Professional Documents
Culture Documents
Star Wars - D6 - Tales of The Old Republic PDF
Star Wars - D6 - Tales of The Old Republic PDF
Content
Government
The government of the Republic is typical for that form of state. The legislative is
entrusted to the Republic Senate, one of the
oldest institutions of the Republic and its
conference halls are among the most ancient
buildings on Coruscant.
The large dome of the Galactic Senate is almost
two kilometres in diameter and gives room not
only for the actual meeting hall of the senate
but also smaller bureaus, space for negotiations
and guest quarters for ambassadors and other
envoys.
How a senator comes to power depends on her
origin. While most are elected, some are appointed by their local governments or by
other means, depending on the culture. Additionally there is a difference in the number
of star systems one senator represents. The vast majority represents several star
systems but exceptions are given as well. Some very rare officials speak for whole
sectors and some individuals only have responsibility over one planet. Mostly this
depends on both time of membership and size of the given people. Relatively young
members tend to be represented by one senator who already is experienced in politics
and thus often has several if not hundreds of worlds under his leadership. Whereas
strategically or economically important locations are the sole field of work of one senator.
Like Coruscant whose senator has only that one planet as his task to administrate.
Currently there are 856 seats in the senate, each of which is taken by one senator or of
course his aides.
Head of the senate is the Supreme Chancellor elected by the whole of the senate, one
official period takes five years. The number of periods a candidate may take is not
limited. The senate can also make a vote of no confidence to take the post away from the
chancellor. The task of the Chancellor is primarily administration and restoration of order.
In case of emergency she may be entrusted with emergency powers, which immediately
give her all military power – in difference to peacetime, where large-scale operations
have to be agreed upon by the senate.
Several committees have sub-functions in the senate. Some work to ensure everything is
legally done within the galactic administration others are responsible for research and
education while some make sure the military works efficiently. The heads of these
The highest post in the military is the Chief-in-Command, only answering to the
Chancellor and the senatorial committee. Depending on the service branch of the current
office holder the rank is equivalent to a five star general. If the CiC is a member of the
Army the rank is Field Marshal, if a member of Space Force it is Star Marshal and if the
post is hold by an officer of the Navy it is Grand Admiral. There is always only one officer
holding any of these ranks.
Military Ranks
Space Force Army Navy
Enlisted
Starman Private Starman
Starman First Class Private First Class Starman First Class
Senior Starman Lance Private Lance Starman
Corporal Corporal Petty Officer Third Class
Non-Commissioned Officers
Sergeant Sergeant Petty Officer Second Class
Staff Sergeant Staff Sergeant Petty Officer First Class
Star Sergeant Master Sergeant Chief Petty Officer
Star Sergeant Major Sergeant Major Master Chief Petty Officer
Commissioned Officers
2 nd Lieutenant 2 nd Lieutenant Ensign
st st
1 Lieutenant 1 Lieutenant Lieutenant junior grade
Captain Captain Lieutenant
Major Major Lt. Commander
Lt. Colonel Lt. Colonel Commander
Colonel Colonel Captain
Flag Officers ( also Commissioned Officers )
Wing General Brigadier General Commodore
Major General Major General Rear Admiral
Lieutenant General Lieutenant General Vice Admiral
Star General General Admiral
Star Marshall Field Marshall Grand Admiral
The uniform of the military differs in colour depending on the service branch, although
the general design is almost the same. Basically the uniform
consists of heavy jackets with the rank insignia visible on the
shoulders, for flag officers at the cuffs of the jacket.
Flag officers always wear dark grey jackets together with white
uniform pants, marked with red stripes. Symbols at the collar
designate the service branch of the officer.
Uniform jackets of the Space Force are brown, the Navy wears blue
uniforms and the Army usually has green ones. Officers are obliged
to wear white pants as well, where as enlisted personnel is equipped
with black fibres.
However in combat the uniform usually is replaced with more
suitable clothes, which enables the soldier to hide better and store
necessary equipment in the different pockets and have it easily
accessible.
As an example pilots of Space Force usually wear short brown
jackets instead of the almost coat like ones due to the space
restriction given in a cockpit.
The Republic’s military has several tasks among which defence is of course the most
important one. That counts for countering foreign aggression as well as patrolling space
lanes to oppose smugglers, pirates and other criminals. It also protects sensitive public
buildings as embassies, the senatorial estates and offices and the residence of the
Supreme Chancellor. While police tasks are take care of by local security large scale
operations are at least coordinated with the military.
Traditionally Republic Intelligence is a military organization and besides collecting data on
foreign powers and protecting the Republic from
Grand Admiral Crix Antilles, CiC spies it also is responsible for guarding important
personalities like the Chancellor or senators –
Crix Antilles, born on Corellia, is a although most of them prefer their private
Navy officer out of tradition. Eight bodyguards.
generations of his family have
served the Republic in more than But besides solely martial tasks the military is also
one war. Although Antilles began responsible to safeguard emergency procedures in
his career as a pilot, due to the case of natural catastrophes, i.e. prepare and
excitement it offered, he later conduct evacuations, give medical and
transferred to the Navy when he humanitarian aid and so on. Additionally a large
earned a recommendation after he amount of research and exploration lies in the
took command of his cruiser when hands of the military – here are most of the civilian
the bridge was hit and the senior employees to be found – not rarely working
officers were killed. together with companies or non-military
He won the skirmish with the organizations of the Republic.
pirates and started a second career
as a Navy officer. Since that time
he fought in several skirmishes and
battles and protected the Republic.
Antilles is a calm, analytic man, Diplomatic Relations
never rushing into action. He
There are several more entities in the galaxy with
inspires respect in all his
which the Republic keeps up diplomatic relations or
subordinates and manages to stay
not in some cases.
in contact with even the lowest
rank. Although a potent warrior
Since the Republic defeated the Mandalorians in
Antilles has seen enough combat,
war not much is left of this old empire. Most of its
knows its cruelty and
possessions are now part of the Republic and to
only fights when no
speak of a unity among the remaining clans would
other alternative
be drastically exaggerating. Since the Mandalorians
is left.
were never that interested in negotiations no official
He is a patriot and
relations exist between these two nations – not at
believes in the
least because no clan would allow another clan to
Republic and its
represent it if not in wartime. So up to now the
principles.
Mandalorians make a name as mercenaries and
pirates but nothing official.
Things with the Hutts are not much better. While there is officially an envoy in the
Republic and a Republic representative can be found on Nar Shadaa – it is forbidden for
her to set foot on Nal Hutta – no one pays to much attention to this lip service. Most
agreements the Hutt do are very vague and influence of the Republic within Hutt Space
actually does not exist. There are some trade arrangements but from most the Hutts
exclusively benefit and the better part is only made with one single clan and not with all
Hutts together.
Relations with the Corporate Sector are friendly since it actually is only a part of the
Republic. While private companies in fact own it the Republic always has a watching eye
on it to make sure everything works according to Republic law. The Corporate Authority
is subject only to the committee of economics and the Chancellor and there are of course
no ambassadors exchanged between the two entities. However usually the committee
has an envy send there who supervises the CSA’s actions while the CSA usually sends an
official that reports to the committee and the Chancellor and makes suggestions and
claims.
With the Sith there are no official relations at all. The territory, which these people took
from the Republic in earlier conflicts, is again part of the galactic union and no trace is
left of its archenemy. However rumours still exist about them and few believe the
Republic saw the last of them.
Republic Principles
The Republic is built upon certain principles which most of all ensure a peaceful
community. First of all there is equality. No matter what rank in society, what species,
what gender or the origin of a sentient being, everybody has the same rights and
privileges. Nobody is discriminated for whatever reasons. Of course this is a theoretical
rule. There are conflicts between species and other social groups, which regard
themselves superior to others and especially people who ask for lenient actions against
enemies of the Republic usually are met with suspicion and often resentment.
Additionally to equality freedom is very important to the Republic. Everybody is free,
slaves are illegal and everybody is meant to participate in politics through elections,
trade unions and the like to make the leaders hear their demands. Additionally
everybody may travel and live where they want, meat the people they would like to and
general develop their personality as they see fit.
Peace is the primary virtue the Republic uses in its foreign policy. The idea of the
Republic sees the galaxy in a peaceful union which ensures happiness for all beings since
all have the right to seek it no matter if they are actually part of the Republic or not.
However in recent times this virtue is sometimes forgotten to deep have treason and
mistrust craven into the Republic’s mind. Treason by Jedi and others who fought with the
Sith and conflicts in general made clear that many wish to take what the Republic built
and thus there are many which question if a more aggressive state would not stop others
from attacking in the first place.
Galactic Regions
As in later eras the galaxy is divided up into several regions that make it easier to
classify a position of a star system. Generally the further one goes from the core towards
the less advanced a world is and the shorter the time it has been a member of the
Republic. However there are exceptions and especially along trade routes the worlds tend
to be more industrialized and older – in terms of colonization.
The innermost region of the galaxy is the Deep Core. Here the star systems are far
denser than in the more distant regions, which makes hyperspace travel dangerous and
difficult. As a consequence relatively few worlds are inhabited here and only marginally
belong to the Deep Core, such as Khomm, Ruan and the Empress Teta System.
The pulsating heart of the galaxy however still is the core region. Coruscant the capital of
the Republic is located here as is Corellia, Alderaan, Kuat and Duro. Most of these
systems have a High-Culture and more than one claims to be the mystical homeworld of
the humans, although nothing is certain. Several trade routes as the Corellian Run, the
Corellian Trade Spine, the Perlemian Trade Route run through this region, connecting it
with the rest of the galaxy and being spearheads in its exploration.
Next come the Colonies. In the early eras of the Republic settlers travelled here to begin
a new living and the colonies were founded to provide the industry and cultures of the
Core with the resources it needed. However since that time is long gone, most colonies
are almost as rich and developed as the Core worlds as such. Balmorra and Neimodia are
perfect examples.
Beyond the Colonies one finds the Inner Rim. Once the frontier of the Republic it no
longer is that. While not as developed as the Core worlds, simply due to a lack of such a
long tradition and history, one still can find all the luxury and accommodations of the
richer counterparts in the more central regions of the galaxy – just at a higher price.
Many less fortunate companies have their seats here and starships and technology tends
to be less advanced than in the Core.
The Expansion Region is the last regions which is mostly part of the Republic. Once a
frontier again that shifted away and the pioneer status when living here was lost
centuries ago. However, the living standards are significantly lower than in the Core.
Last comes the Outer Rim. While in later eras this part of the galaxy is subdivided into
two rim regions at this time it only is scarcely settled. Along the trade routes settled
worlds tend to reach rather far into the edges of the galaxy but at the more isolated
areas, settlements can only be found close to the Expansion Regions. The Outer Rim is
the real frontier of the galaxy providing scouts and traders with opportunities to make
fortunes and holding the resources more coreward regions need for their industry.
Planetary Systems
Besides the already well known systems like Corsucant and Tatooine, on which one
should find data in every good library there are worlds which are less popular –
undeserving however. They will be presented in more detail here.
Dantooine
Dantooine is a low developed planet near Yaga Minor and Dubrillion. Since the system is
not near any trade route, population density is very low and that is how the inhabitants
like it.
Manaan
Located in the Outer Rim, not so far from the former Sith Empire but still near the
Republic lies the planet Manaan, part of the Pyrshak-System. The planet’s surface
consists solely of an ocean, which makes the planet attractive to many amphibious
species – besides its natives, the Selkath. The only ‘dry land’ on Manaan is to be found in
Ahto City, a artificially created island-construction which is essentially spaceport and
home to almost all offworlders who cannot breath under water. Large, open places and
white alleys dominate Ahto City’s upper levels; there are many balconies and terraces as
well as several open water sources like artificial rivers and lakes. The lower levels are
enclosed but at the outer hull there are large panorama windows that grant a spectacular
view on Manaan’s sea life.
Materaan
Materaan is a planet in the Outer Rim territories, not
that far from Kashyyyk. A force sect of women from
Hapes Cluster settled the planet not too long ago,
around one century. They did not believe in isolation
since that would rob the galaxy from the opportunity
to embrace their teachings.
The planet consists primarily of large deserts,
although there are oceans that separate the three
continents. What is remarkable about Materaan is
that there is no life on the whole planet. However from unknown sources the atmosphere
continually regenerates. The female inhabitants have created several smaller
settlements, towers which raise into the sky – to touch eternity how the citizen of
Materaan say.
Alien Species
Karanians
Karanians are humanoids originating from the planet Karania, in the Mid-Rim. Due to
that fact, the Karanians have developed an advanced sense of hearing. At the back of
their head, Karanians have several tentacles, which are
actually audio receiving organs and are very sensitive to
oscillations. Additionally the Karanians have highly
developed eyes, giving them the ability to see even in
complete darkness.
Karanians have green skin, large black eyes and a
different number of tentacles at the back of their head.
Besides that, Karanians resemble humans in their
stature and height and personality.
They tend to be calm and understand emotions better
than other species since they are used to only slight
Special Abilities:
Water Environment: Karanians are very comfortable underwater and can hold the
breath for one hour x Strength Dice. Additionally they receive
a +1D to all swim tests.
Enhanced Senses: The tentacles of the Karanians are audio sensors and thus
the Karanians receive a +1D to audio based Perception tests.
Karanians can see even in complete darkness and can
compensate up to a 2D penalty caused by darkness.
Ranged Weapons
The L5-Hold Out Blaster is a small pistol, designed to be easily concealed and hard to
detect even by sensors ( +1D to all rolls to hide it ). But since it is easy to hide one has
to wear a permission to carry it.
Easier to get is the Protector Blaster Pistol. The republic knows that not all of its regions
are as secure as they should be. As a consequence this weapon does not need an official
permission to be carried, although this has to be done open. The
weapon is rather clumsy and short-ranged but is well enough to
defend against wild predators or street thugs.
There is a line of further pistols often found on security personnel or
the military they differ in size, range and energy output.
The Blaster Carbine is a short rifle, basically available for the public,
although only restricted access is granted. The range is not extraordinary but the fire
power is good enough to defeat most opponents with one shot.
The Republic I is the standard weapon of the Republic Army and has an excellent range
and energy output. The relative low costs makes and
the easy maintenance creates a high demand in all
branches, which could use weapons.
In case a blaster rifle is not heavy enough, the military
has access to the R-55-4 Repeating Blaster. Internally
the blaster bolt is accelerated in three different
chambers instead of the usual one – which makes it
very damaging if a target is hit and additionally provides
a long range. The R-100 is a heavier version, mounted
on a tripod, but still is mobile. The range is incredible as
is the damage. Additionally an external power source
can be used, making reloading unnecessary.
The Thunderbird Grenade Launcher is basically a long tube, which is fired either from
the ground or mounting it on the shoulder. The launcher can be armed with any standard
grenade making it very useful for the military.
Lightsaber 5D 20 -
Besides standard weapons or tools like knives, axes and clubs, there are more traditional
armaments like swords. However far more effective due to a vibrating blade are vibro-
weapons. Powered by energy cells these weapons can cause severe damage but need
training to master or otherwise are more dangerous to the
wielder than to the opponent.
Standard vibro-swords can look very differently and in fact may
vary in damage and costs as well. Double weapons usually have
a second blade on the opposite end of the weapons hilt, and
thus can inflict more damage – but are more difficult to master.
As in recent time even ordinary soldiers or security personnel had to counter Sith attacks
and such, it became quite popular to use cortosis alloys in the blades creation to prevent
lightsabers from simply cutting through it.
Armor
Armor enables the wearer to withstand damage caused by either physical means or
energy blasts. There are different kinds of armor. Standard vests give basic protection
against these attack forms and are easy to wear. Besides the basic armor there are also
Droids
Model: T-920
Height: 1.1m
Dexterity: 1D
Knowledge: 1D
Mech: 2D Astrogation 5D, Starfighter Piloting 3D, Starship Piloting 4D
Perception: 1D Search 2D
Strength: 1D
Tech: 2D Comp. Prog./Rep 4D, Starfighter Repair 3D, Starship Repair 4D
Equipment: 2 bendable legs, four wheels; one retractable lifting arm ( lifting +2D );
retractable working arm, able to hold tools; Head with video recorder and
sensors ( IR ), 360 degrees movable; small arc welder ( 1D-3D damage ),
com; computer access port
Move: 5
Cost: 4650
Upgrades: 1.: Security 4D, Computer Programming/ Repair 6D – 1500 Credits
2.: Starfighter Piloting 5D, Starship Shields 4D – 3000 Credits
3.: First Aid 5D, Medicine 2D ( with built in Medpack ) – 5000 Credits
Model: D-1PL
Height: 1.65m
Dexterity: 1D
Knowledge: 3D Alien Species 4D, Cultures 5D, Languages 8D, Planetary Systems 5D
Mech: 1D
Perception: 1D Persuasion: Appear to be Human ( or other species ) 5D
Strength: 1D
Tech: 1D
Equipment: vocal processor able to record and mimic any received sound; humanoid
body complete with legs and hands
Move: 6
Cost: 4850
Upgrades: 1.: Bureaucracy 4D, Law Enforcement 4D – 1200 Credits
2.: Bargain 4D, Business 5D – 2000 Credits
3.: First Aid 5D, Medicine 3D – 4000 Credits
Model: BU-LL
Height: 1.8m
Dexterity: 2D Blaster 4D+2, Grenades 4D, Vehicle Blaster
4D
Knowledge: 1D Tactics: Infantry 3D
Mech: 1D
Perception: 1D Search 4D
Model: Z-550
Height: 2m
Dexterity: 1D
Knowledge: 1D
Mech: 1D
Perception: 1D
Strength: 4D Lifting 8D
Tech: 1D
Equipment: Humanoid Body with humanoid hands, Servo arms ( +2D to Lifting )
Move: 6
Cost: 1050
Upgrades: 1.: Five subsequent orders may be given – 1600 Credits
Model: SC-13-NCE
Height: 1,7 m
Dexterity: 1D
Knowledge: 2D
Mech: 1D
Perception: 1D
Strength: 1D
Tech: 2D Computer Prog./ Rep. 4D
Miscellaneous
Quick-Draw Holster
Especially used with smugglers, gunners or other more individuals who are likely to
depend on the speed they can draw their weapons, quick-draw holsters are less confining
than standard ones. As a consequence they provide a bonus of +1D to skill tests which
resolve who draws a weapon first. However only pistol-sized weapons may be used with
a quick draw holster and every weapon type has its own, i.e. heavy pistol holster cannot
be used with light ones. Such a holster costs 100 credits.
Makrobinocular/ Scope
Makrobinoculars are used to enhance visual data for the user. This usually is achieved by
digital recalculating the image data. Some versions also use infrared and light
enhancement software, which enables the user to see in different spectrums. When used
to search or simply look upon distant objects the Makrobinoculars grant a bonus of +2D
to perception. Smaller, onepiece versions exist to be mounted on weapons. If aimed with
for one round the scope provides a bonus of +2D to the skill test on medium or long
range. The makrobinocular costs 200 credits with an additional 100 for IR or LE modules.
Craft: Rendili Space-Yards Vanguard-Class Cruiser Type: Heavy Cruiser Scale: Capital
Length: 465 m Skill: Capital Starship Piloting: Vanguard-Class Crew: 2850
Passengers: 500 ( troops ), 100 ordinary Cargo Capacity: 5000 metric tons
Consumables: 2 years Cost: not available for sale Hyperdrive: x2.5 Backup: x20 Nav
Computer: yes Maneuverability: 1D Space: 5 Speed in Atmosphere: - Hull: 5D+1
Shields: 2D+2 Sensors: Passive: 30/0D, Scan: 60/1D, Search: 120/1D+1, Focus:
4/3D
Hammer-Class Cruiser
The newest addition to the Republic Navy, the
Hammer-Class is a fast ship designed for incursion
into enemy territory and as transport for important
personalities. Equipped with the most modern
communications arrays it can also serve as command
post for fleets and ground troops. Other versions
serve as medical ships or troop carriers. A small
hangar carries two shuttles.
Craft: Kuat Drive Yards Nebulon-A Frigate Type: Escortfrigate Scale: Capital Length:
195 m Skill: Capital Starship Piloting: Nebulon-A Crew: 480 Passengers: 100 Cargo
Capacity: 1200 metric tons Consumables: 1.5 years Cost: not available for sale
Hyperdrive: x2 Backup: x17 Nav Computer: yes Maneuverability: 1D Space: 5
Speed in Atmosphere: - Hull: 3D+1 Shields: 1D+2 Sensors: Passive: 20/0D, Scan:
40/1D+2, Search: 80/2D, Focus: 3/3D
Dragonclaw Destroyer
The Dragonclaw was introduced almost a century ago when the galaxy still was haunted
by conflicts and wars. As the Republic Navy was to far spread to protect all star systems,
pirates and enemy raiders took the opportunity and often attack those defenceless
planets or space lanes. Gthroc Industries saw
the opportunity to introduce a light combat
ship, which would be enough to defend those
areas. The Dragonclaw Destroyer was
developed. The ship is fast in hyperspace to
answer calls for help immediately and is heavily
armed so to counter large amounts of
opponents. Since Gthroc believed in an
offensive strategy shields got far less power and
consumables are rather low as the ship was
never intended to be part of large scale fleet operations. Nowadays these ships can be
found almost everywhere. Crime lords, planetary military forces, the Republic, smugglers
all use these ships to different ends. Some converted them to transports others use the
offensive capability to attack freighters or protect them. The small shuttlecraft always
docked at the top of the ship serves as lifeboat, boarding vessel or simply transport.
Additionally the destroyer is able to land on planets, which makes repairs quite easy.
Craft: Gthroc Industries Dragonclaw Destroyer Type: Destroyer Scale: Capital Length:
92 m Skill: Capital Starship Piloting: Dragonclaw Crew: 84 Passengers: 250 Cargo
Capacity: 200 metric tons Consumables: 6 months Cost: not available for sale
Hyperdrive: x1.5 Backup: x25 Nav Computer: yes Maneuverability: 1D+2 Space: 6
Speed in Atmosphere: 330m/ 950 kp/h Hull: 3D+2 Shields: 1D+1 Sensors: Passive:
10/0D, Scan: 60/1D, Search: 70/1D, Focus: 2/2D
Craft: Mace-Class Patrol Vessel Type: Patrolcraft Scale: Starfighter Length: 38 m Skill:
Starship Piloting: Mace-Class Crew: 2-8 Passengers: 12 ( troopers ), 20 prisoners
Cargo Capacity: 200 metric tons Consumables: 1 month Cost: 55000 used/ 190000
new Hyperdrive: x3.5 Backup: x30 Nav Computer: yes Maneuverability: 1D+2
Space: 6 Speed in Atmosphere: 330m/ 950 kp/h Hull: 4D+2 Shields: 1D+1
Sensors: Passive: 8/0D, Scan: 20/1D, Search: 40/1D, Focus: 2/2D
Craft: Gthroc Industries GT -1000 Type: Medium Transport Scale: Starfighter Length:
52 m Skill: Space Transport Piloting: GT -1000 Crew: 3-5 Passengers: 10 Cargo
Capacity: 10.000 metric tons Consumables: 4 months Cost: 106000 used/ 320000
new Hyperdrive: x3 Backup: x28 Nav Computer: yes Maneuverability: 1D Space: 3
Speed in Atmosphere: 260m/ 750 kp/h Hull: 4D+2 Shields: 1D Sensors: Passive:
10/0D, Scan: 20/0D, Search: 30/1D, Focus: 2/1D+2
Weapons: none
Craft: Corellian Engineering Corporation CT-200 Stock Light Transport Type: Light
Transport Scale: Starfighter Length: 28 m Skill: Space Transport Piloting: CT-200
Crew: 1-4 Passengers: 4 Cargo Capacity: 75 metric tons Consumables: 2 months
Cost: 22000 used/ 98000 new Hyperdrive: x2 Backup: x20 Nav Computer: yes
Maneuverability: - Space: 4 Speed in Atmosphere: 280m/ 800 kp/h Hull: 4D
Shields: - Sensors: Passive: 8/0D, Scan: 20/1D, Search: 40/1D+1, Focus: 2/2D
CT-400 Courier
The larger brother of the CT-400 Corellian Engineering Corporation
tried to get on the military market with that ship. Designed fast
and enduring the ship was intended as reconnaissance vessel and
courier into enemy space. Since it is intended to be used behind
enemy lines consumables are quite high, but the cargo load is not.
However the military never was to fond of the ship and as a result
quite a number of them found their way into private companies or
tramp captains. It is easy to maintain ( +5 to maintenance skill tests ).
Craft: Incom X-20 Fulcrum Type: Heavy Scout Scale: Starfighter Length: 24 m Skill:
Space Transport Piloting: X-20 Crew: 1-2 Passengers: 4 Cargo Capacity: 85 metric
tons Consumables: 12 months Cost: 45000 used/ 174000 new Hyperdrive: x2
Backup: x16 Nav Computer: yes Maneuverability: 1D+2 Space: 6 Speed in
Atmosphere: 330m/ 950 kp/h Hull: 4D Shields: 1D Sensors: Passive: 25/0D, Scan:
45/1D, Search: 65/2D, Focus: 4/3D+2
Delta-Class Shuttlecraft
The standard personnel transport of the galaxy this ship is used as troop carrier ( with
less cargo space ) or simple personal shuttle
by the Republic military and government
alike. Due to the efficiency the ship is also
used by many well-off businessmen.
Depending on prize the interior is rather
luxurious and the operational parameters of
the ship are quite impressive. However it
lacks serious combat ability, which make
escort necessary in case such a vessel
enters enemy terrirtory.
T-100 Thunder
The T-100 is the most prominent fighter craft of both Republic Navy and Republic Space
Force. The fast an agile ship has an unusual design, since its cockpit can be covered by
extra armor plates – making it necessary to steer
the vessel with computer help completely. Due to
wing configuration it is as maneuverable in space
as in atmosphere and thus is able to grant ground
support if needed. The weapons loadout is quite
impressive for such a small vessel as are the
shields. It only lacks a decent hyperdrive making it
necessary to provide a carrier vessel nearby.
However a recon version exists but it lacks all
weapon except one lasercannon. To assist the pilot
in flying and astrogating there is a room for an Astromech droid at the armoured aft of
the fighter.
Craft: Republic Sienar Systems T-100 Thunder Type: Starfighter Scale: Starfighter
Length: 15 m Skill: Starfighter Piloting: T-100 Crew: 1, 1 Astromech Passengers: -
Cargo Capacity: 200kg Consumables: 5 days Cost: - Hyperdrive: x3.5 Backup: -
Nav Computer: no ( Astromechdroid ) Maneuverability: 2D+1 Space: 7 Speed in
Atmosphere: 350m/ 1000 kp/h Hull: 3D+2 Shields: 1D Sensors: Passive: 10/0D,
Scan: 20/1D, Search: 30/1D, Focus: 2/2D
Recon version: Passive 25/ +1, Scan: 40/ 1D+1, Search: 70/ 2D+2, Focus: 4/4D
T-20 Stinger
The Stinger is a rather well armed heavy
fighter designed for heavy attack runs on
large amounts of fighters or even Capital
ships. Since most of its space is taken by
power generators and weapons the vessel
completely lacks a hyperdrive and thus
has to be carried into the combat area.
Along with its quite old age this makes
the fighter second choice of the Republic
military. However many planetary defence
forces still use solely these combat
vessels.
B-78 Nova
The B-78 is the heavy bomber of the Republic
arsenal. While difficult to fly especially in
atmosphere the vessel has a weapons loadout
that is simply intimidating. Used for ground
support and runs on capital ships alike the
Nova bomber is the perfect addition to the
Thunder. However since it is not very
maneuverable and only has a gun turret at the
aft section and one lasercannon to protect itself
from enemy fire, escorts are usually needed to
get the mission solved.
While the ship can be flown alone with the help
of an astromechdroid, usually the pilot is
accompanied by a weapons officer who fires off
the armament.
Craft: Koensayr B-78 Nova Bomber Type: Bomber Scale: Starfighter Length: 18 m
Skill: Starfighter Piloting: B-78 Crew: 1-2, 1 Astromech Passengers: - Cargo
Capacity: 500kg Consumables: 5 days Cost: - Hyperdrive: x3.5 Backup: - Nav
Computer: no ( Astromechdroid ) Maneuverability: 0 Space: 6 Speed in
Atmosphere: 330m/ 950 kp/h Hull: 4D+1 Shields: 1D Sensors: Passive: 10/0D,
Scan: 20/1D, Search: 30/1D, Focus: 2/2D
Craft: Vulture-Class Sithcruiser Type: Carrier Scale: Capital Length: 345 m Skill:
Capital Starship Piloting: Vulture-Class Crew: 1850 Passengers: 200 ( troops ), 50
ordinary Cargo Capacity: 2000 metric tons Consumables: 2 years Cost: not available
for sale Hyperdrive: x3 Backup: x20 Nav Computer: yes Maneuverability: 1D
Space: 5 Speed in Atmosphere: - Hull: 4D+1 Shields: 2D Sensors: Passive: 25/0D,
Scan: 50/1D, Search: 100/2D, Focus: 3/3D
Raptor-Class Sithdestroyer
A small patrol and escort vessel of the Sith fleet the Raptor-Class is an enduring weapon
and very fast. However as a consequence its
shields tend to be weak, which is only partially
compensated by its heavy armament. A
contingent of six fighters is able to provide
cover against fighter attacks. Usually these
vessels are encountered in small groups or with
heavier ships.
Cloak-Class Sithtransport
These vessels are used by the Sith to transport personnel and equipment alike between
planets and to ships alike. Steady and well
protected the ships are a bit slow. There is a
bomber version in what case the passenger
rooms is transferred to a weapon mount. In that
case the Cloak-Class carries two
Torpedolaunchers with 8 torpedoes each or
grenade launchers for ground attacks with each
35 shells.
Shroud-Class Sithfighter
This is the standard starfighter of the Sith.
Maneuverable and fast these ships are
definitely a match for the Thunder fighters of
the Republic. However they lack somewhat in
fire power and armor. Additionally there are
no hyperdrives installed. While a long-range
version exists it only has two laser cannons
instead of the full armament of the standard
version.
Republic Trooper
Since the end of the last large conflict with the Sith the
Republic ceased conscription. Therefore all of the military
forces are volunteers and work that way. Only few are
hardly encouraged and were forced by circumstances to
serve in the military – all others are eager to do their duty
for different reasons. However since most of the ordinary
troopers are relatively young and inexperienced their value
in combat varies.
Dexterity: 3D
Blaster 4D+1, Dodge 4D, Grenades 3D+2
Mech: 2D
Strength: 3D
Brawling 4D
Tech: 2D
Blaster Repair 3D, First Aid 3D
Perception: 2D+1
Knowledge: 2D+2
Alien Species 3D+2, Tactics: Infantry 3D+1
Characterpoints: 0-5
Equipment: Blaster Rifle, Light Armor, Blast-Helmet, Com, Medpack
Higher Rank Modifications: Dexterity: 2D, Blaster 4D, Blaster: Blaster Pistol 5D;
Perception: 3D, Command 4D+2; Knowledge: 3D, Tactics: Field of Work 4D+2
Dexterity: 3D+1
Blaster 5D, Blaster: Blaster Rifle 5D+2, Dodge 4D+1,
Brawling Parry 5D+1, Melee Combat 4D+1, Vehicle
Blaster 4D+1
Mech: 2D
Strength: 3D+2
Brawling: Martial Arts 5D+2
Tech: 2D
Blaster Repair 4D, First Aid 4D, Security 4D
Sithtrooper
The standard infantry unit of the Sith. Capable and willing to
fight for the right cause, meaning their own. Since Sith
philosophy centres on strength and domination over others,
these troopers tend to be rather brutal and in fact do not
work very well together. At least if their superiors are not
watching they are more willing to work for their own good
than that of the Sith in general and thus are sometimes quite
open to bribery or other manipulation.
However since only the most enduring survive the harsh
training the troopers tend to be very efficient in combat.
Dexterity: 3D
Blaster 4D+2, Brawling Parry 4D, Grenades 4D, Melee
Combat 4D
Mech: 2D
Strength: 3D+1
Brawling 4D+1
Tech: 2D
Blaster Repair 4D+1
Perception: 2D+1
Search 3D+1
Knowledge: 2D
Intimidation 4D, Tactics: Infantry 3D+2
Characterpoints: 0-4
Equipment: Blaster Rifle, Heavy Armor with helmet ( built in Com and IR sensors )
Higher Rank Modifications: Dexterity: 3D+1, Blaster 5D+1, Perception: 3D, Command
4D+2, Con 4D; Knowledge: 2D+1, Tactics: Field of Work 5D
Jedi-Knight
The servants and especially the protectors of the Republic since its founding, the Jedi are
a order of Force users. Believing in a Dark and Light Side of the force, they favour the
Dexterity: 3D
Blaster 4D, Dodge 4D, Lightsaber 7D+2, Running 4D+1, Melee
Parry 6D
Mech: 2D
Astrogation 4D, Space Transport or Starfighter Piloting 4D
Strength: 3D
Brawling 4D+2
Tech: 2D+2
First Aid 4D, Lightsaber Repair 5D
Perception: 2D+1
Command 4D+1, Persuasion 5D, Search 4D
Knowledge: 3D
Alien Species 4D+1, Cultures 4D, Lore: Jedi Lore 5D, Willpower 5D
Characterpoints: 2-6
Force Points: 2
Equipment: Robes, Com, Medpack, Lightsaber ( 5D damage )
Force Skills: Control: 6D; Sense 5D+2, Alter 5D+1; Accelerate Healing, Control Pain,
Hibernation Trance, Life Detection, Combat Sense, Sense Life, Passive Telepathy,
Telekinesis, Lightsabercombat, Control Another’s Pain, Accelerate Another’s Healing,
Affect Mind
Sith-Warrior
The complete opposite of the Jedi, the Sith believe that the weak
must perish and the strong have the right to rule over the
remaining ones. Since the Force grants abilities others cannot
achieve, the Sith regard themselves superior to others and
decided they have to rule the galaxy. As the ordinary trooper
Sith tend to be rather competive, even more so, they are at time
real enemies. Only their hatred against the Jedi and the Republic
is greater than their hate for each other.
Dexterity: 3D
Dodge 4D, Lightsaber 8D, Melee Parry 5D+2
Mech: 2D
Strength: 3D+1
Brawling 5D+1
Tech: 2D
Lightsaber Repair 6D
Perception: 2D
Command 5D, Search 4D
Knowledge: 2D
Intimidation 5D, Lore: Jedi Lore 3D, Lore: Sith Lore 5D
Characterpoints: 2-6
Force Points: 1
Equipment: Medium Armor, Com, Lightsaber ( 5D damage )
Disclaimer: Star Wars is a trademark of Lucasfilm and its subcompanies and was
created by George Lucas. The pictures in this writing were done by Lucasarts and
Lucasfilm and are concept drawings. First exception is the first picture of the Republic
Senatorial Guard, which is a concept drawing of the Computer Game Deus Ex 2. Third
exception is the coloured picture of the DI-Pl protocol droid which is a drawing of the
Maria-robot of the movie Metropolis. Third exception is the Sith-Carrier which was done
by me.
The Star Wars RPG belongs to Wizards of the Coast, although the system used here is
West End Games’ D6-System, the former owner of the Star Wars RPG. This work is
strictly non-profit.
Visit www.farrealms.de
Tales of the 33 Old Republic
Tales of the 34 Old Republic