parry 4D+2, Dodge 5D+1, Lightsaber 7D+2, Melee combat 4D+2, Melee parry 4D+1
KNOWLEDGE 2D+2
Alien species 3D+2, Languages 4D, Planetary systems 4D, Planetary systems (Mirial) 5D+1, Scholar (Jedi lore) 4D+1, Willpower 4D+2
MECHANICAL 3D+1
Repulsorlift operation 4D
PERCEPTION 3D
Persuasion 4D, Search 4D
STRENGTH 2D+1
Brawling 4D+1, Climbing/jumping 7D+1, Stamina 3D+1, Swimming 4D
TECHNICAL 3D+2
Computer prog/repair 4D+1, First aid 7D, Lightsaber repair 5D+1, Security 4D
Control 5D+1
Sense 5D
Alter 3D+1
Force Skills:
Control: accelerate healing, concentration, control disease, control pain, emptiness, enhance attribute, force of will, hibernation trance
Sense: combat sense, danger sense, life detection, life sense, receptive telepathy, sense Force
Alter: telekinesis
Control and Sense: lightsaber combat, projective telepathy
Control and Alter: accelerate another's healing, control another's disease, control another's pain
Control, Sense and Alter: affect mind
Force Sensitive: Yes
Force Points: 5
Character Points: 12
Move: 10
Equipment: Lightsaber (5D), Mirialan-style Jedi robes

Credit: Kinn Kundo, SWRPGNETWORK.COM

Aayla Secura

Aayla Secura
DEXTERITY 3D+1
Blaster 6D, Brawling parry 4D+1, Dodge 6D, Lightsaber 7D+2
KNOWLEDGE 3D
Languages 5D, Planetary systems (Ryloth) 4D+2, Scholar (Jedi lore) 4D+1, Streetwise 4D
MECHANICAL 2D+1
Astrogation 3D, Communications 3D, Repulsorlift operation 3D, Space transports 4D+2, Starship gunnery 3D+2
PERCEPTION 4D
Search 4D+1, Persuasion 5D
STRENGTH 2D+1
Brawling 3D+1, Climbing/jumping 4D+1, Stamina 4D+1
TECHNICAL 3D
Lightsaber repair 3D+1, Security 4D
Control 3D
Sense 2D+1
Alter 3D+1
Special Abilities:
Lekku: Twi'leks can use their head tails to communicate in secret with each other.
Force Skills:
Control: concentration, control pain, enhance attribute, hibernation trance, remain conscious
Sense: combat sense, danger sense, life detection, life sense, receptive telepathy, sense Force
Alter: telekinesis
Control and Sense: lightsaber combat
Control, Sense and Alter: telekinetic kill
Force Sensitive: Yes
Force Points: 5
Dark Side Points: 2
Character Points: 17
Move: 10
Equipment: Lightsaber (5D), Twi'lek Jedi robes, Delta-7 starfighter

Credit: Kinn Kundo, SWRPGNETWORK.COM

Luminara Unduli

Luminara Unduli
DEXTERITY 3D
Brawling parry 5D+2, Dodge 7D, Lightsaber 9D+2, Melee combat 5D+1, Melee parry 5D+1
KNOWLEDGE 3D
Alien species 5D, Bureaucracy 3D+2, Cultures 4D, Languages 4D+1, Planetary systems 4D, Planetary systems (Mirial) 5D+2, Scholar (Jedi lore) 4D+2, Willpower 5D
MECHANICAL 2D+2
PERCEPTION 3D
Persuasion 5D, Sneak 5D
STRENGTH 3D
Brawling 5D+1, Climbing/jumping 6D+2, Stamina 4D+1, Swimming 4D+1
TECHNICAL 3D+1
Computer prog/repair 4D, First aid 4D+1, Lightsaber repair 5D+1, Security 3D+2
Control 6D+2
Sense 7D
Alter 9D
Force Skills:
Control: accelerate healing, concentration, control pain, emptiness, force of will, hibernation trance, reduce injury, remain conscious
Sense: combat sense, danger sense, life detection, life sense, receptive telepathy, sense Force
Alter: telekinesis
Control and Sense: farseeing, lightsaber combat, projective telepathy
Control and Alter: control another's pain
Sense and Alter: dim other's senses
Control, Sense and Alter: affect mind
Force Sensitive: Yes
Force Points: 9
Character Points: 20
Move: 10
Equipment: Lightsaber (5D), Mirialan-style Jedi robes

Credit: Kinn Kundo, SWRPGNETWORK.COM

Shaak Ti

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

Credit: Kinn Kundo, SWRPGNETWORK.COM

Saesee Tiin

Saesee Tiin
DEXTERITY 2D+2
Blaster 4D+1, Brawling parry 6D, Dodge 6D+1, Lightsaber 9D+2, Melee combat 5D+1, Melee parry 5D+1
KNOWLEDGE 2D+1
Alien species 4D+1, Languages 3D+2, Planetary systems 5D, Scholar (Jedi lore) 4D+2, Tactics (starfighters) 6D+1, Willpower 4D+2
MECHANICAL 4D+1
Astrogation 7D, Communications 5D, Repulsorlift operation 5D+1, Sensors 5D+1, Space transports 6D, Starship gunnery 8D+1, Starship shields 6D+1, Starfighter piloting 8D+1
PERCEPTION 3D
Command 5D, Persuasion 4D
STRENGTH 2D+2
Brawling 6D+1
TECHNICAL 3D
Computer prog/repair 4D+2, Droid repair 4D+2, Lightsaber repair 5D, Security 4D, Starfighter repair 5D+1
Control 8D+2
Sense 11D
Alter 6D+2
Force Skills:
Control: absorb/dissipate energy, accelerate healing, concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance, remain conscious, remove fatigue
Sense: combat sense, danger sense, instinctive astrogation, life detection, life sense, magnify senses, receptive telepathy, sense Force
Alter: telekinesis
Control and Sense: farseeing, lightsaber combat, projective telepathy
Control and Alter: control another's pain
Sense and Alter: dim other's senses
Control, Sense and Alter: affect mind
Special Abilities:
Precognition: All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.
Force Sensitive: Yes
Force Points: 10
Character Points: 21
Move: 10
Equipment: Lightsaber (5D), Jedi robes, Delta-7 Aethersprite

Credit: Kinn Kundo, SWRPGNETWORK.COM

Ki-Adi-Mundi

Ki-Adi-Mundi
DEXTERITY 2D+2
Brawling parry 5D+1, Dodge 5D+1, Lightsaber 8D+1, Melee combat 5D+2, Melee parry 5D+2
KNOWLEDGE 3D
Alien species 4D+2, Cultures 5D, Languages 4D+2, Planetary systems 4D+1, Planetary systems (Cerea) 6D+1, Scholar (Jedi lore) 5D+2, Willpower 5D
MECHANICAL 3D
Repulsorlift operation 4D, Space transports 5D, Starship gunnery 5D
PERCEPTION 3D+2
Investigation 4D+1, Persuasion 5D
STRENGTH 2D+2
Brawling 5D+1, Climbing/jumping 4D, Stamina 4D
TECHNICAL 3D
Computer prog/repair 4D, Lightsaber repair 5D, Security 3D+2, Space transport repair 4D
Control 8D+2
Sense 7D+1
Alter 6D+2
Special Abilities:
Initiative Bonus: Cereans gain a +1D bonus to all initiative rolls.
Force Skills:
Control: accelerate healing, concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance, remain conscious, resist stun
Sense: combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy, sense Force
Alter: telekinesis
Control and Sense: lightsaber combat, projective telepathy
Control and Alter: control another's pain
Sense and Alter: dim other's senses
Control, Sense and Alter: affect mind
Force Sensitive: Yes
Force Points: 10
Dark Side Points: 1
Character Points: 20
Move: 10
Equipment: Lightsaber (5D), Jedi robes.

Credit: Kinn Kundo, SWRPGNETWORK.COM

Kit Fisto

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

Credit: Kinn Kundo, SWRPGNETWORK.COM

Anakin Skywalker (As of Episode II)

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

Credit: Kinn Kundo, SWRPGNETWORK.COM

Mace Windu

Mace Windu
DEXTERITY 3D+1
Brawling parry 9D+1, Dodge 9D+1, Lightsaber 13D, Melee combat 8D+2, Melee parry 8D, Running 5D
KNOWLEDGE 3D+2
Alien species 5D+2, Bureaucracy 5D+1, Intimidation 9D+2, Languages 5D+1, Planetary systems 5D+1, Planetary systems (Coruscant) 8D, Scholar (Jedi lore) 9D, Survival 5D, Willpower 5D+2
MECHANICAL 2D+2
Repulsorlift operation 4D, Space transports 4D, Starship gunnery 5D
PERCEPTION 3D+1
Bargain 5D, Command 7D, Con 5D, Con (disguise) 7D, Persuasion 7D+2, Sneak 5D
STRENGTH 3D
Brawling 8D, Climbing/jumping 7D+1, Stamina 5D
TECHNICAL 2D
Computer programming/repair 3D+2, Lightsaber repair 4D+2, Security 3D
Control 11D+1
Sense 14D+1
Alter 10D
Force Skills:
Control: absorb/dissipate energy, accelerate healing, concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance, reduce injury, remain conscious, remove fatigue, resist stun
Sense: combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy, sense Force
Alter: injure/kill, telekinesis
Control and Sense: farseeing, lightsaber combat, projective telepathy
Control and Alter: accelerate another's healing, control another's pain, return another to consciousness
Sense and Alter: dim other's senses, lesser Force shield
Control, Sense and Alter: affect mind, enhanced coordination, Force harmony
Force Sensitive: Yes
Force Points: 12
Character Points: 41
Move: 10
Equipment: Lightsaber (5D), Jedi robes

Credit: Kinn Kundo, SWRPGNETWORK.COM

Captain Typho

Captain Typho
DEXTERITY 3D+1
Blaster 6D+1, Brawling parry 5D+1, Dodge 6D, Grenade 4D, Melee combat 5D+1, Melee parry 5D+1
KNOWLEDGE 2D+2
Intimidation 4D+1, Languages 3D+1, Planetary systems 4D, Planetary systems (Naboo) 6D, Survival 4D+1, Tactics (squads) 4D
MECHANICAL 3D
Repulsorlift operation 4D, Starship gunnery 4D+2, Starfighter piloting 4D+1
PERCEPTION 3D
Command 5D, Investigation 4D+1, Search 4D+1
STRENGTH 3D+1
Brawling 5D+1, Stamina 4D+1
TECHNICAL 2D+2
Computer prog/repair 3D+1, First aid 3D+2, Security 3D
Force Sensitive: No
Force Points: 1
Character Points: 11
Move: 10
Equipment: Heavy blaster pistol (5D, ascension gun), light armor (+1D/+1)

Credit: Kinn Kundo, SWRPGNETWORK.COM

Darth Sidious

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

Credit: Kinn Kundo, SWRPGNETWORK.COM

General Grievous

Jedi General Daakman Barrek first reported Grievous' frightening form on the industrial world of Hypori, where Grievous laid waste to almost all of Barrek's forces.

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

When the greedy corporate titans and the disenfranchised systems of the galaxy pooled their resources together to leave the aging Galactic Republic behind, they became the Confederacy of Independent Systems. Their military assets formed a droid army of seemingly limitless size—a weapon that needed a military mastermind to wield effectively.

From within the ranks of the Confederacy came General Grievous, a brilliant strategist unhindered by compassion or scruples. His lightning strikes and effective campaigns caused his reputation to grow in the eyes of a frightened Republic. To many, he eclipsed the threat posed by Count Dooku, the charismatic leader of the Confederacy's political battlefields—Grievous was the face of the enemy.

A twisted melding of flesh and metal, General Grievous' body is a deadly weapon forged by the cutting edge developers of the Confederacy. Within the hardened carapace beats the heart of a remorseless killer. Grievous hunted Jedi for sport and proudly displayed his victims' lightsabers around his belt as trophies of his conquests. His unorthodox fighting form and mechanical enhancements gave him an edge in close-quarters combat, and his strategic ingenuity and flawless cunning rendered him almost invincible against the Jedi.

In the final stages of the Clone Wars, Grievous orchestrated a daring strike against the heart of the Republic. His flagship led a fleet of massive warships to Coruscant, where an immense battle raged in the upper atmospheres of the capital world. The fighting had gone on long enough—one way or another, this strike would lay the foundation for the end of the war. Grievous was determined to be victor, and hoped to add the lightsabers of the most famous Jedi warriors—Skywalker and Kenobi—to his grisly collection.

Though Grievous orchestrated many campaigns from sheltered bunkers, he was not afraid to fight alongside his soulless troops in the frontlines of the battlegrounds.

General Grievous
DEXTERITY 6D
Dodge 10D, Brawling Parry 10D, Lightsaber 20D, Blaster 9D
KNOWLEDGE 3D
Tactics 8D, Intimidate 12D, Planetary Systems 6D
MECHANICAL 2D
Astrogation 6D, Ground Vehicle Operation 9D, Repulsorlift Operation 8D, Space Transports 7D, Starfighter Piloting 9D, Starship Weapons 8D, Starship Shields 6D
PERCEPTION 6D
Command; Confederacy 8D, Hide 7D, Search 10D, Sneak 7D
STRENGTH 6D
Brawling 12D, Climbing/Jumping 11D, Stamina 9D
TECHNICAL 3D
Droid Programming 6D, Droid Repair 8D, Security 8D
Force Sensitive: No
Force Points: 4
Dark Side Points: 18
Character Points: 12
Move: 12
Special Abilities:
Four Arms: General Grievous' arms can split from their default configuration into a set of four arms, which allow him to wield four weapons at once.
Ultrasonic Vocabulator: Grievous has a vocabulator system which can communicate in ultrasonics, allowing him to issue commands to droids unknown to organics.
Magnetised Talons: Grievous' feet end in a set of magnetised talons, which can magnetically adhere to metal surfaces such as starship hulls. The talons are also razor sharp (Strength+2D Damage) and can be used for climbing or gaining purchase on slippery or sheer surfaces. His feet can also be used interchangeably with his hands, allowing him to walk on his hands while wielding weapons with his feet, or to stand on a single foot while wielding weapons in his hands and other foot.
Heuristic Combat Programming: Grievous' brain is enhanced to allow him to control his cyborg body, as well as to allow him to combat his chosen enemy, the Jedi. This programming allows him to wield four weapons at no disadvantage (first four actions are taken at no penalty), making him a fearsome warrior.
Cybernetically Enhanced Eyes: Although Grievous has his natural Kaleesh eyes instead of photoreceptors, these are enhanced, allowing him to see in the dark (+2D to search in darkness), and including macrobinocular features.
Armorplast Plating: Grievous is covered with armour plates, making him heavily resistant to damage (+1D vs Damage), although obviously even this is not enough to make him totally resistant to a Lightsaber-wielding Jedi Knight.
Equipment: Blaster Pistols (4D damage), Multiple Lightsabers (5D damage)

Credit: FreddyB, rpggamer.org

Asajj Ventress

Asajj Ventress
DEXTERITY 4D
Blaster 5D, Brawling Parry 6D, Dodge 8D, Lightsaber 7D, Melee Combat 7D, Melee Parry 6D, Thrown Weapons 7D
PERCEPTION 5D
Bargain 6D, Command 8D, Con 6D, Hide 8D, Persuasion 6D, Search 7D, Sneak 8D
KNOWLEDGE 2D
Intimidation 5D, Languages 6D, Planetary Systems 4D, Streetwise 6D, Survival 4D, Tactics 7D, Willpower 5D
STRENGTH 3D
Brawling 6D, Climbing/Jumping 6D, Stamina 4D, Swimming 5D
MECHANICAL 3D
Starfighter Piloting 7D, Starship Gunnery 6D, Starship Shields 5D, Beast Riding 4D, Astrogation 6D, Repulsorlift Operation 6D, Sensors 5D
TECHNICAL 2D
Demolitions 4D, First Aid 5D, Medicine 3D, Security 6D
Control 5D
Sense 5D
Alter 4D
Force Powers: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Detoxify Poison, Reduce Injury, Remain Conscious, Resist Stun, Life Detection, Life Sense, Magnify Senses, Telekinesis, Lightsaber Combat, Affect Mind, Enhance Attribute, Rage, Combat Sense, Danger Sense.
Force Sensitive: Yes
Force Points: 12
Dark Side Points: 14
Character Points: 18
Move: 12
Equipment:
Twin Lightsabers (curved handles, Red Blade, 5D Damage)
Armoured Robes (+1 Vs Energy Damage, +2 Vs Physical Damage)
FanBlade Starfighter

One of the most deadly and tragic opponents to emerge from the battlefields of the Clone Wars was Asajj Ventress, a disciple of the dark side and sworn enemy of the Jedi. A lifetime of enduring cruel hardships had purged any compassion from her cold heart, and a fierce survival instinct forged in the ceaseless dangers of her bloody homeworld kept her on the dark path.

Much of her past remains shrouded in mystery. Ventress hails from Rattatak, a barbaric world where violent bloodshed is a daily occurrence. The primitive planet is far from the Republic borders, and is ruled by brutal warlords who constantly battle for domination. A warlord named Osika Kirske murdered Asajj's parents when she was very young. Somehow, a young Jedi named Ky Narec came to be stranded on this forsaken world. Cut off from the Jedi Council, Narec discovered Asajj and took it upon himself to train the Force-strong orphan. The two quickly became heroes, vanquishing many warlords, ending wars, and uniting armies until Kirske conspired with the remaining warlords to retaliate. They succeeded in killing Narec before he could complete Asajj's training.

As a result, she had the skills of the Jedi combined with a raw, unfocused talent in the Force. She never controlled her instinctual fury, and when her master died, she developed a hatred for the Republic that had abandoned her mentor, and had ignored the atrocities of Rattatak.

Asajj's rage fueled her power, and she clawed her way up to a position of authority on the lawless world of Rattatak. She conquered and imprisoned most of the remaining warlords, including Osika Kirske, whom she would eventually kill. She could best any of the monstrous combatants in the gladiatorial games held regularly on the world. Shortly after the outbreak of the Clone Wars, Count Dooku came to Rattatak, looking for another world to add to the Separatist fold. What he found instead was far more promising.

Ventress' raw talent and fierce determination impressed Dooku. The charismatic leader of the Confederacy was able to recruit the young warrior by appealing to her disgust with the Jedi and the Republic. Dooku confirmed Ventress' bitter ideas that the Jedi had abandoned their ethics and convictions. Ventress proved her skills by challenging Dooku to a duel. Though Dooku won the sparring contest, he invited Ventress to accompany him back into the Confederacy as a personal protégé.

Though Ventress longed to identify herself as a Sith, she did not receive Sith training. While Dooku helped hone her talents, he taught her none of the knowledge unique to the Sith. Her skills were a combination of incomplete Jedi training coupled with her own techniques. Her raw talents and bottomless well of anger and pain bolstered her dark side abilities. Giving into her rage granted her further powers.

Ventress proved to be a cunning military mastermind, and Dooku made her a commander within the Separatist army. One of her first assignments was disrupting a meeting between Jedi Master Mace Windu and a group of dissident Jedi. Dooku had no compunctions about exploiting and lying to Asajj to meet his ends. He told her that Windu was responsible for the abandonment of her former Jedi mentor. Asajj did battle with Windu on the moon of Ruul, and though Asajj was forced to flee the fight, Windu came to realize that a new and dark menace to the Jedi was at large.

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

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

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

Anakin followed Asajj through hyperspace to the ancient Sith temples of Yavin 4. Anakin continued his pursuit on foot, aided by clone troopers. Using the Force, Asajj whittled away the clone trooper guards, and then began a stunning lightsaber duel with Anakin. So skilled was she, Asajj even proved to be a challenge to the fabled Chosen One of Jedi legend. To defeat her, Anakin needed the edge granted by giving into anger. In a furious counter-attack, young Skywalker repulsed Ventress, who nevertheless survived.

After being captured on Jabiim, Jedi General Obi-Wan Kenobi and the ARC trooper known as Alpha were transported to Ventress' private fortress on Rattatak. There, she tortured the prisoners in hopes of breaking Obi-Wan's spirit and presenting the defeated Jedi as a trophy to Count Dooku. Kenobi foiled her plans, though, and escaped along with Alpha. Adding insult to injury, Kenobi stole Ky Narec's lightsaber, which Ventress kept as a memento of her past, and left Rattatak by absconding with one of her fanblade fighters.

Asajj has perfected a lightsaber combat form that uses paired blades to strike and parry. She carried twin weapons given to her by Count Dooku, and each bears a similar archaic curved handle design favored by the former Jedi Master. Ventress' lightsaber handles are especially modified so that they can connect into a joined, S-shaped handle, becoming a double-bladed lightsaber.

Credit: FreddyB, rpggamer.org

Durge

Durge
DEXTERITY 7D
Blasters 7D, Blaster Pistol 12D, Brawling Parry 9D, Dodge 8D, Melee Combat 9D, Melee Parry 8D
PERCEPTION 3D
Command 6D, Search 4D
KNOWLEDGE 3D
Intimidation 7D, Streetwise 4D, Survival 5D, Tactics 6D, Willpower 6D
STRENGTH 6D
Brawling 9D
MECHANICAL 2D
Space Transports 3D, Beast Riding 4D, Repulsorlift Operation 8D
TECHNICAL 2D
Blaster Repair 4D, Demolitions 6D, Security 5D
Force Sensitive: No
Force Points: 5
Dark Side Points: 49
Character Points: 40
Move: 10
Special Abilities:
Regeneration: Gen 'Dai can regenerate damage at a highly accelerated rate, healing at one speed category faster than other lifeforms (e.g. to heal naturally from a wound a normal character would have to wait three days, a Gen 'Dai would only have to wait three hours). This regenerative capacity allows them to regenerate lost limbs, however this is a slow process and pales into insignificance compared to their ability to reattach severed limbs by holding them against the stump and waiting for the wound to heal. They can also burn force points to heal one wound category instantaneously, making them capable of incredible feats of healing especially when combined with their ability to reattach severed limbs.
Hibernation: When Mortally Wounded a Gen 'Dai can enter a state of hibernation in which they can remain while they heal twice as slowly as other lifeforms (e.g. requiring 2 months before making a healing roll to improve to incapacitated).
Distributed Circulatory and Nervous Systems: Gen 'Dai have no central brain or heart structure making them extremely resistant to damage, this gives them a bonus 3D to their strength to resist wounds and damaging attacks.
Longevity: Gen 'Dai can live for many millennia without physically weakening, however their minds succumb to the years and they find themselves suffering increasing levels of depression, anxieties and insanities until their final years are lost in madness.
Equipment: Impact Armour (+2 vs Physical Damage, +1 vs Energy Damage, with integrated Jet Pack, Wrist Mounted Energy Shields (for parrying) and Wrist Dart Launchers (3D Damage)), Blaster pistols (4D Damage), Explosives, Power Lance (Strength +2D Damage), Energy Bola (5D Energy or Physical Damage), Spiked Flail (Strength +1D Damage), Modified swoop speeder bike

The bounty hunter known as Durge had weathered centuries of violence and warfare, emerging as a merciless and nearly unstoppable warrior driven by ancient vendettas. Though he identified himself as a bounty hunter, he held no guild allegiance, answered to no benefactor, and seemed to have no need of riches. He hunted for the pure sport of it, to feed an insatiable bloodlust that spanned literally hundreds of worlds and almost two thousand years.

When completely encased in his battered high impact armor, Durge's true alien heritage was obscured. Though humanoid in appearance, Durge was a Gen 'Dai, a rare species with an unusually long lifespan—some Gen 'Dai reportedly have lived for over four thousand years.

The peculiar nervous and circulatory systems of the Gen 'Dai make them extremely resistant to physical injury. The Gen 'Dai physiology boasts millions of nerve clusters throughout the body, and a vascular system that distributes blood without the need of a central heart. Lacking the vulnerable vital organs of most humanoids, a Gen 'Dai could sustain multiple lacerations and even, it is rumored, complete dismemberment and yet still survive. In addition to these extremes of endurance, the distributed neural network gives the Gen 'Dai phenomenal reflexes. Should a Gen 'Dai sustain too many injuries, they are capable of entering into extended periods of hibernation, during which they can heal wounds, recover from disease, and slow the aging process.

With such formidable physical abilities, it is fortunate for the galaxy at large that the Gen 'Dai are, by nature, not an aggressive species. They are nomadic, and their home world has been lost to the ages. Due to a low birthrate, the Gen 'Dai are very rarely encountered, and they usually avoid confrontation if possible. Though the Gen 'Dai are physically suited for long life, their minds weaken with age, and the species is susceptible to depression, hysteria, and other forms of psychosis.

The Gen 'Dai that would become Durge was born two thousand years before the fall of the Republic, and was regarded by his elders as an exceptional physical specimen at a young age. A predilection for aggression, coupled by witnessing bounty hunters in action, forever steered young Durge into a lifetime of violence. The lure of the blood trade drew Durge away from his tribe and into the rest of the galaxy. For centuries, he studied under the most experienced and dangerous bounty hunters he could find.

About a millennia before the Battle of Naboo, when the galaxy was wracked by warfare waged between the Jedi Knights and Sith Lords, Durge was in the employ of one of the few remaining Sith. In this time, he squared off against many a Jedi, learning their fighting techniques, and developing weaponry and combat tactics to counter their moves. When the Sith were finally wiped out at the Battle of Ruusan, Durge went into hiding to avoid Jedi reprisals. He adopted dozens of different aliases while continuing his career as a hunter, amassing a sizable fortune.

Nine hundred years later, Durge was hired to kill the leader of the Mandalorians. Though he succeeded, the Mandalorians struck back and managed to subdue Durge. Leave it to the Mandalorians to devise a means of restraining a Gen 'Dai. They turned Durge's longevity against him, finding ways of inflicting pain throughout his scattered nerves. He was a victim of unspeakable torture, unable to die.

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

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

The Republic clones were cast from a Mandalorian genetic template. Though the galaxy may be bereft of true Mandalorians, their legacy lived on in the form of clone troopers. Durge would take great satisfaction in being able to kill legions of his sworn enemies.

In becoming Dooku's henchman, the bounty hunter was teamed up with Asajj Ventress, a Dark Jedi and commander within the Separatist military. The two were formidable adversaries for the Republic, and Durge took the lives of many Jedi with great zeal. Alongside Ventress, Durge unleashed a horrible chemical weapon attack on the Gungan colony moon of Ohma-D'un. The Jedi were shocked to discover Durge, a warrior like no other on an increasingly deadly battlefield. Durge and the threat of chemical weapons returned on the Separatist outpost of Queyta.

Durge was also dispatched to bolster the security of Muunilinst, the homeworld of the InterGalactic Banking Clan. He organized and led a droid army of IG lancer droids, creating an elite rapid deployment military force to protect this key world of the Confederacy.

Durge led his droid forces in defense of Muunilinst when a huge Republic taskforce attacked the planet. Durge's army inflicted great damage to the armored vehicles of the Republic army, but Durge was ultimately bested in one-on-one combat with General Obi-Wan Kenobi.

In addition to Durge's frighteningly powerful physical abilities, he was a walking arsenal. He was proficient with ranged weapons like his twin blasters, melee weapons like a spiked flail, and thrown weapons like a set of energized bolas. Durge's heavy armor included wrist darts and forearm-mounted energy shields that let him parry lightsaber attacks for short periods of time. Durge often used an agile rocket pack as well as an extensively modified swoop speeder bike.

Credit: FreddyB, rpggamer.org

Clone Sky Trooper

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

DEXTERITY 3D
Blaster 6D, Dodge 6D, Brawling Parry 5D, Vehicle Blasters 5D
KNOWLEDGE 3D
MECHANICAL 3D
Jet Pack Operation 6D
PERCEPTION 3D
STRENGTH 3D
Brawling 5D
TECHNICAL 3D
Force Sensitive: No
Move: 10
Equipment:
Clone Sky Trooper Armour (+1D+2 Physical, +2 Energy, -1D Dexterity)
Jet Pack: Move 80; 240 km/h (60 Minutes Fuel)
Twin Blaster Cannons (Scale: Speeder, Ammo: 20, Range: 3-25/50/250, Damage: 4D)
Clone Trooper Blaster Rifle (5D+2)

Credit: FreddyB, rpggamer.org

Clone Scuba Trooper

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

DEXTERITY 3D
Blaster 6D, Dodge 6D, Brawling Parry 5D
KNOWLEDGE 3D
MECHANICAL 3D
PERCEPTION 3D
STRENGTH 3D
Brawling 5D, Swim 6D
TECHNICAL 3D
Force Sensitive: No
Move: 10
Equipment:
Clone Scuba Trooper Armour (+1D+2 Physical, +2 Energy, -1D Dexterity, Waterjets: Move 20 +1D Dodge, Oxygen Scrubbers)
Aquatic Modified Clone Trooper Blaster Rifle (5D+2)

Credit: FreddyB, rpggamer.org

Clone Trooper

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

DEXTERITY 3D
Blaster 6D, Dodge 6D, Brawling Parry 5D
KNOWLEDGE 3D
MECHANICAL 3D
PERCEPTION 3D
STRENGTH 3D
Brawling 6D
TECHNICAL 3D
Force Sensitive: No
Move: 10
Equipment:
Clone Trooper Armour (+2D Physical, +1D Energy, -2D Dexterity, -1 Move)
Clone Trooper Blaster Rifle (5D+2)

Credit: FreddyB, rpggamer.org

Imperial Clone Trooper

At the time of their introduction, the Republic clone trooper represented the future of galactic warfare. Far superior to the battle droid armies of the era, the clone troopers formed the backbone of the Republic's new military initiative that battled against the forces of the Confederacy of Independent Systems.

Identical in form, physical prowess, stamina and mental capacity, each of the first generations of clone trooper was grown in the cloning facilities of Tipoca City, on the storm-drenched world of Kamino. Within the hermetic confines of the secret facility, the politically ambivalent Kaminoans applied their mastery of genetic sciences to craft what they deemed the finest of clone armies.

The clone army was apparently commissioned by a Jedi, Sifo-Dyas, a decade previous to their introduction on the battlefield. The original source of genetic material was an extremely skilled bounty hunter named Jango Fett. Using his genetic code as a template, the Kaminoans carefully tampered with the material to produce clones with diminished independence and accelerated growth.

Growth acceleration is essential to the production of clones, otherwise it would take over two decades for a soldier to reach combat maturity. In a decade's time, the clones were constantly trained in fighting techniques, vehicular skills and battlefield tactics. Yet they still maintained a spark of independent and creative thinking, making them far more suited to handle unexpected turns of warfare than droids.

Clone troopers were fully encased in hard white armor, their identical faces concealed behind a T-shaped visor. Colored flashes on the armor denoted rank, with green troopers being sergeants, blue being lieutenants, red being captains, and yellow being commanders. The clones designated for command duty were specifically trained in that capacity.

During the increasing tensions of the Separatist crisis, Obi-Wan Kenobi discovered the secret clone army on Kamino. The Jedi Council was surprised to learn of its existence, and of the involvement of Sifo-Dyas. Nonetheless, when it became clear the Separatists were gearing for war, the clone army was desperately needed to protect the sanctity and stability of the Republic. The Supreme Chancellor was granted emergency powers, and as his first act, he activated the clone troopers as the grand army of the Republic.

On the barren plains of Geonosis, a major Separatist stronghold, the first battle of the Clone Wars erupted. The clone troopers, equipped with advanced armor and air support, stormed the Separatist forces, and cut through the battle droid ranks. Led into battle by Jedi commanders, the clone troopers secured the first victory of the war.

It would be a long and bloody conflict in the years to come, but the efficiency of the clone trooper infantry would be proven time and again on many scattered worlds.

The relentless battery of physical and mental training within such an accelerated lifetime could potentially drive a clone mad were it not for the highly structured and balanced development program instituted by the Kaminoans. Though care was taken to protect the clone psyche, the fully mature clone cannot be said to have a "normal" personality, as their identities are wholly shaped by military training and subservience to authority.

The Kaminoans are obsessed with order and control over variables, and carefully monitored the developing clones for any deviance in biochemistry. These statistical anomalies were smoothed over under the supervision of Kaminoan Chief Scientist Ko Sai through extra conditioning. The Kaminoans reconditioned an average of seven aberrant clones for every two hundred clones.

Mature clones resembled Jango Fett as he was in his 20s, with slight deviations that were a byproduct of accelerated growth in a sterile environment. Fett resided on Kamino, offering his martial expertise to advise in the training of his duplicates.

Clone trooper armor consists of 20 form-fitting plastoid-alloy composite plates sealed to a temperature-control body glove via magnatomic gription panels. Jango Fett's Mandalorian heritage influenced the design of the armor, as seen in the T-shaped visor plate. The Kaminoans' aesthetic influence is also visible, in its stark coloration and detailing. As the Kaminoans are not fully versed in human ergonomics, the armor is uncomfortable to sit in, though future generations of the suit corrected this flaw. The clone trooper helmet includes a comlink and enhanced breath filter for combat in hostile environments.

Clone troopers refer to each other by their identification numbers only when in smaller groups. Under these close quarters conditions, they commonly refer to each other using only the last two digits of their ID number.

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

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

Imperial Clone Trooper
DEXTERITY 3D
Blaster 6D, Dodge 6D, Brawling Parry 5D
KNOWLEDGE 3D
MECHANICAL 3D
PERCEPTION 3D
STRENGTH 3D
Brawling 6D
TECHNICAL 3D
First Aid 4D
Force Sensitive: No
Move: 10
Equipment:
Imperial Clone Trooper Armour (+2D Physical, +1D Energy, -1D Dexterity, -1 Move)
Blaster Rifle (5D)

Credit: FreddyB, rpggamer.org

The Army of the Republic

Republic Clone Trooper Sergeant

Republic Clone Trooper Sergeant
DEXTERITY 3D
Blaster 5D, Brawling parry 4D, Dodge 3D+2, Grenade 4D
KNOWLEDGE 1D+2
Intimidation 2D+1
MECHANICAL 2D+2
PERCEPTION 2D
Search 2D+2
STRENGTH 2D+2
Brawling 3D+2
TECHNICAL 2D
Demolition 2D+2
Force Points: 0
Character Points: Varies (typically 1-5)
Move: 10
Equipment: Clone Trooper armor (+2D/+1D/-1D), blaster rifle (5D), comlink

Credit: Kinn Kundo, SWRPGNETWORK.COM

Republic Clone Trooper Lieutenant

Republic Clone Trooper Lieutenant
DEXTERITY 3D
Blaster 6D+2, Brawling parry 4D+1, Dodge 4D+2, Grenade 4D+1
KNOWLEDGE 1D+2
Bureaucracy 4D, Intimidation 4D, Tactics 3D, Willpower 3D
MECHANICAL 2D+2
PERCEPTION 2D
Bargain 3D, Command 3D+1, Con 3D, Persuasion 3D+2, Search 3D+2
STRENGTH 2D+2
Brawling 4D, Climbing/jumping 3D+1, Swimming 3D+1
TECHNICAL 2D
Armor repair 2D+2
Force Points: 0
Character Points: Varies (typically 1-5)
Move: 10
Equipment: Clone Trooper armor (+2D/+1D/-1D), blaster pistol (4D), comlink

Credit: Kinn Kundo, SWRPGNETWORK.COM

Republic Clone Trooper Captain

Republic Clone Trooper Captain
DEXTERITY 3D
Blaster 7D+1, Brawling parry 4D+2, Dodge 5D, Grenade 4D+2
KNOWLEDGE 1D+2
Bureaucracy 4D+1, Intimidation 4D+2, Tactics 3D+1, Willpower 3D+1
MECHANICAL 2D+2
PERCEPTION 2D
Bargain 3D+1, Command 4D+2, Con 3D+1, Persuasion 4D+1, Search 4D
STRENGTH 2D+2
Brawling 4D+1, Climbing/jumping 3D+2, Swimming 3D+2
TECHNICAL 2D
Armor repair 2D+2
Force Points: 0
Character Points: Varies (typically 1-5)
Move: 10
Equipment: Clone Trooper armor (+2D/+1D/-1D), blaster pistol (4D), comlink

Credit: Kinn Kundo, SWRPGNETWORK.COM

Republic Clone Trooper Commander

Republic Clone Trooper Commander
DEXTERITY 3D
Blaster 7D+1, Brawling parry 4D+2, Dodge 5D+1, Grenade 4D+2
KNOWLEDGE 1D+2
Bureaucracy 5D, Intimidation 5D, Tactics 3D+2, Willpower 3D+2
MECHANICAL 2D+2
PERCEPTION 2D
Bargain 3D+1, Command 6D+2, Con 3D+1, Persuasion 4D+2, Search 4D
STRENGTH 2D+2
Brawling 4D+1, Climbing/jumping 3D+2, Swimming 3D+2
TECHNICAL 2D
Armor repair 2D+2
Force Points: 0
Character Points: Varies (typically 1-5)
Move: 10
Equipment: Clone Trooper armor (+2D/+1D/-1D), blaster pistol (4D), comlink

Credit: Kinn Kundo, SWRPGNETWORK.COM

Typical Jedi General

Typical Jedi General
DEXTERITY 3D
Brawling parry 5D+2, Dodge 6D+1, Lightsaber 8D+1, Melee combat 5D+1, Melee parry 5D+1
KNOWLEDGE 3D+2
Bureaucracy 4D, Intimidation 5D+2, Languages 5D+2, Scholar (Jedi lore) 6D, Willpower 5D
MECHANICAL 2D+1
PERCEPTION 3D
Bargain 4D+2, Con 4D+2, Investigation 5D, Persuasion 3D+2
STRENGTH 3D
Brawling 5D+1
TECHNICAL 3D
Lightsaber repair 5D
Control 7D
Sense 6D
Alter 4D+1
Force Skills:
Control: accelerate healing, concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance
Sense: combat sense, danger sense, life detection, life sense, receptive telepathy, sense Force
Alter: telekinesis
Control and Sense: lightsaber combat, projective telepathy
Control, Sense and Alter: affect mind
Force Sensitive: Yes
Force Points: 7
Character Points: 24
Move: 10
Equipment: Lightsaber (5D), Jedi robes, Jedi utility belt.

Credit: Kinn Kundo, SWRPGNETWORK.COM

ARC Trooper

ARC Trooper
DEXTERITY 3D+2
Blaster 8D+2, Blaster (Blaster Rifle) 9D+1, Brawling parry 5D+1, Dodge 6D+1, Grenade 5D+1, Melee combat 5D+1, Melee parry 5D+1, Missile weapons 5D+1
KNOWLEDGE 2D+2
Intimidation 4D+1, Survival 5D+1, Tactics 5D+2
MECHANICAL 3D+1
PERCEPTION 2D+1
Command 5D, Search 8D, Search (tracking) 8D+2
STRENGTH 3D+2
Brawling 5D+1, Climbing/jumping 5D+2, Swimming 5D+1
TECHNICAL 2D+1
Armor repair 3D, Blaster repair 4D, Computer prog/repair 3D+2, Demolition 4D+1, Security 3D
Force Points: 0
Character Points: 10
Move: 10
Equipment: ARC Trooper armor (+1D+2/+1D), light repeating blaster rifle (5D), comlink, 6 frag grenades (5D).

Credit: Kinn Kundo, SWRPGNETWORK.COM

Droids

Super Battle Droid

Super Battle Droid
Type: Confederation Super Battle Droid
DEXTERITY 3D
Blaster 8D, Dodge 6D
KNOWLEDGE 1D
MECHANICAL 1D
Repulsorlift Operation 5D, Vehicle Blasters 6D
PERCEPTION 2D
Search 5D
STRENGTH 3D
TECHNICAL 1D
Equipped with:
Humanoid Body (two arms, two legs, head)
Two visual and two auditory sensors (human range)
Limited Intelligence Brain
2 x Twin Heavy Blasters (Range 5-50/120/300, Damage 6D)
Armoured Skin (+2D)
Move: 10
Size: 2 meters tall
Cost: 8,000 (used)

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

Credit: FreddyB, rpggamer.org

Buzz Droid

Buzz Droid
Type: Confederacy of Independent Systems "Buzz Droid" Sabotage Droid
DEXTERITY 2D
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 1D
STRENGTH 1D
TECHNICAL 2D
Computer Sabotage 7D, Starfighter Sabotage 7D, Capital Ship Sabotage 7D
Equipped With:
Drill head (+1D to Computer Programming/Repair; Sabotage)
Plasma Cutting Torches (4D Damage, used for burning out surface sensors, communication antenna, etc)
Circular Saw (6D Damage, used for cutting open starship hulls)
Prying Hook (Strength+2D Damage, used to widen holes in starship hulls)
Pincer Arm (Strength+1D Damage, used for ripping out circuitry and wiring)
Maneuvering Jets (Allow limited maneuverability in space)
Heat and Shock Absorbant Shield (+2D to Strength vs Damage when retracted into shield)
Magna Pod Feet (Allow the droids to magnetically adhere to ships' hulls)
Three Photoreceptors (Human Range + Infra Red)
X-Ray Sensors
Move: 5
Size: 0.25 metre
Cost: 2,800

An insidious weapon unveiled by the Confederacy of Independent Systems during the later stages of the Clone Wars, buzz droids are tenacious saboteurs launched onto enemy starfighters via specialized missiles. When the missile achieves an optimum proximity to its target, it fragments to unleash a cloud of melon-sized metal spheres into the target's flight path. The spheres attach themselves to a target vessel, popping open to reveal an insect-like droid equipped with cutters and other tools of vandalism.

The buzz droids are designed to disable, not destroy, enemy craft. They operate quickly, slicing into starship hulls and severing vital control linkages. While their tools are effective, they are relatively weak and vulnerable to damage. A hit to its central eye can knock a buzz droid out of commission.

Conveyed via a finned discord missile, the buzz droids also have a quartet of simple maneuvering jets to angle into position while in sphere mode. The outer shell of the sphere is heat dissipating, allowing it to penetrate shields, and is built of a shock absorbing material. One of its spindly legs terminates in a magna pod, allowing it to cling tenaciously to an enemy's hull. Though individual tool load-outs vary per mission, the default assortment of weapons include a prying hook appendage, a circular saw, a plasma cutting torch, a drill head sheathing an extendable computer probe for deployment of invasive programming, a picket appendage, and a pincer arm. Its three sensor eyes resolve its surroundings through multiple lenses, filters and X-ray sensors.

Credit: FreddyB, rpggamer.org

Destroyer Droid

Destroyer Droid
Type: Trade Federation Destroyer Droid (aka Droideka)
DEXTERITY 2D
Blaster 7D, Dodge 5D
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 1D
STRENGTH 2D
TECHNICAL 1D
Equipped with:
Twin Light Repeating Blasters (Range 5-50/120/300, Damage 6D)
Two visual and two auditory sensors, Infra Red Vision
Shield Generator (+2D)
Armoured Skin (+2D)
Rolling Motive System (Move 15, requires shield to be deactivated)
Move: 7
Size: 1.6 meters tall
Cost: (available only on the black market) 4,000

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

Credit: FreddyB, rpggamer.org

Battle Droid

Battle Droid
Type: Trade Federation Battle Droid
DEXTERITY 3D
Blaster 7D, Dodge 5D
KNOWLEDGE 1D
MECHANICAL 2D
Repulsorlift Operation 5D, Vehicle Blasters 6D
PERCEPTION 2D
Search 5D
STRENGTH 2D
TECHNICAL 1D
Equipped with:
Humanoid Body (two arms, two legs, head)
Two visual and two auditory sensors (human range)
Very Limited Intelligence Brain
Move: 10
Size: 1.7 meters tall
Cost: 2,000 (used)

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

Credit: FreddyB, rpggamer.org

Tank Droid

Tank Droid
Name: Corporate Alliance Tank Droid
Type: Corporate Alliance Persuader-Type Droid Enforcer
Scale: Walker
Length: 12 Meters long, 6 Meters Tall
Skill: Ground Vehicle: 5D, Vehicle Blasters: 5D
Cargo Capacity: 20kg
Maneuverability: 1D
Move: 45, 130 km/h
Body Strength: 4D
Weapons:
4 x Heavy Laser Cannons (Can Fire Independently, or act as Fire-Linked)
Scale: Walker
Fire Arc: Front
Fire Rate: 1
Skill: Vehicle Blasters
Fire Control: 3D
Range: 15-50/100/250m
Damage: 4D

Description: The Tank Droid is a war vehicle constructed by the Corporate Alliance to combat the Army of the Republic. The standard version of the Corporate Alliance Tank Droid was the Persuader-Type Droid Enforcer. It was one of the many contributions of the Corporate Alliance to the droid armies of the Confederacy of Independent Systems. The Corporate Alliance used this deadly Droid Enforcer to punish local populations on Outer Rim worlds that opposed the Alliance or complained about unfair business. The tank droid was a 6 metre tall automaton with a huge central wheel supported by 4 small outrigger wheels. It could also roll on its single traction drive thread. The tank droid was also equipped with 4 arm-mounted blaster cannons. The droid's front featured several sensors above its two photoreceptor eyes. During the Clone Wars, the tank droid was dispatched across the galaxy to defend Confederacy bases. They could also be used to accompany vehicles such as the Homing Spider Droid and the Hailfire Droid. During a battle the tank droid could also crush to death any unfortunate enemy soldier that got into its path with its huge central wheel (8D character scale damage). Of all the Confederacy war vehicles, the Tank Droid was feared most by civilians and soldiers alike because of their destructive power and relentless nature. They would crush even unarmed civilians without any mercy and would fire their weapons with wild abandon. To make it even worse, the Corporate Alliance began equipping them with voice modulators to make these automatons even more frightening towards their victims.

Credit: FreddyB, rpggamer.org

Dwarf Spider Droid

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

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

Credit: FreddyB, rpggamer.org

Homing Spider Droid

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

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

Credit: FreddyB, rpggamer.org

Hailfire Droid

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

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

Credit: FreddyB, rpggamer.org

Vehicles

AT-RT

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

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

Credit: FreddyB, rpggamer.org

AT-TE

AT-TE
Type: Old Republic Walker; All Terrain Tactical Enforcer
Scale: Walker
Length: 17 Meters long, 10 Meters Tall
Skill: Walker Operation, AT-TE
Crew: 1 + 6 Gunners
Passengers: 25
Cargo Capacity: 1 Ton
Cover: Full
Maneuverability: 0D+1
Move: 18, 50 km/h
Body Strength: 6D
Weapons:
4 Laser Cannons
Scale: Speeder
Fire Arc: 2 Front, 2 Back
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 50-100/500/1km
Damage: 4D
Heavy Laser Cannon
Scale: Walker
Fire Arc: Front
Crew: 2
Skill: Vehicle Blasters
Fire Control: 1D
Range: 50-200/1/2km
Damage: 5D

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

Credit: FreddyB, rpggamer.org

AT-XT Assault Walker

AT-XT Assault Walker
Craft: Rothana Engineering, All Terrain eXperimental Transport
Type: Light Walker
Scale: Walker
Length: 6.2 Meters Tall
Skill: Walker Operation; ATXT
Crew: 2; Skeleton 1/+10
Cargo Capacity: 20 kilograms
Cover: Full
Maneuverability: 0D+2
Move: 20, 60 km/h
Body Strength: 2D+1
Shield Strength: 1D
Weapons:
Heavy Laser Cannon
Fire Arc: Front
Scale: Speeder
Skill: Vehicle Blasters
Fire Control: 1D
Range: 50-300/500/1km
Damage: 6D
Proton Mortar
Fire Arc: Front
Scale: Walker
Skill: Missile Weapons
Fire Control: 1D+1
Range: 10-50/80/150m
Damage: 6D

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

Credit: FreddyB, rpggamer.org

Republic Gunship (LAAT/i)

Republic Gunship (LAAT/i)
Craft: Rothana Heavy Engineering Low Altitude Assault Transport/Infantry
Type: Air Speeder
Scale: Walker
Length: 17.4m
Skill: Repulsorlift operation: Air Speeder
Crew: 2 + 2 Gunners
Passengers: 20
Cargo Capacity: 1 Ton
Cover: Full
Altitude Range: Ground level–2km
Cost: 38,500 (used)
Maneuverability: 3D
Move: 350; 1,000 km/h
Body Strength: 4D
Weapons:
3 Anti-Personnel Laser Turrets
Fire Arc: Turret
Scale: Character
Crew: Controlled by Co-Pilot
Fire Arcs: 2 Front, 1 Rear
Skill: Vehicle Blasters
Fire Control: 2D
Range: 2-50/100/200
Damage: 5D
4 Composite Beam Laser Turrets
Fire Arc: Turret
Scale: Speeder
Crew: 2 turrets manned by gunners, 2 controlled by co-pilot
Fire Arcs: 2 Front/Left/Rear, 2 Front/Right/Rear
Skill: Vehicle Blasters
Fire Control: 1D
Range: 2-100/200/500
Damage: 5D
2 Mass Driver Missile Launchers
Fire Arc: Front
Scale: Walker
Crew: Controlled by Co-Pilot
Skill: Missile Weapons
Fire Control: 1D
Range: 4-40/75/150
Damage: 9D
8 Light Air-to-Air Rockets
Fire Arc: Front
Scale: Walker
Crew: Controlled by Co-Pilot
Skill: Missile Weapons
Fire Control: 3D
Range: 3-75/150/350
Damage: 7D

Description: The LAAT/i is the main infantry gunship and troop transporter used by the Republic during the Clone Wars. Featuring chin-mounted laser cannon turrets for use against enemy personnel, two dorsal-mounted mass driver missile launchers make the vehicle's main armament, while two automated laser turrets are built into the wings, and two manned turrets are mounted on articulated arms connected to the main cabin, and the vehicle's armament is rounded out by air-to-air rockets slung on the ventral surface of each wing. LAAT/i remain expensive vehicles, but their extreme level of armament means that they remain popular with those that can get their hands on them.

Credit: FreddyB, rpggamer.org

SPHA-T

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

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

Credit: FreddyB, rpggamer.org

Koro 2 Air Speeder

Koro 2 Air Speeder
Craft: Desler Gizh Outworld Mobility Corp Koro 2 All Environment Exodrive Speeder
Type: Air Speeder
Scale: Speeder
Length: 6.61m
Skill: Repulsorlift operation: Air Speeder
Crew: 1
Passengers: 1
Cargo Capacity: 45kg
Cover: Full
Altitude Range: Ground level–1km
Cost: 3,500 (used)
Maneuverability: 1D+2
Move: 275; 800 km/h
Body Strength: 4D

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

Credit: FreddyB, rpggamer.org

Droid Gunship

Droid Gunship
Type: Baktoid Fleet Ordnance Heavy Missile Platform (HMP)
Scale: Walker
Length: 12.3 Meters
Skill: Repulsorlift operation; Air Speeder 5D, Vehicle Blasters 5D
Crew: 4 Droid Brains (allowing 4 actions before Multiple Action Penalties)
Cargo Capacity: Mission Specific Loads can be mounted on Wing Tips
Altitude Range: Ground level - 1.5km
Cost: 49,000 (used)
Maneuverability: 2D+2
Move: 300; 850 km/h
Body Strength: 3D
Shield Strength: 2D
Weapons:
2 x Light Laser Cannons
Fire Arc: Front
Scale: Walker
Fire Control: 1D
Space: 1/8/15
Atmosphere Range: 50-100/800/1.5km
Damage: 3D
14 x Missiles (Variable Load, but usually Concussion)
Fire Arc: Front
Fire Control: 3D
Space: 1/3/7
Atmosphere Range: 10-100/300/700m
Damage: 7D
2 x Twin Laser Cannon Turrets
Fire Arc: Front
Scale: Speeder
Fire Control: 3D
Space: 1-2/10/20
Atmosphere Range: 50-200/1/2km
Damage: 6D
Medium Laser Cannon
Fire Arc: Front
Scale: Walker
Fire Control: 1D
Space: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5km
Damage: 6D

Description: The Confederacy developed this dish-shaped droid gunship in response to the victories won by the powerful Republic attack gunship during the Clone Wars. The atmospheric vehicle's flat underbelly is lined with ordnance pods, capable of unleashing rockets and bombs at distant targets. Its forward nose is packed with laser weaponry, including twin turrets each carrying two laser cannons, and a powerful forward-facing cannon. Each wingtip also carries a laser cannon. During the Clone Wars, these droid gunships were deployed at such engagements as the Battle of Kashyyyk. Well-shielded and lined with powerful repulsorlifts to stabilize its flight and gunnery systems, the Baktoid Fleet Ordnance HMP (heavy missile platform) droid gunship can unleash a devastating amount of firepower in a short time. Its versatile turrets can track independent targets, while its modular torpedo and missile allotment provide precision delivery of explosive payloads. Modular wing tips allow the gunship to be fitted with mission specific and additional weaponry.

Credit: FreddyB, rpggamer.org

STAP

STAP
Craft: Trade Federation Single Trooper Aerial Platform (STAP)
Type: Speeder Bike
Scale: Speeder
Length: 2m tall
Skill: Repulsorlift operation: Speeder Bike
Crew: 1
Passengers: 0
Cargo Capacity: 0kg
Cover: 1/4
Altitude Range: Ground level–50m
Maneuverability: 3D+2
Move: 180; 500 km/h
Body Strength: 2D
Weapons:
Twin Laser Cannons
Fire Arc: Front
Skill: Vehicle Blasters
Fire Control: 2D
Range: 3-60/120/200
Damage: 5D

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

Credit: FreddyB, rpggamer.org

AAT

AAT
Craft: Trade Federation Armoured Assault Tank (AAT)
Type: Speeder
Scale: Speeder
Length: 9.75m
Skill: Repulsorlift operation: Repulsor Tank
Crew: 1+1 Gunner
Passengers: 0
Cargo Capacity: 50kg
Cover: Full
Altitude Range: Ground level–8m
Maneuverability: 1D
Move: 50; 140 km/h
Body Strength: 5D
Weapons:
Twin Light Blaster Cannon (fire independently)
Fire Arc: Front
Scale: Character
Skill: Vehicle Blasters
Fire Control: 1D
Range: 10-100/200/500m
Damage: 5D
Light Laser Cannon
Fire Arc: Front
Scale: Speeder
Skill: Vehicle Blasters
Fire Control: 2D
Range: 20-200/1/2km
Damage: 5D
Energy Projectile Launcher
Fire Arc: Front
Scale: Walker
Skill: Missile Weapons
Fire Control: 2D
Range: 10-50/100/200m
Damage: 5D

Description: The AAT is the standard Trade Federation Repulsor Tank, and was used from the Battle of Naboo until the Trade Federation was defeated during the Clone Wars. Although the Trade Federation used a variety of different Repulsor Tanks until the AAT was developed, these were all mothballed in favour of the AAT which was better armed and cheaper than its ancestors. Compared to newer Imperial and Republic designs, the AAT is slow, unwieldy and weak, however the quantities that these were deployed in made up for their weaknesses and what they lacked in power they made up for in disposability.

Credit: FreddyB, rpggamer.org

MTT

MTT
Type: Trade Federation Multi Troop Transport (MTT)
Scale: Walker
Length: 31 Meters long
Skill: Repulsorlift Operation, MTT
Crew: 2 + 4 Gunners
Passengers: 3
Cargo Capacity: 112 Battle Droids
Cover: Full
Maneuverability: 0D
Move: 12, 35 km/h
Altitude Range: Ground–4 Meters
Body Strength: 3D
Weapons:
2 Twin Heavy Laser Cannons
Scale: Walker
Fire Arc: Front
Crew: 2
Skill: Vehicle Blasters
Fire Control: 1D
Range: 50-500/1.5/3km
Damage: 6D

Description: The MTT was the Trade Federation's main way of deploying troops, and after being carried to the surface it could transport troops to wherever they might be needed, and also provide fire support to both troops and tanks. These were mainly destroyed during the Clone Wars, however a few survive to this day, and with their main compartments gutted they act as cargo or troop transports. However, the extremely slow speed of the MTT has made it unpopular with even the most desperate militia forces, since it can take many days to deploy to the site of a battle, and newer faster vehicles can easily outmaneuver them, which usually leads to their destruction.

Credit: FreddyB, rpggamer.org

Starfighters

Droid Starfighter

Droid Starfighter
Name: Trade Federation Droid Starfighter
Type: Space Superiority Fighter
Scale: Speeder
Length: 3.6 Meters
Skill: Starfighter Piloting 6D, Starship Gunnery 5D
Price: 22,000 (used)
Hyperdrive Multiplier: No
Hyperdrive Backup: No
Nav Computer: No
Space: 8
Atmosphere: 365; 1050 km/h
Maneuverability: 1D
Hull: 3D
Sensors:
Passive: 10/0D
Scan: 20/0D+2
Search: 30/1D+1
Focus: 1/2D
Weapons:
4 Blaster Cannons (Fire Linked)
Fire Arc: Front
Fire Control: 2D
Space: 1-2/10/20
Atmosphere Range: 50-200/1/2km
Damage: 6D
Energy Torpedo Launcher
Fire Arc: Front
Fire Control: 3D
Space: 1/3/7
Atmosphere Range: 10-100/300/700m
Damage: 8D

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

Credit: FreddyB, rpggamer.org

Vulture Droid

Vulture Droid
Type: Xi Char Cathedral Factories Vulture Droid
Scale: Speeder
Length: 3.6 Meters
Skill: Starfighter Piloting 6D, Starship Gunnery 5D
Price: 22,000 (used)
Hyperdrive Multiplier: No
Hyperdrive Backup: No
Nav Computer: No
Space: 8
Atmosphere: 365; 1050 km/h
Maneuverability: 1D
Hull: 3D
Sensors:
Passive: 10/0D
Scan: 20/0D+2
Search: 30/1D+1
Focus: 1/2D
Weapons:
4 x Blaster Cannons (Fire Linked)
Fire Arc: Front
Fire Control: 2D
Space: 1-2/10/20
Atmosphere Range: 50-200/1/2 km
Damage: 6D
2 x Energy Torpedo Launcher (6 Torpedo Magazine Each)
Fire Arc: Front
Fire Control: 3D
Space: 1/3/7
Atmosphere Range: 10-100/300/700 m
Damage: 8D
Buzz Droid Missile Launcher (4 Missile Magazine)
Fire Arc: Front
Fire Control: 5D
Space: 1/3/7
Atmosphere Range: 10-100/300/700 m
Damage: Deploys Cloud of Buzz Droids

Description: The effectiveness of droid starfighters has been debated in strategic circles for generations. While droid starfighters are capable of maneuvers that would pulp even the sturdiest organic pilot, they lack the resourcefulness and cunning that living pilots bring into combat.

During the Battle of Naboo, the Trade Federation attempted to counter any shortcomings in their automated Vulture Droid designs by dispatching them en masse. Swarms of the tiny fighters were launched from their battleship's cavernous hangars, attacking the small number of Naboo starfighters defending the planet. Like the ground-based battle droid infantry, droid starfighters are controlled by the Trade Federation's Droid Control Ship. When not in flight, the droid starfighter can transform into a walking mode, allowing them to be used in surface patrols.

As the Clone Wars erupted, the Trade Federation became one of the founding members of the Confederacy of Independent Systems, supplying Vulture Droids to the growing Separatist fleet. Painted with the blue and white hexagonal sigils of the Confederacy, Vulture Droids would plague Jedi and clone pilots on many battlefronts, including the Battle of Coruscant.

The Xi Char Cathedral Factories of Charros IV manufactured a vast number of precision-engineered droid starfighters for the Trade Federation. The development of advanced technologies is a religion to the Xi Charrians of the Haor Chall order, and the droid starfighter is testament to their devotion.

When in starfighter mode, the droid carries four blaster cannons in its wings, and two energy torpedo launchers along its forward edge. When transformed into walking mode, the launchers are angled for anti-personnel use.

Unconventional solid fuel concentrate slugs housed in the aft fuel chamber power the droids. These fuels burn rapidly when ignited, giving the droid starfighter incredible bursts of energy, but a very limited range of operation. As such, droid starfighters must operate from a nearby launch base or capital ship. When not deployed, these fighters hang from overhead recharging racks.

The Trade Federation jealously guards its new innovations, and the droid starfighter is equipped in that regard. Should it lose contact with the Droid Control Ship due to malfunction or other unexpected catastrophe, the starfighter's self-destruct mechanism prevents the droid from falling into enemy hands.

Credit: FreddyB, rpggamer.org

Manta Subfighter

Manta Subfighter
Type: Trade Federation Droid Manta Subfighter
Scale: Speeder
Length: 3.9 Meters
Skill: Aquatic Vehicle Operation 6D, Starship Gunnery 5D
Price: 15,000 (used)
Water Speed: 35/105 km/h
Maneuverability: 2D
Hull: 3D
Weapons:
Twin Laser Cannons
Fire Arc: Front
Fire Control: 2D
Space: 1/5/10
Atmosphere Range: 25-100/500/1 km
Damage: 5D
Twin Sub Torpedoes
Fire Arc: Front
Fire Control: 3D
Space: 1/3/7
Atmosphere Range: 50-100/300/700 m
Damage: 8D

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

The Xi Charrians were unable to reproduce the requested variable geometry feature found in their droid starfighter designs, however. The actuation servomotors required to change the fighter's shape in deep ocean pressures proved too difficult to engineer. As compensation for this perceived failure, though, the Xi Charrians provided at no extra expense companion craft for the fighter. This included a larger carrier craft and hydrodynamic adaptor kits for battle droid-operated MVR3 speeders.

Credit: FreddyB, rpggamer.org

Jedi Delta-7 Starfighter

Jedi Delta-7 Starfighter
Type: Kuat Systems Engineering Delta-7 Aethersprite
Scale: Starfighter
Length: 8 Meters
Skill: Starfighter Piloting Delta-7
Crew: 1 + Astromech
Crew Skill: Starfighter Piloting 4D+2, Starship Gunnery 4D+1
Consumables: 2 Weeks
Cost: 55,000 (used)
Cargo Capacity: 20 Kilograms
Hyperdrive Multiplier: NA
Hyperdrive Backup: NA
Nav Computer: uses Astromech
Space: 7
Atmosphere: 350; 1000 km/h
Maneuverability: 2D+2
Hull: 2D+2
Shields: 1D
Sensors:
Passive: 20/0D+1
Scan: 35/1D+1
Search: 50/2D+1
Focus: 2/2D+2
Weapons:
Twin Light Laser Cannons
Fire Arc: Front
Fire Control: 1D+2
Space: 1-2/10/20
Atmosphere Range: 100-200/1/2 km
Damage: 4D

Description: The finished model of the KSE Delta-7 Aethersprite (or Jedi Starfighter as it was better known) was unveiled just a few short weeks before the outbreak of the Clone Wars. Designed by Walex Blissex, and officially launched by Jedi representatives Adi Gallia and Aayla Secura, the Jedi Starfighter was only used for a short time before the rigors of war led to its replacement by heavier and better armed versions. Another weakness of the Delta-7 design was that it lacked a built-in hyperdrive, however this was compensated for by use of a TransGalMeg Industries booster ring, which allowed these vessels to make hyperspace jumps, although a very small number of advanced prototypes were produced with their own experimental lightspeed drives. Many Jedi preferred these vessels to the ships of war that replaced them, however most were destroyed as the Clone Wars ended, when the Jedi were hunted down and killed. Some of these vessels have made it onto the open market, but their aged design and poor performance makes them an unpopular choice in comparison to the more modern fighters on the market.

Credit: FreddyB, rpggamer.org

Anakin's Jedi Starfighter

Anakin's Jedi Starfighter
Type: Anakin Skywalker's Modified Kuat Systems Engineering: Delta 7 Aethersprite
Scale: Starfighter
Length: 8 Meters
Skill: Starfighter Piloting (Anakin's Starfighter)
Crew: 1 + Astromech
Crew Skill: Anakin Skywalker
Consumables: 2 Weeks
Cargo Capacity: 15 Kilograms
Hyperdrive Multiplier: x1
Hyperdrive Backup: NA
Nav Computer: Uses Astromech
Space: 9
Atmosphere: 450; 1250 km/h
Maneuverability: 3D+1
Hull: 2D+2
Shields: 2D
Sensors:
Passive: 20/0D+1
Scan: 35/1D+1
Search: 50/2D+1
Focus: 2/2D+2
Weapons:
Quad Heavy Laser Cannons
Fire Arc: Front
Fire Control: 2D+1
Space: 1-2/10/20
Atmosphere Range: 100-200/1/2 km
Damage: 6D
Proton Torpedo Launcher (5 Torpedo Magazine)
Fire Arc: Front
Fire Control: 2D
Space: 1/3/7
Atmosphere Range: 50-100/300/700 m
Damage: 9D

Description: The Clone Wars were a trying time for Anakin Skywalker, as he faced ceaseless warfare on scattered worlds while struggling to keep his marriage a secret, and chafing under the restrictions of the Jedi Order. He found escape in his childhood love of flight, and in the simple joy of tinkering with machinery. The end result of these two passions was a heavily modified starfighter exclusive to the Chosen One.

Anakin's starfighter began as a standard Delta-7 Aethersprite that he extensively customized to suit his demanding tastes for speed and control. With four Taim & Bak laser cannons bracketing each wingtip and a proton torpedo launcher along the ship's dorsal centerline, the speedy combat vessel had greater firepower than the standard fighter. Anakin's fighter underwent numerous modifications in its lifetime, meaning that its performance varied depending on its latest features or what tricked-out power plant it sported.

Obi-Wan Kenobi was concerned that his Padawan was regarding this special project as a possession—something frowned upon by the Jedi Order. Jedi Master Saesee Tiin, a skilled starfighter pilot, encouraged the young man to keep pushing the fighter's limits, since he hoped to see the improvements pioneered by Skywalker integrated into the next generation of Jedi starfighter. Despite the Jedi mandate of severing all ties to his previous life, Anakin raised a few concerned eyebrows by including a paint scheme similar to the one used in his beloved Podracer.

Since the varied campaigns of the Clone Wars saw atmospheric combat as well as spaceflight, Anakin incorporated articulated stabilizer foils to assist in maneuverability. The main vectored thrusters included articulated mounts that allowed for greater aerial agility. Perhaps his boldest addition was a pair of TransGalMeg hyperdrive thrusters that gave his starfighter limited hyperspace capability.

Credit: FreddyB, rpggamer.org

Jedi Eta-2 Interceptor

Jedi Eta-2 Interceptor
Type: Kuat Systems Engineering Eta-2 Interceptor
Scale: Starfighter
Length: 5.47 Meters
Skill: Starfighter Piloting Eta-2
Crew: 1 + Astromech
Crew Skill: Starfighter Piloting 5D+2, Starship Gunnery 5D+1
Consumables: 5 Days
Cost: 65,000 (used)
Cargo Capacity: 5 Kilograms
Hyperdrive Multiplier: NA
Hyperdrive Backup: NA
Nav Computer: uses Astromech
Space: 9
Atmosphere: 375; 1100 km/h
Maneuverability: 3D+1
Hull: 2D
Shields: 1D
Sensors:
Passive: 15/0D+1
Scan: 30/1D+1
Search: 45/2D+1
Focus: 2/2D+2
Weapons:
Dual Laser Cannons
Fire Arc: Front
Fire Control: 2D+1
Space: 1-5/12/25
Atmosphere Range: 100-500/1.2/2.5 km
Damage: 5D
2 x Ion Cannons (Fire Linked)
Fire Arc: Front
Fire Control: 3D+1
Space: 1-3/12/36
Atmosphere Range: 100-300/1.2/3.6 km
Damage: 4D

Description: With the outbreak of the Clone Wars, the Jedi saw themselves pressed into the forefront of military activity, serving as Generals in the campaign against the Separatists. The demands of combat saw advancements in the Jedi starfighter arsenal, resulting in modifications and a new generation of fighter craft.

Though the wedge-shaped starfighter design was still in use by war's end, a newer model had earned the spotlight for its use by renowned Jedi heroes, Anakin Skywalker and Obi-Wan Kenobi.

This new model cut away a large portion of the forward spaceframe to have a forked front, bracketing a bulbous cockpit pod. Lining the inner edges of the ship's "tines" were powerful long-barreled laser cannons with secondary cannons recessed on the outer edge of each tine. A full-size astromech rested within a spring-loaded socket on the port wing, and the craft's wingtips could fold open, revealing hexagonal panels when the ship entered combat mode. These were strong portents of future starfighter designs adopted by the galactic government.

This new model also lacked a hyperdrive, so it too had to rely upon a hyperspace transport ring to achieve superluminal velocities. During the war, bigger, more robust rings were used, with multiple lightspeed engines increasing their speed and range. Ace Jedi pilots like Anakin Skywalker and Saesee Tiin pushed the Delta-7 to its limits. Skywalker constantly tinkered with his starfighter, modifying its systems to optimize performance. Based on his innovations, Kuat Systems Engineering revisited the starfighter design and developed a bold and radical follow-up to the Delta-7 with its Eta-2 Actis Interceptor. Anakin Skywalker was the first to pilot this new model, though other Jedi soon followed in his path, including Tiin, Obi-Wan Kenobi and Mace Windu.

Only a Jedi would be brave enough to fly an Eta-2 into combat. That's not to disparage its capabilities; as it is a very advanced, high-performance craft that devotes most of its system resources to pure speed and power. It does so at the expense of heavy flight instruments, sensors and shields. A Jedi Knight's attunement to the Force more than compensates for these compromises.

In compressing the performance of the Delta-7 into a frame no bigger than an airspeeder, Kuat engineers faced many challenges. Key among them was overheating. A sophisticated system of pumps, heat sinks and extendable radiator wing panels help draw heat away from the miniature reactor.

Credit: FreddyB, rpggamer.org

Trifighter

Trifighter
Type: Colla Designs and Phlac-Arphocc Automata Industries TriFighter
Scale: Starfighter
Length: 5.4 Meters
Skill: Starfighter Piloting 7D, Starship Gunnery 6D
Price: 39,000 (used)
Hyperdrive Multiplier: No
Hyperdrive Backup: No
Nav Computer: No
Space: 7
Atmosphere: 350; 950 km/h
Maneuverability: 3D
Hull: 3D
Sensors:
Passive: 10/0D
Scan: 25/0D+2
Search: 35/1D+1
Focus: 1/2D
Weapons:
Medium Laser Cannon
Fire Arc: Front
Fire Control: 1D
Space: 1-5/12/25
Atmosphere Range: 50-500/1.2/2.5km
Damage: 4D
3 x Laser Cannons
Fire Arc: Front
Fire Control: 3D
Space: 1/7/15
Atmosphere Range: 50-100/700/1.5km
Damage: 5D
Concussion Missile Launcher (6 Missile Magazine)
Fire Arc: Front
Fire Control: 2D
Space: 1/3/7
Atmosphere Range: 10-100/300/700m
Damage: 7D

Description: When the Separatists attacked Coruscant in the twilight of the Clone Wars, they employed as many different and cutting edge combat starship designs as they could to better the chances of victory in their most bold and daring strike. Swarming from the hangar bays of Confederacy battleships were trifighters, automated starfighters equipped with groupings of four blaster cannons. The bracing arms surrounded a rotating gyroscopic ball that housed the droid's brain.

The fully automated trifighter is bulkier and less maneuverable than the slim vulture fighters, but nonetheless posed a threat, particularly to the slower ARC-170 fighters.

The trifighter derives its name from the triple support arms that steady its primary cannons, and it derives these arms from the skull shape of a predator native to the world of its designers. The Colicoid Creation Nest, the same amoral cannibalistic insectoid designers responsible for the deadly droidekas, designed the trifighter. Also contributing to its name is the array of triple independent thrusters that afford it its agility. The trifighter brain is more sophisticated than that of the vulture droid starfighter. Its robust power plant and advanced communication transceiver give a trifighter impressive operating range for a non-hyperdrive equipped automated starfighter.

Credit: FreddyB, rpggamer.org

V-wing Starfighter

V-wing Starfighter
Type: Kuat Systems Engineering Alpha-3 Nimbus
Scale: Starfighter
Length: 7.9 Meters
Skill: Starfighter Piloting (V-wing)
Crew: 1 + Astromech
Crew Skill: Starfighter Piloting 6D, Starship Gunnery 5D, Starship Shields 4D
Consumables: 1 Day
Cost: 45,000 (used)
Cargo Capacity: 40 Kg
Hyperdrive Multiplier: N/A
Hyperdrive Backup: N/A
Nav Computer: No
Space: 8
Atmosphere: 375; 1000 km/h
Maneuverability: 3D
Hull: 3D
Shields: 1D
Sensors:
Passive: 20/0D
Scan: 35/1D
Search: 50/2D
Focus: 2/3D
Weapons:
2 × Twin Laser Cannons (Fire Linked)
Fire Arc: Front
Fire Control: 2D
Space: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D

Description: The agile V-wing starfighters served in the Republic Starfleet in large numbers during the Clone Wars and likely continued to serve in the Imperial Starfleet in the years following this massive conflict. They bore a passing resemblance to the TIE fighters of the later Imperial era, with their vertical heat radiator wing panels making the fighter look like an 'H' when viewed from the front. V-wings carried a single pilot and a Q7-series astromech droid. Like most of the fighters mass-produced for Republic loyalist forces, V-wings were too small for a hyperdrive, relying instead on carriers like the Venator-class Star Destroyer. Its armament consisted of twin laser cannons capable of swiveling to engage targets off axis. The V-wing's twin ion drive thrusters gave it a maximum acceleration of 4,800g. Three V-wings escorted Emperor Palpatine's Theta-class Shuttle as he returned to Coruscant from Mustafar at the end of the Clone Wars.

Credit: FreddyB, rpggamer.org

V-19 Torrent

V-19 Torrent
Type: Slayn and Korpil V19 Torrent Starfighter
Scale: Starfighter
Length: 26 meters wide, 6 meters long, 9 meters tall (in flight)
Skill: Starfighter Piloting V19 Torrent
Crew: 1
Crew Skill: Starfighter Piloting 6D, Starship Gunnery 5D, Starship Shields 4D
Consumables: 3 Days
Cost: 72,000 (used)
Cargo Capacity: 60 Kg
Hyperdrive Multiplier: x1
Hyperdrive Backup: N/A
Nav Computer: Limited to 4 Jumps
Space: 7
Atmosphere: 350; 950 km/h
Maneuverability: 2D
Hull: 4D
Shields: 1D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 2/3D
Weapons:
4 Blaster Cannons (Fire Linked)
Fire Arc: Front
Fire Control: 2D
Space: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
Concussion Missile Launcher (12 Missile Magazine)
Fire Arc: Front
Fire Control: 3D
Space: 1/3/7
Atmosphere Range: 50-100/300/700 m
Damage: 7D

Description: Prototypes of the Slayn and Korpil V19 Torrent starfighter were first introduced at the Battle of Geonosis. Having proven their worth as an assault fighter with exceptional speed and maneuverability, the Republic quickly produced V19s to add to the arsenal of the growing clone army. Because of the months of training it took for the Republic's clone trooper pilots to become proficient with the vessel, the fighter was not available in large numbers for some of the early engagements of the war, but they made a prominent showing during the Battle of Muunilinst. Initially designed as a short-range fighter, Republic technicians later added a Class 1 hyperdrive to equip the vessel for escort missions. The ship is unique in that it has two pairs of folding airfoils that give the ship added maneuverability and provides pilots with easy access to the ship's sliding canopy. The lower split airfoils coupled with enhanced repulsorlift engines make the ship an exceptional vertical takeoff and landing (VTOL) fighter.

Credit: FreddyB, rpggamer.org

ARC-170 Starfighter

ARC-170 Starfighter
Type: Incom/Subpro Aggressive ReConnaissance 170
Scale: Starfighter
Length: 14.5 Meters
Skill: Starfighter Piloting ARC-170
Crew: 1 + 2 Gunners
Crew Skill: Starfighter Piloting 6D, Starship Gunnery 5D, Starship Shields 4D
Consumables: 4 Days
Cost: 79,000 (used)
Cargo Capacity: 170 Kg
Hyperdrive Multiplier: x2
Hyperdrive Backup: N/A
Nav Computer: Limited to 2 Jumps
Space: 8
Atmosphere: 375; 1000 km/h
Maneuverability: 2D
Hull: 4D
Shields: 1D
Sensors:
Passive: 20/0D
Scan: 35/1D
Search: 50/2D
Focus: 2/3D
Weapons:
2 Medium Laser Cannons (Fire Linked)
Fire Arc: Front
Fire Control: 1D
Space: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
Proton Torpedo Launcher (6 Torpedo Magazine)
Fire Arc: Front
Fire Control: 2D
Space: 1/3/7
Atmosphere Range: 50-100/300/700 m
Damage: 9D
Twin Laser Cannons
Fire Arc: Turret (Back/Left/Right)
Crew: 1
Fire Control: 2D
Space: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D

Description: Protecting the skies over Coruscant were specialized clone fighter forces flying the latest in starfighter technology. The ARC-170 fighter was a bulky, aggressive ship covered with weapons. Three clone trooper pilots operated this advanced combat craft, with a pilot handling the flight maneuvers, a copilot operating the laser cannons mounted on the ship's wide wings, and a tailgunner operating the dorsal rear-facing cannon. The fighter also carried an astromech droid for onboard repairs.

During the Battle of Coruscant, Squad Seven, led by Clone Commander Odd Ball, provided cover to the Jedi starfighters piloted by Obi-Wan Kenobi and Anakin Skywalker. It was Odd Ball's duty, and that of his squad, to keep the droid starfighter forces off the tails of the Jedi so that they could complete their mission of rescuing the captive Chancellor Palpatine. Squad Seven suffered many casualties.

ARC-170s were stationed all over the Republic during the Clone Wars, including the aerial campaigns over Cato Neimoidia led by Jedi Master Plo Koon.

Heavily armed and more than capable of surviving and succeeding in battle operations, the ARC-170 (Aggressive ReConnaissance) fighter also functions as a lone recon scout, with extended consumables for five standard days of remote operations. It is one of the few starfighters of this era to carry an onboard class 1.5 hyperdrive engine, with a range of 5,000 light years.

The ship's heavy nose contains sensitive long-range sensors for its snooping missions. Its extendable s-foils radiate heat and serve as a conduit to deflector shield energy. They also help stabilize atmospheric flight, making the ARC-170 an effective aerial fighter as well as a space superiority vessel.

The narrow spaceframe flanked by large engines is common in Incom/Subpro designs, and can be seen in PTB-626, NTB-630 and Z-95 starfighter models.

Credit: FreddyB, rpggamer.org

Geonosian Fanblade

Geonosian Fanblade
Type: Huppla Pasa Tisc Shipwrights Collective Ginivex class Starfighter
Scale: Starfighter
Length: 16.2 Meters
Skill: Starfighter Piloting Fanblade
Crew: 1
Crew Skill: See Asajj Ventress
Consumables: 2 Weeks
Cargo Capacity: 160 Kg
Hyperdrive Multiplier: x1
Hyperdrive Backup: No
Nav Computer: Can Store 6 Jumps
Space: 10
Atmosphere: 400; 1200 km/h
Maneuverability: 4D
Hull: 2D
Shields: 5D *
Sensors:
Passive: 15/1D
Scan: 30/2D
Search: 50/3D
Focus: 2/3D+2
Weapons:
2 Double Laser Cannons (Fire Linked)
Fire Arc: Front
Fire Control: 2D
Space: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5km
Damage: 7D

*: The Fanblade's shields can only be raised when the fighter is in combat mode with its wings extended. When activated, they increase the fighter's energy signature by such a degree that it is two levels easier to detect a Fanblade in this mode. However, the fighter has stealthed engines which allow it to fly stealthily when the shields are deactivated, increasing the difficulty to detect the fighter by one level.

Description: Count Dooku was a known connoisseur of abstract and exotic alien designs, in both art and technology. His preferred vessel, the Punworcca 116-class solar sailer, is a striking example of this appreciation. Impressed by its performance, Dooku commissioned the Huppla Pasa Tisc Shipwrights Collective on Geonosis to craft a sextet of starfighters for his exclusive use. Since Dooku preferred to leave the flying to pilot droids, it is uncertain what he had in mind at the time he placed the order.

Based loosely on aggressive Geonosian air patrol skimmers, the resulting Ginivex-class starfighters were informally dubbed "fanblades" for their most distinctive feature. The slim, elegant vessel had an iridescent fan-like wing extending from its dorsal and ventral surface. The wing can accordion inward to hide flush with the ship's body. The fan deploys for combat mode, stretched to its half-circle extent along a pair of articulated boom arms. Atop each arm is a double laser cannon that swings and locks into forward-firing position. In combat mode, these laser cannons have an enlarged firing arc. When the boom arms are shut, these cannons still point forward due to a limited hinge joint that locks them into place.

Though the combat mode greatly increases the fighter's target silhouette, the exotic material of the fan serves as a transmission plane for deflector shield energy. With shields fully energized, the fanblade is a tough target to damage, but its energy output makes the fighter stand out on sensors.

In a manner similar to the sail found on Dooku's solar sailer, the fan also serves as an alternate form of propulsion, though the ship is fitted with standard sublight and hyperspace drives.

When not in combat mode, the starfighter loses the benefit of enhanced shields, but is difficult to target due to its tiny silhouette. Also, ion bafflers incorporated into its sublight engines make it very stealthy.

At the head of the ship is the bulbous cockpit, designed specifically for humanoid occupants. When Asajj Ventress became a disciple of Count Dooku, he had the small group of fighters moved to her headquarters on Rattatak.

Through the course of the Clone Wars, Asajj would have two fighters stolen from her, one by Anakin Skywalker and the other by Obi-Wan Kenobi. The status of the remaining four is currently unknown.

Credit: FreddyB, rpggamer.org

Starships

Venator Star Destroyer

Venator Star Destroyer
Craft: Venator class Star Destroyer
Type: Assault Carrier
Scale: Capital
Length: 1137 meters
Skill: Capital Ship Piloting: Venator class
Crew: 6670, Gunners: 90
Crew Skill: All skills typically at 4D
Passengers: 640 troops
Cargo Capacity: 30,000 metric tons
Consumables: one year
Cost: NAFS
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: 330; 950 km/h
Hull: 6D
Shields: 3D
Sensors:
Passive: 40/1D
Scan: 80/2D+2
Search: 160/3D
Focus: 4/4D
Hangar: 192 V-wings or Eta-2s, 36 ARC-170s, 24 walkers, 40 LAAT/i's, roughly 12 shuttles/LAAT/c's
Weapons:
8 Dual Turbolaser Batteries
Fire Arc: 4 Left, 4 Right
Skill: Capital Ship Gunnery
Fire Control: 2D+2
Space Range: 3-18/36/75 Atmosphere Range: 6-36/72/150km
Damage: 9D
2 Medium Dual Turbolasers
Fire Arc: 1 Left, 1 Right
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 3-18/35/75 Atmosphere Range: 6-36/70/150km
Damage: 6D
4 Photon Torpedo Tubes (30 torpedoes each)
Fire Arc: 4 Front
Skill: Capital Ship Gunnery
Fire Control: 2D+1
Space Range: 2-10/25/50 Atmosphere Range: 4-20/50/100km
Damage: 10D
6 Tractor Beam Projectors
Fire Arc: 2 Front, 2 Left, 2 Right
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 1-5/15/30 Atmosphere Range: 2-10/30/60km
Damage: 4D
52 Point Laser Cannons
Fire Arc: 5 Front/Left, 5 Front/Right, 15 Left, 15 Right, 12 Back
Skill: Starship Gunnery
Scale: Starfighter
Fire Control: 1D+2
Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D

Credit: Malkarris, SWRPGNETWORK.COM

Droid Control Ship

Droid Control Ship
Type: Trade Federation Droid Control Ship
Scale: Capital
Length: 3,170 Meters
Skill: Capital Ship Piloting: Trade Fed Capital Ship
Crew: 12,180; Skeleton Crew: 3,500/+10
Crew Skill: Astrogation 4D, Capital Ship Piloting 4D+2, Capital Ship Shields 3D+1, Capital Ship Gunnery 5D+2, Sensors 4D
Passengers: 25,000 (Troops)
Cargo Capacity: 50,000 Tons
Consumables: 1 Year
Cost: Not available for sale
Hyperdrive Multiplier: X2
Hyperdrive Backup: X15
Nav Computer: Yes
Maneuverability: 0D
Space: 4
Hull: 6D
Shields: 5D
Sensors:
Passive: 30/0D
Scan: 60/2D
Search: 110/3D
Focus: 2/3D+2
Fighters: 120 Droid Starfighters
Shuttles: 15 Shuttles
Other: (has room for two vessels up to 150 m long).
Weapons:
48 Quad Turbolaser Batteries (Fire Separately)
Scale: Capital
Fire Arc: 12 Front, 12 Back, 12 Left, 12 Right
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 3-12/30/60 Planetary Range: 6-24/60/120 Km
Damage: 5D
80 Laser Cannons
Scale: Starfighter
Fire Arc: 20 Front, 20 Back, 20 Left, 20 Right
Skill: Starship Gunnery
Fire Control: 0D
Space Range: 1-2/10/15 Planetary Range: 2-4/20/30 Km
Damage: 4D

Description: The Droid Control Ships used by the Trade Federation to control its Droid armies were converted Hoersch-Kessel Freighters which the Trade Federation already used in massive numbers. This allowed them to transfer crew from transport duties to combat duties without significant retraining, and to allow parts to be bought in bulk, lowering costs as was so popular within the Trade Federation's entire philosophy. The control ship was lighter armed than other Trade Federation Battleships, but contained the massive computers and communications facilities needed for controlling up to a million individual droids whether they be Battle Droids or Droid Starfighters. This made the Droid Control Ship an obvious target for resistance to Trade Federation forces, so the Trade Federation equipped the Control Ships with very powerful shield generators capable of holding up to anything except other capital ships. But after the success by forces at Naboo in destroying the Control Ship, the Trade Federation began moving away from centrally controlled droid forces meaning that the Control Ships were becoming outdated quickly by the time the Clone Wars began, however since all vessels were needed by both sides in the war, Droid Control Ships continued to see heavy use up until the defeat of the Trade Federation. Very few of these vessels survived the Clone Wars, mainly being converted back into Cargo Transports, however a couple are known to survive and are used by Pirate and Independent worlds as attack ships, but are slow and weak compared to newer vessels.

Credit: FreddyB, rpggamer.org

StarFlare Class

StarFlare Class
Type: Muunilinst Shipyards Banking Clan StarFlare Class Starship
Scale: Capital
Length: 200 Meters Long
Skill: Capital Ship Piloting (StarFlare Class)
Crew: 95; Skeleton Crew: 47/+10
Crew Skill: Capital Ship Piloting 4D
Passengers: 800
Consumables: 2 Months
Cost: 250,000 (used)
Cargo Capacity: 8000 Tonnes
Hyperdrive Multiplier: x1
Hyperdrive Backup: N/A
Nav Computer: Yes
Space: 4
Atmosphere: 280; 800 km/h
Maneuverability: 1D
Hull: 6D
Shields: 4D
Sensors:
Passive: 20/0D
Scan: 50/1D
Search: 80/2D
Focus: 4/3D
Weapons:
8 Twin Laser Cannons
Scale: Capital
Fire Arc: Turret
Fire Control: 1D+2
Space: 3-12/30/60
Atmosphere Range: 6-24/60/120 km
Damage: 5D

Description: Built as a transport vessel for the Intergalactic Banking Clan, the StarFlare Class vessels fall between combat vessels and transport ships. With decent shielding and good weaponry they were obviously not simple transports, but since they performed not only the commerce duties of the Banking Clan, but also transported its military forces, including their lethal Hailfire missile droids, they obviously had to. StarFlare Class vessels were used as transports during the Clone Wars, but were outmatched by pure military combat vessels and very few survived the defeat of the Separatists at the end of the war. These few vessels were claimed by the Empire as recompense for some of the cost of the wars, and were sold off onto the open market, where they serve to this day. The StarFlares usually operate on the fringes of the galaxy where their armament is needed, and one or two have been used by poorer worlds as frontline battleships, but these ships have become part of history and are very rarely seen in modern times.

Credit: FreddyB, rpggamer.org

Techno Union Corvette

Techno Union Corvette
Type: Techno Union Tambor Class Corvette
Scale: Capital
Length: 200 Meters
Skill: Capital Ship Piloting: Tambor Class Corvette
Crew: 610; Skeleton Crew: 240/+15
Crew Skill: Astrogation 4D, Capital Ship Piloting 5D+2, Capital Ship Shields 4D+1, Capital Ship Gunnery 5D+2, Sensors 5D
Passengers: 1,000
Cargo Capacity: 1,200 Tons
Consumables: 1 Year
Cost: Not available for sale
Hyperdrive Multiplier: X1
Hyperdrive Backup: X8
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 320; 850 km/h
Hull: 4D
Shields: 3D
Sensors:
Passive: 35/1D
Scan: 70/2D
Search: 140/3D
Focus: 3/4D
Shuttles: 4
Weapons:
3 Heavy Turbolaser Cannons (Fire Linked)
Scale: Capital
Fire Arc: Front
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 3-12/30/60 Planetary Range: 6-24/60/120 Km
Damage: 8D
6 Quad Laser Cannons
Scale: Starfighter
Fire Arc: Turret
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25 Planetary Range: 100-300/1.2/2.5 Km
Damage: 6D

Description: The Techno Union was one of the largest signatories to the Confederation separatist movement, and as an alliance of manufacturers such as BlasTech, the Corellian Engineering Corporation, Kuat Systems Engineering and Sienar they had some of the best equipment available. The Tambor Class Corvette is an example of this, with powerful drive systems designed by CEC, weapon systems by BlasTech, and many other custom designed systems. This vessel easily manages to equal the Corellian Corvette, and has extremely powerful front cannons which can cripple and destroy most other capital ships of its time. The Corvettes helped the Confederation for a good part of the Clone Wars, before the major elements of the Techno Union withdrew their support as lucrative contracts came their way from the emerging Empire, and they put their support behind it instead. Because of this shift in power, the Corvettes mainly managed to survive the Clone Wars intact, and can still be seen in support roles for the corporations that manufactured them, defending the Corellian and Kuat star systems and escorting cargo convoys. A few have been bought by the Empire as the New Republic has forced it back, and the Empire has needed every vessel it could lay its hands on.

Credit: FreddyB, rpggamer.org

C-9979 Landing Ship

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

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

Credit: FreddyB, rpggamer.org

Venator Star Destroyer (Kuat Drive Yards)

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

Description: Despite a millennium of peace and complacency, the Republic quickly transformed itself into a formidable war machine when the threats of the Separatists escalated into the Clone Wars. The difference made by a few years was astounding; by channeling enormous resources in the name of security, the Republic developed fleets of immense warships, many with cutting edge designs.

The Republic attack cruiser, or Star Destroyer, gave this new starfleet its considerable teeth. The wedge-shaped warship was not primarily a cargo transport, troop carrier or other replenishment or supply vessel; it was developed and honed for ship-to-ship combat. Its huge armored shape had an aggressive, dagger-like profile, studded with heavy weapons emplacements capable of punching through powerful shields and sturdy armor. From its twin elevated conning towers, the crew of clones and other Republic military officers oversaw the craft's operations.

The front half of the ship's dorsal surface contained a massive flight deck capable of scrambling the latest in Republic starfighters. The huge hangar doors opened to allow ships to land or take off from the deck; the vessel also had a smaller docking bay entrance on its ventral surface.

These attack cruisers formed both the backbone and aggressive front of defense around Coruscant during the bold Separatist push to infiltrate the capital. Many destroyers crowded the atmosphere above the city planet, engaging enemy battleships, often at point-blank range. These attack ships also served as command vessels for Jedi Generals during remote operations, such as Yoda's mission to Kashyyyk and Obi-Wan Kenobi's search for General Grievous on Utapau.

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

The Venator-class Star Destroyer was one of several wedge-ship designs to come out of the development think-tank led by engineer Lira Blissex. At over a kilometer in length, it was big and powerful enough to tangle with the Separatist fleets, but it was also quite fast. Its huge reactor-powered sublight engines afforded the Venator-class Star Destroyer respectable speed, enabling it to chase down blockade runners and smaller combat vessels.

Its surface was dotted with eight heavy turbolasers, two medium dual turbolaser cannons, 52 point-defense laser cannons, four proton torpedo tubes and six tractor beam projectors. In a creative move, some captains would use carried SPHA-T walkers to fire out of the ventral docking bay, supplementing the ship's considerable firepower without taxing its energy reserves.

Though it was capable of making planetary landings, this versatile Star Destroyer was used mostly as a spacebound fighting ship. This meant its hangars were stocked with starfighters rather than ground craft. Its standard complement included 192 V-19 Torrent or V-wing fighters, 192 Jedi starfighters, 36 ARC-170 fighters, and 20 LAAT/i gunships.

While the Venator Star Destroyer offered much for its developers to take pride in, the relentless taskmaster Blissex was not content. She had bigger plans in mind. She used her past successes to green-light the ultimate warship of her dreams, the Imperator-class Star Destroyer. Shortly after the end of the Clone Wars, the first test-bed models of this mighty warship were already functioning in classified Imperial shipyards accessible only to the New Order's elite.

After Blissex's marriage to Denn Wessex, one of Palpatine's first regional governors to be installed, she used her newfound political clout to prioritize the expansion of the Star Destroyer program. From these early designs, the final Imperial-class would forever change the way order was maintained in the galaxy.

Credit: FreddyB, rpggamer.org

Acclamator Transport

Acclamator Transport
Type: Rothana Heavy Engineering Acclamator Class TransGalactic Military Transport Ship
Scale: Capital
Length: 752 Meters
Skill: Capital Ship Piloting: Acclamator
Crew: 4280; Gunners: 80, Skeleton Crew: 1500/+10
Crew Skill: Astrogation 4D+1, Capital Ship Piloting 5D+2, Capital Ship Shields 4D+1, Capital Ship Gunnery 5D+2, Sensors 5D
Passengers: 16000 (Troops)
Cargo Capacity: 40,000 Tons
Consumables: 1 Year
Cost: Not available for sale
Hyperdrive Multiplier: X2
Hyperdrive Backup: X10
Nav Computer: Yes
Maneuverability: 0D+2
Space: 5
Atmosphere: 330; 950 km/h
Hull: 5D
Shields: 1D
Sensors:
Passive: 45/0D
Scan: 70/2D
Search: 150/3D
Focus: 3/4D
Weapons:
12 Quad Turbolaser Batteries (Fire Separately)
Scale: Capital
Fire Arc: 6 Front/Left, 6 Front/Right
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 3-15/36/75 Planetary Range: 6-30/72/150 Km
Damage: 6D
24 Laser Cannons
Scale: Starfighter
Fire Arc: 11 Front/Left, 11 Front/Right, 2 Back
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1-3/12/25 Planetary Range: 2-6/24/50 Km
Damage: 4D
4 Missile Tubes
Scale: Capital
Fire Arc: 2 Front/Left, 2 Front/Right
Skill: Capital Ship Gunnery
Fire Control: 2D+2
Space Range: 1-10/25/50 Planetary Range: 2-20/50/100 km
Damage: 7D

Description: The Acclamator Transport ship was created at the start of the Clone Wars as the primary method of transporting the Republic's new clone army. These vessels were so powerful and successful that the Star Destroyer range of vessels were based on their design. The Acclamator was a large transport vessel which could carry 48 AT-TEs, 36 SPHA-Ts, 320 Speeder Bikes and 80 Republic Gunships along with the 16000 troops it was built to carry. Although most of these vessels were decommissioned, some continue operation in reserve fleets and in cargo carrying roles, and even though none were sold to private concerns, the Corporate Sector Authority purchased some, and various pirate fleets have managed to "acquire" Acclamators of their own.

Credit: FreddyB, rpggamer.org

Equipment

Kaminoan Dart Gun

Kaminoan Dart Gun
Model: Kaminoan Saber Dart Hunting Rifle
Scale: Character
Skill: Firearms; Rifle
Ammo: 10
Cost: 850 (used); (each dart costs 15)
Availability: 2, X
Range: 3-75/200/500
Damage: 2D *

  • Although the Saber Darts themselves cause little damage, they are used to deliver toxins. The standard toxin used with Kaminoan Saber Darts does 8D damage and takes effect in mere seconds, although tranquilizers and other chemicals can be used instead.

Description: The Kaminoan Saber Dart Gun is a hunting weapon from the planet Kamino, and fires small darts coated with toxic chemicals. Used by the Kaminoans to hunt underwater because of the unreliability of blaster weaponry in that environment, they have become popular offworld, although very hard to get hold of. The high cost of using a Saber Dart Gun doesn't deter the Bounty Hunters who love the flexibility and accuracy of this weapon, and although the Kaminoan Dart Toxin is a dangerous chemical, many users of this weapon love to make their own to allow them to take down especially dangerous opponents.

Credit: FreddyB, rpggamer.org

Geonosian Sonik Cannon

Geonosian Sonik Cannon
Model: Geonosian Sonik Energy Cannon
Scale: Walker
Skill: Vehicle Blasters; Sonik Cannon
Ammo: Regenerative Power Source
Cost: 5,000 (used)
Availability: 2, X
Range: 5-10/50/100
Damage: 4D

Description: The Geonosian Sonik Energy Cannon emits sound waves which can be incredibly damaging to any target that it hits. The spread of these sonic waves is quite large, which accounts for the fairly short range of this large weapon, but does allow targets to be easily hit (+2D to skill). However, this also counts as a disadvantage to the weapon, as the weapon hits an area, so cannot easily distinguish between targets (-2D to skill if target is in close (2m) to another target, or both are hit). This does make the weapon excellent for suppressing areas of enemy troops. The Sonik Energy Cannon was originally designed for the Geonosians to use themselves, but it was sometimes used by most of the Confederation forces during the Clone Wars, so once they were defeated became widely available on the black market. Its regenerative power source and high level of damage have made it a moderate success, with a few pirated designs still being produced even though the Empire introduced tough laws to stop the production of Geonosian weaponry.

Credit: FreddyB, rpggamer.org

Sonic Rifle

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

Description: The Geonosian Sonic Energy Rifle emits sound waves which can be incredibly damaging to any target that it hits. The spread of these sonic waves is quite large, which accounts for the fairly short range of this large weapon, but does allow targets to be easily hit (+1D to skill). However, this also counts as a disadvantage to the weapon, as the weapon hits an area, so cannot easily distinguish between targets (-1D to skill if target is in close (1m) to another target, or both are hit). This does make the weapon excellent for suppressing areas of enemy troops. The Sonic Energy Rifle was originally designed for the Geonosians to use themselves, as a smaller handheld version of the Sonik Cannon, and it was often used by most of the Confederation forces during the Clone Wars. Once they were defeated, it became widely available on the black market. The Sonic Rifle is a far less effective weapon than the Sonik Rifle, lacking the Regenerative power supply of the cannon, but was still a fairly powerful, if not cheap weapon.

Credit: FreddyB, rpggamer.org

Alien Races

Neimoidians

If there's money to be had, a Neimoidian will be nearby. So says a common spacer stereotype, justified by the species' reputation for excelling at business. While Neimoidians are generally a cowardly lot, in financial issues, they can be bold and aggressive. They display their riches accordingly. High-ranking officials dress in ornate and lavish gowns, towering headpieces, and the elite even travel about in inconvenient yet expensive conveyances called mechno-chairs.

Following the failed invasion of Naboo, the Neimoidians began losing favor in the galaxy. Though the command hierarchy of the Trade Federation still belonged to them, many Neimoidians fled from public view. Those that needed to conduct business took to calling themselves Duros to avoid the stigma.

It was this instinct that led them to the command of the galaxy-spanning Trade Federation, a vast consortium of business interests that controls interstellar shipping in the Galactic Republic. When the government sought to tax outlying trade routes, the Neimoidians reacted with a brazen blockade of the peaceful world of Naboo. That the skittish Neimoidians could undertake so bold a move is remarkable; some suspect an unseen force manipulating events behind the scenes.

Neimoidians are tall humanoids, with mottled green-gray skin and smooth noseless faces. A nictitating membrane protects their large red-orange eyes.

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

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

Neimoidians
Attribute Dice: 12D
DEXTERITY: 2D/3D+2
KNOWLEDGE: 2D/3D+2
MECHANICAL: 1D/4D+1
PERCEPTION: 2D/4D+1
STRENGTH: 1D/3D+1
TECHNICAL: 1D/4D+1
Special Abilities:
Born Traders: The Neimoidians are born to make and break deals and organize trades virtually from when they are grubs, operating in business as if they were born with the skills. This is virtually true and they receive a bonus 2D to Bureaucracy, Business, Bargain and Con skills.
Story Factors:
Treacherous: The Neimoidian people are rarely trusted across the galaxy, and few people believe what a Neimoidian says. Neimoidians place great value on wealth, and dress to display it.
Move: 10/12
Size: 1.8-2.0 meters tall

Credit: FreddyB, rpggamer.org

Kaminoan

While only a select few know of the Kaminoans, they are recognized by those in the know as the preeminent cloners in the galaxy. The gentle and seemingly naive Kaminoans possess a scientific cunning that allows them to excel in the genetic manipulation of numerous species. They have, in the past, completed orders of questionable ethics, creating armed forces. They take pride in their work, never appearing to think of the consequences of their craftsmanship. The largest and best-known example of their clone armies is the one they crafted specifically for the Republic. Fulfilling an order apparently commissioned by Jedi Master Sifo-Dyas, the Kaminoans used a bounty hunter named Jango Fett as the template for their human army. The end result was a military force of alarming skill, speed and efficiency.

Kaminoans are tall, slender beings with glassy eyes, elongated necks, and pale skin. The males of their species often have prominent head-fins, a throwback to their evolutionary roots found in the oceans of Kamino. The Kaminoans inhabit the stilt cities of their planet, with the largest concentration residing in Tipoca City. When the planet Kamino began to come out from the deep freeze of an ice age, and its oceans swelled with melting ice, the native inhabitants were forced to adapt. Pushed to the brink of survival, the Kaminoans perfected cloning technology and practiced selective breeding to keep their species viable.

The struggle for survival instilled in the Kaminoans an austerity that rejects materialism common in other cultures. A stroll through a Kaminoan city reveals a stark minimalism of seemingly colorless walls and structures. Beings capable of seeing the ultraviolet spectrum, however, will note that the Kaminoans do indeed have a decorative sense. Kamino was in need of raw materials, so the Kaminoans traded their genetic sciences expertise in return for necessary imports. Though few know of their world, those that do laud the Kaminoans for their cloning skills. The mining colonies on Subterrel employed Kamino-made cloned workers and they have in the past crafted clone armed forces.

Though outwardly polite, the Kaminoans foster an intolerance of imperfection. They see such flaws as potential poisons to an ideal gene pool. They closely monitor their cloning projects for any deviations in biochemistry, subjecting wayward clones to extensive conditioning to pull them back in line. Kaminoans have very little interest in life beyond their solar system, other than the imports needed by their society. They are detached from the arena of galactic events and have no concerns regarding the repercussions of their breakthroughs.

Kaminoan
Attribute Dice: 12D
DEXTERITY: 2D/4D+2
KNOWLEDGE: 1D/4D+1
MECHANICAL: 1D/3D+2
PERCEPTION: 2D/4D+1
STRENGTH: 1D/3D
TECHNICAL: 2D/4D+2
Special Abilities:
Ultraviolet Vision: Kaminoans can see into the Ultraviolet spectrum, meaning that Kaminoans gain no penalties from Low Light conditions, although Pitch Black conditions affect them normally.
Advanced Medical Knowledge: Although specialised in Cloning Technology, Kaminoans have knowledge of all types of medicine, giving a bonus 2D to their First Aid and Medicine.
Introverted Culture: Kaminoans have a well-rounded education system leaving all members of their species knowledgeable and well educated, except where other species are involved due to the introverted nature of their civilisation. This means that a Kaminoan may not begin with the skills Alien Species, Cultures, Languages, Planetary Systems or Streetwise.
Story Factors:
Rare: Kaminoans rarely leave their home system, meaning that other species have little idea of their language, culture or medical needs, something which causes problems for the few Kaminoans who do venture out into the galaxy.
Intolerance: Kaminoans dislike imperfection, this means that they try to correct this imperfection whenever they can, for example with their clones. However it also means that they are somewhat intolerant of those they see as imperfect, and may look down and treat with disdain those that they find lacking. Groups which Kaminoans disdain are those such as the homeless, the long-term ill, cripples, and the very poor.
Move: 9/11
Size: 2.2-2.6 meters tall

Credit: FreddyB, rpggamer.org

Aristocratic Geonosians

An insectoid species divided into castes, the Geonosians are native to the harsh rocky world of Geonosis. Geonosians construct immense, organic-looking spires within which reside their hive colonies. There are two main types of Geonosians: the wingless drones that mostly work as laborers, and the winged aristocrat, which includes royal warriors serving as scouts and providing security to the hive. All Geonosians have a hard, chitinous exoskeleton, elongated faces, multi-jointed limbs, and speak in a strange clicking language.

Though labeled "warriors," Geonosians do not have a standing military. They instead use their droid foundries to build armies for corporate interests wealthy enough to afford them—entities such as the Trade Federation and the Techno Union. Despite relatively simple minds, the Geonosians are adept at mechanical construction, and are contractors to many of the galaxy's biggest manufacturing concerns. They are responsible for the construction of some of the largest feats of engineering ever witnessed.

The hardships of the native environment coupled with rigid structure codified in their caste society has fostered a barbaric side to the Geonosians. Their simple minds view brutal violence as entertainment, and Geonosians congregate in massive execution arenas to watch victims doomed to die by being subjected to savage creatures.

Geonosian society exists for the benefit of the few in the upper caste. Ruling members think nothing of forcing thousands of workers to labor for their whims. They have overseen the creation of the spectacular architectural realm in which they all live, adapting forms they once built by instinct into more refined, spire-like structures. Their caste system has evolved over millennia. Geonosians are born into specific castes divided along the lines of their physical attributes. Though most Geonosians are content to live within their assigned castes, a few develop ambition and aspire to ascend socially. The aristocrats are brutal in their management of the workers, forcing them to toil under harsh conditions regardless of any dangers.

What little hope an aspiring Geonosian has lies in escape through gladiatorial combat. Geonosians of lower caste are often pitted against other Geonosians, other sentients, or savage creatures in immense gladiatorial arenas. If the Geonosian survives, he achieves status and ascends socially, or accrues enough wealth to leave Geonosis altogether. Even those with the capacity to depart rarely leave Geonosis. The importance of the hive is strongly engrained in the Geonosian mind, and they are, as a whole, contemptuous of other species. The few that have ventured offworld usually do so as work groups that ultimately benefit their home hives. Geonosian contractors can be found at Baktoid Combat Automata plants across the Rim.

The winged Geonosian soldier drones grow to adulthood rapidly, and are ready for combat at the age of six. While they have intelligence enough to defend the hive from natural predators, they prove easily conquerable by more sharp-witted foes. The latest Geonosian subgroup is a separate caste raised to be pilots. These hardy specimens require no sleep. In training, each pilot pupa pairs with a fighter's flight computer, and they develop an idiosyncratic, coordination-enhancing rapport.

Geonosians are strong despite their thin builds. Their tough exoskeletons provide protection from physical impacts, and from bouts of radiation that occasionally shower their world.

Aristocratic Geonosians
Attribute Dice: 12D
DEXTERITY: 2D/4D
KNOWLEDGE: 1D/3D+2
MECHANICAL: 2D/3D+2
PERCEPTION: 2D/4D
STRENGTH: 1D/4D
TECHNICAL: 2D/3D+2
Special Abilities:
Flight: Soldier and Aristocratic Geonosians have wings and can fly at a high speed with some agility.
Exoskeleton: Geonosians have a tough armoured exoskeleton which helps them resist damage, this gives them a bonus +1D to all damage resistance rolls.
Story Factors:
Hive Based: Geonosians are hive-based creatures and have difficulty thinking in any other way, even when they are away from others of their kind.
Move: 10/12 (on foot), 16/20 (Flying)
Size: 1.68–1.78 meters tall

Credit: FreddyB, rpggamer.org