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STAR WARS : The Palvar Sector Supplement
for use with West End Games' Star Wars the Roleplaying Game

http://www.more-on.com/dlos/palvar/
http://www1.babel.dk/home/~niels/palvar/
http://newhope.prohosting.com/projects/palvar/
http://snoopy.v-net.org/~kurt/palvar/

Last Update - 06/02/99

Table of Contents

Introduction
Chapter 1  -  The Palvar Defense Force
Chapter 2  -  Corporations of the Palvar Sector
Chapter 3  -  The Empire in the Palvar Sector
Chapter 4  -  The New Republic in the Palvar Sector
Chapter 5  -  Pirates, Slavers and Privateers
Chapter 6  -  New Equipment
Chapter 7  -  New Personal Weapons
Chapter 8  -  New Vehicles and Vehicle Weaponry
Chapter 9  -  New Starships
Chapter 10  -  New Planets
Chapter 11  -  New Alien Species
Chapter 12  -  Campaigns and Templates
Credits and Disclaimer

Note: This supplement is best experienced with 640x480 resolution or higher with either Microsoft Word or Microsoft WordPad (Windows 95/98). Other Microsoft word processors will most likely work as well. Compatibility with other text viewing/editing programs is not guaranteed.



Introduction

In a time of chaos a galaxy is torn as war soon erases peace. Entire sectors fall into bloody fighting as Imperial warlords fight amongst themselves and with others.

The New Republic is still recovering from the massive blow dealt to it by Grand Admiral Thrawn and is now facing new threats as scattered Imperial forces ravaging entire sectors in selfish attempts to gain power. Even with reports of gathering Imperial forces in orbit of Byss, the New Republic can do little but repair its own battered forces and hope that the Empire kills itself off.

Imperial forces engage themselves in what could be called a civil war as warlords wage personal wars on rival warlords. Countless thousands of worlds remain under Imperial control, some being completely bombarded by rival Imperials.

Some, becoming frustrated or simply fearing for their own safety, form their own governments, their own defense fleets, the time for being killed senselessly is no more.



Chapter One - The Palvar Defense Force

The stately Joun Flaish adjusted his collar, which seemed much tighter as he walked toward the immense office. After a brief confirmation with the secretary that he had an appointment he stepped through the large double doors. A single man, rather gaunt in appearance, sat behind an intricately carved desk made from the bone-ivory of the Sashu sea-beasts of Teraii. His slightly grey skin would unnerve one that was not used to it, but Joun had met with this man many times. This skin discoloration, along with his sunken face, gave him a seemingly undead look. All this Joun had grown used to. One thing always left the businessman shaken, though - the eyes. Flaish always got a shiver down his spine when he gazed at those small slits of ice staring back at him, threatening to burn frigid holes to the very core of his being. This made him even more nervous as he prepared to tell his supperior, Aarlis Nacirem, the bad news.

Flaish cleared his throat and began. "Good afternoon, si-"

"Spare me the pleasantries, Mr. Flaish," Nacirem interjected flatly.

Flaish pulled at his collar a bit, trying to keep from appearing nervous. "Yes, sir."

"I trust you have prepared your report on the border incident involving the Slawns?"

"Of course, sir." Joun picked up his datapad and scrolled through it. "The communication logs sent by both the Merrimon and the Impregnable confirm that they were ambushed by a small group of assault corvettes. The exact ammount of ships attacking is unknown, but it was definately over four. We are also unsure who was behind the attack, but Commodore Aouvin has informed me that he believes it was either one of the New Republic's privateers or a raid conducted by the Celmoore pirates."

"Why, Mr. Flaish, were these ships sent to the border in the first place?"

"Well, sir," Flaish began, fidgeting a little, "it appears they received a distress call from a handful of merchant ships. These ships were en route to Itaan and records from their port of leave showed that they carried fairly valuable merchandise. My newly built Slawns, being the only ones prepared to aid them on such short notice, were sent in response to the call." Joun felt he had given a reasonable reply, and let himself calm a bit.

"Let me see if I have all this clear, Mr. Flaish. You heard a distress call from people that claimed to be merchants, sent a pair of newly built Slawns with an inexperienced crew to save the merchants, and don't even know who the attackers were. All this was done without consulting any high ranking militant officers. What arrogance is this that you feel you know how to react in a militant situation when you are only a man in charge of a ship construction facility?" Nacirem's cold eyes and equally cold tone of voice made Joun visibly squirm.

"I... I appologize, sir. The blame falls strictly on myself. I shall take any punishment you deem necessary." Joun hoped he wasn't digging his own grave.

"Of course it falls on you," Aarlis said matter-of-factly.

Joun watched as Nacirem sat in silence for a few seemingly endless moments. He was unsure if he should speak or not; luckily Aarlis broke the quiet before Joun had a chance to decide. "You created this problem. I want you to fix it." Aarlis stood up, signifying that the conversation was through.

Joun was quite relieved. He stood up, nodded to Nacirem, and turned to the door. Just as he reached the door, Aarlis spoke. "Oh and, Mr. Flaish." Joun turned. "I hope for your sake that next time we meet the conditions aren't as bleak."

Joun pulled on his collar once again. He nodded but dared not turn around, not wanting to look at that face any longer. He knew what Nacirem said wasn't a threat, but instead a reminder of what happens to those that fail Kashan Systems' leader one too many times. He exited the room and began thinking of how he could fix this error he had created.

--

For several decades the galaxy was dominated by an Empire that ruled with an iron fist until an uprising brought death to the Emperor and delivering a fatal blow to the Empire as a whole. With the loss of their leader, the Empire crumbled as several self proclaimed "Warlords" and "Emperors" claimed themselves heir to the Empire. Chaos swept through the galaxy, the pitiful band of rebels that had caused the collapse of the Empire were hastily creating a new government, a New Republic.

Even as the Imperial throne world of Coruscant fell to the advancing New Republic forces, Imperial rule throughout the galaxy remained a fairly common occurance. Regions such as the Inner and Mid Rims remained under harsh Imperial rule for several years after the death of Emperor Palpatine at Endor.

The fight for the Mid Rim was fierce as Imperial forces fought long and hard to retain control of those worlds that they claimed were rightfully theirs. Some sectors were able to take advantage of lacking Imperial forces and fought back on their own, sometimes succeeding and sometimes ending in tradegy. There were even those sectors that decided to take advantage of both lacking Imperial and Republic forces, creating their own governments, their own Empires. This is the tale of one such sector, the Palvar Sector.

The Formation of the Palvar Defense Force

During the opening months of Grand Admiral Thrawn's failed campaign against the New Republic, Imperial forces in the Palvar Sector were sent away to aid as the Empire struck back at those who had destroyed the peace and order established by the Empire. Aarlis Nacirem, owner of the sector-wide starship construction corporation Kashan Systems, saw an oppurtunity to realize his dreams of massive personal power and extended profits and took it. Through a bit of questionable business work, Nacirem was finally able to cut a deal with the local Imperial Moff that gave him permission to
upgrade Kashan Systems' corporate defense fleet and create some sort of sector police force in return for apparently nothing.

Aarlis Nacirem wasted no time and officially changed the name of the Kashan Systems Corporate Defense Starfleet to the Palvar Defense Force (PDF). Using Kashan's existing forces was a brilliant move on the part of Nacirem for two reasons: it meant that he would remain in command of the PDF no matter what forces were donated by other worlds and opened up several new business oppurtunities that would further enable him to boost overall profits and perhaps set a few footholds that would eventually enable Kashan Systems to rival such companies as Corellian Engineering Corporations and Kuat Drive Yards.

Aarlis Nacirem

Aarlis Nacirem, age 56, owner of Kashan Systems, military head of the Palvar Defense Force, is perhaps the coldest being anywhere in the entire Palvar Sector.

Through several brilliant moves, Aarlis created a sector-wide defense force after Imperial forces in the sector became too sparse to keep control of all inhabited worlds. Using his corporate fleet which he had slowly built up over the years after gaining permission of the local Moff through a bit of black mail, he was able to appoint himself head of this new protective agency, the Palvar Defense Force.

He is a man driven by money, but unlike many that become consumed by wealth, he remains realistic and cunning. Many thousand have been killed in the name of his profit, often times by him personally. Those who dare stand in his way, such as the New Republic, are quick to become his enemy, and his enemies soon become the enemies of the PDF (which just happens to wield more firepower than a standard Imperial Sector Force).

Through all of the drama that comes with power and wealth, Aarlis still finds time to carry out his duties as the head of the PDF, usually giving orders and reviewing priority reports from his luxurious office in Kashan Systems' main office. However, he has been known to spend quite a bit of time onboard the PDF's flagship, a modified Duom-class star cruiser known as the Blood of Kashan.

Type: Corporate owner, PDF commander
Species: Hunam
Gender: Male
Height: 1.91 meters
Weight: 72.1 kilograms
Age: 56

Physical Description:
Aarlis Nacirem is one of a handful of a near-human race known as the Hunams left in the galaxy. Aarlis is a tall and slender man in his mid-fifties. He has pale grey skin which is accented by his bright blue eyes and dark grey hair. His face is slightly sunken in and his eyes often appear as thin slits of blue.

Personality:
Aarlis Nacirem is a cold man, sentencing several thousand men, women and aliens to death, slaverly, or life imprisonment with little more than a thought. Profit drives him, anything standing in the way of expanded profit is simply destroyed. Aarlis did not make it to a position of wealth and power by being ignorant and short-sighted. He is a very intelligent and cunning man and is perhaps more dangerous than the most powerful Imperial warlords.

A Quote: "When someone refers to Kashan, they are referring to myself."

DEXTERITY: 3D+2
Blaster: 4D
Dodge: 7D
KNOWLEDGE: 4D+2
Alien species: 5D
Bureaucracy: Palvar Defense Force: 9D+2
Business: 11D
Languages: 6D
Planetary systems: 7D
Streetwise: Kashan: 6D+1
Survival: 5D+2
Tactics: 7D+1
Willpower: 8D
MECHANICAL: 2D
PERCEPTION: 3D+2
Bargain: 7D+2
Command: 9D
Con: 6D
Persuasion: 7D
STRENGTH: 2D
TECHNICAL: 2D

Story Factors:
Devious: Hunams tend to be fairly devious and spiteful and will often times get extreme kicks out of out smarting someone or something else. They often times become enraged when someone tricks them in anyway at all.

Move: 10
Force Points: 1
Dark Side Points: 7
Character Points: 39

Equipment:
flashy clothing, assorted pieces of jewelry, hold-out blaster (3D+2), encrypted comlink

PDF Political Structure

The PDF is commanded solely by Admiral and Command and Chief Aarlis Nacirem. Nacirem does maintain a full advisory board to advise him in both political and military matters. To further insure that member worlds have a feeling of belonging, the PDF has a small senate-like council where one
representative from each member world may voice his or her concerns about their world's situation and the future of the sector. This council has no real power (even though they believe they do) and Aarlis Nacirem has sole authority on all actions taken by the PDF.

Political Command Structure Diagram:
(may look odd in a non-fixed width font)

[Aarlis Nacirem]------[Advisory Committee]
|        |
       |-------------[Board of Internal Affairs]
|        |
|     [PDF Membership Council]
|
|----------------[Kashan Systems]
|        |
   [PDF Military Command]--[Starship Construction]

Advisory Committee

The Advisory Committee was formed by Aarlis Nacirem to aid him in military related affairs as Nacirem has no real military experience himself. The board is made up of ten members that include an ex-Imperial Major General, his top military commanders, and weapons systems specialist.

The Advisory Committee also advises the Board of Internal Affairs when needed and can even overrule decisions made by the Board should the Committee feel strongly that a mistake is being made.

Board of Internal Affairs

The Board of Internal Affairs deals with internal PDF problems such as budgets, deployment, and overseeing applications for new member worlds. Should a world be approved for admittance by the Board, a recommendation is then sent to the elected representatives from each world (also known as the PDF Membership Council) for final approval.

PDF Membership Council

The PDF Membership Council is nothing more than a political tool used by Aarlis Nacirem to keep PDF member worlds happy by creating the illusion that each member world has a say in the way the PDF is run. In reality the Council does little more than bicker with each other, occasionally reviewing a membership application and resubmitting it to Mr. Nacirem for final approval. Even though the Council does overlook the applications, they do not retain the power to deny or approve membership. The Council is to review the applying world's history and check to see if there may be a conflict of interests that may result in future problems if said world is admitted into the PDF.

PDF Military Structure

The Palvar Defense Force Navy operates under many of the same guidelines as the Empire, designating specific types of lines and assault forces for specific tasks.

The PDF ranking structure is simple, with protocol dictating that any Army officer of equivalent rank to a Navy officer must yield command to the Navy officer as the Navy plays a larger role in the PDF than the army.

OFFICER RANKS:
Navy Navy Trooper Corps Army
Admiral - -
Commodore - Marshall
Line Captain General General
Captain Colonel Colonel
Commander Major Major
Senior Lieutenant Second Lieutenant Second Lieutenant
Lieutenant Lieutenant Lieutenant
Ensign/Midshipman Master Sergeant Master Sergeant
Chief Petty Officer Sergeant Sergeant
Petty Officer - -

ENLISTED RANKS:
Navy Navy Trooper Corps Army
- Corporal Corporal
Senior Deckman Senior Trooper -
Deckman Trooper Private

Palvar Defense Force Navy

The Palvar Defense Force Navy (PDFN) is the backbone of the defensive force that makes up the PDF military. The PDF Navy insures the sovereignty of the Palvar Sector mainly from Imperial forces who would like to take the sector back under their control via force. With a maintained defense fleet to deter any outside attack, the worlds of the Palvar Defense Force are able to function more freely than they would be able to under the Empire or the New Republic.

The Navy falls under the direct command of Aarlis Nacirem who carries the rank of admiral for the job. While technically in command, his top military advisors are usually the ones who issue orders and strategically deploy the fleet across the sector.

To get a quick understanding of the organization of the PDF Navy, use the following reference:

Command A single ship command.
     Commanded by a Captain.
Picket Line A unit ranging from 1 to 4 light to medium cruisers that is
typically assigned to sector patrols.
Commanded by a Line Captain.
Defense Line A unit ranging from 1 to 10 starships that is typically assigned
to defend a particular star system.
Commanded by a Line Captain.
Squadron Normally 11 to 20 starships.
Commanded by a Commodore.
Fleet The entire Naval force deployed throughout the Palvar Sector.
Commanded by Admiral Aarlis Nacirem.

Standard PDF protocol clearly outlines what should be done in certain situations but does not limit a commanding officer to follow the protocol exactly (something many Imperial commanders tend to do). This gives PDF captains more flexibility and a sense of freedom in their post which promotes a higher rate of loyalty.

Palvar Defense Force Navy Troopers

PDF Navy Troopers make up for the bulk of the fighting force that is called upon to perform a variety of missions that range from ship boarding operations to full fledged surface assaults.

PDF navy troopers are trained in various forms of combat, including zero-gravity combat. They are trained shortly in starship operation and repair so that they may be effective during most emergencies on ship if needed. During boarding operations, they will load into boarding shuttles in platoon strength and cut their way into enemy starships. Standard PDF protocol calls for a squad of troopers in armored space suits to walk alongthe hull of a target vessel and plant charges on all airlocks, blasting them open, and exposing that region of the ship to vacuum, thus reducing on board resistance. Many PDF commanders tend to overlook this rule, as they want the ship in mostly working order. When on an enemy vessel, half of the troopers will be given stun grenades for their micro-grenade launcher, the other half get a pair of smoke grenades. The smoke grenades are generally fired into every new corridor and/or room that the boarding team comes across, reducing visibility for the enemy while infrared goggles provide vision for the navy troopers.

The typical PDF navy trooper uniform consists of a dark grey jumpsuit with the letters 'KS' on either shoulder (the letters 'PDF' appear on new recruits). Worn over the jumpsuit is usually a piece of armor such as a blast vest with several small pockets that tend to be used to hold extra blaster clips. Additional protection is provided by light leg armor that covers the thigh, sturdy black knee high boots, a pair of regulation black gloves.

Type: Typical PDF navy trooper
DEXTERITY: 3D
Blaster: 3D+2
Blaster: blaster carbines: 5D
Brawling parry: 3D+1
Dodge: 4D
Grenade: 3D+2
Melee combat: vibroknife: 5D
Melee parry: 3D+1
Missile weapons: 4D
KNOWLEDGE: 2D
Survival: space: 4D
MECHANICAL: 2D
Space transports: 3D+1
Starship gunnery: 3D
PERCEPTION: 3D+1
STRENGTH: 2D
Climbing/jumping: 2D+1
Stamina: 3D
TECHNICAL: 2D+2
Computer programming/repair: 3D
Demolitions: 4D+2
Security: 4D
Space transports repair: 4D
Starship weapon repair: 4D+1

Move: 10
Character Points: Varies, typically 1-4

Equipment:
Kashan TTI-S blaster carbine (4D+2; micro-grenade launcher 5D stun damage), blaster pistol (4D), vibroknife (STR+1D), 2 grenades (5D), infrared goggles, protective armor (+1D physical, +1 energy), comlink, armored space suit (+2D versus energy and +1D versus physical damange, -1D from Dexterity and related skills in gravity)

Note: Some troopers receive more specialized training accounting for varying skill levels.

Palvar Defense Force Spacetroopers

While all PDF navy troopers are trained in zero-g combat there is a select group that specialize in it, the PDF Spacetrooper Corps. These spacetroopers are typically only found on the largest cruisers in the PDF fleet and are often called upon to do the tougher boarding operations while the standard PDF navy troopers are held in reserve.

Standard PDF protocol calls for a squad of troopers in armored space suits to walk along the hull of a target vessel and plant charges on all airlocks, blasting them open, and exposing that region of the ship to vacuum, thus reducing on board resistance. Many PDF commanders tend to overlook this rule, as they want the ship in mostly working order. When on an enemy vessel, half of the troopers will be given stun grenades for their micro-grenade launcher, the other half get a pair of smoke grenades. The smoke grenades are generally fired into every new corridor and/or room that the boarding team comes across, reducing visibility for the enemy while infrared goggles that are built into their suits provide vision for the spacetroopers.

Type: Typical PDF zero-gravity combat trooper
DEXTERITY: 3D+1
Blaster: 4D+2
Blaster: blaster rifles: 6D
Dodge: 5D
Firearms: railgun pistols: 4D+2
Grenade: 4D
Melee combat: vibroblade: 7D
Melee parry: 3D+2
Missile weapons: 4D
KNOWLEDGE: 2D+1
Survival: space: 8D
MECHANICAL: 2D+2
Space transports: 4D
Starship gunnery: 3D
PERCEPTION: 3D+1
STRENGTH: 3D
Stamina: 5D
TECHNICAL: 2D+1
Armor repair: 4D
Blaster repair: 3D+2
Demolitions: 6D
Firearms repair: 3D+1
Security: 5D
Space transports repair: 4D+1
Starship weapon repair: 4D

Move: 10
Character Points: Varies, typically 2-4

Equipment:
Kashan B-12 blaster rifle (6D), Kashan railgun pistol (5D+2), heavy blaster pistol (5D), vibroblade (STR+3D), 6 grenades (5D), comlink, medpac, armored vacuum suit (+1D to resist damage, -2  from Dexterity and all related skills)

Palvar Defense Force Army

The Palvar Defense Force Army (PDFA) is extremely small in comparison to the massive hordes of Navy troopers that are in service of the PDF and perform the same roles as your typical army infantry. The PDF Army is considered the elite men and women of the PDF and are only called upon when a job is too much for PDF navy troopers to carry out.

Each PDF heavy cruiser carries at least anywhere from a squad to a full platoon of army troopers that rarely see any action as hordes of navy troopers on board tend to do everything. Most of the PDF army is stationed on Kashan, with a handful on each of the other member worlds to keep the local governments happy.

Palvar Defense Force Army Troopers

Army troopers receive extensive training in various combat techniques as well as instruction in the operation of combat vehicles. When deployed as a squad of eight men, each trooper usually rides a PDF swoop, if terrain permits.

PDF troopers take pride in their swoops and often times a squad will elect some sort of mascot and paint its likeness on their swoops. The swoops enable army troopers to easily get from one place to another while on patrol and often times provide the extra firepower needed during light assaults.

The typical PDF army trooper uniform consists of a dark green jumpsuit with the letters 'KS' on either shoulder (the letters 'PDF' are rarely seen on anything they wear). Worn over the jumpsuit is usually a piece of armor such as a blast vest with several small pockets that tend to be used to hold extra blaster clips. Additional protection is provided by light leg armor that covers the thigh, black armored knee pads, and sturdy black knee high boots. Following PDF regulations, all troopers must wear black gloves, some army troopers opt to wear the standard issue ones that the navy troopers wear while others wear black fingerless gloves, this is overlooked in the army, but not in the navy. Topping it all off, an army trooper would wear black elbow pads and a specially designed facemask (facemask is worn only when operating a swoop).

Type: Typical PDF army trooper
DEXTERITY: 4D
Blaster: 5D
Blaster: blaster rifles: 6D
Blaster artillery: 4D+2
Dodge: 6D
Firearms: 4D+2
Grenade: 4D+2
Melee combat: vibroknife: 5D+1
Melee parry: 4D+1
Vehicle blasters: 4D+1
KNOWLEDGE: 2D+1
Intimidation: 4D
Law enforcement: 6D
Streetwise: 3D
Survival: 4D
Willpower: 3D
MECHANICAL: 3D
Ground vehicle operation: 4D
Repulsorlift operation: 5D
Swoop operation: 4D
PERCEPTION: 3D+2
Hide: 4D
Investigation: 4D
Sneak: 5D
STRENGTH: 3D
Brawling: 4D
Stamina: 5D
TECHNICAL: 2D
Armor repair: 2D+1
Blaster repair: 3D
Demolitions: 5D
Firearms repair: 3D
First aid: 4D

Move: 11
Character Points: Varies, typically 3-7

Equipment:
Kashan B-12 blaster rifle (6D), heavy blaster pistol (5D), vibroknife (STR+1D), 2 grenades (5D), infrared goggles, protective armor (+1D physical, +1 energy), comlink, Preybird swoop

Note: Some troopers receive more specialized training accounting for varying skill levels.

Palvar Defense Force Special Missions Army Troopers

The Palvar Defense Force's special missions troopers are among the best of the best. They are, more or less, the special forces of the Palvar Defense Force. They are hand chosen from the standardized Army and sent into advanced training in almost every aspect of combat. When they complete their months of additional training the special missions troopers are given tatoos with their squad's insignia and put into the cycle of combat missions.

Typical missions profiles include infiltration, assassination, pathfinding, escorting, scouting, demolition and just about anything else that Army Command has to throw at them. They are expected to be able to succeed at any mission and are usually sent out in teams of eight to twenty depending upon the mission.

The typical PDF special missions army trooper uniform consists of a dark grey jumpsuit with the letters 'PDF' on either shoulder (the letters 'PDF' are rarely seen on the uniforms of any other PDF military uniform, usually the 'KS' insignia is worn). Worn over the jumpsuit (during field operations) is usually a piece of armor such as a blast vest (always black in color) with several small pockets that tend to be used to hold extra blaster clips. Additional protection in the field is provided by light leg armor that covers the thigh, black armored knee pads, and sturdy black knee high boots. Following PDF regulations, all troopers must wear black gloves, some army troopers opt to wear the standard issue ones that the navy troopers wear while others wear black fingerless gloves, this is overlooked in the army, but not in the navy. Topping it all off, an army special missions trooper would wear black elbow pads and a specially designed facemask which serves three purposes; to hide their identity, to filter out any harmful gases and to provide facial protection.

Type: Typical PDF special missions army trooper
DEXTERITY: 4D
Blaster: 7D
Blaster: blaster rifles: 7D+2
Blaster artillery: 5D
Dodge: 6D+1
Firearms: 5D+1
Grenade: 6D
Melee combat: 5D
Melee combat: vibroknife: 6D
Melee parry: 5D
Vehicle blasters: 4D+2
KNOWLEDGE: 2D+2
Intimidation: 4D+2
Law enforcement: 6D+1
Streetwise: 4D
Survival: 6D
Willpower: 3D+1
MECHANICAL: 3D
Beast riding: 5D
Ground vehicle operation: 5D
Repulsorlift operation: 5D+1
Space transports: 4D+1
Swoop operation: 6D
PERCEPTION: 3D+1
Hide: 4D+1
Investigation: 6D
Search: 5D+2
Sneak: 7D
STRENGTH: 3D
Brawling: 4D+1
Brawling: martial arts: 6D
Stamina: 5D+1
TECHNICAL: 2D
Armor repair: 2D+2
Blaster repair: 3D+2
Demolitions: 5D+2
Firearms repair: 3D+1
First aid: 4D

Move: 11
Force Points: Varies, typically 0-2
Character Points: Varies, typically 5-10

Equipment:
Kashan B-12 blaster rifle (6D), Kashan XT-3 heavy blaster pistol (5D), hold-out blaster (3D+2), vibroknife (STR+1D), 4 grenades (5D), multi-task helmet (+1D physical, +1 energy (head); built in breath mask, comlink and infrared/night vision goggles), blast vest (+1D physical, +1 energy (torso)), Preybird swoop

Note: Some troopers receive more specialized training accounting for varying skill levels.

Palvar Defense Force Delta Zero Operatives

While the Palvar Defense Force's special missions troopers are essentially the special forces of the Palvar Defense Force, they are not the most elite. There is a small and highly classified platoon known only as "Delta Zero" within the Palvar Defense Force. Delta Zero represents the top operatives in the Palvar Defense Force and no records are kept of their existance.

Delta Zero is perhaps the closest thing that the Palvar Defense Force has to a dedicated intelligence operations bureau since many of their missions are extremely similar to those performed by both Imperial Intelligence and New Republic Intelligence agents.

Delta Zero operatives are hand chosen from the pool of special missions troopers and sent into additional advanced training in almost every aspect of combat. In the last month of their final training each Delta Zero agent is dropped into the forests of Unfen with nothing more than a survival knife (not even clothing). Each agent must travel for nearly five hundred kilometers through some of the most harsh conditions and terrain on the planet to reach a small military outpost where a Delta Zero shuttle is stationed to take the agent back to the main Delta Zero base for formal induction.

Typical missions profiles for Delta Zero operatives include infiltration, assassination, terrorism or any other dirty work that Aarlis Nacirem needs done. They are expected to be able to succeed at any mission and are usually sent out as solo-agents or in teams of two to ten, depending upon the mission.

Since their typical mission profile requires stealth Delta Zero operatives operate almost completely with silenced slugthrowing weaponry - particularly those made by Belecuu Firearms for their higher quality when compared to the local firearms made by Mestic Munitions.

Type: Typical PDF delta zero operative
DEXTERITY: 4D
Blaster: 7D
Blaster artillery: 5D+1
Brawling parry: 4D+2
Dodge: 6D+1
Firearms: 6D+1
Grenade: 6D
Melee combat: 5D+2
Melee parry: 5D
Vehicle blasters: 4D+2
KNOWLEDGE: 2D+2
Alien species: 3D
Intimidation: 4D+2
Languages: 3D+1
Law enforcement: 6D+1
Streetwise: 4D+1
Survival: 6D
Willpower: 3D+2
MECHANICAL: 3D
Beast riding: 5D
Ground vehicle operation: 4D+1
Repulsorlift operation: 5D+1
Swoop operation: 6D+1
PERCEPTION: 3D+1
Hide: 4D+2
Investigation: 6D+1
Search: 5D+2
Sneak: 7D
STRENGTH: 3D
Brawling: 4D+2
Brawling: martial arts: 8D
Climbinb/jumping: 4D
Stamina: 6D
TECHNICAL: 2D
Armor repair: 3D
Blaster repair: 4D
Computer programming/repair: 4D+1
Demolitions: 5D+2
First aid: 4D+2
Security: 6D+2

Move: 11
Force Points: Varies, typically 1-3
Character Points: Varies, typically 5-15

Equipment (typical):
silenced Belecuu AR131 assault rifle (5D+2, STR+2D (vibrobayonet)), silenced Belecuu PK12 slugthrower pistol (5D), vibroblade (STR+3D), 4 grenades (5D), multi-task helmet (+1D physical, +1 energy (head); built in breath mask, encrypted comlink and infrared/night vision goggles), light combat armor (+2D/+1D (torso), +1D/+2 (arms and legs), +1D to Sneak if in appropriate terrain), other mission specific equipment

Note: Some troopers receive more specialized training accounting for varying skill levels.

Hired Military Forces

The PDF is not opposed to hiring mercenaries and common scum to perform tasks that their already over deployed military forces cannot be wasted on for one reason of another.

Zapoots

Zapoots are small and relatively annoying creatures that inhabit nearly every inhabitable planet in the Palvar Sector and surrounding areas. They can be found in most lower class areas of almost every major city, frequenting bars and common scum hangouts.

No one knows for sure what planet they originated from and most speculate that their homeworld was destroyed by the Old Republic for the common good of the galaxy.

Zapoots are implanted with an internal bomb at birth that monitors their heartbeat and usually detonates once the heart has stopped beating. For this reason alone, those who know something about Zapoots, will go to great lengths to either avoid them or to simply control themselves and not give into their annoying nature and beat the living tar out of them.

The PDF has been known to hire small groups of Zapoots for minor raids on everything from criminals to Republic to Imperail outposts as even in death the Zapoots cause massive amounts of damage.

Typical Zapoot: Dexterity 2D, knowledge 1D, mechanical 1D, perception 3D, strength 1D, technical 2D

Attribute Dice: 12D
DEXTERITY: 2D/4D+1
KNOWLEDGE: 1D/2D
MECHANICAL: 1D/3D
PERCEPTION: 2D/5D+1
STRENGTH: 1D/1D+2
TECHNICAL: 2D/3D+2

Special Skills:
Dexterity: Quick punch: To compensate for their lack of muscle, Zapoots use this technique to punch opponents quickly. Their Sting Gloves, boxing gloves with barbed wire wrapped around them, are the driving force behind this, and cause moderate damage.

Special Abilities:
Internal bomb: Zapoots have an explosive implanted in them at birth. When a Zapoot is killed, the explosive (which monitors their heartbeat) explodes, inflicting 6D+2 damage in an 8 meter radius.

Story Factors:
Annoying: Zapoots are incredibly annoying, and this is unfortunate, because many adventurers want to rip these little SOBs' heads off (and are normally blown up as a result).

Move: 10/11
Size: 1 - 1.5 meters tall

PDF Jurisdiction

The Palvar Defense Force has complete military and police jurisdiction over fourteen of the sixteen inhabited worlds that are no longer under Imperial rule and choose not to join the New Republic for any number of reasons.

Each member world that desires PDF protection because they are unable to adequately defend their own systems is forced to pay monthly installments directly to the PDF Treasury (also known as Kashan Systems). If a world becomes behind on these payments or simply decides to stop paying, they receive a friendly letter from Aarlis Nacirem himself asking that they kindly resume payment. Services, however, are NOT cut off even if a planet refuses to or is unable to make the payments (as most of the payments are actually used to help maintain the fleet and train new officers and soldiers) unless the world requests to leave the protective custody of the PDF. The only two non-aligned worlds in the sector that do not require the helping hand of the PDF are Setec and Wereling, both of which maintain their own small military forces.

Basic PDF membership not only entitles a planet to monthly charges but a system patrol (that is typically made up of 1-4 Slawn-class cruisers) that ranges in size depending upon the location of the planet relative to both Imperial and Republic territory and the amount paid out to the PDF each month. On request only the PDF will deploy ground troops to help maintain the local peace. Most worlds opt to keep at least a platoon of PDF Army troopers and a regiment of PDF Navy troopers that they deploy over their own world as they see fit.

PDF Research and Development

PDF research and development is an extremely important aspect as improved technology means more power and more profit. Aarlis Nacirem personally ordered the creation of a research dedicated company and worked with the owner of Kashan Industries (not a part of Kashan Systems as most people tend to think) to form Kashan Technological Development (KTD).

Kashan Technological Development incorporates the most advanced research facilities in the sector and employs the top scientists as well. They have an entire department dedicated to the advancement of interstellar travel as well as another dedicated to weapons research.

Profits that are made as a direct result from anything developed by KTD are equally shared between Kashan Industries and Kashan Systems.

Relations with the Empire

The Palvar Defense Force was able to grow without Imperial intervention due to a deal struck with Moff Uhlmann, the local Imperial commander. Both Kashan Systems and Kashan Industries openly trade with the local Imperials but maintain no official relationship.

There are several documented incidents where both Imperial and PDF forces have been in stand off, but there has yet to be any open engagements between the two.

Relations with the New Republic

There is little acceptance of the Republic in the Palvar Sector as it is almost entirely dominated by Imperial and PDF forces. The PDF has no open relations with the Republic and due to contrasting interests there will most likely never be any relations in the near future.

The PDF has adopted the old Alliance tactic of hiring privateers to conduct commerce raids, most of which have been targeted against Republic convoys (and a few Imperial convoys as well). Other than commerce raiding on the part of the PDF, there has been no open engagements between the two.



Chapter Two - Corporations of the Palvar Sector

The Palvar Sector has quite a few major corporations locally. This is do mainly in part to the fact that the Palvar Defense Force does not hinder corporate operations within its borders. Trade between corporations and member worlds goes rather unchecked with fairly low tarriffs almost everywhere.

Corporations within the Imperial Palvar Sector often find that Moff Uhlmann's Imperial forces are just as strict, if not stricter, than those imposed by the old Empire before the death of Emperor Palpatine. For the most part, trade to these Imperial worlds is kept at a low level.

Delfii StarDrives (DSD)

Delfii StarDrives is a nickname given to the shipyards and stardocks in orbit of the Imperial main sector outpost on Delfii. Delfi StarDrives readily turns out at least a new frigate or corvette every month or a new heavy cruiser every six months. DSD is owned and operated by Moff Uhlmann's Imperial forces.

Delfii StarDrives has only designed a single starship and that was only a modification of the original TIE/sr Lone Scout design by Sienar. While this starfighter was designed by Delfii, it was only constructed in limited numbers but not on Delfii's main stardocks and shipyards.

Delfii StarDrives was recently expanded with a new weapons division to help supplement the Imperial forces under the command of Moff Uhlmann. This new weapons division was rightfully called Palvar Imperial Munitions.

Kashan Industries (KI)

Kashan Industries is often confused with being a part of Kashan Systems. This, however, is not the case. Kashan Industries is a completely separate company that manufactures everything from blasters to repulsorlifts to medical supplies to foodstuffs. For this reason, Kashan Industries profits heavily by trading goods to Kashan Systems, even at greatly discounted prices (as Kashan Systems needs the supplies and weapons made by Kashan Industries to maintain the bulk of the Palvar Defense Force).

Kashan Industries is based out of Nacan, a city along Kashan's equator. Kashan Industries employs the majority of the workforce in Nacan and even owns the local police (so that any illegal activities on the part of Kashan Industries will go unnoticed).

Kashan Systems (KS)

Kashan Systems is the largest and most powerful corporation in the Palvar Sector and is owned by Aarlis Nacirem. Kashan Systems manufactures a variety of both combat and civilian starships that range from freighters to starfighters to capital starships. Kashan Systems maintains a very large battle fleet which is "dedicated to the protection of Kashan, its citizens, and its common goals." It is this fleet that makes up nearly 95% all of the Palvar Defense Force Navy.

The Palvar Defense Force is more or less a subsidiary of Kashan Systems. The PDF was originally nothing more than Kashan Systems' limited military force with a fancy name. Currently the PDF is more self supporting, bringing in enough credits to pay for fleet maintenance (allowing Kashan Systems to use the credits originally allocated for that elsewhere) and a political tool with which Aarlis Nacirem (KS CEO and PDF C&C) can use to get more of what he wants.

Kashan Systems is based out of Palsheen City in one of Kashan's more habitable areas. Kashan Systems owns nearly 40% of the entire city and offers several low-income housing projects and jobs to the less fortunate citizens of Kashan.

While the planet Kashan is officially ruled by an elected council, the general populace and the council itself tends to listen to what Aarlist Nacirem says, making him the unofficial ruler of Kashan.

Kashan Technological Development (KTD)

Kashan Technological Development is a joint operation between both Kashan Systems and Kashan Industries to further advance technology for the common good of Kashan and the entire Palvar Sector. KDT employs some of the top research scientists and research facilities that the sector has to offer.

All technologic advancements that Kashan Technological Development creates is equally shared (if not in what's produced then in estimated credit value) between Kashan Systems and Kashan Industries.

KTD maintains three active research departments in three separate research facilities (all three locations are kept secret for security reasons).

The first department, Defense Development (commonly referred to as KTD-DD), is responsible for the creation of weapons and defense systems. Everything to come out of KTD-DD is usually manufactured by Kashan Industries and sold on the open market after a predetermined amount is manufactured and given to Kashan Systems.

The second department is Interstellar Commerce Development (KTD-ICD). This department solely researches new concepts to perhaps create an alternative for hyperspace travel. The only thing to so far come out of this department was jumpgate technology, which proved to be quite a bit less advanced than standard hyperspace technology. There is at least one jumpgate in high orbit of Kashan where KTD-ICD maintains a small detachment of research officials who are studying new ways to enhance the jumpgate in a way that it would make them more practical than hyperdrive motivators.

The third and final department is Commercial Development (KTD-CD) which is responsible for developing any number of new gadgets to be sold on the open market that makes life a bit easier. KTD-CD is the most active department that KTD maintains. This department has created a variety of everyday products that have since been manufactured and sold by Kashan Industries.

Mestic Munitions (MM)

Mestic Munitions is a weapons company based off of Kashan that is in fact a subsidiary of Wereling Spaceworks (this is a little known fact). Mestic's main purpose is to spy on both Kashan Industries and Kashan Systems while attempting to cut in on Kashan Industries' weapon contracts.

Mestic supports itself rather successfully by manufacturing a wide range of firearms and selling across most of the surrounding Mid Rim sectors. Firearms sales may support the company but it also produces other products such as a variety of solid fuel missiles, free fall bombs, and target/sensor jammer pods.

Phaalen Incorporated, Ltd. (PIL)

Phaalen Incorporated is one of the Mid Rim's largest suppliers of medical supplies. While the sale of medical supplies supports the company, it also sells almost everything from common place cleaners to generic droids to feed for livestock.

It is important to note that Phaalen Incorporated, Ltd. is actually the legitimate front for the Phaalen family crime syndicate which is based out off of Itaan, a PDF member world. The Phaalen syndicate is responsible for trafficing several million metric tons of narcotics in and out of the sector every year as well as maintaining an active smuggling ring.

Setec Astronomy (SA)

Setec Astronomy deals in many fields and trades many products and services but is perhaps best known for its high quality ion drives.

Setec Astronomy's headquarters is, like many other corporations in the sector, based on Kashan. However, its factories are in orbit of the planet the company is named after, Setec. Setec Astronomy is the sector's only supplier of ion drive engines (Setec Astronomy manufactures literally
hundreds of different models and types for any number of starships).

Setec took a venture into the starship construction market, designing a battle cruiser that they had hoped the PDF would buy in at least limited numbers. Setec built several of the craft, only to realize that the PFD was not interested in buying them. Those few constructed are the sole defending force that protects Setec's numerous orbital factories and space stations at Setec.

Teraii Motor Corporation (TMC)

Teraii Motor Corporation is based on and operated solely on the New Republic world of Teraii. They manufacture several models of civilian airspeeders, landspeeder, submarines and any combination there of.

Wereling Spaceworks (WS)

Wereling Spaceworks is a disaster waiting to happen. It was founded by the  long time pirate/con artist Hesst Nal, who had conned his way into the ruling position of the Wereling colony and eventually (through piracy and quite a bit of luck) founded a profitable company that thrived on manufacturing small starships, such as starfighters and a handful of capital ships.

Wereling Spaceworks' main profit comes mostly from contracted privateers who raid merchant vessels all of the sector, giving Hesst Nal 50% of what they come across in return for a safe haven on Wereling. Other profits come from their subsidiary, Mestic Munitions.

Wereling Spaceworks does maintain a small corporate military force that includes a handful of corvette and frigate scale warships along with full starfighter complements as well as three full unattached starfighter wings that are stationed on Wereling itself and several smaller remote outposts.



Chapter Three - The Empire in the Palvar Sector

The unexpecting pirate vessels broke from their vicious assault on the unarmed bulk freighters at first sight of it. Shock and panic quickly passed through the entire pirate attack force. Why? How? It was too late to worry about that now... a Victory-class Star Destroyer had dropped out of hyperspace directly below the battered old frigate they had been using as a command ship.

-

"Blast!" cried Zerlin Mast, the latest of a long line of pirates commanding the old frigate, "Angle the shields and direct all fire on a concentrated spot on that star destroyer! Recall all attack craft at once!"

-

On the bridge of the Victory-class Star Destroyer Almect, Captain Dojl stood confidently watching as the pirate ships broke into utter chaos and the first turbolaser shots began firing from the VSD's forward guns into an old Imperial Nebulon B frigate that the pirates somehow got their hands on.

"Launch two flights of TIE fighters, just enough to occupy the pirate starfighters. Prepare firing sequence, three barrages, turbolasers one through ten, target the engines."

A smirk came across Captain Dojl's face as the frigate returned fire, doing nothing more than lighting up the Almect's forward shields.

"Oh, and prep the assault shuttle for boarding, I want prisoners to deliver to Moff Uhlmann. Besides, the spacetroopers need the practice."

-

The frigate rocked violently, taking several direct turbolaser blasts to its ventral side. It slowly attempted to lumber away, returning fire as it could but doing no real damage to the much larger Imperial vessel.

The pirate starfighters screamed in, engaging the handful of TIE fighters that the VSD had launched as the frigate retreated. The TIEs were clearly no match for the pirate fighter pilots who had more combat experience than than the top Imperial TIE pilots would ever dream of having.

With pinpoint accuracy, the VSD's gunners made one final and critical blow against the pirate frigate. In a series of three pre-planned barrages, the VSD's turbolasers punched through the frigate's aft shields and instantly vaporized most of the engine array.

-

Zerlin clenched his fist as he climbed from the floor, the inside lights flickering on and off as the frigate tumbled out of control through space. "I want a damage report you worthless pieces of mynock dung!"

A few moments passed before he realized that his entire bridge crew was dead. A solitary pinging from the sensor console echoed throughout the room, the bombardment from the VSD had ceased which meant only one thing... they wanted either prisoners and/or the ship itself.

Zerlin stumbled over to the communications station attempting to keep his balance as the gravitational systems malfunctioned. He carefully kicked the body of the dead communications officer to the side and pressed down the intercom button, "This is the captain... prepare to repel Imperial spacetroopers."

--

With the death of Emperor Palpatine at the Battle of Endor, complete chaos swept through much of the galaxy. Surviving Imperial forces (which were quite plentiful) began fighting amongst themselves, many declaring themselves "Supreme Warlord," "Supreme Imperial Commander," and a wide variety of other self-induldging titles. In the modern galaxy there are many Empires.

Moff Jerr Uhlmann

Moff Jerr Uhlmann is a slender man in his mid fifties born on the Colony world of Semicle. Uhlmann enrolled in the Imperial Academy on his eighteenth birthday and then was enlisted into the Imperial Navy as a TIE coordinator on board a Carrack light cruiser (not that there's many TIEs to coordinate
on a Carrack). After five years, he applied for an officer position and was promoted to Ensign and served at various posts on various smaller capital ships. Eventually he was awarded his own command onboard the Corellian gunship Nefarious IV. By the age of 39, Uhlmann was finally awarded command of an Imperial Star Destroyer (long before the Imperial-II line began to see construction) and the rank of Line Captain then eventually the rank of Admiral and command of the newly formed Palvar Sector Force.

His first order as commander of the Palvar Sector Force was to go and actually bring the sector under Imperial rule. When the first Imperial forces entered the Palvar Sector, they met with harsh resistance at the planet Kelroy. The Kelroy Navy, though small, put up a fierce fight, destroying an Imperial dreadnaught and numerous TIE fighters before finally being defeated. Admiral Uhlmann, instead of launching the standard ground assault or orbital bombardment, took advantage of a natural weapon. Altering the course of a comet by nearly sixty degrees by use of several explosives and disposable thrusters placed on the comet itself, Uhlmann sent the comet on a direct path toward Kelroy. He quickly set up a blockade around the planet, shut off all outside communications, and assigned a full Imperial escort line to the comet. Five weeks and several attempts by the Kelroy to escape the planet later, the comet (nicknamed Justice by the Imperials assigned to escort it) plunged through Kelroy's atmosphere, impacting on the shore of one of Kelroy's ten continents, instantly leveling several thousand square kilometers and sending a massive tidal wave several kilometers tall across the vast ocean and flooding out the planet's smallest continent completely. A thick dust cloud quickly descended over the planet and within two months, all life on the planet was dead. Other systems, fearing a similar fate, all gave into Imperial rule. Uhlmann was promoted to Moff and given full authority over the sector.

After the Battle of Endor, Uhlmann kept the Palvar Sector under strict Imperial rule, continually fighting off a New Republic task force assigned to the sector. Then, around five years after Palpatine's death, Grand Admiral Thrawn sent out the call to all loyal Imperials to aid in a massive campaign against the New Republic. Uhlmann sent nearly 75% of his forces to aid Thrawn's campaign, but opted to remain and watch over his sector. Within a week, many of the systems went into full rebellion. Without adequate forces to put them all down, Uhlmann was forced to sit by and watch as nearly the entire sector went independent and two systems joined the New Republic. He managed to keep control of the systems immediately surrounding his main base at Delfii and eventually opened trade with Kashan, resupplying his forces himself since the Imperial supply lines to the sector had dried up.

Character Name: Moff Jerr Uhlmann
Type: Imperial Moff
Species: Human
Gender: Male
Height: 1.74 meters
Weight: 74.6 kilograms
Age: 56

DEXTERITY: 3D
Blaster: 4D
Dodge: 5D
KNOWLEDGE: 4D
Alien species: 5D
Bureaucracy: Empire: 8D
Cultures: 4D+2
Intimidation: 6D
Languages: 5D
Law enforcement: Empire: 5D
Planetary systems: 7D
Tactics: 5D
Tactics: fleets: 10D
Willpower: 6D+1
MECHANICAL: 2D
PERCEPTION: 4D
Bargain: 5D
Command: 6D
Command: Imperial forces: 10D
Con: 7D
Hide: 5D
Investigation: 7D
Persuasion: 6D
Search: 4D+2
STRENGTH: 3D
TECHNICAL: 2D

Move: 10
Force Points: 2
Dark Side Points: 8
Character Points: 23

Imperial Palvar Sector Group

The total bulk of the Moff Uhlmann's forces is actually quite small after taking a risk by donating the majority of the starships to Grand Admiral Thrawn's campaign in a hope that he could restore the Empire. All hopes were destroyed when Thrawn was killed during the Battle of Bilbringi as even those ships that once belonged to the Palvar Sector Group had been split up and were taken in under other commanders and even served during the Imperial civil war the took place not long afterwards.

The remaining forces constitute roughly one fourth of the average sized Imperial Sector Group. The flagship remains Moff Uhlmann's personal ship, The Imperial-II Star Destroyer Destructor. There are also at least two other Imperial Star Destroyers and at least three Victory Star Destroyers that still remain under Uhlmann's direct command, most dedicated to protecting the star docks in orbit of Delfii.

The sector group is continuously added to as Delfii StarDrives turns out a corvette or frigate about once a month or a heavy cruiser every six months.

The Delf

In general, the Delf are somewhat shorter than the average humans and bear little to no physical resemblance. Delf have been known to have a variety of exotic skin colors, ranging from several shades of blue to odd mixtures of orange and green. The Delf are pipedal humanoids with a stub of a tail that is often curled away for convience. Every Delf has green, slit eyes that aid in night vision. Other facial features include a protruding lower jaw, small nose, and large ears that hug the sides of their heads and run from the jawline and end in a point at the top.

Delf society has remained unchanged for several thousand years, with the exception of the arrival of the Empire on the their planet. The Imperial takeover was considered more or less trivial to the majority of the Delf population, accepting it as a much better idea than enslavement or death. The apparent willingness to conform to the New Order impressed Moff Uhlmann enough to spare the planet the typical strip mining and other hardships that often came to worlds populated by non-humans once the Empire took over. After the collapse of the Empire as a whole, Moff Uhlmann faced a serious shortage of able soldiers and even began conscripting the Delf into the Imperial Army to fill the more tedious jobs that regular troopers could no longer be wasted on.

The Delf are usually very tolerant and it takes a lot of work to upset one. They tend to find some sort of pleasure in lending aid to those who need it, although they do not go out of their way to do so.

Average Delf: Dexerity 2D+1, knowledge 2D, mechanical 2D, perception 1D+2, strength 1D+2, technical 2D

Homeworld: Delfii
Attribute Dice: 12D
DEXTERITY: 1D+2/3D+2
KNOWLEDGE: 2D/4D
MECHANICAL: 2D/4D
PERCEPTION: 1D/4D+1
STRENGTH: 1D/3D
TECHNICAL: 2D/4D

Special Abilities:
Night vision: No penalties for darkness.

Story Factors:
Imperial Influence: The Delf surrended their world to the Empire and accepted the Empire as their new just government. The Delf populace was treated with something resembling respect and typically harbor little to no ill feelings toward the Empire as a whole. Those Delf who chose to willing become Imperial citizens were given the full rights of any other Imperial citizen. A few Delf have even been conscripted into the Imperial Army, always being assigned to defense duty on board of a small starship that isn't important enough to waste valuable Human troopers on.

Move: 9/11
Size: 1.3-1.7 meters tall

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 Palvar Sector are 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 technicians 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 Vanguard*)
2 TIE/fc fire control starfighters
3 TIE/sr scouts
1 TIE/sh shuttle (or TIE/ts trainer/shuttle)

Standard Thrawn Era TIE Wing:
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 Vanguard*)
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/lc landing craft and TIE/bc boarding craft, which were both variants of the TIE Bomber design (see the New Ships section).

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.

Palvar Imperial Munitions

With the fall of the Empire as a whole many supply lines to outlying sectors were cut off. This was the case in the Imperial-held territory in the Palvar sector. Moff Jerr Uhlmann, Imperial commander in the Palvar sector, tried to compensate for the lack of new supplies by buying supplies and weapons from local corporations who jacked up the prices seeing an increased demand in their products. In order to save money (in both manufacturing and shipping), Moff Uhlmann ordered his meager research and development teams to work on a cheaper alternative to the Kashan weaponry that he had been purchasing. The resulting designs that the R&D engineers came up with was transferred to the Delfii factories to go into immediate construction.

Imperial BP-18 Blaster Pistol

The Imperial BP-18 blaster pistol is nothing more than a blatant rip off of the famed BlasTech DL-18 (although many in the R&D department wanted to copy other designs such as the BlasTech DH-17 Imperial blaster or even some of the various older Imperial Munitions designs that were once common throughout the Empire). There isn't much difference between the BP-18 and the DL-18 and
many people are unable to tell the difference.

The BP-18 is sold on the open market on a restricted basis. Only those with the proper permits and/or licenses (bounty hunter, law enforcement, etc). The serial numbers on all BP-18s are recorded so that anyone found possessing can have the serial number checked in the records to see if they are the actual owner. Illegal possession of a BP-18 can result in a 2,000 credit fine and/or up to five years imprisonment.

Model: Palvar Imperial Munitions BP-18
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistols
Ammo: 100
Cost: 575 credits (power packs: 25)
Availability: 3, F or R
Fire Rate: 1
Range: 3-10/30/120
Damage: 4D

Imperial BP-19 Heavy Blaster Pistol

Unlike the BP-18 (which was a copy of the BlasTech DL-18), the BP-19 is an actual original design by Palvar Imperial Munitions. The BP-19 trades range and ammunition for increased firepower (just like most other heavy blaster pistols).

The BP-19 is not sold to the public (the BP-18 is on a restricted basis) and is only issued to higher ranking Imperial officers on request.

Model: Palvar Imperial Munitions BP-19
Type: Heavy blaster pistol
Scale: Character
Skill: Blaster: heavy blaster pistols
Ammo: 35
Cost: 700 credits (power packs: 25)
Availability: 3, X
Fire Rate: 1
Range: 3-8/20/60
Damage: 4D+2

Imperial CQ-55 Blaster Carbine

The CQ-55 blaster carbine was the third weapon produced by Palvar Imperial Munitions and the most powerful (with the exception of the RB-XIIa repeater). It was intended to be issued to Imperial navy troopers as it is fairly  small for its class, only slightly larger than your typical heavy blaster pistol. The CQ-55 comes standard with a laser sight and a retractable stock.

Model: Palvar Imperial Munitions CQ-55
Type: Heavy blaster carbine
Scale: Character
Skill: Blaster: blaster carbines
Ammo: 50
Cost: 875 credits (power packs: 25)
Availability: 3, X
Fire Rate: 1
Range: 3-25/50/250
Damage: 5D+1
Game Notes: Laser sight and retractable stock: +1D to Blaster if used for one round of aiming; +5 to difficulty to hit past 200 meters.

Imperial D1 Blaster Rifle

The D1 blaster rifle wasn't all that Moff Uhlmann had hoped for, being much larger than the Stormtrooper One/E11 rifle that was standard in the Imperial military for so long yet less powerful. However, the D1 was less expensive than the blasters and handful of firearms that was being purchased from Kashan Industries and Mestic Munitions and as soon as enough D1s were in service, Moff Uhlmann cut off all purchasing contracts with them.

Model: Palvar Imperial Munitions D1
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifles
Ammo: 100
Cost: 1,165 credits (power packs: 25)
Availability: 3, X
Fire Rate: 1
Range: 3-30/120/350
Damage: 4D+2

Imperial RB-XIIa Repeating Blaster

As their final task in creating a line of inexpensive yet reliable weaponry, the Palvar Imperial Munitions engineers chose to copy yet another design, the BlasTech/Merr-Sonn RB-XII medium repeating blaster. The engineers took the base design for the RB-XII and removed the grenade launcher. They were satisfied with the overall performance of the weapon and saw no areas in which they could significantly improve it while keeping the cost as low as possible. The base design was sent to the Delfii factories and the "new" RB-XIIa began to be issued to various commands throughout the Palvar sector, replacing the inferior Kashan B-12/r repeaters and the BlasTech T-21s that were standard in the Imperial Palvar military.

Model: Palvar Imperial Munitions RB-XIIa Repeating Blaster
Type: Medium repeating blaster
Scale: Character
Skill: Blaster: repeating blasters
Ammo: 200
Cost: 1,750 credits (power packs: 100)
Availability: 3, X
Fire Rate: 5
Range: 3-60/150/400
Damage: 6D+2

Imperial Privateers

Faced with new problems and threats, Moff Uhlmann resorted to a tactic that the Rebel Alliance thrived on and that many Imperial warlords have taken up... hiring pirates to raid enemy commerce. Moff Uhlmann offers immunity from persecution in Imperial space in return for 50% of what is raided from New Republic transports. Like the Alliance, each privateering vessel is randomly assigned an observer to insure that the actions of the crew is in common interest to that of the Empire.

Imperial Training Facilities in the Palvar Sector

All new Imperial recruits that are conscripted in the Palvar Sector are sent to the extensive training facilities on Malsoun. The Malsoun Academy trains a wide variety of men and women (as Moff Uhlmann thinks any female can do a job as good, if not better, than any male) in any number of positions.

Most of the recruits sent to Malsoun undergo training to become Imperial Army troopers or Imperial Army special missions troopers while others (including some Delf) train more specifically for a life on board a ship as an Imperial Navy trooper. Others undergo training to become Imperial stormtroopers as Malsoun offers every kind of enviroment that specialized stormtroopers will need experience in (ie. deserts for desert assault stormtroopers).

There is also a starship operations training course that all new enlisted Navy crewers must take as well as those hopeful of someday becoming an officer in any branch of the military.

COMPNOR in the Palvar Sector

COMPNOR, the Commission for the Preservation of the New Order, was formed on Coruscant a few months after Emperor Palpatine's ascension to power. COMPNOR soon came into immense power as Palpatine altered it as a political tool for his own personal use. COMPNOR representatives were placed under all Imperial commands, making sure that the fighting forces of the Empire were 100% loyal to the New Order. CompForce, the military branch of COMPNOR, was and is hated by regular Imperial military forces who have been known to ignore orders to reinforce CompForce positions during engagements.

Moff Uhlmann, seeing no real use for COMPNOR in the modern galaxy, had all CompForce Observers killed publically and had all CompForce troopers sent to Malsoun to be retrained and later put into service of the Imperial Army.

Anyone claiming to belong to COMPNOR while in Moff Uhlmann's territory can face being exiled from the sector, several years in a prison camp, or even execution.



Chapter Four - The New Republic in the Palvar Sector

Through the recent years, the New Republic saw a great oppurtunity in establishing a  stronghold in the Inner and Mid Rim systems. While Imperial forces along with many local governments have put up very fierce resistance, the New Republic still continues their attempt. The New Republic, still
recovering from their victory over Grand Admiral Thrawn and his forces have only sent a moderatly sized task force to establish their goals in many of the Mid Rim systems. One of these sectors that has them interested is the Palvar sector. While the Palvar sector consists of both Imperial forces
along with native forces known as the Palvar Defense Force (PDF) who will also oppose the New Republic, they still attempt to gain some allied planets in the system. The New Republic has sent a fairly large fleet in order to keep their stronghold in the Palvar sector. This fleet is commanded by Captain Nele Versh who became a key figure in the New Republic Navy during the Thrawn wars.

Versh was able to gather up a decent size force in order to fight back against the Imperial forces along with the PDF forces. He was also given the honor to choose which ships he wanted, to a certain degree, and also who he wanted to go along with him. While the size of the PDF forces can
always be reinforced with newer ships, Versh is mildly confident that we will be able to complete his mission. He has choosen the Triumph, a modified Imperial dreadnaught as his command ship, along with more ships including one escort carrier, two Nebulon-B class frigates, and three Corellian gunships. While his starfighter force only consists of a total of five wings of total starfighters, he felt this is more than enough for the type of mission.

Palvar Sector Command

The Palvar Sector Force works under the direct command of three individuals: Captain Nele Versh (NR Navy), Colonel Al Rez (NR SpecForces), and Major Dell Thimns (NR Army). Each coordinate their actions with the others, planning everything from critical strikes on Imperial forces to the rationing of foodstuffs among relief troops. Captain Versh has the authority to overrule anything and everything proposed by the other two, but has yet to even threaten doing so.

Captain Nele Versh

Nele Versh along with many other New Republic Navy officers were once part of the Imperial Navy some time ago. He nearly obtained the rank of Captain in the Imperial Navy when he was ordered to perform a Base Delta Zero on a planet and refused. He was never sure whether the crew aboard his ship at the time appreciated what Versh did, or despised him because he didn't.

Shortly after he was court marshalled and given a dishonorable discharge from the Imperial Navy. He was previously stationed in the Outer Rim before his discharge and upon his release from the Navy he decided that he wouldn't be able to do any other work that would be able to put food on the table and joined the Rebel Alliance. Right away the Alliance saw his potential and put him aboard the Triumph, which he happened to later obtain command for that ship.

Over the years while in the Alliance, Versh didn't see too much action, then again he wasn't bored either. He was promoted to Captain when he was 41 years old. While his active position didn't change too much, he was allowed more freedom than he had when he was a Lieutenant. He was re-assigned to the Mid Rim sectors after returning for a leave of absence he took to see his family.

Over the years Versh was offered the promotion to Commodore, seven times, turning them all down in order to stay with his crew aboard the Triumph. His crew has given him the greatest respect a crew can for refusing his promotions. Now 53 years old, Versh has been assigned to take a task force into the Palvar sector and establish a possible base of operations for the New Republic.

Type: New Republic Captain
DEXTERITY: 2D+2
Blaster: 7D+1
Blaster artillery: 3D+2
Brawling parry: 4D+1
Dodge: 5D+2
Missile weapons: 5D+1
Vehicle blasters: 4D+2
KNOWLEDGE: 3D
Alien species: 5D+1
Bureaucracy: 6D+1
Cultures: 4D+1
Intimidation: 5D+2
Languages: 6D
Planetary systems: 6D+2
Tactics: captial ships: 6D+1
Tactics: fleets: 7D
Tactics: starfighters: 6D+2
Willpower: 6D+1
MECHANICAL: 4D
Astrogation: 5D+2
Captial ship gunnery: 4D+2
Capital ship piloting: 7D+2
Captial ship shields: 6D+1
Sensors: 5D+2
Space transports: 6D+1
Starfighter piloting: 5D
Starship gunnery: 5D+1
Starship shields: 4D+1
PERCEPTION: 3D
Bargain: 4D+2
Command: 6D
Command: New Republic officers: 8D+2
Command: Triumph crew: 10D+1
Persuasion: 5D+1
Search: 6D+1
Sneak: 4D
STRENGTH: 2D
Brawling: 5D+1
Stamina: 7D+1
TECHNICAL: 3D+1
Capital starship repair: 6D
Captial starship weapon repair: 5D
Computer programming/repair: 5D+2
First aid: 6D
Security: 4D

Move: 10
Force Points: 2
Character Points: 31

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

New Republic Task Force

The New Republic can't afford to commit many starships to the Palvar Sector due to the fact that they are still recovering from their great losses after dealing with Grand Admiral Thrawn.

Captain Nele Versh, who leads the fleet, agreed that what ships he was given command of would be able to establish a small base of operations in the Palvar Sector as well as provide security for member worlds, if given sufficient time to do so.

Break Down of the Republic Task Force

Craft Commander Crew Starfighter Complement
-- -- -- --
Triumph Capt. Nele Versh 4,831 20 in realspace only
Assault Frigate (Human)
-- -- -- --
Reluctant Capt. Stek Blace 3,505 12 T-67C4 X-wings
KDY Carrier (Human) 12 X-wings
12 E-wings (Type B)
12 A-wings
12 Y-wings
12 B-wings
-- -- -- --
Judicator I Capt. Borlov Schen 923 12 X-wings
Nebulon-B Frigate (Duros) 12 Y-wings
-- -- -- --
Judicator II Capt. Malk Quopon 920 12 X-wings
Nebulon-B Frigate (Quarren) 12 Y-wings
-- -- -- --
Renegade I Capt. Milede Pader 91    n/a
Corellian Gunship (Human)
-- -- -- --
Renegade II Capt. Caijiter Zealert   92 n/a
Corellian Gunship (Sullustan)
-- -- -- --
Renegade III Capt. Frichal Exast 91 n/a
Corellian Gunship (Mon Calamari)

The Triumph

The Triumph has been in service ever since the opening days of the Rebellion and has participated in countless engagements in the Outer and Mid Rims. It has been slightly modified over the years, the standard Class Two hyperdrive has been upgraded slightly, improving its performance in hyperspace.

The Triumph has always been under the command of Captain Nele Versh, who has personally turned down many promotions to remain with his crew.

While the ship has never been in any major engagements (like the Battle of Endor), it remains responsible for the destruction of dozens of Imperial starships, including a Victory-class Star Destroyer.

Like all other Republic Assault Frigates the Triumph carries a modified Gamma-class assault shuttle atop its superstructure. The crew has nicknamed the assault shuttle the Al'kretian Dunlop, which, loosely translated, means "Fat Bird." Captain Versh has made it a common tactic to launch the assault shuttle during battle to cover the frigate's unarmed aft end and protect it from attack by starfighters and small picket ships.

Craft: Modified Republic Assault Frigate
Type: Modified Imperial dreadnaught
Scale: Capital
Length: 698.2 meters
Skill: Capital ship piloting: assault frigate
Crew: 4,713, gunners: 118, skeleton: 1,500/+20
Crew Skill: Capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+2, communications 4D, sensors 4D
Passengers: 100 (troops)
Cargo Capacity: 7,500 metric tons
Consumables: 1.5 years
Cost: Not available for sale
Hyperdrive Multiplier: x1.5
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Hull: 5D
Shields: 3D
Sensors:
Passive: 20/1D
Scan: 40/2D
Search: 80/3D
Focus: 5/3D+2
Weapons:
15 Laser Cannons
Fire Arc: 5 front, 5 left, 5 right
Crew: 1 (4), 2 (8), 3 (3)
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmospheric Range: 100-300/1.2/2.5 km
Damage: 2D
20 Quad Laser Cannons
Fire Arc: 8 front, 6 left, 6 right
Crew: 3
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmospheric Range: 100-500/1/1.7 km
Damage: 4D
15 Turbolaser Batteries
Fire Arc: 5 front, 5 left, 5 right
Crew: 1 (8), 3 (7)
Skill: Capital ship gunnery
Fire Rate: 1/3
Fire Control: 1D
Space Range: 3-10/30/60
Atmospheric Range: 300-1/3/6 km
Damage: 7D

Starfighter Complement:
Republic Assault Frigates can dock up to twenty starfighters and/or light freighters. Some are capable of docking medium or bulk transports. These ships can not be taken into hyperspace. All Republic Assault Frigates carry a modified assault shuttle "piggy-back" atop the superstructure. The frigates are able to carry these vessels through hyperspace.

New Republic Special Forces

The Palvar Sector has an extremely limited deployment of SpecForce troopers that are spread out over both New Republic worlds in the sector, Nekkid and Teraii, as well as those on board the Triumph (mainly SpaceOps troopers).

The Palvar Special Forces is under the direct command of Colonel Al Rez, who served out several tours during the height of the Rebellion and was one of the few in his platoon to survive to retiring age, however, he chose to make the Special Forces his life and did not retire. Colonel Rez often times works directly with Captain Nele Versh when coordinating military actions and securing adequate space transport for his men.

The SpecForce detachment in the Palvar Sector Force are generally reserved for those top priority missions as regular infantry is used for ground operations and fleet troopers for starship defense and boarding.

New Republic Privateers

Following the traditions set by the Rebel Alliance, the Republic still hires private vessels to raid Imperial commerce. Due to the fact that the New Republic is extremely outnumbered in the Palvar Sector, privateering is more than an annoyance tactic, it is best way to wage a war of attrition against Moff Uhlmann's forces.

Like in the days of the Alliance, those privateers working for the Republic yield 50% of what they receive in return for immunity from persecution in the Republic as well as supplies, repairs, and anything else the crew may require to continue their service. The Republic assigns an observer to each privateering vessel once a year to insure that their actions are in the common views of the New Republic.



Chapter Five - Pirates, Slavers and Privateers

The Celmoore Pirates

Pirates are space bound raiders that are typically very brutal and effective in their raids. They prey upon starships, taking their cargoes and often times selling the captured crews to slavers if the cargo doesn't satisfy them. Pirates are commonly found on almost all trade routes and both the Empire and the New Republic have implemented several measures to protect vulnerable starships.

Piracy in the Palvar Sector is common of piracy throughout the galaxy. Nearly eighty percent of the sector's pirate forces are consolidated into the Celmoore Pirate Ring which is believe to operated off of one of the many millions of asteriods in the Celmoore asteriod belt. They are led by Captain Dod Bule but his existance hasn't even been confirmed as no one who meets him tends to escape.

The Death Hound

The Death Hound is perhaps the most powerful and largest starships operated and maintained by the Celmoore pirates. Apparently it was acquired by Dod Bule, supposed leader of the Celmoore pirates, during some sort of secret deal with a local corporation. The story that is told by almost all Celmoore pirates states that the ship was given to Bule with only one condition: no Palvar Defense Force registered starships would be made a target of the Celmoore pirates. Although PDF vessels still fall victim to the Celmoore pirates just as often as before the deal.

Bule heavily modified the carrier, switching out two of the turbolaser batteries for heavy ion cannons as well as replacing ten of the double laser cannons with more powerful quad laser cannons. Other modifications include boosted deflector shield output, a new propulsion and maneuvering system bought from Setec Astronomy and finally slightly increased power output in the tractor beam projectors.

Lacking adequate storage space for stolen goods, Bule chose to remove the extra three starfighter squadons that the Blood Bath carriers carried in their below deck and converted it into a massive cargo hold, capable of holding nearly 80,000 metric tons of cargo.

The Death Hound looks similar to an aircraft carrier, the flat top of the ship where the fighters land is very vulnerable to attack. It compensates for this weakness by employing vamped up fire power on the ship. The top side of the carrier can only hold about thirty-six starfighters, the rest are usually carried below deck but Bule converted this deck into a cargo deck.

Model: Modified Kevlar United Blood Bath Series II Star Carrier
Type: Customized raiding platform
Scale: Capital
Length: 500 meters
Skill: Capital ship piloting: Blood Bath star carrier
Crew: 1,506; gunners: 60; skeleton: 695/+15
Crew Skill: See crew stats
Passengers: 200 (troops), 50 (prisoners)
Cargo Capacity: 80,000 metric tons
Consumables: 2 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x14
Nav Computer: Yes
Maneuverability: 1D+1
Space: 5
Hull: 7D+1
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 55/2D
Search: 120/3D
Focus: 5/4D
Weapons:
8 Turbolaser Batteries
Fire Arc: 2 front, 2 left, 2 right, 2 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D+1
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D
2 Ion Cannons
Fire Arc: 1 front/right, 1 front/left
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 3D
10 Quad Laser Cannons
Fire Arc: 2 front, 3 left, 3 right, 2 back
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 5D
15 Double Laser Cannons
Fire Arc: 4 front, 5 left, 5 right, 1 back
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 3D+2
2 Tractor Beam Projectors
Fire Arc: 1 front/left, 1 front/right
Crew: 1
Skill: Capital ship gunnery
Fire Control: 3D+1
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 6D

Starfighter Complement:
3 starfighter squadrons
12 Ion Storm F-28 Vipers
12 Lancer interceptors
12 Y-wings
3 boarding shuttles
2 light transports
1 assault shuttle

Captain Dod Bule

Dod Bule is suspected the leader of the sector-wide Celmoore pirates but local authorities have yet to even confirm his existance. All they have to go on is the word of captured pirates who aren't exactly known for their truthfulness. All ships captured by the Death's Hound are never seen again as the crews are typically sold to slavers and the ship itself is either taken back to an established pirate outpost or simply destroyed.

Character Name: Captain Dod Bule
Type: Pirate captain
Species: Duros
Sex: Male
Age: 33
Height: 1.87 meters
Weight: 90 kilograms

Physical Description:
Dod used to look like your average Duros until he met with a serious of severe combat injuries that ended up costing him his left eye and left hand. In a painful and risky operation, Dod had an eyepath literally nailed over his left eye socket. Unable to find a suitable replica of a Duros hand, Dod had to settle for a wicked looking hook.

Personality:
Dod is a relatively vicious man and has been known to space entire crews of prize ships unless he finds a slaver to sell them to nearby.

DEXTERITY: 4D
Blaster: 6D+1
Dodge: 7D
Fireams: 4D+1
Melee combat: 6D
Melee combat: vibrocutlass: 8D
Melee parry: 5D+1
KNOWLEDGE: 3D+1
Intimidation: 5D
Languages: 3D+2
Planetary systems: 5D
Survival: 6D
Streetwise: 7D
Willpower: 4D+2
MECHANICAL: 2D
Capital ship piloting: 4D+2
Ground vehicle operation: 3D+2
Repulsorlift operation: 3D
Space transports: 7D
Starship gunnery: 5D
Swoop operation: 5D
PERCEPTION: 3D+2
Command: 6D
Con: 7D
Hide: 4D
Sneak: 5D+1
STRENGTH: 3D
Brawling: 5D
Stamina: 4D
TECHNICAL: 2D
Blaster repair: 3D
Space transports repair: 4D

Move: 10
Character Points: 15
Force Points: 2
Dark Side Points: 8

Equipment:
BlasTech DL-6H (5D), vibrocutlass (STR+3D+1), knife (STR+1D), eyepatch nailed into skull over left eye, vibrohook replacing left hand (STR+2D)

Kel Sapur

Kel Sapur is one of the galaxy's few remaining immortals. Immortals have a special connection to the force that almost always prevents them from being killed, the only sure way to kill an immortal is disentigration or decapitation, usually the latter.

Like other surviving immortals, Kel carries a sword which he hides under his long overcoat. He is a drifter by nature, not staying in any particular location for long.

During the great Jedi purge during the rise of the Empire, many immortals were hunted down and killed along with the Jedi due to their connection with the force. During this period, Stefon fled to the far reaches of the Outer Rim and beyond into the Expanse. Only with the fall of the Empire did he return from the outskirts of the galaxy and began drifting through New Republic space where he didn't fear being hunted down for what he was.

Character Name: Kel Sapur
Type: Pirate
Species: Immortal human
Sex: Male
Age: 469 standard years
Height: 1.88 meters
Weight: 81 kilograms

Physical Description:
Kel Sapur is a tall and dark man with a medium build. He has short brown hair which he keeps spiked in a scruffy looking manner. His eyes are a dull brown and almost seem lifeless. His clothing
tends to be sharp and mostly black with metal chains here and there on and over his black leather coat.

Personality:
Kel Sapur is a cold man and served several tours in the Clone Wars along side his brother, Stefon, just for the glory of a good massacre.

A Quote: "You don't understand the things that I have seen."

Connections With Other Characters:
Kel Sapur has been seen with infamous Celmoore pirates lately and often brags about soon taking command away from Dod Bule.

DEXTERITY: 4D
Archaic guns: 6D+1
Blaster: 7D
Dodge: 6D+2
Melee combat: 8D+1
Melee combat: vibrosword: 12D
Melee parry: 8D+2
KNOWLEDGE: 3D
Alien species: 4D
Intimidation: 6D
Languages: 4D
Survival: 5D+1
Streetwise: 5D
Willpower: 6D+2
MECHANICAL: 2D
Beast Riding: 3D
Ground vehicle operation: 3D+2
Space transports: 5D
Starship gunnery: 3D
PERCEPTION: 3D+2
Con: 6D
Hide: 7D
STRENGTH: 3D
Brawling: 5D
Stamina: 4D
TECHNICAL: 2D+1
Melee weapons repair: 3D+1

Special Abilities:
Immortality: Kel Sapur is one of the few Immortals in the entire galaxy. Immortals have a special connection to the force that feeds him life force in times of need. Immortals may be killed through normals means, but unless his head is removed from his body, then he will awaken in 1D rounds with all wounds healed in 3D rounds. Anyone taking his head will acquire his acute connection to the force and become immortal. Disintegration, explosion and other violent and brutal events will also render an Immortal dead.
Absorbtion: When an Immortal takes another Immortal's life he/she receives all of the fallen Immortal's character points, force points and dark side points through a violent force explosion (similar to the force explosion experienced when Emperor Palpatine first died).
Force sense: Immortals can sense when another is nearby (usually within 20 meters) and sometimes Jedi Knights may give off the same signal making an ignorant immortal believe that the Jedi is an immortal.

Story Factors:
Dueling: Immortals are drawn to each other via the force and often times engage in a fight to the death on those rare occassions when two meet.

Move: 10
Character Points: 89
Force Points: 9
Dark Side Points: 35

Equipment:
vibrosword (STR+2D single-handed, STR+4D two-handed), vibroshiv (STR+2D), Merr-Sonn DD6 blaster pistol (4D+1), Greff-Timms SnapShoot DT3 pulse-wave blaster (3D), blast vest (+1D/+2 (torso)), shipsuit, long black leather coat, 1,000 credits

Slavers

Vlas Eenex

Vlas Eenex began his life on the Kerl homeworld of Kelroy in the Mid Rim sector known as the Palvar Sector. When he was a child his father, a great warrior among the newly formed Kerl Navy, took him to the colony world of Wereling after hearing rumors of a massive galactic imperium quickly taking control of the entire galaxy.

When Eenex was roughly eleven years in age the Empire arrived in the Palvar Sector. His homeworld, Kelroy, was the first world to fall under assault by the Imperial juggernaught. The Kerl Navy fought honorably but was no match for the much superior Imperial starships. Kelroy was more or less destroyed following the skirmisk to serve as an example to the rest of the sector to not resist the New Order. It was an example Eenex would never forget.

Eenex found his surroundings on Wereling to be extremely corrupt and faced with the hardships of being alone in the universe, he gave it. He soon fell into a local swoop gang - which was a short lived experiment since the bitterly cold weather that Wereling's colony experienced made swoop travel very unpleasant and difficult.

At the age of twenty standard years, Eenex joined up with a local slaver. He had found his calling. He found it strangely pleasing to hunt and capture other sentients only to doom them to a hard life as a slave.

After a few years on the slave trade Eenex had made accumulated enough credits to begin working alone. He purchased his own starship and modified it for boardings, space combat and prisoner transport. For years he has worked the space lanes of the Palvar Sector, concentrating mainly on Imperial transports but not passing up other tempting and/or easy targets.

His hatred for the Empire only grew when Imperial forces under the command of the local Moff, Jerr Uhlmann, attacked and heavily damaged a group of pirate starships conducting a major raid on a civilian convoy. His ship was among the pirate vessels and barely escaped.

Since then he has been working hand-in-hand with the pirate lord Dod Bule taking captured crewers for slaves while Bule enjoyed the cargoes and ships.

Eenex has made a name for himself in the sector and Imperial transports fear him immensely. Stories of how he skins and guts Imperial crewers alive are not all that far fetched. He always makes an example of the highest ranking officer he captures to ensure that the rest of the prisoners fall in line and don't resist his authority.

On a side note, Eenex always sends the skins of slain Imperials to Moff Jerr Uhlmann's personal residence on Delfii with a note explaining that one day he will be a coat for Eenex.

Character Name: Vlas Eenex
Type: Slaver
Species: Kerl
Gender: Male
Height: 1.93 meters
Weight: 80 kilograms
Age: 44

Physical Description:
Eenex presents a massively intimidating form. He is well built with rough looking near-black skin. His eyes are mere slits and the rest of his facial features are rather plain and not well defined. When in his armor, Eenex presents an even more intimidating form as his armor is that of the now extinct Kerl warriors, a once fierce fighting force.

Personality:
Eenex is quite unemotional and does not know the meaning of the words mercy or sympathy. When confronted with Imperial crews, Eenex makes sure to make a quick example by completely gutting and skinning at least one of them to show the rest what will happen should they try to escape.

A Quote: "Imperial skin coats are in style these days."

Connections With Other Characters:
Vlas Eenex often works hand-in-hand with the infamous pirate, Dod Bule. It is not uncommon for Eenex to spend several months with Bule's ship just to collect prisoners to sell on the slave market.

DEXTERITY: 3D+1
Blaster: 4D+1
Blaster: blaster rifles: 5D+2
Blaster: disruptor pistols: 6D+2
Brawling parry: 6D
Dodge: 5D+2
Firearms: 4D
Melee combat: 4D+1
Melee combat: neuronic whip: 6D
Melee parry: 6D+2
KNOWLEDGE: 2D+2
Alien species: 4D
Intimidation: 6D+2
Languages: 5D+1
Planetary systems: 6D
Willpower: 5D
MECHANICAL: 3D
Repulsorlift operation: 4D
Space transports: 3D+2
Starship gunnery: 4D
PERCEPTION: 4D
Bargain: 5D+1
Command: 4D+2
Con: 5D
Investigation: 5D+2
Persuasion: 4D+2
Search: 8D
Sneak: 4D+1
STRENGTH: 3D
Brawling: 6D+1
Lifting: 4D+2
Stamina: 5D
TECHNICAL: 2D
Armor repair: 2D+2
Blaster repair: 3D
Demolitions: 4D+1
Security: 5D

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

Equipment (general):
black body armor (+2D/+1D torso, +1D/+2 arms and legs), helmet (+1D/+1 head; night vision, infrared), grenade belt, hand-held motion detector, restraints, comlink

Equipment (weaponry):
BlasTech A280 blaster rifle (5D+2), Tenloss DX-2 disruptor pistol (5D+2), vibrostiletto (STR+2D; max: 5D+2), neuronic whip (STR+1D or 5D stun), stun baton (STR+2D+2 stun), thermal detonator (10D), Spore/B stun grenade (4D stun), 2 flash/bang grenades (2D stun), glop grenade (6D STR to hold), concussive stun grenade (6D stun)

The Dark Star Privateers

Privateers are common throughout the galaxy. By definition privateers are basically hired raiders that are contracted to raid specific targets in exchange for supplies, repairs, medical aid and protection when needed.

The Rebel Alliance first experimented with privateers in its early days, contracting raiders to conduct commerce raids on both Imperial and Imperial alligned targets. They were extremely effective, causing the Imperial Fleet to further spread out its forces to protect its convoys.

The Dark Star is a Palvar Defense Force licensed vessel operating with the Palvar Sector. It is contracted to conduct commerce raids on rival corporations, pirates, the local Imperial faction as well as the New Republic.

The Dark Star operates legally within the Palvar Defense Force via this letter of marque:

BE IT KNOWN that Josef Herp, owner of the private vessel XKH Dark Star, hearafter the Owner, is now licensed and authorized by the Palvar Defense Force to protect the sovereignty of the sector, hereafter the Palvar Defense Force, by this Letter of Marque and Reprisal to conduct raids upon enemies of the Palvar Defense Force, its subsidiaries and supporters, to seize their cargo, properties, and vessels, and deliver them unto the Palvar Defense Force.

The owner shall surrender all bounty or proceeds of such activities to the review of the Palvar Defense Force, and in return be rewarded 50 percent of their value in credit or kind. The Palvar Defense Force may choose to buy an entire cargo at its need.

The PDF shall render aid as it can, subject the availability and discretion, including shelter, intelligence, repair, supplies and fuel. Those members of the vessel's crew shall be appointed by the Palvar Defense Force as needed.

This Letter shall remain in effect for one year from its date of issue, whenit shall be reviewed. If either party is dissatisfied, the contract may be dissolved. The Palvar Defense Force reserves the right to assign observers to the ship for the purpose of this review.

Aarlis Nacirem
Supreme Commander, Palvar Defense Force
CEO, Kashan Systems
CEO, Kashan Technological Development

The XKH Dark Star

The Dark Star is an XKH bulk freighter owned and operated by PDF privateer Josef Herp. Captain Herp employs several roughneck crewers that barely maintain the starship in working order.

The Dark Star, like all XKH models, consists of three decks: the bridge, the main deck with living quarters and passenger bunks, and the maintenance deck that runs along the belly of the craft.

The bridge is the top deck and the only access to it is a ladder in the center of the room. The forward part of the bridge includes two gunnery stations (that control each turret) and the pilot's station that is on a slightly elevated platform that is extended out into a transparisteel dome which gives the pilot an excellent field of view. In the center of the room is the access ladder with the captain's chair roughly a meter aft of it. Directly behind the captain's chair, Josef Herp has installed a large smuggling compartment into the floor that is used to store medical equipment and other supplies. At the back left of the bridge is the communications and sensors console which is manned by a single person. At the back left is the engineering console which displays detailed information regarding to the status of every ship system. Along the back wall are a pair of small hatches leading back toward the escape pod and a large weapons locker to store the personal armaments the crew may need.

Deck two, commonly referred to as the main deck, contains most of the more commonly frequented areas of of the ship. The forward most section is the airlock which has two back up door seals. Directly aft of the airlock is a spacious lounging area with benches on either side of the room and the bridge access ladder is in the center of this room. Directly aft of that is the ship's galley that leads to the two 'freshers and six crew quarters. Only five of the six cramped crew quarters on in use, the sixth has been converted into a temporary storage room for extra supplies. Past this area  is the passenger area that houses bunks and tables. And finally, aft of the crew area is the engineering access compartment which offers access into both cargo compartments, a stairwell into the maintenance deck, an engineering terminal and access to the deep engine crawlways.

The maintenance deck, or deck three, is the smallest of the three decks on an XKH freighter. There are two main rooms, the engine room which houses several control consoles and crawlway accesses and an emergency control room near midships that can only be reached by crawling eleven meters through tight maintenance crawlways and requires keyed in command controls from the main bridge to enable its control functions.

Like all other XKH freighters, the Dark Star carries a pair of detachable cargo compartments, one on each side of the ship. They are supported by two support beams each, one of which grants access into the compartments themselves. In an emergency the cargo pods may be detached from the ship by pulling an emergency lever in a concealed compartment under the captain's chair on the bridge.

Model: Modified Kashan Systems XKH Bulk Freighter
Type: Custom bulk transport
Scale: Starfighter
Length: 95.4 meters
Skill: Space transports: XKH bulk freighter
Crew: 4, gunners: 2, skeleton: 2/+5
Crew Skill: See crew stats
Passengers: 6
Cargo Capacity: 35,500 metric tons
Consumables: 3 months
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 3
Hull: 4D+2
Shields: 2D+1
Sensors:
Passive: 20/1D
Scan: 50/2D
Search: 90/3D
Focus: 2/3D+2
Weapons:
2 Double Laser Cannons
Fire Arc: 1 dorsal turret, 1 ventral turret
Crew: 1 (gunners at gunnery stations on bridge)
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D
Space Range: 2-5/13/25
Atmosphere Range: 200-500/1.3/2.5 km
Damage: 4D+2
Heavy Ion Cannon
Fire Arc: Front
Crew: 1 (pilot)
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 4D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 4D

Captain Josef Herp

Josef Herp, captain of the privateering vessel XKH Dark Star, a Kashan Systems' XKH bulk freighter, is a middle aged man who has had a fairly dull life. At the age of 18, Herp got a job with a new corporation, Kashan Systems. He served as a security officer on board one of Kashan's first vessels, the Slawn cruiser Advent.

After the formation of Kashan's Privateering Commission, Herp immediately applied to be one of Kashan's countless privateer captains, and the need was so great that he was given his own light freighter with which to raid rival corporations.

Over the years he performed his job, not getting in trouble, not standing out from the crowd. More recently, after his old light freighter, the Starbound, was scrapped, he purchased one of the biggest bulk freighters made by Kashan Systems, an XKH bulk freighter, the XKH Dark Star.

Since purchasing the XKH Dark Star, Captain Herp has upgraded many of the on board systems and added weapons with this privateer permit (although only good in PDF controlled space).

Character Name: Captain Josef Herp
Type: Privateer captain
Species: Human
Gender: Male
Height: 1.83 meters
Weight: 79 kilograms
Age: 43

DEXTERITY: 3D+1
Blaster: 5D
Dodge: 5D
Firearms: 3D+2
KNOWLEDGE: 3D
Alien Species: 5D
Bureaucracy: Kashan: 7D
Cultures: 4D+2
Languages: 3D+1
Planetary systems: 4D
Willpower: 5D
MECHANICAL: 3D
PERCEPTION: 4D
Bargain: 5D+1
Command: 5D
Con: 6D
Hide: 5D
Persuasion: 5D
STRENGTH: 3D
Brawling: 4D
TECHNICAL: 3D

Move: 10
Force Points: 2
Dark Side Points: 1
Character Points: 14

Equipment:
heavy blaster pistol (5D), jumpsuit, metallic bottle filled with ale

Stefon Sapur

Stefon Sapur is one of the galaxy's few remaining immortals. Immortals have a special connection to the force that almost always prevents them from being killed, the only sure way to kill an immortal is disentigration or decapitation, usually the latter.

Like other surviving immortals, Stefon carries a sword which he hides under his long overcoat. He is a drifter by nature, not staying in any particular location for long.

During the great Jedi purge during the rise of the Empire, many immortals were hunted down and killed along with the Jedi due to their connection with the force. During this period, Stefon fled to the far reaches of the Outer Rim and beyond into the Expanse. Only with the fall of the Empire did he return from the outskirts of the galaxy and began drifting through New Republic space where he didn't fear being hunted down for what he was.

Recently Stefon joined a privateering crew performing commerce raids on Imperial trading routes for the Palvar Defense Force. The ship, the XKH Dark Star, is commanded by Captain Josef Herp, an old friend of Stefon's.

Character Name: Stefon Sapur
Type: PDF Privateer
Species: Immortal human
Sex: Male
Age: 452 standard years
Height: 1.93 meters
Weight: 75 kilograms

Physical Description:
Stefon Sapur is a tall and dark man with a medium build. He has long black hair which he keeps tied back. His eyes are a brilliant green and almost seem to glow. His clothing is old and faded but in overall decent condition and he has short stubble over his face most of the time, shaving infrequently.

Personality:
Stefon Sapur is a cunning man and is overly calm even during the most critical situations. He has fought in numerous wars dating back centuries before the Clone Wars and has been officially killed in action more than once.

A Quote: "Darth Maul... the final straw, everything began falling a part because of him."

Connections With Other Characters:
Since joining the crew of the XKH Dark Star, Stefon has developed a strong bond with his fellow crew members and has a grudging respect for even the most under handed of them.

DEXTERITY: 3D+2
Blaster: 5D
Dodge: 7D
Melee combat: sword: 8D
Melee parry: 6D+1
Thrown weapons: 5D
KNOWLEDGE: 2D+2
Alien species: 4D
Intimidation: 5D
Languages: 3D
Planetary systems: 4D
Survival: 6D
Streetwise: 6D
Willpower: 9D
MECHANICAL: 2D+2
Beast riding: 3D+1
Ground vehicle operation: 3D
Repulsorlift operation: 3D
Space transports: 4D+1
PERCEPTION: 3D+2
Con: 5D+2
Hide: 6D
Sneak: 4D
STRENGTH: 3D
Brawling: 4D
Stamina: 8D
TECHNICAL: 2D+1

Special Abilities:
Immortality: Stefon Sapur is one of the few Immortals in the entire galaxy. Immortals have a special connection to the force that feeds him life force in times of need. Immortals may be killed through normals means, but unless his head is removed from his body, then he will awaken in 1D rounds with all wounds healed in 3D rounds. Anyone taking his head will acquire his acute connection to the force and become immortal. Disintegration, explosion and other violent and brutal events will also render an Immortal dead.
Absorbtion: When an Immortal takes another Immortal's life he/she receives all of the fallen Immortal's character points, force points and dark side points through a violent force explosion (similar to the force explosion experienced when Emperor Palpatine first died).
Force sense: Immortals can sense when another is nearby (usually within 20 meters) and sometimes Jedi Knights may give off the same signal making an ignorant immortal believe that the Jedi is an immortal.

Story Factors:
Dueling: Immortals are drawn to each other via the force and often times engage in a fightt to the death on those rare occassions when two meet.

Move: 10
Character Points: 68
Force Points: 3
Dark Side Points: 5

Equipment:
BlasTech DL-44 heavy blaster pistol (5D), sword (STR+1D+2), jumpsuit, long coat

Joey StarBreak

Joseph - or Joey as he likes to be called - StarBreak serves proudly as the operations officer on board of the privateering vessel XKH Dark Star. His main role is to operate the communications and sensors station on the bridge and also as a back up navigation officer and backup gunner.

Joey is perhaps the youngest member of the crew at the age of 26, which is rather uncommon of many pirate or privateering vessels on the space lanes. He often times takes a lot of criticism from other crew members and is known as the Kid.

Despite his age, Joey serves among the best of the Dark Star and is one of the captain's more favored crewers.

Character Name: Joseph 'Joey' StarBreak
Type: Privateer
Species: Human
Sex: Male
Height: 1.79 meters
Weight: 69 kilograms
Age: 26

Physical Description:
Joey is an attractive man, with rounded facial features, a little button nose, big baby blue eyes and neatly combed brown hair with a only few strands out of place hanging down in front of his face. He has a semi-muscular build and does have a tiny bit of extra fat around the midsection, but it doesn't seem to bother him that much, he says Women like the soft huggable types.

Personality:
Joey is a constant talker, often speaking his mind at the worst possible moments, and always bragging about some past experiences with pirates and such. He tries to be a smoothy around the women, always attempting a few pick up lines with any attractive female who happens to be in his sights. Joey is also very loyal to his comrades, and wouldn't sell em out for half the galaxy.
              
DEXTERITY: 4D
Blaster: 5D
KNOWLEDGE: 2D
MECHANICAL:  4D
Astrogation: 5D
Communications: 6D
Sensors: 6D
Starship shields: 5D
PERCEPTION: 2D
STRENGTH: 3D
TECHNICAL: 3D

Move: 10
Force Points: 1
Character Points: 5

Equipment:
BlasTech DL-44 heavy blaster pistol (5D), 2 extra power packs, vibroknife (STR+2D), small repair kit, comlink

Kigeb D'shek

Character Name: Kigeb D'shek
Species: Verpine
Type: Head technician
Height: 1.9 meters
Weight: 70 kilograms
Sex: Male
Age: 27

Physical Description:
Kigeb is tall and thin, and has no hair. He wears a slightly oversized grey jumpsuit,often covered with grease after long hours of repairing. Around his waist is a tool belt, sagging down from the weight of numerous tools.

Background:
Kigeb is the long-lost twin brother of Higeb, who got his cranium blown off by some meathead. He is exactly the same as Higeb in terms of physical appearance and personality. He hopes to fill the job left vacant by Higeb's death.

Personality:
Kigeb is very calm and passive. He is eager to help, and is very curious. He is very pacifistic, and tries to avoid conflicts. But in this galaxy, he knows that danger is just around the corner, so he keeps a vibro-shiv in a small sheath on the sleeve of his jumpsuit.

Quote: "EEP! We're gonna DIEEEE!!"

DEXTERITY: 3D
Blaster: 4D
Dodge: 5D
KNOWLEDGE: 2D
MECHANICAL: 3D
PERCEPTION: 3D
STRENGTH: 3D
TECHNICAL: 4D (+2D bonus)
Capital ship repair: 5D (7D)
Capital ship weapons repair: 5D (7D)
Space transports repair: 5D (7D)
Starship gunnery repair: 5D (7D)

Special Abilities:
Body armor: The Verpine's natural chitinous plate armor gives them a +1D bonus against physical attacks.
Organic telecommunication: Because Verpine can send and receive radio waves through their antenna, they have the ability to communicate with other members of their species and with specially-tuned comlinks. The range is very limited when they are activating individually (1 km) but greatly increases when in the hive (covers the entire Roche asteroid field.)
Technical bonus: All Verpine receive a +2D bonus when using their Technical skills.

Move: 10
Force Points: 1
Character Points: 5

Equipment:
blaster rifle (5D), tool belt loaded with various tools, starship repair kit (+1D to all ship-related repair rolls), glow rod, head-set comlink, jumpsuit, 1,000 credits



Chapter Six - New Equipment

With the vast number of privately owned corporations under the protection of the Palvar Defense Force, the economic trade in the sector tends to be fairly high with new items being developed and put on the market all of the time.

Armor

Bullet Proof Vest

Bullet proof vests are common on worlds where slugthrowers are the weapons of choice. They are designed specifically to prevent bullets and other physical attacks from killing the wearer. Some police forces have standard issue bullet proof vests.

Model: Merr-Sonn Bullet Proof Vest
Type: Bullet proof armor
Scale: Character
Cost: 300 credits
Availability: 2, R
Game Notes: +3D physical (projectiles), +1D physical (other), +2 energy

Personal Shield Unit

Personal shield generators are generally used by those who fear for their safety. This is the same model that was used by the rebel agent Kyle Katarn during several missions.

Model: Merr-Sonn PSG-1a "Protector"
Type: Personal shield generator
Scale: Character
Cost: 750 credits (power packs: 25)
Availability: 3, R
Game Notes: Adds +4D to character's Strength to resist damage from energy attacks. If wearer suffers any damage, belt is overloaded and shorts out. This shield completely drains a power pack in ten seconds (two rounds).

Communications Devices

Comm Badge

The comm badge is a compacted comlink that can be worn as a badge and often times can be concealed in a vest pocket. It is often times used by field agents so that they do not have to deal with pulling out a conventional comlink.

Model: NeuroSaav Comlink Badge
Type: Compact comlink
Skill: Communications
Cost: 130 credits
Availability: 2
Game Notes: Has active range of up to 15 kilometers in clear weather. Activated/deactivated by tapping face.

Ranged Weapon Attachments

Dead-Eye Scope

This scope was specifically designed for use with the Merr-Sonn Whisper sniper rifle but can easily be modified to fit almost any slugthrower or blaster rifle. The scope with its boosted magnification has proven useful to those lucky enough to have them on many occasions.

Model: Merr-Sonn Dead-eye Scope
Type: Rifle Scope
Scale: Character
Skill: Firearms: rifle
Cost: 340 credits
Availability: 2, R
Range: Same as gun (decreases difficulty level by 2 ranges)
Game Notes: +2D to appropriate ranged weapon skill if used for one round of aiming. The scope displays an infra-red read out with range-finder and wind indicator. Scope can also be used as a spotter with a varied Perception (or search) roll, counts as action and equivalent to Macrobinoculars.



Chapter Seven - New Personal Weapons

There is a massive amount of new and weapons that are commonly found throughout the sector. Perhaps one of the most competitive markets in the Palvar Sector is the personal weapon market. Kashan Industries is in a constant struggle with Mestic Munitions as they market blasters and firearms and engage in fierce advertising campaigns slated at completely destroying each other.

Melee Weapons

Vibrostiletto

The vibrostiletto is a combat melee combat weapon usually carried by a wide variety of souls for personal defense across the galaxy. Like standard stilettos, the LaserHone vibrostiletto features a retractable blade that can be extended or retracted by a simple press of a button. Safety looks will lock the blade inside of the handle to prevent accidental release and injury to the user. LaserHone made vibroweapons have a greatly attractive feature: unlike many vibroweapons, LaserHones are silent (actually ultrasonic), lacking the high-pitched whine that is so common to weapons of this type.

Model: LaserHone Penetrator Vibrostiletto
Type: Personal combat vibrostiletto
Scale: Character
Skill: Melee combat: vibrostiletto
Cost: 300 credits
Availability: 2, R or X
Difficulty: Moderate
Damage: STR+2D (maximum: 5D+2)

Vibrocutlass

The vibrocutlass is a pleasant alternative to the vibrorapier and the vibrosword. It is a few centimeters shorter than the average vibrosword but offers only a single sharpened edge. It is stereotypically associated with pirates and common space scum, but in reality, only a handful of pirates wield vibroweapons other than a simple vibrodagger or vibroshiv, let alone a vibrocutlass.

Model: Kashan Industries Vibrocutlass
Type: Personal combat vibroblade
Scale: Character
Skill: Melee combat
Cost: 310
Availability: 2, R
Difficulty: Moderate
Damage: STR+3D+1 (max: 7D)

Blasters

Kashan Industries is the sector's only local manufacturer of blasters. Many local citizens and military forces opt to buy the cheaper KI model blasters than pay higher prices for imported BlasTech or Merr-Sonn models.

Blaster Pistols

BlasTech DL-19

The BlasTech DL-19 was an attempt by BlasTech to create a blaster pistol that rivals the Merr-Sonn DD6 in firepower (which is slightly more powerful than the DL-18 and sells almost as well). The slightly improved firepower of the DL-19 over the DL-18 comes at the sacrifice of ten shots due to the extra power drain placed on the clip. Most prefer having the extra ten shots over the marginally improved stopping power.

In comparison with the Merr-Sonn DD6, the BlasTech DL-19 is almost identical. The only real difference between the two (besides physical appearance) is that the BlasTech DL-19 tends to handle a bit better a long ranges, but not enough to make any real difference.

The DL-19 has never really sold well in competition with the DD6, even though it boasts the infamous BlasTech name and has better range. This is mainly because the DL-19 costs up to 55 credits more than the DD6 on average.

Model: BlasTech DL-19
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 90
Cost: 515 credits (power packs: 25)
Availability: 2, R or X
Fire Rate: 1
Range: 3-10/30/115
Damage: 4D+1

Kashan Industries XT-1

While not as powerful as the military issued XT-1a, the XT-1 is Kashan's most popular selling blaster pistol. Along with the infamous BlasTech DL-18, it is one of the most common blaster pistols to be found in the Palvar Sector.

Model: Kashan Industries XT-1
Type: Blaster pistol
Scale: Character
Skill: Blaster: pistol
Ammo: 100
Cost: 790 (power packs: 25)
Availability: 2, F, R or X
Fire Rate: 1
Range: 3-12/30/110
Damage: 4D

Kashan Industries XT-1a

The XT-1a is the standard firearm issued to Kashan's private corporate military forces. Generally, only standard Kashan Naval officers and command rank Army officers are issued the XT-1a, whereas naval troopers are issued carbines and the limited numbers of army troopers are given either blaster rifles or repeating blasters.

Model: Kashan Industries XT-1a
Type: Blaster pistol
Scale: Character
Skill: Blaster: pistol
Ammo: 110
Cost: 900 (power packs: 25)
Availability: 3, X
Fire Rate: 1
Range: 3-7/25/50
Damage: 4D+1

Kashan Industries XT-2

The XT-2 is a direct descendant of both the XT-1 and XT-1a blaster pistols. Kashan Industries took the body of the XT-1 and moved the power clip lock 45 degrees upward and onto the side of the gun, adding another on the far side of the weapon so that it may draw from a pair of clips at once. Taking the power amplifier from the XT-1a, Kashan was able to increase the power output slightly, making the XT-2 almost as strong as BlasTech's infamous DL-44 heavy blaster pistol.

Model: Kashan Industries XT-2
Type: Blaster pistol
Scale: Character
Skill: Blaster: pistol
Ammo: 170 (requires two power packs)
Cost: 900 (power packs: 25)
Availability: 4, R or X
Fire Rate: 1
Range: 3-10/30/100
Damage: 4D+2

Kashan Industries XT-3

The Kashan XT-3 heavy blaster pistol was built upon the same frame as the older Kashan XT-1 blaster pistol. It is not remarkable in any aspect and many will take the older and more proven models such as the BlasTech DL-44 over the XT-3.

Model: Kashan Industries XT-3
Type: Heavy blaster pistol
Scale: Character
Skill: Blaster: heavy blaster pistols
Ammo: 30
Cost: 950 (power packs: 25)
Availability: 3, X
Fire Rate: 1
Range: 3-7/25/50
Damage: 5D

Blaster Carbines

Kashan Industries B-12/c

In order to provide its naval troopers with effective weapons cheaply, Kashan began manufacturing the B-12/c, a direct variant of the B-12 blaster rifle. The B-12/c is slightly smaller and designed to be used in close quarters. They are mainly made for use by Kashan Systems' private military force, but can also be found on the open market in the Palvar Sector.

Model: Kashan Industries B-12/c
Type: Blaster carbine
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 100
Cost: 800 (power packs: 25)
Availability: 3, R or X
Fire Rate: 1
Range: 3-20/40/200
Damage: 5D+2
Game Notes: At long range, add +5 to difficulty.

Kashan Industries TTH-B

After the Kashan TTI-S boarding carbine saw wide success in naval operations throughout the Palvar Defense Force, Kashan Industries decided to release the base of the carbine on the open market minus the micro-grenade launcher and flashlight attachments that came standard with the TTI-S.

The TTH-B is 47.3 centimeters long with a secondary handle mounted under the barrel for improved handling and a folding stock for ranged combat.

Model: Kashan Industries TTH-B
Type: Blaster carbine
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 110
Cost: 950 (power packs: 25)
Availability: 2, F, R or X
Fire Rate: 2
Ranges: 2-25/40/200
Damage: 4D+2
Game Notes: Clumsiness: At long range, add +5 to difficulty; Folding Stock: +1D to Blaster when used for one round of aiming.

Kashan Industries TTI-S

When fighting in close quarters a blaster carbine is usually the preferred weapon. Blaster rifles often prove to be too bulky and hard to handle in small spaces while blaster carbines tend to be smaller and better suited for such situations.

Kashan Systems contracted its sister company, Kashan Industries, to design a weapon to be used during boarding operations by the navy troopers of the Palvar Defense Force (PDF). The resulting weapon was the TTI-S carbine.

The TTI-S blaster carbine is one of the best weapons ever created by Kashan Industries. The blaster carbine has a faster recycle rate than most blasters and features an under-barrel micro-grenade launcher which stores a pair of concussion stun grenades (they can be replaced with smoke grenades). To make the TTI-S more versatile, Kashan Industries added a folding stock that easily locks in and out of the extended position. For boarding operations in starships with lighting problems, a built in flashlight may be activated by using a thumb switch that is located just above the barrel.

The weapon has proven extremely effective in its intended role, and nearly 90% of all PDF navy troopers make it their weapon of choice. It is rumored that Kashan Industries plans on exporting the weapons out of the Palvar Sector, perhaps selling the design to either Merr-Sonn Munitions or BlasTech.

Model: Kashan Industries TTI-S Blaster Carbine
Type: Blaster carbine/micro-grenade launcher
Scale: Character
Skill: Blaster: blaster carbine, missile weapons: micro-grenade launcher
Ammo: Blaster carbine: 110, micro-grenade launcher: 2
Cost: 1,170 (power packs: 25)
Availability: 3, X
Fire Rate: Blaster carbine: 2, micro-grenade launcher: 1
Ranges: Blaster carbine: 2-25/40/200, micro-grenade launcher: 3-10/25/100
Damage: Blaster carbine: 4D+2, micro-grenade launcher: 5D (stun)
Game Notes: Clumsiness: At long range, add +5 to difficulty; Folding Stock: +1D to Blaster when used for one round of aiming; Flashlight: Flashlight built into gun just above blaster barrel, activated/deactivated by thumb switch above handle.

Blaster Rifles

Kashan Industries B-12

Diving into the blaster market with their XT-1 blaster pistol, Kashan needed to find a foot-hold in the heavy weapons market. The B-12 blaster rifle was the result. It is more powerful than the famed BlasTech A280 and is the standard issue blaster rifle of the small Kashan Army. It's a modular design, with several variants (such as the B-12/c carbine) and is easily maintained and modified. A common modification is the addition of a second power pack, which can be purchased in a kit from Kashan for 100 credits and will allow two power packs to be loaded at once, doubling the ammunition.

Model: Kashan Industries B-12
Type: Heavy blaster rifle
Scale: Character
Skill: Blaster: rifle
Ammo: 50
Cost: 1,250 (power packs: 25)
Availability: 2, X
Fire Rate: 1
Range: 3-30/100/310
Damage: 6D

Kashan Industries B-13

The standard blaster rifle in the Palvar Defense Force has long been the B-12 heavy blaster rifle which was more powerful than even the famed A280 model produced by BlasTech. The B-13 is smaller than the older B-12 and does pack less of a punch while being cheaper and more energy efficient at the same time.

The B-13 features a folding stock and an optional folding forward grip for convience and easier handling in tight areas. It is easily adaptable and comes ready-made to fit everything from a variety of target scopes, laser sights, under-barrel grenade launchers, flashlights and even bayonets.

Model: Kashan Industries B-13
Type: Blaster rifle
Scale: Character
Skill: Blaster: rifle
Ammo: 95
Cost: 1,125 (power packs: 25)
Availability: 3, X
Fire Rate: 1
Range: 3-30/90/350
Damage: 5D+1
Game Notes: Folding stock: +1D to Blaster if used for one round of aiming.

Repeating Blasters

Kashan Industries B-12/r

The Kashan Industries B-12/r repeating blaster is another, less popular, variant of the B-12 blaster rifle. At the cost of firepower, the B-12/r gives the user multiple, rapid-fire, shots. Unlike other repeating blasters of its scale, the B-12/r has an optional power jack, for plugging into a back pack battery or a power generator for extended firepower.

Model: Kashan Industries B-12/r
Type: Repeating blaster
Scale: Character
Skill: Blaster: repeating blasters
Ammo: 100 (power pack), 300 (back pack), Unlimited (generator)
Cost: 1,900 credits (power packs: 25)
Availability: 3, X
Range: 3-30/120/350
Damage: 5D+2
Game Notes: On constant-fire mode the blaster fires a burst of 3 blasts per shot. Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower.

Kashan Industries SFBR-1

The original SFBR-1 was underpowered when compared to standard light repeaters on the market and was never put to production (officially). Unofficially the SFBR-1 saw a great deal of production and was deployed to those non-priority units that would most likely never see action.

Model: Kashan Industries SFBR-1
Type: Light repeating blaster
Scale: Character
Skill: Blaster: repeating blasters
Ammo: 100
Cost: 1,850 (power packs: 25)
Availability: 3, X
Fire Rate: 3
Range: 2-20/50/150
Damage: 4D+1

Kashan Industries SFBR-2

Finally someone has created a light repeating blaster that is the size of a standard blaster rifle. The original SFBR-1 was underpowered when compared to standard light repeaters on the market and was never put to production. However, Kashan Industries decided to take the SFBR-1 and modify it so that the user could switch between rifle- and repeater-modes.

The SFBR-2 was designed to be used mainly as a blaster rifle and while in repeater-mode, the rifle partitions the power output generating less powerful blaster bolts, shorter range while maintaining a higher rate of fire.

Model: Kashan Industries SFBR-2
Type: Blaster rifle/light repeating blaster
Scale: Character
Skill: Blaster: blaster rifles, blaster: repeating blasters
Ammo: 100
Cost: 2,155 (power packs: 25)
Availability: 3, X
Fire Rate: 1 (rifle mode), 3 (repeater mode)
Range: 3-30/80/250 (rifle mode), 2-20/50/150 (repeater mode)
Damage: 5D (rifle mode), 4D+1 (repeater mode)
Game Notes: Folding stock: +1D to Blaster if used for one round of aiming.

Firearms

The Mestic Munition M-series slugthrower rifle series is perhaps the top selling weapon line in the entire sector.

Hold-Out Slugthrowers

Pocket Pistol

The pocket pistol is Mestic Munitions best selling firearm and can be found on many major worlds anywhere in the galaxy. It is small enough to be easily hidden in anyone's pocket and rivals most hold-out blasters.

Model: Mestic Munitions Pocket Pistol
Type: Hold-out slugthrowing pistol
Scale: Character
Skill: Firearms: hold-out
Ammo: 1
Cost: 100 credits
Availability: 2, R or X
Range: 1-5/8/16
Damage: 3D+2

Slugthrower Pistols

Mestic Munitions Punisher 10mm

Mestic Munitions' Punisher model handgun was originally developed by custom order for several hitmen in various local crime syndicates. After a few years of street use, the orders for new Punishers increased dramatically until Mestic finally put the design into mass production and placed it on the open market, lowering the price from 700 credits down to 500 credits in the process. The new Punishers come standard with a removable silencer, one of the main traits that made it popular in the first place.

Model: Mestic Munitions Punisher
Type: 10mm slugthrower pistol
Scale: Character
Skill: Firearms: pistol
Ammo: 15
Cost: 500 credits
Availabilty: 4, X
Range: 1-7/25/50
Damage: 5D
Game Notes: Silencer: Very Difficult Perception roll to hear within 5 meters, Heroic within 10, impossible past 10 meters.

Mestic Munitions Perferator

The need for a rapid fire pistol was great among some small militia groups demanding a weapon capable of firing quickly and be easily carried and wielded. The resulting weapon, nicknamed the Perferator by a Mesician militia group who was sold a case of the weapons at a discount for field testing.

Model: Mestic Munitions Perferator Auto Pistol .45ACP
Type: Automatic slugthrower pistol
Scale: Character
Skill: Firearms: auto-pistol
Ammo: 20
Cost: 760 credits (clips: 25)
Availabilty: 3, P or R
Range: 1-6/25/75
Fire Rate: 2
Damage: 4D+1, 5D (3 round burst)
Game Notes: Mode Toggling: Switching to or from semi-auto or full-auto modes counts as a free action.

Mestic Munitions Puma 520 Enforcer

The Mestic Puma 520 Enforcer was designed specifically for covert operations where stealth was vital. The Puma 520 comes standard with a laser sight, Mestic's standard pistol silencer and is almost always painted black. It is the perfect weapon for raids into hostile structures (starships, bunkers, vehicles, etc) or assassinations.

A number of the weapons were sold to the New Republic's Palvar SecForce for distribution to their SpecForce Infiltrators and other covert teams. Overall sales of the Puma 520 haven't been all that high.

Model: Mestic Munitions Puma 520 Enforcer .45ACP
Type: Silenced slugthrower pistol
Scale: Character
Skill: Firearms: pistol
Ammo: 16
Cost: 800 credits (clips: 25)
Availabilty: 3, X
Range: 2-10/30/75
Fire Rate: 1
Damage: 4D+2
Game Notes: Laser Sight: +1D to Firearms if used for one round of aiming; Silencer: Very Difficult Perception roll to hear within 5 meters, Heroic within 10, impossible past 10 meters.

Mestic Munitions Viper XP Sidearm

The Viper XP is a smaller slugthrower that has been issued as a standard sidearm to Mestic Munitions' security forces and sold in limited numbers on the open market as a cheaper and more powerful alternative to such popular blasters as BlasTech's DL-18.

The Viper XP comes ready to fit a silencer, but does not come standard with it like the Punisher 10mm. For a small additional fee (50 credits), Mestic includes it's universal pistol silencer and a pair of extra clips.

Model: Mestic Munitions Viper XP .45ACP
Type: Slugthrower pistol
Scale: Character
Skill: Firearms: pistol
Ammo: 12
Cost: 650 credits (clips: 25, silencer: 50)
Availabilty: 3, R or X
Range: 3-10/30/80
Fire Rate: 1
Damage: 4D+2
Game Notes: Silencer: Very Difficult Perception roll to hear within 5 meters, Heroic within 10, impossible past 10 meters.

Slugthrower Carbines

Mestic Munitions MC-14

The Model 14 rifle was, like the number suggests, the 14th design in the M-series line of rifles. The first thirteen designs were either defective in some way, inferior, or a combination of the two. The M-14 was the first one that Mestic's owner approved of, and the MC-14 is a direct variant of this design.

The MC-14 is a carbine version of the M-14 rifle. Mestic designers removed the folding stock all together, minimizing the size and weight of the gun. To further reduce weight, all full-automatic components were removed making the weapon semi-automatic only. Other differences include a shorter barrel and an extended ammunition clip.

Model: Mestic Munitions MC-14
Type: 7.62mm semi-automatic slugthrower carbine
Scale: Character
Skill: Firearms: carbine
Ammo: 30
Cost: 1,210 credits (clips: 35)
Availabilty: 3, F, R or X
Range: 3-5/25/70
Fire Rate: 2
Damage: 4D
Game Notes: At long range, add +5 to difficulty.

Mestic Munitions 22M SMG

The Mestic 22M is a compact assault weapon that is barely larger than your standard automatic pistol. It is fairly bulky for it's class but is still remarkably light weight and versatile.

Model: Mestic Munitions 22M SMG
Type: .45 caliber submachinegun
Scale: Character
Skill: Firearms: submachineguns
Ammo: 32
Cost: 950 credits (clips: 25)
Availability: 3, X
Range: 3-20/40/150
Damage: 4D+2
Game Notes: On constant-fire mode the 22M fires a burst of 4 rounds per shot. Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower.

Mestic Munitions MP-5N SMG

Mestic Munitions, after creating the widely successful MP-5 submachine gun, required a special upgraded version of the weapon. The resulting MP-5N submachine gun is practically identical to the MP-5, with the exception of a superior silencer that does not limit the range and power of the weapon.

Model: Mestic Munitions MP-5N SMG
Type: Close-quarters 9mm submachine gun
Scale: Character
Skill: Firearms: submachine gun
Ammo: 30
Cost: 1,250 credits
Availability: 3, X
Fire Rate: 2 (semi-auto)
Range: 2-15/40/90
Damage: 4D, 5D (3 round burst)
Game Notes: Silencer: Very Difficult Perception roll to hear within 5 meters, Heroic within 10, impossible past 10 meters; Retractable Stock: +1D to Firearms if used for one round of aiming.

Slugthrower Rifles

Kashan Industries A-series Kashan-47

Kashan Industries, one of the leading blaster manufacturers in the Palvar Sector, recently introduced their first slugthrowing weapon, the AK-47, in an attempt to steal some of the business away Mestic Munitions, who has been quite successful in selling their M-series line of of automatic weapons along with a variety of other slugthrowers, missiles, and bombs.

The AK-47 is nothing more than a cheap rip off of the M-16. Kashan Industries purchased several dozen Model 16 rifles from Mestic through several agents posing as merchants. Kashan's research and development department studied the weapons and incorporated many of its aspects into their own AK-47 design. However, Kashan Industries, having no real experience with any sort of hand-held weapons other than blasters, finally released the AK-47 on the open market, taking heavy losses due to its inferiority to the cheaper and proven M- and AR-series rifles.

The AK-47 itself doesn't resemble the Model 15 or 16 in anyway. This was to make sure that Mestic didn't notice the rip-off of their design quickly. The most distinguishing features of the AK-47 are the bent ammunition clip and the wooden stock.

Model: Kashan Industries A-series Kashan-47
Type: .47 caliber automatic slugthrower rifle
Scale: Character
Skill: Firearms: auto-rifle
Ammo: 115
Cost: 2,500 credits (clips: 35)
Availabilty: 4, X
Range: 3-10/30/120
Fire Rate: 2
Damage: 4D+2, 5D+1 (burst of 3 rounds)
Game Notes: On constant-fire mode the AK-47 fires a burst of 5 rounds per shot. Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower.

Mestic Munitions M-series Rifles

The M-Series was the first firearms line introduced by Wereling Spaceworks' subsidiary, Mestic Munitions. The M-Series (often referred to as the Model-Series) featured 29 separate firearm rifle designs with only eight of those actually ever being manufactured and sold in great numbers.

The first thirteen M-Series designs were rejected for one reason or another but were quite similar in almost every aspect. Only a handful of prototypes for each model were ever produced. The fourteenth design, designated the Model 14 (or M-14) rifle was approved for manufacture and went on the open market a few years prior to the destruction of Alderaan.

The Model 14 was widely successful in the Palvar Sector, the location of both Mestic Munitions and Wereling Spaceworks, and spawned the carbine variant which was dubbed as the MC-14 carbine. After a little more than a year on the market, Mestic introduced and improved version of the weapon, the new Model 15 (M-15).

The Model 15 sold just as well as the older Model 14, featuring slight improvements in design for only a marginal price increase.

Around the time of the Battle of Cezli (shortly before the Battle of Hoth) Mestic introduced their Model 16, their most advanced firearm to date. The Model 16 quickly made the other Model 14 and 15s obsolete, outclassing them both in nearly every way. The Model 16 was designed to be modular in form, able to perform a wide variety of tasks. Several design variants of the M-16 were introduced over the years, ranging from a covert operations version to a sniper version (which ended up becoming the last of the M-Series rifles).

Models 17 through 20 were all rejected due to their inferiority to the M-16. The Model 21 sniper rifle was introduced around the time of the Battle of Endor and saw a limited production run as the standard sniper rifle of the Palvar Defense Force until the advent of the Model 16m sniper rifle.

Mestic Munitions Model 14

The Model 14 rifle was, like the number suggests, the 14th design in the M-series line of rifles. The first thirteen designs were either defective in some way, inferior, or a combination of the two. The M-14 was the first one that Mestic's owner approved of. It weighs 4.1 kilograms, is capable of semi or fully automatic fire, it can mount a bipod, and has a folding stock to minimize length for close quarters combat.

Model: Mestic Munitions Model 14
Type: 7.62mm selective fire slugthrower rifle
Scale: Character
Skill: Firearms: auto-rifle
Ammo: 20
Cost: 1,150 credits (clips: 25)
Availabilty: 3, R or X
Range: 3-8/30/90
Fire Rate: 2
Damage: 4D, 4D+2 (burst of 3 rounds)

Mestic Munitions Model 15

The Model 15 rifle was, like the number suggests, the 15th design in the M-series line of rifles. The first thirteen designs were either defective in some way, inferior, or a combination of the two. The Model 14 was the first one that Mestic's owner approved of, the Model 15 was an improvement on that design.

The Model 15 weighs 4.15 kilograms, is capable of semi or fully automatic fire, it is able to mount a bipod, and has a folding stock to minimize length for close quarters combat.

Model: Mestic Munitions Model 15
Type: 7.62mm selective fire slugthrower rifle
Scale: Character
Skill: Firearms: auto-rifle
Ammo: 20
Cost: 1,200 credits (clips: 25)
Availabilty: 3, R or X
Range: 3-10/30/100
Fire Rate: 2
Damage: 4D, 5D (burst of 4 rounds)
Game Notes: On constant-fire mode the M-15 fires a burst of 5 rounds per shot. Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower; Folding Stock: +1D to Firearms if used for one round of aiming.

Mestic Munitions Model 16

The M-16 is a versatile weapon produced by the Mid Rim company, Mestic Munitions. The standard base model of the M-16 comes standard with a custom fit strap, a special ammo clip belt, and a flash suppressor. It has two modes, semi-automatic and full-automatic, which the user can switch between by flipping a thumb switch above the handle.

Mestic sells several other versions of the M-16, each customized to specific needs of particular uses, such as infantry, stealth, and heavy weapons support.

The stock Model 16 is extremely popular among many planetary defense forces, criminal organizations, police forces, and some not very well supplied New Republic outposts. Kashan Industries, a strong rival of Mestic, has created a duplicate rifle with a different look, a larger standard ammunition clip, and a claim of overall superiority.

Model: Mestic Munitions Model 16
Type: Stock automatic slugthrower rifle
Scale: Character
Skill: Firearms: auto-rifle
Ammo: 30 (standard clip), 50 (extended clip)
Cost: 1,405 credits (standard clips: 25; extended clips: 40)
Availabilty: 2, X
Range: 3-10/35/100
Fire Rate: 2
Damage: 4D+2, 5D+2 (burst of 5 rounds)
Game Notes: On constant-fire mode the M-16 fires a burst of 5 rounds per shot. Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower; Flash Suppressor: Adds +1 to Difficulty to any visual attempts to locate the M-16's firer at medium range, +2 at long range; The Model 16i infantry rifle comes equipped with a vibrobayonet (STR+1D+1)

Mestic Munitions Model 16c Covert Operations Rifle

The M-16c automatic rifle was built with stealth and silence in mind. It is the shortest weapon in the M-16 family, with the stock removed to make it more mobile and a second handle near the front for easy wielding. A laser sight is mounted on the bottom of the weapon, just in front of the clip, to give the user a higher chance of hitting his target where he wants.

Model: Mestic Munitions Model 16c
Type: Covert operations weapon
Scale: Character
Skill: Firearms: auto-rifle
Ammo: 30 (standard clip), 50 (extended clip)
Cost: 1,500 credits (standard clips: 25; extended clips: 40)
Availabilty: 3, X
Range: 3-10/35/100
Fire Rate: 2
Damage: 4D+2, 5D+2 (burst of 5 rounds)
Game Notes: Silencer: Very Difficult Perception roll to hear within 5 meters, Heroic within 10, impossible past 10 meters; Laser Sight: +1D to Firearms if used with fixed stock for one round of aiming.

Mestic Munitions Model 16h Heavy Assault Rifle

The M-16h is the most powerful rifle in the M-16 family and is meant to be issued to the heavy weapons operator in a squad. Its main feature is a grenade launcher with is mounted under the barrel. The grenade launcher provides the user with superior firepower and longer range than most standard rifles. Some clever field technicians have been known to modify the grenade launcher to fire a single anti-vehicle missile (3D speeder scale), however, often times this results in the missile becoming jammed in the launcher and usually detonating before the soldier using has a chance to
flee.

In Game Terms: Modifying the grenade launcher into a missile launcher requires that all grenades first be removed (either fired or removed by the character for throwing or some other purpose). A moderate Firearms repair roll is required to modify the the launcher to fire only small missiles (usually small motar shells). On a Wild Die reroll of 6 when firing the launcher, the launcher becomes jammed and the missile will detonate in 1D rounds. Missiles: 3D speeder scale, blast radius 8 meters.

Model: Mestic Munitions Model 16h
Type: Automatic slugthrower rifle/mini-grenade launcher
Scale: Character
Skill: Firearms: auto-rifle, missile weapons: grenade launcher
Ammo: 30 (standard clip), 50 (extended clip), grenades: 6
Cost: 1,600 credits (standard clips: 25; extended clips: 40; grenades: 50 each)
Availabilty: 4, X
Range: Rifle: 3-10/35/100, grenade launcher: 3-30/100/250
Fire Rate: Grenade launcher: 1
Damage: Rifle: 4D+2, 5D+2 (burst of 5 rounds), grenades: 7D/6D/5D (blast radius: 1-2/4/6)
Game Notes: On constant-fire mode the M-16 fires a burst of 5 rounds per shot. Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower; Flash Suppressor: Adds +1 to Difficulty to any visual attempts to locate the M-16's firer at medium range, +2 at long range.

Mestic Munitions AR-series Rifles

When Mestic decided to discontinue their M-series rifles they needed a replacement series that could keep up with some of the top weapons on the market. The second rifle series introduced by Mestic was know as the Assault Rifle-series, or AR-series for short.

The AR-series was actually begun while the final models of the M-series were being designed with the AR-15, which was an attempt to advance a hybrid Model 15 and Model 16 rifle. The AR-15 was sold only to select customers and wasn't advertised heavily out of fear that it may bring an immature end to the M-series (Mestic had planned to stretch the M-series as long as it could to maximize profits).

The first real big seller of the AR-series was the AR-15/203 which was a combination assault rifle/grenade launcher that was sold openly on the open market.

After Mestic officially discontinued the M-series, the AR-15 and AR-15/203 were advertised heavily as the "beginning of a new generation of personal assault weaponry" and was widely anticipated in neighboring sectors. After a three month long advertising campaign Mestic introduced the AR-16 assault rifle that featured better range than any rifle in the M-series had.

From the opening days of the AR-series campaign, Mestic knew that it would need an AR-series sniper rifle due to mounting back orders for discontinued Model 16m and Model 21 sniper rifles. The AR-17, with a range of nearly half a kilometer, was the marketed at the same time as the AR-16. The AR-16 and AR-17 were featured together in an advertising campaign depicting a squad of soldiers with a single sniper with an AR-17 who was picking off troopers from a distance while his fellow soldiers (armed with AR-16s) charged into battle.

The advent of the AR-17 lead to a spin-off Sniper Rifle (SR-series) series that include the SR-22 and the fully automatic version, the SR-23. Both of which are able to pick off targets at a greater distance than an E-Web.

Mestic Munitions AR-15

With the overall success of the M-series line of slugthrowing rifles, Mestic Munitions set out to design a replacement series, the result was the new AR-series rifles. The first weapon of this line was the AR-15, quite similar to the Model 16 in appearance, but much more advanced.

Model: Mestic Munitions AR-15
Type: .56 caliber heavy assault weapon
Scale: Character
Skill: Firearms: auto-rifle
Ammo: 55
Cost: 1,350 credits (clips: 30)
Availability: 3, X
Fire Rate: 2
Range: 2-20/50/130
Damage: 5D, 6D (burst of 4 rounds)
Game Notes: On constant-fire mode the AR-15 fires a burst of 6 rounds per shot. Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower.

Mestic Munitions AR-15/203

The overall success of the M-16 line of slugthrowing rifles, Mestic Munitions set out to design an advanced version of the M-16h heavy assault rifle. The resulting weapon was the AR-15, quite similar to the M-16 in appearance with their model 203 grenade launcher attached under the barrel. The AR-15, though superior, has not generally been widely accepted and Model 16 sales are still higher than ever.

Model: Mestic Munitions AR-15/203
Type: .56 caliber assault rifle with grenade launcher attachment
Scale: Character
Skill: Firearms: auto-rifle, missile weapons: grenade launcher
Ammo: Bullets: 55, grenades: 3
Cost: 1,670 credits (clips: 30, grenades: 100 each)
Availability: 3, X
Fire Rate: 2 (semi-auto)
Range: Rifle: 2-20/50/130, grenade launcher: 3-30/100/270
Damage: Rifle: 5D, 6D (burst of 4 rounds), grenades: 6D/5D/4D (blast radius: 1-2/4/6)
Game Notes: On constant-fire mode the AR-15 fires a burst of 6 rounds per shot. Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower.

AR-16 Assault Rifle

The AR-16 design immediately succeeded the AR-15 and is basically a slightly refined AR-15. In appearance, there is not a single difference between a stock AR-15 and a stock AR-16. The only difference is a greatly increased range which makes the weapon a nice rival to a standard blaster rifle.

Model: Mestic Munitions AR-16
Type: .56 caliber heavy assault weapon
Scale: Character
Skill: Firearms: auto-rifle
Ammo: 55
Cost: 1,420 credits (clips: 30)
Availability: 3, X
Range: 3-20/50/200
Damage: 5D, 6D (burst of 4 rounds)
Game Notes: On constant-fire mode the AR-16 fires a burst of 7 rounds per shot. Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower.

Mestic Munitions AR-17 Sniper Rifle

With the discontinuation of the M-series, Mestic needed a reliable new sniper rifle in their new AR-series. The AR-17 design was more than what Mestic had hoped for. It's range and power were greater than any sniper rifle that they had ever constructed. It is still fairly rare due to the the great numbers of Model 16m and Model 21 sniper rifles still circulating on the market.

Model: Mestic Munitions AR-17 Sniper Rifle
Type: .72 caliber heavy sniper rifle
Scale: Character
Skill: Firearms: rifle
Ammo: 10
Cost: 1,465 credits (clips: 25)
Availability: 3, X
Fire Rate: 1
Range: 3-40/150/500
Damage: 6D
Game Notes: Scope: +1D to Firearms if used with stock for one round of aiming.

Mestic Munitions SR-22 Sniper Rifle

The Mestic SR-22 is the newest and most effective sniper rifle ever produced by Mestic Munitions and is used in limited numbers by both PDF snipers and private organizations across the Mid Rim and Expansion Regions.

The SR-22 is currently only a semi-automatic weapon but Mestic has released several rumors indicating that they will release a full-automatic version of the weapon in the near future that will allow a single soldier to lay down deadly fire over nearly two and a half kilometers - much further than any heavy repeating blaster.

Model: Mestic Munitions SR-22 Sniper Rifle
Type: .65 caliber heavy semi-automatic sniper rifle
Scale: Character
Skill: Firearms: rifle
Ammo: 35
Cost: 1,505 credits (clips: 30)
Availability: 2, X
Fire Rate: 3
Range: 5-300/750/2.5 km
Damage: 5D+2
Game Notes: Silencer: Very difficult Perception roll to hear within 2 meters, Heroic within 5, impossible past 5 meters; Sighting macroscope: Adds +3D to medium and long range shots. Requires a moderate Sensors roll to sight-in a target.

Mestic Munitions SR-23 Sniper Rifle

The Mestic SR-23 is one of the most impressive personal firearms ever. With a range of approximately two and a half kilometers it can effectively devastate entire squads of enemy troops before they know what hit them.

Model: Mestic Munitions SR-23 Sniper Rifle
Type: .65 caliber heavy automatic sniper rifle
Scale: Character
Skill: Firearms: auto-rifle
Ammo: 35
Cost: 1,900 credits (clips: 30)
Availability: 4, X
Range: 5-300/750/2.5 km
Damage: 5D+2
Game Notes: On constant-fire mode the SR-23 fires a burst of 5 rounds per shot. Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower; Silencer: Very difficult Perception roll to hear within 2 meters, Heroic within 5, impossible past 5 meters; Sighting macroscope: Adds +3D to medium and long range shots. Requires a Moderate Sensors roll to sight-in a target.

Shotguns

Mestic Munitions Combat Shotgun

The MST-11a combat shotgun was made with S.W.A.T. teams in mind. With this weapon you can cover a wide area with a lot or firepower. Its front and rear combat grips, folding stock, and side ammo clip which holds ten rounds make it perfect for tight situations. This weapon is illegal for citizens to carry and is only issued to certain military, and police force members.

Model: Mestic Munitions MST-11a
Type: Pump-action combat shotgun
Scale: Character
Skill: Firearms: shotgun
Ammo: 9
Cost: 3,800 credits (ammo: 50 per box of 15 shells)
Availabilty: 3, X
Range: 3-15/45/95
Fire Rate: 2
Damage: 6D/5D/4D

Mestic Munitions Spec-8

A good comparison of blaster carbines in the slugthrower world is possibly the shotgun. Mestic Munitions' new Spec-8 model offers superior firepower in a compactable package. With a folding stock and fast reload time, the Spec-8 is becoming popular in the underworld where street gang-warfare is common in close quarters such as alleyways and streets. The Spec-8 is faster during reloads than your average shotgun due to an advanced spring-loaded cocking mechanism designed specifically for speed loading.

Model: Mestic Munitions Spec-8 Auto-Loader 8 Gauge
Type: 8 guage shotgun
Scale: Character
Skill: Firearms: shotgun
Ammo: 5
Cost: 1,300 credits (ammo: 50 per box of 15 shells)
Availabilty: 2, R or X
Range: 3-10/30/90
Fire Rate: 1
Damage: 6D/5D/4D
Game Notes: Retractable stock: +1D to Firearms if used for one round of aiming.

Mestic Munitions Spec-55

The Spec-55 is a based on the same concept as the Spec-8, but the design team took a much different approach when designing the Spec-55. The Spec-55 operates with a variation of the old double barrel concept, where two barrels are loaded simultaneously. The vast majority of all double barreled slugthrowers have the barrels aligned side-by-side, this is not the case with the Spec-55. The Spec-55 Over-Under got its name from its barrel arrangement, one over the other.

Model: Mestic Munitions Spec-55 Over-Under
Type: Heavy shotgun
Scale: Character
Skill: Firearms: shotgun
Ammo: 2
Cost: 1,800 credits (ammo: 50 per box of 15 shells)
Availabilty: 2, R
Range: 3-10/35/85
Fire Rate: 2
Damage: 6D/5D/4D (single barrel), 7D/6D/5D (both barrels)

Railguns

Portable Railgun

In order to acheive the upper hand over both the Imperial and Republic forces in the sector, the Palvar Defense Force needed a new type of weapon, more powerful than a blaster rifle and the same merciless firepower of a slugthrower.

Aarlis Nacirem, owner of Kashan Systems and head of the Palvar Defense Force, knew that the resources under his direct command were insufficient to produce the type of weapon he desired. Taking a new leap for Kashan Systems, Nacirem made a proposal to one of the galaxy's top firearms manufacturers, Mestic Munitions. Mestic agreed to codevelop such a weapon only if they
would be given sole licensing rights and a contract to manufacture the completed weapons for the PDF. Knowing the importance of outgunning the Imperials and Rebels, Aarlis agreed.

Mestic and Kashan's top scientists worked day and night for nearly a year developing concepts, designing, and finally constructing prototypes of the weapon. The final finished product came to be known as the Type I Portable Rail Gun (PRG).

The PRG incorporates new technology into the firearm market. The PRG fires razor tipped armor piercing rounds via magnetic propulsion that effectively throws the round several times the speed of sound so effectively that the intended target is long dead before he hears the shot that killed him. The actual firing of the weapon is nearly silent as there is no internal explosion propelling the rounds as in other firearms.

The Type I PRG is a fairly large weapon, requiring a back pack battery or generator to supply power to the powerful electro magnets. It is 154 centimeters in length (not counting the back pack and attachment cable) and comes painted in a flat dark grey. An advanced targeting scope is attached to the top right left of the weapon and it can easily penetrate thin walls, brush, and other insignificant cover and display an accurate image of what may be attempting to hide under such cover (the PRG can easily penetrate anything that the scope can scan through).

The PRG was issued to only a handful of heavy weapons specialists in the PDF Army and is most often used for long ranged engagements.

Model: Kashan Technological Development/Mestic Munitions Type I PRG
Type: Enhanced slugthrower
Scale: Character
Skill: Firearms: railgun
Ammo: 50
Cost: 13,760 credits (standard ammo clips: 100, explosive ammo clips: 500)
Availabilty: 3, X
Range: 4-45/150/350
Damage: 7D (standard), 9D (explosive)
Game Notes: Scanning scope: +3D to Firearms, requires a Moderate Sensors roll to sight in a target (+1D Sensor bonus when sighting in moving targets, targets with significant variations in heat
signature or targets wearing metal-based armor); Silent operation: Very Difficult Perception roll to hear within 5 meters, Heroic within 10, impossible past 10 meters.

Railgun Pistol

The Type IV PRG is the smallest railgun known to be ever produced. It is about the size of a standard blaster pistol and is much more deadly than even the famed BlasTech DL-44 heavy blaster pistol. The Type IV houses a long ammunition clip in the handle as well as a standard pistol power pack to power the weapon's electro-magnets.

Railgun pistols are standard issue to the Palvar Defense Force's spacetroopers as they function better than standard blasters in the vacuum of space.

Model: Kashan Technological Development Type IV PRG
Type: Enhanced slugthrower pistol
Scale: Character
Skill: Firearms: railgun pistol
Ammo: 50
Cost: 6,195 credits (ammo clips: 100, power packs: 25)
Availabilty: 3, X
Fire Rate: 2
Range: 3-45/80/200
Damage: 5D+2

Plasma Weapons

Plasma Deatomizer

Kashan Technological Development, a cooperative effort of Kashan Industries and Kashan Systems, has developed the first prototype of the next age of weapons, the plasma deatomizer.

The plasma deatomizer is a highly advanced plasma rifle that earned its nickname of "deatomizer" due to the affects that it tends to have on targets at point blank range. Kashan Systems called in a platoon of raw naval troops and had a handful of the prototype weapons tested on them. In the instances where the weapon was fired at point blank range, the majority of the targets were simply vaporized, leaving little to no trace that they were ever there.

The weapon uses a tri-barrel array, having them in a triangular formation with one barrel centered over the other two. Each barrel fires when the trigger is pulled, the exiting plasma bursts combine creating a larger, more powerful. ball of blue-white plasma energy.

The weapon itself is still far from being perfected as the development team remains baffled as to why the weapon seems to randomly malfunction, sending its plasma energy around the gun and vaporizing the user, but functioning completely normal if picked up and fired immediately afterward.

Model: Kashan Technological Development's Series 4 "Deatomizer"
Type: Heavy plasma rifle
Scale: Character
Skill: Plasma Weapons: rifle
Ammo: 23
Cost: 14,570 (power packs: 150)
Availability: 4, X
Fire Rate: 1
Range: 2-8/90/250
Damage: 9D/7D/5D
Game Notes: Rolling a Mishap indicates that the Plasma Deatomizer has malfunctioned, literally vaporizing the user, but doing no damage to the weapon itself. If the damage roll of the weapon is 20 more than the opposing strength roll of the target, then the target is instantly vaporized, leaving little more than a horribly foul stench behind.

Other Weaponry

Kerl Disruptor Staff

The Kerl disruptor staff was the honory weapon of choice among the now extinct Kerl warriors of Kelroy. It is an elongated staff with a built in heavy disruptor and a long blade just under the barrel for close combat. The weapon is a flat black and each staff has a unique surface pattern of smooth curves.

Model: Kerl Disruptor Staff
Type: Bladed personal combat disruptor staff
Scale: Character
Skill: Blaster: disruptor staff, melee combat: disruptor staff
Ammo: 20
Cost: 4,500 credits (power packs: 50)
Availability: 4, X
Difficulty: Moderate
Fire Rate: 1
Range: 1-10/25/50
Damage: 6D+2 (disruptor), STR+2D (blade)


Chapter Eight - New Vehicles and Vehicle Weaponry

Vehicles

There is that small assortment of specialized vehicles that can be found in only certain areas of the galaxy. This is certainly the case in the Palvar Sector as special means of transportation are needed for special enviroments.

Civilian Vehicles

Aquatic Airspeeder

On a world where civilization extends both across the land and into the depths of oceans, a transport that can handle both of these enviroments is quite useful.

The Teraii Motor Corporation's SAS-Model XI aquatic airspeeder is one of the most common personal transports on Teraii. They frequent both the airways and the oceans of the planet, providing easy access to Teraii's submerged capitol city.

The SAS-Model XI is a sleek vehicle with a hatch located on either side of it to provide easy underwater docking and easy access on the surface. For atmospheric flight, the Model XI is equipped with a Nekkid Repulsors RPE-Gi repulsorlift engine which has an effective flight altitude of 47 kilometers. For underwater travel, it is equipped with retractable (retracted when in flight) turbo-maneuvering propellers.

Some Teraii citizens have installed various weapons systems onto their aquatic airspeeders ranging from torpedoes to blaster cannons. Possession of such items on Teraii is punishable by immediate exile off world and often results in the destruction of the item(s) in question.

Craft: Teraii Motor Corporation's SAS-Model XI Aquatic Airspeeder
Type: Submarine/airspeeder hybrid
Scale: Speeder
Length: 6.8 meters
Skill: Repulsorlift operation: Aquatic airspeeder
Crew: 1
Crew Skill: Varies
Passengers: 3
Cargo Capacity: 45 kilograms
Cover: Full
Altitude Range: Ground - 47 kilometers
Depth Range: Surface - 20 kilometers
Cost: 7,200 (new), 2,600 (used)
Availability: 3, F
Maneuverability: 2D (out of water), 1D (under water)
Move: 210; 600 kmh (out of water), 70; 200 kmh (under water)
Body: 2D

Military Vehicles

Preybird Swoop

The Preybird swoop is the standard swoop used by active and training Palvar Defense Force army troopers. Swoops provide the extremely agile mobility that PDF soldiers demand.

Typically, each PDF army trooper has a Preybird assigned to him/her/it once they complete their first rounds of swoop training. When on patrol, they generally tend to travel in groups of eight. For those soldiers stationed on a starship, the swoops are usually stored in the ship's cargo hold(s) and remain there until they are needed during a ground operation or they are changed out during crew rotation and new ones brought in with the replacement soldiers. The PDF army troopers hold their swoops sacred, each allowed to paint their own personal designs on them as long as they do not modify the swoop itself in anyway. Most squads tend to paint the same symbols on their swoops, usually of an adopted mascot that is elected by the eight soldiers.

The Preybird was designed for the typical rough rider or soldier. It has a blaster rifle holster, just behind the saddle on the right side, that fits most blaster rifles, including the BlasTech E11 and the Kashan B-12. A small storage compartment is located under the saddle itself which allows the driver to store small items, such as food rations or a blaster pistol.

Preybirds have two outriggers with four forward steering vanes. Maneuver controls are located in the hand grips, while altitude controls are built into the foot pedals. Speed normally is controlled through the foot pedals. Communications, sensors, and weaponry controls are set in a panel in front of the saddle.

Craft: Kashan Industries Type I "Preybird" Swoop
Type: Swoop
Scale: Speeder
Length: 3.2 meters
Skill: Swoop operation
Crew: 1
Crew Skill: Varies
Cargo Capacity: 3 kilograms
Cover: 1/4
Altitude Range: Ground - 300 meters
Cost: 5,950 (new), 2,100 (used)
Maneuverability: 4D+2
Move: 210; 600 kmh
Body: 1D+1
Weapons:
Light Blaster Cannon
Fire Arc: Front
Skill: Vehicle blasters
Fire Control: 1D
Range: 50-100/250/500
Damage: 2D

Hopper Compact Assault Vehicle

When the Palvar Defense Force examined the success of the compact assault vehicle, or CAV, in the Imperial Army, it knew that they needed a similar vehicle to supplement their armor units.

When the PDF contracted Kashan Industries to manufacture CAVs they still weren't fully decided upon whether or not to make it a repulsorlift or a treaded vehicle. Kashan Industries offered up a compromise that just might revolutionize ground vehicles across the galaxy. A repulsorlift ground  vehicle.

The CAV-A1 is a light-weight, maneuverable vehicle that packs the punch of some light repulsortanks. It is typically deployed to tank regiments in fairly large numbers to supplement light to heavy repulsortanks on the battlefield, however, there is at least one dedicated CAV regiment in the PDF.

The CAV-A1 is unique in that it is a ground vehicle boasting a repulsorlift generator. The repulsorlift only has the power to function for a few seconds before needing recharged, but this is often more than enough time to clear obstacles that might have otherwise prevented the CAV from passing.

The CAV-A1 has an extremely limited arsenal that incorporates only a single forward firing heavy laser cannon intended for use against other light to medium ground vehicles.

Model: Kashan Industries CAV-A1 "Hopper"
Type: Compact assault vehicle
Scale: Speeder
Length: 5.62 meters
Skill: Ground vehicle operation: CAV-A1, repulsorlift operation: CAV-A1
Crew: 1
Crew Skill: Ground vehicle operation 4D+2, repulsorlift operation 4D,  vehicle blasters 5D
Cargo Capacity: 70 kilograms
Cover: Full
Cost: 31,400 (new)
Altitude Range: Ground level-2 meters
Maneuverability: 2D+2
Move: 90; 260 kmh
Body: 3D
Weapons:
Medium Laser Cannon
Fire Arc: Front
Skill: Vehicle blasters
Fire Control: 2D
Range: 50-250/750/1.5 km
Damage: 5D+1

Hellfire Light Repulsortank

The need for a standardized repulsortank in the Palvar Defense Force became quite obvious during the long and bloody Battle of Palan, in which PDF forces were entrenched against rival MetaCorp forces for nearly four years of continuous and uneffective fighting. Unfortunately for those PDF soliders on Palan, the Hellfile light repulsortank came only mere weeks after the final cruise missile assault on the MetaCorp lines. The first Hellfires off the lines were deployed to the Hellfire assault regiment for which they were named.

The Hellfire repulsortank is typical of many tanks found throughout the galaxy with a large weapons turret located on top of the vehicle and the main access hatch on the top of that. An antipersonnel repeating blaster is mounted just in front of the hatch, allowing the gunner to quickly man it if needed. However, unlike most repulsortanks in service, the main weapon on the Hellfire is not an energy weapon, it is a large railgun. The railgun fires a projectile several times the speed of sound via magnetic propulsion. Unlike many projectile weapons, the railgun is almost silent in operation as
there is no internal explosion propelling the round.

The Hellfire is the most common repulsortank in the Palvar Defense Force and can be found almost anywhere there is a significant number of PDF soldiers.

Model: Kashan Industries/Mestic Munitions "Hellfire" Light Repulsortank
Type: Light repulsortank
Scale: Speeder
Length: 8.93 meters
Skill: Repulsorlift operation: Hellfire repulsortank
Crew: 2; Gunners: 2; Skeleton: 1/+10
Crew Skill: Repulsorlift operation 4D+2, vehicle blasters 5D, vehicle firearms 5D+1
Cargo Capacity: 1 metric ton
Cover: Full
Altitude Range: Ground level-5 meters
Cost: 45,950 (new)
Maneuverability: 1D+2
Move: 105; 300 kmh
Body: 4D+2
Weapons:
Medium Railgun
Fire Arc: Turret (turns one arc per round)
Crew: 1
Scale: Walker
Skill: Vehicle firearms: medium railgun
Ammo: 50
Fire Rate: 1
Fire Control: 2D+2
Range: 50-450/1.2/3.5 km
Damage: 5D+1
Heavy Repeating Blaster
Fire Arc: Turret (on top of main turret)
Crew: 1
Scale: Character
Skill: Vehicle blasters
Fire Rate: 5
Fire Control: 1D
Range: 20-150/300/800
Damage: 7D+2
Game Notes: The repeating blaster is mounted on top of the turret just in front of the main access hatch. Cover is reduced to 1/4 when operating the repeating blaster. Blaster cannot be fired from inside the tank.

Vengeance Heavy Repulsortank

The Vengeance-class heavy repulsortank is the heaviest piece of armor in the Palvar Defense Force. It serves much the same purpose as the Imperial AT-AT walkers, but much more effectively.

The Vengeance repulsortank is a combination of a floating weapons platform and an armored personnel carrier. As a weapons platform it carries an impressive arsenal including a heavy laser cannon as the main weapon, a concussion grenade launcher on the same axis, a pair of E-Webs modified into effective antipersonnel turrets on either side as well as an anti-vehicle land mine layer.

In standard operation, the Vengeance tanks engage other vehicles with their heavy laser cannon which is supplemented by the concussion grenade launcher for close-range engagements. The modified E-Web turrets make for excellent antipersonnel and anti-light vehicle work, each being able to cover the front and rear fire arcs to some extent (there are only small blind spots directly in front and directly behind the tank). At last minute, designers added an anti-vehicle mine layer to the tank's aft end, routing controls to the co-pilot's station. The mine layer allows the tank to effectively set up a perimeter around itself and more or less "dig in" for extended periods of time.

The Vengeance repulsortank boasts top of the line electronic systems that Imperial repulsortanks and walkers lacked for reasons of cost. The Palvar Defense Force is able to afford such luxuries as shield generators and enhanced sensor arrays on board their heavy tanks. In addition to the shield
generator and sensor array, the Vengeance repulsortanks feature a long range communications terminal which has an effective range of low orbit, allowing the tank crew to communicate directly to a command ship above the planet.

Other features include a smoke generator on the aft end and a spot light in front of the ingress/egress hatch on top of the main turret. The Palvar Defense Force has had each tank specifically painted with various camofluage patterns for varying types of terrain and surroundings while supplementing the tank with whatever else it may require for that specific enviroment (such as extra internal heaters for tanks intended for use on an ice world).

The Vengeance tanks tend to be deployed only to company strength units and higher with each crew being trained extensively in proper fighting and survival techniques for the enviroment type that their tank was assigned.

Model: Kashan Industries T11 "Vengeance"
Type: Heavy repulsortank
Scale: Walker
Length: 17.53 meters
Skill: Repulsorlift operation: Vengeance repulsortank
Crew: 3; Gunners: 4; Skeleton: 1/+10
Crew Skill: Repulsorlift operation 4D+2, sensors 4D, vehicle blasters 5D+2
Passengers: 8 (troops)
Cargo Capacity: 2 metric tons
Cover: Full
Altitude Range: Ground level-4 meters
Cost: 95,500 (new)
Maneuverability: 1D
Move: 70; 200 kmh
Body: 5D
Shields: 1D
Sensors:
Passive: 20 meters/0D
Search: 75 meters/1D
Weapons:
Heavy Laser Cannon
Fire Arc: Turret
Crew: 1
Skill: Vehicle blasters
Fire Control: 2D+1
Range: 200-1/3/5 km
Damage: 6D
Concussion Grenade Launcher
Fire Arc: Turret (same axis as heavy laser cannon)
Crew: 1
Skill: Missile weapons
Fire Control: 1D
Range: 10-50/100/200
Damage: 3D
2 Heavy Repeating Blasters (modified E-Webs)
Fire Arc: 1 left turret, 1 right turret
Crew: 1 each
Scale: Character
Skill: Vehicle blasters
Fire Control: 1D
Range: 3-75/200/500
Damage: 8D
Game Notes: Cover is reduced to 3/4 for repeater gunners.
Land Mine Layer
Fire Arc: Back
Crew: 1 (co-pilot)
Scale: Speeder
Skill: Missile weapons
Ammo: 20
Range: 1/2/3
Blast Radius: 0-2/4/5/10
Damage: 5D/4D/3D/2D
Smoke Generator
Fire Arc: Back
Crew: 1 (co-pilot)
Damage: 3D (smoke)

Cruise Missile Vehicle

In modern ground warfare heavy weapons and vehicles have replaced the need for vast amounts of ground troops. Pinpoint orbital bombardments, airspeeder and starfighter strikes and artillery bombardment do most of the damage during many ground operations. Even when two opposing armies meet on the field of battle, massive battle tanks and combat speeders do most of the work while the infantry is used as cannon fodder and for clean up.

KTD decided that the next logical step in ground warfare at this point was some sort of long range weapon that could navigate and find its way to any target under any situation and deal a massive amount of damage. The answer was the cruise missile.

KTD designed their TCM-class cruise missile off of a highly modified courier droid body. They replaced most of the droid's systems with military-grade guidance systems and a small thermo-nuclear warhead. The only problem with this was the means by which they would be launched and carried into a combat zone.

A fixed missile firing position would only be useful for so long until the enemy is destroyed, the relocate or the emplacement is destroyed. The only real answer was to design a mobile launching system.

The resulting TCM-LS design was a massively large treaded vehicle with a large rotating missile battery on the top rear. The missile launcher is a large rectangular box with all of the missiles safely stored inside of it. The launcher can rotate in any direction and can fire any combination of missiles at any single target simultaneously. The gunnery crew is in a sealed compartment directly behind the main cockpit.

The final design for a mobile cruise missile launcher was exceedingly expensive. The PDF only contracted ten of the units to be constructed and each were deployed only to the top priority commands in the sector.

Model: Kashan Technological Development's TCM-LS
Type: Mobile cruise missile launcher
Scale: Walker
Length: 26.87 meters
Skill: Ground vehicle operation: TCM-LS
Crew: 2; Gunners: 3; Skeleton: 1/+15
Crew Skill: Ground vehicle operation 4D+2, missile weapons 5D+1
Cargo Capacity: 2 metric tons
Cover: Full
Cost: 131,300 (new)
Availability: 4, X
Maneuverability: 1D
Move: 30; 90 kmh
Body: 4D
Weapons:
Cruise Missile Launcher
Fire Arc: Turret (turns one arc per round)
Crew: 2
Scale: Capital
Skill: Missile weapons: TCM-LS
Ammo: 4
Fire Rate: 1 - 4
Fire Control: 4D
Range: 1-25/100/250 km
Blast Radius: 30/20/10 meters
Damage: 3D/2D/1D
Game Notes: Missiles in transit can be shot down by laser weapons (this is Heroic Difficulty). Missiles remain in the air one round for every 20 kilometers it crosses. Missiles launched at different targets cannot be fired in the same round.

Falcon Combat Airspeeder

The AS-16 Falcon combat airspeeder is the standard air support platform in the Palvar Defense Force. All Falcons are usually attached to a ground base in squadron strength of a pre-fabricated garrison in flight strength.

The AS-16 Falcon is a sleek and stream-lined with swept back wings and maneuvering fins for maximum speed and maneuverability. Its standard ordnance consists of a 20mm gatling projectile cannon (usually Mestic's vulcan cannon) mounted just under the nose and a pair of blaster cannons that are mounted on the tips of each wing.

In standard operation the Falcon is deployed in at least pairs to provide air support for PDF ground troops, performing everything from critical precision strikes to strafing runs.

Craft: Kashan Industries AS-16 "Falcon"
Type: Combat airspeeder
Scale: Speeder
Length: 12.3 meters
Skill: Repulsorlift Operation: AS-16
Crew: 1
Crew Skill: Varies widely
Cargo Capacity: 25 kilograms
Cover: Full
Altitude Range: Ground level-17 kilometers
Cost: 65,000 (new), 44,500 (used)
Maneuverability: 3D
Move: 450; 1,300 kmh
Body Strength: 2D
Weapons:
2 Blaster Cannons (fire-linked)
Fire Arc: Front
Skill: Vehicle blasters
Fire Control: 1D
Range: 50-400/1/2 km
Damage: 5D+1
20mm Projectile Cannon
Fire Arc: Front
Skill: Vehicle blasters
Ammo: 515
Fire Control: 2D
Fire Rate: 5
Range: 50-450/1.2/3.5 km
Damage: 3D+2

Vehicle Weaponry

Commonly most combat vehicles are equipped with blaster and laser cannons, concussion missile launchers, and the like. Both the Empire and the Republic overlook some older weapon concepts such as solid fuel missiles and free fall bombs. These weapons are just as effective, if not more, than other modern day pieces of weaponry.

ECM Pod

The ECM (Electronic Countermeasure) pod produces a noise signal with deception modulation to jam target guidance systems and prevent lock-on. It can also confuse the targeting systems on enemy craft - but not reliably.

Model: Mestic Munitions ALQ-131
Type: ECM pod
Cost: 7,900 credits
Game Notes: Add +2D to sensor operator's difficulty to target the ship.

Vulcan Cannon

The M61 Vulcan cannon has been in production for more than thirty years. It is capable in both dogfighting and strafing roles. The gun is the only weapon effective at very close ranges on a craft wielding large arsenals of bombs and missiles.

Model: Mestic Munitions M61A1 Vulcan
Type: 20mm gatling projectile cannon
Scale: Speeder
Ammo: 515
Cost: 3,000 credits
Fire Rate: 5
Fire Control: 2D
Range: 50-450/1.2/3.5 km
Damage: 3D+2

Rocket Launcher

The LAU 5003A rocket launcher fires up to 19 air-to-ground missiles effective against light armor, vehicles and other soft targets.

Model: Mestic Munitions LAU 5003A Rocket Launcher
Type: Air-to-surface rocket launcher
Scale: Speeder
Ammo: 19 CRV7 rockets
Cost: 5,045 credits
Fire Rate: Up to 19
Fire Control: 1D
Range: 1-2/2.9/6.4 km
Blast Radius: 5 meters
Damage: 4D

Shrike Missile

The AGM-45A Shrike is an anti-radiation missile effective against continuous wave (CW) radar emitters. These include all enemy air defense radar systems. While most combat airspeeders lack the avionic systems to be a true multi-purpose platforms, they may be asked to perform this mission anyway.

Model: Mestic Munitions AGM-45A Shrike
Type: Air-to-surface passive radar seeking missile
Scale: Speeder
Cost: 700 credits
Fire Control: 3D+2 (seeker: passive radar)
Range: 1-3/7.5/19.2 km
Blast Radius: 35 meters
Damage: 6D
Game Notes: If no active radar/sensor emissions are present (either active or passive) reduce Fire Control to 0D.

Maverick Missile

The Maverick is a "fire and forget" air-to-ground missile, enabling the pilot to seek other targets or leave the area once the missile is launched. The Maverick-I model uses a TV-imaging seeker with scene magnification to allow the pilot to acquire targets from a greater distance. The Maverick employs a high-explosive shaped-charge warhead effective against tanks, trains and other vehicles.

Model: Mestic Munitions Maverick-I
Type: Air-to-surface remote guided missile
Scale: Speeder
Cost: 1,750 credits
Fire Control: 3D
Range: 1-3/12/22.4 km
Blast Radius: 45 meters
Damage: 7D

Maverick-II Missile

The Maverick-II model seeker has an imaging infrared seeker which allows target acquisition at night and also helps cut through smoke and dust in the  daytime. In addition, the Maverick-II employs a new lower-smoke motor.

Model: Mestic Munitions Maverick-II
Type: Air-to-surface remote guided missile
Scale: Speeder
Cost: 1,900 credits
Fire Control: 3D+1 (seeker: imaging infrared)
Range: 1-3/12/22.4 km
Blast Radius: 45 meters
Damage: 7D

"Harmful" Missile

The AGM-88A HARM (High Speed Anti-Radiation Missile) is an upgrade of the Shrike. The HARM was developed with a much higher speed and range so it could hit a radar source without warning. It also has a better target acquisition system that is effective against both CW and pulse-dopppler radar.

Model: Mestic Munitions AGM-88A HARM
Type: Air-to-surface passive radar seeking missile
Scale: Speeder
Cost: 1,100 credits
Fire Control: 3D+2 (seeker: passive radar)
Range: 1-3/22/48 km
Blast Radius: 25 meters
Damage: 5D+2
Game Notes: If no active radar/sensor emissions are present (either active or passive) reduce Fire Control to 0D.

AMRAAM Missile

The AMRAAM (Advanced Medium-Range Air-to-Air Missile) was designed to replace the disappointing AIM-7 Sparrow. It is guided by an active pulse-doppler radar and propelled by a high-speed, reduced smoke rocket. The AMRAAM can acquire its targets beyond visual range (BVR) and be launched at any aspect angle and speed.

Model: Mestic Munitions AIM-120 AMRAAM
Type: Air-to-air radar seeking missile
Scale: Speeder
Cost: 500 credits
Fire Control: 3D+1 (seeker: active radar)
Range: 1-3/15/40 km
Damage: 5D+2

Sidewinder Missile

The Sidewinder is a battle-proven, close-range missile that has been in production for more than thirty years. The AIM-9P is the best of the second-generation Sidewinders, but is outdated compared with the -9M and the -9R. The AIM-9P can only acquire its target from rear hemisphere, where it has an unobstructed view of the target's engines. Still, under good launch conditions, the -9P is a capable weapon.

Model: Mestic Munitions AIM-9P Sidewinder
Type: Air-to-air heat seeking missile
Scale: Speeder
Cost: 480 credits
Fire Control: 3D (seeker: rear-aspect infrared)
Range: 100-900/7/16 km
Damage: 5D
Game Notes: Missile will not track a target when fired in a head-to-head engagement. In this case, reduce Fire Control to 0D.

Sidewinder-II Missile

The AIM-9M is a third-generation model of the Sidewinder. The all-aspect capability allows the seeker to acquire targets from any angle, although it still works better from the rear hemisphere. It outperforms the -9P in all areas, including maneuverability, seeker sensitivity, target tracking, lethality and susceptibility to countermeasures. It also has a low-smoke motor which reduces launch and ingress detection. Of the 400 Sidewinder's fired in combat since the missile's introduction, 308 destroyed their targets.

Model: Mestic Munitions AIM-9M Sidewinder
Type: Air-to-air heat seeking missile
Scale: Speeder
Cost: 510 credits
Fire Control: 3D+2 (seeker: all-aspect infrared)
Range: 100-900/7/16 km
Damage: 5D

Cratering Bomb

The Durandal was designed solely for the purpose of destroying runways. The bomb first penetrates the runway surface and then a delayed explosion buckles a large portion of the runway - damage much more difficult to repair than the crater of a general-purpose bomb. Note that a bomb hit toward the end of a runway might not destroy enough pavement to put the runway completly out of action.

Model: Mestic Munitions BLU-107/B Durandal
Type: Anti-runway cratering bomb
Scale: Walker
Cost: 980 credits
Blast Radius: 20 meters
Damage: 4D+2

Cluster Bomb

The CBU-84 has fins to spin the unit at high velocity and disperse the released bomblets over a wide area. Each bomblet contains a half-pound forward-firing, shaped charge and a zirconium incendiary ring. This munition is effective against light armor, infantry and other soft targets.

Model: Mestic Munitions CBU-84 Cluster Bomb Unit
Type: Sub-munitions dispenser
Scale: Speeder
Ammo: 202 "bomblets"
Cost: 3,500 credits
Blast Radius: Up to 100 meters
Damage: 3D+2 (per "bomblet")

Light Free-Fall Bomb

Simple, cheap and effective, the Mk series of general-purpose bomps usualy makes up the bulk tonnage of munitions dropped in any engagement. The Mk82 is effective against tanks and other ground force targets as well as small buildings.

Model: Mestic Munitions Mk82
Type: General purpose iron bomb
Scale: Walker
Cost: 700 credits
Blast Radius: 25 meters
Damage: 4D+2

Drag Free-Fall Bomb

The Snakeye version of the Mk82 has drag fins which open upon release to rapidly decelerate the bomb. This causes the bombs to hit well behind the speeder, allowing a safe egress from a low drop. This bomb is otherwise the same as the Mk82.

Model: Mestic Munitions Mk82HD Snakeye
Type: High-drag iron bomb
Scale: Speeder
Cost: 800 credits
Blast Radius: 25 meters
Damage: 4D+2

Medium Free-Fall Bomb

The Mk83 bomb is effective against medium to small buildings, storage tanks and warehouses.

Model: Mestic Munitions Mk83
Type: General purpose iron bomb
Scale: Walker
Cost: 1,000 credits
Blast Radius: 40 meters
Damage: 5D+1

Heavy Free-Fall Bomb

The Mk84 is tha largest bomb in the Mestic arsenal. It is effective against large buildings, factories, power plants, bridges, hardened airspeeder shelters and bunkers.

Model: Mestic Munitions Mk84
Type: General purpose iron bomb
Scale: Walker
Cost: 1,500 credits
Blast Radius: 50 meters
Damage: 6D+2



Chapter Nine - New Starships

Transports

Transports are any nonmilitary starship used to carry cargo or passengers. Transports range from small light freighters (like the Corellian YT-series) to massive bulk transports and container ships which can carry thousands of tons of cargo. Most transports travel regular routes among several star systems. These ships form a vital link in the galactic economy. Stock transports tend to be slow at both sublight and hyperdrive sppeds and most have no weaponry or shielding to speak of. However, some transports are heavily modified with weapons, high-performance drives, and military-grade shield generators. Pirates, smugglers, and Rebel sympathizers often modify their transports for combat. Owners of transports tend to commonly modify their starships with any number of enhancements that suit their personal needs.

Intrepid Light Freighter

The AC-500c is a little known light freighter that is often found in the Palvar Sector around the Kashan star system. It is easily recognizable, and is often described as looking like a "Perivian Sausage."

Craft: Kashan Systems' AC-500c "Intrepid"
Type: Stock light freighter
Scale: Starfighter
Length: 40.1 meters
Skill: Space transports: Intrepid light freighter
Crew: 2; Skeleton: 1/+5
Crew Skill: Varies widely
Passengers: 5
Cargo Capacity: 170 metric tons
Consumables: 2 months
Cost: 120,000 (new), 70,000 (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Atmosphere: 295; 850 kmh
Hull: 2D+2
Shields: 1D
Sensors:
Passive: 15/0D
Scan: 20/1D
Search: 40/1D+2
Focus: 2/2D
Weapons:
Light Laser Cannon
Fire Arc: Turret
Crew: 1
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 3D

XKH Bulk Freighter

The XKH bulk freighter is a highly adaptable freighter series developed by Kashan Systems as a cheap ship that is capable of performing a wide variety of tasks. The standarrd XKH is marketed as a bulk freighter and sold to the general populace in the Palvar Sector and surrounding areas.

A standard XKH is constructed as a bulk freighter, for hauling large sums of cargo from place to place. This is mainly because the biggest demand is currently for bulk freighters for shipping war materials from Kashan to both the Imperial and Republic systems in the sector. However, there are several other variants of the XKH including the XKH-PL (passenger liner version), and the XKH-TT (troop transport version).

The stats for the XKH-PL are the same as the XKH except for the following:
Craft: Kashan Systems' XKH-PL
Passengers: 1,050 (passengers), 25 (flight attendents)
Cargo Capacity: 2,500 metric tons
Consumables: 3 months
Cost: 805,000 (new), 450,000 (used)

The stats for the XKH-TT are the same as the XKH except for the following:
Craft: Kashan Systems' XKH-TT
Passengers: 5,000 (troops)
Cargo Capacity: 1,500 metric tons
Consumables: 2 months
Cost: 850,000 (new), 480,000 (used)

All three of the main XKH variants are identical when viewed from the outside. The XKH is a long, tube-shaped vessel with massive pylons extending from either side to support the cargo compartments (or passenger comparments depending upon the particular variant). The crew compartment is located just aft of the bridge and near both of the double laser turrets. The volume of the main fuselage is taken up by the massive Setec 11S ion drive engines which are poorly powered by the KXH's small reactor.

The Palvar Defense Force has several of the XKH and XKH-TT vessels in its fleet pulling both cargo runs and participating in combat situations when needed.

Craft: Kashan Systems' XKH Bulk Freighter
Type: Custom bulk transport
Scale: Capital
Length: 95.4 meters
Skill: Space transports: XKH
Crew: 4, Gunners: 2, Skeleton: 2/+5
Crew Skill: Varies
Passengers: 10
Cargo Capacity: 35,500 metric tons
Consumables: 8 months
Cost: 750,000 (new), 390,000 (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D
Space: 3
Hull: 3D
Shields: 1D
Sensors:
Passive: 20/1D
Scan: 50/2D
Search: 90/3D
Focus: 2/3D+2
Weapons:
2 Double Laser Cannons
Fire Arc: 1 dorsal turret, 1 ventral turret
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Space Range: 2-5/13/25
Atmosphere Range: 200-500/1.3/2.5 km
Damage: 4D+2

XKI Bulk Freighter

The XKI itself is an extremely elaborate design. The forward section houses all the crew quarters, storage bays, the bridge, mess hall, etc while the special pod is housed on the far end of the ship in a compartment of its own. A long corridor connects the two sections with a single walkway leading
down the center of it to allow access to the modular cargo/passenger pod. The ship is propelled by four Setec 12S ion drive engines that are jutting from the forward section in pairs on either side of the ship.

The aft pod section of the ship makes the XKI much more adaptable than the slightly older XKH vessels. In the XKH ships, the entire ship is built off of the same basic design with modifications made to fit the tasks that it would be required to perform. However, this is not the case in the XKI. The XKI was designed to fit several modulars, each specialized in its own way. The Palvar Defense Force commonly uses troop pods, cargo pods, hospital pods, and hazardous material pods on all the XKIs that are currently serving in the PDF fleet.

The troop pod is designed to transport 750 soldiers and their equipment to and from combat zones. The troop pods are only seen in limited numbers, with only half a dozen ever constructed and only one of those actually seeing use in its intended role.

Model: Kashan Systems' Troop Pod (TP)
Passengers: 750 (troops)
Cargo Capacity: 1,450 metric tons

The cargo pod is the most common of the XKI pods currently being constructed. They are generally found on up to 90% of all XKI vessels at any one time and are often dropped into orbit of their destination planet or in deep space for pick up by a local ship to all the XKI to return for another run.

Model: Kashan Systems' Cargo Pod (CP)
Cargo Capacity: 25,000 metric tons

Only one of the mobile medical facility pods were constructed, and it is currently serving on the XKI-MMFP Altair permantly with the main Palvar Defense Force Fleet.

Model: Kashan Systems' Mobile Medical Facility Pod (MMFP)
Passengers: 490 (patients), 55 (medical staff)
Cargo Capacity: 300 metric tons

The hazardous material pod is based off of the standard XKI cargo pod, with special containment areas meant for storing unstable, or radioactive materials with minimul risk to the crew. On all XKI-HMPs in service (there are currently two of this variant), the pods were permantly fixed onto the XKI and special scuttling charges were fitted along the long corridor that can safely destroy the corridor linking the pod and the main part of the vessel, with no damage to either one in case of an emergency.

Hazardous Material Pod
Model: Kashan Systems' HazMat Pod (HMP)
Cargo Capacity: 2,000 metric tons

Note that XKI is the basic vessel with no pod attached, if a pod is attached the standard registration code of the vessel changes to XKI-. For example, if a hazardous material pod were added to an XKI, the registration code would change to XKI-HMP, thus denoting the type of cargo the vessel may be hauling.

Craft: Kashan Systems' XKI Bulk Freighter
Type: Modular bulk transport
Scale: Capital
Length: 177 meters
Skill: Capital ship piloting: XKI
Crew: 8, gunners: 10, skeleton: 2/+5
Crew Skill: Varies
Passengers: 2 (forward section), Varies (pod; see below)
Cargo Capacity: 500 metric tons (forward section), Varies (pod; see below)
Consumables: 7 months
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x9
Nav Computer: Yes
Maneuverability: 0D (1D without pod)
Space: 3 (4 without pod)
Atmosphere: 280; 800 kmh
Hull: 4D
Shields: 1D
Sensors:
Passive: 25/1D
Scan: 60/2D
Search: 90/3D
Focus: 3/4D
Weapons:
3 Turbolasers
Fire Arc: 1 front/left, 1 front/right, 1 left/back/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
4 Laser Cannons
Fire Arc: Turret
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

Starfighters

Starfighters are among the most glamorous starships in the galaxy. Most space faring military forces tend to maintain and operate starfighters for active combat duty.

Note: (PDF) indicates that the ship is in active use by the Palver Defense Force.

Lancer Interceptor (PDF)

Kashan Systems, a fledgling company based off of the Mid Rim planet Kashan, entered the starfighter market with their TX-119 Lancer Interceptor. Unfortunately for Kashan, the design never really caught on due to the more popular starfighter designs (such as the T-65 X-Wing) that were already dominating the market. It did, however, catch on in the Palvar Sector, the same sector that the company bases out of. Most were sold to legimate law enforcement agencies and planetary defense forces, although Kashan has no problem selling the ships to pirates and mercenaries as well.

The ship itself isn't a remarkably unique design. It contains a central fuselage (similar to the main body on an X-Wing) that houses the cockpit and all the main flight systems. At the end are three massive Setec ion drive engines, each with a meter long atmospheric stabilizer fin extending off of it.

Craft: Kashan System's TX-119 "Lancer"
Type: Interceptor
Scale: Starfighter
Length: 17.2 meters
Skill: Starfighter piloting: Lancer interceptor
Crew: 1
Crew Skill: Varies widely
Cargo Capacity: 55 kilograms
Consumables: 4 days
Cost: 140,000 (new), 89,000 (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Limited to 5 jumps
Maneuverability: 2D+1 (2D+2 in atmosphere)
Space: 9
Atmosphere: 365; 1,050 kmh
Hull: 2D+2
Shields: 1D
Sensors:
Passive: 20/1D
Scan: 40/2D
Search: 75/3D
Focus: 2/3D+2
Weapons:
2 Pulse Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 2-5/20/35
Atmosphere Range: 200-500/2/3.5 km
Damage: 5D

StarKiller Starfighter (PDF)

The Kashan TX-150 StarKiller is the newest starfighter to be introduced into the Palvar Defense Force (PDF). The PDF has long since lacked adequate starfighter forces with the bulk of their starfighter corps flying the older Kashan TX-119 Lancers along with a handful of "borrowed" TIE fighters.

The TX-150 isn't a remarkable design. The older Incom X-wings still have it out-classed. The only real advantage of the TX-150 is that it can be easily mass produced to meet the needs of the PDF as well as bring in a bit of extra revenue from the open market.

The TX-150 itself is anything but a nicely stream-lined vessel. It has several flat sides with sharp angles. It is generally triangular in shape with no extended wings or maneuvering fins. The ion cannon is nose mounted with the laser cannons on either side of the cockpit bubble. Most of the StarKillers in service are painted black with dark red or blue accenting designs with the PDF and/or Kashan Systems logo on either side of the fuselage.

Model: Kashan Systems TX-150 "StarKiller"
Era Introduced: Endor + 6 years
Type: Space superiority starfighter
Scale: Starfighter
Length: 13.6 meters
Skill: Starfighter Piloting: StarKiller
Crew: 1
Crew Skill: Starfighter piloting 5D, starship gunnery: 5D, starship shields 4D, sensors 4D+2
Cargo Capacity: 35 kilograms
Consumbables: 5 days
Cost: 150,000 (new), 67,000 (used)
Availability: 3, F, R or X
Hyperdrive Multiplier: x2
Nav Computer: Limited to 4 jumps
Maneuverability: 2D+2
Space: 7
Atmosphere: 295; 850 kmh
Hull: 3D
Shields: 1D
Sensors:
Passive: 25/0D
Scan: 50/1D
Search: 80/2D
Focus: 3/3D
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D+1
Space Range: 5-10/15/25
Atmosphere Range: 500-1000/1.5/2.5 km
Damage: 5D
Ion Cannon
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 4D

Adamant Space Bomber (PDF)

The Adamant space bomber was designed to replace the aging Y-Wings that the Palvar Defense Force had been using as dedicated space bombers with limited success. The Adamant is heavily armed and armored making it the perfect ship to serve as the PDF's primary dedicated bomber.

Model: Kashan Systems SB-2 "Adamant"
Type: Heavy bomber
Scale: Starfighter
Length: 17.91 meters
Skill: Starfighter Piloting: Adamant bomber
Crew: 1; gunners: 1; skeleton: 1/+10
Crew Skill: Varies widely
Cargo Capacity: 9 metric tons (bomb bay)
Consumbables: 4 days
Cost: 160,500 (new), 95,900 (used)
Availability: 3, X
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 365; 1,050 kmh
Hull: 4D
Shields: 2D
Sensors:
Passive: 15/1D
Scan: 45/2D
Search: 80/3D
Focus: 4/3D+1
ECM Pod: -1D to attacker's Fire Control
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Crew: 1 (pilot or gunner)
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D+2
Proton Torpedo Launcher
Fire Arc: Front
Skill: Starship gunnery
Crew: 1 (gunner)
Ammo: 12
Fire Control: 2D
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 9D
Concussion Missile Launcher
Fire Arc: Back
Skill: Starship gunnery
Crew: 1 (gunner)
Ammo: 18
Fire Control: 1D
Space Range: 1/3/7
Atmosphere Range: 1-50/100/250
Damage: 6D
4 Multi-Purpose Missiles (mounted on hardpoints)
Fire Arc: Front
Skill: Starship gunnery
Crew: 1 (gunner)
Fire Control: 4D
Space Range: 1-10/15/50
Atmosphere Range: 100-1/1.5/5 km
Damage: 6D+2
Game Notes: Can be refitted with 4 extra proton torpedeos and/or concussion missiles or
the hardpoints may be modified to carry a pair of heavy space bombs (10D)

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 moderations 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)

Hammerhead Starfighter

The SF101c Hammerhead was designed at the dawn of the New Order. It's designers, Wereling Spaceworks, had hoped that the Empire would pick up a construction contract for it, but instead the Empire opted to go with the Sienar Fleet Systems' TIE fighter series instead. As a backup, Wereling Spaceworks began to sell the craft on the open market, but Incom's famed Z-95 Headhunters already had the market cornered. Refusing to completely scrap the Hammerhead design, Wereling built a handful of squadrons for both show and for its personal use as convoy protection.

The main feature of the Hammerhead that Wereling chose overly advertise is the turbo ion blaster turret located near the tail end of the ship. Normally the ion blaster is controlled by remote by the gunner in the cockpit, but there have been two other main variations to this, both eliminating the gunner. The first is simply locking the ion blaster in either a front or aft firing position so that the pilot can fire it without having to worry about aiming the turret. The second, and the more efficient alteration involves the cockpit being modified to fit a droid (commonly an R2 astromech) instead of a gunner. The astromech droid is able to link into the ship and control the turret itself. In addition, the astromech is able to store extra jumps to extend the Hammerhead's range.

The only reported combat situation involving the Hammerhead was a small skirmish in which a pair of pirate corvettes (owned by the Blood Lust pirates; refer to the DLOS Supplement) launched a raid on a Wereling convoy. One of the bulk freighters in the convoy was modified into a light carrier capable of housing ten Hammerheads. The fighters were deployed, and mere minutes later, nine of the ten Hammerheads were destroyed, and the tenth was captured along with the rest of the convoy. Spokesmen from Wereling Spaceworks blamed this on pilot inexperience and did not blame the loss on the fighters themselves, although several eye witness reports stated that the turbo ion blaster had overloaded and exploded in at least three of the ships. Even though the majority of the Hammerheads in that engagement were destroyed, the crews from four of them were saved when their detachable cockpit command pods were picked up.

The cockpits can eject from the main fuselage and act as an emergency escape pod for the pilot and the gunner. Some Wereling Spaceworks technicians have modified these cockpit escape pods, making several versions of them that can be changed out before each mission. There are three basic variations of the escape pod, each with the following stats:

Craft: Wereling Spaceworks' SF101c-Escape I
Type: Escape pod
Scale: Starfighter
Length: 4.5 meters
Crew: 2
Cargo Capacity: 10 kilograms
Consumables: 1 week
Hull: 1D

The Escape I was the original design concept that was created for the first production of the Hammerhead. It contains space for the pilot and the gunner and has a minimul amount of consumables.

Craft: Wereling Spaceworks' SF101c-Escape II
Type: Escape pod
Scale: Starfighter
Length: 4.5 meters
Crew: 1
Cargo Capacity: 25 kilograms
Consumables: 2 weeks
Hull: 1D

The Escape II was is a modified version of the Escape I model and is only used when the Hammerhead is being crewed by only a pilot and the turbo ion blaster is in a fixed firing position, thus needing no gunner. The gunner's seat was removed and replaced by a small cargo hold for extra consumables.

Craft: Wereling Spaceworks' SF101c-Escape III
Type: Escape pod
Scale: Starfighter
Length: 4.5 meters
Crew: 1 + Droid
Cargo Capacity: 5 kilograms
Consumables: 9 days
Hull: 1D

The Escape III was a specially designed version of the Hammerhead escape cockpit. The gunners seat was removed in this model and replaced by an astromech droid interface. The astromech is located inside the cockpit, directly behind the pilot and linked directly into the Hammerhead's turbo ion blaster turret and navigation systems.

Craft: Wereling Spaceworks' SF101c "Hammerhead"
Type: Space superiority starfighter
Scale: Starfighter
Length: 15.7 meters
Skill: Starfighter Piloting: Hammerhead
Crew: Varies (see cockpit stats in capsule)
Crew Skill: Starfighter piloting 5D, starship gunnery 5D, sensors 4D+2
Cargo Capacity: Varies (see cockpit stats in capsule)
Consumbables: Varies (see cockpit stats in capsule)
Cost: 145,000 (new), 95,000 (used)
Hyperdrive Multiplier: x3
Nav Computer: Limited to 4 jumps
Maneuverability: 2D+2
Space: 7
Atmosphere: 295; 850 kmh
Hull: 3D+2
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 70/2D
Focus: 3/3D
Weapons:
2 Blaster Cannons (fire-linked)
Fire Arc: Front
Crew: 1 (pilot)
Skill: Starship gunnery
Fire Control: 2D
Space Range: 5-10/15/25
Atmosphere Range: 500-1000/1.5/2.5 km
Damage: 4D
Turbo Ion Blaster
Fire Arc: Turret
Crew: 1 (gunner)
Skill: Starship gunery
Fire Rate: 2
Fire Control: 3D+2
Space Range: 5-15/25/36
Atmosphere Range: 500-1500/2.5/3.6 km
Damage: 4D (ionization)

NOTE: When a pilot rolls a mishap while firing the turbo ion blaster, roll on the table below:
1-4 - Turbo ion blaster functions normally.
5 - Turbo ion blaster burns out. Cannot be repaired in battle. With replacement parts, starship weapon repair difficulty is Moderate and takes one hour.
6 - Turbo ion blaster will explode in the next round causing 8D damage.

Starfury Starfighter

After the failure of the Hammerhead Starfighter, Wereling Spaceworks went to work on a new fighter, a fighter that could compete with and out perform the Sienar Fleet Systems' TIE fighters in an attempt to steal some of Sienar's fighter construction contracts for itself. The result was the SF120.

Wereling corporate heads were thrilled to see the initial performance test results. The next phase of testing involved actual combat against various TIE/ln that Wereling had bought off of Sienar a few years ago. Wereling CEOs, wanting to see actual combat results and not mock combat results, ordered the first six SF120s to raid a Wereling owned convoy which they assigned a medium carrier (which just happened to be carrying a full squadron of TIE/ln) as escort. The SF120s dropped from lightspeed and quickly engaged the convoy, destroying a light freighter on their first pass. The carrier responded and launched its TIEs in response. Fifteen minutes later, each of the TIE/ln were destroyed and one of the SF120s was destroyed as the TIE flight leader took out its port engines, sending it veering into a bulk freighter. The test pilots that took part in the raid gave the SF120 the nickname, Starfury.

Overly pleased by the combat results, Wereling ordered them into construction and within two months, Wereling had four full wings (288 Starfuries) at its disposal. These first production Starfuries were dubbed the SF120A series and featured an ejectable cockpit section much like the Hammerhead but it was no where near as customizable. The Starfury, in appearance is a rugged looking ship, with four massive, sloping pylons jutting outward from the stubby fuselage. The ejectable cockpit is located on what would be the starfighter's nose, ejecting forward, instead of upward like on the older Hammerheads. At the end of each pylon is a large Setec CS-1L3 ion fission engine with maneuvering thrusters mounted at ninety degree angles, allowing for maximum maneuverability. The laser cannons are mounted under the cockpit (but not mounted directly on the cockpit escape pod).

A few years after the construction of the first SF120As and around the time of the Battle of Bilbringi and the death of Grand Admiral Thrawn, Wereling technicians developed an advanced type of ion cannon, the electro-pulse cannon. After another year of development, and into the campaign of the
clone Emperor Palpatine, Wereling had created a working model and began installing them on an updated version of their Starfuries, the SF120B model.

Craft: Wereling Spaceworks' SF120A "Starfury"
Type: Space superiority starfighter
Scale: Starfighter
Length: 9.8 meters
Skill: Starfighter Piloting: Starfury
Crew: 1
Crew Skill: Starfighter piloting 5D, starship gunnery: 5D, sensors 4D+2
Cargo Capacity: 40 kilograms
Consumbables: 4 days
Cost: 190,000 (new), 110,000 (used)
Hyperdrive Multiplier: x2
Nav Computer: Limited to 5 jumps
Maneuverability: 4D
Space: 8
Atmosphere: 365; 1,050 kmh
Hull: 3D
Sensors:
Passive: 25/0D
Scan: 50/1D
Search: 75/2D
Focus: 4/3D
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Crew: 1
Skill: Starship gunnery
Fire Control: 3D
Space Range: 5-10/15/25
Atmosphere Range: 500-1000/1.5/2.5 km
Damage: 5D
The SF120B is the same as the SF120A with the addition of the following:
Electro-Pulse Cannon
Fire Arc: Front
Crew: 1
Skill: Starship gunnery
Fire Control: 3D+2
Space Range: 5-15/25/35
Atmosphere Range: 500-1500/2.5/3.5 km
Damage: 6D (ionization)

Mirage Gunboat

For ages the Empire struggled with a capable space and atmospheric fighter combination, toying with the TIE/gt (which was the precursor of the TIE Bomber intended for pin-point surface strikes), the TIE/gs (an extremely limited production line that was designed to support ground troops during a combat action) and the TIE/ae (which came close to the Empire's goal of a combination space/atmospheric fighter but was discontinued for a number of reasons). Wereling Spaceworks, a small time corporation based out of the Palvar Sector in the Mid Rim has come up with a new concept design for an effective space/atmospheric fighter, the SF/A-130 Mirage-class gunboat.

The SF/A-130 "Mirage" was mainly a pet project adopted by Wereling CEO, Hesst Nal. Wereling had no real use for a standardized multi-enviroment fighter as its corporate defense force did not engage in many conflicts. The Mirage gunboat was intended to be a highly advanced starfighter to be deployed to the Wereling's top fighter squadron, the Blood Aces.

The Mirage is an over-powered weapons platform intended to take on almost any combat role. It features four fire-linked laser cannons mounted in a line just in front of the cockpit on top of the nose, two twin ion cannons mounted on either side of the ship and a concussion missile launcher mounted on the ship's ventral side.

During atmospheric flight the Mirage relies on its three wings (the side wings fold up when the ship is not in operation) and its four ion engines for propulsion. To augment its atmospheric speed the Mirage is equipped with extra repulsorlift drives, or as the pilots like to call them, "repulsor-afterburners."

The Mirage also features a single hardpoint along the ventral side of the ship, just behind the missile launcher, that can be used to mount additional weaponry, sensor pods, fuel pods, ECM pods or whatever else the ship may require. In standard operation, the Mirage is equipped a Mestic ECM pod.

Currently there are only thirteen Mirage gunboats in existance, twelve of those belong to Wereling's Blood Ace starfighter squadron, the other is the personal property of Hesst Nal.

Model: Wereling Spaceworks' SF/A-130 "Mirage"
Type: Mutli-purpose space and atmospheric gunboat
Scale: Starfighter
Length: 16.8 meters
Skill: Starfighter Piloting: Wereling SF/A-130
Crew: 2; Skeleton: 1/+5
Crew Skill: Varies
Cargo Capacity: 35 kilograms (1 metric ton with missile launcher removed)
Consumbables: 5 days
Cost: 271,300 (new)
Availability: 4, X
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 3D
Space: 10
Atmosphere: 365; 1,050 kmh (450; 1,300 kmh with repulsor-afterburners)
Hull: 3D+2
Shields: 2D+1
Sensors:
Passive: 20/1D
Scan: 45/2D
Search: 100/3D
Focus: 3/3D+2
ECM Pod: +2D to sensor operator's difficulty to detect Mirage.
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: 5D+2
2 Twin Ion Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D+2
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 5D (ionization)
Concussion Missile Launcher (uses Wereling Mark VI Concussion Missiles)
Fire Arc: Front
Skill: Starship gunnery
Ammo: 4
Fire Control: 4D
Space Range: 1-9/17/40
Atmosphere Range: 100-900/1.7/4 km
Damage: 7D

Incom T-67C4 X-Wing

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

TIE/bc Boarding Craft

The TIE Boarder is a direct design variant of the TIE Bomber. The weapons pod was replaced by a very cramped passenger compartment that extends out a full meter more in length than the standard pod with a small airlock and plasma torch on the front.

During a boarding operation, the TIE Boarder will move toward a target ship at top speed, slowing down only at the last moments (this helps prevent it from being picked off by enemy gunners or starfighters). Once it closes to within fifteen meters of the target vessel, the pilot cuts off the ion engines and, more or less, drifts toward the target vessel using maneuvering thrusters to control attitude. Once the TIE Boarder reaches a distance of less than four meters, one of the boarders takes the controls of the plasma torch and cuts through the hull. Once the cut is complete, the boarding pod extends a boarding tube that attaches around the hole and forms an air tight seal in thirty seconds.

Due to its limited passenger capacity, the TIE Boarder saw little use except for boarding small vessels with only a few crew members. Only a handful of cruisers carried TIE Boarders, usually only one per Imperial Star Destroyer, if the captain requested one. By the time of Grand Admiral Thrawn's campaign against the New Republic, all TIE Boarders had been scrapped or converted back into bombers.

Craft: Sienar Fleet Systems' TIE Boarding Shuttle
Era Introduced: Shortly before the Battle of Yavin
Type: Light boarding transport
Scale: Starfighter
Length: 8.8 meters
Skill: Starfighter piloting: TIE Boarder
Crew: 1
Crew Skill: Starfighter piloting 4D, starship gunnery 5D
Passengers: 4 (troops)
Cargo Capacity: 90 kilograms
Consumables: 1 day
Cost: 160,000 (new), 75,800 (used)
Space: 6
Atmosphere: 295; 850 kmh
Hull: 4D+2
Sensors:
Passive: 20/0D
Scan: 35/1D
Search: 50/2D
Focus: 3/2D+2
Weapons:
2 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: 3D
Plasma Torch Bording Device
Fire Arc: Front
Skill: Starship gunnery
Crew: 2
Fire Control: 0D
Range: 4 meters
Damage: 8D
Note: The plasma torch boarding device is mounted on the ship's airlock system. The
controls are just inside the main airlock. Roll the target ship's hull -2D; if the torch scores
a lightly damaged result, it has breached the hull. Once the hull is breached, the torch
requires a full minute to cut a one-meter-wide by one-meter-high hole. The extendable
boarding tube attaches to the hull and forms an air-tight seal in 30 seconds.

TIE/lc Landing Craft

The TIE/lc was a limited production variant of the TIE Bomber that was designed to transport a squad of troopers from ship-to-surface. It is essentially no more than a stock TIE Bomber with an extremely cramped passenger pod attached to the underside with retractable landing struts on the bottom. The standard hull armor was slighty reduced making the ship a bit lighter to counteract the added weight of the passenger pod.

The passenger pod is extremely cramped and has no extra room for anything other than the eight soldiers and whatever they can carry. The ordnance pod was replaced by an extra cargo pod that can store supplies, weapons, and whatever else the troopers may need upon landing. In the event of an emergency, the underside passenger pod may be detached by detonating a series of small explosives. This is usually done after the ship has taken a fatal hit (assuming that the pilot is still alive).

The TIE/lc was deployed to a handful of commands in small numbers, usually one on board a Star Destroyer that usually replaced a light transport or the standard TIE/sh.

Craft: Sienar Fleet Systems' TIE/lc Landing Craft
Era Introduced: Shortly before the Battle of Hoth
Type: Light landing transport
Scale: Starfighter
Length: 7.8 meters
Skill: Starfighter piloting: TIE/lc
Crew: 1
Crew Skill: Starfighter piloting 4D, starship gunnery 5D
Passengers: 8 (troops)
Cargo Capacity: 17 metric tons
Consumables: 1 day
Cost: 145,000 (new), 67,000 (used)
Maneuverability: 0D+1
Space: 5
Atmosphere: 295; 850 kmh
Hull: 3D+2
Sensors:
Passive: 20/0D
Scan: 35/1D
Search: 50/2D
Focus: 2/2D+1
Weapons:
2 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: 3D

TIE Patrol Craft

The TIE/pc Patrol Craft was used in limited numbers by Moff Jerr Uhlmann in the Palvar Sector shortly before the return of the clone Emperor Palpatine.

The TIE/pc is in reality a stripped down and modified version of the older TIE/sr Lone Scout-A which was the Empire's standard scout ship for several years. Imperial technicians removed the large sensor array structure off of the top of the craft, increasing both overall speed and maneuverability. Hardpoints on the bent wings were fitted with the laser cannons from TIE Interceptors while the original light laser cannon that was mounted on the chin of the cockpit was replaced with a light ion cannon.

Those TIE/pc in service serve almost the same role as the infamous Skipray blastboat, patrolling the edges of star systems, adding to the picket and/or close support lines in a fleet and even during assaults.

Craft: Delfii StarDrives/Wereling Spaceworks TIE/pc Patrol Craft
Type: Modified SFS TIE/sr Lone Scout-A
Scale: Starfighter
Length: 24 meters
Skill: Starfighter piloting: TIE
Crew: 1
Crew Skill: Astrogation 4D, starfighter piloting 4D+1, starship gunnery 4D
Cargo Capacity: 50 metric tons (cargo bay)
Consumables: 1 week
Hyperdrive Multiplier: x2
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuvrability: 1D+2
Space: 7
Atmosphere: 295, 850 kmh
Hull: 4D
Shields: 1D
Sensors:
Passive: 15/0D
Scan: 30/1D
Search: 60/2D
Focus: 3/3D
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
Light Ion Cannon
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 2D

Game Notes: Equipped with repulsorlifts and retractable landing struts.

TIE Devastator

The TIE Devastator was used in limited numbers during the Imperial civil war that tore much of the galaxy apart just before the return of Emperor Palpatine.

The TIE Devastator is perhaps the largest TIE fighter to ever be designed by Sienar Fleet Systems. It was designed as a fourth generation TIE fighter (in the same generation that the TIE Avenger and TIE Defender belong to) to replace the aging TIE Bomber, however, the Scimitar assault bomber proved to be a much cheaper and much more effective alternative.

The TIE Devastator is a radical departure from standard TIE designs. The solar collection arrays are arranged as a trio of atmospheric wings that are placed at equal distance around the main body of the ship. Two of the proton torpedo launchers are installed in the ship's main fuselage just under the cockpit while the other two are housed on extensions on either side of the dorsal solar collection wing.

Standard protocol deploys the TIE Devastator into flights of four, usually to be escorted by at least two flights of escort TIEs (TIE/ln). Those lucky Imperial commanders that have any TIE Devastators under their command to use them sparingly, saving them ffor only when extensive firepower is required during a starfighter attack.

Craft: Sienar Fleet Systems' TIE DEV/S-B/G
Type: Dedicated heavy space bomber
Scale: Starfighter
Length: 23.4 meters
Skill: Starfighter piloting: TIE Devastator
Crew: 1; Gunners: 2
Crew Skill: Missile weapons 4D+1, starfighter piloting 4D, starship gunnery 5D
Cargo Capacity: 20 metric tons (bomb bay)
Consumables: 5 days
Hyperdrive Multiplier: x2
Nav Computer: Limited to 3 jumps
Cost: 300,000 (new), 225,000 (used)
Maneuverability: 2D
Space: 6
Atmosphere: 295; 850 kmh
Hull: 5D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 55/2D
Focus: 3/3D
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Dorsal turret (cannot fire in back arc)
Crew: 1 (Gunner 1)
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
4 Proton Torpedo Launchers
Fire Arc: Front
Crew: 1 (Gunner 2)
Skill: Missile weapons
Ammo: 6 each
Fire Control: 3D+2
Space Range: 1/3/7
Atmosphere Range: 50-500/1/5 km
Damage: 9D (12D fire-linked)

Capital Starships

The term "capital ship" refers to any military starship 100 meters or more in length. These ships tend to have large crews (Imperial Star Destroyers have maintained over 37,000 crewers aboard), with multiple turbolaser and laser cannons for deep space battles. They are heavily armored, with powerful deflector shields and immense power generators. Many capital ships carry squadrons of starfighters within their hangars.

Note: (PDF) indicates that the ship is in active use by the Palver Defense Force.

Assault Corvette

The Assault Corvette was a short lived joint project by Corellian Engineering Corporation and Wereling Spaceworks in an attempt to design an effective convoy escort craft. The final designs produced a bulky ship with the infamous 'hammerhead' bridge at the front of the ship which is the main distinquishing feature on the older Corellian Corvettes.

A pair of prototypes was produced, one by Corellian Engineering Corporation and another by Wereling Spaceworks. CEC was quick to dismiss the craft as slow, bulky, and cumbersome, not at all living up to their reputation and pulled out of the project seeing it as a waste of money and time. Wereling, however, found the Assault Corvette to be just what they wanted.

Wereling soon built several more of the ships and deployed them to convoy escort duty and soon found that its bulky size and large turbolaser turrets often alone scared off pirate raids. Not long after adequately deploying the ships to protect its vital supply convoys, Wereling began selling the ship on the open market only to find its high price tag often made customers turn to the old, yet reliable, Corellian Corvettes.

Craft: Corellian Engineering Corporation/Wereling Spaceworks' Corvette
Scale: Capital
Type: Corvette
Length: 175 meters
Skill: Capital ship piloting: Assault Corvette
Crew: 150, gunners: 10, skeleton: 25/+10
Crew Skill: Astrogation 4D+2, capital ship gunnery 4D+1, capital ship piloting 4D, capital ship shields 4D, sensors 4D
Passengers: 100 (troops)
Cargo Capacity: 4,500 metric tons
Consumables: 1.5 years
Cost: 5,000,000 (new), 2,500,000 (used)
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Hull: 3D+2
Shields: 4D
Sensors:
Passive: 35/1D
Scan: 70/2D
Search: 100/3D
Focus: 5/4D
Weapons:
3 Quad Turbolaser Batteries
Fire Arc: Turret
Crew: 2
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 3-10/30/60
Atmosphere Range: 6-20/60/120 km
Damage: 7D
2 Ion Cannons
Fire Arc: Turret
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 4D

Starfighter Complement: 4 starfighters under 18 meters in length

Admiral Corvette (PDF)

For many years the old Corellian Gunship was the Empire's main weapon against starfighter attacks and also a favorite of the Rebels. But its age has begun to show in the arena of modern space warfare. To replace the old Correlian gunships the Empire has begun producing the Admiral-class Corvette. Its speed and weapons are unmatched for its size and class but it is not very effective against other capital ships, but it is against fightercraft that it is the most lethal. These ships will serve as escorts for larger slower vessels to keep starfighter attacks from distracting them from engaging the larger enemy vessels.

Kashan Systems sold the design to the local Imperial forces for an undisclosed amount of credits. Admiral corvettes in the service of the PDF are painted bright red while the Imperial Admiral corvettes retain their dark grey hull coloring.

Craft: Kashan Systems' Admiral-class Corvette
Type: Anti-starfighter vessel
Scale: Capital
Length: 135 meters
Skill: Capital ship piloting: Admiral Corvette
Crew: 78, gunners: 15, skeleton: 30/+10
Crew Skill: Astrogation 5D, capital ship gunnery 4D, capital ship piloting 4D+1, capital ship shields 4D, sensors 4D+1
Passengers: 20 (troops)
Cargo Capacity: 600 metric tons
Consumables: 1 year
Cost: 4.5 million (new), 3 million (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x14
Nav Computer: Yes
Maneuverability: 1D+2
Space: 8
Atmosphere: 350; 1,000 kmh
Hull: 4D
Shields: 2D
Sensors:
Passive: 30/1D
Scan: 75/2D
Search: 100/3D
Focus: 5/3D+2
Weapons:
2 Heavy Turbolasers
Fire Arc: Front
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 7D
7 Laser Cannons
Fire Arc: 2 front, 2 left, 2 right, 1 back
Crew: 1
Scale: Starfighter
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 2-10/30/60 km
Damage: 5D
Tractor Beam Projector
Fire Arc: Turret
Crew: 4
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D

Discriminator Frigate

The Discriminator frigate is Wereling's largest capital combat ship. It is commonly found in the Palvar Sector, especially in and around the Wereling system. In form, the Discriminator is not a sleek vessel, it has several weapons turrets, sensor arrays, communications arrays, targeting systems, etc. jutting from various points along its hull. The four Setec IDE-11a ion drive engines are mounted on the frigate's tail, each on the end of a separate pylon with turret engines which can turn each engine up to 180 degrees in any direction, giving the Discriminator superb maneuverability for a ship of its class.

Craft: Wereling Spaceworks' Discriminator-class Frigate
Scale: Capital
Type: Escort frigate
Length: 341 meters
Skill: Capital ship piloting: Discriminator frigate
Crew: 985, gunners: 38, skeleton: 450/+10
Crew Skill: Astrogation 4D+1, capital ship gunnery 4D+2, capital ship piloting 5D, capital ship shields 4D, sensors 4D, starship gunnery 5D
Passengers: 90 (troops)
Cargo Capacity: 8,100 metric tons
Consumables: 2 years
Cost: 25,000,000 (new), 12,000,000 (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D+2
Space: 5
Hull: 4D
Shields: 2D+2
Sensors:
Passive: 20/1D
Scan: 20/2D
Search: 70/3D+1
Focus: 3/4D
Weapons:
10 Turbolasers
Fire Arc: 4 front, 3 right, 3 left
Crew: 2
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 3-10/30/60
Atmosphere Range: 6-20/60/120 km
Damage: 5D
3 Ion Cannons
Fire Arc: 1 front/right, 1 front/left, 1 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
12 Quad Laser Cannons
Fire Arc: 3 front, 3 left, 3 right, 3 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
2 Tractor Beam Projectors
Fire Arc: Turret
Crew: 5
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D+1

Starfighter Complement: 1 squadron (usually Hammerhead and/or Starfury starfighters)

Duom Star Cruiser (PDF)

The Palvar's Pride, the first Duom star cruiser ever constructed, was lost in hyperspace due to a freak engineering accident that blew out the ion engine arrays and tore the ship apart. The ship was listed as missing for nearly a year before a merchant freighter came across its distress buoy in hyperspace.

The Duom-class star cruiser was designed by Kashan Systems for planetary assaults and fighter carrier duty. Only three of these bulky cruisers were ever constructed and an advanced version serves as the flagship of the Palvar Defense Force. Duom cruisers are primarily intended to be used to launch planetary assaults, providing both large sums of ground troops and starfighter support while smaller escort frigates and corvettes provide the needed cover for the slow, yet massive, star cruisers.

Craft: Kashan Systems' KS-150a Duom-class Star Cruiser
Type: Heavy cruiser
Scale: Capital
Length: 1,609 meters
Skill: Capital ship piloting: Duom
Crew: 3,045, gunners: 200, skeleton: 500/+15
Crew Skill: Astrogation 5D, capital ship gunnery 4D+1, capital ship piloting 4D+1, capital ship shields 4D+2, sensors 4D+1
Passengers: 4,500 (troops)
Cargo Capacity: 25,000 metric tons
Consumables: 5 years
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Hull: 7D
Shields: 4D
Sensors:
Passive: 40/1D
Scan: 80/2D
Search: 125/3D
Focus: 5/4D
Weapons:
60 Turbolasers
Fire Arc: 20 front, 15 left, 15 right, 10 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D
30 Ion Cannons
Fire Arc: 10 front, 10 left, 10 right
Crew: 2
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 4D
10 Concussion Missile Launchers
Fire Arc: 3 front, 3 left, 3 right, 1 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 9D

Starfighter Complement: 4 squadrons (usually Lancer interceptors)

Gates Battle Cruiser

The Gates Battle Cruiser is a sleek, flat, and rounded ship with a launch hanger on the ventral side opening forward, and ten front firing concussion missile launchers. Viewed from both above or below the Gates resembles the letter 'C' with turbolaser and ion cannon emplacements lining the edges of it. It is propelled by ten massive H-K Ion Induced Super-Charged Engines which can effectively propel the ship faster than an Imperial Star Destroyer. The Gates is run largely on computer and droid automation and many of its systems can go for days without crew intervention.

Craft: Setec Astronomy's Gates-class Battle Cruiser
Scale: Capital
Type: Cruiser
Length: 550 meters
Skill: Capital ship piloting: Gates
Crew: 2,173, gunners: 110, skeleton: 1,000/+15
Crew Skill: Astrogation 4D+2, capital ship gunnery 5D+1, capital ship piloting 6D, capital ship shields 5D, sensors 4D
Passengers: 350 (troops)
Cargo Capacity: 7,000 metric tons
Consumables: 1 year
Cost: not available for sale
Hyperdrive: x2
Hyperdrive Backup: x18
Nav Computer: Yes
Maneuverability: 1D+2
Space: 7
Hull: 5D
Shields: 3D
Sensors:
Passive: 40/1D
Scan: 60/2D+1
Search: 110/3D+1
Focus: 6/4D+2
Weapons:
25 Turbolaser Batteries
Fire Arc: 6 front, 7 left, 7 right, 5 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 5D
5 Ion Cannons
Fire Arc: 1 front, 2 left, 2 right
Crew: 2
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 4D
10 Concussion Missile Launchers
Fire Arc: Front
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
15 Tractor Beam Projectors
Fire Arc: 6 front, 3 left, 3 right, 3 back
Crew: 4
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 6D

Starfighter Complement: 3 squadrons

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
Era Introduced: Shortly before the first Battle of Coruscant (Endor + 2)
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

On Board Starships:
6 starfighter squadrons, typically:
24 TIE/ln Starfighters
24 TIE Interceptors (and/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
2 Skipray blastboats (or assault gunboats)
2 JV-7 Delta-class escort shuttles
1 Gamma-class assault shuttle
2 other shuttles or light transports

Penetrator Missile Cruiser (PDF)

Seeing the need to introduce a new cruiser into the PDF to boost its image as a capable military force and the need to incorporate the new cruise missiles into the Navy, the PDF contracted Kashan Systems to design a new missile cruiser.

The Penetrator-class dedicated missile cruiser was designed with the sole purpose of planetary assaults in mind. The Penetrator will enter the upper atmosphere of a target planet and launch cruise missiles at specified points within its range. When armed with nuclear weaponry, a single Penetrator can lay waste to a planet with its cruise missiles, leaving most of it in a radioactive state.

Craft: Kashan Systems KS-1341 "Penetrator"
Type: Dedicated missile cruiser
Scale: Capital
Length: 351 meters
Skill: Capital ship piloting: Penetrator missile cruiser
Crew: 315, gunners: 56, skeleton: 78/+15
Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship piloting 5D, capital ship shields 4D, sensors 4D+1, starship gunnery 4D+2
Passengers: 40 (troops)
Cargo Capacity: 6,500 metric tons
Consumables: 3 years
Cost: 34.87 million (new)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 280; 800 kmh
Hull: 4D+2
Shields: 2D
Sensors:
Passive: 40/1D
Scan: 85/2D
Search: 150/3D
Focus: 6/5D
Weapons:
7 Turbolasers
Fire Arc: 2 front, 2 left, 2 right, 1 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D
4 Quad Laser Cannons
Fire Arc: 2 dorsal turret, 2 ventral turret
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
12 Concussion Missile Launchers
Fire Arc: 3 front, 4 left, 4 right, 1 back
Crew: 2
Skill: Capital ship gunnery
Ammo: 25 each
Fire Control: 3D+2
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 9D
2 Cruise Missile Launchers
Fire Arc: Front
Crew: 6
Skill: Capital ship gunnery
Ammo: 4 each
Fire Rate: 1
Fire Control: 5D
Space Range: 1-25/100/250
Atmosphere Range: 2-50/200/500 km
Damage: Varies by warhead type
Game Notes: Missiles available for use include the TCM I and TCM II which can both have variants suited for use in a vacuum. The TCM I does 3D/2D/1D capital scale damage with a blast radius of 30/20/10 meters. The TCM II carries a high-yield nuclear warhead and does 7D/5D/3D/1D physical damage AND 4D/3D/2D/1D (ionization) EMP damage over a 25/12/7/3 space unit and 50/25/15/5 atmospheric blast radius (radiation rules also apply).

Rimes Fleet Carrier (PDF)

The Rimes Fleet Carrier was originally designed to provide space superiority through the 120 starfighters it carries. Only one ship of this class was ever commissioned and was dubbed the Rimes. The Rimes serves as one of the Palvar Defense Forces' top warships and usually accompanies the PDF flagship, the Blood of Kashan, into combat.

The ship itself looks like a giant metal box. The bridge is a large extension coming off of the top front section of the main hull. The entire aft end of the vessel is devoted to the massive, yet underpowered, Setec ion engine arrays that propel the ship through the void of space. The main fighter launch bays are on the ventral side of the ship while the other landing bays for shuttles and transports are located on either side of it.

Craft: Kashan Systems' KS-1150a "Rimes"
Scale: Capital
Type: Fleet carrier
Length: 2,200 meters
Skill: Capital ship piloting: Rimes
Crew: 4,378, gunners: 80, skeleton: 980/+10
Crew Skill: Astrogation 4D+2, capital ship gunnery 5D+1, capital ship piloting 6D, capital ship shields 5D, sensors 4D
Passengers: 5,000 (troops)
Cargo Capacity: 35,000 metric tons
Consumables: 3 years
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Hull: 7D
Shields: 3D+2
Sensors:
Passive: 50/1D
Scan: 65/2D+1
Search: 115/3D
Focus: 5/4D
Weapons:
40 Ion Cannons
Fire Arc: 12 front, 12 left, 12 right, 4 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
20 Laser Cannons (retractable)
Fire Arc: 5 front, 5 left, 5 right, 5 back
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 3D
10 Concussion Missile Launchers (12 missiles each)
Fire Arc: 3 front, 3 left, 3 right, 1 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

Starfighter Complement:
2 Lancer interceptor squadrons
5 StarKiller starfighter squadrons
3 Adamant space bomber squadrons

Slawn Cruiser (PDF)

The Slawn cruiser is the most common capital scale warship found in the Palvar Defense Force Navy. It is an extremely reliable design that performs as well as, or better than, most top of the line Imperial cruisers.

The Slawn is typically deployed in groups of three or four when patrolling the borders of the Palvar Sector. When performing in sector patrols they typically tend to be found in pairs.

The ship itself is anything but your streamlined cruiser. There are several targetting sensors, long-range communications arrays, etc jutting from various points on the vessel (which sometimes make appealing targets to enemy starfighters).

Craft: Kashan Systems' KS-918 "Slawn"
Type: Escort cruiser
Scale: Capital
Length: 300 meters
Skill: Capital ship piloting: Slawn
Crew: 500, gunners: 30, skeleton: 125/+10
Crew Skill: Astrogation 5D, capital ship gunnery 4D+1, capital ship piloting 4D+1, capital ship shields 4D+2, sensors 4D+1, starship gunnery 4D+2
Passengers: 100 (troops)
Cargo Capacity: 3,000 metric tons
Consumables: 4 years
Cost: 11 million (new), 5.7 million (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 2D+1
Space: 7
Hull: 4D
Shields: 3D
Sensors:
Passive: 50/1D
Scan: 90/3D
Search: 130/4D
Focus: 4/3D+2
Weapons:
12 Turbolasers
Fire Arc: 3 front, 4 left, 4 right, 1 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D
10 Laser Cannons (retractable)
Fire Arc: 2 front, 3 left, 3 right, 2 back
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 2-10/30/60 km
Damage: 4D
6 Ion Cannons
Fire Arc: 1 front, 2 left, 2 right, 1 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

Space Stations

Space Stations are immobile outposts constructed in a stationary position in the vacuum of space. Some serve as orbital space ports, others as research stations, and others yet as orbital defense platforms.

Hyperspace Jumpgate Station

In an attempt to further develop and expand upon current hyperspace technology, Kashan Technological Development (a company run by both Kashan Systems and Kashan Industries) redesigned a concept first explored in the early days of the Old Republic, the jump gate.

Jump gates operate by opening a rift into hyperspace, allowing all ships, even those lacking a hyperdrive to enter hyperspace. The only downside to this is that another jump gate must be positioned at the destination in order for ships lacking a motivator to reenter realspace. When a ship
lacking a hyperdrive enters in the jump gate, the jump gate pulls it into hyperspace and launches it toward the destination gate. A signal from the starting gate is immediately sent to the other gate (no matter where it is) informing it of an incoming vessel and its ETA. The destination jump gate will then open its rift into hyperspace, and if the ship is on time, it will pass through the rift in hyperspace and revert back to realspace.

In form, the station has four massive arm pylons connected by smaller support beams with open space in the middle. On the end of each pylon is a highly modified hyperdrive motivator, the four, working together, open a gateway into hyperspace inside the pylons. On the opposite end of each
pylon is a double turbolaser turret used in case of a hostile ship attempting to enter or exit the gate. Any hostile ship exiting the gate will have their aft ends exposed to the turret gunners, who have been trained to fire on the engines first.

They HyperJump-1 currently only allows ships no more than 150 meters in width to enter or exit through it due to the pylons extending outward.

Currently only two jump gates are in existance, and both are heavily protected and not currently in active use. The first one was constructed in orbit of Kashan, and another one was constructed in orbit of the desert world of Nexus across the sector.

Craft: Kashan Technological Development's HyperJump-1
Type: Hyperspace jump gate
Scale: Capital
Length: 571.8 meters
Skill: Astrogation: HyperJump-1
Crew: 5; Gunners: 8; Skeleton: 2/+5
Crew Skill: Astrogation 5D, capital ship gunnery 4D+2, capital ship shields 4D+1, communications 5D, sensors 5D
Passengers: 15 (techs), 250 (troops)
Cargo Capacity: 5,000 metric tons
Consumables: 2 years
Cost: Not available for sale
Hull: 5D
Shields: 1D
Sensors:
Passive: 25/1D
Scan: 70/2D
Search: 110/3D
Focus: 3/3D+2
Weapons:
4 Double Turbolasers
Fire Arc: Turret
Crew: 2
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 6D

Game Notes:
Entering hyperspace: When using the jump gate to enter hyperspace, the astrogation  officer on board the jump gate itself must make the required Astrogation roll. On a Wild Die roll of 1, reroll on the table:
Reroll Game Effects
1 - 3 gate operates normally, hyperdrive
multiplier is x3 (not the multiplier listed
on the ship)
  4 gate miscalculates, increase hyperdrive
multiplier to x4
  5 gate fails to open
  6 gate collapses, knocking ship off course
and unguided into hyperspace
Exiting hyperspace: If a starship has its own hyperdrive motivator, then it may drop out of
hyperspace as it normally would. If a starship lacks a hyperdrive, then it must rely on the
gate at its destination to be open when it crosses that spot in hyperspace. After a successful entry into hyperspace at the starting gate, roll the jump gate's communications officer's Communications skill at Moderate Difficulty. On a mishap, the communication fails to arrive at the destination gate in time and the starship is trapped in hyperspace forever.

Delfii StarDrives

The star dock in orbit of Delfii is one of the most advanced and heavily armed stations anywhere in the Mid Rim. It was nicknamed "Delfii StarDrives" by the crewers.

The star dock can dock up to six Imperial Star Destroyers at a time as well as manufacture a wide variety starships that range in size up to a Star Destroyer inside the massive superstructure of the station.

Craft: Kuat Drive Yards' Mark VII Orbital StarDock
Type: Shipyard
Scale: Capital
Length: 5,674 meters
Crew: 437,085, gunners: 655, skeleton: 5,000
Passengers: 200,000 (workers and techs), 49,700 (troops)
Cargo Capacity: 150,000 metric tons
Consumables: 8 years
Cost: Not available for sale
Hull: 8D
Shields: 6D
Sensors:
Passive: 100/1D
Scan: 200/2D
Search: 300/3D
Focus: 10/4D
Weapons:
150 Turbolasers
Fire Arc: 25 front, 50 left, 50 right, 25 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 5D
90 Ion Cannons
Fire Arc: 20 front, 25 left, 25 right, 20 back
Crew: 1 (45), 2 (45)
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 3D
20 Concussion Missile Launchers
Fire Arc: 5 front, 5 left, 5 right, 5 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 9D
30 Tractor Beam Projectors
Fire Arc: 5 front, 10 left, 10 right, 5 back
Crew: 6
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/75/150 km
Damage: 12D

Starship Complement:
9 starfighter squadrons
8 shuttles
15 light transports
2 assault shuttles

Satellites and Mines

Orbital Defense Mine

For years, many planets have modified various space mines and satellites for use as a planetary defense weapon. Most are either remote controlled and/or have a droid brain programmed to passively scan during "quiet" times for any specific targets that the owners may have placed in its memory. During an attack the mines switch from passive modes to active mode and begin scanning actively for any hostile craft (this is usually done by a signal sent from the planet, often including details needed for identifying a likely target). Once the mine acquires a target, it powers up its solid-fuel boosters and rockets toward it (note that once the boosters are ignited, they cannot be turned off and they will only burn for 15 rounds until all the solid-fuel is burnt off). Once the mine reaches a distance of at least 15 space units from the target (depending on whether or not there is still solid-fuel to carry it any closer or not), the mine detonates its powerful fusion warhead.

Model: Paliir Industries DefenSat-A Space Mine
Type: Anti-starship defense mine
Scale: Starfighter
Skill: Space mines: DefenSat-A
Length: 5 meters
Crew: Droid brain
Crew Skill: Space mines 4D, sensors 5D, capital ship gunnery 4D
Cost: 250,000 (new), 95,000 (used)
Maneuverability: 3D
Space: 8 (only mobile when homing in on target)
Hull: 2D
Sensors:
Passive: 20/2D
Search: 100/4D
Sensor Mask: +2D to Difficulty to detecting mine
Weapons:
Thermo-Nuclear Warhead
Fire Arc: All
Scale: Capital
Skill: Capital ship gunnery
Space Range: 2-7/15/25
Atmosphere Range: 200-700/1.5/2.5 km
Damage: 9D/6D/3D



Chapter Ten - Planets of the Palvar Sector

The Palvar Sector is in the Mid Rim along what would be the "top" of the galaxy. It is a large star cluster consisting of 94 star systems, 25 of which are known to be inhabited. It borders the Neavious and Minar Sectors, laying directly in between the two. The Neavious Sector is largely populated and is split almost equally between Imperial and New Republic forces, skirmishes are not an uncommon sight there. The Minar Sector is highly restricted and protected by pulse mass mine fields, remote sensor buoys, hyperspace mines, and the naturally hostile Vas Nebula, which is a vast field of burning gases constantly fed new gases by the Defer and Ens Nebulas nearby.

Worlds of the Palvar Defense Force

Worlds that belong to the Palvar Defense Force are allowed to retain their own government and sovereignty. The PDF merely provides member worlds with security and protection against outside influences.

Kashan

Kashan, located in the center of the Palvar Sector, within the Mid Rim, is the home of Kashan Systems and Kashan Industries. Kashan itself isn't a very inviting world, most of the planet's natural forests and plains have been leveled in the name of progress (the progression of profit). The majority of the planet is mainly covered in factories, homes, or is just barren. Only a few native species of wildlife still survive through the staggering pollution that is constantly created by the factories and the occasional crashing starship. The planet started as a colony dating back several centuries before the Clone Wars, when the Palvar Sector was considered the frontier, and slowly evolved into an industrial nightmare.

From space, Kashan is a dark grey, dull looking sphere with high hanging brown clouds and scattered acid rain storms. There are only two continents, both relatively large, with nearly 60% covered in various structures. Little light is able to reach through the sludge like atmosphere, keeping the planet in a perpetual dusk-like mood through out the daylight hours.

Kashan has an extremely high crime rate, with only a handful of local police that do little in the way of maintaining order and a sense of security. Sector Rangers often frequent the planet in pursuit of various criminals, but rarely find who they are looking for due to the fact that most new visitors who dare to venture out of the spaceports and into the the general public of Kashan, are rarely seen again as they are prime targets for  robbery, murder, hunting (some criminal organizations on Kashan are known to hunt sentients for fun), or worse.

The spaceways around Kashan (mainly in direct orbit of the planet itself) are cluttered with freighters of all sizes, Kashan Systems owned and built cruisers, customs vessels, debris, space stations, etc, making for fairly difficult space flight. Any attacking force would be faced with a wide array of warships, ranging from ancient and broken down cruisers to modern warships, bristling with weaponry. Customs, while appearing to be strict, are perhaps the most lax in the sector. There isn't a single Kashan Customs officer who hasn't been bought off (generally for a low price).

Type: Terrestrial
Location: Mid Rim: Palvar Sector
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: Standard
Terrain: Mountains, plains
Length of Day: 37 standard hours
Length of Year: 591 local days
Sapient Species: Human, various other races
Starport: Standard
Population: 5.2 billion (estimated)
Planet Function: Trade center, industry, mines
Government: Local dictator
Tech Level: Space
Major Exports: Starships, starship parts, ore
Major Imports: Foodstuffs, mid tech, high tech

Aiel

Aiel is perhaps one of the most beautiful worlds in the entire sector but it has recently begun to be exploited for its resources by the Palvar Defense Force. Strategically, Aiel is a prime staging point for almost any military action that might be launched into Imperial space.

Aiel is only PDF member world to have been almost forced into joining. The Palvar Defense Force Navy deployed an entire squadron of capital combat starships to the system to show to the local Aiel government just how much their membership would mean to the PDF. Aarlis Nacirem, supreme commander of the PDF and CEO of Kashan Systems, was able to convince the local government that it would be in their best interest if they were to join.

As soon as Aiel did join into the Palvar Defense Force, Aarlis Nacirem ordered the construction of a massive stardock in orbit for fleet repairs as well as several training facilities and garrisons on the planet itself. It is also rumored that Nacirem had a pair of KDY v-150 planet defenders secretly installed as well as small planetary shield generator. Aiel serves as the second largest training facility for new PDF personnel, second only to Kashan itself.

Type: Terrestrial
Location: Mid Rim: Palvar Sector
Temperature: Warm
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: Standard
Terrain: Mountains, urban, plains, forests, jungles, oceans
Length of Day: 29.6 standard hours
Length of Year: 309 local days
Sapient Species: Humans, Itaanu, Zapoots
Starport: Standard
Population: 8,610,000,000 (estimated)
Planet Function: Military outpost, training facility
Government: Elected governor
Tech Level: Space
Major Exports: Troops, officers
Major Imports: Foodstuffs, cadets

Dessolit

Dessolit is one of several worlds belonging to the Palvar Defense Force, mainly due to the fact that they have no military forces at all. Unlike its name, Dessolit is actually a lush world with very little variation in climate conditions from season to season.

Much of Dessolit is covered in fungal growth. The mushroom forests that cover 80% of Dessolit's two continents are famous throughout the sector as prime speeder bike and swoop racing courses. Even in the two main cities of Dessolit City and Asymp (no more than a hundred kilometers a part from each other) are overrun with some sort of fungi ranging from slime molds to shrubbery sized mushrooms.

Due to the high levels of fungi on Dessolit, the atmosphere has an extremely high concentration of fungal spores and can cause severe allergic reactions to anyone who is not used to them. All visitors to Dessolit are urged to wear a breath mask at all times when outdoors for their own safety.

Dessolit has no plant or animal species, only an extremely wide variety of fungi. Almost all of them are extremely toxic if eaten and can kill nearly all known species. Still, some fungi species found on Dessolit have been known to cause hallucinations if consumed.

Type: Terrestrial
Location: Mid Rim: Palvar Sector
Temperature: Warm
Atmosphere: Type II (breath mask suggested)
Hydrosphere: Wet
Gravity: Standard
Terrain: Fungi forests, plains, mountains, oceans
Length of Day: 30.9 standard hours
Length of Year: 401 local days
Sapient Species: Humans, various other races
Starport: Standard
Population: 109,995,000 (estimated)
Planet Function: Colony
Government: Ruling Council
Tech Level: Space
Major Exports: Fungi based products
Major Imports: Foodstuffs, mid tech, high tech

Fawl

Fawl is the only planet orbiting the star by the same name. The planet is very typical of many terrestrial worlds throughout the galaxy with a variety of local wildlife and terrain with still much of the world untouched by the ravages of sentient life.

Fawl was originally settled by Old Republic colonists nearly three to four hundred years before the Clone Wars and has since grown quite well. Local industry has prospered by trading between the major cities as many of the firms cannot afford to ship their goods off world.

When the Empire arrived in the Palvar Sector the Fawl Senate quickly gave into Imperial rule and an Imperial by the name of Merk Schenl was appointed local governor. Fawl suffered many of the injustices that were typical of the Empire - strict rule, harsh punishments, limited freedoms, etc. When the Empire began to crumble and the Palvar Defense Force was formed, Fawl went into full revolt, pitting civilians against Imperial troops. It was a bloody battle and in the end Governor Schenl was killed and the Imperial troops fled the planet. Fawl joined the Palvar Defense Force.

Today Fawl has come back to resemble what it used to be and the local senate has been reformed (Governor Schenl made sure only Imperial loyalists were on it). Fawl has little in the way of defense except for a few scattered bases (mainly captured Imperial garrisons) and a small starfighter outpost on its only moon but flight time between Fawl and its moon is nearly two hours at top sublight speed.

Type: Terrestrial
Location: Mid Rim: Palvar Sector
Temperature: Cool
Atmosphere: Type I (breathable)
Hydrosphere: Dry
Gravity: Light
Terrain: Urban, plains, forests
Length of Day: 25.6 standard hours
Length of Year: 435 local days
Sapient Species: Humans, various other species
Starport: Standard
Population: 1,560,000,000 (estimated)
Planet Function: Colony
Government: Local Senate
Tech Level: Space
Major Exports: Droids, computers, low tech
Major Imports: Mid tech, high tech

Itaan

Itaan is a Palvar Defense Force member world located near the Celmoore star system (which is known to house at least one major pirate outpost that has yet to be eliminated). Itaan is a pleasant world now, although it was once plagued with violence and corruption until several key PDF military strikes against local rebel and terrorist outposts eliminated the majority of the threat (this military operation remains the largest in the history of the PDF to date).

Itaan provides more than half of all the medical supplies and foodstuffs used by the PDF's military forces. The local Itaanu, a incest-like race, make up all of the work force on the planet while human PDF officers and troops keep the order.

Itaan is a sprawling world with vast amounts of untouched wilderness with seemingly endless amounts of valuable minerals and resources to offer. There are several rumors that Kashan Systems (acting separate of the PDF) is attempting to contract strip-mining rights on one of the smaller continents which still remains untouched by any sentient. Due to the Itaanu's submissive manner, Kashan Systems will most likely succeed in getting their contract.

Type: Terrestrial
Location: Mid Rim: Palvar Sector
Temperature: Warm
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: Standard
Terrain: Mountains, forest, jungle, urban
Length of Day: 10.51 standard hours
Length of Year: 571 local days
Sapient Species: Itaanu (N) (98%), Humans (2%)
Starport: Standard
Population: 2.31 million
Planet Function: Supply production
Government: Board of Elders
Tech Level: Space
Major Exports: Foodstuffs, medical supplies
Major Imports: High tech, mid tech

Nexus

Nexus is a hellish desert world located on the far side of the galaxy as Kashan. Officially it is listed as 'uninhabited' on any sector maps. In reality it houses a maximum security prison that was established by Kashan Systems.

The prison is located a few kilometers north of the planet's equator and features extensive cooling and warming systems as the planet's temperature dramatically changes through the course of its immensely long day. Prisoners are kept in their cells (which average four-by-five meters in size) while modified security droids patrol the various wings of the complex and service the prisoners food once a day. If a prisoner requires medical attention, he will not find it. Those send to Nexus are in a sense being sentenced to death. Only when both bunk mates in a cell have died will a droid open the cell to remove the bodies (there is usually a terrible stench in the air of rotting flesh). The only non prisoner on the planet is the warden, Salm Bumard. Only the worst criminals apprehended by the Palvar Defense Force (or enemies of Kashan Systems) are sent to the prison. On average, there are at least ten new arrivals every week to take the space of prisoners that have perished there the week before. There are no spacecraft kept anywhere on the planet and new prisoners are dropped in via modified escape pods which have been known to overshoot their landing zone and land in the middle of the searing desert.

Kashan took interest in Nexus, not because of its hostile enviroment, but because of its strong gravitational field. High above the planet in one of the only two working hyperspace jumpgates anywhere in the galaxy (along with a moderately sized task force to protect it). The other jumpgate is in high orbit over Kashan itself. Nexus' strong gravitational field helps to pull incoming starships out of hyperspace that have been sent through Kashan's jumpgate. The actual chances that the Nexus jumpgate won't open in time is fairly high and more than one ship has been forever lost in hyperspace. For this reason, the jumpgates are rarely, if ever, used.

Type: Desert world
Location: Mid Rim: Palvar Sector
Temperature: Searing (dayside), Frigid (nightside)
Atmosphere: Type IV (enviroment suit required)
Hydrosphere: Arid
Gravity: Heavy
Terrain: Desert, mountains
Length of Day: 83 standard days
Length of Year: 311 local days
Sapient Species: Human, various other races
Starport: Standard
Population: 2,000 (estimated)
Planet Function: Prison
Government: Prison warden
Tech Level: Space
Major Exports: None
Major Imports: Foodstuffs, prisoners

Imperial Controlled Worlds

Even though the Empire has collasped, there are still many "Empires" in the modern galaxy, the Palvar Sector was unlucky enough to have one of them.

Delfii

Delfii serves as the Palvar Sector's main Imperial base. Delfii was perhaps the largest and most heavily populated world brought under Imperial rule about fifteen years before the Battle of Yavin. The local Delf, a short, green skinned race, surrendered almost immediately, offering no resistance
at all after hearing about the unfortunate extinction of the Kelroy due to a comet "accidently" colliding with their homeworld.

Delfii is a visibly beautiful world. From space, it is a magnificant sight, with the blue-greens of the oceans reflecting the green light produced by the local star and high set purple clouds drifting in the jet streams. Delfii's surface is covered in an immense super-continent with large seas completely surrounded by land in various locations. The planet's equator is covered in a thick jungle, full of thousands upon thousands of species of wildlife.

Almost immediately after accepting the Delf's surrender, Moff Uhlmann, ordered a massive space dock capable of docking up to six Imperial Star Destroyers and/or numerous smaller craft to be constructed in orbit along with several dozen defense satellites. There are scattered surface to space batteries on the planet, usually near one of the many garrisons that have been deployed to the surface. The planet has no planetary shielding due to the fact that Moff Uhlmann feels that the current defenses can hold off any assault thrown at the planet. On Delfii IV (the fourth of five moons), Uhlmann constucted a massive long-range slug cannon capable of propelling a three meter wide explosive shell nearly a thousand kilometers into space.

Admiring the beauty of the Delf civilization and of Delfii itself, Moff Uhlmann has been relatively unrestrictive on the majority of the Delf population. Those Delf who chose to willing become Imperial citizens are given the full rights of any other Imperial citizen. Those who didn't were left alone as long as they were quite aware that the Empire was still in control (those few that spoke out usually ended up missing). A few Delf have even been conscripted into the Imperial Army, always being assigned to the defense on board of a smaller starship that isn't important enough to waste valuable stormtroopers on.

System: Delfii
Star: Del
Name Planet Type Moons
Merk Molten Rock 0
Delfii Terrestrial 5
Kermas Barren Rock 2

System Capsule:
Merk: Merk is technically a large asteroid which fell into a degrading orbit around Del. It's surface temperature rises an average of 50 standard degrees a year and estimates say that it will plunge into Del within the next thousand years.
Delfii: See above.
Kermas: Kermas is a barren world with an atmosphere capable of sustaining life. Moff Uhlmann often drops off prisoners on the planet with no supplies or shelter of any sort to die of dehydration.

Type: Terrestrial
Location: Mid Rim: Palvar Sector
Temperature: Warm
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: 0.8 Standard
Terrain: Forests, plains, mountains, jungles, deserts
Length of Day: 21 standard hours
Length of Year: 354 local days
Sapient Species: Humans, Delf (N)
Starport: Imperial
Population: 12.33 billion (estimated)
Planet Function: Imperial sector base
Government: Imperial Governor
Tech Level: Space
Major Exports: Starships, troops
Major Imports: Workers, ore, weapons, mid tech, high tech

Kelceris

Kelceris was once a war torn world where everyday was a fight for survival. That is, until the Empire arrived. When the Imperial task force arrived in the sector under the command of Moff Jerr Uhlmann, several worlds quickly submitted while others were forced into submission or simply destroyed.

The warring factions on Kelceris had been fighting each other for centuries. Millions of the native Kepes were killed every year for no apparent purpose other than mindless violence. The Empire first stayed out of it, watching the battles while making an in depth plan to end them once and for all.

In a move that was widely publicized throughout the Imperial hierarchy, Moff Uhlmann made a secret pact with the faction known as the Kel - the Kel had maintained space superiority around the world for the last fifty standard years or so - which allowed a trio of Imperial Star Destroyers to join with the main Kel fleet. The other faction, the Ceris, had been gaining drastic amounts of land and resources on the surface and had nearly succeeded in driving the Kel from the face of the planet. Moff Uhlmann then proposed a final planetary assault which the Kel would lead and would at the same time be backed up by Imperial forces.

The Kel fleet opened up with a full bombardment of known Ceris outposts and bases on the planet while landing massive amounts of troops stationed on warships as well as moving ground forces already on the surface. The Kel and Ceris fought for weeks in what was the largest battle Kelceris had even seen.

When the Kel positions began to buckle under the superior Ceris forces Moff Uhlmann launched his attack. The trio of star destroyers opened fire on the small Kel fleet, decimating it, while launching a full invasion on the surface. The unknowning Kel soldiers on the ground fought along side Imperial troops, crushing the Ceris army. The Imperials then turned on the baffled Kel and proceeded to wipe them out. Kelceris was now utterly defenseless against their new Imperial masters.

Today - nearly six years after the Battle of Endor - Kelceris remains under Imperial control and has since evolved into one of the major trading planets of the Imperial Palvar Sector. The Kel and the Ceris have since forgotten their differences and have adapted fairly well to the Imperial government - although there are several dozen known resistance groups scattered across the planet.

Type: Terrestrial
Location: Mid Rim: Palvar Sector
Temperature: Warm
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: Light
Terrain: Mountain, urban, plain, forest, jungle
Length of Day: 25 standard hours
Length of Year: 380 local days
Sapient Species: Kepes (N), humans
Starport: Standard
Population: 5,990,620,000 (estimated)
Planet Function: Homeworld
Government: Imperial Governor
Tech Level: Space
Major Exports: Foodstuffs, narcotics
Major Imports: Mid tech, high tech

Malsoun

Malsoun is a small world not far from the Imperial base of Delfii. Malsoun was originally colonized and turned into a major Imperial military outpost by Moff Uhlmann mere weeks after the conquest of Delfii.

Malsoun was originally designated to be a prison world, until Imperial General Ridnik pointed out that Malsoun's various terrians and enviroments would make it an ideal choice for an Army academy and training facility. Moff Uhlmann agreed, but elected never to construct the academy. After the Battle of Bilbringi and the death of Grand Admiral Thrawn, Uhlmann knew that he would not be getting any newly trained soldiers anytime soon and went ahead and built the academy years after the initial idea.

Today Malsoun is one of the largest Imperial Army academies ever. The Imperial Malsoun Army Academy turns out several hundred thousand trained army troopers a year. After it's first year, the academy was expanded, utilizing several prefabricated garisons and modifying them into both training facilities for navy troopers and even stormtroopers.

The main facility is located on a small island in the middle of the planet's only ocean. Several large transports shuttle trainees to various smaller outposts (the old prefabricated garisons) all over the planet to expose the troopers to various conditions. There is even a single submarine transport that carries seatroopers down to a submerged training facility a few kilometers below the surface.

The main facility is protected by an extremely strong planetary shield that covers then entire island. The smaller outposts each have anti-orbital missile batteries. Any ground assault would be suicidal considering that 99% of the planet's population are Imperial soldiers or soldiers in training.

Type: Terrestrial
Location: Mid Rim: Palvar Sector
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: 0.81 standard
Terrain: Mountains, jungle, forest, plains, desert, glaciers, ocean
Length of Day: 23.51 standard hours
Length of Year: 415 local days
Sapient Species: Humans, Delf
Starport: Imperial
Population: 10.42 million (estimated)
Planet Function: Military stronghold
Government: Imperial governor
Tech Level: Space
Major Exports: Troops
Major Imports: High tech, workers, cadets, foodstuffs

Ord Barrl

Ord Barrl was originally settled by the Old Republic during the first days of their expanse into this region of the Mid Rim. Barrl was colonized as an ORD (Ordnance/Regional Depot) during the outbreak of the Clone Wars as a storage facility. The Palvar Sector, seeing no action during the Clone Wars, had no real military need for an ORD, however, local government made use of it by using it for storing supplies and goods of various types for trade and export to and from the sector.

Ord Barrl, with its handful of settlers (approximately 15,000 at the time), declared themselves allied with the Empire upon the fall of Delfii to the Imperial armada. Moff Uhlmann upgraded the existing underground storage facilities that the Old Republic constructed, and put them to their intended use. For defense, the storage facilities (located in a series of caves in the Falle mountain range) have an entire regiment of Imperial troops in addition to a garison deployed from the Imperial Star Destroyer Destructor.

The storage facilities stretch for hundreds of kilometers, burrowing deep into the planet's crust. There is only one opening to the caves, which is big enough for a pair of AT-ATs walking side-by-side to enter with room to spare. Since Imperial rule took over, the cave's mouth is protected by several weapons emplacements (ranging from anti-vehicle to anti-infantry batteries) and an emergency shield generator to seal off the entrance in case of an attack. There is a brightly lit main tunnel, leading from the mouth, that descends to a depth of five kilometers under the surface over twenty kilometers of sloped path. Along this main path, is a repulsor train, meant for ferrying workers and supplies in and out of the cave. If one wanders out of the main passage and into one of the hundreds of side passages (which are sometimes used to set up barracks depending on where they lead), one may never be seen again.

The Barrl star system is a violent one, almost as if it wasn't meant to be. The third planet, Varv, is breaking apart for an unknown reason, while the fifth planet, a gas giant, is slowly spiraling into the sun. Barrl itself is a barren, cold, and dry world, with no natural life at all. It is located merely eight hours from Delfii, which is its only lifeline for new supplies and protection.

System: Barrl
Star: Selia
Name Planet Type Moons
Selious Molten Rock 0
Selin Barren World 0
Varv Volcanic World 0
Ord Barrl Desert World 0
Welkret Gas Giant 24

System Capsule:
Selious: Selious is technically not a planet, but an egg-shaped asteroid that is approximately 410 kilometers from one end to the other.
Selin: Selin is an extremely large planet, nearly twice the size that Alderaan used to be. It is extremely hot, and completely barren of all life.
Varv: Varv is an unstable world quickly approaching its end. For some unknown reason, Varv is breaking apart. Current Imperial estimates place its final demise only fifty standard years away.
Ord Barrl: See above.
Welkret: Welkret is a massive ball of gases in a degrading orbit around Selia. There is a 45% chance that Welkret will collide with Ord Barrl in two million years.

Type: Desert World
Location: Mid Rim: Palvar Sector
Temperature: Cold
Atmosphere: Type I (breathable)
Hydrosphere: Dry
Gravity: 1.02 Standard
Terrain: Desert, wastelands, mountains
Length of Day: 34 standard hours
Length of Year: 439 local days
Sapient Species: Humans
Starport: Imperial
Population: 140,051
Planet Function: Imperial prison world
Government: Imperial Governor
Tech Level: Space
Major Exports: Supplies
Major Imports: Prisoners, supplies, water

Worlds of the New Republic

The New Republic only has a small foothold in the Palvar Sector with only a pair of member worlds and a bit of sympathy spread across the sector.

Teraii

Teraii is a paradise by definition with lush jungles and vast forests covering the entire planet. The oceans are a rich, clear green with millions of species of marine life. Teraii's blue star keeps the planet comfortably warm and seasonal differences are barely noticable.

Teraii has dozens of major cities scattered across the globe, each held nearly a kilometer over the tree tops by massive pylon systems. The smooth architecture of the buildings gives the cities an almost organic look. The planet's capitol, Toyr, is located approximately fifteen kilometers below the surface of Teraii's largest ocean. The only way in or out of the city is via submarine (there are some submarine/airspeeder hybrids that are built by local manufacturers).

Teraii is one of two worlds in the Palvar Sector that belong to the New Republic, the other being the ore mining world of Nekkid. At any given time there is at least a platoon of New Republic SpecForce operatives on planet.

Teraii has nothing in the way of defense, as a true paradise has no need for weapons of any sort.

Type: Paradise world
Location: Mid Rim: Palvar Sector
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: Standard
Terrain: Mountains, jungle, forest, plains, ocean
Length of Day: 26.9 standard hours
Length of Year: 357 local days
Sapient Species: Humans, Teraiin (N), various other species
Starport: Standard
Population: 2.15 billion (estimated)
Planet Function: Resort
Government: Council
Tech Level: Space
Major Exports: Exotic fruits, fish
Major Imports: Tourists, repulsorlifts, refugees

Nekkid

Nekkid is one of two worlds in the Palvar Sector that is a part of the New Republic and lays along the border with the Neavious Sector. It is fairly sparsely populated despite being almost twice the size of Kashan. Much of the planet remains untouched and in its naturally forested state.

Nekkid has only four major cities, all within a thousand kilometer area. The planet's entire economy revolves around two industries, repulsorlift engine manufacturing and mining. Most of the repulsorlifts are exported to various locations throughout the region, while the ores are mainly sold to Kashan Systems, Setec Astronomy, and Wereling Spaceworks.

Nekkid is defended by a handful of orbital space mines and a KDY v-150 planet defender. The New Republic maintains a small garrison for defense against any planetary invasion. The risk of such an attack is minimul, as the nearest Imperial controlled world is beyond the area protected and patrolled by the Palvar Defense Force.

Type: Mild terrestrial
Location: Mid Rim: Palvar Sector
Temperature: Mild
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: Standard
Terrain: Forests, mountains
Length of Day: 25 standard hours
Length of Year: 324 local days
Sapient Species: Humans, various other species
Starport: Standard
Population: 1.93 billion
Planet Function: Raw material source
Government: Senate
Tech Level: Space
Major Exports: Foodstuffs, mid tech, ore, repulsorlifts
Major Imports: High tech, mining equipment, miners

Other Worlds of the Palvar Sector

Celmoore

The Celmoore star system consists of nothing but a red giant star and several billion asteroids of varying size. For a hundred years, asteroid CC-231 has been used as a pirate haven after a mining outpost on the asteroid itself was discovered and overrun by pirates. Since then the asteroid has simply been called by the same name as the local star, baffling several task forces sent by both the Empire and Palvar Defense Force that were to seek out and destroy the outpost. To date, no one other than the pirates know where it is.

Originally being an ore mine, the pirates have since taken to modifying the existing structures and using the vast maze of tunnels for storage of their plunder. There is no atmosphere on the surface, and only a thin one is maintained inside the mining outpost, most pirates wear breath masks until they are used to breathing the thin atmosphere.

There is a large hangar at the mine's entrance that was designed to be able to house several asteroid mining ships. It has since been modified to service any number of smaller pirate vessels and has a rag-tag squadron of uglies on call and ready to launch all the time.

Locating the asteroid at any one time requires picking up an extremely weak and coded signal beacon which, to all but the best communications officers, comes up as nothing but naturally occuring background noise. Locking onto the signal requires a Very Difficult Communications roll followed by a Difficult Sensors roll to isolate the asteroid's trajectory.

Type: Asteroid
Location: Mid Rim: Palvar Sector
Temperature: Cold
Atmosphere: None (surface), Type II (inside)
Hydrosphere: Dry
Gravity: 0.41 standard
Terrain: Desert
Length of Day: 6.82 standard hours
Length of Year: 781 local days
Sapient Species: Humans, various other species
Starport: Standard
Population: 50,000 (estimated)
Planet Function: Pirate/smuggler haven
Government: Anarchy
Tech Level: Space
Major Exports: Contraband
Major Imports: Foodstuffs

Kelroy

Kelroy was once a thriving world, home to a civilization of aliens known as the Kerl. The Kerl were just entering their own era of space exploration, preparing to test a hyperdrive motivator that was sold to them by a passing merchant for a small fortune when the Empire arrived in the sector.

The Imperial's first stop was, unfortunately for the Kerl, was their homeworld of Kelroy. The Kelroy Navy, though limited in both numbers and technology, defended their homeworld honorably, destroying an Imperial dreadnaught and scores of TIE fighters before finally being wiped out. The Imperial admiral in charge of the operation, Admiral Uhlmann (now Moff Uhlmann), opted to skip the standard orbital bombardment/ground assault that Imperial protocol typically demands in such hostile situations. Instead, acting on a streak of brilliance, Uhlmann invested a vast amount of forces into redirecting an approaching comet... right into Kelroy itself. The comet approached for several months, Uhlmann leaving only a handful of ships in the system to prevent any Kerl from fleeing the planet and an escort line to escort the comet safely toward the planet. There were a few futile attempts by various Kerl to flee the system in primitive spacecraft, all were easily destroyed. And five months later... the comet stuck, devastating the entire planet. Nearly 75% of all life on Kelroy was killed instantly, the survivors struggled on through the dusty and dark atmosphere. Within two months the Kerl were no more.

Today Kelroy remains a covered in a perpetual cloud of dust, most of which is beginning to finally settle. The atmosphere is unbreathable and the planet's temperature has dropped radically, requiring anyone who dare venture to the surface to wear some sort of enviromental suit.

Type: Devastated world
Location: Mid Rim: Palvar Sector
Temperature: Frigid
Atmosphere: Type IV (enviroment suit needed)
Hydrosphere: Moist
Gravity: 0.73 standard
Terrain: Wasteland, desert, ocean
Length of Day: 19.6 standard hours
Length of Year: 381 local days
Sapient Species: None
Starport: None
Population: None
Planet Function: Dead world

Setec IX

Setec is a gas giant circling around the white dwarf Setec, just inside the Palvar Sector and near the mysterious Minar Sector. Setec houses the Palvar Sector's third largest local corporation, Setec Astronomy, which builds and sells ion drive engines to both Kashan Systems and Wereling Spaceworks for use in newly built starships. Setec Astronomy attempted to enter the starship market with their Gates-class battle cruiser. They completed five of the warships before they realized no one was going to buy them. A sixth cruiser, only half built, remains that way, orbiting the planet (note that Setec claims that there is some sort of impressive planetary defense weapon
mounted in the partially built superstructure, although there is no proof to this). The five completed Gates are maintained by Setec Astronomy for the sole purpose of defending their factory stations which orbit the planet.

Setec has no real interest in Setec XI, other than the fact that they are able to mine several gases valuable to them from the gas giant then ship it directly to the factories in orbit above.

The star system itself lies on the border to the Minar Sector, a relatively unexplored region of space in the Mid Rim. The majority of the Mid Rim was mapped during the days of the Old Republic, but all ships sent into the Minar Sector have never returned and the Old Republic deemed this region of space hostile, and created a sector that consisted of all the uncharted space in this area, naming it after the the first exploration vessel to enter the area, the Del Minar. There are literally thousands of legends and stories about the Minar Sector, ranging from tales of a highly advanced civilization to a secret Imperial weapons development area to a cover up of an Old Republic's testing of an extremely powerful weapon. None have any proof to back them up. The only reason that Setec Astronomy's owners chose to base operations from the system was that they someday might profit heavily should Imperial laws prohibiting entry into the sector are lifted, opening the doorways for new colonization and mining.

Type: Gas Giant
Location: Mid Rim: Palvar Sector
Temperature: Frigid
Atmosphere: Type IV (unbreathable)
Hydrosphere: Dry
Gravity: Standard
Terrain: Gas Giant
Length of Day: 109.1 standard hours
Length of Year: 3,910 local days
Sapient Species: Humans
Starport: Standard
Population: 50,000 (estimated)
Planet Function: Manufacturing
Government: Ruling Council
Tech Level: Space
Major Exports: Starships, ion drive engines
Major Imports: Foodstuffs, mid tech, high tech, ore, workers, water

Wereling

Wereling is an outlying water world in the Palvar Sector, only five hours away from the Kashan star system with a Class One hyperdrive. Wereling is completely covered in water, with the exception of the polar ice caps which provide some area for settling, if one can withstand the frigid temperatures. The planet's southern polar cap is almost completely covered in a massive city-state spanning over 500 kilometers in diameter. In the center, directly over the planet's south pole, is a gigantic spire, housing the main base of operations for Wereling Spaceworks, the planet's largest legitimate business and government as well.

The city-state, named Wereling like the planet itself, is an impressive sight that can be seen with the naked eye from low orbit. In the center of the city is a massive fortress (although in appearance, it looks more like an impressive apartment building) stretching for nearly two kilometers into the sky. From this spire, the corporate head of Wereling Spaceworks, Hesst Nal, a Gotal, rules over the colony. Hesst, realizing that in order to turn the run down polar colony into a thriving community he would have to play it dirty, offers protection to pirates, smugglers, refugees, and other individuals seeking some place to lie low... for a price of course. Over the years several large pirate organizations began basing out of the colony and Hesst used the profit he was making to found his company, Wereling Spaceworks. There are miles of frozen pipes and passage under the city, most frozen off completely, but some of the local crime lords keep some of the passages maintained, should they ever need to make a hasty retreat.

Wereling owns a small deepdock, that Hesst aquired during a massive pirate assault on an Imperial deepdock that local smugglers ran across. During the skirmish for the deepdock, nearly 95% of the pirates housing out of Wereling were killed, only a pair of combat modified freighters surviving the space battle. The battle on the deepdock itself was even more devastating, as the mercenary forces Hesst had hired were massacred by Imperial troops on board. Eventually, faced with the false threat of a fusion warhead on one of the remaining freighters, the deepdock surrendered and was taken back and put into a geosynchronous orbit over Wereling City.

The planet itself has the luck of the defense of a natural asteroid belt that supposedly was a moon a few thousand standard years back. The asteroid belt stretches around the entire planet, perpendicular to the planet's equator. The only main drawback to this natural defense is the constant threat of asteroids falling into the planet, which is a common event. Luckily, there have been no overly large ones to impact... yet. Rumors have it that Hesst is looking into acquiring some space defense satellites for the sole purpose of destroying in bound asteroids.

Other planetary defenses include a handful of Wereling designed and built starships and whatever pirate vessels may be in the system at the time. Wereling City currently has no surface to space weaponry or a planetary shield, those are also rumored to be on Hesst's "to get" list.

Type: Shadowport
Location: Mid Rim: Palvar Sector
Temperature: Cold
Atmosphere: Type I (breathable)
Hydrosphere: Wet
Gravity: Standard
Terrain: Oceans
Length of Day: 19.7 standard hours
Length of Year: 214 local days
Sapient Species: Humans, various other races
Starport: Standard
Population: 409,590,000 (estimated)
Planet Function: Corporate base
Government: Corporate rule
Tech Level: Space
Major Exports: Starships, fish, water
Major Imports: Foodstuffs, mid tech, high tech, ore, workers



Chapter Eleven - New Alien Species

The Palvar Sector is anything but a xenobiologist's dream and isn't known for its vast array of alien species. In fact, the sector is only home to three native species (four before the arrival of the Empire) and is the adopted home of another.

The Delf

In general, the Delf are somewhat shorter than the average humans and bear little to no physical resemblance. Delf have been known to have a variety of exotic skin colors, ranging from several shades of blue to odd mixtures of orange and green. The Delf are pipedal humanoids with a stub of a tail that is often curled away for convience. Every Delf has green, slit eyes that aid in night vision. Other facial features include a protruding lower jaw, small nose, and large ears that hug the sides of their heads and run from the jawline and end in a point at the top.

Delf society has remained unchanged for several thousand years, with the exception of the arrival of the Empire on the their planet. The Imperial takeover was considered more or less trivial to the majority of the Delf population, accepting it as a much better idea than enslavement or death. The apparent willingness to conform to the New Order impressed Moff Uhlmann enough to spare the planet the typical strip mining and other hardships that often came to worlds populated by non-humans once the Empire took over. After the collapse of the Empire as a whole, Moff Uhlmann faced a serious shortage of able soldiers and even began conscripting the Delf into the Imperial Army to fill the more tedious jobs that regular troopers could no longer be wasted on.

The Delf are usually very tolerant and it takes a lot of work to upset one. They tend to find some sort of pleasure in lending aid to those who need it, although they do not go out of their way to do so.

Average Delf: Dexerity 2D+1, knowledge 2D, mechanical 2D, perception 1D+2, strength 1D+2, technical 2D

Homeworld: Delfii
Attribute Dice: 12D
DEXTERITY: 1D+2/3D+2
KNOWLEDGE: 2D/4D
MECHANICAL: 2D/4D
PERCEPTION: 1D/4D+1
STRENGTH: 1D/3D
TECHNICAL: 2D/4D

Special Abilities:
Night vision: No penalties for darkness.

Story Factors:
Imperial influence: The Delf surrended their world to the Empire and accepted the Empire as their new just government. The Delf populace was treated with something resembling respect and they thus typically harbor little to no ill feelings toward the Empire as a whole. Those Delf who chose to willing become Imperial citizens were given the full rights of any other Imperial citizen. A few Delf have even been conscripted into the Imperial Army, always being assigned to defense duty on board of a small starship that isn't important enough to waste valuable Human troopers on.

Move: 9/11
Size: 1.3-1.7 meters tall

Hunams

The Hunams (pronounced hoo+nams) are a rare near-human species that have nearly been completely wiped from the galaxy by a disease that swept through their homeworld and killed all but a few who were lucky enough to be immune. Those Hunams who did survive the plague nearly a thousand years ago left their homeworld and set out across the galaxy.

Hunams have pale grey skin which is accented by light to dark blue eyes and dark grey or black hair. They are usually tall and slender and possess a specialized metabolism which keeps them this way - there are no obese Hunams.

Hunams tend to very sly and devious and shouldn't be trusted because the word of a Hunam has no meaning. They are usually self-induldging and quite arrogant - although not all are like this - and will get great satisfaction from outsmarting someone.

Typical Hunam: Dexterity 2D, knowledge 2D, mechanical 2D, perception 2D, strength 2D, technical 2D

Homeworld: Unknown
Attribute Dice: 12D
DEXTERITY: 2D/4D
KNOWLEDGE: 2D/5D
MECHANICAL: 2D/4D
PERCEPTION: 2D/4D+1
STRENGTH: 2D/4D
TECHNICAL: 2D/4D

Story Factors:
Devious: Hunams tend to be fairly devious and spiteful and will often times get extreme kicks out of out smarting someone or something else. They often times become enraged when someone tricks them in anyway at all.

Move: 10/12
Size: 1.8-2.1 meters tall

The Itaanu

The Itaanu are a quiet insect race from the Mid Rim world of Itaan in the Palvar Sector. The Itaanu are tall with a dark brown exoskeleton with large compound eyes on either side of their bulky head.

Itaanu society is simplistic in nature. Each individual Itaanu is assigned a task upon hatching by a designated representative of the Itaanu leadership. The young Itaanu is then sent to various training facilities which will prepare him or her for their chosen role in society.

The Itaanu are passive and have never been in a single war. They typically submit during any sort of confrontation to prevent the need for violence.

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

Homeworld: Itaan
Attribute Dice: 12D
DEXTERITY: 1D+2/3D+2
KNOWLEDGE: 1D/3D
MECHANICAL: 2D/3D+2
PERCEPTION: 1D/5D
STRENGTH: 2D/4D
TECHNICAL: 2D/4D+2

Move: 12/14
Size: 1.8-2.1 meters tall

Special Abilities:
Exoskeleton: +1D to resist damage.

Story Factors:
Submissively passive: The Itaanu rarely stand up for themselves and will passively submit in almost any confrontation.

The Kerl

The Kerl are now presumed to be extinct thanks greatly in part to the actions of the Empire and more specifically, Moff Jerr Uhlmann. The Kerl were a young space-faring warrior species who were busily constructing their first space bound naval force after the discovery that they weren't alone in the universe. When the Empire arrived at their world they struck out in fear and engaged the much larger and more well equipped Imperial assault force and were massacred.

The Empire destroyed their world and destroyed all ships attempting to flee and used the Kerl and their homeworld, Kelroy, as an example to the rest of the sector. The Empire soon gained control of the entire sector.

Typical Kerl: Dexterity 3D, knowledge 2D, mechanical 2D, perception 3D, strength 2D+1, technical 2D

Homeworld: Kelroy
Attribute Dice: 12D
DEXTERITY: 2D/4D+1
KNOWLEDGE: 2D/3D+2
MECHANICAL: 2D/4D
PERCEPTION: 2D/4D+1
STRENGTH: 2D+1/4D+2
TECHNICAL: 2D/3D+2

Move: 10/12
Size: 1.6-1.9 meters tall

The Pepes

The Pepes are the native peoples of Kelceris, a trading center in the Palvar Sector in the Mid Rim. The Pepes are divided into two clans - the Kel and the Ceris - who are bitter rivals and have maintained wars for centuries.

When the Empire arrived at Kelceris the Pepes way of life was doomed to change by order of their new masters. The local Imperial commander, Moff Jerr Uhlmann, was brutally deceptive and ended the Pepes' exceedingly long and bloody clan wars by decimating both sides.

Today the Pepes, no longer torn by war, have experienced a great economic boom and their homeworld of Kelceris has grown to become one of the largest trading worlds in the sector.

The typical Pepe is blatantly humanoid with two arms, two leads and a head. Some even closely resemble the stereotypical human and many xenobiologists consider the Pepes to be near-humans. Pepes have highly developed ears, the ear lobes being large and circular, enlarged and bulding eyes (although their site isn't any better than that of a typical human) as well as a small and flat nose. Many Pepes tend to be quite active, constantly moving about and chittering to themselves.

Typical Pepe: Dexterity 2D+2, knowledge 2D, mechanical 2D+1, perception 2D, strength 2D, technical 2D

Homeworld: Kelceris
Attribute Dice: 12D
DEXTERITY: 2D+2/4D+2
KNOWLEDGE: 2D/3D+2
MECHANICAL: 2D+1/4D+1
PERCEPTION: 2D/4D
STRENGTH: 2D/4D
TECHNICAL: 2D/3D+2

Special Abilities:
Acute hearing: The Pepes have well developed ears and receive a +2 bonus to all sound related skill checks.

Story Factors:
Clan markings: All Pepes bear the mark of either the Kel or the Ceris - two ancient clans who are bitter rivals - and upon birth are branded with the clan marking of their parents. The marking is typically found on the lower back.

Move: 9/11
Size: 1.65-1.85 meters tall

Zapoots

Zapoots are small and relatively annoying creatures that inhabit nearly every inhabitable planet in the Palvar Sector and surrounding areas. They can be found in most lower class areas of almost every major city, frequenting bars and common scum hangouts.

No one knows for sure what planet they originated from and most speculate that their homeworld was destroyed by the Old Republic for the common good of the galaxy.

Zapoots are implanted with an internal bomb at birth that monitors their heartbeat and usually detonates once the heart has stopped beating. For this reason alone, those who know something about Zapoots, will go to great lengths to either avoid them or to simply control themselves and not give into their annoying nature and beat the living tar out of them.

The PDF has been known to hire small groups of Zapoots for minor raids on everything from criminals to Republic to Imperail outposts as even in death the Zapoots cause massive amounts of damage.

Typical Zapoot: Dexterity 2D, knowledge 1D, mechanical 1D, perception 3D, strength 1D, technical 2D

Attribute Dice: 12D
DEXTERITY: 2D/4D+1
KNOWLEDGE: 1D/2D
MECHANICAL: 1D/3D
PERCEPTION: 2D/5D+1
STRENGTH: 1D/1D+2
TECHNICAL: 2D/3D+2

Special Skills:
Dexterity: Quick punch: To compensate for their lack of muscle, Zapoots use this technique to punch opponents quickly. Their Sting Gloves, boxing gloves with barbed wire wrapped around them, are the driving force behind this, and cause moderate damage.

Special Abilities:
Internal bomb: Zapoots have an explosive implanted in them at birth. When a Zapoot is killed, the explosive (which monitors their heartbeat) explodes, inflicting 6D+2 damage in an 8 meter radius.

Story Factors:
Annoying: Zapoots are incredibly annoying, and this is unfortunate, because many adventurers want to rip these little SOBs' heads off (and are normally blown up as a result).

Move: 10/11
Size: 1 - 1.5 meters tall



Chapter Eleven - Assorted Non Player Characters

To cover all of the vast groups in the Palvar Sector we would need the addition of several additional chapters. Here is a listing of several other key figures in the Palvar Sector that you might run across in your campaigns. In the future more detailed descriptions will be added.

The Lost Privateer

The Lost Privateer is one of the many bars that are commonly found. It is typical of almost any bar or cantina that you would find in any city on any world. The Lost Privateer is a small bar on the outskirts of Palsheen City, capitol city of Kashan. Its owner, Bezrin Marck, is an ex-Sarkan kick boxer (not the typical occupation of one from Sarka) who allows weapons into his bar on the condition that "if you kill it, you clean it."

The Lost Privateer is frequented by many varying patrons that range from privateers and pirates to off duty Palvar Defense Force officers and troopers. It is quite popular among those who are brave enough to enter because Marck has connections to acquire almost any drink or narcotic that one could want and sells them at a fairly cheap rate.

The Lost Privateer is a good setting for an opening adventure into almost any type of campaign in the Palvar Sector. Privateer or pirate campaigns are easily started here, especially as a meeting place for crew members. PDF military officers and troopers are easily attracted to the bar while on leave and are often known to get into a fight or two almost daily.

Bezrin "Bruno" Marck

Bruno moved from his homeworld of Sarka to the Palvar Sector after being shunned for performing on of the elaborate Sarkan greetings incorrectly when meeting with a local politician. Since then he has given up the Sarkan greeting as a part of his life and lived on Kashan, kick boxing for money in various bars and arenas until he made enough credits to open his own bar. Since then he has run the Lost Privateer with his human girlfriend, Meri, and his human friend Vex in the not so good parts of Palsheen City.

Character Name: Bezrin Marck
Type: Bar owner/kick boxer
Species: Sarkan
Gender: Male
Age: 37
Height: 2.2 meters
Weight: 170 kilograms

Physical Description:
Bruno is a Sarkan, a tall bipedal saurian: a lizard descended species with thick, green scaly hides and yellow eyes with slit pupils. He has a long, tapered snout, and razor-like fangs. He also possesses claws, though they are rather small and are often decorated with elaborate paints. His thick tail provides him with added stability and balance.

Personality:
Bruno is somewhat patient and does not pay much attention to random slayings in his bar as long as no damage is done to his property and the slayer cleans up the mess. He is overly protective of Meri and will quickly dismember anyone that even looks at her the wrong way.

Objectives:
To keep his bar running with a minimul amount of casualties.

Quote: "Hissss!"

Connection With Other Characters:
Bruno co-owns the bar with a man named Vex and his human girlfried Meri.

DEXTERITY: 3D+2
Blaster: 5D+2
Brawling Parry: 8D
Dodge: 9D
Firearms: 4D+1
Melee Combat: 7D+2
Melee Parry: 9D+1
KNOWLEDGE: 2D+2
Alien Species: 5D+1
Business: Lost Privateer bar: 6D+1
Intimidation: 10D
Languages: 4D
Survival: 3D
Streetwise: Kashan: 6D
Willpower: 4D
MECHANICAL: 2D
PERCEPTION: 4D+2
Bargain: 5D
Con: 5D+2
Search: 7D
STRENGTH: 5D+2
Brawling: 7D
Brawling: kick boxing: 11D
Brawling: martial arts: 9D
Lifting: 6D+1
Stamina: 10D
TECHNICAL: 1D+1

Special Abilities:
Night vision: The Sarkans tend to have excellent night vision, and operate in darkness with no penalty.
Cold blooded: Sarkans are cold-blooded. If exposed to extreme cold they grow extremely sluggish (all die codes are reduced by -3D). They can die from exposure to freezing temperatures within 20 minutes.
Tail: Sarkans can use their thick tail to attack in combat, inflicting STR+3D damage.
Teeth: STR+3D
Claws: STR+1D

Move: 7
Force Points: 1
Dark Side Points: 2
Character Points: 13

Equipment:
Carried: BlasTech DL-225 heavy blaster pistol (5D), vibroblade (STR+3D), apron, comlink
Behind Bar: Sawed-off bantha gun (8D single barrel; 10D both barrels), various bottles of alcohol and other drinks

Meri Shien

Meri was born and raised in Palsheen City, never actually leaving the planet once in her life. She spent some time in a local swoop gang until she met her current boyfriend, a Sarkan by the name of Bruno, who offered to employ her at his bar. She has worked at the bar for a few years, serving drinks and feeding even those who cannot afford to pay.

Character Name: Meri Shien
Type: Bartender
Player: NPC
Species: Human
Gender: Female
Age: 24
Height: 1.77 meters
Weight: 56 kilograms

Physical Description:
Meri is as considered extremely attractive by human standards. She has long brown hair with streaks of blonde that she usually keeps tied back. Her eyes burn with a furious blue glow that can melt the hearts of most men.

Personality:
Meri, even though she's from the rougher parts of Palsheen, is an extremely caring person but is not afraid to blast street scum away, even though she will regret doing so later.

Objectives:
To keep what little order she has in her life and help support her boyfriend's dream.

Quote: "What can I get for ya, dear?"

Connection With Other Characters:
Meri has close ties with the Sarkan, Bruno, and his human friend, Vex.

DEXTERITY: 4D
Blaster: hold-out blasters: 5D
Dodge: 6D
Firearms: bantha gun: 4D+2
Melee combat: 5D
Pick pocket: 6D
KNOWLEDGE: 3D
Alien species: 6D
Business: Lost Privateer bar: 5D+1
Languages: 6D
Streetwise: Kashan: 5D
Willpower: 4D+2
MECHANICAL: 2D+2
Repulsorlife operation: 3D
Swoop operation: 5D
PERCEPTION: 3D+2
Bargain: 4D+2
Con: 4D+1
Search: 4D
Sneak: 6D
STRENGTH: 2D+2
Brawling: 3D
Brawling: martial arts: 5D
Stamina: 4D+2
TECHNICAL: 2D+1
Repulsorlift repair: 2D+2

Move: 10
Force Points: 1
Dark Side Points: 1
Character Points: 9

Equipment:
Carried: Hold-out blaster (3D+2), knife (STR+1D), apron, comlink
Behind Bar: Sawed-off bantha gun (8D single barrel; 10D both barrels), various bottles of alcohol and other drinks

Various

Immortals

The term "immortal" is often used to describe mythological beings who would live forever. They are highly passed off as being nothing but works of religious fiction on most worlds but the truth is that immortals once did walk in the galaxy.

During the great Jedi Purge when Imperial forces led by Darth Vader were eliminating all of the Jedi in the galaxy, most of the immortals alive then were also killed (even though Lord Vader was unaware of their powers) simply due to the fact that they were often confused by many as minor Jedi because the force detectors used by Jedi hunters reported any and all immortals to be force sensitive.

Following the Jedi Purge only a handful of Jedi and immortals remained, all in hiding. Those Jedi that survived spread out and hid, waiting for a chance to fight back while those surviving immortals grouped together and purchased a small transport and fled into the Deep Core.

After word of the deaths of both Emperor Palpatine and Darth Vader and the return of the Republic, most of the still surviving immortals returned from the Deep Core but some remained out of fear that the Empire would return.

Like Jedi, there are also Light and Dark immortals, although the differences are not quite as extreme as in Jedi. Light immortals are simply those who are good at heart and do not use their gift for evil purposes. The dark immortals actually vary greatly in that some are simply space pirates with no remorse and use their immortality to do and take what they wish. Other dark immortals have more insane purposes in mind, such as the stereotypical taking over of the galaxy.

There have been no recorded instances of an immortal Jedi even though there are immortals of almost every known species. It has, however, not been ruled out that a Jedi could be an immortal, especially if a Jedi were to take the life of an immortal. The one thing most immortals fear is falling to a Dark Lord of the Sith due to the fact that it will more than likely render the Dark Lord an immortal and doom the entire galaxy to an eternity of slavery.

When an immortal perishes he releases his force energy in a violent surge which can be absorbed by nearby force sensitive individuals, usually the one who took the immortal's life. In nearly all cases, the absorbtion of such energy by a force sensitive individual will render him immortal.

The death of an immortal is somewhat different when at the hands of another immortal. When an immortal takes the life of another he receives all of the fallen immortal's powers. In game terms: when an immortal takes the life of another he receives all character points, force points and dark side points.

Type: Typical immortal (age of less than 100 standard years)
DEXTERITY: 3D+2
Archaic weapons: 4D
Blaster: 4D+1
Dodge: 7D
Firearms: 4D
Melee combat: sword: 8D
Melee parry: 6D+1
Thrown weapons: 5D
KNOWLEDGE: 2D+2
Languages: 3D
Scholar: 4D
Streetwise: 6D
MECHANICAL: 2D+2
Archaic starship piloting: 3D+1
Beast riding: 3D+1
Ground vehicle operation: 3D
Repulsorlift operation: 3D
PERCEPTION: 3D+2
Con: 5D+2
Hide: 6D
Sneak: 4D
STRENGTH: 3D
Brawling: 4D
Stamina: 8D
TECHNICAL: 2D+1

Special Abilities:
Immortality: Immortals have a special connection to the force that feeds him life force in times of need. Immortals may be killed through normals means, but unless his head is removed from his body, then he will awaken in 1D rounds with all wounds healed in 3D rounds. Any force sensitive character taking the life of an immortal will acquire this acute connection to the force and become immortal through a violent surge of force energy. Disintegration, explosion, decapitation and anything else which more or less severs the head or destroys the body can render an Immortal dead (this is largely a GM call).
Absorbtion: When an Immortal takes another Immortal's life he/she receives all of the fallen Immortal's character points, force points and dark side points through a violent force explosion (similar to the force explosion experienced when Emperor Palpatine first died).
Force sense: Immortals can sense when another is nearby (usually within 20 meters) and sometimes Jedi Knights may give off the same signal making an ignorant immortal believe that the Jedi is an immortal.

Story Factors:
Dueling: Immortals are drawn to each other via the force and often times engage in a fight to the death on those rare occassions when two meet.
Swords: The sword is the weapon of choice among immortals and the type of sword carried often reflects the personality of the immortal. There are several types of swords but the more common ones include the following:
   STANDARD
Coynite Sat'skar (STR+1D (one-handed), STR+3D+1 (two-handed))
Jien saber (STR+3D+2)
Ka'hren Rantok (STR+1D+1 (one-handed), STR+2D+1 (two-handed))
katana (STR+1D+2)
Trianni sword (STR+1D+2)
two-handed sword (STR+1D (one-handed), STR+2D+2 (two-handed))
   VIBROWEAPONS
two-handed vibrosword (STR+2D (one-handed), STR+4D (two-handed))
vibrocutlass (STR+3D+1)
vibrokatana (STR+3D)
vibrorapier (STR+3D)
vibrosword (STR+3D+1)

Character Points: 3-15
Force Points: 1-4
Dark Side Points: 0-3
Move: 10

Equipment:
heavy blaster pistol (5D), sword (see above), long coat, jewelry, comlink, 2,000 credits

Note: For every added 100 years of age you may add an additional 10D in skills (to be distributed however the GM wishes), 15 character points, 2 force points and 0-5 dark side points (depending upon light/dark immortal)



Chapter Twelve - Campaigns and Templates

Campaign Ideas

New Republic SpecForces

The fact that the Republic presence in the Palvar Sector means that older tactics perfected during the days of the Rebellion would be in good use in the modern Palvar Sector.

There are numerous SpecForce missions that can be carried out, including  simple raids on Imperial strongholds, boarding operations (for the SpaceOps troopers), infiltration of PDF territory, and about anything else that a capable GM can think of.

Recommended Templates (all found in WEG's Rebel SpecForce Handbook):
SpaceOps Trooper
SpecForce Driver/Pilot
SpecForce Heavy Weapons Specialist
SpecForce Infiltrator
SpecForce Pathfinder
SpecForce Scanner/Communications Operator
SpecForce Technician/Engineer/Medic
SpecForce Urban Combat Specialist
SpecForce Wilderness Fighter

More information on how to run a successful SpecForce campaign can be found in West End Games' Rules of Engagement: The Rebel SpecForce Handbook.

New Republic SpecOps

SpecOps missions can be great for those one time adventures or those really sadistic GMs and players since SpecOps missions rarely have survivors.

Possible missions could include raids on the home offices of almost any corporation in the Palvar Sector or even a raid on a highly fortified Imperial outpost (such as Malsoun).

New Republic Intelligence

An NRI campaign could be run much like a SpecForce campaign, with similar missions and similar characters. The only real difference may be in the technigues that the players will use to accomplish the job and perhaps how much they are told in advance.

Palvar Defense Force Military

For those characters that were born and raised in the Palvar Sector, especially on a world belonging to the PDF, serving a tour of duty in the PDF military is not an uncommon thing. Many choose enlist into the Navy, serving out their five year tour as a crew member on a starship while others enlist into the PDF Soldier Corps where most become navy troopers and the best of the best go on to become army troopers.

An enlisted crew member in the PDF will generally be called "Crewer" by the officers and will be responsible for performing the more tedious tasks on ship and lead a boring life.

PDF Navy Troopers make up the bulk of the PDF's fighting forces and participate in many types of engagements that include standard boarding operations to full fledged ground assaults.

PDF Army Troopers are the elite soldiers of the PDF and are given more extensive training than Imperial stormtroopers. Most PDF Army Troopers are stationed on Kashan at any given time with anywhere from a squad to a full platoon stationed on any PDF starship to supplement the navy troopers. They partake in only the most important missions and are known sector-wide to be the best of the best. Army Troopers are rotated from ship to surface duty at least once every six months, usually more frequently.

Recommended Templates (see below in Templates section):
PDF Army Trooper
PDF Navy Trooper

Pirates and Privateers

There is a large story line that one could develop around a game centering around pirates or privateers in the Palvar Sector.

Wereling Spaceworks, the New Republic, the local Empire, and the Palvar Defense Force all sanction the use of privateers against their enemy commerce and provide them with immunity to persecution under their laws and provide repairs and anything else a privateering crew may need in return for 50% of what is obtained.

There are numerous safe ports where a pirate operation could base out of, including the asteroid pirate shadowport of Celmoore and Wereling (although Wereling requires a small fee in return for services rendered).

Recommended Templates (all found in WEG's Pirates and Privateers):
Alliance Observer
Boarder
Pirate (found in the Second Edition Revised and Expanded rule book)
Privateer Captain
Veteran Spacer

More information on how to run a successful privateering or pirate game can be found in West End Games' Pirates and Privateers.

Starfighter Squadron

There are many organizations and military forces in the Palvar Sector that maintain starfighter squadrons. The local Empire, the New Republic, the Palvar Defense Force, Wereling Spaceworks, Setec Astronomy, and several pirate organizations all maintain their own starfighters for various reasons.

For ease of gameplay, a GM should limit any starfighter based campaign to a flight of four fighters (all PC or any combination of PC and NPC pilots) due to the fact that it can become a bit of a pain to keep track of several ships in combat.

Those fighter squadrons under the command of Moff Jerr Uhlmann's command are made up mainly of various TIE starfighters (there is a rumor that Moff Uhlmann has a handful of the feared TIE Defenders at his disposal). None of the newer Imperial starfighters such as the Incom I-7 Howlrunner, the KDY A-9 Vigilance, or even the Scimitar Assault Bomber ever saw their way into the Palvar Sector.

The New Republic has deployed a variety of starfighters to the Palvar Sector Force (Palvar SecForce) and they remain the heart of the fighting forces, pulling hit and fade assaults on Imperial commerce and bases. The Republic Starfighter Command went all out when assigning starfighters to the sector by including a squadron of the new Type B E-Wings and two squadrons of T-67C4 Advanced X-Wings in addition to the more common New Republic starfighters that have been in service since the Rebellion.

The PDF lacks adequate starfighters, having only one unique design of their own, the Lancer Interceptor, that was provided by Kashan Systems. The PDF does, however, maintain several other types of starfighters including some older X-Wings, Y-Wings, and even a handful of Koensayr T-Wings.

Wereling Spaceworks maintains several rag-tag squadrons that resemble more that of known pirate squadrons than of your typical corporate squadron. Wereling uses only the starfighters that it has designed and manufactured, namely the SF101c Hammerhead, and the SF120A and SF120B Starfuries. They are generally called upon to participate in the raiding of convoys belonging to rival corporations.

Setec Astronomy tends to use older starfighters such as the Z-95 Headhunter and has perhaps some of the worst pilots in the sector.

There are dozens of rogue and pirate outfits in the sector that maintain any number of any type of starfighters performing any number of missions.

Recommended Templates (all found in the Revised and Expanded rule book)
Brash Pilot
Rookie New Republic Pilot

New Templates

Palvar Defense Force Army Trooper

Character Name:
Player:
Type: PDF army trooper
Species: Human
Sex:
Age:
Height:
Weight:

Physical Description:

Background:
You grew up in Kashan's largest city, Palsheen. As a youth you raced rag-tag swoops through the alleys and streets. When the time came, you didn't want to get some meaningless and tedious job in the city, you wanted to travel, to have excitement. You enrolled into the PDF's famed naval academy to become a navy trooper, just like many of your friends had done. You excelled during training and were eventually transfered to the PDF's  army academy to become one of the few, one of the elite.

Personality:
You are cocky and arrogant, you know you're better than most other soldiers, including Imperial stormtroopers. You are ready and able to prove you're better, but only if its exciting enough for you.

Objectives:
To live a long and happy career in the PDF Army and perhaps
retire as a general someday.

A Quote: "Let the Navies handle it, we're too valuable to risk our necks on such a trivial mission."

Connection with Characters:
You are in a squad of eight men, you trust each of them with your life and they return it.

DEXTERITY: 4D
Blaster
Blaster: blaster rifles
Blaster artillery
Dodge
Firearms
Grenade
Melee combat: vibroknife
Melee parry
Vehicle Blasters
KNOWLEDGE: 2D+1
Intimidation
Law enforcement
Streetwise
Survival
Willpower
MECHANICAL: 3D
Ground vehicle operation
Repulsorlift operation
Swoop operation
PERCEPTION: 3D+2
Hide
Investigation
Sneak
STRENGTH: 3D
Brawling
Stamina
TECHNICAL: 2D
Armor repair
Blaster repair
Demolitions
Firearms repair
First aid

Special Abilities: None
Move: 11
Force Points: 2
Dark Side Points: 1
Force Sensitive:
Character Points: 5
Wounded Status:

Equipment:
Kashan B-12 blaster rifle (6D), heavy blaster pistol (5D), vibroknife (STR+1D), 2 grenades (5D), infrared goggles, protective armor (+1D physical, +1 energy), comlink, Preybird swoop (see New Vehicles section)

Palvar Defense Force Navy Trooper

Character Name:
Player:
Type: PDF navy trooper
Species: Human
Sex:
Age:
Height:
Weight:

Physical Description:

Background:
You lived an uneventful and boring life as a youth. On your 18th birthday you enrolled in the PDF Navy Academy and reluctantly entered into navy trooper training with a friend. You did suprisingly well during training and graduated near the top of your class.

Personality:
You enjoy a good fight and can remain calm during almost any situation. You are smart enough not to get in over your head, but tend to fairly often anyway.

Objectives:
To follow any and all orders given to you and to help rid the galaxy of common scum.

A Quote: "Throw down your weapons and surrender or we will open fire!"

Connection with Characters:
You are a part of one of the top boarding teams in the entire PDF.

DEXTERITY: 3D
Blaster
Blaster: blaster carbines
Brawling parry
Dodge
Grenade
Melee combat: vibroknife
Melee parry
Missile weapons
KNOWLEDGE: 2D
Survival: space
MECHANICAL: 3D
Space transports
Starship gunnery
PERCEPTION: 3D+1
Investigation
Sneak
STRENGTH: 3D
Climbing/Jumping
Stamina
TECHNICAL: 3D+2
Computer Programming/Repair
Demolitions
Security
Space transports repair
Starship weapon repair

Special Abilities: None
Move: 10
Force Points: 2
Dark Side Points: 1
Force Sensitive:
Character Points: 5
Wounded Status:

Equipment:
Kashan TTI-S blaster carbine (4D+2; micro-grenade launcher 5D stun damage), blaster pistol (4D), vibroknife (STR+1D), 2 grenades (5D), infrared goggles, protective armor (+1D physical, +1 energy), comlink, armored space suit (+2D versus energy and +1D versus physical damage, -1D from Dexterity and related skills in gravity)



Credits

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

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

Writers:
- Ryan Matheny (darkweji@intnet.net)
- Christian Pillsbury (sacredwordkeeper@hotmail.com)
- Aaron Brown (airman@execpc.com)

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

Additional Statistics:
- Brian Gavel (dc@cgocable.net)
- Pete Haas (haasman@hotmail.com)
- Kelly Laughlin (kelly@cannon.net)
- Ben Studebaker (doorhammer@aol.com)

Editors:
- Chuck Anderson (chucka@bmts.com)
- Pete Haas (haasman@hotmail.com)
- Ryan Matheny (darkweji@intnet.net)
- Christian Pillsbury (sacredwordkeeper@hotmail.com)
- Kurt Roach (celeris@v-net.org)

Artists:
- Kevin Bumbarger (umgan@intnet.net)
- Brian Gavel (dc@cgocable.net)
- Ryan Matheny (darkweji@intnet.net)
- Niels J. Thomsen (niels@babel.dk)

Computer Graphics:
- Armage Bedar (armagebedar@juno.com)
- Kurt Roach (celeris@v-net.org)
- Niels J. Thomsen (niels@babel.dk)

HTML Conversion:
- Ryan Matheny (darkweji@intnet.net)
- Kurt Roach (celeris@v-net.org)

Special Thanks To:
- Jonathen Roman (http://www.more-on.com) - Providing web space for DLOS Star Wars RPG.
- Kurt Roach (celeris@v-net.org) - For hosting the mirror site for the HTML version.
- Niels J. Thomsen (niels@babel.dk) - For hosting the mirror site for the HTML version.
- Andreas Welch (awelch@bellsouth.net) - For hosting the mirror site for the HTML version.

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.

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