Professional Documents
Culture Documents
TABLE OF CONTENTS
INTRODUCTION .............................................................................................................................................................................. 5
CHAPTER 1: SPECIES.................................................................................................................................................................... 7
FOSH............................................................................................................................................................................................ 7
KAMARIAN................................................................................................................................................................................... 8
LAFRARIAN ................................................................................................................................................................................. 9
LURRIAN...................................................................................................................................................................................... 9
PHO PH'EAHIAN ............................................................................................................................................................................ 10
RAKRIRIAN................................................................................................................................................................................ 10
SLJEE......................................................................................................................................................................................... 11
TISS'SHAR................................................................................................................................................................................. 11
TRIANII....................................................................................................................................................................................... 12
TYNNAN..................................................................................................................................................................................... 13
UNIDENTIFIED AMORPHOUS SPECIES.................................................................................................................................. 13
CHAPTER 2: EQUIPMENT AND DROIDS .................................................................................................................................... 14
MELEE WEAPONS .................................................................................................................................................................... 14
THOLCORP NEURONIC WHIP ......................................................................................................................................................... 14
RANGED WEAPONS ................................................................................................................................................................. 14
Flame Carbine........................................................................................................................................................................ 14
Flame Rifle ............................................................................................................................................................................. 14
Vehicle Flamer ....................................................................................................................................................................... 14
Flechette Launchers............................................................................................................................................................... 14
Golan Arms FCII Flechette Launcher..................................................................................................................................... 14
Salus DF-D1 Flechette Launcher........................................................................................................................................... 15
EXOTIC WEAPONS................................................................................................................................................................... 15
Dart Shooter........................................................................................................................................................................... 15
Fex-M3 Nerve Toxin:.............................................................................................................................................................. 15
Fex-EX: .................................................................................................................................................................................. 15
ARMOR ...................................................................................................................................................................................... 15
Riot Shield.............................................................................................................................................................................. 15
EQUIPMENT .............................................................................................................................................................................. 16
Anticoncussion fields.............................................................................................................................................................. 16
Biodegradable Binders........................................................................................................................................................... 16
Hover Chair:........................................................................................................................................................................... 16
DROIDS...................................................................................................................................................................................... 17
FOURTH-DEGREE DROIDS................................................................................................................................................. 17
Wardroid of Xim ..................................................................................................................................................................... 17
Mark X Executioner Droid ...................................................................................................................................................... 18
Mark X Executioner Droid, Elite ............................................................................................................................................. 18
TaggeCo L8-L9 Battle Droid .................................................................................................................................................. 19
CHAPTER 3: VEHICLES AND STARSHIPS ................................................................................................................................. 20
SPEEDERS................................................................................................................................................................................ 20
GoCorp/Utilitech Robo-Hack.................................................................................................................................................. 20
Gravsled................................................................................................................................................................................. 21
Mobquet A-1 Deluxe Floater .................................................................................................................................................. 21
TaggeCo Air-2 Racing Swoop................................................................................................................................................ 22
TaggeCo Cargohopper 102 ................................................................................................................................................... 22
Mobquet Corona Luxury Groundspeeder............................................................................................................................... 23
Ubrikkian Zisparanza (luxury speeder) .................................................................................................................................. 23
SoroSuub WLZ 101 Groundcoach ......................................................................................................................................... 23
Mobquet Wandering Flyer 191............................................................................................................................................... 24
INTRODUCTION
In 2010, the immense scale and scope of the Star Wars Expanded Universe (or EU) is as rich and diverse as any in
popular fiction. Today, a Star Wars fan can spend years tracking a chronicling that universe and never really reach the end
before something else is added. However, back in 1979 the entire Star Wars cannon consisted of Episode IV: A New Hope and
its novelization, Splinter of the Mind's Eye by Alan Dean Foster, and Han Solo at Stars End by Brian Daley. The latter of those
three works represented the first Star Wars prequel, the first Star Wars story outside of the main narrative following Luke
Skywalker, and the first Star Wars story set outside of the grasp of the evil Galactic Empire as the principle antagonist. In this
light, most of the work that constitutes EU can, in some small way, can trace its genetic ancestry back to Han Solo at Stars
End. I remember my junior school library had hard cover copies of the three Han Solo novels written Brian Daley that were rarely
on the shelves and were severely well-worn when available.
It is also important to note that the Han Solo trilogy did not end up rotting on the pile of forgotten Star Wars EU (were
looking at you, Holiday Special, and especially you, Trioculus). The strength of the stories and characters presented in Han Solo
at Stars End and Han Solo's Revenge provided the first source material outside Stars Wars films chosen by West End Games
for their first sourcebook that was not directly connected to the original film trilogy back in 1993. This book was a landmark in
Star Wars role-playing. After fighting legions of storm troopers and AT-ST walkers, game masters could now throw ESPO
troopers, speeders, walkers and fighters at unsuspecting players characters and suddenly there was a whole new source of
game play adrenaline.
This brings us at the book at hand. The simple idea was to bring the Han Solo and the Corporate Sector Sourcebook up to
date for the Saga Edition of the Star Wars role-playing game. This book is not meant to replace the original West End Games
edition. I encourage any fan to find and purchase a copy if the opportunity presents itself. After 31 years, there is something
about this chapter in Star Wars history that fans and role players seem to keep coming back to. I, for one, cannot describe
exactly what that is. Besides the original trilogy characters, how many 30-plus-year-old characters are out there that fans are
writing stat blocks for? Personally, I enjoyed the original West End Corporate Sector sourcebook so much, I consider my
contribution as the principal editor of this work as a labor of love (and I was a Johnny-come-lately to this project). Developed
for over a year, this book represents the combined talents and inspiration of dedicated fans on the Wizards of the Coast and,
Order 66 Podcast bulletin boards. This book could not have been possible with out the dedicated and detailed work of the
hundreds on Wookieepedia writers who all Star Wars fans owe a debt of gratitude to. More importantly, this work would have
been completed without the steadfast determination and patience of Rob "RobShanti" Petrone. I hope you find this book
interesting and useful to your game.
Best wishes,
Dan Luke Lowbrow Pomeroy, Editor and Contributor
I am at once thrilled over the completion of this fan-made sourcebook and saddened that an accumulation of "real world"
issues kept my co-prime-mover in this project, Doug "Jindy" Bragg, from managing to participate in the final stages of it. Doug
and I came up with the idea to put a Saga Edition sourcebook together for the Brian Daley trilogy of Han Solo Adventures in early
May of 2008, on the Wizards of the Coast forums. In June of the following year, while working on compiling our abundant
material into a Word document, Doug's world, as he put it, "became incredibly busy" and he was forced to divert his attention and
efforts elsewhere. That's when I put out the carillon call on the Wizards and d20radio forums, and Dan "Luke Lowbrow" Pomeroy
came to the rescue of the project, taking over as principal editor and completing the sourcebook with Herculean efforts. The final
product has turned out far better than I ever imagined it would. I wish to heartily thank Dan, and everyone else who contributed,
for all the tremendous work. My excitement at the final product is matched only by my relief that Doug has returned to the gaming
community just in time to see this .pdf, the fruit of our combined efforts. Most of all, I hope you, the gamer nation and fans of the
Star Wars Saga Edition Roleplaying Game, enjoy this sourcebook as much as I enjoyed participating in its creation.
Fondly,
Rob "RobShanti" Petrone, Producer and Contributor
This book is dedicated to the memory of Brian Daley (1947-1996) author of Han Solo at Stars' End, Han Solo's Revenge,
Han Solo and the Lost Legacy, and the Star Wars Radio Dramas.
Producer
Rob "RobShanti" Petrone
Artwork
David "Stirzy" Stirzaker
Kyle 'Drig' Kirkman
Drone
Disclaimer
The Saga Edition Corporate Sector Sourcebook has been compiled by Rob RobShanti Petrone and Doug "Jindy" Bragg from the work of the dedicated fans at
the Wizards.com and d20radio.com bulletin boards, and from all corners of the internet, including, but not limited to, Matt Lees wonderful www.saga-edition.com
and the Star Wars Role Playing Game Network at http://holonet.swrpgnetwork.com/. The contents of the document are the sole possession and property of the
contributors unless otherwise noted. Distribution, reproduction, or display of this compilation is forbidden - permission granted upon request and contingent on
the author's approval. Reproduction with the intent of sale, or actual sale is, according to United States Copyright Law, an infringement on George Lucas et al.,
being a challenge to the commercial viability of Star Wars: The Roleplaying Game by Wizards of the Coast. The files contained within this document are not for
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CHAPTER 1: SPECIES
FOSH
KAMARIAN
The Kamarians are an insect-like species native to Kamar. During the Imperial
era, the most technologically advanced Kamarians had just developed nuclear
weapons, and were well on their way to developing clean fusion and spaceflight.
Despite this, they still lived in a feudal society. They organized themselves into
small tribes or city-states called tk'skquas which often battled each other for
territory.
Kamarians have round heads with large compound eyes, four arms, two legs,
and prehensile tails. They had segmented bodies covered in an exoskeleton which
sealed water within their bodies. This allows them to go for up to twenty-five days
without water before feeling the effects of dehydration. Most adult Kamarians stand
between 1.3 and 1.7 meters high.
Kamarians were divided into several races, distinguished by size, carapace
color, language, and culture. The most numerous and technologically advanced
Kamarian races were the mountain dwellers, whose tk'skquas lived in mountain
cave systems. Another group of special note were the "Badlanders", a group native
to the Kamar Badlands. Badlanders were slightly smaller than other Kamarians,
being only 1.1 to 1.4 meters high. They were also hardier, able to survive even
longer without water and adapted to even higher temperatures. They were also
more primitive technologically and culturally, using only simple tools and armed only
with spears.
Some Kamarians were under the influence of Black membrosia during the
Dark Nest Crisis and assisted in the Killik war effort. A few of them were seen
asking Jaina Solo about her father.
KAMARIAN SPECIES TRAITS
Ability Modifiers: +2 CON, -2 STR, -2 WIS
Extra limbs: Members of this species have an extra set of manipulative limbs.
They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these
feats are lost if the character ever loses more than one limb.
Water-sealing exoskeleton: Due to the sealing of water in their bodies by their
exoskeleton, Kamarians may reroll Survival checks in desert conditions, but second
roll must be kept even if it is worse. Also, they receive a +5 species bonus to
Endurance checks.
Prehensile Tail: A member of this species with Martial Arts I also gains Dual
Weapon Mastery I as a bonus feat. The Character gains a +2 species bonus on grab
checks.
Compound eyes: A Kamarian suffers a -2 to all sight-based Perception rolls
due to the poor image resolution inherent in compound eyes, but cannot be flanked
due to their very large view angle and ability to detect movement.
Size: Medium
Speed: 6 squares.
Language: Kamarian
LAFRARIAN
The Lafrarians
were sapient, grayskinned, avian
humanoids
indigenous to the
planet Lafra, a planet
in the Orus Sector of
the Inner Rim with a
variety of terrains.
Lafrarians built their
homes in high,
inaccessible locations on the planet (such as treetops or
high mountain sides). Lafrarians were once flyers, though
they lost this ability over eons of evolutionary change.
Consequently, nearly everyone on the world owned a flying
conveyance, with few land or water transports seeing use.
LURRIAN
The Lurrians were a peace-loving species of small,
humanoid herbivores with thick, white fur and large greenblue eyes from the planet Lur in the Outer Rim Territories.
The soles of their feet were thick, calloused pads. The
Lurrians were adept at the disciplines of bioengineering
and genetics, creating many animals including the Asgnat
and Grebnar. They were one of the species enslaved by
the Galactic Empire. Early in his career, Han Solo freed a
shipment of Lurrians he had unknowingly been hired to
transport by slave traders Magg and Zlarb. During the
Yuuzhan Vong War many New Republic scientists came to
study Lurrian bioengineering.[1
LURRIAN
Ability Modifiers: +2 INT, -2 STR
Small Size: +1 to Ref Defense, +5 to Stealth, 3/4 Carrying
Capacity
Speed: 4 squares
Survival Instinct: A Lurrian may reroll any Survival check,
but the result of the second roll must be accepted even if it
is worse.
Conditional Bonus Feat: A Lurrian trained in Knowledge
(Life Sciences) gains Skill Focus (Knowledge [Life
Sciences]) as a bonus feat.
Tough: Lurrians are hardy creatures and gain a +1 to their
Fort Defense
Genetic Insight: Due to their extensive knowledge of
bioengineering and genetics, once per encounter, a Lurrian
may add a +5 insight bonus to a Treat Injury check.
Languages: Lurrian, Basic
Pho Ph'eahian
The Pho Ph'eahians were a sentient people
indigenous to Pho
Ph'eah. They were
generally humanoid
bipeds whose four arms
and bright blue fur made
them stand out in a
crowd. Their fur helped
keep them warm on their
cool, dimly lit
homeworld, while their
extra set of arms had
such obvious
advantages as allowing
them to arm-wrestle two
opponents at once.
Pho Ph'eahians
were mountain-dwelling
omnivores, eating the
small animals that lived
on their planet and
vegetables grown in their technologically advanced
agricultural areas. They were interested in discovering new
ways to improve food production. When they were first
contacted by the Galactic Republic thousands of years
before the Battle of Yavin, they had already developed
nuclear fission and limited in-system flight. Since making
contact with the Republic, their technological base quickly
expanded. Soon, they became developers and exporters of
a wide variety of high-technology products, from new
agricultural methods to weapons and hyperdrives.
Pho Ph'eahians were usually gregarious and cheerful,
and they enjoyed being the centers of attention. Though
not many traveled offworld, those who did were often
successful as entertainers. Others found high-paying work
as starship mechanics and engineers, especially in the
Corporate Sector.
Another unique characteristic of Pho Ph'eahian culture
was their concern for personal cleanliness. Pho Ph'eahians
regarded their bodies as sacred, and intimately tied to their
souls. Thus, any stain on their bodies could stain their
souls if not quickly cleaned off. For example, Pho
Ph'eahian mechanics, while not fearful of getting dirty in
their work, always carried towels to wipe the grime and
grease off their hands.
Pho Ph'eahian
Int +2, Wis -2
Size: Medium
Speed: 6 squares.
Extra limbs: Members of this species have an extra set of
manipulative limbs. They gain Dual Weapon Mastery II,
Pin, Skill Focus (Climb) and Triple Attack as conditional
bonus feats (they must meet the corresponding
10
SLJEE
Sljee are nonhumanoid sapients
from the planet Sljee,
with low, slab-shaped
bodies, multiple legs,
tentacles, and six
jointed antennae with
bulbs on the end.
These antennae,
called olfactory stalks,
were their primary sense organs. Their unusual
appearance led some non-Sjlee to mistake them for exotic
animals, or even some sort of motile plants.
Sljee were olfaxes, beings who sensed their
surroundings and communicated primarily through scent.
The Sljee even developed technological devices for scentbased communication. Though their senses of touch and
hearing were comparable to Humans, they were
completely blind. When they left their homeworld, they had
difficulty integrating with Galactic society and were often
overwhelmed with the unfamiliar scents of alien worlds.
Until they familiarized themselves with these new scents,
they often had difficulty recognizing other beings, or even
telling different species apart. With practice, however, Sljee
could learn to distinguish species and individuals, and
identify them by smell from one hundred meters away.
TISS'SHAR
Hailing from the humid,
dangerous jungle continent of
the Outer Rim world of
Tiss'sharl, the Tiss'shar are
strong, slender, highly intelligent
bipedal reptiles with long necks,
short tails, sharp teeth, and
dark, glassy eyes. Their manner
of dress varies from nothing
more than a tool belt to
elaborate upper body garments
to cloaks and cowls. The
Tiss'shar are a society of
aggressive, resourceful,
calculating businesspersons and are also known for their
cunning assassins. Tiss'shar politicians are known for their
cutthroat practices, including the assassination of rivals.
Nearly every Tiss'shar family is sponsored by a patron
corporation that provides it with such material needs as
food, housing, health care, education, and security services
in exchange for dedicated labor by the family members.
Most native Tiss'sharl companies focus on envirotechnology and modern weaponry, while others produce
such high-end products as hyperdrives and droids. Many
prominent offworld companies also establish headquarters
or offices on Tiss'sharl, but their less generous benefits
packages tend to attract lesser skilled Tiss'shar to the
payroll. Tiss'shar are ubiquitous throughout the galaxy as
shrewd merchants or consummate business persons
seeking new markets and lucrative opportunities.
11
TRIANII
[See Galaxy At War page 15 for the official Saga Edition species statistics.]
The following was developed by the Saga fan community prior to the release
of Galaxy at War.]
The Trianii were an advanced, adventurous felinoid species that inhabited
the outermost portion of the Tingel Arm bordering the Corporate Sector. Their
homeworld was Trian. The Trianii were a fiercely independent people. They
were constantly driven to explore, and being technologically advanced, they
established colonies in no less than six neighboring systems, including
Brochiib, Pypin, Ekibo, and Fibuli. Each of these colonies was organized as a
completely independent civilization, founded by Trianii who were seeking a
different way of life.
TRIANII (Ekibo genetic variant) SPECIES TRAITS:
Ability Modifiers: Male -2 Str, +2 int, +2 Wis. Female None.
Size: Medium
Speed: 6 squares.
Natural Weapons: Claw- 1d6 slashing.
Prehensile Tail: A Trianii with Martial Arts I may use his tail to wield a
light melee weapon. This does not grant any additional attacks (unless the
Trianii possesses other abilities that would allow him to make off-hand
attacks), but it may free up his hands. Additionally, the tail may be used to make
grapple attacks if the Trianii possesses the appropriate feats.
Expert Climber: See Sullustan trait (SECR page 31).
Conditional Bonus Feat: A Trianii with Acrobatics as a trained skill gains Skill
Focus (Acrobatics) as a bonus feat.
Automatic Languages: Trianii.
TRIANII (Fibuli genetic variant) SPECIES TRAITS:
Ability Modifiers: None
Size: Medium
Speed: 6 squares.
Prehensile Tail: A member of this species with Martial Arts I also gains
Dual Weapon Mastery I as a bonus feat. The Character gains a +2 species
bonus on grab checks.
Conditional Bonus Feats: Members of this species gain Skill Focus
(Acrobatics) and Skill Focus (Climb) as bonus feats if they are trained in these
skills.
Automatic Languages: Trianii.
12
TYNNAN
Tynnans were a sentient species
native to the Expansion Region planet
Tynna. Having evolved from water
mammals, they were covered in brown
fur and a thick layer of insulating
blubber that allowed them to swim
comfortably in the cold oceans of their
homeworld. Tynnans were an
intelligent and pragmatic race,
renowned for their patient planning.
Their system of government was
unusual in that their officials were
chosen by lottery; consequently, most
Tynnans kept themselves well
informed on civics and other pertinent
issues in case of election to office. This
was particularly important as their
economy was government-run.
The Tynnans were discovered by Republic scouts and
integrated into galactic society. While allowing Republic
economic and corporate development, the Tynnans were
careful to ensure it proceeded with full environmental
safeguards, leaving the natural beauty of their world largely
unscathed. The Tynnan government shrewdly reinvested
all profits into society, and Tynna grew to be one of the
more affluent worlds per capita in the Republic.
13
Weight: 4 kg
Weapon Type: Rifle
Damage Type: Fire
Availability: Licensed
Vehicle Flamer
This is a vehicle mounted version of the Flame Pistol
produces an 8 sq. line of flame and can make 50 shots on
a larger chemical cartridge (750 credits, 20 kg).
Emplacement Points: 1
Cost: 2,000 (not including cost of chemical cartridge)
Damage: 5d6 fire (see "Fire" pg. 255 of core rulebook)
Rate of Fire: S
Weight: 4 kg
Weapon Type: Hvy Weapon
Damage Type: Fire
Availability: Restricted
Flechette Launchers
Official Stats Flechette Launcher - FUCG 199, RECG 49
"A flechette launcher was an anti-personnel weapon
that saw extensive use during the last half of the Clone
Wars. This weapon fired canisters containing hundreds of
razor-sharp flechettes - durasteel darts that spread out
over the large area. The projectiles would explode,
releasing flechettes at high velocity in a wide spread.
A single antipersonnel canister could eliminate an
entire squad of soldiers, while anti-vehicle rounds,
consisting of eleven-centimeter-long missiles, could affect
a concentrated area of five meters in diameter. The
flechettes contained within were strong enough to rip
through ten centimeters of durasteel, and were effective
countermeasures against airspeeders and other light
repulsorcraft."
RANGED WEAPONS
Flame Carbine
The Flame Carbine is a medium pistol which shoots a
line of flame 6 squares long by 1 square wide. The weapon
does full damage on a hit, and half damage on a miss. Any
creatures/objects in that range with cover take 1/2 damage
(or 1/4 damage on a miss or if the target has evasion). The
attacker makes one attack roll against the Ref Def. of
everything in the line. The Flame Carbine contains enough
chemicals for 10 shots before needing to be reloaded.
Reloading takes a full round action, and requires a
chemical cartridge that costs 200 credits and weighs 4kg
each.
Cost: 500 (not including cost of chemical cartridge)
Damage: 3d6 fire (see "Fire" pg. 255 of core rulebook)
Rate of Fire: S
Weight: 1.4 kg
Weapon Type: Pistol
Damage Type: Fire
Availability: Licensed
Flame Rifle
As the Flame Carbine, but with 25 shots before needing to
reload.
Cost: 700 (not including cost of chemical cartridge)
Damage: 4d6 fire (see "Fire" pg. 255 of core rulebook)
Rate of Fire: S
14
EXOTIC WEAPONS
Dart Shooter
Official Stats: Dart Launcher - LECG 65
Dart shooters were commonplace where stealth was
necessary, designed to fool security systems with their
discreetness. They were also favored by citizens who felt
the need to arm themselves inconspicuously. Prax Arms
was a notable manufacturer of dart shooters.
The weapon itself was very simple in design, using a
high tension spring to launch a metal dart coated in nerve
toxin or stun serum. The palm weapons had only a very
short range of up to ten meters, but their compact size
made these shooters easily concealable until the target
was in range. Many dart shooters had the ability to carry
three darts, while more could be easily stowed away in a
false comlink or wristband. The weapons themselves were
only around 100g in weight.
The darts themselves were commonly around five
centimeters long, and could be coated in a variety of
substances from stun chemicals to deadly Malkite themfar
and Fex-M3 nerve toxins able to kill in less than ten
seconds.
Dart Shooters are an exotic weapon with the range of
an accurate thrown weapon. They fire 3 darts per clip, with
a full round action to swap clips.
Fex-EX:
Fex-EX, or Blue Harvest as it was also known, was a
highly concentrated derivative of the Fex-M3 nerve toxin. It
was so powerful that contact with the skin was enough to
cause a massive systemic overload that could shut down
the body. The Imperial assassin Cabe purchased some in
a bar called The Hold-Out and used it to kill the New
Republic Senator Luralon Odaay and later, the prostitute
who had witnessed his death, Kandi. It had a sweet and
exotic smell. Fex-EX operates as Fex-M3, without requiring
injection into the target's system. Contact with the skin is
enough.
Cost: 3,000 credits / dose.
Availability: Illegal.
ARMOR
Riot Shield
Official stats for Riot Shield: Threats of the Galaxy 77
This is a one meter long shield made of layered metal
and one-way mirrored transparisteel. There is a small
notch to fit the muzzle of the blaster, and a switch on the
handle to activate a stun charge. The stun charge lasts 1
hour of continuous use before the energy cell needs to be
replace. The shield grants the bearer cover, unless it is
being used as a melee weapon. If the stun field is
activated, the shield does both normal bludgeoning
damage and stun damage on a successful melee attack. If
someone strikes the bearer of the shield with a melee or
unarmed attack they take the stun damage.
Using a ranged weapon and the shield at the same
time adds +1 to the wielders Reflex Defense.
Simple Large Melee Weapon:
Riot Shield 500 credits / 1d8 melee / 2d6 stun / 6kg /
Bludgeoning / Licensed
350 credits for the dart shooter; 100 credits for the clips of
darts.
The Dart will do 1 damage to the target, plus any damage
from the particular coating:
Stun Serum Options:
200 credit clip: 2d4 stun.
300 Credit Clip: 2d6 stun
400 Credit Clip: 3d6 stun
500 Credit Clip: 5d4 stun
600 Credit Clip: 3d8 stun
15
EQUIPMENT
Anticoncussion fields
Type: Vehicle Accessory.
An Anticoncussion field was a highly advanced type of
force field used at the Stars' End prison facility. To create
the field, numerous anticoncussion projectors
honeycombed the interior of the ship, vehicle, or building it
was designed to protect. When activated, the field
dramatically improved the integrity of floors, walls, ceilings
and other internal surfaces. The projector's umbrellashaped magnetic fields created a single cohesive
anticoncussion field that absorbed and dispersed kinetic
energy and was powerful enough to render blasts,
collisions, and other impacts inert.
This umbrella shaped energy field absorbs kinetic
energy and distributes it so that the effect of a particular hit
on the target is significantly reduced. These fields are
generally used on Space Stations or to protect buildings
Hover Chair:
Power chairs used basic antigravity technology to lift the
chair above the ground, and were controlled via a panel on
the armrest. These chairs were commonly used by
disabled, wounded or elderly being
Hover Chair
Medium hover vehicle
-----------------------------------------------------------------------------Defense Ref 14 (Flat-footed 14), Fort 12;
hp 20; DR 5; Threshold 12
-----------------------------------------------------------------------------Speed 4 squares
Fighting Space 1x1 ; Cover none,
Base Atk +0; Grp +2
-----------------------------------------------------------------------------Abilities Str 14, Dex 18, Con --, Int 10
Crew 1 (pilot) Passengers none
Cargo 2 kg; Consumables None; Payload None
16
DROIDS
FOURTH-DEGREE DROIDS
Wardroid of Xim
Large droid (4th-degree) Soldier 6 / Nonheroic 4 (CL 8)
Height: 2.78m
Init +7; Senses Low-light vision, Perception +12
Languages Basic, Binary
-------------------------------------------------------------------------------------------------------------Defenses Ref 28 (flat-footed 26), Fort 23, Will 16
hp 64; Threshold 33
-------------------------------------------------------------------------------------------------------------Speed 6 squares (Walking)
Melee unarmed +14 (1d6+8)
Ranged particle discharger +11 (2d8+3) or
Ranged particle discharger +6 (2d8+3) with Autofire or
Ranged particle discharger +9 (2d8+3) and battlefield pulse cannon +9 (3d8+3) or
Ranged battlefield pulse cannon +11 (3d8+3) or
Ranged battlefield pulse cannon +6 (3d8+3) with Autofire or
Ranged flamethrower +11 (3d6+3)
Base Atk +9; Grp +19
-------------------------------------------------------------------------------------------------------------Special Actions Charging Fire, Coordinated Attack
Abilities Str 20, Dex 15, Con -, Int 10, Wis 10, Cha 10
Racial Abilities Droid Traits
Talents Armored Defense, Improved Armor Defense, Juggernaut
Feats Armor Proficiency (Light, Medium, Heavy), Charging Fire, Coordinated Attack, Dual Mastery I, II, EWP (Flamethrower),
Improved Damage Threshold (x1), WP (heavy, rifles)
Skills Perception +12, Stealth +2
Systems walking locomotion, 2 hand appendages, heuristic processor, secondary battery, duranium battle armor (+10 armor),
vocabulator, improved sensor package
Possessions particle discharger, battlefield pulse cannon, flamethrower
17
18
19
20
Gravsled
Using anti-gravity or repulsorlift engines, gravsleds were
cheap, fast and convenient. It was a flying platform with no
exterior shell. A windshroud gave limited protection to a
maximum of three passengers.
Gravsled
Large ground - hover vehicle
------------------------------------------------------------------------------Defense Ref 13 (Flat-footed 10), Fort 13, Armor +1
hp 30; DR 5; Threshold 18
------------------------------------------------------------------------------Speed 6 squares
Fighting Space 2x2 ; Cover: Partial,
Base Atk +0; Grp +8
------------------------------------------------------------------------------Abilities Str 16, Dex 17, Con --, Int 10
Crew 1 (pilot) Passengers 1
Cargo 50 kg; Consumables None; Payload None
Cost: 1,900 (new), 300 (used)
Availability Licensed
21
Tractor Beam
Atk +4, Dmg - (grapple +16)
22
Ubrikkian Zisparanza
Colossal ground hover vehicle.
---------------------------------------------------------------------------Defense Ref 14 (Flat-footed 11), Fort 17, Armor +11
hp 72; DR 15; Threshold 67
---------------------------------------------------------------------------Speed 8 squares
Fighting Space 7x7; Cover: Partial (Pilot); Total
(Passengers)
Base Atk +0; Grp +26
---------------------------------------------------------------------------Abilities Str 24, Dex 16, Con --, Int 10
Crew 1 (pilot) Passengers 8
Cargo 500 kg;
Cost: 34,999
Availability SoroSuub WLZ 101 Groundcoach
SoroSuub WLZ 101 Groundcoach - The choice for top
execs worried for personal safety. The WLZ Groundcoach
sacrifices space for armor, weapons and a Supercharger
for quick getaways.
SoroSuub WLZ 101 Groundcoach
Colossal ground hover vehicle.
---------------------------------------------------------------------------Defense Ref 14 (Flat-footed 12), Fort 19, Armor +12
hp 112; DR 15; Threshold 69
---------------------------------------------------------------------------Speed 8 squares, or 12 squares (Supercharger, 3 rnds)
Ranged Blaster Cannons +2 (see below)
Fighting Space 6x6; Cover: Total
Base Atk +0; Grp +29
---------------------------------------------------------------------------Abilities Str 29, Dex 15, Con --, Int 15
Crew 1 (pilot) Passengers 5
Cargo 500 kg;
Cost: 56,999 (new)
Availability - Restricted
---------------------------------------------------------------------------Double Blaster Cannons (turret) (Gunner or Pilot)
Atk +2 (-3, Autofire), Dmg 5d10
23
24
STARFIGHTERS
SPACE TRANSPORTS
Redthorn-class scout
The Tykannin Drive Redthorn-class scout was a 24-meter
long design with a forward light triple blaster. It carried one
pilot, one co-pilot, one gunner, and 10 metric tons of cargo.
The Lwyll was an example of this class. Lwyll was
modified by the smuggler Roa and named for his fiance,
Lwyll. It was lightly armed with three laser cannons, but
was very fast and equipped with advanced sensors. The
ship sustained heavy damage during the Battle of Nar
Shaddaa, and Roa was forced into crash landing on Nar
Shaddaa. He was barely able to escape the ship before it
exploded.
Redthorn-class scout
25
26
27
CSA PERSONNEL
28
IRD Pilot
Medium, Human, Nonheroic 4/Scout 4: (CL 6)
Init +15; Senses Perception +4
Force 3;
Languages Basic
---------------------------------------------------------------------------Defenses Ref 18 (flat-footed 17), Fort 17, Will 14
hp 25; Threshold 15
---------------------------------------------------------------------------Speed 6 squares
Melee unarmed, +1 (1d4+2)
Ranged blaster pistol +7 (3d6+2)
Base Atk +6; Grp +7
Special Actions Acute Senses
---------------------------------------------------------------------------Abilities Str 10, Dex 12, Con 10, Int 12, Wis 10, Cha 8
Special Abilities Command Cover +1, Share Talent
(Demand Surrender)
Talents Acute Senses, Improved Initiative
Feats Armor Proficiency (light), Gunnery Specialist, Skill
Focus (Initiative, Piloting), Skill Training (Initiative), Starship
Tactics, Unified Squadron, Vehicular Combat, Weapon
Prof. (pistols, heavy (H)),
Skills Initiative +15, Mechanics +10 (H), Pilot +15 (+18
with other IRD or Unified Squadron pilots), Use Computer
+10.
Possessions Blaster Pistol, Armored Flight Suit
Espo Officer
Medium, Human, Nonheroic 4/Sold. 1/Noble 3/Officer 1:
(CL 6)
Init +6; Senses Perception +6
Force Points 6;
Languages Basic, +5
---------------------------------------------------------------------------Defenses Ref 20 (flat-footed 17), Fort 18, Will 21
hp 62; Threshold 18
---------------------------------------------------------------------------Speed 6 squares
Melee unarmed, +8 (1d6+2)
Melee vibroblade +8 (2d6+2)
Melee stun baton +8 (1d6+2) or (2d6+2, stun)
Ranged hvy blaster pistol +12 (3d8+3)
Base Atk +8; Grp +10
Special Actions Battle Analysis, Presence, Demand
Surrender, Assault Tactics
Attack Actions Combat Reflexes, Tactical Advantage
---------------------------------------------------------------------------Abilities Str 10, Dex 14, Con 12, Int 15, Wis 14, Cha 16
Special Abilities Command Cover +1, Share Talent
(Demand Surrender)
Talents Battle Analysis, Presence, Demand Surrender,
Assault Tactics
Feats Weapon Prof. (advanced melee, simple, pistols),
Skill Training (Intimidation), Linguist, Martial Arts I, Weapon
29
CSA PERSONALITIES
Gallandro
Gallandro was a renowned gunslinger in the years before the Battle of Yavin,
known as the fastest draw in the galaxy and a ruthless killer. A Human born on
Ylix, he saw his parents killed before his eyes as a child by terrorists from Goelitz.
As soon as he came of age, Gallandro enlisted in the Ylix militia. In the course of
the war, Gallandro became addicted to the rush of battle and the joy of the kill,
evincing complete disdain for the lives of others. When the rival planet's forces
were defeated, Gallandro left the military for a career as a gunman for hire.
Gallandro made a fearsome reputation as a gunfighter, performing numerous acts
of daring and skill, among which was the extermination of the five notorious killers
of the Malorm family. That act drew the ire of the Assassins' Guild, forcing
Gallandro to hold off Guild assassins for ten years. He finally forced the Guild to
back down by personally slaying half that body's Elite Circle.
Eventually tiring of life on the fringe, Gallandro accepted a secure position on
the right side of the law as an elite field agent for Territorial Manager Odumin of
the Corporate Sector Authority. There he lived a life of comfort between bouts of
action until, in 1 BBY, he encountered the smuggler Han Solo. Investigating a ring
of slavers with Odumin, he covertly made use of Solo, who was seeking revenge
against the slavers, to expose the ringleaders. During the course of the plan,
Gallandro had to back down from a duel with Solo on Ammuud twice due to
circumstances outside his control. Solo's cocky attitude and parting insults galled
the duelist, who longed for a rematch.
Gallandro
Adult Male Human Scoundrel 1 / Soldier 6 / Gunslinger 5
Force 11; Dark Side 4
Init +20; Senses Perception +11
Languages Basic
-------------------------------------------------------------------------------------------------Defenses Ref 30 (flat-footed 26), Fort 26, Will 24; Dodge
hp 104; Threshold 26
-------------------------------------------------------------------------------------------------Speed 6 squares
Melee +12 unarmed (1d4+7)
Ranged Custom Heavy Blaster (w/Improved Accuracy) +17 (3d8+10)
Ranged As Weapon +15 (damage as weapon +6, +10 if pistol)
Base Atk +11; Grp +15
Atk Options Point Blank Shot, Precise Shot, Quick Draw, Careful Shot, Deadeye,
Devastating Attack (Pistols), Penetrating Attack, Dastardly Strike, Improved
Quickdraw, Deceptive Shot, Ranged Disarm
PrC Features Trusty Sidearm +2
-------------------------------------------------------------------------------------------------Abilities Str 13, Dex 18, Con 14, Int 10, Wis 10, Cha 13
Talents Dastardly Strike, Devastating Attack (Pistols), Weapon Specialization
(Pistols), Penetrating Attack (Pistols), Improved Quickdraw, Deceptive Shot, Ranged
Disarm
Feats Options Point Blank Shot, Precise Shot, Dodge, Weapon Proficiency (Pistols),
Quick Draw, Careful Shot, Weapon Focus (Pistols), Deadeye, Skill Focus: Initiative
Skills Deception +13, Initiative +20, Perception +11, Pilot +15, Stealth +15
Possessions Unlimited Corporate Authority Cash Voucher, Custom-made Heavy
Blaster Pistol with "Improved Accuracy," Hip Holster, Private Espo Lighter
30
31
Uul-Rha-Shan
Uul-Rha-Shan was the Tiss'shar bodyguard of Viceprex
Mirkovig Hirken. He was bright green, with red and white diamond
patterns woven into his scales typical of the sil-ar race. Early in his
life, Uul-Rha-Shan ran black market weapons for a large Tiss'sharl
smuggling ring. He soon learned to kill and discovered he enjoyed
it, and departed his homeworld certain of his ability to make a good
living as a hired gun. His favored weapon was a custom-built
disruptor pistol. He soon achieved fame as a gunfighter and
assassin, killing such famous gunfighters as Terrlarn, Neena
Garnet, and Meelto of Rodia. His notoriety earned the attention of a
minor Corporate Sector Authority official, who hired Uul as a
bodyguard. In this position, Uul managed to save the life of the
Assistant Advisory Undersecretary of Media. He quickly became a
minor celebrity as his exotic, reptilian looks were broadcast across
the Corporate Sector, and employment opportunities flooded in.
One offer came from Mirkovig Hirken, who offered Uul a lucrative
position working exclusively as his bodyguard. Uul gladly accepted
the position, believing that guarding Humans was almost a
vacation. Unfortunately, his vacation was ended when Han Solo
shot him while the central tower of the Stars' End prison facility was
plummeting back to the ground after a massive explosion.
Uul-Rha-Shan
CL 8; Medium Tiss'shar Assassin (Scoundrel 4/ Scout 4)
Force Points 4; Dark Side Rating 6
Initiative +11; Senses Perception +10
Languages Tiss'shar, Basic, Bocce, Huttese, Rodian
---------------------------------------------------------------------------------------Defenses Ref 22 (flat-footed 20), Fort 19, Will 20
hp 46; Damage Threshold 19
---------------------------------------------------------------------------------------Speed 6 squares
Melee Vibroblade +9 (2d6+5) or
Melee Vibroblade +7 (3d6+5) with Rapid Strike
Ranged Disruptor Pistol +8 (3d6+4) or
Ranged Disruptor Pistol +9 (4d6+4) when aiming
Base Atk +6; Grp +7
Atk Options Careful Shot, Dastardly Strike, Deadeye, Rapid Strike, Sneak Attack +1d6
Species Traits Assassin's Strike (Once per encounter, a Tiss'shar may add +1 die of damage to a single melee attack against an
opponent that is denied its Dexterity bonus to Reflex Defense), Sneaky (A Tiss'shar may reroll any Stealth check but must accept
the second roll even if it is worse).
---------------------------------------------------------------------------------------Abilities Str 14, Dex 15, Con 10, Int 16, Wis 13, Cha 10
Talents Dastardly Strike, Hidden Movement, Improved Stealth, Sneak Attack +1d6
Feats Careful Shot, Deadeye, Point Blank Shot, Precise Shot, Rapid Strike, Skill Focus (Stealth), Weapon Finesse, Weapon
Proficiency (advanced melee weapons, pistols, simple weapons), Skill Focus: Knowledge (Bureaucracy).
Skills Deception +9, Gather Information +9, Initiative +11, Knowledge (Bureaucracy) +17, Perception +10, Stealth +16 (may
reroll, but keep 2nd result).
Possessions DX-2 Disruptor Pistol (can only be fired every other round; treats target's Damage Threshold as if it is 5 points
lower; targets killed or destroyed are disintegrated), Vibroblade, Dark Clothing.
32
Fiolla
Fiolla, more formally Hart-and-Parn Gorra-Fiolla of Lorrd, was an
executive in the Corporate Sector Authority. She started off her career in
the Authority on Etti IV while still a university student when she helped
capture a fugitive holostar. Rising rapidly through the ranks, she soon
achieved the rank of Assistant Auditor-General. In 2 BBY, Fiolla helped stop
a slave ring on Bonadan after enlisting the aid of Han Solo, Chewbacca,
and territorial manager Odumin. During this time, she struck up a brief
relationship with Solo. After the successful completion of the mission,
however, they parted ways, and Odumin promoted her to be his deputy.
Fiolla's career in the CSA would later lead her to investigate the Prex's
office after one of the Prex's assistants nearly killed her. Fiolla responded
by launching an investigation into the office, intending to bring down Chils
Meplin for espionage. By 0 ABY, Fiolla was a successful Auditor-General
and owned her own business, Hart and Parn Starships, on Lorrd, though
she spent most of her time working for the Corporate Sector Authority.
Like all Lorrdians, Fiolla was an expert at gauging other peoples'
emotional state from minute details of their voice and their body language.
She could also communicate using the Lorrdian system of kinetic
communication, and was an expert mimic. However, unlike most CSA
officials, Fiolla was an idealist who believed in the triumph of good.
Fiolla (CL9)
Hart-and-Parn Gorra-Fiolla or "Fiolla" of Lorrd, Assistant Auditor-General
Medium Human Female, Scoundrel 1/Scout 1/Noble 5/Enforcer 2
Init +6; Senses Perception +15
Force Points 6; Darkside Points 0
Languages Kinetic communication, Basic, High Galactic, Huttese,
Shyriiwook*
---------------------------------------------------------------------------------------Defenses Ref 25 (flat-footed 23), Fort 21, Will 22
hp 60; Threshold 21
---------------------------------------------------------------------------------------Speed 6 squares
Melee +4 unarmed (1d6+4)
Ranged +7, heavy blaster pistol (3d8+5) (point blank shot)
Base Atk +4; Grp +6
Special Actions Fool's Luck, Castigate, Unreadable, Evasion
Attack Actions
---------------------------------------------------------------------------------------Abilities Str 10, Dex 14, Con 13, Int 14, Wis 12, Cha 14.
Special Abilities Resources, Targeted Suspect +1.
Talents Fool's Luck, Castigate, Unreadable, Connections, Evasion, Respected Officer
Feats Point Blank Shot, Skill Focus (Perception), Shake it off, Weapon Prof. (simple, pistols), Linguist, Martial Arts I, Skill
Training (Swim), Skill Focus (Deception), Skill Focus (Persuasion), Skill Training (Pilot), Vehicular Combat
Skills Deception +16, Gather Information +11, Mechanics +11, Perception +15, Persuasion +16, Pilot +11, Swim +9, Treat Injury
+10, Use Computer +11.
Possessions Hvy Blaster Pistol, Tydia Rish (Starship), utility belt, encrypted comlink, credit chip.
33
34
Neera Opatjji-Hirken
Neera Opatjji-Hirken
Adult Female Human Noble 4 / Scoundrel 5 (CL 9)
Force 9; Destiny 3, Darkside 2
Init +16; Senses Perception +6
Languages Basic, High Galactic, Huttese
-------------------------------------------------------------------------Defenses Ref 23 (flat-footed 21), Fort 20, Will 23;
hp 59; Threshold 20
-------------------------------------------------------------------------Speed 6 squares
Melee, unarmed +7 (1d4+5)
Ranged Hold-out Blaster Pistol +13 (3d4+4)
Ranged Hold-out Blaster Pistol +13 (5d4+4) with Sneak
Attack
Ranged Hold-out Blaster Pistol +13 (6d4+4) with Sneak
Attack, aim and Deadeye
Base Atk +11; Grp +13
-------------------------------------------------------------------------Abilities Str 13, Dex 15, Con 13, Int 13, Wis 14, Cha 16
Talents Wealth, Educated, Gambler, Sneak Attack (x2)
Feats Weapon Proficiency (simple, pistols), Linguist, Skill
Focus (Initiative, Persuasion, Stealth), Point Blank Shot,
Quick Draw, Precise Shot, Deadeye
Skills Deception +12, Initiative +16, (Knowledge Galactic
Lore +16, Social Sciences +10), Persuasion +17, Ride +11,
Stealth +16,
Possessions 154,800 credits petty cash, unlimited
Authority Cash Voucher, comlink, sporting blaster pistol,
enormous collection of designer gowns and jewelry
35
Ido Glayyd
Ido Glayyd was a female Human member of House
Glayyd, and the sister of Ewwen Glayyd.
Ido Glayyd
Adult Female Human Noble 7 (CL 7)
Force 8;
Init +5; Senses Perception +16
Languages Basic, High Galactic, Huttese, Trianii, Durese,
-------------------------------------------------------------------------Defenses Ref 22 (flat-footed 20), Fort 20, Will 23;
hp 56; Threshold 20
-------------------------------------------------------------------------Speed 6 squares
Melee +7 unarmed (1d6+4)
Melee +9 unarmed (1d6+4) Acrobatic Strike
Ranged +7 (by weapon +3)
Ranged Bow +7 (1d6+3)
Base Atk +5; Grp +7
-------------------------------------------------------------------------Abilities Str 14, Dex 14, Con 14, Int 18, Wis 16, Cha 14
Talents Educated, Presence, Spontaneous Skill, Wealth
Feats Acrobatic Strike, Improved Defenses, Linguist,
Martial Arts I, (Acrobatics, Perception, Persuasion),
Weapon Proficiency (advanced melee, pistols, simple)
Skills Acrobatics +15, Climb +10, Gather Information +10,
Jump +10, Knowledge (all) +7, Perception +16, Persuasion
+15, Pilot +10, Ride +10, Stealth +10, Swim +10, Use
Computer +12
Possessions 144,800 Credits, comlink, Bow
36
37
38
39
40
EQUIPMENT
Official Stats BlasTech 500 "Espo" Riot Gun: Clone Wars
Campaign Guide p.61
Espo Armor
Standard Espo Armor is a brown padded jumpsuit with
visored helmet. The armor includes a helmet package
(which along with the comlink and breathfilter, includes
headphones which provide immunity to sonic damage)
Light Armor (-2)
Espo Armor / 1,500 credits / +2 Ref Bonus / No Fort Bonus
/ Max Dex +5 / 3kg / Military.
41
VEHICLES
Espo Walker 91
The Espo Walker 91 was made for law enforcement and defense
of worlds in the Corporate Sector. It followed a design principle that
combined aspects of both the AT-ST and the AT-PT walkers. The
walker had an upright stance like the AT-ST, but was meant for antipersonnel duty like the AT-PT. Aside from the CSA, the m'Yalfor'ac
Order also possessed Espo Walker 91s. It was believed that the order
obtained them by hijacking a Corporate Sector Authority freighter
traveling through the Kadok Regions. The m'Yalfor'ac Order employed
this walker on the l'Quart'a continent on the Bitthvrian homeworld
Guiteica. The Order found that the Espo Walker 91 performed
excellently as both a patrol and defensive vehicle, operating in the
steep ranges in the northern areas of l'Quart'a. Since being replaced
by the Espo Walker 101, any potential buyer could only find used
walkers of this kind.
Espo Walker 91
Large Vehicle (Walker)
Init +10; Senses Perception +8
-------------------------------------------------------------------------Defense Ref 20 (Flat-footed 17), Fort 24; +8 Armor,
+4 Equip to Fort Defense
hp 100; DR 10; Threshold 30
-------------------------------------------------------------------------Speed 6 squares(Max velocity 60 km/h)
Ranged Double Heavy Blaster Cannon +2 (3d10, pilot autofire only 4
squares) or
Ranged Double Heavy Blaster Cannon +2 (4d10, pilot burstfire) or
Fighting Space 2x2 ; Cover total (pilot),
Base Atk +2; Grp +18
Atk Options Autofire (Double Heavy Blaster Cannon)
-------------------------------------------------------------------------Abilities Str 32, Dex 16 , Con --, Int 12
Crew 1 (pilot) Passengers none
Cargo 150 kg; Consumables 1 day
Availability: Military
Cost: N/A
-------------------------------------------------------------------------Double Heavy Blaster Cannon (pilot)
Atk +2 Dmg 3d10
42
43
44
45
STARSHIPS
MARAUDER CORVETTE
Starships of the Galaxy page 110
IRD STRFIGHTER (CL9)
Rebellion Era Campaign Guide page 156
IRD-A STRFIGHTER (CL10)
Rebellion Era Campaign Guide page 156
46
TIS Zeta 19
The TIS Zeta 19 interceptor was a light aerospace fighter manufactured by the CSA for use by the Espos. Stolen craft were used
by criminals in neighboring space. The 15-meter long craft carried one pilot, one gunner, two passengers, one day's worth of
consumables, and 200 kilograms of cargo. Although space worthy, the craft was primarily intended for atmospheric combat, and
did not have a hyperdrive. It could achieve 950 kilometers per hour. Though unshielded, the craft featured two fire-linked laser
cannon turrets. It was the primary starfighter in the CSA Picket Fleet.
TIS Zeta 19
Gargantuan Starfighter
Init +4; Senses Perception +5
-------------------------------------------------------------------------Defense Ref 15 (flat-footed 11), Fort 23; Armor +6
hp 80; DR 10; SR 0; Threshold 43
-------------------------------------------------------------------------Speed fly 12 squares (max. velocity 950 km/h), fly 4 squares (starship scale)
Ranged Laser Cannons(2 FL) +6 (see below)
Fighting Space 4x4 or 1 square (starship scale); Cover total
Base Atk +2; Grp 30
-------------------------------------------------------------------------Abilities Str 36, Dex 18, Con --, Int 12
Skills Initiative +4, Mechanics +6, Perception +6, Pilot +4, Use Computer +6
-------------------------------------------------------------------------Crew 2 (Skilled); Passengers 2
Cargo 200 kg ; Consumables 1 day ; Carried Craft None
Hyperdrive None
Availability licensed; Cost 45,000 (New)(4,500 used)
-------------------------------------------------------------------------Laser Cannons (Gunner)
Atk +6 Dmg: 5d10x2
47
Tractor Beam
Atk +2 (-18 v. smaller than colossal); Special.
* See Weapon Batteries, pg. 170 in the Core book
48
Ion Cannon
Atk +2 (-18 v. smaller than colossal), Dmg 3d10x5
Tractor Beam
Atk +2 (-18 v. smaller than colossal); Special.
* See Weapon Batteries, pg. 170 in the Core book
49
Invincible-class Dreadnaught
The Invincible-class Dreadnaught Heavy Cruiser, sometimes referred to as the Invincible-class Heavy Cruiser or Invincible-class
Dreadnaught, was a type of warship that served for many centuries in naval forces around the galaxy. The Invincible-class was
a cylindrical-shaped, 2,011 meter long warship. The variant in use with the Corporate Sector Authority fleet was armed with six
concussion missile tubes, twelve turbolaser cannons, thirty quad laser cannons and six tractor beam projectors. Designed after
the massive battle cruisers that served in the navies of Xim the Despot and the colossal battle cruisers of the Alsakan, the
Invincible-class dreadnaught was constructed by Rendili StarDrive and Vaufthau Shipyards, Ltd., c. 3,000 BBY, during the 17th
Alsakan Conflict between Coruscant and Alsakan. They were among the largest Republic capital ships of the era. Soon after
their development, changes in weapons technology rendered large capital ships like the Invincible extremely vulnerable to small,
fast attack ships. For many centuries, the balance of military power would rest with smaller warships, only a few hundred meters
in length. Nevertheless, this class saw some use with the forces of the Galactic Republic, and a number of them were later
acquired from Imperial surplus by the Corporate Sector Authority and fielded as picket ships. Advisors hired from system defense
navies that still used this and other outdated ships were used to train crews to operate the Invincible-class as well as do minor
systems upgrades to the vessels. Despite their large size and crew compliment, they were generally limited to combating pirates
and smugglers, but they were cheap to acquire and simple to operate, and they combined an atmospheric maneuvering
capability with the ability to deploy a relatively large force of ground troops.
Invincible-class Dreadnaught (CL 16)
Colossal (cruiser, 2011 meters) capital ship
Init -2; Senses Perception +6
-------------------------------------------------------------------------Defense Ref 14 (flat-footed 12), Fort 49; +12 armor
hp 1,100; DR 20; SR 100; Threshold 249
-------------------------------------------------------------------------Speed fly 1 square (starship scale)
Ranged 3 concussion missile tubes +5* (see below)
6 turbolaser cannons +5* (see below)
5 quad laser batteries +9 (see below
3 tractor beams +5* (see below)
Fighting space 2x2 squares (starship scale); Cover total
Base Atk +2; Grp +71
-------------------------------------------------------------------------Abilities Str 88, Dex 14, Con --, Int 16
Skills Initiative -2, Mechanics +6, Perception +6, Pilot -2, Use
Computer +6
-------------------------------------------------------------------------Crew 23,128 (skilled); Passengers 6,000 (troops)
Cargo 700 tons; Consumables 1 year;
Hyperdrive x4 (backup x25), navcomputer
Availability Military; Cost not available for sale
* This weapon has a -20 penalty on attacks against targets size
Colossal or smaller
-------------------------------------------------------------------------Concussion missile tube (gunner)
Atk +5 (-15 against targets size Colossal or smaller); Dmg 3d10x5
Turbolaser cannon (gunner)
Atk +5 (-15 against targets size Colossal or smaller); Dmg 2d10x5
Quad laser battery (3 gunners)
Atk +9; Dmg 6d10x2
Tractor beam (2 gunners)
Atk +5 (-15 against targets size Colossal or smaller); Dmg -- (Grp +71)
50
51
Negative Criteria
Organization Score Modifier
Is not a member of the Trianii species
-2
Is affiliated with the Corporate Sector Authority
-5
Known ally of the Corporate Sector Authority
-4
Associates with the Corporate Sector Authority
-3
Dexterity of 8 or lower
-1
Lacks at least a +5 Base Attack Bonus
-1
Not trained in Pilot
-1
Not trained in Knowledge (Tactics)
-1
Fails on a mission for the Trianii Rangers
-1
Fails to defeat an enemy of the Trianii in combat
-2
Steals from the Trianii Rangers
-5
Provides Information about the Trianii Rangers to an
Enemy
-5
Kills a Member of the Trianii Rangers Intentionally
-5
52
53
PERSONNEL
Trianii Ranger
Medium, Trianii Soldier 2/Scoundrel 3 (Cl 15)
Init +9; Senses Perception +4
Force Points 7; Darkside Points 0
Languages Trianii, Basic, +1 more
-------------------------------------------------------------------------Defenses Ref 20 (flat-footed 17), Fort 21, Will 17
hp 56; Threshold 21
-------------------------------------------------------------------------Speed 6 squares
Melee +5 claws (1d6+3)
Melee +5 bayonet (1d8+3)
Ranged +7 blaster rifle (3d8+2)
Ranged +7 vehicle weapons (+2 heroic bonus to damage)
Base Atk +4; Grp +7
Special Actions Martial Arts I, Pin (or Trip), Point Blank
Shot, Expert Grappler, Advantageous Opening,
Hyperdriven
-------------------------------------------------------------------------Abilities Str 12, Dex 16, Con 14, Int 14, Wis 12, Cha 8
Special Abilities Prehensile Tail (a Trianii with Martial Arts
I may use tail to wield a light melee weapon, but gets no
extra attacks with it, or may grapple with it assuming he
has the appropriate feats), Natural Weapon (claws, 1d6
slashing), Expert Climber (may take 10 on climb checks
even if distracted or threatened)
Talents Expert Grappler, Advantageous Opening,
Hyperdriven
Feats Martial Arts I, Weapon Prof. (simple, pistols, rifles,
heavy), Armor Prof. (light, medium), Pin (or Trip), Skill
Training (Acrobatics), Skill Focus (Acrobatics), Point Blank
Shot.
Skills Acrobatics +15, Climb +8, Initiative +10, Knowledge
(Tactics) +9, Pilot +10, Use Computer +9.
Possessions Armored Flight Suit (+5 Armor Bonus to Ref.,
+2 Equip. Bon. to Fort.), Blaster Rifle with bayonet,
comlink, utility belt.[/indent]
54
PERSONALITIES
Atuarre
Atuarre was a female Trianii Ranger and the mate of Keeheen, another Trianii
Ranger. After Keeheen went missing during the Corporate Sector Authority's
annexation of Fibuli, Atuarre and their cub, Pakka, joined a group dedicated to
finding and rescuing the Authority's political prisoners. After Rekkon, the leader
of the group, had discovered the location of the prisoners and was murdered,
Atuarre assisted Han Solo in infiltrating the prison and freeing its prisoners.
Atuarre (CL 6)
Medium, Female Trianii Soldier 2/Scoundrel 4
Init +6; Senses Perception +2
Force Points 8; Darkside Points 0
Languages Trianii, Basic
-------------------------------------------------------------------------Defenses Ref 21 (flat-footed 18), Fort 20, Will 16
hp 62; Threshold 20
-------------------------------------------------------------------------Speed 6 squares
Melee +5 claws (1d6+3)
Ranged +8 as weapon (+3 heroic bonus to damage)
Ranged +8 vehicle weapons (+3 heroic bonus to damage)
Base Atk +5; Grp +8
Special Actions Martial Arts I, Trip, Expert Grappler, Knack, Point Blank Shot
-------------------------------------------------------------------------Abilities Str 10, Dex 16, Con 14, Int 12, Wis 8, Cha 14
Special Abilities Prehensile Tail (a Trianii with Martial Arts I may use tail to wield a light melee weapon, but gets no extra
attacks with it, or may grapple with it assuming he has the appropriate feats), Natural Weapon (claws, 1d6 slashing), Expert
Climber (may take 10 on climb checks even if distracted or threatened)
Talents Expert Grappler, Knack, Trace
Feats Martial Arts I, Weapon Prof. (simple, pistols, rifles, heavy), Armor Prof. (light, medium), Trip, Point Blank Shot, Skill
Training (Acrobatics), Skill Focus (Acrobatics), Skill Training (Persuasion).
Skills Acrobatics +16, Endurance +10, Knowledge (Tactics) +9, Persuasion +10, Pilot +11, Use Computer +9.
Possessions Belt with pouches, False ID; 10,000 credits in Authority Cash Vouchers and crystalline vertexes; code cylinder;
datapad; lectroticker (+2); computer spike (+4); HiBaka 2000 Mem-Stik; costume (cape, streamers, makeshift anklet-chimes),
exotic perfumes.[/indent]
55
Keeheen
Keeheen was a male Trianii and a member of the Trianii
Rangers. His wife was Atuarre, and he was the father of Pakka.
He was captured by the Corporate Sector Authority and
imprisoned at Stars' End. He was rescued when his wife, with
Han Solo's help, rescued CSA political prisoners.
Keeheen (CL 6)
Medium, Male Trianii Soldier 3/Scoundrel 3
Init +5; Senses Perception +10
Force Points 8; Darkside Points 0
Languages Trianii, Basic
-------------------------------------------------------------------------Defenses (unarmored) Ref 20 (flat-footed 18), Fort 20, Will 19
Defenses (armored) Ref 20 (flat-footed 18), Fort 22, Will 19
hp 56; Threshold 20 (22 if armored)
-------------------------------------------------------------------------Speed 6 squares
Melee +7 claws (1d6+5)
Melee +7 bayonet (1d8+5)
Ranged +7 blaster rifle (3d8+3)
Ranged +7 vehicle weapons (+3 heroic bonus to damage)
Base Atk +5; Grp +7
Special Actions Martial Arts I, Pin, Point Blank Shot, Starship
Tactics, Vehicular Combat, Acrobatics, Expert Grappler,
Advantageous Opening (CWCG p. 24),* Hyperdriven
-------------------------------------------------------------------------Abilities Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Special Abilities Prehensile Tail (a Trianii with Martial Arts I may use tail to wield a light melee weapon, but gets no extra
attacks with it, or may grapple with it assuming he has the appropriate feats), Natural Weapon (claws, 1d6 slashing), Expert
Climber (may take 10 on climb checks even if distracted or threatened)
Talents Expert Grappler, Armored Defense, Advantageous Opening (CWCG p. 24),* Hyperdriven.
Feats Martial Arts I, Weapon Prof. (simple, pistols, rifles, heavy), Armor Prof. (light, medium), Pin, Skill Training (Acrobatics),
Skill Focus (Acrobatics), Point Blank Shot, Starship Tactics, Vehicular Combat.
Skills Acrobatics +15, Perception +10, Pilot +10, Use Computer +8.
Possessions (in the Trianii Rangers) Armored Flight Suit (+5 Armor Bonus to Ref., +2 Equip. Bon. to Fort.), Blaster Rifle with
bayonet, comlink, utility belt.
Possessions (in Stars' End Prison Facility) Prison jumpsuit
*use "Knack" if you don't have the Clone Wars Campaign Guide.
56
Pakka
Pakka was a male cub Trianii. His mother was Atuarre. Pakka's father, Keeheen, was
captured by the Corporate Sector Authority and imprisoned at Stars' End. The CSA
also captured and interrogated the young cub. The Authority's interrogators
traumatized him and after being freed, he refused to speak. Pakka was very
acrobatic, a skill that came in handy when he joined his mother, who solicited Han
Solo's help in freeing CSA political prisoners.
Pakka
CL 1; Small, Male Trianii Non-heroic 1
Init +2; Senses Perception -1
Force Points 0; Darkside Points 0
Languages Trianii, Basic
-------------------------------------------------------------------------Defenses Ref 13 (flat-footed 11), Fort 10, Will 9
hp 3; Threshold 10
-------------------------------------------------------------------------Speed 4 squares
Melee -1 claws (1d6-1)
Ranged +2 as weapon
Base Atk 0; Grp -3
------------------------------------------Abilities Str 9, Dex 14, Con 10,
Int 13, Wis 9, Cha 9
Special Abilities Prehensile
Tail (a Trianii with Martial Arts I
may use tail to wield a light
melee weapon, but gets no extra
attacks with it, or may grapple
with it assuming he has the
appropriate feats...Pakka has
neither Martial Arts I nor any
grappling feats), Natural
Weapon (claws, 1d6 slashing),
Expert Climber (may take 10 on
climb checks even if distracted
or threatened)
Feats Skill Training: Climb; Skill
Foci: Climb, Jump & Acrobatics.
Skills Acrobatics +12, Climb +9,
Jump +9.
Possessions Belt with pouches,
Toy pistol, Costume (cape &
streamers).
57
STARSHIPS
Trianni RX4 Patrol Ship
The Trianni RX4 Light Patrol Craft is designed for long-term
patrols of Trianii space, but was not designed for combat
against targets much bigger than a smuggling freighter.
Nevertheless, because family units of Trianii Rangers often
travel together, the ship is sturdy and boasts lavish living and
recreation quarters for a military vessel. Outfitted with fire-linked
turbolasers and an ion cannon, the ship is more than a match
for most pirates and smugglers, or is at least able to put up
enough of a fight to make a quick escape into hyperspace.
Trianni RX4 Patrol Ship CL 10
Colossal* starfighter (33 meters)
Initiative +3; Senses Perception +9
-------------------------------------------------------------------------Defense Ref 15 (flat-footed 13), Fort 28; +13 armor
hp 150; DR 15; SR 35; Threshold 78
-------------------------------------------------------------------------Speed fly 12 squares (max. velocity 900km/h), fly 3 squares (starship scale)
Ranged fire-linked (2) turbolaser cannons +8 (see below) or
Ranged ion cannons +8 (see below)
Fighting space 12x12 squares or 1 square (starship scale); Cover total
Base Atk +2; Grp +38
Attack options autofire (ion cannons, laser cannons), fire-link (proton torpedoes)
-------------------------------------------------------------------------Abilities Str 46 , Dex 15, Con -, Int 14
Skills Initiative +3, Mechanics +9, Perception +11, Pilot +3, Use computer +9
-------------------------------------------------------------------------Crew 3 (skilled); Passengers 6
Cargo 30,000 kg; Consumables 2 years; Carried Craft none
Payload 16 proton torpedoes (4 salvoes)
Hyperdrive x1 (x14 backup), navicomputer
Availability - Cost Not for sale to civilians
*This ship is treated as a Gargantuan starfighter for the purposes of being targeted by capital ship weapons, dogfighting, and
using starship maneuvers.
-------------------------------------------------------------------------Fire-linked turbolaser cannons (pilot)
Atk +8 (+3 autofire), Dmg 5D10x2
Ion cannon (gunner)
Atk +8 (+3 autofire), Dmg 3d10x2
58
Negative Criteria
Organization Score Modifier
Not trained in Persuasion
-2
Not trained in Deception
-2
Fails on a mission assigned by
the organization
-2
Known to be friendly with the
Corporate Sector Authority
-4
Kills a member of the organization intentionally
-20
59
Ploovo Two-for-One
Ploovo Two-For-One was a crime lord on Etti IV who
hired Han Solo and Chewbacca as smugglers as well as
hiring Alara Fax after she was thrown out of the SoroSuub
Business Academy. He got his start as a low-level loan
shark under the crime lord Jigoba, from whom Ploovo
learned the art of swindling one's own employees; when
Jigoba died, Ploovo fled to the Corporate Sector with as
many profits as possible before Jabba the Hutt's
organization filled the void. He began muscling his way into
the Sector's nightclub circuit, first as a silent partner, later
stepping up as outright boss. As he bought up many of the
seedier clubs on major trade worlds, his power and
influence grew, and soon he had a hand in the vast
majority of protection rackets and loan sharking efforts
within Corporate Sector space. At some point, Ploovo also
worked as a bunko-steerer out of the Cron Drift. Around 5
BBY, rival loanshark Thar Lasan of the Corporate Sector
died in mysterious circumstances, but it was suspected that
Ploovo was involved in the demise. Lasan's organization,
including Klatooinian mercenary Beatas and other assets,
were assimilated in Ploovo's.
Ploovo used a small group of criminals to collect
money from debtors; Ploovo's Protocol Team, as it was
known, was considered a threat by the Rebel Alliance. In 2
BBY, when Solo and Chewbacca required additional
repairs after the Millennium Falcon was improperly fixed by
Big Bunji, they acquired a considerable debt to Ploovo,
which Solo eventually paid off ... on his own schedule. After
a gunrunning deal on Duroon went bad for Solo due to
Ploovo betraying him to the CSA, Solo acquired a dinko
and included it with his payment to Ploovo; the dinko
attacked Ploovo, biting his thumb and drenching him in the
dinko's characteristically foul odor.
Ploovo's presence in the Corporate Sector was
preferred by Corporate Sector Authority Security Division to
bigger, more independent operations such as those of
Talon Karrde or Jigoba, and thus to a certain extent his
presence was tolerated. He was regarded as too subtle,
even timid, to be effective in the Empire, and he avoided
getting his hands dirty personally, turning more unsavory
work over to affiliated gangs. He was also regarded as
lacking taste, despite his large collection of fake gemstone
pinky rings. However, he nonetheless had begun to use his
Corporate Sector power base to expand into the rest of the
Empire.
60
61
62
63
PERSONALITIES
"Doc" Klaus Vandangante
Klaus Vandangante, better known as Doc, was a well known outlaw tech who was operating in the Corporate Sector
during the early career of Han Solo. Doc was born on Coruscant to Carmilla Vandangante, a corporate viceprex and widow who
doted on her only son. He rebelled against his life of luxury and privilege at the age of seven, reprogramming his droid nanny to
discard such unpalatable foods as kibla greens, flangth, and stewed gwouch into a living room vase. This demonstrated his
technical gifts to his tutors, who soon tailored their lessons to these skills.
Upon graduation, Doc accepted a position at Alkherrodyne Propulsions as design systems team leader. He soon became
disenchanted with the corporation's shoddy workmanship covered with flashy marketing, but swallowed his pride and remained
with the company. However, when the Azaria 66 began exploding in minor accidents, Alkherrodyne's slicers framed Doc. The
countless lawsuits wiped out the multi-billion credit Vandangante fortune, and left the name slandered.
Doc became a drifter, eventually making his way into the Corporate Sector, where he met an outlaw tech by the name of
Shardra. They immediately fell in love, and when introduced to her profession, Doc found his calling, repairing smuggling ships
and souping them up to be some of the fastest in the Corporate Sector. Shardra bore the couple a daughter, Jessa
Vandangante, but soon died in an unfortunate fuel dump explosion. Doc found raising a daughter to be a difficult task, especially
as the free-spirited woman grew older and started catching the eye of younger smugglers like Han Solo. The Corporate Sector
Authority eventually managed to capture Doc, and placed him in their Stars' End prison facility. He was rescued by Solo when
the smuggler broke into the facility to free him, his first mate Chewbacca, and several other prisoners. Doc returned to the
business, and was still working several months after the
Battle of Yavin, when Cynabar's InfoNet informed readers
that Doc had changed locations and would be notifying his
regulars shortly thereafter. After moving, Sarvel Tal-Oldra
took over his former location and began producing suits of
Juggernaut 510 Combat Power Armor.
"Doc" Klaus Vandangante
Old Male Human Noble 3 / Scoundrel 5
Force Points 9, Dark Side 0
Init +9, Senses Perception +12
Languages: Basic, Binary, Nab-Neo, Tech, Bocce, Huttese,
Duros, Skakoan
-------------------------------------------------------------------------Defenses: Ref 20 (flat-footed 20), Fort 18, Will 23
Hp 43, Threshold 18
-------------------------------------------------------------------------Speed 6 squares
Melee unarmed +4 (1d4+3)
Melee knife +4 (1d4+3)
Ranged Blaster Pistol +5 (3d8+4)
Atk Options Point Blank Shot, Vehicular Combat
-------------------------------------------------------------------------Abilities: STR 9, DEX 10, CON 11, INT 17, WIS 16, CHA 10
Talents Educated, Engineer, Fast Repairs, Quick Fix,
Personalized Modifications
Feats Linguist, Weapon Proficiencies (Pistols & Simple), Tech Specialist, Point Blank Shot, Vehicular Combat, Starship
Designer, Skill Foci: Mechanics, Deception, Use Computer, Knowledge (Technology)
Skills Deception +14, Gather Information +9, Initiative +9, Knowledge (Technology) +17, (All other, untrained Knowledge Skills
+12 due to Educated Talent), Mechanics +18*, Perception +12, Persuasion +9, Pilot +9, Ride +9, Treat Injury +12, Use
Computer +17
Possessions Coveralls, *Mastercraft Tool Kit (+1 Equipment bonus), Com-link (short-range), Blaster Pistol, Knife, Data Pad
64
Jessa Vandangante
Jessa Vandangante was the daughter of Klaus "Doc" Vandangante and Shardra, leaders of a group of outlaw techs
operating in and around the Corporate Sector. She was a tall and attractive woman, with curly blonde hair and freckles. Shardra
died while Jessa was still young, and was raised by her father. She inherited the leadership skills of both her late mother and her
paternal grandmother, Carmilla Vandangante, and she was soon second-in-command of the group, leading it when Doc was
called away to negotiate deals or scout new base locations.
When her father disappeared, Jessa stepped into the role of leader, keeping the band together despite panicked
suggestions that the they should abandon what they had built. Suspecting that her father had been captured by the Corporate
Sector Authority, Jessa made a deal with Han Solo and Chewbacca to aide a scholar on Orron III, Rekkon, in locating several
missing political prisoners in the Sector. Solo not only found the Authority's secret Stars' End prison, but he destroyed it and
rescued Doc and the other prisoners. Doc, Jessa, and their outlaw techs next relocated to Urdur. She and Han enjoyed a brief
romance before Han returned to his smuggling ways.
Jessa Vandangante
Adult Female Human Scoundrel 4 / Noble 1 (CL 5)
Force Points 7, Dark Side 0
Init +3, Senses Perception +9
Languages: Basic, Binary, Nab-Neo, Tech, Bocce, Duros
-------------------------------------------------------------------------Defenses: Ref 18 (flat-footed 17), Fort 15, Will 19
Hp 32, Threshold 15
-------------------------------------------------------------------------Speed 6 squares
Melee unarmed +2 (1d4-1)
Ranged Blaster Pistol +4 (3d8+2)
Atk Options Point Blank Shot, Vehicular Combat
Special Actions Dodge, Starship Tactics, Born Leader
-------------------------------------------------------------------------Abilities: STR 8, DEX 12, CON 10, INT 14, WIS 14, CHA
16
Talents Fast Repairs, Hot Wire, Born Leader
Feats Tech Specialist, Starship Designer, Point Blank
Shot, Weapon Proficiencies (Pistols & Simple), Vehicular
Combat, Starship Tactics, Dodge, Linguist
Skills Knowledges (Technology & Social Sciences) +9,
Mechanics +9, Perception +9, Persuasion +10, Pilot +8,
Use Computer +9
Possessions Coveralls, Tool Kit, Com-link (short-range),
Blaster Pistol, Data Pad, Portable Computer
65
Blue Max
Blue Max was a slicer droid Han Solo and Chewbacca met during their days in the Corporate Sector. Partnered with the
labor droid Bollux, Blue Max accompanied Solo and Chewbacca during several adventures in the Corporate Sector and the Tion
Hegemony. Blue Max was originally an Imperial MerenData B2-X computer interface unit. Somehow, he ended up in the hands
of a bounty hunter, who was unaware of the true value of the locked blue case. She gave him to the outlaw tech "Doc"
Vandangante as payment.
Doc's techs packed as much computing power and illegal
circuitry into the little droid as possible, planning to make a top-shelf
slicer. They also replaced the original, rough persona with a chipper,
friendly personality. Thanks to the new personality and his highpitched vocoder, Blue Max came across as a mischievous,
precocious child.
Blue Max was a deep blue cube, with a glowing red
photoreceptor and a speech synthesizer. He had a set of computer
probes which he used to scan computers and slice into their files.
His software could penetrate even the most hardened Corporate
Sector Authority networks. As Blue Max was built into an immobile
box, the old labor droid Bollux was modified to carry him hidden in
his chest cavity. The older droid became a mentor and friend to his
counterpart.
When Doc was imprisoned at Stars' End, Blue Max was part of
the rescue mission led by Han Solo. Afterward, both Bollux and Blue
Max were given their freedom by Doc's techs. They chose to stay
with Han Solo and Chewbacca on the Millennium Falcon for a time.
They helped the two smugglers on several adventures, including
breaking up a gang of slavers in the Corporate Sector, and the hunt
for the lost treasure of Xim the Despot in the Tion Hegemony. After
that quest wrapped up on Dellalt, Bollux and Blue Max left Han Solo.
The historian Skynx recruited Bollux and Blue Max to stay on Dellalt
to help catalog Xim's treasure. Their activities afterward are not
recorded, though they sent holocards to Solo and Chewbacca for a
few years after parting ways with the smugglers.
Blue Max
NonHeroic 1/Scoundrel 3
Tiny 2nd Degree droid 2kg; stationary,
Init-4 Senses Perc+2, infrared
Force Points 6; Darkside Points 0
Languages Basic, Binary
-------------------------------------------------------------------------Defenses Ref 12 Fort - Will 23
hp 2; Threshold 5; droid traits
-------------------------------------------------------------------------Speed 0 squares
-------------------------------------------------------------------------Abilities Str 0 Dex 0 Con - Int 24 Wis 13 Cha 11
Talents Gimmick, Master Slicer
Feats Skill Foci (Decept, K:bur/tech/phys, UC, Gather Info), Skill Training (K:phys)
Skills Deception +12 Knowledge (bur,tech,phys) +19, Knowledge (gl,tact) +14 Use Computer+19 Gather Info+12, Mechanics
+14
Possessions: Heuristic processor, single infrared photo receptor, vocoder, computer interface probe, locked access
66
67
68
Chewbacca
Bonded to Han Solo through the Wookiee Life Debt, Chewbacca
accompanied him on several misadventures. On one such, the
Wookiee was captured and taken to Stars' End, a hidden Corporate
Sector prison, where he was quickly rescued. The years went on as
Chewbacca accompanied Solo on treasure hunts and spice runs. After
Solo won the Millennium Falcon, the first trip was back to Kashyyyk,
where Chewbacca ultimately married Mallatobuck and fathered a son
named Lumpawarrump. Another run was notable because, in the
Millennium Falcon, the two made the Kessel Run in less than twelve
parsecs. The next attempt was less successful, resulting in the
dumping of a spice shipment due to pursuing Imperials. On this same
mission Chewie became reunited with Hronk, who had become an
Imperial slave on Formos. In spite of the fact that Tojjevvuk's father
had called off the feud years ago, Hronk still held a grudge against
Chewbacca. Chewie's attitude towards honor duels had changed,
however, and he ended up saving the Wookiee from captivity, earning
forgiveness from the last holdout of a once hostile clan. Unfortunately,
this was the only thing that went right, as the undelivered shipment
landed Han with a heavy bounty on his head placed by the notorious
Jabba the Hutt, the crime lord who owned the shipment
Chewbacca
Chewbacca (10th level) - SECR 266
Chewbacca (8th level) - CWCG 215
(circa 2 BBY) CL 8;
Medium Wookiee Scout 6 / Scoundrel 2
Destiny 2; Force 5
Init +10; Senses Perception +9 (can reroll, must take second result)
Languages Basic (understand only), Huttese (understand only),
Shyriiwook
--------------------------------------------------------------------Defenses Ref 22 (flat-footed 20), Fort 19, Will 19
hp 84; Threshold 19; extraordinary recuperation
--------------------------------------------------------------------Speed 6 squares
Melee unarmed +9 (1d6+7)
Melee unarmed +11 (1d6+10) with Powerful Charge
Ranged bowcaster +5 (3d10+3)
Base Atk +5; Grp +9
Atk Options Careful Shot, Pin, Point Blank Shot, Powerful Charge, Precise Shot
Special Actions rage once per day
--------------------------------------------------------------------Abilities Str 19, Dex 13, Con 20, Int 12, Wis 10, Cha 10
Talents Acute Senses, Extreme Effort, Jury-rigger, Spacehound
Feats Careful Shot, Martial Arts I, Pin, Point Blank Shot, Powerful Charge, Precise Shot, Shake It Off, Weapon Proficiency
(pistols, rifles, simple weapons), Rapid Shot, Skill Training (Use Computer)
Skills Climb +9 (can take 10 when distracted), Endurance +14, Initiative +10, Mechanics +10 (can reroll when making jury-rigged
repair), Perception +9 (can reroll, must take 2nd result), Persuasion +4 (can reroll intimidate, must take 2nd result), Pilot +10,
Survival +6, Use Computer +10
Possessions bowcaster, bandolier, toolkit, Corporate Sector Security Police Admiral's hat
69
70
Lwyll, Former
Entertainer
Lwyll was a
woman living on Nar
Shaddaa prior to the
Galactic Civil War and
was in love with the
smuggler Roa. Roa
proposed marriage
numerous times and
was continually
rejected unless he
retire from smuggling.
Finally, Roa decided
to retire and Lwyll
agreed to marry him even though everyone
in the Corellian Sector of Nar Shaddaa knew they were in
love. However, Roa answered the call to arms during the
Battle of Nar Shaddaa, in which he flew a ship called the
Lwyll, named in her honor. Following the battle, Roa and
Lwyll traveled to the Corporate Sector.
71
Sonniod, Smuggler
Sonniod was a former smuggler and associate of Han Solo. Sonniod
originally got into the business as a favor for his cousin. At the time, he
traveled various backwater planets, maintaining holoprojectors and
supplying features for a regional chain of holotheaters. Meanwhile, his
cousin operated a small establishment on a planet run by a repressive
religious group, selling chak-root on the side. When her regular smuggler,
Han Solo, quit after nearly being caught, she turned to her cousin for help.
Sonniod spent a few months supplying chak-root for his cousin, and
began to do other smuggling jobs as well. Along the way, he met up with
several other smugglers, including Solo himself. Though the credits were
good, Sonniod soon got tired of being shot at. He changed his focus to
running legitimate cargoes around the border worlds of the Corporate
Sectora safer, but less lucrative career.
In 2 BBY, he helped his old associate Han Solo by bringing a new
holo, Love is Waiting, to his makeshift holotheater on Kamar.
Unfortunately, the Kamarian Badlanders had a religious devotion to Solo's
previous feature (Varn, World of Water). When they rioted, Solo and
Sonniod both had to flee.
Shortly afterward, however, Sonniod had an idea. He brought a new
holoprojector and a copy of Varn, World of Water to Kamar, and began
regular showings. Accepted by the Cult of Varn as a prophet, Sonniod
organized some of the locals to operate the holoprojector and act as
"priests". In return, he took a share of the trade goods the Badlanders left
as offerings.
Sonniod (CL 18)
Medium Human (Scoundrel 5/ Noble 1)
Force Points 8; Destiny 3; Darkside 3
Initiative +6; Senses Perception +4
Languages Basic, Huttese, Rodese,
-------------------------------------------------------------------------Defenses Ref 22 (flat-footed 19), Fort 18, Will 19
hp 50; Threshold 18
-------------------------------------------------------------------------Speed 6 squares
Melee Unarmed +5 (1d6+3)
Ranged Blaster Pistol +7 (3d6+3) with Point Blank Shot
Base Atk +3; Grp +6
-------------------------------------------------------------------------Abilities Str 14, Dex 16, Con 14, Int 13, Wis 12, Cha 14
Talents Art of Concealment, Educated, Illicit Dealings,
Surprise Strike
Feats Dodge, Linguist, Martial Arts I, Point Blank Shot,
Quick Draw, Skill Focus, Vehicular Combat, Weapon
Proficiency (heavy, pistols, simple)
Skills Deception +10, Knowledge (all) +4, Mechanics +9,
Persuasion +15, Pilot +11, Stealth +11, Use Computer +9
Possessions Blaster pistol, datapad, comlink,
holoprojector
72
Rekkon, Scholar
Rekkon was a wellknown scholar from
Roundtree. Rekkon taught at
the University of Kalla on Kalla
VII and was an expert in
organic-inorganic thought
interfaces. He had a nephew
named Tchaka. When Tchaka
disappeared, he founded a
group looking for missing
persons in the Corporate
Sector. After a long search,
his work lead him to the
Corporate Sector Authority
Data Center on Orron III. At the facility, he learned of Stars'
End, a prison complex on Mytus VII. However, he was
killed by Torm Dadeferron, a member of his group who
doubled-crossed him. Han Solo finished Rekkon's work,
destroying Stars' End and freeing the prisoners including
Tchaka.
Rekkon (CL 1)
Old Medium Human nonheroic 4
Force Points 0, Dark Side 0
Init +1; Senses Perception +4
Languages Basic, Binary (understand only), Bab-Neo,
Bab-Prime, CBell-1, Gonkian, Tech, High Galactic.
-------------------------------------------------------------------------Defenses Ref 9 (flat-footed 9), Fort 9, Will 12; Dodge
hp 8; Threshold 9
----------------------------------------------------------------------------Speed 6 squares
Melee unarmed +2 (1d4-1)
Ranged +2 (as weapon)
Base Atk +3; Grp +3
-------------------------------------------------------------------------Abilities Str 8, Dex 8, Con 8, Int 17, Wis 14, Cha 13
Feats Linguist, Skill Foci: Knowledge (Physical Sciences)
& Knowledge (Technology), Skill Training: Knowledge (Life
Sciences), Weapon Proficiency (Simple), Dodge.
Skills Knowledge (Life Sciences) +10, Knowledges
(Physical Sciences & Technology) +15, Mechanics +10,
Persuasion +8, Use Computer +10.
Possessions portable computer, datapad, tool kit.
73
Zlarb, Slaver
Zlarb was a slaver who hired Han Solo and Chewbacca to
transport some Lurrian slaves. He hijacked the Millennium
Falcon when Han Solo refused to take the slaves.
However, Blue Max set off the fire suppression system and
in the ensuing chaos one of the Lurrians shot him with a
disruptor rifle. He died soon after, in the main rear hold.
Wumdi
Wumdi was an Etti Vigo of Black Sun during Prince Xizor's
reign.
Wumdi (CL 12)
Medium, Male Etti Noble 3 /
Scoundrel 4 / Crime Lord 5
Force Points 11; Dark Side
Points 13
Init +12; Senses Perception
+13
Languages Etti, Basic, Old
Tionese, Huttese, Bocce,
Rodian, Devaronian, Aqualish.
-----------------------------------------Defenses Ref 25 (Flat-footed
24), Fort 22, Will 28
hp 56; Threshold 22
-----------------------------------------Speed 6 squares
Melee Knife +10 (1d4+6)
Ranged Silver Plated Blaster Pistol +10 (3d6+6)
Base Atk +8; Grp +8
Attack Options Melee Defense, Point Blank Shot, Precise
Shot, Fool's Luck
Special Actions Point Blank Shot, Precise Shot, Quick
Draw
-------------------------------------------------------------------------Abilities Str 10, Dex 12, Con 10, Int 16, Wis 15, Cha 17
Talents Attract Minion, Connections, Fools Luck, Inspire
Fear I, II, III, Knack, Notorious, Wealth.
Feats Linguist, Melee Defense, Point Blank Shot, Precise
Shot, Skill Foci (Deception, Gather Information, Knowledge
[Bureaucracy], Persuasion), Quick Draw, Weapon Finesse,
Weapon Proficiencies (Pistols and Simple Weapons).
Skills Deception +19, Gather Information +19, Knowledge
(Galactic Lore, Social Sciences, Tactics) +14, Knowledge
(Bureaucracy) +19, Initiative +12, Perception +13,
Persuasion +19, Use Computer +14.
Possessions Knife with Electrograpple Handle, Silver
Plated Heavy Blaster Pistol, Data Pad, Encrypted Comlink,
various personal belongings
74
SHIPS
Official Stats for YV-545 Light Freighter - RECG 69
The Alhambra
Modified Corellian Engineering Corporation YV-545
Transport
CL 10; Colossal Space Transport
Init 5; Senses Perception +5
-------------------------------------------------------------------------Defenses Ref 12 (Flat-Footed 12), Fort 28; +12 Armor
hp 150; DR 15; SR 10; Threshold 78
-------------------------------------------------------------------------Speed 12 squares (Character Scale); 2 squares (Starship
Scale)
Ranged Medium Laser Cannon +2 (see below)
Fighting Space 12x12 or 1 square (Starship Scale); Cover
Total
Base Atk +0; Grp +38
75
CHAPTER 7: CREATURES
Dinko
Official Stats Dinko pack - Dawn of Defiance Episode 9: Sword of the Empire
A dinko was a small reptilian scavenger that was extremely vicious and tenacious. It was also notorious for emitting an
unbearable stench, and for a mildly toxic bite which could paralyze a Human-sized creature with nausea.
Dinkos were native to the planet Proxima Dibal I. They had thin bodies about ten centimeters long, with powerful rear legs, two
front legs with a single claw, and a pair of smaller single-clawed grasping extremities on their chests. Their scent was not used
for defense, but to establish mating dominance. Dinko vision worked by sensing movementaccordingly, they would attack
anything that moved.
Darth Sidious included dinkos in a particularly traumatizing training session with Darth Maul in which Maul was immersed in
a cell full of the clawing, biting creatures. Han Solo once bought a dinko, which he used to distract Ploovo Two-for-One on Etti IV.
Guri, the second-in-command of Black Sun, once used a dinko to distract the bounty hunter Boushh, enabling her to kill him and
take his prisoner. Dinkos were not recommended for use as pets, though some exotic pet stores sold them anyway. Dinkos were
also pitted against each other in the sport of Dinko fighting.
Dinko
Fine Beast 1
Init +7; Senses Perception +5
Defenses Ref 28 (flat-footed 21), Fort 9, Will 11
hp 2; Threshold 8;
Speed 4 squares
Melee +7 bite (1 + poison) (d20 v. Fort. Def., -1 on CT, requires Treat Injury DC 15)
Fighting Space 1 square; Reach 0
Base Attack +0; Grapple -13
Abilities Str 2 Dex 28 Con 6 Int 2 Wis 10 Cha 2
Special Abilities: Bonus Feat (Wpn Finesse)
Poison (persistent condition) (d20 v. Fort Def., -1 on condition track);
Stench (d20 v. Fort Def. or -2 on condition track for 1 round)
Feats Weapon Finesse, Improved Defenses
Skills Initiative +7, Perception +5, Stealth +27
76
Bloodsniffer
Pack animals native to the mountainous and desert
regions of the planet Kamar. Their diet consisted solely of
the blood of other creatures. Though they appeared to be
lizards, bloodsniffers were in actuality mammals. Typical
bloodsniffers fell between one and two meters in length
and had mottled skin, which could serve as camouflage
against the rocky terrain of the Kamarian Badlands.
Bloodsniffers were muscular creatures with four legs
which had extremely sharp claws at the end. After
sneaking up on their prey by using their razor-sharp
senses, bloodsniffers would use these features to their
advantage, tackling it or clawing it into submission. The
bloodsniffer would then use the bony spike at the end of its
tongue to breach the victim's skin and begin the process of
feeding. Only immediate medical assistance would be able
to guarantee the survival of the victim of a bloodsniffer
attack.
The size of a typical pack of bloodsniffers ranged from
two to eight adults plus pups. They were known to be
fiercely protective of their hunting grounds and would battle
other packs of bloodsniffers that
trespassed on their dominion. Oftentimes
these battles would end with the losers
being drained of their blood.
Bloodsniffer - CL 4
Medium beast 5
Init +4; Senses: Perception +8
-------------------------------------------------------Defenses Ref 15 (Flat-Footed 13), Fort
12, Will 11
hp 32; Threshold 12
-------------------------------------------------------Speed 6 squares
Melee Tongue Spur +7 (1d6+3) and
Blood Drain and
Melee 2 Claws +7 (1d4+3)
Base Atk +3; Grp +6
Fighting Space: 1 square Reach: 1
square
-------------------------------------------------------Abilities Str 17, Dex 14, Con 14, Int 4,
Wis 13, Cha 10
Special Abilities: Blood Drain
Feats: Skill Training (Perception),
Weapon Focus (simple)
Skills: Climb +5, Initiative +4, Jump +5,
Perception +8, Stealth +4, Survival +8
-------------------------------------------------------Blood Drain: If a Bloodsniffer deals
damage over a living target's damage
threshold with its tongue spur, the target's
reduction on the condition track is persistent.
77
Howlrunner
The howlrunner was a carnivorous canine that roamed the
plains of Kamar. Its distinctive feature was the Human-like
skull it sported on its face, however this was just a cartilage
and bone layer that covered the flesh. Menacing in
appearance, its howl was worse, lending to its name. It
scared herds of prey into confusion for easier hunting on
the howlrunner's behalf. Its name was given to a starfighter
used by the Galactic Empire. Sharad Hett earned the
nickname "Howlrunner" due to his dedication and bravery.
Howlrunner (CL9)
Medium Desert Predator 10
Init +14; Senses Perception +12, Low Light Vision
-------------------------------------------------------------------------Defenses Ref 16 (Flat-Footed 15), Fort +12, Will +12
hp 71 Threshold 18
-------------------------------------------------------------------------Speed 8 squares
Melee Bite +8 (1d6 +7)
Melee Claws +8 (1d4 +7)
Base Atk +6; Grp +10.
Fighting Space 1 square
Attack Options Pounce,
Hamstring +2d6 dam
-------------------------------------------------------------------------Abilities Str 14, Dex 19, Con 15, Int 2, Wis 15, Cha 12
Talents May reroll Survival Checks made to endure heat,
keeping the better result.
Feats Combat Reflexes, Pin, Skill Training (Endurance),
Accelerated Strike (KotORCG 32)*
Skills Initiative +14, Perception +12, Stealth +13,
Endurance +12
-------------------------------------------------------------------------Pounce If a Howlrunner charges a foe, he can make still
a full attack.
Hamstring - A Howlrunner deals +2d6 points of damage
with its natural weapons against a flat-footed opponent.
Condition track loss from this wound is considered
persistent due to tendon or muscle damage.
*Once per encounter, make a full attack -- such as
attacking with all natural weapons -- as a Standard Action.
78
79
Bonadan
Bonadan was chief port world of the Corporate Sector and the primary world in the Bonadan system. It was a strip-mined
planet at the end of the Hydian Way. Bonadan Heavy Industries was presumably located there. This densely populated planet
housed many exotic species from around the galaxy. Bonadanians found off-world are either from wealthy corporate families or
those that have escaped the life of corporate servitude. Its yellow, parched surface was heavily eroded, and its topsoil had been
destroyed due to constant drilling and construction. The remaining surface was covered with factories, refineries, docks, and
shipbuilding facilities in ten spaceports, the largest being Bonadan Spaceport Southeast II. A massive weather-control station lay
in the mountains to the north of the main cities; they were used to generate sweeper storms that cleaned the polluted air.
Weapons were banned on Bonadan, and being caught by one of the omnipresent weapons detectors was grounds for immediate
arrest. Newcomers were thoroughly scanned before landing. From space, Bonadan was a yellow sphere covered with rust-red
strips. It looked barren and parched, for whatever plant life not killed deliberately died due to careless mining operations,
abundant pollutants, and simple neglect.
The Bonadanian tortapo was one of the last surviving fauna on this planet. The once-beautiful landscape was scorched and
barren from years of strip-mining, pollution, and mismanagement. In the early years of the Galactic Civil War, Bonadan was
under the control of the Galactic Empire. The Imperials then set up a supply commerce consisting of several cargo containers
being readied for shipment by CT-11 space tugs. Two BFF-1 bulk freighters, Deddite and Banthar were to pick up the cargo and
deliver them to the Imperial fleet. However two Y-wings arrived and destroyed the
containers and the two freighters before the Imperial Nebulon-B escort frigate
Enforcer could arrive. Despite a claim of neutrality during the Yuuzhan Vong
Invasion, representatives of the Corporate Sector were bought off by the alien
invaders. The Bonadan Cough was a contagious virus that originated from
Bonadan and caused the sufferer to have a hoarse cough and deep fatigue.
Bonadan
System: Bonadan system
Terrain: Eroded wastes, industrial centers
Species: Humans, Duros, other non-human
Climate: Polluted
Language: Basic
Population: 12 billion
Points of Interest: Spaceport Southeast II
80
Duroon
Duroon was a planet governed by the Corporate Sector Authority and was located well within "steer clear territory". As such
the Sector Police did not take well to the smuggler's illegal activities in the system.
The planet held a single major Corporate Sector Authority military base. Captain Solo attempted to evade the Authority's
sensors by flying over a huge, active volcanic fissure located on the opposite side of the planet. Solo also made use of the
planet's mountainous terrain to escape when pursued by a heavily-armed CSA warship. Duroon was also home to lush jungles,
full of twenty-meter high plants that resembled ferns. Duroon had three moons.
This warm and foggy planet had no native sentient life, but it did contain an atmosphere suitable for most humanoid species
and was home to a diverse array of exotic native creatures. According to the recollections of Captain Solo, these included
strange "lacy white things" that resembled "flying dollies" and "swam through the air with ripples of their thin bodies." He also
reported sighting a small, green, spheroid creature that navigated its way through the jungle by bouncing on its smooth form,
extruding an eye-bump when needing to view its surrounding.
Duroon
System: Duroon
Moons: 3
Terrain: Jungle
Species: Ball Creature, Human
Climate: Temperate
Atmosphere: Breathable (Type 1)
Language: Basic
Population:
Points of Interest: Volcanic Crevasse, CSA Base.
81
Ession
Ession was a planet in the Corporate Sector, located
at the nexus of the Shaltin Tunnels and Lucaya Cross
hyperlanes. It was settled in 3,993 BBY. An industrial
manufacturing center, it was the headquarters of Pakkerd
Light Transport, formerly a division of Sienar Fleet
Systems. The fourth planet in the Lucaya system, Ession
was settled some 4,000 years before the Battle of Endor.
Since that time, it evolved into a major center of industrial
manufacturing, and managed to remain neutral during the
Galactic Civil War. The warlord Zsinj had built the Pakkerd
Light Transport Company on the planet, building TIE
Fighters for use in his war machine, and sent the Night
Callerunder the control of Wraith Squadronto protect
the Implacable while it received the first shipment of new
starfighters. However, the New Republic managed to get
three squadrons of X-wings to the planet aboard the Blood
Nest, and was able to knock out the Pakkerd plant before
82
Etti IV
Etti IV was the capital of the Corporate Sector and a
hot, stormy and dense world. The planet was settled by the
Etti, a blue-skinned race of Near-Humans who left the Core
Worlds circa 20,000 BBY to escape persecution. The world
was a crossroads for several major trading routes, and was
hospitable to most Human and humanoid races, making it
a logical center for Authority administration. The planet was
the headquarters of Cybot Galactica. In 321 BBY, an
embezzlement scandal resulted in twelve Cybot Galactica
executives being imprisoned on the penal colony of Ord
Cestus. In 2 BBY, crime boss Ploovo Two-for-One was
operating on Etti IV. An attempt by him to double-cross
Han Solo resulted in a major panic throughout Mondder's
spaceport district, however Solo was able to escape with
the Millennium Falcon which was being held in Docking
Bay 45. The Rakririan Sabodor ran a famous pet shop,
Sabodor's, on Etti IV, offering rare animals to the wealthy.
Etti IV
Region: Tingle Arm / Corporate Sector / Etti System
Climate: Temperate
Terrain: Plains, shallow saline seas
Gravity: Standard
Moons: 1
Length of Day: standard
Length of Year: standard
Sapient Species: 77% Etti, 17% Humans, 5% Rakririan,
1% other species
Government: Corporate Sector Alliance
Capital: Mondder
Major Exports: Industrial goods.
Major Imports: Credits.
Languages: Ettian, Basic
83
Kalla VII
Kalla VII was a planet in the Corporate Sector. It was
the location of the University of Kalla, an Imperial base,
and the headquarters of Unlimited Horizons, Inc.. Natives
included Evir Derricote.
During Operation Skyhook, while the Rebel Alliance
was looking for the location of the first Death Star, Alliance
Intelligence discovered that Imperial ships were using the
base for supplies and repairs on their way to the Death
Star. General Jan Dodonna proposed that if the base was
destroyed, any passing ships heading for the Death Star
would be stranded there, leaving them open to capture.
According to this, Keyan Farlander led three X-wings
from Red Squadron to destroy the base. The mission was
successful as the Rebels destroyed all supply containers,
84
Mytus VII
Mytus VII is at the far edge of the Corporate Sector.
The planet has no atmosphere, and is home to a top secret
prison complex known as Stars' End. This is the destination
for political dissidents and other criminals that the
Corporate Sector Authority has deemed sufficient nuisance
to the Corporate Sector Authority.
Stars' End is a state-of-the-art prison complex,
consisting of a main tower rising above the main support
buildings, which are then surrounded by turbolaser
emplacements. The Tower is made of a single piece of
molecularly bonded armor said to be indestructible. In
addition, the Tower is protected by a massive anticoncussion field. The Prisoners were stored in stasis
booths, frozen until needed for interrogation or execution.
The prison complex is run by Viceprex Hirken, who
had a garden and amphitheater built into the top levels of
the Tower. The amphitheater was host to Hirken's droid
gladiator games.
Terrain: Barren
Atmosphere: None.
Gravity: Negligible
Species: Humans
Languages: Basic
Points of Interest: Stars' End Prison
85
Orron III
Orron III was an agricultural world located in the Orron system, in the Corporate Sector. An Authority Data Center was located
there. Incoming traffic was restricted to drone barges for transporting crops and Authority fleet vessels. Orron III had three
moons. On their attempt to rescue Klaus Vandangante from Stars' End, Han Solo and Chewbacca, after hiding the Millennium
Falcon onboard a food barge they made an attempt to infiltrate an Authority Data Center on Orron III to get the prison's
coordinates. Then Han and Chewbacca met up with a group led by Rekkon seeking to free family members from the prison. The
attempt went badly and resulted in Chewbacca being captured and sent to the Corporate Sector Authority's prison. Near the
completion of the first Death Star, when the Alliance captured Toral, Intelligence examined documents found in its memory and
discovered that a weapon convoy was to be found near the planet. Tone, Uhuru and Hyko was gathered there when the forces
showed up; the convoy was destroyed by Y-wings from Red Squadron and Gold Squadron and X-wings from the Blue Squadron.
Communications Satellites were stolen by the BFF-1 bulk freighter Phoenix from that base.
Orron III
System: Orron
Terrain: Mountains, plains and lakes
Species: Human
Climate: Temperate
Atmosphere: Type 1 (breathable)
Language: Basic
Population: 900 million
Points of Interest: Imperial Data Center
Capital City: Hudson City
86
Saffalore
Saffalore was a planet in the Corporate Sector, at one end of the Lucaya Cross. It was one of the Sector's most recent
boomworlds. It remained neutral in the Galactic Civil War. Saffalore's surface was largely covered by hard, uncultivated ground
with sickly green grass, hills, and forests. The headquarters of Binring Biomedical Product, a front organization sponsored by
Warlord Zsinj, was located on Saffalore, though Binring's loyalty to the Galactic Empire did not sway the planetary government to
support the New Order. Other successful corporations with impressive stock performance were also headquartered there.
System: Saffalore system
Terrain: Hills, Forests
Species: Humans
Climate: Temperate
Atmosphere: Temperate
Language: Basic
Population: 1.2 billion
Points of Interest: Binring Biomedical Product Headquarters
Capital City: Lurark
87
INDEX
Ammuud, 79
Anticoncussion Fields, 16
Atuarre, 55
Authority X-10 Groundcruiser, 43
Baron Orman Tagge, 31
Biodegradable Binders, 16
Bloodsniffer, 77
Blue Max, 65
Blue Max, 66
Bollux (A/K/A Zollux), 67
Bonadan, 80
Chewbacca, 69
Commodore Jona Grumby, 38
CSA Personalities, 30
CSA Personnel, 28
Darsie Vundt, 39
Dart Shooter, 15
Dimel-Class Assault Ship, 49
Dinko, 76
Doc Klaus Vandangante, 64
Docs Starship Mod Ring, 62
Dr. Oskar Jyng, 39
Duroon, 81
Espo Armor, 41
Espo Grenade Mortar, 41
Espo Gx12 Hovervan, 44
Espo Heavy Repeating Blaster, 41
Espo Officer, 29
Espo Picket Fleet Officer, 29
Espo Sound Pistol, 41
Espo Sound Rifle, 41
Espo Trooper Sergeant, 28
Espo Walker 101, 43
Espo Walker 91, 42
Ession, 82
Etti Iv, 83
Etti Light Cruiser, 48
Fex-Ex:, 15
Fex-M3 Nerve Toxin:, 15
Fiolla, 33
Flame Carbine, 14
Flame Rifle, 14
Flechette Launchers, 14
Fosh, 7
Gallandro, 30
Gocorp/Utilitech Robo-Hack, 20
Golan Arms FCII, 14
Gravsled, 21
Han Solo (Prior To Episode Iv), 68
Heavy Espo Trooper, 28
Hover Chair:, 16
Howlrunner, 78
Ido Glayyd, 36
Invincible-Class Dreadnaught, 50
Ird Pilot, 29
Jx40 Jailspeeder, 45
Kalla Vii, 84
Kamarian, 8
Keeheen, 56
Lafrarian, 9
Lurrian, 9
Lwyll, Former Entertainer, 71
Magg, Human Slaver, 73
Mark X Executioner Droid, 18
Mark X Executioner Droid, Elite, 18
Mobquet A-1 Deluxe Floater, 21
Mobquet Corona speeder, 23
Mobquet Wandering Flyer 191, 24
Mor Ewwen Glayyd, 36
Mytus Vii, 85
Neera Opatjji-Hirken, 35
Odumin A.K.A "Spray", 37
Orron Iii, 86
Pakka, 57
Pho Ph'eahian, 10
Ploovo Two-For-One, 60
Ploovo's Body Guards (Cl4), 61
Ploovo's Criminal Syndicate, 59
Rakririan, 10
Redthorn-Class Scout, 25
Rekkon, Scholar, 73
Rin Assid Bulk Hauler, 25
Riot Shield, 15
Roa, Businessman And Legendary
Smuggler, 70
Saffalore, 87
Salus Df-D1 Flechette Launcher, 15
Sam Waurie, Csa Drudge, 40
Security Police Deputy (Espo-D), 28
Sljee, 11
Sonniod, Smuggler, 71
Sonniod, Smuggler, 72
Sorosuub Wlz 101, 23
Strikebreaker Riot Control, 45
Sx20 Patrol Skimmer, 44
Taggeco Air-2 Racing Swoop, 22
Taggeco Cargohopper 102, 22
Taggeco L8-L9 Battle Droid, 19
The Alhambra, 75
The Lady of Mindor, 51
Tholcorp Neuronic Whip, 14
Tis Zeta 19, 47
Tiss'shar, 11
Torm, Espo Informer, 39
Trianii, 12
Trianii Ranger, 54
Trianii Ranger Squad, 54
Trianni Rx4 Patrol Ship, 58
88
Tynnan, 13
Ubrikkian Zisparanza speeder, 23
Ulig Abaha Ltd. #2 Warpod, 46
Unidentified Amorphous Spcs., 13
Uul-Rha-Shan, 32
Vehicle Flamer, 14
Viceprex Mirkovig Hirken, 34
Viceprex Riga Lanchenzoor, 35
Wardroid Of Xim, 17
Wumdi, 74
Zlarb, Slaver, 74
Zzip Defense Concepts K-222, 24