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SWPlanets Web
Special Thanks
Disney Inc
Lucas Arts
PEG Inc
Wizards of the Coast
Star Wars Saga Edition Wiki
The Galaxy Map by W. R. van Hage 2007
All the amazing artists that I couldn’t find credits for
My Wife for being so understanding of all the time spent on this project
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with Permission. Pinnacle makes no
representation or warranty as to the quality, viability, or suitability for purpose of this product.
This game references Star Wars. Star Wars and all associated characters, vehicles, logos, and trademarks are copyrights of
Disney.
This game references the Saga edition of the Star Wars role-playing game. The Saga edition is copyright of Wizards of the Coast.
3
Table of Contents
New Hindrances and Edges.....................6 Planets Starting with "H".........................56
New Rules...................................................7 Hoth..............................................................57
Galaxy Map.................................................9 Planets Starting with "I"..........................57
Galactic Trade............................................12 Iego...............................................................58
Services and Expenses.............................13 Iktotch...........................................................59
Planets........................................................14 Iol..................................................................60
244 Core.......................................................15 Iridonia..........................................................61
Planets Starting with "A".........................15 Ithor..............................................................62
Alderaan.......................................................16 Planets Starting with "K".........................62
Almas............................................................17 Kalee.............................................................63
Alpheridies....................................................18 Kamino..........................................................64
Altiria/ Anarris...............................................19 Kashyyyk......................................................65
Arkania.........................................................20 Kerkoidia.......................................................66
Planets Starting with "B".........................20 Kessel...........................................................67
Bakura..........................................................21 Klatooine.......................................................68
Bastion..........................................................22 Korriban........................................................69
Belnar...........................................................23 Kuat..............................................................70
Bespin...........................................................24 Planets Starting with "L".........................70
Bestine IV.....................................................25 Lehon / Rakata Prime....................................71
Bothawui.......................................................26 Lok................................................................72
Planets Starting with "C".........................26 Planets Starting with "M"........................72
Cadomai Prime.............................................27 Malachor V....................................................73
Caamas.........................................................28 Malastare......................................................74
Callos............................................................29 Manaan.........................................................75
Cathar...........................................................30 Mechis III.......................................................76
Cato Neimoidia.............................................31 Mon Calamari................................................77
Cerea............................................................32 Munto Codru.................................................78
Champala.....................................................33 Mustafar........................................................79
Chandrila......................................................34 Muunilinst.....................................................80
Cona.............................................................35 Planets Starting with "N".........................80
Corellia.........................................................36 Naboo...........................................................81
Corulag.........................................................37 Nagi..............................................................82
Coruscant.....................................................38 Nar Shaddaa.................................................83
Csilla.............................................................39 Nelvaan........................................................84
Planets Starting with "D".........................39 New Plympto.................................................85
Dagobah.......................................................40 Nizon.............................................................86
Daluuj...........................................................41 Nyriaan.........................................................87
Despayre......................................................42 Planets Starting with "O".........................87
Devaron........................................................43 Odryn............................................................88
Dorin.............................................................44 Onderon........................................................89
Draethos.......................................................45 Ord Adinorr...................................................90
Durace..........................................................46 O'reen...........................................................91
Duro..............................................................47 Ossus............................................................92
Dxun, Onderon Moon....................................48 Planets Starting with "P".........................92
Planets Starting with "E".........................48 Peragus II......................................................93
Endor, The Forest Moon of............................49 Phindar.........................................................94
Eriadu...........................................................50 Point Nadir....................................................95
Planets Starting with "F".........................50 Polis Massa...................................................96
Felucia..........................................................51 Planets Starting with "R".........................96
Flashpoint.....................................................52 Ralltiir...........................................................97
Planets Starting with "G".........................52 Raxus Prime..................................................98
Gamorr..........................................................53 Rodia.............................................................99
Geonosis.......................................................54 Ruusan..........................................................100
Giaca............................................................55 Ryloth...........................................................101
Glee Anselm.................................................56
Version 1.0
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Planets Starting with "S".........................101 Vehicles.......................................................125
Salliche.........................................................102 Transports.....................................................125
Sembla..........................................................103 NPC's...........................................................127
Skako............................................................104 Creatures....................................................129
Socorro.........................................................105
Sriluur...........................................................106
Sullust...........................................................107
Planets Starting with "T".........................107
Taris..............................................................108
Tatooine........................................................109
Telerath.........................................................110
Telos IV..........................................................111
Telti...............................................................112
Teth...............................................................113
Thyferra........................................................114
Tirahnn.........................................................115 Don't be too
Toydaria........................................................116 proud of this
Trandosha.....................................................117 technological
Planets Starting With "U"........................117
Utapau..........................................................118
Planets Starting with "V".........................119 terror you've
Vaynai...........................................................119 constructed.
Veroleem.......................................................120 The ability to
Volik..............................................................121 destroy a
Planets Starting with "Y".........................121
Yavin 4..........................................................122
planet is
Zeltros..........................................................123 insignificant
Planets Starting with "Z".........................123 next to the
Zonama Sekot...............................................124 power of the
Force.
5
New Hindrances Shield Mechanic
Requirements: Seasoned, Mr Fix-It, Electronics d8+
This Character adds +2 to Electronics rolls and is highly skilled
Zero-G Sickness (Major)
at keeping shields activated they may spend a Benny to grant
The lack of gravity makes this spacer hurl. He becomes dizzy
any ship they are on 5 Temporary Shield Tokens (These can
and throws up intermittently, causing an automatic level of
not exceed the normal Maxium of allowed Shield Tokens for
Fatigue when in zero-g and not restrained in some way. Zero-g
the ship they are on, and must be used first before any
Fatigue can cause Incapacitation but not death, and is
regular Shield Tokens)
recovered after one hour in any other type of gravity.
Vehicle Mechanic
Zero-G Worlder (Major)
Requirements: Novice, Mr Fix-It
The character was born on a world with no gravity. He
This Character is able to perform what seem like miracles
subtracts 2 from all Strength rolls (including damage). This
when working on a Vehicle. With a Successful Repair roll they
stacks with the Negative Racial Ability Attribute Limit if the
can bypass the effects of certain results (Guidance/Traction,
character happens to have both.
Locomotion, Weapon, System) caused by Critical Hits for a
short while. This doesn't actually repair the Wound that
caused the effect, if any. It just bypasses the effect caused by
New Edges it for a short time. Each Success and Raise bypasses one
current effect for a number of rounds equal to the Characters
Astrogator Smarts. A Failure means the character can not bypass any
Requirements: Novice, Astrogation d6+ current Effects, even if they succeed with a raise at a later
Either through natural talent or study this spacer understands attempt to bypass Effects caused by any new Critical Hits
Improved Astrogator
Requirements: Seasoned, Astrogator
As above but the bonus increases to +2
Atmospheric Acclimation
Requirements: Novice
Travelers who have spent substantial time in Thin or Dense
Atmosphere can learn breathing techniques to negate its
ill effects. This Edge may be taken twice, once for each kind of
atmosphere. Doing so allows the character to operate
normally in that environment—he doesn’t have to make Vigor
rolls.
Gravitic Acclimation
Requirements: Novice, Agility d6+
The spacer knows how to operate in different gravities. He
ignores the typical –2 penalty for operating in a gravity other
than his own.
6
New Rules
Atmosphere pressure is too low) must make a Vigor roll every round
Most major life forms breathe nitrogen, oxygen, or a (or minute or hour for less toxic environments, as
mixture of the two. Knowing what kind of atmosphere determined by the GM) or suffer a Fatigue level that
a planet contains and whether or not the air is can lead to death. Recovery is only possible when the
breathable is literally a matter of life and death. character receives air at standard pressure and one
Atmospheres are divided into five categories: Vacuum, Fatigue level is recovered every 10 minutes.
Thin, Normal, Dense, and Hazardous.
Vacuum: Vacuums contain little or no air or Gravity
atmosphere, meaning most organic beings must Space-based parties may visit everything from high-
breathe through artificial means (such as spacesuits). gravity worlds to drifting space hulks. Below are the
The lack of atmosphere also means pressure is game effects of traveling to these various
extremely low or nonexistent. This causes blood environments. All individuals suffer some physical
vessels to burst and lungs to rupture. If a character disorientation in gravities different than what they’re
doesn’t have a sealed suit (or it’s breached), he must used to. This inflicts a –2 penalty to Agility and Agility-
make a Vigor roll every round or suffer a wound from based skill rolls unless the character has the Gravitic
decompression. Acclimation Edge.
Thin: Thin atmospheres have little breathable oxygen, Characters also experience a higher Strength die,
and the pressure can cause physical trauma as blood speed, and jumping ability on planets with lower
vessels expand and rupture. Characters require gravity, and the reverse on those with higher gravity,
pressurized spacesuits to operate safely in Thin as shown on the Gravitational Effects Table.
atmosphere. Any breach of the suit forces the
individual to make a Vigor roll every minute to avoid Gravitational Effects
gaining a level of Fatigue (assuming there is at least Gravity Jump Str Pace
some breathable air). This can lead to death. The Super Heavy ×.5 –2 –4
victim recovers a Fatigue level every 10 minutes if Heavy ×.5 –1 –2
returned to standard atmospheric pressure. Normal — — —
Normal: Earth-like atmospheres are said to be Low ×2 +2 +2
“normal” and have no special effects. Atmospheres
Zero-G See Below +2 +4
between Normal and Thin or Dense may also exist. Use
whatever condition is closest, but failed Vigor rolls Zero-G Effects:
cannot lead to Incapacitation. Movement and combat in zero-g is tricky due to
Dense: Dense atmospheres have a higher pressure momentum and disorientation. Characters who roll a 1
than Earth and are almost as difficult to breathe in as on a physical Trait die while operating in zero-g lose
thin atmospheres. A being must wear some sort of control and tumble (–2 to all Trait rolls). They may
breathing apparatus or make a Vigor roll every 30 recover by making an Agility roll as a free action on
minutes. Failure results in a level of Fatigue that can any subsequent turn— assuming they have some way
lead to Incapacitation but not death. Victims recover a to stabilize.
Fatigue level every 10 minutes if returned to standard Characters who jump from a stable platform propel
atmospheric pressure. themselves at a Pace equal to their Strength in inches
Hazardous: The gaseous content of a Hazardous per round until they contact a larger object or apply
atmosphere does not support human life, regardless of thrust from another source. Physical attacks and shots
pressure. It may be high in carbon dioxide or made up from firearms (except lasers) push the attacker
of more primeval gases like methane, hydrogen, and backward 1” away from the target (2” with large
ammonia, as with Jupiter and other gas giants. caliber weapons or high melee damage rolls, GM’s
A character without a rebreather (or spacesuit, if the call).
7
Hyperspace Travel your ship and everything and everyone on it is simply
Traveling through Space ain’t like dussting crops. It takes time vaporized. Most ships are equipped with proximity sensors
and Energy and a good Navicomputer doesn’t hurt either. and alerts that will revert a ship back to real space before any
This supplement uses the following system and maps to figure collision can occur. In the result of an unplanned reversion to
out Space Travel. As you can see on the Map each Quadrant or real space the pilot must make a Maneuvering roll at -4 to
square is 1,500 Parsecs along each side. As would be travel avoid hitting the object. On a Success the object is avoided
from the center of a Quadrant to the center of the next resulting in no damage to the ship. On a Failure the Pilot must
Quadrant. Each Parsec takes just over 2 minutes (2.083333 to roll on the Out of Control Table (pg 119 of The Swade Core
be exact) to travel. Each Quadrant takes roughly 12 hours to Book) On a Critical Failure the ship collides with the Object. If
travel across. As the Galaxy is divided into a 28 x 28 grid it this occurs treat it as a Ramming Action (pg 116 of the Swade
would take roughly 2 weeks to travel from one side to the Core Book) except speed always does 8d6 damage. This
other in a straight line assuming you have a clear path. damage is applied directly to the Ship and circumvents any
However this is rarely if ever the case. Due to the fact that all Shields the ship may have. Interdictor Star Destroyers or other
objects in real space create a gravity shadow in Hyperspace man made Gravity Wells do not require this Maneuvering Roll
which effects Hyperspace Travel these objects must be as they project the Well in an area they are not themselves in.
avoided as encountering a gravity well in Hyperspace is at the The Ship does still revert to Real Space.
8
9
10
11
Galactic Trade Commodities Value
During the course of their adventures, the heroes of the
campaign may find occasion to buy and sell goods or salvage
the wrecks of their enemies. Rules for both are found below.
Droid Parts: Vocabulators, gears, appendages, $4000
Salvage
chassis
Crews often come into salvage such as the weapons or ships
of defeated pirates, drifting hulks, or lost caches of alien
artifacts. A Streetwise roll in any sizeable settlement allows a Food: Fruits, vegetables, frozen meat, spices, $1000
seller to unload all his salvage for a quarter its listed price. A grains
raise finds a buyer who will take it all for half. The roll may
only be attempted once per week. Reduce the offer by 25% Fuel: Low tech fuels such as oil or groundcar fuel. $2000
for damaged equipment (GM’s call), or each wound on a Also covers common chemicals
captured vessel, walker, or vehicle. Wrecked craft are worth a
flat 10% of their list value.
Industrial Parts: Large industrial machinery or $1500
Trade
components, street lamps, generators, heating and
Trade goods are relatively mundane cargoes such as food, ore,
cooling units
timber, or raw materials. More exotic cargoes should be
customized by the Game Master. Trade goods are measured in Manufactured Goods: Low-end electronics, $800
“cargo spaces” of 5 tons each. The base value of each cargo furniture, books, housewares, sporting goods
where they are in high demand. When the group heads to a iron
12
Services and Expenses
A brief listing of common Services and Expenses are given Transportation
below in their respective categories. The cost figures on the TRANSPORTATION SERVICE COST
tables are guidelines only; the cost of certain Services and
Expenses may be higher in isolated or primitive areas. Taxi, Local $10
Lodging
Vehicle Rental
LODGING SERVICE (PER DAY) COST
13
PLANETS
Manaan, Dac, and Kamino, to thick arboreal rainforests, such
The Star Wars Galaxy has thousands of Known Systems in it as Kashyyyk and Felucia. Some planets, such as Hoth, were
with Planets (With New Systems being Discovered as needed). completely frozen, while other planets, such as Nelvaan, were
A planet, often called a world, was a celestial body that was in experiencing an ice age. Some planets, like Geonosis,
orbit around a star, was neither a binary star nor a moon, and Korriban, and Tatooine, were completely barren and desolate,
had cleared out the area around its orbit as it formed by covered in little more than rock and sand; others, such as
causing all other smaller bodies in its orbit to accrete with it. Coruscant and Taris, became an ecumenopolis, in which the
As a consequence, it would not share its orbital region with entire planetary surface was covered by one gigantic city.
any other bodies of significant size, except for moons or those Many planets, like Dantooine, Naboo, Alderaan, and Corellia,
collected later under its gravitational influence. contained a mix of landscapes, with various continents,
Two types of planets existed in the galaxy: gas giants and primarily nitrogen- and oxygen-based atmospheres, though
terrestrial rocky worlds. Moons orbiting gas giants and other some, such as Dorin, Gand, and Skako, had unique
rocky worlds were usually not considered planets, even atmospheres to which their native life forms had adapted. Gas
though they could be larger or more populated than other giants, planets made up of primarily gaseous layers, were
planets. However, Zonama Sekot was considered to be both at rarely inhabited, though they were sometimes used for
different time periods due to its unique mobile nature. resource collection (such as the Tibanna gas operations on
Some planets, like Balnab, were still going through stages of Bespin). Some planets had a large collection of space debris
organic development. Depending on the tilt of its axis, a orbiting them, referred to as "rings." These rings ranged from
planet might have had varied seasons with changing being thin to being expansive. The Following collection of
temperatures and weather, affecting its habitability. Planets Planets while incomplete provides a wide variety for use. New
were extremely varied in terms of environmental conditions Planets and Systems can be created and added to the Galaxy
and landscape, ranging from completely oceanic, such as Map as the GM requires.
14
244 Core
Region: The Unknown Regions Length of Year: 244 Local Days
Quadrant: H15 (Not Shown on Map) Sapient Species: 10% Human, 30% Near-
Climate: Arid Human, 60% Other Species
Atmosphere: Thin Government: Corporate
Gravity: Heavy Capital: Relaali Zone One
Common Hazards: Meteorite Storm, Major Exports: Precious Metals, Raw Ore
Meteor Shower Major Imports: Foodstuffs, Manufactured
Moons: 2 Moons, 3 Major Companion Items, Technology
Asteroid Clusters
Length of Day: 32 Standard Hours
15
Alderaan
Region: The Core Government: Elected Monarchy (25053-
Quadrant: M12 3653 BBY), Self-Declared Monarchy (3653-
Climate: Temperate 3643 BBY), Constitutional Monarchy (3643-
Atmosphere: Normal 10 BBY)
Gravity: Normal Capital: Aldera
Moons: 1 Major Exports: Wine, Art, Luxury Goods
Length of Day: 24 Standard Hours Major Imports: Manufactured Goods,
Length of Year: 364 Standard Days Electronics
Sapient Species: 95% Human, 5% Other
Species (Killik population unknown)
King's Pass was a ravine located on the planet of Alderaan However, there is another secret waiting to be discovered in
that was the site of a decisive battle between the warring the depths of the Royal Palace.
Lerantha Dam policies, the Council of Elders had to decide what to do with
The Lerantha Dam was a dam located in the Kaamos Territory the stockpile of weapons Alderaan had built during the time of
on Alderaan that held back Lerantha Lake. conflict. While the public believed that the massive armament
was destroyed, the Elders feared that someday they would
The Graveyard again need to defend their world and their galaxy from some
The Graveyard was the leftover remnants of the planet of as-yet-unnamed evil. They reconstructed one of the huge
Alderaan after its destruction by the first Death Star. Alderaan war ships, turning much of its interior into an
Many Alderaanian Exiles perform a private ceremony called armory. Then they placed Droids within the vessel to maintain
the Returning, wherein they will shoot capsules filled with gifts it, and programmed its nav computers to constantly jump
for their friends and family. Some Alderaanians, who call through hyperspace until called to return to Alderaan. With
themselves the Guardians, patrol the Graveyard to prevent the Planets Destruction the Ship continues to jump randomly
pirates from stealing the capsules. These Alderaanians are waiting for a call that will never come.
held in rather high regard among the exiles. The Players either discover the control room in the Royal
In the months after the destruction of Alderaan, Imperial Palace or encounter the Ship randomly during a jump.
agents often lay in wait for ships performing a Returning
ritual. They boarded the ships and arrested the passengers
and crew.
16
Almas
Region: The Expansion Region Length of Year: 5,547 Local Days
Quadrant: P18 (Not Shown on Map, Near Sapient Species: 66% Human, 14%
Cularin) Tarasin, 20% Other Species
Climate: Desolate wasteland, temperate Government: None
kaluthin grasslands Capital: Forard (Abandoned)
Atmosphere: Thin (Wastelands) ; Dense Major Exports: None
(Grasslands) Major Imports: None
Gravity: Normal
Moons: 1 (Dorumaa)
Length of Day: 38 Standard Hours
17
Alpheridies
Region: The Expansion Region 7% Alpheridian (Native), 3% Other Species
Quadrant: O10 (Not Shown on Map, Near Government: Oligarchy
Cartao) Capital: None
Climate: Cool Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: None
Length of Day: 21 Standard Hours
Length of Year: 450 Local Days
Sapient Species: 90% Miraluka (Native),
Oligarchic Government
The Miraluka followed an oligarchic form of government in
which all policies and laws were legislated by a council of
twenty three representatives, one from each of the planet's
provinces. State legal codes were enforced by local constables
- the need for a national force never came about. Few Miraluka
left Alpheridies. Most were content with their peaceful lives,
and had no desire to disrupt the equilibrium. Over the
centuries, however, many young Miraluka experienced an
irrepressible wanderlust that led them off planet. Those You See What?
Miraluka encountered away from Abron usually had a nomadic The Players encounter a Miraluka who is unlike any other. They
nature, settling in one area for only a short time before can see normally and are Force Blind. In fact they can't be
growing bored with the sights and routine. Some Miraluka, sensed by anyone using the Force at all. As such they are able
however, did eventually settle down elsewhere. to walk through their world like a ghost. Are they an ally or a
foe...
18
Altiria/Anarris
Region: The Unknown Regions Anarrian (Native), 2% Other Species
Quadrant: F16 (Not shown on Map) Government: Representative Democracy
Climate: Temperate (Altiri), Dictatorship (Anarrian)
Atmosphere: Normal Capital: Cerdana (Altiri), Rastar (Anarrian)
Gravity: Normal Major Exports: Foodstuffs, Medicine
Common Hazards: Forgotten Minefield Major Imports: Technology, Weapons
Moons: 2
Length of Day: 26 Standard Hours
Length of Year: 336 Local Days
Sapient Species: 49% Altiri (Native), 49%
19
Arkania
Region: The Colonies Government: Corporate Meritocracy
Quadrant: M11 Capital: Adascopolis
Climate: Frigid Major Exports: Diamonds and Raw
Atmosphere: Normal Materials, Medical Supplies, High Technology
Gravity: Normal Major Imports: Luxury Items
Moons: None
Length of Day: 18 Standard Hours
Length of Year: 277 Local Days
Sapient Species: 98% Arkanians/ Arkanian
Offshoots (Native), 2% Other Species
20
Bakura
Region: Wild Space Government: Bakuran Senate
Quadrant: G21 Capital: Salis D'aar
Climate: Temperate Major Exports: Namana, Raw Materials,
Atmosphere: Normal Repulsorlifts
Gravity: Heavy Major Imports: Medicine, Technology
Moons: 2
Length of Day: 23 Standard Hours
Length of Year: 302 Local Days
Sapient Species: 95% Human, 5% Kurtzen
(Native)
21
Bastion
Region: The Outer Rim Government: Local Warlords (before 18
Quadrant: M3 BBY) ; The Inquisitors "Bastion
Climate: Temperate Templars" (from 4 ABY - 137 ABY) ; The Fel
Atmosphere: Normal Empire (After 137 ABY)
Gravity: Normal Capital: Sartinaynian City
Moons: 3 Major Exports: Military Supplies
Length of Day: 24 Standard Hours Major Imports: Foodstuffs, High
Length of Year: 363 Local Days Technology, Luxury Goods
Sapient Species: 94% Human, 6% Other
Species
22
Belnar
Region: The Colonies Other Species
Quadrant: M12 (Not Shown on Map, Near Government: Colonial Democracy
Hok) Capital: Belnar City
Climate: Temperate Major Exports: Luxury Items
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: None
Length of Day: 23 Standard Hours
Length of Year: 347 Local Days
Sapient Species: 98% Khil (Native), 2%
23
Bespin
Region: The Outer Rim Ugnaught, 6% Lutrillian, 18% other Species
Quadrant: K25, XII Government: Guild
Climate: Temperate (in the Life Zone) Capital: Cloud City
Atmosphere: Normal (in the Life Zone), Major Exports: Tibanna Gas, Tourism,
Hazardous (outside the Life Zone) Cloud Cars
Gravity: Normal Major Imports: Foodstuffs, Technology
Moons: 2
Length of Day: 12 Standard Hours
Length of Year: 5,110 Standard Days
Sapient Species: 68% Human, 8%
BesGas Three
A floating tibanna gas refinery that was located above the
Cloud City consisted of 392 levels, in addition to level zero, a Outer Rim world of Bespin, built shortly before the outbreak of
top-side surface-level plaza concourse. The level- the Clone Wars. Fearing rebuke by the decidedly anti-droid
arrangements were as follows: citizens of the Galactic Republic during the Clone Wars, the
Level 1–50: The Tourist District, consisting of luxury hotels and droid workers of BesGas Three hijacked the refinery, taking it
casinos which made the city famous throughout parts of the into the depths of Bespin's life zone, and erasing it from all
Outer Rim. data registries. It has recently been re-discovered and the
Level 51–100: Upscale housing areas. heros have been hired to make first contact.
Level 101–120: Administrative offices.
Level 121–160: Privately owned industrial areas with an Ugnorgrad
infamous reputation, known as Port Town. The City of the Ugnaughts, a floating colony built by the
Level 161–220: General housing of the facility's workers. Ugnaughts in orbit around the planet Bespin. Included the
Level 221–280: Industrial Levels. Ugnorgrad Performance Hall, Action Tidings Tower, Union Hall,
Level 281–370: Gas refineries and miners' quarters. and the start of the Ugnorgrad Swampway skimmer race
Level 371–392: Contained the 36,000 repulsorlift engines and course. The heros have been asked to take part in the
tractor beam generators that kept the city afloat and in Skimmer race as cover to investigate a stringe of sabatoges
position. occuring to Ugnorgrad.
24
Bestine IV
Region: The Inner Rim Government: Informal Council
Quadrant: L18 Capital: Barlata
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Raw Materials, Technology
Gravity: Normal
Moons: 2
Length of Day: 26 Standard Hours
Length of Year: 680 Local Days
Sapient Species: 97% Human, 3% Other
Species
25
Bothawui
Region: The Mid Rim Government: Bothan Council
Quadrant: R18 Capital: Drev'starn
Climate: Temperate Major Exports: Information, Technology
Atmosphere: Normal Major Imports: Technology
Gravity: Normal
Moons: 3
Length of Day: 27 Standard Hours
Length of Year: 351 Local Days
Sapient Species: 98% Bothan (Native), 1%
Human, 1% Other Species
Zone three
Zone three was an expanse of the Mid Rim planet Bothawui's
asteroid belt, being located next to zone four.
26
Cadomai Prime
Region: The Outer Rim 1% Other Species
Quadrant: S3 (Not Shown on Map, Near Government: Republic
Bonadan) Capital: Brella
Climate: Tundra Major Exports: Art
Atmosphere: Normal Major Imports: Foodstuffs, Raw Materials
Gravity: Normal
Moons: 1
Length of Day: 27 Standard Hours
Length of Year: 405 Local Days
Sapient Species: 99% Snivvians (Native),
27
Caamas
Region: The Core 14% Ithorian, 6% other
Quadrant: L12 None (After Imperial Orbital Bombardment)
Climate: Temperate to Arctic Government: Representative Democracy,
Atmosphere: Normal, Thin (After Imperial None (After Imperial Bombardment)
Bombardment) Capital: None
Gravity: Normal Major Exports: Foodstuffs, None (After
Moons: 0 Imperial Bombardment)
Length of Day: 25 Standard Hours Major Imports: None
Length of Year: 375 Local Days
Sapient Species: 80% Caamasi (Native),
28
Callos
Region: The Outer Rim Sapient Species: 98% Callosians, 2% other
Quadrant: M23 (Not Shown on Map, Near None (After Imperial Orbital Bombardment)
Sullust) Government: None
Climate: Tropical, Arctic (After Imperial Capital: None
Bombardment) Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 3
Length of Day: 29 Standard Hours
Length of Year: 296 Local Days
29
Cathar
Region: The Expansion Region Other Species
Quadrant: N8 (Not Shown on Map, Near Government: Tribal
Dathomir) Capital: None
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Luxury Goods. Technology
Gravity: Normal
Moons: 1
Length of Day: 24 Standard Hours
Length of Year: 259 Local Days
Sapient Species: 99% Cathar (Native), 1%
The Cathar species had two subspecies, known as the Juhani Mandalorian Wars
and the Myr Rho. Both of these were notably less catlike than The heroes find themselves on Cathar just as The
mainline Cathar. Mandalorians began their assault on the planet. Although
repelling The Mandalorians is impossible, the heroes could
Cathar Ecology help to get some of the Cathar safely off the planet- as long as
Cathar is a temperate planet dominated by vast savannahs, they can get back to their ship without getting blown up.
open plains, and low, rough mountains. Instead of oceans,
Cathar has two huge, shallow seas and numerous ponds, Kiltik Hive
lakes, and marshlands. The largest of these plains is the Vast After being framed for a crime he didn’t commit, the son of a
Veldt, a barren wasteland created by the appetites of beasts rich and powerful Cathar noble heads into the Vast Veldt on a
called the Kiltik. blood hunt to exterminate a hive of Kiltik and regain his honor.
Scattered throughout the savannahs are strange and After a week, his father asks the heroes to investigate and find
enormous trees that rise hundreds of meters into the air. out what happened to his son- a horrible breach of the Cathar
These trees are large and sturdy enough to be hollowed out by code of honor. Is it possible that the young Cathar slipped off
the Cathar and used as dwellings. Cathar settlements are the planet? Regardless, the heroes find themselves in the
usually found where the city-trees are denser than normal, middle of a Kiltik hive of angry drones.
often near the edges of the plains, and follow along the routes
of underground rivers. These trees are covered in elaborate Kidnapped??
friezes and bas relief etchings that depict important figures Cathar have reportedly kidnapped the son of a Tapani noble
and moments of Cathar history. Every Cathar strives for the and taken him to Cathar. The heroes are contacted by the
day when his own life will be immortalized on one of the city- Tapani noble house in question and asked to infiltrate the tribe
trees. to locate the boy. If they do, they learn that the boy has gone
with the natives willingly to marry the daughter of a native
Society and culture elder.
On their homeworld, Cathar lived in cities built into giant trees,
and were organized into clans governed by "Elders." The
Cathar mated for life, to the extent that when one mate died,
the survivor never had a relationship with another. Cathar clan
society included great pageants and celebrations, especially
for their heroes. Their religion included a ritual known as the
"Blood Hunt," in which Cathar warriors individually engaged in
combat against entire nests of Kiltik in order to gain honor and
purge themselves of inner darkness.
30
Cato Neimoidia
Region: The Colonies Capital: Zarra
Quadrant: L14 Major Exports: Droids, Foodstuffs,
Climate: Temperate and Moist Technology
Atmosphere: Normal Major Imports: Labor, Ore
Gravity: Normal
Moons: 2
Length of Day: 25 Standard Hours
Length of Year: 278 Local Days
Sapient Species: 100% Neimoidian
Government: Federation
Tarko-se
Tarko-se was a city on the planet Cato Neimoidia. Bride's Talon
was a mountain located outside the city. It shared its name
with Baron Tarko.
31
Cerea
Region: The Mid Rim Population: 450 Million
Quadrant: I21 Government: Council of Elders
Climate: Temperate Capital: Tecave
Atmosphere: Normal Technology Level: Interplanetary
Gravity: Normal (Industrial)
Moons: 1 Major Exports: Foodstuffs
Length of Day: 27 Standard Hours Major Imports: Technology
Length of Year: 386 Standard Days
Sapient Species: 98% Cerean (Native), 1%
Human, 1% Other Species
32
Champala
Region: The Inner Rim Species
Quadrant: M11 (Not Shown on Map, Near Government: "Democracy" (Under Imperial
Bogden) Rule)
Climate: Temperate Capital: Tidros
Atmosphere: Normal Major Exports: Luxury Goods
Gravity: Normal Major Imports: Technology
Moons: 3
Length of Day: 27 Standard Hours
Length of Year: 318 Local Days
Sapient Species: 99% Chagrian, 1% Other
33
Chandrila
Region: The Core Government: Chandrilian House
Quadrant: L12, III Capital: Hanna City
Climate: Temperate Major Exports: Foodstuffs
Atmosphere: Normal Major Imports: High Technology
Gravity: Normal
Moons: 2
Length of Day: 20 Standard Hours
Length of Year: 368 Standard Days
Sapient Species: 96% Human, 4% Other
Species
34
Cona
Region: The Inner Rim 40% Other Species
Quadrant: O14 (Not Shown on Map, Near Government: Hive Collective
Manaan) Capital: Tylcarros
Climate: Arid/Jungle Major Exports: Chemicals, Metals, Minerals
Atmosphere: Hazardous Major Imports: Water
Gravity: Normal
Moons: 1
Length of Day: 28 Standard Hours
Length of Year: 298 Local Days
Sapient Species: 60% Arcona (Native),
35
Corellia
Region: The Core Government: Monarchy (25200-312 BBY),
Quadrant: M15, VIII Constitutional Monarchy (312-150 BBY),
Climate: Temperate Corporate Diktat (150 BBY-12 ABY),
Atmosphere: Normal Democratic New Republic Governorship (12-
Gravity: Normal 33 ABY)
Moons: 3 Capital: Coronet City
Length of Day: 25 Standard Hours Major Exports: Alcohol, Starships,
Length of Year: 329 Standard Days Agricultural Goods
Sapient Species: 60% Human, 20% Major Imports: Luxury Items, Raw
Selonian, 20% Drall Materials,Weaponry
Groola's Place
Groola's Place was an establishment on Corellia owned by
Groola the Hutt. It was located in the city of Tyrena near the
city spaceport.
Bindreg Hills
The Bindreg Hills was a region on the planet of Corellia. It was
located on the foothills of the Rhaler's Bastion mountain and
bordered the Riverlands, near the city of Tyrena
Afarathu Cave
The Afarathu Cave was a cave on the planet Corellia, located
near the city of Doaba Guerfel. The cave served as
headquarters for the Afarathu, a Selonian terrorist sect which
aimed to drive the Dralls and the Humans from the worlds of
the Corellian system.
36
Corulag
Region: The Core Government: House of Citizens
Quadrant: L12, III Capital: Curamelle
Climate: Temperate Major Exports: High Technology, Luxury
Atmosphere: Normal Goods, Foodstuffs
Gravity: Normal Major Imports: Raw Materials
Moons: 3
Length of Day: 25 Standard Hours
Length of Year: 371 Standard Days
Sapient Species: 98% Human, 2% Other
Species
37
Coruscant
Region: The Core Government: Republic or Dictatorship
Quadrant: K12, II (Depending on Era)
Climate: Temperate (Urban) Capital: None
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: Foodstuffs, Medical Goods
Moons: 4
Length of Day: 24 Standard Hours
Length of Year: 368 Local Days
Sapient Species: 78% Human (Native),
22% Other Species
38
Csilla
Region: The Unknown Regions Government: Oligarchy (The Chiss
Quadrant: G11 Ascendancy)
Climate: Frozen Capital: Csaplar
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: Foodstuffs, Luxury Goods
Moons: 3
Length of Day: 25 Standard Hours
Length of Year: 462 Local Days
Sapient Species: 99% Chiss (Native), 1%
Other Species
39
Dagobah
Region: The Outer Rim Government: None
Quadrant: N25 Capital: None
Climate: Swamp Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 1
Length of Day: 23 Standard Hours
Length of Year: 341 Local Days
Sapient Species: 99% Hepsalum Tash
(Native), 1% Other Species
40
Daluuj
Region: The Outer Rim Vong, 6% Other Species
Quadrant: T15 (Not Shown on Map, Near Government: The Galactic Empire
Barab 1 ) Capital: Oldranai
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, Luxury Goods,
Gravity: Normal Technology
Moons: 2
Length of Day: 28 Standard Hours
Length of Year: 391 Local Days
Sapient Species: 88% Human, 6% Yuuzhan
Legacy era Unknown to them, she is a one of a kind, near perfect android,
After the Yuuzhan Vong War, many Yuuzhan Vong relocated to and her creator wants her back. He also has been able to
Daluuj, taking advantage of its breathable atmosphere. The gather enough information about them. That even if they don't
Empire of Darth Krayt maintained only a small presence on the help her, he thinks they did. So he hires bounty hunters to
planet. track them down and force them to give him the information
on where they helped her escape to.
41
Despayre
Region: The Outer Rim Calamari, 10% Human, 10% Other Species
Quadrant: M7 (Not Shown on Map, Near Government: Imperial Governor
Generis ) Capital: None
Climate: Tropical Major Exports: Starships
Atmosphere: Normal Major Imports: Slaves, Starship
Gravity: Normal Components
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 368 Local Days
Sapient Species: 60% Wookiee, 20% Mon
42
Devaron
Region: The Colonies Capital: Montellian Serat
Quadrant: M17 Major Exports: Hyperdrive Technology
Climate: Temperate Major Imports: High Technology, Luxury
Atmosphere: Normal Items
Gravity: Normal
Moons: 2
Length of Day: 24 Standard Hours
Length of Year: 390 Local Days
Sapient Species: Devaronians
Government: Matriarchy
Point of Parting
The Point of Parting was a structure in the city of Plaeree on
the planet Devaron. Attached to the city's spaceport, the
structure served as a plaza where explorers leaving the planet
could meet with their families before departing. Over time,
major spaceports on the planet incorporated their own Point of
Parting into their facilities. A cultural trend that the residents
of Plaeree began in their city's ancient past, the validity of this
assertion was never established as anything more than a local
legend.
Temple of Eedit
The Temple of Eedit, also known as the Eedit Temple, was a
temple of the Jedi Order that was located on the jungle planet
Devaron. The temple had two towers that borrowed the
architectural styles of Coruscant's Jedi Temple. A hub of Jedi
training in the Devaron system, the facility was built around a
vergence in the Force. It was used as the Republic base for
Devaron Space during the Clone Wars.
43
Dorin
Region: The Expansion Region Capital: Dor'shan
Quadrant: K11 Major Exports: None
Climate: Temperate Major Imports: Technology
Atmosphere: Hazardous
Gravity: Normal
Moons: 1
Length of Day: 22 Standard Hours
Length of Year: 409 Standard Days
Sapient Species: 100% Kel Dor (Native)
Government: Representative Republic
44
Draethos
Region: The Outer Rim Government: Military Dictatorship
Quadrant: R4 (Not Shown on Map, In the Capital: Avadrei
Wyl Sector ) Major Exports: None
Climate: Arid Major Imports: None
Atmosphere: Normal
Gravity: Normal
Moons: 2
Length of Day: 19 Standard Hours
Length of Year: 426 Local Days
Sapient Species: 100% Draethos (Native)
45
Durace
Region: The Unknown Regions Length of Year: 314 Local Days
Quadrant: H8 (Not Shown on Map) Sapient Species: None
Climate: Toxic and Barren Government: None
Atmosphere: Normal Capital: None
Gravity: Normal Major Exports: None
Common Hazards: Acidic Storm, Deadly Major Imports: None
Carnivorous Plants, Jagged Sinkhole,
Scavenged Supplies
Moons: 0
Length of Day: 32 Standard Hours
46
Duro
Region: The Core Duros, 9% Other Species (Orbital Cities)
Quadrant: M16 Government: Corporate
Climate: Temperate (Polluted) Capital: None
Atmosphere: Dense Major Exports: Starships, Technology
Gravity: Normal Major Imports: Foodstuffs, Ore, Labor
Moons: 0
Length of Day: 33 Standard Hours
Length of Year: 420 Local Days
Sapient Species: 53% Duros (Native), 36%
Human, 11% Other Species (On World); 91%
Valley of Royalty
The Valley of Royalty was an ancient valley on Duro where the
Duros buried many of their most celebrated rulers, including
Rana Mas Trehalt. There were many secret catacombs and
caves in the Valley, hiding a wealth of both historical
information and valuables. The Valley was flooded with toxic
waste when the Tiercam Dam broke, almost killing several
Duros archaeologists.
47
Dxun, Onderon Moon
Region: The Inner Rim Capital: None
Quadrant: O12 Major Exports: None
Climate: Temperate Major Imports: None
Atmosphere: Normal
Gravity: Normal
Moons: N/A
Length of Day: 26 Standard Hours
Length of Year: 298 Local Days
Sapient Species: None
Government: None
48 Planets Start
Endor, The Forest Moon of
Region: The Outer Rim Government: The Native Tribes
Quadrant: H21, VI Capital: None
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: N/A
Length of Day: 18 Standard Hours
Length of Year: 402 Local Days
Sapient Species: 95% Ewok (Native), 4%
Yuzzum (Native), 1% Other Species
50
Felucia
Region: The Outer Rim Government: Imperial Governor
Quadrant: R7 Capital: Kway Teow
Climate: Tropical Major Exports: Slaves, Biotoxins, Medicine
Atmosphere: Normal Major Imports: High-Tech Goods, Foodstuffs
Gravity: Low
Moons: 2
Length of Day: 27 Standard Hours
Length of Year: 232 Local Days
Sapient Species: 75% Felucian (Native),
10% Gossam, 5% Twi'lek, 10% Human
51
Flashpoint
Region: The Outer Rim Species
Quadrant: N9 (Not Shown on Map, Near Government: None (Affiliated with Old
Wayland ) Republic and Mandalorians)
Climate: Barren Capital: Flashpoint Station
Atmosphere: Vacuum Major Exports: None
Gravity: Normal Major Imports: Foodstuffs, Raw Materials,
Moons: None Medical Supplies, Scientific Technology
Length of Day: 1 Standard Hour
Length of Year: 1776 Local Days
Sapient Species: 99% Human, 1% Other
52
Gamorr
Region: The Outer Rim Government: Feudal Clans
Quadrant: T17 Capital: None
Climate: Temperate Major Exports: Warriors, Slaves
Atmosphere: Normal Major Imports: Foodstuffs, Technology
Gravity: Normal
Moons: 1
Length of Day: 28 Standard Hours
Length of Year: 380 Local Days
Sapient Species: 100% Gamorrean
(Native)
53
Geonosis
Region: The Outer Rim Capital: Stalgasin Hive
Quadrant: R22 Major Exports: Droids, Technology
Climate: Arid Major Imports: Raw Materials
Atmosphere: Normal
Gravity: Low
Moons: 15
Length of Day: 30 Standard Hours
Length of Year: 256 Local Days
Sapient Species: 100% Geonosian (Native)
Government: Feudal Hives
54
Giaca
Region: The Unknown Regions Other Species
Quadrant: I9 (Not Shown on Map, Near Government: None
Ansion) Capital: Station 3Z3 (Largest Outpost)
Climate: Temperate Major Exports: Exotic Flora and Fauna,
Atmosphere: Normal Scientific Research
Gravity: Normal Major Imports: Foodstuffs, Manufactured
Moons: 2 Goods, Technology
Length of Day: 22 Standard Hours
Length of Year: 414 Local Days
Sapient Species: 50% Near-Human, 50%
55
Glee Anselm
Region: The Mid Rim Government: Republic Council
Quadrant: J10 Capital: Anselom (Anselmi), Pieralos
Climate: Tropical to Temperate (Nautolan)
Atmosphere: Normal Major Exports: Foodstuffs, Medicine, Water
Gravity: Normal Major Imports: Technology
Moons: 1
Length of Day: 33 Standard Hours
Length of Year: 206 Local Days
Sapient Species: 53% Anselmi (Native),
45% Nautolan (Native), 2% Other Species
Glee Anselm was located within a star system in the Jalor Recovery Mission
sector of the Mid Rim region of the galaxy, on the Namadii
Corridor between Vaced and Ord Varee. It was a mostly The players encounter someone who is willing to sell them the
oceanic planet with one moon and few large landmasses. Most coordinates to an a wrecked ship from the time of the Clone
of its other islands and archipelagos were little more than Wars. It seems that during the Battle of Glee Anselm one of
swamps. It had a mild climate, ranging from tropical to the Republics destroyers went down in the vast oceans of the
temperate, but intense storms and hurricanes were common. planet and it's locator signal never activated resulting in the
Most of the planet's aquatic life, which survived in the high- death of everyone on board except the Mon Calamari
pressure oceanic depths, had not been catalogued. mechanic who was lucky enough to be near and open hatch
when it sunk beneath the waves. Feed up with all the war and
Anselom death he deserted and built a new life for himself in the fringe
Anselom was a city located on the Mid Rim planet Glee Anselm systems. However recent attrocities by the Empire have
that served as the capital of the terrestrial Anselmi sentient caused him to rethink his position. He is willing to lead the
species, one of the two native to the planet. players to the location and guide them down to the ship and
use his iris code clearance to open the access doors. Which
Pieralos should allow them to reach most of the areas of the ship.
Pieralos was a city located on the Mid Rim planet Glee Anselm While he won't come with them into the hull as he has no
that served as the capital of the Nautolans, one of the two desire to see the floating corpses of his previous comrades. He
sentient species native to the planet. hopes they will be able to somehow recover the ship or
salavage enough weapons and armor to aid the Rebellion
Council of Elders (Glee Anselm) against the Empire.
The Council of Elders was the governing body of the planet
Glee Anselm. It consisted of representatives from each of the The ship is a Republic Venator-Class Star Destroyer, but it's
planet's settlements. Each representative had the title of internals structure is unstable, there are reactor leaks, highly
"elder," though they were not necessarily of advanced age. volatile substances; the place is like a death trap. To make
matters even worse the Mon Calamari was an ISB agent who
Sabilon has lead them into a trap designed to catch Rebel
Sabilon was a region on the planet Glee Anselm. The Jedi sympathisers. Once they get inside Aqua Troopers arrive to
Master Kit Fisto hailed from this territory. arrest them.
56
Hoth
Region: Outer Rim Government: None
Quadrant: K25, XII Capital: None
Climate: Frigid Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 3
Length of Day: 23 Standard Hours
Length of Year: 549 Local Days
Sapient Species: 98% Skel (Native), 2%
Other Species
Sadow'een Temple The group is hired to retrieve some hidden objects that were
The Sadow'een Temple was an ancient temple of the left behind in a hidden bunker deep inside the base. Before
Sadow'een that was located in the Glacial Fissure of the planet the Empire discovers them. They must make their way back
Hoth. onto Hoth and brave the freezing cold and wandering
Wampas. Either sneak by or fight the remaining Imperials left
Glacial Fissure behind. Discover the hidden bunker, retrieve the objects in
The Glacial Fissure was the name applied to the region question, then escape back to their ship with the Imperials hot
surrounding a volcanic rift on the planet Hoth whose proper on their trails.
name was White Maw Pass. The term "Glacial Fissure" applied
to the region between the Tromper Crags, the eastern border
of Highmount Ridge, and the Starship Graveyard to the west.
The Crystal Wastes to the south of White Maw Pass was also
considered part of the area.
57
Iego
Region: The Outer Rim unknown)
Quadrant: S9 Government: Tribal
Climate: Temperate/Tropical Capital: None
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: None
Moons: 42
Length of Day: N/A
Length of Year: N/A
Sapient Species: 60% Human, 40% Other
Species (Diathim and Maelibus populations
58
Iktotch
Region: The Expansion Region Government: Representative Democracy
Quadrant: O18, X Capital: Ankhela
Climate: Arid, Rocky, and Windy Major Exports: Minerals, Ore
Atmosphere: Normal Major Imports: Technology
Gravity: Normal
Moons: N/A
Length of Day: 22 Standard Hours
Length of Year: 481 Local Days
Sapient Species: 97% Iktotchi (Native), 2%
Human, 1% Other Species
Ankhela
Ankhela was the Capital city on the Iktotchi homeworld
Iktotch, the third moon of Iktotchon.
Lonalaka
Lonalaka was a city on the Iktotchi homeworld Iktotch, the
third moon of Iktotchon.
59
Iol
Region: The Unknown Regions Sapient Species: 56% Human and Near-
Quadrant: I11 Human, 44% Other Species
Climate: None Government: Corporate State
Atmosphere: Vacuum Capital: Haven
Gravity: Zero-G Major Exports: Minerals
Common Hazards: Building Major Imports: Foodstuffs, Medicine,
Decompression, Floating Away Technology
Moons: 0
Length of Day: 21 Standard Hours
Length of Year: 416 Local Days
60
Iridonia
Region: The Mid Rim Government: Dictatorship
Quadrant: K9 Capital: Malidris
Climate: Arid (Hot) Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, Technology
Gravity: Normal
Moons: 2
Length of Day: 29 Standard Hours
Length of Year: 413 Local Days
Sapient Species: 99% Zabrak (Native), 1%
Other Species
61
Ithor
Region: The Mid Rim Government: Herds
Quadrant: L8 Capital: None
Climate: Tropical Major Exports: Foodstuffs, Medicine, Spices
Atmosphere: Normal Major Imports: Technology
Gravity: Normal
Moons: 1
Length of Day: 41 Standard Hours
Length of Year: 422 Standard Days
Sapient Species: 99% Ithorian (Native),
1% Other Species
62
Kalee
Region: Wild Space 1% Other Species
Quadrant: K5 Government: Warring Tribes
Climate: Arid, Temperate, Tropical, and Capital: Kaleela
Arctic Major Exports: Exotic Animals, Mercenaries
Atmosphere: Normal Major Imports: Medicine, Weapons,
Gravity: Normal Technology
Moons: 1
Length of Day: 23 Standard Hours
Length of Year: 378 Local Days
Sapient Species: 99% Kaleesh (Native),
63
Kamino
Region: Wild Space Government: Ruling Council
Quadrant: S19 Capital: Tipoca City
Climate: Temperate Major Exports: Clones, Fish, Military
Atmosphere: Normal Hardware, Technology, Weapons
Gravity: Normal Major Imports: Droids, Foodstuffs
Moons: 3
Length of Day: 27 Standard Hours
Length of Year: 463 Local Days
Sapient Species: 98% Kaminoan (Native),
1% Republic Clone, 1% Other Species
64
Kashyyyk
Region: The Mid Rim Capital: Rwookrrorro
Quadrant: P12 Major Exports: Technology, Natural
Climate: Temperate Resources
Atmosphere: Normal Major Imports: Medicines
Gravity: Normal
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 381 Local Days
Sapient Species: 100% Wookiee (Native)
Government: Representative Tribal
65
Kerkoidia
Region: The Expansion Region 1% Other Species
Quadrant: O20, X (Not Shown on Map, Near Government: Oligarchy
Vondarc ) Capital: Maldinian City
Climate: Temperate Major Exports: None
Armosphere: Normal Major Imports: High Technology, Luxury
Gravity: Normal Goods
Moons: 3
Length of Day: 26 Standard Hours
Length of Year: 324 Local Days
Sapient Species: 99% Kerkoiden (Native),
66
Kessel
Region: The Outer Rim Government: Military Administration
Quadrant: S12 Capital: Kessendra
Climate: Barren Major Exports: Glitterstim
Atmosphere: Thin Major Imports: Foodstuffs, Machinery
Gravity: Low
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 322 Local Days
Sapient Species: 22% Humans, 78% Other
Species
Calrissian-Nunb Mines
The Calrissian-Nunb Mines were a highly profitable spice
mining company located on Kessel and owned by Lando
Calrissian; his wife, Tendra Calrissian; and Sullustan Nien
Nunb. They were founded by Lando in approximately 13 ABY
when he owned the Spice Mines of Kessel.
67
Klatooine
Region: The Outer Rim Government: Aristocracy (Under Hutt Rule)
Quadrant: R11, IX Capital: Veneron
Climate: Arid Major Exports: Labor
Atmosphere: Normal Major Imports: Luxury Goods, Technology
Gravity: Normal
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 286 Local Days
Sapient Species: 99% Klatooinians
(Native), 1% Other Species
68
Korriban
Region: The Outer Rim Government: The Sith Empire
Quadrant: Q5 Capital: None/Dreshdae
Climate: Arid Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, High
Gravity: Super Heavy Technology, Raw Materials, Weapons
Moons: 7
Length of Day: 28 Standard Hours
Length of Year: 780 Local Days
Sapient Species: 1% Kissai (Native), 1%
Massassi (Native), 98% Other Species
69
Kuat
Region: The Core Government: Aristocracy
Quadrant: M13, V Capital: Kuat City
Climate: Temperate Major Exports: Alcohol, Art, Luxury Goods,
Atmosphere: Normal Starships
Gravity: Normal Major Imports: Electronics, Raw Materials,
Moons: 2 Technology
Length of Day: 20 Standard Hours
Length of Year: 322 Local Days
Sapient Species: 80% Human, 20% Other
Species
70
Lehon / Rakata Prime
Region: The Unknown Regions Government: Tribal
Quadrant: H14 (Lehon is also known as Capital: None
Rakata Prime) Major Exports: None
Climate: Tropical Major Imports: None
Atmosphere: Normal
Gravity: Normal
Moons: 2
Length of Day: 24 Standard Hours
Length of Year: 370 Local Days
Sapient Species: 100% Rakata (Native)
71
Lok
Region: The Outer Rim Government: None
Quadrant: Q22 Capital: None
Climate: Arid Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, Luxury Goods,
Gravity: Normal Technology
Moons: 2
Length of Day: 24 Standard Hours
Length of Year: 316 Local Days
Sapient Species: 20% Human, 80% Other
Species
The Kedarin Highlands were a region on the planet Lok. It was and active volcano. Leg 8 South Rim
used as a racetrack for the Lok Marathon. Each leg of the race Leg 9 West Rim
Leg 10 Keldarin Highlands
should be run as a
Leg 11 Spine Snake River
Lok Marathon seperate chase.
Leg 12 Perlek Patch
The Lok Marathon was a swoop racing competition held on the Designing unique
Leg 13 Nine Day Island
planet Lok. The race began just outside of the city of Nym's complications for
Leg 14 Grendin River
Stronghold, and continued on through various obstacles, such each leg. Leg 15 Smuggler's Bend
as the Great Maze of Lok and Mount Chaolt, for a very long Leg 16 Stronghold Boundary
distance. Leg 17 West Gate
72
Malachor V
Region: The Outer Rim Length of Year: 271 Local Days
Quadrant: R4 (Not Shown on Map, Near Sapient Species: 99% Human, 1% Other
Almania) Species
Climate: Arid Government: Dictatorship
Atmosphere: Normal (Thin after the Capital: None
Cataclysm) Major Exports: None
Gravity: Normal (Variable after the Major Imports: None
cataclysm)
Moons: 1
Length of Day: 31 Standard Hours
73
Malastare
Region: The Mid Rim Government: Gran Protectorate
Quadrant: N22 Capital: Port Pixelito
Climate: Arid, Temperate, and Tropical Major Exports: Podracing
Atmosphere: Normal Major Imports: Foodstuffs, Luxury Items
Gravity: Super Heavy
Moons: 2
Length of Day: 26 Standard Hours
Length of Year: 201 Local Days
Sapient Species: 51% Gran, 44% Dug
(Native), 4% Human, 1% Other Species
Malastare Narrows
The Malastare Narrows were a location in regards to the planet
Malastare.
74
Manaan
Region: The Inner Rim Government: Tribal
Quadrant: O14 Capital: Ahto City
Climate: Temperate Major Exports: Foodstuffs, Kolto
Atmosphere: Normal Major Imports: Foodstuffs, Raw Materials,
Gravity: Heavy Technology
Moons: None
Length of Day: 26 Standard Hours
Length of Year: 422 Local Days
Sapient Species: 99% Selkath (Native), 1%
Other Species
Kolto
Kolto was a liquid known for its healing abilities. It was found
in the water of the oceanic planet Manaan, with a significant
concentration near the Hrakert Rift along with other
underwater chasms. It was considered a valuable commodity
during the Jedi Civil War, but its significance was lost over
time, being replaced in favor of bacta. A Bacta Tank can be
filled with Kolto instead of Bacta. When doing so it functions
and is used as if it was a Kolta Tank Instead
Kolta Tanks only heal all current Wounds If the Healing check is
successful. A Kolta Tank can also only be used to treat
Radiation in a creature. In this case, the Kolta Tank grants a +2
Equipment bonus on the Healing check. Each hour of
treatment consumes one liter of Kolta, which costs 75 credits.
A typical Kolta Tank holds up to 300 liters of Kolta, and the
Kolta Tank must hold at least 150 liters at all times to provide
any benefit. Only one creature can be immersed in the tank at
any given time. Kolta and Bacta may not be mixed, doing so
causes both liquids to cease to work.
75
Mechis III
Region: The Inner Rim Species
Quadrant: L18 (Not Shown on Map, Near Government: Corporate
Bestine ) Capital: Mechis City
Climate: Arid (Industrial) Major Exports: Droids, Technology
Atmosphere: Normal Major Imports: Industrial Raw Materials,
Gravity: Normal Foodstuffs
Moons: 0
Length of Day: 20 Standard Hours
Length of Year: 298 Local Days
Sapient Species: 99% Droids, 1% Other
History
In the days of the Old Republic it served as one of the many
droid foundries of the Techno Union, Arakyd Industries,
Genetech Corporation, SoroSuub Corporation and Veril Line
Systems. It was also the headquarters of Trilon, Inc., a ship
producing company.
During the reign of the Galactic Empire, Arakyd Industries had
complete control of the planet after the dissolution of the
Techno Union.
Sometime before 15 BBY the planet's central computer was
electronically sliced into by the droid bounty hunter IG-88A Repairs are Us
and their sentience was uploaded. By taking control of Mechis The Players have been hired to do on-site repairs on a Nubian
III, the IG-88 assassin droids planned to use the planet as a starship. The typically over-engineered craft requires
base for the planned droid revolution. The plot involved killing investigation to find the exact fault, so part requirements will
all the 73 living Arakyd employees on the planet, while only be known once the PCs are on site. It's currently docked
concurrently assuming control of the company, continuing to on Mechis III, but the client is willing for the Players to fly
fill the standard droid orders with every droid manufactured by there, get it space worthy, and deliver it back.
the foundry being modified to be similarly self-aware like IG-88 What they don't know is that a group is lying in wait to steal
and ready to rebel against the 'biologicals' when triggered. the ship from Players, once they figure out how to get it space
worthy again.
Mechis City While at it they fully intend to also take their ship as well. After
Mechis City was a city on the Inner Rim planet of Mechis III. all thats why they had their front man hire them in the first
place. They have pulled this scame several times. Finding old
ships, hiring a crew to fly out and fix it for them. Then the
pirates steal the ship and the crews ship.
76
Mon Calamari
Region: The Outer Rim Species
Quadrant: T8 Government: Representative Council
Climate: Temperate Capital: Foamwater City
Atmosphere: Normal Major Exports: Warships, Weapons
Gravity: Normal Major Imports: Foodstuffs, Medicine,
Moons: 3 Technology
Length of Day: 21 Standard Hours
Length of Year: 398 Local Days
Sapient Species: 39% Mon Calamari
(Native), 60% Quarren (Native), 1% Other
77
Munto Codru
Region: The Outer Rim Government: Tribal (Currently under
Quadrant: T7 Imperial Rule)
Climate: Temperate Capital: Capital Codru
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: Luxury Goods, Technology
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 368 Local Days
Sapient Species: 99% Codru-Ji (Native),
1% Other Species
78
Mustafar
Region: The Outer Rim 2% Other Species
Quadrant: L25 Government: Techno Union
Climate: Hot (Volcanic) Capital: Fralideja
Atmosphere: Dense Major Exports: Minerals, Ore
Gravity: Normal Major Imports: Foodstuffs, Technology
Moons: None
Length of Day: 36 Standard Hours
Length of Year: 412 Local Days
Sapient Species: 95% Southern and
Northern Mustafarian (Native), 3% Skakoan,
79
Muunilinst
Region: The Outer Rim Government: Clans
Quadrant: L5 Capital: Harnaidan
Climate: Temperate Major Exports: Metals
Atmosphere: Normal Major Imports: Consumer Goods,
Gravity: Normal Foodstuffs
Moons: 2
Length of Day: 28 Standard Hours
Length of Year: 412 Local Days
Sapient Species: 99% Muun (Native), 1%
Other Species
80
Naboo
Region: The Mid Rim Government: Democratic Monarchy
Quadrant: O21 (Human), Council (Gungan)
Climate: Temperate Capital: Theed (Human), Otoh Gunga
Atmosphere: Normal (Gungan)
Gravity: Normal Major Exports: Grains, Art, Cultural Items
Moons: 3 Major Imports: Technology, Processed
Length of Day: 26 Standard Hours Foods
Length of Year: 312 Local Days
Sapient Species: 72% Gungan (Native),
27% Human, 1% Other Species
81
Nagi
Region: The Unknown Regions Other Species
Quadrant: D11 (Not Shown on Map, In the Government: Dictatorship
Firefist Dwarf Galaxy) Capital: Kotokai
Climate: Arid Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 0
Length of Day: 24 Standard Hours
Length of Year: 348 Local Days
Sapient Species: 99% Nagai (Native), 1%
Firefist, also known as Companion Besh within the Galactic Adventure Hooks
Republic, was a distant dwarf galaxy considered as part of the
Unknown Regions by the Galactic Empire. Firefirst contained Lost in Space
the homeworlds of the Faruun, Maccabree, Nagai and Tof
Due to a mishap or a Critical Failure when rolling Astrogation
species, and was considered unexplored, as only probe droids
or some other issue. The players find themselves in the Dwarf
visited it.
Galaxy. Their Astrogational Charts and Navicomputer is unable
to plot a course of return. They will need to travel around the
Points of Interest
Dwarf Galaxy. Creating a Hyperspace Map while they do so.
Eventually they will locate the Planet Nagi.
History
Nagi was a planet located in Firefist of the Unknown Regions. It
Ancient Hyperspace Route
was the homeworld of the Nagai.
Nagi was a planet in the Unknown Regions, located in the Lost in the Firefist Galaxy, the players have located the planet
dwarf galaxy known as Firefist that orbited the known galaxy. Nagi. While there they find out that the Nagi know of the main
Even by 130 ABY, few non-Nagai knew the world's location. It Galaxy and have several Probe Droids in a secure location that
was one of five planets in its solar system. contain the Hyperspace routes they need to find their way
Nagi was an arid world, and quite mountainous, characterized back to the main galaxy. The players find that the Nagi are
by very high mountain peaks separated by deep, wide valleys. unwilling to grant them access to the Probe droids so they will
The thin upper atmosphere was relatively ineffective at have to gain access to them using less then diplomatic means.
blocking solar radiation, and the high peaks of the world were
bathed in it. As a result, the deep valleys, which were often Kotokai Escape
cast in shadow by the towering mountains, were the site of the
The players have upset the Nagi by accessing information
Nagai's cities. At the height of their civilization just prior to the
they consider government secrets. They must escape the
Tof invasion, Nagai cities were composed of wire and crystal,
system and avoid the Nagi forces chasing them until they
and were perceived as beautiful.
reach the coordinates near the edge of the Firefist Dwarf
Galaxy. Where they will have to hold of the Nagi ships while
Kotokai
they plot the course which will require a Dramatic Task
Kotokai was the capital city of the extra-galactic planet Nagi
focusing on Electronics and Astrogation skills to accomplish it.
82
Nar Shaddaa
Region: The Mid Rim Government: Hutt Crime Lords
Quadrant: R15 Capital: None
Climate: Temperate (Urban) Major Exports: Illegal Goods, Narcotics,
Atmosphere: Normal Weapons
Gravity: Normal Major Imports: Foodstuffs, Illegal Goods,
Moons: N/A Medicine, Technology
Length of Day: 87 Standard Hours
Length of Year: 419 Local Days
Sapient Species: 20% Human, 1% Evocii,
79% Other Species
The Burning Deck, the Meltdown Café, and The Slag Pit
Sluming it
These cantina on Nar Shaddaa in the Corellian Sector. Are the
While wandering through the lower levels, the heroes might
moon's three most popular bounty hunter hangouts.
notice a group of youths of varying Species shadowing them.
The youths are members of a slum gang, and they have been
Orange Lady
tailing the group and waiting for an opening. Though
The Orange Lady , also known simply as The Lady, was a
desperate, they won't stick around if the heroes put up a
cantina located in the Corellian Sector of Nar Shaddaa. It was
concerted fight.
owned by the Besadii kajidic and tended by Hopper.
These factories were constructed throughout the galaxy to A gang of pickpockets attempts to relieve one of the heroes of
maintain and build up the Empire's massive war machine and a valuable item- a weapon, a credit chip, or something else of
typically hung in low orbit above a planet. They were owned value. The item is covertly swapped between four or five of
and operated by Sienar Fleet Systems, though ultimate the pickpockets, making it difficult to reliably track the item. If
ownership laid with the Empire. It was protected by several he is not in possession of the item, the original pickpocket
squadrons of well trained Imperial Navy commandos. This makes a fuss when confronted, causing further distraction so
facility was one of the first of its type. that his friends can more easily make off with the item.
83
Nelvaan
Region: The Outer Rim Government: None
Quadrant: Q21 Capital: None
Climate: Frigid Major Exports: Water
Atmosphere: Normal Major Imports: None
Gravity: Low
Moons: 3
Length of Day: 24 Standard Hours
Length of Year: 349 Local Days
Sapient Species: 96% Nelvaanian (Native),
3% Skakoan, 1% Other Species
84
New Plympto
Region: The Core Government: Imperial Governor
Quadrant: M15, VIII Capital: Phemiss
Climate: Temperate to Tropical Major Exports: Narcotics, Raw Materials
Atmosphere: Normal Major Imports: High Technology, Weapons
Gravity: Normal
Moons: 1
Length of Day: 18 Standard Hours
Length of Year: 244 Local Days
Sapient Species: 95% Nosaurian (Native),
4% Human, 1% Other Species
Rhigar (settlement)
Rhigar was a small settlement that was located on the planet
New Plympto. It was inhabited by Nosaurians and the main
conduit into it was Bridge 242.
Bridge 242
At some point during the Clone Wars, during the conflict, the
town of Rhigar was evacuated, and the bridge became one of
several supply lines used by the Separatist Droid Army. A
shield generator was installed to defend it against Republic
attacks, and a squad of battle droids including B1-Series battle
droids and B2 super battle droids were stationed by the
bridge.
85
Nizon
Region: The Outer Rim Government: Tribal
Quadrant: Q9 (Not Shown on Map, Near Capital: Ahdjok
New Holstice) Major Exports: Metals, Minerals, Slaves
Climate: Arid Major Imports: Technology, Foodstuffs,
Atmosphere: Normal Water
Gravity: Normal
Moons: 2
Length of Day: 28 Standard Hours
Length of Year: 398 Local Days
Sapient Species: Nazren (Native)
86
Nyriaan
Region: The Mid Rim Nyriaanan (Native), 2% Other Species
Quadrant: N10 (Not Shown on Map, Near Government: Various
Ploo) Capital: Locus
Climate: Tropical Major Exports: Madilon, Radioactive
Atmosphere: Normal Components
Gravity: Normal Major Imports: Equipment, Foodstuffs,
Moons: 2 Luxury Items
Length of Day: 22.25 Standard Hours
Length of Year: 226 Standard Days
Sapient Species: 98% Human and
87
Odryn
Region: The Outer Rim Species
Quadrant: N9 (Not Shown On Map, Near Government: Tribal
Null) Capital: None
Climate: Temperature Major Exports: None
Atmosphere: Normal Major Imports: Luxury Items, Technology
Gravity: Normal
Moons: 2
Length of Day: 41 Standard Hours
Length of Year: 303 Local Days
Sapient Species: 99% Feeorin, 1% Other
88
Onderon
Region: The Inner Rim Government: Monarchy
Quadrant: O12 Capital: Iziz
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: High Technology, Weapons
Gravity: Normal
Moons: 4
Length of Day: 28 Standard Hours
Length of Year: 405 Local Days
Sapient Species: 99% Human, 1% Other
Species
89
Ord Adinorr
Region: The Outer Rim Species
Quadrant: Q8, IV (Not Shown on Maps, Government: Imperial Governor
Near Nam Chorios) Capital: None
Climate: Frigid Major Exports: None
Atmosphere: Normal Major Imports: High Technology, Weapons
Gravity: Normal
Moons: 2
Length of Day: 32 Standard Hours
Length of Year: 534 Local Days
Sapient Species: 99% Human, 1% Other
One of Us
By coincidence, one of the party members is wearing clothing
indicative of membership in a violent anti- alien political
group, and thus the party is treated in friendly fashion by a
local group for no obvious reason. The group assumes that the
party will go along with some vicious crime without complaint,
and the group isn’t informed of what’s in the offing until
they’re in deep.
90
O'reen
Region: The Unknown Regions Sapient Species: 98% O'reenian (Native),
Quadrant: H17 (Not Shown on Map) 2% Other Species
Climate: Temperate Government: The O'reenian Imperium
Atmosphere: Normal Capital: Fort Maximus
Gravity: Heavy Major Exports: None
Common Hazards: Heavy Fog, Orbital Major Imports: Military Weapons
Defense Mines
Moons: 2
Length of Day: 34 Standard Hours
Length of Year: 355 Local Days
91
Ossus
Region: The Outer Rim Government: Tribal (Ysanna); Jedi Rule
Quadrant: R8 Capital: Knossa
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Technology
Gravity: Normal
Moons: 2
Length of Day: 31 Standard Hours
Length of Year: 231 Local Days
Sapient Species: 15% Ysanna (Native),
10% Human, 75% Other Species
Located in the far southern latitudes of Ossus against the See also: Deep Research- Part II on Kamino
Eocho Mountain range, the spaceport is patrolled by several Before The Great Sith War, a contingent of Jedi stored artifacts
Jedi Guardians specifically assigned to the security of all those and recordings in the survey offices. Jedi records indicate that
who visit Ossus. In addition to the docking bays, repair ports, Master Anstak has long been something of an outcast among
and other typical facilities and services available at most his own kind. It is generally assumed that this was due to his
spaceports, Knossa Spaceport offers lodging, dining, and Force abilities, something perhaps frowned upon in light of the
several research branches for those visiting the world to general disdain for The Jedi on some worlds in the Hapes
conduct academic research. Cluster. Master Anstak's offices were situated deep in the
caverns, and the small collection was eventually considered
The Great Jedi Library an unofficial annex to The Great Library. The artifacts were
The Jedi Library of Ossus was a revered center of knowledge aquatic in nature, relics from Drexel, Issor, Iskalon, and other
for a thousand years before its destruction by the Cron obscure water-dominated worlds with sentient inhabitants.
supernova. The library's construction was initiated by Odan- The survey offices were left undamaged by the nova, but the
Urr shortly after he helped Empress Teta unify the planet resulting landslides buried the facilities, trapping the
Kirrek to her system, and it quickly became a repository of obstinate Master Anstak in a watery tomb. Only with modern
knowledge of all sorts and a training facility for Jedi Knights technology were they detected, and the heroes have been
92
Peragus II
Region: The Outer Rim Government: None
Quadrant: Q4 (Not Shown on Map, Near Capital: None/Peragus Mining Facility
Ruuria) Major Exports: Fuel
Climate: Uninhabitable Major Imports: Foodstuffs, Technology
Atmosphere: Vacuum
Gravity: Normal
Moons: None
Length of Day: 14 Standard Hours
Length of Year: 417 Local Days
Sapient Species: None
93
Phindar
Region: The Outer Rim Government: Crime Syndicat (Pre-44 BBY),
Quadrant: O8 Democracy (Pre-Dark Times)
Climate: Tropical Capital: Laressa
Atmosphere: Normal Major Exports: Technology, Illegal
Gravity: Normal Technology (Pre-Dark Times)
Moons: 0 Major Imports: Foodstuffs, Medicine,
Length of Day: 28 Standard Hours Weapons
Length of Year: 401 Local Days
Sapient Species: 95% Phindian (Native),
3% Human, 2% other Species
94
Point Nadir
Region: The Outer Rim Population: Approximately 4,000
Quadrant: O16 (Not Shown on Map) Sapient Species: 40% Human, 8% Twi'lek,
Climate: Temperate/Controlled 6% Toydarian, 4% Rodian, 2% Houk, 40%
Atmosphere: Thin (Surface) / Normal Other Species
(Artificial Interior) Government: Point Nadir Council
Gravity: Low (Surface), Normal (Artificial Capital: Point Nadir
Interior) Major Exports: Illegal Goods, Information,
Moons: N/A Narcotics, Slaves, Weapons
Length of Day: 24 Standard Hours Major Imports: Foodstuffs, Illegal Goods,
Length of Year: 7,241 Local Days Information, Medicines, Technology
95
Polis Massa
Region: The Outer Rim Government: Ruling Council
Quadrant: M26 Capital: Polis Massa Base
Climate: None (Asteroid) Major Exports: None
Atmosphere: Vacuum Major Imports: Foodstuffs, Heavy
Gravity: Low Machinery, Water
Moons: N/A
Length of Day: 24 Standard Hours
Length of Year: 590 Local Days
Sapient Species: 99% Polis Massan, 1%
Other Species
96
Ralltiir
Region: The Core Government: High Council
Quadrant: L12, III Capital: Cambriele
Climate: Temperate Major Exports: Financial Services, Marble
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 28
Length of Day: 19 Standard Hours
Length of Year: 255 Standard Days
Sapient Species: 96% Human, 4% Other
Species
Salibury
Cambriele
Salibury was a city on the planet Ralltiir.
Cambrielle was the capital of Ralltiir. The city included the
Imperial Governor Dennix Graeber has cracked a Rebel
famed Cambriele Exploration Auditorium, and was home to
Alliance spy ring with an armory in the center of Salibury's
Cambriele Solid State and the popular Dusky Sky Café.
commercial district. Graeber seized three hundred tons of
weaponry, and authorities captured thirty-five Rebels on-site,
Cambriele Exploration Auditorium
leading to the capture of roughly another hundred through
The Cambriele Exploration Auditorium was a museum on
interrogations and examination of documents captured in the
Ralltiir in the city of Cambriele.
raid.
You have been hired to break into the Imperial compound and
Grallia
rescue one of the Rebels who so far has resisted interrogation,
Grallia was a city on the planet Ralltiir. It was well-known for its
this particular rebel knows names higher up the chain who are
enormous spaceport.
off planet as well. Whish would put the entire Sector Cell at
risk. not just the Ralltiir Cell which has already been broken. If
Grallia Spaceport
you can rescue others as well, while secondary, there would
Grallia Spaceport was an enormous spaceport located in the
be no argument against your doing so,
city of Grallia on Ralltiir.
High Ontis
The High Ontis was a mountain chain that was located in the
equatorial region of the planet Ralltiir. The remote canyons of
the High Ontis contained a number of marble quarries. A
number of alpine lakes were also located within the mountain
chain.
Ettam
Ettam was a city on Ralltiir that contained several farms.
Imperial forces under Commander Akobi assaulted the town
once, resulting in many unintentional deaths when the Empire
thought a medical center was a Rebel outpost.
97
Raxus Prime
Region: The Outer Rim Government: Imperial Governor
Quadrant: S6 (Shown on Map as Raxus) Capital: Central Station
Climate: Poisonous Major Exports: Industrial Machinery, Raw
Atmosphere: Hazardous Materials, Starships, Starship Components
Gravity: Normal Major Imports: Foodstuffs, High Technology
Moons: 1
Length of Day: 22 Standard Hours
Length of Year: 388 Local Days
Sapient Species: 40% Human, 37% Jawa,
20% Rodian, 2% Other Species
Sienar Refinery
Around the time of the Clone Wars, the Sienar Refinery was an The Non-Trade Union
industrial recycling center operated by Sienar Fleet Systems A grasping political party in local government seizes the
on the planet Raxus Prime. It was constructed from the hull of party’s ship for some trifling offense. The party wants to end
an old space station. offworld trade, and is trying to scare other trade unions away.
The parties starship as well as many others are being held
Junk Temple within a military cordon just outside the Central Station facility
The Junk Temple was a crude makeshift replica of the Jedi in a seprate dome, and the Party is confident that by the time
Temple on Coruscant, erected on the planet Raxus Prime. It other elements of the government countermand the order, the
was constructed by fugitive Jedi Master Kazdan Paratus, who other trade unions will have been spooked off.
was on the run from the Galactic Empire.
Dooku's headquarters
At one time the Sith Lord Count Dooku had headquarters on
the planet Raxus Prime.
98
Rodia
Region: The Mid Rim Government: Rodian Grand Protector
Quadrant: Q20 Capital: Equator City
Climate: Tropical and Arid (Hot) Major Exports: Bounty Hunters, Foodstuffs,
Atmosphere: Normal Exotic Animals, Weaponry
Gravity: Normal Major Imports: Technology, Agricultural
Moons: 4 Goods, Weapons
Length of Day: 29 Standard Hours
Length of Year: 305 Local Days
Sapient Species: 99% Rodian (Native), 1%
Other Species
Iskaayuma
Flip of the Credit
Located on the Sika Peninsula on the continent of Encheeko.
The Flip of the Credit was a casino owned by the Rodian Avaro
The Rodmark Weapons Plant was a factory in the industrial
Sookcool. It was located in Equator City on the Rodian
zone of the city. Iskaayuma was a sprawling city with
homeworld and served as a front for money laundering
omnipresent thick smog from hundreds of weapons factories.
conducted by Black Sun. Recently the hero's have been hired
Industry and government were the primary employers.
to work as muscle, but they didn't know it was a front for Black
Tourists only came to visit the Guild Hall or attend the
Sun until it's to late.
occasional performances of the Rodian Galactic Drama
Troupe.
An'yettu Islands
The An'yettu Islands was an archipelago from which the
An'yettu clan of Rodians hailed. Located west of Betu in the
Wesessa Sea on Rodia, The An'yettu were prevented from
expanding beyond this chain of islands.
Chekkoo Enclave
It was protected by a strong wall and contained three other
walled sections, meant to protect the clan tower. This building
was situated on top of a rocky outcropping. The oldest walls
were built of stone, but newer walls were constructed of
synthcrete, metal and advanced alloys. Residences and
businesses lay within the walls, though the newest portions of
the city stretched out around the Enclave. The outermost
perimeter of the city was marked by an aging power fence
that was more often down for repairs than not.
99
Ruusan
Region: The Mid Rim Other Species
Quadrant: P14 Government: None
Climate: Temperate Capital: Olmondo
Atmosphere: Normal Major Exports: Ore
Gravity: Normal Major Imports: Foodstuffs, Technology
Moons: 3
Length of Day: 23 Standard Hours
Length of Year: 335 Local Days
Sapient Species: 60% Bouncer (Native),
25% Ruusanian (Native), 10% Human, 5%
Fort Nowhere
Fort Nowhere was a Class Two military installation located on
Ruusan. It contained the Smuggler's Rest, and it was located
near Katarn's Hill and a series of caverns. Fort Nowhere was
shaped like a six-pointed star, with a spherical blaster cannon
at each point to ensure that anyone, pirates or natives, Spirits of the Valley
attempting to force entry would face covering fire. It was also From the Jedi Academy on Yavin 4, Luke Skywalker sends the
equipped with subsurface missile batteries, and defenses heroes to the Valley of the Jedi to investigate rumors that Jedi
included rammed-earth walls. However it would not withstand and Sith spirits roam the area.
any full-scale Imperial assault.
Dark Recharge
A new Dark Sider emerges and seeks out the valley to tap into
the ambient Force power there, intent on strengthening their
power.
100
Ryloth
Region: The Outer Rim Government: Feudal Meritocracy
Quadrant: R22 Capital: Kala'uun
Climate: Varied Major Exports: Ryll Spice, Slaves
Atmosphere: Normal Major Imports: Foodstuffs, Medicine,
Gravity: Normal Technology
Moons: 5
Length of Day: 30 Standard Hours
Length of Year: 305 Standard Days
Sapient Species: 76% Twi'lek (Native),
24% Other Species
101
Salliche
Region: The Core Species
Quadrant: K13 (Not Shown on Map, Near Government: Parliament
Metellos) Capital: Netassa
Climate: Temperate Major Exports: Foodstuffs
Atmosphere: Normal Major Imports: Manufactured Goods,
Gravity: Normal Technology
Moons: 1
Length of Day: 23 Standard Hours
Length of Year: 355 Local Days
Sapient Species: 91% Human, 9% Other
Salliche was an agricultural world in the Core Worlds region. It The Rebel Training Camp
was the headquarters of the Salliche Agricultural Corporation. The party is recruited by the Rebel Alliance to help establish a
The planet was one of 18 planets on the Agricultural Circuit. secret training camp for new recruits in a remote area of
Salliche. They must secure the area, set up defenses, and
Netassa train the eager but inexperienced rebels.
The city of Netassa was the capital of the planet Salliche and However, Imperial forces catch wind of the operation and
the site of an Imperial outpost during years before and during launch an assault. The party must rally the recruits, lead them
the Galactic Civil War. in battle, and defend the camp against overwhelming odds
until the Alliance transport ship can get there and they can
Salliche Agricultural Corporation escape.
The Salliche Agricultural Corporation, or Salliche Ag, was an
Imperial agricultural concern headquartered on Salliche, an The Smuggler's Run
agricultural world also home to the Vaults of Narner. Coruscant Lady Selnia Harbright hires the party to smuggle a valuable
was its primary customer, due to the proximity of many of its cargo through Imperial-controlled space. The cargo is highly
agriworlds to the capital. However, it likely had other sought after by various criminal syndicates and Imperial
customers in the Inner Core due to the high population density forces, making the journey perilous. They must navigate
of the region, especially along the first part of the Corellian asteroid fields, elude Star Destroyers, and outmaneuver
Run. relentless bounty hunters. Along the way, they discover the
idenity of the group who broke into and robbed the Vaults of
Vaults of Narner Nerner.
The Vaults of Narner were robbed by a marauding band of
raiders wearing imposing battle armor bristling with blasters The Rebel Spy
and equipped with jetpacks. The party is contacted by a high-ranking Rebel operative who
has vital information on an impending Imperial operation.
House Harbright They must extract the operative from a heavily fortified
House Harbright was a wealthy family influential in the Imperial facility and transport them safely to the Rebel
Salliche Ag Corporation. In 25 ABY its leader was Count Borert Alliance base on Salliche.
Harbright. Other members were Lady Selnia Harbright and The mission becomes more complicated when them doing so
Dees Harbright. The family had served the Old Republic for draws unwelcome attention to the hidden training facility. Now
three centuries. they must rush back to the planet and try and sneak by the
Imperial Patrols and transport any survivors of the planet and
get them to safety.
102
Sembla
Region: The Outer Rim Government: None (Nomadic Tribes)
Quadrant: R5 (Not Shown on Map, Near Capital: None
Almania) Major Exports: Foodstuffs, Water
Climate: Temperate Major Imports: Technology
Atmosphere: Normal
Gravity: Normal
Moons: 4
Length of Day: 32 Standard Hours
Length of Year: 274 Local Days
Sapient Species: 100% Vurk (Native)
Points of Interest Adventure Hooks
Sembla, was an oceanic Outer Rim planet that was the
homeworld of the nomadic Vurk. It was in the Outer Rim The Hutt's Heist
Territories near the Tion Hegemony, at the far end of the Jabba the Hutt hires the players to carry out a daring heist on
Perlemian Trade Route. There were vast gardens of coral and the heavily fortified Imperial Navy Deep dock. They must
valuable crystal in the hottest of Sembla's oceans, and these assemble a crew, plan the operation, and overcome numerous
were often targeted by off-world miners. Due to the nomadic obstacles, including security systems, stormtroopers, and rival
nature of its indigenous species, the Vurks, there were few gangs. Success could earn them a fortune, but failure may
permanent settlements on Sembla. Ancient subaquatic ruins result in a lifetime of servitude to the Hutt crime syndicate.
were known to exist along the planet's equator. These ruins
did not appear to be Vurk creations, nor did the Vurks have
any memories of having established permanent settlements.
Semblan eel
The Semblan eel was a species of eel native to the planet
Sembla, which featured enormous coral reefs in its oceans.
During the Cold War between the Galactic Republic and the
Sith Empire, the Semblan eel was discovered among the reefs
for the first time by explorers.
103
Skako
Region: The Core Government: Corporate
Quadrant: L13, II (Not Shown on Map, Near Capital: None (Planetwide)
Vulpter) Major Exports: Technology
Climate: Temperate (Urban) Major Imports: Foodstuffs, Medicinical
Atmosphere: Hazardous (Methane) Goods
Gravity: Normal
Moons: 2
Length of Day: 27 Standard Hours
Length of Year: 384 Local Days
Sapient Species: 100% Skakoan (Native)
104
Socorro
Region: The Outer Rim Species
Quadrant: R22 (Not Shown on Map, Near Government: Organized Crime/Tribal
Ryloth) Capital: Vakeyya
Climate: Arid Major Exports: Water, Nether Ice
Atmosphere: Normal Major Imports: Metals, High Technology
Gravity: Normal
Moons: 0
Length of Day: 20 Standard Hours
Length of Year: 326 Local Days
Sapient Species: 90% Human, 10% Other
Judges of the Dead Contracted by the Mombay m'bwa Syndicate to deliever a hold
Judges of the Dead was a landmark located on the planet of full of droids here to the coordinates given to them in the
Socorro, between Vakeyya and the Rym Mountains. At fifty Doaba Badlands. The find out that the Syndicate has several
meters tall each, its four rock formations were seen by the Sandcrawlers traveling around the badlands during late dawn
locals as resembling hooded women with faces hidden in and early dusk. Thinking they had finished their contract with
sorrowful contemplation. The Socorrans believed that when the Syndicate the hero's are suprised to find out that they
someone died, their soul would travel from anywhere on the aren't free just yet. The Syndicate has one more mission for
planet and be judged by the four women before which would them. They must travel to Teemo's palace on Tatooine and
allow them to go to the afterlife. Because of this, the plant a listening device for them.
Socorrans considered the area to be a shrine. Only then will the hero's be truely free of their debt to the
Mombay m'bwa Syndicate.
Cjaalysce'I
Cjaalysce'I was a city on the planet of Socorro. It had walls to Untrained!
prevent the winds of Jyalma, the Socorran windy season, from A Friend’s sibling is an untrained Force User, and has been
destroying the city. secretly using his or her powers to protect their Sibling from a
crime syndicate by bending their leader's will time after time.
Nether ice The leader figured out what was happening and they are now
Nether ice was a major export from the planet Neftali. It was controling the Force User, they’ve now kidnapped the parties
mined from Neftali's ice fields and could remain in a frozen Friend to keep and hidden them away, with the guards
state for a long period of time due to unusual compounds in its requiring commands from four seperate leaders all at once to
structure. Small pieces of nether ice could remain frozen for free them. The Leader of the syndicate is taking this
up to a month, and smugglers had been known to use nether opportunity to make sure the Force User is now having to use
ice to cool engines during emergencies. Although generally their powers to work for the Syndicate and make their
sold in bulk, nether ice could be bought as souvenirs and even enemies kill themselves, This is driving the Force user slowly
customized into jewelry. insane.
105
Sriluur
Region: The Outer Rim Government: Clans (Currently under
Quadrant: R11, IX Imperial Rule)
Climate: Temperate/Arid Capital: Meirm City
Atmosphere: Normal Major Exports: Gems, Minerals
Gravity: Normal Major Imports: None
Moons: 5
Length of Day: 22 Standard Hours
Length of Year: 295 Local Days
Sapient Species: 82% Weequay (Native),
8% Houk, 10% Other Species
106
Sullust
Region: The Outer Rim Government: Corporation
Quadrant: M13 Capital: Byllurun
Climate: Superheated Major Exports: Starships, Computers,
Atmosphere: Dense Droids, Hyperspace and Astrogation
Gravity: Normal Technology
Moons: 2 Major Imports: Foodstuffs, Water
Length of Day: 20 Standard Hours
Length of Year: 263 Local Days
Sapient Species: 96% Sullustan (Native),
2% Human, 1% Bith, 1% Other Species
107
Taris
Region: The Outer Rim Government: Republic
Quadrant: N9 Capital: None (Ecumenopolis)
Climate: Temperate Major Exports: Luxury Items, Technology
Atmosphere: Normal Major Imports: Food, Raw Materials
Gravity: Normal
Moons: 4
Length of Day: 24 Standard Hours
Length of Year: 314 Local Days
Sapient Species: 30% Human, 70% Other
Species
108
Tatooine
Region: The Outer Rim Other Species
Quadrant: R21 Government: Hutt Crime Lords
Climate: Arid Capital: Bestine
Atmosphere: Normal Major Exports: Illegal Weapons, Minerals,
Gravity: Normal Narcotics
Moons: 3 Major Imports: Foodstuffs, Medicine,
Length of Day: 23 Standard Hours Technology
Length of Year: 304 Local Days
Sapient Species: 70% Human, 5% Jawa
(Native), 5% Tusken Raider (Native), 20%
Mochot Steep
A popular Jawa trading site on the planet Tatooine.
Tusken Raiders eventually took over, and the steep remained
under their control for many years. It was not until a large
gang of troublemakers attempted to wrest control of the Steep
back from the Tuskens, resulting in a turf war that lasted for
some time and had a negative impact on the surrounding
cities.
Sunfire Outpost
Sunfire Outpost was a remote settlement on Tatooine lying
between the sand dunes and isolated rocky outcroppings that
bordered the desert. The outpost was often empty and
unused, serving only as a temporary refuge for desert
travelers, or a meeting site for illicit bargains and criminal
deals. Occasionally, Imperial sandtroopers would use the
Outpost as a base of operations during long desert patrol
operations.
109
Telerath
Region: The Inner Rim Arkanians and Arkanian Offshoots, 60%
Quadrant: N10 (Not Shown on Map, Near Other Species
Ploo ) Government: Corporate Meritocracy
Climate: Tropical Capital: None
Atmosphere: Normal Major Exports: Business Goods
Gravity: Normal Major Imports: Foodstuffs, Luxury Items,
Moons: 2 Raw Materials, Technology
Length of Day: 26 Standard Hours
Length of Year: 374 Local Days
Sapient Species: 30% Human, 10%
Telerath was an Inner Rim banking world, the home of the Rescuing Jolee
Telerath Interstellar Banking Initiative. Customers were Master Jae'ol is willing to take on new students, but he does
guaranteed to meet with living bank representatives, did not not teach in a manner that a traditional Jedi would find
need to make scheduled appointments, and were offered a familiar. He believes that The Force is evident in many things,
fantastic variety of comforting recreational activities and and that the hard work required to build and maintain the new
accommodations. Telerath was a bank and a vacation resort settlement of Force-sensitives is an allegory for the discipline
where every night was like a festival. Security was only required to become a Jedi. But now he has a problem. His
present to protect the money, not the people. They thought young daughter Jolee boarded a merchant vessel that stopped
that visible guards would break the ambiance. briefly on Telerath, and Jae'ol sent a trusted group of students
to retrieve her. He has not heard from them since, He hires the
Sword law Hero's to try and find her and his missing students. The locate
The Sword law was a law on the planet Telerath during the the merchant vessel, but when the heroes drop out of
Rise of the Empire era. According to this law, all disputes had Hyperspace, they find themselves in the middle of a pirate
to be settled in a duel with a solid edged weapon. This law attack on the merchant vessel, it becomes downright
prohibited the use of blasters in almost any situation, except dangerous.
when an opponent violated the law with a blaster first, thereby
ensuring that honor and a relative form of peace were Ember's Fire
preserved on the planet. Visitors to the planet were expected Ember's Fire was a club owned by Ember Chankeli, offering
to abide by the Sword Law. female companionship to paying customers, which operated
on Telerath. Chankeli claimed that her business was suffering
Noua from a slaver gang operating in the city to convince the party
Noua was an archipelago located on the Inner Rim planet to help clean the slaver gang out.
Telerath. Noua was home to the Ember's Fire club, and had a
large population of slavers and spice runners. Poisoned
The party encounters someone who was bitten by a poisonous
Telerath eel local animal while on a remote island. The only antidote is
A species of blue-skinned eel could be found in the waters of back at civilization, the group runs into several issues that
the planet Telerath. They had eight eyes, sharp teeth, and at arise as they transport the injured person back to Manala
least three fins, one of which was a dorsal fin. island from one of the smaller islands.
Manala
Manala was a high-end island resort on the planet Telerath. It
was home to the planet's most infamous judge, Mazzum Onas.
110
Telos IV
Region: The Outer Rim Government: Republic
Quadrant: P4 (Telos) Capital: Thani
Climate: Temperate Major Exports: Foodstuffs
Atmosphere: Normal Major Imports: Luxury Items
Gravity: Normal
Moons: None
Length of Day: 24 Standard Hours
Length of Year: 422 Local Days
Sapient Species: 35% Human, 65% Other
Species
111
Telti
Region: The Inner Rim Species
Quadrant: N12 Government: Corporate
Climate: Arid (Industrial) Capital: Dome 01
Atmosphere: Vacuum (Outside of Major Exports: Droids, Technology
Protective Domes) / Normal (Inside Domes) Major Imports: Industrial Raw Materials
Gravity: Normal
Moons: N/A
Length of Day: 22 Standard Hours
Length of Year: 309 Local Days
Sapient Species: 99% Droids, 1% Other
112
Teth
Region: Wild Space Government: Democracy
Quadrant: S10 Capital: Inner Teth
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, High
Gravity: Normal Technology, Luxury Goods
Moons: 2
Length of Day: 27 Standard Hours
Length of Year: 298 Local Days
Sapient Species: 94% Human, 6% Other
Species
Teth was the third planet orbiting the star of the same name X marks the Spot
and had two moons that orbited the planet itself. It was (Part III see "X Marks the Spot" on Odryn for part I and "X
located within the Teth system of the Baxel sector in the outer Marks the Spot" on PolIs Massa for Part II )
border of the Outer Rim region of the galaxy that crossed over
into the Wild Space region. Hired by the Jawa Crime Syndicate Mombay m'bwa to deliver a
contingent of Jawa reasearchers to the Grave of Ziro Desilijic
History Tiure's father and provide security for them as they explore
Once a prominent vacation world for the Hutts, Teth suffered the site. While at first it may seem like they are there to look
an economic crisis when the Galactic Republic began to crack through the Hutt grave site. They seem to ignore it in favor of
down upon the criminals housed on-planet. a small alcove off to the right of the grave site. Eventually the
open a hidden panel with much joy and excitment followed by
Inner Teth hush whispers and looks. They then rush the players down
Inner Teth was the capital city of the Outer Rim Territories inside the tunnel beyond the panel. What do they find below
planet Teth during the Clone Wars. The Galactic Empire the Tomb? What is hidden in the caverns there. Do the players
eventually replaced Inner Teth with a newly built capital, help them or do they turn on them?
Peroon.
B'omarr Monastery
The B'omarr Monastery was a structure on Teth that bore
similar design to Jabba's Palace on Tatooine. The monastery
stood atop a large mesa in the Teth jungle. The castle
consisted of lower levels where the prisoners were kept, a
throne room, a monster pit underneath the throne room that
contained a jungle rancor, and a back door landing pad.
1137-4265
1137-4265 was a sector on Teth.
113
Thyferra
Region: The Inner Rim Government: Representative Democracy
Quadrant: L19 Capital: Xozhixi
Climate: Temperate Major Exports: Bacta
Atmosphere: Normal Major Imports: Foodstuffs, Technology
Gravity: Normal
Moons: 2
Length of Day: 21 Standard Hours
Length of Year: 479 Local Days
Sapient Species: 84% Vratix (Native), 12%
Human, 4% Other Species
114
Tirahnn
Region: The Mid Rim Government: Mercantile Oligarchy
Quadrant: N11 Capital: Tirahnn
Climate: Warm Major Exports: Luxury Items, Agricultural
Atmosphere: Normal Goods
Gravity: Normal Major Imports: Technology
Moons: 9
Length of Day: 28 Standard Hours
Length of Year: 172 Local Days
Sapient Species: 60% Human, 40% Other
Species
A major trade world along the Perlemian Trade Route, Tirahnn Race for a Starship
served as the sector capital of the Inner Rim's Zeemacht The players learn of a legendary starship hidden on a distant
Cluster. Tirahnn's landscape was characterized by vast plains, and dangerous planet. The coordinates for it will be sold at a
forests and mountains. The planet's weather was mild year- secret Auction in the Great Fair. However, they are not the only
round, and much of Tirahnn remained pastoral millennia after ones interested in claiming the vessel. A ruthless crime
civilization became widespread. Tirahnn's fields were filled syndicate, rival treasure hunters, and even Imperial forces are
with native wildlife, although the disruption caused by the all after the same prize. The players must race against time to
Separatist conquest of the world during the Clone Wars find out the location of the Auction, get an invite or sneak their
introduced non-native creatures like roggwarts to the way in. Either outbid the other interested parties, or steal the
environment. Still, Tirahnn was most well-known for its large, information before or even after it is sold to the highest bidder.
multi-tiered cities, the largest of which—also named Tirahnn— Make their way to the cordinates while avoiding the rival
stretched for hundreds of miles in all directions. factions and recover it for their employer, or perhaps double
cross them and keep the ship for themselves.
Tirahnn, Capital City
The capital city of Tirahnn, also called Tirahnn, is a place full of Space Hikers' Dilemma
towering skyscrapers and wide, broad bazaars throughout the On their way to Tirahnn the players ship encounters a rogue
city. Little that happens in the Galaxy can stop the bazaars asteroid or space junk. It causes enough damage they are
from operating, although the populace does at times seem a forced to make an emergency landing on one of the moons. As
bit subdued. their coms are damaged and they are stranded on after their
Most of the inhabitants of Tirahnn seem to be going about ship malfunctions. With limited resources and hostile creatures
their business as usual, though there are occasionally signs of lurking, they must find a way to survive and repair their ship.
trouble.
Clone Wars Legacy
Great Fair The Clone Wars have long ended, but remnants of the conflict
The Great Fair was a gigantic bazaar located on the planet remain scattered across the galaxy. The players stumble upon
Tirahnn. Nestled in the city of the same name, the fair catered a forgotten base or cache of Clone Wars-era weapons and
to the entire world but was also well known throughout the ships on one of the 9 moons that still pose a threat if they fall
galaxy, drawing huge crowds. into the wrong hands. They must decide whether to destroy
the remnants or repurpose them for a just cause.
The Heights
The Heights was the name of the most upscale neighborhood
in Tirahnn. Its residents, lived in grand towers.
115
Toydaria
Region: The Mid Rim Government: Hutt Crime Lords
Quadrant: R14 Capital: Toydor
Climate: Temperate Swamps Major Exports: Labor
Atmosphere: Normal Major Imports: Foodstuffs
Gravity: Normal
Moons: 3
Length of Day: 21 Standard Hours
Length of Year: 184 Local Days
Sapient Species: 79% Toydarian (Native),
18% Hutt, 3% Other Species
Toydaria was a large, muddy planet located in the Toydaria The Word of the Elders
system of Hutt Space, and home to the mind trick-resistant During the heroes' much-needed downtime, a young Human
Toydarians. man arrives suddenly and with great fanfare, accompanied by
The Toydarian homeworld was covered with nutrient-rich a number of other young and healthy followers. The Human
muck-lakes, which supported clouds of bugs and mats of algae begins to preach about the drain that greed and ambition put
and a number of predators including dangerous grabworms. on the body, and espouses a philosophy that eschews material
Monsoons and fungal diseases ravage the planet, and can wealth. To the amazement of those gathered, the man claims
often kill off growing stocks of agriculture. Sustenance for the to be over 300 years old, kept young via monastic practices.
food on Toydaria was so great that on average every 30 The man extends an invitation to those who have gathered to
standard years depending on weather cycles, shortages would hear him speak, offering them berths on his spaceship and a
occur and the Toydarians would steal or even poison their new life on a world far from the pain and misfortunes of the
neighbor's food supply, under the belief that if they couldn't galaxy.
have it, no one should. Before this young proselytizer can depart, the heroes learn
Toydarians considered other planets to be bland and odorless. that the others who accompanied him have been slipping
away during his speeches and selling a powerful narcotic
Toydor called Kryotin to the local criminal organizations (Perhaps even
Toydor was the capital city of the Toydarian homeworld of meeting with The Hutt Kajidics to arrange a larger delivery).
Toydaria. The heroes have the chance to trace this dangerous narcotic
to its mysterious source by allowing themselves to be taken as
Toydarian palace new recruits, only to find themselves on the world of Veroleem
The Toydarian palace was a large palace located on the in The Unknown Regions, scheduled to have their bodies
Toydarian homeworld of Toydaria, and was only accessible harvested to prolong the lives of the planet's elders.
through flight.
Sith Cult Unveiled
Toydarian ministry council The players stumble upon a secretive cult dedicated to
The Toydarian ministry council was a body of Toydarian resurrecting the Sith Order. As they delve deeper into the
bureaucrats that advised the King of Toydaria on matters of cult's plans, they uncover a plot to unleash a powerful Sith
state. entity on the planet Veroleem in the Unknown Region that
could plunge the galaxy into darkness. The players must
gather allies, foil the cult's schemes, and prevent the Sith's
return.
116
Trandosha
Region: The Mid Rim Population: 42 Million
Quadrant: P12 Government: Tribal
Climate: Arid Capital: Hsskhor
Atmosphere: Normal Major Exports: Slaves, Mercenaries
Gravity: Low Major Imports: Technology
Moons: 1
Length of Day: 25 Standard Hours
Length of Year: 371 Local Days
Sapient Species: 99% Trandoshan
(Native), 1% Other Species
The Scorch
The Scorch was an area of sunbaked plains on the planet
Trandosha.
117
Utapau
Region: The Outer Rim Government: Utapaun Committee
Quadrant: O26 Capital: Pau City
Climate: Arid and Rocky Sinkholes Major Exports: Water
Atmosphere: Normal Major Imports: Medicine, Technology
Gravity: Normal
Moons: 9
Length of Day: 27 Standard Hours
Length of Year: 351 Local Days
Sapient Species: 70% Utai (Native), 30%
Pau'an (Native)
Utapau was an arid sinkhole world in the Utapau system of the Journey to Utapau
Tarabba sector in the Outer Rim Territories. Utapau was the There has been a distress signal originating from Utapau,
homeworld of the Pau'ans and the Utai, more commonly drawing the attention of the Galactic Republic. You are part of
referred to collectively as Utapauns. These species lived in the the team of intrepid heroes, assembled to investigate the
many giant sinkholes that dotted the planet's scrub-covered source of the signal and aid the locals. As you arrive on
surface. Utapau, you quickly discover that the planet is facing a severe
crisis.
Killik hive mound The native Pau'ans and Utai are caught in the middle of a
Killik hive mounds were towering, organic-looking monoliths conflict between rival factions. The Separatist remnants, led
that made up the hives of the Killiks. Their mounds were by a cunning warlord seeking to establish a new power base,
located on the worlds throughout the galaxy, such as have been exploiting the planet's resources and terrorizing its
Alderaan, Alsakan, Utapau, and their capital world of Yoggoy in inhabitants. On the other hand, a group of freedom fighters,
the Unknown Regions. composed of Pau'ans and Utai who oppose the warlord's
tyranny, are determined to protect their homeworld.
Promenade of Seven Guilds Your mission is to unite the scattered resistance fighters, forge
The Promenade of Seven Guilds was the main thoroughfare in alliances, and liberate Utapau from the oppressive forces.
Pau City on the planet Utapau. It was located in the city's Civic Along the way, you will encounter memorable characters such
Level, and also served as a ceremonial avenue. as Tion Medon, the port administrator of Pau City, who plays a
crucial role in the resistance movement.
Pau City To succeed, you must navigate treacherous landscapes, from
Pau City was a large sinkhole sanctuary plunging deep into the the towering sinkholes of the Sinkhole City to the expansive
surface of the planet Utapau. Serving as Utapau's spaceport, desert plains. Utilize your skills in diplomacy, combat, and
Pau City ushered the planet's few visitors into the depths of problem-solving to win the trust of the locals, gain vital
the sinkholes. intelligence, and outmaneuver your enemies.
Unravel the mysteries of Utapau's underground cities, ancient
Pahum Cultural Center temples, and hidden caverns, uncovering artifacts and
The Pahum Cultural Center was a building located in the heart knowledge that could turn the tide of the conflict. Encounter
of Pau City on the planet of Utapau. A home to many of the unique creatures and droids that call Utapau home, including
city's exhibitions, it was also a performance venue. the agile varactyls and the skilled Utapaun artisans.
In the final climactic showdown, you'll face the warlord and
their powerful forces head-on, leading the united resistance in
a battle for the future of Utapau. The fate of the planet rests in
your hands.
118
Vaynai
Region: The Outer Rim Sapient Species: Mon Calamari 60%,
Quadrant: S5 Quarren 20%, Humans 10%, Other Species
Climate: Tropical marine; monsoon 10%
Atmosphere: Normal Government: Mock republic; plutocracy
Gravity: Normal Capital: Streysal Island (Vaynai Spaceport)
Common Hazards: Boiling Seas, Sea Major Exports: Aquatic foods, dyes, and
creatures exotic seaweed “Slick”
Moons: 0 Major Imports: Tourism, Technology
Length of Day: 29 Standard Hours
Length of Year: 336 Local Days
Vaynai is almost totally covered in one vast, shallow ocean Topside Infiltration
with the exception of a chain of island mesas upon which the The heroes must pose as pilgrims wishing to tour the Shrine of
planet's starport was constructed. Kooroo to pull off a job at an aristocrat’s estate. Slipping away
from their guide and guards to infiltrate the villa and extricate
Vaynai Archipelago themselves before being discovered. Or perhaps they need to
The main landmass, made up of a series of large mesas, the explore the ancient temple, seeking forgotten lore or
island chain included Streysel Island. While the rich businesses knowledge and must perform a less than ethical mission for
and resorts were built on top of the mesa-islands themselves, the aristocracy before they can utilize the shrine.
the poor were relegated to a series of artificially-created
caverns that were carved throughout the high outcroppings.
Harvester Mutiny
Shrine of Kooroo One of the Ocean Harvesters vessels has a mutiny at sea, and
The Shrines were all constructed according to the same basic the company hires the heroes to retake the ship and return it
plan. They had three levels, the lower two enclosed, and the intact. They must fly out to the ship near the distant peaks
upper open, with stone pillars supporting a roof. The enclosed board it and take control. The heroes do not know that the
chambers were accessible through doors. Around the Shrine, mutiny occurred among the ships officers, upset that several
as much as 100 meters, were obelisks arranged in a regular of their comrades recently received sentences of exile to the
pattern. distant peaks for vocally opposing oppressive policies of the
topside aristocrats. The crew mutinied when they discovered
Boiling Sea (Vaynai) they were heading into hazardous waters. With the only
The Boiling Sea was a mildly-acidic sea The gasses filtering weapons on board—and recently rescued exiles—the officers
through the water transform it into a mild acid. Immersion in quickly put down the worker uprising, but now face the
the water inflicts damage to humanoids on contact. Those quandary of how to get off the planet and escape the anger of
inhaling the acidic steam without protective gear may similarly the corporate office. The heroes must decide whether to carry
suffer illness or injury for each hour exposed to the gas. out their original mission or to help the wayward officers.
119
Veroleem
Region: The Unknown Regions Sapient Species: 80% Human, 20% Other
Quadrant: J8 (Not Shown on Map, Near Species
Esfandia) Government: Theocracy
Climate: Arid Capital: New Promise
Atmosphere: Normal Major Exports: Lommite, Narcotics
Gravity: Normal Major Imports: Disciples
Common Hazards: Kryotin
Moons: 0
Length of Day: 20 Standard Hours
Length of Year: 307 Local Days
120
Volik
Region: The Unknown Regions Sapient Species: 95% Human, 5% Other
Quadrant: I9 (Not Shown on Map, Near Species
Ilum) Government: Anarchy
Climate: Temperate Capital: The Colony
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: Foodstuffs, Luxury Goods
Common Hazards: Flash Flood
Moons: 2
Length of Day: 26 Standard Hours
Length of Year: 410 Local Days
121
Yavin 4
Region: The Outer Rim Capital: None
Quadrant: P7 (Yavin) Major Exports: None
Climate: Temperate to Tropical Major Imports: None
Atmosphere: Normal
Gravity: Normal
Moons: N/A
Length of Day: 24 Standard Hours
Length of Year: 4,818 Local Days
Sapient Species: Varies
Government: None
122
Zeltros
Region: The Inner Rim Government: Popular Monarchy
Quadrant: O13 Capital: Zeltros
Climate: Temperate Major Exports: Art Objects, Entertainment,
Atmosphere: Normal Luxury Goods, Technology
Gravity: Low Major Imports: Gourmet Consumables
Moons: 2
Length of Day: 25 Standard Hours
Length of Year: 312 Local Days
Sapient Species: 91% Zeltron (Native), 9%
Other Species
123
Zonama Sekot
Region: The Unknown Regions Species
Quadrant: O1, H18 (130 ABY) Government: Autocracy (Sekot)
Climate: Temperate Capital: None
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: None
Moons: 0
Length of Day: 23 Standard Hours
Length of Year: 380 Local Days
Sapient Species: 44% Ferroan, 20%
Langhesi, 32% Yuuzhan Vong, 4% Other
Zonama Sekot (Ferroan for "World of Body and Mind") is a The Secrets of Zonama Sekot
living, sentient world capable of traveling through Hyperspace. A group of intrepid explorers embark on a perilous journey to
Zonama is the planet itself, while Sekot is the planet's living unlock the secrets of this enigmatic planet. Led by a wise and
intelligence. experienced Jedi Master, the team consists of a diverse group
of individuals with unique skills and backgrounds as well as
Dragon Cave the Players.
Dragon Cave was located on Zonama Sekot near the As they delve deeper into Zonama Sekot, they encounter
Magister's Palace. Next to an underground glacier, it was various challenges, including indigenous creatures and rival
steam-filled. factions vying for control over the planet. The explorers must
navigate treacherous landscapes, and unravel ancient
Far Distance mysteries as they strive to uncover the truth behind Zonama
Far Distance was the area on Zonama Sekot where clients Sekot's origins and purpose.
were bonded with their prospective seed-ships. The Northern Along the way, the team learns about the symbiotic
Sea was located there. relationship between Zonama Sekot and the Force, discovering
that the planet is deeply connected to the Force itself. They
La'okio also encounter powerful Force-wielders who have sought
La'okio was a village on Zonama Sekot, founded by the refuge on the planet, forging alliances and facing off against
Yuuzhan Vong after the Yuuzhan Vong War. Despite the adversaries in thrilling lightsaber duels and epic battles.
Yuuzhan Vong's intentions to move beyond their caste system As the adventure progresses, the explorers begin to
progress was rather slow. comprehend the true potential of Zonama Sekot and its
significance in the ongoing conflict between the light and dark
Magister's Palace sides of the Force. They must decide whether to protect this
The Magister's Palace was a collection of smaller buildings extraordinary living world or exploit its powers for their own
located on top of a mountain on Zonama Sekot. agendas.
Ultimately, the adventure culminates in a climactic showdown,
Middle Distance where the fate of Zonama Sekot hangs in the balance. The
Middle Distance was the valley on Zonama Sekot where the explorers must confront their own inner conflicts and make
Ferroans first settled choices that will shape not only their own destinies but also
the destiny of the galaxy itself.
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Vehicles
TRAIN
A train was a ground vehicle that moved along rails or magnetic guides. One type of train were
railspeeders, which were used outside of the Citadel Tower on Scarif. Another type of train was the
20-T Railcrawler conveyex transport used by the Galactic Empire to transport high-value cargo
along the surface of various frontier planets. Additionally, the Pyke Syndicate utilized a hovering
train on Tatooine for the purpose of transporting spice, until it was hijacked by a clan of Tusken
Raiders alongside Boba Fett.
Size Scale Wounds Toughness Handling Pace Crew Energy Mods Cost
Mod
11 +4 5 41(22) -1 9(vs) 4 to 8 - 11(11) $3,000,000
($725,000 Used)
Notes: The Stats given are for the locomotive of the train. Individual cars may be enclosed cargo, passenger, service, or any
other type. They may have open flatbed cars, troop emplacments, or even Weapon mounts.
Cargo: Variable
Passengers: Variable
Transports
INDULGENT-CLASS LUXURY STARLINER
The Indulgent-class luxury starliner was a one the most luxury model of passenger liner during
the Galactic Civil War. It was manufactured by Leonore Luxury Liners Incorporated.
Size Scale Wounds Toughness Handling Pace Crew Energy Mods Cost
Mod
20 +6 6 25(6) -4 6(vs) 2(ss) 850 1000 20(3) $25,500,000
($5,125,000 Used)
Notes: CP, Hyperdrive x3 (Nav Computer +4 to Astrogation Rolls ), Backup Hyperdrive x12), HA, Shields (4), Atmospheric
Cargo: 19,545 Tons
Passengers: 1,500
Weapons:
• 4x Medium Lasers (Dual Linked, Turret, +1 to Shooting) (3d10+2, AP 10, HW, 150/300/600)
• 4x Medium Ion Cannon (Turret) (3d10, AP 10, HW, 150/300/600)
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StarSpeeder 1000
The StarSpeeder 1000 was a model of transport starship once operated by the interstellar
spaceline Star Tours and the five other travel agencies that made up the Galactic Tourist Bureau.
They could accommodate forty seated passengers and required a crew of only three to operate
effectively. While all StarSpeeder 1000s bore the Star Tours logo, the color and markings of an
individual craft varied according to its destination.
Size Scale Wounds Toughness Handling Pace Crew Energy Mods Cost
Mod
9 +4 5 25(6) -1 9(vs) 3(ss) 1 150 9(0) $175,000
($125,000 Used)
Notes: Hyperdrive x.75 (An Astromech Droid grants +2 on Astrogation Rolls and +4 on Repair Rolls), Backup Hyperdrive x12),
HA, Shields (2)
Cargo: 45 Tons
Passengers: 40
Weapons:
• Light Laser Cannons (Dual Linked, Front, +1 to Shooting) (2d10+2, AP 5 HW, 150/300/600)
• Medium Laser (Dual Linked, Fixed Front, +1 to Shooting) (3d10+2, AP 10, HW, 150/300/600)
Starspeeder 3000
The StarSpeeder 3000 was a transport spacecraft used by the Star Tours travel agency. It had
room to carry up to 40 passengers. The craft were produced sometime around 4 ABY, when Star
Tours referred to them as "new.
Size Scale Wounds Toughness Handling Pace Crew Energy Mods Cost
Mod
9 +4 5 16(3) -1 9(vs) 3(ss) 1 150 9(3) $75,000
($25,000 Used)
Notes: Hyperdrive x2 (An Astromech Droid grants +2 on Astrogation Rolls and +4 on Repair Rolls), Backup Hyperdrive x12),
HA, Shields (1)
Cargo: 45 Tons
Passengers: 40
Weapons:
• Light Laser Cannons (Dual Linked, Front, +1 to Shooting) (2d10+2, AP 5 HW, 150/300/600)
Star Commuter 2000 Shuttle
The Star Commuter 2000 was a model of unarmed hyperdrive-equipped shuttle . The
shuttles, small ferry craft which were piloted by RX-Series droids, were used to transport
travelers on short trips between nearby planets. They featured two rows of double
seating and a seatbelt for each seat. Directly behind the seats was the rear area of the
craft, where the passengers' droids were to stand according to Imperial regulations.
Size Scale Wounds Toughness Handling Pace Crew Energy Mods Cost
Mod
9 +4 5 16(3) -1 9(vs) 3(ss) 1 150 9(4) $75,000
($25,000 Used)
Notes: Hyperdrive x4 (An Astromech Droid grants +2 on Astrogation Rolls and +4 on Repair Rolls), HA, Shields (3)
Crew: RX-Series pilot droid
Cargo: 10 Tons
Passengers: 24
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NPC's
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REBEL/REPUBLIC ($ Wild Cards) Commando Pathfinder
Attributes: Agility d8, Smarts d6, Spirit d6,
Clone SubTrooper Strength d6, Vigor d6
Attributes: Agility d6, Smarts d6, Spirit d6, Skills: Athletics d6, Common Knowledge d6,
Strength d6, Vigor d6 Piloting d8, Fighting d6, Intimidation d6, Notice d6+2,
Skills: Athletics, d10, Boating d8, Driving d6, Fighting d6, Persuasion d6, Shooting d4, Stealth d4
Intimidation d6, Notice d8, Shooting d6, Stealth d4 Pace 8; Parry 5; Toughness 9(4)
Pace 8 Swimming 8; Parry 5; Toughness 9(4) Hindrances: --
Hindrances: Loyal Edges: Alertness, Fleet-Footed, Improved Extraction
Edges: Fleet Footed (Running/Swimming die d8) Gear: Armored Flight Suit (+4, Body Armor),
Gear: Clone Subtrooper Armor (+4) equipped with the Blaster pistol (Range 15/30/60, Damage 2d6, RoF
Advanced Aquatic Adaptation: This Armor Upgrade (Cost 1, AP 2)
$2000, Mod points 2) seals your Armor against the pressure of
deep ocean travel, allows you to filter breathable air out of Jedi Healer
water indefinitely, and uses fins and small jets to allow swift Attributes: Agility d8, Smarts d10, Spirit d8,
and easy motion through liquids. When wearing this Armor, Strength d6, Vigor d8
you gain a swim speed equal to your Pace and can breathe in Skills: Athletics d8, Common Knowledge d6,
water. Fighting d8, Intimidation d8, Notice d6,
Blaster rifle: (Range 30/60/120, Damage 2d8, RoF 3, AP 2), Persuasion d6, Shooting d4, Stealth d6,
Vibrodagger (Str+d4+2, AP 2), Comlink, utility belt with 8-2A Use Force d10
Medical Bundle. Pace 6; Parry 6; Toughness 6(0)
Hindrances: Code of Honor (Major)
$ Clone Assassin Edges: Force Sensitive, Trademark Weapon
Attributes: Agility d8, Smarts d6, Spirit d8, (Lightsaber), Jedi Knight, Battle Meditation
Strength d6, Vigor d6 Powers: Force Detect/ Conceal, Force Barrier,
Skills: Athletics d10, Common Knowledge d8, Damage Resistance, Move Object, Force Shield,
Driving d6, Fighting d8, Intimidation d6, Notice d6, Surge, Mind Trick, Vital Transfer, Relief
Persuasion d6, Piloting d6, Shooting d8, Stealth d10 Power Points: 30
Pace 6; Parry 8; Toughness 11(6) Gear: Lightsaber (Damage Str+d6+8 AP 12)
Hindrances: Loyal
Edges: Arcane Resistance, Improved Block, First Strike Jedi Instructor
Gear: Clonetrooper Armor (+6, Trooper Armor), Blaster Attributes: Agility d8, Smarts d10, Spirit d8,
rifle (Range 30/60/120, Damage 2d8, RoF 3, AP 2), Strength d6, Vigor d8
Blaster pistol (Range 15/30/60, Damage 2d6, Skills: Athletics d8, Common Knowledge d10,
RoF 1, AP 2),Vibrodagger (Str+d4+2, AP 2), 2x frag Fighting d8, Intimidation d8, Notice d6,
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NON-AFFILIATED (% Wild Cards) Droid Companion:
Medical Droid (1st )
Consortium Technician Attributes: Agility d8, Smarts d8, Spirit d4, Strength d6-2,
Strength d6, Vigor d6 Skills: Athletics d4, Common Knowledge d8, Fighting d6,
Skills: Athletics d4, Common Knowledge d4, Notice d6, Healing d12+2, Persuasion d10-2, Stealth d4
Pace 4; Parry 4; Toughness 5 Gear: Comlink, 4x 8-2A Medical Bundle, Bioscanner, Scalpel
Gear: Datapad, Technician clothes, comlink, tool •Construct: They add +2 to recover from being shaken
Edges: Healer Notice d8, Repair d8, Shooting d4, Stealth d6, Thievery d6,
Gear: Blast helmet and vest( +2), Blaster pistol (Range Persuasion d10
15/30/60, Damage 2d6, RoF 1, AP 2), Comlink, 4x 8-2A Pace 4; Parry 2; Toughness 5
AP 2), Datapad, Fusion Lantern 6" radius, First Aid Kit (4), Edges: Dodge, Mr. Fix It, McGyver, Thief
Medical Kit Gear: assorted junk, Ion pistol (Range 5/10/20, Damage 2d6,
RoF 1)
% Field Doctor
Krath Warrior
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6 Attributes: Agility d8, Smarts d4, Spirit d6,
Driving d6, Fighting d6, Electronics d6, Notice d6, Repair d6 Skills: Athletics d4, Common Knowledge d4,
Persuaion d4, Shooting d6, Stealth d4, Healing d8 Fighting d6, Intimidation d6, Notice d6,
Pace 6; Parry 5; Toughness 7(2) Persuasion d4, Piloting d6, Repair d4, Shooting d6,
Hindrances: -- Stealth d6
Gear: Blast helmet and vest( +2), Blaster pistol (Range Hindrances: Loyal
15/30/60, Damage 2d6, RoF 1, AP 2), Comlink, 4x 8-2A Edges: Two-Fisted, Two-Gun Kid
Medical Bundle, Bioscanner, Scalpel (Vibrodagger: Str+d4+2, Gear: Blaster pistol (Range 15/30/60, Damage
AP 2), Datapad, Fusion Lantern 6" radius, First Aid Kit (4), 2d6, RoF 1, AP 2), Vibrospear (Str+d6+2, AP 4, Reach 1, Parry
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DROIDS (^ Wild Cards) BD Explorer Droid (2nd)
The cost of a non-combat droid is based upon the number of Attributes: Agility d4, Smarts d6, Spirit d4,
Attribute Die it has. Add them up then multiply that by 1,000. Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d8, Repair d8,
For a Combat Droid the Cost is Double that amount. Unless
Notice d6, Stealth d6, Electronics d6, Persuasion d8-2
otherwise noted all droids have Basic Processors.
Pace 6; Parry 2; Toughness 5
Hindrances: --
CAB2 Cold Assault Battle Droid (4th)
Edges:--
Attributes: Agility d4, Smarts d6, Spirit d6, Gear: Automap, Heuristic Processor
Strength d10, Vigor d10 Special Abilities:
Skills: Athletics d6, Common Knowledge d4, Fighting d8, •Construct: They add +2 to recover from being shaken
Intimidation d8, Notice d6, Persuasion d6-4, Shooting d8, •Dependency: All droids need to recharge.
Stealth d4 •Wall Walker: Can move on wall and ceilings at Pace.
Pace 6; Parry 6; Toughness 12(4) •Size -2: attacks made against it are at -2
Hindrances: --
Edges: -- ^ EG6 Power Droid (2nd)
Gear: Gatling laser rifle (Range 50/100/200, Damage 3d6+4, Attributes: Agility d4, Smarts d6, Spirit d6,
Attributes: Agility d4, Smarts d6, Spirit d4, of Gargantuan size for 1 hour. After that, it is Disabled and
Strength d6, Vigor d6 must be replaced. If destroyed while in use, it overloads and
explodes, doing 8d6 damage to all characters within a SBT
Skills: Astrogation d8+2, Athletics d6, Common Knowledge
(May be evaded).
d8, Repair d8, Notice d6, Stealth d6, Electronics d6, Piloting
d6, Persuasion d8-2
BD3000 Luxury Droid (3rd)
Pace 6; Parry 2; Toughness 5
Attributes: Agility d6-1 , Smarts d10, Spirit d8,
Hindrances: -- Strength d6, Vigor d6
Edges: Mr Fix-It, Improved Astrogator Skills: Athletics d4, Common Knowledge d12, Notice d6,
Gear: 1 Tool Arm, Fire Extinguisher, Heuristic Processor Language (All Common Races) d8, Language (Non-Common
Special Abilities: Races) d6, Persuasion d12, Stealth d4
•Construct: They add +2 to recover from being shaken Pace 5; Parry 3; Toughness 5
•Data Jack: Droids tap directly into the system via a datajack Hindrances: --
This adds +2 to all Hacking and Electronic rolls. Edges: Charismatic, Jack-Of-All-Trades
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Creatures
Creature Specific Rules (* Wild Cards )
Pack Tactics: Packs gain a +2 bonus to melee attack rolls for each adjacent allied Pack. In all other ways packs function as if
they are swarms.
Dianoga Kiltik
Attributes: Agility d4, Smarts d6(A), Attributes: Agility d10, Smarts d8 (A),
Spirit d8, Strength d10, Vigor d8 Spirit d10, Strength d12, Vigor d12
Skills: Fighting d8, Intimidation d6, Skills: Athletics d10, Fighting d12,
Notice d8, Stealth d10 Intimidation d12, Notice d12, Stealth d8
Pace 6; Parry 6; Toughness 6 Pace 8; Parry 10; Toughness 14(6)
Special Abilities: Special Abilities:
•Bite: Str+d6 •Bite: Str+d10
•Tremorsense: It automatically senses the location of anything •Wall Walker
that is in contact with the ground and within 10” •Smash: Str+d10, Non-Rigid armor offers no protection
•Tentacles x7: see Tentacles (pg 178 SWADE Core Book) against the smash
•Very Resilient: They take two extra wounds before they're
* Exogarth Incapacitated
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