RPGGamer Menu
Home
        Editorials
        Old Updates

GM Tools

Reviews

RPG Hints
        Adventures
        House Rules
        Game Ideas

The D6 Rules
        Quick Guide to D6

Star Wars D/6
        Campaign
        Starships
        Vehicles
        Equipment
        Planets
        Characters
        The Force
        Supplements
        Online Journal
        GM Screen
        Hardware
        NPC Generator

Star Wars Canon
        Rise of the Empire
        Imperial Era
        Post Empire Era

Star Wars D/20
        Starships
        Vehicles
        Equipment
        Planets
        Characters
        The Force
        Supplements
        Online Journal

Warhammer
StarGate SG1
Buffy RPG
Babylon 5
Farscape
Slaine
Star Trek
Lone Wolf RPG
Exalted
Earthdawn





DLOS - The Alternate Star Wars Post-Endor Setting
Based Upon the ex-DLOS Sim Organization
http://www.more-on.com/dlos/

Last Update - 02/07/99

Table of Contents

Introduction
Chapter 1  -  The DLOS Storyline
Chapter 2  -  The Empire in DLOS
Chapter 3  -  Key Imperial Officers
Chapter 4  -  Imperial Intelligence and Adjustments
Chapter 5  -  The Imperial Fleet
Chapter 6  -  The New Republic in DLOS
Chapter 7  -  Key New Republic Officers
Chapter 8  -  The New Republic Fleet
Chapter 9  -  The Blood Lust Pirates (incomplete)
Chapter 10 - MetaCorp (incomplete)
Chapter 11 - Other DLOS Factions
Credits and Disclaimers


Introduction

Before there was DLOS Star Wars RPG, there was the DLOS Star Wars Sim Organization. Although now disbanded, the old sim group is what directly evolved into the present day RPG group which spawned one of the most successful Star Wars RPG webpages ever created.

The storyline used for the old sim group was rather warped when compared to what is generally accepted as "basic Star Wars history" in that we started our game after the Battle of Endor and basically went from there (see history section for more details). Noting this, several things in this supplement may seem a bit odd or in error but please keep in mind that this is what we used to base all of our games off of and does not contain much, if any, actual official Lucasfilms or West End Games information.

This supplement will most likely not prove all that useful or interesting to anyone who wasn't a part of the old sim group or isn't a part of the new RPG group. However, if you're looking for an alternate campaign setting, then it may actually prove of some use to you.


Chapter 1 - The DLOS Storyline (recorded as events unfolded)

This is the history of the post-Endor galaxy as recorded after each week of simming in DLOS. Many details may be lacking and almost all of it does not hold true to what the official Star Wars timeline reports.

(ASW4 = After Star Wars IV: A New Hope)
(ABE = After Battle of Endor)

4 years ASW4:

The Battle of Ender occurs. Emperor Palpatine and Lord Vader are killed by the Jedi Knight Luke Skywalker on the second Death Star while a Rebel fleet assaults the Death Star that they believed was not operational. Along with the Death Star II, the Super Star Destroyer Executor was destroyed when an A-Wing rammed the bridge, sending it spiraling into the Death Star. Upon the Death Star's destruction the Imperial task force withdrew. The supposed fall of the Empire begins.

1 day ABE (read The Truce at Bakura):

The Ssi-ruuvi attack the Imperial world of Bakura, Luke Skywalker leads a small task force to Bakura to provide assisstance and the combined Rebel and Imperial forces drive the Ssi-ruuvi off. Bakura then joins the Rebel Alliance.

3 weeks ABE:

Grand Admiral Weji Ynehtam returns to Coruscant with the Devastator task force and takes command of the Empire. Upon arriving at Coruscant Grand Admiral Ynehtam was able to calm the general populace and reorganize what Imperial forces that still remained loyal. Ynehtam put out a call across the galaxy for the Empire to remain intact and strike back at the Alliance, who now called themselves the New Republic, and claim vengeance on their fallen Emperor. However, many high ranking Imperial admirals and moffs decided that they were better off running the Empire and thus, the Imperial warlords were born.

1 month ABE:

Grand Admiral Weji becomes the Emperor of the New Galactic Empire. Imperial Intelligence reveals the location of Admiral Ackbar's flagship, Home One, the Devastator tracks it down and destroys it, killing all on board. Admiral Dev steps up to take Ackbar's place.

The New Republic's new E-Wing starfighter begins seeing combat many years before expected.

1.5 months ABE:

An Imperial battle fleet engages a moderately sized Rebel fleet near Turkana. Both sides take heavy losses and the Battle of Turkana becomes known as one of the bloodiest battle in the history of the galaxy. Both sides lose numerous capital warships and the death toll is estimated to be nearly a million. Both the Empire's and the Rebel Alliance's forces are weakened severly as a result.

2 months ABE:

Luke Skywalker is hunted down and killed by an elite team of a hundred Imperial storm commandoes, out of which, only seven returned.

The newly reorganized Black Sun attempts a takeover of the weakened Empire but is quickly crushed. The Black Sun's fleet scatters and their leader escapes before while his flagship is captured.

3 months ABE:

The New Republic created by declaration of Mon Mothma, the Rebel Alliance ends.

Emperor Ynehtam takes the SSD Devastator to Endor and sends out search parties looking for Rebels that may be hidden on the surface. Finding only a handful of primitive Ewoks that were able to survive the devastation caused to their world by the destruction of the Death Star, Ynehtam orders the destruction of the moon via heavy fusion warheads leaving the a surface molten wasteland.

The Imperial Star Destroyer Broadside is fitted with an axial superlaser based off of a scaled down version of the one that was found on the second Death Star. The Broadside is destroyed when attempting to fire the superlaser during a testing phase and all hands were lost.

4 months ABE:

A relatively quiet time insues, the New Republic and the New Galactic Empire only have a few minor skirmishes.

5 months ABE:

Emperor Ynehtam discovers the prototype plans of the Eclipse in Emperor Palpatine's personal files along with the location of where Emperor Palpatine had began construction some months before his death. Vast amounts of resources are diverted to the site to complete its construction ahead of the scheduled date.

6 months ABE:

New Republic Admiral Dev is killed by Imperial assassins. Admiral Thern Moudurn takes his place.

7 months ABE:

The Maw Cluster is discovered by Imperial forces and much of the Imperial Research and Development is transferred there along with relief troops for the four Imperial Star Destroyers found protecting it.

8 months ABE:

New Republic Admiral Thern Moudurn resigns for undisclosed reasons and Admiral Calice takes his place.

The Imperial slave race, the Yevetha revolts on the planet N'zoth and takes control of the shipyards there and also takes several of the ships that were stationed there, including an Executor-class Super Star Destroyer.

9 months ABE:

The prototypes of the Wraith-class Super Star Destroyer and the Enslaver-class Heavy Star Destroyer are found in the Empire's most secret research facility.

Geraad Kun is promoted to Vice Admiral and given command of the SSD Devastator. The ex-New Republic Admiral Thern Moudurn defects to the Empire and becomes the executive officer on board the Imperial Star Destroyer Maelstrome.

10 months ABE:

The Eclipse's construction enters the final phases

The Maelstrome is destroyed while defending an Imperial supply convoy from a group of New Republic frigates, 90% of the convoy is also lost. The New Republic Admiral Calice is killed by the bounty hunter Jodo Kast. Geraad Kun is promoted to Grand Admiral. Thern Moudurn is promoted to Commodore.

11 months ABE:

Admiral Keeper takes command of the New Republic fleet. Warlord Jonus and the SSD Lusankya takeover five systems in the Corporate Sector. Commodore Thern Moudurn is promoted to Vice Admiral and given command of the Wraith. Emperor Weji Ynehtam and Empress Red are wed.

1 year ABE:

The Eclipse is completed.

The Ssi-ruuvi launch a massive invasion into Imperial and New Republic space. The Empire launches a counter strike driving the Ssi-ruuvi from several star systems. The location of the Ssi-ruuvi homeworld is found. A massive fleet of Imperial, Republic, pirate, and Imperial Warlord ships strike defeating the large Ssi-ruuvi fleet. The Ssi-ruuvi ship, dubbed the Big Ass, single handedly drives off the enormous attack fleet. The Eclipse destroys the Ssi-ruuvi homeworld.

Warlord Jonus joins the Empire and remains in command of the five systems previously captured by his forces.  

Dr. Bob, the lead Imperial research scientist, is cloned so that his attention may be in more than one place at once. Vice Admiral Thern Moudurn is promoted to Admiral.

13 months ABE:

The Imperial Navy locates and attacks the Big Ass, losing all attacking ships.

The Imperial slave race known as the Umgah or "evil blobbies" rebel and drive the Empire from their planet. The Umgah later open fire on a New Republic diplomatic ship.

The existance of a New Republic Mon Calamari MCS-115 Super Cruiser is confirmed.

The first Imperial-IV Star Destroyer is built.

14 months ABE:

The Empire launches a three pronged strike at the New Republic attempting to lower their morale by slaughtering small fleets of Republic light cruisers. The SSD Devastator took what was left of Endor as a trophy, destroying a small research station found on the planet. At the same time the first Imperial-IV Star Destroyer attacked the remains of the Alderaan system and the newly constructed stardocks but was forced to withdraw when a New Republic task force arrived. The ISD4 and its escorts were able to destroy several New Republic cruisers before pulling out. An Imperial fleet, disquised as a local pirate group, a plan devised by Grand Admiral Geraad Kun, that was known to be allied with the New Republic struck at the small defense fleet located at Hoth slaughtering it, upon the the appearance of three Mon Calamari cruisers, the fleet jumped straight toward the main pirate base causing the Rebels to break their treaty. Later, the real pirate fleet joined the New Republic fully.

Geraad Kun was made a Moff by Emperor Weji.

15 months ABE:

Tatooine falls to an Imperial invasion force. Rich minerals are found under the desert making Tatooine a major mining world in its infancy. During a celebration party following the victory at the Battle of Tatooine, Line Captain Jonus is executed for conspiring to defect to the New Republic on board his ISD3.

The mercenary known as Celeris destroys a military base on the planet Calamari, forcing the New Republic the blockade their own planet in an attempt to capture him.

16 months ABE:

The leader of the Bloodlust pirates is killed during an Imperial raid of a small space station. During the skirmish, two Bloodlust Corvettes were destroyed before the station was captured by a team of 35 stormtroopers.

Kessel's main prison facility is taken over by a team of commandos who later fight off a large Imperial attack force bent on recapturing the world. The Empire's World Devastator makes its first appearance and 'eats' the prison area of Kessel where the rebels and prisoners fought off the Imperial assault.

Celeris attempts to escape from Calamari but was cheated by a used starship dealer and was sold a freighter with no hyperdrive and is captured.

17 months ABE:

The Ssi-ruuvi return and attack the Hapan world of Selab where a combination of Imperial, Hapan, and New Republic starships fight off the assault. The Hapans turned on the Imperial starships and chased the them from Hapan space immediately following the battle.

New Republic Admiral Keeper resigns and Admiral Gavin Dighter takes over command of the New Republic Fleet.

The Hapes Consortium joins the New Republic.

Celeris, after becoming a Colonel in the New Republic through clever manipulation and lies, sets several explosives on board of Calamari's orbital shipyard and puts it out of service for several months.

19 months ABE:

The Battle of Mantooine occurs. Lord Celeris and his small fleet attack, made up of older starships purchased via the credits paid to him by the Empire for disabling the Calamari shipyards, the New Republic world of Mantooine in an attempt to take it but find much heavier resistance than thought. The assault was planned in conjunction with the Empire who sent in a back up assault force followed into the system roughly ten minutes later after the engagement began, firing on both Celeris and the New Republic ships. The Imperial forces dominate the battle and come out victorious under the command of Dr. Bob. Lord Celeris and his second in command Cordan are seemingly killed.

23 months ABE:

General Jayell, Commander of the Imperial Army, is executed, by the order of the Emperor by Colonel Ash, for conspiring to murder several members of the Imperial High Command. Commodore Shuntly transfers to the army and takes the rank of General and assumes Jayell's old responsibilities.

2 years ABE:

A large New Republic fleet consisting of a Republic Super Star Destroyer along with several other cruisers heading out with the intention to destroy the Imperial Super Star Destroyer Lusankya fell victim to a devious Imperial ambush. All attacking Rebels were killed and the Imperial battle fleet took no capital combat starship losses.

The Bloodlust Pirates struck an Imperial convoy at approximately the same time, destroying a Strike Cruiser along with an Imperial Star Destroyer.

Druidia and Planet Spaceball fall to the Umgah Empire.

25 months ABE:

The New Republic and the New Galactic Empire formally agree to a cease fire and end hostilities.

26 months ABE:

Imperial forces engage Duskhan League warships for the first time in the Mid Rim. The infamous ISD3 Decimator is crippled during the battle. The attacking Yevethan warships are destroyed.

27 months ABE:

The main Bloodlust pirate base is destroyed by an Imperial task force led by the Wraith under the command of Thern Moudurn.

An attack by the Duskhan League at Nar Shaada is pushed back by an Imperial task force.

30 months ABE:

The Duskhan League takes the Imperial world of Churba, famous for its assasin droid factories and later integrates new found assassin droid technology into viable Yevethan battle droids.

31 months ABE:

Admiral Gavin Dighter surrenders to the Umgah Empire under the impression that he would not be turned over to the Empire. The Umgah then turn around and hand him over to the New Galactic Empire.

32 months ABE:

The main outpost used by the Bloodlust Pirates is destroyed by an Imperial task force. Several thousand pirates were killed or captured with minimul Imperial losses.

33 months ABE:

Admiral Celeris of the New Republic, who somehow escaped death many months earlier and again earned the trust of the New Republic, breaks the cease fire with the New Galactic Empire by launching over a hundred hyperwave missiles into the Coruscant star system. Several hundred civilian ships were massacred in the raid as the hyperspace missiles slammed into merchant cruisers, freighters, neutral warships, along with hitting Imperial targets. The civilian death count is in the hundreds of thousands.  Mere hours later the Empire launches a massive hyperspace cruise missile attack, destroying dozens of New Republic warships.

Days later Admiral Celeris is forced to flee from the New Republic in order to escape arrest.

34 months ABE:

Early in the month, the Death Star III assaults the New Republic planet of Briggia destroying all of the New Republic warships there, destroying the Republic Naval Academy and capturing the system in a matter of minutes.

The following day Emperor Ynehtam personally oversees the capture of the New Republic's Sluis Van shipyards and deepdocks.

The New Republic Army Academy on Yavin IV is destroyed by Grand Admiral Thern Moudurn.

3 years ABE:

The Yevetha launch a massive campaign against everyone, dozens of worlds are completely flattened. The Umgahs are forced to flee their homeworld, Beta Orionis, as Yevethan warships attacked. The Yevethan border reaches the border of the Core Sectors, getting dangerously close to Corellia.

The New Republic fleet apparently flees the galaxy leaving all of its worlds open to slaughter. Kashyyyk and Bothawui are destroyed by the Yevetha.

37 months ABE:

Most of the New Republic senate is killed during a bombing conducted on Calamari by a Yevethan Super Star Destroyer. New Republic president, Mon Mothma, is assassinated on her front lawn.

The main New Republic fleet is destroyed at Pulug by the Death Star in a last ditch defense.

Later it is revealed that Admiral Champignon, commanding officer of the New Republic fleet, had taken the fleet without approval of the New Republic Senate and was considered a renegade by those in the New Republic hierarchy.

39 months ABE:

The surviving ships of the New Republic fleet are captured by the Eclipse commanded by the Emperor himself.

The new acting president of the New Republic, Leia Organa, is assassinated during a speech on Calamari by an Imperial Intelligence operative rumored to be from the infamous Adjustments division.

Yevethan warships continue their push into surrounding space, pushing back the Imperial lines by parsecs.

40 months ABE:

The Dark Shard, which was originally built by the New Republic then handed over to the Empire by Admiral Dighter during his "defection" (which was no more than an attempt to escape execution) is stolen by unknown forces from the Sluis Van deepdocks.

Days later Imperial Warlord Ardus Kaine is publically executed by the Viceroy of the Duskhan League, Nil Spaar. The execution is recorded then played for the entire galaxy.

41 months ABE:

Grand Admiral Thern Moudurn resigns after the Imperial occupation force on Yaeger Prime is overthrown and the small Yaeger Imperium begins to reclaim much of the Yaeger Sector that was once theirs. Moff Alehdrin Rulduk, commander of the Imperial Yaeger Sector, demotes Grand Admiral Moudurn to the rank of Vice Admiral and reassigns him to the Imperial-IV Star Destroyer Death's Head for not responding to the Yaeger uprising fast enough.

Admiral Akura Bosh is transferred to the Third Fleet to take command in Moudurn's place.

42 months ABE:

Rogetii Juiss is elected the new Chief of State for the New Republic and the New Republic senate is refilled by new representatives, replacing those killed during the bombing of Calamari.

4 years ABE:

Emperor Ynehtam apparently begins suffering from some sort of severe mental condition and demands that all starships be painted pink. A few weeks later the Emperor flees the Empire in a pink TIE Defender and it is later revealed that it wasn't the real Emperor at all, but a clone that was made around the same time that Dr. Bob was first cloned. A massive search of the caverns beneath the Imperial Palace results in the rescue of the real Emperor Ynehtam who proves to be even more wickedly evil than remembered. A long search for the escaped clone Emperor fails and he is never seen again.

4-7 years ABE:

The galaxy trembled under the relentless assault of the Duskhan League. Hundreds of worlds were decimated, countless billions were massacred. With the Empire's destruction of the Yevethan homeworld, N'zoth, the main Duskhan League battle fleet massed together and jumped to the opposite side of the galaxy to launch a major offensive against a relatively undefended side of the Galactic Core. The Yevetha, unknowing that the territory they entered was controlled by the powerful Imperial Warlord Zsinj, engaged Zsinj's forces repeatedly over several months of conflict which finally resulted in the death of Warlord Zsinj and the defeat of the Duskhan League. Imperial commanders, taking advantage of the devastation sent military forces into Zsinj's territory, bringing entire sectors under Imperial rule and gathering the ravaged forces of Zsinj back into the Imperial military.

The New Republic, still recovering from the massacre at the Battle of Pulug quietly rebuilt their forces, making alliances with various worlds, and convincing the rich and powerful Hapes Consortium to rejoin them. In a brilliant and yet tragic move, Fleet Admiral Hiram Drayson, the Supreme Commander of the Republic Navy, took on the Death Star III (the completed Death Star Prototype) at nearly point blank range. Nearly all of the New Republic task force sent on the mission was destroyed. In a last ditched effort, Fleet Admiral Drayson ordered his MC80B star cruiser into hyperspace... directly into the superlaser focus lens of the Death Star. The impact was so great that it set off a massive chain reaction which ripped through the station leaving a large and charred framework, and killing all but 56,019 Imperials on board. Fleet Admiral Drayson, and all on board the MC80B Mon Remonda were lost.

In response to the destruction of the Death Star III, and small problems in their newly conquered territory, the Empire began a long campaign meant to strengthen their already massive military forces. Emperor Weji Ynehtam, tiring from long years of war, encouraged Tenebris Janus S`tarn, a prominent Dark Jedi, to rise to the rank of Dark Lord of Sith and to serve the Emperor above all others. Grand Admiral Geraad Kun, with the command of the Empire's most infamous warship, the Executor-class Super Star Destroyer Devastator, brought down a tight grip upon the Core and Colonies, securing their safeties, and allowing them to prosper under the New Order. Fleet Admiral Thern Moudurn, at the command of the Second Imperial Fleet, put an end to centuries worth of terror, destruction and piracy brought on by the mighty Blood Lust pirates. High Admiral Akura Bosh deployed the Third Imperial Fleet along the borders between the Empire and the Republic, and putting a hault to the Republic advance, allowing Imperial forces time to gather for the final conflict.

Not long after the destruction of the Death Star III, a clone of Emperor Palpatine arose. Forcing Imperial Warlord Delvardus into submission, Palpatine took command of Delvardus' forces and launched an all out assault on Coruscant, capitol of the Empire. The battle ensued for days sending Imperial warship against Imperial warship. Countless millions died, and in the end, Coruscant fell to Palpatine. For several months, Palpatine's forces ruled over Coruscant and brought the Galactic Core into a civil war. After a long and involved civil war, Emperor Weji Ynehtam personally led the final assault on Coruscant, thousands of square kilometers of the planet were leveled in the bombardment, and Palpatine's clone was hunted down and killed. The Empire feebily brought the Galactic Core back under its rule, and began rebuilding from months of civil war.



Chapter 2 - The Empire in DLOS

Commander Pol Daelo, a rising young officer within the Imperial Navy was the "lucky" one that drew the short straw. It was he who had to deliver the bad news to the new emperor and given the choice he would rather deliver it to either Lord Vader or the late Emperor Palpatine because he knew how they would react, they'd most likely kill him on spot. But this new emperor had yet to set a reputation as the type to lash out at the innocent messenger who was unlucky enough to be given the task of delivering bad news. Not knowing how Emperor Ynehtam would react was more than frightening for the young commander as he stood outside of the door to the emperor's ready room.

He reached out a shaking hand to press the ringer on the door to announce his arrival just as the door slid open itself. Standing on the other side of the door was High Admiral Essen Balher, who definately had quite a reputation for venting his anger on anyone and everyone he saw fit. Commander Daelo promptly snapped to attention and exchanged a sharp salute with the admiral who blatantly ignored him and went about his business.

"Is there something that I may help you with, commander?" Emperor Ynehtam spoke with a confident firmness in his voice which gave those who were not familiar with him personally a sense that they were with someone of great power.

"Yes sir, I... we that is... just received reports from the Palvar Sector in the Mid Rim," Daelo was amazed that he was able to even stutter out that much. Hopefully the emperor wouldn't be up for a lengthy conversation about politics or anything else for that matter. Daelo swallowed and walked briskly toward the emperor, placed the datapad with the reports on the emperor's desk and snapped back to attention.

The emperor picked up the datapad and read through its belongings for several minutes, not dismissing Commander Daelo but not acknowledging his militaristic form in the room either. Upon finishing reading the report the emperor lightly and carefully replaced the datapad on his desk and looked up at Daelo, "Did you know the contents of this report, commander?"

"No sir," he didn't stutter at all that time, perhaps this won't be so bad after all.

"I see. And I also suspect that you do not realize that nearly seventy percent of all Imperial forces under Palpatine are not choosing to allign themselves with us even though we are the ones in control of Coruscant? No, of course not, such trivial information is not of your concern."

"I... well that is... I..."

"This report comes directly from loyal agents in the Palvar Sector, apparently Moff Jerr Uhlmann has chosen to join the ever popular group of rogue warlords instead of fighting with us for the good of the Empire. These power hungry moffs and grand admirals just might mean our final demise. You are dismissed, commander."

Daelo visibly relaxed realizing that the emperor wouldn't be taking out his anger upon him. In fact, the emperor didn't seem all that angry. He nodded and spun on his heel with a new found energy and took two steps toward the door before a roar of a blaster following instantly by an extremely painful and powerful force hitting his back through him onto his face. The smell of ozone and charred flesh filled the parts of his lungs that weren't vaporized as he gasped his final breaths.

--

After the death of Emperor Palpatine at the Battle of Endor the Empire was cast into a state of complete and utter disarry. Grand Admiral Weji Ynehtam commanding a battle group in the Outer Rim, left his command and sped back to Coruscant on board of his Executor-class super star destroyer  Devastator after hearing of the horrible news of the Alliance victory at Endor.

Upon arriving at Coruscant Grand Admiral Ynehtam was able to calm the general populace and reorganize what Imperial forces that still remained loyal. Ynehtam put out a call across the galaxy for the Empire to remain intact and strike back at the Alliance, who now called themselves the New Republic, and claim vengeance on their fallen Emperor. However, many high ranking Imperial admirals and moffs decided that they were better off running the Empire and thus, the Imperial warlords were born.

Ynehtam quickly learned that the Empire would need to regain strength quickly if they were to survive against the quickly growing New Republic. In the first few months after securing his power Ynehtam commanded an extensive hit and fade campaign against minor New Republic worlds to force them into spreading out their fleet in order to defend as many member worlds as possible and thus leaving their main fleet more vulnerable.

Even though these assaults were working to achieve their goal, many of the Imperial commanders under Ynehtam feared that the Republic would soon take Coruscant and there would be no way of stopping them and many fled from Ynehtam's command rather than face an almost certain death in battle of a life long imprisonment by the Republic. Nearly six months after the Battle of Endor, Imperial forces loyal to Coruscant had dramatically decreased, leaving Ynetham with only a mere seven Imperator-class star destroyers (ISDs), his flagship and several smaller capital ships.

In an attempt to raise morale among Imperial forces, Grand Admiral Ynehtam declared himself as the second Emperor to the mighty Galactic Empire and instituted several changes in the Empire's hierarchy, such as the forming of the soon-to-be infamous Imperial High Command (IHC).

The Empire and the New Republic engaged in a prolonged conflict for nearly four years before reaching a turning point. The then finished Death Star Prototype was unleashed upon the Republic, world after world surrendered to the Empire or was faced with certain destruction. The Republic Fleet fled to the rim where they gathered for a massive all or nothing assault on the Death Star, unfortunately for the Republic, the Death Star found them before they were ready to launch. The massacre that followed resulted in only a handful of Imperial casualties and minor damage to the Death Star and the elimination of over 90% of the Republic's naval forces. The New Republic began to crumble, only a cease-fire offered by Ynehtam kept the galaxy from falling back into a state of disarray as Ynehtam knew that he did not have the firepower to keep the galaxy under full Imperial rule yet.

Inside of the Imperial machine, locked from the eyes of the public, the Empire was a cesspool of constant debate and conflict as advisors, aides, admiral and generals all disputed amongst themselves. This is very typical of almost any government, especially one of such magnitude, but this extreme political conflict within the Empire often times threatened to destroy it.

When it appeared that drastic measures would have to be taken in order to preserve the Empire's floundering pride and power the emperor did something that shocked the entire galaxy. He married.

His new empress, Empress Red, was grudgingly accepted among the citizens of the Empire as well as the emperor's friends and servants. It was widely suspected across the galaxy that it was all nothing more than a vast farse in an attempt to sway the public's opinion of the Empire. After a few months of a seemingly normal marriage the Empress began to be finally accepted by the public and hated by those high up in the Imperial bureaucracy due to her arrogance and short-temperedness.

The emperor's mental health began to degrade, something which was kept a tight secret by his top advisors, and the Empress found herself enjoying new liberties as she constantly tested and expanded upon her political power.

When the emperor finally went clinically insane and fled from Coruscant just after ordering Dark Wing squadron, the most elite starfighter squadron in the Empire, to bomb Imperial Palace the Empress also dissapeared. It was soon revealed that the emperor was indeed not himself but a clone of himself which was created around the same time as Robert Lemelisk's clones were created. The real emperor had been kept in the ancient dungeons below the palace for nearly two years while his clone took his place.

The real emperor returned and was greatly enraged and consumed with the idea of vengeance. The Empire quickly altered almost all of the policies and laws set by the clone emperor (the existance of the clone is something which only a handful of individuals ever knew about) and the Imperial war machine was put back to full strength.

The Imperial High Command

The Imperial High Command was formed by Emperor Ynehtam to give his top commanders a better sense of control and power within the Empire by giving them no more than a fancy title and a little bit of say in how the Empire would be run.

The Imperial High Command had seats for each Imperial Fleet Commander (usually a High Admiral, sometimes higher or lower depending upon circumstances) which ranged from only two and up to five fleets at the height of the new Empire, a seat for the director of the Ubiqtorate (Imperial Intelligence), one for the supreme commander of the Imperial Army, one for a COMPNOR representative (this position was replaced often and was usually someone of high rank in the Imperial Security Bureau) as well as a single seat for the head of the Imperial Research and Development.

The Imperial High Command was mainly used as a political tool to further the power of the Emperor and rebuild the Empire. The IHC was generally only called to meeting in the most dire of emergencies (something that would warrant bringing each member from the far reaches of the Empire to the Emperor's flagship) or if the Emperor had something of which needed to be addressed.

The Imperial High Command wasn't without its own bit of drama. Several members were executed and/or tortured during the meetings as punishment for various acts of treason and other wrong droings. The first such incident was the execution of the Supreme Imperial Army Commander, a General Jayell ("JL") for attempting to organize a coup among the other members. The entire IHC was taken to the top of the Imperial Palace, where, as more of an example than punishment, General Jayell was thrown from the top of the palace to a very bloody death several kilometers below.

The Emperor privately encouraged rivalries among members as it promoted greater loyalty and efficiency among those officers competing for the Emperor's favoritism. It wasn't all that uncommon for the Emperor to privately call in each member of the IHC to privately tell them that they were his most favored officer.

The Imperial Navy

The Imperial Navy under Emperor Ynehtam was slightly different than the navy under Emperor Palpatine, mainly due to the lack of resources and starships to sufficiently protect and hold Imperial territory. The Navy's new mission profile was to protect and hold Imperial space while a specially designated attack fleet (whose combat ships were rotated with defense ships periodically) was deployed for both reinforcement and offensive actions.

During the first few years following the Battle of Endor the Imperial Navy saw several new commanders make names for themselves including Grand Admiral Thern Moudorn (who was later demoted for classified reasons and then assasinated by Republic SpecOps some seven years later), Grand Admiral Geraad Kun (not related to the ancient sithlord), Admiral Akura Bosh and even Rear Admiral Robert Lemelisk (see Imperial Research and Development).

Nearly 90% of the Empire's military budget was devoted to the construction and maintenance of capital combat starships. Under Emperor Ynehtam, the Imperial Navy introduced several new starship designs as well as further deploying both readily available and previously designed starships in an attempt to keep the New Republic from being able to design an effective counter weapon to any specific ship.

Approximately eight months following the Battle of Endor, Emperor Ynehtam located the construction site of a new class of command ship that Emperor Palpatine had began building several months before his death. This ship, the Eclipse, was the pinnacle of modern Imperial technology, combining technology developed with the older Executor-class super star destroyers and the superlaser technology in the Death Stars. Vast amounts of resources were diverted from other construction projects in order to complete the Eclipse as soon as possible. Two years later, the Eclipse left the stardocks and flew into history.

Other new starship designs included the Wraith, based off of an alternative design to the Eclipse, as well as several new cruiser and starfighter designs that were deployed in at least limited numbers to select commands.

Imperial Starfighter Organization

The Imperial Sourcebook didn't go into detail about Imperial starfighters, a Sienar Fleet Systems advertisement that displayed pictures of the TIE/ln, TIE/gt, TIE bomber, and TIE interceptor was as close as it came. Since the Imperial starfighters in the New Galactic Empire were organized the same way as in the old Empire, Imperial starfighter organization will be explained in detail here.

Imperial starfighters are fairly standardized in Imperial protocol and are organized into several subgroups and catagories. The standard TIE wing is composed of six squadrons which are each comprised of three flights of four TIE fighters each.

According to standard Imperial protocol, TIEs are not to be deployed in anything less than flight strength unless circumstances prevent this from happening. When the Empire had a handful of TIE Defenders, those Imperial commanders that had them at their disposal often deployed them in less than flight strength, stating that a single TIE Defender was equivalent to at least two or more TIE/ln. This, however, was the only real exception to the rule.

All starfighters, all starships for that matter, tend to be classified according to a specific role that they were designed for and/or succeed in performing. There are four main starfighter classifications that the Empire acknowledges as a requirement to further extend the fighting capacity of its numerous TIE fighters. These classifications are space superiority, interception, bomber/heavy assault fighter, and reconnaissance. In practice, a well commanded combination of craft from each catagory can prove to be a devastatingly effective weapon.

During a deployment of more than one squadron of Imperial starfighters there will typically be a Wing Commander that all squadron leaders will report to and who is a squadron leader himself (usually of the leader of the squadron with the more advanced fighters). Each squadron leader is of the rank Commander while his second in command (chosen by him) may either be a Second Lieutenant or a Commander himself. All other members of the squadron range in rank from Pilot to Lieutenant.

TIE Pilot Ranks Typical Position Equivalent Navy Rank
Wing Commander Wing Commander Captain
Commander Squadron Leader Commander
Second Lieutenant Squadron XO/Flight Leader Second Lieutenant
Lieutenant Flight Leader Lieutenant
Flight Officer Pilot Ensign/Midshipman
Senior Pilot Pilot Chief Petty Officer
Pilot Pilot Petty Officer

It is important to also remember that there are several other people attached to an Imperial TIE squadron other than the pilots. Maintaining starfighters involves regular maintenance overhauls after every flight, especially after combat (because combat puts added stress on the craft). A squadron may have as few as one and up to as many as a few dozen technicianss that do nothing but keep the squadron's ships in fighting condition.

At the Empire's height, a standard TIE wing would consist of 50% standard line fighters (TIE/ln) while the other half was comprised of a variety of other starfighters with more specialized roles. By the time that Grand Admiral Thrawn began his campaign against the New Republic, the standard
TIE wing was altered greatly.

Standard Pre-Yavin TIE Wing:
48 TIE starfighters (or TIE/ln)
12 TIE/gt (or TIE bombers)
6 TIE/bc boarding craft
6 TIE/rc recon starfighters
Standard TIE Wing as of Endor:
36 TIE/ln
12 TIE interceptors
12 TIE bombers (or TIE/gt in lower priority commands)
6 TIE/rc recon starfighters (or TIE Vanguards*)
2 TIE/fc fire control starfighters
3 TIE/sr scouts
1 TIE/sh shuttle (or TIE/ts trainer/shuttle)
Standard Thrawn Era TIE Wing (Endor + 5 years):
24 TIE/ln
12 TIE interceptors (or A-9 Vigilance interceptors)
12 TIE avengers (or 12 more TIE interceptors)
12 Scimitar assault bombers (or TIE bombers)
6 TIE/rc recon starfighters (or TIE Vanguards*)
2 TIE/fc fire control starfighters
3 TIE/sr scouts
1 TIE/sh shuttle

* The TIE Vanguard is in fact a completely different design than the TIE/rc. The TIE/rc is a fighter variant for reconnaissance missions bearing a close resemblance to the TIE fighter; the TIE Vanguard is more of a dedicated reconnaissance craft.

Note that the above does not take into account some of the rarer and limited production model starfighters such as the highly advanced TIE Defender and the older failed TIE landing craft and TIE boarding craft, which were both variants of the TIE Bomber design.

There are other starships which should be considered starfighters by definition but are considered too powerful by Imperial Command to be considered starfighters as it would make their famed TIE fighters look inferior. The first of the vessels was the widely deployed Skipray Blastboat that was often assigned to patrol duty and sometimes found on board of a Star Destroyer. Shortly before the Battle of Yavin the Empire introduced its first Alpha-class Starwing Assault Gunboats which proved
only to be a weaker and more expensive version of the already proven Skipray. During the attempted coup by Admiral Zaarin, shortly after the Battle of Hoth, the Empire unleashed what was perhaps the most powerful starfighter ever created, the Missileboat. This craft proved wickedly effective, incorporating new technologies such as the SLAM overdrive engines and a starfighter scale tractor beam projector. However, the cost of the Missileboat was its final demise, only around eleven of the craft were ever constructed and five of those were destroyed in the final skirmishes against Zaarin's forces.

Imperial Research and Development

Under Emperor Ynehtam, Imperial Research and Development grew to be a very prominent aspect of the Imperial military in only a matter of months. The Emperor personally appointed Doctor Robert Lemelisk, son of the man who designed the Death Star, to the position of Director of Research and Development.

While reviewing some of the latest information reports coming from the slicer droids that were constantly extracting new information of the late Emperor, Ynehtam came across something most interesting, the location of the research station where the Death Star itself was designed. Ynehtam departed for the location on board of the Devastator. After a small incident, the Maw Cluster was under Imperial control and Admiral Daala and her four ISDs were to remain on staff to protect it.

Much of the Research and Development's labs and personnel were relocated to the Maw Cluster within a few months where a restoration and enhancement project (which would take years to complete) was begun on the Death Star Prototype which was unexpectedly found along with other new weapons of mass destruction.

Under the direction of Doctor Lemelisk, the Maw Cluster made several highly advanced and debatable technological advancements that included refined superlaser technology, the development of a super ion cannon (based off of the superlaser), the completion of the Death Star Prototype, the duplication of the New Republic's hyperwave torpedoes and a highly controversial wormhole project in which the good doctor was able to create the galaxy's first stable artificial wormhole. However, the wormhole project and all related material were lost when the new Death Star was destroyed during an all out assault by the battered Republic Navy.

Dr. Lemelisk often sent rather casual reports which were intended on updating other members of the Imperial High Command as to his progress on various projects which concerned them. One such report is as seen here:

SECURE TRANSMISSION

Destination: Imperial High Command
Source: Desk of Rear Admiral Robert Xavier Lemelisk
Clearance Code: 9O-F61JM-PP9.6
Authorization Codes: BRN-2B-GA, IM2-GO0-D.4U
Subject: Imperial Research and Development - Project Updates

Members of the Imperial High Command:

Starting fresh this new year also meant forgetting some ideas that I had last year. The cloaks didn't work out due to some conflicting ideals among my staff. Some felt that there might actually be affects on those we used it on. Or that a ship might not reappear. What do they know? So for the sake of arguement, I have decided not to do that project.

On a brighter side, with a new year does come some newer ideas. This one I am about to explain, or try to, is a real whopper. Bear with me I might not get it right even after I give this to Emperor Ynehtam. The general concept is to eliminate all forms of hyperdrive and create a new method of space travel. This would require, I believe, some anti-matter technology. Why? might you ask. Well, the idea is to create an artificial 'wormhole' if you will. I realize that that is kind of the general concept behind hyperspace travel, but the theory I have behind this is if we create an anti-matter field of sorts, space travel would only be like walking into the next room. The hyperwave torpedo does this... sort of. I talked with the emperor a while back - I don't remember if it was his clone or not so don't ask which - about something like this. He, at the time, seemed enthusiastic. Whether his attitude or perspective has changed since then, we will find out. But to answer the question, what advantage will this have for our fleet and the such... space travel reduce down to a matter of minutes or even seconds depending on what we choose to put through the wormhole. I will delve further into this as time progresses.

Next item of business. That would most definetely have to be the Yevethans. It is a hot issue right now and I am not in the mood to stand back and watch you all have fun taking care of them. I was sent Yevethan corpses and I have not taken time to figure them out yet. That will be done in good time though. My suggestion to those involved in the Yevethan counterstrike, is to use infrared sensors and scan them to death. I am hearing evil things like them using holos. If that is the truth, we can get around this simply by using the equipment we have.

- Rear Admiral Robert Xavier Lemelisk, Imperial Research and Development

END SECURE TRANSMISSION

The NRSFG

Little is known of the Imperial Army division known as the NRSFG. In fact, no one has ever determined just what the acronym stands for other than the Imperial High Command as well as those officers directly involved with it. All that is really known about it comes from a transmission from High Admiral Shuntly and Surface Marshall Territh to COMPNOR's Select Committee that was intercepted by Imperial Intelligence's Analysis Bureau and later declassified which reads as follows:

SECURE TRANSMISSION

Destination: COMPNOR, Select Committee
Source: Desk of High Admiral Shuntly
Clearance Code: 7O-U49JM-PP9.3
Authorization Codes: BRN-2B-GA, IM2-GO0-D.4U
Subject: SAGroup Division Proposal

COMPNOR:
I propose a new SAGroup division which will serve as the basis for very high quality troops, which can be distributed throughout COMPNOR and thus be of great service to the Empire. The core of the division will be taken from the present Army division classified as the NRSFG. Surface Marshall Territh and I have discussed this and agreed upon the following:

- The current NRSFG recruitment standards shall be kept, and possibly two subgroups shall be incorporated, one for the current highly experienced members and the other for new recruits who need extensive training and actual missions under their belts.
- I, Shuntly, shall continue to act as the Head of the NRSFG, but a COMPNOR appointed official (if wanted) may share equal command of the unit.
- The current command structure in the NRSFG is compatable with COMPNOR regulations and requires only minor changes.
- The NRSFG shall have a renaming to go along with its new position.
Possible names are:
Imperial Retalliation Batallion (IRB)
Advanced Special Forces Division (ADSFOD)
Unique Imperial Line of Defense (UNILOD)
Imperial Loyalist Corps (ILC)
Elite Assault and Defence Corps (ELADEC)

We trust a response to arrive after proper consideration time has been given to this matter. We also hope that you approve of our goals to incorporate the best crack troops in the Empire into the ubiquitous COMPNOR organization.

Sincerely,
- High Admiral Shuntly, CO Fifth Imperial Fleet
- Surface Marshall Territh, CO Imperial Planetary Forces

END SECURE TRANSMISSION


Chapter 3 - Key Imperial Officers

The good doctor couldn't help but worry slightly. Just why had the emperor gone to such lengths to bring him and his clones all to Coruscant? Were he and his identical counterparts in for some sort of punishment for some unseen reason or were they simply here to be praised for their tireless work in the name of the New Galactic Empire?

Dr. Robert Lemelisk, son of Bevel Lemelisk, stood faces his eight clones who he often took great pleasure in ordering about. While waiting for the emperor to arrive in his own throne room... just where he could be no one would know... and had ordered all of them to stand in a classic military formation. A squad of me, Lemelisk thought smirkingly.

The mighty doors to the cavernous throne room opened with an exceedingly thunderous rumble, mostly for effect to make visits to Imperial Palace be given a sense that they were indeed entering a place of power. Emperor Ynehtam, clad in his custom-made black uniform, based mostly upon those wore by the circle of Grand Admirals under Palpatine, entered the room flanked on either side by members of the infamous and mysterious Imperial Royal Guard. What is that in the emperor's hand? A blaster carbine? Yes yes... I recognize it... a BlasTech E14. Lemelisk was familiar with almost every weapon used by Imperial forces since he and his clone counterparts were often charged with the duty of researching ways to improve their efficiency. Why would he be carrying a blaster carbine?

The emperor approached the real Lemelisk with a cold and heartless look in his eyes, nothing new as he wasn't known as being a cheerfully pleasant man. "Bob," the emperor remarked, "are these all of your clones? Are any missing from our gathering here?" Ynehtam let the blaster carbine dangle at his side with his finger on the trigger.

"Well, why yes it is, sire. Now might I ask why we are honored with being brought to the palace?"

The emperor nodded and slowly walked around behind the squad of clone scientists who remained standing in their military formation, a few becoming clearly paranoid about the entire situation. "You train them well dear Bob, they so trustingly stand here in a four-by-two formation just like a squad or soldiers awaiting orders.

Before Lemelisk could decide how to respond the low roar of a blaster carbine echoed through the room followed by a dull thud... then another and another thud and so on. Lemelisk knew what'd he see even before he turned around. Spinning on his heel he saw the emperor casually blowing away the steam rising from the barrel of his blaster carbine and all eight of his clones laying sprawled out across the ground, only a few with something even coming close to resembling heads.

"Oh, and just in case I didn't tell you, I hate clones. Good day doctor."

--

In the DLOS storyline the Empire was blessed with constant and loyal player characters that helped to maintain the overall stability of the New Galactic Empire in such challenging times.

Emperor Weji Ynehtam

Emperor Ynehtam began his military career early in the days of the Empire and served on several starships ranging from modified Old Republic dreadnaughts to the most visible sign of the Empire's power, the Imperial Star Destroyer.

Ynehtam's first command was on board the Victory Star Destroyer Accumula, which was deployed to the Outer Rim under the direct command of High Admiral (Moff) Tote Baka in the Shezi Sector. After personally hunting down and completely eliminating a local band of pirates which had plagued the sector for many years, then Captain Ynehtam was promoted to the rank of Line Captain and given full command of the Imperial Star Destroyer Maelstrome. Years later Ynehtam finally reaches the rank of Grand Admiral and is given command of the Executor-class Super Star Destroyer Devastator.

After the death of Emperor Palpatine at the Battle of Endor the Empire was cast into a state of complete and utter disarry. Grand Admiral Weji Ynehtam commanding a battle group in the Outer Rim, left his command and sped back to Coruscant on board of the Devastator after hearing of the horrible news of the Alliance victory at Endor.

Upon arriving at Coruscant Grand Admiral Ynehtam was able to calm the general populace and reorganize what Imperial forces that still remained loyal. Ynehtam put out a call across the galaxy for the Empire to remain intact and strike back at the Alliance, who now called themselves the New Republic, and claim vengeance on their fallen Emperor. However, many high ranking Imperial admirals and moffs decided that they were better off running the Empire and thus, the Imperial warlords were born. Ynehtam quickly learned that the Empire would need to regain strength quickly if they were to survive against the quickly growing New Republic.

While creating clones of himself to insure that he would always remain in power one way or another, Ynehtam made the mistake of interacting with one of his clones who later imprisoned him in the caverns below the Imperial Palace for nearly two years before the clone's true identity was discovered and Ynehtam was finally rescued by loyal Imperial forces.

Emperor Ynehtam, unlike the majority of the galaxy, was slightly force sensitive and was able to perfect some techniques during his imprisonment under the Imperial Palace. His powers were never great enough to even aspire to becoming as powerful as any of the Dark Lords of the Sith or even to be a pitifully weak Jedi Knight.

Name: Emperor Weji Nephets Ynehtam
Player: Ryan Matheny (darkweji@intnet.net)
Type: Emperor of the New Galactic Empire
Species: Human
Sex: Male
Height: 1.89 meters
Weight: 67 kilograms
Age: 61

Physical Description:
Weji is rarely seen out of his black Imperial uniform which was based off of his old white Grand Admiral's uniform. On occasion, he also wears a black cloak or cape to accent his already dark appearance. His hair is a dark, with streaks of grey here and there. There are fine lined-wrinkles on his brow. His eyes are blue, burning with an unseen electricity (not literally).

Personality:
Weji demands total loyalty, any who do not give their best in their service to him often cease living. He is not one to give second chances unless he sees a personal gain in granting one. He keeps several hidden agendas and will rarely give a straight answer, instead leaving those under his rule in a state of confusion and wonder.

A Quote: "Those who dare defy my rule shall face their destiny."

DEXTERITY: 3D+2
Blaster: 4D+2
Blaster: heavy blaster pistols: 5D
Dodge: 4D
KNOWLEDGE: 4D
Bureaucracy: 6D
Bureaucracy: New Galactic Empire: 7D
Intimidation: 7D+1
Scholar: Jedi lore: 5D
Tactics: 6D
Tactics: fleets: 9D
Tactics: capital ships: 6D+1
Willpower: 7D
MECHANICAL: 2D
PERCEPTION: 4D
Command: Imperial Forces: 11D
Persuasion: Oration: 5D
STRENGTH: 2D+1
TECHNICAL: 2D

Special Abilities:
Force Skills: Control: 2D, Sense: 2D, Alter: 2D
Control: Accelerate healing, concentration, control pain
Sense: Force sense, life detection, life sense, magnify senses, receptive telepathy
Alter: Injure/kill, telekenisis
Control & Alter: Inflict pain

Move: 10
Force Sensitive: Yes
Force Points: 5
Dark Side Points: 4
Character Points: 10

Equipment:
black Imperial Navy uniform, heavy blaster pistol (5D), vibroknife (STR+1D), encrypted comlink

Empress Red

Much mystery surrounds Empress Red. It is almost certain that Red was not her real name, however, there is no physical proof of this. She came into the center of the Imperial bureaucracy almost overnight by marrying then Emperor Weji Ynehtam.

Some say that Red was nothing more than a public relations move to boost the approval ratings of the Emperor. She kept a low profile with reguards to the public but was privately known as a terror by the Emperor's top advisors as she often times through her weight as Empress to get her way.

She mysteriously dissappeared after it was secretly revealed that the Emperor was not the Emperor at all, but a degrading clone. The clone fled and the real Emperor was located in ancient dungeons beneath Imperial Palace where he had been kept for several years (around the same time as Red's appearance). While the real Emperor never commented on it, all of his top advisors believe that Red was nothing more than a key piece in an ongoing conspiricy to destroy the Empire from the inside.

Name: Empress Red
Type: Empress of the New Galactic Empire
Species: Human
Sex: Female
Height: 1.68 meters
Age: 23

Physical Description:
The Empress was quite attractive in a very evil and devious way. Her dark eyes, skin and hair often times made her appear much more intimidating that perhaps she really was. She always wore the most extravegant clothing, the best the Empire could afford.

Personality:
The Empress, publically, was a very quiet individual. However, those who knew her in person knew well enough to keep their distance and to watch what they said and did around her.

A Quote: "I don't think you want to make me mad."

DEXTERITY: 3D+1
Blaster: hold-out blasters: 3D+2
Dodge: 4D
Pick pocket: 6D
Running: 4D+2
KNOWLEDGE: 3D+1
Bureaucracy: 4D
Intimidation: 4D+2
Willpower: 8D
MECHANICAL: 2D+2
PERCEPTION: 4D
Con: 6D+1
Search: 7D
Sneak: 5D+1
STRENGTH: 2D
Brawling: 3D
TECHNICAL: 2D+2

Move: 10
Force Points: 1
Dark Side Points: 6
Character Points: 15

Equipment:
vast array of clothing, hold-out blaster (3D+1), encrypted comlink

Grand Admiral Geraad Kun

Geraad Kun was born on Corellia, and later enrolled in the Empire after his parents were allegedly killed in a Rebel raid on an Imperial space station. He started as a gunboat pilot on the SSD Devastator, where he served under the then Grand Admiral Weji in the Marettan sector. He soon rose through the ranks until he was promoted to Vice Admiral, appointed Fleet Commander in the revived Empire led by Emperor Weji, and given command of the Executor-class Super Star Destroyer Devastator. After fighting numerous battles, he was promoted to Grand Admiral.

Character Name: Grand Admiral Geraad Kun
Type: Imperial Fleet Commander
Player: Pete Haas (haasman@hotmail.com)
Species: Human
Sex: Male
Age: 35
Height: 1.9 meters
Weight: 78 kilograms

Physical Description:
Geraad is about 6'0", and 170 pounds. He has neatly-trimmed dirty blonde hair, and blue eyes. He has a slim, muscular build and has his repeater in a holster on his belt. His personalized vibroblade rests in a sheath on his leg and he sometimes carries a black duffel bag, holding his Louisville slugger. He normally wears his white Grand Admiral uniform, studded with medals.

Personality:
Geraad has a very calm, friendly attitude and can take an occasional joke. In battle, he is very aggressive yet cautious. He always thinks things through before making any major decisions, and always appears to have an ace up his sleeve.

A Quote: "Quit bleedin' on my bat, sucka!"

Connection with Other Characters:
Geraad normally attempts to get along with people but can't stand tight-asses. He has a strong dislike for Yevethans.

Objectives:
To wipe out the Rebels, to someday have the largest collection of animal heads on his wall, etc.

DEXTERITY: 3D+1
Blaster: 4D+1
Blaster: blaster rifles: 5D
Dodge: 5D+1  
Melee Combat: 4D
KNOWLEDGE: 4D
Tactics:  6D
Tactics: fleets: 11D
MECHANICAL: 2D
Starship gunnery: 4D
Starfighter piloting: 5D
PERCEPTION: 3D+2
Command  6D
Command: Imperial forces: 10D
STRENGTH: 3D
TECHNICAL: 2D

Move: 10
Force Points: 1
Dark Side Points: 5
Character Points: 20

Equipment:
Imperial Navy uniform, stormtrooper chestplate (+2D/+1D (torso)), BlasTech EE-6 blaster rifle (6D), BlasTech Persuader hold-out blaster (4D), vibroblade (STR+3D), slugger (STR+2D, shells 3D+2), datapad, comlink

Grand Admiral Thern Moudurn

Thern Moudurn first served with the New Republic as their Admiral, but he found their slow diplomatic ways a waste of time. They spent too much on voting and not enough on action. Moudurn then defected to the Empire and became the executive officer on the Imperial Star Destroyer Maelstrome. From there he was promoted to the rank of Commodore and given command of the Maelstrome. Through countless battles he received the rank of Admiral and was placed in charge of the Outer Rim Defense Fleet, with his command ship the Wraith. He finally recieved the rank of Grand Admiral after the transfer of Grand Admiral Geraad Kun to the position of Moff and governor of the Core Sectors.

Name: Grand Admiral Thern Moudurn
Player: "Xizor" (travt@uslink.net)
Type: Imperial Grand Admiral
Species: Human
Sex: Male
Height: 1.86 meters
Weight: 74 kilograms
Age: 40

Physical Description:
Xizor is about 1.86 meters tall, he weighs 165 lbs. He has dark brown hair and blue/green eyes. Xizor trusts only his closest friends and always carries a blaster at his side. He is always seen dressed in his white Grand Admiral's uniform and always has an escort of guards. He is a brilliant tactician and a cunning warrior and will become ruthless if necessisary. He is hated by many for his policy of no mercy. He spends most of his time on the Wraith contemplating strategies. He will not tolerate insubordinance, and will get the job done at whatever the cost. He is cautious and tries to never underestimate his opponent.

Personality:
Very cunning and sarcastic. Very serious and doesn't joke around. Trusts only his closest friends and is extremely loyal to the Empire and to the Emperor. Will not tolerate insubordinance.

A Quote: "Enough fooling around, destroy them... we have more important things to deal with."  

DEXTERITY: 3D
Blaster: 4D
Dodge: 4D
Running: 4D
KNOWLEDGE: 4D
Alien species: 5D
Business: 5D
Intimidation: 6D
Planetary systems: 7D
Tactics: 8D
Tactics: starships 10D+2
Willpower: 5D+2
MECHANICAL: 3D
Communications: 4D
Sensors: 3D+2
PERCEPTION: 4D
Command: 7D
Command: Imperial Naval forces: 10D
Con: 6D
Investigation: 6D+2
Persuasion: 6D
STRENGTH: 2D
Brawling: 3D
Stamina: 3D
TECHNICAL: 2D

Move: 10
Force Points: 1
Dark Side Points: 2
Character Points: 8

Equipment:
Imperial Navy uniform, Imperial blaster pistol (4D), comlink

High Admiral/General Shuntly

Shuntly was raised by a group of natives in the forest of Rishnak, learning valuable survival and ground combat skills. In his tribe he was considered a Googerfloo, a master warrior. He stayed with his tribe until he was 14, when he was captured by some men that would become the first members of the NRSFG. These men taught him the ways of the Empire, as well as more personal things. He promptly joined the Naval Academy, learning the ways of a naval officer. Unfortunately, he never seemed to have made the registration lists, and remained at the rank of Flight Officer for some time doing random missions for the Empire.

Finally, he was discovered and became an Ensign on the bridge of the ISD Maelstrome, serving under Thern Moudurn. He soon became a Lt. Commander and commanding officer of the VSD Dark Star. A few drinks and a bit later, Shuntly was the executive officer of the Devastator under Geraad Kun. Shuntly moved on to being the commanding officer of ISD Vengeance, which he lost in a futile ramming attempt on a Ssi-Ruuvi K'nass class cruiser (Big Ass) before being reassigned again to Thern Moudurn, this time as executive officer of the entire Outer Rim fleet. The rank of Commodore came with the job, and Shuntly worked on ideas and a ship design.

Then General Jayell proved to be a traitor, and was quickly executed. A new Imperial Planetary Forces leader was needed, and Shuntly having continued refining his ground combat skills immediately volunteered. Shuntly, at the age of 24, became a General and made the leap from Navy to Army. Equipped with skills in all areas of combat, Shuntly is considered a valuable asset to the Empire and continues planning for all areas of the Empire.

Name: High Admiral Shuntly
Player: Chuck Anderson (chucka@bmts.com)
Species: Human
Sex: Male
Type: Imperial High Admiral / ex-Imperial Army General
Height: 1.83 meters
Weight: 80 kilograms
Age: 31

Physical Description:
Shuntly is roughly 1.83 meters in height, averaging around 80 kilograms. He has dark brown hair and pale hazel eyes. He lived in the forest with his clan of humans before they were enlightened by the Empire. They worshipped the Squirrel, and somehow had the ability to become like the Squirrel, bettering themselves with its power. If you were to examine his left buttocks cheek, you would find a tatoo of the powerful rodent.

A Quote: "Bloody hell!"

DEXTERITY: 4D
Blaster: 7D+1
Blaster: blaster rifles: 9D
Blaster: blaster pistols: 7D+1
Blaster: belt blaster: 7D+1
Combat reflexes: 5D
Dodge: 7D
Melee combat: 5D
Melee combat: vibroblade: 5D
KNOWLEDGE: 3D
Intimidation: 5D (5D+2 with Perverseness)
Survival: forest: 4D
Survival: jungle: 4D
Tactics: squads: 5D
Tactics: capital ships: 4D
MECHANICAL: 3D
PERCEPTION: 3D
Command: 4D+1
Persuasion: 4D
Search: 3D (4D with Squirrel Magic)
Sense danger: 3D (4D with Squirrel Magic)
Sneak: 3D (4D with Squirrel Magic)
STRENGTH: 3D
Brawling: 4D
ClimbingJumping: 4D (5D with Squirrel Magic)
Lifting: 4D
Stamina: 5D
TECHNICAL: 3D
First aid: Humans: 4D

Special Abilities:
Squirrel Magic: Possible force sensitivity being alternately explained due to previous
religious beliefs - +1D to Climbing/Jumping, Search, Sneak, Sense Danger.
Perverseness: Adds +2 to Intimidation when used. Surrounding people must make a
Willpower check. If they fail, and have not been exposed to 3 perverse actions/speech
by Shuntly before, they become noxious for 2 rounds (1D stun).

Move: 10
Force Sensitive: Special (see above)
Force Points: 1
Dark Side Points: 2
Character Points: 8

Equipment:
Imperial Navy uniform, Squirrel medallion, modified dark green stormtrooper armor (+2D/+1D; -1D to Dexterity) with negatively charged ions, BlasTech DL-44 heavy blaster pistol (5D), knife pen (STR+1D), Stormtrooper Two blaster carbine (6D+2), watch blaster (2D), wrist blaster (3D/4D/5D), belt blaster (4D), datapad, comlink

Fleet Admiral Essen Balher

Fleet Admiral Essen Balher served as Emperor Weji Ynehtam's executive officer on board of his flagships - both the Devastator and then the Eclipse. The emperor chose Balher for this position due to his extreme loyalty to the Empire and his harsh attitude.

Balher commanded respect through fear and was not known for his being a forgiving man. Emperor Ynehtam rarely interfered with Balher's work and was often times pleased with how well the crew remained loyal through Balher's excellent use of fear as a tool.

Balher was, however, despised by the members of the Imperial High Command due to near constant conflicts with him. Those in the High Command knew that they couldn't touch Balher, and Balher also realized this.

Unfortunately for the Fleet Admiral, he was killed as his shuttle was destroyed by unmarked raiders nearly seven years following the Battle of Endor.

Name: Fleet Admiral Essen Balher
Type: Imperial Fleet Admiral
Species: Human
Sex: Male
Height: 1.93 meters
Weight: 76.5 kilograms
Age: 56

Physical Description:
Fleet Admiral Essen Balher was remarkably tall and plain looking. He wasn't a very attractive man nor was he considered unpleasant to look upon.

Personality:
Fleet Admiral Essen Balher was an extremely harsh man and often times would be known to lash out at nearly everyone around him, including superior officers.

A Quote: "Must you bother me with this now?"

DEXTERITY: 3D
Blaster: 4D+2
Dodge: 3D+2
KNOWLEDGE: 3D+1
Bureaucracy: 5D+1
Intimidation: 6D
Tactics: 4D+2
Tactics: fleets: 7D+1
Willpower: 5D
MECHANICAL: 2D+2
Capital ship piloting: star destroyers: 4D
Capital ship gunnery: 3D+1
PERCEPTION: 4D
Command: Imperial Forces: 11D
Persuasion: Oration: 5D
STRENGTH: 2D+2
Brawling: 3D
TECHNICAL: 2D
Capital ship repair: 3D

Move: 10
Force Points: 1
Dark Side Points: 7
Character Points: 23

Equipment:
Imperial Navy uniform, blaster pistol (4D), datapad, comlink

Doctor Robert Lemelisk

Robert Xavier Lemelisk. Child of Bevel Lemelisk. Born with a brilliant but corrupt and evil mind the same as his father. Xavier is notorious for delusions of granduer and those delusions have resulted in several run-ins with the Emperor. Xavier hates the Emperor and after the last few experiences with him has taken it upon himself to plot the Emperor's untimely death.

Xavier's accomplishments are limited due to his extravagant ideas that seem to make things EXTREMELY expensive. His first project was a biological weapon of devastating magnitude. Firing several missiles containing spores that attacked and destroyed the respiratory system of those it infected. With a 100% mortality rate in under 4 days, Xavier himself was astonished at the phenomenol results of his first weapon of mass destruction. He continued to do small scale weapons for the Imperials and was soon given control of the entirety of the Imperial Research and Development. In assuming this title he also gained control of the Maw installation in which all of his work was done. It was here that Xavier utilized the Death Star Prototype for a diabolical purpose.

The third Death Star to be constructed was one of immense power, rivaling even the previous two.  Equipped with full shields and an additional 100 superlasers placed around the edge of the focusing lens, this Death Star was kept secret for many months upon completion. It was truly, Xavier's masterpiece. To Xavier's suprise the Emperor stated that it was a not really a Death Star but a Death Trap. Given the amount of credits that were spent in building the new Death Star and the pure enjoyment Xavier received from controlling it he was determined to prove to the Emperor that the Death Star was more than capable of making a permanent mark on the galaxy.  

The first target was Briggia. Xavier was to destroy the academies on the planet and get a unconditional surrender. In the process of trying to get the planetary shield down, Xavier miscalculated on the power of one single death star superlaser and it resulted in the death of 6 billion.  

While at Briggia, Xavier began experimenting with completely new technology. For some time he had been toying with the concept of increasing the efficiency of hyperspace travel. Xavier stumbled onto a form of instantaneous travel. He called it Wormhole Technology. He managed to bend time and space to his will and create a very effective means of traveling from one point in space to another nearly instantaneously. For reasons unknown, his funding for this project were cut and it was never fine-tuned and implemented.

Xavier then was sent to completely erradicate the Bothan Planet. This task was done with ease.  Xavier found out the when a planet blew up it created a small shockwave that could destroy mechanical devices up to the size of a Golan. Pondering this, Xavier moved on to his greatest task yet. The Rebel Fleet.  

It was discovered that the entire Rebel Fleet was being assembled around the system Pulag. Xavier was sent to destroy what he could of the fleet. He took them by storm. The capital ships did not even have the chance to realize what was happening before half of them were gone. The remainder of them launched there fighters. Xavier then realized his shields were dropping and went completely berserk. He discovered that it was a jedi that had infiltrated his BattleStation and was responsible for the shield malfunction. It was dealt with in an orderly fashion. Several bombers managed to get within range of firing on the battle station but merely scratched a powerful surface. Xavier ordered a the superlaser be charged to maximum and the system Pulag to be destroyed. As Pulag was blown from the galaxy, the shockwave destroyed the remaining Rebel fighters. The Death Star moved out of the ex-system as though it had never been there.

Shaken by the jedi incident and by the new hyperwave missiles, Xavier began developing a new kind of shield. He called it the Tractor Shield, as it utilized the tractor beam. It was capable of stopping most anything from advancing through. More importantly, it prevented the hyperwave missiles from hitting an inviting target such as the Death Star. This would be one of the last of Xavier's creations.  He soon turned far too corrupt for his talents to be fully utilized.  

Xavier's corruption lead to a great many things. One such incident was with a fellow collegue named Akura. Akura was asked to be cloned and Xavier was the man to do it. The two individuals had never been on good terms but Xavier persuaded Akura to trust him. Xavier in implanted Akura with a half biological half mechanical implant that secreted a neurotoxin when disturbed in any way. Xavier now had an upperhand with his collegue who was most displeased by this action. The cloning, by the way, was a success.

While some good things did come of his corruption, they also led to difficulties with the Emperor.  Xavier has been raped, mauled, humiliated, and has had his leg torn off by order of the Emperor.  This has only fostered a deep hatred for Ynehtam.

Xavier was also Commanding officer of the fourth fleet for some time. His skills as a naval officer proved to be useless and he became depressed and discouraged.  

Xavier recently has been recruited onto an Adjustments team with whom he is working with some of his sworn enemies -although they are not exactly aware of it. He has made assassination attempts on many of there lives with little success. He now is concerned that his life will most likely end on the Adjustments Team.

Character Name: Robert Xavier Lemelisk
Player: Robert Cline (scdcbc@uslink.net)
Type: Maw Scientist
Species: Human
Sex: Male
Height: 1.74 meters
Weight: 74 kilograms
Age: 39

Physical Description:
Lemelisk has a VERY slight limp in his walk. He has several scars across his face and across the entirety of his body. He also has a slight twitch in his eye. His eyes are a cold ice blue and his hair is a coal black. In formal situations, he wears a black Imperial uniform with Rear Admiral Insignias. He also carries with him to help with the limp a cane said to have been developed by himself. The cane has a black crystal top and is fashioned out of a rare wood which as many curious engravings across it. The very bottom of the cane is fitted with a silver tip. Lemelisk himself has a rather relaxed face for the majority of the time. He has a twisted grin that has a tendancy to give others chills. Lemelisk is most often seen in his common doctor's clothing comprised of civilian clothing and a white lab coat.

Personality:
Generally very cheery. He does, however, treat superior officers with a great deal of distain and does what he can to torment them. He has an evil and twisted side that is only reflected in his work. Lemelisk has a huge liking in organic weapons. He has not, however, had the chance to even dabble in that field.

A Quote: "Emperor... I think you delude yourself well enough so that you can no longer see the 'big
picture.'"

Connection With Other Characters:
Most all the high-ranking officers know Lemelisk well enough to think he isn't a threat, but he will get them...

DEXTERITY: 2D+2
Blaster: 2D  
Brawling parry: 2D
Dodge: 4D
Melee combat: 3D
Running: 3D
KNOWLEDGE: 4D
MECHANICAL: 2D
PERCEPTION: 3D
Hide: 4D
Investigation: 4D
Investigation: interrogation: 5D
Sneak: 4D
STRENGTH: 1D+1
Stamina: 3D
TECHNICAL: 4D
Battle station engineering: (A) 4D  
Battle station repair: (A) 4D
Battle station weapon engineering: (A) 4D
Battle station weapon repair: (A) 4D
Computer programming/repair: 6D

Move: 10
Force Points: 1
Dark Side Points: 26
Character Points: 1

Equipment:
comlink, various datapads, a small box carrying two manicles, hold-out blaster (3D)

General Alpha 13

General Alpha 13 was an extremely loyal Imperial Army general under the command of then Grand Admiral Weji Ynehtam previous to the Battle of Endor. After the fall of Emperor Palpatine and Emperor Ynehtam's ascesion to power, Alpha 13 was promoted to serve as supreme commander of the Imperial Army under Ynehtam's Empire as Alpha was the only one who Ynehtam trusted with the position at the time.

Alpha 13 is, like his name implies, a genetically enhanced clone created during a series of experiments by the Empire shortly following its initial rise to power and before Emperor Palpatine decided to put his cloning facilities into secret hiding until needed.

Alpha 13 is more or less a hybrid of several top Old Republic generals and soldiers who had since moved into service of the Empire after the Republic's collapse. The exact identities of those who "donated" genetic materials to the project are still highly classified and it is rumored that each of them were quickly disposed of after providing tissue samples for the project.

General Alpha 13 served the Empire extremely loyally for several years before an unforseen genetic defect as a result of the gene splicing in his creation resulted in his death.

Character Name: General Alpha 13
Type: Imperial Army General
Species: Human
Sex: Male
Height: 1.81 meters
Weight: 79.56 kilograms
Age: 43

DEXTERITY: 3D
Blaster: 5D
Blaster: heavy blaster pistols: 8D
Brawling parry: 6D
Dodge: 6D+1
Melee combat: 4D
Melee parry: 5D+2
Missile weapons: 4D
KNOWLEDGE: 3D+1
Alien species: 3D+2
Bureaucracy: New Galactic Empire: 5D+2
Panetary systems: 5D
Streetwise: 4D
Survival: 6D+1
Tactics: 4D+2
Tactics: ground forces: 9D+1
Willpower: 4D+1
MECHANICAL: 2D
Repulsorlift operation: 4D+2
Walker operation: 3D+1
PERCEPTION: 4D
Bargain: 4D+2
Command: Imperial forces: 6D
Intimidation: 5D
Persuasion: 4D+2
STRENGTH: 3D
Brawling: 6D+1
TECHNICAL: 2D+2
Demolitions: 5D
First aid: 4D
Security: 3D+2

Move: 10
Force Points: 2
Dark Side Points: 5
Character Points: 15

Equipment:
Imperial Army uniform, Imperial heavy blaster pistol (5D+1), comlink

Admiral Piorous Tiran

Piorous was born on a backwater world, his father was strong with a mystical energy called "the force." By the age of 9, Piorous saw his father fight against another of his kind, a Jedi Knight. From what he heard during the lightsaber battle, his father was apparently a Dark Jedi that had killed many people in his life. The battle was swift and the Jedi knight was victorious. The jedi didn't kill Piorous nor the rest of his family (his mother and older brother).

A few weeks after that incident, his life was never the same. His mother left to find a job to support her two boys. But she never returned. Piorous' older brother Jek, who was 19, decided to join the Imperial Navy and brought Piorous along to stay outside of the training post he was at. Piorous often found friends his age, and loved mind games, which he ALWAYs won. Piorous moved to better games, such as Warships, a strategy game envolving the use of warships. Piorous had a talent for these sort of things, and when he was 18, he entered a tournament... little did he know he was about to go up against an Imperial admiral in this game. Piorous amazingly won. And the Imperial Admiral, who was completely mortified, recruited Piorous into the Imperial Navy.

After extensive training and discipline, he earned the rank of Captain and was stationed on a small planet. His life soon got wrapped up with a Jedi woman, ex-Sith and her friends. The hate for Jedi that had been lost inside him swelled over and showed its ugly face. That's when he went insane, or so the other Imperials thought. Piorous made it an obsession to kill this young woman. And when his superior officer said that it was useless to attempt to kill this woman, it's a waste of manpower... Piorous killed him.

Piorous left the Empire, now a wanted man, and continued his quest. With this hate he learned to utilize the force, which he used to sense the moves of his opponents in his old games. After years of trying, and failing he had learned of the fall of the Empire, how the Emperor was killed and the Rebel Alliance won the war. This pleased him, because he would no longer be hunted, but it also saddened him for he did not know what had happened to his older brother. Little did Piorous know, that the Jedi woman had been married and left the planet while he planned his next attack.

Piorous went into a deep depression and he gave up sleeping (people don't know how). He wandered the streets, he had been beaten by a meer woman and a few of her renagade friends. Half a year passed until he heard word of a new Emperor. A spark of hope lit down inside his heart. He could try going back the the Empire. Maybe their old files had been lost, or destroyed. This was a chance he had to take,  he found his way to a recruiting center and joined the Navy. To his surprise he gained the rank of Rear Admiral and was put at the head of the Imperial Intelligence... excellent... this was the perfect position to fulfill his quest and kill that Jedi once and for all!

Physical Description:
Piorous looks young for his age, 22. Although the extensive bags under his eyes make him look older, and less attractive. He has light brown hair, with a tint of red, and strangely glowing blue eyes. He's loyal, hardworking, yet slightly insane. He is often found in his own little world, planning for the future. His comrades are amazed at his ability to beat them in almost every holo game known to man. He is lightly built, but a fierce fighter. He wears the standard grey imperial uniform, but without the cap. He wields a cylinder like object, only a jedi can place what it is... a lightsaber.  Piorous radiates a sense of fear to those around him... yet his friends find comfort and safety. He gets little to no sleep and is almost always found reviewing records or just gazing out the viewport at the stars.

Rear Admiral Akura Bosh

No one really knows where Akura was born but some suspect it wasn't from this galaxy because of his strange dramatic mood changes and the strange events that happen when people are around him.

He started in the Imperial Navy not much after Emperor Ynehtam had taken control and has never done anything else since. When he first started out he was assigned to janitor work and later was promoted to Lieutenant and while he had this rank he proved useful in the spying business. He then was promoted to Lt. Commander and worked more on the lines of the Navy. When he received the rank of Commander, he and General Alpha (at the time) had a very large argument where the General was acting unprofessionally and was punished with the temporary rank of Lt. Commander.

When he finally got back his true rank he mysteriously disappeared for several months and when he returned he did not say anything and no one asked. After Geraad Kun dissapeared, he was promoted to the rank of Rear Admiral and was handed command of the Core and also being admitted to the Imperial High Command. Kun returned and he was forced to be only second in command.

Physical Description:
Akura is apporximately 1.84 meters tall and weighs 170 pounds all muscle. He has brown eyes and dark brown hair which is always covered by his cap. People know not to make him mad and that pleases him greatly. He has taken on a girl friend by the name of Zev. Akura does not talk when he is on duty unless forced to and will get rid of bothersome subordinates. He is one of the most loyal people in the Empire and will always remain loyal and serve the Empire.



Chapter 4 - Imperial Intelligence and Adjustments

Everything was going ahead of schedule and much easier and quieter than the Ubiqtorate had said it would. The Adjustments team, fresh off of a short leave after the incident on Rahl, was now charged with the destruction of the New Republic's new shipyard/stardock in orbit of Kira. The operation was duely entitled Operation Kira.

The team of four, which included Colonels Drivin and Jackson, Major Oshka and Lt. Reshig, had successfully infiltrated the shipyards and taken the identity of station technicians, conning their way into one of the four reactor cooling station rooms, each one responsible for keeping the fusion reactor that powered the station within safe operating temperatures.

Reshig had smuggled in four series three proton demolitions charges, which were typically used in the controlled destruction of old buildings and other structures. It was Reshig's job as the team technician to safely plant, arm and then later detonate the charges in an orderly fashion, which, in theory, would cause a chain reaction in the reactor's cooling system causing it to reach critical mass and destroy the entire stardock.

"Oh hell..." Reshig mumbled under his breath, still not comprehending what just happened, "Um... run?"

"What?" the puzzled Colonel Drivin asked, who was standing guard at the only door leading in or out of the room.

"The charge... it, it... just armed itself! We have five minutes to clear out before it goes!"

Colonel Toejam Jackson, clearly the largest of the group and tenatively known as the goon of the team, jerked around, spinning on his heel to face Reshig with a pale look upon his face, "Ah damnit."

The team hastily fled from the inner decks and compartments of the stardocks, screaming at a pair of quards as they ran that the reactor's controllers just failed and the station would soon be destroyed. Alarms sounded and general panic and chaos overtook the station, officers, technicians, pilots and soldiers all darted for escape pods and shuttles, pushing and shoving their way out of the doomed station. The perfect escape cover.

While not officially the commanding officer of the team, Colonel Drivin lead the way through the catacomb like corridors and through the crowds of paniced officers, "There! Escape pod!" He motioned toward a two-seat escape pod that a pair of technicians were climbing into.

Toejam and Oshka promptly shoved the technicians out of the way and dove into the cramped pod and somehow managed to allow enough room for both Flac and Reshig to squeeze in as well. The escape pod's hatch slid closed just as the protesting and soon-to-be dead technicians got off of the ground.

With a wave and a smile to the technicians the escape pod hurled itself into the black void of space, spiraling away from the stardocks and falling into orbit around the planet of Kira.

The following explosion was of a much greater magnitude than had been expected. The station wasn't simply tore a part from the inside, it was more or less vaporized in a microsecond with one brilliant flash of light and a bright blue spherical shockwave that knocked surrounding vessels and escape pods out of control.

The shockwave hit the stolen two-seat escape pod less than a second later, sending it spiraling toward the planet's atmosphere out of control and rendering both Reshig and Flac unconscious. An impending sense of doom quickly overtook both Toejam and Oshka before the noticably sudden jerk of a tractor beam taking hold was felt.

Oshka peered out of one of the small viewports which was meant to provide survivors a way to view the surface of any planet on which they may have landed, "Since when do Imperial Star Destroyers have blue New Republic symbols painted on their... oh bloody hell..."

--

Adjustments is the most elite branch of Imperial Intelligence. It consists of agents who receive their orders directly and in person from the Ubiqtorate. No record of their orders is ever kept, and no mission files exist within Sector Plexus for these agents.

Whenever the Ubiqtorate feels a critical situation has slipped from the control of Imperial Intelligence, and that the situation is beyond the normal capabilities of the bureaus but not yet completely hopeless, Adjustments is called in to restore order. The Ubiqtorate briefs the Adjustment agent or team on the problem and what resources are available to solve it. Adjustments then solves the problem.

Under the New Galactic Empire and the rule of Emperor Ynehtam, Imperial Intelligence and Adjustments operated much the same as it had in previous years. Emperor Ynehtam personally appointed Admiral Poirous Tiran to the position as Director of the Ubiqtorate without ever even looking at the applications from other officers wanting the position.

Admiral Tiran served exceptionally throughout his career and is credited with more military victories through use of his agents than almost any other Imperial Navy commander in the Empire's history. Admiral Tiran hand picked his operatives and formed a top notch team that consisted of Colonel Toejam Jackson, Colonel Flac Drivin, Major Oshka Maratafutu along with several other agents who were called in to participate with the team when needed.

Adjustments Operatives

Colonel Flac Drivin

Flac Drivin is one of the few, one of the elite. He is an Adjustments agent. Adjustments is a specialized department in the Imperial Intelligence that takes on highly classified "adjustment" operations for the overall good of the Empire.

Before entering into the Adjustments branch, Flac served for a while under Imperial Intelligence secretly as a lawyer, prosecuting select cases under the supervision and direction of the Ubiqtorate.

His final case - a case in which he sentenced an old Ubiqtorate contact to life in the Kessel spice mines after providing Imperial Intelligence with the location of an arms deal involving the leaders of the Bloodlust pirates, thus ending his usefulness - was so impressive that the Ubiqtorate saw  potential in his ability to manipulate people that they entered him into extensive combat training programs and sent him into Adjustments as a full fledged Colonel.

After entering into Adjustments Flac was teamed up with a veteran agent that went by the name of Toejam Jackson. Flac and Toejam embarked on several operations before teaming up with other agents, such as then Lieutenant Oshka from the NRSFG and Lieutenant Reshig, an Adjustments technician.

As a four-man team, Flac, Oshka, Reshig and Toejam took on some of the toughest assignments that Adjustments had to offer, including the infamous infiltration and destruction of the New Republic's Kira skipyards and their daring escape after being captured and detained on board a Republic Star Destroyer as well as a near-failed infiltration mission into the main complex of RahlCorp on Rahl where Flac was nearly killed.

Imperial Intelligence was greatly crippled after the Battle of Endor but the Adjustments director, an Admiral Piorous Tiran, kept the team together over the years sending them on various operations to disrupt the growing Republic.

More recently the team took part in a highly classified and important mission that involved infiltrating a convention of high ranking New Republic officials and assassinating them all. The mission took several wrong turns and the team lost their old prototype dark trooper, nicknamed Ed, and both Toejam and Flac were nearly killed by a New Republic sniper during the escape.

One of Flac's main characteristics is his artificial eye which was implanted during his extensive training and features night vision, infrared and even enhanced vision capabilities.

Name: Colonel Flac Drivin
Player: Ryan Matheny (darkweji@intnet.net)
Species: Human
Sex: Male
Type: Adjustments agent, ex-Imperial lawyer
Height: 1.76 meters
Weight: 71 kilograms
Age: 47

Physical Description:
Flac Drivin isn't your everyday average looking man. His hair is a dark grey and is cut to Imperial Naval regulation standards. He has a scar running from his left eye socket down the side of his face ending just above the jaw line.

Personality:
Flac Drivin is easily irratated when off duty and has murdered many people in cold blood. Due to his high position in the Ubiqtorate and his Imperial law background, he has been aquitted of all charges. When on duty Flac is strictly professional and practices a little more self control although he has been known to give out very severe punishment to lower ranking officers. His electronic eye instills fear in his fellow officers and has earned him a grudging respect.

A Quote: "Screw you."

Connections With Other Characters:
Flac often works hand-in-hand with a variety of other Adjustments agents that often times includes Lt. Reshig, Major Oshka and even Colonel Toejam Jackson.

DEXTERITY: 3D+1
Blaster: 6D (7D with Electronic Eye)
Blaster: repeating blasters: 7D+2 (8D+2 with Electronic Eye)
Brawling parry: 4D
Dodge: 6D
Firearms: 3D+1
Melee combat: vibroblade: 4D+1
Plasma weapons: PPG: 3D+2 (4D+2 with Electronic Eye)
KNOWLEDGE: 3D+2
Bureaucracy: New Galactic Empire: 5D
Bureaucracy: janitorial services: 5D
Intimidation: 4D+2 (6D+2 with Electronic Eye)
Tactics: squads: 5D
Willpower: 4D+1
MECHANICAL: 3D
Sensors: 3D
Space transports: Intimidator: 6D
Starfighter piloting: 4D+2
Starfighter piloting: Vindicator: 5D
Starship gunnery: 4D
PERCEPTION: 4D
Command: 4D+2
Con: 5D
Search: visual search: 4D (6D with Electronic Eye)
Sneak: 5D+2
STRENGTH: 3D
Brawling: 5D
TECHNICAL: 2D
Blaster repair: 3D
Computer programmingrepair: 2D+1
Droid repair: Darktrooper: 2D+1
First aid: 3D
First aid: Humans: 3D+2
Space transports repair: 2D+1
Starfighter repair: 3D

Special Abilities:
Electronic Eye: (identical to normal eye in appearance)
Glowing: (+2D Intimidation)
Enhanced Vision: (+2D Visual Search bonus, +1D Blaster and Plasma Weapons)
Infra Red (able to see heat signatures)
Macrobinocular Vision (works like a standard macrobinocular)
Night Vision (no penalties for darkness)

Move: 11
Force Points: 1
Dark Side Points: 2
Character Points: 13

General Equipment:
Imperial Intelligence uniform, BlasTech PPG (5D; right boot), BlasTech DL-6H (5D; right thigh), encrypted comlink

Field Equipment (Wilderness):
camouflage poncho (+1D to Sneak, +2D past 35 meters), light combat armor (+2D/1D energy (torso), +1D/2 (arms, legs)), blast helmet (+1D/2), BlasTech RB-XII repeating blaster (6D+2 (blaster), 5D (micro-grenade launcher); extendable motion detector display screen, sighting macroscope adds +3D to medium/long range shots), vibroblade (STR+3D; Max 6D; left forearm), BlasTech PPG (5D; right boot), BlasTech DL-6H (5D; right thigh), 2 grenades (5D), garrote (STR+1D), water-purifying canteen, encrypted comlink, survival pack (backpack: two week's rations, 3 medpacs, 2 thermal flares, di-crome shelter, breath mask, 10 meters syntherope, directional transponder)

Field Equipment (Urban):
trench coat, light combat armor (+2D/1D energy (torso), +1D/2 (arms, legs)), BlasTech RB-XII repeating blaster (6D+2 (blaster), 5D (micro-grenade launcher); extendable motion detector display screen, sighting macroscope adds +3D to medium/long range shots), vibroblade (STR+3D; Max 6D; left forearm), BlasTech PPG (5D; right boot), BlasTech DL-6H (5D; right thigh), 2 grenades (5D), garrote (STR+1D), encrypted comlink, breath mask, medpac

Field Equipment (Infiltration):
light combat armor (+2D/1D energy (torso), +1D/2 (arms, legs)) or appropriate attire, vibroblade (STR+3D; Max 6D; left forearm), silenced Belecuu PK11/C2 (4D, ammo: 12), BlasTech PPG (5D; right boot), garrote (STR+1D), encrypted headstrap comlink, medpac, fake IDs

Colonel Toejam Jackson

Not much is known about Toejam Jackson due to the fact that he often keeps to himself and much of his history remains highly classified. It is known, however, that Toejam was once a part of Palpatine's Imperial Royal Guard before transferring to Imperial Intelligence and Adjustments. All that is known for sure is that Toejam has been a part of Adjustments for at least a year longer than his partner, Flac Drivin, although all records on Adjustments are highly classified.

It is rumored that some sort of experimental drugs or surgeries were used on Toejam in an attempt to increase his physical and mental abilities. This is mainly due to the fact that Toejam has a tendancy to go beserk - much like a common Wookiee - and must be calmed down via drugs.

Toejam Jackson is somewhat of a legend in that he has been the sole survivor of several missions where he and his team have encountered some highly evolved alien species. But, yet again, this is only a rumor and nothing can be proven due to classification.

Name: Colonel Toejam Jackson (The "Bad-Ass")
Player: Pete Haas (haasman@hotmail.com)
Species: Human
Sex: Male
Type: Imperial Intelligence, Adjustments Agent
Height: 6'2"
Weight: 168
Age: 37

Physical Description:
Toejam has a compact muscular build,short orange hair, and and darkish-green eyes. He wears modified midnight-blue dyed royal guard armor, black gloves, tall black boots and special goggles with IR scanning. On his belt and in numerous pouches are shells for his anti-tank gun.

Personality:
After many missions of fighting a savage species of aliens, Toejam has become very rigid and serious. He is incredibly fierce in combat, developing that after many fights with aliens, where aggressiveness pays off.

Connection with other characters:
Lately Toejam Jackson has been doing less solo work and more missions with Flac Drivin and Oshka.

A Quote:"God damnit!"

DEXTERITY: 5D
Blaster: 7D
Blaster artillery: 6D
Brawling parry: 6D
Dodge: 7D
Melee combat: 6D
Melee combat: force pike: 8D+2
KNOWLEDGE: 3D
Streetwise: 4D
Survival: 6D+2
MECHANICAL: 3D
Space transports: 4D+2
Space transports: Crimson Fury: 6D+2
Starship Gunnery: 4D+1
PERCEPTION: 3D
Bargain: 4D
Command: 6D
Hide: 7D
Search: 7D
Sneak: 7D
STRENGTH: 3D
Brawling: 6D
Climbing/jumping: 6D
Lifting: 5D
Stamina: 6D
TECHNICAL: 3D
Demolition: 6D
First aid: 5D+1
Security: 5D

Special Abilities:
Bad-ass Power: +2D to Dexterity and Strength; Toejam goes berserk.

Move: 10
Force Points: 1
Dark Side Points: 0
Character Points: 20

Equipment (Armor and Fatigues):
Imperial Royal Guard armor (colored midnight-blue; contains negatively charged ions), flying suit, Corellian Power Suit (+2D/1D), Imperial Intelligence uniform, jumpsuit, vacuum suit

Equipment (General):
modified chronometer (contains comlink, miniature datalink, lock pick), medpac, infrared goggles, flasher ring, holo-video grenade, briefcase landspeeder, portable motion detector, depressant drug bracelet (calms berserk)

Equipment (Weaponry):
retractable force pike (STR+3D), BlasTech T-13 "uzi" repeater (6D for 5 shot burst), pen knife (STR+2D), Ydnar Ep-11 wrist blaster (3D/4D/5D), anti-tank gun (9D, STR+2D (melee combat use))

Major Oshka Maratafutu

The gang wars of East-side Horrenicut on Coruscant were the most violent and brutal of their kind in recent memory. Corporations funded them, spice lords controlled them, and the local militia encouraged them. Oshka Maratafutu was born into this torn world the son of an assassin. His deadly mother raised him till he was 15, at which point she didn't come home after an 'expedition.' Without really knowing why, Oshka went to the militia offices to sign up. Oshka didn't understand the purpose of arrests when you could just kill the criminal, so he predictably didn't make it far in law enforcement. The militia office promptly sent him over to the Imperial Academy for stormtrooper training.

Oshka's time with the gangland environment's brutal nature made him a perfect candidate for the NRSFG. He joined up after a year of active duty in the Stormtrooper Corps, and following two further years with the Boys he was recruited for some reason by the Ubiqtorate.

Name: Major Oshka Maratafutu
Player: Chuck Anderson (chucka@bmts.com)
Species: Human
Sex: Male
Type: Imperial Intelligence, Adjustments Agent / NRSFG
Height: 6'1"
Weight: 190
Age: 33

Physical Description:
Oshka has the typical strong but agile build, and (to be blunt and to the point) is roughly Asian, with shortly cut black hair in the NRSFG standard. Modified stormtrooper armor, dark green gloves and matching boots are what he normally wears, and of course a helmet.

Personality:
Once described as being rather reckless after taking on a battle droid in hand-to-hand combat, Oshka is usually an even-tempered trooper with great respect for his friend and superior, Colonel Jackson.

A Quote: "White Phos' will liven up anyone's day."

DEXTERITY: 4D
Blaster: 6D
Blaster: blaster rifles: 7D
Blaster: blaster pistols: 7D+1
Dodge: 6D
Melee combat: 5D
Melee combat: vibroblade: 7D
Melee parry: 4D
KNOWLEDGE:  3D
Tactics: 3D
Tactics: squads 3D
MECHANICAL:  2D+2
Beast riding: 3D
Repulsorlift operation: 3D
PERCEPTION: 3D
Con: 3D+1
Persuasion: 3D+1
Search: 3D
Sneak: 4D+2
STRENGTH: 3D+1
Brawling: 4D+1
Brawling: NRSFT martial arts: 6D
Climbingjumping: 4D
Lifting: 3D+1
Stamina: 4D+1
TECHNICAL: 3D
Computer programming/repair: 4D
First aid: 3D
First aid: Humans: 3D+2

Special Abilities:
Cybernetic Hand (right): This hand's Strength is increased by 1D, only affecting actions
performed with that hand alone (ie, Disarmament).
NRSFG Martial Arts training: Oshka can perform the following close combat moves, which are intended for use against Humans:
- The Crotch Buster - Base Difficulty: Moderate  - Left hand grabs under target's crotch
area, lifting upwards and towards yourself while right hand pushes back on target's left
shoulder. Jump up and towards target, so all your weight is on his shoulder and crotch. If
performed properly, you should end up with your target on their back and half-pinned, with
you on top of them. From here, you can procede to many other moves, or just a simple
face pounding/throat slitting.
- Colon Plunge - Base Difficulty: Moderate - A simple sharp, hard kick to the target's colon.
STR-1 (Oshka: 3D) Damage, target suffers colon problems for 1D days.
- The Ultimate Fisting - Base Difficulty: Difficult - Must perform a somersault that will end up
either under, or directly in front or behind the target. You then launch straight up into the
target's choda (between genitals and anus) fist/weapon first. STR+2 Damage. If Damage roll
comes within 3 under target's Resist, target loses balance or falls if roll is greater than the
resistance.
- Snap Crackle Pop - Base Difficulty: Moderate - Can approach target from any angle.
Simply put one hand under the target's jaw, the other at the back of their head, and twist in
one direction extremely hard. Performing this move requires hands to be free, and no other
actions may be taken that round. STR+2D+1 Damage.
- Legs of Love - Base Difficulty: Difficult - Approach target from in front or behind. Short
forward jump with legs spread. Wrap legs down along hips and thighs, seating your heels in
the back of the target's kneecaps. Squeeze with your legs in an attempt to cause the target
to fall backwards with you on top. While this lower body move is occurring you can be
punching the hell out of the target's head/face. STR+1D damage, and if Dam roll comes
within 3 under target's Resist, target loses balance or falls if roll is greater than the
resistance.
- Disarmament - Base Difficulty: Easy vs Unprepared target, Difficult vs suspecting. - Grab
your target's wrist and twist strongly in a direction away from you (as to avoid any
discharge of a weapon or unintentional stabbing). They will be forced to go limp in their
hand.
- The Trachia Molester - Base Difficulty: Easy (hand) / Moderate (legs) - Two ways of doing
this one. A true NRSFG would use their upper thighs to crush the throat of their victim, by
simply hopping onto their shoulders from the front or piggy-back style. The more generally
accepted method deals with using one (or both) hands to crush the upper pharynx,
effectively cutting off the airflow of the poor bastard. Damage: STR, and airflow is cut off (no
vocal sound or breathing). If using legs, STR+1D.
- Clap of Affection - Base Difficulty: Easy - Sneak up on your target from behind and clap
your hands over their ears extremely hard. If done properly, the target will be stunned and
will most likely suffer hearing loss. Damage: STR (stun), roll 1D to determine hearing loss
(1-2 is minimal, 3-4 moderate, etc). This move can be followed up by a restraining hold to
effectively neutralize any human victim.

Move: 10
Force Points: 1
Dark Side Points: 2
Character Points: 6

Equipment:
modified stormtrooper armor (+2D/+1D; +2D to Perception checks and +1D  to ranged weapons skills against moving targets; 4D First Aid), Merr-Sonn MR-24 "Firedrake" (4D; 3D every round after the hit until the fire is extinguished), vibroblade (STR+3D; maximum: 6D+1), 4 flash/bang grenades (2D stun), anti-vehicle grenade (7D speeder scale), 10 meters of razor wire (STR+2D), white phosphorus grenade (5D/4D/3D; does 3D every round after until flammable material smothered/submerged or flammable substance burns out; 1D smoke for four rounds)

Typical Adjustments Agent

Imperial Intelligence agents are the shadow warriors of the Empire: behind-the-scenes fighters with a reputation for doing the impossible. Every day. Before breakfast.

Intel agents are the special operatives that the Ubiqtorate uses for whatever clandestine "dirty work" that needs done, without having to go to the bother of requesting permission from the Emperor or his advisors. Espionage, covert intelligence gathering, extraction or execution or possible security risks, procuring needed technology - whatever tasks the Ubiqtorate lay before them, Intel agents got the job done.

Adjustments is the most elite branch of Imperial Intelligence. It consists of agents who receive their orders directly and in person from the Ubiqtorate. No record of their orders is ever kept, and no mission files exist within Sector Plexus for these agents.

Whenever the Ubiqtorate feels a critical situation has slipped from the control of Imperial Intelligence, and that the situation is beyond the normal capabilities of the bureaus but not yet completely hopeless, Adjustments is called in to restore order. The Ubiqtorate briefs the Adjustment agent or team on the problem and what resources are available to solve it. Adjustments then solves the problem.

Type: Typical Intel Adjustments Agent
DEXTERITY: 3D+1
Archaic guns: 4D+2
Blaster: 7D
Blaster artillery: 5D+2
Brawling parry: 6D+2
Dodge: 8D
Frearms: 6D+2
Grenade: 6D
Melee combat: 6D+2
Melee parry: 6D+1
Missile weapons: 6D+1
Pick pocket: 6D
Thrown weapons: 6D+2
Vehicle blasters: 5D+2
KNOWLEDGE: 3D
Alien species: 7D
Bureaucracy: 6D
Business: 5D+2
Cultures: 6D*
Intimidation: 7D
Languages: 7D+1*
Law enforcement: 6D
Planetary systems: 7D*
Streetwise: 8D
Survival: 7D+1
MECHANICAL: 3D
Archaic starship piloting: 3D+2
Astrogation: 6D+1
Beast riding: 6D
Communications: 5D+1
Ground vehicle operation: 5D
Hover vehicle operation: 5D
Repulsorlift operation: 7D
Space transports: 5D+2
Starfighter piloting: 5D+2
Swoop operation: 6D
Walker operation: 6D+2
PERCEPTION: 4D
Bargain: 4D+2
Command: 5D
Con: 7D
Forgery: 6D+1
Hide: 7D
Persuasion: 6D+1
Search: 6D
Sneak: 8D
STRENGTH: 3D+2
Brawling: 6D
Climbing/jumping: 4D+2
Lifting: 4D+2
Stamina: 6D+1
Swimming: 4D
TECHNICAL: 3D
Computer programming/repair: 6D+2
First aid: 6D
Ground vehicle repair: 6D
Hover vehicle repair: 6D
Security: 7D+1*
Walker repair: 5D

* Some skills have been artificially enhanced by specialized training and mnemiotic drugs.

Move: 10
Force Points: Varies, typically 1-5
Character Points: Varies, typically 10-25
Dark Side Points: Varies, typically 0-5

Equipment:
blaster pistol (4D+1), encrypted comlink, fake IDs, other mission specific equipment


Chapter 5 - The Imperial Fleet

Soon after the Empire restabilized itself after the deaths of both Lord Darth Vader and Emperor Palpatine at the Battle of Endor, the new emperor, Emperor Weji Ynehtam, soon began a number of new weapons research programs, charging design teams to succeed in designing whatever he ordered or face a certain and extremely painful death.

One of the first of these little weapon projects was the creation of a light axial superlaser that could be both mounted on board of existing Imperator-class star destroyers as well as the designing of a new class of star destroyer which would incorporate such a weapon as a primary means of offense. Design teams with engineers from both Kuat Drive Yards and Imperial Research and Development had spent months designing and refining the prototype superlaser and retrofitting the ISD Broadside with it. The Broadside was put into stardock over Kuat with heavy protection. Much of the vessel's superstructure was removed along with nearly thirty percent of its internal space to fit the superlaser in properly.

Upon hearing of the Broadside's modification stage reaching completion, Emperor Ynehtam left Coruscant for Kuat on board of his flagship, the SSD Devastator immediately to witness the first test firing and what would hopefully prove to be beginning of the end for the so-called New Republic.

Emperor Ynehtam stood proudly before the viewport of his super star destroyer, gazing out into the blackness of space which was filled with starships of varying designing as well as the massively huge orbital shipyards and stardocks which produced and repaired a large number of the Empire's battle fleet. "Signal the Broadside, tell them to procede with the test firing when ready."

Emperor Ynehtam watched the Broadside off in the distance, maneuvering out of stardock, turning about upon its axis and moving into open space. The Broadside confirmed a targeting lock on a large asteriod which had been towed in from the star system's asteroid belt. A brilliant speck of green light formed on the focusing lense of the Broadside's light axial superlaser momentarily before fading away.

Sensor alarms blared mere seconds before a fireball began tearing through the Broadside along its spine, brilliant flames tearing huge crater-like holes in the vessel. "Shields!" screamed the emperor just as the series of explosions reached the Broadside's engines, spewing forth radioactive plasma fire and destroying the mighty starship's reactor in one final flash of light.

Emperor Ynehtam's hands clenched to fists, "Bring me everyone who was on the design team, now."

--

In DLOS, the Imperial Navy featured a vast array of new warship designs that varied from simple system defense cruisers all the way up to new superlaser-wielding super star destroyers. Listed here are only the main starship designs that saw active use throughout the DLOS gaming era. Many of these included the starships that are found in West End Games' Imperial Sourcebook Second Edition, so please also refer to that sourcebook for statistics for the more common Imperial starships.

Space Stations

Death Star Prototype (completed)

The prototype to the original Death Star was nothing more than an open frame with a superlaser mount and an open reactor core. It was built only to prove that such a planet destroying weapon could indeed be built. Unlike the superlaser on the Death Star, the one on the Death Star Prototype may be fired at various power levels depending on the target. Upon discovery of the Death Star Prototype in the Maw, the order was given to upgrade and modify the prototype into a fully operation and working battle station. Billions of credits and billions of tons of material were put into the construction. Essentially, a new Death Star was built over the existing framework utilizing the reactor core and superlaser already there. During construction the superlaser was upgraded with technology developed in the Eclipse. Alligned around the superlaser focus lens, there are a hundred smaller medium superlasers meant for anti capital ship work which were based off of the Eclipse's superlaser. These hundred medium superlasers allow the main superlaser to be totally devoted to its primary design function - the destruction of planets. The medium superlasers may be combined and fired at the same time as the main weapon to increase destructive capabilities.

Craft: Custom Modified Deep Space Battle Station Prototype
Type: Upgraded mobile-deep space station prototype
Scale: Death Star
Length: 120,000 meters (diameter)
Skill: Battle station piloting: Death Star
Crew: 513,540; gunners: 57,276; skeleton: 150,000/+10
Crew Skill: Battle station piloting 5D, capital ship gunnery 4D+2, capital ship, shields 4D+1, sensors 4D, starship gunnery 5D
Passengers: 127,000 (troops), 100,000 (pilots/technicians), 300,000 (support crew)
Cargo Capacity: 900,000 metric tons
Consumables: 3 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Space: 5
Maneuverability: 0D
Hull: 15D
Shields: 5D+2
Sensors:
Passive: 350/1D
Scan: 1,500/2D
Search: 7,500/3D
Focus: 60/4D+2
Weapons:
Superlaser
Fire Arc: Forward
Skill: Capital ship gunnery: superlaser
Body: 11D+2
Fire Control: 5D
Space Range: 1-20/40/100
Damage: 5D to 18D*
Game Notes: The superlaser can fire once every 10 seconds at 5D power or once every 2
minutes at 16D power. Any more than this and the superlaser will burn out.
100 Light Superlasers
Fire Arc: Front
Crew: 95
Skill: Capital ship gunnery: superlaser
Fire Control: 2D
Fire Rate: 1/10
Space Range: 1-20/40/100
Damage: 2D
5,000 Turbolasers
Fire Arc: Turret**
Scale: Starfighter
Skill: Capital ship gunnery
Body: 3D (capital scale)
Fire Control: 1D
Space Range: 1-5/10/15
Damage: 5D
2,500 Quad Laser Cannons
Fire Arc: Turret**
Scale: Starfighter
Skill: Starship gunnery
Body: 4D (capital scale)
Fire Control: 1D
Space Range: 1-5/10/15
Damage: 7D
2,500 Heavy Turbolasers
Fire Arc: Turret**
Scale: Capital
Skill: Capital ship gunnery
Body: 4D(capital scale)
Fire Control: 2D
Space Range: 1-7/15/30
Damage: 8D
2,500 Ion Cannons
Fire Arc: Turret**
Crew: 4
Scale: Capital
Skill: Capital ship gunnery
Body: 4D (capital scale)
Fire Control: 1D
Space Range: 1-3/7/10
Damage: 4D
768 Tractor Beams (can combine up to 24)
Fire Arc: Turret**
Crew: 6
Scale: Capital
Skill Capital ship gunnry
Body: 4D (capital scale)
Fire Control: 3D
Space Range: 1-5/10/25
Damage: 4D

Starship/Vehicle Complement:
4 Strike cruisers, 100 TIE wings, 3,600 assault shuttles, 2,840 Skipray blastboats, 1,860 dropships, 13,000 support craft

Capital Combat Starships

Super Star Destroyer (revised - http://WWW.Physics.USyd.Edu.AU:80/~saxton/starwars/ssd.html)

The super star destroyer was a blatant show-off of the Imperial war machine that was meant to boost overall Imperial morale while utterly terrifying the Alliance. The first vessel of this class, the Executor, was completed not long after the Battle of Yavin and was the first of four Executor-class vessels to enter into Imperial service before the Imperial victory at Hoth.

The Executor was put under the direct command of Lord Darth Vader and was used as his flagship as he searched out the Rebels. The Executor was involved in several key engagements during the height of the Rebellion that included the Battle of Hoth and a skirmish over Coruscant during which Black Sun vessels were engaged with an Alliance fighter squadron.

The Executor was later deployed at Endor to guard the Death Star II during its final phases of construction. The mere sight of the Executor and another Death Star was supposed to be enough to deter any and all Rebel attacks as no force would stand the slightest chance against the Empire's most powerful weapons.

Unfortunately for the Empire, and especially for the crew of the Executor, Alliance A-wings were able to exploit a design defect, leaving the bridge of the Executor completely unshielded long enough for a doomed A-wing to crash into the main bridge and send the ship crashing into the surface of the Death Star II.

The bridge deflector defect was fixed in almost every other SSD in service within months of the Executor's demise by adding a third bridge generator that is out of the line of fire, keeping the bridge superstructure shielded even if the two main generators have been destroyed. A second defect exposed after the destruction of the Executor's bridge was also fixed. This defect was the centralization of controls on the SSD bridge (frantic engineering crews on the Executor tried to regain control of the vessel from remote terminals but were unable to do so before the ship collided with the Death Star).

Perhaps the most interesting tid-bit relating to the SSD is the official length of the vessel. In an interesting and controversial move, Imperial Navy Command released a public announcement after the completion of the Executor that said, "the Executor-class battleship is five times the length of a standard Imperial-class Star Destroyer." This release was accurate and inaccurate at the same time. The release was correct in that it was more than five times the size of a standard ISD but it also gave the impression that is was only five times the length of an ISD. The Alliance generally accepted it to be approximately eight kilometers in length for a short period until actually encountering a SSD, sensor reports clearly showed the real length but the Alliance High Command kept it quiet as to not frighten their own soldiers.

By the time that Grand Admiral Thrawn came to power, the Empire had no more SSDs under its immediate command as many were destroyed by the Alliance/New Republic before that point (including the Executor, Terror, Vengeance and Iron Fist). Most were in the hands of various warlords that refused to align with Thrawn for any number of reasons. The Intimidator (the first SSD to have the bridge shield refits) was captured by an alien uprising at N'zoth and was renamed the Pride of the Yevetha and served as a key centerpiece during the Black Fleet Crisis some fourteen years after the Battle of Endor. Other notable SSDs include the SSD Night Hammer (later renamed the Knight Hammer by Admiral Daala), the SSD Reaper (flagship of Grand Moff Tarkin's Scourge Squadron, later commanded by Grand Moff Ardus Kaine), the SSD Guardian (the flagship of Fleet Admiral Gaen Drommel), the SSD Aggressor, the SSD Lusankya and the SSD Razor Kiss.

Craft: Kuat Drive Yards' Executor-class Super Star Destroyer
Type: Super star destroyer
Scale: Capital
Length: 17,600 meters
Skill: Capital ship piloting: Super Star Destroyer
Crew: 279,144, gunners: 1,590, skeleton: 50,000/+10
Crew Skill: Astrogation 4D, capital ship gunnery 6D, capital ship piloting 6D+2, capital ship sheilds 5D+2, sensors 5D
Passengers: 38,000 (troops)
Cargo Capacity: 250,000 metric tons
Consumables: 6 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: Yes
Space: 4
Hull: 10D
Shields: 8D
Sensors:
Passive: 75/1D+2
Scan: 150/3D+2
Search: 300/5D
Focus: 8/6D+2
Weapons:
250 Turbolaser Batteries
Fire Arc: 125 front/left, 125 front/right
Crew: 1 (100), 2 (150)
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 7D
250 Heavy Turbolaser Batteries
Fire Arc: 100 front/left, 100 front/right, 50 back
Crew: 2
Skill: Capital ship gunnery
Space Range: 5-20/40/60
Atmosphere Range: 10-20/80/120 km
Damage: 10D
250 Concussion Missile Tubes
Fire Arc: 100 front/left, 100 front/right, 50 back
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 2-5/30/60
Atmopshere Range: 4-24/60/120 km
Damage: 9D
250 Ion Cannons
Fire Arc: 100 front/left, 100 front/right, 50 back
Crew: 1 (100), 2 (150)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Atmosphere Range: 2-50/50/100 km
Damage: 4D
40 Tractor Beam Projectors
Fire Arc: 20 front, 10 left, 10 right
Crew: 1
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 9D

Starfighter Complement:
Pre-Thrawn Empire:
96 TIE/ln, 24 TIE Interceptors, 24 TIE Bombers
Post-Thrawn Empire:
60 TIE/ln, 48 TIE Interceptors, 24 Scimitar Assault Bombers, 24 TIE Advanced Fighters, 12 TIE Bombers

Ground/Air Vehicle Complement:
25 AT-ATs, 50 AT-STs, 3 prefabricated garrison bases

Designer Notes:
I went ahead and adjusted the length from the completely inaccurate 8,000 meters listed in the Imperial Sourcebook as well as fixed the fire arcs that the wedge-shaped design should provide the vessel.

The Wraith

The Wraith-class Super Star Destroyer served as the flagship of Imperial Grand Admiral Thern Moudorn for many years. During the ship's history, Grand Admiral Moudorn, crushed several uprisings, destroyed massive pirate outposts, and brought order to several outer rim systems. The ship stretches for 11,300 meters (falling short of the 17,600 meter long Executor-class Super Star Destroyers). The main weapon is a powerful axial superlaser which can destroy small moons or level entire planets in a single shot. Despite its large size, the Wraith lacks sufficient TIE fighter support, carrying only fourteen onboard squadrons. However, it does carry enough walkers and troops to lay seige to entire worlds. The ship itself looks like a smaller version of the Executor-class vessel with a much enlarged aft section and the engine arrays mounted further aft.

Craft: Kuat Drive Yards' Wraith
Type: Super Star Destroyer
Scale: Capital
Length: 11,300 meters
Skill: Capital ship piloting: Super Star Destroyer
Crew: 310,000, gunners: 1,877, skeleton: 50,000/+10
Crew Skill: Astrogation 4D, capital ship gunnery 6D, capital ship piloting 6D+2, capital ship sheilds 5D+2, sensors 5D
Passengers: 73,728 (troops)
Cargo Capacity: 350,000 metric tons
Consumables: 4.5 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 10D
Shields: 9D
Sensors:
Passive: 250/2D
Scan: 350/3D
Search: 500/4D
Focus: 70/5D
Weapons:
Axial Superlaser
Fire Arc: Front
Crew: 75
Scale: Death Star
Skill: Capital ship piloting: superlaser
Fire Control: 5D
Space Range: 5-25/75/150
Damage: Gradational output can fire once every minute at minimum energy (1D damage). It
can aminute at minimum energy (1D damage). It can also build up a charge of 1D per
minute up to 8D.
400 Heavy Turbolaser Batteries
Fire Arc: 150 front, 100 left, 100 right, 50 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 0D
Space Range: 5-20/40/60
Atmosphere Range: 10-20/80/120 km
Damage: 10D
200 Turbolaser Batteries
Fire Arc: 100 front, 50 left, 50 right
Crew: 2
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 7D
220 Ion Cannons
Fire Arc: 70 front, 50 left, 50 right, 50 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Atmosphere Range: 2-50/50/100 km
Damage: 4D
140 Concussion Missile Tubes
Fire Arc: 50 front, 35 left, 35 right, 20 back
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 2-5/30/60
Atmopshere Range: 4-24/60/120 km
Damage: 9D
20 Tractor Beam Projectors
Fire Arc: 5 front, 5 left, 5 right, 5 back
Crew: 1
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 9D
2 Gravity Well Projectors
Fire Arc: Turret
Crew: 1
Skill: Capital ship gunnery
Fire Control: 6D
Space Range: 1-5/75/150
Damage: Blocks hyperspace travel

Starfighter Complement:
12 A-9 Vigilance Interceptors, 72 TIE Interceptors, 48 TIE/ln, 24 Scimitar Assault Bombers, 8 TIE/rc, 4 TIE/fc

Ground/Air Vehicle Complement:
40 AT-ATs, 80 AT-STs

Imperial III Star Destroyer (provided by the Star Wars Club - http://www.starwarsclub.org)

The Imperial III Star Destroyer was one of the final production runs of the Imperator-class destroyers. Kuat commissioned the vessels roughly three months prior to the Battle of Endor and the first operational vessels were deployed to Darth Vader's personal squadron and fought at Endor.

Craft: Kuat Drive Yards' Imperator III Star Destroyer
Type: Star Destroyer
Scale: Capital
Length: 1,600 meters
Skill: Captiol Ship Piloting: Star Destroyer
Crew: 5,005, gunners: 263, skeleton: 681
Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D
Passengers: 10,000 (troops)
Cargo Capacity: 40,000
Consumables: 7 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x5
Nav Computer: Yes
Maneuverability: 2D
Space: 7
Hull: 8D
Shields: 5D, backup: 4D
Sensors:
Passive: 50/1D
Scan: 100/3D+2
Search: 200/4D+1
Focus: 6/5D
Weapons:
36 Double Turbolaser Cannons
Fire Arc: 9 front, 9 left, 9 right, 9 back
Crew: 1
Skill: Capital ship gunnery
Scale: Starfighter
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 6D
30 Turbolaser Batteries
Fire Arc: 6 front, 5 left, 5 right
Crew: 1(15), 2(15)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/36/75
Atmosphere Range: 6-15/72/150 km
Damage: 6D
20 Heavy Turbolaser Cannons
Fire Arc: 5 front, 5 left, 5 right, 5 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 5-20/40/60
Atmosphere Range: 10-20/80/120 km
Damage: 10D
6 Concussion Missile Tubes
Fire Arc: Front
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 2-12/30/60
Atmosphere Range: 200-1.2/3/6 km
Damage: 9D
50 Ion Cannons
Fire Arc: 20 front, 15 left, 15 right, 10 back
Crew: 1 (15), 2 (45)
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 4D+2
10 Tractor Beam Projectors
Fire Arc: 6 front, 2 left, 2 right
Crew: 1 (2), 4 (2), 10 (6)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 6D+2

Starfighter Complement:
24 TIE Interceptors, 12 A-9 Vigilance Interceptors, 12 TIE Advanced Fighters, 12 Scimitar Assault Bombers, 12 TIE/rc, 12 TIE/D automated fighters, 1 assault shuttle

Ground/Air Complement:
20 AT-ATs, 30 AT-STs

Imperial IV Star Destroyer

The Imperial IV Star Destroyer was the final production variant of the Imperator-class Star Destroyers and was designed and constructed in extremely limited numbers some years following the Battle of Endor and employed in the fleet of the New Galactic Empire.

Craft: Kuat Drive Yards' Imperator IV Star Destroyer
Type: Star Destroyer
Scale: Capital
Length: 1,650 meters
Skill: Captiol Ship Piloting: Star Destroyer
Crew: 5,754, gunners: 415, skeleton: 700/+5
Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D
Passengers: 10,000 (troops)
Cargo Capacity: 40,000 metric tons
Consumables: 7 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x4
Nav Computer: Yes
Maneuverability: 2D+1
Space: 8
Hull: 9D
Shields: 6D, backup: 6D
Sensors:
Passive: 50/1D
Scan: 100/3D+2
Search: 200/4D+1
Focus: 6/5D
Weapons:
50 Heavy Turbolaser Batteries
Fire Arc: 15 front, 15 left, 15 right, 5 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 5-20/40/60
Atmosphere Range: 10-20/80/120 km
Damage: 10D
25 Quad Turbolaser Batteries
Fire Arc: 10 front, 5 left, 5 right, 5 back
Crew: 3
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/36/75
Atmosphere Range: 6-15/72/150 km
Damage: 8D
15 Double Laser Cannons
Fire Arc: 3 front, 5 left, 5 right, 2 back
Crew: 1
Skill: Capital ship gunnery
Scale: Starfighter
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D
25 Concussion Missile Launchers
Fire Arc: 10 front, 5 left, 5 right, 5 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 2-12/30/60
Atmosphere Range: 200-1.2/3/6 km
Damage: 9D
5 Heavy Proton Torpedo Launchers
Fire Arc: 2 front, 1 left, 1 right, 1 back
Crew: 15
Skill: Capital ship gunnery
Fire Control: 3D+2
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 10D
40 Ion Cannons
Fire Arc: 10 front, 15 left, 15 right, 10 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 4D+2
10 Tractor Beam Projectors
Fire Arc: 6 front, 2 left, 2 right
Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 6D+2

Standard Fighter Complement:
24 TIE Interceptors, 12 A-9 Vigilance Interceptors, 12 TIE Advanced, 12 Scimitar Assault Bombers, 8 TIE/rc, 4 TIE/fc, 12 TIE/D automated fighters, 1 assault shuttle

Ground/Air Complement:
20 AT-ATs, 30 AT-STs

Firestorm Cruiser

The SB-1 Firestorm-class heavy cruiser is an anti-starfighter capital ship capable of holding its own against other capital ships. It looks like a cross between a small Executor-class super star destroyer and a Mon Calamari star cruiser. Unlike traditional star destroyer designs, the Firestorm does not thin out towards the front, rather it has shield generators and backup generators housed there. A large tube runs along each side of the Firestorm, housing concussion missile factories, allowing the Firestorm to produce its own missiles for the 150 missile launchers. The fifty quad laser cannons work with the tractor beams in an automated system that uses the tractor beams to hold down enemy starfighters while the quad laser cannons automatically fire at the starfighter being held. Maneuvering jets placed on the sides of the tubes and on the top and bottom of the fore hull to allow quick rolls and maneuvers. The ship is rather sleek, the hull black in color. Using the most advanced miniaturization and production technology, the factories are capable of producing 150 missles in four minutes. This is possible by having 150 mini-factories, each one producing a missile at the same time.

The forward bays hold enough materials for the construction of three thousand missiles. The sheer speed of production is perhaps the most impressive thing about the SB-1. Each launcher may hold two missles before requiring reloading. There is also no space aboard the Firestorm for missile storage other than in the launchers, so no pre-battle production is done unless the missiles are immediately transported off ship.

Model: Kuat Drive Yards' SB-1 Firestorm-class Heavy Cruiser
Type: Missile cruiser
Scale: Capital
Length: 1,200 meters
Width: 550 meters
Skill: Capital ship piloting: SB-1
Crew: 7,000; gunners: 379; skeleton: 3,245/+5
Crew Skill: Varies
Passengers: 3,000 (troops)
Consumables: 3 years
Cargo Capacity: 10,000 metric tons
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D+2
Space: 7
Hull: 5D
Shields: 4D
Shields: 3D (back-up)
Sensors:
passive: 60/1D
scan: 100/3D
search: 200/4D
focus: 6/4D+2
Weapons:
20 Quad Turbolasers
Fire Arc: 6 front, 4 right, 4 left, 6 back
Crew: 4
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 8D
20 Heavy Turbolaser Batteries
Fire Arc: 10 front, 10 back
Crew: 5
Skill: Capital ship gunnery
Fire Control: 2D+1
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 5D
50 Quad Laser Cannons
Fire Arc: 15 front, 10 left, 10 right, 15 back
Crew: 2
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 4D+1
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D+2
150 Concussion Missle Launchers
Fire Arc: 80 front, 20 left, 20 right, 30 back
Crew: 4
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 9D
25 Tractor Beam Projectors (with quad/tractor automated system)
Fire Arc: 6 front, 6 left, 6 right, 5 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 5D

Starship Complement:
22 A-9 Vigilance interceptors and 2 light transports

Oppressor Escort Carrier

The Oppressor-class escort carrier was a very limited production variant of the standard KDY escort carrier that is commonly found in use throughout the Imperial Navy.

Physically it is nearly identical to the original KDY escort carrier with the exception of a concussion missile turret on the bottom of the vessel and a pair of tractor beam projectors on either side of the hangar bay to help guide vessels in and out (this is especially useful when bringing in a damaged ship). The Oppressor is capable of carrying a much wider array of starships on board than the standard carrier, giving it more flexibility and making it more valuable to Imperial Fleet Command. In addition to the extra starship carrying space, the Oppressor also maintains up to forty Zero-G assault stormtroopers and a Gamma-class assault shuttle to ferry them into battle.

Only about thirty Oppressor escort carriers ever left the shipyards and are all scattered across the galaxy and in the hands of several different Imperial warlords. Grand Admiral Thrawn put the few Oppressors he had under his command to good use as self contained mobile starfighter bases that
conducted raids on several key New Republic bases and starships.

Craft: Kuat Drive Yards' Oppressor-class Escort Carrier
Type: Heavy starfighter/shuttle carrier
Scale: Capital
Length: 513 meters
Skill: Capital ship piloting: KDY Escort Carrier
Crew: 3,505, gunners: 24, skeleton: 1,500/+10
Crew Skill: Astrogation 3D+2, capital ship gunnery 4D, capital ship piloting 4D+1, capital ship shields 3D+2, sensors 3D+2
Passengers: 40 (spacetroopers)
Cargo Capacity: 750 metric tons
Consumables: 1 year
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D+1
Space: 5
Hull: 7D
Shields: 4D
Sensors:
Passive: 50/1D
Scan: 100/1D
Search: 100/2D
Focus: 4/3D
Weapons:
10 Laser Cannons
Fire Arc: 2 front, 3 left, 3 right, 2 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/25/50 km
Damage: 3D
Concussion Missile Launcher
Fire Arc: Ventral turret
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 9D
2 Tractor Beam Projectors
Fire Arc: 1 front/left, 1 front/right
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D

Starfighter Complement:
6 starfighter squadrons, typically: 24 TIE/ln Starfighters, 24 TIE Interceptors (or A-9 interceptors), 12 TIE Bombers (or Scimitar assault bombers), 6 TIE Avengers (or 6 more TIE/ln), 4 TIE/rc Recon Fighters (or TIE Vanguards), 2 TIE/sr Scouts

Starship Complement:
2 Skipray blastboats (or assault gunboats), 2 JV-7 Delta-class escort shuttles, 1 Gamma-class assault shuttle, 2 other shuttles or light transports

Nebulon C Assault Frigate

The Nebulon C class assault frigate is the modern day answer to increasingly violent commerce raids on Imperial convoys. The older Nebulon B frigates were lacking in several areas, with weak weaponry, armor, and shielding. In order to counteract such acts of piracy the Empire began replacing its aging Nebulon B frigates with the new Nebulon C design.

The Nebulon C saw limited deployment in the Core region where it wasn't really needed as most commerce raids occured in the rim. The ship was actually used as an effective Star Destroyer escort vessel during the Emperor Palpatine's return.

Craft: Kuat Drive Yards' Nebulon EF80-C Assault Frigate
Type: Escort starship
Scale: Capital
Length: 320 meters
Skill: Capital ship piloting: Nebulon-C
Crew: 854, gunners: 72, skeleton: 307/+10
Crew Skill: Astrogation 3D, capital ship gunnery 4D+1, capital ship piloting 3D+2, capital ship shields 3D, sensors 3D+1, starship gunnery 4D+1
Passengers: 50 (troops)
Cargo Capacity: 3,000 metric tons
Consumables: 2 years
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 300; 950 kmh
Hull: 3D+2
Shields: 2D
Sensors:
Passive: 50/1D
Scan: 100/2D
Search: 150/3D
Focus: 4/4D+2
Weapons:
16 Heavy Turbolaser Batteries
Fire Arc: 6 front, 4 left, 4 right, 2 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 6D
12 Laser Cannons
Fire Arc: 6 front, 2 left, 2 right, 2 back
Crew: 1(8), 2(4)
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
2 Tractor Beam Projectors
Fire Arc: Front
Crew: 12
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D

Starfighter Complement: 3 squadrons (usually TIE/ln)

Starfighters

TIE Defender

The TIE defender was a prototype Imperial fighter that was developed shortly before the Battle of Endor. After initial testing, which was believed to be personally supervised by top Imperial Navy commanders, the TIE defender was deployed to a small number of elite TIE wings. Only a few key personell in the Navy command knew that the ship was used to defeat rogue Imperial Admiral Zaarin, who had planned to depose Emperor Palpatine.

The vessel represented a radical departure from conventional TIE designs and featured three sets of solar collection panels mounted at equilateral points around the fighter's cockpit. The TIE defender, while publicly touted as a "logical advance" for Imperial fighter design, was actually a quiet admission that the Alliance's fighter tactics had been successful. Following specific Navy directives, Sienar Fleet Systems developed a ship that was fast, heavily armed, and equipped with a hyperdrive - in other words, a ship just like the Alliance's fighters. At over 300,000 credits per unit, it was more than five times as expensive as a standard TIE/ln fighter.

The TIE defender's numerous weapons systems allow it to successfully engage multiple enemy fighters, while the hyperdrive permits the ship to operate independently of support carriers, giving the ship flexibility that was unmatched by any other Imperial starfighter. Standard Imperial doctrine called for the ships to be deployed in flights of four, although Imperial commanders took advantage of the ship's superior design by customizing mission forces on a case-by-case basis.

The TIE defender is one of the fastest production fighters ever used by the Empire: it's nearly 40 percent faster at sublight than the standard TIE/ln. The TIE defender still follows the basic twin ion engine model, but it uses the newer P-sz9.7 engines to generate added speed. Maneuverability has also been improved significantly through the addition of triple arrays of maneuvering jets on the triwing assembly, making the ship capable of dives and twists that would put even the remarkably agile TIE interceptors to shame.

The TIE defender features four laser cannons and two ion cannons, which can be fired independently for multiple targets or fire-linked for a concentrated assault. Rounding out the TIE defender's weaponry are two missile launchers which can be equipped with proton torpedoes and concussion missiles. For defense, the TIE defender has a pair of Novaldex shield generators.

While the TIE defender is one of the most sophisticated fighters ever developed, its cost, combined with the upheaval that followed the death of the Emperor, prevented the fighter from ever coming into widespread use. A few of teh ships were used by elite fighter wings, but as a whole, the TIE/ln and the TIE interceptor continued to dominate the Imperial fleet, even after Grand Admiral Thrawn reunited the Empire's forces against the New Republic.

Craft: Sienar Fleet Systems TIE Defender
Type: Advanced space superiority starfighter
Scale: Starfighter
Length: 7.2 meters
Skill: Starfighter Piloting: TIE Defender
Crew: 1
Cargo Capacity: 75 kilograms (0 if tractor beam installed)
Consumables: 2 days
Cost: 300,000 credits (new)
Availability: Not available for sale
Hyperdrive Multiplier: x1
Nav Computer: Yes
Manuverability: 5D
Space: 14
Atmosphere: 520; 1,550 kmh
Hull: 4D
Sheilds: 2D
Sensors:
Passive 30/0D
Scan 50/1D
Search 75/2D
Focus 4/4D+1
Weapons:
4 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
2 Light Ion Cannons (fire-linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 4D
2 Concussion Missile Launchers
Fire Arc: Front
Skill: Starship Gunnery
Ammo: 4 per launcher
Fire Control: 2D
Space Range: 1/3/7
Atmosphere Range: 50-500/1/5 km
Damage: 9D
Tractor Beam Projector (replaces cargo hold)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-8/15/20
Atmosphere Range: 100-800/1.5/2 km
Damage: 5D

TIE Avenger

The TIE Advanced incorporates aspects from both the TIE/x1 and the TIE Interceptor. Physically, it looks very similar to the TIE/x1 except that the solar panels on the TIE Advanced look more like the one on the TIE Interceptor. The ship is incredibly fast, outrunning anything in the New Republic's arsenal, and has the maneuverability of the TIE Interceptor. The construction of the TIE Advanced was supervised by Darth Vader and arose directly from the TIE/x series that culminated with the TIE Interceptor. Basically, the TIE Advanced is a TIE/x2 that has been upgraded to match or out perform the TIE Interceptor in combat. The nickname "Avenger" was given to the TIE Advanced by Imperial TIE pilots. The reason: this was the TIE pilots' vehicle for revenge against the hated X-Wing and A-Wing space superiority fighters.

Craft: Sienar Fleet Systems' TIE Advanced (aka "TIE Avenger")
Type: Space superiority fighter
Scale: Starfighter
Length: 10 meters
Skill: starfighter piloting: TIE Advanced
Crew: 1
Crew Skill: starfighter piloting 5D+2, starship gunnery 5D
Cargo Capacity: 75 kilograms (0 kilograms if tractor beam installed)
Consumables: 1 week
Hyperdrive Multiplier: x1
Manuverability: 4D
Space: 12
Atmosphere: 505; 1,325 kmh
Hull: 3D
Shields: 1D
Sensors:
Passive: 25/1D
Scan: 40/2D
Search: 60/3D
Focus: 4/3D+2
Weapons:
4 Laser Cannons (fire-linked)
Fire Arc: front
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
2 Concussion Missile Launchers (fire-linked)
Fire Arc: Front
Skill: starship gunnery
Ammo: 4 per launcher
Fire Control: 2D
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 9D (linked)
Tractor Beam (replaces cargo hold)
Fire Arc: Front
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 3D

Support Craft and Transports

Delta Escort Shuttle

In order to cheaply protect smaller convoys without diverting capital ships from other areas where they may be needed more, the Empire contracted Cygnus Spaceworks to develop a new type of starship which incorporated the design aspects of a light transport and an escort starship. Cygnus modified the design of the Lambda-class shuttle, using it as the basis of the new Delta-class.

In form, the Delta-class shuttle appears to be a highly modified Lambda. The main body was extended an extra four meters, allowing room for larger engines and shield generators. The wings were sloped forward, with a double laser cannon on the end of each one. The internal cargo space was reduced with the addition of larger generators, allowing for only 60 metric tons of cargo to be carried. When on escort/cargo duty, the Delta-class shuttle usually carries a squad of troops (usually standard Imperial Army troopers).

Craft: Cygnus Spaceworks' JV-7 Delta-class Escort Shuttle
Type: Escort shuttle
Scale: Starfighter
Length: 24 meters
Skill: Space Transports Piloting: Delta shuttle
Crew: 2; Gunners: 5; Skeleton: 1/+10
Crew Skill: Space transports 5D, starship gunnery 5D, starship shields 4D, astrogation 4D
Passengers: 10
Cargo Capacity: 60 metric tons
Consumables: 3 months
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D+1
Space: 6
Atmosphere: 295; 850 kmh
Hull: 4D+1
Shields: 3D
Sensors:
Passive: 20/1D
Scan: 40/2D
Search: 80/2D+2
Focus: 3/3D
Weapons:
4 Laser Cannons
Fire Arc: 3 front, 1 back
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
3 Double Laser Cannons (fire-linked)
Fire Arc: Front
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D+1
Space Range: 1-5/15/30
Atmosphere Range: 100-500/1.5/3 km
Damage: 5D
Concussion Missile Launcher
Fire Arc: Front
Crew: 1 (same gunner as double laser cannons)
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1/3/7
Atmosphere Range: 100/300/700
Damage: 9D

Sentinel Landing Craft

The Sentinel-class landing shuttle is a primary Imperial landing craft that was derived from the Sienar Fleet Systems' Lambda-class shuttle. As in the standard Lambda design, the ship features a stationary top wing with two folding lower wings. The Sentinel has a larger cargo area, and it is heavily armed and armored to enter combat.

The Sentinel shuttle has a command crew of five, including the pilot, the copilot/sensor officer, the head gunner, and two secondary gunners. The head gunner handles the four retractable laser cannons mounted in pairs on each side of the main troop compartment. One gunner handles the two concussion missile launchers, which draw from individual magazines of eight missiles each. The final gunner handles the ion cannon and rotating repeating blasters. The ion cannon is mounted on a retractable turret in front of the stationary wing and is used to delay and disable enemy vessels. Rotating repeating blasters are deployed upon landing to provide covering fire.

The ship's combat modifications can include armor plating that is nearly 25 percent heavier than standard Lamdbda armor. Four deflector shield generators, mounted fore and aft in pairs, supplement the hull's protection. Cygnus HD7 engines that match those found aboard Imperial XG-1 assault gunboats allow the ship to reach atmospheric speeds of 1,000 kilometers per hour, while sublight speed is roughly equivalent to that of the Alliance's Y-Wing starfighter. The Cygnus HD7 hyperdrive unit gives the ship a Class One hyperdrive rating, matching the original Lambda's hyperdrive speed, despite the heavier armor.

The ship's troop compartment can carry six squads, for a total of 54 soldiers. The hold behind the troop compartment has room for a dozen repeating blasters as well as six speeder bikes. The Sentinel's removable seating units allow the ship to be converted quickly to a straight combat vehicle delivery vessel or to a combat-ready cargo ship. In this mode, the landing craft can carry three dozen speeder bikes or a dozen compact assault vehicles.

Each Sentinel landing craft is equipped with a reconnaissance speeder bike with a slaved communications terminal; the comm frequency is randomly determined before each mission to prevent opposing techs from intercepting transmissions. The shuttle also has a full comm array for standard fleet and ground-unit communications.

Craft: Sienar Fleet Systems/Cygnus Spaceworks' Sentinel-class Landing Craft
Type: Landing craft
Scale: Starfighter
Length: 35 meters
Skill: Space transports: Landing craft
Crew: 2, gunners: 3, skeleton: 1/+10
Crew Skill: Space transports piloting 4D, starship gunnery 5D, astrogation 5D, sensors 4D, starship shields 4D+2
Passengers: 54 (troops)
Cargo Capacity: 25 metric tons
Consumables: 2 weeks
Cost: Not available for sale
Hyperdrive Multiplier: x1
Nav Computer: Limited to 4 jumps
Maneuverability: 2D+1
Space: 7
Atmosphere: 350; 1,000 kmh
Hull: 5D
Shields: 3D
Sensors:
Passive: 40/1D
Scan: 80/1D+2
Search: 130/3D
Focus: 4/3D
Weapons:
4 Laser Cannons (retractable)
Fire Arc: Front
Crew: 1
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D (6D fire linked)
Ion Cannon (retractable)
Fire Arc: Turret (* Note: Ion Cannon can fire in front, left, and right fire arcs ONLY)
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 3D
2 Concussion Missile Launchers
Fire Arc: Front
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D+1
Ammo: 8 per launcher
Space Range: 1-2/8/15
Atmosphere Range: 100-200/800/1.5 km
Damage: 9D
2 Repeating Blasters (retractable)
Fire Arc: Turret
Scale: Speeder
Skill: Vehicle blasters
Fire Control: 4D
Atmosphere Range: 1-50/100/250
Damage: 3D+2



Chapter 6 - The New Republic in DLOS

Another explosion tore into the organic-form of the Mon Remonda, the flagship of the New Republic. Fleet Admiral Hiram Drayson clutched the arms of his command chair and gritted his teeth, "Evasive maneuvers! Send Green squadron to point and bring us around, bring our starboard guns to bear!"

The Empire had apparently found and completed a prototype of the original Death Star which the New Republic had already launched a failed assault on it where the majority of the fleet was completely massacred. Now the New Republic was launching one final all or nothing assault, the Death Star had to be destroyed... at all costs.

The ship rocked violently, taking another barrage of turbolaser fire from the emplacements on the Death Star's surface. In order to avoid the wrath of the superlaser the fleet had to remain very close to the Death Star's surface at all times, fighting the massive space station at point blank range. Another explosion rocked the ship and a fireball erupted from the port crew pit on the bridge, the stench of charred flesh and smoke quickly filled the room, "Reroute power to shields, continue evasive maneuvers!"

The lights faded out and quickly faded back on as the ship was grazed with an ion cannon blast. Lt. Commander Szerk Noi, the ship's executive officer and one of the few surviving crew members on the bridge promptly shoved the fried corpse of the chief gunner onto the floor, his body making an odd slurping sound as it hit the ground, "Sir, main guns offline, I'm attempting to reroute sensors and helm to this station!"

"We can't take much more of this... we have to stop this Death Star before another world falls victim to it."

"I got the controlls rerouted, we have major damage all over the ship, the hull's buckling and several decks are either on fire or exposed to space!"

"Damnit!" Drayson rubbed his stubbled chin and considered his options, "Set ramming speed, fly us directly into the superlaser's focusing lense."

Lt. Commanders Noi hesitated for a moment and took a deep breath, doing his best to keep a steady voice, "Aye... aye sir."

With precision piloting the Mon Remonda accelerated with its backup hyperdrive motivators pushing it in conjuction to the trio of still functioning ion drive engines and slammed into the focusing lense starting a chain reaction which caused a minor back firing of the superlaser. Explosions tore through the Death Star, fire erupting from the surface all over the mighty battle station.

The voices of Alderaan were once again avenged.

--

The New Republic Senate

The creation of the New Republic and the disbanding of the old Rebel Alliance called for a new representative civil government to maintain the bureaucracy throughout galaxy. For millenia there existed the Old Repulic Senate and then before Emperor Palpatine dissolved it, the Imperial Senate (which was nothing more than the reminants of the Old Republic Senate). Within weeks of setting up a new galactic government, the New Republic organized and seated a new senate.

The New Republic Senate has a select membership. It would be impossibly huge and overcrowded if each member world was represented by even a single senator. Therefor each sector elects a a senator (who will move to Coruscant or where ever the council will be meeting) and a senatorial aide (with powers similar to that of an Imperial Moff and who could replace the senator if needed). Actual election proceedings are left mainly to the worlds within the sector of choice but the senator and senatorial aides are typically chosen by a sector-wide vote which is held over the course of a standard week. Some larger and more influential sectors, such as the Corellian Sector, often times are granted extra representation in the senate due to their importance in the galaxy.

In the early years of the New Republic there was a special Ruling Council which was made up of several key senators (rumored to be elected during secret sessions of the senate), the Chief of State (also known as the Head of State and President) as well as any other important persons within the bureaucratic circle of the New Republic. This council was essentially act as the enforcers of the laws debated and passed by the senate. This council can also propose new legislature to the senate as they see fit as well as appoint other important positions (often times appointing and/or removing high ranking military officers).

The New Republic Military Command Structure

After becoming a major governmental power in the galaxy the New Republic was forced to make several major changes in policy and practice. The New Republic military was changed drastically from the state it was in during the days of the Rebel Alliance mainly due to the fact that it would now be called upon to protect and hold territory rather than conducting primarily hit-and-fade warfare.

The ranking system used by the Rebel Alliance was no where near as effecient and diverse as what a large military organization required. During the reorganization in the early days of the New Republic, the New Republic's military command restructured their ranking system implementing several key changes including the much needed combination of the Army and Special Forces into the same ranks.

Entry into any branch of the New Republic military typically included five years of enlisted service before being able to apply for an officer position (although some exceptions were made to this rule in order to reward those enlisted who went above and beyond the call of duty).

OFFICER RANKS:
Navy Army/SpecForces Starfighter Corps
Fleet Admiral Surface Marshal Fleet Admiral
Admiral Marshal Admiral
Line Admiral General -
Vice Admiral Lieutenant General Vice Admiral
Rear Admiral Major General -
Commodore Brigadier Commodore
Captain Colonel Wing Commander
Commander Lieutenant-Colonel Commander
Lt. Commander Major Lt. Commander
Lieutenant Captain Lieutenant
Sub-Lieutenant Lieutenant Flight Officer
Acting Sub-Lieutenant Second Lieutenant Pilot Officer
Ensign - Ensign
Midshipman - -

ENLISTED RANKS:
Navy Army/SpecForces Starfighter Corps
Fleet Chief Petty Off. Warrant Officer I Warrant Officer
Chief Petty Officer Warrant Officer II -
- Staff Corporal Flight Sergeant
- Staff Sergeant Chief Technician
Petty Officer Sergeant Sergeant
- Corporal Corporal
- - -
- - Senior Spacecraftman
- Lance Corporal Leading Spacecraftman
- Private Spacecraftman

The New Republic Navy

The New Republic Navy reached a critical turning point once its primary role was changed from conducting raids on Imperial targets to protecting and defending member worlds. The New Republic Navy found itself severly lacking in combat starships in the earlier years until new member worlds donated new vessels and added funds with which to construct and/or purchase more.

Navy command had strategically deployed the fleet throughout New Republic space with the hope that the battered Imperial Fleet would not have the resources with which to launch any major offensive campaigns for some time. Their strategy worked as the Empire held back any major assaults for quite a while and the Republic Fleet grew in strength almost exponentially.

Unfortunately for the New Republic and especially the New Republic Navy, capable Admirals were a hard thing to come by and an ever harder thing to keep. When Admiral Ackbar was killed during the destruction of the Home One low morale swept through the fleet faster than a hive virus. The Senate was quick to appoint Admiral Harlo Dev to replace Ackbar but he unfortunately was killed by Imperial assassins only months later. Admiral Thern Moudurn replaced Dev for a short period before shocking everyone and defecting to the Empire so that his philosphies could be better servred. Admiral Keeper replaced Moudurn increasing security and implementing new policies within the Navy. Admiral Keeper's command lasted for several years before he finally retired due to conflicting interests with members of the Senate. Fleet Admiral Drayson then took the position and commanded the Navy for several years, taking it to some of its largest and most important victories before dying while destroying the third Death Star. Fleet Admiral Korion, a Calamari, then replaced Drayson, and did his best to live up to Drayson's excellent reputation and track record and served as commanding officer of the Navy for nearly thirty years before finally retiring.

The New Republic Navy devised a devious plan with which to lure the third Death Star into a trap and destroy it with barrage upon barrage of their new hyperwave torpedoes. Nearly the entire fleet amassed at the desolate world of Pulug and waited. Days later the Death Star arrived following information deliberately leaked to the Empire with the intention of catching the Death Star's attention. The powerful hyperwave missiles were launched, only to be pulled from their state of hyper-realspace travel and back into realspace, exploding harmlessly along the Death Star's reinforced shields. The Empire had captured the designs to the hyperwave torpedoes weeks before and Imperial Research and Development unforunately had found a counter to them. Almost every ship at Pulug was massacred by the Death Star in mere minutes, the New Republic Navy had been seemingly defeated.

Model: New Republic Development's Hyperwave Mark I
Type: Advanced hyperspace/realspace missile
Scale: Capital
Length: 5.96 meters
Cost: 250,000 credits
Space Range: 10-50/250/500
Atmosphere Range: 100-500/2.5/5 km
Damage: 15D
Game Notes: Can only be fired from capital starships, space stations and specialized
ground launching facilities due to size restrictions as well as specialized handling needs.

Fortunately for the New Republic, the Duskhan League launched their primary assaults out of the Koornacht Cluster at approximately the same time which distracted Imperial forces for an extended period of time while the New Republic Navy could rebuild yet again.

A second assault using newer tactics was unleashed upon the Death Star. Fleet Admiral Hiram Drayson took on the Death Star at nearly point blank range. Nearly all of the New Republic task force sent on the mission was destroyed. In a last ditched effort, Fleet Admiral Drayson ordered his MC80B star cruiser into hyperspace... directly into the superlaser focus lens of the Death Star. The impact was so great that it set off a massive chain reaction which ripped through the station leaving a large and charred framework, and killing all but 56,019 Imperials on board. Fleet Admiral Drayson, and all on board the MC80B Mon Remonda were lost.

The New Republic Navy now had the time and space to grow into an actual and stable space force.

The New Republic Army and Special Forces

As more and more worlds joined the New Republic, the Republic needed more and more troops to be readily available for mass deployment to both be ready to defend entire sectors as well as for offensive actions against the enemy.

The New Republic Army grew by staggering numbers in the years following the Battle of Endor, mainly due to new troopers being added by newly joined member worlds as well as new recruits joining with the intent on finally destroying the Empire once and for all.

In the Rebel Alliance the New Republic Special Forces were a separate military division under the command of General Crix Madine, ex-Imperial officer who was responsible for creating and training the Empire's storm commando units before defecting to the Alliance and creating their Special Forces.

Following the Battle of Endor, General Madine continued to command the Republic Special Forces even though their numbers were cut slightly as funding was diverted to the Army's mechanized infantry which was needed in much greater numbers. Under the New Republic, the Special Forces performed many of the same mission profiles ranging from infiltration to starship boardings. The only real difference in their actions was a slight bit of added paper work to satisfy the politicians in the Senate.

The New Republic Starfighter Corps

In the Rebel Alliance nearly eighty percent of the Alliance's military budget was devoted completely to the construction and maintenance of starfighters since starfighters were the perfect weapon of war to use against the Empire in hit-and-fade style assaults.

In the New Republic, the basic structure of the starfighter command remained the same during the restructing of the military. Wing commanders still commanded wings of three starfighter squadrons (each with one recon squadron) and commanders were still squadron leaders. Much debate was put into whether or not to extend the standard New Republic starfighter wing from a mere three squadrons to the six squadrons that were in the standard Imperial starfighter wing.

As time passed and technology advanced several new starfighter designs were introduced into the New Republic which included the E-wing (the future replacement for the aging Incom X-wings) as well as the short-range K-wing bomber (the future replacement for the already old Y-wing bombers).

As several situations arose that required massive air support for ground units during combat scenarios, many starfighter squadrons are readily trained in the operation of the New Republic's newer V-wing combat airspeeders as well as the older combat speeders (snowspeeders) that were a key weapon at the Battles of Hoth and Fest.



Chapter 7 - Key New Republic Officers

Lieutenant Geoff Anteri, current New Republic Intelligence operative and ex-Alliance SpecForce urban combat specialist, entered the bar on Coruscant, center of the Empire, with the intent of meeting up with an old Alliance contact to transfer sensitive and vital information back to the New Republic Ruling Council for review. The bar was dark, located several dozen levels below Coruscant's "surface" in what was typically known as the worst sections of the city-planet.

Anteri adjusted his jacket and walked over to the bar, taking a seat next to an overly large grey Wookiee and ordered a barkeeper's choice ale from the bartender droid. Waiting for his drink, Anteri glanced around the bar. He didn't know who or what he was looking at since the contact refused to give up a name or description of himself, he had simply stated that he would know who was looking for him if he ordered the barkeeper's choice ale. He turned back toward the bar, taking the drink from the droid and inserting an Imperial credit coin into its collector slot.

He sipped the drink, sitting at the bar and staring down at the counter for several minutes before he finally realized that this wasn't the drink he had ordered. He frowned, if he had to come to this hole in the wall he should at least get the drink he wanted. Anteri looked up at the bartender droid and blinked several times, not believing what he was seeing. Somehow the droid had turned into a fluidic form and its head had become a lamp shade. Blinking again he looked back at his drink coming to a horrifing realization, he had been given Belkeerian ale, not the barkeeper's choice ale he had ordered. Belkeerian ale was known around the galaxy for its hallucinagenic effects.

He stood, struggling to convince himself that almost everything he was seeing was no more than a  hallucination caused by his drink. He continued to blink away most of what he was seeing as he staggered toward the door with the exception of the Sluissi that was slithering toward him in perfect clearity.

The Sluissi slid past Anteri, dropping a small datapad into his jacket pocket and continuing about his business. Anteri stumbled out of the bar, shaking off the short-lived effects of the ale and patting the datapad in his pocket, "That son of a..."

Anteri darted back into the bar, now only seeing minor trails off of the lights, looking for the Sluissi who was no where to be found. Anteri shook his head and smirked, "Clever bastard."

--

Unfortunately for the New Republic in DLOS, there almost seemed to be a curse on the Admirals and other ranking officers. The New Republic seemingly changed commanders nearly every month or so, making it extremely difficult to function.

Admiral Harlo Dev

Admiral Harlo Dev served a long and rather unglorified career, first in the Imperial Navy as a Line Captain on board the Star Destroyer Nefarious before defecting to the Rebel Alliance upon the destruction of the peaceful world of Alderaan.

Even with their amazing victory at the Battle of Endor, the Rebel Alliance was still as vulnerable as they had always been. Upon the death of Admiral Ackbar and the destruction of his flagship, the Home One, the Alliance High Command suprisingly called upon Dev to replace him above other more likely candidates such as Admiral Drayson.

Unfortunately, Admiral Dev was assassinated only five months after taking command during a daring and cunning Imperial Intelligence operations team which was able to infiltrate the vessel and deliver a single fatal blaster shot to Dev in the back of the head.

Character Name: Admiral Harlo Dev
Type: New Republic Admiral
Species: Human
Sex: Male
Height: 1.78 meters
Weight: 62.3 kilograms
Age: 51

DEXTERITY: 3D                              
Blaster: 4D
Dodge: 6D+1
KNOWLEDGE: 3D+2
Alien species: 4D
Bureaucracy: 5D+1
Bureaucracy: New Republic: 9D
Panetary systems: 8D
Tactics: 7D
Tactics: fleets: 8D
Tactics: starfighters: 7D+1
Willpower: 5D
MECHANICAL: 2D
Capital ship piloting: 3D
PERCEPTION: 4D
Bargain: 4D+2
Command: New Republic forces: 8D
Con: 5D
Persuasion: 4D+1
STRENGTH: 2D+1
TECHNICAL: 3D
First aid: 3D+2
Security: 3D+1

Move: 10
Force Points: 2
Dark Side Points: 1
Character Points: 23

Equipment:
New Republic Navy uniform, modified BlasTech DL-22 (4D+2), comlink, datapad

Fleet Admiral Korion

Korion was born on Calamari. Early in his life when the Empire attacked Calamari, his mother and father were taken as slaves. He was left to fend for himself. Fortunately, he was only on his own for a few days. His grandparents took him in and raised him until he was 18. He left and joined the army of what was eventually to become to Rebel Alliance.

He found that being in the army was not for him, so he requested a transfer to naval command. He was denied at first. During a battle he was shot in the leg. It had been blown completely off. The Alliance won the battle and managed to get him back to a medbay before he died from blood-loss. His leg was amputated. He was now of no use to the army. He made another request to transfer to the naval command, and was accepted.

He served under his fellow Calamari Captain Ackbar for a few years. Being very dedicated to his job, he quickly rose in rank and became commander. When Ackbar was promoted to the rank of Admiral, Korion was made Captain. He remained with this rank until the Battle of Endor. He played a major part in the Alliance's victory. As a reward for this he was promoted to Rear Admiral.

After Ackbar's death, he moved up a rank to Vice-Admiral. Eventually he reached the rank of Line Admiral and was second in command of the New Republic Navy, under Fleet Admiral Drayson. When Drayson died destroying the third Death Star, Korion was promoted to the rank of Fleet Admiral to take his place.

Character Name: Fleet Admiral Korion
Type: New Republic Fleet Admiral
Player: Kurt Roach (celeris@v-net.org)
Species: Mon Calamari
Sex: Male
Height: 1.5 meters
Weight: 60 kilograms
Age: 42

DEXTERITY: 2D                              
Blaster: 4D
Blaster: blaster pistols: 7D
Dodge: 4D
KNOWLEDGE: 3D+2
Alien species: 4D
Beaurocracy: 5D
Languages: 5D
Panetary Systems: 4D
Tactics: New Republic forces:  6D
Willpower: 4D+1
MECHANICAL: 3D+1
Astrogation: 4D
Capital ship piloting: 4D
Capital ship gunnery: 4D
PERCEPTION: 4D
Command: New Republic forces:  8D
Con: 5D
Leadership: 5D
Persuasion: 5D
STRENGTH: 2D
TECHNICAL: 3D
Security: 4D
Security: Calamari: 4D

Move: 10
Force Points: 1
Character Points: 3

Equipment:
New Republic fleet admiral's uniform, hold-out blaster (3D), blaster pistol (4D), comlink

Cordan Ramad

Cordan's parents died when he was very young. He was taken in by a man named Breil who raised him like his own son. When he was about 8 years old, Breil began teaching Cordan about the Force. His ability to use it grew quickly. When he was 18, Breil made Cordan leave and find his own spot in the universe.

While Cordan was not formally a part of the New Republic for undisclosed reasons, he was, however, somewhat endorsed and backed by almost every member of the New Republic Senate and military high command.

Character Name: Cordan Ramad
Type: Aspiring Jedi Knight
Player: Kurt Roach (celeris@v-net.org)
Species: Human
Height: 1.6 meters
Weight: 65 kilograms
Sex: Male
Age: 22

Physical Description:
Cordan has long, light brown hair, going down to about his shoulders. His eyes oddly aren't the same colour. One is copper in colour, the other is blue. He wears a light grey robe most of the time, covering his white jump suit.

Personality:
Cordan is a strict follower of the Jedi Code, although he has been known to make some mistakes by acting out of anger. Generally he is easy to get along with and goes unnoticed by others.

DEXTERITY: 3D                              
Blaster: 3D+2
Blaster: blaster pistols: 4D+2
Dodge: 4D
Dodge: energy weapons: 5D
Lightsaber: 5D
KNOWLEDGE: 3D+2
Languages: 4D
Scholar: 4D+2
Scholar: Jedi lore: 5D+2
Willpower: 4D
MECHANICAL: 2D+2
PERCEPTION: 3D+2
Sneak: 4D
STRENGTH: 3D
TECHNICAL: 2D
First aid : 3D

Special Abilities:
Force Skills: Control: 5D, Sense: 5D, Alter: 3D
Control: Absorb/dissipate energy, control pain, accelerate healing, concentration,
detoxify poison, emptiness, enhance attribute, enhance skill, force of will, hibernation
trance, remain conscious, resist stun
Sense: Life detection, life sense, receptive telepathy, sense force, danger sense,
combat sense, magnify senses, beast languages
Alter: Telekenesis, pyrokenesis
Control & Sense: Lightsaber combat, projective telepathy, farseeing
Control & Alter: Accelerate another's healing, control breathing, detoxify poison in
another, return another to consciousness, transfer force
Sense & Alter: Dim another's senses, lesser force shield
Control, Sense & Alter: Affect mind, enhanced coordination, memory wipe

Move: 10
Force Sensitive: Yes
Force Points: 2
Character Points: 6

Equipment:
blaster pistol (4D), knife (STR+1D), grey robes, 1,000 credits, lightsaber (5D; light blue blade), comlink

Lieutenant Geoff Anteri

Geoff Anteri was trained by both the older Alliance SpecForces and then the New Republic Intelligence. Geoff is your average looking human, average height, average build, common features, perfect for blending into any crowd. Geoff is one of the NRI's top solo agents and even participated in a failed attempt to capture a top ranking Imperial officer to interrogate before a final assault on Coruscant while still with the Special Forces. Since that failed mission on Coruscant that the three surviving team members barely escaped, Geoff has been recruited into the NRI and served with distinction.

Character Name: Lieutenant Geoff Anteri
Type: NRI/SpecForce UCS
Species: Human
Gender: Male
Height: 1.79 meters
Weight: 183 lbs
Age: 29

DEXTERITY: 3D+1
Blaster: 5D+2
Brawling parry: 4D
Dodge: 6D
Firearms: 5D
Grenade: 4D
Melee combat: 5D
Melee combat: vibroknife: 7D
Melee parry: 4D+2
KNOWLEDGE: 3D+1
Languages: 4D
Survival: 4D+2
Streetwise: 6D
Willpower: 5D
MECHANICAL: 2D+1
Repulsorlift operation: 4D+2
PERCEPTION: 3D+2
Command: SpecForce squad: 5D
Con: 5D
Hide: 6D
Persuasion: 4D
Sneak: 4D+2
STRENGTH: 3D
Brawling: 5D
Stamina: 4D
TECHNICAL: 2D+1
Armor repair: 2D+2
Blaster repair: 3D
Firearms repair: 2D+2
First aid: 4D

Move: 10
Force Sensitive: No
Force Points: 2
Dark Side Points: 1
Character Points: 26

Equipment:
New Republic Intelligence uniform, blaster pistol (4D), hold-out blaster (3D+2), vibroknife (STR+1D), fake IDs, comlink

Awards and Medals: New Republic Crescent of Valor



Chapter 8 - The New Republic Fleet

The New Republic Navy in DLOS was the victim of nearly constant political turmoil as well as devastatingly effective Imperial and pirate raids. Through all of the hellish nightmare, the New Republic Navy held its own and took the fight to the Imperials and pirates even though they were always changing commanders on a nearly regular basis. More standard New Republic warships may be found in West End Games' Rebel Alliance Sourcebook.

Capital Combat Starships

Republic Torpedo Cruiser

The Republic Torpedo Cruiser has been around since the earliest days of the Rebel Alliance, back then it was known as a Rebel Assault Torpedo Ship, since then, it has seen limited service under the New Republic, mostly running escort for the more powerful warships in service such as the Mon Calamari star cruisers that make up the backbone of the starfleet. Designed by Sienar Fleet Systems, originally for the Empire, then Rebel operatives were able to raid Sienar's main design labs and steal both the designs and the working prototype of the vessel and escape with all due haste. The prototype, the RATS-X, was destroyed during one of the battles leading up to the Battle of Hoth. The Rebel Alliance High Command ordered construction of three more of the vessels, only two of which are still in service.

Craft: Republic Sienar Fleet Systems' RATS-1 Torpedo Cruiser
Type: Torpedo cruiser
Scale: Capital
Length: 1,200 meters
Skill: Capital ship piloting: Torpedo Cruiser
Crew: 6,000, gunners: 520, skeleton: 1,500/+10
Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship piloting 5D, capital ship shields 5D+1, sensors 3D+1
Passengers: 1,500 (troops)
Cargo Capacity: 20,000 metric tons
Consumables: 4 years
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Hull: 6D
Shields: 5D, backup: 2D
Sensors:
Passive: 45/1D
Scan: 80/2D
Search: 125/3D
Focus: 6/4D
Weapons:
60 Turbolasers
Fire Arc: 20 front, 15 left, 15 right, 10 back
Crew: 3
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D
30 Quad Turbolasers
Fire Arc: 10 front, 10 left, 10 right
Crew: 3
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 5D
10 Ion Torpedo Tubes
Fire Arc: 4 front, 2 left, 2 right, 2 back
Crew: 15
Skill: Capital ship gunnery
Fire Control: 3D+2
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 6D (ionization)
20 Concussion Missile Tubes
Fire Arc: 5 front, 5 left, 5 right, 5 back
Crew: 2
Fire Control: 3D+2
Skill: Capital ship gunnery
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 9D
6 Tractor Beam Projectors
Fire Arc: 1 front, 2 left, 2 right, 1 back
Crew: 10
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D

Starship Complement:
4 fighter squadrons, 1 light freighter, 6 shuttles, 10 troop transports

Republic Missile Frigate

The Republic Liberator-class missile frigate is a recent addition to the New Republic's arsenal. Its intended roles is that of a heavy assault vessel, designed to launch barrage upon barrage of concussion missiles into an enemy starship. A pair, in theory, could decimate something along the lines of a Victory-class Star Destroyer.

Upon the liberation of Sullust from both Imperial forces and from the corporation that enslaved the world, SoroSuub, the New Republic was forced to question what it needed more. Warships or a reputation of not tolerating slavery. In a rather shocking move, the New Republic Senate voted to both seize all SoroSuub weapon and starship designs while in turn making sure that SoroSuub altered its ways and began making up for years of slavery over Sullust.

The Liberator missile frigate was the only starship design that the New Republic deemed worthy of constructing in any numbers. Production began shortly after Sullust's liberation and by the time that the Imperial Civil War broke out in the Core and Colonies, the Liberator was well on its way to becoming one of the more common warships in the New Republic Fleet.

Craft: SoroSuub Liberator-class Missile Frigate
Type: Frigate
Scale: Capital
Length: 398 meters
Skill: Capital ship piloting: Liberator missile frigate
Crew: 890, gunners: 90, skeleton: 200/+5
Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship piloting 5D, capital ship shields 5D+1, sensors 3D+1
Passengers: 100 (troops)
Cargo Capacity: 5,000 metric tons
Consumables: 5 years
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Hull: 5D
Shields: 2D
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 90/3D
Focus: 4/4D
Weapons:
10 Turbolasers
Fire Arc: 6 front, 2 left, 2 right
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 5D
25 Concussion Missile Tubes
Fire Arc: 10 front, 5 left, 5 right, 5 back
Crew: 2
Fire Control: 3D+2
Skill: Capital ship gunnery
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 9D
2 Tractor Beam Projectors
Fire Arc: Front
Crew: 10
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D+2

Starfighter Complement: 1 fighter squadron

Quasar Fire Carrier-Cruiser

Quasar Fire carriers are modified SoroSuub Quasar Fire-class bulk cruisers that served with distinction in the Virgillian Civil War.

The Sullustans donated several of the stripped-down bulk freighters to the Virgillian Alignment forces, having first modified the ships by removing the main cargo brackets, leaving only the main hull brace, the drives, and the command pod. Then the ships were fitted with hangar bays for fighters. Upon receiving the fleet of carriers, the Virgillians promptly installed stolen Imperial military-grade weapons and shield generators.

The Rebel-sympathetic Virgillian Alignment donated a handful of the carriers (including the Flurry, which was destroyed at the Battle of Bakura) to the Alliance, which had ousted Imperial occupation forces from its system shortly before the Battle of Endor.

The standard Quasar Fire carrier is 340 meters long, with almost all the interior space take up by the single starfighter hangar bay. It can carry up to fifty starfighters, a significant improvement over the three dozen ships a standard Mon Calamari Star Cruiser can carry. Complete repair and maintenance facilities are stationed behind the main flight deck. The only offensive weaponry carried are a pair of heavy turbolasers mounted under the command pod, and a pair of tractor beams to guide fighters in and out of the hangar.

The carrier's mission profile is to deliver fighters into combat and then retreat to a safe distance. If attacked by larger ships, the carrier is to call back its fighters for defense or flee under the fighters can regroup.

The carriers carry a crew of 250, although over half of those are devoted to starfighter maintenance and repair. The Quasar Fire carrier-cruisers are lean combat vehicles, with a small bridge and support crew. A single astromech droid on the bridge helps with navigation and control, while each gunnery station has an additional astromech droid to provide targeting telemetry.

Craft: Modified SoroSuub Quasar Fire-class Bulk Cruiser
Type: Modified bulk freighter
Scale: Capital
Length: 340 meters
Skill: Capital ship piloting: Quasar Fire carrier-cruiser
Crew: 244; Gunners: 6; Skeleton: 25/+10
Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship piloting 6D, capital ship shields 5D+1, sensors 3D+1
Passengers: 50 (pilots)
Cargo Capacity: 900 metric tons
Consumables: 4 months
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 4D
Shields: 2D
Sensors:
Passive: 20/1D
Scan: 40/2D
Search: 95/3D
Focus: 3/3D+2
Weapons:
2 Heavy Turbolasers
Fire Arc: Front
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/30/60
Atmosphere Range: 6-30/60/120 km
Damage: 5D
2 Tractor Beam Projectors
Fire Arc: 1 front/left, 1 front/right
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D

Starfighter Complement: 50 starfighters

Corellian Corvette (revised - http://www.starwars.com)

The Corellian Corvette is a common multipurpose vessel. It has a modular design and can be configured for cargo transport, passenger liner service, or even military duty. The Corellian Corvette is so common among legitimate shipping, passenger, and government interests that many pirates and smugglers have taken to using it for their own purposes.

Model: Corellian Engineering Corporation's CR-90 Corvette
Type: Multi-purpose mid-sized vessel
Scale: Capital
Length: 154 meters
Skill: Capital Ship piloting: Corellian corvette
Crew: 30 to 165, depending upon configuration
Crew Skill: Astrogation 3D, capital ship piloting 3D+2, Capital ship gunnery 4D+1, capital ship shields 3D, sensors 3D+1
Cargo Capacity: 3,000 metric tons
Consumables: 1 year
Cost: 3.5 million (new), 1.5 million (used)
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kmh
Hull: 4D
Shields: 2D
Sensors:
Passive: 40/1D
Scan: 80/2D
Search: 100/3D
Focus: 5/4D
Weapons:
2 Double Turbolaser Cannons
Fire Arc: 1 dorsal turret, 1 ventral turret
Crew: 1
Skill: Capital ship gunnery
Fire Control: 3D
Space Range 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D+2
4 Turbolaser Cannons
Fire Arc: 2 left dorsal turret, 2 right dorsal turret
Crew: 1
Skill: Capital ship gunnery
Fire Control: 3D
Space Range 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D

Starfighters

X-wing Advanced

Incom Corporation's T-67C4 X-Wing "Advanced" Starfighter is the last stage in the evolution of the famed X-Wing starfighter. The T-67C4 is basically a T-65AC4 with a few improvements that improved overall speed slightly. This model was released a few months after the death of Grand Admiral Thrawn at the Battle of Bilbringi and only saw limited production before the X-Wing began to be replaced by the newer E-Wing starfighters.

Craft: Incom T-67C4 X-Wing Starfighter
Type: Space superiority fighter
Scale: Starfighter
Length: 13 meters
Skill: Starfighter piloting: X-Wing
Crew: 1 and astromech droid (can coordinate)
Crew Skill: Starfighter piloting 4D+1, starship gunnery 4D+2, starship shields 3D
Cargo Capacity: 150 kilograms
Consumables: 1 week
Cost: 225,000 credits (new)
Hyperdrive Multiplier: x1
Nav Computer: Uses astromech droid programmed with 10 jumps
Maneuverability: 3D+2
Space: 13
Atmosphere: 435; 1,250 kmh
Hull: 4D
Shields: 1D+2
Sensors:
Passive: 30/0D
Scan: 60/1D
Search: 85/2D
Focus: 4/4D
Weapons:
4 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3D+2
Space Range: 1-4/15/27
Atmosphere Range: 100-400/1.5/2.7 km
Damage: 7D
2 Concussion Missile Launchers
Fire Arc: Front
Skill: Missle weapons
Ammo: 4 per launcher
Fire Control: 3D+2
Space Range: 1/3/7
Atmosphere Range: 100-500/1/5 km
Damage: 9D

K-wing Starfighter

The K-wing was designed for the close/precision-bombardment role in planetary assaults (the standoff/area-bombardment role is adequately filled by a number of other platforms). As such, it has been designed for a primary combat environment deep in gravity wells and usually deep in atmosphere. That means big engines and lift-producing wings as well as repulsors. The primary assault modes of the K-wing are dive-bombing, skip-bombing (with delayed fusing), and lob bombing against fixed targets. With a special ordnance package, it could also be sent against ground-based mobile armor such as the Imperial AT-AT, but this has not yet been tested in combat. As befits a close-in assault platform, the K-wing is heavily armored and shielded. The airframe is specifically engineered to withstand extremely high wing loadings and provide maximum protection to the crew and avionics systems.

Viewed head-on, the K-wing resembles a capital K lying on its face - a single center fuselage, two medium straight wings above, two short angled wings below (ending in landing skids). Just outboard of the fuselage on the straight wings are two of the three primary thrust engines; the third is further aft in the fuselage, on the centerline, and has vectored-thrust nozzles. The third engine's vectored thrust allows for non-ballistic translations during attack runs, increasing survivability. The four wings have a total of 18 hard points (10 up, 8 down) to which a variety of ordnance packages can be attached. The wings are swept and staggered, with the upper wings set further back than the lower to provide drop clearance. The total weapons payload of a K-wing exceeds that of any other starfighter by a substantial margin, and is the equal of the larger TIE bomber. In some load-out configurations, not all 18 hard points can be used.

The K-wing has no integrated air defense capability of its own unless equipped with antiship missiles as part of its load-out. However, even when so equipped, the K-wing makes a poor dogfighter, and standard combat protocols call for K-wing missions to receive fighter coverage at no less than a two-to-one ratio - one-to-one where possible.

Flight Envelope: details are closely held secrets. In general, the K-wing is not noted for either its rate of acceleration or its top speed in a planetary atmosphere. However, it is known that the K-wing can go supersonic at pressures up to five atmospheres, and can outrun an X-wing in a sufficiently long straight-line race in vacuum.

The K-wing is an exception among New Republic starfighters in that it is not equipped with hyperdrive, and must be ferried to the target in a fleet carrier. Eliminating the hyperdrive was a compromise dictated by the demands of the assault role - an extremely strong and compact airframe, dual shield generators, the third engine, and various other redundant systems.

As with all larger, multi-crew New Republic starfighters, the K-wing employs smart systems rather than an astromech droid.

Initial trials of the K-wing were carried out aboard the training carrier Monitor. The first operational wing was assigned to Task Force Quickfire of the Third Fleet.

- Capsule taken from the Black Fleet Crisis FAQ

Craft: Republic Sienar Fleet Systems K-Wing Bomber
Type: Close/precision aerospace bomber
Scale: Starfighter
Length: 11 meters
Skill: Starfighter Piloting: K-Wing
Crew: 1; gunners: 1
Crew Skill: Starfighter piloting 4D, starship gunnery 4D
Cargo Capacity: 50 kilograms
Consumables: 2 days
Cost: 210,000 (new)
Manuverability: 2D
Space: 9
Atmosphere 435; 1,250 kmh
Hull: 3D+2
Shields: 2D
Sensors:
Passive 20/1D
Scan 35/2D
Search 70/3D
Focus 3/3D+2
Weapons:
4 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Crew: 1
Fire Control: 2D
Space Range: 1-3/13/25
Atmosphere Range: 100-300/1.3/2.5 km
Damage: 5D
18 Ordnance Hardpoints
Fire Arc: Varies
Skill: Starship gunnery
Crew: 1
Fire Control: Varies
Space Range: Varies
Atmosphere Range: Varies
Damage: Varies
Game Notes: The K-wing may be fitted with up to 18 concussion missiles  (8D), 18 proton
torpedoes (9D), or any combination of the two. Other ordnance includes various free-fall
bombs, a pair of  "eggs" (5D capital scale), 8 heavy rockets (10D), or 4 heavy space bombs
(11D).

J-wing Starfighter

The J-Wing Starfighter was designed by a small time company, AJW Engineering, which was based out of the Corporate Sector. That was until, it was literally destroyed by a much larger competitor, MetaCorp. A few of the prototype fighters were already in the hands of the Rebellion at the time of of AJW's destruction leaving it in the hands of the Rebel Alliance. However, the Rebel Alliance High Command chose not to mass produce the J-Wing because it was too slow to combat the Empire's TIE fighters. Instead they chose to sell the designs to another company, DurranCorp. The money they received for the J-Wing's design went toward a new gunship which, consequently, was destroyed in combat only weeks later.

The J-Wing itself is an odd design. The main body appears to have once been the main body of the famed X-Wing Starfighter. However, there is a concussion missile hardpoint on the nose of the ship which houses six concussion missiles. The main distinctive trait of the J-Wing is its single sliding wing which can act as a weapons platform. Both of the J-Wing's laser cannons are mounted on the wing (which is usually mounted on the port side of the ship, but can be reversed with modification). During combat, the wing is extended out to give the pilot a better firing arc. When entering an atmosphere, the J-Wing retracts the wing (the other end of the wing will come out of the other side) to give the craft enough lift to fly efficiently.

Craft: AJW Engineering's T-983 J-Wing Starfighter
Type: Space superiory starfighter
Scale: Starfighter
Length: 14 meters
Skill: Starfighter piloting: J-Wing
Crew: 2
Crew Skill: Starfighter piloting 4D+1, starship gunnery 4D+2, starship shields 3D
Cargo Capacity: 220 kilograms
Consumables: 3 weeks
Cost: 160,000 credits (new)
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 350; 1,000 kmh
Hull: 3D+1
Shields: 1D+2
Sensors:
Passive: 30/0D
Scan: 60/1D
Search: 85/2D
Focus: 4/4D
Weapons:
2 Laser Cannons
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3D+2
Space Range: 1-4/15/27
Atmosphere Range: 100-400/1.5/2.7 km
Damage: 4D (5D fire linked)
Concussion Missile Launcher
Fire Arc: Front
Skill: Missle Weapons
Ammo: 6
Fire Control: 3D+2
Space Range: 1/3/7
Atmosphere Range: 100-500/1/5 km
Damage: 9D



Chapter 9 - The Blood Lust Pirates (incomplete)

Blood Lust Pirates

Færos Iennis

Færos Iennis was one of the most dangerously successful members of the Blood Lust pirates, amassing huge sums of credits and rising to the top of the Blood Lust with amazing speed. Færos is an extremely talented technician, utilizing all forms of technological breakthroughs, including cybernetics to enhance his own intellect.

Character Name: Færos Iennis
Player: Christian Pillsbury (sacredwordkeeper@hotmail.com)
Type: Blood Lust Head of Technical Advancement
Species: Human (Cyborg)
Height: 1.78 meters
Weight: 66 kilograms
Sex: Male
Age: 32

Physical Description:
Færos is rather gaunt in appearance and is often compared with the characature of death. His skin is tight against his face, giving him a prominant jaw line and making him appear much older than he actually is. In reality he is much stronger than looks would have you believe, his clothing masking lithe muscles. His dark brown hair is short and neatly trimmed, his face clean shaven. His nose is sharp and small. His lips are thin, as are his eye brown.

DEXTERITY: 3D
Blaster: 4D
Dodge: 4D
KNOWLEDGE: 6D (+2D Cyborg Brain, +2D Chip)
Tactics: boarding parties: 8D
Tactics: capital ships: 7D
MECHANICAL: 3D
Capital ship piloting: Incursor: 5D
PERCEPTION: 5D (+2D Chip)
Command: Blood Lust members: 7D
Sneak: 6D
STRENGTH: 2D
TECHNICAL: 5D (+1D w/Cyborg Brain)
Capital ship repair: 7D
Capital ship weapon repair: 6D
Computer programmingrepair: 8D
Droid programming: 7D
Droid repair: 7D
Starship repair: 6D

Move: 11
Force Points: 1
Character Points: 11

Equipment:
large storage of technical equiptment, slicing pad, disassembled military base, 126.52 million credits (127.02 million credits inclusive with liquidation)

Blood Lust Starships

No two Blood Lust ships are exactly alike, since a lot of them are modified and upgraded by the pirate techs who just love to fiddle with things. These are just the original design of the ships, the captains can ask for seperate modifications however they see fit (depending on what resources are on hand).

The Incursor

This highly advanced ship was designed by the Blood Lust pirate Færos Iennis as a technologically up to date raiding ship. Though only one is currently built, Færos plans to have these as the main force of the Blood Lusts soon. Its design is based off of several ships - such as Lornonar/Kuat's Stiletto and its multiple power generators and Seinar's Surveyor with its highly advanced sensor arrays - and also with technical ingenious by Færos himself. It's main weapons are the 25 heavy paralisis cannons located all along the ship's hull. It also has a powerful cutting beam located in the front of the ship and used to breach the hull of raided ships for entry of boarding parties. It has very powerful focused sensors, making the scans of specific ships quite accurate.

Craft: Færos Designs' Incursor-class Attack Cruiser
Type: Raiding attack cruiser
Scale: Capital
Length: 140 meters; Width: 75 meters
Skill: Capital ship piloting: Incursor
Crew: 138; Gunners: 62; Skeleton: 28
Crew Skill: See Færos Iennis
Passangers: 60 (raiders)
Cargo Capacity: 6,000 metric tons (10,000 if using extra cargo hold; 14,000 if using empty hangar)
Consumables: 2 months (7 if using extra cargo hold for ration storage)
Cost: Not for sale (420 million for production, less if parts in stock)
Hyperdrive Multiplier: x0.75
Hyperdrive Backup: x2
Nav Computer: Yes
Manuverability: 4D
Space: 9
Hull: 9D+2
Shields: 7D
Shields: 5D (backup)
Sensors:
Passive: 80/2D
Scan: 150/2D+2
Search: 250/3D+1
Focus: 25/6D
Weapons:
15 Turbolaser Batteries
Fire Arc: 5 front, 5 left, 5 right
Crew: 1
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 7D
25 Heavy Paralisis Cannons
Fire Arc: 15 front, 5 left, 5 right
Crew: 1
Scale: Speeder
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 7D (stun)
Game Notes: Does not affect starship, affects living organisms inside.
6 Proton Torpedo Launchers
Fire Arc: Front
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D+2
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 8D
5 Tractor Beam Projectors
Fire Arc: 5 front, 1 left, 1 right, 1 back
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 6D
Cutting Beam
Firing Arc: Front
Crew: 5
Skill: Capital ship gunnery
Fire Control: 5D
Space Range: 1/2/3
Atmosphere Range: 10/50/100
Damage: 9D

Starship Complement: 2 starfighters or 1 light transport

Blood Lust Cruiser

The Blood Lust cruiser is a rare terror to behold, the basic design looks similar to a Mon Calamari cruiser, yet more demonic. The ship is usually customized towards the captain's liking, often adding jagged points and edges onto the ship to make it look more like a giant space creature than a ship. The Hangar(s) are located on the top of the ship, wedged in the shape of two monsterous eyes. The inside of the ship is often in shambles due to constant modifications and is protected by advanced anti-boarding defense systems.

Model: Custom Blood Lust Modified Cruiser
Type: Modified battle cruiser
Scale: Capital
Length: 1,850 meters
Skill: Capital ship piloting: Blood Lust cruiser
Crew: 2,045; Gunners: 303; Skeleton: 959/+15
Crew Skill: Varies widely
Passengers: 2,000 (troops)
Cargo Capacity: 60,000 metric tons
Consumables: 10 years
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 2D
Space: 7
Hull: 8D
Shields: 6D
Sensors:
Passive: 75/1D+2
Scan: 125/3D+2
Search: 250/5D
Focus: 6/6D+2
Weapons:
60 Double Turboblasters
Fire Arc: 15 front, 20 left, 20 right, 5 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
80 Ion Cannons
Fire Arc: 10 front, 30 left, 30 right, 10 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 3D
4 Concussion Missle Launchers
Fire Arc: 1 front, 1 left, 1 right, 1 back
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D+1
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 8D+1
8 Tractor Beam Projectors
Fire Arc: 3 front, 2 left, 2 right, 1 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 6D
Gravity Well
Fire Arc: Turret
Crew: 3
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/75/150
Damage: Blocks hyperspace travel

Starship Complement:
6 squadrons (various starfighters), 25 light transports

Blood Lust Light Cruiser

The Blood Lust Light Cruiser is a smaller version of it's big brother, and just as scary. This ship is often deployed as a bulk of a fleet, the standard fighting ship. It's many ion cannons and tractor beams make for easy shipping raids on convoys, defended or not. The crew is well trained and can usually defeat larger Imperial ships that underestimate the Blood Lust's fighting capacity.

Model: Custom Blood Lust Modified Light Cruiser
Type: Modified light battle cruiser
Scale: Capital
Length: 700 meters
Skill: Capital ship piloting: Blood Lust light cruiser
Crew: 1,021; Gunners: 130; Skeleton: 500/+10
Crew Skill: Varies widely
Passengers: 1,000 (troops)
Cargo Capacity: 9,000 metric tons
Consumables: 1 year
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Hull: 4D
Shields: 3D+2
Sensors:
Passive: 75/1D+2
Scan: 125/3D+2
Search: 250/5D
Focus: 6/6D+2
Weapons:
10 Turboblasters
Fire Arc: 4 front, 2 left, 2 right, 2 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
20 Quad Laser Cannons
Fire Arc: 5 front, 5 left, 5 right, 5 back
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
40 Ion Cannons
Fire Arc: 15 front, 10 left, 10 right, 5 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 3D
Concussion Missle Launcher
Fire Arc: Front
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 9D
4 Tractor Beam Projectors
Fire Arc: 1 front, 1 left, 1 right, 1 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D+2
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 5D

Starfighter Complement:
2 squadrons (various starfighters), 10 light transports

Ion Storm F-28 Viper

The F-28 Viper is a complicated military fighter that can be fitted for different missions, the third easy to access weapons slot can carry a light or medium weapon such as an ion cannon or torpedo launcher. The Viper can aquire top speeds in seconds, and can outmaneuver most military ships seen today. To pilot the F-28, the pilot must have about 5 years of training, although it seems a lot of pirates have been using neural hookups to link with the ship's computer to fly. This was intended for droid pilots, but with the right modifications can be used on cyborgs.

Craft: Ion Storm Stardrives F-28AE Viper
Type: Space superiority starfighter
Scale: Starfighter
Length: 12.5 meters
Skill: Starfighter piloting: F-28 Viper
Crew: 1
Crew Skill: Varies
Cargo Capacity: 40 kilograms
Consumables: 1 week
Cost: 195,000 (new)
Hyperdrive Multiplier: x1
Nav Computer: Yes
Maneuverability: 3D+2
Space: 10
Atmosphere: 330; 950 kmh
Hull: 4D+2
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 55/2D
Focus: 3/3D
Weapons:
2 Double Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D+2
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 5D+2
Extra Ordnance Hardpoint (can fit most blasters and light ion cannons)



Chapter 10 - MetaCorp (incomplete)

MetaCorp was founded by Juleasese Metaforotho on Corellia during the late Old Republic, but well before the Clone Wars. The corporation worked independently and supplied a multitude of consumer goods affordable by the average working class. Juleasese was soon to pass away and left his son, Juleasese Junior, as head of the corporation. Juleasese Junior, or Jules as he prefered to be called, saw past his father's one tracked mind to supply working class people with the nessessities of life, and quickly began to expand his empire.

As MetaCorp expanded, Jules set a fair number of industries to begin producing top of the line blaster technology. These weapons raked in a good deal of wealth as they were sold to whoever or whatever wanted them. Years passed, and Jules continued producing weapons descretely so it wouldn't take a toll on the corporation's public relations program. MetaCorp was still praised by the public as providing the basics of life to the majority of the galaxy's population.

In his middle ages, Jules was wed to Fiona, the daughter of Fargustus, head of Grantech Industries. It was then decided that these two corporations merge into one big industrial giant. The name 'MetaCorp' stuck, as it was more widely heard of than Grantech, which was a research and design company. Fiona was quick to produce three sons: Tirone, Stark and Warren. Jules introduced his fine boys to the best education that credits could by, and tutored them daily on business management and expansion in hope that they will grow up to be heirs to his corporation. Jules arranged his sons to be married to the daughters of other corporations so that they would all merge. So when the boys were old enough to wed, they did, lurring in the large super-corps which had the honour to dawn the name 'MetaCorp'.

The corporation was now gaining some headway, and all of Jule's sons had high decision making positions, including head of the armed forces, head research administrator and lead market manager. The corporation was expanding, profit was at an all time high, employee loyalty was at its best and Jules loved every minute of it. That is until his fatal demise.

One night as Jules was heading home for his wife's anniversary, the private turbolift he happened to take to get to the private parking lots, suddenly experienced a mass electrical failure. The safety cables had been worn away by time (and laziness on the caretaker's part) and the turbolift plummeted from the 60th floor all the way to the 34th sub-basement. Investigators suspected sabotage, and fingers pointed to one of the sons. But without evidence, the investigation remained unsolved, and soon the incident was completely forgotten as Tirone stepped up as heir.

Tirone had his own plans for MetaCorp, and he began, rather descretely, to build a private navy. When his secret leaked out to the proper authorities, he claimed that MetaCorp needed its own navy to defend against pirates that plague the trade routes. His story was accepted, and he continued to gain military power.

When the Clone Wars broke out Tirone changed the industrial plan to produce weapons of war and cheap foodstuffs affordable by those economically crushed by the war. This combination of goods made profits soar. When the Clone Wars came to an end and the new Galactic Empire rose to power, it consumed MetaCorp. The Empire needed the corporation for weapons research and military ration production for the giant Imperial armies. At first MetaCorp refused to help, not wanting to effect public relations by helping a facsist Empire gear for war.

This proved to be a mistake and Darth Vader himself was sent to persuade MetaCorp's head council. His persuasion brought the death of Warren Metaforotho and a pair of Admirals who protested the act of hostilities. At the sight of his brother being slowly sucked of life and the thought of Darth Vader killing his mother, Tirone agreed to aide the Empire both scientifically and industrially.

Throughout the days of Emperor Palpatine MetaCorp continued to aide the Empire, until the news of Endor was heard. Although the Empire was still riding strong after their defeat and the loss of both Darth Vader and Emperor Palpatine, the corporate trade restrictions were no longer enforced by the once powerful Imperial Navy. MetaCorp took this oppurtunity to claim some of the profit it had lost during the tyrannical rule of the Emperor. It began a series of corporate wars that lasted several years. Through these wars MetaCorp either crushed the competition or consumed it. When the new emperor rose to the throne, MetaCorp was one of the largest corporations in existance.

Tirone's personal life with his wife, Lydia, brought six daughters, none of them being twins. Tirone was fustrated that his wife and he could not produce a son, one that will precede himself. And with Stark's wife being unable to bear children, Tirone had no choice but to appoint one of his daughters as heir until he can get a son. He appointed Leola, the oldest, and smartest of his six daughters. But fate had it that Leola would run away with some gungho pilot from the Rebellion. Next in line was Lesley, the most beautiful of his daughters, but not the wisest. Tirone practically broke into tears when he found out Lesley had been seeing an Imperial officer for over three years now and that they had fallen in love. But both had been killed when Rebel sabotuers struck at an Imperial starport. It was not until sometime later, before Tirone's death by a fatal disease, did he appoint his youngest, Ania, to manage the corporation.

By this time MetaCorp had grown and was spread out among dozens of star sectors. Ania changed the organization of the corporation so that a seperate administrator, appointed by herself, would have control over a single sector. In turn, each administrator would give Ania a weekly report on profits and losses in that sector. The system started off well, but Ania soon found that some administrators, thirsty for power, began to stray from their loyal path. Seeds of corruption set in, which brought lying, cheating, and murder among the ranks of MetaCorp employees.

MetaCorp Non Player Characters

Ania Metaforotho



Character Name: Ania Metaforotho
Type: MetaCorp CEO
Species: Human
Sex: Female
Age: 27
Height: 1.68 meters
Weight: 59.91 kilograms

Physical Description:

Personality:

A Quote:

DEXTERITY: 3D
Acrobatics: 3D+2
Blaster: hold-out blasters: 5D
Dodge: 4D+2
Running: 4D
KNOWLEDGE: 4D
Business: 6D
Business: BlasTech: 6D+1
Business: DurranCorp: 6D+2
Business: MetaCorp: 8D
Bureaucracy: 6D
Planetary systems: 5D+2
Streetwise: 5D+2
Streetwise: Blood Lust pirates: 6D+2
Value: 7D
Willpower: 5D
Willpower: interrogation: 6D
PERCEPTION: 3D+2
Bargain: 4D+2
Command: 4D
Command: MetaCorp personnel: 6D+2
Con: 4D
Con: family members: 6D
Forgery: 4D+1
Hide: 4D+2
Persuasion: 6D
Persuasion: MetaCorp personnel: 8D
Search: 5D+1
Sneak: 4D
STRENGTH: 2D
Stamina: 5D
Swimming: 3D+2
MECHANICAL: 2D
Repulsorlift operation: 4D
TECHNICAL: 2D+2
Computer programming/repair: 4D
Droid programming: 4D
First aid: 3D
Security: 3D+1

MetaCorp Security Guards

These are the basic security forces of MetaCorp, mostly found in lower security places and installations not really worth protecting. They are often found with a small group of soldiers, and usually call in these 'heavies' when things get rough.

The typical uniform of a MetaCorp guard consists of a two piece combat suit which includes a blueish gray pants that have a navy blue stripe running down the sides of both legs, and the same color tunic which contains the MetaCorp insignia on the shoulders and right breast pocket. The uniform has many pockets itself for storing personal items or extra military equipment. There are two small hand pockets on the legs (like most pants) and large pockets on the thighs. The tunic has a large pocket on each breast and a pocket on each arm. The tunic is generally not exposed as the Flac vest tends to hang over it and is often zipped up. The vest itself is of a grooved black material and has four large pockets with exterior clips for holding extra equipment. Upon the guard's head is a thick helmet which is of the same color of the clothing. The comlink is in easy reach of the hand, it is clipped to the uppermost clip on the flac vest and can be activated with the push of a button.

Type: Typical MetaCorp Security Guard
DEXTERITY: 3D
Blaster: 4D+2
Brawling parry: 4D
Dodge: 4D
KNOWLEDGE: 2D
Law enforcement: 3D
Value: 2D+1
PERCEPTION: 3D
Bargain: 4D+2
Con: 4D
Search: 5D
STRENGTH: 2D
Brawling: 3D+2
Lifting: 3D
Stamina: 3D
MECHANICAL: 2D
TECHNICAL: 2D
Blaster repair: 3D

Move: 10
Force Points: Varies 0-1
Character Points: Varies 0-5

Equipment:
LP-41 blaster pistol (4D+2), blast helmet (+1 head energy, +1D physical), restraining cuffs, flac vest (+1D+2 physical, +1 energy), comlink

MetaCorp Soldiers

MetaCorp Soldiers are usually positioned where ever extra fire power and more security is needed. They often work side by side with MetaCorp security forces and Stormtroops.

The MetaCorp soldier is an intimidating sight to behold. The uniform of a typical grunt is all out geared for combat. The soldier wears a black body glove underneath a two piece combat suit which consists of military camoflauge green pants and jacket. Reflective blast plates are secured to the uniform by a strong velcro material. There are fifteen plates in all and are located about the body, but they leave all joints exposed. Over the chest and stomach plates, two long straps that are connect to the waist belt in the front go around the shoulders, interlocking in an "X" pattern at the chest and head under the back armor plate where they connect again to the waist belt but in the back this time. These double straps have many metal rings and clips to hook extra equipment and packs to them. On the left side of the waist is a large satchel which may be used to collect extra or personal items and on the right side is a holstered blaster pistol (commonly the LP-41). On both exposed shoulders are two metal rank plates and upon the soldier's head is a rounded blast helmet which is the same color as the rest of the uniform. Connected to the helmet is the built in comlink. The comlink's microphone connects to small encased section on the helmet which is approximately around the soldier's ear area. this encasing also has the mircochips and electronics needed to power the targeting visor and recieve the soldier's LR-44 targeting information. The helmet also contains the soldier's squad markings which is painted onto the round encased piece.

Type: Typical MetaCorp Corporate Soldier
DEXTERITY: 3D+1
Blaster: 5D
Brawling parry: 4D+2
Dodge: 4D+1
Running: 3D+2
KNOWLEDGE: 2D
Law enforcement: 2D+2
PERCEPTION: 2D+1 (4D for squad leaders)
Bargain: 3D
Con: 3D
Sneak: 3D
STRENGTH: 2D+1
Brawling: 4D
Stamina: 3D+2
MECHANICAL: 2D
TECHNICAL: 2D
Armor repair: 3D+2
Blaster repair: 4D

Force Points: Varies, typically 0-1
Character Points: Varies, typically 0-5
Move: 10

Equipment:
LP-41 blaster pistol (4D+2), blast helmet (+1 head energy, +1D physical; has built in comlink, scanners, and sensory visor. All together giving a +1D to Perception/search, and +1D to Blaster (If using compatible MetaCorp weapon ie: the LR-22), LR-22 blaster Rifle (5D+2), armor plates (cover: full, +2 vs energy, +1D+2 vs physical)

MetaCorp Stormtroopers

MetaCorp stormtroopers are deployed in combat tense situations, or installations that require heavy security and defense. The MetaCorp stormtrooper is rare and only the elite get to dawn this powerful and well respected armor. The armor itself is rather large, often increasing the user's height by five centimeters. The armor naturally comes in a battleship brown, but is often repainted according to unit and surrounding terrain. The pyrotechnics platoon (a famous platoon of grizzled veterans) is painted in a variety of firey colors, most of them detailed works of art. The armor consists of 26 pieces and is very time consuming to get into, as a result, most stormtroopers remain in their armor practically all the time, unless within the safety of a starship in hyperspace.

Type: Typical MetaCorp Stormtrooper
DEXTERITY: 4D
Blaster: 6D
Dodge: 5D+2
Grenade: 5D
Running: 5D
KNOWLEDGE: 2D
Intimidation: 5D
Survival: 4D
Willpower: 4D+2
PERCEPTION: 3D
Bargain: 5D
Con: 5D
STRENGTH: 3D
Brawling: 5D
MECHANICAL: 2D
TECHNICAL: 2D
Armor repair: 4D
Blaster repair: 4D
Demolitions: 4D

Move: 10
ForcePoints: Varies 0-1
Character Points: Varies 0-10

Equipment:
LR-22 blaster rifle (5D+2; +1D to Blasters when user is wearing the MetaCorp stormtrooper or soldier helmets), LP-41 blaster pistol (4D+2), MC armor suit (+2D physical, +1D energy, -1D to Dexterity; helmet also gives +2D to night and smoke areas, and has built in comlink)

MetaCorp Equipment

MetaCorp Armored Suit

This is the standard armor suit used by MetaCorp stormtroopers while on duty. The armor consists of 26 pieces and is very time consuming to get into, as a result, most Stormtroopers remain in their armor practically all the time, unless within the safety of a starship in hyperspace.

Model: Standard MetaCorp Armored Suit
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes: +2D physical, +1D energy. -1D penalty to all Dexterity attribute and skill checks; helmet contains tongue-activated comlink; climate controlled body glove (allows operation in moderately warm or cold climates); IR, Sensory opticals that add +2D to Perception checks, Targeting systems which add +1D to Blaster.

Flac Vest

The flac vest is a standard issue protective vest that is issued to all of MetaCorp's security and army forces throughout the galaxy. It is also manufactured and sold to a wide variety of customers.

Model: MetaCorp Flac Vest
Type: Personal armor
Scale: Character
Cost: 420 credits
Availability: 1
Game Notes: +1D+2 physical, +1 energy (torso)

MetaCorp Weaponry

LP-41 Blaster Pistol

The LP-41 is the most commonly used pistol in the MetaCorp military. It is standard issue and only higher ranking soldiers or personnel use anything other than this (another favorite to them is the Blastech DL-44) Although the common soldier is not allowed to use equipment manufactured by other corporations, the higher ranking and elite have special priveledges in exchange for their hard work and loyal service. The LP-41 is much like anyother pistol, except it uses it's own unique clip (an LP-20 series pistol clip) which slides into the handle grip of the weapon.

Model: MetaCorp LP-41 Blaster Pistol
Type: Blaster Pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 25
Cost: 750 credits (power packs: 25)
Availability: 3, R
Fire Rate: 2
Range: 3-10/30/120
Damage: 4D+2

LR-22 Blaster Rifle

The LR-22 is the standard issued rifle to almost all MetaCorp military forces. It is a rather bulky rifle, but that is expected in a rifle which packs a more powerful punch and contains expensive electronic
components. The rifle is very rectangular shaped and has no stock. There are two optional ways to hold the rifle, one is the standard way, which is generally like any other rifle in the galaxy, or the user has the choice of pulling down a retractable foward grip piece so he may hold it much like a submachine gun (if that's more comfortable). The rifle uses a special LR-20 series clip which is long and narrow, much like a machine pistol clip. The clip slides into place at the top and locked into place. This prevents the user from accidentily removing the clip in the tense situations of combat (there have been accounts of a soldier accidentily losing his loaded clip when brushed against a hard object, or panicked.). The Rifle is generally not for sale, but can be purchased direct from the manufacturing plants with the proper Imperial license.

Model: MetaCorp LR-22 Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 60
Cost: 1,700 credits (power packs: 50)
Availability: 3, R, X
Fire Rate: 1
Range: 3-30/150/400
Damage: 5D+2
Game Notes: The LR-22 is hooked up to the helmet by micro transmiters, giving the user a little crosshair on his sensory visor, giving an additional +1D to Blaster - will only work with MetaCorp military made helmets.

LRR-44 Repeating Blaster

The LRR-44 is almost indestinguishable with the LR-22 Blaster Rifle, they are both similar in make and design. Although the LRR-44 lacks the targeting systems of a LR-22, it makes up with it's fast rate of fire and large amount of ammo. The LRR-44 uses standard power packs and can carry two at a time, both of them can easily be snapped into place on the weapon between the rear and foward retractable grip. Although this weapon is not as widely distributed as the LR-22, it is still common to find several in a platoon.

Model: MetaCorp LRR-44 Repeating Blaster
Type: Light repeating blaster
Scale: Character
Skill: Blaster: repeating blasters
Ammo: 50 to 100
Cost: 2,000 credits (power packs: 50)
Availability: 3, R, X
Fire Rate: 5
Range: 3-30/150/350
Damage: 5D+2

MetaCorp Vehicles

Marauder Medium Repulsortank

The M14 "Marauder" medium repulsortank is not as widely used as the M11A2 APVs, but have still been produced in staggering numbers. Most MetaCorp generals believe quantity over quality. Therefore, very rarely will you see a Marauder travelling alone. They are often found travelling in packs of three at the very least. To compensate for low armor, the Marauder is highly maneuverable and will often attack heavier tanks by outmaneuvering it and attacking it's weak aft or top. It is very common to see one Marauder drawing the fire of the enemy while the others attempt to expose the weak spots and destroy them.

The Marauder houses a crew of four. The driver sits in the hull of the tank up front, usually driving with electronic aide which includes map references and thermal imaging. The other three sit within the turret's 'Basket', two gunners and the commander. The tank is very advanced and the driver/commander can navigate entirely by sensor readings. Although the Marauder can move at top
speeds of 160 km/h, it usually doesn't risk travelling at those speeds and will generally cruise around at 60 km/h if in a generally clear area.

Model: MetaCorp Industries M14 "Marauder" Medium Tank
Type: medium repulsortank
Scale: Speeder
Skill: Repulsorlift Operation: MetaCorp M-series Tank
Crew: 4
Crew Skill: Repulsorlift operation 4D, vehicle blasters 4D, Sensors 4D
Cargo Capacity: 1 metric ton
Cover: Full
Cost: 60,000 (new)
Maneuverability: 2D
Move: 55; 160 kmh
Altitude Range: Ground level - 5 meters
Body: 4D+2, 4D (aft)
Sensors:
Passive: 10m/0D
Search: 60m/1D
Weapons:
Medium Blaster Cannon
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
Fire Control: 3D
Range: 50-450/1.2/3.5 km
Damage: 6D
Heavy Repeating Blaster
Fire Arc: Turret (it follows the same aim as the cannon)
Crew: 1
Scale: Character
Skill: Vehicle blasters
Fire Rate: 5
Fire Control: 2D
Range: 20-150/300/800
Damage: 7D+2
Light Repeating Blaster
Fire Arc: Turret (mounted on turret outside within reach from the main hatch)
Crew: 1
Scale: Character
Skill: Vehicle Blasters
Fire Rate: 6
Range: 20-150/300/600
Damage: 6D

MetaCorp M11A1 APC

The M11A1 is MetaCorp's main fighting vehicle and is positioned almost everywhere. Not only is the M11A1 maneuverable and powerful, but it can also carry a compliment of twelve combat ready soldiers in the back. The M11A1 carries a crew of two. One Pilot and one gunner, the gunner sits in the co-pilot's seat and actually doesn't need to climb into the turret to operate it. The gunner can instead hook up to a goggle piece that is hooked directly into the sensory systems. The pilot also has his own goggle piece which he can clearly see his surroundings and maneuver accordingly, very rarely do either crew member have to expose themselves during combat situations. Within the passenger area, the passengers are secured in individual saftey harnesses to prevent minimal injury when the craft is performing high speed maneuvers in combat. This can also be easily modified to act as a prisoner transport speeder, where each prisoner is secured in place.

The M11A1 is an exremely modifiable craft, and comes in several official modifications. The M11A2, M11A3, M11A4, and M11P5, which all look very much the same as the M11A1 but with seperate armaments. Also equiped on the M11A1 are shock absorbing safety bars that will prevent the turret from crushing if the APC were ever to flip on it's top. The bars also prevent 1D damage to the craft if it were ever rammed in the front.

Craft: MetaCorp Industries M11A1 APC
Type: Armored Personnel Carrier
Scale: Speeder
Skill: Repulsorlift Operation: MetaCorp M11 series APC
Crew: 1; Gunners: 1
Crew Skill: Repulsorlift operation 4D, vehicle blasters 4D
Passengers: 12
Cargo Capacity: 500 kilograms
Cover: Full
Altitude Range: Ground Level - 100 Meters
Cost: 45,000 Credits
Maneuverability: 2D
Move: 90; 260 kmh
Body: 4D+2 (+1D to front versus collision damage)
Weapons:
Sensors:
Passive: 10m/0D
Search: 60m/1D
Weapons:
Double Blaster Cannon
Fire Arc: Turret
Crew: 1
Skill: Vehicle Blasters
Fire Control: 2D
Range: 50-200/1/2 km
Damage: 4D

MetaCorp Hunter Killer

The HK-12 Hunter Killer is an awesome assault speeder which primary use is as a tank destroyer. Its secondary use is as a bunker buster. The HK-12 is often found in pairs, patrolling high above open roadways or fields. And it is not uncommon to find one escorting a motorized infantry company. The tactics of the HK-12 are simple "Take them out from a distance" is the phrase commonly heard by new HK-12 pilots. Although, for effective use with the powerful 'Puncturer' cannon, the HK-12 will make strafing runs on tank columns or armored convoys.

The HK-12 is one of the fastest air-speeders in the MetaCorp Armed forces, when it's foldable assault wings are tucked inside it's belly, the HK-12 can traverse to speeds up to 1,300 kmh. Pilots almost never pull any combat maneuvers when flying at these speeds, and will most likely bring their ship back down to a 450 kmh speed when they unfold their missle launching wings to engage a target. None of the missles can be fired while the HK-12's wings are folded in, but the Puncturer cannon can be used, since it is located on the nose of the craft, beneath the cockpit section.

It takes 2 men to fly the HK-12, the pilot performs maneuvers, and the gunner aquires target locks and operates weapons control. The gunner sits behind the pilot, back faced to him much like the Alliance's combat airspeeder. If the gunner is killed in action, then weapons control can be handled by the pilot, it's just not as convienient.

Model: MetaCorp Industries HK-12 "Armor Vapor" Hunter Killer
Type: Airspeeder Hunterkiller
Scale: Speeder
Skill: Repulsor lift Operation: MetaCorp HK-series Hunter Killer
Crew: 2
Crew Skill: Repulsorlift operation 4D, vehicle blasters 4D, sensors 4D, missle weapons 4D
Cargo Capacity: 1 metric ton
Cover: Full
Cost: 80,000 (new)
Maneuverability: 2D+2
Move/Attack wings out: 120; 450 kmh
Move/Attack wings in: 450 ; 1300 kmh
Altitude Range: 10,000 meters
Body: 4D+2
Sensors:
Passive: 2.5km/1D
Search: 5km/2D
Focus: 20m/4D
Weapons:
6 Air-to-Surface Anti-Tank 'Ultra' Missles
Fire Arc: Front
Skill: Missle Weapons
Fire Control: 4D
Range: 20-100/500/1km
Damage: 8D
4 Air-to-Surface Anti-Tank 'Cleansing' Missles
Fire Arc: Front
Skill: Missle Weapons
Fire Control: 4D
Range: 20-100/400/800
Damage: 6D+2
Puncturer Blaster Cannon
Fire Arc: Front
Skill: Vehicle Blasters
Fire Control: 2D
Range: 10-50/100/400
Fire Rate: 5
Damage: 4D

MetaCorp Starships

MetaCorp Perimeter Defense Ship

The MetaCorp perimeter defense ship is used for lined defense only, this ship has very weak engines, which reduces the cost of it drastically. This ship is usually deployed in a line, which works well teaming up against enemy invaders.

Model: MetaCorp StarDrive's PD-1B System Defense Destroyer
Type: Perimeter defense starship
Scale: Capital
Length: 840 meters
Skill: Capital ship piloting: PD-1B
Crew: 4,754; Gunners: 164; Skeleton: 900/+10
Crew Skill: Varies widely
Passengers: 1,500 (troops)
Cargo Capacity: 5,500 metric tons
Consumables: 2 years
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Hull: 5D
Shields: 2D+2
Sensors:
Passive: 75/1D+2
Scan: 125/3D+2
Search: 250/5D
Focus: 6/6D+2
Weapons:
60 Turboblasters
Fire Arc: 20 front, 15 left, 15 right, 10 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
20 Ion Cannons
Fire Arc: 5 front, 5 left, 5 right, 5 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 3D
2 Tractor Beam Projectors
Fire Arc: 1 left, 1 right
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D+2
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 5D

Starfighter Complement:
2 squadrons (various starfighters), 4 light transports


Chapter 11 - Other DLOS Factions

Kamek climbed out of his highly advanced and custom-made starfighter and glanced over at his wingman. He still wasn't exactly sure why he came here knowing there was a good chance he wouldn't be walking away from this meeting. He looked around his new surroundings, the inside of the Umgah flagship was rather odd. The walls looked almost organic in nature.

A dozen or so of the blob-like Umgah approached from all directions, surrounding Kamek and his wingman. They were a light purple in color, sometimes altering tints from light pink to dark purple depending upon their moods. Each Umgah had a unique number of tentacle-like appendages as well as mouths and eyes at various points on their body. Rather odd looking creatures indeed.

The lead Umgah waved a tentacle and began to proceed toward a large set of blast doors which were now sliding open, "Come... this way." Kamek followed, letting his hand rest gently on the handle of his Merr-Sonn DD6 blaster pistol.

After being led in a few circles and up and then back down a few levels Kamek and his escorting squad of Umgah soldiers entered the personal offices of the current Umgah dictator, Overlord Umgan. Umgan sat behind a human-designed desk, pirched upon an elevated stool so that he could see over the desk itself, "Welcome, disarm yourselves."

Kamek looked over at his wingman who still hadn't said a single word and slowly unholstered his blaster and sat it on the floor, nodding to his wingman to do the same.

Umgan outstretched a long and mucus coated appendage, pressing a small red button on the computer terminal built into his desk. A pair of chairs lowered themselves from the ceiling on mini-repulsorlift units and came to rest in front of Umgan's desk. The other Umgah in the room pushed Kamek and his partner into the chairs with haste and quickly attach restraints to the two new prisoners. Kamek looked to Umgan in shock.

Umgan blinked his multiple eyes repeatedly and waved about his tentacles in a seemingly random pattern as his colored tint altered from a light purple to a moderate shade of pink, "Well Kamek, I see that you have brought me two fighter craft."

Kamek began to speak and stopped, quickly rethinking his response, then continued, "One is for me to go back in, as for the other... that is yours to study." Sweat began rolling down his brow.

"Thank you Kamek. However, you are a fool. Why would I take one craft when I can take two?" Umgan questioned Kamek as he slid off of his stool and crawled around his desk toward the restrained Kamek. The Umgah soldiers moved quickly toward Kamek's wingman, gagging him and then biting out a massive portion of his throat.

Kamek began to panic, looking around for anything he might use to escape as Umgan tugged on his boots, pulling them off. Kamek tried to jerk his feet away but the restraints prevented him from doing so as Umgan bit off Kamek's right toes with one of his multiple mouths. Kamek let out a scream of pain and terror as Umgan climbed on top of him, looking him dead in the eyes, "Now Kamek, you will die..."

Opening his mouth as wide as possible, Umgan engulfed Kamek's head and bit down with such power that Kamek's spine offered no resistance as Umgan's teeth penetrated and decapitated Kamek.

--

In addition to the New Republic, the New Galactic Empire, the Blood Lust pirates and even MetaCorp, there was quite a large number of other small factions that may or may not have played major roles in DLOS but at least deserve their recognition.

The Ssi-ruuvi Imperium (see West End Games' Truce at Bakura Sourcebook for more info)

The lizard-like Ssi-ruuvi first made an appearance mere days following the Battle of Endor at the Imperial world of Bakura. They go from system to system, capturing entire populations and crews and then transfering the life force of their prisoners into the various power components of their starships and battle droids. After the Battle of Bakura, the main Ssi-ruuvi assault fleet fled back to their homeworld to regroup and replan their tactics.

Approximately a year or so following the Battle of Bakura, the Ssi-ruuvi Imperium decided to launch a second assault upon the galaxy, this time on the significantly weakened Empire. Several raids were conducted in the style of the Rebel Alliance, Ssi-ruuvi warships hit Imperial targets (mainly lightly protected colonies and convoys) capturing as many starships and prisoners as possible and then fleeing the scene.

The Empire responded to the threat swiftly, hunting down and destroying at least one Ssi-ruuvi task force which consisted of at least four Shree-class battle cruisers. When some of the newly joined New Republic worlds began falling under the shadow of Ssi-ruuvi hit and fade attacks, the Empire took the opportunity to finish off the Ssi-ruuvi once and for all.

In a historic move the New Republic made an extremely grudging truce with the Empire to fight the Ssi-ruuvi invaders (again), only to take the fight back to the Ssi-ruuvi this time. Even with an unstable truce, the Republic Navy did not work hand-in-hand with the Imperial Navy (who made no effort to work with them either). Both made their own separate raids on outlying Ssi-ruuvi worlds, forcing them to evacuate entire colonies rather than face a death off of their homeworld. In the end, the Republic and Imperial Navies mounted the largest combined space battle in the history of the galaxy... the invasion of the Ssi-ruuvi homeworld.

The Battle of Ssi-ruuvi, what the invasion of their homeworld came to be known as, was fierce, long and complicated. It constituted a multi-pronged assault that required the utmost cooperation of both the Imperials and Rebels if they were to defeat the massive Ssi-ruuvi battle fleet which was now finished retreating. In the end the Ssi-ruuvi fleet was seemingly devastated, the majority of it was evacuating their homeworld during the attack leaving only a small number to defend the system. The attacking forces decimated the handful of Ssi-ruuvi defense vessels and the Imperial warships even fired upon the civilian-filled escape ships, destroying vast numbers of them as well before finally conducting a full planetary bombardment of the homeworld itself.

During the bombardment the New Republic starships attempted to intervene, protesting heavily about the ethics involved in such genocide. Just before the Republic's commanding officer was going to issue the order to engage the main Imperial battle fleet, the Ssi-ruuvi's flagship arrived, single-handedly devastating and disabling scores of Imperial and Republic starships before finally driving off the attackers. The Ssi-ruuvi flagship was later nicknamed the Big Ass by those who survived the incident.

Following the devastating losses at the Battle of Ssi-ruuvi, the Ssi-ruuvi forces fled to the Unknown Regions and began recolonizing and preparing to gain vengeance upon those who destroyed their homeworld and doomed their entire population to die away from it, the worst fate a Ssi-ruuk may suffer.

The Big Ass

The K'nass' main weapons are two super ion beam weapons that can disable any ship in a single hit. It is equipped with super shielding that can withstand heavy bombardment and possibly superlasers hits as well. There are two massive hangar bays, one at each flank of the ship, that are large enough to accommodate ships up to two kilometers in length. The K'nass carries literally hundreds of entechment labs so the crews of captured ships can quickly be enteched. The enteched life energy is sent to the ship's droid manufacturing area where they are immediately transferred into a new droid.

Craft: Ssi-ruuvi Imperium K'nass-class Super Cruiser
Type: Ssi-ruuvi Super Cruiser
Scale: Capital
Length: 10,000 meters; Height: 8,000 meters; Width: 8,000 meters
Skill: Capital ship piloting: K'nass
Crew: 15,000 (Ssi-ruuk) and 150,000 (P'w'ecks); Gunners: 5,730; Skeleton: 900 (Ssi-ruuk) and 12,000 (P'w'ecks)
Crew Skill: Astrogation 4D, capital ship gunnery 6D, capital ship piloting 6D+2, capital ship sheilds 5D+2, sensors 5D
Passengers: 40,000
Cargo Capacity: 250,000 metric tons
Consumables: 6 years
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Hull: 8D+1
Shields: 15D+2
Sensors:
Passive: 250/2D
Scan: 350/3D
Search: 500/4D
Focus: 75/5D
Weapons:
2 Super Ion Beam Projectors
Fire Arc: 1 dorsal turret, 1 ventral turret
Crew: 55
Scale: Death Star
Skill: Capital ship piloting: super-ion
Fire Control: 5D
Space Range: 5-25/75/150
Damage: Gradational output can fire once every minute at minimum enery (1D damage). It
can also build up a charge of 1D per minute up to 10D.
540 Quad Turbolaser Batteries
Fire Arc: 250 front, 100 left, 100 right, 90 back
Crew: 3
Skill: Capital ship gunnery
Fire Control: 0D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 11D
700 Heavy Ion Cannon Batteries
Fire Arc: 300 front, 150 left, 150 right, 100 back
Crew: 3
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 6D
100 Concussion Missile Launchers
Fire Arc: 25 front, 25 left, 25 right, 25 back
Crew: 4
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 2-12/30/60
Atmopshere Range: 6-30/70/150 km
Damage: 5D
250 Tractor Beam Projectors
Fire Arc: 75 front, 75 left, 75 right, 25 back
Crew: 6
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Damage: 4D

Starfighter Complement: 10,000 battle droids

The Umgah Empire

The Umgah are the direct result of DLOS staff members playing just a little too much Star Control (http://www.accolade.com) which eventually spawned this crossover of sorts.

The Umgah, sentient blob-like organisms from Beta Orionis, were one of countless Imperial slave races throughout the galaxy. As Imperial territory continually decreased and the power of their rule slipped away, the Umgah went into full revolt. Beta Orionis erupted into one of the most massive riots that the galaxy has ever witnessed. A bloody and fierce battle between the Imperial forces (mostly stationed in either one of the two garrisons) were quickly, viciously and brutally massacred and the Umgah used their advanced technical and mechanical skills to turn wrecked Imperial weapons of war into new tools of destructions, for their use.

The Umgah quickly grew in strength, spawning, cloning, growing and training countless billions of evil blobbie soldiers and constructing massively huge starships to ferry them from system to system and rain down their evil death and destruction.

The Umgah enjoyed only a relatively short reign of power before falling victim to the onslaught of the Duskhan League. Only a handful of Umgah ships escaped as their sector was purged of "vermin" by the Yevetha and many of those fled to various parts of the galaxy.

The Umgan (Blobbies)

Umgahs are short, purple, blob like creatures from the planet of Beta Orionis. Unlike what most people think, Umgahs are NOT balls of slime like various racing blobs. Instead they are covered by normal (well, normal for them) skin. They have any where from five to seven tentacle like arms (no hands or fingers), three to five mouths, and two to six eyes spread randomly over their pudgy body. They are masters of genetics and technology despite what they may look like. Generally all Umgah are chaotic and evil with a wicked sense of humor (attacking a Moff's shuttle is a joke to them). The Umgah are asexual and divide about once every standard month much in the same way a cell divides creating two new, and identical Umgahs.

Average Umgah: Dexterity 2D, knowledge 2D+1, mechanical 3D, perception 1D+2, strength 1D+1, technical 2D+1

Homeworld: Beta Orionis
Attribute Dice: 11D
DEXTERITY: 1D/3D
KNOWLEDGE: 2D/5D
MECHANICAL: 3D/6D
PERCEPTION: 1D/4D
STRENGTH: 1D/3D
TECHNICAL: 2D/4D+2

Special Abilities:
Chicken legs: +3 to Move *
Multiple eyes: +2D bonus to Visual Search **
Multiple mouthes: STR+1D+2 (Max: 4D+2) **
Tentacles: STR+1 (Max: 5D)

Move: 4/7
Size: 0.5-1 meters tall

* The chicken legs are added to certain Umgah only, mainly to their troops as a genetic enhancement. The average Umgah will NOT have them.
** Umgahs have both eyes and mouths all over their bodies and can see in and bite in all directions at once if need be.

The Duskhan League (see West End Games' Cracken's Threat Dossier for more info)

In the Koornacht Cluster the Empire assembled massive shipyards above the planet of N'zoth which was home to the infamous Black Fleet. Unfortunately for the Empire, months after the Battle of Endor the native people of N'zoth, the Yevetha, revolted. In an extremely clever yet brutal attack, the Yevetha, led by Viceroy Nil Spaar, captured the command ship of the Black Fleet, the Executor-class Super Star Destroyer Intimidator and subsequently, the rest of the Black Fleet along with the Imperial shipyards.

After several years of carefully and quietly consolidating their forces, the Duskhan League struck. Dozens of colonized worlds within the Koornacht Cluster were cleansed of their vermin infestations via blatant genocide since the Yevetha reguarded themselves as the only race worthy of existing.

In DLOS the Black Fleet Crisis began several years before it did in the official Star Wars timeline as a climatic story event to cause disorder among the battling New Republic and Imperial fleets. The Yevethan advance spread out far from the Koornacht Cluster and even resulted in the destruction of Warlord Zsinj's forces.



Credits

Creator:  
- Ryan Matheny (darkweji@intnet.net)

Writers:  
- Ryan Matheny (darkweji@intnet.net)
- Brian Gavel (dc@cgocable.net)
- Christian Pillsbury (sacredwordkeeper@hotmail.com)

Statistics and/or Statistics Descriptions:
- Ryan Matheny (darkweji@intnet.net)
- Brian Gavel (dc@cgocable.net)
- Kurt Roach (celeris@v-net.org)
- Pete Haas (haasman@hotmail.com)
- Chuck Anderson (chucka@bmts.com)
- Bob Cline (scdcbc@uslink.net)
- Christian Pillsbury (sacredwordkeeper@hotmail.com)
- Kevin Jenkins (akura@eagle.ca)
- "Xizor" (travt@uslink.net)

Special Thanks To:
- Michael Czaplinski (czaplm@uf4725p02.washingtondc.ncr.com) - Information on the New Republic Senate and its inner workings.
- Kevin Bumbarger (umgan@intnet.net) - Information about the Umgah Empire.
- Jonathen Roman (http://www.more-on.com) - Providing web space for DLOS Star Wars RPG.

Disclaimer

This supplement is based upon the adventures run by DLOS Star Wars RPG and its members. DLOS has never been, and most likely never will be, affiliated with nor endorsed by Lucasfilm Ltd. (http://www.starwars.com) or West End Games (http://www.westendgames.net).

STAR WARS ®, TM & © 1999 Lucasfilm Ltd. (LFL). All rights reserved. Trademarks of LFL and/or WEG have been used without permission. Some existing or modified material has been used, no infringement intended. This supplement is neither affiliated with nor endorsed by Lucasfilm Ltd. or West End Games.

Please send all questions, comments, complaints, suggestions or threats to weej@more-on.com

Sign up for the DLOS ListServ at http://dlos.listbot.com to receive updates reguarding any and all DLOS-sponsored, owned or operated supplements, chat rooms and webpages.

DLOS Websites:
- DLOS Star Wars RPG Archive - http://www.more-on.com/dlos/
- The Palvar Sector Supplement - http://www.more-on.com/dlos/palvar/
- The Corellian Security Force Supplement - http://www.more-on.com/dlos/corsec/
- #StarWars : The Website - http://www.more-on.com/dlos/irc-starwars/



Comments made about this Article!



There are currently no comments for this article, be the first to post in the form below



Add your comment here!

Your Name/Handle:

        Add your comment in the box below.



Thanks for your comment, all comments are moderated, and those which are considered rude, insulting, or otherwise undesirable will be deleted.

As a simple test to avoid scripted additions to comments, please select the numbers listed above each box.
9
9
0
4
9



Page designed in Notepad, Logo`s done in Personal Paint on the Commodore Amiga
All text by Ryan Matheny, HTML and logos done by FreddyB
Images stolen from an unknown website at some remote time in the past.
Any complaints, writs for copyright abuse, etc should be addressed to the Webmaster FreddyB.