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Corporate Sector Sourcebook

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Saga RPG unofficial sourcebook
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1 Han Solo and the Corporate Sector Saga Edition Sourcebook
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Page 1: Corporate Sector Sourcebook

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Han Solo and the Corporate SectorSaga Edition Sourcebook

Page 2: Corporate Sector Sourcebook

TABLE OF CONTENTS

INTRODUCTION .............................................................................................................................................................................. 5 CHAPTER 1: SPECIES.................................................................................................................................................................... 7

FOSH............................................................................................................................................................................................ 7 KAMARIAN................................................................................................................................................................................... 8 LAFRARIAN ................................................................................................................................................................................. 9 LURRIAN...................................................................................................................................................................................... 9 PHO PH'EAHIAN ............................................................................................................................................................................ 10 RAKRIRIAN................................................................................................................................................................................ 10 SLJEE......................................................................................................................................................................................... 11 TISS'SHAR................................................................................................................................................................................. 11 TRIANII....................................................................................................................................................................................... 12 TYNNAN..................................................................................................................................................................................... 13 UNIDENTIFIED AMORPHOUS SPECIES.................................................................................................................................. 13

CHAPTER 2: EQUIPMENT AND DROIDS .................................................................................................................................... 14 MELEE WEAPONS .................................................................................................................................................................... 14 THOLCORP NEURONIC WHIP ......................................................................................................................................................... 14 RANGED WEAPONS................................................................................................................................................................. 14

Flame Carbine........................................................................................................................................................................ 14 Flame Rifle ............................................................................................................................................................................. 14 Vehicle Flamer ....................................................................................................................................................................... 14 Flechette Launchers............................................................................................................................................................... 14 Golan Arms FCII Flechette Launcher..................................................................................................................................... 14 Salus DF-D1 Flechette Launcher........................................................................................................................................... 15

EXOTIC WEAPONS................................................................................................................................................................... 15 Dart Shooter........................................................................................................................................................................... 15 Fex-M3 Nerve Toxin:.............................................................................................................................................................. 15 Fex-EX: .................................................................................................................................................................................. 15

ARMOR ...................................................................................................................................................................................... 15 Riot Shield.............................................................................................................................................................................. 15

EQUIPMENT .............................................................................................................................................................................. 16 Anticoncussion fields.............................................................................................................................................................. 16 Biodegradable Binders........................................................................................................................................................... 16 Hover Chair: ........................................................................................................................................................................... 16

DROIDS...................................................................................................................................................................................... 17 FOURTH-DEGREE DROIDS................................................................................................................................................. 17 Wardroid of Xim ..................................................................................................................................................................... 17 Mark X Executioner Droid ...................................................................................................................................................... 18 Mark X Executioner Droid, Elite ............................................................................................................................................. 18 TaggeCo L8-L9 Battle Droid .................................................................................................................................................. 19

CHAPTER 3: VEHICLES AND STARSHIPS................................................................................................................................. 20 SPEEDERS................................................................................................................................................................................ 20

GoCorp/Utilitech Robo-Hack.................................................................................................................................................. 20 Gravsled................................................................................................................................................................................. 21 Mobquet A-1 Deluxe Floater .................................................................................................................................................. 21 TaggeCo Air-2 Racing Swoop................................................................................................................................................ 22 TaggeCo Cargohopper 102 ................................................................................................................................................... 22 Mobquet Corona Luxury Groundspeeder............................................................................................................................... 23 Ubrikkian Zisparanza (luxury speeder) .................................................................................................................................. 23 SoroSuub WLZ 101 Groundcoach ......................................................................................................................................... 23 Mobquet Wandering Flyer 191............................................................................................................................................... 24

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zZip Defense Concepts K-222 ............................................................................................................................................... 24 STARFIGHTERS........................................................................................................................................................................ 25

Redthorn-class scout ............................................................................................................................................................. 25 SPACE TRANSPORTS.............................................................................................................................................................. 25

Rin Assid Bulk Hauler ............................................................................................................................................................ 25 CHAPTER 4: THE CORPORATE SECTOR AUTHORITY (CSA) ................................................................................................. 26

CSA PERSONNEL ..................................................................................................................................................................... 28 Security Police Deputy (Espo-D)............................................................................................................................................ 28 Heavy Espo Trooper .............................................................................................................................................................. 28 Espo Trooper Sergeant.......................................................................................................................................................... 28 IRD Pilot ................................................................................................................................................................................. 29 Espo Officer ........................................................................................................................................................................... 29 Espo Picket Fleet Officer........................................................................................................................................................ 29

CSA PERSONALITIES............................................................................................................................................................... 30 Gallandro................................................................................................................................................................................ 30 Baron Orman Tagge .............................................................................................................................................................. 31 Uul-Rha-Shan ........................................................................................................................................................................ 32 Fiolla....................................................................................................................................................................................... 33 Viceprex Mirkovig Hirken, CSA Executive ............................................................................................................................. 34 Neera Opatjji-Hirken............................................................................................................................................................... 35 Viceprex Riga Lanchenzoor, CSA Executive ......................................................................................................................... 35 Mor Ewwen Glayyd ................................................................................................................................................................ 36 Ido Glayyd .............................................................................................................................................................................. 36 Odumin a.k.a "Spray"............................................................................................................................................................. 37 Commodore Jona Grumby..................................................................................................................................................... 38 Darsie Vundt, OMM Programmer........................................................................................................................................... 39 Dr. Oskar Jyng, Authority Researcher ................................................................................................................................... 39 Torm, Espo Informer .............................................................................................................................................................. 39 Sam Waurie, CSA Drudge ..................................................................................................................................................... 40

EQUIPMENT .............................................................................................................................................................................. 41 Espo Sound Pistol.................................................................................................................................................................. 41 Espo Sound Rifle ................................................................................................................................................................... 41 Espo Heavy Repeating blaster............................................................................................................................................... 41 Espo Grenade Mortar............................................................................................................................................................. 41 Espo Armor ............................................................................................................................................................................ 41

VEHICLES.................................................................................................................................................................................. 42 Espo Walker 91...................................................................................................................................................................... 42 Espo Walker 101.................................................................................................................................................................... 43 Authority X-10 Groundcruiser................................................................................................................................................. 43 SX20 Patrol Skimmer............................................................................................................................................................. 44 Espo GX12 Hovervan ............................................................................................................................................................ 44 JX40 Jailspeeder, Mobile Detention Wagon .......................................................................................................................... 45 Strikebreaker Riot Control Vehicle ......................................................................................................................................... 45

STARSHIPS ............................................................................................................................................................................... 46 Ulig Abaha Ltd. #2 Warpod .................................................................................................................................................... 46 TIS Zeta 19 ............................................................................................................................................................................ 47 Etti Light Cruiser..................................................................................................................................................................... 48 Dimel-class assault ship......................................................................................................................................................... 49 Invincible-class Dreadnaught ................................................................................................................................................. 50 The Lady of Mindor ................................................................................................................................................................ 51

CHAPTER 5: THE TRIANII RANGERS ......................................................................................................................................... 52 ORGANIZATION ............................................................................................................................................................................. 52 PERSONNEL ............................................................................................................................................................................. 54

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

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Trianii Ranger Squad ............................................................................................................................................................. 54 PERSONALITIES....................................................................................................................................................................... 55

Atuarre ................................................................................................................................................................................... 55 Keeheen ................................................................................................................................................................................ 56 Pakka ..................................................................................................................................................................................... 57

STARSHIPS ............................................................................................................................................................................... 58 Trianni RX4 Patrol Ship.......................................................................................................................................................... 58

CHAPTER 6: THE FRINGE............................................................................................................................................................ 59 PLOOVO'S CRIMINAL SYNDICATE.......................................................................................................................................... 59

Ploovo Two-for-One ............................................................................................................................................................... 60 Ploovo's Body Guards (CL4).................................................................................................................................................. 61

DOC’S STARSHIP MOD RING................................................................................................................................................... 62 PERSONALITIES....................................................................................................................................................................... 64

"Doc" Klaus Vandangante...................................................................................................................................................... 64 Blue Max ................................................................................................................................................................................ 66 Bollux (a/k/a Zollux)................................................................................................................................................................ 67 Han Solo (prior to Episode IV) ............................................................................................................................................... 68 Chewbacca ............................................................................................................................................................................ 69 Roa, Businessman and Legendary Smuggler........................................................................................................................ 70 Lwyll, Former Entertainer ....................................................................................................................................................... 71 Sonniod, Smuggler ................................................................................................................................................................ 71 Sonniod, Smuggler ................................................................................................................................................................ 72 Rekkon, Scholar..................................................................................................................................................................... 73 Magg, Human Slaver ............................................................................................................................................................. 73 Zlarb, Slaver........................................................................................................................................................................... 74 Wumdi .................................................................................................................................................................................... 74

SHIPS......................................................................................................................................................................................... 75 The Alhambra.........................................................................................................................................................75

CHAPTER 7: CREATURES........................................................................................................................................................... 76 Dinko ...................................................................................................................................................................................... 76 Bloodsniffer ............................................................................................................................................................................ 77 Howlrunner............................................................................................................................................................................. 78

CHAPTER 8: CORPORATE SECTOR GAZETTEER.................................................................................................................... 79 AMMUUD ...................................................................................................................................................................................... 79 BONADAN..................................................................................................................................................................................... 80 DUROON ...................................................................................................................................................................................... 81 ESSION ........................................................................................................................................................................................ 81 ESSION ........................................................................................................................................................................................ 82 ETTI IV......................................................................................................................................................................................... 83 KALLA VII ..................................................................................................................................................................................... 84 MYTUS VII.................................................................................................................................................................................... 85 ORRON III .................................................................................................................................................................................... 86 SAFFALORE.................................................................................................................................................................................. 87

INDEX............................................................................................................................................................................................. 88

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INTRODUCTION In 2010, the immense scale and scope of the Star Wars “Expanded Universe” (or “EU”) is as rich and diverse as any in popular fiction. Today, a Star Wars fan can spend years tracking a chronicling that universe and never really reach the end before something else is added. However, back in 1979 the entire Star Wars cannon consisted of Episode IV: A New Hope and its novelization, Splinter of the Mind's Eye by Alan Dean Foster, and Han Solo at Star’s End by Brian Daley. The latter of those three works represented the first Star Wars prequel, the first Star Wars story outside of the main narrative following Luke Skywalker, and the first Star Wars story set outside of the grasp of the evil Galactic Empire as the principle antagonist. In this light, most of the work that constitutes “EU” can, in some small way, can trace its genetic ancestry back to Han Solo at Star’s End. I remember my junior school library had hard cover copies of the three Han Solo novels written Brian Daley that were rarely on the shelves and were severely “well-worn” when available. It is also important to note that the Han Solo trilogy did not end up rotting on the pile of forgotten Star Wars EU (were looking at you, Holiday Special, and especially you, Trioculus). The strength of the stories and characters presented in Han Solo at Star’s End and Han Solo's Revenge provided the first source material outside Stars Wars films chosen by West End Games for their first sourcebook that was not directly connected to the original film trilogy back in 1993. This book was a landmark in Star Wars role-playing. After fighting legions of storm troopers and AT-ST walkers, game masters could now throw ESPO troopers, speeders, walkers and fighters at unsuspecting players characters and suddenly there was a whole new source of game play adrenaline. This brings us at the book at hand. The simple idea was to bring the Han Solo and the Corporate Sector Sourcebook up to date for the Saga Edition of the Star Wars role-playing game. This book is not meant to replace the original West End Games edition. I encourage any fan to find and purchase a copy if the opportunity presents itself. After 31 years, there is something about this chapter in Star Wars history that fans and role players seem to keep coming back to. I, for one, cannot describe exactly what that is. Besides the original trilogy characters, how many 30-plus-year-old characters are out there that fans are writing stat blocks for? Personally, I enjoyed the original West End Corporate Sector sourcebook so much, I consider my contribution as the principal editor of this work as a labor of love (and I was a “Johnny-come-lately” to this project). Developed for over a year, this book represents the combined talents and inspiration of dedicated fans on the Wizards of the Coast and, Order 66 Podcast bulletin boards. This book could not have been possible with out the dedicated and detailed work of the hundreds on Wookieepedia writers who all Star Wars fans owe a debt of gratitude to. More importantly, this work would have been completed without the steadfast determination and patience of Rob "RobShanti" Petrone. I hope you find this book interesting and useful to your game. Best wishes, Dan “Luke Lowbrow” Pomeroy, Editor and Contributor I am at once thrilled over the completion of this fan-made sourcebook and saddened that an accumulation of "real world" issues kept my co-prime-mover in this project, Doug "Jindy" Bragg, from managing to participate in the final stages of it. Doug and I came up with the idea to put a Saga Edition sourcebook together for the Brian Daley trilogy of Han Solo Adventures in early May of 2008, on the Wizards of the Coast forums. In June of the following year, while working on compiling our abundant material into a Word document, Doug's world, as he put it, "became incredibly busy" and he was forced to divert his attention and efforts elsewhere. That's when I put out the carillon call on the Wizards and d20radio forums, and Dan "Luke Lowbrow" Pomeroy came to the rescue of the project, taking over as principal editor and completing the sourcebook with Herculean efforts. The final product has turned out far better than I ever imagined it would. I wish to heartily thank Dan, and everyone else who contributed, for all the tremendous work. My excitement at the final product is matched only by my relief that Doug has returned to the gaming community just in time to see this .pdf, the fruit of our combined efforts. Most of all, I hope you, the gamer nation and fans of the Star Wars Saga Edition Roleplaying Game, enjoy this sourcebook as much as I enjoyed participating in its creation. Fondly, Rob "RobShanti" Petrone, Producer and Contributor

This book is dedicated to the memory of Brian Daley (1947-1996) author of Han Solo at Stars' End, Han Solo's Revenge, Han Solo and the Lost Legacy, and the Star Wars Radio Dramas.

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Producer Rob "RobShanti" Petrone

Editor and Contributor

Dan “Luke Lowbrow” Pomeroy

Fan Contributors Doug "Jindy" Bragg

Rob "RobShanti" Petrone "DarthNizzy"

"Bluv" Brian "Stayker" Wilson JC "Isirga Eth" Alvarez

"The_Narrator" Jay "johnnyputrid" Main Matt "ORC_Tao" Lee

Anthony "Graybacca" Saracino "IndianaJones34"

Stephen "Darth_Scorpion" Milner Wookieepedia Authors

Artwork David "Stirzy" Stirzaker

Kyle 'Drig' Kirkman “Drone”

Han Solo and the Corporate Sector Sourcebook by

Michael Allen Horne Bill Smith

Tim Eldred Allen Nunis Mike Vilardi

Special Thanks

Lucasfilm Wizards of the Coast Rodney Thompson

“GM Dave” and “GM Chris” of the Order 66 Podcast

Disclaimer The Saga Edition Corporate Sector Sourcebook has been compiled by Rob “RobShanti” Petrone and Doug "Jindy" Bragg from the work of the dedicated fans at the Wizards.com and d20radio.com bulletin boards, and from all corners of the internet, including, but not limited to, Matt Lee’s wonderful www.saga-edition.com and the Star Wars Role Playing Game Network at http://holonet.swrpgnetwork.com/. The contents of the document are the sole possession and property of the contributors unless otherwise noted. Distribution, reproduction, or display of this compilation is forbidden - permission granted upon request and contingent on the author's approval. Reproduction with the intent of sale, or actual sale is, according to United States Copyright Law, an infringement on George Lucas et al., being a challenge to the commercial viability of Star Wars: The Roleplaying Game by Wizards of the Coast. The files contained within this document are not for sale, and are designed and presented for the private use of parties using Star Wars: The Roleplaying Game. Use of material releases author of any and all liability concerning any challenge to LucasFilm, Ltd., and their copyrights where concerned, as a result of any action of a viewer/user of the material. Any files owned by the contributors found on other locations on the internet or in print without permission/knowledge of the contributors is considered (by law) copyright infringement, and those responsible will be pursued as per the maximum extent of the laws of the United States of America, and/or International Copyright laws, including (but not restricted to) the Berne Convention, the Universal Copyright Conventions, and the Uruguay Round Agreement (WTO). Where not covered in the following, should a copyright contest occur, the Author will FULLY YIELD to the letter of the law with no contest to STAR WARS ® and © 2000 Lucasfilm, Ltd., title, character, and place names protected by all applicable trademark laws, all rights reserved, used without authorization, and will be removed promptly upon request with no contest on the part of the contributors. The material contained herein is unofficial, and is not intended for sale. It in no way can be deemed a contest of the rights and ownership of Lucasfilm Ltd., or licensees thereof, including Wizards of the Coast. Any logos, titles, graphics and other iconography associated with Star Wars used are for identification purposes only, and are copyright ultimately by Lucasfilm, Ltd. or the owner of the logo in question. All other graphics and logos specific to the document are the exclusive property of the contributors and Artists unless mentioned otherwise. Where not covered above, all material written by the contributors is presented under the auspices of the Fair Use sections of the United States Copyright Law, as the only thing non-original to the author and the collective contributors is the very concept of the Star Wars "universe"; thus, this additional creative work does not pose any threat or challenge to the commercial viability of Lucasfilms, Ltd., or licensees thereof, including Wizards of the Coast. In accordance with Fair Use, the contributors claim sole copyright, thus removing all material contained on the internet from "public domain.”

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CHAPTER 1: SPECIES FOSH [See Galaxy of Intrigue for official statistics.] The Fosh are a sentient avian species from an unknown world, possibly hailing from the Corporate Sector. Their delicate arms end in four-fingered, talon-like hands that apparently evolved over tens of thousands of years from wings. Due to the frail nature of their bodies, Fosh shy away from conflict and confrontation, though they are known to defend themselves if necessary. In combat, Fosh reflexively guard their necks, which are thin and particularly vulnerable. They are agile creatures, however, with leg joints able to bend backwards, and flay-toed feet useful for jumping. The Fosh’s elongated face ends in a beak-like mouth, around which tufts of soft whiskers grow. The Fosh’s head is capped with two twisting antennae, the use of which remains unknown, and a skull ridge adorned with feathers that shift color depending on the Fosh's mood: green indicating inquisitiveness, thoughtfulness or amusement; orange indicating happiness; and gray indicating anger, disgust, irritation or seriousness. Female Fosh have lachrymal glands that enable them to alter their tears to produce a variety of pheromonal substances that affect males during mating. The Fosh are very private, preferring to remain unnoticed by the larger galaxy. They are, however, adept at political intrigue, and, culturally, are as manipulative a species as the Bothans, but much more devious. Many Fosh look upon other species as inferior, sometimes even as toys for their own amusement. Fosh tend to speak indirectly to others, rarely revealing their true desires, and are fond of riddles and analogies designed to confuse and confound. The Fosh are highly self-serving and self-interested, and are only generous when it suits them. Appearances and Examples: The Jedi Knight Vergere appeared in many novels, including “Rogue Planet” and many of the New Jedi Order novels. Ability Modifiers: Str -2 (females only), Dex +2, Con –2 Conditional Bonus Feats: A fosh trained in Acrobatics, Deception and/or Persuasion gains Skill Focus in these skills as a bonus feat. Tears: A female fosh may use its tears as an ingredient to make chemical concoctions. By succeeding on a Knowledge (physical sciences) or Knowledge (life sciences) check (DC 25), the tears of a female fosh may be transformed into a variety of chemical products, including poison (attack 1d20 vs Fort, damage 1d6 plus 1 step down on the Condition Track) or healing liquids (granting a +5 bonus on Treat Injury checks). A female fosh may weep enough tears to make a single chemical dose once per day. Size: Small (+1 to Reflex Defense, +5 on Stealth checks, –5 on Grapple checks, reduced carrying capacity and damage) Speed: 4 squares. Language: Fosh & Basic

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

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KAMARIAN The Kamarians are an insect-like species native to Kamar. During the Imperial era, the most technologically advanced Kamarians had just developed nuclear weapons, and were well on their way to developing clean fusion and spaceflight. Despite this, they still lived in a feudal society. They organized themselves into small tribes or city-states called tk'skquas which often battled each other for territory. Kamarians have round heads with large compound eyes, four arms, two legs, and prehensile tails. They had segmented bodies covered in an exoskeleton which sealed water within their bodies. This allows them to go for up to twenty-five days without water before feeling the effects of dehydration. Most adult Kamarians stand between 1.3 and 1.7 meters high. Kamarians were divided into several races, distinguished by size, carapace color, language, and culture. The most numerous and technologically advanced Kamarian races were the mountain dwellers, whose tk'skquas lived in mountain cave systems. Another group of special note were the "Badlanders", a group native to the Kamar Badlands. Badlanders were slightly smaller than other Kamarians, being only 1.1 to 1.4 meters high. They were also hardier, able to survive even longer without water and adapted to even higher temperatures. They were also more primitive technologically and culturally, using only simple tools and armed only with spears. Some Kamarians were under the influence of Black membrosia during the Dark Nest Crisis and assisted in the Killik war effort. A few of them were seen asking Jaina Solo about her father. KAMARIAN SPECIES TRAITS Ability Modifiers: +2 CON, -2 STR, -2 WIS Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the character ever loses more than one limb. Water-sealing exoskeleton: Due to the sealing of water in their bodies by their exoskeleton, Kamarians may reroll Survival checks in desert conditions, but second roll must be kept even if it is worse. Also, they receive a +5 species bonus to Endurance checks. Prehensile Tail: A member of this species with Martial Arts I also gains Dual Weapon Mastery I as a bonus feat. The Character gains a +2 species bonus on grab checks. Compound eyes: A Kamarian suffers a -2 to all sight-based Perception rolls due to the poor image resolution inherent in compound eyes, but cannot be flanked due to their very large view angle and ability to detect movement. Size: Medium Speed: 6 squares. Language: Kamarian

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LAFRARIAN LURRIAN The Lafrarians were sapient, gray-skinned, avian humanoids indigenous to the planet Lafra, a planet in the Orus Sector of the Inner Rim with a variety of terrains. Lafrarians built their homes in high, inaccessible locations on the planet (such as treetops or high mountain sides). Lafrarians were once flyers, though they lost this ability over eons of evolutionary change. Consequently, nearly everyone on the world owned a flying conveyance, with few land or water transports seeing use.

The Lurrians were a peace-loving species of small, humanoid herbivores with thick, white fur and large green-blue eyes from the planet Lur in the Outer Rim Territories. The soles of their feet were thick, calloused pads. The Lurrians were adept at the disciplines of bioengineering and genetics, creating many animals including the Asgnat and Grebnar. They were one of the species enslaved by the Galactic Empire. Early in his career, Han Solo freed a shipment of Lurrians he had unknowingly been hired to transport by slave traders Magg and Zlarb. During the Yuuzhan Vong War many New Republic scientists came to study Lurrian bioengineering.[1 LURRIAN Ability Modifiers: +2 INT, -2 STR Small Size: +1 to Ref Defense, +5 to Stealth, 3/4 Carrying Capacity

LAFRARIAN SPECIES TRAITS Speed: 4 squares Ability Modifiers: +2 DEX, -2 STR Survival Instinct: A Lurrian may reroll any Survival check,

but the result of the second roll must be accepted even if it is worse.

Expert Climbers: A Lafrarian may choose to take 10 on Climb checks even when distracted or threatened. Bird's Eye: A Lafrarian may reroll sight-based Perception checks but must accept the result of the reroll even if it is worse.

Conditional Bonus Feat: A Lurrian trained in Knowledge (Life Sciences) gains Skill Focus (Knowledge [Life Sciences]) as a bonus feat.

Conditional Bonus Feat: A Lafrarian trained in Pilot receives Skill Focus (Pilot) as a Bonus Feat.

Tough: Lurrians are hardy creatures and gain a +1 to their Fort Defense

Size: Medium Genetic Insight: Due to their extensive knowledge of bioengineering and genetics, once per encounter, a Lurrian may add a +5 insight bonus to a Treat Injury check.

Speed: 6 squares. Languages: Lafrarian, Basic Languages: Lurrian, Basic

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Pho Ph'eahian The Pho Ph'eahians were a sentient people indigenous to Pho Ph'eah. They were generally humanoid bipeds whose four arms and bright blue fur made them stand out in a crowd. Their fur helped keep them warm on their cool, dimly lit homeworld, while their extra set of arms had such obvious advantages as allowing them to arm-wrestle two opponents at once. Pho Ph'eahians were mountain-dwelling omnivores, eating the small animals that lived on their planet and vegetables grown in their technologically advanced agricultural areas. They were interested in discoverinways to improve food production. When they were first contacted by the Galactic Republic thousands of years before the Battle of Yavin, they had already developed nuclear fission and limited in-system flight. Since making contact with the Republic, their technological base quickly expanded. Soon, they became developers and expa wide variety of high-technology products, from new agricultural methods to wea

g new

orters of

pons and hyperdrives. Pho Ph'eahians were usually gregarious and cheerful, and they enjoyed being the centers of attention. Though not many traveled offworld, those who did were often successful as entertainers. Others found high-paying work as starship mechanics and engineers, especially in the Corporate Sector. Another unique characteristic of Pho Ph'eahian culture was their concern for personal cleanliness. Pho Ph'eahians regarded their bodies as sacred, and intimately tied to their souls. Thus, any stain on their bodies could stain their souls if not quickly cleaned off. For example, Pho Ph'eahian mechanics, while not fearful of getting dirty in their work, always carried towels to wipe the grime and grease off their hands. Pho Ph'eahian Int +2, Wis -2 Size: Medium Speed: 6 squares. Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack as conditional bonus feats (they must meet the corresponding

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

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SLJEE Sljee are non-humanoid sapients from the planet Sljee, with low, slab-shaped bodies, multiple legs, tentacles, and six jointed antennae with bulbs on the end. These antennae, called olfactory stalks, were their primary sense organs. Their unusual appearance led some non-Sjlee to mistake them for exotic animals, or even some sort of motile plants. Sljee were olfaxes, beings who sensed their surroundings and communicated primarily through scent. The Sljee even developed technological devices for scent-based communication. Though their senses of touch and hearing were comparable to Humans, they were completely blind. When they left their homeworld, they had difficulty integrating with Galactic society and were often overwhelmed with the unfamiliar scents of alien worlds. Until they familiarized themselves with these new scents, they often had difficulty recognizing other beings, or even telling different species apart. With practice, however, Sljee could learn to distinguish species and individuals, and identify them by smell from one hundred meters away. SLJEE SPECIES TRAITS: Ability Modifiers: -2 Str, -4 Dex, +2 Int, +4 Wis. Blindness: The Sljee are blind and rely on scent and hearing to interact with their environment. Away from their homeworld, they can be overwhelmed by the strange smells of alien beings. When encountering a new alien species for the first time, a Sljee suffers a -5 penalty on all Perception checks. Thereafter, a successful DC 15 Perception check eliminates the penalty regarding that alien species. Scent: Sljees can identify familiar odors just as Humans recognize familiar sights. Sljees can detect other beings within 100 meters by sense of smell. Flailing Tentacular Attack -- A Sljee may reroll a single unarmed melee attack with his tentacles per round, but must keep the re-roll even if it is worse. Stable: A Sljee has a +5 stability bonus to resist attempts to knock it prone. Speed: 4 squares. Size: Small. Automatic Language: Sljee. Sljee characters do not automatically speak Basic.

TISS'SHAR Hailing from the humid, dangerous jungle continent of the Outer Rim world of Tiss'sharl, the Tiss'shar are strong, slender, highly intelligent bipedal reptiles with long necks, short tails, sharp teeth, and dark, glassy eyes. Their manner of dress varies from nothing more than a tool belt to elaborate upper body garments to cloaks and cowls. The Tiss'shar are a society of aggressive, resourceful, calculating businesspersons and are also known for their cunning assassins. Tiss'shar politicians are known for their cutthroat practices, including the assassination of rivals. Nearly every Tiss'shar family is sponsored by a patron corporation that provides it with such material needs as food, housing, health care, education, and security services in exchange for dedicated labor by the family members. Most native Tiss'sharl companies focus on enviro-technology and modern weaponry, while others produce such high-end products as hyperdrives and droids. Many prominent offworld companies also establish headquarters or offices on Tiss'sharl, but their less generous benefits packages tend to attract lesser skilled Tiss'shar to the payroll. Tiss'shar are ubiquitous throughout the galaxy as shrewd merchants or consummate business persons seeking new markets and lucrative opportunities. TISS'SHAR SPECIES TRAITS: Ability Modifiers: +2 INT, +2 STR, -2 WIS, -2 CHA Size: Medium Speed: 6 squares Assassin's Strike: Once per encounter, a Tiss'shar may add +1 die of damage to a single melee attack against an opponent that is denied its Dexterity bonus to Reflex Defense. Sneaky: A Tiss'shar may reroll any Stealth check but must accept the second roll even if it is worse. Conditional Bonus Feat: A Tiss'shar trained in Knowledge (Bureaucracy) receives the Skill Focus feat for that skill. Automatic Languages: Tiss'shar, Basic

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TRIANII [See Galaxy At War page 15 for the official Saga Edition species statistics.] The following was developed by the Saga fan community prior to the release of Galaxy at War.] The Trianii were an advanced, adventurous felinoid species that inhabited the outermost portion of the Tingel Arm bordering the Corporate Sector. Their homeworld was Trian. The Trianii were a fiercely independent people. They were constantly driven to explore, and being technologically advanced, they established colonies in no less than six neighboring systems, including Brochiib, Pypin, Ekibo, and Fibuli. Each of these colonies was organized as a completely independent civilization, founded by Trianii who were seeking a different way of life. TRIANII (Ekibo genetic variant) SPECIES TRAITS: Ability Modifiers: Male -2 Str, +2 int, +2 Wis. Female None. Size: Medium Speed: 6 squares. Natural Weapons: Claw- 1d6 slashing. Prehensile Tail: A Trianii with Martial Arts I may use his tail to wield a light melee weapon. This does not grant any additional attacks (unless the Trianii possesses other abilities that would allow him to make off-hand attacks), but it may free up his hands. Additionally, the tail may be used to make grapple attacks if the Trianii possesses the appropriate feats. Expert Climber: See Sullustan trait (SECR page 31). Conditional Bonus Feat: A Trianii with Acrobatics as a trained skill gains Skill Focus (Acrobatics) as a bonus feat. Automatic Languages: Trianii. TRIANII (Fibuli genetic variant) SPECIES TRAITS: Ability Modifiers: None Size: Medium Speed: 6 squares. Prehensile Tail: A member of this species with Martial Arts I also gains Dual Weapon Mastery I as a bonus feat. The Character gains a +2 species bonus on grab checks. Conditional Bonus Feats: Members of this species gain Skill Focus (Acrobatics) and Skill Focus (Climb) as bonus feats if they are trained in these skills. Automatic Languages: Trianii.

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TYNNAN

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Tynnans were a sentient species native to the Expansion Region planet Tynna. Having evolved from water mammals, they were covered in brown fur and a thick layer of insulating blubber that allowed them to swim comfortably in the cold oceans of their homeworld. Tynnans were an intelligent and pragmatic race, renowned for their patient planning. Their system of government was unusual in that their officials were chosen by lottery; consequently, most Tynnans kept themselves well informed on civics and other pertinent issues in case of election to office. This was particularly important as their economy was government-run. The Tynnans were discovered by Republic scouts and integrated into galactic society. While allowing Republic economic and corporate development, the Tynnans were careful to ensure it proceeded with full environmental safeguards, leaving the natural beauty of their world largely unscathed. The Tynnan government shrewdly reinvested all profits into society, and Tynna grew to be one of the more affluent worlds per capita in the Republic. TYNNAN SPECIES TRAITS: Ability Modifiers: +2 DEX, -2 WIS Poor eyesight: A Tynnan receives a –2 penalty on Perception checks requiring sight. Insulating Fur: Tynnan receive a +5 species bonus to Fortitude Defense to resist the effects of extreme cold. Expert swimmer: A Tynnan may take 10 on any Swim checks, even when rushed or threatened, and may reroll any Swim check, but must keep the second check result. Size: Medium Speed: 6 squares Languages: Basic, Tynnan UNIDENTIFIED AMORPHOUS SPECIES This downy, green-skinned, protean species had ball-shaped bodies that ambulated by bouncing, and that sported large, pouchy mouths. Members of this species could extrude from their globular torso a telescoping eyebump; stubby, multi-jointed legs; and short, multi-jointed arms ending in three-fingered hands. The species' economically deprived homeworld was geographically similar to the lush jungle-world of Duroon, to which many members of this species were brought by settlers with the

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

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CHAPTER 2: EQUIPMENT AND DROIDS MELEE WEAPONS Official Stats for Stun Baton - SECR 124 TholCorp Neuronic Whip Official Stats Neuronic Whip - FUCG 200 Small, Exotic Weapon (Whip) A whip has a reach of 2 squares. Instead of dealing damage with a whip, a wielder may use it to pin or trip the target (See Grapple, page 153) as though he was using the Pin or Trip feat. A successful Pin or Trip causes 1d4 damage (or 2d4 stun damage), but does not add the character’s Strength or heroic bonus. The wielder must be proficient with the whip, but doesn’t need to have the Pin or Trip feat to use this feature of the weapon. A whip may also be used to disarm an opponent, and grants a +2 equipment bonus on attempts to disarm. See Arms and Equipment Guide page 29 for full description. Weapon: Tholcorp Neuronic Whip Cost 700 Damage 1d4 Stun 2d4 Weight: 1.8 Kg Weapon Type: Melee Damage Type: Slashing Availability: Illegal RANGED WEAPONS Flame Carbine The Flame Carbine is a medium pistol which shoots a line of flame 6 squares long by 1 square wide. The weapon does full damage on a hit, and half damage on a miss. Any creatures/objects in that range with cover take 1/2 damage (or 1/4 damage on a miss or if the target has evasion). The attacker makes one attack roll against the Ref Def. of everything in the line. The Flame Carbine contains enough chemicals for 10 shots before needing to be reloaded. Reloading takes a full round action, and requires a chemical cartridge that costs 200 credits and weighs 4kg each. Cost: 500 (not including cost of chemical cartridge) Damage: 3d6 fire (see "Fire" pg. 255 of core rulebook) Rate of Fire: S Weight: 1.4 kg Weapon Type: Pistol Damage Type: Fire Availability: Licensed Flame Rifle As the Flame Carbine, but with 25 shots before needing to reload. Cost: 700 (not including cost of chemical cartridge) Damage: 4d6 fire (see "Fire" pg. 255 of core rulebook) Rate of Fire: S

Weight: 4 kg Weapon Type: Rifle Damage Type: Fire Availability: Licensed Vehicle Flamer This is a vehicle mounted version of the Flame Pistol produces an 8 sq. line of flame and can make 50 shots on a larger chemical cartridge (750 credits, 20 kg). Emplacement Points: 1 Cost: 2,000 (not including cost of chemical cartridge) Damage: 5d6 fire (see "Fire" pg. 255 of core rulebook) Rate of Fire: S Weight: 4 kg Weapon Type: Hvy Weapon Damage Type: Fire Availability: Restricted Flechette Launchers Official Stats Flechette Launcher - FUCG 199, RECG 49 "A flechette launcher was an anti-personnel weapon that saw extensive use during the last half of the Clone Wars. This weapon fired canisters containing hundreds of razor-sharp flechettes - durasteel darts that spread out over the large area. The projectiles would explode, releasing flechettes at high velocity in a wide spread. A single antipersonnel canister could eliminate an entire squad of soldiers, while anti-vehicle rounds, consisting of eleven-centimeter-long missiles, could affect a concentrated area of five meters in diameter. The flechettes contained within were strong enough to rip through ten centimeters of durasteel, and were effective countermeasures against airspeeders and other light repulsorcraft." Golan Arms FCII Flechette Launcher This Four-barreled Flechette Launcher, shoulder-fired weapon, that can launch both anti-personnel and anti-vehicle Flechette's. The canisters are launched 6 squares before launching its contents of razor-sharp micro darts in a 6 sq. cone. Cost 2,000 Exotic Ranged Range: Hvy Weapon (inaccurate) Damage 3d8 (anti-personnel) or 6d8 (anti-vehicle), 2 sq. splash Auto/Single - Single Special: 6 shots before needing to be reloaded. Canisters (200 credits each for anti-personnel; 300 credits each for anti-vehicle) require 1 full round to load. Availability: Illegal/Military Size: Large Weight: 20kg Type: Slashing

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Salus DF-D1 Flechette Launcher Exotic Ranged Weapon Size: Medium (rifle) Cost 1,200 Damage 4d6, 2 sq. splash Range Rifle (inaccurate) Availability: Illegal. Type: Slashing Weight 4.5kg Special: Fires 6 shots before needing to be reloaded (600 credits for 6-shot clip). This is a slimmed down version of the F11. With only 2 barrels instead of four, it can be used as a rifle. The Salus was eventually dropped from production due to its inaccuracy at longer ranges. Double the range penalty beyond Point Blank Range. EXOTIC WEAPONS Dart Shooter Official Stats: Dart Launcher - LECG 65 Dart shooters were commonplace where stealth was necessary, designed to fool security systems with their discreetness. They were also favored by citizens who felt the need to arm themselves inconspicuously. Prax Arms was a notable manufacturer of dart shooters. The weapon itself was very simple in design, using a high tension spring to launch a metal dart coated in nerve toxin or stun serum. The palm weapons had only a very short range of up to ten meters, but their compact size made these shooters easily concealable until the target was in range. Many dart shooters had the ability to carry three darts, while more could be easily stowed away in a false comlink or wristband. The weapons themselves were only around 100g in weight. The darts themselves were commonly around five centimeters long, and could be coated in a variety of substances from stun chemicals to deadly Malkite themfar and Fex-M3 nerve toxins able to kill in less than ten seconds. Dart Shooters are an exotic weapon with the range of an accurate thrown weapon. They fire 3 darts per clip, with a full round action to swap clips. 350 credits for the dart shooter; 100 credits for the clips of darts. The Dart will do 1 damage to the target, plus any damage from the particular coating: Stun Serum Options: 200 credit clip: 2d4 stun. 300 Credit Clip: 2d6 stun 400 Credit Clip: 3d6 stun 500 Credit Clip: 5d4 stun 600 Credit Clip: 3d8 stun

Fex-M3 Nerve Toxin: FEX-M3 was a nerve toxin used extensively by bounty hunters and members of the Assassin's Guild. Usually delivered as the coating on a poison dart, this toxin could kill a target silently in less than 10 seconds, by causing the brain to release its stored energy, thus boiling the target's brain. Boba Fett used darts laced with this substance on his knee pad dart launchers. The Imperial military used it with the CSPL-12 projectile launcher. Upon injection into a living being, the Nerve Toxin makes an attack (d20+10 v. Fort Defense), success and the target is reduced -3 steps on the CT; Failure and -1 step on the Condition Track. The nerve toxin makes an attack each round until the victim his treated for injury (DC 30). If the nerve toxin moves a target to the bottom of the condition track, the target is dead. Cost: 1000 credits / dose. Availability: Illegal. Fex-EX: Fex-EX, or Blue Harvest as it was also known, was a highly concentrated derivative of the Fex-M3 nerve toxin. It was so powerful that contact with the skin was enough to cause a massive systemic overload that could shut down the body. The Imperial assassin Cabe purchased some in a bar called The Hold-Out and used it to kill the New Republic Senator Luralon Odaay and later, the prostitute who had witnessed his death, Kandi. It had a sweet and exotic smell. Fex-EX operates as Fex-M3, without requiring injection into the target's system. Contact with the skin is enough. Cost: 3,000 credits / dose. Availability: Illegal. ARMOR Riot Shield Official stats for Riot Shield: Threats of the Galaxy 77 This is a one meter long shield made of layered metal and one-way mirrored transparisteel. There is a small notch to fit the muzzle of the blaster, and a switch on the handle to activate a stun charge. The stun charge lasts 1 hour of continuous use before the energy cell needs to be replace. The shield grants the bearer cover, unless it is being used as a melee weapon. If the stun field is activated, the shield does both normal bludgeoning damage and stun damage on a successful melee attack. If someone strikes the bearer of the shield with a melee or unarmed attack they take the stun damage. Using a ranged weapon and the shield at the same time adds +1 to the wielders Reflex Defense. Simple Large Melee Weapon: Riot Shield 500 credits / 1d8 melee / 2d6 stun / 6kg / Bludgeoning / Licensed

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EQUIPMENT Anticoncussion fields Type: Vehicle Accessory. An Anticoncussion field was a highly advanced type of force field used at the Stars' End prison facility. To create the field, numerous anticoncussion projectors honeycombed the interior of the ship, vehicle, or building it was designed to protect. When activated, the field dramatically improved the integrity of floors, walls, ceilings and other internal surfaces. The projector's umbrella-shaped magnetic fields created a single cohesive anticoncussion field that absorbed and dispersed kinetic energy and was powerful enough to render blasts, collisions, and other impacts inert. This umbrella shaped energy field absorbs kinetic energy and distributes it so that the effect of a particular hit on the target is significantly reduced. These fields are generally used on Space Stations or to protect buildings Emplacement Points: (small) 3, (med.) 4, or (large) 5 Prerequisite: Auxiliary Generator (small) +2, (med.) +4 or (large) +6. Availability: Restricted Size Restriction: Colossal (frigate) or larger Cost: The same as the cost of the Shields installed. Benefit: (small) Increase SR v. collisions by .5 or (med.) increase SR v. collisions by .75 or (large) increase SR v. collisions by 1.0. Example: A small Anti-concussion field will take SR 30 and turn it into SR 45 v. collisions. Medium Anti-concussion fields with SR 30 have SR 52 v. collisions. Larger Anti-concussion fields with SR 30 have SR 60 against collisions. Biodegradable Binders Cost: 75 credits These binders differ from normal binders only in that they have a one way clasp. Once closed, they remain closed for 36 hours, and then they dissolve. Various solvents can be applied to speed up this process. The binders have DR 10, 20 hit points, and Strength 40. Breaking them requires a DC 30 Strength check. They can be attached to the limbs of any creature of Large, Medium or Small size.

Hover Chair: Power chairs used basic antigravity technology to lift the chair above the ground, and were controlled via a panel on the armrest. These chairs were commonly used by disabled, wounded or elderly being Hover Chair Medium hover vehicle ------------------------------------------------------------------------------ Defense Ref 14 (Flat-footed 14), Fort 12; hp 20; DR 5; Threshold 12 ------------------------------------------------------------------------------ Speed 4 squares Fighting Space 1x1 ; Cover none, Base Atk +0; Grp +2 ------------------------------------------------------------------------------ Abilities Str 14, Dex 18, Con --, Int 10 Crew 1 (pilot) Passengers none Cargo 2 kg; Consumables None; Payload None

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DROIDS FOURTH-DEGREE DROIDS Wardroid of Xim Large droid (4th-degree) Soldier 6 / Nonheroic 4 (CL 8) Height: 2.78m Init +7; Senses Low-light vision, Perception +12 Languages Basic, Binary -------------------------------------------------------------------------------------------------------------- Defenses Ref 28 (flat-footed 26), Fort 23, Will 16 hp 64; Threshold 33 -------------------------------------------------------------------------------------------------------------- Speed 6 squares (Walking) Melee unarmed +14 (1d6+8) Ranged particle discharger +11 (2d8+3) or Ranged particle discharger +6 (2d8+3) with Autofire or Ranged particle discharger +9 (2d8+3) and battlefield pulse cannon +9 (3d8+3) or Ranged battlefield pulse cannon +11 (3d8+3) or Ranged battlefield pulse cannon +6 (3d8+3) with Autofire or Ranged flamethrower +11 (3d6+3) Base Atk +9; Grp +19 -------------------------------------------------------------------------------------------------------------- Special Actions Charging Fire, Coordinated Attack Abilities Str 20, Dex 15, Con -, Int 10, Wis 10, Cha 10 Racial Abilities Droid Traits Talents Armored Defense, Improved Armor Defense, Juggernaut Feats Armor Proficiency (Light, Medium, Heavy), Charging Fire, Coordinated Attack, Dual Mastery I, II, EWP (Flamethrower), Improved Damage Threshold (x1), WP (heavy, rifles) Skills Perception +12, Stealth +2 Systems walking locomotion, 2 hand appendages, heuristic processor, secondary battery, duranium battle armor (+10 armor), vocabulator, improved sensor package Possessions particle discharger, battlefield pulse cannon, flamethrower

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Mark X Executioner Droid Mark X Executioner Droid, Elite Medium Fourth Degree Droid, Sold. 4/Nonheroic 7/Gladiator 3

Medium Fourth Degree Droid, Sold. 9/Nonheroic 8/Gladiator 7 (CL 18) Init +; Senses Perception +9 (CL 9)

Init +15; Senses Perception +9 Force Points 6; Darkside Points 14 Force Points 6; Languages Basic, Binary Darkside Points 14 ---------------------------------------------------------------------------- Languages Basic, Binary Defenses Ref 37 (flat-footed 35), Fort 34, Will 28

hp 150; SR 15; Threshold 39 -------------------------------------------- Defenses Ref 26 (flat-footed 24), Fort 22, Will 19

---------------------------------------------------------------------------- Speed 6 squares (locomotion: Tracked)

hp 100; Threshold 27 Melee unarmed +28 (1d3+15) Melee vibro blade +29 (2d6+21), Brutal Attack --------------------------------------------

Speed 6 squares (locomotion: Tracked)

Melee Neutronium Reinforced vibro ax +29 (2d10+21), Brutal Attack

Melee unarmed +15 (1d3+6) Melee Neuronic Whip +29 (1d4+21) and (2d8) stun, Double & Triple Melee vibro blade +16 (2d6+9)

Melee vibro ax +16 (2d10+9) Ranged Blaster Rifle +26 (3d8+8) Melee Neuronic Whip +15 (1d4+9) & (2d8) stun

Ranged Sonic Pistol +26 (2d6+8) Ranged Missile Launcher +26 (6d6+8)

Ranged Flechette Launcher +26 (3d8+8 slashing, 1 sq. Splash)

Ranged Wrist Rocket Launcher +26 (3d10+8) (anti-vehicle rocket), Double & Triple

Base Atk +22; Grp +28 Ranged Blaster Rifle +15 (3d8+3) Special Actions: Unflinching, Unstoppable Ranged Sonic Pistol +15 (2d6+3) Attack Actions Dirty Fighting, Ruthless, Brutal Attack

(advanced weapons), Dual Weapon Mastery III, Double Attack (exotic), Triple Attack (exotic), Accelerated Attack, Droid Hunter, Stunning Strike.

Ranged Missile Launcher +15 (6d6+3) Ranged Flechette Launcher +15 (3d8+3 slashing, 1sq. splash) Base Atk +12; Grp +15 ---------------------------------------------------------------------------- Special Actions Unflinching, Indomitable Abilities Str 22, Dex 18, Con --, Int 10, Wis 14, Cha 8. Attack Actions Dirty Fighting, Brutal Attack (advanced weapons), Dual Weapon Mastery I

Special Abilities Tracked (ignore difficult terrain); Unflinching (3/encounter) (KOTOR), Droid Traits Talents: Dirty Fighting (FU), Melee Smash, Stunning Strike, Armored Defense, Droid Smash (FU), Exotic Weapons Master, Brutal Attack (KOTOR), Unstoppable (KOTOR), Improved Armored Defense.

---------------------------------------------------------------------------- Abilities Str 16, Dex 16, Con --, Int 10, Wis 14, Cha 8. Special Abilities Tracked (ignore difficult terrain); Unflinching (1/encounter) (KOTOR), Droid Traits Talents: Droid Smash (FU), Indomitable, Exotic Weapons Master, Brutal Attack (KOTOR), Feats: Weapon prof. (simple, pistols, rifles, advanced, hvy), Exotic Wpn Prof. (Flamethrower / Exotic Weapons), Weapon Focus (Advanced Weapons), Armor Prof. (hvy), Improved DT, Dual Weapon Mastery I.

Feats: Weapon prof. (simple, pistols, rifles, advanced, hvy), Exotic Wpn Prof. (Flamethrower / Exotic Weapons), Weapon Focus (Advanced Weapons), Armor Prof. (hvy), Improved DT, Dual Weapon Mastery I, II, III, Double Attack, Triple Attack, Accelerated Attack, Droid Hunter. Skills: Initiative +15, Knowledge (tactics) +12, Mechanics +12, Perception +9 Skills: Initiative +15, Knowledge (tactics) +12, Mechanics

+12, Perception +9 Possessions: Duranium Battle Armor, Basic Processor, vocabulator, Internal Storage (10kg), Retractable Hands x5 (Flame Thrower, Sonic Blaster, Vibroblade, Shock Whip, Flechette Launcher), Locked Access, Hands x2 (Blaster rife, vibro axe), Weapon Mount & Mounted Missile Launcher, Superior Tech (Str)

Possessions: Duranium Battle Armor, Basic Processor, vocabulator, Internal Storage (10kg), Retractable Hands x5 (Flame Thrower, Sonic Blaster, Vibroblade, Shock Whip, Flechette Launcher), Locked Access, Hands x2 (Blaster rife, vibro axe), Weapon Mount & Mounted Missile Launcher. Cost: 85,000 credits. Cost: 35,000 credits.

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

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CHAPTER 3: VEHICLES AND STARSHIPS SPEEDERS GoCorp/Utilitech Robo-Hack Robo-Hacks were automated taxis jointly designed and manufactured by GoCorp and Utilitech. Robo-hacks were literally modified passenger transports fitted with integrated droid modules. A common vehicle modified into a Robo-hack was the GoCorp/Utilitech Metrocab, a six meter long enclosed landspeeder which could transport up to four passengers and could attain speeds of up to 300 kilometers per hour. Accommodations consisted of backseats for the passengers, a pair of speakers playing a broadcast and a snuff-pot for disposing of used cigarras. As in many cases, Robo-hacks often became worn and battered. When passengers entered a robo-hack, they announced their destination in the direction of the large auditory sensor in the front wall. It was also equipped with a vocoder if further clarification was required. This was usually the extent of the conversation since few robo-hacks had personality programming. Upon arrival at their destination, the passenger paid by slotting a voucher into the data port or placing local currency into a change slot. If a passenger tried to exit the craft without paying their fees, some variants would seal both their doors and transport the violator to the nearest security station or would keep the violator inside until they paid their fares. The robo-hack's front compartment was sealed and contained the droid's cognitive module and performance circuitry. All robo-hacks were linked to the main database of local roads and alleyways and were also equipped with a Central Learning Chip (CLC) which gave them the ability to learn and remember shortcuts based on the time of day and regular traffic patterns. Robo-hacks were also allowed to access municipal traffic control networks on most worlds for updates on

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

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Gravsled Using anti-gravity or repulsorlift engines, gravsleds were cheap, fast and convenient. It was a flying platform with no exterior shell. A windshroud gave limited protection to a maximum of three passengers. Gravsled Large ground - hover vehicle ------------------------------------------------------------------------------- Defense Ref 13 (Flat-footed 10), Fort 13, Armor +1 hp 30; DR 5; Threshold 18 ------------------------------------------------------------------------------- Speed 6 squares Fighting Space 2x2 ; Cover: Partial, Base Atk +0; Grp +8 ------------------------------------------------------------------------------- Abilities Str 16, Dex 17, Con --, Int 10 Crew 1 (pilot) Passengers 1 Cargo 50 kg; Consumables None; Payload None Cost: 1,900 (new), 300 (used) Availability Licensed

Mobquet A-1 Deluxe Floater The A-1 Deluxe Floater was a cheap, basic landspeeder, that featured automated steering and fine Corellian leather. It was first produced by Mobquet Swoops and Speeders in the months prior to the Clone Wars. The Mobquet A-1 Deluxe floater was a capsule-shaped, yellow-hulled landspeeder with a pod-like cockpit seating a pilot and passenger in single file. The speeder's six external RS-J24 thruster engine modules propelled the A-1 at speeds of around 160 kilometers per hour. A series of inlet ports on the rounded nose drew in air to cool the engines, but the A-1 suffered from insulation problems, noise pollution and the risk of exterior odors filtering into the cockpit. The 7.1 meter-long Deluxe floater was affordable at 6,500 credits, but lacked any kind of amenities and was considered to be a very basic speeder—though perfect for Outer Rim Territories worlds or the youthful speeder customization crowd in the Core. Mobquet A-1 Deluxe Floater (CL 4) Huge ground vehicle (speeder); 7.1m Init: +10; Senses Perception +10 ------------------------------------------------------------------------------- Defense Ref 15 (flatfooted 10), Fort 14; +2 armor hp 40; DR 10; Threshold 24 ------------------------------------------------------------------------------- Speed 8 squares (160km/hr) Fighting Space 4x4; Cover Total Base Atk +5; Grp +19 ------------------------------------------------------------------------------- Abilities Str 18, Dex 18, Int 14 Skills Initiative +10, Mechanics +8, Perception +10, Pilot +10 ------------------------------------------------------------------------------- Crew, 1 (Expert) Passengers 1 Cargo 10kg; Consumables -- ;Carried Craft None Availability Prevalent, Licensed; Cost 30,500 (8,250 used)

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TaggeCo Air-2 Racing Swoop The TaggeCo Air-2 racing swoop was widely employed by speedsters throughout the galaxy. It's design had been copied by dozens of other corporations, including the famous SoroSuub Corporation. At 1.9 meters long, the Air-2 could achieve speeds of 600 kilometers per hour and heights upward of 1,000 meters. Because of its smaller size along with the powerful repulsorlift engines, it is not so easily piloted. There are controls at the handlebars as well as knee and foot pedals—on top of which the pilot must shift his weight for most maneuvers. TaggeCo Air-2 Racing Swoop Large ground vehicle / speeder (Rise of the Empire, Rebellion era) Init +3; Senses Perception +5 ---------------------------------------------------------------------------- Defenses Ref 27 (flat-footed 19), Fort 14; +1 armor hp 15; DR 5; Threshold 19 ---------------------------------------------------------------------------- Speed 12 squares (max. velocity 600 km/h; max altitude 1,000 m) Fighting Space 2x2; Cover none Base Atk +0; Grp +15 ---------------------------------------------------------------------------- Abilities Str 18, Dex 26, Con --, Int 10 Skills Initiative +3, Mechanics +5, Perception +5, Pilot +3 Crew 1 (normal); Passengers none Cargo 4 kg; Consumables 1 day; Carried Craft none Availability: licensed Cost 13,000 (4,500 used)

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

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Mobquet Corona Luxury Groundspeeder At ten meters long, it could carry six passengers. It was available in 500 colors, including black as well as many colors undetectable to the Human eye. Mobquet Corona luxury groundspeeder Colossal ground hover vehicle. ---------------------------------------------------------------------------- Defense Ref 14 (Flat-footed 11), Fort 16, Armor +11 hp 60; DR 15; Threshold 66 ---------------------------------------------------------------------------- Speed 8 squares Fighting Space 7x7; Cover: Total Base Atk +0; Grp +26 ---------------------------------------------------------------------------- Abilities Str 22, Dex 16, Con --, Int 10 Crew 1 (pilot) Passengers 6 Cargo 225 kg; Cost: 27,599 Availability -

Ubrikkian Zisparanza (luxury speeder) Ubrikkian Zisparanaza: This luxury groundspeeder is incredibly ornate, and is known for its exterior scarlet hued greel wood paneling. The flashy groundspeeder is popular with gangsters and crime lords. Ubrikkian Zisparanza Colossal ground hover vehicle. ---------------------------------------------------------------------------- Defense Ref 14 (Flat-footed 11), Fort 17, Armor +11 hp 72; DR 15; Threshold 67 ---------------------------------------------------------------------------- Speed 8 squares Fighting Space 7x7; Cover: Partial (Pilot); Total (Passengers) Base Atk +0; Grp +26 ---------------------------------------------------------------------------- Abilities Str 24, Dex 16, Con --, Int 10 Crew 1 (pilot) Passengers 8 Cargo 500 kg; Cost: 34,999 Availability - SoroSuub WLZ 101 Groundcoach SoroSuub WLZ 101 Groundcoach - The choice for top execs worried for personal safety. The WLZ Groundcoach sacrifices space for armor, weapons and a Supercharger for quick getaways. SoroSuub WLZ 101 Groundcoach Colossal ground hover vehicle. ---------------------------------------------------------------------------- Defense Ref 14 (Flat-footed 12), Fort 19, Armor +12 hp 112; DR 15; Threshold 69 ---------------------------------------------------------------------------- Speed 8 squares, or 12 squares (Supercharger, 3 rnds) Ranged Blaster Cannons +2 (see below) Fighting Space 6x6; Cover: Total Base Atk +0; Grp +29 ---------------------------------------------------------------------------- Abilities Str 29, Dex 15, Con --, Int 15 Crew 1 (pilot) Passengers 5 Cargo 500 kg; Cost: 56,999 (new) Availability - Restricted ---------------------------------------------------------------------------- Double Blaster Cannons (turret) (Gunner or Pilot) Atk +2 (-3, Autofire), Dmg 5d10

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Mobquet Wandering Flyer 191 The Wandering Flyer 191 was an aerospace transport craft that was manufactured by Mobquet Swoops and Speeders. Many corporate security forces employed this model of repulsorlift vehicle, which measured some 7.5 meters in length and was powered by two Comet Motors-produced CM ion engines. Mobquet Wandering Flyer 191 Gargantuan Airspeeder ---------------------------------------------------------------------------- Defense Ref 14 (Flat-footed 10), Fort 14, Armor +5 hp 40; DR 10; Threshold 34 ---------------------------------------------------------------------------- Speed 16 squares, or 5 squares (Starship Scale) Fighting Space 4x4 or 1 square starship scale; Cover: Total Base Atk +0; Grp +19 ---------------------------------------------------------------------------- Abilities Str 18, Dex 18, Con --, Int 10 Crew 1 (pilot) Passengers 3 Cargo 400 kg; Cost: 9,750 (new) Availability: Licensed Cost: 12,000 (new)

zZip Defense Concepts K-222 The K-222 aero-interceptor was an aircraft manufactured by zZip Defense Concepts. A 13-meter long repulsorlift vehicle, it required 1 pilot; it did not have room for any passengers nor for cargo. With a flight ceiling of 150 kilometers, it could achieve 2,600 kilometers per hour. The K-222 boasted 1 forward fire-linked double laser cannon and 6 forward concussion missile launchers. zZip Defense Concepts K-222 Colossal Airspeeder ---------------------------------------------------------------------------- Defense Ref 16 (Flat-footed 11), Fort 16, Armor +11 hp 60; DR 15; Threshold 66 ---------------------------------------------------------------------------- Speed 16 squares, flying or 6 squares (Starship Scale) Ranged Double Laser Cannon (see below) Ranged Concussion Missile Launcher (see below) Fighting Space 8x8 squares or 1 square starship scale ; Cover: Total Base Atk +0; Grp +26 ---------------------------------------------------------------------------- Abilities Str 22, Dex 20, Con --, Int 13 Crew 1 (pilot) Passengers 0 Cargo 0 kg; Payload 6 Concussion Missiles Cost: 29,000 (new) Availability Military ---------------------------------------------------------------------------- Double Laser Cannon Atk +1 (-4, Autofire), Dmg 4d10x2 Concussion Missile Launcher Atk +1, Dmg 7d10x2, 4-square splash

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STARFIGHTERS Redthorn-class scout The Tykannin Drive Redthorn-class scout was a 24-meter long design with a forward light triple blaster. It carried one pilot, one co-pilot, one gunner, and 10 metric tons of cargo. The Lwyll was an example of this class. Lwyll was modified by the smuggler Roa and named for his fiancée, Lwyll. It was lightly armed with three laser cannons, but was very fast and equipped with advanced sensors. The ship sustained heavy damage during the Battle of Nar Shaddaa, and Roa was forced into crash landing on Nar Shaddaa. He was barely able to escape the ship before it exploded. Redthorn-class scout "Lwyll" CL 10; Modified Colossal* Starfighter Initiative +2; Senses Perception +8 ---------------------------------------------------------------------------- Defenses Ref 10 (flat-footed 6), Fort 27; +5 armor hp 140; DR 15; SR 30; Threshold 77 ---------------------------------------------------------------------------- Speed 16 squares (max. velocity 1,000km/h), 4 squares (starship scale) Ranged 2 Laser Cannons +8 (5d10x2) Fighting Space 12x12 or 1 (starship scale); Cover total Base Atk +5; Grp +42 ---------------------------------------------------------------------------- Abilities Str 44, Dex 18, Con --, Int 16 Skills Initiative +2, Mechanics +8, Perception +8, Pilot +2, Use Computer +8 ---------------------------------------------------------------------------- Crew 1; Passengers 1 Cargo 10 tons; Consumables 2 Week; Carried Craft none Hyperdrive x1 (Backup x10), Nav Computer Availability Unique; Cost Not available for sale

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

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CHAPTER 4: THE CORPORATE SECTOR AUTHORITY (CSA) The Corporate Sector Authority (CSA) is a free enterprise fiefdom in the end of the Galaxy's Tingel Arm. The Corporate Sector, formed in 490 BBY by corporate purchases of real estate in the Tingel Arm to resolve differences between Galactic Republic lawmakers and the moguls of the Galaxy's largest corporations, originally consisted of a few hundred star systems, supposedly devoid of intelligent life. After the Clone Wars, a group of lobbyists known as the Galactic Corporate Policy League formed the Corporate Sector Authority and expanding its influence to nearly 30,000 star systems with the signing of the Corporate Sector Charter. The CSA took possession of many of the remaining droids and assets belonging to the Confederacy of Independent Systems and paid the Empire an annual stipend of 3% of the sector's gross product, as well as a tithe of materials and ore produced. During Emperor Palpatine's reign over the galaxy, Corporate Sector companies developed technologies mainly for use by the Empire. The monetary authority of the Corporate Sector was the Authority Currency Exchange which issued Authority Cash Vouchers and crystalline vertexes. Type: Government Scale: Sector (Scale score = 13) Enemies: Trianii Rivals: various Hutt Clans Allies: expatriated Corporate Alliance associates, the Empire The governing body of the Corporate Sector Authority comprises several powerful corporations managed by a Direx Board, made up of 55 high ranking business executives. Positive Criteria Organization Score Modifier Experience +1/2 Character levels Trained in Knowledge (Bureaucracy) +1 Has Skill Focus Knowledge (Bureaucracy) +2 Member of Corporate Agent Prestige Class +1 Has Natural Leader feat +1 Has Adept Negotiator talent +1 Has Master Negotiator talent +1 Has Competitive Drive talent +1 Has Competitive Edge talent +1 Has Corporate Clout talent +1 Has Wealth talent +1 Has Connections talent +1 Spent 10 or more years in Organization +1 Spent 30 or more years in Organization +2 Spent 100 or more years in Organization +5 Negative Criteria Organization Score Modifier Loses or destroys CSA supplies or materials -1 per 5,000 cr value Steals from CSA -10 Provides information to an enemy -10 Not trained in Knowledge (Bureaucracy) -2 Fails on a mission assigned by the organization -2

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

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CSA PERSONNEL Espo Trooper(CL2): Rebel Era Campaign Guide p.155 Espo Elite Trooper (CL7): Rebel Era Campaign Guide p.155 Security Police Deputy (Espo-D) Medium Human nonheroic 4 (CL 1) Force 0; Darkside 1 Init +9; Senses Perception +9 Languages Basic + 1 ---------------------------------------------------------------------------- Defenses Ref 18 (Flat-footed 16), Fort 11, Will 12 hp 14; Threshold 11 ---------------------------------------------------------------------------- Speed 6 squares Melee Stun Baton +5 (2d6) Ranged Blaster Pistol, Sporting +5 (3d4) Ranged BlasTech 500 Espo Riot Gun* +5 (3d8) Base Atk +3; Grp +5 ---------------------------------------------------------------------------- Abilities Str 14, Dex 14, Con 12, Int 10, Wis 14, Cha 10 Feats: AP (light), Quick Draw, Skill Training (knowledge [bureaucracy] (H)), WP (pistols, rifles, simple) Skills: Initiative +9, Knowledge (Bureaucracy) +7, Perception +9, Persuasion +7 (H) Gear: BlasTech 500 Espo Riot Gun*, Merr-Sonn KZZ riot armor (+4 Armor Bonus to Ref., Max Dex bonus +4), Espo Uniform, Comlink (long-range), Fusion Lantern, 10 Energy Cells, Utility Belt, Hip Holster, Standard Targeting Scope Heavy Espo Trooper Medium Human Nonheroic 6 Init +9, Perception +13 Languages: Basic, One unassigned ---------------------------------------------------------------------------- Defenses Ref 19 (Flat Footed 17), Fort 14, Will 10 hp 29, Threshold 14 ---------------------------------------------------------------------------- Speed 4sq Melee: Unarmed +5 (1d4+1) Melee: Stun Baton +4 (2d6 +1 Stun) Ranged: Heavy Blaster Rifle +5 (3d10) Ranged: Blaster Pistol +5 (3d6) Base Atk +4, grp +6 Atk Options: Autofire (heavy blaster rifle) ---------------------------------------------------------------------------- Abilities Str 12, Dex 12, Con 14, Int 12, Wis 10, Cha 10 Feats: Armor Proficiency (Light, Medium), Skill Focus (Perception), Weapon Proficiency (Rifles, Pistols, Simple) Skills: Initiative +9, Perception +13 Possessions: Fusion Lantern, Binder Cuffs, Battle Armor, Heavy Blaster Rifle, Blaster Pistol, Stun Baton

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

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IRD Pilot Medium, Human, Nonheroic 4/Scout 4: (CL 6)

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Init +15; Senses Perception +4 Force 3; Languages Basic ---------------------------------------------------------------------------- Defenses Ref 18 (flat-footed 17), Fort 17, Will 14 hp 25; Threshold 15 ---------------------------------------------------------------------------- Speed 6 squares Melee unarmed, +1 (1d4+2) Ranged blaster pistol +7 (3d6+2) Base Atk +6; Grp +7 Special Actions Acute Senses ---------------------------------------------------------------------------- Abilities Str 10, Dex 12, Con 10, Int 12, Wis 10, Cha 8 Special Abilities Command Cover +1, Share Talent (Demand Surrender) Talents Acute Senses, Improved Initiative Feats Armor Proficiency (light), Gunnery Specialist, Skill Focus (Initiative, Piloting), Skill Training (Initiative), Starship Tactics, Unified Squadron, Vehicular Combat, Weapon Prof. (pistols, heavy (H)), Skills Initiative +15, Mechanics +10 (H), Pilot +15 (+18 with other IRD or Unified Squadron pilots), Use Computer +10. Possessions Blaster Pistol, Armored Flight Suit Espo Officer Medium, Human, Nonheroic 4/Sold. 1/Noble 3/Officer 1: (CL 6) Init +6; Senses Perception +6 Force Points 6; Languages Basic, +5 ---------------------------------------------------------------------------- Defenses Ref 20 (flat-footed 17), Fort 18, Will 21 hp 62; Threshold 18 ---------------------------------------------------------------------------- Speed 6 squares Melee unarmed, +8 (1d6+2) Melee vibroblade +8 (2d6+2) Melee stun baton +8 (1d6+2) or (2d6+2, stun) Ranged hvy blaster pistol +12 (3d8+3) Base Atk +8; Grp +10 Special Actions Battle Analysis, Presence, Demand Surrender, Assault Tactics Attack Actions Combat Reflexes, Tactical Advantage ---------------------------------------------------------------------------- Abilities Str 10, Dex 14, Con 12, Int 15, Wis 14, Cha 16 Special Abilities Command Cover +1, Share Talent (Demand Surrender) Talents Battle Analysis, Presence, Demand Surrender, Assault Tactics Feats Weapon Prof. (advanced melee, simple, pistols), Skill Training (Intimidation), Linguist, Martial Arts I, Weapon

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

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CSA PERSONALITIES Gallandro Gallandro was a renowned gunslinger in the years before the Battle of Yavin, known as the fastest draw in the galaxy and a ruthless killer. A Human born on Ylix, he saw his parents killed before his eyes as a child by terrorists from Goelitz. As soon as he came of age, Gallandro enlisted in the Ylix militia. In the course of the war, Gallandro became addicted to the rush of battle and the joy of the kill, evincing complete disdain for the lives of others. When the rival planet's forces were defeated, Gallandro left the military for a career as a gunman for hire. Gallandro made a fearsome reputation as a gunfighter, performing numerous acts of daring and skill, among which was the extermination of the five notorious killers of the Malorm family. That act drew the ire of the Assassins' Guild, forcing Gallandro to hold off Guild assassins for ten years. He finally forced the Guild to back down by personally slaying half that body's Elite Circle. Eventually tiring of life on the fringe, Gallandro accepted a secure position on the right side of the law as an elite field agent for Territorial Manager Odumin of the Corporate Sector Authority. There he lived a life of comfort between bouts of action until, in 1 BBY, he encountered the smuggler Han Solo. Investigating a ring of slavers with Odumin, he covertly made use of Solo, who was seeking revenge against the slavers, to expose the ringleaders. During the course of the plan, Gallandro had to back down from a duel with Solo on Ammuud twice due to circumstances outside his control. Solo's cocky attitude and parting insults galled the duelist, who longed for a rematch. Gallandro Adult Male Human Scoundrel 1 / Soldier 6 / Gunslinger 5 Force 11; Dark Side 4 Init +20; Senses Perception +11 Languages Basic -------------------------------------------------------------------------------------------------- Defenses Ref 30 (flat-footed 26), Fort 26, Will 24; Dodge hp 104; Threshold 26 -------------------------------------------------------------------------------------------------- Speed 6 squares Melee +12 unarmed (1d4+7) Ranged Custom Heavy Blaster (w/Improved Accuracy) +17 (3d8+10) Ranged As Weapon +15 (damage as weapon +6, +10 if pistol) Base Atk +11; Grp +15 Atk Options Point Blank Shot, Precise Shot, Quick Draw, Careful Shot, Deadeye, Devastating Attack (Pistols), Penetrating Attack, Dastardly Strike, Improved Quickdraw, Deceptive Shot, Ranged Disarm PrC Features Trusty Sidearm +2 -------------------------------------------------------------------------------------------------- Abilities Str 13, Dex 18, Con 14, Int 10, Wis 10, Cha 13 Talents Dastardly Strike, Devastating Attack (Pistols), Weapon Specialization (Pistols), Penetrating Attack (Pistols), Improved Quickdraw, Deceptive Shot, Ranged Disarm Feats Options Point Blank Shot, Precise Shot, Dodge, Weapon Proficiency (Pistols), Quick Draw, Careful Shot, Weapon Focus (Pistols), Deadeye, Skill Focus: Initiative Skills Deception +13, Initiative +20, Perception +11, Pilot +15, Stealth +15 Possessions Unlimited Corporate Authority Cash Voucher, Custom-made Heavy Blaster Pistol with "Improved Accuracy," Hip Holster, Private Espo Lighter

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

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Uul-Rha-Shan Uul-Rha-Shan was the Tiss'shar bodyguard of Viceprex Mirkovig Hirken. He was bright green, with red and white diamond patterns woven into his scales typical of the sil-ar race. Early in his life, Uul-Rha-Shan ran black market weapons for a large Tiss'sharl smuggling ring. He soon learned to kill and discovered he enjoyed it, and departed his homeworld certain of his ability to make a good living as a hired gun. His favored weapon was a custom-built disruptor pistol. He soon achieved fame as a gunfighter and assassin, killing such famous gunfighters as Terrlarn, Neena Garnet, and Meelto of Rodia. His notoriety earned the attention of a minor Corporate Sector Authority official, who hired Uul as a bodyguard. In this position, Uul managed to save the life of the Assistant Advisory Undersecretary of Media. He quickly became a minor celebrity as his exotic, reptilian looks were broadcast across the Corporate Sector, and employment opportunities flooded in. One offer came from Mirkovig Hirken, who offered Uul a lucrative position working exclusively as his bodyguard. Uul gladly accepted the position, believing that guarding Humans was almost a vacation. Unfortunately, his vacation was ended when Han Solo shot him while the central tower of the Stars' End prison facility was plummeting back to the ground after a massive explosion. Uul-Rha-Shan CL 8; Medium Tiss'shar Assassin (Scoundrel 4/ Scout 4) Force Points 4; Dark Side Rating 6 Initiative +11; Senses Perception +10 Languages Tiss'shar, Basic, Bocce, Huttese, Rodian ---------------------------------------------------------------------------------------- Defenses Ref 22 (flat-footed 20), Fort 19, Will 20 hp 46; Damage Threshold 19 ---------------------------------------------------------------------------------------- Speed 6 squares Melee Vibroblade +9 (2d6+5) or Melee Vibroblade +7 (3d6+5) with Rapid Strike Ranged Disruptor Pistol +8 (3d6+4) or Ranged Disruptor Pistol +9 (4d6+4) when aiming Base Atk +6; Grp +7 Atk Options Careful Shot, Dastardly Strike, Deadeye, Rapid Strike, Sneak Attack +1d6 Species Traits Assassin's Strike (Once per encounter, a Tiss'shar may add +1 die of damage to a single melee attack against an opponent that is denied its Dexterity bonus to Reflex Defense), Sneaky (A Tiss'shar may reroll any Stealth check but must accept the second roll even if it is worse). ---------------------------------------------------------------------------------------- Abilities Str 14, Dex 15, Con 10, Int 16, Wis 13, Cha 10 Talents Dastardly Strike, Hidden Movement, Improved Stealth, Sneak Attack +1d6 Feats Careful Shot, Deadeye, Point Blank Shot, Precise Shot, Rapid Strike, Skill Focus (Stealth), Weapon Finesse, Weapon Proficiency (advanced melee weapons, pistols, simple weapons), Skill Focus: Knowledge (Bureaucracy). Skills Deception +9, Gather Information +9, Initiative +11, Knowledge (Bureaucracy) +17, Perception +10, Stealth +16 (may reroll, but keep 2nd result). Possessions DX-2 Disruptor Pistol (can only be fired every other round; treats target's Damage Threshold as if it is 5 points lower; targets killed or destroyed are disintegrated), Vibroblade, Dark Clothing.

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Fiolla Fiolla, more formally Hart-and-Parn Gorra-Fiolla of Lorrd, was an executive in the Corporate Sector Authority. She started off her career in the Authority on Etti IV while still a university student when she helped capture a fugitive holostar. Rising rapidly through the ranks, she soon achieved the rank of Assistant Auditor-General. In 2 BBY, Fiolla helped stop a slave ring on Bonadan after enlisting the aid of Han Solo, Chewbacca, and territorial manager Odumin. During this time, she struck up a brief relationship with Solo. After the successful completion of the mission, however, they parted ways, and Odumin promoted her to be his deputy. Fiolla's career in the CSA would later lead her to investigate the Prex's office after one of the Prex's assistants nearly killed her. Fiolla responded by launching an investigation into the office, intending to bring down Chils Meplin for espionage. By 0 ABY, Fiolla was a successful Auditor-General and owned her own business, Hart and Parn Starships, on Lorrd, though she spent most of her time working for the Corporate Sector Authority. Like all Lorrdians, Fiolla was an expert at gauging other peoples' emotional state from minute details of their voice and their body language. She could also communicate using the Lorrdian system of kinetic communication, and was an expert mimic. However, unlike most CSA officials, Fiolla was an idealist who believed in the triumph of good. Fiolla (CL9) Hart-and-Parn Gorra-Fiolla or "Fiolla" of Lorrd, Assistant Auditor-General Medium Human Female, Scoundrel 1/Scout 1/Noble 5/Enforcer 2 Init +6; Senses Perception +15 Force Points 6; Darkside Points 0 Languages Kinetic communication, Basic, High Galactic, Huttese, Shyriiwook* ---------------------------------------------------------------------------------------- Defenses Ref 25 (flat-footed 23), Fort 21, Will 22 hp 60; Threshold 21 ---------------------------------------------------------------------------------------- Speed 6 squares Melee +4 unarmed (1d6+4) Ranged +7, heavy blaster pistol (3d8+5) (point blank shot) Base Atk +4; Grp +6 Special Actions Fool's Luck, Castigate, Unreadable, Evasion Attack Actions ---------------------------------------------------------------------------------------- Abilities Str 10, Dex 14, Con 13, Int 14, Wis 12, Cha 14. Special Abilities Resources, Targeted Suspect +1. Talents Fool's Luck, Castigate, Unreadable, Connections, Evasion, Respected Officer Feats Point Blank Shot, Skill Focus (Perception), Shake it off, Weapon Prof. (simple, pistols), Linguist, Martial Arts I, Skill Training (Swim), Skill Focus (Deception), Skill Focus (Persuasion), Skill Training (Pilot), Vehicular Combat Skills Deception +16, Gather Information +11, Mechanics +11, Perception +15, Persuasion +16, Pilot +11, Swim +9, Treat Injury +10, Use Computer +11. Possessions Hvy Blaster Pistol, Tydia Rish (Starship), utility belt, encrypted comlink, credit chip.

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

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Neera Opatjji-Hirken Viceprex Riga Lanchenzoor, CSA Executive

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

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

Viceprex Riga Lanchenzoor, CSA Executive Adult Female Human Noble 7 / Corporate Agent 8 (CL15) Force 13; Destiny 4 Init +9; Senses Perception +14 Languages Basic, High Galactic, Huttese, Trianii, Durese Neera Opatjji-Hirken -------------------------------------------------------------------------- Adult Female Human Noble 4 / Scoundrel 5 (CL 9) Defenses Ref 33 (flat-footed 31), Fort 27, Will 34; Force 9; Destiny 3, Darkside 2 hp 97; Threshold 27 Init +16; Senses Perception +6 -------------------------------------------------------------------------- Languages Basic, High Galactic, Huttese Speed 6 squares -------------------------------------------------------------------------- Melee, unarmed +12 (1d6+8) Defenses Ref 23 (flat-footed 21), Fort 20, Will 23; Ranged Blaster Pistol, sporting +13 (3d4+7) hp 59; Threshold 20 Base Atk +11; Grp +13 -------------------------------------------------------------------------- -------------------------------------------------------------------------- Speed 6 squares Abilities Str 13, Dex 15, Con 13, Int 18, Wis 14, Cha 18 Melee, unarmed +7 (1d4+5) Talents Wealth, Connections, Born Leader, Distant Command, Impose Hesitation, Impose Confusion, Corporate Clout, Competitive Drive

Ranged Hold-out Blaster Pistol +13 (3d4+4) Ranged Hold-out Blaster Pistol +13 (5d4+4) with Sneak Attack Feats Weapon Proficiency (simple, pistols), Linguist, Skill

Focus (Knowledge Bureaucracy, Deception, Persuasion, Gather Information), Impulsive Flight, Predictive Defense, Force of Personality, Improved Defenses, Martial Arts I

Ranged Hold-out Blaster Pistol +13 (6d4+4) with Sneak Attack, aim and Deadeye Base Atk +11; Grp +13 -------------------------------------------------------------------------- Skills Deception +21, Gather Information +21,

(Knowledges Bureaucracy +21, Galactic Lore +16, Social Sciences +16), Perception +14, Persuasion +21, Pilot +14, Stealth +14, Use Computer +16

Abilities Str 13, Dex 15, Con 13, Int 13, Wis 14, Cha 16 Talents Wealth, Educated, Gambler, Sneak Attack (x2) Feats Weapon Proficiency (simple, pistols), Linguist, Skill Focus (Initiative, Persuasion, Stealth), Point Blank Shot, Quick Draw, Precise Shot, Deadeye Possessions 424,800 credits personal account, unlimited

Authority Cash Voucher, comlink, datapad (linked into CSA Financial Markets Network), sporting blaster pistol, flowing gown

Skills Deception +12, Initiative +16, (Knowledge Galactic Lore +16, Social Sciences +10), Persuasion +17, Ride +11, Stealth +16, Possessions 154,800 credits petty cash, unlimited Authority Cash Voucher, comlink, sporting blaster pistol, enormous collection of designer gowns and jewelry

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Mor Ewwen Glayyd Ewwen Glayyd was the Mor Glayyd (leader of House Glayyd on the planet Ammuud). He had challenged Gallandro to a death duel after the man offended his sister, without knowing Gallandro was a famous, expert gunman. Suspecting a set-up to kill the Mor Glayyd, Han Solo invoked his right to take his place and Gallandro stepped down. Mor Ewwen Glayyd Adult Male Human Noble 7 / Scoundrel 1 / Soldier 2 (CL 10) Force 10; Init +7; Senses Perception +6 Languages Basic, High Galactic, Huttese, Trianii, Durese, Twi'lek, Rodese ------------------------------------------------------ Defenses Ref 29 (flat-footed 24), Fort 24, Will 27; hp 68; Threshold 24 ------------------------------------------------------ Speed 6 squares Melee +9 unarmed (1d6+6) Melee +12 Vibrorapier (2d6+8) Ranged Slugthrower Pistol +9 (2d6+5) Ranged Bow +10 (1d6+5) Base Atk +7; Grp +9 ------------------------------------------------------ Abilities Str 12, Dex 14, Con 12, Int 20, Wis 12, Cha 18 Talents Educated, Gambler, Inspire Haste, Noble Fencing Style, Spontaneous Skill, Weapon Specialization (advanced melee) Feats Flurry, Force of Personality, Improved Defenses, Linguist, Martial Arts I, Point Blank Shot, Predictive Defense, Skill Focus (pilot), Weapon Focus (advanced melee, simple), Weapon Proficiency (advanced melee, heavy, pistols, rifles, simple) Skills Climb +11, Deception +14, Gather Information +14, Jump +11, Knowledge (all) +10, Mechanics +15, Persuasion +14, Pilot +17, Ride +12, Stealth +12, Swim +11, Treat Injury +11, Use Computer +15 Possessions House Glayyd estate and holdings, 249,800 credits petty cash, datapad, comlink, slugthrower pistol, Bow, Vibrorapier

Ido Glayyd Ido Glayyd was a female Human member of House Glayyd, and the sister of Ewwen Glayyd. Ido Glayyd Adult Female Human Noble 7 (CL 7) Force 8; Init +5; Senses Perception +16 Languages Basic, High Galactic, Huttese, Trianii, Durese, -------------------------------------------------------------------------- Defenses Ref 22 (flat-footed 20), Fort 20, Will 23; hp 56; Threshold 20 -------------------------------------------------------------------------- Speed 6 squares Melee +7 unarmed (1d6+4) Melee +9 unarmed (1d6+4) Acrobatic Strike Ranged +7 (by weapon +3) Ranged Bow +7 (1d6+3) Base Atk +5; Grp +7 -------------------------------------------------------------------------- Abilities Str 14, Dex 14, Con 14, Int 18, Wis 16, Cha 14 Talents Educated, Presence, Spontaneous Skill, Wealth Feats Acrobatic Strike, Improved Defenses, Linguist, Martial Arts I, (Acrobatics, Perception, Persuasion), Weapon Proficiency (advanced melee, pistols, simple) Skills Acrobatics +15, Climb +10, Gather Information +10, Jump +10, Knowledge (all) +7, Perception +16, Persuasion +15, Pilot +10, Ride +10, Stealth +10, Swim +10, Use Computer +12 Possessions 144,800 Credits, comlink, Bow

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

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Modified Hover Chair (piloted by Jona Grumby): Commodore Jona Grumby Medium hover vehicle Captain Jona Grumby was a Captain in the Imperial

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

-------------------------------------------------------------------------- Defense Ref 26 (Flat-footed 14), Fort 12; hp 20; DR 5; Threshold 12 -------------------------------------------------------------------------- Speed 4 squares Fighting Space 1x1 ; Cover none, Base Atk +10; Grp +12 -------------------------------------------------------------------------- Abilities Str 14, Dex 18, Con --, Int 10

Commodore Jona Grumby - CL 12 Crew 1 (pilot) Passengers none Cargo 2 kg; Consumables None; Payload None Medium, Human, Sold. 3/Scoundrel 1/Noble 3/Officer 5

Init +12; Senses Perception +13 Skills: Pilot +21 Force Points ; Darkside Points 1 Languages Basic +7 -------------------------------------------------------------------------- Defenses Ref 26 (flat-footed ), Fort 26, Will 29

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hp 89; Threshold 26 -------------------------------------------------------------------------- Speed 4 squares, hover chair Melee +9, by weapon Ranged +11 blaster pistol (3d6+6) Ranged +12 vehicle weapons Base Atk +10; Grp +11 / +12 (Hoverchair) Starship Maneuvers (6): Thruster Hit; Shield Hit; Engine Hit, Strike Formation, Devastating Hit, Explosive Hit.

Special Actions: Battle Analysis; Hyperdriven; Born leader; Fleet Deployment; Fleet Tactics.

-------------------------------------------------------------------------- Abilities Str 8, Dex 13, Con 12, Int 16, Wis 14, Cha 16 Special Abilities Command Cover +1, Share Talent (Battle Analysis)

Talents Commanding Presence, Battle Analysis, Hyperdriven, Born Leader, Coordinate, Fleet Deployment, Fleet Tactics, Legendary Commander

Feats Weapon Prof. (simple, pistols, rifles), Armor Prof. (light, medium), Rapport, Skill Focus (Pilot), Starship Tactics x2, Weapon Focus (hvy Weapons), Tactical Genius, Skill Focus (Knowledge (Tactics), Vehicular Combat.

Skills Initiative +12, Knowledge (Tactics) +19, Mechanics +14, Perception +13, Persuasion +14, Pilot +17, Use Computer +14.

Possessions Blaster pistol, encrypted comlink, utility belt, Picket Fleet Uniform, hover chair.

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

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

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

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EQUIPMENT

Espo Grenade Mortar Official Stats BlasTech 500 "Espo" Riot Gun: Clone Wars Campaign Guide p.61 This highly mobile artillery piece is mounted on a

repulsorlift which allows a single crewman to move the mortar from location to location. The mortar can fire any type of grenade and can hold up to 10 grenades before needing to be reloaded. Reloading is a full-round action. Grenade Mortar's are accurate weapons. If the user attacks the same target in successive rounds, they gain a +1 cumulative bonus (up to +5) for each previously missed attack so long as the target and mortar are stationary.

Espo Sound Pistol All of the property in the Corporate Sector is, in theory, property of the corporate sector. Therefore, when possible, the Espo's use sound guns to avoid causing unnecessary and costly property damage. The Sono Max 75 Espo Sound Pistols have two settings, normal (sonic) damage and stun (sonic). It takes a standard action to configure the sound gun to stun a particular race (and can only stun one racial type at a time). The Sound Pistol produces a 6 sq. cone of sonic energy under either setting. The Sound Pistol requires a power pack good for 20 shots before it needs to be recharged.

Cost: 7,000 credits Availability: Military Size: Large Wpn Type: Hvy Weapon Damage: Varies

Pistol, Small Rate of Fire: Single Espo Sound Pistol / 1000 credits / 3d6 / 2d6 stun / S / 1kg / Energy (Sonic) / Military

Weight: 20kg Damage Type: Varies

Espo Sound Rifle The Espo Sound Rifle functions like the Espo Sound Pistol, with the following differences:

Espo Armor Standard Espo Armor is a brown padded jumpsuit with visored helmet. The armor includes a helmet package (which along with the comlink and breathfilter, includes headphones which provide immunity to sonic damage)

The Espo Sound Rifle produces a 6 sq. cone of sonic energy that either stuns or deals energy damage to creatures. The Espo Sound rifle employs a power pack that powers 60 shots before needing to be recharged.

Light Armor (-2) Espo Armor / 1,500 credits / +2 Ref Bonus / No Fort Bonus / Max Dex +5 / 3kg / Military. Rifles, Large

Espo Sound Rifle / 2,000 credits / 4d8 / 2d8 stun / S/ 5kg / Energy (Sonic) / Military

Espo Heavy Repeating blaster The Espo version of the Empire's E-Web Blaster differs from the E-Web in that it includes a shield generator that is powered by the weapon's power generator. See Blaster, E-Web Repeating on page 125 of the Core Rulebook for more information on the size and operation of the E-Web and thus the Espo Heavy Repeating Blaster.

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Cost: 12,500 credits Availability: Military Size: Huge Wpn Type: Hvy Weapon Damage: 3d12 Rate of Fire: Auto Weight: 40kg Damage Type: Energy Shield Rating: 15 (protects 2x2 square area)

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VEHICLES Espo Walker 91 The Espo Walker 91 was made for law enforcement and defense of worlds in the Corporate Sector. It followed a design principle that combined aspects of both the AT-ST and the AT-PT walkers. The walker had an upright stance like the AT-ST, but was meant for anti-personnel duty like the AT-PT. Aside from the CSA, the m'Yalfor'ac Order also possessed Espo Walker 91s. It was believed that the order obtained them by hijacking a Corporate Sector Authority freighter traveling through the Kadok Regions. The m'Yalfor'ac Order employed this walker on the l'Quart'a continent on the Bitthævrian homeworld Guiteica. The Order found that the Espo Walker 91 performed excellently as both a patrol and defensive vehicle, operating in the steep ranges in the northern areas of l'Quart'a. Since being replaced by the Espo Walker 101, any potential buyer could only find used walkers of this kind. Espo Walker 91 Large Vehicle (Walker) Init +10; Senses Perception +8 -------------------------------------------------------------------------- Defense Ref 20 (Flat-footed 17), Fort 24; +8 Armor, +4 Equip to Fort Defense hp 100; DR 10; Threshold 30 -------------------------------------------------------------------------- Speed 6 squares(Max velocity 60 km/h) Ranged Double Heavy Blaster Cannon +2 (3d10, pilot autofire only 4 squares) or Ranged Double Heavy Blaster Cannon +2 (4d10, pilot burstfire) or Fighting Space 2x2 ; Cover total (pilot), Base Atk +2; Grp +18 Atk Options Autofire (Double Heavy Blaster Cannon) -------------------------------------------------------------------------- Abilities Str 32, Dex 16 , Con --, Int 12 Crew 1 (pilot) Passengers none Cargo 150 kg; Consumables 1 day Availability: Military Cost: N/A -------------------------------------------------------------------------- Double Heavy Blaster Cannon (pilot) Atk +2 Dmg 3d10

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Espo Walker 101 Like its predecessor, the 101 was intended to turn a single trooper into the equivalent of a combat squad. During the height of the Galactic Civil War, the 101 was still a rare sight in Espo forces, as fewer than 10% of all stations had been issued the walkers. Despite the fact that the 101 was both expensive and prone to malfunctions, they would come close to fulfilling their strategic goal. Espo Walker 101 Large Vehicle (Walker) Init +10; Senses Perception +8 -------------------------------------------------------------------------- Defense Ref 20 (Flat-footed 17), Fort 24; +8 Armor, +4 Equip to Fort Defense hp 150; DR 10; Threshold 30 -------------------------------------------------------------------------- Speed 7 squares (modified) Ranged Double Heavy Blaster Cannon +2 (3d10, pilot autofire only 4 squares) or Ranged Double Heavy Blaster Cannon +2 (4d10, pilot burstfire) or Ranged Grenade Launcher +4 (4d6, 4-square splash, pilot) Fighting Space 2x2 ; Cover total (pilot), Base Atk +2; Grp +18 Atk Options Autofire (Double Heavy Blaster Cannon) -------------------------------------------------------------------------- Abilities Str 32, Dex 16 , Con --, Int 12 Crew 1 (pilot) Passengers none Cargo 150 kg; Consumables 1 day; Payload 10 Frag Grenades Availability: Military Cost: N/A -------------------------------------------------------------------------- Double Heavy Blaster Cannon (pilot) Atk +2 Dmg 3d10 Grenade Launcher (pilot) Atk +4 Dmg 4d6 Authority X-10 Groundcruiser A six-meter long repulsorlift vehicle, it required a single pilot to operate. It could carry 6 Espos and 100 kilograms of cargo. Capable of achieving 400 kilometers per hour, the craft had a flight ceiling of 2 meters. It was unshielded, but carried a forward heavy blaster cannon. Authority X-10 Groundcruiser Gargantuan Land speeder -------------------------------------------------------------------------- Defense Ref 13 (Flat-footed 11), Fort 16, Armor +6 hp 60; DR 10; Threshold 36 -------------------------------------------------------------------------- Speed 12 squares Ranged Heavy Blaster Cannon (see below) Fighting Space 4x4 squares; Cover: Partial (Pilot) & Deck; Total (Passengers) Base Atk +0; Grp +21 -------------------------------------------------------------------------- Abilities Str 22, Dex 15, Con --, Int 14 Crew 1 (pilot) Passengers 6 Cargo 100 kg; Cost: N/A Availability Military -------------------------------------------------------------------------- Heavy Blaster Cannon Atk +2 (-3, Autofire), Dmg 5d10

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

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Abilities Str 28, Dex 14, Con --, Int 12 JX40 Jailspeeder, Mobile Detention Wagon Crew 4 (pilot, gunner, and 2 technicians) Passengers 45 prisoners

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

Cargo 500 kg; Cost: N/A Availability Military -------------------------------------------------------------------------- Grenade Mortar Atk +1, as Grenade Launcher. Steam Jets Atk +1, 1 square burst around vehicle; 3d8 on hit, 1/2 on miss. Stun Panels

JX40 Mobile Detention Wagon Atk +1 v. all characters in contact with the vehicle; 5d8 stun Colossal Landspeeder --------------------------------------------------------------------------

Defense Ref 13 (Flat-footed 11), Fort 19, Armor +11 hp 92; DR 15; Threshold 69 -------------------------------------------------------------------------- Speed 8 squares Melee Stun Plates (see below) Ranged Steam Jets (see below) Ranged Grenade Mortar (see below) Fighting Space 9x9 squares; Cover: Total Base Atk +0; Grp +29 -------------------------------------------------------------------------- Strikebreaker Riot Control Vehicle --------------------------------------------------------------------------

Abilities Str 28, Dex 14, Con --, Int 12 The Strikebreaker riot control vehicle was a TaggeCo repulsorlift vehicle employed by the CSA to handle riots. It was 14 meters long. The vehicle could achieve speeds of 80 kilometers per hour and had a flight ceiling of 30 meters, but was not at all maneuverable. It required a crew of 9 (including 7 gunners) and carried 40 troops and 2 metric tons of cargo. It was armed with 4 medium laser cannons, 2 left and 2 right, that could be double-linked; 2 repeating blaster turrets that could be fire-linked; and 1 grenade mortar turret. Its most important weapon was a stun barricade. The thick hull was not supplemented by shields.

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

Strikebreaker Riot Control Vehicle Heavy Repeating Blasters x2 Colossal Landspeeder Atk +1 (-4 autofire), Dmg 6d10 --------------------------------------------------------------------------

Defense Ref 13 (Flat-footed 11), Fort 19, Armor +11 Grenade Mortar hp 92; DR 15; Threshold 69 Atk +1, as Grenade Launcher. --------------------------------------------------------------------------

Speed 6 squares Melee Stun Barricade (see below) Ranged Medium Laser Cannons x4 (see below) Ranged Heavy Repeating Blasters x2 (see below) Ranged Grenade Mortar (see below) Fighting Space 9x9 squares; Cover: Total Base Atk +0; Grp +29

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STARSHIPS

CSA PICKET FLEET MARAUDER CORVETTE Starships of the Galaxy page 110 IRD STRFIGHTER (CL9) Rebellion Era Campaign Guide page 156 IRD-A STRFIGHTER (CL10) Rebellion Era Campaign Guide page 156

Ulig Abaha Ltd. #2 Warpod Official Stats for Plasma Torch Boarding Device - S&V 60 The Ulig Abaha Ltd. #2 Warpod, or warpod pinnace, was a starfighter used by the Corporate Sector Authority. They were also used by the Pirates of Iridium before their defeat in 22 BBY. The 20 m long Warpod was crewed by a pilot and four gunners which operated the two laser cannon turrets and the bottom-mounted cutting torch. It was capable of going toe-to-toe with older designs from the Galactic Republic, but newer designs like the TIE/ln starfighter or T-65 X-wing starfighter were vastly superior to the #2 Warpod. Pirates in or around the Corporate Sector sometimes used Warpods. Ulig Abaha Ltd. #2 Warpod (CL 9) Gargantuan Starfighter (20 m) -------------------------------------------------------------------------- Init -1; Senses Perception Defenses Ref 17 (13 flat-footed), Fort 28, +8 armor hp 90; DR 10; SR 15; Threshold 48 -------------------------------------------------------------------------- Speed fly 16 squares (max velocity 1,000 km/h), fly 4 squares (starship scale) Ranged +6 Laser Cannons (see below) Ranged +6 Plasma Torch (see below) Fighting Space ; Cover total Base Atk +6; Grp +30; -------------------------------------------------------------------------- Abilities Str 46, Dex 19, Con -, Int 18 Skills Initiative -1, Mechanics +10, Perception +6, Pilot -1, Use Computer +10 Crew 2 (skilled); Passengers 0 Cargo 50 kg; Consumables 2 days; Carried Craft Hyperdrive, navicomputer Availability military; Cost 50000 -------------------------------------------------------------------------- Fire-Linked Laser cannons (4 gunners) Atk +6 ; Dmg 7d10x2 Plasma Torch Boarding Device (usable only in conjunction with docking clamps when boarding, see SECR, p. 174) Atk +6 ; Dmg 8d10x2

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TIS Zeta 19 The TIS Zeta 19 interceptor was a light aerospace fighter manufactured by the CSA for use by the Espos. Stolen craft were used by criminals in neighboring space. The 15-meter long craft carried one pilot, one gunner, two passengers, one day's worth of consumables, and 200 kilograms of cargo. Although space worthy, the craft was primarily intended for atmospheric combat, and did not have a hyperdrive. It could achieve 950 kilometers per hour. Though unshielded, the craft featured two fire-linked laser cannon turrets. It was the primary starfighter in the CSA Picket Fleet. TIS Zeta 19 Gargantuan Starfighter Init +4; Senses Perception +5 -------------------------------------------------------------------------- Defense Ref 15 (flat-footed 11), Fort 23; Armor +6 hp 80; DR 10; SR 0; Threshold 43 -------------------------------------------------------------------------- Speed fly 12 squares (max. velocity 950 km/h), fly 4 squares (starship scale) Ranged Laser Cannons(2 FL) +6 (see below) Fighting Space 4x4 or 1 square (starship scale); Cover total Base Atk +2; Grp 30 -------------------------------------------------------------------------- Abilities Str 36, Dex 18, Con --, Int 12 Skills Initiative +4, Mechanics +6, Perception +6, Pilot +4, Use Computer +6 -------------------------------------------------------------------------- Crew 2 (Skilled); Passengers 2 Cargo 200 kg ; Consumables 1 day ; Carried Craft None Hyperdrive None Availability licensed; Cost 45,000 (New)(4,500 used) -------------------------------------------------------------------------- Laser Cannons (Gunner) Atk +6 Dmg: 5d10x2

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Abilities Str 62, Dex 12, Con -, Int 14 Etti Light Cruiser -------------------------------------------------------------------------- Though the 125 meter vessel was equipped with a

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

Crew 25 + 13 gunners; Passengers 15 Cargo 400 metric tons; Consumables 3 days; Carried Craft None. Hyperdrive x2 (x10 backup), navicomputer Availability - Cost 425,000 (new)

Etti Light Cruiser -------------------------------------------------------------------------- Quad Laser Cannon Battery (5 guns)* Colossal (frigate) Capital ship

Initiative +2; Senses Perception +2 Atk +12 / -8 v. smaller than colossal (+7 / -13 v. smaller than colossal, autofire), Dmg 5d10x5 --------------------------------------------------------------------------

Defense Ref 12 (flat-footed 11), Fort 36; +11 armor Tractor Beam hp 900; DR 15; SR 100; Threshold 136 Atk +2 (-18 v. smaller than colossal); Special. --------------------------------------------------------------------------

Speed fly 12 squares, fly 2 (starship scale) Ranged Quad Laser Cannon Battery (5 guns) +12 x2 (see below)

* See Weapon Batteries, pg. 170 in the Core book

Ranged Tractor Beam +2 (see below) Fighting space 1 square (starship scale); Cover total Base Atk +0; Grp +51 Attack Options autofire. --------------------------------------------------------------------------

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Dimel-class assault ship The Ulig Abaha Ltd. Dimel-class assault ship was a class of warship that was utilized by the Corporate Sector Authority. One of these vessels, the Eye of Shiblizar, was utilized by slavers Magg and Zlarb for their operations. Dimel-class assault ship (Eye of Shiblizar) Colossal (frigate) Transport Initiative +; Senses Perception + -------------------------------------------------------------------------- Defense Ref 13 (flat-footed 11), Fort 34; +11 armor hp 690; DR 15; SR 100; Threshold 134 -------------------------------------------------------------------------- Speed fly squares (starship scale) Ranged Double Laser Cannons (battery of 3) x3 +8 (see below) Ranged Ion Cannon +2 (see below) Ranged Tractor Beam +2 (see below) Fighting space square (starship scale); Cover total Base Atk +0; Grp +49

-------------------------------------------------------------------------- Abilities Str 59, Dex 14, Con -, Int 14 -------------------------------------------------------------------------- Crew 23 & 43 gunners; Passengers 34 Cargo 600 tons; Consumables 3 weeks; Carried Craft 3 Lifeboats Hyperdrive x2 (x16 backup), navicomputer (4 jumps) Availability N/A Cost 450,00 -------------------------------------------------------------------------- Double Laser Cannon Battery x3* Atk +8 / -12 v. smaller than colossal (+3 / -17 v. smaller than colossal, autofire), Dmg 6d10x5 Ion Cannon Atk +2 (-18 v. smaller than colossal), Dmg 3d10x5 Tractor Beam Atk +2 (-18 v. smaller than colossal); Special. * See Weapon Batteries, pg. 170 in the Core book

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Invincible-class Dreadnaught The Invincible-class Dreadnaught Heavy Cruiser, sometimes referred to as the Invincible-class Heavy Cruiser or Invincible-class Dreadnaught, was a type of warship that served for many centuries in naval forces around the galaxy. The Invincible-class was a cylindrical-shaped, 2,011 meter long warship. The variant in use with the Corporate Sector Authority fleet was armed with six concussion missile tubes, twelve turbolaser cannons, thirty quad laser cannons and six tractor beam projectors. Designed after the massive battle cruisers that served in the navies of Xim the Despot and the colossal battle cruisers of the Alsakan, the Invincible-class dreadnaught was constructed by Rendili StarDrive and Vaufthau Shipyards, Ltd., c. 3,000 BBY, during the 17th Alsakan Conflict between Coruscant and Alsakan. They were among the largest Republic capital ships of the era. Soon after their development, changes in weapons technology rendered large capital ships like the Invincible extremely vulnerable to small, fast attack ships. For many centuries, the balance of military power would rest with smaller warships, only a few hundred meters in length. Nevertheless, this class saw some use with the forces of the Galactic Republic, and a number of them were later acquired from Imperial surplus by the Corporate Sector Authority and fielded as picket ships. Advisors hired from system defense navies that still used this and other outdated ships were used to train crews to operate the Invincible-class as well as do minor systems upgrades to the vessels. Despite their large size and crew compliment, they were generally limited to combating pirates and smugglers, but they were cheap to acquire and simple to operate, and they combined an atmospheric maneuvering capability with the ability to deploy a relatively large force of ground troops. Invincible-class Dreadnaught (CL 16) Colossal (cruiser, 2011 meters) capital ship Init -2; Senses Perception +6 -------------------------------------------------------------------------- Defense Ref 14 (flat-footed 12), Fort 49; +12 armor hp 1,100; DR 20; SR 100; Threshold 249 -------------------------------------------------------------------------- Speed fly 1 square (starship scale) Ranged 3 concussion missile tubes +5* (see below) 6 turbolaser cannons +5* (see below) 5 quad laser batteries +9 (see below 3 tractor beams +5* (see below) Fighting space 2x2 squares (starship scale); Cover total Base Atk +2; Grp +71 -------------------------------------------------------------------------- Abilities Str 88, Dex 14, Con --, Int 16 Skills Initiative -2, Mechanics +6, Perception +6, Pilot -2, Use Computer +6 -------------------------------------------------------------------------- Crew 23,128 (skilled); Passengers 6,000 (troops) Cargo 700 tons; Consumables 1 year; Hyperdrive x4 (backup x25), navcomputer Availability Military; Cost not available for sale * This weapon has a -20 penalty on attacks against targets size Colossal or smaller -------------------------------------------------------------------------- Concussion missile tube (gunner) Atk +5 (-15 against targets size Colossal or smaller); Dmg 3d10x5 Turbolaser cannon (gunner) Atk +5 (-15 against targets size Colossal or smaller); Dmg 2d10x5 Quad laser battery (3 gunners) Atk +9; Dmg 6d10x2 Tractor beam (2 gunners) Atk +5 (-15 against targets size Colossal or smaller); Dmg -- (Grp +71)

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

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CHAPTER 5: THE TRIANII RANGERS Organization The Trianii Rangers ply the lanes of Trianii Space, protecting the felinoids’ isolationist colonies during their early establishment and continually against outside forces bent on conquest. The Trianii Rangers are a formidable force, adept in space combat as well as in ground warfare. The Corporate Sector was powerless to defeat the Trianii Rangers in a campaign to claim Trianii space, and the Empire never tried. During the Trianii-CSA conflict, several Trianii were captured and interrogated, and some were sent to the asteroid prison facility of Stars' End before Han Solo and his cohorts destroyed it. Trianii are fiercely independent explorers and, as such, prefer to stick to their own kind. Type: Colonial Military Scale: Multiple Systems (Scale score = 12; OS Modifiers >1 are halved, infra.) Enemies: Corporate Sector Authority. Rivals: None. Allies: A patchwork planetary militias of Trian, Brochiib, Pypin, Ekibo, and Fibuli. Positive Criteria Organization Score Modifier Experience +1/2 Character levels Is a member of the Trianii species +1 Has a Base Attack Bonus of +10 or higher +1 Trained in Pilot +1 Skill Focus in Pilot +1 Skill Focus feat for Knowledge (Tactics) +1 Few Maneuvers feat +1 Starship Tactics feat +1 Tactical Genius feat +1 Vehicular Combat feat +1 Any Hyperspace Explorer talent +1 Any talent from the Spacer talent tree +1 Ace Pilot Prestige Class +1 Elite Trooper Prestige Class +1 Officer Prestige Class +1 parents, spouse or sibling in the Trianii Rangers +1 Spent 10 or more years in Trianii Rangers +1 Recommendation of a member with a 21+ Org. Score +1 Saves the life of a member with a 21+ Org. Score +1 Participates in a battle in which the Trianii Rangers are victorious +1 Destroys or razes a stronghold of an enemy of the Trianii +4 Makes a discovery important to the Trianii Rangers +1 per discovery Defeats a Trianii enemy of equal or greater CL in combat +1/4 Opponent’s CL

Negative Criteria Organization Score Modifier Is not a member of the Trianii species -2 Is affiliated with the Corporate Sector Authority -5 Known ally of the Corporate Sector Authority -4 Associates with the Corporate Sector Authority -3 Dexterity of 8 or lower -1 Lacks at least a +5 Base Attack Bonus -1 Not trained in Pilot -1 Not trained in Knowledge (Tactics) -1 Fails on a mission for the Trianii Rangers -1 Fails to defeat an enemy of the Trianii in combat -2 Steals from the Trianii Rangers -5 Provides Information about the Trianii Rangers to an Enemy -5 Kills a Member of the Trianii Rangers Intentionally -5

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

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PERSONNEL Trianii Ranger Medium, Trianii Soldier 2/Scoundrel 3 (Cl 15) Init +9; Senses Perception +4 Force Points 7; Darkside Points 0 Languages Trianii, Basic, +1 more -------------------------------------------------------------------------- Defenses Ref 20 (flat-footed 17), Fort 21, Will 17 hp 56; Threshold 21 -------------------------------------------------------------------------- Speed 6 squares Melee +5 claws (1d6+3) Melee +5 bayonet (1d8+3) Ranged +7 blaster rifle (3d8+2) Ranged +7 vehicle weapons (+2 heroic bonus to damage) Base Atk +4; Grp +7 Special Actions Martial Arts I, Pin (or Trip), Point Blank Shot, Expert Grappler, Advantageous Opening, Hyperdriven -------------------------------------------------------------------------- Abilities Str 12, Dex 16, Con 14, Int 14, Wis 12, Cha 8 Special Abilities Prehensile Tail (a Trianii with Martial Arts I may use tail to wield a light melee weapon, but gets no extra attacks with it, or may grapple with it assuming he has the appropriate feats), Natural Weapon (claws, 1d6 slashing), Expert Climber (may take 10 on climb checks even if distracted or threatened) Talents Expert Grappler, Advantageous Opening, Hyperdriven Feats Martial Arts I, Weapon Prof. (simple, pistols, rifles, heavy), Armor Prof. (light, medium), Pin (or Trip), Skill Training (Acrobatics), Skill Focus (Acrobatics), Point Blank Shot. Skills Acrobatics +15, Climb +8, Initiative +10, Knowledge (Tactics) +9, Pilot +10, Use Computer +9. Possessions Armored Flight Suit (+5 Armor Bonus to Ref., +2 Equip. Bon. to Fort.), Blaster Rifle with bayonet, comlink, utility belt.[/indent]

Trianii Ranger Squad Large, Trianii Soldier 2/Scoundrel 3 (CL5) Init +9; Senses Perception +4 Force Points 7; Darkside Points 0 Languages Trianii, Basic, +1 more -------------------------------------------------------------------------- Defenses Ref 19 (flat-footed 16), Fort 21, Will 17 hp 112; Threshold 31 -------------------------------------------------------------------------- Speed 6 squares Melee +9 claws (1d6+3) Melee +9 bayonet (1d8+3) Ranged +11 Blaster rifle (3d8+2) Ranged +11 vehicle weapons (+2 heroic bonus to damage) Base Atk +8; Grp +12 Special Actions Martial Arts I, Pin (or Trip), Vehicular Combat, Expert Grappler, Devastating Hit, Strike Formation, Advantageous Opening, Hyperdriven -------------------------------------------------------------------------- Abilities Str 12, Dex 16, Con 14, Int 14, Wis 12, Cha 8 Special Abilities Prehensile Tail (a Trianii with Martial Arts I may use tail to wield a light melee weapon, but gets no extra attacks with it, or may grapple with it assuming he has the appropriate feats), Natural Weapon (claws, 1d6 slashing), Expert Climber (may take 10 on climb checks even if distracted or threatened) Talents Expert Grappler, Advantageous Opening, Hyperdriven Feats Martial Arts I, Weapon Prof. (simple, pistols, rifles, heavy), Armor Prof. (light, medium), Pin (or Trip), Skill Training (Acrobatics), Skill Focus (Acrobatics), Point Blank Shot. Skills Acrobatics +15, Climb +8, Initiative +10, Knowledge (Tactics) +9, Pilot +10, (Stealth +0), Use Computer +9. Possessions Armored Flight Suit (+5 Armor Bonus to Ref., +2 Equip. Bon. to Fort.), Blaster Rifle with bayonet, comlink, utility belt. -------------------------------------------------------------------------- Squad Traits - The melee attack of a squad is an area attack that affects all squares within reach. The ranged attacks of a squad are considered to have a 1-square splash. Area attacks deal an extra 2 dice of damage against a squad. A squad cannot be grabbed or grappled.

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PERSONALITIES Atuarre Atuarre was a female Trianii Ranger and the mate of Keeheen, another Trianii Ranger. After Keeheen went missing during the Corporate Sector Authority's annexation of Fibuli, Atuarre and their cub, Pakka, joined a group dedicated to finding and rescuing the Authority's political prisoners. After Rekkon, the leader of the group, had discovered the location of the prisoners and was murdered, Atuarre assisted Han Solo in infiltrating the prison and freeing its prisoners. Atuarre (CL 6) Medium, Female Trianii Soldier 2/Scoundrel 4 Init +6; Senses Perception +2 Force Points 8; Darkside Points 0 Languages Trianii, Basic -------------------------------------------------------------------------- Defenses Ref 21 (flat-footed 18), Fort 20, Will 16 hp 62; Threshold 20 -------------------------------------------------------------------------- Speed 6 squares Melee +5 claws (1d6+3) Ranged +8 as weapon (+3 heroic bonus to damage) Ranged +8 vehicle weapons (+3 heroic bonus to damage) Base Atk +5; Grp +8 Special Actions Martial Arts I, Trip, Expert Grappler, Knack, Point Blank Shot -------------------------------------------------------------------------- Abilities Str 10, Dex 16, Con 14, Int 12, Wis 8, Cha 14 Special Abilities Prehensile Tail (a Trianii with Martial Arts I may use tail to wield a light melee weapon, but gets no extra attacks with it, or may grapple with it assuming he has the appropriate feats), Natural Weapon (claws, 1d6 slashing), Expert Climber (may take 10 on climb checks even if distracted or threatened) Talents Expert Grappler, Knack, Trace Feats Martial Arts I, Weapon Prof. (simple, pistols, rifles, heavy), Armor Prof. (light, medium), Trip, Point Blank Shot, Skill Training (Acrobatics), Skill Focus (Acrobatics), Skill Training (Persuasion). Skills Acrobatics +16, Endurance +10, Knowledge (Tactics) +9, Persuasion +10, Pilot +11, Use Computer +9. Possessions Belt with pouches, False ID; 10,000 credits in Authority Cash Vouchers and crystalline vertexes; code cylinder; datapad; lectroticker (+2); computer spike (+4); HiBaka 2000 Mem-Stik; costume (cape, streamers, makeshift anklet-chimes), exotic perfumes.[/indent]

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Keeheen Keeheen was a male Trianii and a member of the Trianii Rangers. His wife was Atuarre, and he was the father of Pakka. He was captured by the Corporate Sector Authority and imprisoned at Stars' End. He was rescued when his wife, with Han Solo's help, rescued CSA political prisoners. Keeheen (CL 6) Medium, Male Trianii Soldier 3/Scoundrel 3 Init +5; Senses Perception +10 Force Points 8; Darkside Points 0 Languages Trianii, Basic -------------------------------------------------------------------------- Defenses (unarmored) Ref 20 (flat-footed 18), Fort 20, Will 19 Defenses (armored) Ref 20 (flat-footed 18), Fort 22, Will 19 hp 56; Threshold 20 (22 if armored) -------------------------------------------------------------------------- Speed 6 squares Melee +7 claws (1d6+5) Melee +7 bayonet (1d8+5) Ranged +7 blaster rifle (3d8+3) Ranged +7 vehicle weapons (+3 heroic bonus to damage) Base Atk +5; Grp +7 Special Actions Martial Arts I, Pin, Point Blank Shot, Starship Tactics, Vehicular Combat, Acrobatics, Expert Grappler, Advantageous Opening (CWCG p. 24),* Hyperdriven -------------------------------------------------------------------------- Abilities Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 10 Special Abilities Prehensile Tail (a Trianii with Martial Arts I may use tail to wield a light melee weapon, but gets no extra attacks with it, or may grapple with it assuming he has the appropriate feats), Natural Weapon (claws, 1d6 slashing), Expert Climber (may take 10 on climb checks even if distracted or threatened) Talents Expert Grappler, Armored Defense, Advantageous Opening (CWCG p. 24),* Hyperdriven. Feats Martial Arts I, Weapon Prof. (simple, pistols, rifles, heavy), Armor Prof. (light, medium), Pin, Skill Training (Acrobatics), Skill Focus (Acrobatics), Point Blank Shot, Starship Tactics, Vehicular Combat. Skills Acrobatics +15, Perception +10, Pilot +10, Use Computer +8. Possessions (in the Trianii Rangers) Armored Flight Suit (+5 Armor Bonus to Ref., +2 Equip. Bon. to Fort.), Blaster Rifle with bayonet, comlink, utility belt. Possessions (in Stars' End Prison Facility) Prison jumpsuit *use "Knack" if you don't have the Clone Wars Campaign Guide.

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Pakka Pakka was a male cub Trianii. His mother was Atuarre. Pakka's father, Keeheen, was captured by the Corporate Sector Authority and imprisoned at Stars' End. The CSA also captured and interrogated the young cub. The Authority's interrogators traumatized him and after being freed, he refused to speak. Pakka was very acrobatic, a skill that came in handy when he joined his mother, who solicited Han Solo's help in freeing CSA political prisoners. Pakka CL 1; Small, Male Trianii Non-heroic 1 Init +2; Senses Perception -1 Force Points 0; Darkside Points 0 Languages Trianii, Basic -------------------------------------------------------------------------- Defenses Ref 13 (flat-footed 11), Fort 10, Will 9 hp 3; Threshold 10 -------------------------------------------------------------------------- Speed 4 squares Melee -1 claws (1d6-1) Ranged +2 as weapon Base Atk 0; Grp -3 ------------------------------------------- Abilities Str 9, Dex 14, Con 10, Int 13, Wis 9, Cha 9 Special Abilities Prehensile Tail (a Trianii with Martial Arts I may use tail to wield a light melee weapon, but gets no extra attacks with it, or may grapple with it assuming he has the appropriate feats...Pakka has neither Martial Arts I nor any grappling feats), Natural Weapon (claws, 1d6 slashing), Expert Climber (may take 10 on climb checks even if distracted or threatened) Feats Skill Training: Climb; Skill Foci: Climb, Jump & Acrobatics. Skills Acrobatics +12, Climb +9, Jump +9. Possessions Belt with pouches, Toy pistol, Costume (cape & streamers).

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STARSHIPS Trianni RX4 Patrol Ship The Trianni RX4 Light Patrol Craft is designed for long-term patrols of Trianii space, but was not designed for combat against targets much bigger than a smuggling freighter. Nevertheless, because family units of Trianii Rangers often travel together, the ship is sturdy and boasts lavish living and recreation quarters for a military vessel. Outfitted with fire-linked turbolasers and an ion cannon, the ship is more than a matchfor most pirates and smugglers, or is at least able to put up enough of a fight to make a quick

escape into hyperspace. Trianni RX4 Patrol Ship CL 10 Colossal* starfighter (33 meters) Initiative +3; Senses Perception +9 -------------------------------------------------------------------------- Defense Ref 15 (flat-footed 13), Fort 28; +13 armor hp 150; DR 15; SR 35; Threshold 78 -------------------------------------------------------------------------- Speed fly 12 squares (max. velocity 900km/h), fly 3 squares (starship scale) Ranged fire-linked (2) turbolaser cannons +8 (see below) or Ranged ion cannons +8 (see below) Fighting space 12x12 squares or 1 square (starship scale); Cover total Base Atk +2; Grp +38 Attack options autofire (ion cannons, laser cannons), fire-link (proton torpedoes) -------------------------------------------------------------------------- Abilities Str 46 , Dex 15, Con -, Int 14 Skills Initiative +3, Mechanics +9, Perception +11, Pilot +3, Use computer +9 -------------------------------------------------------------------------- Crew 3 (skilled); Passengers 6 Cargo 30,000 kg; Consumables 2 years; Carried Craft none Payload 16 proton torpedoes (4 salvoes) Hyperdrive x1 (x14 backup), navicomputer Availability - Cost Not for sale to civilians *This ship is treated as a Gargantuan starfighter for the purposes of being targeted by capital ship weapons, dogfighting, and using starship maneuvers. -------------------------------------------------------------------------- Fire-linked turbolaser cannons (pilot) Atk +8 (+3 autofire), Dmg 5D10x2 Ion cannon (gunner) Atk +8 (+3 autofire), Dmg 3d10x2

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CHAPTER 6: THE FRINGE PLOOVO'S CRIMINAL SYNDICATE Ploovo Two-for-One's criminal enterprise consists of seedy clubs and casinos on major trade worlds in the Corporate Sector, which serve as a front for his numerous protection rackets and loan sharking efforts in the region. If there is a loan shark operating in the Corporate Sector space, or a protection racket, odds are Ploovo is connected to it. Type: Criminal Scale: 10 (Multiple Planets) Enemies/Rivals: Rebel Alliance, Thar Larson, Corporate Sector Authority, Hutt Crime Families Allies: None Positive Criteria Organization Score Modifier Experience +1/4 Character levels Trained in Deception +1 Skill Focus in Deception +1 Trained in persuasion +1 Saves the life of a Member with

an organization score of 21+ +1 Rank / Score / Benefits & Duties: Rank 0: 3 or lower: Title: None.

Works continually with a member of the organization +1 Completes a mission assigned

Benefits: None. Duties: None by the organization +1 Rank 1: Score 4 - 9: Thug - Ploovo's lowest level enforcers. They are the ones who create the need for the protection payments, and sometimes serve as bodyguards for Collections Agents. Rank 2: Score 10 - 19: Collections Agent - These minions are assigned to collect payments for protection or loan payments. Benefit: Monthly stipend of 100 credits x organization score for tasks related to the organization. Rank 3: Score 20 - 29: Protocol Team - Five-person group that was loyal to Ploovo, specializing in obtaining money owed to Ploovo. Due to Ploovo's loanshark activities, he usually found an amount of people delaying in the payments; in the most difficult of cases, Ploovo sent the Protocol Team to collect the forgotten payments.

Has a Base attack bonus of +5 through +9 +1 Skill Focus (Persuasion) +1 Member of Crime Lord Prestige Class +1 Recruits a new member into the organization +1 Reviled +1/8 Dark Side Score Negative Criteria Organization Score Modifier Not trained in Persuasion -2 Not trained in Deception -2 Fails on a mission assigned by the organization -2 Known to be friendly with the Corporate Sector Authority -4 Kills a member of the organization intentionally -20

Benefits: Pay no licensing fees on restricted goods within the organization's sphere of influence; +2 bonus to Will Defense to resist effects from enemies of the organization. Duties: Perform various collections missions for the organization. Rank 4: Score 30+: Boss - The head of the organization. Benefits: Access to a personal aide who has heroic levels equal to your heroic level -3. The Boss has access to a pool of credits determined by the GM.

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Ploovo Two-for-One Ploovo Two-For-One was a crime lord on Etti IV who hired Han Solo and Chewbacca as smugglers as well as hiring Alara Fax after she was thrown out of the SoroSuub Business Academy. He got his start as a low-level loan shark under the crime lord Jigoba, from whom Ploovo learned the art of swindling one's own employees; when Jigoba died, Ploovo fled to the Corporate Sector with as many profits as possible before Jabba the Hutt's organization filled the void. He began muscling his way into the Sector's nightclub circuit, first as a silent partner, later stepping up as outright boss. As he bought up many of the seedier clubs on major trade worlds, his power and influence grew, and soon he had a hand in the vast majority of protection rackets and loan sharking efforts within Corporate Sector space. At some point, Ploovo also worked as a bunko-steerer out of the Cron Drift. Around 5 BBY, rival loanshark Thar Lasan of the Corporate Sector died in mysterious circumstances, but it was suspected that Ploovo was involved in the demise. Lasan's organization, including Klatooinian mercenary Beatas and other assets, were assimilated in Ploovo's. Ploovo used a small group of criminals to collect money from debtors; Ploovo's Protocol Team, as it was known, was considered a threat by the Rebel Alliance. In 2 BBY, when Solo and Chewbacca required additional repairs after the Millennium Falcon was improperly fixed by Big Bunji, they acquired a considerable debt to Ploovo, which Solo eventually paid off ... on his own schedule. After a gunrunning deal on Duroon went bad for Solo due to Ploovo betraying him to the CSA, Solo acquired a dinko and included it with his payment to Ploovo; the dinko attacked Ploovo, biting his thumb and drenching him in the dinko's characteristically foul odor. Ploovo's presence in the Corporate Sector was preferred by Corporate Sector Authority Security Division to bigger, more independent operations such as those of Talon Karrde or Jigoba, and thus to a certain extent his presence was tolerated. He was regarded as too subtle, even timid, to be effective in the Empire, and he avoided getting his hands dirty personally, turning more unsavory work over to affiliated gangs. He was also regarded as lacking taste, despite his large collection of fake gemstone pinky rings. However, he nonetheless had begun to use his Corporate Sector power base to expand into the rest of the Empire.

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Ploovo Two-for-One (CL 13) Adult Male Human Noble 5 / Scoundrel 2 / Crime Lord 6 Force 11; Dark Side 8 Init +10; Senses Perception +12 Languages Basic, High Galactic, Huttese, Ettian, Rakririan, Klatoonian -------------------------------------------------------------------------- Defenses Ref 24 (flat-footed 24), Fort 23, Will 28; Command Cover hp 68; Threshold 23 -------------------------------------------------------------------------- Speed 6 squares Melee +7 unarmed (1d4+5) Ranged +7 by weapon (damage by weapon +5) Base Atk +7; Grp +7 Atk Options Melee Defense, Point Blank Shot, Careful Shot Special Actions Knack, Notorious, Attract Minion, Shared Notoriety, Command Cover -------------------------------------------------------------------------- Abilities Str 10, Dex 10, Con 12, Int 14, Wis 14, Cha 18 Talents Wealth, Educated, Connections, Knack, Notorious, Attract Minion, Shared Notoriety Feats Melee Defense, Improved Defenses, Linguist, Weapon Proficiencies (Simple, Pistols, Rifles, Advanced Melee), Skill Foci (Gather Information & Persuasion), Point Blank Shot, Careful Shot, Natural Leader Skills Deception +14, Gather Information +19, Initiative +10, (All Knowledges at +12 due to Educated Talent), Perception +12, Persuasion +19, Pilot +10, Ride +10, Treat Injury +12, Use Computer +12 Possessions Luxurious estate, vast amounts of criminally acquired wealth.

Ploovo's Body Guards (CL4) Medium Human nonheroic 6 soldier 2 Force Points 1, Dark Side Rating 4 Init +10, Senses Perception +9 Languages Basic -------------------------------------------------------------------------- Defenses Ref 15 (flat-footed 14), Fort 14, Will 11 hp 40; Damage Threshold 14 -------------------------------------------------------------------------- Speed 6 squares Melee Vibro-axe +8 (2d10+3) Ranged Blaster pistol +7 (3d6+1) Ranged Blaster Rifle (3d8+1) Base Atk +6 Grp +7 Attack Options Power Attack , Cleave, Point Blank Shot, Devastating Attack (Rifles) -------------------------------------------------------------------------- Abilities Str 14, Dex 13, Con 13, Int 10, Wis 11, Cha 10. Talents Devastating Attack (Rifles) Feats Power Attack, Toughness, Point Blank Shot, Weapon Prof (advanced melee weapons, pistols, rifles, simple weapons) Cleave, Improved Defenses Skills Initiative +10, Endurance +10 Perception +9 Possessions Blaster pistol, vibro-axe, comlink

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

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

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PERSONALITIES "Doc" Klaus Vandangante Klaus Vandangante, better known as “Doc,” was a well known outlaw tech who was operating in the Corporate Sector during the early career of Han Solo. Doc was born on Coruscant to Carmilla Vandangante, a corporate viceprex and widow who doted on her only son. He rebelled against his life of luxury and privilege at the age of seven, reprogramming his droid nanny to discard such unpalatable foods as kibla greens, flangth, and stewed gwouch into a living room vase. This demonstrated his technical gifts to his tutors, who soon tailored their lessons to these skills. Upon graduation, Doc accepted a position at Alkherrodyne Propulsions as design systems team leader. He soon became disenchanted with the corporation's shoddy workmanship covered with flashy marketing, but swallowed his pride and remained with the company. However, when the Azaria 66 began exploding in minor accidents, Alkherrodyne's slicers framed Doc. The countless lawsuits wiped out the multi-billion credit Vandangante fortune, and left the name slandered. Doc became a drifter, eventually making his way into the Corporate Sector, where he met an outlaw tech by the name of Shardra. They immediately fell in love, and when introduced to her profession, Doc found his calling, repairing smuggling ships and souping them up to be some of the fastest in the Corporate Sector. Shardra bore the couple a daughter, Jessa Vandangante, but soon died in an unfortunate fuel dump explosion. Doc found raising a daughter to be a difficult task, especially as the free-spirited woman grew older and started catching the eye of younger smugglers like Han Solo. The Corporate Sector Authority eventually managed to capture Doc, and placed him in their Stars' End prison facility. He was rescued by Solo when the smuggler broke into the facility to free him, his first mate Chewbacca, and several other prisoners. Doc returned to the business, and was still working several months after the Battle of Yavin, when Cynabar's InfoNet informed readers that Doc had changed locations and would be notifying his regulars shortly thereafter. After moving, Sarvel Tal-Oldra took over his former location and began producing suits of Juggernaut 510 Combat Power Armor. "Doc" Klaus Vandangante Old Male Human Noble 3 / Scoundrel 5 Force Points 9, Dark Side 0 Init +9, Senses Perception +12 Languages: Basic, Binary, Nab-Neo, Tech, Bocce, Huttese, Duros, Skakoan -------------------------------------------------------------------------- Defenses: Ref 20 (flat-footed 20), Fort 18, Will 23 Hp 43, Threshold 18 -------------------------------------------------------------------------- Speed 6 squares Melee unarmed +4 (1d4+3) Melee knife +4 (1d4+3) Ranged Blaster Pistol +5 (3d8+4) Atk Options Point Blank Shot, Vehicular Combat -------------------------------------------------------------------------- Abilities: STR 9, DEX 10, CON 11, INT 17, WIS 16, CHA 10 Talents Educated, Engineer, Fast Repairs, Quick Fix, Personalized Modifications Feats Linguist, Weapon Proficiencies (Pistols & Simple), Tech Specialist, Point Blank Shot, Vehicular Combat, Starship Designer, Skill Foci: Mechanics, Deception, Use Computer, Knowledge (Technology) Skills Deception +14, Gather Information +9, Initiative +9, Knowledge (Technology) +17, (All other, untrained Knowledge Skills +12 due to Educated Talent), Mechanics +18*, Perception +12, Persuasion +9, Pilot +9, Ride +9, Treat Injury +12, Use Computer +17 Possessions Coveralls, *Mastercraft Tool Kit (+1 Equipment bonus), Com-link (short-range), Blaster Pistol, Knife, Data Pad

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Jessa Vandangante Jessa Vandangante was the daughter of Klaus "Doc" Vandangante and Shardra, leaders of a group of outlaw techs operating in and around the Corporate Sector. She was a tall and attractive woman, with curly blonde hair and freckles. Shardra died while Jessa was still young, and was raised by her father. She inherited the leadership skills of both her late mother and her paternal grandmother, Carmilla Vandangante, and she was soon second-in-command of the group, leading it when Doc was called away to negotiate deals or scout new base locations. When her father disappeared, Jessa stepped into the role of leader, keeping the band together despite panicked suggestions that the they should abandon what they had built. Suspecting that her father had been captured by the Corporate Sector Authority, Jessa made a deal with Han Solo and Chewbacca to aide a scholar on Orron III, Rekkon, in locating several missing political prisoners in the Sector. Solo not only found the Authority's secret Stars' End prison, but he destroyed it and rescued Doc and the other prisoners. Doc, Jessa, and their outlaw techs next relocated to Urdur. She and Han enjoyed a brief romance before Han returned to his smuggling ways. Jessa Vandangante

Adult Female Human Scoundrel 4 / Noble 1 (CL 5) Force Points 7, Dark Side 0 Init +3, Senses Perception +9 Languages: Basic, Binary, Nab-Neo, Tech, Bocce, Duros

-------------------------------------------------------------------------- Defenses: Ref 18 (flat-footed 17), Fort 15, Will 19 Hp 32, Threshold 15

-------------------------------------------------------------------------- Speed 6 squares Melee unarmed +2 (1d4-1) Ranged Blaster Pistol +4 (3d8+2) Atk Options Point Blank Shot, Vehicular Combat Special Actions Dodge, Starship Tactics, Born Leader

-------------------------------------------------------------------------- Abilities: STR 8, DEX 12, CON 10, INT 14, WIS 14, CHA 16

Talents Fast Repairs, Hot Wire, Born Leader Feats Tech Specialist, Starship Designer, Point Blank Shot, Weapon Proficiencies (Pistols & Simple), Vehicular Combat, Starship Tactics, Dodge, Linguist

Skills Knowledges (Technology & Social Sciences) +9, Mechanics +9, Perception +9, Persuasion +10, Pilot +8, Use Computer +9

Possessions Coveralls, Tool Kit, Com-link (short-range), Blaster Pistol, Data Pad, Portable Computer

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Blue Max Blue Max was a slicer droid Han Solo and Chewbacca met during their days in the Corporate Sector. Partnered with the labor droid Bollux, Blue Max accompanied Solo and Chewbacca during several adventures in the Corporate Sector and the Tion Hegemony. Blue Max was originally an Imperial MerenData B2-X computer interface unit. Somehow, he ended up in the hands of a bounty hunter, who was unaware of the true value of the locked blue case. She gave him to the outlaw tech "Doc" Vandangante as payment. Doc's techs packed as much computing power and illegal circuitry into the little droid as possible, planning to make a top-shelf slicer. They also replaced the original, rough persona with a chipper, friendly personality. Thanks to the new personality and his high-pitched vocoder, Blue Max came across as a mischievous, precocious child. Blue Max was a deep blue cube, with a glowing red photoreceptor and a speech synthesizer. He had a set of computer probes which he used to scan computers and slice into their files. His software could penetrate even the most hardened Corporate Sector Authority networks. As Blue Max was built into an immobile box, the old labor droid Bollux was modified to carry him hidden in his chest cavity. The older droid became a mentor and friend to his counterpart. When Doc was imprisoned at Stars' End, Blue Max was part of the rescue mission led by Han Solo. Afterward, both Bollux and Blue Max were given their freedom by Doc's techs. They chose to stay with Han Solo and Chewbacca on the Millennium Falcon for a time. They helped the two smugglers on several adventures, including breaking up a gang of slavers in the Corporate Sector, and the hunt for the lost treasure of Xim the Despot in the Tion Hegemony. After that quest wrapped up on Dellalt, Bollux and Blue Max left Han Solo. The historian Skynx recruited Bollux and Blue Max to stay on Dellalt to help catalog Xim's treasure. Their activities afterward are not recorded, though they sent holocards to Solo and Chewbacca for a few years after parting ways with the smugglers. Blue Max NonHeroic 1/Scoundrel 3 Tiny 2nd Degree droid 2kg; stationary, Init-4 Senses Perc+2, infrared Force Points 6; Darkside Points 0 Languages Basic, Binary -------------------------------------------------------------------------- Defenses Ref 12 Fort - Will 23 hp 2; Threshold 5; droid traits -------------------------------------------------------------------------- Speed 0 squares -------------------------------------------------------------------------- Abilities Str 0 Dex 0 Con - Int 24 Wis 13 Cha 11 Talents Gimmick, Master Slicer Feats Skill Foci (Decept, K:bur/tech/phys, UC, Gather Info), Skill Training (K:phys) Skills Deception +12 Knowledge (bur,tech,phys) +19, Knowledge (gl,tact) +14 Use Computer+19 Gather Info+12, Mechanics +14 Possessions: Heuristic processor, single infrared photo receptor, vocoder, computer interface probe, locked access

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

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Han Solo (prior to Episode IV)

68

oc and other prisoners.

uman scoundrel 5/soldier 2/ace pilot 1/gunslinger

footed 23), Fort 22, Will 22; Dodge

------------------------------------------------

Falcon docking gun +11 (4d12+4) with

laser cannon +9

cussion missile +11 splash)

ttack (pistols),

ons Close Scrape*, Fool's Luck, Vehicular

wn (Pilot +16): angle deflector

4

rk

bat, Weapon Proficiency

anics +11, Perception +10, Pilot +16, Use

kit, Millennium Falcon (page 156, Starships of the Galaxy)

. With

-a-kind gem that

t range, can draw

trait (Superior Damage [+5 damage], cost

raw template (increase weapon cost to 825

its) slot, 200 credits)

Total Cost 3,125 credits

While in the Corporate Sector, the Falcon was damaged after Solo and Chewbacca attempted smuggling weapons to insurgents on Duroon. However, they did collect payment from the insurgents and went to pay off Ploovo Two-For-One, but in a rather creative manner. Given the prickly relationship and even outright disgust they had for each other, Han bought a foul, irritable, putrid dinko, attached the payment to it, and unleashed on the unfortunate employer. Although Corporate Sector Security arrived at the establishment where they were, Han and Chewbacca escaped their grasp relatively unscathed. Payment completed, they went off to find the outlaw tech "Doc" Vandangante's hideout, only to discover he had been taken to the Corporate Sector Authority prison at Stars' End. Doc's daughter Jessa offered upgrades and repairs to his ship, and a Corporate Sector waiver, in exchange for Han helping rescue D Medium H

1 (CL 9) Destiny 1; Force 5 Init +11; Senses Perception +10 Languages Basic, Huttese, Shyriiwook

-------------------------------------------------------------------------- Defenses Ref 25 (flat- hp 61; Threshold 22

--------------------------Speed 6 squares Melee unarmed +7 (1d4+5) Ranged heavy blaster pistol +8 (4d8+4) or Ranged Millennium

Rapid Shot or

Ranged Millennium Falcon quad ([7d10+4]x2) with Rapid Shot or

Ranged Millennium Falcon con ([9d10+4]x2, 4-square

Base Atk +6; Grp +8 Atk Options Dastardly Strike, Devastating A

Point Blank Shot, Precise Shot, Rapid Shot

Special Acti Han Solo’s BlasTech DL-44 (pistols) The legendary smuggler and outlaw Han Solo has made many modifications to his trademark BlasTech DL-44excellent short range accuracy, deadly punch and a lightning-fast draw, this pistol is a one-of

Combat Starship Maneuvers Knoshields, skim the surface -------------------------------------------------------------------------- Abilities Str 13, Dex 15, Con 12, Int 14, Wis 12, Cha 1Talents Close Scrape*, Dastardly Strike, Devastating has seen Solo through many a scrape.

(3d8+5 damage, no attack penalty at shorAttack (pistols), Fool's Luck, Spacehound, Trigger WoFeats A Few Maneuvers*, Dodge, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Pilot), Starship Tactics*, Vehicular Com

weapon as a free action once per round) Heavy blaster pistol (1 upgrade slot, 1.3 kg, 750 credits) -Superior Tech

(pistols, rifles, simple weapons) Skills Deception +11, Initiative +11, Knowledge (galactic lore) +11, Mech

2,000 credits) -Quick Dcredits)

Computer +11 Possessions heavy blaster pistol with targeting scope, tool

-Targeting Scope (0 upgrade slots, 100 cred-Rangefinder (1 upgrade

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Chewbacca Bonded to Han Solo through the Wookiee Life Debt, Chewbacca accompanied him on several misadventures. On one such, the Wookiee was captured and taken to Stars' End, a hidden Corporate Sector prison, where he was quickly rescued. The years went on as Chewbacca accompanied Solo on treasure hunts and spice runs. After Solo won the Millennium Falcon, the first trip was back to Kashyyyk, where Chewbacca ultimately married Mallatobuck and fathered a son named Lumpawarrump. Another run was notable because, in the Millennium Falcon, the two made the Kessel Run in less than twelve parsecs. The next attempt was less successful, resulting in the dumping of a spice shipment due to pursuing Imperials. On this same mission Chewie became reunited with Hronk, who had become an Imperial slave on Formos. In spite of the fact that Tojjevvuk's father had called off the feud years ago, Hronk still held a grudge against Chewbacca. Chewie's attitude towards honor duels had changed, however, and he ended up saving the Wookiee from captivity, earning forgiveness from the last holdout of a once hostile clan. Unfortunately, this was the only thing that went right, as the undelivered shipment landed Han with a heavy bounty on his head placed by the notorious Jabba the Hutt, the crime lord who owned the shipment Chewbacca Chewbacca (10th level) - SECR 266 Chewbacca (8th level) - CWCG 215 (circa 2 BBY) CL 8; Medium Wookiee Scout 6 / Scoundrel 2 Destiny 2; Force 5 Init +10; Senses Perception +9 (can reroll, must take second result) Languages Basic (understand only), Huttese (understand only), Shyriiwook --------------------------------------------------------------------- Defenses Ref 22 (flat-footed 20), Fort 19, Will 19 hp 84; Threshold 19; extraordinary recuperation --------------------------------------------------------------------- Speed 6 squares Melee unarmed +9 (1d6+7) Melee unarmed +11 (1d6+10) with Powerful Charge Ranged bowcaster +5 (3d10+3) Base Atk +5; Grp +9 Atk Options Careful Shot, Pin, Point Blank Shot, Powerful Charge, Precise Shot Special Actions rage once per day --------------------------------------------------------------------- Abilities Str 19, Dex 13, Con 20, Int 12, Wis 10, Cha 10 Talents Acute Senses, Extreme Effort, Jury-rigger, Spacehound Feats Careful Shot, Martial Arts I, Pin, Point Blank Shot, Powerful Charge, Precise Shot, Shake It Off, Weapon Proficiency (pistols, rifles, simple weapons), Rapid Shot, Skill Training (Use Computer) Skills Climb +9 (can take 10 when distracted), Endurance +14, Initiative +10, Mechanics +10 (can reroll when making jury-rigged repair), Perception +9 (can reroll, must take 2nd result), Persuasion +4 (can reroll intimidate, must take 2nd result), Pilot +10, Survival +6, Use Computer +10 Possessions bowcaster, bandolier, toolkit, Corporate Sector Security Police Admiral's hat

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

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Lwyll, Former Entertainer Lwyll was a woman living on Nar Shaddaa prior to the Galactic Civil War and was in love with the smuggler Roa. Roa proposed marriage numerous times and was continually rejected unless he retire from smuggling. Finally, Roa decided to retire and Lwyll agreed to marry him - even though everyone in the Corellian Sector of Nar Shaddaa knew they were in love. However, Roa answered the call to arms during the Battle of Nar Shaddaa, in which he flew a ship calledLwyll, named in her honor. Following the battle, RoaLwyll traveled to the

the and

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

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

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Sonniod, Smuggler Sonniod was a former smuggler and associate of Han Solo. Sonniod originally got into the business as a favor for his cousin. At the time, he traveled various backwater planets, maintaining holoprojectors and supplying features for a regional chain of holotheaters. Meanwhile, his cousin operated a small establishment on a planet run by a repressive religious group, selling chak-root on the side. When her regular smuggler, Han Solo, quit after nearly being caught, she turned to her cousin for help. Sonniod spent a few months supplying chak-root for his cousin, and began to do other smuggling jobs as well. Along the way, he met up with several other smugglers, including Solo himself. Though the credits were good, Sonniod soon got tired of being shot at. He changed his focus to running legitimate cargoes around the border worlds of the Corporate Sector—a safer, but less lucrative career. In 2 BBY, he helped his old associate Han Solo by bringing a new holo, Love is Waiting, to his makeshift holotheater on Kamar. Unfortunately, the Kamarian Badlanders had a religious devotion to Solo's previous feature (Varn, World of Water). When they rioted, Solo and Sonniod both had to flee. Shortly afterward, however, Sonniod had an idea. He brought a new holoprojector and a copy of Varn, World of Water to Kamar, and began regular showings. Accepted by the Cult of Varn as a prophet, Sonniod organized some of the locals to operate the holoprojector and act as "priests". In return, he took a share of the trade goods the Badlanders left as offerings. Sonniod (CL 18) Medium Human (Scoundrel 5/ Noble 1) Force Points 8; Destiny 3; Darkside 3 Initiative +6; Senses Perception +4 Languages Basic, Huttese, Rodese, -------------------------------------------------------------------------- Defenses Ref 22 (flat-footed 19), Fort 18, Will 19 hp 50; Threshold 18 -------------------------------------------------------------------------- Speed 6 squares Melee Unarmed +5 (1d6+3) Ranged Blaster Pistol +7 (3d6+3) with Point Blank Shot Base Atk +3; Grp +6 -------------------------------------------------------------------------- Abilities Str 14, Dex 16, Con 14, Int 13, Wis 12, Cha 14 Talents Art of Concealment, Educated, Illicit Dealings, Surprise Strike Feats Dodge, Linguist, Martial Arts I, Point Blank Shot, Quick Draw, Skill Focus, Vehicular Combat, Weapon Proficiency (heavy, pistols, simple) Skills Deception +10, Knowledge (all) +4, Mechanics +9, Persuasion +15, Pilot +11, Stealth +11, Use Computer +9 Possessions Blaster pistol, datapad, comlink, holoprojector

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Rekkon, Scholar Rekkon was a well-known scholar from Roundtree. Rekkon taught at the University of Kalla on Kalla VII and was an expert in organic-inorganic thought interfaces. He had a nephew named Tchaka. When Tchaka disappeared, he founded a group looking for missing persons in the Corporate Sector. After a long search, his work lead him to the Corporate Sector Authority Data Center on Orron III. At the facility, he learned of Stars' End, a prison complex on Mytus VII. However, he was killed by Torm Dadeferron, a member of his group who doubled-crossed him. Han Solo finished Rekkon's work, destroying Stars' End and freeing the prisoners including Tchaka. Rekkon (CL 1) Old Medium Human nonheroic 4 Force Points 0, Dark Side 0 Init +1; Senses Perception +4 Languages Basic, Binary (understand only), Bab-Neo, Bab-Prime, CBell-1, Gonkian, Tech, High Galactic. -------------------------------------------------------------------------- Defenses Ref 9 (flat-footed 9), Fort 9, Will 12; Dodge hp 8; Threshold 9 ----------------------------------------------------------------------------- Speed 6 squares Melee unarmed +2 (1d4-1) Ranged +2 (as weapon) Base Atk +3; Grp +3 -------------------------------------------------------------------------- Abilities Str 8, Dex 8, Con 8, Int 17, Wis 14, Cha 13 Feats Linguist, Skill Foci: Knowledge (Physical Sciences) & Knowledge (Technology), Skill Training: Knowledge (Life Sciences), Weapon Proficiency (Simple), Dodge. Skills Knowledge (Life Sciences) +10, Knowledges (Physical Sciences & Technology) +15, Mechanics +10, Persuasion +8, Use Computer +10. Possessions portable computer, datapad, tool kit.

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

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Zlarb, Slaver Zlarb was a slaver who hired Han Solo and Chewbacca to transport some Lurrian slaves. He hijacked the Millennium Falcon when Han Solo refused to take the slaves. However, Blue Max set off the fire suppression system and in the ensuing chaos one of the Lurrians shot him with a disruptor rifle. He died soon after, in the main rear hold. Zlarb, (CL 10) Medium Human Male, Scoundrel 9/Soldier 1 Init +; Senses Perception + Force Points ; Darkside Points 12 Languages Basic -------------------------------------------------------------------------- Defenses Ref 25 (flat-footed 22), Fort 24, Will 22 hp 83; Threshold 29 -------------------------------------------------------------------------- Speed 6 squares Melee Vibroblade +9 (2d6+8) Ranged Holdout Blaster Pistol +11 (3d4+6), point blank shot Ranged Holdout Blaster Pistol +9 (4d4+6), point blank shot, Rapid Shot Base Atk +7; Grp +10 Special Actions Quickdraw, Malkite Poisoner Techniques, Vicious Poison, Numbing Poison Attack Actions Collateral Damage (S&V), Point Blank Shot, Dastardly Strike, Surprise Strike -------------------------------------------------------------------------- Abilities Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 9. Talents Malkite Poisoner Techniques (TotG), Vicious Poison (TotG), Numbing Poison (TotG), Dastardly Strike, Surprise Strike (FU), Melee Smash Feats Point Blank Shot, Weapon Prof. (pistols, simple), Vehicular Combat, Skill Focus (Deception), Toughness, Improved Damage Threshold, Collateral Damage, Quick Draw, Rapid Shot, Weapon Prof. (advanced), Skill Focus (Knowledge [Life Sciences] Skills Deception +14, Gather Info. +9, Knowledge (Bureaucracy) +10, Knowledge (Life Sciences) +15, Pilot +8 Possessions holdout blaster pistol, Malkite Poisoner's Kit, vibroblade, Slave Director Unit. TotG: Threats of the Galaxy page 13

Wumdi Wumdi was an Etti Vigo of Black Sun during Prince Xizor's reign. Wumdi (CL 12) Medium, Male Etti Noble 3 / Scoundrel 4 / Crime Lord 5 Force Points 11; Dark Side Points 13 Init +12; Senses Perception +13 Languages Etti, Basic, Old Tionese, Huttese, Bocce, Rodian, Devaronian, Aqualish. ------------------------------------------ Defenses Ref 25 (Flat-footed 24), Fort 22, Will 28 hp 56; Threshold 22 ------------------------------------------ Speed 6 squares Melee Knife +10 (1d4+6) Ranged Silver Plated Blaster Pistol +10 (3d6+6) Base Atk +8; Grp +8 Attack Options Melee Defense, Point Blank Shot, Precise Shot, Fool's Luck Special Actions Point Blank Shot, Precise Shot, Quick Draw -------------------------------------------------------------------------- Abilities Str 10, Dex 12, Con 10, Int 16, Wis 15, Cha 17 Talents Attract Minion, Connections, Fool’s Luck, Inspire Fear I, II, III, Knack, Notorious, Wealth. Feats Linguist, Melee Defense, Point Blank Shot, Precise Shot, Skill Foci (Deception, Gather Information, Knowledge [Bureaucracy], Persuasion), Quick Draw, Weapon Finesse, Weapon Proficiencies (Pistols and Simple Weapons). Skills Deception +19, Gather Information +19, Knowledge (Galactic Lore, Social Sciences, Tactics) +14, Knowledge (Bureaucracy) +19, Initiative +12, Perception +13, Persuasion +19, Use Computer +14. Possessions Knife with Electrograpple Handle, Silver Plated Heavy Blaster Pistol, Data Pad, Encrypted Comlink, various personal belongings

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SHIPS Official Stats for YV-545 Light Freighter - RECG 69 The Alhambra Modified Corellian Engineering Corporation YV-545 Transport CL 10; Colossal Space Transport Init –5; Senses Perception +5 -------------------------------------------------------------------------- Defenses Ref 12 (Flat-Footed 12), Fort 28; +12 Armor hp 150; DR 15; SR 10; Threshold 78 -------------------------------------------------------------------------- Speed 12 squares (Character Scale); 2 squares (Starship Scale) Ranged Medium Laser Cannon +2 (see below) Fighting Space 12x12 or 1 square (Starship Scale); Cover Total Base Atk +0; Grp +38

-------------------------------------------------------------------------- Abilities Str 46, Dex 10, Con -, Int 14 Skills Initiative –5, Mechanics +5, Perception +5, Pilot –5, Use Computer +5 -------------------------------------------------------------------------- Crew 2 (Normal); Passengers 6 (plus seating in converted cargo bay, see infra.) Cargo formerly 100 Tons, now converted to a movie theater with 225 Kamarian-ergonomic seats; Consumables 2 Months; Carried Craft None Hyperdrive x2 (back up x12), Navicomputer Availability Unique; Cost Not available for sale Emplacement Points 0 Medium Laser Cannon (Gunner) Atk +2, Dmg 4D10x2

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CHAPTER 7: CREATURES Dinko Official Stats Dinko pack - Dawn of Defiance Episode 9: Sword of the Empire A dinko was a small reptilian scavenger that was extremely vicious and tenacious. It was also notorious for emitting an unbearable stench, and for a mildly toxic bite which could paralyze a Human-sized creature with nausea. Dinkos were native to the planet Proxima Dibal I. They had thin bodies about ten centimeters long, with powerful rear legs, two front legs with a single claw, and a pair of smaller single-clawed grasping extremities on their chests. Their scent was not used for defense, but to establish mating dominance. Dinko vision worked by sensing movement—accordingly, they would attack anything that moved. Darth Sidious included dinkos in a particularly traumatizing training session with Darth Maul in which Maul was immersed in a cell full of the clawing, biting creatures. Han Solo once bought a dinko, which he used to distract Ploovo Two-for-One on Etti IV. Guri, the second-in-command of Black Sun, once used a dinko to distract the bounty hunter Boushh, enabling her to kill him and take his prisoner. Dinkos were not recommended for use as pets, though some exotic pet stores sold them anyway. Dinkos were also pitted against each other in the sport of Dinko fighting. Dinko Fine Beast 1 Init +7; Senses Perception +5 Defenses Ref 28 (flat-footed 21), Fort 9, Will 11 hp 2; Threshold 8; Speed 4 squares Melee +7 bite (1 + poison) (d20 v. Fort. Def., -1 on CT, requires Treat Injury DC 15) Fighting Space 1 square; Reach 0 Base Attack +0; Grapple -13 Abilities Str 2 Dex 28 Con 6 Int 2 Wis 10 Cha 2 Special Abilities: Bonus Feat (Wpn Finesse) Poison (persistent condition) (d20 v. Fort Def., -1 on condition track); Stench (d20 v. Fort Def. or -2 on condition track for 1 round) Feats Weapon Finesse, Improved Defenses Skills Initiative +7, Perception +5, Stealth +27

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Bloodsniffer Bloodsniffer Pack (CL 6) Pack animals native to the mountainous and desert

regions of the planet Kamar. Their diet consisted solely of the blood of other creatures. Though they appeared to be lizards, bloodsniffers were in actuality mammals. Typical bloodsniffers fell between one and two meters in length and had mottled skin, which could serve as camouflage against the rocky terrain of the Kamarian Badlands.

Large beast 5 Init +3; Senses: Perception +8 --------------------------------------------- Defenses Ref 13 (Flat-Footed 13), Fort 16, Will 11 hp 104; Threshold 31 --------------------------------------------- Speed 6 squares Bloodsniffers were muscular creatures with four legs

which had extremely sharp claws at the end. After sneaking up on their prey by using their razor-sharp senses, bloodsniffers would use these features to their advantage, tackling it or clawing it into submission. The bloodsniffer would then use the bony spike at the end of its tongue to breach the victim's skin and begin the process of feeding. Only immediate medical assistance would be able to guarantee the survival of the victim of a bloodsniffer attack.

Melee Tongue Spur +11 (1d6+7) and Blood Drain and Melee 2 Claws +11 (1d4+7) Base Atk +3; Grp +15 Fighting Space: 1 square Reach: 1 square --------------------------------------------- Abilities Str 25, Dex 12, Con 22, Int 4, Wis 13, Cha 10 Special Abilities: Blood Drain, Pack Traits Feats: Skill Training (Perception), Weapon Focus (simple) Skills: Climb +9, Initiative +3, Jump +9, Perception +8, Stealth -2, Survival +8

The size of a typical pack of bloodsniffers ranged from two to eight adults plus pups. They were known to be fiercely protective of their hunting grounds and would battle other packs of bloodsniffers that trespassed on their dominion. Oftentimes these battles would end with the losers being drained of their blood.

Bloodsniffer, Elite - (CL 7)

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Bloodsniffer - CL 4 Medium beast 5 Init +4; Senses: Perception +8 -------------------------------------------------------- Defenses Ref 15 (Flat-Footed 13), Fort 12, Will 11 hp 32; Threshold 12 -------------------------------------------------------- Speed 6 squares Melee Tongue Spur +7 (1d6+3) and Blood Drain and Melee 2 Claws +7 (1d4+3) Base Atk +3; Grp +6 Fighting Space: 1 square Reach: 1 square -------------------------------------------------------- Abilities Str 17, Dex 14, Con 14, Int 4, Wis 13, Cha 10 Special Abilities: Blood Drain Feats: Skill Training (Perception), Weapon Focus (simple) Skills: Climb +5, Initiative +4, Jump +5, Perception +8, Stealth +4, Survival +8 -------------------------------------------------------- Blood Drain: If a Bloodsniffer deals damage over a living target's damage threshold with its tongue spur, the target's reduction on the condition track is persistent.

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

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Howlrunner The howlrunner was a carnivorous canine that roamed the plains of Kamar. Its distinctive feature was the Human-like skull it sported on its face, however this was just a cartilage and bone layer that covered the flesh. Menacing in appearance, its howl was worse, lending to its name. It scared herds of prey into confusion for easier hunting on the howlrunner's behalf. Its name was given to a starfighter used by the Galactic Empire. Sharad Hett earned the nickname "Howlrunner" due to his dedication and bravery. Howlrunner (CL9) Medium Desert Predator 10 Init +14; Senses Perception +12, Low Light Vision -------------------------------------------------------------------------- Defenses Ref 16 (Flat-Footed 15), Fort +12, Will +12 hp 71 Threshold 18 -------------------------------------------------------------------------- Speed 8 squares Melee Bite +8 (1d6 +7) Melee Claws +8 (1d4 +7) Base Atk +6; Grp +10. Fighting Space 1 square Attack Options Pounce, Hamstring +2d6 dam -------------------------------------------------------------------------- Abilities Str 14, Dex 19, Con 15, Int 2, Wis 15, Cha 12 Talents May reroll Survival Checks made to endure heat, keeping the better result. Feats Combat Reflexes, Pin, Skill Training (Endurance), Accelerated Strike (KotORCG 32)* Skills Initiative +14, Perception +12, Stealth +13, Endurance +12 -------------------------------------------------------------------------- Pounce – If a Howlrunner charges a foe, he can make still a full attack. Hamstring - A Howlrunner deals +2d6 points of damage with its natural weapons against a flat-footed opponent. Condition track loss from this wound is considered persistent due to tendon or muscle damage. *Once per encounter, make a full attack -- such as attacking with all natural weapons -- as a Standard Action.

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CHAPTER 8: CORPORATE SECTOR GAZETTEER Ammuud A cold planet with a short rotation located in the Corporate Sector, Ammuud was ruled by seven major clans operating under Corporate Sector Authority subcontract. The seven clans (the House Glayyd, Reesbon clan, Tikeris clan, Owphrin clan, Melchett clan, Almowri clan, and the Odoon clan) were ruled by patriarchs called "Mors" and governed by a set of formal rules known as the Code of Ammuud. Ammuud was first colonized approximately 10,000 BBY by settlers from Thokos, and each of the seven original colony ships formed the basis of Ammuud's seven clans. The colonists were eventually forgotten by their homeworld, and the clans evolved into quarrelling nation-states, continually testing each other in an endless series of savage battles. Circa 100 BBY, the clans called a truce, and formed the Code of Ammuud to govern their future conduct. Ammuud's main spaceport was a well-defended structure built adjacent to a snow-capped mountain range. People of all types inhabited the surrounding city, which was composed of wood and stone buildings, slums, and open gutters. Animal life on Ammuud included herds of grazers, flying pterosaurs, and crustaceans in the mountains' icy lakes. During one of his early adventures, Han Solo visited the mountain stronghold of the Mor Glayyd to collect money due him, and encountered the infamous gunman Gallandro. Six years after the Battle of Endor, reeling from the destruction of their command base on Nespis VIII, the New Republic scattered its command ships and fighter units across the galaxy. One of them, the fleet transport Vindicator carrying Luke Skywalker and his Jedi trainees, was stationed out beyond Ammuud. Ammuud System: Kumasi System Terrain: Forests, Mountains Species: Humans Climate: Temperate Language: Basic Population: 1 billion Points of Interest: Glayyd clan Stronghold

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Bonadan Bonadan was chief port world of the Corporate Sector and the primary world in the Bonadan system. It was a strip-mined planet at the end of the Hydian Way. Bonadan Heavy Industries was presumably located there. This densely populated planet housed many exotic species from around the galaxy. Bonadanians found off-world are either from wealthy corporate families or those that have escaped the life of corporate servitude. Its yellow, parched surface was heavily eroded, and its topsoil had been destroyed due to constant drilling and construction. The remaining surface was covered with factories, refineries, docks, and shipbuilding facilities in ten spaceports, the largest being Bonadan Spaceport Southeast II. A massive weather-control station lay in the mountains to the north of the main cities; they were used to generate sweeper storms that cleaned the polluted air. Weapons were banned on Bonadan, and being caught by one of the omnipresent weapons detectors was grounds for immediate arrest. Newcomers were thoroughly scanned before landing. From space, Bonadan was a yellow sphere covered with rust-red strips. It looked barren and parched, for whatever plant life not killed deliberately died due to careless mining operations, abundant pollutants, and simple neglect. The Bonadanian tortapo was one of the last surviving fauna on this planet. The once-beautiful landscape was scorched and barren from years of strip-mining, pollution, and mismanagement. In the early years of the Galactic Civil War, Bonadan was under the control of the Galactic Empire. The Imperials then set up a supply commerce consisting of several cargo containers being readied for shipment by CT-11 space tugs. Two BFF-1 bulk freighters, Deddite and Banthar were to pick up the cargo and deliver them to the Imperial fleet. However two Y-wings arrived and destroyed the containers and the two freighters before the Imperial Nebulon-B escort frigate Enforcer could arrive. Despite a claim of neutrality during the Yuuzhan Vong Invasion, representatives of the Corporate Sector were bought off by the alien invaders. The Bonadan Cough was a contagious virus that originated from Bonadan and caused the sufferer to have a hoarse cough and deep fatigue. Bonadan System: Bonadan system Terrain: Eroded wastes, industrial centers Species: Humans, Duros, other non-human Climate: Polluted Language: Basic Population: 12 billion Points of Interest: Spaceport Southeast II

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Duroon Duroon was a planet governed by the Corporate Sector Authority and was located well within "steer clear territory". As such the Sector Police did not take well to the smuggler's illegal activities in the system. The planet held a single major Corporate Sector Authority military base. Captain Solo attempted to evade the Authority's sensors by flying over a huge, active volcanic fissure located on the opposite side of the planet. Solo also made use of the planet's mountainous terrain to escape when pursued by a heavily-armed CSA warship. Duroon was also home to lush jungles, full of twenty-meter high plants that resembled ferns. Duroon had three moons. This warm and foggy planet had no native sentient life, but it did contain an atmosphere suitable for most humanoid species and was home to a diverse array of exotic native creatures. According to the recollections of Captain Solo, these included strange "lacy white things" that resembled "flying dollies" and "swam through the air with ripples of their thin bodies." He also reported sighting a small, green, spheroid creature that navigated its way through the jungle by bouncing on its smooth form, extruding an eye-bump when needing to view its surrounding. Duroon System: Duroon Moons: 3 Terrain: Jungle Species: Ball Creature, Human Climate: Temperate Atmosphere: Breathable (Type 1) Language: Basic Population: Points of Interest: Volcanic Crevasse, CSA Base.

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Ession Ession was a planet in the Corporate Sector, located at the nexus of the Shaltin Tunnels and Lucaya Cross hyperlanes. It was settled in 3,993 BBY. An industrial manufacturing center, it was the headquarters of Pakkerd Light Transport, formerly a division of Sienar Fleet Systems. The fourth planet in the Lucaya system, Ession was settled some 4,000 years before the Battle of Endor. Since that time, it evolved into a major center of industrial manufacturing, and managed to remain neutral during the Galactic Civil War. The warlord Zsinj had built the Pakkerd Light Transport Company on the planet, building TIE Fighters for use in his war machine, and sent the Night Caller—under the control of Wraith Squadron—to protect the Implacable while it received the first shipment of new starfighters. However, the New Republic managed to get three squadrons of X-wings to the planet aboard the Blood Nest, and was able to knock out the Pakkerd plant before

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

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Etti IV Etti IV was the capital of the Corporate Sector and a hot, stormy and dense world. The planet was settled by the Etti, a blue-skinned race of Near-Humans who left the Core Worlds circa 20,000 BBY to escape persecution. The world was a crossroads for several major trading routes, and was hospitable to most Human and humanoid races, making it a logical center for Authority administration. The planet was the headquarters of Cybot Galactica. In 321 BBY, an embezzlement scandal resulted in twelve Cybot Galactica executives being imprisoned on the penal colony of Ord Cestus. In 2 BBY, crime boss Ploovo Two-for-One was operating on Etti IV. An attempt by him to double-cross Han Solo resulted in a major panic throughout Mondder's spaceport district, however Solo was able to escape with the Millennium Falcon which was being held in Docking Bay 45. The Rakririan Sabodor ran a famous pet shop, Sabodor's, on Etti IV, offering rare animals to the wealthy. Etti IV Region: Tingle Arm / Corporate Sector / Etti System Climate: Temperate Terrain: Plains, shallow saline seas Gravity: Standard Moons: 1 Length of Day: standard Length of Year: standard Sapient Species: 77% Etti, 17% Humans, 5% Rakririan, 1% other species Government: Corporate Sector Alliance Capital: Mondder Major Exports: Industrial goods. Major Imports: Credits. Languages: Ettian, Basic

Knowledge (Galactic Lore) DC 10 - Etti IV is the capital of the Corporate Sector, as well as one of the wealthiest planets in the Sector. As the Capital of the Corporate Sector, this planet was home to the affluent corporate executives, who showed off their wealth by erecting luxurious estates on the planet. DC 15 - The hot, stormy and dense world was home to the Etti, a blue-skinned race of Near-Humans who left the Core Worlds circa 20,000 BBY to escape persecution. The world was a crossroads for several major trading routes, and was hospitable to most Human and humanoid races, making it a logical center for Authority administration, as well as a busy trade center. DC 20 - The Rakririan Sabodor ran a famous pet shop, Sabodor's, on Etti IV, offering rare animals to the wealthy, it is considered one of the best pet stores in the Corporate Sector. The Free-Flight Dance Dome is perhaps the most exotic and luxurious dining experience in the Corporate Sector. The facility boasts a variable gravity field that keeps the dance floor zero g's, while allowing other areas to have gravity settings more to the liking of particular customers. Knowledge (Social Sciences) DC 10 - Etti are a pale blue race of near-humans known for delicate features, a lanky frame and black hair. DC 15 - As a result of the mass amount of wealth accumulated on the planet, the cities are also attractive to thieves, pickpockets, and organized crime (such as Ploovo two-for-one's organization & the Black Sun). DC 20 - The Etti were given control of Etti IV by the Corporate Sector Authority.

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Kalla VII Kalla VII was a planet in the Corporate Sector. It was the location of the University of Kalla, an Imperial base, and the headquarters of Unlimited Horizons, Inc.. Natives included Evir Derricote. During Operation Skyhook, while the Rebel Alliance was looking for the location of the first Death Star, Alliance Intelligence discovered that Imperial ships were using the base for supplies and repairs on their way to the Death Star. General Jan Dodonna proposed that if the base was destroyed, any passing ships heading for the Death Star would be stranded there, leaving them open to capture. According to this, Keyan Farlander led three X-wings from Red Squadron to destroy the base. The mission was successful as the Rebels destroyed all supply containers,

the defensive minefield and two BFF-1 bulk freighters from Diputs group, though Breth Gart was killed during a freak collision with the Imperial frigate Priam as it emerged from hyperspace. The Rebels later returned to capture the now stranded Priam. System: Kalla Terrain: Surface: Barren Rock; Subterranean City Species: Humans Climate: Surface: none; Subterranean : Controlled Language: Basic Population: 1.4 billion Points of Interest: University of Kalla, Imperial Base, Unlimited Horizons, Inc. Headquarters

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Mytus VII Mytus VII is at the far edge of the Corporate Sector. The planet has no atmosphere, and is home to a top secret prison complex known as Stars' End. This is the destination for political dissidents and other criminals that the Corporate Sector Authority has deemed sufficient nuisance to the Corporate Sector Authority. Stars' End is a state-of-the-art prison complex, consisting of a main tower rising above the main support buildings, which are then surrounded by turbolaser emplacements. The Tower is made of a single piece of molecularly bonded armor said to be indestructible. In addition, the Tower is protected by a massive anti-concussion field. The Prisoners were stored in stasis booths, frozen until needed for interrogation or execution. The prison complex is run by Viceprex Hirken, who had a garden and amphitheater built into the top levels of the Tower. The amphitheater was host to Hirken's droid gladiator games. Terrain: Barren Atmosphere: None. Gravity: Negligible Species: Humans Languages: Basic Points of Interest: Stars' End Prison

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

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Orron III Orron III was an agricultural world located in the Orron system, in the Corporate Sector. An Authority Data Center was located there. Incoming traffic was restricted to drone barges for transporting crops and Authority fleet vessels. Orron III had three moons. On their attempt to rescue Klaus Vandangante from Stars' End, Han Solo and Chewbacca, after hiding the Millennium Falcon onboard a food barge they made an attempt to infiltrate an Authority Data Center on Orron III to get the prison's coordinates. Then Han and Chewbacca met up with a group led by Rekkon seeking to free family members from the prison. The attempt went badly and resulted in Chewbacca being captured and sent to the Corporate Sector Authority's prison. Near the completion of the first Death Star, when the Alliance captured Toral, Intelligence examined documents found in its memory and discovered that a weapon convoy was to be found near the planet. Tone, Uhuru and Hyko was gathered there when the forces showed up; the convoy was destroyed by Y-wings from Red Squadron and Gold Squadron and X-wings from the Blue Squadron. Communications Satellites were stolen by the BFF-1 bulk freighter Phoenix from that base. Orron III System: Orron Terrain: Mountains, plains and lakes Species: Human Climate: Temperate Atmosphere: Type 1 (breathable) Language: Basic Population: 900 million Points of Interest: Imperial Data Center Capital City: Hudson City

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Saffalore Saffalore was a planet in the Corporate Sector, at one end of the Lucaya Cross. It was one of the Sector's most recent boomworlds. It remained neutral in the Galactic Civil War. Saffalore's surface was largely covered by hard, uncultivated ground with sickly green grass, hills, and forests. The headquarters of Binring Biomedical Product, a front organization sponsored by Warlord Zsinj, was located on Saffalore, though Binring's loyalty to the Galactic Empire did not sway the planetary government to support the New Order. Other successful corporations with impressive stock performance were also headquartered there. System: Saffalore system Terrain: Hills, Forests Species: Humans Climate: Temperate Atmosphere: Temperate Language: Basic Population: 1.2 billion Points of Interest: Binring Biomedical Product Headquarters Capital City: Lurark

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INDEX Ammuud, 79 Anticoncussion Fields, 16 Atuarre, 55 Authority X-10 Groundcruiser, 43 Baron Orman Tagge, 31 Biodegradable Binders, 16 Bloodsniffer, 77 Blue Max, 65 Blue Max, 66 Bollux (A/K/A Zollux), 67 Bonadan, 80 Chewbacca, 69 Commodore Jona Grumby, 38 CSA Personalities, 30 CSA Personnel, 28 Darsie Vundt, 39 Dart Shooter, 15 Dimel-Class Assault Ship, 49 Dinko, 76 Doc Klaus Vandangante, 64 Doc’s Starship Mod Ring, 62 Dr. Oskar Jyng, 39 Duroon, 81 Espo Armor, 41 Espo Grenade Mortar, 41 Espo Gx12 Hovervan, 44 Espo Heavy Repeating Blaster, 41 Espo Officer, 29 Espo Picket Fleet Officer, 29 Espo Sound Pistol, 41 Espo Sound Rifle, 41 Espo Trooper Sergeant, 28 Espo Walker 101, 43 Espo Walker 91, 42 Ession, 82 Etti Iv, 83 Etti Light Cruiser, 48 Fex-Ex:, 15 Fex-M3 Nerve Toxin:, 15 Fiolla, 33 Flame Carbine, 14 Flame Rifle, 14 Flechette Launchers, 14 Fosh, 7 Gallandro, 30 Gocorp/Utilitech Robo-Hack, 20 Golan Arms FCII, 14 Gravsled, 21 Han Solo (Prior To Episode Iv), 68 Heavy Espo Trooper, 28 Hover Chair:, 16 Howlrunner, 78 Ido Glayyd, 36 Invincible-Class Dreadnaught, 50

Ird Pilot, 29 Jx40 Jailspeeder, 45 Kalla Vii, 84 Kamarian, 8 Keeheen, 56 Lafrarian, 9 Lurrian, 9 Lwyll, Former Entertainer, 71 Magg, Human Slaver, 73 Mark X Executioner Droid, 18 Mark X Executioner Droid, Elite, 18 Mobquet A-1 Deluxe Floater, 21 Mobquet Corona speeder, 23 Mobquet Wandering Flyer 191, 24 Mor Ewwen Glayyd, 36 Mytus Vii, 85 Neera Opatjji-Hirken, 35 Odumin A.K.A "Spray", 37 Orron Iii, 86 Pakka, 57 Pho Ph'eahian, 10 Ploovo Two-For-One, 60 Ploovo's Body Guards (Cl4), 61 Ploovo's Criminal Syndicate, 59 Rakririan, 10 Redthorn-Class Scout, 25 Rekkon, Scholar, 73 Rin Assid Bulk Hauler, 25 Riot Shield, 15 Roa, Businessman And Legendary Smuggler, 70 Saffalore, 87 Salus Df-D1 Flechette Launcher, 15 Sam Waurie, Csa Drudge, 40 Security Police Deputy (Espo-D), 28 Sljee, 11 Sonniod, Smuggler, 71 Sonniod, Smuggler, 72 Sorosuub Wlz 101, 23 Strikebreaker Riot Control, 45 Sx20 Patrol Skimmer, 44 Taggeco Air-2 Racing Swoop, 22 Taggeco Cargohopper 102, 22 Taggeco L8-L9 Battle Droid, 19 The Alhambra, 75 The Lady of Mindor, 51 Tholcorp Neuronic Whip, 14 Tis Zeta 19, 47 Tiss'shar, 11 Torm, Espo Informer, 39 Trianii, 12 Trianii Ranger, 54 Trianii Ranger Squad, 54 Trianni Rx4 Patrol Ship, 58

Tynnan, 13 Ubrikkian Zisparanza speeder, 23 Ulig Abaha Ltd. #2 Warpod, 46 Unidentified Amorphous Spcs., 13 Uul-Rha-Shan, 32 Vehicle Flamer, 14 Viceprex Mirkovig Hirken, 34 Viceprex Riga Lanchenzoor, 35 Wardroid Of Xim, 17 Wumdi, 74 Zlarb, Slaver, 74 Zzip Defense Concepts K-222, 24


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