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Han Solo and the Corporate Sector

Saga Edition Sourcebook

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

zZip Defense Concepts K-222 ............................................................................................................................................... 24


STARFIGHTERS........................................................................................................................................................................ 25
Redthorn-class scout ............................................................................................................................................................. 25
SPACE TRANSPORTS.............................................................................................................................................................. 25
Rin Assid Bulk Hauler ............................................................................................................................................................ 25
CHAPTER 4: THE CORPORATE SECTOR AUTHORITY (CSA) ................................................................................................. 26
CSA PERSONNEL ..................................................................................................................................................................... 28
Security Police Deputy (Espo-D)............................................................................................................................................ 28
Heavy Espo Trooper .............................................................................................................................................................. 28
Espo Trooper Sergeant.......................................................................................................................................................... 28
IRD Pilot ................................................................................................................................................................................. 29
Espo Officer ........................................................................................................................................................................... 29
Espo Picket Fleet Officer........................................................................................................................................................ 29
CSA PERSONALITIES............................................................................................................................................................... 30
Gallandro................................................................................................................................................................................ 30
Baron Orman Tagge .............................................................................................................................................................. 31
Uul-Rha-Shan ........................................................................................................................................................................ 32
Fiolla....................................................................................................................................................................................... 33
Viceprex Mirkovig Hirken, CSA Executive ............................................................................................................................. 34
Neera Opatjji-Hirken............................................................................................................................................................... 35
Viceprex Riga Lanchenzoor, CSA Executive ......................................................................................................................... 35
Mor Ewwen Glayyd ................................................................................................................................................................ 36
Ido Glayyd .............................................................................................................................................................................. 36
Odumin a.k.a "Spray"............................................................................................................................................................. 37
Commodore Jona Grumby..................................................................................................................................................... 38
Darsie Vundt, OMM Programmer........................................................................................................................................... 39
Dr. Oskar Jyng, Authority Researcher ................................................................................................................................... 39
Torm, Espo Informer .............................................................................................................................................................. 39
Sam Waurie, CSA Drudge ..................................................................................................................................................... 40
EQUIPMENT .............................................................................................................................................................................. 41
Espo Sound Pistol.................................................................................................................................................................. 41
Espo Sound Rifle ................................................................................................................................................................... 41
Espo Heavy Repeating blaster............................................................................................................................................... 41
Espo Grenade Mortar............................................................................................................................................................. 41
Espo Armor ............................................................................................................................................................................ 41
VEHICLES.................................................................................................................................................................................. 42
Espo Walker 91...................................................................................................................................................................... 42
Espo Walker 101.................................................................................................................................................................... 43
Authority X-10 Groundcruiser................................................................................................................................................. 43
SX20 Patrol Skimmer............................................................................................................................................................. 44
Espo GX12 Hovervan ............................................................................................................................................................ 44
JX40 Jailspeeder, Mobile Detention Wagon .......................................................................................................................... 45
Strikebreaker Riot Control Vehicle ......................................................................................................................................... 45
STARSHIPS ............................................................................................................................................................................... 46
Ulig Abaha Ltd. #2 Warpod .................................................................................................................................................... 46
TIS Zeta 19 ............................................................................................................................................................................ 47
Etti Light Cruiser..................................................................................................................................................................... 48
Dimel-class assault ship......................................................................................................................................................... 49
Invincible-class Dreadnaught ................................................................................................................................................. 50
The Lady of Mindor ................................................................................................................................................................ 51
CHAPTER 5: THE TRIANII RANGERS ......................................................................................................................................... 52
ORGANIZATION ............................................................................................................................................................................. 52
PERSONNEL ............................................................................................................................................................................. 54
Trianii Ranger......................................................................................................................................................................... 54

Trianii Ranger Squad ............................................................................................................................................................. 54


PERSONALITIES....................................................................................................................................................................... 55
Atuarre ................................................................................................................................................................................... 55
Keeheen ................................................................................................................................................................................ 56
Pakka ..................................................................................................................................................................................... 57
STARSHIPS ............................................................................................................................................................................... 58
Trianni RX4 Patrol Ship.......................................................................................................................................................... 58
CHAPTER 6: THE FRINGE............................................................................................................................................................ 59
PLOOVO'S CRIMINAL SYNDICATE.......................................................................................................................................... 59
Ploovo Two-for-One ............................................................................................................................................................... 60
Ploovo's Body Guards (CL4).................................................................................................................................................. 61
DOCS STARSHIP MOD RING................................................................................................................................................... 62
PERSONALITIES....................................................................................................................................................................... 64
"Doc" Klaus Vandangante...................................................................................................................................................... 64
Blue Max ................................................................................................................................................................................ 66
Bollux (a/k/a Zollux)................................................................................................................................................................ 67
Han Solo (prior to Episode IV) ............................................................................................................................................... 68
Chewbacca ............................................................................................................................................................................ 69
Roa, Businessman and Legendary Smuggler........................................................................................................................ 70
Lwyll, Former Entertainer ....................................................................................................................................................... 71
Sonniod, Smuggler ................................................................................................................................................................ 71
Sonniod, Smuggler ................................................................................................................................................................ 72
Rekkon, Scholar..................................................................................................................................................................... 73
Magg, Human Slaver ............................................................................................................................................................. 73
Zlarb, Slaver........................................................................................................................................................................... 74
Wumdi .................................................................................................................................................................................... 74
SHIPS......................................................................................................................................................................................... 75
The Alhambra.........................................................................................................................................................75
CHAPTER 7: CREATURES ........................................................................................................................................................... 76
Dinko ...................................................................................................................................................................................... 76
Bloodsniffer ............................................................................................................................................................................ 77
Howlrunner............................................................................................................................................................................. 78
CHAPTER 8: CORPORATE SECTOR GAZETTEER.................................................................................................................... 79
AMMUUD ...................................................................................................................................................................................... 79
BONADAN ..................................................................................................................................................................................... 80
DUROON ...................................................................................................................................................................................... 81
ESSION ........................................................................................................................................................................................ 81
ESSION ........................................................................................................................................................................................ 82
ETTI IV......................................................................................................................................................................................... 83
KALLA VII..................................................................................................................................................................................... 84
MYTUS VII.................................................................................................................................................................................... 85
ORRON III .................................................................................................................................................................................... 86
SAFFALORE .................................................................................................................................................................................. 87
INDEX............................................................................................................................................................................................. 88

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

Editor and Contributor


Dan Luke Lowbrow Pomeroy
Fan Contributors
Doug "Jindy" Bragg
Rob "RobShanti" Petrone
"DarthNizzy"
"Bluv"
Brian "Stayker" Wilson
JC "Isirga Eth" Alvarez
"The_Narrator"
Jay "johnnyputrid" Main
Matt "ORC_Tao" Lee
Anthony "Graybacca" Saracino
"IndianaJones34"
Stephen "Darth_Scorpion" Milner
Wookieepedia Authors

Han Solo and the Corporate Sector Sourcebook


by
Michael Allen Horne
Bill Smith
Tim Eldred
Allen Nunis
Mike Vilardi
Special Thanks
Lucasfilm
Wizards of the Coast
Rodney Thompson
GM Dave and GM Chris of the Order 66 Podcast

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
sale, and are designed and presented for the private use of parties using Star Wars: The Roleplaying Game. Use of material releases author of any and all
liability concerning any challenge to LucasFilm, Ltd., and their copyrights where concerned, as a result of any action of a viewer/user of the material. Any files
owned by the contributors found on other locations on the internet or in print without permission/knowledge of the contributors is considered (by law) copyright
infringement, and those responsible will be pursued as per the maximum extent of the laws of the United States of America, and/or International Copyright laws,
including (but not restricted to) the Berne Convention, the Universal Copyright Conventions, and the Uruguay Round Agreement (WTO). Where not covered in
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copyright, thus removing all material contained on the internet from "public domain.

CHAPTER 1: SPECIES
FOSH

[See Galaxy of Intrigue for official


statistics.]
The Fosh are a sentient avian
species from an unknown world,
possibly hailing from the Corporate
Sector. Their delicate arms end in
four-fingered, talon-like hands that
apparently evolved over tens of
thousands of years from wings. Due
to the frail nature of their bodies,
Fosh shy away from conflict and
confrontation, though they are known
to defend themselves if necessary. In
combat, Fosh reflexively guard their
necks, which are thin and particularly
vulnerable. They are agile creatures,
however, with leg joints able to bend
backwards, and flay-toed feet useful for jumping. The Foshs
elongated face ends in a beak-like mouth, around which tufts of
soft whiskers grow. The Foshs head is capped with two twisting
antennae, the use of which remains unknown, and a skull ridge
adorned with feathers that shift color depending on the Fosh's
mood: green indicating inquisitiveness, thoughtfulness or
amusement; orange indicating happiness; and gray indicating
anger, disgust, irritation or seriousness. Female Fosh have
lachrymal glands that enable them to alter their tears to produce a
variety of pheromonal substances that affect males during mating.
The Fosh are very private, preferring to remain unnoticed by the
larger galaxy. They are, however, adept at political intrigue, and,
culturally, are as manipulative a species as the Bothans, but
much more devious. Many Fosh look upon other species as
inferior, sometimes even as toys for their own amusement. Fosh
tend to speak indirectly to others, rarely revealing their true
desires, and are fond of riddles and analogies designed to
confuse and confound. The Fosh are highly self-serving and selfinterested, and are only generous when it suits them.

Note: Fosh are supposedly extinct, and GM discretion is


suggested when allowing them as a PC species.
Fosh Species
Ability Modifiers: -2 Str, -2 Con, +2 Int, +2 Wis. Fosh are
physically and physiologically weak, but they are more intelligent
and perceptive than other species.
Medium Size: As Medium creatures, Fosh have no special
bonuses or penalties due to their size.
Speed: Fosh base speed is 6 squares.
Conditional Bonus Feat: Fosh are naturally adept at convincing
others to do their bidding and believing their view points. A Fosh
with Persuasion as a trained skill gains Skill Focus (Persuasion)
as a bonus feat.
Deceptive: Fosh are incredibly deceptive, always creating plots
within plots even for simple goals, thus making it difficult to
determine their motives. Deception is always considered a classskill for Fosh.
Expert Jumper: Fosh are natural jumpers due to their reverse
articulated legs. Fosh may choose to reroll any Jump check, but
the result of the reroll must be accepted even if it worse.
Automatic Languages: Fosh

Appearances and Examples: The Jedi Knight Vergere appeared


in many novels, including Rogue Planet and many of the New
Jedi Order novels.
Ability Modifiers: Str -2 (females only), Dex +2, Con 2
Conditional Bonus Feats: A fosh trained in Acrobatics, Deception
and/or Persuasion gains Skill Focus in these skills as a bonus
feat.
Tears: A female fosh may use its tears as an ingredient to make
chemical concoctions. By succeeding on a Knowledge (physical
sciences) or Knowledge (life sciences) check (DC 25), the tears of
a female fosh may be transformed into a variety of chemical
products, including poison (attack 1d20 vs Fort, damage 1d6 plus
1 step down on the Condition Track) or healing liquids (granting a
+5 bonus on Treat Injury checks). A female fosh may weep
enough tears to make a single chemical dose once per day.
Size: Small (+1 to Reflex Defense, +5 on Stealth checks, 5 on
Grapple checks, reduced carrying capacity and damage)
Speed: 4 squares.
Language: Fosh & Basic

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

LAFRARIAN SPECIES TRAITS


Ability Modifiers: +2 DEX, -2 STR
Expert Climbers: A Lafrarian may choose to take 10
on Climb checks even when distracted or threatened.
Bird's Eye: A Lafrarian may reroll sight-based Perception
checks but must accept the result of the reroll even if it is
worse.
Conditional Bonus Feat: A Lafrarian trained in Pilot
receives Skill Focus (Pilot) as a Bonus Feat.
Size: Medium
Speed: 6 squares.
Languages: Lafrarian, 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.

prerequisites). All the benefits of these feats are lost if the


Character ever loses more than one limb.
Insulating fur: Members of this species gain a +2 bonus to
their Fortitude defense vs natural cold.
Automatic Languages: Ph'eahese, Basic
RAKRIRIAN
The Rakririans were sentient arthropods indigenous to
the planet Rakrir. They were
an insectoid species with
tubular, segmented bodies
from 1.8 to 3.6 meters long,
sporting five pairs of limbs
spaced along their central
body segment. Upon their
heads were stalk-mounted
eyes that moved
incessantly, a tiny mouth
and notable olfactory
cluster. A cantilevered vocal
organ was located in the
middle of their midsection.
While Rakririans typically
stood upright on the last two
sets of limbs, they were able
to run on all five sets if
necessary. Rakririans did
not wear any clothes, although some wore bracelets for
personal ornamentation.
The Rakririan homeworld was the planet Rakrir,
sometimes alternatively known as Ballikite. Rakririans
developed into highly refined and cultured beings, seen by
some as excessively finicky and meticulous. As a result of
this, few ever left their homeworld, failing to find sufficiently
sophisticated locations in the wider galaxy. Those that did
tended to either be extremely wealthy, or work for the
extremely wealthy in the service industries. A common
Rakririan export to the galaxy was their Burnout Sauce.
Extremely spicy, most sentients used it only in trace
quantities to avoid potential side effects, such as burns to
the mouth and throat.
RAKRIRIAN SPECIES TRAITS
Ability Modifiers: -2 DEX, +2 CON
Multilegged: A Rakririan may take 10 on any Climb
check even when distracted or threatened, and gains a +2
bonus on checks made to avoid being tripped or Bantha
Rushed.
Active Sensory Organs: A Rakririan may reroll any
Perception check, but must accept the second roll even if it
is worse.
Size: Large (1 to Reflex Defense, 5 on Stealth
checks, +5 on Grapple checks, +5 to Damage Threshold,
increased carrying capacity and damage)
Speed: 8 squares.
Languages: Rakririan, Basic

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.

SLJEE SPECIES TRAITS:


Ability Modifiers: -2 Str, -4 Dex, +2 Int, +4 Wis.
Blindness: The Sljee are blind and rely on scent and
hearing to interact with their environment. Away from their
homeworld, they can be overwhelmed by the strange
smells of alien beings. When encountering a new alien
species for the first time, a Sljee suffers a -5 penalty on all
Perception checks. Thereafter, a successful DC 15
Perception check eliminates the penalty regarding that
alien species.
Scent: Sljees can identify familiar odors just as
Humans recognize familiar sights. Sljees can detect other
beings within 100 meters by sense of smell.
Flailing Tentacular Attack -- A Sljee may reroll a
single unarmed melee attack with his tentacles per round,
but must keep the re-roll even if it is worse.
Stable: A Sljee has a +5 stability bonus to resist
attempts to knock it prone.
Speed: 4 squares.
Size: Small.
Automatic Language: Sljee. Sljee characters do not
automatically speak Basic.

TISS'SHAR SPECIES TRAITS:


Ability Modifiers: +2 INT, +2 STR, -2 WIS, -2 CHA
Size: Medium
Speed: 6 squares
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.
Conditional Bonus Feat: A Tiss'shar trained in
Knowledge (Bureaucracy) receives the Skill Focus feat for
that skill.
Automatic Languages: Tiss'shar, Basic

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.

promise of jobs and a better life.


Instead, they found themselves
treated like slaves by the
settlers of Duroon.
SPECIES TRAITS
Ability Modifiers: Dex +2,
Int -2
Malleable: Members of
this species have a boneless
structure which allows them to
squeeze through very small
openings. They can pass
through any opening equivalent
to 15 square centimeters or any
variant thereof (28 cm x 3 cm,
20 cm x 10 cm, etc.). Moving
this way can be performed only
at half normal speed, and if attacked while squeezing
through a small opening, they cannot use its Dexterity
bonus to Defense.
Extra limbs: Members of this species can form an
extra manipulative limb (akin to an arm) or ambulatory limb
(akin to a leg) with a full-round action. A member of this
species may form a maximum number of extra limbs (i.e.,
over and above the standard two-arms-and-two-legs
formation) equal to his Dexterity modifier. In other words, a
member of this species with a Dexterity of 16 has a +3
dexterity modifier, and can therefore form three extra limbs,
be they two extra manipulative limbs and one extra
ambulatory limb, or vice versa, or three extra manipulative
limbs, or three extra ambulatory limbs. Once a member of
this species forms his first extra manipulative limb (for a
total of three "arms"), he gains a +2 species bonus on grab
checks. If the character has Martial Arts I, he also gains
Dual Weapon Mastery I as a bonus feat. Once a second
extra manipulative limb is formed (for a total of four or more
"arms"), the character also gains the Pin feat (assuming all
prerequisites for the feat are met). He also gains Dual
Weapon Mastery I and Skill Focus (Climb) as conditional
bonus feats (again assuming all corresponding
prerequisites are met). Once a member of this species
forms his first extra ambulatory limb (for a total of three or
more "legs"), he gains a +5 stability bonus to resist being
knocked prone. All the benefits of these feats disappear
once the character reabsorbs the limbs back into his body.
The reabsorbtion of all limbs occurs naturally when the
character sleeps or is rendered unconscious.
Size: Medium
Speed: 6 squares walking, 8 squares bouncing
(bouncing requires reabsorbtion of limbs).
Languages: native language (basic is not acquired for
free)

TYNNAN SPECIES TRAITS:


Ability Modifiers: +2 DEX, -2 WIS
Poor eyesight: A Tynnan receives a 2 penalty on
Perception checks requiring sight.
Insulating Fur: Tynnan receive a +5 species bonus to
Fortitude Defense to resist the effects of extreme cold.
Expert swimmer: A Tynnan may take 10 on any
Swim checks, even when rushed or threatened, and may
reroll any Swim check, but must keep the second check
result.
Size: Medium
Speed: 6 squares
Languages: Basic, Tynnan

UNIDENTIFIED AMORPHOUS SPECIES


This downy, green-skinned, protean species had ballshaped bodies that ambulated by bouncing, and that
sported large, pouchy mouths. Members of this species
could extrude from their globular torso a telescoping
eyebump; stubby, multi-jointed legs; and short, multijointed arms ending in three-fingered hands. The species'
economically deprived homeworld was geographically
similar to the lush jungle-world of Duroon, to which many
members of this species were brought by settlers with the

13

CHAPTER 2: EQUIPMENT AND DROIDS


MELEE WEAPONS

Weight: 4 kg
Weapon Type: Rifle
Damage Type: Fire
Availability: Licensed

Official Stats for Stun Baton - SECR 124


TholCorp Neuronic Whip
Official Stats Neuronic Whip - FUCG 200
Small, Exotic Weapon (Whip)
A whip has a reach of 2 squares. Instead of dealing
damage with a whip, a wielder may use it to pin or trip the
target (See Grapple, page 153) as though he was using the
Pin or Trip feat. A successful Pin or Trip causes 1d4
damage (or 2d4 stun damage), but does not add the
characters Strength or heroic bonus. The wielder must be
proficient with the whip, but doesnt need to have the Pin or
Trip feat to use this feature of the weapon. A whip may also
be used to disarm an opponent, and grants a +2 equipment
bonus on attempts to disarm. See Arms and Equipment
Guide page 29 for full description.
Weapon: Tholcorp Neuronic Whip
Cost 700
Damage 1d4
Stun 2d4
Weight: 1.8 Kg
Weapon Type: Melee
Damage Type: Slashing
Availability: Illegal

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

Golan Arms FCII Flechette Launcher


This Four-barreled Flechette Launcher, shoulder-fired
weapon, that can launch both anti-personnel and antivehicle Flechette's. The canisters are launched 6 squares
before launching its contents of razor-sharp micro darts in
a 6 sq. cone.
Cost 2,000
Exotic Ranged
Range: Hvy Weapon (inaccurate)
Damage 3d8 (anti-personnel) or 6d8 (anti-vehicle), 2 sq.
splash
Auto/Single - Single
Special: 6 shots before needing to be reloaded. Canisters
(200 credits each for anti-personnel; 300 credits each for
anti-vehicle) require 1 full round to load.
Availability: Illegal/Military
Size: Large
Weight: 20kg
Type: Slashing

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

Salus DF-D1 Flechette Launcher


Exotic Ranged Weapon
Size: Medium (rifle)
Cost 1,200
Damage 4d6, 2 sq. splash
Range Rifle (inaccurate)
Availability: Illegal.
Type: Slashing
Weight 4.5kg
Special: Fires 6 shots before needing to be reloaded (600
credits for 6-shot clip).
This is a slimmed down version of the F11. With only 2
barrels instead of four, it can be used as a rifle. The Salus
was eventually dropped from production due to its
inaccuracy at longer ranges. Double the range penalty
beyond Point Blank Range.

Fex-M3 Nerve Toxin:


FEX-M3 was a nerve toxin used extensively by bounty
hunters and members of the Assassin's Guild. Usually
delivered as the coating on a poison dart, this toxin could
kill a target silently in less than 10 seconds, by causing the
brain to release its stored energy, thus boiling the target's
brain. Boba Fett used darts laced with this substance on
his knee pad dart launchers. The Imperial military used it
with the CSPL-12 projectile launcher.
Upon injection into a living being, the Nerve Toxin
makes an attack (d20+10 v. Fort Defense), success and
the target is reduced -3 steps on the CT; Failure and -1
step on the Condition Track. The nerve toxin makes an
attack each round until the victim his treated for injury (DC
30). If the nerve toxin moves a target to the bottom of the
condition track, the target is dead.
Cost: 1000 credits / dose.
Availability: Illegal.

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

Emplacement Points: (small) 3, (med.) 4, or (large) 5


Prerequisite: Auxiliary Generator (small) +2, (med.) +4 or
(large) +6.
Availability: Restricted
Size Restriction: Colossal (frigate) or larger
Cost: The same as the cost of the Shields installed.
Benefit: (small) Increase SR v. collisions by .5 or (med.)
increase SR v. collisions by .75 or (large) increase SR v.
collisions by 1.0.
Example: A small Anti-concussion field will take SR 30 and
turn it into SR 45 v. collisions. Medium Anti-concussion
fields with SR 30 have SR 52 v. collisions. Larger Anticoncussion fields with SR 30 have SR 60 against
collisions.
Biodegradable Binders
Cost: 75 credits
These binders differ from normal binders only in that
they have a one way clasp. Once closed, they remain
closed for 36 hours, and then they dissolve. Various
solvents can be applied to speed up this process.
The binders have DR 10, 20 hit points, and Strength
40. Breaking them requires a DC 30 Strength check. They
can be attached to the limbs of any creature of Large,
Medium or Small size.

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

Mark X Executioner Droid


Medium Fourth Degree Droid,
Sold. 4/Nonheroic 7/Gladiator 3
(CL 9)
Init +15; Senses Perception +9
Force Points 6;
Darkside Points 14
Languages Basic, Binary
-------------------------------------------Defenses Ref 26 (flat-footed 24),
Fort 22, Will 19
hp 100; Threshold 27
-------------------------------------------Speed 6 squares (locomotion:
Tracked)
Melee unarmed +15 (1d3+6)
Melee vibro blade +16 (2d6+9)
Melee vibro ax +16 (2d10+9)
Melee Neuronic Whip +15
(1d4+9) & (2d8) stun

Mark X Executioner Droid, Elite


Medium Fourth Degree Droid, Sold. 9/Nonheroic
8/Gladiator 7 (CL 18)
Init +; Senses Perception +9
Force Points 6; Darkside Points 14
Languages Basic, Binary
---------------------------------------------------------------------------Defenses Ref 37 (flat-footed 35), Fort 34, Will 28
hp 150; SR 15; Threshold 39
---------------------------------------------------------------------------Speed 6 squares (locomotion: Tracked)
Melee unarmed +28 (1d3+15)
Melee vibro blade +29 (2d6+21), Brutal Attack
Melee Neutronium Reinforced vibro ax +29 (2d10+21),
Brutal Attack
Melee Neuronic Whip +29 (1d4+21) and (2d8) stun,
Double & Triple
Ranged Blaster Rifle +26 (3d8+8)
Ranged Sonic Pistol +26 (2d6+8)
Ranged Missile Launcher +26 (6d6+8)
Ranged Flechette Launcher +26 (3d8+8 slashing, 1 sq.
Splash)
Ranged Wrist Rocket Launcher +26 (3d10+8) (anti-vehicle
rocket), Double & Triple
Base Atk +22; Grp +28
Special Actions: Unflinching, Unstoppable
Attack Actions Dirty Fighting, Ruthless, Brutal Attack
(advanced weapons), Dual Weapon Mastery III, Double
Attack (exotic), Triple Attack (exotic), Accelerated Attack,
Droid Hunter, Stunning Strike.
---------------------------------------------------------------------------Abilities Str 22, Dex 18, Con --, Int 10, Wis 14, Cha 8.
Special Abilities Tracked (ignore difficult terrain);
Unflinching (3/encounter) (KOTOR), Droid Traits
Talents: Dirty Fighting (FU), Melee Smash, Stunning
Strike, Armored Defense, Droid Smash (FU), Exotic
Weapons Master, Brutal Attack (KOTOR), Unstoppable
(KOTOR), Improved Armored Defense.
Feats: Weapon prof. (simple, pistols, rifles, advanced,
hvy), Exotic Wpn Prof. (Flamethrower / Exotic Weapons),
Weapon Focus (Advanced Weapons), Armor Prof. (hvy),
Improved DT, Dual Weapon Mastery I, II, III, Double
Attack, Triple Attack, Accelerated Attack, Droid Hunter.
Skills: Initiative +15, Knowledge (tactics) +12, Mechanics
+12, Perception +9
Possessions: Duranium Battle Armor, Basic Processor,
vocabulator, Internal Storage (10kg), Retractable Hands x5
(Flame Thrower, Sonic Blaster, Vibroblade, Shock Whip,
Flechette Launcher), Locked Access, Hands x2 (Blaster
rife, vibro axe), Weapon Mount & Mounted Missile
Launcher, Superior Tech (Str)
Cost: 85,000 credits.

Ranged Blaster Rifle +15 (3d8+3)


Ranged Sonic Pistol +15 (2d6+3)
Ranged Missile Launcher +15 (6d6+3)
Ranged Flechette Launcher +15 (3d8+3 slashing, 1sq.
splash)
Base Atk +12; Grp +15
Special Actions Unflinching, Indomitable
Attack Actions Dirty Fighting, Brutal Attack (advanced
weapons), Dual Weapon Mastery I
---------------------------------------------------------------------------Abilities Str 16, Dex 16, Con --, Int 10, Wis 14, Cha 8.
Special Abilities Tracked (ignore difficult terrain);
Unflinching (1/encounter) (KOTOR), Droid Traits
Talents: Droid Smash (FU), Indomitable, Exotic Weapons
Master, Brutal Attack (KOTOR), Feats: Weapon prof.
(simple, pistols, rifles, advanced, hvy), Exotic Wpn Prof.
(Flamethrower / Exotic Weapons), Weapon Focus
(Advanced Weapons), Armor Prof. (hvy), Improved DT,
Dual Weapon Mastery I.
Skills: Initiative +15, Knowledge (tactics) +12, Mechanics
+12, Perception +9
Possessions: Duranium Battle Armor, Basic Processor,
vocabulator, Internal Storage (10kg), Retractable Hands x5
(Flame Thrower, Sonic Blaster, Vibroblade, Shock Whip,
Flechette Launcher), Locked Access, Hands x2 (Blaster
rife, vibro axe), Weapon Mount & Mounted Missile
Launcher.
Cost: 35,000 credits.

18

TaggeCo L8-L9 Battle Droid


L8-L9 was a prototype battle droid built by TaggeCo during the Clone Wars. The droid was created in the utmost secrecy,
and was part of a ploy by Baron Orman Tagge to gain favor in the sight of Palpatine.
To test the L8-L9, Orman Tagge arranged the droid to fight in the Rattatak arenas to show off its abilities. Unfortunately for L8-L9
and Tagge, Dark Jedi Asajj Ventress bested the robot, therefore shutting down any further production of the combat droid L8-L9
was based on.
However, the legacy of the project lived on through the Z-X3 experimental droid trooper, also worked on by TaggeCo.
Eventually, while both products failed, they led to the famed Dark trooper project. The droid was equipped with advanced
servomotors and equilibrium centers. These additions helped to give the droid increased agility and maneuverability when
compared to most battle droids in use during the Clone Wars. Mounted inside the droid's arms were built-in plasma cannons and
flamethrowers, which proved effective against most combatants. Orman Tagge began sketching out plans for L8-L9 almost
immediately after the blockade and invasion of Naboo, as an army for the Republic to use against the droid forces of the Trade
Federation. When the Clone Wars broke out in 22 BBY, TaggeCo frantically moved the units from design to production, through
a secret division.
Tagge intended to replace infantry units in environments that were deemed unsafe, even for the Republic's expendable
clone troopers. Eventually, he hoped that the droid units would phase out the need for the troopers. The product was considered
to be top secret for several reasons, most notably the restrictions placed on battle droid development following the invasion of
Naboo. TaggeCo also wanted to protect the design from competing companies. As production continued, the L8-L9 became a
pet project for Orman Tagge, who eventually set the combat droid as a foothold to gain favor in the sight of Supreme Chancellor
Palpatine.
TaggeCo L8-L9 Battle Droid
Medium Droid 4th degree Soldier 3 / Scoundrel 1
Force Points 6
Initiative +11; Senses Perception +9
Languages Basic, Binary, Tech
-------------------------------------------------------------------------------------------------------------Defenses Ref 24 (flat-footed 20), Fort 17, Will 15 hp 56; Threshold 17
-------------------------------------------------------------------------------------------------------------Speed 6 squares
Ranged Plasma Cannons (treat as a Pulse Rifle [1]) +9 (3d8+2) or +10 (3d8+3)
with Point Blank Shot or +10 (3d8+4) with Personalized Modifications or +11
(3d8+5) with Point Blank shot and Personalized Modifications
Ranged Flamethrowers +9 (3d6+2) or +10 (3d6+3) with Point Blank Shot or +10
(3d6+4) with Personalized Modifications or +11 (3d6+5) with Point Blank Shot and
Personalized Modifications
Melee Rotating Shredder Claw +4 (1d6+3) or +5 (1d6+5) with Personalized
Modifications
Base Atk +3; Grapple +7
Special Actions Personal Modifications, Cover Fire, Precise Shot, Running Attack.
-------------------------------------------------------------------------------------------------------------Abilities Str 12, Dex 18, Con --, Int 12, Wis 10, Cha 9
Droid Traits Ability Modifier, Maintenance, Memory, Non-living, Repair, Ion
Damage Vulnerability.
Talents Battle Analysis, Personalized Modifications [2], Cover Fire.
Feats Armor Proficiency (light), Armor Proficiency (medium), Weapon Proficiency
(flamethrower, plasma cannon, simple weapons), Weapon Focus (Plasma
Cannons), Point Blank Shot, Precise Shot, Running Attack.
Skills Initiative +11, Mechanics +8, Perception +9, Use Comp +8.
Equipment/Systems Integrated Plasma Cannons and Flamethrowers, 2 Rotating
Shredder Claw Appandages, Walking Locomotion, Heuristic Processor,
Vocabulator, Integrated Com-link, Locked Access, Diagnostics Package, Chassis,
Second Battery, Imp. Sensor Package, Durasteel Armor.

19

CHAPTER 3: VEHICLES AND STARSHIPS


SPEEDERS
GoCorp/Utilitech Robo-Hack
Robo-Hacks were automated taxis jointly designed
and manufactured by GoCorp and Utilitech. Robo-hacks
were literally modified passenger transports fitted with
integrated droid modules. A common vehicle modified into
a Robo-hack was the GoCorp/Utilitech Metrocab, a six
meter long enclosed landspeeder which could transport up
to four passengers and could attain speeds of up to 300
kilometers per hour. Accommodations consisted of
backseats for the passengers, a pair of speakers playing a
broadcast and a snuff-pot for disposing of used cigarras.
As in many cases, Robo-hacks often became worn and
battered.
When passengers entered a robo-hack, they
announced their destination in the direction of the large
auditory sensor in the front wall. It was also equipped with
a vocoder if further clarification was required. This was
usually the extent of the conversation since few robo-hacks
had personality programming. Upon arrival at their
destination, the passenger paid by slotting a voucher into
the data port or placing local currency into a change slot. If
a passenger tried to exit the craft without paying their fees,
some variants would seal both their doors and transport the
violator to the nearest security station or would keep the
violator inside until they paid their fares. The robo-hack's
front compartment was sealed and contained the droid's
cognitive module and performance circuitry. All robo-hacks
were linked to the main database of local roads and
alleyways and were also equipped with a Central Learning
Chip (CLC) which gave them the ability to learn and
remember shortcuts based on the time of day and regular
traffic patterns.
Robo-hacks were also allowed to access municipal
traffic control networks on most worlds for updates on

weather conditions and accidents. Banks of sensors above


its forward headlights provided situational tracking data for
high-speed lane changing while a panoramic optical sensor
in the back compartment served as a rear view mirror.
When they were first introduced centuries before 0 BBY,
robo-hacks were often cornered and blown apart by petty
thief gangs eager to get to the credits. In response, later
versions were covered with armor plating designed to
make them resistant to any form of small arms fire. Since
robo-hacks were more efficient than organic drivers and
often cheaper to operate as well, they became a common
sight on a wide range of worlds stretching from the Core
Worlds to the Outer Rim. Some robo-hacks had also been
known to take off-worlders on the longest route to and from
their destination to earn more money then it usually would.
GoCorp/Utilitech Robo-Hack
huge ground vehicle (speeder)
Init 6; Senses Perception +6
----------------------------------------------------------------------------Defense Ref 21 (FF 19), Fort 14; +8 armor
hp 46; DR 10; Threshold 24
----------------------------------------------------------------------------Speed 6 sq. (100 km/h)
Fighting Space 3x3 Cover total
Base Atk +2; Grp +16
----------------------------------------------------------------------------Abilities Str 19, Dex 14, Int 12
Skills Initiative +6, Mechanics +6, Perception +6, Pilot +6
----------------------------------------------------------------------------Crew 0 (droid brain), Passengers 6
Cargo 1,000 kg; Consumables 1 week Carried Craft 0
Cost 13,000 new; 6,500 used

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.

Mobquet A-1 Deluxe Floater


The A-1 Deluxe Floater was a cheap, basic landspeeder,
that featured automated steering and fine Corellian leather.
It was first produced by Mobquet Swoops and Speeders in
the months prior to the Clone Wars. The Mobquet A-1
Deluxe floater was a capsule-shaped, yellow-hulled
landspeeder with a pod-like cockpit seating a pilot and
passenger in single file. The speeder's six external RS-J24
thruster engine modules propelled the A-1 at speeds of
around 160 kilometers per hour. A series of inlet ports on
the rounded nose drew in air to cool the engines, but the A1 suffered from insulation problems, noise pollution and the
risk of exterior odors filtering into the cockpit. The 7.1
meter-long Deluxe floater was affordable at 6,500 credits,
but lacked any kind of amenities and was considered to be
a very basic speederthough perfect for Outer Rim
Territories worlds or the youthful speeder customization
crowd in the Core.

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

Mobquet A-1 Deluxe Floater (CL 4)


Huge ground vehicle (speeder); 7.1m
Init: +10; Senses Perception +10
------------------------------------------------------------------------------Defense Ref 15 (flatfooted 10), Fort 14; +2 armor
hp 40; DR 10; Threshold 24
------------------------------------------------------------------------------Speed 8 squares (160km/hr)
Fighting Space 4x4; Cover Total
Base Atk +5; Grp +19
------------------------------------------------------------------------------Abilities Str 18, Dex 18, Int 14
Skills Initiative +10, Mechanics +8, Perception +10, Pilot
+10
------------------------------------------------------------------------------Crew, 1 (Expert) Passengers 1 Cargo 10kg; Consumables
-- ;Carried Craft None
Availability Prevalent, Licensed; Cost 30,500 (8,250 used)

21

TaggeCo Air-2 Racing Swoop


The TaggeCo Air-2 racing swoop was widely employed by
speedsters throughout the galaxy. It's design had been
copied by dozens of other corporations, including the
famous SoroSuub Corporation. At 1.9 meters long, the Air2 could achieve speeds of 600 kilometers per hour and
heights upward of 1,000 meters. Because of its smaller
size along with the powerful repulsorlift engines, it is not so
easily piloted. There are controls at the handlebars as well
as knee and foot pedalson top of which the pilot must
shift his weight for most maneuvers.

TaggeCo Cargohopper 102


The TaggeCo Cargohopper 102 cargo lifter was a
vertical/short takeoff vehicle used in spaceports that lacked
large landing pads. The CargoHopper used either a
landing claw or a tractor beam to move cargo into or out of
its cargo sled. The craft required a single pilot.
TaggeCo Cargohopper 102 (CL 4)
huge air vehicle (speeder); 5.5m long
Init: +6; Senses Perception +6
---------------------------------------------------------------------------Defense Ref 13 (FF 11), Fort 14; +3 armor
hp 46; DR 10; Threshold 24
---------------------------------------------------------------------------Speed 6 sq. (100 km/h)
Ranged Special
Fighting Space 3x3 Cover +5
Base Atk +2; Grp +16
Atk Options autofire (laser cannon)
---------------------------------------------------------------------------Abilities Str 19, Dex 14, Int 12
Skills Initiative +6, Mechanics +6, Perception +6, Pilot +6
---------------------------------------------------------------------------Crew 1 (skilled), Passengers 0 Cargo 1,000 kg;
Consumables 1 week
Carried Craft 0 Payload Availability Licensed
Cost 13,000 new; 6,500 used
---------------------------------------------------------------------------Cargo Claw (Str. 27)
Atk +4, Dmg 1d6+8 & grapple if hit (+16 grapple); Range
increment 10m.

TaggeCo Air-2 Racing Swoop


Large ground vehicle / speeder (Rise of the Empire,
Rebellion era)
Init +3; Senses Perception +5
---------------------------------------------------------------------------Defenses Ref 27 (flat-footed 19), Fort 14; +1 armor
hp 15; DR 5; Threshold 19
---------------------------------------------------------------------------Speed 12 squares (max. velocity 600 km/h; max altitude
1,000 m)
Fighting Space 2x2; Cover none
Base Atk +0; Grp +15
---------------------------------------------------------------------------Abilities Str 18, Dex 26, Con --, Int 10
Skills Initiative +3, Mechanics +5, Perception +5, Pilot +3
Crew 1 (normal); Passengers none
Cargo 4 kg; Consumables 1 day; Carried Craft none
Availability: licensed
Cost 13,000 (4,500 used)

Tractor Beam
Atk +4, Dmg - (grapple +16)

22

Mobquet Corona Luxury Groundspeeder


At ten meters long, it could carry six passengers. It was
available in 500 colors, including black as well as many
colors undetectable to the Human eye.

Ubrikkian Zisparanza (luxury speeder)


Ubrikkian Zisparanaza: This luxury groundspeeder is
incredibly ornate, and is known for its exterior scarlet hued
greel wood paneling. The flashy groundspeeder is popular
with gangsters and crime lords.

Mobquet Corona luxury groundspeeder


Colossal ground hover vehicle.
---------------------------------------------------------------------------Defense Ref 14 (Flat-footed 11), Fort 16, Armor +11
hp 60; DR 15; Threshold 66
---------------------------------------------------------------------------Speed 8 squares
Fighting Space 7x7; Cover: Total
Base Atk +0; Grp +26
---------------------------------------------------------------------------Abilities Str 22, Dex 16, Con --, Int 10
Crew 1 (pilot) Passengers 6
Cargo 225 kg;
Cost: 27,599
Availability -

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

Mobquet Wandering Flyer 191


The Wandering Flyer 191 was an aerospace transport craft
that was manufactured by Mobquet Swoops and Speeders.
Many corporate security forces employed this model of
repulsorlift vehicle, which measured some 7.5 meters in
length and was powered by two Comet Motors-produced
CM ion engines.

zZip Defense Concepts K-222


The K-222 aero-interceptor was an aircraft manufactured
by zZip Defense Concepts. A 13-meter long repulsorlift
vehicle, it required 1 pilot; it did not have room for any
passengers nor for cargo. With a flight ceiling of 150
kilometers, it could achieve 2,600 kilometers per hour. The
K-222 boasted 1 forward fire-linked double laser cannon
and 6 forward concussion missile launchers.

Mobquet Wandering Flyer 191


Gargantuan Airspeeder
---------------------------------------------------------------------------Defense Ref 14 (Flat-footed 10), Fort 14, Armor +5
hp 40; DR 10; Threshold 34
---------------------------------------------------------------------------Speed 16 squares, or 5 squares (Starship Scale)
Fighting Space 4x4 or 1 square starship scale;
Cover: Total
Base Atk +0; Grp +19
---------------------------------------------------------------------------Abilities Str 18, Dex 18, Con --, Int 10
Crew 1 (pilot) Passengers 3
Cargo 400 kg;
Cost: 9,750 (new)
Availability: Licensed
Cost: 12,000 (new)

zZip Defense Concepts K-222


Colossal Airspeeder
---------------------------------------------------------------------------Defense Ref 16 (Flat-footed 11), Fort 16, Armor +11
hp 60; DR 15; Threshold 66
---------------------------------------------------------------------------Speed 16 squares, flying or 6 squares (Starship Scale)
Ranged Double Laser Cannon (see below)
Ranged Concussion Missile Launcher (see below)
Fighting Space 8x8 squares or 1 square starship scale ;
Cover: Total
Base Atk +0; Grp +26
---------------------------------------------------------------------------Abilities Str 22, Dex 20, Con --, Int 13
Crew 1 (pilot) Passengers 0
Cargo 0 kg; Payload 6 Concussion Missiles
Cost: 29,000 (new)
Availability Military
---------------------------------------------------------------------------Double Laser Cannon
Atk +1 (-4, Autofire), Dmg 4d10x2
Concussion Missile Launcher
Atk +1, Dmg 7d10x2, 4-square splash

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.

Rin Assid Bulk Hauler


The Rin Assid Bulk Hauler was a dependable, 350 m bulk
cargo transport that was in use for over seven centuries. It
was named for the legendary merchant Rin Assid, and was
a sturdy design consisting of little more than a 100,000-ton
cargo hold attached to slow sublight engines, a Class 5
hyperdrive with a navcomputer that was only limited to four
jumps, and compartments for a crew of fifteen and ten
passengers.
Rin Assid Bulk Hauler
Colossal (Frigate) Transport
Initiative +2; Senses Perception +2
---------------------------------------------------------------------------Defense Ref 11 (flat-footed 11), Fort 36; +11 armor
hp 900; DR 15; SR 50; Threshold 136
---------------------------------------------------------------------------Speed fly 1 squares (starship scale)
Fighting space 1 square (starship scale); Cover total
Base Atk +0; Grp +51
---------------------------------------------------------------------------Abilities Str 62, Dex 10, Con -, Int 14
---------------------------------------------------------------------------Crew 15; Passengers 10
Cargo 100,000-ton; Consumables 3 months
Hyperdrive x5 (x15 backup), navicomputer (4 jumps)
Availability - Licensed
Cost 775,000

Redthorn-class scout "Lwyll"


CL 10; Modified Colossal* Starfighter
Initiative +2; Senses Perception +8
---------------------------------------------------------------------------Defenses Ref 10 (flat-footed 6), Fort 27; +5 armor
hp 140; DR 15; SR 30; Threshold 77
---------------------------------------------------------------------------Speed 16 squares (max. velocity 1,000km/h), 4 squares
(starship scale)
Ranged 2 Laser Cannons +8 (5d10x2)
Fighting Space 12x12 or 1 (starship scale); Cover total
Base Atk +5; Grp +42
---------------------------------------------------------------------------Abilities Str 44, Dex 18, Con --, Int 16
Skills Initiative +2, Mechanics +8, Perception +8, Pilot +2,
Use Computer +8
---------------------------------------------------------------------------Crew 1; Passengers 1
Cargo 10 tons; Consumables 2 Week; Carried Craft none
Hyperdrive x1 (Backup x10), Nav Computer
Availability Unique; Cost Not available for sale

Redthorn-class scout

25

CHAPTER 4: THE CORPORATE SECTOR AUTHORITY (CSA)


The Corporate Sector Authority (CSA) is a free enterprise fiefdom in the end of
the Galaxy's Tingel Arm. The Corporate Sector, formed in 490 BBY by corporate
purchases of real estate in the Tingel Arm to resolve differences between
Galactic Republic lawmakers and the moguls of the Galaxy's largest
corporations, originally consisted of a few hundred star systems, supposedly
devoid of intelligent life. After the Clone Wars, a group of lobbyists known as the
Galactic Corporate Policy League formed the Corporate Sector Authority and
expanding its influence to nearly 30,000 star systems with the signing of the
Corporate Sector Charter. The CSA took possession of many of the remaining
droids and assets belonging to the Confederacy of Independent Systems and
paid the Empire an annual stipend of 3% of the sector's gross product, as well
as a tithe of materials and ore produced. During Emperor Palpatine's reign over
the galaxy, Corporate Sector companies developed technologies mainly for use
by the Empire. The monetary authority of the Corporate Sector was the
Authority Currency Exchange which issued Authority Cash Vouchers and
crystalline vertexes.
Type: Government
Scale: Sector (Scale score = 13)
Enemies: Trianii
Rivals: various Hutt Clans
Allies: expatriated Corporate Alliance associates, the Empire
The governing body of the Corporate Sector Authority comprises several
powerful corporations managed by a Direx Board, made up of 55 high ranking
business executives.
Positive Criteria
Organization Score Modifier
Experience
+1/2 Character levels
Trained in Knowledge (Bureaucracy)
+1
Has Skill Focus Knowledge (Bureaucracy)
+2
Member of Corporate Agent Prestige Class
+1
Has Natural Leader feat
+1
Has Adept Negotiator talent
+1
Has Master Negotiator talent
+1
Has Competitive Drive talent
+1
Has Competitive Edge talent
+1
Has Corporate Clout talent
+1
Has Wealth talent
+1
Has Connections talent
+1
Spent 10 or more years in Organization
+1
Spent 30 or more years in Organization
+2
Spent 100 or more years in Organization
+5
Negative Criteria
Organization Score Modifier
Loses or destroys CSA supplies or materials
-1 per 5,000 cr value
Steals from CSA
-10
Provides information to an enemy
-10
Not trained in Knowledge (Bureaucracy)
-2
Fails on a mission assigned by the organization
-2

26

Score / Title / Benefits & Duties:


Rank 0: Score 3 or lower: Title: None. Benefits: None. Duties: None
Rank 1: 4 Score -10: Industrialist - Those with ambition, capitalist savvy and the drive to climb the corporate ladder are valued
by the Corporate Sector Authority, such as the Petty bureaucrats and numerous roving assistant auditors employed by the Office
of the Auditor-General to check information from outside the office and run investigations. Also included in this category are
aspiring entrepreneurs, who can find many opportunities in the Corporate Sector to achieve financial success or, better, to earn
the notice of the Executive Directorship Board. Benefits: None. Duties: None.
Rank 2: 11 - 20: Viceprex - A Viceprex is subservient to the Direx Board, and is still an employee of the Corporate Sector
Authority itself, rather than an employee of one of the Direx Board's sponsoring corporations. There are three levels of Viceprex:
Executive Viceprex, which administers a division of the Authority; Subdivision Viceprex, managing a subdivision of one of these
divisions; and Assistant-Viceprex, in charge of a smaller section of a division or a particular division facility. Benefits: Pay no
licensing fees on licensed goods within the organization's sphere of influence; receive a monthly stipend of 100 cr x Organization
Score for tasks related to the CSA; can spend a Force Point to immediately requisition 1,000 cr worth of legal, unrestricted
supplies or services within the CSA's sphere of influence; free transportation while in the CSA's sphere of influence. Duties:
Perform a dangerous mission for the CSA.
Rank 3: 21 - 25: Direx - The Executive Directorship Board, otherwise known as the Direx Board, is responsible for managing the
companies composing the Corporate Sector Authority. The body is made up of 55 members, known as Direxes, all high ranking
business executives. Thirty-seven of those seats consist of voting sponsor corporations. Eighteen seats rotate among the nonvoting but contributing members, allowing them approval rights on the budgets of the CSA. Benefits: Take no attitude penalty on
Persuasion checks to influence the attitudes of members of the CSA; 10% discount on any items purchased through a vendor
friendly to the CSA; obtain a meeting with an official, ruler or leader of the CSA, or a group friendly to the CSA, in 1d4 days; free
medical care while in the CSA's sphere of influence. Duties: Obtain supplies or material for the CSA (valued at credits equal to
5,000 x your character level).
Rank 4: 26 - 28: Auditor-General - The Auditor-General is appointed by the Prex to observe the operations of the CSA and to
remove sources of corruption and inefficiency. The Office of the Auditor-General employs numerous roving assistant auditors to
check information from outside the office and run investigations. Essentially the intelligence department of the CSA, coordinating
information from industrial spies throughout the galaxy and informers in the Imperial civil service, the Auditor-General also
operates the Detached Duty Office as a sort of internal affairs bureau. Additionally, the Auditor-General serves as the CSA's
defense minister. Benefits: Access to a specialist agent (CL 8 Espo or member of the Auditor General's staff) while within the
CSA's sphere of influence; Access to four helpers or agents (nonheroic while within the CSA's sphere of influence; pay no
licensing fees on restricted goods within the CSA's sphere of influence; access to a space transport for up to one week.
Duties: Kill, capture or disable an enemy of the CSA (CL equal to your heroic level +1)
Rank 5: 29 - 30: Prex - The title of Prex is an elected position available to a member of the Direx Board of the CSA. A Prex is
selected by peers to serve for three years as personal representative to the Direx Boards, counterbalancing the ExO. The Prex is
also responsible for personally presenting the secret annual reports to the Emperor. Benefits: Costs for modifying items that
have significance to the CSA by using the Tech Specialist feat are waived once per week; access to a capital starship for up to
one week; access to a personal aide who has heroic levels equal to your heroic level -3. Duties: None.
Rank 6: 31+: ExO - ExO, or Executive Officer, presides over the Direx Board and, while originally charged only with scheduling
meeting times and locations and presenting Direx policy to the Authority consumers, eventually assumed greater authority with
underling Direxes operating in a more advisory capacity. To be elected for ExO, a candidate must be nominated, seconded, and
thirded, then voted in by a majority. The position is for no fixed term, but, at any time, a vote of no-confidence from the Direx
Board, which would need to be seconded and ratified, could remove an individual from office. The ExO is required to hold no
stock save from CSA companies and to hold no outside positions. To be found with outside interests is grounds for immediate
removal from office. The ExO is considered a political leader abroad and holds the social standing of an Imperial Grand Moff.
Benefits: Obtain a meeting with an official, ruler or lead of a rival (but not enemy) organization in 1d4 days (maximum once
every three months); pay no licensing fees on military goods within the CSA's sphere of influence; access to a specialist agent
(one that has no more than twelve levels, heroic or nonheroic) while within the CSA's sphere of influence. Duties: None.

27

CSA PERSONNEL

Espo Trooper Sergeant


Medium Human nonheroic 4/Soldier 4: (CL 5)
Init +11; Senses Perception +11
Force 3;
Languages Basic +1
---------------------------------------------------------------------------Defenses Ref 19 (Flat-footed 17), Fort 17, Will 16
hp 63; Threshold 17
---------------------------------------------------------------------------Speed 6 squares
Melee Stun Baton +9 (2d6+4)
Ranged Blaster Pistol, Sporting +9 (3d4+2)
Ranged BlasTech 500 Espo Riot Gun* +9 (3d8+2)
Base Atk +7; Grp +9
---------------------------------------------------------------------------Abilities Str 14, Dex 14, Con 12, Int 10, Wis 14, Cha 10
Talents: Devastating Attack (hvy Weapon); Harm's Way
Feats: AP (light, medium), Quick Draw, Skill Training
(knowledge
[bureaucracy] (H)), WP (pistols, rifles, simple, heavy), Burst
of Fire, Suppression Fire
Skills: Initiative +11, Knowledge (Bureaucracy) +9,
Perception +11, Persuasion +9 (H)
Gear: Merr-Sonn KZZ riot armor (+4 Armor Bonus to Ref.,
Max Dex bonus +4), Espo Uniform, Comlink (long-range),
Fusion Lantern, 10 Energy Cells, Utility Belt, Hip Holster,
Standard Targeting Scope

Espo Trooper(CL2): Rebel Era Campaign Guide p.155


Espo Elite Trooper (CL7): Rebel Era Campaign Guide
p.155
Security Police Deputy (Espo-D)
Medium Human nonheroic 4 (CL 1)
Force 0; Darkside 1
Init +9; Senses Perception +9
Languages Basic + 1
---------------------------------------------------------------------------Defenses Ref 18 (Flat-footed 16), Fort 11, Will 12
hp 14; Threshold 11
---------------------------------------------------------------------------Speed 6 squares
Melee Stun Baton +5 (2d6)
Ranged Blaster Pistol, Sporting +5 (3d4)
Ranged BlasTech 500 Espo Riot Gun* +5 (3d8)
Base Atk +3; Grp +5
---------------------------------------------------------------------------Abilities Str 14, Dex 14, Con 12, Int 10, Wis 14, Cha 10
Feats: AP (light), Quick Draw, Skill Training (knowledge
[bureaucracy] (H)), WP (pistols, rifles, simple)
Skills: Initiative +9, Knowledge (Bureaucracy) +7,
Perception +9, Persuasion +7 (H)
Gear: BlasTech 500 Espo Riot Gun*, Merr-Sonn KZZ riot
armor (+4 Armor Bonus to Ref., Max Dex bonus +4), Espo
Uniform, Comlink (long-range), Fusion Lantern, 10 Energy
Cells, Utility Belt, Hip Holster, Standard Targeting Scope
Heavy Espo Trooper
Medium Human Nonheroic 6
Init +9, Perception +13
Languages: Basic, One unassigned
---------------------------------------------------------------------------Defenses Ref 19 (Flat Footed 17), Fort 14, Will 10
hp 29, Threshold 14
---------------------------------------------------------------------------Speed 4sq
Melee: Unarmed +5 (1d4+1)
Melee: Stun Baton +4 (2d6 +1 Stun)
Ranged: Heavy Blaster Rifle +5 (3d10)
Ranged: Blaster Pistol +5 (3d6)
Base Atk +4, grp +6
Atk Options: Autofire (heavy blaster rifle)
---------------------------------------------------------------------------Abilities Str 12, Dex 12, Con 14, Int 12, Wis 10, Cha 10
Feats: Armor Proficiency (Light, Medium), Skill Focus
(Perception), Weapon Proficiency (Rifles, Pistols, Simple)
Skills: Initiative +9, Perception +13
Possessions: Fusion Lantern, Binder Cuffs, Battle Armor,
Heavy Blaster Rifle, Blaster Pistol, Stun Baton

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

Focus (pistol), Skill Focus (Persuasion), Combat Reflexes,


Tactical Advantage, Point Blank Shot
Skills Gather Information +12, Intimidation +12,
Knowledge (Bureaucracy)(H) +11, Knowledge (Tactics)
+11, Persuasion +17,
Possessions Stun Baton, Vibroblade, Espo Blaster pistol,
comlink, 3 pairs binders, utility belt.
Espo Picket Fleet Officer
Medium, Human, Nonheroic 4/Sold. 1/Noble 3/Officer 3:
(CL 8)
Init +7; Senses Perception +7
Force Points 6; Darkside Points 3
Languages Basic, +5
---------------------------------------------------------------------------Defenses Ref 22 (flat-footed 20), Fort 21, Will 24
hp 75; Threshold 21
---------------------------------------------------------------------------Speed 6 squares
Melee +10 by weapon
Ranged +14 blaster pistol (3d6+3)
Ranged +15 ship's guns.
Base Atk +10; Grp +12
Starship Maneuvers Thruster Hit; Shield Hit; Engine Hit
Special Actions Battle Analysis, Rapport, Born Leader,
Coordinate, Fleet Deployment, Fleet Tactics
---------------------------------------------------------------------------Abilities Str 10, Dex 14, Con 12, Int 15, Wis 14, Cha 16
Special Abilities Command Cover +1, Share Talent
(Battle Analysis)
Talents Battle Analysis, Born Leader, Coordinate, Fleet
Deployment, Fleet Tactics
Feats Weapon Prof. (simple, pistols, rifles), Skill Focus
(Knowledge [Tactics]), Linguist, n2 - Skill Focus (Pilot),
Vehicular Combat, Starship Tactics (H), Skill Focus (Use
Computer), Rapport, Weapon Focus (Hvy Weapons)
Skills Knowledge (Tactics) +17, Persuasion +13, Pilot +17,
Use Computer +17
Possessions Blaster pistol, encrypted comlink, utility belt,
Picket Fleet Uniform.

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

Baron Orman Tagge


Baron Orman Tagge was the head of the House of Tagge from 20 BBY until his death in 0 ABY, and elder brother to
Cassio, Silas, Ulric, and Domina Tagge. Tagge was also the head of the Tagge Company, a massive conglomerate that
encompassed many of the galaxy's most successful franchises. Tagge himself became so famous that his likeness was used as
the logo for the fast food chain Biscuit Baron.
But beneath the public faade, Tagge's life was rife with problems. In trying to curry favor with Galactic Emperor Palpatine,
Tagge earned the ire of Lord Vader, and in turn, Vader blinded the Baron for life. From that moment on, Tagge swore revenge,
leading him into a personal vendetta that would get him involved with Alliance figureheads such as Vader's son, Luke Skywalker.
The vendetta came to a close after 20 years, ending unresolved, when Skywalker was forced to strike down the Baron in
combat.
Baron Orman Tagge
CL 14; Medium Adult Human Noble 7 / Corporate Agent 3 /
Melee Duelist 4
Force Points 13 Dark Side Rating 7
Organization Score 37 (ExO of the Corporate Sector)
Init +13 Senses Perception +14, Darkvision (cybervision
goggles)
Languages Basic, High Galactic, Binary, Tech, Bab-Prime
-------------------------------------------------------------------------------------Defenses Ref 29 (flat-footed 28), Fort 24, Will 30
hp 71; Damage Threshold 24
-------------------------------------------------------------------------------------Speed 6 squares
Melee +11 (damage as weapon)
Melee lightsaber +14 (2d8+8)
Ranged +12 Heavy Blaster Pistol (3d8+7)
Base Atk +11 Grp +12
Attack Options Rapid Strike, Melee Defense, Noble Fencing
Style, Dirty Tricks, Out of Nowhere.
-------------------------------------------------------------------------------------Abilities Str 10, Dex 12, Con 10, Int 18, Wis 14, Cha 14.
Special Abilities Executive Leadership, Master of Movement (2x
per encounter)
Talents Educated, Engineer, Wealth, Noble Fencing Style, Competitive Drive, Wrong Decision, Dirty Tricks, Out of Nowhere .
Feats Skill Focus: Knowledge (Bureaucracy), Natural Leader, Weapon Proficiencies (simple weapons, pistols), Exotic Weapon
Proficiency (lightsabers), Rapid Strike, Melee Defense, Tech Specialist, Skill Focus: Mechanics, Weapon Focus: Lightsabers,
Superior Tech: Droids .
Skills Deception +14, Gather Information +14, Initiative +13, Knowledge (Bureaucracy) +21, Knowledges (Galactic Lore, Tacitcs
& Technology) +16, Mechanics +21, Perception +14, Persuasion +14, Pilot +13, Use Computer +16.
Possessions Fine clothing, visual wrist comm with pocket scrambler, datapad, credit chip, cybervision goggles with Darkvision*.
*Darth Vader blinds Orman Tagge circa 18 BBY; thereafter Tagge must wear cybervision goggles to see. They grant him
Darkvision, although he is unable to discern color in total darkness.

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

Viceprex Mirkovig Hirken, CSA Executive


Hirken was born to one of the oldest families to live on
the planet Alsakan, in the Core Worlds. He was the youngest
of nine children, and led a pampered and spoiled life. His
parents urged all of their children to uphold their family honor
by choosing a calling and doing the best at it. To this end,
private tutors, fine schools, and unlimited expenses were at
his disposal. His parents felt that Mirkovig was meant to do
something truly wonderful. After reading about his ancestor,
Arlo Hirken, and the adventures he had with Rin Assid,
Mirkovig decided to pursue a career in economics and
politics. He graduated with honors, and was hired by the
Corporate Sector Authority. He was placed on the fast track
to powerful positions, and was soon betrothed to the
daughter of the Duke of Opatajji.
Mirkovig and Neera Opatajji-Hirken were soon married,
and her insensitivity placed undue demands on him to
become more and more powerful and bring her more and
more credits to spend. He was placed in charge of Corporate
Security just before work began on the Stars' End penal
colony on Mytus VII. Hirken oversaw construction of the
facility with the Detention Task Force and Lady Chawkroft.
He was a tall, fatherly man with a full head of white hair,
well-manicured and lacquered fingernails, and flashy
clothes. Hirken created "the list" of candidates for
incarceration at Stars' End, and many of them were vocal
opponents of the Corporate Sector Authority. He was killed
just after Han Solo triggered the explosion which launched
the colony's central tower into orbit. He was trying to escape
without first helping his wife and the Security officers in the
tower, and his wife shot him in the back with a blaster.
Viceprex Mirkovig Hirken, CSA Executive
Adult Male Human Noble 3 / Scoundrel 3 / Soldier 3 / Corporate Agent 5 / Officer (CL 15)
Force 13; Dark Side 3
Init +10; Senses Perception +14
Languages Basic, High Galactic, Huttese, Trianii, Binary
---------------------------------------------------------------------------------------Defenses Ref 32 (flat-footed 29), Fort 28, Will 31;
hp 102; Threshold 28
---------------------------------------------------------------------------------------Speed 6 squares
Melee, unarmed +13 (1d8+9)
Ranged Heavy Blaster Pistol +15 (3d8+7) with Point Blank Shot
Base Atk +11; Grp +14
---------------------------------------------------------------------------------------Abilities Str 14, Dex 16, Con 12, Int 18, Wis 14, Cha 16
Talents Wealth, Born Leader, Gambler, Quick Fix, Sucker Punch, Retaliation Jab, Competitive Drive, Willful Resolve, Wrong
Decision, Deployment Tactics
Feats Weapon Proficiency (simple, pistols, rifles), Linguist, Point Blank Shot, Martial Arts I and II, Melee Defense, Tech
Specialist, Droidcraft, Expert Droid Repair, Skill Focus (Knowledge Bureaucracy, Mechanics, Persuasion) K'tara Training
Skills Deception +15, Endurance +13, Gather Information +15, (Knowledges Bureaucracy +21, Galactic Lore +16, Tactics +16),
Mechanics +21, Perception +14, Persuasion +20, Stealth +15, Use Computer +16
Possessions 214,800 credits petty cash, unlimited Authority Credit Voucher, comlink, heavy blaster pistol, three luxurious
estates, a stable of over 27 exotic gladiator droids, Master Command Unit (allows total control over Stars' End)

34

Neera Opatjji-Hirken

Viceprex Riga Lanchenzoor, CSA Executive


Riga Lanchenzoor was the Executive Viceprex of the
Corporate Sector Authority's Financial Division.
Lanchenzoor was the youngest person to become chief
manager for the Bank of Aargau, and later came into the
employ of the Corporate Sector Authority's Financial
Division. Thanks to her shrewdness and ambition,
Lanchenzoor was made the Executive Viceprex of that
division, a position that she held for the next twenty
yearslonger than any other Executive Viceprex. While
running the Financial Division, Lanchenzoor showed a
considerable intolerance for the duplicity that was prevalent
within the Authority's other divisions, as well as a
dedication to her work, despite being in her sixties.
During her tenure as the head of the Financial
Division, Lanchenzoor held the view that the Authority
should cease the practice of pegging its currency to that of
the Galactic Empire..

Neera Opatajji-Hirken was the wife of Mirkovig Hirken. She


was short and extremely fat, and tried to hide her obesity
beneath expensive, well-tailored robes. Han Solo thought
she looked "like someone had draped a drogue parachute
over an escape pod."

Viceprex Riga Lanchenzoor, CSA Executive


Adult Female Human Noble 7 / Corporate Agent 8 (CL15)
Force 13; Destiny 4
Init +9; Senses Perception +14
Languages Basic, High Galactic, Huttese, Trianii, Durese
-------------------------------------------------------------------------Defenses Ref 33 (flat-footed 31), Fort 27, Will 34;
hp 97; Threshold 27
-------------------------------------------------------------------------Speed 6 squares
Melee, unarmed +12 (1d6+8)
Ranged Blaster Pistol, sporting +13 (3d4+7)
Base Atk +11; Grp +13
-------------------------------------------------------------------------Abilities Str 13, Dex 15, Con 13, Int 18, Wis 14, Cha 18
Talents Wealth, Connections, Born Leader, Distant
Command, Impose Hesitation, Impose Confusion,
Corporate Clout, Competitive Drive
Feats Weapon Proficiency (simple, pistols), Linguist, Skill
Focus (Knowledge Bureaucracy, Deception, Persuasion,
Gather Information), Impulsive Flight, Predictive Defense,
Force of Personality, Improved Defenses, Martial Arts I
Skills Deception +21, Gather Information +21,
(Knowledges Bureaucracy +21, Galactic Lore +16, Social
Sciences +16), Perception +14, Persuasion +21, Pilot +14,
Stealth +14, Use Computer +16
Possessions 424,800 credits personal account, unlimited
Authority Cash Voucher, comlink, datapad (linked into CSA
Financial Markets Network), sporting blaster pistol, flowing
gown

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

Mor Ewwen Glayyd


Ewwen Glayyd was the Mor Glayyd
(leader of House Glayyd on the planet
Ammuud). He had challenged Gallandro
to a death duel after the man offended
his sister, without knowing Gallandro was
a famous, expert gunman. Suspecting a
set-up to kill the Mor Glayyd, Han Solo
invoked his right to take his place and
Gallandro stepped down.

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

Mor Ewwen Glayyd


Adult Male Human
Noble 7 / Scoundrel 1 / Soldier 2 (CL 10)
Force 10;
Init +7; Senses Perception +6
Languages Basic, High Galactic,
Huttese, Trianii, Durese, Twi'lek, Rodese
-----------------------------------------------------Defenses Ref 29 (flat-footed 24),
Fort 24, Will 27;
hp 68; Threshold 24
-----------------------------------------------------Speed 6 squares
Melee +9 unarmed (1d6+6)
Melee +12 Vibrorapier (2d6+8)
Ranged Slugthrower Pistol +9 (2d6+5)
Ranged Bow +10 (1d6+5)
Base Atk +7; Grp +9
-----------------------------------------------------Abilities Str 12, Dex 14, Con 12, Int 20, Wis 12, Cha 18
Talents Educated, Gambler, Inspire Haste, Noble Fencing
Style, Spontaneous Skill, Weapon Specialization
(advanced melee)
Feats Flurry, Force of Personality, Improved Defenses,
Linguist, Martial Arts I, Point Blank Shot, Predictive
Defense, Skill Focus (pilot), Weapon Focus (advanced
melee, simple), Weapon Proficiency (advanced melee,
heavy, pistols, rifles, simple)
Skills Climb +11, Deception +14, Gather Information +14,
Jump +11, Knowledge (all) +10, Mechanics +15,
Persuasion +14, Pilot +17, Ride +12, Stealth +12, Swim
+11, Treat Injury +11, Use Computer +15
Possessions House Glayyd estate and holdings, 249,800
credits petty cash, datapad, comlink, slugthrower pistol,
Bow, Vibrorapier

36

Odumin a.k.a "Spray"


Odumin was the real name of a Tynnan who disguised himself as a skip tracer for Interstellar Collections Limited named
Spray. Like all Tynnans, Odumin was a short, furry biped resembling a sea otter. His skip tracer persona was a mask for his true
identity as a powerful territorial sector manager for the Corporate Sector Authority. During the reign of the Galactic Empire, the
Tynnan Odumin attained the powerful post of Territorial Manager in the Corporate Sector Authority. He received his promotion
after an undercover mission in which he saved the life of High Inquisitor Laddinare Torbin from an attack by the religious cult
known as the Church of the First Frequency. Following his promotion, he kept his identity as a Tynnan a secret, and so was able
to continue on undercover missions. In this role, he cracked numerous slaving and criminal operations in the Corporate Sector,
such as the Xiochi slaver gang. On one notable undercover mission, he posed as a debt collector named Spray. Working
alongside Han Solo, he managed to stop a highly placed slaver ring.
Odumin later released his memoirs, and was regarded as a hero on his
homeworld. Many Tynnans were encouraged by his success to take more
active roles in the galaxy.
Odumin a.k.a "Spray"
CL 12; Medium, Male Tynnan Scout 5 / Scoundrel 2 / Enforcer 1 /
Corporate Agent 2 / Infiltrator 2
Init +13; Senses Perception +12 (+10 on sight-based checks)
Force Points 12; Dark Side Points 1
Languages Tynnan, Basic, Bocce
-------------------------------------------------------------------------Defenses Ref 28 (flat-footed 26), Fort 23, Will 29
hp 72; Threshold 23
-------------------------------------------------------------------------Speed 6 squares
Melee +6 Stun Baton (1d6+6, 2d6+6 stun)
Ranged +8 heavy blaster pistol (3d8+6) with low-light targeting scope
Base Atk +6; Grp +8
Special Actions Advantageous Attack (FUCG 31), Point Blank Shot,
Evasion, Non-Lethal Tactics, Silent Takedown, Executive Leadership,
Unarmed Stun (+1 die).
-------------------------------------------------------------------------Abilities Str 10, Dex 15, Con 10, Int 12, Wis 13, Cha 16
Species Traits Poor Eyesight (-2 on sight-based Perception checks),
Insulating Fur (+5 Fort to resist extreme cold), Expert Swimmer (may take
10 on swim checks even when under pressure and may reroll swim checks but must keep 2nd result).
Prestige Class Features Resources (24,000 cr value), Executive Leadership, Unarmed Strike (+1 die).
Talents Evasion, Blend In (FUCG 28), Incognito (FUCG 28), Gimmick, Non-Lethal Tactics, Willful Resolve, Silent Takedown.
Feats Skill Focus (Stealth), Weapon Proficiencies (Pistols, Rifles, Simple), Advantageous Attack (FUCG 31), Informer (FUCG
33), Bad Feeling (FUCG 32), Point Blank Shot, Skill Training (Deception & Gather Information).
Skills Climb +11, Deception +14, Gather Information +14, Initiative +13, Knowledge (Bureaucracy) +12, Perception +12 (+10 on
sight-based checks, Stealth +18, Swim +11.
Possessions Stun baton, Heavy Blaster Pistol with low-light targeting scope, Encrypted Com-link with Pocket Scrambler, Code
Cylinder, Credit Chip, Glow Rod, Electrobinoculars, Binder Cuffs, Utility Belt, Anti-Security Blades (TotG 19), Bracer Computer
(CWCG 65),Computer Spikes (+10), Lectroticker (+10).

37

Commodore Jona Grumby


Captain Jona Grumby was a Captain in the Imperial
Navy until the Battle of Ogoth Tiir. During the battle, he lost
both legs, and now requires a hover chair to move around.
The injuries resulted in his forced retirement from the
Empire. He was then recruited by the Corporate Sector
Authority, where he serves as a Picket Fleet Officer, and
trains many of the officers in the Fleet. Rumor has it,
Grumby is likely to be promoted to Admiral at his next
review.

Modified Hover Chair (piloted by Jona Grumby):


Medium hover vehicle
-------------------------------------------------------------------------Defense Ref 26 (Flat-footed 14), Fort 12;
hp 20; DR 5; Threshold 12
-------------------------------------------------------------------------Speed 4 squares
Fighting Space 1x1 ; Cover none,
Base Atk +10; Grp +12
-------------------------------------------------------------------------Abilities Str 14, Dex 18, Con --, Int 10
Crew 1 (pilot) Passengers none
Cargo 2 kg; Consumables None; Payload None
Skills: Pilot +21

Commodore Jona Grumby - CL 12


Medium, Human, Sold. 3/Scoundrel 1/Noble 3/Officer 5
Init +12; Senses Perception +13
Force Points ; Darkside Points 1
Languages Basic +7
-------------------------------------------------------------------------Defenses Ref 26 (flat-footed ), Fort 26, Will 29
hp 89; Threshold 26
-------------------------------------------------------------------------Speed 4 squares, hover chair
Melee +9, by weapon
Ranged +11 blaster pistol (3d6+6)
Ranged +12 vehicle weapons
Base Atk +10; Grp +11 / +12 (Hoverchair)
Starship Maneuvers (6): Thruster Hit; Shield Hit; Engine
Hit, Strike Formation, Devastating Hit, Explosive Hit.
Special Actions: Battle Analysis; Hyperdriven; Born leader;
Fleet Deployment; Fleet Tactics.
-------------------------------------------------------------------------Abilities Str 8, Dex 13, Con 12, Int 16, Wis 14, Cha 16
Special Abilities Command Cover +1, Share Talent
(Battle Analysis)
Talents Commanding Presence, Battle Analysis,
Hyperdriven, Born Leader, Coordinate, Fleet Deployment,
Fleet Tactics, Legendary Commander
Feats Weapon Prof. (simple, pistols, rifles), Armor Prof.
(light, medium), Rapport, Skill Focus (Pilot), Starship
Tactics x2, Weapon Focus (hvy Weapons), Tactical
Genius, Skill Focus (Knowledge (Tactics), Vehicular
Combat.
Skills Initiative +12, Knowledge (Tactics) +19, Mechanics
+14, Perception +13, Persuasion +14, Pilot +17, Use
Computer +14.
Possessions Blaster pistol, encrypted comlink, utility belt,
Picket Fleet Uniform, hover chair.

38

Darsie Vundt, OMM Programmer


Medium Human scoundrel 9 (CL 9)
Destiny 3; Force 5
Init +6; Senses Perception +6
Languages Basic
-------------------------------------------------------------------------Defenses Ref 23 (flat-footed 21), Fort 19, Will 22;
hp 50; Threshold 19
-------------------------------------------------------------------------Speed 6 squares
Melee unarmed +6 (1d4+4)
Melee Knife +6 (1d4+4)
Melee Vibrodagger +6 (2d4+4)
Base Atk +6; Grp +8
Atk Options Quick Draw, Lighting Draw, Knife Trick
-------------------------------------------------------------------------Abilities Str 11, Dex 14, Con 11, Int 18, Wis 14, Cha 13
Talents Gimmick, Master Slicer, Electronic Forgery,
Electronic Sabotage, Virus
Feats Weapon Proficiency (simple, pistols, advanced
melee), Point Blank Shot, Skill Focus (Use Computer,
Knowledge Bureaucracy, Mechanics), Quick Draw, Expert
Droid Repair, Lightning Draw, Knife Trick
Skills Deception +10, Gather Information +10, Knowledge
(Bureaucracy +18, Galactic Lore +13, Technology +13),
Mechanics +18, Pilot +11, Stealth +11, Use Computer +18
Possessions purse, portable computer, security kit, tool
kit, knife, vibrodagger, falsified ID, legitimate ID, 3,000
credits, dyed holdred's foot necklace (good luck charm).

Torm, Espo Informer


Torm Dadeferron was a
Human male who joined
Rekkon's quest to find Stars'
End. Torm's family controlled
several large tracts of land
known as the Kail Ranges.
Torm's father and brother
disappeared after a dispute with
the Corporate Sector Authority
over land-use rights and stock
prices.
Torm struck a deal with the
CSA to infiltrate and sabotage
Rekkon's rescue effort. In exchange, he would inherit the
family tracts on Kail, which would make him quite wealthy.
He killed Rekkon aboard the Millennium Falcon after
Rekkon and his group escaped Orron III with Han Solo. He
was tricked by Han Solo into revealing that he was the
murderer, and, as a result, was tossed out an airlock
without a spacesuit on.
Torm, Espo Informer (CL 8)
Adult Male Human Scoundrel 5 / Noble 3 / Charlatan 1
Force 10; Dark Side 12
Init +7; Senses Perception +10
Languages Basic, Huttese, Trianii, Bothese
-------------------------------------------------------------------------Defenses Ref 36 (flat-footed 33), Fort 21, Will 24;
hp 65; Threshold 21
-------------------------------------------------------------------------Speed 6 squares
Melee, unarmed +7 (1d8+6)
Ranged Blaster Pistol +8 (3d6+4)
Ranged Blaster Pistol +12 (4d6+9) with Advantageous
Attack, Cunning Attack, Point Blank Shot and Zero Range
Base Atk +5; Grp +8
-------------------------------------------------------------------------Abilities Str 14, Dex 16, Con 14, Int 14, Wis 13, Cha 15
Talents Electronic Forgery, Double Agent, Gambler,
Innocuous, Strike and Run, Unreadable
Feats Advantageous Attack, Cunning Attack, Linguist,
Martial Arts (I & II), Point Blank Shot, Skill Focus
(Deception, Gather Information, Stealth), Weapon
Proficiency (simple, pistols), Zero Range
Skills Deception +16, Gather Information +16,
(Knowledges Galactic Lore +11), Perception +10,
Persuasion +11, Stealth +17, Survival +10, Use Computer
+11
Possessions False CSA ID, 3,000 Credits, 25,000 CSA
Credit Voucher, blaster pistol, hold-out blaster pistol, utility
belt, Kail Ranges (valued at over 3 billion credits)

Dr. Oskar Jyng, Authority Researcher


Medium Human Nonheroic 9 (CL 2)
Init +4; Senses Perception +4
Languages Basic
-------------------------------------------------------------------------Defenses Ref 10, Fort 10, Will 10;
hp 18; Threshold 10
-------------------------------------------------------------------------Speed 6 squares
Melee unarmed +1 (1d4)
Base Atk +6; Grp +6
-------------------------------------------------------------------------Abilities Str 10, Dex 10, Con 10, Int 18, Wis 10, Cha 10
Feats Armor Proficiency (L,M,H), Skill Focus (Knowledge
Technology, Mechanics), Superior Tech, Weapon
Proficiency heavy, Tech Specialist
Skills Knowledge (Bureaucracy +13, Physical Sciences
+13, Technology +18), Mechanics +18, Pilot +9, Use
Computer +13
Possessions tool kit, data pad, grease-spattered coveralls

39

Sam Waurie, CSA Drudge


Medium Human, Non Heroic 6/ Scoundrel 1
Destiny 1; Force 5
Init +3; Senses Perception +10
Languages Basic
-------------------------------------------------------------------------Defenses Ref 13, Fort 12, Will 24;
hp 26; Threshold 12
-------------------------------------------------------------------------Speed 6 squares
Melee unarmed -1 (1d4)
Blaster pistol, sporting +4 (3d4)
Base Atk +4; Grp +4
-------------------------------------------------------------------------Abilities Str 10, Dex 11, Con 12, Int 16, Wis 15, Cha 15
Talents Electronic Forgery
Feats Skill Focus (Gather Information, Knowledge Bureaucracy, Use
Computer, Mechanics), Skill Training (Deception, Stealth), Weapon
Proficiency (pistols)
Skills Deception +10, Gather Information +15, Knowledge Bureaucracy
+16, Mechanics +16, Perception +10, Stealth +8, Use Computer +16
Possessions CSA ID, 100 credits, clothing, small apartment, beat up
personal speeder, head-mounted micro binoculars.

40

EQUIPMENT
Official Stats BlasTech 500 "Espo" Riot Gun: Clone Wars
Campaign Guide p.61

Espo Grenade Mortar


This highly mobile artillery piece is mounted on a
repulsorlift which allows a single crewman to move the
mortar from location to location. The mortar can fire any
type of grenade and can hold up to 10 grenades before
needing to be reloaded. Reloading is a full-round action.
Grenade Mortar's are accurate weapons. If the user attacks
the same target in successive rounds, they gain a +1
cumulative bonus (up to +5) for each previously missed
attack so long as the target and mortar are stationary.
Cost: 7,000 credits
Availability: Military
Size: Large
Wpn Type: Hvy Weapon
Damage: Varies
Rate of Fire: Single
Weight: 20kg
Damage Type: Varies

Espo Sound Pistol


All of the property in the Corporate Sector is, in theory,
property of the corporate sector. Therefore, when possible,
the Espo's use sound guns to avoid causing unnecessary
and costly property damage. The Sono Max 75 Espo
Sound Pistols have two settings, normal (sonic) damage
and stun (sonic). It takes a standard action to configure the
sound gun to stun a particular race (and can only stun one
racial type at a time). The Sound Pistol produces a 6 sq.
cone of sonic energy under either setting. The Sound Pistol
requires a power pack good for 20 shots before it needs to
be recharged.
Pistol, Small
Espo Sound Pistol / 1000 credits / 3d6 / 2d6 stun / S / 1kg /
Energy (Sonic) / Military
Espo Sound Rifle
The Espo Sound Rifle functions like the Espo Sound Pistol,
with the following differences:
The Espo Sound Rifle produces a 6 sq. cone of sonic
energy that either stuns or deals energy damage to
creatures.
The Espo Sound rifle employs a power pack that powers
60 shots before needing to be recharged.
Rifles, Large
Espo Sound Rifle / 2,000 credits / 4d8 / 2d8 stun / S/ 5kg /
Energy (Sonic) / Military

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.

Espo Heavy Repeating blaster


The Espo version of the Empire's E-Web Blaster differs
from the E-Web in that it includes a shield generator that is
powered by the weapon's power generator. See Blaster, EWeb Repeating on page 125 of the Core Rulebook for
more information on the size and operation of the E-Web
and thus the Espo Heavy Repeating Blaster.
Cost: 12,500 credits
Availability: Military
Size: Huge
Wpn Type: Hvy Weapon
Damage: 3d12
Rate of Fire: Auto
Weight: 40kg
Damage Type: Energy
Shield Rating: 15 (protects 2x2 square area)

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

Espo Walker 101


Like its predecessor, the 101 was intended to turn a single trooper into the equivalent of a combat squad. During the height of
the Galactic Civil War, the 101 was still a rare sight in Espo forces, as fewer than 10% of all stations had been issued the
walkers. Despite the fact that the 101 was both expensive and prone to malfunctions, they would come close to fulfilling their
strategic goal.
Espo Walker 101
Large Vehicle (Walker)
Init +10; Senses Perception +8
-------------------------------------------------------------------------Defense Ref 20 (Flat-footed 17), Fort 24; +8 Armor, +4 Equip to Fort Defense
hp 150; DR 10; Threshold 30
-------------------------------------------------------------------------Speed 7 squares (modified)
Ranged Double Heavy Blaster Cannon +2 (3d10, pilot autofire only 4 squares) or
Ranged Double Heavy Blaster Cannon +2 (4d10, pilot burstfire) or
Ranged Grenade Launcher +4 (4d6, 4-square splash, pilot)
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; Payload 10 Frag Grenades
Availability: Military
Cost: N/A
-------------------------------------------------------------------------Double Heavy Blaster Cannon (pilot) Atk +2 Dmg 3d10
Grenade Launcher (pilot) Atk +4 Dmg 4d6
Authority X-10 Groundcruiser
A six-meter long repulsorlift vehicle, it required a single pilot to operate. It could carry 6 Espos and 100 kilograms of cargo.
Capable of achieving 400 kilometers per hour, the craft had a flight ceiling of 2 meters. It was unshielded, but carried a forward
heavy blaster cannon.
Authority X-10 Groundcruiser
Gargantuan Land speeder
-------------------------------------------------------------------------Defense Ref 13 (Flat-footed 11), Fort 16, Armor +6
hp 60; DR 10; Threshold 36
-------------------------------------------------------------------------Speed 12 squares
Ranged Heavy Blaster Cannon (see below)
Fighting Space 4x4 squares; Cover: Partial (Pilot) & Deck;
Total (Passengers)
Base Atk +0; Grp +21
-------------------------------------------------------------------------Abilities Str 22, Dex 15, Con --, Int 14
Crew 1 (pilot) Passengers 6
Cargo 100 kg;
Cost: N/A
Availability Military
-------------------------------------------------------------------------Heavy Blaster Cannon Atk +2 (-3, Autofire), Dmg 5d10

43

SX20 Patrol Skimmer


The SX20 patrol airskimmer was a repulsorlift atmospheric patrol vehicle manufactured by the CSA for use in traffic control,
surveillance, light combat, and emergency reconnaissance by Espos. 4.7 meters long, the craft required a pilot and a gunner. It
carried 25 kilograms of cargo. A flight ceiling of 15 kilometers was possible, but only 10 kilometers was optimal for maximum
maneuverability. 330 kilometers per hour could be achieved. It was fitted with a single laser cannon that could be fired any
direction, save aft.
SX20 Patrol Skimmer
Huge Airspeeder
-------------------------------------------------------------------------Defense Ref 14 (Flat-footed 11), Fort 15, Armor +3
hp 52; DR 10; Threshold 25
-------------------------------------------------------------------------Speed 12 squares fly
Ranged Laser Cannon (see below)
Fighting Space 3x3 squares; Cover: partial
Base Atk +0; Grp +15
-------------------------------------------------------------------------Abilities Str 20, Dex 17, Con --, Int 12
Crew 2 (pilot & gunner) Passengers 0
Cargo 25 kg;
Cost: 24,000
Availability Military
-------------------------------------------------------------------------Laser Cannon Atk +1 (-4, Autofire), Dmg 4d10
Espo GX12 Hovervan
The GX12 hovervan (aka, "portable bunker") was produced by the CSA as a personnel carrier for Espos. A 13-meter long
repulsorlift vehicle, it carried a pilot, 2 gunners, 16 troops, 1 medic, 1 2-1B surgical droid, and 1 metric ton of cargo. With a flight
ceiling of 10 meters, the van could achieve 260 kilometers per hour. Although unshielded, the craft boasted a forward grenade
mortar and an Atgar twin blaster cannon turret.
Espo GX12 Hovervan
Colossal Landspeeder
-------------------------------------------------------------------------Defense Ref 14 (Flat-footed 12), Fort 22, Armor +12
hp 160; DR 15; Threshold 62
-------------------------------------------------------------------------Speed 8 squares
Ranged Twin Blaster Cannon Turret (see below)
Ranged Grenade Mortar (see below)
Fighting Space 9x9 squares; Cover: Total
Base Atk +0; Grp +32
-------------------------------------------------------------------------Abilities Str 34, Dex 14, Con --, Int 12
Crew 3 (pilot, 2 gunners) Passengers 18
Cargo 1 metric ton; Payload 50 stun grenades; 50 frag grenades
Cost: n/a
Availability Military
-------------------------------------------------------------------------Twin Blaster Cannon Turret Atk +1 (-4, Autofire), Dmg 6d10
Grenade Mortar Atk +1, as Grenade Launcher (damage by grenade type)

44

JX40 Jailspeeder, Mobile Detention Wagon


The JX40 jailspeeder was a mobile detention wagon
employed by the Corporate Sector Authority. It could also
serve as a mobile barricade to hinder the movement of
rioters. It was a Tagge Company product. A 14-meter long
repulsorlift vehicle, it carried 2 crew, 2 technicians (who
double as interrogators), 45 prisoners, and 500 kilograms
of cargo. Each prisoner was contained in a prisoner station.
Capable of 160 kilometers per hour, the wagon had a flight
ceiling of 10 meters. While the wagon was unshielded, the
entire hull was covered in stun panels and steam jets. The
craft also boasted three grenade launchers.

Abilities Str 28, Dex 14, Con --, Int 12


Crew 4 (pilot, gunner, and 2 technicians) Passengers 45
prisoners
Cargo 500 kg;
Cost: N/A
Availability Military
-------------------------------------------------------------------------Grenade Mortar
Atk +1, as Grenade Launcher.
Steam Jets
Atk +1, 1 square burst around vehicle; 3d8 on hit, 1/2 on
miss.
Stun Panels
Atk +1 v. all characters in contact with the vehicle; 5d8 stun

JX40 Mobile Detention Wagon


Colossal Landspeeder
-------------------------------------------------------------------------Defense Ref 13 (Flat-footed 11), Fort 19, Armor +11
hp 92; DR 15; Threshold 69
-------------------------------------------------------------------------Speed 8 squares
Melee Stun Plates (see below)
Ranged Steam Jets (see below)
Ranged Grenade Mortar (see below)
Fighting Space 9x9 squares; Cover: Total
Base Atk +0; Grp +29
-------------------------------------------------------------------------Strikebreaker Riot Control Vehicle
The Strikebreaker riot control vehicle was a TaggeCo
repulsorlift vehicle employed by the CSA to handle riots. It
was 14 meters long. The vehicle could achieve speeds of
80 kilometers per hour and had a flight ceiling of 30 meters,
but was not at all maneuverable. It required a crew of 9
(including 7 gunners) and carried 40 troops and 2 metric
tons of cargo. It was armed with 4 medium laser cannons,
2 left and 2 right, that could be double-linked; 2 repeating
blaster turrets that could be fire-linked; and 1 grenade
mortar turret. Its most important weapon was a stun
barricade. The thick hull was not supplemented by shields.

-------------------------------------------------------------------------Abilities Str 28, Dex 14, Con --, Int 12


Crew 9 (2 pilots, 7 gunners) Passengers 40
Cargo 2 metric tons;
Cost: N/A
Availability Military
-------------------------------------------------------------------------Stun Barricade
If Collission with living beings, deal additional 3d8 stun
damage.
Medium Laser Cannons x4
Atk +1 (-4 autofire), Dmg 5d10

Strikebreaker Riot Control Vehicle


Colossal Landspeeder
-------------------------------------------------------------------------Defense Ref 13 (Flat-footed 11), Fort 19, Armor +11
hp 92; DR 15; Threshold 69
-------------------------------------------------------------------------Speed 6 squares
Melee Stun Barricade (see below)
Ranged Medium Laser Cannons x4 (see below)
Ranged Heavy Repeating Blasters x2 (see below)
Ranged Grenade Mortar (see below)
Fighting Space 9x9 squares; Cover: Total
Base Atk +0; Grp +29

Heavy Repeating Blasters x2


Atk +1 (-4 autofire), Dmg 6d10
Grenade Mortar
Atk +1, as Grenade Launcher.

45

STARSHIPS

CSA PICKET FLEET

Ulig Abaha Ltd. #2 Warpod


Official Stats for Plasma Torch Boarding Device - S&V 60
The Ulig Abaha Ltd. #2 Warpod, or warpod pinnace, was a starfighter
used by the Corporate Sector Authority. They were also used by the
Pirates of Iridium before their defeat in 22 BBY. The 20 m long
Warpod was crewed by a pilot and four gunners which operated the
two laser cannon turrets and the bottom-mounted cutting torch. It was
capable of going toe-to-toe with older designs from the Galactic
Republic, but newer designs like the TIE/ln starfighter or T-65 X-wing
starfighter were vastly superior to the #2 Warpod. Pirates in or around
the Corporate Sector sometimes used Warpods.

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

Ulig Abaha Ltd. #2 Warpod (CL 9)


Gargantuan Starfighter (20 m)
-------------------------------------------------------------------------Init -1; Senses Perception
Defenses Ref 17 (13 flat-footed), Fort 28, +8 armor
hp 90; DR 10; SR 15; Threshold 48
-------------------------------------------------------------------------Speed fly 16 squares (max velocity 1,000 km/h), fly 4 squares (starship scale)
Ranged +6 Laser Cannons (see below)
Ranged +6 Plasma Torch (see below)
Fighting Space ; Cover total
Base Atk +6; Grp +30;
-------------------------------------------------------------------------Abilities Str 46, Dex 19, Con -, Int 18
Skills Initiative -1, Mechanics +10, Perception +6, Pilot -1, Use Computer +10
Crew 2 (skilled); Passengers 0
Cargo 50 kg; Consumables 2 days; Carried Craft
Hyperdrive, navicomputer
Availability military; Cost 50000
-------------------------------------------------------------------------Fire-Linked Laser cannons (4 gunners)
Atk +6 ; Dmg 7d10x2
Plasma Torch Boarding Device (usable only in conjunction with docking clamps when boarding, see SECR, p. 174)
Atk +6 ; Dmg 8d10x2

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

Etti Light Cruiser


Though the 125 meter vessel was equipped with a
hyperdrive, in its standard configuration it carried only three
days of provisions and was therefore limited to short-range
(often intra-system) missions. It could carry up to 400 tons
of cargo and was well defended with 10 quad laser
cannons.

Abilities Str 62, Dex 12, Con -, Int 14


-------------------------------------------------------------------------Crew 25 + 13 gunners; Passengers 15
Cargo 400 metric tons; Consumables 3 days; Carried
Craft None.
Hyperdrive x2 (x10 backup), navicomputer
Availability Cost 425,000 (new)
-------------------------------------------------------------------------Quad Laser Cannon Battery (5 guns)*
Atk +12 / -8 v. smaller than colossal (+7 / -13 v. smaller
than colossal, autofire), Dmg 5d10x5

Etti Light Cruiser


Colossal (frigate) Capital ship
Initiative +2; Senses Perception +2
-------------------------------------------------------------------------Defense Ref 12 (flat-footed 11), Fort 36; +11 armor
hp 900; DR 15; SR 100; Threshold 136
-------------------------------------------------------------------------Speed fly 12 squares, fly 2 (starship scale)
Ranged Quad Laser Cannon Battery (5 guns) +12 x2 (see
below)
Ranged Tractor Beam +2 (see below)
Fighting space 1 square (starship scale); Cover total
Base Atk +0; Grp +51
Attack Options autofire.
--------------------------------------------------------------------------

Tractor Beam
Atk +2 (-18 v. smaller than colossal); Special.
* See Weapon Batteries, pg. 170 in the Core book

48

Dimel-class assault ship


The Ulig Abaha Ltd. Dimel-class assault ship was a class
of warship that was utilized by the Corporate Sector
Authority. One of these vessels, the Eye of Shiblizar, was
utilized by slavers Magg and Zlarb for their operations.

-------------------------------------------------------------------------Abilities Str 59, Dex 14, Con -, Int 14


-------------------------------------------------------------------------Crew 23 & 43 gunners; Passengers 34
Cargo 600 tons; Consumables 3 weeks; Carried Craft 3
Lifeboats
Hyperdrive x2 (x16 backup), navicomputer (4 jumps)
Availability N/A
Cost 450,00
-------------------------------------------------------------------------Double Laser Cannon Battery x3*
Atk +8 / -12 v. smaller than colossal (+3 / -17 v. smaller
than colossal, autofire), Dmg 6d10x5

Dimel-class assault ship (Eye of Shiblizar)


Colossal (frigate) Transport
Initiative +; Senses Perception +
-------------------------------------------------------------------------Defense Ref 13 (flat-footed 11), Fort 34; +11 armor
hp 690; DR 15; SR 100; Threshold 134
-------------------------------------------------------------------------Speed fly squares (starship scale)
Ranged Double Laser Cannons (battery of 3) x3 +8 (see
below)
Ranged Ion Cannon +2 (see below)
Ranged Tractor Beam +2 (see below)
Fighting space square (starship scale); Cover total
Base Atk +0; Grp +49

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

The Lady of Mindor


The Lady of Mindor was a Lady-class luxury liner owned by Authority Tours that traveled between Roonadan and Ammuud. It
was 310 meters in length, and could carry 600 passengers and a thousand tons of cargo. It had a crew of 121, including the four
personnel allocated to staffing its four twin blaster cannons used for self defense. The Lady of Mindor was equipped with
sufficient consumables for 300 days in space, and possessed a Class Two hyperdrive. It was valued at 19 million credits. Just off
the main salon was the wagering compartment which had many gambling tables and various games of chance. In the lounge
there were arcade games like Starfight, Point Five, Bounce, Liar's Cut, and Vector, among others. Han Solo and Fiolla traveled
on the Lady of Mindor when trying to escape from slavers. However, the ship was attacked by pirates who turned out to be the
slavers who were looking for them. Han and Fiolla escaped in a lifeboat and landed on Ammuud.
Shobquix Yards Lady-class Luxury Liner (CL 9)
Colossal (frigate) space transport (310 m)
Init -4; Senses Perception +6
-------------------------------------------------------------------------Defense Ref 13 (flat-footed 13), Fort 40; +13 armor
hp 600; DR 15; Threshold 140
-------------------------------------------------------------------------Speed fly 3 squares (starship scale)
Ranged turbolaser battery +11* (see below)
Fighting space 1 square (starship scale); Cover total
Base Atk +0; Grp +52
-------------------------------------------------------------------------Abilities Str 70, Dex 10, Con --, Int 14
-------------------------------------------------------------------------Skills Initiative -4, Mechanics +5, Perception +6, Pilot -4, Use Computer +5
Crew 117 (skilled); Passengers 600
Cargo 1,102 tons; Consumables 1 year;
Hyperdrive x2 (x20 backup), navcomputer
Availability Licensed; Cost unknown
* This weapons has a -20 penalty against targets Colossal size or smaller
-------------------------------------------------------------------------Fire-linked blaster cannons (4 gunners)
Atk +11 (-7 against targets Colossal or smaller); Dmg 6d10x2

51

CHAPTER 5: THE TRIANII RANGERS


Organization
The Trianii Rangers ply the lanes of Trianii Space,
protecting the felinoids isolationist colonies during their
early establishment and continually against outside forces
bent on conquest. The Trianii Rangers are a formidable
force, adept in space combat as well as in ground warfare.
The Corporate Sector was powerless to defeat the Trianii
Rangers in a campaign to claim Trianii space, and the
Empire never tried. During the Trianii-CSA conflict, several
Trianii were captured and interrogated, and some were
sent to the asteroid prison facility of Stars' End before Han
Solo and his cohorts destroyed it. Trianii are fiercely
independent explorers and, as such, prefer to stick to their
own kind.
Type: Colonial Military
Scale: Multiple Systems
(Scale score = 12; OS Modifiers >1 are halved, infra.)
Enemies: Corporate Sector Authority.
Rivals: None.
Allies: A patchwork planetary militias of Trian, Brochiib,
Pypin, Ekibo, and Fibuli.
Positive Criteria
Organization Score Modifier
Experience
+1/2 Character levels
Is a member of the Trianii species
+1
Has a Base Attack Bonus of +10 or higher
+1
Trained in Pilot
+1
Skill Focus in Pilot
+1
Skill Focus feat for Knowledge (Tactics)
+1
Few Maneuvers feat
+1
Starship Tactics feat
+1
Tactical Genius feat
+1
Vehicular Combat feat
+1
Any Hyperspace Explorer talent
+1
Any talent from the Spacer talent tree
+1
Ace Pilot Prestige Class
+1
Elite Trooper Prestige Class
+1
Officer Prestige Class
+1
parents, spouse or sibling in the Trianii Rangers
+1
Spent 10 or more years in Trianii Rangers
+1
Recommendation of a member with a 21+ Org. Score +1
Saves the life of a member with a 21+ Org. Score
+1
Participates in a battle in which the Trianii Rangers are
victorious
+1
Destroys or razes a stronghold of an enemy of the Trianii
+4
Makes a discovery important to the Trianii Rangers
+1 per discovery
Defeats a Trianii enemy of equal or greater CL in combat
+1/4 Opponents CL

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

Score / Title / Benefits & Duties:


Rank 0: 3 or lower: Title: None. Benefits: None. Duties: None
Rank 1: 4 - 6: Explorer Members of the planetary militia of the Trianii colonies often aid the Trianii Rangers in exploring and
defending their own corner of Trianii space, as do Trianii mercenaries who are unaffiliated with an official military body. The
Trianii, while fiercely independent, have, from time to time, accepted the assistance of trusted outsiders, though these are few
and far between. For an outsider to win the trust of the Trianii and be permitted to aid in their cause despite their ferocious pride
is no small feat.
Benefits: None.
Duties: None.
Rank 2: 7 - 11: Ranger Any trusted defender of Trianii space who seeks admission to the elite Trianii Rangers begins as a
cadet and undergoes intensive training in both starfighter combat and ground combat. Those cadets who successfully complete
the harsh Trianii Ranger training become enlisted personnel and hold enlisted grades or rates, and perform jobs specific to their
particular occupational specialty. Those who demonstrate ideological dedication and combat prowess quickly become noncommissioned officers, such as sergeants, corporals, or warrant officers, and form the backbone of the Trianii Rangers. Noncommissioned officers are the primary and most visible leaders for the bulk of the Ranger enlisted corps. Additionally, they are
the primary military leaders responsible for executing the Trianii Rangers missions and for training military personnel. Their
training and education typically includes leadership and management as well as service-specific and combat training. Another
critical role they play is providing advice and guidance to the officer corps.
Benefits: None.
Duties: None.
Rank 3: 12 - 20: Ranger Officer The lower tiers of commissioned officers are leadership and management generalists. In
addition, they are usually trained in a specific military occupational specialty. The lower tiers of the commissioned officer corp of
the Trianii Rangers include pilot officers, flying officers, flight lieutenants, squadron leaders, and wing commanders.
Benefits: +2 bonus on attempts to use the Aid Another action to assist another member of the organization.
Duties: None.
Rank 4: 26 - 30: Ranger Captain The middle tiers of commissioned officers include captains and commodores, and command
companies or multiple squadrons of Trianii Rangers, or command large ships. Captains who command squadrons of more than
one larger vessel assume the flag officer rank of senior captain or commodore.
Benefits: Take no attitude penalty on Persuasion checks to influence the attitudes of members of the organization.
Duties: None.
Rank 5: 31+: Ranger Marshal The highest tiers of commissioned officers include marshals, the few chief marshals (a/k/a Five
Star Marshals), and the Supreme Marshal herself (who holds the rank ex officio as Pride Leader of Trianii Space). Ranger
Marshals hold very senior appointments, command fleets or formations of Trianii Ranger vessels and make military decisions at
the highest level.
Benefits: Access to a specialist agent, who has no more than twelve levels heroic or otherwise while within the sphere
of influence of the Trianii Rangers.
Duties: None.

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]

Trianii Ranger Squad


Large, Trianii Soldier 2/Scoundrel 3 (CL5)
Init +9; Senses Perception +4
Force Points 7; Darkside Points 0
Languages Trianii, Basic, +1 more
-------------------------------------------------------------------------Defenses Ref 19 (flat-footed 16), Fort 21, Will 17
hp 112; Threshold 31
-------------------------------------------------------------------------Speed 6 squares
Melee +9 claws (1d6+3)
Melee +9 bayonet (1d8+3)
Ranged +11 Blaster rifle (3d8+2)
Ranged +11 vehicle weapons (+2 heroic bonus to
damage)
Base Atk +8; Grp +12
Special Actions Martial Arts I, Pin (or Trip), Vehicular
Combat, Expert Grappler, Devastating Hit, Strike
Formation, 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, (Stealth +0), Use Computer +9.
Possessions Armored Flight Suit (+5 Armor Bonus to Ref.,
+2 Equip. Bon. to Fort.), Blaster Rifle with bayonet,
comlink, utility belt.
-------------------------------------------------------------------------Squad Traits - The melee attack of a squad is an area
attack that affects all squares within reach. The ranged
attacks of a squad are considered to have a 1-square
splash. Area attacks deal an extra 2 dice of damage
against a squad. A squad cannot be grabbed or grappled.

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

CHAPTER 6: THE FRINGE


PLOOVO'S CRIMINAL SYNDICATE
Ploovo Two-for-One's criminal enterprise consists of seedy
clubs and casinos on major trade worlds in the Corporate
Sector, which serve as a front for his numerous protection
rackets and loan sharking efforts in the region. If there is a
loan shark operating in the Corporate Sector space, or a
protection racket, odds are Ploovo is connected to it.
Type: Criminal
Scale: 10 (Multiple Planets)
Enemies/Rivals: Rebel Alliance, Thar Larson, Corporate
Sector Authority, Hutt Crime Families
Allies: None
Positive Criteria
Organization Score Modifier
Experience
+1/4 Character levels
Trained in Deception
+1
Skill Focus in Deception
+1
Trained in persuasion
+1
Saves the life of a Member with
an organization score of 21+
+1
Works continually with a member
of the organization
+1
Completes a mission assigned
by the organization
+1
Has a Base attack bonus of +5 through +9
+1
Skill Focus (Persuasion)
+1
Member of Crime Lord Prestige Class
+1
Recruits a new member into the organization
+1
Reviled
+1/8 Dark Side Score

Rank / Score / Benefits & Duties:


Rank 0: 3 or lower: Title: None.
Benefits: None. Duties: None
Rank 1: Score 4 - 9: Thug - Ploovo's lowest level
enforcers. They are the ones who create the need for the
protection payments, and sometimes serve as bodyguards
for Collections Agents.
Rank 2: Score 10 - 19: Collections Agent - These
minions are assigned to collect payments for protection or
loan payments. Benefit: Monthly stipend of 100 credits x
organization score for tasks related to the organization.

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

Rank 3: Score 20 - 29: Protocol Team - Five-person


group that was loyal to Ploovo, specializing in obtaining
money owed to Ploovo. Due to Ploovo's loanshark
activities, he usually found an amount of people delaying in
the payments; in the most difficult of cases, Ploovo sent the
Protocol Team to collect the forgotten payments.
Benefits: Pay no licensing fees on restricted goods within
the organization's sphere of influence; +2 bonus to Will
Defense to resist effects from enemies of the organization.
Duties: Perform various collections missions for the
organization.
Rank 4: Score 30+: Boss - The head of the organization.
Benefits: Access to a personal aide who has heroic levels
equal to your heroic level -3. The Boss has access to a
pool of credits determined by the GM.

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

Ploovo Two-for-One (CL 13)


Adult Male Human Noble 5 / Scoundrel 2 / Crime Lord 6
Force 11; Dark Side 8
Init +10; Senses Perception +12
Languages Basic, High Galactic, Huttese, Ettian,
Rakririan, Klatoonian
-------------------------------------------------------------------------Defenses Ref 24 (flat-footed 24), Fort 23, Will 28;
Command Cover
hp 68; Threshold 23
-------------------------------------------------------------------------Speed 6 squares
Melee +7 unarmed (1d4+5)
Ranged +7 by weapon (damage by weapon +5)
Base Atk +7; Grp +7
Atk Options Melee Defense, Point Blank Shot, Careful
Shot
Special Actions Knack, Notorious, Attract Minion, Shared
Notoriety, Command Cover
-------------------------------------------------------------------------Abilities Str 10, Dex 10, Con 12, Int 14, Wis 14, Cha 18
Talents Wealth, Educated, Connections, Knack, Notorious,
Attract Minion, Shared Notoriety
Feats Melee Defense, Improved Defenses, Linguist,
Weapon Proficiencies (Simple, Pistols, Rifles, Advanced
Melee), Skill Foci (Gather Information & Persuasion), Point
Blank Shot, Careful Shot, Natural Leader
Skills Deception +14, Gather Information +19, Initiative
+10, (All Knowledges at +12 due to Educated Talent),
Perception +12, Persuasion +19, Pilot +10, Ride +10, Treat
Injury +12, Use Computer +12
Possessions Luxurious estate, vast amounts of criminally
acquired wealth.

Ploovo's Body Guards (CL4)


Medium Human nonheroic 6 soldier 2
Force Points 1, Dark Side Rating 4
Init +10, Senses Perception +9
Languages Basic
-------------------------------------------------------------------------Defenses Ref 15 (flat-footed 14), Fort 14, Will 11
hp 40; Damage Threshold 14
-------------------------------------------------------------------------Speed 6 squares
Melee Vibro-axe +8 (2d10+3)
Ranged Blaster pistol +7 (3d6+1)
Ranged Blaster Rifle (3d8+1)
Base Atk +6 Grp +7
Attack Options Power Attack , Cleave, Point Blank Shot,
Devastating Attack (Rifles)
-------------------------------------------------------------------------Abilities Str 14, Dex 13, Con 13, Int 10, Wis 11, Cha 10.
Talents Devastating Attack (Rifles)
Feats Power Attack, Toughness, Point Blank Shot,
Weapon Prof (advanced melee weapons, pistols, rifles,
simple weapons) Cleave, Improved Defenses
Skills Initiative +10, Endurance +10 Perception +9
Possessions Blaster pistol, vibro-axe, comlink

61

DOCS STARSHIP MOD RING


Founded by Klaus "Doc" Vandangante a talented, but blacklisted, Coruscanti-born parvenu-engineer-turned-drifter whose
doting, widowed mother was a Corporate Sector viceprex and his late, outlaw tech wife Shardra, the ring of outlaw techs
comprising this criminal enterprise are considered the best starship modification specialists in the Galaxy. Docs techs, who
include his daughter Jessa, are renown or perhaps notorious for repairing smuggling ships and souping them up with illegal
modifications. Among the many unorthodox, questionable or outright illegal modifications available from Doc and his techs are:
custom hyperdrive upgrades, transponder slicing, the integration of fluidics or other non-standard systems, the mounting of
weaponry, the installation of cloaking or ejection devices, and the hardwiring of droids such as general assistance models
into navigation or other shipboard systems. Originally established on the frozen Outer Rim world of Urdur, the headquarters of
Docs outlaw tech shadowport has, from time to time, moved locations to avoid detection by authorities. Potential clients must
often rely on word of mouth or Cynabar's InfoNet to find it.
Type: Illegal Enterprise
Scale: Larger localized group (Scale score = 2)
Enemies: Empire, Corporate Sector Authority.
Rivals: OutlawTech, Shug Ninxs Nar-Shaddaa-based Spacebarn, Abbot Drayks Tatooine-based Dim-U transponder-slicing
monastery.
Allies: countless Hutt clans, the Cardas Smugglers, Booster Terrik, the Kwuennox Smugglers, the Black Curs.
Docs operation has a loose hierarchy with Doc at the top, and sundry technicians and engineers in his employ.
Positive Criteria
Organization Score Modifier
Experience
+1/2 Character levels
Trained in Knowledge (Technology)
+1
Has Skill Focus feat for Knowledge (Technology)
+2
Trained in Mechanics
+1
Has Skill Focus feat for Mechanics
+2
Has Gearhead feat
+1
Has Scavenger feat
+1
Has Starship Designer feat
+1
Has Tech Specialist feat
+1
Has Coordinate talent
+1
Has Engineer talent
+1
Has Fast Repairs talent
+1
Has Hot Wire talent
+1
Has Quick Fix talent
+1
Has Personalized Modifications talent
+1
Has Master Slicer talent
+1
Has Illicit Dealings talent
+1
Spent 10 or more years in Organization
+1
Negative Criteria
Organization Score Modifier
Not trained in Pilot
-2
Not trained in Mechanics
-2
Known to be friendly with the Empire
-5
Loses or Destroys Supplies or Materials
-1 per 5,000 credit value
Steals from the Organization
-10
Gives Information about the Organization to an Enemy
-10
Posts a Bounty on a Member of the Organization
-10
Kills a Member of the Organization Intentionally
-10

62

Score / Title / Benefits & Duties:


Rank 0: 3 or lower: Title: None. Benefits: None. Duties: None
Rank 1: Score 4 - 10: Journeyman A skilled mechanic or technician who knows his trade well and demonstrates a true talent
for custom modifications is a valued tradesman in Doc Vandagantes eyes. A good tech is hard to find, and Doc is always willing
to give someone with the passion for starship modification the opportunity to do an honest, if illegal, days work in his
organization. Benefits: None. Duties: None
Rank 2: Score 11 - 25: Yeoman Doc Vandagante keeps a sharp eye on his crew of outlaw techs for those skilled experts who
demonstrate not only a particular, remarkable acumen with repairs and modifications, but also the prudence to keep a low profile
and the discretion to keep themselves and their employer beneath the notice of the Empire or law enforcement. Doc rewards
particularly loyal, trustworthy and skilled outlaw techs with a share of his limited resources. Benefits: Access to an astromech
droid that has no more than three non-heroic levels (no heroic levels). Duties: None.
Rank 3: Score 26 - 30: Master Technician Those few technicians who demonstrate the utmost loyalty to Doc and aid in his
operation in the most meaningful ways, or perhaps create a particularly masterful modification that demonstrates outstanding
creativity, skill or workmanship or garners critical praise, earn great respect and are often called upon to supervise teams of staff.
Such valued master technicians are often delegated special projects to oversee and command a cadre of subordinate
technicians not only to supervise, but also to teach. Benefits: Costs for modifying items that have significance to the
Organization by using the Tech Specialist feat are waived once per week. Duties: None.
Rank 4: Score 31+: Master Engineer While a prodigy in his own right, Doc often relies upon and welcomes the input of his
most skilled engineers in any project. These rare and cherished few become close confidantes to Doc even in matters that
transcend the ordinary order of business. Those precious few who achieve this level of trust within Docs organization are often
themselves simply an extension of Docs own supervisory authority. One does not win Docs favor to this extent easily, however.
Docs Master Engineers are often experts in many fields, consummate craftsmen who can perform any task relating to
mechanics or computers, from incorporating alien technology into a starship design to designing and building AI to drafting the
plans for new or unique weapon designs. Benefits: Access to a space transport. Duties: None.

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

Bollux (a/k/a Zollux)


BLX-5, called "Bollux" by his masters and sometimes known by the alias "Zollux", was a BLX labor droid once produced by
Serv-O-Droid, Inc. He held many jobs over the decades, serving many masters, but is best known for his association with Han
Solo and Chewbacca during their time in the Corporate Sector and Tion Hegemony. Bollux started out as BLX-5, a simple labor
droid in the Fondor Shipyards, with only the limited personality and intellect needed for his duties. Like other labor droids, he had
heavy servomotors and a high-gravity suspension system to haul cargo and perform other strenuous tasks. One day, he was
ordered to check a fuel module for mynocks. However, the orders did not specify a return time, so the BLX stayed to observe the
mynocks until he judged that he had sufficient information. In the intervening three weeks, the droid supervisors assumed that he
had fallen prey to the mynocks, and assigned his work designation to a new labor droid. Due to the size of the facilities at
Fondor, it was nearly a year before anyone noticed that two labor droids had been given the same designation. Since Bollux had
gone without a memory wipe in all that time, he had developed a personality.
He traveled the galaxy, working at a variety of jobs. He built survival domes and camps for a planetary survey Alpha-Team,
worked on a construction gang for weather-control systems, and became a roustabout for Gan Jan Rue's Traveling Menagerie.
He even joined a unit of the Galactic Republic's military to construct fortifications, followed by a stint as a technical overseer for a
Trigdale Foundries mining colony. At every job, he continually sought to improve himself by volunteering for new modifications.
Every job ended the same way, however, as he was replaced by a newer model and sold off.[2] At some point during this
nomadic existence, he used the alias Zollux for unexplained reasons.
Bollux eventually fell in with a group of smugglers, who won him in a dice game. These smugglers traded him to the outlaw
tech Klaus "Doc" Vandangante for an enhanced hyperdrive motivator. Doc and his daughter Jessa treated Bollux as part of the
family. Jessa used Bollux as a test subject for her droid engineering skills, giving him access to more and more upgrades. The
droid had internal components moved to create a chest cavity for holding the slicer droid,
Blue Max. The two droids became good friends, with Bollux developing almost paternal
feelings for the computer probe.
For a mission to free Doc and other prisoners from the Corporate Sector Authority, Jessa
loaned Bollux and Blue Max to Han Solo. Bollux smuggled Blue Max into Orron III with
Solo and his allies to find the location of the prisoners. Bollux helped in their escape from
Orron III and later managed to defeat CSA Viceprex Mirkovig Hirken's Mark X
Executioner gladiator droid at Stars' End by diving underneath the Mark X's treads and
ripping out wires. As Solo and the others attempted to escape the Hirken's hired
bodyguard, Uul-Rha-Shan fired a shot at Solo who was attempting to save Bollux, Bollux
threw himself onto Solo to protect him. Bollux however was pierced through his head and
was only saved by Blue Max storing Bollux's personality in his memory. After freeing the
prisoners and escaping Stars' End, Bollux was given a new, upgraded body by the outlaw
techs. Both Bollux and Blue Max were given their freedom by Doc's techs.
Bollux (a/k/a Zollux)
5th Degree Droid Non-heroic 3 / Scoundrel 1
Force Points 5, Dark Side 0
Init +1, Senses Perception +5
Languages: Basic, Binary
-------------------------------------------------------------------------Defenses: Ref 14 (flat-footed 13), Fort 11, Will 12
Hp 15, Threshold 11
-------------------------------------------------------------------------Speed 6 squares
Melee unarmed +6 (1d4+4) or
Melee simple weapons (as weapon +4)
-------------------------------------------------------------------------Abilities: STR 19, DEX 13, CON N/A, INT 8, WIS 10, CHA 10
Talents Fool's Luck
Feats Weapon Proficiency (Simple), Skill Training (Perception & Mechanics), Toughness
Skills Endurance +5, Mechanics +4, Perception +5
Systems & Accessories Heuristic Processor, Droid Traits, Walking Locomotion, 2
Hands, Behavioral Inhibitors, Vocabulator, Internal Storage (5kg)

67

Han Solo (prior to Episode IV)


While in the Corporate Sector, the Falcon was damaged after
Solo and Chewbacca attempted smuggling weapons to
insurgents on Duroon. However, they did collect payment from
the insurgents and went to pay off Ploovo Two-For-One, but in a
rather creative manner. Given the prickly relationship and even
outright disgust they had for each other, Han bought a foul,
irritable, putrid dinko, attached the payment to it, and unleashed
on the unfortunate employer. Although Corporate Sector Security
arrived at the establishment where they were, Han and
Chewbacca escaped their grasp relatively unscathed. Payment
completed, they went off to find the outlaw tech "Doc"
Vandangante's hideout, only to discover he had been taken to
the Corporate Sector Authority prison at Stars' End. Doc's
daughter Jessa offered upgrades and repairs to his ship, and a
Corporate Sector waiver, in exchange for Han helping rescue
Doc and other prisoners.
Medium Human scoundrel 5/soldier 2/ace pilot 1/gunslinger
1 (CL 9)
Destiny 1; Force 5
Init +11; Senses Perception +10
Languages Basic, Huttese, Shyriiwook
-------------------------------------------------------------------------Defenses Ref 25 (flat-footed 23), Fort 22, Will 22; Dodge
hp 61; Threshold 22
-------------------------------------------------------------------------Speed 6 squares
Melee unarmed +7 (1d4+5)
Ranged heavy blaster pistol +8 (4d8+4) or
Ranged Millennium Falcon docking gun +11 (4d12+4) with
Rapid Shot or
Ranged Millennium Falcon quad laser cannon +9
([7d10+4]x2) with Rapid Shot or
Ranged Millennium Falcon concussion missile +11
([9d10+4]x2, 4-square splash)
Base Atk +6; Grp +8
Atk Options Dastardly Strike, Devastating Attack (pistols),
Point Blank Shot, Precise Shot, Rapid Shot
Special Actions Close Scrape*, Fool's Luck, Vehicular
Combat
Starship Maneuvers Known (Pilot +16): angle deflector
shields, skim the surface
-------------------------------------------------------------------------Abilities Str 13, Dex 15, Con 12, Int 14, Wis 12, Cha 14
Talents Close Scrape*, Dastardly Strike, Devastating
Attack (pistols), Fool's Luck, Spacehound, Trigger Work
Feats A Few Maneuvers*, Dodge, Point Blank Shot,
Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Pilot),
Starship Tactics*, Vehicular Combat, Weapon Proficiency
(pistols, rifles, simple weapons)
Skills Deception +11, Initiative +11, Knowledge (galactic
lore) +11, Mechanics +11, Perception +10, Pilot +16, Use
Computer +11
Possessions heavy blaster pistol with targeting scope, tool
kit, Millennium Falcon (page 156, Starships of the Galaxy)

Han Solos BlasTech DL-44 (pistols)


The legendary smuggler and outlaw Han Solo has made
many modifications to his trademark BlasTech DL-44. With
excellent short range accuracy, deadly punch and a
lightning-fast draw, this pistol is a one-of-a-kind gem that
has seen Solo through many a scrape.
(3d8+5 damage, no attack penalty at short range, can draw
weapon as a free action once per round)
Heavy blaster pistol (1 upgrade slot, 1.3 kg, 750 credits)
-Superior Tech trait (Superior Damage [+5 damage], cost
2,000 credits)
-Quick Draw template (increase weapon cost to 825
credits)
-Targeting Scope (0 upgrade slots, 100 credits)
-Rangefinder (1 upgrade slot, 200 credits)
Total Cost 3,125 credits

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

Roa, Businessman and Legendary Smuggler


Roa was a smuggler that operated out of Nar Shaddaa for many years, and established himself as one of the most
honorable smugglers ever known. Roa created an unofficial doctrine followed by smugglers who wished to remain on positive
terms with clients and the government, known as Roa's Rules. Roa often taught his skills to neophyte smugglers, among whom
was Han Solo. Roa took Han on his first ever Kessel Run, and his first visit to Smuggler's Run.
For years, Roa courted a woman named Lwyll and proposed marriage numerous times, but she always refused unless he
retired from smuggling. Their unique relationship was well-known among the Corellian Sector, and everyone knew they were in
love. Just prior to the Battle of Nar Shaddaa, Roa proposed again on the condition he retire from smuggling, and Lwyll accepted.
However, Roa answered the call to arms against the impending Imperial attack. Roa flew as a scout in his custom starfighter,
which he named the Lwyll, after his fiance. Upon first sighting the Imperial strike force, Roa nearly panicked and froze before
but snapped out of his daze quickly. Racing back to Nar Shaddaa, Roa's ship sustained heavy damage and he barely avoided a
crash landing. Even so, he narrowly escaped his burning ship before it exploded. With the conclusion of the battle, Roa settled
down with Lwyll. While visiting the Corporate Sector, Han met Roa and Lwyll again, who had left Nar Shaddaa.
Many years later, Han would meet Roa again during the early months of the Yuuzhan Vong War. While wandering
through his old haunts after the death of Chewbacca, Han encountered Roa, who was actively seeking revenge against the
invaders because Lwyll had been killed by them. Through the experiences shared by Han and Roa during this time, Han was
able to find the strength he needed to return to his family and avenge Chewbacca.
Roa was captured by the Yuuzhan Vong along with Fasgo at the First Battle of Ord Mantell and taken as a yammosk-tending
slave aboard the Crche. Naturally, he was rescued by Han Solo before long.
Roa CL 18
Medium Human (Scoundrel 9/ Ace Pilot 9)
Force Points 15; Destiny 6
Initiative +16; Senses Perception +17
Languages Basic, Bith, Huttese, Neimoidian, Rodese,
Shyriiwook (understand only)
-------------------------------------------------------------------------Defenses Ref 34 (flat-footed 33), Fort 31, Will 32
hp 115; Threshold 31
-------------------------------------------------------------------------Speed 6 squares
Melee Unarmed +13 (1d4+10)
Ranged Heavy Blaster Pistol +14 (3d6+9)
Base Atk +12; Grp +14
Starship Maneuvers Afterburn, Angle Deflector Shields,
Devastating Hit, Explosive Shot
-------------------------------------------------------------------------Abilities Str 13, Dex 15, Con 13, Int 18, Wis 16, Cha 14
Talents Art of Concealment, Fast Talker, Full Throttle,
Hidden Weapons, Hyperdriven (+9), Illicit, Dealings,
Outrun, Renowned Pilot, Surprise Strike
Prestige Class Feature: Vehicle Dodge +4
Feats Point Blank Shot, Linguist, Precise Shot, Quick
Draw, Skill Focus (Mechanics, Pilot), Skill Training
(Stealth), Starship Designer, Starship Tactics, Tech
Specialist, Triple Crit, Vehicular Combat, Weapon
Proficiency (heavy, pistols, rifles, simple)
Skills Deception +16, Initiative +16, Knowledge
(Bureaucracy) +18, Mechanics +23, Perception +17,
Persuasion +16, Pilot +21, Stealth +21
Possessions Command case, conservative suit, 5,000
credits petty cash, shipping company (12 Action IV Bulk
Transports, 4 Corellian Transports, and a fighter escort
squadron), Redthorn-class scout "Lwyll", heavy blaster
pistol

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.

Languages Basic, Huttese, Rodese, Shyriiwook


(understand only)
-------------------------------------------------------------------------Defenses Ref 30 (flat-footed 28), Fort 24, Will 26
hp 87; Threshold 24
-------------------------------------------------------------------------Speed 6 squares
Melee Unarmed +10 (1d8+8)
Melee Unarmed +8 (2d8+8) with Rapid Strike
Melee Vibrodagger +11 (2d4+10)
Melee Vibrodagger +9 (3d4+10) with Rapid Strike
Ranged +10
Ranged in vehicle +9
Base Atk +8; Grp +10
-------------------------------------------------------------------------Abilities Str 15, Dex 14, Con 15, Int 14, Wis 15, Cha 14
Talents Connections, Dirty Tricks, Educated, Fool's Luck,
Gambler, Influential Friends, Seducer
Feats Gunnery Specialist, Improved Rapid Strike, Linguist,
Martial Arts I & II, Melee Defense,
Point Blank Shot, Rapid Strike, Skill Focus (Acrobatics,
Gather Information, Persuasion), Vehicular Combat,
Weapon Focus (advanced melee), Weapon Proficiency
(advanced melee, pistols, simple)
Skills Acrobatics +18, Deception +13, Gather Information
+18, Knowledge (Galactic Lore) +18, Mechanics +13,
Persuasion +18, Pilot +13, Ride +13
Possessions ID, 3,000 credits petty cash, comlink,
Vibrodagger

Lwyll (CL 12)


Medium Human Female (Noble 6/ Scoundrel 5/ Melee
Duelist 1)
Force Points 12; Destiny 4
Initiative +8; Senses Perception +8

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.

Magg, Human Slaver


Human Slaver
Mag was Fiolla's hand picked personal assistant when
she was looking for a band of slavers. However, he turned
out to be in league with the slavers, and led the assault on
the spaceliner Lady of Mindor looking for Han Solo and
Fiolla. He was shot by Solo during the raid on Lady of
Mindor.
Magg, (CL 10)
Medium Human Male, Noble 7/Charlatan 3
Init +13; Senses Perception +6
Force Points 6; Darkside Points 12
Languages Basic +3
-------------------------------------------------------------------------Defenses Ref 25 (flat-footed 22), Fort 20, Will 25
hp 54; Threshold 20
-------------------------------------------------------------------------Speed 6 squares
Melee Unarmed +6 (1d4+4)
Ranged Hvy Blaster Pistol +8 (3d8+6), point blank shot
Base Atk +7; Grp +10
Special Actions Dirty Tactics, Misplaced Loyalty, TwoFaced, Unreadable, Innocuous, Improved Soft Cover
Attack Actions Point Blank Shot, Sniper, Precise Shot
-------------------------------------------------------------------------Abilities Str 8, Dex 16, Con 10, Int 13, Wis 12, Cha 17.
Special Abilities Score*
Talents Dirty Tactics, Misplaced Loyalty, Two-Faced,
Unreadable, Innocuous, Improved Soft Cover.
Feats Weapon Prof (simple, pistols), Linguist, Point Blank
Shot, Precise Shot, Sniper, Vehicular Combat, Friends in
Low Places, Skill Focus (Deception), Skill Focus
(Persuasion), Skill Focus (Knowledge [Bureaucracy]).
Skills Deception +15, Gather Information +13, Initiative
+13, Knowledge (Bureaucracy) +16, Knowledge (Galactic
Lore) +11, Persuasion +18, Pilot +13, Use Computer +11.
Possessions Authority Cash Voucher (10,000 credits),
Auditor-General ID, False ID, Heavy Blaster Pistol, Slave
Director Unit.
* See "Scum & Villainy" for talents/special abilities.

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

Zlarb, (CL 10)


Medium Human Male, Scoundrel 9/Soldier 1
Init +; Senses Perception +
Force Points ; Darkside Points 12
Languages Basic
-------------------------------------------------------------------------Defenses Ref 25 (flat-footed 22), Fort 24, Will 22
hp 83; Threshold 29
-------------------------------------------------------------------------Speed 6 squares
Melee Vibroblade +9 (2d6+8)
Ranged Holdout Blaster Pistol +11 (3d4+6), point blank
shot
Ranged Holdout Blaster Pistol +9 (4d4+6), point blank
shot, Rapid Shot
Base Atk +7; Grp +10
Special Actions Quickdraw, Malkite Poisoner Techniques,
Vicious Poison, Numbing Poison
Attack Actions Collateral Damage (S&V), Point Blank
Shot, Dastardly Strike, Surprise Strike
-------------------------------------------------------------------------Abilities Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 9.
Talents Malkite Poisoner Techniques (TotG), Vicious
Poison (TotG), Numbing Poison (TotG), Dastardly Strike,
Surprise Strike (FU), Melee Smash
Feats Point Blank Shot, Weapon Prof. (pistols, simple),
Vehicular Combat, Skill Focus (Deception), Toughness,
Improved Damage Threshold, Collateral Damage, Quick
Draw, Rapid Shot, Weapon Prof. (advanced), Skill Focus
(Knowledge [Life Sciences]
Skills Deception +14, Gather Info. +9, Knowledge
(Bureaucracy) +10, Knowledge (Life Sciences) +15, Pilot
+8
Possessions holdout blaster pistol, Malkite Poisoner's Kit,
vibroblade, Slave Director Unit.
TotG: Threats of the Galaxy page 13

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

-------------------------------------------------------------------------Abilities Str 46, Dex 10, Con -, Int 14


Skills Initiative 5, Mechanics +5, Perception +5, Pilot 5,
Use Computer +5
-------------------------------------------------------------------------Crew 2 (Normal); Passengers 6 (plus seating in converted
cargo bay, see infra.)
Cargo formerly 100 Tons, now converted to a movie
theater with 225 Kamarian-ergonomic seats;
Consumables 2 Months; Carried Craft None
Hyperdrive x2 (back up x12), Navicomputer
Availability Unique; Cost Not available for sale
Emplacement Points 0
Medium Laser Cannon (Gunner) Atk +2, Dmg 4D10x2

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 Pack (CL 6)


Large beast 5
Init +3; Senses: Perception +8
--------------------------------------------Defenses Ref 13 (Flat-Footed 13), Fort 16, Will 11
hp 104; Threshold 31
--------------------------------------------Speed 6 squares
Melee Tongue Spur +11 (1d6+7) and Blood Drain and
Melee 2 Claws +11 (1d4+7)
Base Atk +3; Grp +15
Fighting Space: 1 square
Reach: 1 square
--------------------------------------------Abilities Str 25, Dex 12, Con 22, Int 4, Wis 13, Cha 10
Special Abilities: Blood Drain, Pack Traits
Feats: Skill Training (Perception), Weapon Focus (simple)
Skills: Climb +9, Initiative +3, Jump +9, Perception +8,
Stealth -2, Survival +8
Bloodsniffer, Elite - (CL 7)
Medium beast 5/Sold. 3
Init +6; Senses: Perception +10
--------------------------------------------Defenses Ref 21 (Flat-Footed
17), Fort 17, Will 16
hp 86; Threshold 17
--------------------------------------------Speed 6 squares
Melee Tongue Spur +11 (1d6+7)
and Blood Drain and
Melee 2 Claws +11 (1d4+7)
Base Atk +6; Grp +10
Fighting Space: 1 square
Reach: 1 square
Attack Options: Devastating
Attack
--------------------------------------------Abilities Str 18, Dex 14, Con 14,
Int 4, Wis 14, Cha 10
Special Abilities: Blood Drain
Talents: Devastating Attack,
Weapon Specialization (simple)
Feats: Skill Training (Perception),
Weapon Focus (simple),
Toughness, Improved Defenses
Skills: Climb +8, Initiative +6,
Jump +8, Perception +11, Stealth
+6, Survival +11

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

CHAPTER 8: CORPORATE SECTOR GAZETTEER


Ammuud
A cold planet with a short rotation located in the Corporate Sector, Ammuud was ruled by seven major clans operating
under Corporate Sector Authority subcontract. The seven clans (the House Glayyd, Reesbon clan, Tikeris clan, Owphrin clan,
Melchett clan, Almowri clan, and the Odoon clan) were ruled by patriarchs called "Mors" and governed by a set of formal rules
known as the Code of Ammuud. Ammuud was first colonized approximately 10,000 BBY by settlers from Thokos, and each of
the seven original colony ships formed the basis of Ammuud's seven clans. The colonists were eventually forgotten by their
homeworld, and the clans evolved into quarrelling nation-states, continually testing each other in an endless series of savage
battles. Circa 100 BBY, the clans called a truce, and formed the Code of Ammuud to govern their future conduct. Ammuud's
main spaceport was a well-defended structure built adjacent to a snow-capped mountain range. People of all types inhabited the
surrounding city, which was composed of wood and stone buildings, slums, and open gutters. Animal life on Ammuud included
herds of grazers, flying pterosaurs, and crustaceans in the mountains' icy lakes. During one of his early adventures, Han Solo
visited the mountain stronghold of the Mor Glayyd to collect money due him, and encountered the infamous gunman Gallandro.
Six years after the Battle of Endor, reeling from the destruction of their command base on Nespis VIII, the New Republic
scattered its command ships and fighter units across the galaxy. One of them, the fleet transport Vindicator carrying Luke
Skywalker and his Jedi trainees, was stationed out beyond Ammuud.
Ammuud
System: Kumasi System
Terrain: Forests, Mountains
Species: Humans
Climate: Temperate
Language: Basic
Population: 1 billion
Points of Interest: Glayyd clan Stronghold

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

the TIEs could launch. The Republic also managed to take


out the Implacable. Ession was one of a number of planets
where Roa encountered the Ryn. It was also home to the
Ession Freedom Front, a violent revolutionary party.
Ession
System: Lucaya
Terrain: Industrial
Species: Human
Climate: Temperate
Atmosphere: Breathable (Type 1)
Language: Basic
Population: 9 billion
Points of Interest:
Capital City:

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.

Knowledge (Galactic Lore)


DC 10 - Etti IV is the capital of the Corporate Sector, as
well as one of the wealthiest planets in the Sector. As the
Capital of the Corporate Sector, this planet was home to
the affluent corporate executives, who showed off their
wealth by erecting luxurious estates on the planet.
DC 15 - The hot, stormy and dense world was home to 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, as well as a
busy trade center.
DC 20 - The Rakririan Sabodor ran a famous pet shop,
Sabodor's, on Etti IV, offering rare animals to the wealthy, it
is considered one of the best pet stores in the Corporate
Sector. The Free-Flight Dance Dome is perhaps the most
exotic and luxurious dining experience in the Corporate
Sector. The facility boasts a variable gravity field that keeps
the dance floor zero g's, while allowing other areas to have
gravity settings more to the liking of particular customers.

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

Knowledge (Social Sciences)


DC 10 - Etti are a pale blue race of near-humans known for
delicate features, a lanky frame and black hair.
DC 15 - As a result of the mass amount of wealth
accumulated on the planet, the cities are also attractive to
thieves, pickpockets, and organized crime (such as Ploovo
two-for-one's organization & the Black Sun).
DC 20 - The Etti were given control of Etti IV by the
Corporate Sector Authority.

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,

the defensive minefield and two BFF-1 bulk freighters from


Diputs group, though Breth Gart was killed during a freak
collision with the Imperial frigate Priam as it emerged from
hyperspace. The Rebels later returned to capture the now
stranded Priam.
System: Kalla
Terrain: Surface: Barren Rock; Subterranean City
Species: Humans
Climate: Surface: none; Subterranean : Controlled
Language: Basic
Population: 1.4 billion
Points of Interest: University of Kalla, Imperial Base,
Unlimited Horizons, Inc. Headquarters

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

Knowledge (Galactic Lore)


15 - Mytus VII is at the far edge of the Corporate Sector,
and is a planet with no atmosphere.
20 - On the planet's surface, CSA VicePrex Hirken hosts
droid gladiator games in a landscaped arena on the top tier
of a highly secure and tower surrounded by an anticoncussion field and turbolaser emplacements.
25 - VicePrex Hirken's tower on Mytus VII is home to a top
secret prison complex known as Stars' End.
Knowledge (Social Sciences)
15 - Political Dissidents and other criminals that the CSA
has deemed a sufficient nuisance are exiled to Mytus VII.
20 - Prisoners are stored in stasis on Mytus VII, frozen until
needed for interrogation or execution.
25 - The prisoner stasis booths are contained in the Stars'
End prison facility, a highly defended, state-of-the-art
complex, consisting of a main tower rising above the main
support buildings. The Tower is made of a single piece of
molecularly bonded armor said to be indestructible.

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

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