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Tales of the Old Republic

Tales of the Old Republic

— A STAR WARS RPG Supplement —

Content

  1. The Republic: Government, Military, Diplomatic Relations, Republic Principles, Jedi
  2. The Galaxy: Regions, Planetary Systems, Alien Species
  3. Equipment: Weapons, Droids, Misc
  4. Starships: Capital, Transports, Fighters
  5. Appendix: Generic Characters

Chapter I: The Republic

The Republic as depicted here already existed 21,500 years and will exist another three and a half millennia before it is taken over by the Empire. But already at this time the origins of the planetary alliance, which is called Galactic Republic, are forgotten and hidden within the fog of long-ago ages.

Life differs not too much from that of the centuries to come, with the difference that the people have seen years of war all over. The Sith War was not yet forgotten when Exar Kun and his followers actually started it all over again. And forty years later conflict arose again when Darth Revan and Darth Melek, once Jedi-Knights themselves, returned from their victorious battle against the Sith only to wreak havoc among the systems of the Republic another time. However, words spread that Darth Revan actually redeemed himself and defeated Melek with the help of heroes like Bastilla Shan and Carth Onasi.

To remind the citizens of the Republic what a dangerous place the galaxy actually is, the Mandalorians made raids upon its planets for years before the Republic was able to stop them as well.

Government

The government of the Republic is typical for that form of state. The legislative is entrusted to the Republic Senate, one of the oldest institutions of the Republic, and its conference halls are among the most ancient buildings on Coruscant. The large dome of the Galactic Senate is almost two kilometres in diameter and gives room not only for the actual meeting hall of the senate but also smaller bureaus, space for negotiations and guest quarters for ambassadors and other envoys.

How a senator comes to power depends on her origin. While most are elected, some are appointed by their local governments or by other means, depending on the culture. Additionally, there is a difference in the number of star systems one senator represents. The vast majority represents several star systems but exceptions are given as well. Some very rare officials speak for whole sectors and some individuals only have responsibility over one planet. Mostly this depends on both time of membership and size of the given people. Relatively young members tend to be represented by one senator who already is experienced in politics and thus often has several if not hundreds of worlds under his leadership. Whereas strategically or economically important locations are the sole field of work of one senator. Like Coruscant, whose senator has only that one planet as his task to administer. Currently there are 856 seats in the senate, each of which is taken by one senator or of course his aides.

Head of the senate is the Supreme Chancellor, elected by the whole of the senate; one official period takes five years. The number of periods a candidate may take is not limited. The senate can also make a vote of no confidence to take the post away from the chancellor. The task of the Chancellor is primarily administration and restoration of order. In case of emergency, she may be entrusted with emergency powers, which immediately give her all military power – in difference to peacetime, where large-scale operations have to be agreed upon by the senate.

Several committees have sub-functions in the senate. Some work to ensure everything is legally done within the galactic administration, others are responsible for research and education, while some make sure the military works efficiently. The heads of these committees are called ministers and usually have the last word in decisions and are appointed directly by the Chancellor. These committees, together with the Chancellor, form the executive of the Republic, to which of course all administrative officials and security personnel add as well.

The judicial power is represented by several courts, among which the Republic Court is the highest ranking. Consisting of five judges who are appointed by the Chancellor for life, this court guards the constitution of the Republic and watches new laws passed by the Senate. It ensures that the sentients' rights are granted everywhere within the boundaries of this galactic union. Below it there are several lower courts, mostly senatorial courts, which bear that name because every senator has one of these courts present in her district of administration. There are planetary and even more local courts as well, and some cultures of course have a completely different and alien judicial system.

Supreme Chancellor Xiaszi Par

The current head of state is the Falleen Xiaszi Par. She was elected to that position fourteen years ago and has not disappointed her followers since. She is headstrong and determined, willing to do what is necessary despite the fact that it may be uncomfortable, and believes the Republic to be the best thing to happen to the galaxy. Xiaszi Par was born as the daughter of two Falleen nobles and holds the title High Baron, although her brother currently does the administrative work at home. Par's career began as a diplomatic aide, went on to a senatorial office and finally concluded at the Chancellor's post.

Military

The Republic military primarily consists of three branches. First there is the Republic Army, ground forces, which defend planets, are responsible for planetary shield generators and gun emplacements. Second there is the Space Force. It takes care of fighter defence of planets and is responsible for pilot training. Since smaller transports also belong to this branch, it is approximately the same size as the army, which it was part of in earlier times. Usually pilots on Navy ships still belong to this branch, which means Space Force is responsible for all fighter operations onboard, although of course a ship's CO is always commanding any such actions. The largest branch still is the Republic Navy. All starship personnel belong to this part of the military and since the fleet is the medium that connects the galaxy, here most soldiers are to be found.

Usually the Chief-in-Command has her origins within this branch, although this is not a necessity. However, the Navy also takes most of the fame and glory of space travel since without it no fighting would take place and no exploration would further the galaxy. Hence the other two branches are more regarded as subordinate to the fleet, which is not wrong altogether.

Due to the success of the military in the past conflicts, it currently has quite a good reputation and there are many volunteers in its ranks. Enlisted crewmembers usually volunteer for a tour of three years but are able to do so several times. Non-Commissioned officers are obliged to be part of the military for five years, whereas officers must agree to ten years of service. However, for reserve personnel one third of the time suffices, and thus many young men and women like the idea of using the reputation of the military to further their professional careers in whatever field that may be; especially politicians use this method to prove their commitment to the Republic.

The highest post in the military is the Chief-in-Command, only answering to the Chancellor and the senatorial committee. Depending on the service branch of the current office holder, the rank is equivalent to a five-star general. If the CiC is a member of the Army, the rank is Field Marshal; if a member of the Space Force, it is Star Marshal; and if the post is held by an officer of the Navy, it is Grand Admiral. There is always only one officer holding any of these ranks.

Directly below the CiC in the hierarchy and acting as her deputies in case the CiC is not available, the Board of Joint Chiefs is situated. This board consists of the head of each service branch, the Chief of Research and Development, Chief of Strategic Operations, and the Chief of Intelligence. All of these officers have four-star general ranks, i.e. General in both Space Force and Army and Admiral for Navy officers. The board oversees all the work of the military and reports on a daily basis to the Commander-in-Chief, i.e. the Supreme Chancellor. Below the board there are several divisions in administration, with several offices responsible for different fields of work such as inner security, military training, and the like.

Military Ranks

Space ForceArmyNavy
Enlisted
StarmanPrivateStarman
Starman First ClassPrivate First ClassStarman First Class
Senior StarmanLance PrivateLance Starman
CorporalCorporalPetty Officer Third Class
Non-Commissioned Officers
SergeantSergeantPetty Officer Second Class
Staff SergeantStaff SergeantPetty Officer First Class
Star SergeantMaster SergeantChief Petty Officer
Star Sergeant MajorSergeant MajorMaster Chief Petty Officer
Commissioned Officers
2nd Lieutenant2nd LieutenantEnsign
1st Lieutenant1st LieutenantLieutenant junior grade
CaptainCaptainLieutenant
MajorMajorLt. Commander
Lt. ColonelLt. ColonelCommander
ColonelColonelCaptain
Flag Officers (also Commissioned Officers)
Wing GeneralBrigadier GeneralCommodore
Major GeneralMajor GeneralRear Admiral
Lieutenant GeneralLieutenant GeneralVice Admiral
Star GeneralGeneralAdmiral
Star MarshallField MarshallGrand Admiral

The uniform of the military differs in colour depending on the service branch, although the general design is almost the same. Basically the uniform consists of heavy jackets with the rank insignia visible on the shoulders, for flag officers at the cuffs of the jacket. Flag officers always wear dark grey jackets together with white uniform pants, marked with red stripes. Symbols at the collar designate the service branch of the officer. Uniform jackets of the Space Force are brown, the Navy wears blue uniforms, and the Army usually has green ones. Officers are obliged to wear white pants as well, whereas enlisted personnel is equipped with black fibres.

However, in combat the uniform usually is replaced with more suitable clothes, which enables the soldier to hide better and store necessary equipment in the different pockets and have it easily accessible. As an example, pilots of the Space Force usually wear short brown jackets instead of the almost coat-like ones due to the space restriction given in a cockpit.

Which uniform is actually worn is up to the commander of a unit, but usually the further you go from Republic core, the scarcer become standard uniforms and the more common it is to encounter soldiers in combat dress.

The Republic's military has several tasks, among which defence is of course the most important one. That counts for countering foreign aggression as well as patrolling space lanes to oppose smugglers, pirates and other criminals. It also protects sensitive public buildings such as embassies, the senatorial estates and offices and the residence of the Supreme Chancellor. While police tasks are taken care of by local security, large scale operations are at least coordinated with the military.

Traditionally Republic Intelligence is a military organization and besides collecting data on foreign powers and protecting the Republic from spies, it also is responsible for guarding important personalities like the Chancellor or senators – although most of them prefer their private bodyguards. But besides solely martial tasks, the military is also responsible for safeguarding emergency procedures in case of natural catastrophes, i.e. prepare and conduct evacuations, give medical and humanitarian aid and so on. Additionally, a large amount of research and exploration lies in the hands of the military – here are most of the civilian employees to be found – not rarely working together with companies or non-military organizations of the Republic.

Grand Admiral Crix Antilles, CiC

Crix Antilles, born on Corellia, is a Navy officer out of tradition. Eight generations of his family have served the Republic in more than one war. Although Antilles began his career as a pilot, due to the excitement it offered, he later transferred to the Navy when he earned a recommendation after he took command of his cruiser when the bridge was hit and the senior officers were killed. He won the skirmish with the pirates and started a second career as a Navy officer. Since that time he fought in several skirmishes and battles and protected the Republic.

Antilles is a calm, analytic man, never rushing into action. He inspires respect in all his subordinates and manages to stay in contact with even the lowest rank. Although a potent warrior, Antilles has seen enough combat, knows its cruelty and only fights when no other alternative is left. He is a patriot and believes in the Republic and its principles.

Diplomatic Relations

There are several more entities in the galaxy with which the Republic keeps up diplomatic relations, or not in some cases. Since the Republic defeated the Mandalorians in war, not much is left of this old empire. Most of its possessions are now part of the Republic, and to speak of a unity among the remaining clans would be drastically exaggerating. Since the Mandalorians were never that interested in negotiations, no official relations exist between these two nations – not at least because no clan would allow another clan to represent it if not in wartime. So up to now the Mandalorians make a name as mercenaries and pirates but nothing official.

Things with the Hutts are not much better. While there is officially an envoy in the Republic and a Republic representative can be found on Nar Shadaa – it is forbidden for her to set foot on Nal Hutta – no one pays too much attention to this lip service. Most agreements the Hutts do are very vague, and influence of the Republic within Hutt Space actually does not exist. There are some trade arrangements but from most the Hutts exclusively benefit, and the better part is only made with one single clan and not with all Hutts together.

Since the Jedi freed the Hapes cluster from its pirate dominators and the matriarchy was officially declared as a form of state, there is no relation to speak of. Occasionally patrol vessels face each other at the border but usually no radio contact is established.

Relations with the Corporate Sector are friendly since it actually is only a part of the Republic. While private companies in fact own it, the Republic always has a watching eye on it to make sure everything works according to Republic law. The Corporate Authority is subject only to the Committee of Economics and the Chancellor, and there are of course no ambassadors exchanged between the two entities. However, usually the Committee has an envoy sent there who supervises the CSA's actions, while the CSA usually sends an official that reports to the Committee and the Chancellor and makes suggestions and claims.

With the Sith there are no official relations at all. The territory, which these people took from the Republic in earlier conflicts, is again part of the galactic union and no trace is left of its archenemy. However, rumours still exist about them and few believe the Republic saw the last of them.

Republic Principles

The Republic is built upon certain principles which most of all ensure a peaceful community. First of all there is equality. No matter what rank in society, what species, what gender, or the origin of a sentient being, everybody has the same rights and privileges. Nobody is discriminated for whatever reasons. Of course this is a theoretical rule. There are conflicts between species and other social groups, which regard themselves superior to others, and especially people who ask for lenient actions against enemies of the Republic usually are met with suspicion and often resentment.

Additionally to equality, freedom is very important to the Republic. Everybody is free, slaves are illegal, and everybody is meant to participate in politics through elections, trade unions, and the like to make the leaders hear their demands. Additionally, everybody may travel and live where they want, meet the people they would like to, and generally develop their personality as they see fit.

Peace is the primary virtue the Republic uses in its foreign policy. The idea of the Republic sees the galaxy in a peaceful union which ensures happiness for all beings since all have the right to seek it, no matter if they are actually part of the Republic or not. However, in recent times this virtue is sometimes forgotten, as deep-seated treason and mistrust have crept into the Republic's mind. Treason by Jedi and others who fought with the Sith, and conflicts in general, made clear that many wish to take what the Republic built, and thus there are many who question if a more aggressive state would not stop others from attacking in the first place.

The Jedi Order

The Jedi are the protectors of the Republic since its foundation, or so it is said. The Order is led by the High Council situated on the temple on Coruscant, although the structure is far less formal than in later times. However, there are other Jedi enclaves, such as the Praxeum on Dantooine, that also are headed by a Jedi Council. While no official hierarchy exists, titles such as Jedi Knight and Jedi Master still cause obedience in lower ranks since usually members of the order with such ranks are regarded as wiser and experienced in the ways of the Force.

The Jedi primarily serve the Republic, but unlike in later years, there is no official affiliation and the order is not included in the Republic's jurisdiction. However, the Chancellor or other officials may ask the Jedi for intervention if needed, which is usually granted since the Jedi regard the Republic as deserving protection.

Chapter II: The Galaxy

A difference of four thousand years does not change a galaxy dramatically – physically speaking. Politically speaking it may change a lot. Alliances break and are reformed in far shorter time spans.

Galactic Regions

As in later eras the galaxy is divided up into several regions that make it easier to classify the position of a star system. Generally the further one goes from the core, the less advanced a world is and the shorter the time it has been a member of the Republic. However, there are exceptions, and especially along trade routes the worlds tend to be more industrialized and older – in terms of colonization.

The innermost region of the galaxy is the Deep Core. Here the star systems are far denser than in the more distant regions, which makes hyperspace travel dangerous and difficult. As a consequence, relatively few worlds are inhabited here and only marginally belong to the Deep Core, such as Khomm, Ruan and the Empress Teta System.

The pulsating heart of the galaxy however still is the Core Region. Coruscant, the capital of the Republic, is located here, as is Corellia, Alderaan, Kuat and Duro. Most of these systems have a High-Culture, and more than one claims to be the mystical homeworld of the humans, although nothing is certain. Several trade routes, such as the Corellian Run, the Corellian Trade Spine, and the Perlemian Trade Route, run through this region, connecting it with the rest of the galaxy and being spearheads in its exploration.

Next come the Colonies. In the early eras of the Republic, settlers travelled here to begin a new life and the colonies were founded to provide the industry and cultures of the Core with the resources it needed. However, since that time is long gone, most colonies are almost as rich and developed as the Core worlds as such. Balmorra and Neimodia are perfect examples.

Beyond the Colonies one finds the Inner Rim. Once the frontier of the Republic, it no longer is that. While not as developed as the Core worlds, simply due to a lack of such a long tradition and history, one still can find all the luxury and accommodations of the richer counterparts in the more central regions of the galaxy – just at a higher price. Many less fortunate companies have their seats here, and starships and technology tend to be less advanced than in the Core.

The Expansion Region is the last region which is mostly part of the Republic. Once a frontier again, that shifted away and the pioneer status when living here was lost centuries ago. However, the living standards are significantly lower than in the Core.

Last comes the Outer Rim. While in later eras this part of the galaxy is subdivided into two rim regions, at this time it is only scarcely settled. Along the trade routes, settled worlds tend to reach rather far into the edges of the galaxy, but at the more isolated areas, settlements can only be found close to the Expansion Regions. The Outer Rim is the real frontier of the galaxy, providing scouts and traders with opportunities to make fortunes and holding the resources more coreward regions need for their industry.

Planetary Systems

Besides the already well known systems like Coruscant and Tatooine, on which one should find data in every good library, there are worlds which are less popular – undeservedly so. They will be presented in more detail here.

Taris

Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I
Hydrosphere: Dry
Gravity: 0.98 standard
Terrain: Urban, mountain, caves
Length of Day: 24.3h
Length of Year: 421 local days
Sapient Species: None
Starport: 5 Republic Class, 10 Standard Class
Population: 5 billion
Planet Function: Industrial Center
Government: City Council
Tech Level: Space
Major Exports: High Tech, Luxury Items
Major Imports: Food, Resources

Once said to rival Coruscant, that status was lost due to several reasons. However, it began to recover in the past and some say it even is more glamorous than the capital – less corruption and intrigue is found here. Taris' history is long since it was one of the first planets to be settled that much outward and is located at the Hydian Way; due to its pioneer position it soon became the centre of exploration in the region.

However, due to the economical success and regional importance, Taris' inhabitants soon became arrogant, and those who were rich and powerful separated from the lower classes. Soon the different social status was reflected by the position one lived in, and the lower one went, the lower became social influence. Criminals and their families were banished into the Undercity, a dangerous village on the ancient surface of the planet. However, it no longer exists, as Carth Onasi and his companions helped those people to find a better place to live.

Soon after, Taris changed drastically. The Sith fleet bombarded the planet and destroyed large portions of at least the upper city parts. Economy broke down immediately, wounded and casualties filled the streets, and many lost their homes and possessions. The rich and powerful soon became equal to the less well-off and realized that. The people had to work together as every class had skills and possessions needed for a rebuild and for surviving. That spirit of working together is still present today – Tarisians have learned from their past mistakes.

While the classes still exist, they became more equal in front of the law, and even the lower city parts have a say in local politics, thanks to the creation of the City Council. Each city level sends a number of envoys derived from the size of the community, and decisions about the laws and changes on Taris are made democratically in that institution. The centuries of rebuild again made Taris the beautiful place it once was. Crime rate is low due to the equality, and there is a lively exchange between the different levels of the city.

However, the younger people tend to forget about the importance of the community, and discrimination again flourishes. People are no longer allowed to enter certain parts of the cities if they do not belong to an appropriate social group.

However, although most parts of Taris are covered with cityscapes, unlike Coruscant this counts not for all parts. Large mountain ranges are still free of artificial constructions, as are the two largest seas. Those spots are primarily used for recreation by the richer people. The fauna on Taris is heavily damaged; aerial animals and scavengers dwelling in the lower city parts have survived the most.

Dantooine

Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I
Hydrosphere: Humid
Gravity: 0.99 standard
Terrain: Savannah, grassland, seas
Length of Day: 25h
Length of Year: 342 local days
Sapient Species: Dantari
Starport: 1 Standard Class
Population: 200,000 Dantari, 1.5 million settlers
Planet Function: Farming
Government: Democracy
Tech Level: Space
Major Exports: Food
Major Imports: Technological and luxury items

Dantooine is a low developed planet near Yaga Minor and Dubrillion. Since the system is not near any trade route, population density is very low, and that is how the inhabitants like it.

Most of the settlers that have arrived on Dantooine in the past founded farms of some kind. Some breed cattle while others harvest crops of any sort. The farms usually are part of large family estates – land is cheap on Dantooine, so it is not unusual to find large possessions there. Although a native species, the Dantari, exists, contact is hardly made with them. They are a tribal species, looking almost human and living mostly at the coastline of the many oceans.

Dantooine's climate is mild, and large savannas of grass as well as forests are lit in the night by two moons. The most civilized region on the planet is the spaceport, raised by Aratech Corporation in the past; it was taken over by native settlers in the last Sith War – after a bombardment left it heavily damaged.

Dantooine was once home of a Jedi Praxeum founded centuries ago by Master Vodo-Siosk Baask. Since Dantooine offers a tense connection with life, the Academy is especially useful to learn more about the Living Force. Many records about the teachings of Master Baask were to be found in the library. However, the catastrophe came when Darth Melek decided to erase the academy, which once had been home to the would-be traitor Exar Kun as well. He attacked the planet and destroyed the Praxeum and heavily damaged the starport by orbital bombardment.

No Jedi training was committed the next decades, but sixty years later, Jedi Master Ruonshaar, a Wookiee, refounded the Praxeum, where he had trained and which he deemed worthy to the lessons of the Jedi due to the calm atmosphere of the training area. He settled down on a farm, which was left vacant by its former owners. He and some of his friends worked the place all over and repaired the damage done by the course of time. The farm has a round form and is around forty metres in diameter. There is a large courtyard at the centre of the ring, and four entrances, shaped like half-circles, provide access to both the courtyard and the farm itself. A small tower of almost ten metres across gives room to an assembly hall and training hall. There is also a library in the cellar. Quarters are located in the main building, the ring. Plenty of gardens and exotic plants surround the Praxeum.

Manaan

Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I
Hydrosphere: Humid
Gravity: 1.05 standard
Terrain: Ocean
Length of Day: 26.3h
Length of Year: 412 local days
Sapient Species: Selkath
Starport: 1 Republic Class
Population: 500,000 Selkath, 5,000 off-worlders
Planet Function: Homeworld
Government: Democracy
Tech Level: Space
Major Exports: Kolto
Major Imports: Food, High-Tech

Located in the Outer Rim, not so far from the former Sith Empire but still near the Republic, lies the planet Manaan, part of the Pyrshak System. The planet's surface consists solely of an ocean, which makes the planet attractive to many amphibious species – besides its natives, the Selkath. The only 'dry land' on Manaan is to be found in Ahto City, an artificially created island-construction which is essentially spaceport and home to almost all offworlders who cannot breathe underwater. Large, open places and white alleys dominate Ahto City's upper levels; there are many balconies and terraces as well as several open water sources like artificial rivers and lakes. The lower levels are enclosed, but at the outer hull there are large panorama windows that grant a spectacular view on Manaan's sea life.

But what makes Manaan really remarkable is kolto. The healing agent, harvested from the ocean's underwater surface, is unique in the galaxy, almost as powerful as bacta in later eras. Kolto can be used in several healing procedures; it is turned into medicine, used during surgery and in large tanks, which drastically enhance the body's own healing capacities.

The Selkath know very well how to use this to their advantage. Since production and harvesting of kolto is done in secret, no one outside the Selkath society knows how to access that highly valuable resource. As a consequence, the natives were able to maintain a status of independence in the galaxy that only makes them more well-off. Although profit rises in times of war, wealth is also granted in peacetime. There is always some emergency in the galaxy and there are always sick people who need medical treatment.

As a consequence, there are several embassies on Manaan with ambassadors who constantly work to ensure that their access to kolto is granted and try to improve the share they get from it. As an agreement caused by the many conflicts the Republic had to cope with, the Selkath have granted the Republic the privilege to maintain a clinic in Ahto City.

The Selkath are, for obvious reasons, an amphibious species and in fact share a common progenitor with the fauna of the ocean. It is rumoured to still dwell within Manaan's depths, which is probably a myth – how could such a creature survive that long?

Ahto City is governed by a board of judges that supervises the off-worlders and makes sure everything is done according to Selkath tradition. The Selkath themselves decide upon politics altogether by elections held in the ocean after certain periods, while the eldest and thus wisest appoint officials who actually do the administrative work.

Materaan

Type: Terrestrial
Temperature: Hot
Atmosphere: Type I
Hydrosphere: Dry
Gravity: 1.0 standard
Terrain: Desert
Length of Day: 22.6h
Length of Year: 289 local days
Sapient Species:
Starport: 1 Limited Services
Population: 1,000 sect members
Planet Function: Cloister
Government: Monarchy
Tech Level: Space
Major Exports:
Major Imports:

Materaan is a planet in the Outer Rim territories, not that far from Kashyyyk. A Force sect of women from the Hapes Cluster settled the planet not too long ago, around one century. They did not believe in isolation, since that would rob the galaxy of the opportunity to embrace their teachings.

The planet consists primarily of large deserts, although there are oceans that separate the three continents. What is remarkable about Materaan is that there is no life on the whole planet. However, from unknown sources, the atmosphere continually regenerates. The female inhabitants have created several smaller settlements, towers which raise into the sky – to touch eternity, as the citizens of Materaan say. However, these settlements are only to be found in the northern continent, in the sand desert. There are more rocky ones and large seas of ash, volcanoes as well.

Materaan society is clearly structured like a religious order. The head of it is the Lady Mother; she decides upon all governmental issues and rules in a monarchical manner. The order believes that females are the source of life and therefore can understand the Force best, since it is created by all life. They regard males as violent and proud, which causes them not to listen carefully enough to what the Force says. However, they do not condemn males for that; it is just a truth in the universe.

The Materaans are subdivided into ranks of ascension: student, priestess, ascendent, and Lady Mother. The higher the rank, the more experienced a member is and the more responsibility she carries. While the Materaans do accept the division of the Force into two sides, Light and Dark, they do not forbid emotion—not even love, as the Jedi do. In fact, they believe that true feelings can be a source of power and thus help a being to turn things to a better outcome. They embrace emotion and reason and firmly believe there is use for both of them. To ignore either one would mean to ignore life and thus ignore the will of the Force.

The fact that Materaan is not home to any native life was the reason why it was chosen to become the settlement of the order. The lack of native life guaranteed that the Materaans would not be distracted and could concentrate on the needs of the galaxy. Contact to the outside is not regular, and while it is not forbidden—in fact, even encouraged—the rare visitors are even rarer males. Most simply distrust the completely female society.

With the help of technology, the Materaans are able to breed the food they need and thus do not depend on trade. However, since the colony exists for more than a hundred years now and only few of its members are non-humans, the question arises how the population regenerates, since at least currently there are no male Materaans known of. Rumors say there are males, but they are treated like slaves and are never shown to the outside. Others tell that the Materaans actually hunt for males for reproduction in the surrounding system just to kill them when they are no longer needed. What's true about that may time tell, but some remarks of the Materaans themselves indicate that the males are isolated to prevent them being spoiled by prejudices of how to act and live and to be able to fully understand the teachings of the Materaans.

Once a year, the Materaans call for contests in combat skills, which they are proud and very capable of. In these competitions, they hope to draw attention to their philosophy as well as learn more about foreign combat styles and maneuvers.

Viantha Sanarr, Lady Mother

Viantha Sanarr is the current leader of Materaan. She is a relatively young woman—the youngest to ever hold this post in the planet's short history. The steadfast and very emotional as well as sensitive woman is highly intelligent and intuitively knows how politics works in the galaxy. She is rather tall and, besides her leadership skills, is a potent Force user and a warrior who should not be underestimated. She uses a double-bladed vibro-sword during combat and maneuvers quickly around an opponent. Sanarr treats others politely and has a charming demeanor.

Karania

Type: Terrestrial
Temperature: Warm
Atmosphere: Type I
Hydrosphere: Humid
Gravity: 0.98 standard
Terrain: Swamps, grassland, forests, hills
Length of Day: 24.3h
Length of Year: 377 local days
Sapient Species: Karanians
Starport: 1 Limited Services
Population: 500,000 Karanians, 5,000 offworlders
Planet Function: Homeworld
Government: Democracy
Tech Level: Space
Major Exports: Food, Crystals
Major Imports: High-Tech

The planet Karania is located in the Mid-Rim and is a terrestrial planet. Karania has a moderate temperature and a bit below standard gravity. The planet is governed by local district-chiefs and the Major-Chief. The district-chiefs are the heads of parliament in the different regional districts, numbering 245. Among these, a Major-Chief is elected, actually the District-Chief of the whole planet.

Most of the planet is covered with swamps, and the few parts which are not hold grassland. Due to a high moisture in the atmosphere, the swamps are often very foggy. Contact with the planet was established around five hundred years ago, shortly after the Sith War. Since that time, the Karanians became valuable members of the Republic. Due to enhanced senses, they are not only very able scouts but also potent warriors. Both were needed at that time by the Republic.

Since the Karanians are rather empathic, they are also very well liked diplomats, politicians, and intellectuals. In fact, a large library was founded on Karania after their rich philosophical history was discovered.

The capital, Thelaveruun, lies just above the planet's equator. Populated by around 200,000 inhabitants, mostly Karanians, it is constructed on large trunks and completely created of wood – with the exception of the planet's only starport. The facilities are built upon a heavy duracrete plane but provide only marginal service. Since the planet is rather moist, most offworlders belong to aquatic species like Mon Calamari and Aqualish. However, since quite an amount of diamonds and crystals can be found on the planet, some offworlders try to harvest these, not the least the Jedi, who use the excellent crystals for their lightsabers.

Alien Species

Karanians

Karanians are humanoids originating from the planet Karania, in the Mid-Rim. Due to that fact, the Karanians have developed an advanced sense of hearing. At the back of their head, Karanians have several tentacles, which are actually audio receiving organs and are very sensitive to oscillations. Additionally, the Karanians have highly developed eyes, giving them the ability to see even in complete darkness.

Karanians have green skin, large black eyes, and a different number of tentacles at the back of their head. Besides that, Karanians resemble humans in their stature and height and personality. They tend to be calm and understand emotions better than other species since they are used to only slight signs of emotions.

The Karanians are a rather peaceful species and have near to no conflicts in their history, which gave them time to develop many philosophical ideas and ideologies. The Karanians are a people of intellectuals, which does not mean they do not know how to defend themselves, although they tend to be a bit weaker than humans since their homeworld has a below-standard gravity.

Attribute Dice: 12D
Dexterity: 2D / 4D
Mech: 2D / 4D
Strength: 1D+2 / 3D+1
Tech: 2D / 3D+1
Perception: 2D+1 / 4D+1
Knowledge: 2D+1 / 4D+1
Movement: 9 / 12
Height: 1.5m – 2m
Special Abilities:
Water Environment: Karanians are very comfortable underwater and can hold their breath for one hour × Strength Dice. Additionally they receive a +1D to all swim tests.
Enhanced Senses: The tentacles of the Karanians are audio sensors, and thus the Karanians receive a +1D to audio-based Perception tests.
Night Vision: Karanians can see even in complete darkness and can compensate up to a 2D penalty caused by darkness.

Chapter III: Equipment

Weapons

There are different kinds of weapons. Not only do they differ in range, but also drastically in technology.

Ranged Weapons

WeaponDamageShortMediumLongAmmoCost
L5-Hold Out Blaster2D+22-4684250 R
Protector Blaster Pistol3D2-6255510180
Heavy Blaster Pistol4D+22-6204540650 X
Light Blaster Pistol3D+12-8408050300 R
DL-2 Blaster Pistol4D2-6356045400 X
Blaster Carbine4D+12-105010040500 R
Blaster Rifle – Republic I4D+23-3010025050800 X
R-55-4 Repeating Blaster6D3-153005001001500 X
R-100 Anti-Infantry Cannon7D5-5050015005004500 X
Thunderbird Grenade Launcher6D3-2520045061200 X

The L5-Hold Out Blaster is a small pistol, designed to be easily concealed and hard to detect even by sensors (+1D to all rolls to hide it). But since it is easy to hide, one has to wear a permit to carry it.

Easier to get is the Protector Blaster Pistol. The Republic knows that not all of its regions are as secure as they should be. As a consequence, this weapon does not need an official permit to be carried, although this has to be done openly. The weapon is rather clumsy and short-ranged but is well enough to defend against wild predators or street thugs. There is a line of further pistols often found on security personnel or the military; they differ in size, range, and energy output.

The Blaster Carbine is a short rifle, basically available for the public, although only restricted access is granted. The range is not extraordinary, but the firepower is good enough to defeat most opponents with one shot. The Republic I is the standard weapon of the Republic Army and has an excellent range and energy output. The relatively low costs and easy maintenance create a high demand in all branches which could use weapons.

In case a blaster rifle is not heavy enough, the military has access to the R-55-4 Repeating Blaster. Internally, the blaster bolt is accelerated in three different chambers instead of the usual one—which makes it very damaging if a target is hit and additionally provides a long range. The R-100 is a heavier version, mounted on a tripod, but still is mobile. The range is incredible, as is the damage. Additionally, an external power source can be used, making reloading unnecessary.

The Thunderbird Grenade Launcher is basically a long tube, which is fired either from the ground or mounting it on the shoulder. The launcher can be armed with any standard grenade, making it very useful for the military.

Melee Weapons

WeaponDamageDifficultyCost
KnifeStr +1D (max 5D)520
AxeStr +1D+1 (max 5D+2)1040 R
SwordStr +1D+2 (max 6D)10100 R
Vibro-SwordStr +2D (max 6D)15300 R
Double Vibro-SwordStr +2D+2 (max 6D+2)20500 X
Vibro-AxeStr +3D (max 7D)151000 X
Cortosis AlloyCan resist lightsabers+50% of original weapon
Lightsaber5D20

Besides standard weapons or tools like knives, axes and clubs, there are more traditional armaments like swords. However, far more effective due to a vibrating blade are vibroweapons. Powered by energy cells, these weapons can cause severe damage but need training to master, or otherwise are more dangerous to the wielder than to the opponent. Standard vibro-swords can look very different and in fact may vary in damage and costs as well. Double weapons usually have a second blade on the opposite end of the weapon's hilt, and thus can inflict more damage – but are more difficult to master.

As in recent times even ordinary soldiers or security personnel had to counter Sith attacks and such, it became quite popular to use cortosis alloys in the blades' creation to prevent lightsabers from simply cutting through it.

Armor

ArmorPhysical ProtectionEnergy ProtectionProtected Body PartsDexterity PenaltyCost
Light Armor Parts+1+1Either head, arms or legs100
Light Armor Vest+1+1Torso100
Armor Vest+2+1Torso200
Blast Vest+1+2Torso250
Medium Armor Parts+1D+2Either head, arms or legs200
Light Armor+2+2Torso, Arms-1400
Medium Armor+1D+2Torso, Arms-1D800
Heavy Armor+2D+2DTorso, Arms, Legs-2D1200
Heavy Armor Parts+1D+1DEither arms, legs or head-1 (cumulative)400
Light Power Armor+1D+2+2D+2Torso, Arms, Legs-2D1500
Heavy Power Armor+3D+3DTorso, Arms, Legs, Head-3D4000

Armor enables the wearer to withstand damage caused by either physical means or energy blasts. There are different kinds of armor. Standard vests give basic protection against these attack forms and are easy to wear. Besides the basic armor there are also single armor parts, like helmets, bracers or greaves, which can be worn additionally to other armor – if it does not protect these areas already. The heavier the armor gets, the more difficult it is to move with it, which results in different penalties on dexterity and the derived skills.

Power armors are different kinds as well. These armor types are actually machines, which provide the wearer with a powered protection. Usually such armor has several built-in features like an IFF system or comlinks and the like. The extra heavy protection makes moving with them difficult, thus most users upgrade them with servos and the like.

Droids

T-920 Astromech Droid

The T-920 Astromech Droid is the best the market has to offer in terms of first-degree droids. The unit is capable of maintaining starships and calculating hyperspace routes. With upgrades, which are easily available, it can also be enabled to operate computer systems and repair them. The T-920 series is well known for its durability and the individuality which makes them excellent when operating alone – however, it can be necessary to make a memory wipe more often than with usual droids. The versatile equipment also helps it to cope with any given condition and perform the owner's order most efficiently. The 910 series is basically the same model, but the starship skills can be exchanged with ground vehicle ones; it is simply the same droid for use with vehicles.

Model: T-920
Height: 1.1m
Dexterity: 1D
Knowledge: 1D
Mech: 2D — Astrogation 5D, Starfighter Piloting 3D, Starship Piloting 4D
Perception: 1D — Search 2D
Strength: 1D
Tech: 2D — Computer Programming/Repair 4D, Starfighter Repair 3D, Starship Repair 4D
Equipment: 2 bendable legs, four wheels; one retractable lifting arm (lifting +2D); retractable working arm, able to hold tools; head with video recorder and sensors (IR), 360 degrees movable; small arc welder (1D-3D damage); com; computer access port
Move: 5
Cost: 4650
Upgrades: 1) Security 4D, Computer Programming/Repair 6D – 1500 Credits; 2) Starfighter Piloting 5D, Starship Shields 4D – 3000 Credits; 3) First Aid 5D, Medicine 2D (with built-in Medpack) – 5000 Credits

D-1PL Unit

The D-1PL units are human-droid contact droids. They are translators, diplomatic aides, servants and the like. They are trained in social skills and behaviour and mimic human emotions. They are designed to as closely as possible give the impression of another human being without actually being one. As a consequence, they sometimes tend to show eccentric behaviour and tend to develop their own personalities. While the D-1PL has a female-shaped body, there are other units, like the D-2PL, who have a male appearance, and some models also have alien — nonhuman design, while the skills and abilities remain the same. When purchasing such a droid, the customer may choose 5 languages the droid is able to speak fluently without delay.

Model: D-1PL
Height: 1.65m
Dexterity: 1D
Knowledge: 3D — Alien Species 4D, Cultures 5D, Languages 8D, Planetary Systems 5D
Mech: 1D
Perception: 1D — Persuasion: Appear to be Human (or other species) 5D
Strength: 1D
Tech: 1D
Equipment: Vocal processor able to record and mimic any received sound; humanoid body complete with legs and hands
Move: 6
Cost: 4850
Upgrades: 1) Bureaucracy 4D, Law Enforcement 4D – 1200 Credits; 2) Bargain 4D, Business 5D – 2000 Credits; 3) First Aid 5D, Medicine 3D – 4000 Credits

BU-LL Security Droid

This droid model is used by private companies and the like to ensure security. The droid is built in an enduring way and able to perform patrols, guarding tasks and if necessary attack raids. Not rarely are they found with special forces of either the military or security units – they charge into buildings, etc., when it is too dangerous for living beings. Since the unit has to function under duress and even if heavily damaged, its computing capacity is restricted, as is its use.

Model: BU-LL
Height: 1.8m
Dexterity: 2D — Blaster 4D+2, Grenades 4D, Vehicle Blaster 4D
Knowledge: 1D — Tactics: Infantry 3D
Mech: 1D
Perception: 1D — Search 4D
Strength: 4D
Tech: 1D
Equipment: Vocal processor; Sensors (+1D to search), IR; humanoid body with legs and hands to operate weapons; DL-2 Blaster Pistol in right arm; broadband com
Move: 7
Cost: 4250
Upgrades: 1) First Aid 5D – 1000 Credits

Z-550 Labor Droid

In many different situations heavy loads need to be shifted, dangerous waste has to be taken care of and so on. In that case – if the work is not too complicated – the Z-550 is called for the job. This droid primarily is very strong, and thanks to humanoid hands can grapple most containers and the like. It also can be used for cleaning jobs and other work which does not justify a living worker or a more expensive droid. The unit's processor is not very capable and therefore these labor droids are not able to speak and can only store one order at a given time. They can only differentiate between yes and no when giving answers, which they perform by making a beeping sound — once for yes, twice for no.

Model: Z-550
Height: 2m
Dexterity: 1D
Knowledge: 1D
Mech: 1D
Perception: 1D
Strength: 4D — Lifting 8D
Tech: 1D
Equipment: Humanoid body with humanoid hands; servo arms (+2D to Lifting)
Move: 6
Cost: 1050
Upgrades: 1) Five subsequent orders may be given – 1600 Credits

SC-13-NCE Scientific Aide

The SC-13 series are droids that are programmed with different scientific abilities depending on their field of work. There are medics, astronomers, physicians and others. The processor of the unit enables it to work very independently of living supervisors. Depending on the specific task, the SC-13 is able to do experiments or even surgery on a patient.

Model: SC-13-NCE
Height: 1.7m
Dexterity: 1D
Knowledge: 2D
Mech: 1D
Perception: 1D
Strength: 1D
Tech: 2D — Computer Programming/Repair 4D
Specialty: 8 further D to use with any skill from Knowledge or Tech representing the droid's field of work
Equipment: Humanoid body with humanoid hands
Move: 8
Cost: 3050

Miscellaneous

Quick-Draw Holster

Especially used with smugglers, gunners or other individuals who are likely to depend on the speed they can draw their weapons, quick-draw holsters are less confining than standard ones. As a consequence they provide a bonus of +1D to skill tests which resolve who draws a weapon first. However, only pistol-sized weapons may be used with a quick-draw holster, and every weapon type has its own, i.e., a heavy pistol holster cannot be used with light ones. Such a holster costs 100 credits.

Makrobinocular / Scope

Makrobinoculars are used to enhance visual data for the user. This usually is achieved by digital recalculating the image data. Some versions also use infrared and light enhancement software, which enables the user to see in different spectrums. When used to search or simply look upon distant objects, the Makrobinoculars grant a bonus of +2D to perception. Smaller, one-piece versions exist to be mounted on weapons. If aimed for one round, the scope provides a bonus of +2D to the skill test on medium or long range. The makrobinocular costs 200 credits, with an additional 100 for IR or LE modules.

Chapter IV: Starships

Vanguard-Class Cruiser

The Vanguard-Class is the workhorse of the Republic fleet. Being in service for almost thirty years now, it went through several upgrades and is a common sight within Republic space. The ship is heavily armed for its size and, thanks to a very good power management, the weapons' energy output is higher than on most other ships. A hangar enables the cruiser to give room to 12 starfighters and two shuttles.

Craft: Rendili Space-Yards Vanguard-Class Cruiser
Type: Heavy Cruiser
Scale: Capital
Length: 465 m
Skill: Capital Starship Piloting: Vanguard-Class
Crew: 2,850
Passengers: 500 (troops), 100 ordinary
Cargo Capacity: 5,000 metric tons
Consumables: 2 years
Cost: Not available for sale
Hyperdrive: x2.5 (Backup: x20)
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Speed in Atmosphere:
Hull: 5D+1
Shields: 2D+2
Sensors: Passive 30/0D; Scan 60/1D; Search 120/1D+1; Focus 4/3D
Weapons: 6 H. Double-Turbolaser Cannon Turrets (F. Control 2D, Damage 5D); 18 Turbolaser Cannon Turrets (F. Control 2D, Damage 3D); 6 Laser Cannon Turrets, starfighter scale (F. Control 2D, Damage 4D); 2 Tractor Beams (F. Control 2D, Damage 5D)

Hammer-Class Cruiser

The newest addition to the Republic Navy, the Hammer-Class is a fast ship designed for incursion into enemy territory and as transport for important personalities. Equipped with the most modern communications arrays, it can also serve as command post for fleets and ground troops. Other versions serve as medical ships or troop carriers. A small hangar carries two shuttles.

Craft: Rendili Space-Yards Hammer-Class Cruiser
Type: Light Cruiser
Scale: Capital
Length: 238 m
Skill: Capital Starship Piloting: Hammer-Class
Crew: 850
Passengers: 50
Cargo Capacity: 1,800 metric tons
Consumables: 2 years
Cost: Not available for sale
Hyperdrive: x2 (Backup: x18)
Nav Computer: Yes
Maneuverability: 1D+1
Space: 6
Speed in Atmosphere:
Hull: 4D
Shields: 1D+1
Sensors: Passive 20/0D; Scan 50/2D; Search 100/2D+1; Focus 4/3D
Weapons: 1 H. Double-Turbolaser Cannon Turret (F. Control 2D, Damage 5D); 6 Turbolaser Cannon Turrets (F. Control 2D, Damage 3D); 4 Laser Cannon Turrets, starfighter scale (F. Control 2D, Damage 4D); 1 Tractor Beam (F. Control 2D, Damage 4D)

Nebulon-A Frigate

The Nebulon-A Class Frigate is an escort vessel introduced into Republic service some decades ago. While at first its efficiency was doubted by many military officers, despite the senate's decision to purchase a series of these ships, it soon became clear that these ships were invaluable in combat. The ship is not only able to maintain operative status while suffering heavy damage, it is heavily armed as well for a ship its size. The fact that it carries one squadron of fighters along with three shuttlecraft makes it very independent from larger fleets and thus enables it to patrol space lanes effectively without binding logistics to a specific area.

Craft: Kuat Drive Yards Nebulon-A Frigate
Type: Escort Frigate
Scale: Capital
Length: 195 m
Skill: Capital Starship Piloting: Nebulon-A
Crew: 480
Passengers: 100
Cargo Capacity: 1,200 metric tons
Consumables: 1.5 years
Cost: Not available for sale
Hyperdrive: x2 (Backup: x17)
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Speed in Atmosphere:
Hull: 3D+1
Shields: 1D+2
Sensors: Passive 20/0D; Scan 40/1D+2; Search 80/2D; Focus 3/3D
Weapons: 4 H. Turbolaser Turrets (F. Control 2D, Damage 4D); 8 Laser Cannon Turrets, starfighter scale (F. Control 2D+2, Damage 4D); 1 Tractor Beam (F. Control 2D, Damage 3D)

Dragonclaw Destroyer

The Dragonclaw was introduced almost a century ago when the galaxy still was haunted by conflicts and wars. As the Republic Navy was too far spread to protect all star systems, pirates and enemy raiders took the opportunity and often attacked those defenceless planets or space lanes. Gthroc Industries saw the opportunity to introduce a light combat ship which would be enough to defend those areas; the Dragonclaw Destroyer was developed.

The ship is fast in hyperspace to answer calls for help immediately and is heavily armed so as to counter large amounts of opponents. Since Gthroc believed in an offensive strategy, shields got far less power and consumables are rather low, as the ship was never intended to be part of large scale fleet operations.

Nowadays these ships can be found almost everywhere. Crime lords, planetary military forces, the Republic, smugglers — all use these ships to different ends. Some converted them to transports, others use the offensive capability to attack freighters or protect them. The small shuttlecraft always docked at the top of the ship serves as lifeboat, boarding vessel or simply transport. Additionally, the destroyer is able to land on planets, which makes repairs quite easy.

Craft: Gthroc Industries Dragonclaw Destroyer
Type: Destroyer
Scale: Capital
Length: 92 m
Skill: Capital Starship Piloting: Dragonclaw
Crew: 84
Passengers: 250
Cargo Capacity: 200 metric tons
Consumables: 6 months
Cost: Not available for sale
Hyperdrive: x1.5 (Backup: x25)
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Speed in Atmosphere: 330 m / 950 km/h
Hull: 3D+2
Shields: 1D+1
Sensors: Passive 10/0D; Scan 60/1D; Search 70/1D; Focus 2/2D
Weapons: 3 Double-Turbolaser Cannon Turrets (F. Control 2D, Damage 4D+2); 1 Concussion Missile Launcher, starfighter scale (F. Control 2D, Damage 8D)

Mace-Class Patrol Vessel

The Mace-Class patrol ship can be encountered almost anywhere in the galaxy. Built by the Corellian Engineering Corporation, the small vessel is enduring and easy to maintain and modify, like many Corellian designs. The ship is fast and maneuverable, although the hyperdrive is a bit slow since it is not considered to be a long-range ship. While the basic configuration is only lightly armed to oppose smugglers and pirates, heavier versions exist and are used as escort and reconnaissance vessels by the military. Sometimes the ship is even used as transport in more dangerous regions of the galaxy.

Craft: Mace-Class Patrol Vessel
Type: Patrolcraft
Scale: Starfighter
Length: 38 m
Skill: Starship Piloting: Mace-Class
Crew: 2-8
Passengers: 12 (troopers), 20 prisoners
Cargo Capacity: 200 metric tons
Consumables: 1 month
Cost: 55,000 used / 190,000 new
Hyperdrive: x3.5 (Backup: x30)
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Speed in Atmosphere: 330 m / 950 km/h
Hull: 4D+2
Shields: 1D+1
Sensors: Passive 8/0D; Scan 20/1D; Search 40/1D; Focus 2/2D
Weapons: 2 Double-Lasercannons (F. Control 2D, Damage 4D+1); 1 Ion-Cannon (F. Control 1D, Damage 3D)

Corellian Veloc-II Bulk-Freighter

A standard sight throughout the galaxy, this cargo hauler is one of the most successful products of the corporation. Steadfast and easy to modify, the ship has been in service for decades. Earlier versions exist even longer, and there are thousands of modified ships around. Equally liked by smugglers, pirates, transport companies and governmental institutions, the freighter sees much action.

Craft: Corellian Engineering Corporation Veloc-II Bulk Freighter
Type: Heavy Transport
Scale: Starfighter
Length: 75 m
Skill: Space Transport Piloting: Veloc-II
Crew: 4-6
Passengers: 6
Cargo Capacity: 50,000 metric tons
Consumables: 6 months
Cost: 155,000 used / 500,000 new
Hyperdrive: x3 (Backup: x25)
Nav Computer: Yes
Maneuverability:
Space: 4
Speed in Atmosphere: 280 m / 800 km/h
Hull: 5D+2
Shields: 1D
Sensors: Passive 10/0D; Scan 25/1D; Search 50/1D; Focus 3/1D+2
Weapons: 2 Lasercannon Turrets (F. Control 1D, Damage 4D)

GT-1000 Medium Freighter

The GT-1000, introduced by Gthroc Industries around thirty years ago, was strange at the time because it resembled one of the newer Corellian Engineering Corporation ships, but it was different enough to be more successful. The Corellian product had a significant design flaw—shields and engines were not always working together. However, as a consequence, the GT-1000 is very slow, and although it can carry quite a load for its size, it is unarmed when new.

Craft: Gthroc Industries GT-1000
Type: Medium Transport
Scale: Starfighter
Length: 52 m
Skill: Space Transport Piloting: GT-1000
Crew: 3-5
Passengers: 10
Cargo Capacity: 10,000 metric tons
Consumables: 4 months
Cost: 106,000 used / 320,000 new
Hyperdrive: x3 (Backup: x28)
Nav Computer: Yes
Maneuverability: 1D
Space: 3
Speed in Atmosphere: 260 m / 750 km/h
Hull: 4D+2
Shields: 1D
Sensors: Passive 10/0D; Scan 20/0D; Search 30/1D; Focus 2/1D+2
Weapons: None

CT-200 Stock Light Transport

This light freighter brought the Corellian Engineering Corporation the fame it has today in the area of light transport. Built four decades ago, the CT-200 saw much use, especially in the Outer Rim territories. The modular design made it easy to modify (+5 on appropriate skill tests), and the relatively light design resulted in a cheap price, easy to afford for anybody who wanted to become a tramp freighter captain. Although the cargo load is not too big, the ship's steadiness still convinced many to take chances with that ship type. Since it is armed with a gun turret, it can also defend against pirates and other attackers.

Craft: Corellian Engineering Corporation CT-200 Stock Light Transport
Type: Light Transport
Scale: Starfighter
Length: 28 m
Skill: Space Transport Piloting: CT-200
Crew: 1-4
Passengers: 4
Cargo Capacity: 75 metric tons
Consumables: 2 months
Cost: 22,000 used / 98,000 new
Hyperdrive: x2 (Backup: x20)
Nav Computer: Yes
Maneuverability:
Space: 4
Speed in Atmosphere: 280 m / 800 km/h
Hull: 4D
Shields:
Sensors: Passive 8/0D; Scan 20/1D; Search 40/1D+1; Focus 2/2D
Weapons: 1 Lasercannon Turret (F. Control 2D, Damage 4D)

CT-400 Courier

The larger brother of the CT-200, the Corellian Engineering Corporation tried to get on the military market with that ship. Designed fast and enduring, the ship was intended as a reconnaissance vessel and courier into enemy space. Since it is intended to be used behind enemy lines, consumables are quite high, but the cargo load is not. However, the military never was too fond of the ship, and as a result quite a number of them found their way into private companies or tramp captains. It is easy to maintain (+5 to maintenance skill tests).

Craft: Corellian Engineering Corporation CT-400 Courier
Type: Light Transport
Scale: Starfighter
Length: 37 m
Skill: Space Transport Piloting: CT-400
Crew: 1-4
Passengers: 2
Cargo Capacity: 60 metric tons
Consumables: 8 months
Cost: 51,000 used / 174,000 new
Hyperdrive: x2 (Backup: x18)
Nav Computer: Yes
Maneuverability:
Space: 6
Speed in Atmosphere: 330 m / 950 km/h
Hull: 4D+1
Shields: 1D
Sensors: Passive 12/0D; Scan 40/2D; Search 75/2D+2; Focus 4/4D
Weapons: 2 Lasercannon Turrets (F. Control 2D, Damage 4D)

X-20 Fulcrum Heavy Scout

Incom's first design in heavier ships than light starfighters, this vessel became what CEC intended for the CT-400. As fast and enduring as it is, the ship primarily convinced due to a brilliant interior design which enables it to carry much more and use better systems than other ships of its size. It is almost as maneuverable as a starfighter, only lacking a gun turret; as a consequence armament is rather light. Now in service for around twenty years, several upgrades have already been done, especially to sensors. As a consequence there are quite a number of ships that found their way into the free market and into the hands of private persons or companies.

Craft: Incom X-20 Fulcrum
Type: Heavy Scout
Scale: Starfighter
Length: 24 m
Skill: Space Transport Piloting: X-20
Crew: 1-2
Passengers: 4
Cargo Capacity: 85 metric tons
Consumables: 12 months
Cost: 45,000 used / 174,000 new
Hyperdrive: x2 (Backup: x16)
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Speed in Atmosphere: 330 m / 950 km/h
Hull: 4D
Shields: 1D
Sensors: Passive 25/0D; Scan 45/1D; Search 65/2D; Focus 4/3D+2
Weapons: 2 Lasercannons (F. Control 0D, Damage 4D)

Delta-Class Shuttlecraft

The standard personnel transport of the galaxy, this ship is used as troop carrier (with less cargo space) or simple personal shuttle by the Republic military and government alike. Due to its efficiency, the ship is also used by many well-off businessmen. Depending on price, the interior is rather luxurious and the operational parameters of the ship are quite impressive. However, it lacks serious combat ability, which makes escort necessary in case such a vessel enters enemy territory.

Craft: Republic Sienar Systems Delta-Class Shuttlecraft
Type: Personal Shuttlecraft
Scale: Starfighter
Length: 20 m
Skill: Space Transport Piloting: Delta-Class Shuttle
Crew: 1-2
Passengers: 8 (24 if troop transporter)
Cargo Capacity: 35 metric tons (20 if troop transport)
Consumables: 1 month
Cost: 40,000 used / 151,000 new
Hyperdrive: x3 (Backup: x18)
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Speed in Atmosphere: 295 m / 850 km/h
Hull: 3D+1
Shields: 1D
Sensors: Passive 15/0D; Scan 25/1D; Search 40/2D; Focus 3/3D
Weapons: 2 Lasercannons (F. Control 0D, Damage 3D)

T-100 Thunder

The T-100 is the most prominent fighter craft of both Republic Navy and Republic Space Force. The fast and agile ship has an unusual design, since its cockpit can be covered by extra armor plates – making it necessary to steer the vessel with computer help completely. Due to wing configuration it is as maneuverable in space as in atmosphere and thus is able to grant ground support if needed. The weapons loadout is quite impressive for such a small vessel, as are the shields. It only lacks a decent hyperdrive, making it necessary to provide a carrier vessel nearby. However, a recon version exists, but it lacks all weapons except one lasercannon. To assist the pilot in flying and astrogating, there is a room for an Astromech droid at the armored aft of the fighter.

Craft: Republic Sienar Systems T-100 Thunder
Type: Starfighter
Scale: Starfighter
Length: 15 m
Skill: Starfighter Piloting: T-100
Crew: 1, 1 Astromech
Passengers:
Cargo Capacity: 200 kg
Consumables: 5 days
Cost:
Hyperdrive: x3.5 (Backup: —)
Nav Computer: No (Astromech droid)
Maneuverability: 2D+1
Space: 7
Speed in Atmosphere: 350 m / 1,000 km/h
Hull: 3D+2
Shields: 1D
Sensors: Passive 10/0D; Scan 20/1D; Search 30/1D; Focus 2/2D
Recon Version Sensors: Passive 25/+1; Scan 40/1D+1; Search 70/2D+2; Focus 4/4D
Weapons: 2 Heavy Lasercannons (F. Control 1D+2, Damage 4D+2); 1 Ioncannon (F. Control 2D+2, Damage 3D); 2 Missiles under wings (F. Control 1D, Damage 8D)

T-20 Stinger

The Stinger is a rather well-armed heavy fighter designed for heavy attack runs on large amounts of fighters or even capital ships. Since most of its space is taken by power generators and weapons, the vessel completely lacks a hyperdrive and thus has to be carried into the combat area. Along with its quite old age, this makes the fighter second choice of the Republic military. However, many planetary defence forces still use solely these combat vessels.

Craft: SoroSuub T-20 Stinger
Type: Starfighter
Scale: Starfighter
Length: 18 m
Skill: Starfighter Piloting: T-20
Crew: 1
Passengers:
Cargo Capacity: 100 kg
Consumables: 1 day
Cost:
Hyperdrive: None (Backup: —)
Nav Computer: No
Maneuverability: 1D+2
Space: 7
Speed in Atmosphere: 350 m / 1,000 km/h
Hull: 4D
Shields: 1D
Sensors: Passive 12/0D; Scan 25/1D; Search 35/1D; Focus 3/2D
Weapons: 4 Heavy Lasercannons (F. Control 2D, Damage 5D+2); 2 Ion Cannons (F. Control 2D, Damage 4D); Missile Launcher, 6 missiles (F. Control 2D, Damage 8D)

B-78 Nova

The B-78 is the heavy bomber of the Republic arsenal. While difficult to fly, especially in atmosphere, the vessel has a weapons loadout that is simply intimidating. Used for ground support and runs on capital ships alike, the Nova bomber is the perfect addition to the Thunder. However, since it is not very maneuverable and only has a gun turret at the aft section and one lasercannon to protect itself from enemy fire, escorts are usually needed to get the mission solved. While the ship can be flown alone with the help of an astromech droid, usually the pilot is accompanied by a weapons officer who fires off the armament.

Craft: Koensayr B-78 Nova Bomber
Type: Bomber
Scale: Starfighter
Length: 18 m
Skill: Starfighter Piloting: B-78
Crew: 1-2, 1 Astromech
Passengers:
Cargo Capacity: 500 kg
Consumables: 5 days
Cost:
Hyperdrive: x3.5 (Backup: —)
Nav Computer: No (Astromech Droid)
Maneuverability: 0
Space: 6
Speed in Atmosphere: 330 m / 950 km/h
Hull: 4D+1
Shields: 1D
Sensors: Passive 10/0D; Scan 20/1D; Search 30/1D; Focus 2/2D
Weapons: 1 Heavy Double-Lasercannon Turret (F. Control 1D, Damage 4D+2); 1 Lasercannon (F. Control 1D, Damage 4D); 2 Warhead Launchers (F. Control 2D, Damage depending on load — can carry 10 missiles, 8 torpedoes, 40 bombs/grenades); 1 Missile Launcher, 4 missiles (F. Control 2D, Damage 8D)

Leviathan-Class Sith Battleship

Still one of the most dangerous ships that has been seen in the galaxy, the Leviathan-Class cruiser is the mainstay of the Sith fleet. Heavily armed and armored, the ship can carry up to 60 fighters which can be deployed to attack ground targets or other starships. Only the size of the vessel is intimidating, and one of these ships is enough to control an entire planet and its population.

Craft: Leviathan-Class Sith Battleship
Type: Battleship
Scale: Capital
Length: 848 m
Skill: Capital Starship Piloting: Leviathan-Class
Crew: 8,800
Passengers: 10,000 (troops), 200 ordinary
Cargo Capacity: 20,000 metric tons
Consumables: 4 years
Cost: Not available for sale
Hyperdrive: x3 (Backup: x22)
Nav Computer: Yes
Maneuverability: 0D
Space: 5
Speed in Atmosphere:
Hull: 6D
Shields: 3D
Sensors: Passive 40/0D; Scan 75/1D+1; Search 150/1D+2; Focus 3/3D
Weapons: 20 H. Double-Turbolaser Cannon Turrets (F. Control 2D, Damage 5D); 18 Ion Cannon Turrets (F. Control 2D, Damage 3D); 20 Laser Cannon Turrets, starfighter scale (F. Control 2D, Damage 4D); 4 Tractor Beams (F. Control 2D, Damage 4D)

Vulture-Class Sith Cruiser Carrier

The Vulture-Class ship was introduced into service to enable the Sith armada to deploy large amounts of fighters fast without the need to send a Leviathan. While the ship itself could be classified as a light cruiser, it is able to carry up to 96 fighters in its two launch bays, along with several other vessels. Looking quite intimidating, the Vulture-Class usually operates in a task force of several ships to defend it against heavier opponent capital ships.

Craft: Vulture-Class Sith Cruiser
Type: Carrier
Scale: Capital
Length: 345 m
Skill: Capital Starship Piloting: Vulture-Class
Crew: 1,850
Passengers: 200 (troops), 50 ordinary
Cargo Capacity: 2,000 metric tons
Consumables: 2 years
Cost: Not available for sale
Hyperdrive: x3 (Backup: x20)
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Speed in Atmosphere:
Hull: 4D+1
Shields: 2D
Sensors: Passive 25/0D; Scan 50/1D; Search 100/2D; Focus 3/3D
Weapons: 5 Turbolaser Cannon Turrets (F. Control 2D, Damage 4D+1); 12 Laser Cannon Turrets, starfighter scale (F. Control 2D, Damage 4D); 4 Tractor Beams (F. Control 2D, Damage 5D)

Raptor-Class Sith Destroyer

A small patrol and escort vessel of the Sith fleet, the Raptor-Class is an enduring weapon and very fast. However, as a consequence its shields tend to be weak, which is only partially compensated by its heavy armament. A contingent of six fighters is able to provide cover against fighter attacks. Usually these vessels are encountered in small groups or with heavier ships.

Craft: Raptor-Class Sith Destroyer
Type: Destroyer
Scale: Capital
Length: 125 m
Skill: Capital Starship Piloting: Raptor-Class
Crew: 69
Passengers: 120
Cargo Capacity: 1,000 metric tons
Consumables: 12 months
Cost: Not available for sale
Hyperdrive: x2 (Backup: x20)
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Speed in Atmosphere: 330 m / 950 km/h
Hull: 3D+1
Shields: 1D
Sensors: Passive 12/0D; Scan 50/1D; Search 75/2D; Focus 3/3D
Weapons: 6 Double-Turbolaser Cannon Turrets (F. Control 2D, Damage 4D+1); 2 Concussion Missile Launchers, starfighter scale (F. Control 2D, Damage 8D)

Cloak-Class Sith Transport

These vessels are used by the Sith to transport personnel and equipment between planets and ships alike. Steady and well protected, the ships are a bit slow. There is a bomber version, in which case the passenger rooms are transferred to a weapon mount. In that case, the Cloak-Class carries two Torpedo Launchers with 8 torpedoes each, or grenade launchers for ground attacks with 35 shells each.

Craft: Cloak-Class Sith Transport
Type: Transport
Scale: Starfighter
Length: 26 m
Skill: Space Transport Piloting: Cloak-Class
Crew: 1-2
Passengers: 10
Cargo Capacity: 55 metric tons
Consumables: 6 months
Cost:
Hyperdrive: x3 (Backup: x18)
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Speed in Atmosphere: 295 m / 850 km/h
Hull: 4D+1
Shields: 1D
Sensors: Passive 20/0D; Scan 40/1D; Search 60/2D; Focus 3/3D
Weapons: 4 Laser Cannons (F. Control 1D, Damage 5D)

Shroud-Class Sith Fighter

This is the standard starfighter of the Sith. Maneuverable and fast, these ships are definitely a match for the Thunder fighters of the Republic. However, they lack somewhat in firepower and armor. Additionally, there are no hyperdrives installed. While a long-range version exists, it only has two laser cannons instead of the full armament of the standard version.

Craft: Shroud-Class Starfighter
Type: Starfighter
Scale: Starfighter
Length: 12 m
Skill: Starfighter Piloting: Shroud-Class
Crew: 1
Passengers:
Cargo Capacity: 100 kg
Consumables: 1 day (4 days with hyperdrive)
Cost:
Hyperdrive: None (x4 if hyperdrive edition; Backup: —)
Nav Computer: No (hyperdrive edition has 5 pre-planned routes)
Maneuverability: 3D
Space: 8
Speed in Atmosphere: 365 m / 1,050 km/h
Hull: 3D
Shields: 1D
Sensors: Passive 8/0D; Scan 18/1D; Search 25/1D; Focus 2/1D+2
Weapons: 4 Heavy Laser Cannons (F. Control 2D, Damage 5D)

Appendix: Characters

In this part there are generic character types like Republic soldiers and Senatorial guards, along with Sith and Jedi. Most stats work for humans since they have average values in attributes. With slight modifications however, adaptation to other species is perfectly possible.

Republic Trooper

Since the end of the last large conflict with the Sith, the Republic ceased conscription. Therefore all of the military forces are volunteers and work that way. Only few are hardly encouraged and were forced by circumstances to serve in the military – all others are eager to do their duty for different reasons. However, since most of the ordinary troopers are relatively young and inexperienced, their value in combat varies.

Dexterity: 3D — Blaster 4D+1, Dodge 4D, Grenades 3D+2
Mech: 2D
Strength: 3D — Brawling 4D
Tech: 2D — Blaster Repair 3D, First Aid 3D
Perception: 2D+1
Knowledge: 2D+2 — Alien Species 3D+2, Tactics: Infantry 3D+1
Character Points: 0-5
Equipment: Blaster Rifle, Light Armor, Blast-Helmet, Com, Medpack
Higher Rank Modifications: Dexterity 2D, Blaster 4D, Blaster: Blaster Pistol 5D; Perception 3D, Command 4D+2; Knowledge 3D, Tactics: Field of Work 4D+2

Republic Senatorial Guard

The elite unit of the Republic, these troopers are the best the military has to offer. Directly under the authority of the Chief of the Republic Army, the senatorial guards do not only safeguard the security of the senate and other politicians; they are also rapid response units in case of emergency. Their training is hard but efficient. Any member of this group of soldiers is an intimidating opponent.

Dexterity: 3D+1 — Blaster 5D, Blaster: Blaster Rifle 5D+2, Dodge 4D+1, Brawling Parry 5D+1, Melee Combat 4D+1, Vehicle Blaster 4D+1
Mech: 2D
Strength: 3D+2 — Brawling: Martial Arts 5D+2
Tech: 2D — Blaster Repair 4D, First Aid 4D, Security 4D
Perception: 3D — Investigation 4D, Search 4D, Sneak 4D+1
Knowledge: 2D+1 — Alien Species 3D+1, Tactics: Infantry 4D+2, Willpower 4D
Character Points: 1-5
Equipment: Blaster Rifle, Light Armor or Heavy Armor, Blast-Helmet (with IR and Light-Enhancer), Com, Medpack, Blaster Pistol, Knife
Higher Rank Modifications: Dexterity 3D, Blaster 4D+1, Blaster: Blaster Pistol 6D; Perception 3D+1, Command 5D+1, Investigation 5D; Knowledge 3D+1, Tactics: Small Unit 5D+1, Tactics: Infantry 5D, Willpower 5D

Sithtrooper

The standard infantry unit of the Sith. Capable and willing to fight for the right cause, meaning their own. Since Sith philosophy centres on strength and domination over others, these troopers tend to be rather brutal and in fact do not work very well together. At least if their superiors are not watching, they are more willing to work for their own good than that of the Sith in general, and thus are sometimes quite open to bribery or other manipulation. However, since only the most enduring survive the harsh training, the troopers tend to be very efficient in combat.

Dexterity: 3D — Blaster 4D+2, Brawling Parry 4D, Grenades 4D, Melee Combat 4D
Mech: 2D
Strength: 3D+1 — Brawling 4D+1
Tech: 2D — Blaster Repair 4D+1
Perception: 2D+1 — Search 3D+1
Knowledge: 2D — Intimidation 4D, Tactics: Infantry 3D+2
Character Points: 0-4
Equipment: Blaster Rifle, Heavy Armor with helmet (built-in Com and IR sensors)
Higher Rank Modifications: Dexterity 3D+1, Blaster 5D+1; Perception 3D, Command 4D+2, Con 4D; Knowledge 2D+1, Tactics: Field of Work 5D

Jedi-Knight

The servants and especially the protectors of the Republic since its founding, the Jedi are an order of Force users. Believing in a Dark and Light Side of the Force, they favour the latter and are therefore the arch-enemies of the Sith, who are attuned to the Dark Side. Their philosophy is unique and by no means universal, but generally they tend to defend those who are weak and need protection and try to keep their emotions at bay since they can lead to the Dark Side. The skills of a Jedi vary, since there are warriors, diplomats, healers and those who do a little bit of all.

Dexterity: 3D — Blaster 4D, Dodge 4D, Lightsaber 7D+2, Running 4D+1, Melee Parry 6D
Mech: 2D — Astrogation 4D, Space Transport or Starfighter Piloting 4D
Strength: 3D — Brawling 4D+2
Tech: 2D+2 — First Aid 4D, Lightsaber Repair 5D
Perception: 2D+1 — Command 4D+1, Persuasion 5D, Search 4D
Knowledge: 3D — Alien Species 4D+1, Cultures 4D, Lore: Jedi Lore 5D, Willpower 5D
Character Points: 2-6
Force Points: 2
Equipment: Robes, Com, Medpack, Lightsaber (5D damage)
Force Skills: Control 6D; Sense 5D+2; Alter 5D+1; Accelerate Healing, Control Pain, Hibernation Trance, Life Detection, Combat Sense, Sense Life, Passive Telepathy, Telekinesis, Lightsaber Combat, Control Another's Pain, Accelerate Another's Healing, Affect Mind

Sith-Warrior

The complete opposite of the Jedi, the Sith believe that the weak must perish and the strong have the right to rule over the remaining ones. Since the Force grants abilities others cannot achieve, the Sith regard themselves superior to others and decide they have to rule the galaxy. As with ordinary troopers, Sith tend to be rather competitive — even more so, they are at times real enemies. Only their hatred against the Jedi and the Republic is greater than their hate for each other.

Dexterity: 3D — Dodge 4D, Lightsaber 8D, Melee Parry 5D+2
Mech: 2D
Strength: 3D+1 — Brawling 5D+1
Tech: 2D — Lightsaber Repair 6D
Perception: 2D — Command 5D, Search 4D
Knowledge: 2D — Intimidation 5D, Lore: Jedi Lore 3D, Lore: Sith Lore 5D
Character Points: 2-6
Force Points: 1
Equipment: Medium Armor, Com, Lightsaber (5D damage)
Force Skills: Control 6D+2; Sense 5D; Alter 5D; Accelerate Healing, Control Pain, Dissipate Energy, Life Detection, Combat Sense, Sense Life, Telekinesis, Injure/Kill, Telekinetic Kill, Lightsaber Combat, Control Another's Pain, Accelerate Another's Healing, Affect Mind, Force Lightning


Disclaimer: Star Wars is a trademark of Lucasfilm and its subcompanies and was created by George Lucas. The pictures in this writing were done by LucasArts and Lucasfilm and are concept drawings. First exception is the first picture of the Republic Senatorial Guard, which is a concept drawing of the computer game Deus Ex 2. Second exception is the coloured picture of the D-1PL protocol droid, which is a drawing of the Maria-robot from the movie Metropolis. Third exception is the Sith-Carrier, which was done by me. The Star Wars RPG belongs to Wizards of the Coast, although the system used here is West End Games' D6-System, the former owner of the Star Wars RPG. This work is strictly non-profit.

Written by Volker Maiwald — Visit www.farrealms.de