
Sourcebooks
Design: Bill Slavicsek Development and Editing: Bill Smith Graphics: Stephen Crane Art Direction: Stephen Crane Interior Art: Allen Nunis, Keno Beckwith, John Paul Lona, Paul Daly Cover Art: Tom Jung Publisher: Daniel Scott Palter Associate Publisher/Treasurer: Denise Palter Associate Publisher: Richard Hawran Senior Editor: Greg Farshtey Editors: Peter Schweighofer, Bill Smith Art Director: Stephen Crane Graphic Artists: Cathleen Hunter, John Paul Lona Sales Manager: Jeff Kent Sales Assistant: Carl Klinger Licensing Manager: Ron Seiden Warehouse Manager: Ed Hill Accounting: Karen Bayly, Wendy Lord, Mary Galant Billing: Sue Hartung
Published by West End Games RR 3 Box 2345, Honesdale, PA 18431
Based on the novel Heir to the Empire by Timothy Zahn
The Rebel Alliance fought a long, difficult war against the Galactic Empire. It was a war that the Alliance should have lost. Its troops were outgunned, outmanned, and the fledgling movement had nowhere near the resources of its enemy. But the war had more to do with ideals and convictions than it did with resources and troops. For this reason, the Rebellion succeeded, and those who fought against it marvel at its unlikely victory.
The Rebellion was conceived to combat the tyranny and injustice of the New Order. The Alliance drew its membership from every corner of the galaxy. Citizens of all species and from all walks of life joined the struggle when faced with the abuses of the Empire. If the spirit of the Alliance could have been directed against any other enemy, the war would have been much shorter. Unfortunately, the spirit and conviction of the Alliance only balanced the awesome might of the Empire. Even with all the devotion and courage that the Rebel troops could muster, the war was long, costly and uncertain.
It ended with the Battle of Endor. When Emperor Palpatine was finally defeated by the Jedi Luke Skywalker, his fleet was shattered. As the Super Star Destroyer Executor crashed into the second Death Star, it became clear to the Imperial Fleet that the day was lost. The remnants of the Fleet scattered, and the war was basically over. The Rebellion had won. A new day was dawning in the galaxy.
In the five years since the Battle of Endor, the Rebel Alliance has transformed itself into the New Republic. The process has been neither easy nor swift. While the war against the remnants of the Empire continues, there has been no shortage of problems on the home front. Many of the citizens of the fledgling government expected life to change drastically once the war ended and the Empire was defeated. The daily problems of bureaucracy, politics, and running a galactic government were far from the people's minds. But these problems have proven to be among the most difficult to solve.
Many on the Provisional Council remember the golden age of the Old Republic, when the Senate conducted the affairs of the Republic in an orderly, democratic fashion. They want this dream to live again, and they are willing to work to make it a reality. But others fear the power that governmental bodies can accumulate. They fear another Palpatine, another Empire. These people want a government with built-in checks and balances, a government that ensures the liberties of its members and takes special precautions to stop the accumulation of power. The day-to-day debates over the shape and scope of this new government may be among the longest battles to ever grip the galaxy. In the meantime, the Provisional Council runs things to the best of its ability. Its members hope that they will soon find a way to agree on a form of permanent government, before the New Republic flies apart under the increasing pressures of a post-war galaxy.
Not all of the Republic's problems are internal, however. In the five years since the Battle of Endor, the new government has expanded to cover approximately three-quarters of the known galaxy. This rapid expansion brings all sorts of problems, from the need to protect new territories with a military that is already spread too thin, to the difficulties inherent in incorporating worlds and cultures with vastly different societies, philosophies, and needs. The New Republic's most ambitious task has been to convince the many star systems that its government will be run differently from the Empire. This is hard to do when the new government must still fight a war, and when most of the machinery used to run things is left over from the dreaded New Order.
In this time of new beginnings, the galaxy still stands on the edge of a knife. While the New Republic has the momentum, and the Empire is backed into an ever-shrinking portion of its former territory, the current state of affairs is fragile. An overly aggressive campaign could lead to disaster, while a failure to act could hand the advantage back to the enemy. A strong, charismatic leader could pull the warring factions of the Provisional Council together, but no one has stepped forward to assume that role. As things stand now, the heroes of the Rebellion work overtime to keep everything from falling apart while the Council members argue among themselves.
Into this fragile balance, a new threat has emerged. Grand Admiral Thrawn, the last of the Emperor's Grand Admirals, has returned from the Unknown Regions to take command of the remnants of the Imperial Fleet. With this brilliant military leader at the helm, the Empire has once again found its footing. Thrawn's genius has already resulted in a number of unexpected victories, and the New Republic suddenly finds itself on the defensive. For the first time since Endor, the Empire seems capable of wresting control of the galaxy from the forces of freedom.
The Provisional Council has established itself on Coruscant, the old Imperial capital world. This deliberative body runs the New Republic while the greater issues of permanent government are resolved. To the citizens of the New Republic, the Provisional Council appears to be functioning as well as any governing body in recent memory. While there has been no shortage of disagreements, the Council members are dedicated to the goals and ideals of democracy. Like many democratic bodies, the Provisional Council works slowly — often painstakingly slowly. But it works.
From the outside, the Provisional Council appears solid and functional. From the inside, the picture is much different. Those who attend the inner Council meetings tell a different story. The members are divided into a seemingly unending number of factions, alliances and interest groups. Every vote becomes a major battle, with the opposing sides pulling out all the stops in order to come out on top. While many of the issues before the Council are trivial, hardly worth the effort that is expended to resolve them, the underlying issues are monumental. The scope and shape of the permanent government, the fate of worlds and entire species, the very rights and liberties of free beings throughout the galaxy rest on the outcome of the Council's deliberations.
The Council is made up of representatives from many different worlds and species. Each representative brings a unique perspective and an agenda based on the needs of his or her constituents. Sometimes these needs are in direct conflict with the needs of other Council members. In such cases, the debates become extremely heated and, without a strong leader to act as moderator, these debates can go on for weeks.
Mon Mothma serves as the head of the Provisional Council. She is a slight, auburn-haired woman who carries an air of authority and quiet control wherever she goes. She presides over the Council meetings, keeping order and guiding the representatives along the path toward a permanent government.
Mon Mothma was born on the Core world of Chandrila. She grew up among politicians and diplomats, and she learned her craft at the Chandrila Academy. Mon Mothma entered politics when she became the youngest Senator ever to serve in the Republic Senate. She believed in the Republic system, and she was determined to help it grow. When she realized that Palpatine was slowly twisting the Republic into a mockery of itself, she joined with Bail Organa and other Senators to form a resistance movement. When the time came, this resistance grew into the Alliance to Restore the Republic. Mon Mothma served as the Alliance's Supreme Commander, leading the struggle against the Empire with wisdom, integrity and conviction.
Now she leads the New Republic. As the chairwoman of the Provisional Council, Mon Mothma uses her experience, dedication, and diplomatic skills to guide the new government. She is dedicated to the establishment of a democratic government which includes the freedoms and liberties that the Old Republic claimed to defend, while incorporating new checks and balances to prevent the rise of another Emperor.
She worries more about the dangers within the Republic than those facing it from outside. She fears the ambitions of individual beings, the corruption that power breeds and the apathy that peace creates. She has struggled with these issues her whole life, and she is determined that her new government will be strong enough to withstand any internal threat.
While Mon Mothma is a natural leader, she tries very hard not to assert too much control. In fact, many have accused her of being too weak and soft. This bothers her at times, but she believes that it is better to let the Council find its own way than to impose her will upon the other members. If she takes too firm a control of the government, she fears that she will open the door for the next power-hungry individual who comes along. Better that the government learn to work things out for itself, even if the process is painfully slow. Of course, Mon Mothma remains ready to take the reins of command in the event of an emergency. She has led troops through war and rebellions, and she can certainly handle a political crisis.
Mon Mothma
Template Type: Council Leader
Loyalty: To the New Republic
Height: 1.5 meters
Species: Human
Sex: Female
Homeworld: Chandrila
Age: 50+
Quote: "We need more information before a decision of this magnitude can be properly debated. I open the floor to discussion."
DEXTERITY 2D+1
Dodge 4D+2
KNOWLEDGE 4D
Alien races 7D, bureaucracy 10D+2, cultures 8D, languages 6D, planetary systems 8D+1, streetwise 5D, survival 5D+1
MECHANICAL 2D+1
Astrogation 4D, repulsorlift operation 3D+2
PERCEPTION 3D+2
Bargain 6D, command 10D, con 5D+1, hide/sneak 5D, persuasion 8D+2
STRENGTH 2D
Stamina 4D
TECHNICAL 2D+2
Computer programming/repair 5D+2, security 5D
Admiral Ackbar is the military leader of the New Republic. A Mon Calamari of exceptional intelligence and ability, Ackbar is the hero of many Alliance campaigns, including the decisive Battle of Endor. In the five years since that great battle, Ackbar has continued to serve his government well, using his strategic mind to help the military expand into the territories formerly held by the Empire.
Ackbar was once a slave of the Empire. Grand Moff Tarkin had taken Ackbar from Mon Calamari as his personal servant. In captivity, Ackbar learned much about Imperial tactics and strategies. When his people freed him, he used that knowledge to help the Alliance win battle after battle.
The Mon Calamari Admiral is a quiet, thoughtful being. He does not speak often, but when he does everyone listens. Ackbar always speaks his mind, no matter how unpopular his opinion. He is well respected by his military forces and by the other members of the Provisional Council.
Recently, however, a shadow has been cast over Ackbar's reputation. His personal bank account was discovered to contain large deposits of credits, apparently transferred from Imperial sources. While the Council investigates, Ackbar has taken a leave of absence from his official positions. He maintains his innocence, claiming that the credits were planted by an Imperial spy in order to discredit him. While many believe Ackbar, the damage has been done. The military is without its key leader at a time when it needs him the most.
Admiral Ackbar
Template Type: Mon Calamari Military Commander
Loyalty: To the New Republic
Height: 1.8 meters
Species: Mon Calamari
Sex: Male
Homeworld: Mon Calamari
Age: 55+
Quote: "All ships prepare to jump to hyperspace on my mark."
DEXTERITY 2D+2
Blaster 5D, brawling parry 4D, dodge 5D+2, melee 4D+1, melee parry 3D+1
KNOWLEDGE 3D+1
Alien races 5D+2, bureaucracy 8D, cultures 6D, languages 4D+2, planetary systems 7D, survival 5D, technology 5D+2
MECHANICAL 4D+2
Astrogation 8D+2, beast riding 5D, capital ship gunnery 5D, capital ship piloting 9D, capital ship shields 7D+1, repulsorlift operation 5D, starfighter piloting 5D+1, starship gunnery 5D
PERCEPTION 3D
Bargain 4D+2, command 10D+1, gambling 5D+2, search 4D
STRENGTH 2D+1
Brawling 4D, climbing/jumping 3D+1, stamina 4D+1, swimming 5D+2
TECHNICAL 3D
Capital ship repair 5D+2, computer programming/repair 5D+1, Droid programming/repair 4D+1, security 4D+2, starship repair 5D
Borsk Fey'lya, the Bothan Council member, is a creature of politics. Charismatic, intelligent and unscrupulous, Fey'lya views the world through a politician's eyes. Everything is colored by the gains and losses his actions will generate; every decision is based not on what is best, but on what will help Fey'lya the most. He is a master manipulator, an accomplished liar, and one of the most dangerous members of the Council.
The Bothan has been a thorn in Mon Mothma's side for years. He was just as much a problem during the days of the Alliance. While Fey'lya is committed to the goals and ideals of the New Republic, he has a personal agenda which overrides many of his democratic convictions. Fey'lya wants power. He has spent his career building a base of support, forming alliances and accumulating the favors which will one day allow him to challenge Mon Mothma's leadership.
Fey'lya is short, covered in cream-colored fur, and has violet eyes. He can appear to be a warm, friendly politician — full of good humor and hearty compliments. He can also be cold and ruthless, destroying the careers of those he considers to be in his way. When he decides to take an action, he plans every aspect of the campaign with the precision and attention to detail of a military operation.
The Bothan Councilor has recently made a move against Admiral Ackbar. When Ackbar's bank accounts were discovered to contain suspicious deposits, Fey'lya saw an opportunity to remove a major power player from the board. He has led the charge to investigate Ackbar, and he has positioned himself as the logical successor to the Admiral's military authority. Whether or not Fey'lya was behind the planted credits remains to be seen, but one thing is certain — the Bothan stands to gain the most from Ackbar's fall.
Borsk Fey'lya
Template Type: Bothan Council Member
Loyalty: To himself
Height: 1.4 meters
Species: Bothan
Sex: Male
Homeworld: Bothawui
Age: 50+
Quote: "I am so glad you came to me with this matter. Let me see what I can do for you."
DEXTERITY 2D
Blaster 3D, dodge 3D+2
KNOWLEDGE 3D+2
Alien races 6D+1, bureaucracy 10D, cultures 8D+1, languages 7D+1, planetary systems 7D, streetwise 5D+2
MECHANICAL 2D
Repulsorlift operation 3D
PERCEPTION 3D+2
Bargain 8D+1, command 8D+2, con 9D, gambling 7D+1, hide/sneak 7D+1, persuasion 8D+1
STRENGTH 1D+2
Stamina 3D
TECHNICAL 2D
Computer programming/repair 5D, security 6D
Luke Skywalker is one of the heroes of the Rebellion. A moisture farmer from Tatooine, Luke grew to become a Jedi Knight and one of the most famous beings in the galaxy. He was instrumental in the defeat of the first Death Star, and he led the assault against the second. He helped turn his father, the Dark Lord Darth Vader, back from the Dark Side. It was Luke's faith in his father that finally brought the light back to Anakin Skywalker, which ultimately caused the destruction of the Emperor.
In the five years since the Battle of Endor, Luke has served the New Republic as a military officer, a diplomat, and as its only active Jedi Knight. He has also spent much of this time searching for the lost knowledge of the Jedi, exploring the Force, and beginning the process of rebuilding the Jedi Order.
Luke is a young man with sandy blond hair and bright blue eyes. He carries himself with a quiet confidence born of his experiences and his training in the ways of the Force. Though he has become one of the most powerful beings in the galaxy, Luke remains humble and dedicated to the service of others.
The Jedi Knight currently serves as a general in the New Republic military, though he has been spending more and more time pursuing his Jedi studies. He has been training his sister, Princess Leia, in the ways of the Force, and he has begun a search for other Force-sensitive beings who might become his students.
Luke Skywalker
Template Type: Jedi Knight
Loyalty: To the New Republic
Height: 1.72 meters
Species: Human
Sex: Male
Homeworld: Tatooine
Age: 28
Quote: "I am a Jedi Knight, like my father before me."
DEXTERITY 3D+2
Blaster 7D+2, brawling parry 6D+1, dodge 8D, lightsaber 10D+2, melee 6D+2, melee parry 7D+1
KNOWLEDGE 2D
Alien races 5D+2, bureaucracy 5D, cultures 5D+1, languages 4D+1, planetary systems 6D+1, streetwise 5D+2, survival 7D+1, technology 4D
MECHANICAL 4D+2
Astrogation 7D+2, beast riding 5D+2, repulsorlift operation 7D, starship gunnery 9D+1, starship piloting 10D+2, starship shields 6D
PERCEPTION 3D+1
Bargain 5D, command 7D+2, con 4D, hide/sneak 5D+1, search 5D+2
STRENGTH 3D+1
Brawling 6D+2, climbing/jumping 7D, lifting 5D, stamina 6D+2, swimming 5D+1
TECHNICAL 3D
Computer programming/repair 5D+2, Droid programming/repair 6D+1, lightsaber repair 7D, repulsorlift repair 5D+2, starship repair 6D+1
FORCE SKILLS
Control: 10D
Sense: 9D+2
Alter: 9D+1
Force Points: 6
Dark Side Points: 0
Character Points: 15
Princess Leia Organa Solo is the daughter of the legendary Bail Organa, a former Senator and one of the founders of the Rebel Alliance. She is also the daughter of Anakin Skywalker, the Jedi Knight who became the Dark Lord Darth Vader, and the twin sister of Luke Skywalker.
Leia was raised by the Royal House of Alderaan. She was trained in diplomacy and politics from an early age, and she entered the Imperial Senate as the youngest Senator ever to represent her world. In the Senate, Leia worked secretly for the Alliance, using her diplomatic immunity to carry secret messages and vital supplies to the Rebellion. When the Empire destroyed Alderaan, Leia devoted herself fully to the cause of the Alliance.
After the fall of the Empire, Leia married Han Solo, the former smuggler who became one of the heroes of the Rebellion. The two now serve the New Republic as diplomats and troubleshooters. Leia sits on the Provisional Council, and she is pregnant with twins. Despite her condition, she continues to take on dangerous assignments for the Republic.
Leia is a striking woman with long brown hair and dark eyes. She possesses a sharp mind and an even sharper tongue. She is a skilled politician and diplomat, but she is also more than capable of handling herself in a fight. Her Force abilities are just beginning to emerge, thanks to the training she has received from her brother Luke.
Princess Leia Organa Solo
Template Type: Diplomat
Loyalty: To the New Republic
Height: 1.5 meters
Species: Human
Sex: Female
Homeworld: Alderaan
Age: 28
Quote: "I happen to like nice men."
DEXTERITY 2D+2
Blaster 5D+1, brawling parry 4D+1, dodge 6D+2, melee 3D, melee parry 4D
KNOWLEDGE 3D+2
Alien races 7D+2, bureaucracy 10D, cultures 6D+2, languages 7D, planetary systems 6D+1, streetwise 5D+1, survival 4D+2
MECHANICAL 2D+2
Astrogation 4D, beast riding 3D+2, repulsorlift operation 4D, starship piloting 3D+2, starship shields 3D
PERCEPTION 3D+1
Bargain 8D, command 8D+1, con 5D+2, gambling 4D+1, hide/sneak 6D+2, persuasion 8D+2, search 5D
STRENGTH 2D+1
Brawling 3D+2, climbing/jumping 4D, stamina 4D+2, swimming 3D
TECHNICAL 2D
Computer programming/repair 4D+2, Droid programming/repair 3D, first aid 4D, security 5D
FORCE SKILLS
Control: 3D
Sense: 2D+2
Force Points: 3
Dark Side Points: 0
Character Points: 12
Han Solo was born on Corellia, one of the galaxy's most famous worlds. As a youth, Han was cocky, street-smart, and incredibly lucky. He dreamed of flying starships, and when he was old enough he entered the Imperial Academy. Solo was a fine soldier and an even better pilot. His career in the military might have been a long one if he hadn't witnessed the mistreatment of a group of Wookiee slaves.
When Han witnessed an Imperial officer beating a Wookiee named Chewbacca, he could not stand by and watch. He stepped in to defend the Wookiee and wound up destroying his military career. The Empire cashiered Solo and tossed him out of the service. Chewbacca, however, was so grateful for Solo's actions that he pledged a Wookiee life debt to the young Corellian, vowing to serve and protect him for the rest of his life.
Together, Han and Chewbacca entered the underworld of the galactic fringe. Han earned a reputation as one of the best smugglers in the galaxy. He won his ship, the Millennium Falcon, in a game of sabacc from Lando Calrissian, and he began building a legend that would eventually take on galactic proportions.
Han Solo's involvement with the Rebel Alliance began as a purely mercenary venture. He was hired to transport Luke Skywalker and Obi-Wan Kenobi from Tatooine to Alderaan. This simple assignment led to a rescue mission aboard the first Death Star, the battle to destroy it, and eventually to a career as one of the Alliance's greatest heroes.
After the Battle of Endor, Han married Leia Organa. He received the rank of general from the New Republic, and he has served the government as a military commander and diplomat. While he has settled down considerably, the old smuggler has not lost his sense of adventure or his legendary luck.
Han Solo
Template Type: Smuggler Loyalty: To his friends and family
Height: 1.8 meters
Species: Human
Sex: Male
Homeworld: Corellia
Age: 33
Quote: "Never tell me the odds!"
DEXTERITY 3D+1
Blaster 10D, brawling parry 5D+2, dodge 8D+2, grenade 5D, melee 5D+2, melee parry 6D
KNOWLEDGE 2D
Alien races 5D+1, bureaucracy 4D+2, cultures 4D+1, languages 4D+2, planetary systems 6D+2, streetwise 7D+2, survival 5D+2, technology 4D
MECHANICAL 4D+1
Astrogation 8D, beast riding 4D+2, repulsorlift operation 6D+2, starship gunnery 8D+1, starship piloting 10D+1, starship shields 6D+2
PERCEPTION 3D
Bargain 7D, command 5D, con 6D+2, gambling 7D+2, hide/sneak 6D+2, search 4D+2
STRENGTH 3D+1
Brawling 6D+1, climbing/jumping 5D+2, lifting 5D, stamina 7D, swimming 5D+1
TECHNICAL 2D+2
Computer programming/repair 4D, Droid programming/repair 3D+2, repulsorlift repair 5D+1, security 5D+2, starship repair 7D+1
Force Points: 3
Dark Side Points: 0
Character Points: 15
Chewbacca is a Wookiee, a native of the jungle planet Kashyyyk. Standing over two meters tall and covered in brown fur, "Chewie" is an imposing figure. But beneath his fierce exterior lies a loyal friend and a being of great courage and honor.
Chewbacca has served as Han Solo's copilot and companion for many years, bound to the Corellian by a Wookiee life debt. Together they have smuggled goods across the galaxy, fought the Empire, and helped establish the New Republic.
The mighty Wookiee is an accomplished pilot and mechanic. He can be gentle and kind one moment and ferociously violent the next. Chewbacca takes his responsibilities seriously, especially when it comes to protecting his friends and family. He recently returned to Kashyyyk to help Princess Leia, and he continues to aid the heroes of the New Republic whenever they need him.
Chewbacca
Template Type: Wookiee Copilot
Loyalty: To Han Solo
Height: 2.28 meters
Species: Wookiee
Sex: Male
Homeworld: Kashyyyk
Age: 235+
Quote: "Grrrraaaahhhh!"
DEXTERITY 3D+1
Bowcaster 8D, brawling parry 8D, dodge 6D, grenade 4D, melee 7D+2, melee parry 6D+1
KNOWLEDGE 2D
Alien races 5D, languages 4D+2, planetary systems 5D+2, streetwise 5D+1, survival 6D, technology 4D+2
MECHANICAL 3D+2
Astrogation 7D+1, beast riding 4D, repulsorlift operation 4D+1, starship gunnery 6D+1, starship piloting 6D+2, starship shields 5D
PERCEPTION 2D+2
Bargain 4D, command 4D, con 3D+1, gambling 4D+2, hide/sneak 5D+2, search 5D+1
STRENGTH 5D+2
Brawling 9D+1, climbing/jumping 8D, lifting 8D+2, stamina 8D+2, swimming 4D+2
TECHNICAL 3D+1
Computer programming/repair 5D+1, Droid programming/repair 5D, demolition 4D, repulsorlift repair 5D, security 5D+1, starship repair 8D+1
Natural Tools: Claws (add +1D to climbing, +2D to brawling damage)
Force Points: 2
Dark Side Points: 0
Character Points: 12
C-3PO is a protocol Droid, a humanoid mechanical designed to aid in translation and diplomatic interactions. He is fluent in over six million forms of communication, from the most common galactic languages to the most obscure machine codes.
The gold-plated Droid is fussy, nervous and often annoying. He worries constantly about his own safety and the safety of his companions. He has a tendency to quote statistics regarding the dangers of almost every situation, a habit which his companions find extremely irritating. Despite all of his personality quirks, however, C-3PO has proven his worth time and time again. His language skills have saved his friends on numerous occasions, and his loyalty to his masters is unquestioned.
C-3PO continues to serve Princess Leia and Han Solo, acting as a translator and aide. He recently played a key role in diplomatic negotiations on the planet Bimmisaari. The Droid is also serving as a translator during negotiations on Kashyyyk and other worlds.
C-3PO
Type: Cybot Galactica 3PO Human-Cyborg Relations Droid
Height: 1.7 meters
DEXTERITY 1D
KNOWLEDGE 3D
Alien races 6D, bureaucracy 6D, cultures 6D, languages 10D, planetary systems 4D
MECHANICAL 1D+2
PERCEPTION 2D+2
STRENGTH 1D
TECHNICAL 1D
Equipped With:
- Vocabulator speech/sound system
- AA-1 VerboBrain
- TransLang III communications module with over six million languages
- Two visual and two auditory sensors (human range)
R2-D2 is an astromech Droid, a small cylindrical mechanical designed for starship maintenance and repair. He stands just over a meter tall and is covered with blue and white plating. Artoo, as his friends call him, has been Luke Skywalker's constant companion since the two met on the desert planet of Tatooine.
Despite his small size, Artoo is a remarkably capable Droid. He is brave, loyal, and surprisingly resourceful. He communicates through a series of beeps and whistles which only other Droids and his closest friends can understand. His courage and ingenuity have saved his friends on many occasions, and he has played key roles in some of the most important events in recent galactic history.
R2-D2 currently serves as Luke Skywalker's astromech Droid, maintaining the Jedi's X-wing starfighter and accompanying him on his various missions.
R2-D2
Type: Industrial Automaton R2 Astromech Droid
Height: .96 meters
DEXTERITY 1D
KNOWLEDGE 1D
MECHANICAL 2D+1
Astrogation 5D, starfighter piloting 3D+2
PERCEPTION 2D
Search 3D+1
STRENGTH 1D
TECHNICAL 2D+2
Computer programming/repair 4D, starfighter repair 5D+2
Equipped With:
- Three wheeled legs (one retractable)
- Retractable heavy grasper arm
- Retractable fine work grasper arm
- Small electric arc welder (1D-5D damage)
- Small circular saw
- Video display screen
- Holographic projector/recorder
- Fire extinguisher
- Acoustic signaller
- Small (20cm by 8cm) internal cargo area
- Some additional tools and equipment
Wedge Antilles is one of the finest pilots in the New Republic fleet, and one of the few surviving pilots who flew against the first Death Star. He went on to serve with distinction at the Battle of Hoth and the Battle of Endor, where he helped Lando Calrissian destroy the second Death Star.
Antilles currently leads Rogue Squadron, the New Republic's elite starfighter unit. Originally organized by Luke Skywalker, Rogue Squadron has gone through many incarnations since the early days of the Rebellion. Today, the squadron is the best of the best — a collection of the Republic's most skilled and courageous pilots.
Rogue Squadron flies the Incom T-65B X-wing starfighter, currently the New Republic's most versatile and reliable starfighter. While the squadron is equipped with other fighters when necessary, including A-wings and B-wings, the X-wing remains their fighter of choice.
Wedge Antilles
Template Type: Starfighter Pilot Loyalty: To the New Republic Height: 1.7 meters
Species: Human
Sex: Male
Homeworld: Corellia
Age: 27
Quote: "Lock S-foils in attack position."
DEXTERITY 3D+1
Blaster 6D+1, brawling parry 5D, dodge 7D, melee 5D, melee parry 5D
KNOWLEDGE 2D
Alien races 4D+1, bureaucracy 3D+2, planetary systems 5D+1, streetwise 4D+2, survival 5D+2, technology 3D+1
MECHANICAL 4D+1
Astrogation 7D+1, repulsorlift operation 5D+2, starship gunnery 9D+2, starship piloting 10D+1, starship shields 6D+2
PERCEPTION 2D+1
Bargain 3D, command 6D+1, gambling 3D+2, hide/sneak 4D, search 4D+2
STRENGTH 3D
Brawling 5D+2, climbing/jumping 4D, stamina 5D+1, swimming 4D
TECHNICAL 2D+2
Computer programming/repair 4D, Droid programming/repair 3D+2, repulsorlift repair 4D+2, starship repair 6D+1
Rogue Squadron Pilot
Template Type: Starfighter Pilot Loyalty: To the New Republic DEXTERITY 3D
Blaster 5D+1, brawling parry 4D+1, dodge 6D
KNOWLEDGE 2D
Planetary systems 3D+1, survival 3D+2
MECHANICAL 4D
Astrogation 6D, starship gunnery 7D+2, starship piloting 8D+1, starship shields 5D+2
PERCEPTION 2D
Command 3D, search 3D+2
STRENGTH 2D+2
Brawling 4D, stamina 4D
TECHNICAL 2D+1
Starship repair 4D+2
Winter is Leia's aide and longtime friend. The two grew up together on Alderaan, and Winter has served Leia since the early days of the Alliance. Winter has an extraordinary memory — she can recall everything she has ever seen, heard or read with perfect clarity. This ability makes her invaluable as an intelligence operative and aide.
Winter is a tall, elegant woman with white hair and striking features. She is often mistaken for Leia, a similarity which has proven useful on more than one occasion. Winter is calm, composed and efficient. She is currently helping Leia with the day-to-day business of the New Republic and caring for the Solos' newborn twins.
Winter
Template Type: Aide
Loyalty: To the New Republic and Princess Leia
Height: 1.7 meters
Species: Human
Sex: Female
Homeworld: Alderaan
Age: 28
Quote: "I remember everything. It is both a gift and a curse."
DEXTERITY 2D+2
Blaster 5D+1, dodge 5D+2, melee 4D, melee parry 4D+1
KNOWLEDGE 3D
Alien races 5D, bureaucracy 7D, cultures 5D+2, languages 5D, planetary systems 5D+1, streetwise 5D, survival 4D+1
MECHANICAL 2D+2
Astrogation 3D+1, repulsorlift operation 4D, starship piloting 3D+1
PERCEPTION 3D+2
Bargain 5D, command 5D+1, con 6D+1, hide/sneak 7D+1, persuasion 5D, search 6D+2
STRENGTH 2D
Brawling 3D+2, climbing/jumping 3D+1, stamina 4D, swimming 3D
TECHNICAL 3D
Computer programming/repair 5D+1, Droid programming/repair 4D, security 6D
Special Abilities: Holographic memory — Winter can recall anything she has experienced with perfect clarity.
The Force is a mysterious energy field which connects all living things in the galaxy. It surrounds and penetrates everything, binding the universe together in a single, unfathomable web of power and energy. Those who learn to tap into this energy gain access to incredible abilities — the ability to move objects with their minds, to sense the thoughts and feelings of others, to see events in distant places, and much more.
Throughout the ages, the Jedi Knights served as the guardians of peace and justice in the galaxy. They were the practitioners of the light side of the Force, using its power to protect and serve others. The Jedi Order endured for thousands of generations, but it was destroyed by Emperor Palpatine and his servant, Darth Vader. Today, Luke Skywalker is the last of the Jedi, and the future of the Order rests on his shoulders.
The Force has two aspects: the light side and the dark side. The light side is the way of peace, knowledge, and serenity. The dark side is the way of anger, fear, and aggression. The dark side is not more powerful than the light, though it may seem so because its effects are more immediate and dramatic. Those who turn to the dark side find that its power comes with a terrible price — the corruption and destruction of everything they once held dear.
Emperor Palpatine was a master of the dark side. He used its power to subjugate the galaxy and destroy the Jedi Order. His apprentice, Darth Vader, was once the Jedi Knight Anakin Skywalker. Vader was seduced by the dark side, and he served the Emperor faithfully for decades. In the end, it was the love of his son, Luke Skywalker, that brought Vader back from the darkness. Vader destroyed the Emperor to save his son, fulfilling an ancient Jedi prophecy.
A new dark Jedi has emerged from the shadows. The insane Dark Jedi Joruus C'baoth lives on the remote planet of Wayland, ruling over the planet's three species with the twisted power of the dark side. Grand Admiral Thrawn has enlisted C'baoth's services, promising the Dark Jedi what he desires most — Jedi students to mold in his own twisted image.
C'baoth is a tall, gaunt man with wild gray hair and piercing eyes. He is powerful in the Force, but his mind has been corrupted by the dark side. He is arrogant, unstable, and dangerous. C'baoth believes that the Jedi were destined to rule the galaxy, and he intends to create a new order of Jedi — with himself as the supreme master.
The truth about C'baoth's origins is a mystery. The original Jedi Master Jorus C'baoth died years ago on a mission to explore the regions beyond the Known Galaxy. This Joruus C'baoth may be a clone of the original, a product of the Emperor's cloning experiments on Wayland. Whatever his origin, the Dark Jedi is a formidable and unpredictable threat.
Joruus C'baoth
Template Type: Dark Jedi
Loyalty: To himself
Height: 1.9 meters
Species: Human (clone)
Sex: Male
Homeworld: Wayland
Age: Unknown
Quote: "I am the Jedi Master Joruus C'baoth, and I will bring the galaxy the order it so desperately needs."
DEXTERITY 2D+2
Brawling parry 5D, dodge 6D+2, lightsaber 9D, melee 5D+1, melee parry 5D+2
KNOWLEDGE 3D+1
Alien races 7D, bureaucracy 5D+2, cultures 6D, languages 8D+1, planetary systems 5D+2, survival 5D+1, technology 4D
MECHANICAL 2D
Astrogation 3D, beast riding 3D+1, repulsorlift operation 3D
PERCEPTION 3D+2
Bargain 5D, command 9D+2, con 5D, hide/sneak 5D+1, persuasion 6D+2, search 6D
STRENGTH 2D+2
Brawling 4D, climbing/jumping 3D+2, stamina 5D
TECHNICAL 2D
Computer programming/repair 3D+2, lightsaber repair 5D
FORCE SKILLS
Control: 10D+2
Sense: 11D
Alter: 10D
Dark Side Points: 12
"Concentrate. Feel the Force flow. Not outside or inside, but part of all it is. Through the Force, things you will see. Other places. The future. The past ... For the Force is my ally, and a powerful ally it is. Life creates it, makes it grow. Its energy surrounds us and binds us. Luminous beings are we, not this crude matter. You must feel the Force around you. Here, between you ... me ... the tree ... the rock ... everywhere!"
— Yoda, the Jedi Master, teaching Luke Skywalker about the Force
The following is a brief recap of the Force rules used in Star Wars: The Roleplaying Game, as well as descriptions of the Force powers demonstrated in Heir to the Empire. Some of these powers appeared in previous Star Wars game products, others are new to this volume.
There are three skills involved with the use of the Force. They are difficult to learn, but a student who has achieved mastery of them is a powerful person indeed. The first skill taught to those learning the ways of the Force is either Control or Sense. The last skill a student will be offered is Alter.
Control allows a Jedi to manipulate his own internal well of Force energy. Sense allows a Jedi to feel the ebb and flow of the Force around him or her. When he learns to alter the Force, a Jedi can move objects without physically touching them and change the nature of the Force in different things.
Difficulty: Very Easy for wounded characters, Easy for incapacitated characters, Difficult for mortally wounded characters. The difficulty for stunned characters is Easy if the character has not fallen unconscious and Moderate if he has.
Effect: A wounded Jedi who controls pain can act as if he has not been wounded, starting the round after the roll is made. His wound is not healed, but it is ignored (no die code reductions). He still needs to receive medical treatment as soon as possible. A wounded character who controls pain and is wounded again becomes incapacitated. Characters who use control pain to shrug off the effects of stun damage eliminate the effects of the stun entirely. If a Jedi is in pain for a reason other than a wound, this skill can be used to ignore the pain and function normally. This power can be kept "up."
Difficulty: Easy for incapacitated characters, Difficult for mortally wounded characters.
Effect: Remain conscious allows a Jedi to fight off damage effects which would knock out a normal character. On the round after a Jedi is stunned, incapacitated or mortally wounded, he may use this power to attempt to remain conscious. If he fails the roll, he falls unconscious as any other incapacitated or mortally wounded character would.
A successful roll allows the conscious incapacitated character to take one action before lapsing into unconsciousness. This action is subject to die code modifiers for wounded characters (minus 1D).
A successful roll allows the conscious mortally wounded character to do nothing but attempt to control pain (see separate power description).
A character who remains conscious and then controls pain may perform any number of actions without lapsing into unconsciousness. This power may not be kept "up."
NEW POWER
Difficulty: Moderate.
Effect: Resist stun allows a Jedi to prepare his body to resist the effects of stun damage. The power must be activated before the character is hit by an attack that could cause stun damage. It is often kept "up" to protect a Jedi throughout the course of a battle.
A successful roll allows a Jedi to make his body resistant to stun damage. All stun damage less than an "unconscious" result is ignored while this power is in effect. "Unconscious" results are treated as "1 Stun." This power can be combined with control pain to eliminate all stun effects.
Difficulty: Difficult.
Effect: Using this power causes a Jedi to fall into a deep trance, remarkably slowing all body functions. His heartbeat slows, his breathing drops to barely perceivable levels, and he falls unconscious.
Hibernation trance serves two purposes. It allows a Jedi to "play dead." It can also be used to survive when food or air supplies are low. Anyone who comes across a Jedi in hibernation trance assumes the Jedi is dead unless he makes a point of testing him. Another Jedi with the life detection power and the sense skill will be able to detect the Force within the hibernating character and realize he is still alive.
A hibernating character uses about one tenth as much air as someone who is simply sleeping. He can hibernate for a week in a dry climate or for up to a month in a wet one before dying from lack of water.
A character can decide what stimuli will bring him out of the trance, or how long he will spend in the trance before coming out of it. The stimuli or length of time must be declared when the character enters the trance.
Difficulty: Alcohol, Very Easy; Mild Poison, Easy; Average Poison, Moderate; Virulent Poison, Difficult; Neurotoxin, Very Difficult.
Effect: This power allows a Jedi to detoxify poisons or eject them from his body in a much shorter amount of time than would normally be possible. If the Jedi character makes his skill roll, the poison does not effect him.
Difficulty: Sunburn, Very Easy; Intense Sun, Easy; Solar Wind, Moderate; Radiation storm, Difficult; Blaster bolt, Moderate, plus the blaster's damage roll; Force lightning, Moderate plus attacker's control roll, plus lightning damage roll.
Effect: This power allows the Jedi to absorb or dissipate energy, including light, heat, radiation, and blaster bolts. A successful control roll means the energy is dissipated and doesn't injure the character. A character may choose to keep the power "up" as long as the source of energy is constant (the power may not be kept "up" for use against blaster bolts and force lightning). If the user fails at the roll, he takes full damage from the energy source.
NEW POWER
Difficulty: Very Easy if subject has Force skills; Moderate if not.
Effect: This power allows a Jedi to detect live sapient beings who might otherwise remain hidden from a normal person's senses. This power also allows Jedi to determine that another Jedi in a hibernation trance is indeed still alive. This power is effectively "up" all of the time within a range of 10 meters, acting subconsciously. In game terms, whenever a sapient life form approaches within 10 meters of the character (or vice versa), the gamemaster rolls the character's sense skill dice to see if the Jedi notices the being. If the roll is successful, the Jedi gets a "sixth sense" warning that the individual is present and the Jedi knows their location (if there is more than one individual, if the roll is successful, the character knows the location of all individuals within range).
In both cases, if the roll succeeds by 10 or more points, the Jedi knows if the being has Force skills. Also, if the roll succeeds by 10 or more points, if the Jedi has met the individual before and knows his identity, he knows who has approached him.
Difficulty: Very Easy for friendly, non-resisting targets, modified by proximity and relationship. If the target resists, he or she makes a Perception or control roll to determine the difficulty, adding proximity and relationship modifiers.
Effect: If the user's skill roll is equal to or greater than the difficulty number, he can read the target's thoughts and emotions. The user "hears" what the target character is thinking, but cannot probe for information deeper than surface thoughts. The power is usually used for one round, but it can be kept "up" in order to monitor someone's thoughts and emotions. If a character has "Fate Points," he or she is aware when this power is used on them and can choose to resist; characters without "Fate Points" are unaware when this power is used on them.
If the skill roll is double the difficulty number, the user can probe for deeper information by sifting through recent memories.
This power can be used on creatures as well as sapient beings. However, some aliens may be incapable of understanding. Receptive telepathy cannot be used on Droids.
Difficulty: Very Easy, modified by proximity.
Effect: This power allows a Jedi to increase the effectiveness of his normal senses to perceive things that would otherwise be impossible without artificial aids. He can hear noises beyond the range of the human ear, see over distances that would normally require the use of macrobinoculars, and even identify scents and odors that are normally beyond human senses.
Control Difficulty: Very Easy, as modified by proximity. Add five to the difficulty number if the user cannot verbalize the thoughts he is transmitting (if he is gagged, doesn't want to make a sound, etc.).
Sense Difficulty: Very Easy if the target is friendly or doesn't resist, as modified by relationship. If the target resists, he or she makes a Perception or control roll to determine the difficulty, as modified by relationship.
Effect: If the Jedi is successful, the target "hears" his thoughts and "feels" his emotions. The target understands that the thoughts and feelings he is experiencing are not his own, and that they belong to the user of the power (if the target knows who the user is). This power can only be used to communicate with other minds, not to control them.
NEW POWER
Note: This power replaces the lightsaber combat rules in the original roleplaying game.
Control Difficulty: Moderate.
Sense Difficulty: Easy.
Effect: To use a lightsaber to best advantage, a Jedi learns this specialized Force power. With lightsaber combat, a Jedi uses the Force to control the elegant but difficult-to-wield weapon, while at the same time sensing his opponent's actions through his connection to the Force. This power is called upon at the start of a combat round in which the Jedi draws his lightsaber. Success grants him total control over his weapon, making it an extension of both himself and the Force. A successful control roll allows the Jedi to add his control skill dice to the lightsaber's damage code (5D) when he hits. A successful sense roll allows the Jedi to add his sense skill dice to his lightsaber skill roll when trying to hit a target or parry.
Failure disrupts the flow of the Force and the Jedi must use the lightsaber as a normal melee weapon with no control or sense modifiers. The character retains the above abilities even if he fails control or sense rolls for the special maneuvers explained below. The power may be kept "up" for the duration of a battle.
The character may also use his sense skill instead of melee parry in hand-to-hand combat.
Finally, the character may use lightsaber combat to parry and deflect blaster bolts. To do this, the character must declare that he is parrying a specific blaster shot (this is a reaction skill). Then, the character rolls their sense skill, and if it is higher than the firer's to hit roll, the bolt is deflected. A character who successfully parries a blaster bolt can try to reflect the bolt back at the firer or at another target (this is considered an additional action). To deflect the bolt, the character must make a control roll against the standard difficulty to hit the target or the target's dodge (this is treated as if the Jedi wielding the light saber had fired a blaster at the target). The damage is that of the original blaster bolt.
NEW POWER
Warning: A Jedi who uses this power for any reason immediately gains a Dark Side Point.
Control Difficulty: Difficult, as modified by proximity. Limited to line of sight.
Alter Difficulty: Perception or control roll of target.
Effect: This power is a corruption of the Force. When used, it produces bolts of white or blue energy which fly from the user's fingertips like sorcerous lightning. These bolts tear through their target, causing painful wounds. As this power is Force-generated, it can be Force-repelled using dissipate energy.
Force lightning courses over and into its target, convulsing the target with pain, siphoning off his power, and eventually killing him. Armor does not protect a character from force lightning. Force lightning causes 1D of damage for each 2D of alter the user has (round down — a character with alter of 5D would cause 2D damage with force lightning).
NEW POWER
Warning: The use of this power gains a Jedi a Dark Side Point. The Jedi also gains a Dark Side Point for each evil action that he forces someone under his power to do.
Note: This power is so inherently corrupt that its difficulties are substantially reduced by those who have given themselves over to the powers of the Dark Side.
Note: The Jedi must have receptive telepathy, projective telepathy, telekinesis, and affect mind to possess this power. It is unknown if this is the true extent of the power — at this point, the limits below are what is known.
Control Difficulty: Moderate, as modified by relationship. Targets with an affinity for the Force (i.e., have Force skills, Force points, or Fate points) are allowed to make opposed control or Perception rolls, selecting either their roll or the base difficulty.
Sense Difficulty: Easy for a Jedi who has turned to the Dark Side, as modified by proximity. Moderate for a Jedi who is of the Light Side, as modified by proximity.
Alter Difficulty: Variable, depending upon the number of targets being controlled and whether or not they are willing. Targets with an affinity for the Force (i.e., have Force skills, Force points, or Fate points) are allowed to make opposed control or Perception rolls, choosing either their roll or the difficulty, whichever number is higher.For a Jedi who has turned to the Dark Side:
Number Willing Unwilling 1 Very Easy Easy 2 Easy Moderate 3 Moderate Difficult 4-5 Difficult Very Difficult 6-8 Very Difficult Heroic (31+) For a Jedi who is of the Light Side:
Number Willing Unwilling 1 Moderate Difficult 2 Difficult Very Difficult 3 Very Difficult Heroic (31+) Effect: The use of this power allows a Jedi to take control of another person, turning him into a puppet who must obey the Jedi's will. When used successfully, a Jedi can control the actions of others, making them serve his will like automatons. This power may be kept "up" to allow the user to maintain control of his target's mind — the Jedi must make a new roll if a new target is to be added.
Characters versed in the ways of the Force (with any Force skills) can actively resist by rolling a control or Perception total. A character with an inherent affinity for the Force (character has Force Points or Fate Points) may resist by rolling a Perception total. The character may choose either the difficulty for the power use or his own roll. If the Jedi attempts to control more than one such Force sensitive character at the same time, for all characters beyond the first, add +1 for each die code of Perception or control (as per "Combining Rules"). The Jedi must make a new power roll whenever he attempts to take over a new target. Targets may be released without a roll.
Control mind cannot be used to control Droids or computers.
NEW POWER
Control Difficulty: Moderate, as modified by proximity.
Sense Difficulty: Difficult. Alter Difficulty: Dependent upon the number of individuals being affected by this power.
Number of Individuals to be Affected Difficulty 1-10 Very Easy 11-100 Easy 101-500 Moderate 501-5,000 Difficult 5,001-50,000 Very Difficult 51,000-500,000 Heroic (31+) Effect: The use of this power allows a Jedi to coordinate the activities of a group in order to increase the group's effectiveness at a given task. This power was often used by the Emperor to increase the fighting ability of his troops, mentally driving them on and supplementing their will to fight. This power may only be used on individuals who are in agreement with the intent of the Jedi, and it in no way grants the Jedi mental control over the troops affected. Instead, it links the troops on a subconscious level, allowing them to fight more proficiently and with better organization. If the power is successfully called upon, the Jedi picks three specific skills. The skills must be the same for the entire group. For every 3D (round down) in those skills that the troops have, they receive a bonus of +1D.
The Jedi may keep this power up, although he must make a new power roll whenever new troops are to be added to the power, or skills are to be changed. The Jedi may only affect Dexterity, Technical or Strength skills.
The Old Republic was the Republic of legend. But, as the centuries passed, it became a corrupt shadow of its former glory. As the corruption spread, the Republic sickened, withered, and died. The Galactic Empire rose to take the Republic's place, feeding upon its decaying corpse. Where justice and order once prevailed, tyranny and evil held reign. At the Empire's dark heart was Emperor Palpatine, strong in the Dark Side of the Force and totally evil. Palpatine ordered the construction of a vast war machine, the largest the galaxy had ever known. With his Star Destroyers and stormtroopers, the Emperor subjugated planet after planet, star system after star system. For a time, his only opposition consisted of powerless Senators and outraged local governments with no strength to match the Imperial Fleet. But tyranny often breeds rebellion, and this despotic rule was no exception.
For many long, bloody years, the Alliance to Restore the Republic waged war against the Empire. It was outmatched, outclassed, and outnumbered, made up of a ragtag collection of battered ships and desperate, widely different people. It should never have stood a chance. But against all odds, the Alliance stood its ground, pushed forward, and eventually won. At the decisive Battle of Endor, the Jedi returned to aid the Alliance in the form of Luke Skywalker and his father Anakin. The Emperor was killed, his fleet scattered, and his dark will which held the Empire together destroyed. Without its binding, the Empire began to unravel.
The New Republic was quickly formed to replace the dying Empire. For five years, the New Republic has pushed the remnants of the Empire back. Now the Empire holds barely a quarter of its original territory. It is only a matter of time, the New Republic claims, before the last vestiges of Imperial rule cease to exist. For a while this may have been true, but that time is past. A new leader has arisen to rally the remaining Imperials, and his genius has been demonstrated in his first few campaigns.
Perhaps the Empire is not as dead as holmedia reports indicate ...
Once, twelve Grand Admirals served as the Emperor's military commanders. Today, five years after the bitter defeat of the Fleet at Endor, only one of these august geniuses remains — Grand Admiral Thrawn. Thrawn is a tall man of regal bearing, but his alien features reveal that he is not entirely of human origin. He has shimmering blue-black hair and pale blue skin. He has glowing red eyes that seem as menacing, in their own way, as the inscrutable, emotionless face mask of Darth Vader once did.
Thrawn had spent much of his career in the Unknown Regions. He was charged with the task of bringing the barbaric worlds and systems under Imperial control. His brilliant successes eventually won him the title of Warlord and the right to wear the white uniform of a Grand Admiral. Knowing the Emperor's discrimination against nonhumans, this appointment was doubly impressive. Thrawn became the only alien to be admitted into the Grand Admiral brotherhood. It should be noted that Thrawn's species and homeworld are unknown. While rumors of where the Emperor found him have been wide and varied, the truth has remained Thrawn's secret, as has most other information regarding Palpatine's Grand Admirals.
The Warlord is a military genius. He has a very flexible mind, which allows him to find correlations in seemingly unconnected information, and respond effectively to rapidly changing situations. In addition, Thrawn knows almost every tactic and response taught either in the Imperial Academy or the Rebel training centers. He has the ability to twist this knowledge to his own ends, often pulling stunning victories out of certain defeat. He rarely takes the most obvious approach to a problem or situation, but instead relies upon his powers of observation, his remarkable intuition, and his masterful powers of reasoning to find a weakness and pursue that avenue. In addition to being highly intelligent, he is tenacious and patient, able to wait out a situation for the optimal moment for action. However, as evidenced following Joruus C'baoth's actions, even his patience has limits.
The Grand Admiral has a passion for art. He studies the art of the galaxy's varied species, for he believes that by understanding a species' art one gains understanding of the species. And understanding is crucial to the art of subjugation and control.
Thrawn returned from the Unknown Regions to find his beloved Emperor dead, his New Order in ruin, and his Empire on the verge of total defeat. He used his considerable skills and command ability to rally the remnants and gather them back into a cohesive fighting unit. He knew he needed two things to defeat the Rebellion and restore the glory of the New Order, and once his Fleet was again in shape, he set out to secure these things. He needs ships and soldiers in order to build a force capable of beating the Rebel fleet. But the means to both of these key items remains a puzzle. He loves puzzles, and he is currently hard at work on the only puzzle worth solving — the complete, total and utter destruction of the Rebellion.
The Grand Admiral found the first piece of his puzzle on the planet Myrkr. Here, he secured tiny creatures called ysalamiri. These creatures have a unique ability which pushes back the Force and renders Jedi powerless.
The second piece was found on a planet called Wayland. Here, Thrawn located one of the Emperor's personal storehouses. He needed the ysalamiri to get past the Dark Jedi left to guard the storehouse hidden deep within Mount Tantiss. Through the defensive position provided by the ysalamiri, Thrawn was able to gain an added bonus — the services of the Dark Jedi Joruus C'baoth.
In the storehouse, Thrawn found the items he hoped for. With these bits of technology, he would be able to secure his much-needed ships and soldiers. The items, a working cloaking shield and a number of Spaarti cylinders (whose purpose has yet to be revealed), and the powers of a Dark Jedi, have given Thrawn the impetus to set his final campaign into motion.
Thrawn has inherited the services of the Emperor's private Death Commandos, the alien hunting machines called the Noghri. He sends teams of the deadly beings on strike missions which require ruthlessness, skill, and stealth. The Noghri, Rukh, serves as Thrawn's personal body guard.
Thrawn has also managed to place a spy within the New Republic's headquarters in Imperial City. Through this spy, Thrawn often knows the moves of the Rebels before they have been decided.
The New Republic is never referred to as such in Thrawn's presence. It is simply the Rebellion, and its members are nothing more than Rebels. To call them anything else would be to grant them a legitimacy they do not deserve. To his thinking, they are traitors and criminals. They deserve the full and unyielding punishment of the Empire, which Thrawn believes he will finally deliver unto them.
Thrawn's base of operations is the Star Destroyer Chimaera. While Captain Pellaeon nominally commands the ship, Thrawn commands the entire fleet from his Admiral's Chair on the bridge and in his command room. Thrawn had the ship's commander's luxury and entertainment suite turned into his private meditation chamber and command post. He can often be found sitting in his chair, surrounded by holographic representations of the galaxy's greatest art treasures. He studies these works, trying to find solutions to the problems facing him and his command. Though most of these pieces of art are merely hologram copies, one piece is real. The sculpture, sitting alone in a globe of light, writhes upon its pedestal like a wave in some bizarre alien ocean. It represents one of the Warlord's few failures. He was unable to gain understanding of its creators, a species living on a Fringe world. They refused to respond the way he expected them to. Because of this, he destroyed them.
The preliminary action to Thrawn's campaign against the Rebellion began at Sluis Van. Through circumstances of his own making, the Rebels amassed a fleet of star cruisers at the system's shipyards — star cruisers the Grand Admiral meant to steal. Only the untimely arrival of Luke Skywalker and Han Solo foiled Thrawn's plans and kept the ships out of the Empire's grasp. This victory has slowed down Thrawn's campaign, but it has not ended it. Thrawn is not merely a soldier, but he is a true warrior. His red eyes are not set on personal glory, but on the final goal. Perhaps, because of this trait, he is destined to succeed where so many Imperials have failed.
His campaign continues ...
Grand Admiral Thrawn
Template Type: Imperial Grand Admiral
Loyalty: To the Empire
Height: 1.8 meters
Species: Unknown
Sex: Male
Homeworld: Unknown
Age: Unknown
Quote: "Learn about art. When you understand a species' art, you understand that species."
DEXTERITY 2D+1
Blaster 9D+1, brawling parry 6D, dodge 9D, grenade 7D+1, heavy weapons 8D+1, melee 8D+2, melee parry 8D+1
KNOWLEDGE 3D+1
Alien races 11D+1, bureaucracy 12D+1, cultures 11D+1, languages 12D, planetary systems 11D, streetwise 8D, survival 8D, technology 7D
MECHANICAL 3D+2
Astrogation 7D+2, beast riding 7D+2, repulsorlift operation 6D+2, starship gunnery 9D+2, starship piloting 10D+2, starship shields 9D+1
PERCEPTION 3D+1
Bargain 12D+1, command 12D+1, con 10D+1, gambling 9D+1, hide/sneak 7D, search 11D+1
STRENGTH 2D+1
Brawling 6D+1, stamina 9D+1, swimming 4D+2
TECHNICAL 3D
Computer programming/repair 8D, demolition 6D+2, Droid programming/repair 6D, medicine 5D, security 9D+1
Captain Pellaeon has spent fifty years in the Imperial Fleet, and he carries the regal weight of those years like a badge of honor and courage. He served through the good times and the bad times, always loyal, always professional. He became Captain of the Star Destroyer Chimaera at the Battle of Endor. His former commander had been killed, and someone had to take charge before the entire ship was lost. Pellaeon became that man.
He remembers the Imperial Fleet at the height of its considerable power, and that makes the current situation so much more painful. In the old days, it would have been inconceivable for a very young man to serve as a bridge officer on a Star Destroyer. However, that was the situation the Fleet faced five years after the defeat at Endor. Men so young that they were barely an age to be cadets filled all but a few positions, and it sickens Pellaeon. It is an old bitterness, and the root of the problems that have plagued the Empire since the Emperor's death.
But the end was not upon them yet, Pellaeon knew. Not since he had turned command over to the greatest military mind the Empire had ever produced. Pellaeon works well at Grand Admiral Thrawn's side. It takes some getting used to that the Grand Admiral actually wants to hear differing opinions. So many previous Imperial commanders wanted subordinates to regurgitate their own views and ideas back to them. Some even eliminated those who attempted to think on their own. Thrawn was secure enough in his position not to be threatened by initiative and fresh ideas. In fact, he welcomes them.
Captain Pellaeon is nervous about the presence of a Dark Jedi. He fears a return of someone of Lord Vader's power and disposition. But he trusts and admires Grand Admiral Thrawn, despite the fact that the Warlord is not human. He likes the new direction the Empire is taking, and he will continue to serve it with dedication and to the best of his ability for as long as he is able.
Captain Pellaeon
Template Type: Imperial Captain
Loyalty: To the Empire
Height: 1.7 meters
Species: Human
Sex: Male
Homeworld: Coruscant
Age: 70+
Quote: "Run engines to full power. Prepare to make the jump to lightspeed."
DEXTERITY 2D+2
Blaster 7D+2, dodge 7D+2, grenade 7D+2, melee 6D+2, melee parry 6D+2
KNOWLEDGE 3D
Alien races 6D, bureaucracy 9D, cultures 5D, languages 10D, planetary systems 10D, starship tactics 9D, technology 6D+1
MECHANICAL 3D+2
Astrogation 8D, repulsorlift operation 6D+2, starship gunnery 6D+2, starship piloting 8D+2, starship shields 7D+2
PERCEPTION 3D+1
Bargain 7D+1, command 8D+1, con 7D+1, gambling 6D+1, hide/sneak 7D+1, search 8D+1
STRENGTH 2D+1
Brawling 3D+1, stamina 7D+1
TECHNICAL 3D
Computer programming/repair 6D, demolition 5D, Droid programming/repair 5D, repulsorlift repair 5D, security 8D, starship repair 6D+1
At the height of the Empire, elite shock troops called stormtroopers enforced the will of the Emperor. They were created to serve as the Emperor's army, a force separate from the Imperial military establishment which was loyal only to him and his New Order. Since the death of the Emperor at Endor, stormtroopers have been in short supply. But those which still wear the distinctive armor of that elite force remain strict enforcers of the principles and ideals of the New Order.
Stormtroopers live in a totally disciplined military environment. They are totally loyal to the New Order. Never has there been a documented account of a stormtrooper being bribed, seduced or blackmailed into betraying the ideals which they serve. Obedience is paramount to these troops, and the will of the Empire is never questioned.
A stormtrooper wears a suit of white armor over a black body glove. The combination provides limited protection against most environments. In addition, the armor is designed to be blaster resistant. The eighteen-piece outer shell includes an energy source and control devices. It snaps together to form an anti-blaster cocoon. Automatic polarized lenses in the helmet shield against bright flashes of light, and a built-in comm unit keeps the stormtrooper in constant contact with his superiors and squad members. The armor's utility belt features stores of survival equipment, concentrated rations, back up power cells, a spare comlink, and extra ammo. Sometimes a stormtrooper will even carry grenades in the belt's compartments.
Standard Stormtrooper
Template Type: Stormtrooper
Loyalty: To the Empire
Height: 1.8 meters
Species: Human?
Sex: Male?
Homeworld: Unknown
Age: Unknown
Quote: "Stop that ship! Blast them!"
DEXTERITY 3D
Blaster 5D, brawling parry 5D, dodge 5D, grenade 5D
KNOWLEDGE 2D+1
Survival 3D+1
MECHANICAL 2D+2
Repulsorlift operation 4D+2
PERCEPTION 2D+2
Search 4D+2
STRENGTH 3D
Brawling 4D, stamina 4D
TECHNICAL 2D+1
Demolition 3D+1
Equipment: Stormtrooper armor (increases Strength by +1D to resist damage, but reduces Dexterity and all Dexterity-based skills by -1D), blaster pistol (damage 4D), blaster rifle (damage 5D)
When the Empire needed soldiers trained to operate in deep space, it produced zero-g assault troopers. Sometimes called "spacetroopers," these specialized stormtroopers were fitted with armor capable of providing much more than the limited environmental protection offered by the standard stormtrooper armor. They are deadly commandos, second only to the Imperial Royal Guard (who have disappeared from the galaxy) in training and destructive capability.
A spacetrooper wears a standard stormtrooper shell, but then plugs into an armored suit which serves as a personal space assault vehicle. The fearsome yet bulky outfit only works well in zero-gravity environments, such as deep space. An energy-powered exoskeleton gives these commandos the strength necessary to perform actions within a planet's confining pull, but they are most efficient outside of a planet's confining pull.
In full gear, a zero-g assault trooper stands over two meters tall and is twice as wide as an unarmored man. The gear has its own artificial environment controls, built-in sensors, magnetic couplers for docking and walking across craft hulls, repulsorlift propulsion units, and a wide assortment of armor-deployed weapons.
Zero-G Assault Stormtrooper
Template Type: Spacetrooper
Loyalty: To the Empire
Height: 2.3 meters (suit)
Species: Human?
Sex: Male?
Homeworld: Unknown
Age: Unknown
Quote: "Everyone will be dead once the hull is breached."
DEXTERITY 3D
Blaster 5D, brawling parry 5D, dodge 4D, grenade 5D
KNOWLEDGE 2D+1
Survival 5D+1
MECHANICAL 3D+2
Astrogation 4D+2, repulsorlift operation 5D+2, spacetrooper suit operation 6D, starship gunnery 5D+2, starship piloting 5D+2
PERCEPTION 2D+2
Search 5D+2
STRENGTH 3D
Brawling 4D, stamina 5D
TECHNICAL 2D+1
Demolition 3D+1, security 4D+1, starship repair 4D+1
Equipment: Spacetrooper suit (increases Strength by +3D to resist damage, but reduces Dexterity and all Dexterity-based skills by -1D). The suit houses the following weapons: concussion grenades (damage 5D), gas/stun grenades (stun damage 5D), mini-proton torpedoes (damage 6D), blaster cannon (damage 6D), laser cutters (damage 3D)
Note: At the battle of Sluis Van, the zero-g stormtroopers had additional mini-proton torpedo launchers mounted to the back of their armored suits.
Unlike other stormtroopers, scout troopers are not designed for battle. They are trained and equipped for reconnaissance and patrol missions, usually deployed atop fast-moving speeder bikes. The vehicle of choice is the explosively fast Aratech 74-Z speeder bike. The scouts wear highly-specialized light-weight armor which aids them in their mission profile.
Scout armor is more comfortable and maneuverable than the bulkier standard-issue stormtrooper shell. White body armor still covers a black body glove, but some of the heavier armor plating has been replaced with lighter, more flexible padding.
Scouts carry automatic blaster rifles and pistols, as well as flares and stun grenades. They are usually under orders not to engage in combat, however. They are to locate an enemy for heavier-armed troops, not engage it. Scout troopers still seem somewhat plentiful in the Empire. They were most recently used in a search and rescue mission on the planet Myrkr.
Scout Stormtrooper
Template Type: Scout trooper
Loyalty: To the Empire
Height: 1.8 meters
Race: Human?
Sex: Male?
Homeworld: Unknown
Age: Unknown
Quote: "Halt! Identify yourselves in the name of the Empire."
DEXTERITY 3D
Blaster 4D, brawling parry 4D, dodge 4D+2, grenade 4D
KNOWLEDGE 2D+1
Survival 5D+1
MECHANICAL 3D+1
Speeder bike operation 5D+1, speeder bike gunnery 5D+1
PERCEPTION 2D+2
Hide/sneak 5D+2, search 5D+2
STRENGTH 2D
Brawling 3D+1, stamina 4D+1
TECHNICAL 2D+1
Security 5D+1, speeder bike repair 4D+2
Equipment: Scout trooper uniform (add +2 to Strength to resist damage), blaster pistol (damage 4D), blaster rifle (damage 5D), concussion grenades (damage 5D), stun grenades (stun damage 5D)
The first thing Grand Admiral Thrawn set out to do when he took command of the remnants of the Empire was to establish an armada. Around his armada he would rebuild the Imperial Fleet, once again making the Empire the masters of space.
The centerpieces of this armada are five Imperial Star Destroyers. These massive, heavily-armed and armored capital ships measure sixteen hundred meters from bow to stern. Each is capable of carrying six TIE fighter squadrons, but due to the limitations placed upon the Empire since its defeat at Endor, TIE fighter complements have been spread thin throughout the Fleet.
Chimaera is the flagship, an Imperial II Star Destroyer under the command of Captain Pellaeon. This ship houses Thrawn's command bridge and carries a full complement of TIE fighters (the Grand Admiral requires a fully-stocked and combat-ready vessel for his purposes).
The other Star Destroyers include Death's Head, commanded by Captain Harbid; Judicator, commanded by Captain Brandei; and the Inexorable, Stormhawk and Nemesis, whose captains remain unknown to New Republic intelligence reports. These ships have recently been incorporated into a task force coordinated by the dark powers of the Jedi Master Joruus C'baoth.
For the major assault on Sluis Van, Thrawn added the following vessels to his armada: twelve Strike-class cruisers, twenty-two Carrack-class light cruisers, and thirty full squadrons of TIE fighters. The entire armada was assembled around a battered A-class bulk freighter. That ancient ship seemed to mock the elegance and authority of the fleet, but it served as the key to the whole operation for the freighter was equipped with the Empire's new cloaking shield, hiding its hold full of TIE fighters and stolen mole miners.
However, Thrawn's armada remains, ready to carry out his campaign to destroy the Rebellion once and for all.
The Noghri are the Emperor's Death Commandos, a fearsome species with amazing abilities. They have been virtually unknown in the galaxy, although to those knowledgeable of the species, their handiwork is unmistakable. Of all of the Noghri serving the Empire, perhaps the one with the most status is Rukh.
Rukh speaks in a deep, gravely, catlike voice, but his features do not suggest a feline ancestry. Like the rest of his species, Rukh has large dark eyes and a protruding jaw filled with glistening needle teeth. He has long arms with steel-wire muscles beneath his dark gray skin. He hides a slender assassin's knife in the sleeve of his tunic, and keeps a blaster holstered on his belt.
The Noghri named Rukh serves as Grand Admiral Thrawn's personal body guard. He is never far from the Warlord's side, and many suspect that he is a symbol as well as a true protector. Rukh is Thrawn's tie to the Emperor and Lord Darth Vader, for it was to those two Imperial leaders that the Noghri pledged their undying services years ago.
When the Grand Admiral requires Rukh's special talents, the Noghri appears out of the shadows to do the bidding of his master. He not only performs his duties because of his species' honor pledge, but because he enjoys the status and power afforded him as a servant of the highest-ranking Imperial in the galaxy.
Though Thrawn has proven to be more understanding and less prone to demonstrations of violence than other Imperial commanders, he has been known to set a few examples. Most often, it is Rukh who carries out the details of an example, maiming or killing as only a Noghri can, using his knife or blaster — or even his teeth and claws.
Rukh
Template Type: Noghri Death Commando Loyalty: To the Empire
Height: 1.3 meters
Species: Noghri
Sex: Male
Homeworld: Unknown
Age: Unknown
Quote: "I'm doing my job."
DEXTERITY 4D
Blaster 6D, brawling parry 9D, dodge 9D, melee parry 7D, melee 7D
KNOWLEDGE 2D+1
Bureaucracy 4D+1, languages 4D+1, planetary systems 4D+1, streetwise 6D+1, survival 7D, technology 3D+2
MECHANICAL 2D
Repulsorlift operation 6D, starship piloting 6D
PERCEPTION 4D
Bargain 5D, command 6D, con 7D, hide/sneak 9D, search 7D+1
STRENGTH 3D+2
Brawling 8D+2, climbing/jumping 7D+2, lifting 5D+2, stamina 8D+2
TECHNICAL 2D
Security 5D
Natural Tools: Claws (add +1D+2 to damage in brawling combat), teeth (add +1D to damage in brawling combat)
Khabarakh the Noghri served as a member of a Death Commando squad assigned to capture Princess Leia on Kashyyyk. The young Noghri was the only member of his team to survive the assault. He was captured by Chewbacca the Wookiee after he stopped resisting due to his sudden realization as to the identity of Princess Leia.
The Noghri identified Leia as the Mal'ary'ush, the daughter and heir to the Lord Darth Vader. He asked for Leia's forgiveness, for he was ordered to capture her without being told who she truly was.
While no Old Republic records concerning the Noghri or their homeworld exist, Khabarakh provided Leia with much important information. He claimed that Darth Vader was their master — or at least he had been in the past. He came to them in their "desperate need," lifting the Noghri from their despair and giving them hope. There had apparently been some terrible battle, a battle that left the world in a terrible state of destruction. The world was devastated.
Khabarakh and his people serve the Empire in return for its help. Because he came to their aid in their most desperate need, they serve the Empire in memory. Or, more to the point, they serve the Emperor's designated heir — the man to whom Lord Vader entrusted them.
Leia made a deal with the Noghri commando. She promised to come alone to a rendezvous point over the planet Endor if Khabarakh would take her to his planet to present her case to his people. It remains to be seen if she can truly trust Khabarakh, and if he will honor his agreement and meet her by himself. It also remains to be seen what the Princess can accomplish by going alone to a world full of killing machines seeking her capture.
Khabarakh
Template Type: Noghri Death Commando Loyalty: To Darth Vader and his family
Height: 1.3 meters
Species: Noghri
Sex: Male
Homeworld: Unknown
Age: Unknown
Quote: "I am only a soldier. My duty is to obey my orders. All of my orders."
DEXTERITY 4D
Blaster 5D, brawling parry 5D, dodge 6D, melee parry 5D, melee 5D
KNOWLEDGE 2D+1
Languages 3D, streetwise 4D+1, survival 5D+1
MECHANICAL 2D
Repulsorlift operation 3D, starship piloting 4D
PERCEPTION 4D
Bargain 4D+2, command 5D, con 6D, hide/sneak 7D, search 6D
STRENGTH 3D+2
Brawling 6D+2, climbing/jumping 5D+2, lifting 4D+2, stamina 6D+2
TECHNICAL 2D
Security 4D
Natural Tools: Claws (add +1D+2 to damage in brawling combat), teeth (add +1D to damage in brawling combat)
Between New Republic and Empire, there exists a separate society which follows its own rules and has its own hierarchy of authority. It exists within society's cracks, in the shadow, outside the scope of law and order. All manner of loners, individualists, criminals, rebels, scoundrels and galactic scum inhabit this fringe society. Smugglers, crime lords, rogues, bounty hunters, pirates and black marketeers claim it as their domain.
Wherever there are credits to be made or goods to exchange, there are those who decide they can make a larger profit by operating outside official channels. Wherever there are those with needs and desires, there are those willing to fill their varied wants. Wherever there are those with, there are those without, and there are those ready and willing to take from one to give to the other — at a substantial profit, of course.
This fringe society has been in place since the beginning of civilization. Once laws and rules were set in place, there arose elements seeking to find ways around them. Everyone from Jedi Knights to local security forces have tried to eliminate the fringe society. They all failed, and they will all continue to fail. Why? Because it is the nature of the system. Once order is in place, there will always be those who want to find the holes in its high-and-mighty walls. And as long as credits and power drive the galaxy, these fringe inhabitants will continue to thrive.
The Empire has often looked the other way concerning fringe-society operations. So long as local authorities get their cut and the general peace is not overly disrupted, the Empire allows the fringe to supplement normal trade channels. Officially, Imperial authorities call for an end to criminal activities and most Imperial officers look down upon fringe elements. Unofficially, the fringe provides the Empire with needed goods, information, revenue, and even operatives when called upon. Lord Vader employed bounty hunters to locate Luke Skywalker and the Rebel Fleet during the height of the Galactic Civil War, and today Grand Admiral Thrawn has been known to hire such fringe leaders as Talon Karrde, Brasck and Par'tah to perform missions he no longer has the ships or manpower to undertake.
The New Republic tends to look the other way as well, at least as far as the most non-destructive members of the fringe are concerned. The new government remembers a time not very long ago when many of its members were recruited from fringe society. Mon Mothma believes that smugglers, slicers and the like will stop their criminal activities once the justice of the Old Republic has been restored. Others, like Admiral Ackbar, hold a less optimistic view of the fringe, but are willing to work out limited deals in order to get galactic trade back into full swing. The Provisional Council has even offered to hire smugglers as legal businessmen — no tariffs, no Jabba-like skimming, just honest credits, lots of hard work, and safe and secure repair and refuelling stations for ships. The fringe is still mulling the offer over, but don't expect them to jump at it any time soon.
Lando Calrissian likes to be in charge almost as much as he likes to design profitable operations in regions of the galaxy others would just as soon avoid. Early in his life, Calrissian was a wanderer. He traveled from system to system, earning a living as a gambler, rogue, smuggler, mercenary, interstellar adventurer and con artist at various points in his career. The bigger the stakes, the better he likes it. Of all the many games of chance he has mastered, perhaps he is best at the game of sabacc.
It was in a game of sabacc that he won and lost the Millennium Falcon. After the Battle of Endor, Lando Calrissian resigned his commission as general and bid farewell to the emerging New Republic — at least in his capacity as a participating member of its inner workings. He set up a mining operation on the planet Nkllon, sending a steady flow of raw materials to one of his principal clients, the New Republic.
Lando Calrissian is an able pilot. He currently flies the Lady Luck, a modified pleasure yacht. He is adept at various martial skills, including blaster shooting and hand-to-hand combat. Calrissian prefers to bluff, con, sneak, think or swindle his way out of a tight situation, but he is not adverse to fighting when all other options are closed to him.
Lando Calrissian
Template Type: Gambler
Loyalty: To himself and the New Republic
Height: 1.77 meters
Species: Human
Sex: Male
Homeworld: Unknown
Age: 40+
Quote: "Uh-oh, looks like someone's just bought the heavy end of the hammer."
DEXTERITY 3D+2
Hold-out blaster 7D+2, blaster 8D+2, brawling parry 6D, dodge 7D, grenade 5D, melee 5D+1, melee parry 5D+2
KNOWLEDGE 3D
Alien races 5D+1, bureaucracy 8D, cultures 7D+1, languages 6D, planetary systems 5D+2, streetwise 9D, survival 6D, technology 6D
MECHANICAL 3D+2
Astrogation 7D, repulsorlift operation 5D+1, starship gunnery 8D, starship piloting 9D, starship shields 8D+1
PERCEPTION 4D
Bargain 9D, command 8D, con 10D, gambling 10D+1, hide/sneak 7D+2
STRENGTH 2D+2
Brawling 6D+2, climbing/jumping 5D+2, stamina 6D+2, swimming 4D+2
TECHNICAL 2D+1
Computer programming/repair 5D+1, demolition 3D+1, Droid programming/repair 4D+1, repulsorlift repair 5D+1, security 7D+1, starship repair 7D+1
The current mover and shaker in fringe society is a low-profile man named Talon Karrde. He has become the top mover in the fringe "game" since Jabba's demise, although few people are aware of Karrde's standing.
Talon Karrde, a slender, thin-faced man with short dark hair and pale blue eyes, runs a successful smuggling operation. He originally worked out of a base on the planet Myrkr, but recent Imperial entanglements have forced him to desert the base for a safer, less-obvious location. He uses the rank of captain when conducting business or trying to make an impression. To his closest associates, he is simply Talon.
Karrde's operations extend deeply into both Imperial and New Republic space. He has tried to avoid choosing sides in the struggle between the two galactic powers. While his primary business is smuggling goods and transporting them from place to place, he knows that information is also a very valuable commodity and believes that most everything has a price. Secrets, especially, are worth a great deal of credits on the open market. He prefers to trade secrets of magnitude for secrets of equal value, thus increasing his own personal store of knowledge. Karrde's people hear stories and rumors; he takes the pieces and puts them together — like any intelligence unit would.
He can be charming, hospitable, and even friendly to enemies and friends alike. He believes that an enemy today can be a friend tomorrow, and there's no reason to ruin that over something as trivial as bad manners. He is considered honest in his trade dealings by other members of the fringe society, though looked upon as something of a cold fish. He has a reputation for being calculating and highly mercenary.
Karrde has two pet vornskrs which he calls Drang and Sturm. The two have been domesticated but they are still aggressive enough to make effective guard animals.
Talon Karrde
Template Type: Smuggler Loyalty: To himself Height: 1.7 meters
Species: Human
Sex: Male
Homeworld: Unknown
Age: 40+
Quote: "Here on the ground, with an Imperial Star Destroyer orbiting overhead, we have no bargaining position at all. I wouldn't do business under such circumstances even if Thrawn was the most trustworthy client in the galaxy. Which he's not."
DEXTERITY 3D+1
Blaster 5D+1, brawling parry 5D+1, dodge 6D+1, melee 4D+1, melee parry 4D+1
KNOWLEDGE 2D+1
Alien races 7D+1, bureaucracy 7D+2, cultures 7D+1, languages 7D+1, planetary systems 5D+2, streetwise 8D+1, survival 4D+1, technology 5D
MECHANICAL 3D+2
Astrogation 7D+2, beast riding 4D+2, repulsorlift operation 5D+1, starship gunnery 5D+2, starship piloting 6D+1, starship shields 6D
PERCEPTION 3D
Bargain 8D, command 9D, con 7D+1, gambling 6D+2, hide/sneak 6D+2
STRENGTH 3D
Brawling 4D+2, stamina 6D
TECHNICAL 2D+2
Computer programming/repair 4D+2, security 6D+2
Before Luke Skywalker met her in the flesh, he saw Mara Jade in a vision. On Dagobah, in a dark, twisted cave beneath a brooding tree alive with the Dark Side of the Force, Luke was assaulted by surreal images. A slender woman with green eyes standing alone on top of Jabba's nearby sail barge. Without his weapon, he could not prevail against so many spears. He felt their sharp tips rip at his flesh as the woman's mocking laughter echoed through the dream mists.
Mara Jade has a dancer's figure, and a catlike athlete's grace. Her spectacular green eyes are cool and measuring, take in everything. Her shimmering red-gold hair adds to her beauty, but few ever try to get close to the woman. She radiates loss and deep hatred like a star radiates light. She has been with Talon Karrde's smuggling operation for five-and-a-half months, but in that time she made a powerful impression on the chief. Her combination of luck and raw talent, along with her ability to make the most of any opportunity, has prompted Karrde to offer her the rank of second-in-command. She has yet to accept or reject his offer.
Mara Jade had been the Emperor's Hand. That was her code name in his inner court. She served him throughout the galaxy as an extension of his own dark evil. She took on the jobs the Imperial Fleet and stormtroopers could not handle. Her one great talent was that she could hear the Emperor's call no matter where she was, and she could report back to him in the same way. Mara had prestige, power, respect and purpose. She lost it all when the Emperor died. For that, she has vowed to kill Luke Skywalker.
A black, bitter hatred fills Mara's soul. It is directed at Luke Skywalker, the man she credits with destroying her life. Behind the anger rests a deep, lingering pain. Both her anger and her pain stem from the same source — the day in Jabba the Hutt's palace when she stood silently and watched as Luke Skywalker destroyed her life. For Mara Jade once served Emperor Palpatine, and her failure to her master led to his destruction.
Mara Jade
Template Type: Merc
Loyalty: To the Emperor
Height: 1.6 meters
Species: Human
Sex: Female
Homeworld: Unknown
Age: 28
Quote: "Don't like it, do you? It's not easy to suddenly lose everything that once made you special, is it?"
DEXTERITY 3D+2
Blaster 9D+1, brawling parry 7D+2, dodge 8D+2, hold-out blaster 8D+2, melee 8D+1, melee parry 7D+2
KNOWLEDGE 2D+2
Alien races 8D+2, bureaucracy 7D+2, cultures 8D+2, languages 8D+2, planetary systems 5D+2, streetwise 6D, survival 7D, technology 4D+2
MECHANICAL 2D+2
Astrogation 8D+2, beast riding 5D+2, repulsorlift operation 5D+2, starship gunnery 9D+2, starship piloting 9D+2, starship shields 8D
PERCEPTION 2D+1
Bargain 5D+2, command 7D+1, con 6D+1, gambling 4D+1, hide/sneak 8D+1, search 7D+1
STRENGTH 3D+2
Brawling 6D+2, climbing/jumping 7D+2, lifting 5D+2, stamina 8D+2, swimming 6D+2
TECHNICAL 3D
Computer programming/repair 7D, demolition 4D, Droid programming/repair 3D+2, medicine 5D, repulsorlift repair 5D, security 8D, starship repair 6D+1
FORCE SKILLS
Unknown
Karrde's smuggling operation extends into both New Republic and Imperial territory. He deals in whatever contraband goods a planet needs, from cargo to information. In fact, his operatives have standing orders to bring back any rumors they hear so that Karrde can add to his growing store of knowledge.
Besides smuggling chief Talon Karrde and his newest operative, Mara Jade, Karrde's ranking associates include Aves, Dankin, Chin, Fynn Torve, Wadewarn and Ghent. Aves has served with Karrde since the earliest days of his operation. He normally stays close to the smuggling chief, serving as advisor and comm officer. Aves' job is to coordinate the activities of field operatives, serving as a kind of ship dispatcher for the smugglers.
Chin, a middle-aged man with a Froffli-style haircut, hails from the planet Myrkr. His knowledge of the planet's indigenous life has served Karrde well. Chin trains and handles Karrde's pet vornskrs, domesticating the wild creatures while training them to serve as guards. He also understands the mysterious ysalamiri, and has perfected techniques for removing them from their tree branches without killing them.
Dankin, Fynn Torve and Wadewarn are among the best of Karrde's freighter pilots. Ghent, the slicer, is a young man with a lot of knowledge and lots of bright-eyed optimism. Barely out of his teens, the kid handles all of Karrde's computers and Droids, keeping that end of the operation running smoothly. He is also adept at breaking encrypt codes.
The extent of Karrde's operation is unknown, but many in fringe society believe his group is now on top. His best ships include the Etherway, the Starry Ice, and Karrde's own ship, Wild Karrde. The group had made its private base of operations on the planet Myrkr.
Aves
Template Type: Smuggler Loyalty: To Karrde Height: 1.9 meters
Species: Human
Sex: Male
Homeworld: Unknown
Age: 40+
Quote: "What? That's crazy. They outnumber us three to one."
DEXTERITY 3D+1
Blaster 5D+1, brawling parry 5D+1, dodge 6D, melee 4D+1, melee parry 4D+1
KNOWLEDGE 2D+1
Alien races 3D+2, bureaucracy 4D+1, languages 4D+1, planetary systems 6D+1, streetwise 7D, survival 4D+1, technology 3D+1
MECHANICAL 3D+2
Astrogation 7D+2, repulsorlift operation 5D+2, starship gunnery 5D+2, starship piloting 5D+2, starship shields 5D+2
PERCEPTION 3D
Bargain 6D, command 5D, con 5D+2, gambling 6D, hide/sneak 4D, search 4D
STRENGTH 3D
Brawling 5D, climbing/jumping 4D, lifting 5D, stamina 5D
TECHNICAL 2D+2
Security 5D+2, starship repair 4D+2
Fynn Torve
Template Type: Smuggler Loyalty: To Karrde Height: 1.7 meters
Species: Human
Sex: Male
Homeworld: Corellia
Age: 40+
Quote: "I like to feel out my customers before we do business — get an idea of whether I can expect 'em to play straight with me. People who lie about their history usually lie about the job, too."
DEXTERITY 3D+1
Blaster 4D+2, brawling parry 4D+1, dodge 4D+2, grenade 4D+2, melee 5D+1, melee parry 5D+1
KNOWLEDGE 2D+1
Alien races 6D+1, bureaucracy 4D+1, languages 6D+1, planetary systems 6D, streetwise 6D, survival 5D+1, technology 3D
MECHANICAL 3D+2
Astrogation 6D+2, repulsorlift operation 5D+2, starship gunnery 4D+2, starship piloting 6D+2, starship shields 5D+2
PERCEPTION 3D
Bargain 5D, command 5D+1, con 6D, gambling 7D, hide/sneak 5D, search 3D+2
STRENGTH 3D
Brawling 4D, lifting 4D, stamina 5D, swimming 4D
TECHNICAL 2D+2
Computer programming/repair 8D, Droid programming/repair 8D, repulsorlift repair 4D+1, security 9D
Ghent
Template Type: Slicer
Loyalty: To Karrde
Height: 1.6 meters
Species: Human
Sex: Male
Homeworld: Baroli
Age: 20
Quote: "So you're Han Solo. I've heard a lot about you. Always wanted to meet you."
DEXTERITY 2D+2
Blaster 3D, dodge 4D+2
KNOWLEDGE 3D+1
Alien races 5D, bureaucracy 4D+1, languages 5D+1, planetary systems 5D+1, technology 7D+1
MECHANICAL 4D
Repulsorlift operation 5D, starship shields 6D
PERCEPTION 2D
Bargain 4D, con 4D, gambling 4D, hide/sneak 4D
STRENGTH 2D
Climbing/jumping 3D, stamina 4D, swimming 3D
TECHNICAL 4D
Computer programming/repair 8D, Droid programming/repair 8D, repulsorlift repair 4D+1, security 9D
One of the major smuggling chiefs operating in the Borderland Regions is Brasck. Brasck is a Brubb from the planet Baros. Like all Brubbs, he is a bipedal reptiloid with a knobby, grayish-green hide. He left his homeworld when he was recruited by Jabba the Hutt as a mercenary. With the crime lord's demise, Brasck grabbed whatever followers he could and set up his own smuggling operation.
Brasck deals in anything, including kidnapping and slaves. As such, his major clients are the Empire and other crime organizations. He travels the stars in his command ship Green Palace, preferring deep space and constant motion to a permanent base of operations.
Recently, Brasck has taken on the bounty for Luke Skywalker. He knows his organization can handle a simple kidnapping. That's what they do best, after all.
Brasck
Template Type: Brubb Merc
Loyalty: To himself
Height: 1.6 meters
Race: Brubb
Sex: Male
Homeworld: Baros
Age: 34
Quote: "My way! You will do it my way! What do I pay you for, anyway?"
DEXTERITY 3D
Blaster 6D, brawling parry 6D, dodge 6D, melee 6D, melee parry 6D
KNOWLEDGE 2D
Languages 4D, planetary systems 4D+1, streetwise 6D, survival 5D
MECHANICAL 3D+1
Beast riding 5D+1, repulsorlift operation 6D+1
PERCEPTION 2D+1
Bargain 5D+1, command 5D+1, con 4D+2, hide/sneak 4D+1, search 4D+1
STRENGTH 4D+1
Brawling 7D+1, climbing/jumping 5D+1, lifting 6D+1, stamina 7D+1
TECHNICAL 2D+2
Demolition 3D+2, medicine 3D+2
Par'tah controls one of the major smuggling groups operating in the Borderland Regions. Most of her group's apparent wealth is nothing more than illusion, however. In truth, hers is a marginal operation living well above its means in the hopes of gaining prestige and power.
Par'tah is a Ho'Din, a native of the planet Moltok. She stands almost three meters tall, and her skin color and slender shape make her appear like a blade of swaying wuppa grass. Her two dark, bulging eyes and wide, lipless mouth makes her very attractive to other Ho'Din.
Par'tah's base of operations remains hidden on a hot, jungle planet off the crowded space lanes. Like all Ho'Din, she has an instinctive love for nature. Unlike most Ho'Din, she also understands the benefits of technology. In fact, whenever possible she likes to deal exclusively in technological items.
Par'tah
Template Type: Ho'Din Smuggler
Loyalty: To herself
Height: 2.6 meters
Species: Ho'Din
Sex: Female
Homeworld: Moltok
Age: 38
Quote: "Have you ever seen the insides of a kortronic galvanator? The circuitry pattern is the most amazing I've ever seen!"
DEXTERITY 3D
Blaster 4D+2, brawling parry 4D, dodge 5D, melee 4D, melee parry 6D
KNOWLEDGE 3D+2
Alien races 5D+2, bureaucracy 4D, cultures 5D+2, languages 4D+2, planetary systems 4D+2, survival 4D+2
MECHANICAL 3D
Astrogation 5D+1, repulsorlift operation 6D, starship gunnery 5D, starship piloting 5D, starship shields 5D+2
PERCEPTION 2D+1
Bargain 6D+1, command 5D+1, con 4D+1, gambling 4D+1, hide/sneak 5D+1, search 4D+1
STRENGTH 3D
Brawling 5D, lifting 4D, stamina 6D
TECHNICAL 3D
Computer programming/repair 5D, Droid programming/repair 5D+1, medicine 6D+2, repulsorlift repair 4D+1, starship repair 5D
The galaxy contains hundreds of billions of stars, and countless millions of inhabited worlds. At the height of its power, the Old Republic governed a million worlds, yet millions of systems remained unclaimed, unmapped and unknown. The Empire expanded that territory, pushing relentlessly into the unknown portions of the galaxy.
Today, three-quarters of the known systems are aligned, however marginally, with the New Republic. The Empire controls barely one-quarter of its original territory. Beyond these regions, the unknown waits patiently to be discovered and drawn into one of the galactic unions.
For ease of reference, the bureaucracies have divided the galaxy into several distinct regions: the Core, the Outer Rim Territories, Wild Space, the Unknown Regions, and the Borderland Regions.
The most-densely populated region of the Known Galaxy is the Core. From the Core systems, the first galactic government spread outward, and the Core grew. Like the hub of a wheel, the Core was the center from which its inhabitants spiraled into more and more of the galaxy, opening new trade routes, discovering new intelligent species, and colonizing new worlds. Today, most of the Core systems fall under the jurisdiction of the New Republic. The Core contains Coruscant, which has served as the center of government for countless centuries.
The Outer Rim Territories is one of many regions surrounding the Core region. This area has been considered the galaxy's frontier since it was first opened to settlers during the days of the Old Republic. Today, the Territories are still wilder and less tamed than the Core systems, but few of them can truly be considered frontier anymore.
Wild Space is today's true frontier. Previously considered part of the Unknown Regions, Wild Space had been opened to exploration as one of Emperor Palpatine's last acts. Grand Admiral Thrawn was charged with taming the wilderness. Wild Space nominally falls under the current Empire's command, but much of it remains wild and free — and the Empire is too busy at this time to force its subjugation.
The Unknown Regions are beyond even Wild Space, and is a general term that refers to the areas of the galaxy that remain unexplored. Few have ventured into this unknown area. Both the Old Republic and the Empire have made attempts to explore these vast regions, but neither met with more than marginal success.
One final region deserves mentioning, though it is not an "official" area of the galaxy. It appears on no star maps, but the area exists nonetheless. The Borderland Regions is a militarized zone separating the New Republic from the Empire. It is a disputed area, controlled by neither the Republic nor the Empire, but strongly influenced by both. Most of the systems within this region have decided to stay neutral until one of the forces takes permanent control. The day-to-day battles of the continuing Galactic Civil War are fought here.
Abregado system sits along the Republic side of the Borderland Regions. A complicated manufacturing infrastructure links the entire system. This manufacturing center is of paramount importance to the New Republic.
Abregado-rae, for instance, has a bright, painfully clean cityscape rising over the landing pits of its spaceport. But no amount of cleanliness or polished metal can eliminate the wild air which hangs over every spaceport. It is the air of mixed cultures and species coming together in one place before moving back into the stars.
For all its new look, Abregado-rae still has a number of its old smuggler stomping grounds. Currently, smugglers have been bringing food and medicine to a clan of people living in the hills beyond the spaceport. They have refused to join the system's new government, stating they only want to be left alone to continue their way of life.
Abregado-rae
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (Breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Hills
Length of Day: 23 Standard Hours
Length of Year: 349 Local Days
Sapient Races: Gados, Humans
Starport: Standard Class
Population: 40 million
Planet Function: Manufacturing, trade
Government: Repressive Bureaucracy (New Republic Allied)
Tech Level: Space
Major Exports: High tech, mid tech
Major Imports: Foodstuffs, high tech, medicinal goods, mid tech
Athega system has long been seen as a potential source of raw materials. The worlds orbiting its sun are lifeless rocks, but they are rich in minerals and fuel stores. The only stumbling block to setting up a mining operation has been a major one — the intensity of the giant sun is so great that it melts even the heaviest shielding for starships.
Lando Calrissian petitioned the New Republic for the rights to the system and for loans to help him implement a complicated scheme to extract the valuable minerals. They agreed to both requests. First he designed ships which could shield freighters coming in to pick up cargo, and with the help of the Republic Engineering Corporation, a dozen of the unique ships were built. Now, the shieldships run back and forth from depots farther out in the system, sheltering freighters and other ships on their journey to Nkllon.
The super-hot planet Nkllon orbits the intense sun of Athega. Once it was thought the rich raw materials locked within the planet would never be freed. Nkllon orbits very close to its sun. Any normal ship which approaches the planet has its hull quickly peeled away by the intense heat. Only through the use of specially-designed shieldships can a normal ship reach the planet.
The side of the planet in direct sunlight is off limits to even Lando's well-prepared operation. However, with the use of Nomad City and Nkllon's very slow rotation, the scoundrel-gone-businessman has been able to pry ores of tremendous value from the planet because the dark side remains cool enough to work on.
Nkllon
Type: Small rock
Temperature: Searing
Atmosphere: None
Hydrosphere: Arid
Gravity: Light
Terrain: Crater fields, volcanic
Length of Day: 3527 Standard Hours (approximately 90 Standard Days)
Length of Year: 5 Local Days
Sapient Races: Humans
Starport: Standard (uses shieldships from outside system)
Population: 5,000 (Nomad City)
Planet Function: Mining
Government: Corporate (New Republic Allied)
Tech Level: Space
Major Exports: Metals, minerals
Major Imports: Foodstuffs, high tech, mid tech
It has been said that the world of Bimmisaari specializes in fur and moving plants. Waving trees cover the world's surface, constantly swaying even when no wind blows. In fact, these asaari trees can move their leafy branches of their own accord, though their roots are firmly anchored in the planet's soil.
The planet's intelligent inhabitants, beings who call themselves Bimms, are governed by a planetary council. Members of the council are referred to as Law Elders. The planetary council meets in the Tower of Law, a fairly modest building connected to a somewhat taller marketplace.
Bimms love to shop and haggle, and the marketplace is always crowded with a sea of yellow-clad beings. Since the Battle of Endor, the planet has also become a favorite stopover for shoppers from all over the galaxy.
Bimmisaari
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (Breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Forests, plains
Length of Day: 26 Hours
Length of Year: 302 Local Days
Sapient Races: Bimms (N)
Starport: Standard Class
Population: 28 million
Planet Function: Homeworld, trade
Government: Planetary Council (Independent)
Tech Level: Space
Major Exports: Luxury Goods
Major Imports: High Tech
Bpfassh system, a member of the New Republic, was the target of a three-pronged Imperial attack shortly before the incident at Sluis Van. In fact, the multi-edged attack into New Republic territory was a setup for the real raid in nearby Sluis Van. The Imperials attacked with a five-ship task force — five Imperial Star Destroyers under the command of Grand Admiral Thrawn. The mission was a simple hit-and-fade using Star Destroyers.
Bpfasshi do not like Jedi. During the Clone Wars, a group of Bpfasshi Dark Jedi wreaked havoc before being stopped. Some of these Dark Jedi escaped, however, spreading terror throughout Sluis sector. One such Jedi got as far as Dagobah before being put down. Rumors that a new Dark Jedi has surfaced on the side of the Empire has Bpfasshi representatives petitioning the Provisional Council for protection in case that Jedi decides to visit their system.
Bpfassh
Type: Double planet
Temperature: Temperate
Atmosphere: Type II (Breath Mask Suggested)
Hydrosphere: Dry
Gravity: Standard
Terrain: Barren desert
Length of Day: Variable due to double planet
Sapient Races: Bpfasshi
Starport: Standard Class
Population: 50 million
Planet Function: Homeworld, mining, natural resources
Government: Representative Council (New Republic Administered)
Tech Level: Space
Major Exports: Metals, natural resources
Major Imports: High tech, mid tech
Coruscant, the jewel of the Core worlds, has served as the seat of galactic government since the very first union of stars. The leaders have changed and the forms of government shifted from one extreme to the other, but one constant always remained — the beautiful world of Coruscant.
The galactic capital, Imperial City, is a true cosmopolitan center of the grandest magnitude. At any given time, crowds full of people move purposely along its busy streets. The crowds consist of a multitude of different species, from Humans to Wookiees, from Abyssins to Xi'Dec, and every known race in between.
The ancient Senate Hall fills a huge portion of the city, with its carved stone pillars and endless tiers of seats formed into a massive work of art. Dwarfing even this august structure, the Imperial Palace rises over the seat of government. Palpatine had most areas of the palace refurbished to his own exacting specifications, although he did leave portions of the ancient and honored building intact.
Coruscant
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (Breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Urban, Plains, Mountains
Length of Day: 24 Standard Hours
Length of Year: 368 Local Days
Sapient Races: Humans (N)
Starport: Imperial Class
Population: 5 billion prior to New Republic takeover
Planet Function: Government, administrative
Government: Representative Democracy (New Republic Capital)
Tech Level: Space
Major Exports: None
Major Imports: Foodstuffs, medicinal goods
Dagobah is the principal planet in a star system of the same name. It appears on star charts and astrogation logs, but few people intentionally decide to visit it. There are no civilized spaceports in the system and no conveniences of modern technology. To the neighboring star systems of the Sluis sector, Dagobah is considered a haunted, forsaken part of the galaxy for it was on this world that the terrible events connected with the Dark Jedi of Bpfassh finally came to an end.
The cloud-shrouded planet is teeming with all kinds of animal, insect and plant life. And, known to only a few, Dagobah served as home to Yoda, the Jedi Master, for years.
In the years since Yoda's death, Luke Skywalker has had much time to contemplate the Jedi Master. Since hearing the stories of the Dark Jedi of Bpfassh, he has learned that Dagobah has been credited as the last stop in the most powerful Dark Jedi's reign of terror through the Sluis systems.
Dagobah
Type: Terrestrial
Temperature: Hot
Atmosphere: Type I (Breathable)
Hydrosphere: Moist
Gravity: Standard
Terrain: Swamp
Length of Day: 23 Standard Hours
Length of Year: 341 Local Days
Sapient Races: None
Starport: None
Population: None
Planet Function: Unexplored
Government: None
Tech Level: None
Major Exports: None
Major Imports: None
Elom, like the world of Calamari, joined the Rebel Alliance to combat the tyranny of the Empire and to free itself from enslavement. Also like the Mon Cals, Elomin tend to serve in units of their own species. Whole ships are often crewed and captained by nothing but Elomin.
Elom is a cold, barren world, a sort of frozen desert far from its system's sun. Rich in mineral resources, especially an ore called lommite, the planet's discovery was hailed as a major find by the Senate's exploration council back in the days of the Old Republic.
Elom
Type: Terrestrial
Temperature: Cool
Atmosphere: Type I (Breathable)
Hydrosphere: Dry
Gravity: Standard
Terrain: Frozen desert plains
Length of Day: 26 Standard Hours
Length of Year: 406 Local Days
Sapient Races: Elom (N)
Starport: Standard Class
Population: 150 million
Planet Function: Homeworld, mining
Government: Family-Controlled Professional Guilds (New Republic Allied)
Tech Level: Space
Major Exports: Lommite
Major Imports: Foodstuffs, weapons, starships
Jomark is a minor world which has recently gained prominence due to rumors that a Jedi Master has appeared there. The planet is not well settled, with less than three million people at the time of its last star chart update, and few planetary maps are logged in the records.
From all indications, it is the perfect place for a Jedi Master to have used as a hiding place from the Empire — which is exactly why it was chosen as the world where Joruus C'baoth would set his trap for Luke Skywalker.
Jomark
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (Breathable)
Hydrosphere: Moist
Gravity: Standard
Terrain: Ocean, island (varied terrain)
Length of Day: 23 Hours
Length of Year: 312 Local Days
Sapient Races: Humans
Starport: Limited Services
Population: 2.8 million
Planet Function: Colony, subsistence
Government: Cooperative Communities
Tech Level: Industrial
Major Exports: None
Major Imports: None
Kashyyyk is a jungle planet of unmatched beauty and endless danger. Massive trees cover its surface, their branches intertwining to form an almost continuous forest from the base of the huge trunks to the tops of the highest branches. Life developed throughout this skyward jungle, pushing ever upward from the dark surface toward the glowing sun. The planet's ecosystem is divided into several horizontal levels, one above the other. The world's intelligent species, the fur-covered giants called Wookiees, share the uppermost level with a variety of flying and tree-dwelling creatures.
Today Kashyyyk is once again a free world, thanks to the efforts of the Alliance and the New Republic. The Wookiees have even begun to allow non-Wookiee traders to visit again, as their natural friendliness steadily overcomes their fear of enslavement.
Kashyyyk
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (Breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Jungle
Length of Day: 26 Hours
Length of Year: 381 Local Days
Sapient Races: Wookiees (N)
Starport: Standard Class
Population: 45 million
Planet Function: Homeworld
Government: Representative Tribal (New Republic Allied)
Tech Level: Space
Major Exports: Mid Tech
Major Imports: Medicines
Few galactic citizens, even well-traveled ones, have ever heard of the planet called Myrkr. Most of the few that do know of it fall into the category of useless dregs of the galaxy — smugglers, malcontents, pirates and other members of the fringe. The planet has been populated for nearly three hundred years, but in that span of time the Old Republic, the Jedi, and even the Empire have left it strictly alone. The world can be found on only a handful of astrogation charts.
The planet served as the private base of operations for Talon Karrde's smuggling ring until he was forced to abandon it after an unfortunate incident concerning the Empire and Republic hero Luke Skywalker.
One of Myrkr's indigenous life forms is the violent vornskr. These vicious animals are long-legged quadrupeds with vaguely doglike muzzles, sharp teeth, and lethal whiplike tails. They immediately try to attack any Jedi in their presence.
The ysalamiri are small, salamander-like creatures, growing no bigger than fifty centimeters long. They are basically furry snakes with legs. They are sessile creatures, living on the branches of Myrkr's trees. A single ysalamir creates a bubble in which the Force does not exist up to ten meters in radius.
Myrkr
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (Breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Forest, plains
Length of Day: 24 Hours
Length of Year: 324 Local Days
Sapient Races: Humans
Starport: Standard Class
Population: 100,000
Planet Function: Subsistence, trading
Government: Independent Communities
Tech Level: Space
Major Exports: None
Major Imports: None
Domesticated Vornskr (Sturm and Drang)
DEXTERITY 4D PERCEPTION 2D+2
STRENGTH 3D+2
Speed Code: 3D+2
Size: .8 meters tall at the shoulders, up to 1.3 meters long
Scale: Creature
Attacks:
Teeth: 5D+2 damage
Combat: Sturm and Drang attack on command or if their master or his companions are threatened. They have been trained to work effectively in tandem. They immediately try to attack any Jedi in their presence, regardless of commands from their master.
Special Abilities:
Force Sense (3D): See wild vornskr description.
Wild Vornskr
DEXTERITY 4D PERCEPTION 2D+1
Hide/sneak 5D
STRENGTH 3D+2
Speed Code: 4D
Size: .8 meters tall at the shoulders, up to 1.6 meters long including tail
Scale: Creature
Attacks:
Teeth: 5D+2 damage
Tail: 4D+2 stun damage
Combat: These predators are merciless hunters. They attack with their tails first, attempting to stun their opponents before striking with their teeth. They immediately try to attack any Jedi they sense.
Special Abilities:
Force Sense (3D): Vornskr can sense characters with Force abilities, even over great distances. In game terms, whenever a character with Force skills (control, sense or alter) or someone who draws upon subconscious, latent Force abilities, enters within any of the ranges below, the creature can roll on its Force sense to see if it detects the being. It can only roll each time a being enters a new range band. If the being is detected, it will unerringly track and hunt him or her down.
Range Difficulty 0-10 meters Very Easy 11-25 meters Easy 26-50 meters Moderate 51-100 meters Difficult
Ysalamiri
DEXTERITY 0D+2
PERCEPTION 1D+1
STRENGTH 0D+2
Speed Code: 0D
Size: 50 centimeters long
Scale: Creature
Attacks:
None
Combat: Ysalamiri have no ability to attack. They form bubbles which negate the abilities of Force users, however.
Special Abilities: Force repulsion. A single ysalamir forms a defensive bubble ten meters in radius. Each additional creature in the area extends that bubble. Within this bubble, characters cannot use Force skills, Force Points or Fate Points. Further, Force attacks directed at ysalamiri from a distance fade away as they hit the edge of the creature's bubble.
Obroa-skai, a star system in the Borderland Regions, occupies a strategic position between the remnants of the Empire and the holdings of the New Republic. The system is best known for its massive library, which is said to contain the gathered knowledge of the galaxy — if one knows where to look for it.
The raids were in fact carried out by Imperials under orders from Grand Admiral Thrawn. Their latest information dump revealed a particular piece of data which Thrawn had been searching for. Thanks to the information gathering talents of the Obroans, Thrawn was able to locate the astrogation coordinates of the planet Wayland.
Obroa-skai
Type: Terrestrial
Temperature: Cool
Atmosphere: Type I (Breathable)
Hydrosphere: Dry
Gravity: Standard
Terrain: Frozen desert, mountains, frozen oceans
Length of Day: 26 Hours
Length of Year: 456 Local Days
Sapient Races: Humans, Obroans (N)
Starport: Standard Class
Population: 73 million
Planet Function: Administrative, service (library), manufacturing
Government: Representative Council (Independent)
Tech Level: Information/Space
Major Exports: Mid-tech
Major Imports: High-tech, luxury goods
Sluis Van, the primary star system in the Sluis sector, is an active member of the New Republic and the site of an extensive deep space shipyard and docking facility. The docking facility regularly has about one hundred medium-sized or larger vessels in transit. The shipyards offer extensive maintenance and repair services, refuelling depots, layover docks, and cargo transfer and storage facilities.
Dozens upon dozens of orbit docks make up the shipyards. Some orbit docks are built to handle large capital ships, others to provide landing areas for small freighters, and a few have the capacity to handle the largest container ships.
Sluis Van Orbit Dock V-475
Craft: Rendili StarDrive Space Dock
Type: Orbiting Multi-Space Dock
Length: 4,846 meters
Scale: Capital Ship
Crew: 9,500
Hyperdrive Multiplier: None
Nav Computer: No
Hyperdrive Backup: No
Sublight Speed: 0D; immobile
Maneuverability: 0D
Hull: 7D
Weapons: None
Shields: 5D
Armored Defense Platform
Craft: Golan Space Defenses SpaceGun
Type: System Defense Platform
Length: 1,231 meters
Scale: Capital Ship
Crew: 325
Hyperdrive Multiplier: None
Nav Computer: No
Hyperdrive Backup: No
Sublight Speed: 0D; immobile
Maneuverability: 0D
Hull: 4D
Weapons:
28 Turbolaser Batteries (fire separately)
Fire Control: 2D
Damage: 4D+2
5 Proton Torpedo Launchers (fire separately) (starfighter scale)
Fire Control: 2D
Damage: 7D
6 Tractor Beam Projectors
Fire Control: 2D
Damage: 4D
Shields: 2D
The planet Wayland was discovered during the Old Republic's second wave of expansion. A colony ship was filled to capacity and launched, but the world was logged improperly. Because of a simple error made by a careless, overworked clerk, Wayland ceased to exist in the planetary logs and astrogation charts.
Centuries later, when the planet was rediscovered by the Empire, the Emperor paid a personal visit to the world. He liked what he found. He ordered all records of the planet's discovery to be stricken from the permanent records. Then he had one of his personal storehouses built. The Imperial engineers hollowed out Mount Tantiss, one of the largest peaks on the planet, and set up a maze of internal defenses. With the project complete, the engineers then withdrew.
For more than five years, the storehouse and the Guardian were left alone. The Emperor had deserted his servant, or so it seemed. The Guardian grew lonely, bored, and eventually ventured out of the mountain. He built his own kingdom, forging the three separate species into a single society through the power of his mind. And, as it turned out, that mind was a dark, twisted thing.
When Grand Admiral Thrawn found a reference to the world in the Obroa-skai libraries, he knew he had discovered the location of one of the Emperor's hidden storehouses. He was not disappointed. Thrawn also convinced the Guardian, a Dark Jedi named Joruus C'baoth, to join him in securing this victory.
Wayland
Type: Terrestrial
Temperature: Moderate
Atmosphere: Type I (Breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Forests
Length of Day: 23 Hours
Length of Year: 353 Local Days
Sapient Races: Humans, Myneyrsh, Psadan
Starport: Landing Field
Population: 28 million
Planet Function: Subsistence
Government: Dictatorship (Joruus C'baoth)
Tech Level: Feudal
Major Exports: None
Major Imports: None
The galaxy is a diverse community of life forms. Millions of worlds support life, and on a few thousand intelligent life forms have evolved. Many species drove themselves to extinction, but others learned to travel the stars.
Heir to the Empire introduces many strange and wondrous alien species. What follows is a discussion of the most intriguing and unusual species in the novel.
The Bimms love stories, especially stories about heroes. Heroes hold a special place in their society, a place of honor and glory. Everyone on the planet knows the tale of the Battle of Endor, and the Bimms are particularly fascinated with Luke Skywalker's part in it.
They are a very friendly people, with singing voices of an almost mystic quality. Their language is composed of songs and ballads which sound like they were written in five-part harmony. They cover most of their half-furred bodies in tooled yellow clothing. All Bimms wear similar outfits of yellow spun cloth.
One of the prime Bimm activities is shopping. A day is not considered complete if a Bimm has not engaged in a satisfying bout of haggling or discovered a bargain at one of the many markets scattered among the forests of asaari trees. They take the art of haggling very seriously, and a point of honor among these people is to agree upon a fair trade. They abhor stealing, and shoplifting is a very serious crime on Bimmisaari.
Bimm
Template Type: Typical Bimm
Height: 1.1 meters
Species: Bimm
Homeworld: Bimmisaari
Quote: "Weapons of violence are not permitted within the city. There are no exceptions."
DEXTERITY 1D+1
Dodge 3D+1
KNOWLEDGE 2D+2
Alien races 3D+2, bureaucracy 3D+2, cultures 3D+1, streetwise 3D+1, technology 3D+2
MECHANICAL 1D+2
Repulsorlift operation 2D+2
PERCEPTION 2D+1
Bargain 4D+1, con 3D+1, gambling 2D+2, hide/sneak 2D+1
STRENGTH 1D+2
Stamina 2D+2
TECHNICAL 2D+1
Medicine 3D+1
Elomin are tall, thin humanoids with two distinctly alien features — ears which taper to points, and four horn-like protrusions on the tops of their heads. Though the race considered itself fairly advanced, it was primitive by the standards of the Old Republic, whose scouts first encountered them.
Elomin are beings that admire the simple beauty and grace of order. They are creatures that prefer to view the universe and every aspect of it as distinctly predictable and organized.
Elomin
Template Type: Typical Elomin
Height: 1.8 meters
Homeworld: Elom
Quote: "Keep the ships in line! Patterned, structured order will win this war — never forget that!"
DEXTERITY 2D
Blaster 3D, dodge 3D, melee 2D+2, melee parry 2D+1
KNOWLEDGE 1D+2
Bureaucracy 3D+2, planetary systems 2D+2
MECHANICAL 2D+1
Astrogation 3D+1, starship gunnery 3D+1, starship piloting 3D+1, starship shields 3D+1
PERCEPTION 2D
Bargain 3D, search 2D+2
STRENGTH 1D+2
Stamina 2D+2
TECHNICAL 2D+1
Computer programming/repair 3D+1, Droid programming/repair 3D+1, starship repair 3D+1
One of two species which inhabited Wayland before the arrival of the Human colonists, Myneyrsh (along with the Psadan) are believed to be indigenous to the planet, but no formal studies have been made. The Myneyrsh are tall, thin bipedal humanoids with four arms. A smooth layer of shiny blue crystal covers their bodies like a second skin, making them look almost like beings of glass.
Myneyrsh
Template Type: Typical Myneyrsh
Height: 1.9 meters
Homeworld: Wayland
DEXTERITY 2D+1
Brawling parry 3D+1, crossbow 3D+1, dodge 3D+1, melee 3D+2, melee parry 3D+2
KNOWLEDGE 2D
Languages 3D, streetwise 3D, survival 3D
MECHANICAL 1D+2
Beast riding 2D+2
PERCEPTION 1D+2
Bargain 2D+2, command 2D+2, gambling 2D+2, search 2D+2
STRENGTH 2D+1
Brawling 3D+1, climbing/jumping 3D+1, stamina 3D+1
TECHNICAL 2D
Armored Body: The blue crystal covering a Myneyrsh's acts as armor, adding +1 to Strength to resist damage in combat.
The Noghri have served the Empire since the species was discovered by Darth Vader many years ago. They took their place as the Emperor's personal Death Commandos, killing and dying to serve the ambitions of Grand Admiral Thrawn and Lord Darth Vader before him.
Noghri are small in size, but that hides their deadly abilities — they are compact killing machines, built to hunt and destroy. They are predators in the strictest sense of the word, with large eyes, protruding, teeth-filled jaws, gray skin, and thin, powerful muscles. They have an enhanced sense of smell (compared to Human standards) and seem to be able to identify individuals through scent alone.
Noghri
Template Type: Typical Noghri
Height: 1.3 meters
Homeworld: Unknown
DEXTERITY 2D+1
Blaster 3D+1, brawling parry 3D+1, dodge 3D+1, melee 3D+1, melee parry 3D+1
KNOWLEDGE 1D+1
Languages 2D+1, streetwise 3D+1, survival 3D+1
MECHANICAL 2D
Repulsorlift operation 3D, starship piloting 3D
PERCEPTION 2D+2
Command 4D, con 4D, hide/sneak 4D, search 4D
STRENGTH 2D+2
Brawling 3D+2, climbing/jumping 3D+2, stamina 3D+2
TECHNICAL 1D
Medicine 2D
Natural Tools: Claws (add +1D+2 to damage in brawling combat), teeth (add +1D to damage in brawling combat)
Psadan, inhabitants of the long forgotten world of Wayland, are short, stocky, bipedal humanoids with two arms. Thick, stone-like scales cover their bodies. These irregular, lumpy plates form a sort of shell over the Psadan's back, starting over the ridge of the brow and spreading over the head and down the back. The being's front is covered by smaller, closer-packed plates.
Psadan
Template Type: Typical Psadan
Height: 1.5 meters
Homeworld: Wayland
DEXTERITY 1D+2
Brawling parry 2D+2, crossbow 2D+2, dodge 2D+2, melee 2D+2, melee parry 2D+2 KNOWLEDGE 1D+1
Languages 2D+1, streetwise 2D+1, survival 2D+1
MECHANICAL 1D+1
Beast riding 2D+1
PERCEPTION 1D+2
Bargain 2D+2, command 2D+2, gambling 2D+2, search 2D+2
STRENGTH 2D+1
Brawling 3D+1, climbing/jumping 3D+1, stamina 3D+1
TECHNICAL 2D
Armor: Rocky outer shell (adds +2 to Strength to resist damage in combat)
Wookiees, natives of the planet Kashyyyk, are intelligent anthropoids that typically grow over two meters tall. Thick fur covers their massive frames, and they are extremely strong. Throughout the galaxy, they have long been known as ferocious opponents driven by lethal tempers. As tree-dwelling beings, Wookiees possess wickedly-curved claws which can be popped from hidden fingertip sheathes with the flex of a muscle.
The raw power locked in Wookiee muscles can be released with furious precision, making them exceedingly proficient combatants. Wookiees will not use their claws in combat, however. They believe that to do so would be a breach of honor, and honor is very important to the Wookiee race.
The most sacred Wookiee practice is the "life debt." Wookiees pledge life debts to those who have saved their lives, forming an allegiance that can never be broken. A life debt morally binds a Wookiee to his savior, often causing the Wookiee to take up with the savior and travel wherever he goes.
Wookiee
Template Type: Typical Wookiee
Height: 2.2 meters
Homeworld: Kashyyyk
Quote: "Arru grraag ooo!"
DEXTERITY 2D
Bowcaster 3D, brawling parry 3D, dodge 3D, melee 2D+2, melee parry 2D+2
KNOWLEDGE 1D
Languages 2D, streetwise 2D, survival 3D, technology 2D+1
MECHANICAL 2D
Repulsorlift operation 3D, starship piloting 3D
PERCEPTION 1D
Command 2D, hide/sneak 2D+2
STRENGTH 4D+1
Brawling 5D+1, climbing/jumping 5D+1, lifting 5D+1, stamina 5D+1
TECHNICAL 1D+2
Computer programming/repair 2D+2, Droid programming/repair 2D+2, repulsorlift repair 2D+2, starship repair 2D+2
Natural Tools: Claws: Add +1D to climbing.
The two Wookiees charged with protecting Princess Leia Organa Solo during her recent visit to Kashyyyk were Ralrra and Salporin. Ralrra is a tall, powerfully-built Wookiee. He wears a gold-threaded tan baldric. His ability to speak so that humans can understand him does not stem from some talent. Rather, Ralrra is hampered by a speech impediment.
Salporin grew up with Chewbacca, but remained behind on Kashyyyk even after his friend caught the wanderlust and headed into the stars. Unfortunately, that meant he was on Kashyyyk when the Empire's ships and stormtroopers arrived. He was forced into slavery. Salporin was a master of the wicked-looking knives called ryyk blades. Though he survived slavery and the war for freedom, he died protecting Princess Leia from a Noghri commando attack.
Ralrra
Template Type: Wookiee Hero Loyalty: To the Wookiee people
Height: 2.27 meters
Species: Wookiee
Sex: Male
Homeworld: Kashyyyk
Age: 250+
Quote: [I am Ralrracheen. You may find it easier to call me Ralrra.]
DEXTERITY 3D
Bowcaster 5D+1, brawling parry 7D, dodge 6D, melee 6D+1, melee parry 5D
KNOWLEDGE 3D
Bureaucracy 4D, languages 4D, streetwise 5D, survival 6D, technology 6D
MECHANICAL 3D
Repulsorlift operation 5D, starship piloting 5D
PERCEPTION 2D+2
Bargain 5D+2, command 6D+2
STRENGTH 4D+1
Brawling 8D+1, climbing/jumping 7D+1, lifting 8D+1, stamina 8D+1
TECHNICAL 2D
Computer programming/repair 4D, Droid programming/repair 5D, repulsorlift repair 5D, security 6D, starship repair 5D+1
Salporin
Template Type: Wookiee Hero Loyalty: To the Wookiee people and Chewbacca
Height: 2.21 meters
Species: Wookiee
Sex: Male
Homeworld: Kashyyyk
Age: 210+
Quote: "Gorrorr rrooarrgh urr rroo."
DEXTERITY 3D
Bowcaster 4D, brawling parry 7D, dodge 6D, melee 8D, melee parry 6D
KNOWLEDGE 3D
Streetwise 6D, survival 6D+2, technology 5D+2
MECHANICAL 3D
Repulsorlift operation 5D
PERCEPTION 2D+2
Bargain 3D+2, command 4D+2, hide/sneak 6D+2, search 5D+2
STRENGTH 4D+1
Brawling 8D+1, climbing/jumping 7D+1, lifting 9D+1, stamina 7D
TECHNICAL 2D
Computer programming/repair 5D, Droid programming/repair 4D, repulsorlift repair 7D
Star Wars presented a unique look as far as science fiction was concerned. A long time ago, in a galaxy far, far away, high technology is a way of life. Items of fantastic purpose, at least by Earth standards, are so commonplace as to be taken for granted. In fact, most pieces of equipment have a battered, well-used look to them. This civilization has had its high-tech wonders for so long that they show the signs of heavy wear and tear. Ships are patched and repaired over and over. Equipment is jury-rigged, taped, and temperamental. Things are built to last, and people use them long past the life of their manufacturer's warranties.
Blasters are the most commonly used weapons in the galaxy. They come in a variety of styles, shapes and sizes, from small hold-out pistols to large capital ship cannons. Blasters fire coherent packets of intense light. Most blasters have at least two settings. The regular setting fires a packet of light at the weapon's full intensity. The second setting allows the user to reduce the weapon's output to stun level, which is capable of rendering most human-sized beings unconscious without permanent or life threatening injury.
There are several distinct kinds of blaster hand weapons, ranging from small hold-out blasters to weapons that are one step short of field artillery.
Hold-out blasters are very small (only slightly larger than a Human's fist), have a short range and do much less damage than other weapons. They are most useful for up-close combat, and are inadequate when matched up against blaster pistols and other larger weapons. They are used by spies, undercover agents and those who need a weapon but can't openly carry one. They are illegal on many planets.
Blaster pistols are the weapon of choice in the galaxy. Portable, light and deadly, they are used by troops, criminals and anyone else who might find themselves in a dangerous position.
Heavy blaster pistols lack the range of standard blaster pistols, but they are much more powerful. They are quite common among members of the Fringe society, and it is Han Solo's preferred weapon. They are illegal in many systems.
| Blaster Pistols | Damage |
|---|---|
| BlasTech DL-44 | 5D |
| Merr-Sonn Flash 4 | 4D+2 |
| BlasTech DL-18 | 4D |
| Merr-Sonn Quick 6 | 3D+2 |
| Czerka 411 | 3D+1 |
| Blaster Rifles | Damage |
|---|---|
| BlasTech A280 | 5D+2 |
| Merr-Sonn G8 | 5D+1 |
| SoroSuub Heavy Tracker | 5D |
| Blaster Field Guns | Damage |
|---|---|
| SoroSuub Heavy Repeater | 8D |
| BlasTech Medium Repeater | 7D |
| Merr-Sonn Repeater 3Z | 6D |
Cloaking shields have long been the dream of starship technicians and designers. Throughout the history of the Old Republic and the Empire, scientists struggled to come up with a working, cost-effective and practical cloaking field system.
Just before the Battle of Endor, the Imperial technicians announced that they had developed a working, cost-effective cloak prototype. The Emperor immediately ordered the prototype to be stored in one of his hidden treasuries, while the plans for the device were locked away on Wayland.
Thrawn's plans centered upon the use of a battered freighter and the mole miners captured on Nkllon. By installing the cloak in a freighter, Thrawn made a decoy vessel. The cloaked bay full of TIEs and mole miners was the key to the attack on the Sluis Van Shipyards.
The system still has its drawbacks. Nothing gets into a cloak field, and nothing gets out. No sensors, no communications — the cloaked ship is instrument blind as well as instrument hidden. It must rely upon visual navigation.
Comlinks come in all styles and sizes, but all serve the same purpose — they provide the ability to communicate between two or more remote locations.
The most common comlink design, and the model preferred by the New Republic, is a small cylinder that hangs on the belt or fits in a pocket or pouch.
Most individual comlinks have a horizontal range of fifty kilometers or less. Most also provide a vertical range to low planet orbit, so it is possible to communicate with ships.
In the automated and computerized galaxy, the high-tech data pad is an essential tool used by almost everyone who needs to read and write information. Data pads are small computers consisting of a readout screen, input keypad, special function keys, a data card drive, an internal power source, and ports for coupling the unit to either a Droid or ship-board computer system.
Glow rods is the general term for personal light sources. Most come in the form of long, thin tubes which throw off bright spheres of light.
No ancient artifact evokes such mystery as the lightsaber. This energy blade has been called an elegant weapon, and once it served as the personal symbol of the Jedi Knights. It represented the Jedi's authority, great skill, and the honor of the Jedi Code. In the hands of the New Republic's Jedi, Luke Skywalker, the lightsaber has been demonstrated to be even more lethal than blasters — at least when used by a skilled master.
The lightsaber is at once a simple weapon and difficult to master. It is a sword with a blade of purest energy, powerful enough to cut through almost any material except another lightsaber blade. These blades have no weight or heft like a metal sword blade has, so its balance cannot be felt through normal means. An unskilled user is just as likely to slice himself with a lightsaber as he is to slice a foe. The Jedi master the weapons only through the use of the Force.
Jedi construct their personal lightsabers with their own hands, with varying styles to suit their own personalities. Still, the lightsaber remains a simple design: a long handle with a number of controls on its gripped surface, a mirror-like concave metal disk on top, and a narrow beam of light. Controls ignite the energy blade, control its length, and can lock it on for throwing attacks. Blade lengths can be shortened for close fighting or lengthened to keep opponents at bay.
All of the controls and components needed to construct a lightsaber fit into a compact handle from twenty-four to thirty centimeters long. A power cell in the handle produces a tremendous charge of pure energy which flows through a series of multi-faceted jewels. The jewels focus the energy into a tight beam which is emitted through the concave disk. Natural or synthetic jewels may be used for the weapon, although some believe that synthetic jewels are far inferior.
Stokhli spray sticks are effective long range stun weapons developed by the Stokhli people of the planet Manress. The weapons work by shooting a spraynet mist up to two hundred meters. The spraynets are charged with enough shock-stun juice to take down a good-sized gundark or other large game animal.
Stokhli Spray Sticks
Item: Stokhli Spray Stick
Scale: Character/Creature
Skill Code: Stokhli Spray Stick (Dexterity skill)
Range:
Point Blank: 2-10 Meters
Short: 11-50 Meters
Medium: 51-100 Meters
Long: 101-200 Meters
Damage: 6D stun damage. Entangled characters must make opposed Strength roll to break free (6D Strength).
The bowcaster is the ranged weapon of choice among the Wookiees of Kashyyyk. It features an unusual combination of archaic and modern technology, requiring a combination of keen eye-hand coordination and a high level of strength for mastery.
The bowcaster fires explosive projectile quarrels encased in an energy cocoon. When fired, the projectile appears to be a standard blaster bolt. Like many primitive weapons, it does moderate damage (comparable to a standard blaster pistol), but its range is limited. The weapon is also limited in its ability to store ammunition. Bowcaster quarrels come in clips of six; each weapon can only hold one clip at a time.
Wookiee Bowcaster
Item: Wookiee Bowcaster
Scale: Character/Creature
Skill Code: Bowcaster (Dexterity skill)
Range:
Point-Blank: 0-2 Meters
Short: 3-10 Meters
Medium: 11-30 Meters
Long: 31-50 Meters
Damage: 4D damage
Cost: 900 credits
Notes:
Reloading: A Moderate Strength roll must be made to reload a Wookiee bowcaster.
Repeating Fire: The great "kick" of a Wookiee bowcaster requires Strength rolls in order to make more than one shot per round. For a character with any skill dice in the bowcaster skill, following each shot, a character must make an Easy Strength roll or additional shots cannot be made. If a character has no skill dice in the bowcaster skill, the difficulty of the Strength roll is increased to Difficult.
The Star Wars galaxy is driven by advanced technologies. Despite the millions of settled worlds and the thousands of different alien species, there are a few technological conventions that are in use almost everywhere. The key to fast, efficient planet-bound travel in the Star Wars galaxy is an unusual technology called "repulsorlift."
Airspeeders are small repulsorlift vehicles designed for high-speed travel at altitudes ranging from ground level to the upper reaches of planetary atmospheres.
MT-16
Craft: New Republic "MT-16"
Type: Combat Modified Incom T-16 Skyhopper
Scale: Speeder
Crew: 1
Passengers: 1
Cargo Capacity: 10 kilograms
Speed Code: 4D
Maneuverability: 3D+1
Body Strength: 2D+1
Weapons:
Blaster Cannon
Fire Control: 1D
Damage: 3D
Shields: None
Flight Ceiling: 200 kilometers
The Chariot Light Assault Vehicle (LAV) is a modified military landspeeder used by Imperial command personnel during routine occupations and assignments where heavy combat is not likely.
Chariot LAV
Craft: Uulshos LAVr QH-7 Chariot
Type: Military Command Speeder
Scale: Speeder
Crew: 3
Passengers: None
Cargo Capacity: 75 kilograms
Speed Code: 1D
Maneuverability: 0D
Body Strength: 4D
Weapons:
One Laser Cannon
Fire Control: 1D
Damage: 3D
Shields: 0D
Mole miners are specialized craft designed to work in space, asteroid belts or on atmosphere-deprived worlds. However, despite their ability to function in no atmosphere, they lack adequate range or cargo capacity to be truly independent vehicles. They are two-man vehicles which look like small cones with the points chopped off. They can be operated by crewmembers or by remote comm control using their integrated slave circuits.
Mole Miner
Craft: Slayn & Korpil Plasma-Jet Mole Miner
Type: Mole Miner
Scale: Speeder
Crew: 2
Passengers: None
Cargo Capacity: 1000 kilograms
Speed Code: 1D+2
Maneuverability: 1D+1
Body Strength: 3D
Weapons:
Plasma Jet (Starfighter scale)
Fire Control: 4D
Damage: 8D (Limited to a range of 2 meters)
Speeder bikes were originally designed to serve as cheap, fast ground transportation. They are one- or two-rider repulsorlift vehicles capable of traveling at high speeds across a planet's surface, normally with a flight ceiling of less than 30 meters.
The Empire uses Aratech 74-Z speeder bikes for scout troopers. Military speeder bikes are often armed with a small blaster cannon and have some armor for protection.
Speeder Bike
Craft: Aratech 74-Z Military Speeder Bike
Type: Military Speeder Bike
Scale: Speeder
Crew: 1
Passengers: 1
Cargo Capacity: 3 kilograms
Speed Code: 4D
Maneuverability: 3D+2
Body Strength: 2D
Weapons:
Laser Cannon
Fire Control: 2D
Damage: 3D
Flight Ceiling: 25 meters
The galaxy is a mobile one. People routinely travel to strange and distant planets with not even a second thought to the miracles of hyperdrive and advanced starship sensors. The galactic community uses starships to carry goods and people from planet to planet. These same ships defend the oft-traveled routes from danger, whether it be in the form of hostile aliens, pirates, smugglers or the remnants of the Empire.
Repulsorlift technology is used in any starship that will someday have to land at a planet's starport. The powerful ion engines that propel a ship through the void of space are perfectly suited for traveling huge distances, but for delicate maneuvers or docking sequences, only repulsorlifts will do.
The hyperdrive is the true miracle of galactic technology. Without it, galactic civilization would not have been possible. Hyperdrive engines hurl ships into hyperspace, allowing the vehicles to cross the galaxy as easily as airspeeders cross the terrain of a world. Hyperspace is a dimension of space-time that can be entered only at faster-than-light speeds. Hyperspace is coterminous with realspace: each point in realspace is associated with a unique point in hyperspace.
The classification "combat starship" covers a huge variety of ships, ranging from the small Skipray Blastboat patrol craft, which seems only a step or two removed from heavy duty starfighters, to the awe-inspiring Super Star Destroyers.
New Republic assault frigates, fully capable combat starships, are highly-modified Imperial Dreadnaughts.
Assault Frigate
Craft: New Republic Assault Frigate
Type: Modified Imperial Dreadnaught
Length: 700 meters
Scale: Capital Ship
Crew: 5,000
Troops: 100
Cargo Capacity: 7,500 metric tons
Consumables: 1.5 years
Hyperdrive Multiplier: x2
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 3D
Maneuverability: 1D+2
Hull: 5D
Weapons:
15 Laser Cannon (fire separately)
Fire Control: 3D
Damage: 2D
20 Quad Laser Cannon (fire separately)
Fire Control: 2D
Damage: 4D
15 Turbolaser Batteries (fire separately)
Fire Control: 1D
Damage: 7D
Shields: 3D
An old, yet reliable ship finding its way back into the Imperial Fleet is the Carrack-class Light Cruiser.
Carrack-class Cruiser
Craft: Damorian Manufacturing's Carrack-class Light Cruiser
Type: Light Cruiser
Length: 350 meters
Scale: Capital Ship
Crew: 1,092
Troops: 142
Cargo Capacity: 3,500 metric tons
Consumables: 1 year Hyperdrive Multiplier: x1 Nav Computer: Yes Hyperdrive Backup: Yes Sublight Speed: 4D Maneuverability: 2D Hull: 5D Weapons: 10 Heavy Turbolasers (fire separately)
Fire Control: 1D
Damage: 7D
20 Laser Cannon (fire separately)
Fire Control: 3D
Damage: 2D
Five Tractor Beam Projectors
Fire Control: 2D
Damage: 4D
Shields: 2D+2
Old multi-purpose vessels from the Corellian star system, corvettes can function as anything from troop carriers to light escort vessels, from cargo transports to passenger liners.
Corellian Corvette
Craft: Corellian Engineering Corporation Corvette
Type: Mid-sized multi-purpose starship
Length: 150 meters
Scale: Capital Ship
Crew: 45 to 165, depending on configuration
Passengers: Up to 600, depending on configuration
Cargo Capacity: 3,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x2
Nav Computer: Yes
Hyperdrive Backup: No
Sublight Speed: 3D
Maneuverability: 2D
Hull: 4D
Weapons:
Six Double Turbolaser Cannon (fire separately)
Fire Control: 3D
Damage: 8D
Shields: 2D
Dreadnaught Cruiser
Craft: Rendili StarDrive's Dreadnaught
Type: Heavy Cruiser
Length: 600 meters
Scale: Capital Ship
Crew: 16,204
Troops: 3,000
Cargo Capacity: 5,500 metric tons
Consumables: 2 years
Hyperdrive Multiplier: x2
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 2D
Maneuverability: 1D
Hull: 5D+2
Weapons:
10 Laser Cannon (fire separately)
Fire Control: 3D
Damage: 2D
20 Quad Laser Cannon (fire separately)
Fire Control: 2D
Damage: 4D
10 Turbolaser Batteries (fire separately)
Fire Control: 1D
Damage: 7D
Two Tractor Beam Projectors
Fire Control: 2D
Damage: None; target captured if hit
Shields: 2D
Designed by Sienar Fleet Systems, designers of the infamous TIE fighter, the Interdictor-class cruiser is a powerful single-use cruiser. Built on the shell of a standard heavy cruiser, the core of the ship is the gravity well generator and its four companion gravity well projectors. When in operation, the gravity well generator emits waves of energy which disrupt mass lines in realspace, thus simulating the presence of a large stellar body. The presence of so much mass prevents ships from engaging hyperdrive engines.
Interdictor-class Cruiser
Craft: Sienar Fleet Systems' Immobilizer
Type: Interdictor-class Heavy Cruiser
Length: 600 meters
Scale: Capital Ship
Crew: 2,807
Troops: 80
Cargo Capacity: 5,500 metric tons
Consumables: 1.2 years
Hyperdrive Multiplier: x2
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 3D
Maneuverability: 1D
Hull: 5D
Weapons:
20 Quad Laser Cannons (fire separately)
Fire Control: 2D
Damage: 4D
Four Gravity Well Projectors
Fire Control: 6D
Damage: Prohibits Hyperspace Travel
Shields: 3D
Mon Calamari Star Cruisers are virtually the only cruisers in the New Republic arsenal. They are the backbone of the Republic Fleet.
Mon Calamari Star Cruiser
Craft: Mon Calamari MC80a
Type: Star Cruiser
Length: 1,200 meters
Scale: Capital Ship
Crew: 5,402
Troops: 1,200
Cargo Capacity: 20,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: x1
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 3D
Maneuverability: 2D
Hull: 6D
Weapons:
48 Turbolaser Batteries (fire separately)
Fire Control: 2D
Damage: 4D
20 Ion Cannon Batteries (fire separately)
Fire Control: 3D
Damage: 3D
Six Tractor Beam Projectors (fire separately)
Fire Control: 2D+2
Strength: 4D
Shields: 3D
Loronar's Strike-class cruiser was once the Imperial Fleet's best-kept secret. It was an unknown quality near the end of the war, but has been one of the main vessels in the Imperial's remnant Fleet.
Strike-class Cruiser
Craft: Loronar Strike Cruiser
Type: Strike-class Medium Cruiser
Length: 450 meters
Scale: Capital Ship
Crew: 2,112
Troops: 340
Cargo Capacity: 6,000 metric tons
Consumables: 1.5 years
Hyperdrive Multiplier: x2
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 3D
Maneuverability: 2D
Hull: 6D
Weapons:
20 Turbolasers (fire separately)
Fire Control: 2D
Damage: 5D
10 Turbolaser Batteries (fire separately)
Fire Control: 1D
Damage: 7D
10 Ion Cannons (fire separately)
Fire Control: 4D
Damage: 4D
10 Tractor Beam Projectors
Fire Control: 2D
Damage: 4D
Shields: 2D+2
Imperial Star Destroyers are the pride of the Imperial Fleet — and its most potent weapon. The Imperial Star Destroyer has enough fire power to reduce a civilized world to slag or take on a fleet of lesser enemy vessels.
Imperial Star Destroyer
Craft: Kuat Drive Yards Imperial I
Type: Star Destroyer
Length: 1,600 meters
Scale: Capital Ship
Crew: 37,085
Troops: 9,700
Cargo Capacity: 36,000 metric tons
Consumables: 6 years
Hyperdrive Multiplier: x2
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 3D
Maneuverability: 1D
Hull: 4D
Weapons:
10 Quad Turbolaser Batteries (fire separately)
Fire Control: 4D
Damage: 5D
40 Double Turbolaser Batteries (fire separately)
Fire Control: 3D
Damage: 2D+2
Concussion Missile Launchers
Fire Control: 2D
Damage: 9D
10 Tractor Beam Projectors
Fire Control: 3D
Damage: 5D
Shields: 3D+1
Kuat Drive Yards' Nebulon-B escort frigates are among the Alliance's most useful multi-purpose vessels.
Escort Frigate
Craft: KDY's Nebulon-B Frigate
Type: Escort starship
Length: 300 meters
Scale: Capital Ship
Crew: 920
Troops: 75
Cargo Capacity: 6,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: x2
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 2D
Maneuverability: 1D
Hull: 5D
Weapons:
12 Turbolaser Batteries (fire separately)
Fire Control: 3D
Damage: 4D
12 Laser Cannons (fire separately)
Fire Control: 2D
Damage: 2D
Two Tractor Beam Projectors
Fire Control: 2D
Damage: None; target captured if hit
Shields: 2D
Light Freighter
Craft: Corellian YT-1300
Type: Stock Light Freighter
Length: 26.7 meters
Scale: Starfighter
Crew: 2
Passengers: 6
Cargo Capacity: 100 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x2
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 2D
Maneuverability: 0D
Hull: 4D
Weapons:
One Laser Cannon
Fire Control: 2D
Damage: 4D
Shields: 0D
Medium Transport
Craft: Gallofree Yards Transport
Type: Medium Transport
Length: 90 meters
Scale: Capital Ship
Crew: 6
Passengers: None
Cargo Capacity: 19,000 metric tons
Consumables: 6 months
Hyperdrive Multiplier: x4
Nav Computer: No, uses Droid interface
Hyperdrive Backup: No
Sublight Speed: 1D
Maneuverability: 0
Hull: 2D
Weapons:
Four Twin Laser Cannons (fire linked)
Fire Control: 1D
Damage: 4D
Shields: 1D
Bulk Freighter
Craft: Corellian Action VI Transport
Type: Medium Bulk Freighter
Length: 110 meters
Scale: Capital Ship
Crew: 8
Passengers: none
Cargo Capacity: 80,000 metric tons
Consumables: 3 months
Hyperdrive Multiplier: x3
Nav Computer: No
Hyperdrive Backup: No
Sublight Speed: 1D+1
Maneuverability: 0
Hull: 3D
Weapons:
None
Shields: 1D
Three special freighters are Han Solo's Millennium Falcon, Lando Calrissian's Lady Luck, and Talon Karrde's Wild Karrde.
Millennium Falcon
Craft: Millennium Falcon
Type: Modified Corellian Stock Light Freighter
Length: 26.7 meters
Scale: Starfighter
Crew: 2
Passengers: 6
Cargo Capacity: 200 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x1/2
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 4D
Maneuverability: 1D
Hull: 6D
Weapons:
Two Quad Laser Cannons (fire separately)
Fire Control: 3D
Damage: 6D
Two Concussion Missile Tubes (fire-linked)
Fire Control: 3D
Damage: 9D
One Light Laser Cannon
Fire Control: 4D
Damage: 2D
Shields: 3D
Lady Luck
Craft: Lady Luck
Type: Converted Private Space Yacht
Length: 50 meters
Scale: Starfighter
Crew: 1
Passengers: 10
Cargo Capacity: 100 metric tons
Consumables: 1 month
Hyperdrive Multiplier: x2
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 3D+2
Maneuverability: 1D
Hull: 2D+2
Weapons:
One Laser Cannon
Fire Control: 2D
Damage: 2D+2
Shields: 1D
Wild Karrde
Craft: Wild Karrde
Type: Modified Corellian Action VI Transport
Length: 125 meters
Scale: Capital Ship
Crew: 10
Passengers: None
Cargo Capacity: 50,000 metric tons
Consumables: 6 months
Hyperdrive Multiplier: x1
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 3D
Maneuverability: 2D
Hull: 4D
Weapons:
Three Turbolasers (fire separately)
Fire Control: 2D
Damage: 5D
Shields: 3D
Imperial Shuttle
Craft: Sienar Fleet Systems Imperial Shuttle
Type: Lambda-class Shuttle
Length: 20 meters
Scale: Starfighter
Crew: 2 to 6
Passengers: 10 (modified to hold up to 20)
Cargo Capacity: 80 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x1
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 2D+2
Maneuverability: 1D
Hull: 4D
Weapons:
Three Double Blaster Cannons (fire separately; one rear-mounted)
Fire Control: 2D
Damage: 4D
Two Double Laser Cannons (fire-linked)
Fire Control: 3D+1
Damage: 4D+1
Shields: 1D+2
B-wing Starfighter
Craft: Slayn & Korpil B-wing Assault Starfighter
Type: Heavy assault starfighter
Length: 16.9 meters
Scale: Starfighter
Crew: 1
Passengers: None
Cargo Capacity: 45 kilograms
Consumables: 1 week
Hyperdrive Multiplier: x2
Nav Computer: Yes, limited to two jumps
Hyperdrive Backup: None
Sublight Speed: 3D
Maneuverability: 1D+1
Hull: 3D
Weapons:
Three Medium Ion Cannons (fire linked)
Fire Control: 4D
Damage: 4D
Two Proton Torpedo Launchers
Fire Control: 3D
Damage: 9D
One Laser Cannon
Fire Control: 1D
Damage: 7D
Two Auto Blasters
Fire Control: 2D
Damage: 3D
Shields: 2D
TIE Fighter
Craft: Sienar Fleet Systems TIE/In
Type: Space Superiority Starfighter
Length: 6.3 meters
Scale: Starfighter
Crew: 1
Troops: None
Cargo Capacity: 10 kilograms
Consumables: 2 days
Hyperdrive Multiplier: None
Nav Computer: No
Hyperdrive Backup: No
Sublight Speed: 5D
Maneuverability: 2D
Hull: 2D
Weapons:
Two Laser Cannons (fire linked)
Fire Control: 2D
Damage: 5D
Shields: None
TIE Interceptor
Craft: Sienar Fleet Systems TIE Interceptor
Type: Space Superiority Starfighter
Length: 6.6 meters
Scale: Starfighter
Crew: 1
Troops: None
Cargo Capacity: 10 kilograms
Consumables: 2 days
Hyperdrive Multiplier: None
Nav Computer: No
Hyperdrive Backup: No
Sublight Speed: 5D+2
Maneuverability: 3D+2
Hull: 3D
Weapons:
Four Laser Cannons (fire linked)
Fire Control: 3D
Damage: 6D
Shields: 2D
X-wing Starfighter
Craft: Incom T-65B X-wing
Type: Space superiority starfighter
Length: 12.5 meters
Scale: Starfighter
Crew: 1
Passengers: None
Cargo Capacity: 110 kilograms
Consumables: 1 week, can be extended
Hyperdrive Multiplier: x1
Nav Computer: None, uses astromech Droid
Hyperdrive Backup: No
Sublight Speed: 4D
Maneuverability: 3D
Hull: 4D
Weapons:
Four Laser Cannons (fire linked)
Fire Control: 3D
Damage: 6D
Two Proton Torpedo Launchers
Fire Control: 2D
Damage: 9D
Shields: 1D
Shieldships are unique vessels, conceived by Lando Calrissian and built to his specifications for use in the Athega star system. Shieldships resemble monstrous flying umbrellas. A curved dish, fully half as big across as an Imperial Star Destroyer, provides protection from the sun's rays. Beneath the dish is a thick cylindrical pylon. In the center of the pylon sits the tug that drives the whole contraption.
Shieldship
Craft: Republic Engineering Corporation Heat-Resistant Escort Vehicle
Type: Shieldship
Length: 800 meters wide (dish), 400 meters long (tug pylon)
Scale: Capital Ship
Crew: 1
Cargo Capacity: 25 kilograms
Consumables: 1 month
Hyperdrive Multiplier: x2
Nav Computer: Yes
Hyperdrive Backup: Yes
Sublight Speed: 2D
Maneuverability: 0
Hull: 4D
Weapons:
One Turbolaser (starfighter scale)
Fire Control: 2D
Damage: 4D
Shields: 2D
Blastboats are a combination of fast starfighters and heavily-armed capital ships. They are swift enough to overtake most system intruders, and come equipped with powerful ship-board armaments.
The most popular model in use these days is the GAT-12j "Skipray," a power-boosted, combat-oriented blastboat. Talon Karrde's smuggling organization used Skiprays as planetary defense ships.
Skipray Blastboat
Craft: Sienar Fleet Systems GAT-12j Skipray Blastboat
Type: Defense/Patrol Blastboat
Length: 25 meters
Scale: Starfighter
Crew: 2 (pilot and copilot/gunner); 2 additional gunners
Passengers: None
Cargo Capacity: 20 metric tons
Consumables: 1 month
Hyperdrive Multiplier: x2
Nav Computer: Yes, limited to 4 jumps
Hyperdrive Backup: No
Sublight Speed: 4D+2
Maneuverability: 2D
Hull: 3D+2
Weapons:
Two Fire-linked Laser Cannons (turret-mounted)
Fire Control: 2D
Damage: 5D
Three Medium Ion Cannons
Fire Control: 3D+1
Damage: 4D
Proton Torpedo Launcher
Fire Control: 2D
Damage: 9D
Concussion Missile Launcher
Fire Control: 3D
Damage: 8D
Shields: 2D