Star Wars D6 RPG Clone Wars Sourcebook
Transcription
Star Wars D6 RPG Clone Wars Sourcebook
Star Wars D6 RPG Clone Wars Sourcebook version: 7 Jun 2005 All material herein property of Lucasfilm Ltd This is an unauthorized work. Table of Contents Section Page Characters............................................................................................. 3 Droids.................................................................................................... 31 Vehicles................................................................................................. 35 Starfighters........................................................................................... 49 Starships............................................................................................... 60 Equipment............................................................................................ 68 Alien Races........................................................................................... 70 Star Wars D6 – Clone Wars Sourcebook Sense: combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy, sense Force, shift sense Count dooku DEXTERITY Dodge Brawling Parry Lightsaber Melee Combat Melee Parry KNOWLEDGE Bureaucracy Business Intimidation Languages Planetary Systems Scholar (Jedi lore) Scholar (Sith lore) Willpower MECHANICAL Space transports PERCEPTION Bargain Command Con Persuasion STRENGTH Brawling Climbing/Jumping Stamina TECHNICAL Computer prog/repair Lightsaber repair Security Alter: injure/kill, telekinesis 2D+2 7D+1 6D+1 11D+2 7D+1 7D 3D+2 9D+1 5D+1 8D+2 5D+2 6D 8D 5D+2 7D projective telepathy Control and Alter: control another's pain, feed on dark side, Force lightning, inflict pain Control, Sense and Alter: affect mind, battle meditation, control mind, telekinetic kill Sense and Alter: dim other's senses, Force wind Force Sensitive: No Force Points: 17 Dark Side Points: 24 Characters Points: 31 Move: 10 3D 5D 3D+2 5D+2 7D 5D+2 8D+2 2D+1 8D 4D+2 4D 2D+2 4D 5D+1 3D+1 Control 12D Alter 10D Sense Control and Sense: farseeing, lightsaber combat, 13D+1 Force Skills: Control: absorb/dissipate energy, accelerate healing, concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance, rage, reduce injury, remain conscious, resist stun Page 3 Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook obi-WAN KEOobi Control: accelerate healing, concentration, control pain, emptiness, enhance attribute, hibernation trance, remain conscious (As of Episode II) DEXTERITY Blaster Brawling Parry Dodge Lightsaber Melee combat Melee Parry KNOWLEDGE Sense: combat sense, danger sense, life detection, life 3D 4D 6D 7D+1 9D+2 6D 6D 3D+2 Bureaucracy 5D Languages Planetary Systems Scholar (Jedi lore) Survival Willpower 4D+2 6D 5D+1 5D 6D MECHANICAL Astrogation Repulsorlift Operation Space Transports Starship Gunnery 4D+2 PERCEPTION Command Hide Investigation Persuasion Search Sneak STRENGTH Brawling Climbing/Jumping Stamina 4D TECHNICAL Droid Programming Lightsaber Repair Security Space Transport Repair 2D 3D 4D 4D projective telepathy Control and Alter: accelerate another's healing Control, Sense and Alter: affect mind, Force harmony Sense and Alter: dim other's senses Force Sensitive: Yes Force Points: 10 Characters Points: 21 Move: 10 Equipment: Lightsaber (5D), Armor (+2/+2), Jedi robes, utility belt, comlink. 3D+1 6D+1 8D+1 3D 4D 5D+1 4D 4D+1 Sense 7D Page 4 Control and Sense: farseeing, lightsaber combat, 5D 4D 5D+1 4D+1 4D+2 5D 6D+2 Force Skills: Alter: telekinesis 3D Control Alter sense, magnify senses, receptive telepathy, sense Force 5D+2 Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook barriss offee DEXTERITY Brawling parry Dodge Lightsaber Melee combat Melee parry KNOWLEDGE Aliens species Languages Planetary systems Planetary systems (Mirial) Scholar (Jedi lore) Willpower MECHANICAL Repulsorlift operation PERCEPTION Persuasion Search STRENGTH Brawling Climbing/jumping Stamina Swimming TECHNICAL Computer prog/repair First aid Lightsaber repair Security telepathy Control and Alter: accelerate another's healing, 3D Control, Sense and Alter: affect mind 4D+2 5D+1 7D+2 4D+2 4D+1 Force Sensitive: Yes 2D+2 Move: 10 3D+2 4D 4D 5D+1 4D+1 4D+2 Force Points: 5 Characters Points: 12 Equipment: Lightsaber (5D), Mirialanstyle Jedi robes 3D+1 4D 3D 4D 4D 2D+1 4D+1 7D+1 3D+1 4D 3D+2 4D+1 7D 5D+1 4D Control 5D+1 Alter 3D+1 Sense control another's disease, control another's pain 5D Force Skills: Control: accelerate healing, concentration, control disease, control pain, emptiness, enhance attribute, force of will, hibernation trance Sense: combat sense, danger sense, life detection, life sense, receptive telepathy, sense Force Alter: telekinesis Control and Sense: lightsaber combat, projective Page 5 Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook aayla secura DEXTERITY Blaster Brawling parry Dodge Lightsaber KNOWLEDGE Languages Planetary systems (Ryloth) Scholar (Jedi lore) Streetwise MECHANICAL Astrogation Communications Repulsorlift operation Space transports Starship gunnery PERCEPTION Search Persuasion STRENGTH Brawling Climbing/jumping Stamina TECHNICAL Lightsaber repair Security Lekku: Twi’leks can use their head tails to communicate in secret with each others. 3D+1 6D 4D+1 6D 7D+2 3D 5D 4D+2 4D+1 4D Force Points: 5 Dark Side Points: 2 Characters Points: 17 Move: 10 Equipment: Lightsaber (5D), twi'lek Jedi robes, Delta 7 starfighter 2D+1 3D 3D 3D 4D+2 3D+2 4D 4D+1 5D 2D+1 3D+1 4D+1 4D+1 3D 3D+1 4D Control 3D Alter 3D+1 Sense Force Sensitive: Yes 2D+1 Force Skills: Control: concentration, control pain, enhance attribute, hibernation trance, remain conscious Sense: combat sense, danger sense, life detection, life sense, receptive telepathy, sense Force Alter: telekinesis Control and Sense: lightsaber combat Control, Sense and Alter: telekinetic kill Special Abilities: Page 6 Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook luminara unduli DEXTERITY Brawling parry Dodge Lightsaber Melee combat Melee parry KNOWLEDGE Alien species Bureaucracy Cultures Languages Planetary systems Planetary systems (Mirial) Scholar (Jedi lore) Willpower MECHANICAL PERCEPTION Persuasion Sneak STRENGTH Brawling climbing/jumping Stamina Swimming TECHNICAL Computer prog/repair First aid Lightsaber repair Security Control and Sense: farseeing, lightsaber combat, projective telepathy 3D 5D+2 7D 9D+2 5D+1 5D+1 3D 5D 3D+2 4D 4D+1 4D 5D+2 4D+2 5D Control, Sense and Alter: affect mind Sense and Alter: dim other's senses Force Sensitive: Yes Force Points: 9 Characters Points: 20 Move: 10 Equipment: Lightsaber (5D), Mirialanstyle Jedi Robes 2D+2 3D 5D 5D 3D 5D+1 6D+2 4D+1 4D+1 3D+1 4D 4D+1 5D+1 3D+2 Control 6D+2 Alter 9D Sense Control and Alter: control another's pain 7D Force Skills: Control: accelerate healing, concentration, control pain, emptiness, force of will, hibernation trance, reduce injury, remain conscious Sense: combat sense, danger sense, life detection, life sense, receptive telepathy, sense Force Alter: telekinesis Page 7 Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook shaak ti DEXTERITY Brawling parry Dodge Lightsaber Melee combat Melee parry KNOWLEDGE Bureaucracy Intimidation Languages Scholar (Jedi lore) Willpower MECHANICAL Repulsorlift operation PERCEPTION Bargain Con Hide Persuasion Search STRENGTH Brawling Climbing/jumping TECHNICAL Computer prog/repair First aid Lightsaber repair Security Control and Sense: farseeing, lightsaber combat, projective telepathy 4D 6D+1 6D+2 10D 5D+2 5D 3D+1 4D 7D 4D 6D+2 5D+1 2D+1 3D 3D+1 5D 5D 5D 5D 7D+1 2D 4D+2 3D 3D meditation, enhanced coordination Sense and Alter: dim other's senses, lesser Force shield Special Abilities: Camoflage: Togruta characters possess colorful skin patterns which help them blend in with natural surroundings (much like the stripes of a tiger). This provides them with a +2 pip bonus to Hide skill checks. Spatial Awareness: Using a form of passive echolocation, Togruta can sense their surroundings. If unable to see, a Togruta character can attempt a Moderate Search skill check. Success allows the Togruta to perceive incoming attacks and react accordingly (by making defensive rolls). Force Sensitive: Yes Force Points: 8 Characters Points: 24 Move: 10 Equipment: Lightsaber (5D), Jedi robes, utility belt 4D+1 6D+1 5D+1 3D+2 Control 8D Alter 6D Sense Control, Sense and Alter: affect mind, battle 8D+2 Force Skills: Control: absorb/dissipate energy, accelerate healing, concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance, remain conscious Sense: combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy, sense Force Alter: injure/kill, telekinesis Page 8 Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Saesee tiin DEXTERITY Blaster Brawling parry Dodge Lightsaber Melee combat Melee parry KNOWLEDGE Aliens species Languages Planetary systems Scholar (Jedi lore) Tactics (starfighters) Willpower MECHANICAL Astrogation Communications Repulsorlift operation Sensors Space transports Starship gunnery Starship shields Starfighter piloting Control: absorb/dissipate energy, accelerate healing, 2D+2 4D+1 6D 6D+1 9D+2 5D+1 5D+1 Sense: combat sense, danger sense, instinctive 2D+1 Control and Alter: control another's pain 4D+1 3D+2 5D, 4D+2 6D+1 4D+2 4D+1 7D 5D 5D+1 5D+1 6D 8D+1 6D+1 8D+1 PERCEPTION 3D Command Persuasion STRENGTH Brawling TECHNICAL Computer prog/repair Droid repair Lightsaber repair Security Starfighter repair 5D 4D 2D+2 6D+1 3D 8D+2 Alter 6D+2 Force Skills: Page 9 astrogation, life detection, life sense, magnify senses, receptive telepathy, sense Force Alter: telekinesis Control and Sense: farseeing, lightsaber combat, projective telepathy Control, Sense and Alter: affect mind Sense and Alter: dim other's senses Special Abilities: Precognition: All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power. Force Sensitive: Yes Force Points: 10 Characters Points: 21 Move: 10 Equipment: Lightsaber (5D), Jedi robes, Delta7 Aethersprite 4D+2 4D+2 5D 4D 5D+1 Control Sense concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance, remain conscious, remove fatigue 11D Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook ki-adi-mundi DEXTERITY Brawling parry Dodge Lightsaber Melee combat Melee parry KNOWLEDGE Alien species Cultures Languages Planetary systems Planetary systems (Cerea) Scholar (Jedi lore) Willpower MECHANICAL Repulsorlift operation Space transports Starship gunnery PERCEPTION Investigation Persuasion STRENGTH Brawling Climbing/jumping Stamina TECHNICAL Computer prog/repair Lightsaber repair Security Space transport repair Alter: telekinesis Control and Sense: lightsaber combat, projective 2D+2 5D+1 5D+1 8D+1 5D+2 5D+2 3D 4D+2 5D 4D+2 4D+1 6D+1 5D+2 5D 3D 4D 5D 5D Control and Alter: control another's pain Control, Sense and Alter: affect mind Sense and Alter: dim other's senses Special Abilities: Initiative Bonus: Cereans gain a +1D bonus to all initiative rolls. Force Sensitive: Yes Force Points: 10 Dark Side Points: 1 Characters Points: 20 Move: 10 Equipment: Lightsaber (5D), Jedi robes. 3D+2 4D+1 5D 2D+2 5D+1 4D 4D 3D 4D 5D 3D+2 4D Control 8D+2 Alter 6D+2 Sense telepathy 7D+1 Force Skills: Control: accelerate healing, concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance, remain conscious, resist stun Sense: combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy, sense Force Page 10 Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Kit fisto DEXTERITY Brawling parry Dodge Lightsaber Melee combat Melee parry sense, magnify senses, receptive telepathy, sense Force Alter: telekinesis 3D+1 6D 6D+2 10D+2 6D 6D KNOWLEDGE 3D Aliens species Bureaucracy Intimidation Languages Planetary systems Scholar (Jedi lore) Survival Willpower MECHANICAL Repulsorlift operation PERCEPTION Command Investigation Persuasion Search STRENGTH Brawling Climbing/jumping Swimming TECHNICAL Computer prog/repair First aid Lightsaber repair Security 5D 3D+2 4D+1 4D+2 4D 7D 5D+1 7D+2 3D 4D 2D+2 4D 5D+1 4D+2 6D 3D+2 6D+1 5D 5D+2 2D+1 3D+2 4D+1 4D+1 3D Control 8D+1 Alter 6D Sense Control and Sense: farseeing, lightsaber combat, projective telepathy Control and Alter: control another's pain, control breathing, Force lightning Control, Sense and Alter: affect mind Sense and Alter: lesser Force shield Special Abilities: Good Swimmers: Nautolans, being amphibious, gain a permanent +1D bonus to all Swimming skill rolls. Lowlight Vision: A Nautolan can see twice as far as a normal human in poor lighting conditions. Pheromone Detection: Nautolans possess tendrils which act as their major sensory organs, and they barely function outside of water. The tendrils are so sensitive that they can sense odors and pheromones, which can allow an observant Nautolan some idea of a target's emotional state. Because of this, Nautolans gain a +1D bonus to all skills rolls involving interpersonal relations (ie, Bargain, Command, Con, Intimidation, Investigation, or Persuasion) when in water. When outside of water, this bonus is reduced to a mere +1 pip. Force Sensitive: Yes Force Points: 16 Characters Points: 24 Move: 10 Equipment: Lightsaber (5D), Jedi robes, utility belt 9D+2 Force Skills: Control: absorb/dissipate energy, concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance Sense: combat sense, danger sense, life detection, life Page 11 Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Anakin Skywalker (As of Episode II) DEXTERITY Brawling parry Dodge Llightsaber Melee combat Thrown weapons KNOWLEDGE 3D 5D 5D 7D+2 4D+1 4D+1 2D+2 3D+2 Languages Languages (Huttese) Planetary sys (Tatooine) Scholar (Jedi lore) Streetwise Survival 4D 5D 3D+2 4D 4D 3D+2 Repulsorlift operation Space transports Starship gunnery Starship shields Starfighter piloting PERCEPTION Bargain Search Control: concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance, remain conscious Aliens species MECHANICAL Force Skills: 4D 5D+2 4D+2 6D+2 4D+2 7D Sense: combat sense, danger sense, instinctive astrogation, life detection, life sense, magnify senses, receptive telepathy, sense Force Alter: telekinesis Control and Sense: farseeing, lightsaber combat, projective telepathy Control, Sense and Alter: affect mind Force Sensitive: Yes Force Points: 7 Dark Side Points: 3 Characters Points: 17 Move: 10 Equipment: Lightsaber (5D), Jedi Robes, Heavily Modified Delta7 Aethersprite 2D+2 4D 4D STRENGTH 2D+2 Brawling Climbing/jumping Stamina TECHNICAL Droid programming Droid repair Lightsaber repair Repulsorlift repair Starfighter repair Starfighter repair (Delta7) 5D+1 5D+1 3D+2 3D 5D 6D+1 4D+1 5D+2 4D 5D Control 5D+1 Sense 5D Alter 4D+2 Credit: Kinn Kundo, SWRPGNETWORK.COM Page 12 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook mace windu DEXTERITY Brawling parry Dodge Lightsaber Melee combat Melee parry Running KNOWLEDGE Aliens species Bureaucracy Intimidation Languages Planetary systems Planetary sys (Coruscant) Scholar (Jedi lore) Survival Willpower MECHANICAL Repulsorlift operation Space transports Starship gunnery PERCEPTION Bargain Command Con Con (disguise) Persuasion Sneak STRENGTH Brawling Climbing/jumping Stamina TECHNICAL Computer prog/repair Lightsaber repair Security Control: absorb/dissipate energy, accelerate healing, 3D+1 9D+1 9D+1 13D 8D+2 8D 5D 3D+2 Alter: injure/kill, telekinesis Control and Sense: farseeing, lightsaber combat, projective telepathy Control and Alter: accelerate another's healing, 2D+2 Move: 10 4D 4D 5D Control, Sense and Alter: affect mind, enhanced coordination, Force harmony Sense and Alter: dim other's senses, lesser Force shield Force Sensitive: Yes Force Points: 12 Characters Points: 41 Equipment: Lightsaber (5D), Jedi robes 3D+1 5D 7D 5D 7D 7D+2 5D 3D 8D 7D+1 5D 2D 3D+2 4D+2 3D Alter 10D Page 13 sense, magnify senses, receptive telepathy, sense Force control another's pain, return another to consciousness 11D+1 Force Skills: Sense: combat sense, danger sense, life detection, life 5D+2 5D+1 9D+2 5D+1 5D+1 8D 9D 5D 5D+2 Control Sense concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance, reduce injury, remain conscious, remove fatigue, resist stun 14D+1 Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook captain typho DEXTERITY Blaster Brawling parry Dodge Grenade Melee combat Melee parry KNOWLEDGE Intimidation Languages Planetary systems Planetary systems (Naboo) Survival Tactics (squads) MECHANICAL Repulsorlift operation Starship gunnery Starfighter piloting PERCEPTION Command Investigation Search STRENGTH Brawling Stamina TECHNICAL Computer prog/repair First aid Security 3D+1 6D+1 5D+1 6D 4D 5D+1 5D+1 2D+2 4D+1 3D+1 4D 6D 4D+1 4D 3D 4D 4D+2 4D+1 3D 5D 4D+1 4D+1 3D+1 5D+1 4D+1 2D+2 3D+1 3D+2 3D Force Sensitive: No Force Points: 1 Characters Points: 11 Move: 10 Equipment: Heavy blaster pistol (5D, ascension gun), light armor (+1D/+1) Credit: Kinn Kundo, SWRPGNETWORK.COM Page 14 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Darth sidious DEXTERITY Brawling parry Dodge Lightsaber Melee combat Melee parry KNOWLEDGE Aliens species Bureaucracy Cultures Intimidation Languages Planetary systems Planetary systems (Naboo) Scholar (history) Scholar (Jedi lore) Scholar (Sith lore) Tactics (fleets) Willpower MECHANICAL PERCEPTION Bargain Command Con Investigation Persuasion STRENGTH Brawling TECHNICAL Computer prog/repair Lightsaber repair Security conscious, resist stun Sense: danger sense, life detection, life sense, magnify 2D+1 5D 8D 12D 5D+1 5D+1 4D+1 7D 11D+1 7D+2 9D+2 8D+2 6D+1 8D+1 8D 7D+2 9D+1 6D+2 8D+2 2D 4D+1 Alter: injure/kill, telekinesis Control and sense: farseeing, lightsaber combat, projective telepathy Control and Alter: accelerate another's healing, control another's pain, feed on dark side, Force lightning, inflict pain, return another to consciousness, transfer Force, waves of darkness Control, Sense and Alter: affect mind, control mind, doppleganger, drain life energy, enhanced coordination, illusion, telekinetic kill, transfer life Sense and Alter: dim other's senses Force Sensitive: Yes Force Points: 18 Dark Side Points: 32 Characters Points: 41 Move: 10 Equipment: Lightsaber (5D), Sith Holocron, private transport 6D+2 10D 6D+2 11D 11D+2 3D 6D 2D 4D 4D 3D Control 13D Alter 14D Sense senses, receptive telepathy, sense Force 15D Force Skills: Control: absorb/dissipate energy, accelerate healing, concentration, control pain, detoxify poison, emptiness, force of will, hibernation trance, reduce injury, remain Page 15 Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook General Grievous form on the industrial world of Hypori, where Grievous laid waste to almost all of Barrek's forces. Following that bloody debut, scattered reports along the HoloNet told of numerous successes in the Office of the General's campaigns against the Republic. Grievous led a stab into the Republic's inner systems along the Corellian Trade Spine, conquering world after world. When Duro fell to a concentrated Confederacy attack, the insulated Core Worlds trembled in fear of what the General was able to achieve. DEXTERITY 6D Dodge 10D 10D 20D 9D Brawling Parry Lightsaber Blaster When the greedy corporate titans and the disenfranchised systems of the galaxy pooled their resources together to leave the aging Galactic Republic behind, they became the Confederacy of Independent Systems. Their military assets formed a droid army of seemingly limitless size a weapon that needed a military mastermind to wield effectively. From within the ranks of the Confederacy came General Grievous, a brilliant strategist unhindered by compassion or scruples. His lightning strikes and effective campaigns caused his reputation to grow in the eyes of a frightened Republic. To many, he eclipsed the threat posed by Count Dooku, the charismatic leader of the Confederacy's political battlefields Grievous was the face of the enemy. A twisted melding of flesh and metal, General Grievous' body is a deadly weapon forged by the cutting edge developers of the Confederacy. Within the hardened carapace beats the heart of a remorseless killer. Grievous hunted Jedi for sport and proudly displayed his victims' lightsabers around his belt as trophies of his conquests. His unorthodox fighting form and mechanical enhancements gave him an edge in closequarters combat, and his strategic ingenuity and flawless cunning rendered him almost invincible against the Jedi. In the final stages of the Clone Wars, Grievous orchestrated a daring strike against the heart of the Republic. His flagship led a fleet of massive warships to Coruscant, where an immense battle raged in the upper atmospheres of the capital world. The fighting had gone on long enough one way or another, this strike would lay the foundation for the end of the war. Grievous was determined to be victor, and hoped to add the lightsabers of the most famous Jedi warriors Skywalker and Kenobi to his grisly collection. Though Grievous orchestrated many campaigns from sheltered bunkers, he was not afraid to fight alongside his soulless troops in the frontlines of the battlegrounds. Jedi General Daakman Barrek first reported Grievous' frightening Page 16 KNOWLEDGE 3D Tactics Intimidate Planetary Systems 8D 12D 6D MECHANICAL 2D Astrogation Ground Vehicle Operation RepulsorLift Operation Space Transports Starfighter Piloting Starship Weapons Starship Shields 6D 9D 8D 7D 9D 8D 6D PERCEPTION 6D Command; Confederacy Hide Search Sneak 8D 7D 10D 7D STRENGTH 6D Brawling Climbing/Jumping Stamina 12D 11D 9D TECHNICAL 3D Droid Programming 6D 8D 8D Droid Repair Security Force Sensitive: No Force Points: 4 Dark Side Points: 18 Character Points: 12 Move: 12 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Special Abilities Four Arms: General Grievous' arms can split from their default configuration into a set of four arms which allow him to wield four weapons at once. Ultrasonic Vocabulator: Grievous has a vocabulator system which can communicate into ultrasonics, allowing him to issue commands to droids unknown to organics. Magnetised Talons: Grievous' feet end in a set of magnetised talons, which can magnetically adhere to metal surfaces such as starship hulls. The talons are also razor sharp (Strength+2D Damage) and can be used for climbing or gaining purchase on slippery or sheer surfaces. His feet can also be used interchangably with his hands, allowing him to walk on his hands while wielding weapons with his feet, or to stand on a single foot while wielding weapons in his hands and other foot. Heuristic Combat Programming: Grievous' brain is enhanced to allow him to control his cyborg body, as well as to allow him to combat his chosen enemy, the Jedi. This programming allow him to wield four weapons at no disadvantage (first four actions are taken at no penalty), making him a fearsome warrior. Cybernetically Enhanced Eyes: Although Grievous has his natural Kaleesh eyes instead of photoreceptors, these are enhanced, allowing him to see in the dark (+2D to search in darkness), and including macrobinocular features. Armorplast Plating: Grievous is covered with armour plates, making him heavily resistant to damage (+1D vs Damage) although obviously even this is not enough to make him totally resistant to a Lightsaber wielding Jedi Knight. Equipment: Blaster Pistols (4D damage) Multiple Lightsabers (5D damage) Credit: FreddyB, rpggamer.org Page 17 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Asajj ventress Sense Alter 5D 4D DEXTERITY 4D Blaster Brawling Parry Dodge Lightsaber Melee Combat Melee Parry Thrown Weapons 5D 6D 8D 7D 7D 6D 7D Force Powers: Absorb/Dissipate Energy, Accelerate PERCEPTION 5D Force Sensitive: Yes Bargain Command Con Hide Persuasion Search Sneak 6D 8D 6D 8D 6D 7D 8D Force Points: 12 KNOWLEDGE 2D Intimidation Languages Planetary Systems Streetwise Survival Tactics Willpower 5D 6D 4D 6D 4D 7D 5D STRENGTH 3D Brawling Climbing/Jumping Stamina Swimming 6D 6D 4D 5D MECHANICAL 3D Starfighter Piloting Starship Gunnery Starshield Shields Beast Riding Astrogation Repulsorlift Operation Sensors 7D 6D 5D 4D 6D 6D 5D TECHNICAL 2D Demolitions First Aid Medicine Security 4D 5D 3D 6D Control Page 18 5D Healing, Control Pain, Detoxify Poison, Reduce Injury, Remain Conscious, Resist Stun, Life Detection, Life Sense, Magnify Senses, Telekinesis, Lightsaber Combat, Affect Mind, Enhance Attribute, Rage, Combat Sense, Danger Sense. Dark Side Points: 14 Character Points: 18 Move: 12 Equipment Twin Lightsabers (curved handles, Red Blade, 5D Damage) Armoured Robes (+1 Vs Energy Damage, +2 Vs Physical Damage) FanBlade Starfighter One of the most deadly and tragic opponents to emerge from the battlefields of the Clone Wars was Asajj Ventress, a disciple of the dark side and sworn enemy of the Jedi. A lifetime of enduring cruel hardships had purged any compassion from her cold heart, and a fierce survival instinct forged in the ceaseless dangers of her bloody homeworld kept her on the dark path. Much of her past remains shrouded in mystery. Ventress hails from Rattatak, a barbaric world where violent bloodshed is a daily occurrence. The primitive planet is far from the Republic borders, and is ruled by brutal warlords who constantly battle for domination. A warlord named Osika Kirske murdered Asajj's parents when she was very young. Somehow, a young Jedi named Ky Narec came to be stranded on this forsaken world. Cut off from the Jedi Council, Narec discovered Asajj and took it upon himself to train the Forcestrong orphan. The two quickly became heroes, vanquishing many warlords, ending wars, and uniting armies until Kirske conspired with the remaining warlords to retaliate. They succeeded in killing Narec before he could complete Asajj's training. As a result, she had the skills of the Jedi combined with a raw, unfocused talent in the Force. She never controlled her instinctual fury, and when her master died, she developed a hatred for the Republic that had abandoned her mentor, and had ignored the atrocities of Rattatak. Asajj's rage fueled her power, and she clawed her way up to a position of authority on the lawless world of Rattatak. She version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook conquered and imprisoned most of the remaining warlords, including Osika Kirske, whom she would eventually kill. She could best any of the monstrous combatants in the gladiatorial games held regularly on the world. Shortly after the outbreak of the Clone Wars, Count Dooku came to Rattatak, looking for another world to add to the Separatist fold. What he found instead was far more promising. Ventress' raw talent and fierce determination impressed Dooku. The charismatic leader of the Confederacy was able to recruit the young warrior by appealing to her disgust with the Jedi and the Republic. Dooku confirmed Ventress' bitter ideas that the Jedi had abandoned their ethics and convictions. Ventress proved her skills by challenging Dooku to a duel. Though Dooku won the sparring contest, he invited Ventress to accompany him back into the Confederacy as a personal protégé. Though Ventress longed to identify herself as a Sith, she did not receive Sith training. While Dooku helped hone her talents, he taught her none of the knowledge unique to the Sith. Her skills were a combination of incomplete Jedi training coupled with her own techniques. Her raw talents and bottomless well of anger and pain bolstered her dark side abilities. Giving into her rage granted her further powers. Ventress proved to be a cunning military mastermind, and Dooku made her a commander within the Separatist army. One of her first assignments was disrupting a meeting between Jedi Master Mace Windu and a group of dissident Jedi. Dooku had no compunctions about exploiting and lying to Asajj to meet his ends. He told her that Windu was responsible for the abandonment of her former Jedi mentor. Asajj did battle with Windu on the moon of Ruul, and though Asajj was forced to flee the fight, Windu came to realize that a new and dark menace to the Jedi was at large. the young Jediintraining into a trap. Anakin followed Asajj through hyperspace to the ancient Sith temples of Yavin 4. Anakin continued his pursuit on foot, aided by clone troopers. Using the Force, Asajj whittled away the clone trooper guards, and then began a stunning lightsaber duel with Anakin. So skilled was she, Asajj even proved to be a challenge to the fabled Chosen One of Jedi legend. To defeat her, Anakin needed the edge granted by giving into anger. In a furious counterattack, young Skywalker repulsed Ventress, who nevertheless survived. After being captured on Jabiim, Jedi General ObiWan Kenobi and the ARC trooper known as Alpha were transported to Ventress' private fortress on Rattatak. There, she tortured the prisoners in hopes of breaking ObiWan's spirit and presenting the defeated Jedi as a trophy to Count Dooku. Kenobi foiled her plans, though, and escaped along with Alpha. Adding insult to injury, Kenobi stole Ky Narec's lightsaber, which Ventress kept as a memento of her past, and left Rattatak by absconding with one of her fanblade fighters. Asajj has perfected a lightsaber combat form that uses paired blades to strike and parry. She carried twin weapons given to her by Count Dooku, and each bears a similar archaic curved handle design favored by the former Jedi Master. Ventress' lightsaber handles are especially modified so that they can connect into a joined, Sshaped handle, becoming a double bladed lightsaber. Asajj was in command of a Separatist plot to unleash a deadly chemical weapon on the Gungan colony moon of Ohma D'un. This was an early test of a chemical warfare program against the clone troopers of the Republic. Though Asajj and Durge had to flee the Naboo moon, they had proven to be formidable opponents against the Jedi. General ObiWan Kenobi followed Asajj to the chemical weapon development plants on Queyta. Asajj was tasked by Count Dooku to once again offer Kenobi a chance to join the Separatists, but the Jedi refused. Asajj again escaped to plague the Republic on other battlefronts. Four months after the Battle of Geonosis, Asajj joined the fighting on Muunilinst, where Republic clone troopers attacked droid factories on the InterGalactic Banking Clan homeworld. Though the bounty hunter Durge handled the ground campaign, Asajj soared into battle aboard one of her fanblade starfighters. Her incredible piloting skills drew the attention of Anakin Skywalker, the Padawan who was leading the space forces. Despite orders not to pursue, Anakin gave chase, and Asajj lured Page 19 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Durge DEXTERITY 7D Blasters Blasters; Blaster Pistol Brawling Parry Dodge Melee Combat Melee Parry 7D 12D 9D 8D 9D 8D PERCEPTION 3D Command Search 6D 4D KNOWLEDGE 3D Intimidation Streetwise Survival Tactics Willpower 7D 4D 5D 6D 6D STRENGTH 6D Brawling 9D MECHANICAL 2D Space Transports Beast Riding Repulsorlift Operation 3D 4D 8D TECHNICAL 2D Blaster Repair 4D 6D 5D Demolitions Security Force Sensitive: No Force Points: 5 Dark Side Points: 49 Character Points: 40 Move: 10 Special Abilities Regeneration: Gen'Dai can regenerate damage at a highly accelerated rate, healing at one speed category faster than other lifeforms (eg to heal naturally from a wound a normal character would have to wait three days, a Gen'Dai would only have to wait three hours). This regenerative capacity allows them to regenerate lost limbs, however this is a slow process and pales into insignificance compared to their ability to re attach severed limbs by holding them against the stump and waiting for the wound to heal. They can Page 20 also burn force points to heal one wound category instantaneously, making them capable of incredible feats of healing especially when combined with their ability to reattach severed limbs. Hibernation: When Mortally Wounded a Gen'Dai can enter a state of hibernation in which they can remain while they heal twice as slowly as other lifeforms (eg requiring 2 months before making a healing roll to improve to incapacitated). Distributed Circulatory and Nervous Systems: Gen'Dai have no central brain or heart structure making them extremely resistant to damage, this gives them a bonus 3D to their strength to resist wounds and damaging attacks. Longevity: Gen'Dai can live for many millenia without physically weakening, however their minds succumb to the years and they find themselves suffering increasing levels of depression, anxieties and insanities until their final years are lost in madness. Equipment Impact Armour (+2 vs Physical Damage, +1 vs Energy Damage, with integrated Jet Pack, Wrist Mounted Energy Shields (for parrying) and Wrist Dart Launchers (3D Damage)), Blaster pistols (4D Damage), Explosives, Power Lance (Strength +2D Damage), Energy Bola (5D Energy or Physical Damage), Spiked Flail (Strength +1D Damage) Modified swoop speeder bike The bounty hunter known as Durge had weathered centuries of violence and warfare, emerging as a merciless and nearly unstoppable warrior driven by ancient vendettas. Though he identified himself as a bounty hunter, he held no guild allegiance, answered to no benefactor, and seemed to have no need of riches. He hunted for the pure sport of it, to feed an insatiable bloodlust that spanned literally hundreds of worlds and almost two thousand years. When completely encased in his battered high impact armor, Durge's true alien heritage was obscured. Though humanoid in appearance, Durge was a Gen'Dai, a rare species with an unusually long lifespan some Gen'Dai reportedly have lived for over four thousand years. The peculiar nervous and circulatory systems of the Gen'Dai makes them extremely resistant to physical injury. The Gen'Dai physiology boasts millions of nerve clusters throughout the body, and a vascular system that distributes blood without the need of a central heart. Lacking the vulnerable vital organs of most humanoids, a Gen'Dai could sustain multiple lacerations and even, it is rumored, complete dismemberment and yet still survive. In addition to these extremes of endurance, the version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook distributed neural network gives the Gen'Dai phenomenal reflexes. Should a Gen'Dai sustain too many injuries, they are capable of entering into extended periods of hibernation, during which they can heal wounds, recover from disease, and slow the aging process. With such formidable physical abilities, it is fortunate for the galaxy at large that the Gen'Dai are, by nature, not an aggressive species. They are nomadic, and their home world has been lost to the ages. Due to a low birthrate, the Gen'Dai are very rarely encountered, and they usually avoid confrontation if possible. Though the Gen'Dai are physically suited for long life, their minds weaken with age, and the species is susceptible to depression, hysteria, and other forms of psychosis. The Gen'Dai that would become Durge was born two thousand years before the fall of the Republic, and was regarded by his elders as an exceptional physical specimen at a young age. A predilection for aggression, coupled by witnessing bounty hunters in action, forever steered young Durge into a lifetime of violence. The lure of the blood trade drew Durge away from his tribe and into the rest of the galaxy. For centuries, he studied under the most experienced and dangerous bounty hunters he could find. About a millennia before the Battle of Naboo, when the galaxy was wracked by warfare waged between the Jedi Knights and Sith Lords, Durge was in the employ of one of the few remaining Sith. In this time, he squared off against many a Jedi, learning their fighting techniques, and developing weaponry and combat tactics to counter their moves. When the Sith were finally wiped out at the Battle of Ruusan, Durge went into hiding to avoid Jedi reprisals. He adopted dozens of different aliases while continuing his career as a hunter, amassing a sizable fortune. Nine hundred years later, Durge was hired to kill the leader of the Mandalorians. Though he succeeded, the Mandalorians struck back and managed and subdue Durge. Leave it to the Mandalorians to devise a means of restraining a Gen'Dai. They turned Durge's longevity against him, finding ways of inflicting pain throughout his scattered nerves. He was a victim of unspeakable torture, unable to die. ironic twist in his quest for retribution. The Republic clones were cast from a Mandalorian genetic template. Though the galaxy may be bereft of true Mandalorians, their legacy lived on in the form of clone troopers. Durge would take great satisfaction in being able to kill legions of his sworn enemies. In becoming Dooku's henchman, the bounty hunter was teamed up with Asajj Ventress, a Dark Jedi and commander within the Separatist military. The two were formidable adversaries for the Republic, and Durge took the lives of many Jedi with great zeal. Alongside Ventress, Durge unleashed a horrible chemical weapon attack on the Gungan colony moon of OhmaD'un. The Jedi were shocked to discover Durge, a warrior like no other on an increasingly deadly battlefield. Durge and the threat of chemical weaons returned on the Separatist outpost of Queyta. Durge was also dispatched to bolster the security of Muunilinst, the homeworld of the InterGalactic Banking Clan. He organized and led a droid army of IG lancer droids, creating an elite rapid deployment military force to protect this key world of the Confederacy. Durge led his droid forces in defense of Muunilinst when a huge Republic taskforce attacked the planet. Durge's army inflicted great damage to the armored vehicles of the Republic army, but Durge was ultimately bested in oneonone combat with General ObiWan Kenobi. In addition to Durge's frighteningly powerful physical abilities, he was a walking arsenal. He was proficient with ranged weapons like his twin blasters, melee weapons like a spiked flail, and thrown weapons like a set of energized bolas. Durge's heavy armor included wrist darts and forearm mounted energy shields that let him parry lightsaber attacks for short periods of time. Durge often used an agile rocket pack as well as an extensively modified swoop speeder bike. Credit: FreddyB, rpggamer.org Durge was able to escape the Mandalorians, and retreated to parts unknown to hibernate and recover. It took nearly a century to undo the damage the Mandalorians wrought. Though his physical body had healed, Durge's already dangerous psyche was pushed further past the brink of sanity. When Durge emerged from his slumber, he sought vengeance on the Mandalorians. He was cheated of his revenge as he learned they were all but extinct. He soon found purpose, though. He had awakened to a galaxy at war, a galaxy where the Jedi Knights led clone soldiers in battle against the automated troops of the Confederacy. The charismatic Count Dooku lured Durge into his ranks, and the ancient bounty hunter relished an Page 21 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Clone Sky Trooper Though clone troopers were genetically identical in design, a few elite groups underwent specialized training to better prepare them for specific environments. These combat skills were supplemented by equipment modified for use on specific terrains. The Sky Troopers are one such example of this, equipped with streamlined armour with an inbuilt jet pack and weapons they can fight high above the surface of planets no matter whether the battle is in the treetops of Kashyyyk or on the Cloud City of Bespin. This enables them to have a high mobility and to fight without aerial vehicle support although this is still limited by the small fuel supply of their Jet Pack. Clone Sky Troopers were replaced by Storm Sky Troopers but the lower levels of training and the reduced cost of their equipment means that the galaxy still remembers the bravery and ferocity of the Clone Sky Troopers many decades after the last one disappeared from the galaxy. DEXTERITY 3D Blaster Dodge Brawling Parry Vehicle Blasters 6D 6D 5D 5D KNOWLEDGE 3D MECHANICAL 3D Jet Pack Operation 6D PERCEPTION 3D STRENGTH 3D Brawling 5D TECHNICAL 3D Force Sensitive: No Move: 10 Equipment: Clone Sky Trooper Armour (+1D+2 Physical, +2 Energy, 1D Dexterity) Jet Pack: Move 80;240kmh (60 Minutes Fuel Twin Blaster Cannons (Scale: Speeder, Ammo: 20, Range: 325/50/250, Damage: 4D)) CloneTrooper Blaster Rifle (5D+2) Credit: FreddyB, rpggamer.org Page 22 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Clone Scuba Trooper Though clone troopers were genetically identical in design, a few elite groups underwent specialized training to better prepare them for specific environments. These combat skills were supplemented by equipment modified for use on specific terrains. One notable group was the clone SCUBA troopers. These aquatic assault troopers were outfitted with modern gear that allowed them to effectively wage war against aquatic cultures that would otherwise enjoy the advantage of fighting in a difficult native environment. A clone SCUBA trooper's armor is lighter in weight than the standard plastoid alloy composite armor worn by the line infantry. The helmet features lenses and sensors that help penetrate the ocean murk and bring underwater enemies into crisp focus. Miniaturized scrubbers built into the breathing unit are able to extract oxygen from water environments, and allow for attachment of oxygen tanks. A clone SCUBA trooper wears an aquatic propulsion pack and has maneuverability jets incorporated into his shin guards to allow for impressive underwater agility. Clone SCUBA troopers carry specialized blaster rifles with a modified collimator barrel array that retards blaster bolt diffusion from the water environment. These troopers are typically outfitted with explosives that take advantage of an ocean's ability to transmit concussive shock. General Kit Fisto led an army of clone SCUBA troopers on Mon Calamari during the Clone Wars. DEXTERITY 3D Blaster Dodge Brawling Parry 6D 6D 5D KNOWLEDGE 3D MECHANICAL 3D STRENGTH 3D Brawling 5D 6D PERCEPTION Swim 3D TECHNICAL 3D Force Sensitive: No Move: 10 Equipment: Clone Scuba Trooper Armour (+1D+2 Physical, +2 Energy, 1D Dexterity, Waterjets: Move 20 +1D Dodge, Oxygen Scrubbers) Aquatic Modified CloneTrooper Blaster Rifle (5D+2) Page 23 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook CloneTrooper CloneTroopers were the main combatants on the side of the Old Republic during the Clone Wars, which in fact were named after them. Cloned from the bounty hunter Jango Fett by the Kaminoan cloners, they were better trained and skilled than the StormTroopers that eventually replaced them, however as recruiting is far cheaper than cloning they were doomed because of the Empires policy of using the cheapest solution to any problem. CloneTroopers fought side by side with the Jedi Knights, until the Jedi themselves were declared the enemy, and the CloneTroopers hunted them down aided by Darth Vader. Their armour offers similar protection to the later sets of StormTrooper Armour, but is bulkier and more restrictive, making it somewhat difficult to fight in. Specialist CloneTroopers were trained as pilots, gunners and commanders, these were distinguished from normal troopers by coloured panels on their armour, normal trooper armour was the same simple white panels over the black bodyglove as the later StormTroopers. DEXTERITY 3D Blaster Dodge Brawling Parry 6D 6D 5D KNOWLEDGE 3D MECHANICAL 3D STRENGTH 3D Brawling 6D TECHNICAL 3D PERCEPTION 3D Force Sensitive: No Move: 10 Equipment: CloneTrooper Armour (+2D Physical, +1D Energy, 2D Dexterity, 1 Move) CloneTrooper Blaster Rifle (5D+2) Credit: FreddyB, rpggamer.org Page 24 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook imperial CloneTrooper At the time of their introduction, the Republic clone trooper represented the future of galactic warfare. Far superior to the battle droid armies of the era, the clone troopers formed the backbone of the Republic's new military initiative that battled against the forces of the Confederacy of Independent Systems. Identical in form, physical prowess, stamina and mental capacity, each of the first generations of clone trooper was grown in the cloning facilities of Tipoca City, on the storm drenched world of Kamino. Within the hermetic confines of the secret facility, the politically ambivalent Kaminoans applied their mastery of genetic sciences to craft what they deemed the finest of clone armies. The clone army was apparently commissioned by a Jedi, Sifo Dyas, a decade previous to their introduction on the battlefield. The original source of genetic material was an extremely skilled bounty hunter named Jango Fett. Using his genetic code as a template, the Kaminoans carefully tampered with the material to produce clones with diminished independence and accelerated growth. Growth acceleration is essential to the production of clones, otherwise it would take over two decades for a soldier to reach combat maturity. In a decade's time, the clones were constantly trained in fighting techniques, vehicular skills and battlefield tactics. Yet they still maintained a spark of independent and creative thinking, making them far more suited to handle unexpected turns of warfare than droids. Clone troopers were fully encased in hard white armor, their identical faces concealed behind a tshaped visor. Color coded flashes on the armor denoted rank, with green troopers being sergeants, blue being lieutenants, red being captains, and yellow being commanders. The clones designated for command duty were specifically trained in that capacity. During the increasing tensions of the Separatist crisis, Page 25 ObiWan Kenobi discovered the secret clone army on Kamino. The Jedi Council was surprised to learn of its existence, and of the involvement of SifoDyas. Nonetheless, when it became clear the Separatists were gearing for war, the clone army was desperately needed to protect the sanctity and stability of the Republic. The Supreme Chancellor was granted emergency powers, and as his first act, he activated the clone troopers as the grand army of the Republic. On the barren plains of Geonosis, a major Separatist stronghold, the first battle of the Clone Wars erupted. The clone troopers, equipped with advanced armor and air support, stormed the Separatist forces, and cut through the battle droid ranks. Led into battle by Jedi commanders, the clone troopers secured the first victory of the war. It would be a long and bloody conflict in the years to come, but the efficiency of the clone trooper infantry would be proven time and again on many scattered worlds. The relentless battery of physical and mental training within such an accelerated lifetime could potentially drive a clone mad were it not for the highly structured and balanced development program instituted by the Kaminoans. Though care was taken to protect the clone psyche, the fully mature clone cannot be said to have a "normal" personality, as their identities are wholly shaped by military training and subservience to authority. The Kaminoans are obsessed with order and control over variables, and carefully monitored the developing clones for any deviance in biochemistry. These statistical anomalies were smoothed over under the supervision of Kaminoan Chief Scientist Ko Sai through extra conditioning. The Kaminoans reconditioned an average of seven aberrant clones for every two hundred clones. Mature clones resembled Jango Fett as he was in his 20s, with slight deviations that were a byproduct of accelerated growth in a sterile environment. Fett resided on Kamino, offering his martial expertise to advise in the training of his duplicates. Clone trooper armor consists of 20 formfitting plastoid alloy composite plates sealed to a temperaturecontrol body glove via magnatomic gription panels. Jango Fett's Mandalorian heritage influenced the design of the armor, as seen in the t shaped visor plate. The Kaminoans aesthetic influence is also visible, in its stark coloration and detailing. As the Kaminoans are not fully versed in human ergonomics, the armor is uncomfortable to sit in, though future generations of the suit corrected this flaw. The clone trooper helmet includes a comlink and enhanced breath filter for combat in hostile environments. Clone troopers refer to each other by their identification numbers only when in smaller groups. Under these close quarters conditions, they commonly refer to each other using only the last two digits of their ID number. version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook The unique clone trooper identification number is embedded in each clone's DNA. The clones themselves have no physical markings indicating their unique identities. A special scanner incorporated into the clone trooper helmet identifies the trooper and this info is displayed on a tiny LED viewscreen incorporated in the back of the helmet. The information displayed on the helmet can also be transmitted to a central location so that combat commanders can "track" a battle. With the exact same genome copied thousands of times across a battlefield, the use of clone infantry has been very beneficial to combat medicine. Treatment for clones is much easier compared to individuals of other species. The clones are all the same genome, so their body parts are literally interchangeable there is no worry about rejection syndrome, and many complicated procedures can be extensively standardized. DEXTERITY 3D Blaster Dodge Brawling Parry 6D 6D 5D KNOWLEDGE 3D MECHANICAL 3D STRENGTH 3D Brawling 6D TECHNICAL 3D First Aid 4D PERCEPTION 3D Force Sensitive: No Move: 10 Equipment: Imperial CloneTrooper Armour (+2D Physical, +1D Energy, 1D Dexterity, 1 Move) Blaster Rifle (5D) Credit: FreddyB, rpggamer.org Page 26 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook The army of the republic REPuBLiC CLoNE TRooPER Republic clone trooper sergeant DEXTERITY DEXTERITY Blaster Brawling parry Dodge Grenade KNOWLEDGE Intimidation 3D 5D 4D 3D+2 4D 1D+2 2D+1 MECHANICAL 2D+2 PERCEPTION 2D Search STRENGTH Brawling TECHNICAL Demolition 2D+2 2D+2 3D+2 2D 2D+2 Force Points: 0 Characters Points: Varies (typically 15) Move: 10 Equipment: Clone Trooper armor (+2D/+1D/1D), blaster rifle (5D), comlink Blaster Brawling parry Dodge Grenade KNOWLEDGE Bureaucracy Intimidation Tactics Willpower 3D 6D+2 4D+1 4D+2 4D+1 1D+2 4D 4D 3D 3D MECHANICAL 2D+2 PERCEPTION 2D Bargain Command Con Persuasion Search STRENGTH Brawling Climbing/jumping Swimming TECHNICAL Armor repair 3D 3D+1 3D 3D+2 3D+2 2D+2 4D 3D+1 3D+1 2D 2D+2 Force Points: 0 Characters Points: Varies (typically 15) Move: 10 Equipment: Clone Trooper armor (+2D/+1D/1D), blaster pistol (4D), comlink Credit: Kinn Kundo, SWRPGNETWORK.COM Page 27 Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook clone trooper commander republic clone trooper captain DEXTERITY DEXTERITY Blaster Brawling parry Dodge Grenade KNOWLEDGE Bureaucracy Intimidation Tactics Willpower 3D 7D+1 4D+2 5D 4D+2 1D+2 4D+1 4D+2 3D+1 3D+1 Blaster Brawling parry Dodge Grenade KNOWLEDGE Bureaucracy Intimidation Tactics Willpower 3D 7D+1 4D+2 5D+1 4D+2 1D+2 5D, 5D 3D+2 3D+2 MECHANICAL 2D+2 MECHANICAL 2D+2 PERCEPTION 2D PERCEPTION 2D Bargain Command Con Persuasion Search STRENGTH Brawling Climbing/jumping Swimming TECHNICAL Armor repair 3D+1 4D+2 3D+1 4D+1 4D 2D+2 4D+1 3D+2 3D+2 2D 2D+2 Bargain Command Con Persuasion Search STRENGTH Brawling Climbing/jumping Swimming TECHNICAL Armor repair 3D+1 6D+2 3D+1 4D+2 4D 2D+2 4D+1 3D+2 3D+2 2D 2D+2 Force Points: 0 Force Points: 0 Characters Points: Varies (typically 15) Characters Points: Varies (typically 15) Move: 10 Move: 10 Equipment: Clone Trooper armor (+2D/+1D/1D), Equipment: Clone Trooper armor (+2D/+1D/1D), blaster pistol (4D), comlink blaster pistol(4D), comlink Credit: Kinn Kundo, SWRPGNETWORK.COM Credit: Kinn Kundo, SWRPGNETWORK.COM Page 28 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Typical jedi general DEXTERITY Brawling parry Dodge Lightsaber Melee combat Melee parry KNOWLEDGE Bureaucracy Intimidation Languages Scholar (Jedi lore) Willpower Move: 10 3D 5D+2 6D+1 8D+1 5D+1 5D+1 3D+2 4D 5D+2 5D+2 6D 5D MECHANICAL 2D+1 PERCEPTION 3D Bargain Con Investigation Persuasion STRENGTH Brawling TECHNICAL Lightsaber repair 4D+2 4D+2 5D 3D+2 3D 5D+1 3D 5D Control 7D Sense 6D Alter Equipments: Lightsaber (5D), Jedi robes, Jedi utility belt. 4D+1 Force Skills: Control: accelerate healing, concentration, control pain, emptiness, enhance attribute, force of will, hibernation trance Sense: combat sense, danger sense, life detection, life sense, receptive telepathy, sense Force Alter: telekinesis Control and Sense: lightsaber combat, projective telepathy Control, Sense and Alter: affect mind Force Sensitive: Yes Force Points: 7 Characters Points: 24 Page 29 Credit: Kinn Kundo, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook arc trooper DEXTERITY Blaster Blaster (Blaster Rifle) Brawling parry Dodge Grenade Melee combat Melee parry Missile weapons KNOWLEDGE Intimidation Survival Tactics 5D+2 MECHANICAL PERCEPTION Command Search Search (tracking) STRENGTH Brawling Climbing/jumping Swimming 5D+1 TECHNICAL Armor repair Blaster repair Computer prog/repair Demolition Security 3D+2 8D+2 9D+1 5D+1 6D+1 5D+1 5D+1 5D+1 5D+1 2D+2 4D+1 5D+1 3D+1 2D+1 5D 8D 8D+2 3D+2 5D+1 5D+2 2D+1 3D 4D 3D+2 4D+1 3D Force Points: 0 Characters Points: 10 Move: 10 Equipment: ARC Trooper armor (+1D+2/+1D), light repeating blaster rifle (5D), comlink, 6 frag grenades (5D). Credit: Kinn Kundo, SWRPGNETWORK.COM Page 30 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Super Battle Droid Type: Confederation Super Battle Droid DEXTERITY 3D Blaster Dodge 8D 6D KNOWLEDGE 1D MECHANICAL 1D Repulsorlift Operation Vehicle Blasters PERCEPTION Search STRENGTH TECHNICAL 5D 6D 2D 5D 3D 1D Equipped with: Humanoid Body (two arms, two legs, head) Two visual and two auditory sensors human range Limited Intelligence Brain 2 x Twin Heavy Blasters (Range 550/120/300, Damage 6D) Armoured Skin (+2D) Move: 10 Size: 2 meters tall Cost: 8,000 (used) When the Trade Federation ands the Banking Guilds joined together in alliance with the Genosians and Count Dooku, their combined technological skills and resources allowed them to build a better soldier than the Trade Federation Battle Droids that had been used in the Battle of Naboo. The Super Battle Droid was an extremely powerful combat droids, which combined advanced logic matrices with inbuilt weapons and rugged armour plating. These droids while not as dangerous as the Trade Federation Droideka's, filled a gap between those and the weaker Battle Droids, letting the Confederations forces become more flexible and adaptive, making them a true menace to the Old Republic. Credit: FreddyB, rpggamer.org Page 31 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Buzz Droid Type: Confederacy of Independent Systems "Buzz Droid" Sabotage Droid DEXTERITY 2D MECHANICAL 1D STRENGTH 1D KNOWLEDGE PERCEPTION TECHNICAL Computer Sabotage Starfighter Sabotage Capital Ship Sabotage 1D 1D 2D craft. They operate quickly, slicing into starship hulls and severing vital control linkages. While their tools are effective, they are relatively weak and vulnerable to damage. A hit to its central eye can knock a buzz droid out of commission. Conveyed via a finned discord missile, the buzz droids also have a quartet of simple maneuvering jets to angle into position while in sphere mode. The outer shell of the sphere is heat dissipating, allowing it to penetrate shields, and is built of a shock absorbing material. One of its spindly legs terminates in a magna pod, allowing it to cling tenaciously to an enemy's hull. Though individual tool loadouts vary per mission, the default assortment of weapons include a prying hook appendage, a circular saw, a plasma cutting torch, a drill head sheathing an extendable computer probe for deployment of invasive programming, a picket appendage, and a pincer arm. Its three sensor eyes resolve its surroundings through multiple lenses, filters and Xray sensors. 7D 7D 7D Equipped With: Drill head (+1D to Computer Programming/Repair; Sabotage) Plasma Cutting Torches (4D Damage, used for burning out surface sensors, communication antenna, etc) Circular Saw (6D Damage, used for cutting open starship hulls) Prying Hook (Strength+2D Damage, used to widen holes in starship hulls) Pincer Arm (Strength+1D Damage, used for ripping out circuitry and wiring) Maneuvering Jets (Allow limited manueverability in space) Heat and Shock Absorbant Shield (+2D to Strength vs Damage when retracted into shield) Magna Pod Feet (Allow the droids to magnetically adhere to ships hulls) Three Photoreceptors (Human Range + Infra Red) XRay Sensors Move: 5 Size: 0.25 metre Cost: 2,800 An insidious weapon unveiled by the Confederacy of Independent Systems during the later stages of the Clone Wars, buzz droids are tenacious saboteurs launched onto enemy starfighters via specialized missiles. When the missile achieves an optimum proximity to its target, it fragments to unleash a cloud of melonsized metal spheres into the target's flight path. The spheres attach themselves to a target vessel, popping open to reveal an insectlike droid equipped with cutters and other tools of vandalism. The buzz droids are designed to disable, not destroy, enemy Page 32 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Destroyer Droid Type: Trade Federation Destroyer Droid (aka Droideka) DEXTERITY 2D Blaster Dodge 7D 5D KNOWLEDGE 1D MECHANICAL 1D STRENGTH 2D PERCEPTION TECHNICAL 1D 1D Equipped with: Twin Light Repeating Blasters (Range 550/120/300, Damage 6D) Two visual and two auditory sensors Infra Red Vision Sheild Generator (+2D) Armoured Skin (+2D) Rolling Motive System (Move 15, requires shield to be deactivated) Move: 7 Size: 1.6 meters tall Cost: (available only on the black market) 4,000 The Droideka was the Trade Federations heavy combat droid, armed with repeating blasters and a sheild generator, these droids were lethal in combat, as well as moving quickly between battles. However their need to deactivate shields when travelling, combined with the high cost of manufacturing such an advanced droid led to them only being deployed where absolutely necessary. In these hazardous conditions they were destroyed in their thousands, leaving very few of them in existance after the Clone Wars. Credit: FreddyB, rpggamer.org Page 33 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Battle Droid Type: Trade Federation Battle Droid DEXTERITY 3D Blaster Dodge 7D 5D KNOWLEDGE MECHANICAL Repulsorlift Operation Vehicle Blasters PERCEPTION Search 1D 2D 5D 6D 2D 5D STRENGTH 2D TECHNICAL 1D Equipped with: Humanoid Body (two arms, two legs, head) Two visual and two auditory sensors human range Very Limited Intelligence Brain Move: 10 Size: 1.7 meters tall Cost: 2,000 (used) The Trade Federations Battle Droids were made and destroyed in their millions during the Clone Wars. A fairly basic droid with a number of features in common with the ASP series of droids, the Battle Droid was originally controlled by a centralised AI system located at some command facility such as a droid control battle cruiser. However the Trade Federations defeat at the battle of Naboo taught them the folly of this design, and basic AI systems were fitted to the droids themselves, allowing them to continue fighting even if the control system was jammed or destroyed. Battledroids were actually fairly skilled pilots as well as soldiers, so have seen limited demand since the end of the Clone Wars mainly through black market sources since combat droids were made illegal early in the Empires existance. Credit: FreddyB, rpggamer.org Page 34 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Tank Droid end of the Clone Wars. Name: Corporate Alliance Tank Droid Type: Corporate Alliance PersuaderType Droid Enforcer Scale: Walker Length: 12 Meters long, 6 Meters Tall Skill: Ground Vehicle: 5D, Vehicle Blasters 5D Cargo Capacity: 20kg Maneuverability: 1D Move: 45, 130 kmh Body Strength: 4D Weapons: 4 * Heavy Laser Cannons (Can Fire Independently, or act as FireLinked) Scale: Walker Fire Arc: Front Fire Rate: 1 Skill: Vehicle Blasters Fire Control: 3D Range: 1550/100/250m Damage: 4D Description: The Tank Droid is a war vehicle constructed by the Corporate Alliance to combat the Army of the Republic. The standard version of the Corporate Alliance Tank Droid was the Persuader Type Droid Enforcer. It was one of the many contributions of the Corporate Alliance to the droid armies of the Confederacy of Independent Systems. The Corporate Alliance used this deadly Droid Enforcer to punish local populations on Outer Rim worlds that opposed the Alliance or complained about unfair business. The tankdroid was a 6 metre tall automaton with a huge central wheel supported by 4 small outrigger wheels. It could also roll on its single traction drive thread. The tank droid was also equipped with 4 armmounted blaster cannons. The droid's front featured several sensors above its two photoreceptor eyes. During the Clone Wars, the tank droid was dispatched across the galaxy to defend Confederacy bases. They could also be used to accompany vehicles such as the Homing spider droid and the Hailfire droid. During a battle the tank droid could also crush to death any unfortunate enemy soldier that got into its path with its huge central wheel (8D character scale damage). Of all the Confederacy war vehicles, the Tank Droid was feared most by civilians and soldiers alike because of their destructive power and relentless nature. They would crush even unarmed civilians without any mercy and would fire their weapons with wild abandon. To make it even worse, the Corporate Alliance began equipping them with voice modulators to make these automatons even more frightening towards the Page 35 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Dwarf spider Droid Craft: Commerce Guild Dwarf Spider Droid Type: Battle Droid Scale: Speeder Length: 1.7 Meters Skills: Ground Vehicles 5D, Vehicle Blasters 6D Crew: N/A Cargo Capacity: 0kg Cost: 14,000 (used) Cover: N/A Maneuverability: 1D Move: 10, 30 kmh Body Strength: 3D Weapons: Light Laser Cannon Fire Arc: Front Scale: Speeder Skill: Vehicle Blasters Fire Control: 2D Range: 50300/500/1km Damage: 5D Description: The Dwarf Spider Droid is the Commerce Guilds equivalent of the Trade Federation Battle Droid, and although it is a larger and more expensive, the fact that it is as powerful as some small tanks makes it more than worth its money. The main disadvantage of this droid was that although it was roughly the same height as a humanoid soldier, it was much wider and this made it difficult for the droid to operate indoors or on space vessels, however once the Commerce Guild joined the Confederation the droid was joined by smaller droids such as Trade Federation Battle Droids and Droidekas making this very much a moot point. Fully functional Dwarf Spider droids are uncommon because the motivation system wears out fairly quickly and parts are not easily obtainable, however the droids have occasionally been left as automated turrets even when parts have worn out. Credit: FreddyB, rpggamer.org Page 36 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Homing Spider Droid Craft: Commerce Guild Homing Spider Droid Type: Battle Droid Scale: Walker Length: 4.8 Meters Skills: Ground Vehicles 7D, Vehicle Blasters 8D, Search 8D Crew: N/A Cargo Capacity: 0kg Cost: 24,000 (used) Cover: N/A Maneuverability: 1D Move: 20, 60 kmh Body Strength: 4D Weapons: Light Laser Cannon Fire Arc: Front Scale: Speeder Skill: Vehicle Blasters Fire Control: 2D Range: 50300/500/1km Damage: 5D Heavy Laser Cannon Fire Arc: Front Scale: Walker Skill: Vehicle Blasters Fire Control: 2D Range: 50500/1km/2km Damage: 5D Description: The Homing Spider Droid is an advanced battle droid fielded by the Commerce Guild and later by the Confederation of Independent Systems. Designed to track down and destroy opponents, this droid was equipped with powerful sensors and the design proved itself capable on many occasions. Although light compared to many other walkers, they were cheap and numerous making them lethal on the battlefield where they could simply overwhelm opponents with their numbers. Very few of these survived the Clone Wars, and restrictions on combat droids, and heavy weapons means that ownership is extremely illegal, and ownership is now mainly limited to museums and the rare collector. Credit: FreddyB, rpggamer.org Page 37 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Hailfire Droid allowing a single pilot to ride and control the vehicle through jury rigged controls. Craft: InterGalactic Banking Clan Hailfire Droid Type: Self Aware Mobile Missile Platform Scale: Speeder Length: 6.4 Meters Skills: Ground Vehicles 6D, Missile Weapons 7D, Vehicle Blasters 7D Crew: N/A Cargo Capacity: 0kg Cost: 23,000 (used) Cover: N/A Maneuverability: 3D Move: 40, 120 kmh Body Strength: 5D Weapons: Missile Launchers (30 Missiles) Fire Arc: Front Scale: Walker Skill: Missile Weapons Fire Control: 3D Range: 50200/1/2km Damage: 7D Twin Light Blaster Cannons Fire Arc: Front Scale: Speeder Skill: Vehicle Blasters Fire Control: 2D Range: 50300/500/1km Damage: 5D Description: The Hailfire Droid is a cross between a battle droid and a light tank designed and used by the InterGalactic Banking Clan, and later the Confederacy of Independent Systems when the Banking Clan joined them at the beginning of the Clone Wars. Hailfire Droids are built to deliver Surface to Air, and Surface to Surface attacks with their banks of 30 missiles, their mobility is provided by 30 enlarged hoop wheels which are driven by a series of magpulse drives along their circumference. The Droids main hull is a small body suspended between the two wheels, equipped with a single photoreceptor and containing the droids logic matrices. Since the Banking Clans were defeated during the Clone Wars the demand on the black market for Hailfires has remained high, but due to weapons restrictions and the massive destruction wrecked on the Confederation forces by the Republic during the Clone Wars there have been very few available. Most commonly the Logic Matrices have long since been removed, and a small cockpit mounted in the body instead, Page 38 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook AT-RT Craft: All Terrain Recon Transport Type: Republic All Terrain Recon Transport (ATRT) Scale: Walker Length: 4.2 Meters long, 6.3 Meters Tall Skill: Walker Operation; ATRT Crew: 1BR> Cargo Capacity: 60 kilograms Cover: 1/4 Maneuverability: 2D Move: 35, 105 kmh Body Strength: 2D+2 Weapons: Medium Blaster Cannon Fire Arc: Front Scale: Speeder Skill: Vehicle Blasters Fire Control: 2D Range: 50300/500/1km Damage: 6D Description: The All Terrain Recon Transport is a light scout vehicle used by the Clone Troopers of the Old Republic. Designed as a heavier assault vehicle than the Aratech Speeder Bikes that the Clone Troopers used as their primary scout vehicle, the AT RT is still fairly fast and mobile, but was used mainly for quick strikes behind enemy lines at supply convoys and resupply bases. ATRT's were also used on planets which had magnetic fields which interfered with the use of repulsorlift engines, making speeder bikes useless. Along with the ATXT (All Terrain eXperimental Transport) the ATRT was eventually developed into the common Imperial All Terrain Scout Transport, however ATRT's have remained in operation on some backwater worlds as a police vehicle especially on worlds where riding mounts is the most common form of transportation. Credit: FreddyB, rpggamer.org Page 39 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook AT-TE Type: Old Republic Walker; All Terrain Tactical Enforcer Scale: Walker Length: 17 Meters long, 10 Meters Tall Skill: Walker Operation, ATTE Crew: 1 + 6 Gunners Passengers: 25 Cargo Capacity: 1 Ton Cover: Full Maneuverability: 0D+1 Move: 18, 50 kmh Body Strength: 6D Weapons: 4 Laser Cannons Scale: Speeder Fire Arc: 2 Front, 2 Back Crew: 1 Skill: Vehicle Blasters Fire Control: 2D Range: 50100/500/1km Damage: 4D Heavy Laser Cannon Scale: Walker Fire Arc: Front Crew: 2 Skill: Vehicle Blasters Fire Control: 1D Range: 50200/1/2km Damage: 5D Description: The ATTE saw service during the Clone Wars and in some opinions it was a far better walker than the ATAT, and although slower and less heavily armoured, it had a wide variety of weapons and could defend itself well as well as handing out a lot of damage to its opponents. Since it was replaced by the ATAT, the majority of ATTE's were scrapped, but some were put into storage as reserve forces. Both the New Republic and the Remenants of the Empire are in posession of a few ATTE's, and have put them into service with talk of a updated model being put into use by the Republic. Credit: FreddyB, rpggamer.org Page 40 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook aT-XT Assault Walker Craft: Rothana Engineering, All Terrain eXperimental Transport Type: Light Walker Scale: Walker Length: 6.2 Meters Tall Skill: Walker Operation; ATXT Crew: 2; Skeleton 1/+10 Cargo Capacity: 20 kilograms Cover: Full Maneuverability: 0D+2 Move: 20, 60 kmh Body Strength: 2D+1 Sheild Strength: 1D Weapons: Heavy Laser Cannon Fire Arc: Front Scale: Speeder Skill: Vehicle Blasters Fire Control: 1D Range: 50300/500/1km Damage: 6D Proton Mortar Fire Arc: Front Scale: Walker Skill: Missile Weapons Fire Control: 1D+1 Range: 1050/80/150m Damage: 6D Description: The ATXT was an experimental walker which actually saw heavy use during the later stages of the Clone Wars, when it was phased out of use and replaced by the ATST. The ATXT had a number of features which were removed for cost reasons when the ATST was produced, these included the very efficient Proton Mortar, Shields, and an innovative one up one down cockpit configuration. However for all of these advanced features, the ATXT was destroyed in large numbers during their battles, since they were slow, clumsy and poorly armoured. After the ATXT was phased out, a few remained in use on the fringes of the Empire where ATST's were in short supply, and the remainder were put into storage or sold off to private concerns such as the Corporate Sector Authority. Credit: FreddyB, rpggamer.org Page 41 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Republic Gunship (LAAT/i) Craft: Rothana Heavy Engineering Low Altitude Assault Transport/Infantry Type: Air Speeder Scale: Walker Length: 17.4m Skill: Repulsorlift operation: Air Speeder Crew: 2 + 2 Gunners Passengers: 20 Cargo Capacity: 1 Ton Cover: Full Altitude Range: Ground level2km Cost: 38,500 (used) Maneuverability: 3D Move: 350; 1,000kmh Body Strength: 4D Weapons: 3 AntiPersonel Laser Turrets Fire Arc: Turret Scale: Character Crew: Controlled by CoPilot Fire Arcs: 2 Front, 1 Rear Skill: Vehicle Blasters Fire Control: 2D Range: 250/100/200 Damage: 5D 4 Composite Beam Laser Turrets Fire Arc: Turret Scale: Speeder Crew: 2 turrets manned by gunners, 2 controlled by copilot Fire Arcs: 2 Front,Left,Rear, 2 Front,Right,Rear Skill: Vehicle Blasters Fire Control: 1D Range: 2100/200/500 Damage: 5D 2 Mass Driver Missile Launchers Fire Arc: Front Scale: Walker Crew: Controlled by CoPilot Fire Arc: Front Skill: Missile Weapons Page 42 Fire Control: 1D Range: 440/75/150 Damage: 9D 8 Light AirtoAir Rockets Fire Arc: Front Scale: Walker Crew: Controlled by CoPilot Fire Arc: Front Skill: Missile Weapons Fire Control: 3D Range: 375/150/350 Damage: 7D Description: The LAAT/i is the main infantry gunship and troop transporter used by the Republic during the Clone Wars. Featuring chin mounted laser cannon turrets for use against enemy personel, two dorsal mounted mass driver missile launchers make the vehicles main armament, while two automated laser turrets are built into the wings, and two manned turrets are mounted on articulated arms connected to the main cabin, and the vehicles armament is rounded out by airtoair rockets slung on the ventral surface of each wing. LAAT/i remain expensive vehicles, but their extreme level of armament means that they remain popular with those that can get their hands on them. Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook yet occurred. SPHA-T Type: Rothana Engineering Self Propelled Heavy Artillery Turbolaser (SPHAT) Scale: Walker Length: 38 Meters long, 20 Meters Tall Skill: Walker Operation, SPHAT Crew: 4 + 24 Gunners Passengers: 10 Cargo Capacity: 1 Ton Cover: Full Maneuverability: 0D Move: 15, 40 kmh Body Strength: 5D Weapons: 12 Laser Cannons Scale: Character Fire Arc: 2 Front, 4 Left, 4 Right, 2 Back Crew: 1 Skill: Vehicle Blasters Fire Control: 2D Range: 1050/250/500m Damage: 5D Heavy Turbolaser Cannon Scale: Capital Fire Arc: Front Crew: 12 Skill: Vehicle Blasters Fire Control: 1D Range: 100400/2/4km Damage: 4D Description: The SPHAT was introduced at the beginning of the Clone Wars as a heavy artillery vehicle to compliment the ATTE walker, and was used to destroy shielded installations and landed starships such as Trade Federation Landers. The SPHA T was very much a niche weapon capable of only taking on a few select targets which were too immobile to avoid its devastating blasts, however this vehicle was vulnerable to enemy attack and had to have precious forces diverted to its defence when starship attacks could just as easily be brought in from orbital capital ships. SPHAT's have long since been retired from active service, but a few remain operational acting as planetary defence for worlds too poor to afford newer more efficient vehicles. Due to the power of the main Turbolaser, private ownership of SPHA T's is highly restricted, and although any number of criminal and underworld bosses might like to get their hands on a SPHA T for the presitige and power this would give them, this has not Page 43 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Koro 2 Air Speeder Craft: Desler Gizh Outworld Mobility Corp Koro 2 All Environment Exodrive Speeder Type: Air Speeder Scale: Speeder Length: 6.61m Skill: Repulsorlift operation: Air Speeder Crew: 1 Passengers: 1 Cargo Capacity: 45kg Cover: Full Altitude Range: Ground level1km Cost: 3,500 (used) Maneuverability: 1D+2 Move: 275; 800kmh Body Strength: 4D Weapons: None Description: The Desler Gizh Outworld Mobility Corporation built the Koro 2 to survive in hostile environments, and as such it has a contained and pressurized cabin with a two week air supply. While the Koro2 employs standard repulsorlifts for altitude, it features an uncommon external electromagnetic propulsion system. The forward mandibles intensely irradiate the air around them, inducing ionization and making it conductive. Paired electrodes then electrify the airstream, and it is magnetically propelled toward the rear of the craft, resulting in the air literally dragging the vessel through the skies at speeds approaching 800 kilometers per hour. The speeder isn't designated to fly in crowded urban zones such as those on Coruscant, and the radiation spill and noxious wake of the craft are some of the deleterious side effects which have caused the speeder to be outlawed on many worlds, which have caused the speeder to be removed from production. However the pure speed of the vehicle has meant that it retains its high price on the second hand market, although due to the restrictions it often has to be smuggled onto the buyers homeworld. Credit: FreddyB, rpggamer.org Page 44 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Droid Gunship Type: Baktoid Fleet Ordnance Heavy Missile Platform (HMP) Scale: Walker Length: 12.3 Meters Skill: Repulsorlift operation; Air Speeder 5D, Vehicle Blasters 5D Crew: 4 Droid Brains (allowing 4 actions before Multiple Action Penalties) Cargo Capacity: Mission Specific Loads can be mounted on WingTips Altitude Range: Ground level1.5km Cost: 49,000 (used) Maneuverability: 2D+2 Move: 300; 850kmh Body Strength: 3D Shield Strength: 2D Damage: 6D 2 * Light Laser Cannons Fire Arc: Front Scale: Walker Fire Control: 1D Space: 1/8/15 Atmosphere Range: 50100/800/1.5km Damage: 3D 14 * Missiles (Variable Load, but usually Concussion) Fire Arc: Front Fire Control: 3D Space: 1/3/7 Atmosphere Range: 10100/300/700m Damage: 7D Description: The Confederacy developed this dishshaped droid gunship in response to the victories won by the powerful Republic attack gunship during the Clone Wars. The atmospheric vehicle's flat underbelly is lined with ordnance pods, capable of unleashing rockets and bombs at distant targets. Its forward nose is packed with laser weaponry, including twin turrets each carrying two laser cannons, and a powerful forwardfacing cannon. Each wingtip also carries a laser cannon. During the Clone Wars, these droid gunships were deployed at such engagements as the Battle of Kashyyyk. Wellshielded and lined with powerful repulsorlifts to stabilize its flight and gunnery systems, the Baktoid Fleet Ordnance HMP (heavy missile platform) droid gunship can unleash a devastating amount of firepower in a short time. Its versatile turrets can track independent targets, while its modular torpedo and missile allotment provide precision delivery of explosive payloads. Modular wing tips allow the gunship to be fitted with mission specific and additional weaponry. Weapons: 2 * Twin Laser Cannon Turrets Fire Arc: Front Scale: Speeder Fire Control: 3D Space: 12/10/20 Atmosphere Range: 50200/1/2km Damage: 6D Medium Laser Cannon Fire Arc: Front Scale: Walker Fire Control: 1D Space: 13/12/25 Atmosphere Range: 100300/1.2/2.5km Page 45 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook STAP Craft: Trade Federation Single Trooper Aerial Platform (STAP) Type: Speeder Bike Scale: Speeder Length: 2m tall Skill: Repulsorlift operation: Speeder Bike Crew: 1 Passengers: 0 Cargo Capacity: 0kg Cover: 1/4 Altitude Range: Ground level50m Maneuverability: 3D+2 Move: 180; 500kmh Body Strength: 2D Weapons: Twin Laser Cannons Fire Arc: Front Skill: Vehicle Blasters Fire Control: 2D Range: 360/120/200 Damage: 5D Description: The STAP was the cheaply mass produced speeder bike analogue used by the Trade Federation. Although difficult to use for an organic pilot (2D to maneuverability) as there is no seat, and the pilot must hang off the STAP, however these disadvantages are no problem when used by the Battle Droids that the STAP was designed for. Although the STAP was made from the cheapest materials available, it still stands up as a competant speeder bike when compared to modern military speeder bikes. Credit: FreddyB, rpggamer.org Page 46 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook AAT Craft: Trade Federation Armoured Assualt Tank (AAT) Type: Speeder Scale: Speeder Length: 9.75m Skill: Repulsorlift operation: Repulsor Tank Crew: 1+1Gunner Passengers: 0 Cargo Capacity: 50kg Cover: Full Altitude Range: Ground level8m Maneuverability: 1D Move: 50; 140kmh Body Strength: 5D Weapons: Twin Light Blaster Cannon (fire independantly) Fire Arc: Front Scale: Character Skill: Vehicle Blasters Fire Control: 1D Range: 10100/200/500m Damage: 5D Light Laser Cannon Fire Arc: Front Scale: Speeder Skill: Vehicle Blasters Fire Control: 2D Range: 20200/1/2km Damage: 5D Energy Projectile Launcher Fire Arc: Front Scale: Walker Skill: Missile Weapons Fire Control: 2D Range: 1050/100/200m Damage: 5D Description: The AAT is the standard Trade Federation Repulsor Tank, and was used from the Battle of Naboo until the Trade Federation was defeated during the Clone Wars. Although the Trade Federation used a variety of different Repulsor Tanks until the AAT was developed, these were all mothablled in favour of the AAT which was better armed and cheaper than its ancestors. Compared to newer Imperial and Republic designs, the AAT is slow, unweildy and weak, however the quantities that these were deployed in made up for their weaknesses and what they lacked in power they made up for in disposability. Page 47 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook MTT Type: Trade Federation Multi Troop Transport (MTT) Scale: Walker Length: 31 Meters long Skill: Repulsorlift Operation, MTT Crew: 2 + 4 Gunners Passengers: 3 Cargo Capacity: 112 Battle Droids Cover: Full Maneuverability: Move: 12, 35 kmh Altitude Range: Ground4 Meters Body Strength: 3D Weapons: 2 Twin Heavy Laser Cannons Scale: Walker Fire Arc: Front Crew: 2 Skill: Vehicle Blasters Fire Control: 1D Range: 50500/1.5/3km Damage: 6D Description: The MTT was the Trade Federations main way of deploying troops, and after being carried to the surface it could transport troops to where ever they might be needed, and also provide firesupport to both troops and tanks. These were mainly destroyed during the Clone Wars, however a few survive to this day, and with their main comparments gutted they act as cargo or troop transports, however the extremely slow speed of the MTT has made it unpopular with even the most desperate militia forces since it can take many days to deploy to the sight of a battle, and newer faster vehicles can easily out maneuver them, which usually leads to their destruction. Credit: FreddyB, rpggamer.org Page 48 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Droid Starfighter were mainly destroyed during the Clone Wars, although some have survived and are used as patrol speeders and air support, and very rarely as defence starfighters. Name: Trade Federation Droid Starfighter Type: Space Superiority Fighter Scale: Speeder Length: 3.6 Meters Skill: Starfighter Piloting 6D, Starship Gunnery 5D Price: 22,000 (used) Hyperdrive Multiplier: No Hyperdrive Backup: No Nav Computer: No Space: 8 Atmosphere: 365;1050kmh Maneuverability: 1D Hull: 3D Sensors: Passive: 10/0D Scan: 20/0D+2 Search: 30/1D+1 Focus: 1/2D Weapons: 4 Blaster Cannons (Fire Linked) Fire Arc: Front Fire Control: 2D Space: 12/10/20 Atmosphere Range: 50200/1/2km Damage: 6D Energy Torpedo Launcher Fire Arc: Front Fire Control: 3D Space: 1/3/7 Atmosphere Range: 10100/300/700m Damage: 8D Description: Trade Federation Droid Starfighters were numerous, fast and maneuverable attack fighters used by the Trade Federation for air and space control. Although smaller and weaker than other starfighters, this acted to their advantage along with their low price, as they were difficult to hit, and could swarm other fighters with their numbers until they were victorious. The Droid Starfighters also had a ground operation mode, when they could become small walkers, however they were not well designed for this role and their lasers were not operational when in walker mode. It was far more common to see these droids operating in an air support role, fighting air speeders, as well as enemy starfighters. The Droid Starfighters Page 49 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook vulture droid Type: Xi Char Cathedral factories Vulture Droid Scale: Speeder Length: 3.6 Meters Skill: Starfighter Piloting 6D, Starship Gunnery 5D Price: 22,000 (used) Hyperdrive Multiplier: No Hyperdrive Backup: No Nav Computer: No Space: 8 Atmosphere: 365;1050kmh Maneuverability: 1D Hull: 3D Sensors: Passive: 10/0D Scan: 20/0D+2 Search: 30/1D+1 Focus: 1/2D Weapons: 4 * Blaster Cannons (FireLinked) Fire Arc: Front Fire Control: 2D Space: 12/10/20 Atmosphere Range: 50200/1/2km Damage: 6D 2 * Energy Torpedo Launcher (6 Torpedo Magazine Each) Fire Arc: Front Fire Control: 3D Space: 1/3/7 Atmosphere Range: 10100/300/700m Damage: 8D Buzz Droid Missile Launcher (4 Missile Magazine) Fire Arc: Front Fire Control: 5D Space: 1/3/7 Atmosphere Range: 10100/300/700m Damage: Deploys Cloud of Buzz Droids Description: The effectiveness of droid starfighters has been debated in strategic circles for generations. While droid starfighters are capable of maneuvers that would pulp even the sturdiest organic pilot, they lack the resourcefulness and Page 50 cunning that living pilots bring into combat. During the Battle of Naboo the Trade Federation attempted to counter any shortcomings in their automated vulture droid designs by dispatching them en masse. Swarms of the tiny fighters were launched from their battleship's cavernous hangars, attacking the small number of Naboo starfighters defending the planet. Like the groundbased battle droid infantry, droid starfighters are controlled by the Trade Federation's Droid Control Ship. When not in flight, the droid starfighter can transform into a walking mode allowing them to be used in surface patrols. As the Clone Wars erupted, the Trade Federation became one of the founding members of the Confederacy of Independent Systems, supplying vulture droids to the growing Separatist fleet. Painted with the blue and white hexagonal sigils of the Confederacy, vulture droids would plague Jedi and clone pilots on many battlefronts including the Battle of Coruscant. The Xi Char cathedral factories of Charros IV manufactured a vast number of precisionengineered droid starfighters for the Trade Federation. The development of advanced technologies is a religion to the Xi Charrians of the Haor Chall order, and the droid starfighter is testament to their devotion. When in starfighter mode, the droid carries four blaster cannons in its wings, and two energy torpedo launchers along its forward edge. When transformed into walking mode, the launchers are angled for antipersonnel use. Unconventional solid fuel concentrate slugs housed in the aft fuel chamber power the droids. These fuels burn rapidly when ignited, giving the droid starfighter incredible bursts of energy, but a very limited range of operation. As such, droid starfighters must operate from a nearby launch base or capital ship. When not deployed, these ighters hang from overhead recharging racks. The Trade Federation jealously guards its new innovations, and the droid starfighter is equipped in that regard. Should it lose contact with the Droid Control Ship due to malfunction or other unexpected catastrophe, the starfighter's self destruct mechanism prevents the droid from falling into enemy hands. Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Manta Subfighter Type: Trade Federation Droid Manta Subfighter Scale: Speeder Length: 3.9 Meters Skill: Aquatic Vehicle Operation 6D, Starship Gunnery 5D fighter. The Xi Charrians were unable to reproduce the requested variable geometry feature found in their droid starfighter designs, however. The actuation servomotors required to change the fighter's shape in deep ocean pressures proved too difficult to engineer. As compensation for this perceived failure, though, the Xi Charrians provided at no extra expense companion craft for the fighter. This included a larger carrier craft and hydrodynamic adaptor kits for battle droidoperated MVR3 speeders. Price: 15,000 (used) Water Speed: 35;105kmh Maneuverability: 2D Hull: 3D Weapons: Twin Laser Cannons Fire Arc: Front Fire Control: 2D Space: 1/5/10 Atmosphere Range: 25100/500/1km Damage: 5D Twin Sub Torpedoes Fire Arc: Front Fire Control: 3D Space: 1/3/7 Atmosphere Range: 50100/300/700m Damage: 8D Description: Following military setbacks on Naboo, Maramere, and other watercover planets, the Trade Federation began investing in the research and development of submersible fightercraft. The Republic legislation that prohibited the huge commerce body from developing military droid hardware was only a momentary setback for the project Trade Federation officials just moved the prototypes away from Republic investigators and bribed or disposed of those who came too close to discovering their works in progress. The devout Xi Charrian engineers developed the subfighter while sequestered on remote private estates, separated from the rest of their Haor Chall religious order. As a result, their uncanny design talents were adversely affected by their isolation, and the end product did suffer a number of design limitations. Nonetheless, the resulting manta droid subfighters are still impressive fighting machines when released en masse. The sleek torpedolike droid body is capped in front with a large wedgeshaped diving plane. The forward edge of the plane has an electromotive field, that when coupled with repulsorlift driven supercavitation vectrals incorporated into the subfighter's design, results in a very fast and surprisingly maneuverable underwater vessel. The twin barrels recessed in the plane can sport laser cannons or torpedo launchers, and a few models even feature articulated barrel assemblies that allow for both types of weapons on the same Page 51 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Jedi Delta-7 Starfighter Type: Kuat Systems Engineering Delta7 Aethersprite Scale: Starfighter were destroyed as the Clone Wars ended, when the Jedi were hunted down and killed. Some of these vessels have made it onto the open market, but their aged design and poor performance makes them an unpopular choice in comparision to the more modern fighters on the market. Length: 8 Meters Skill: Starfighter Piloting Delta7 Crew: 1+Astromech Crew Skill: Starfighter Piloting 4D+2, Starship Gunnery 4D+1 Consumables: 2 Weeks Cost: 55,000 (used) Cargo Capacity: 20 Kilograms Hyperdrive Multiplier: NA Hyperdrive Backup: NA Nav Computer: uses Astromech Space: 7 Atmosphere: 350;1000kmh Maneuverability: 2D+2 Hull: 2D+2 Shields: 1D Sensors: Passive: 20/0D+1 Scan: 35/1D+1 Search: 50/2D+1 Focus: 2/2D+2 Weapons: Twin Light Laser Cannons Fire Arc: Front Fire Control: 1D+2 Space: 12/10/20 Atmosphere Range: 100200/1/2km Damage: 4D Description: The finished model of the KSE Delta7 Aethersprite (or Jedi Starfighter as it was better known) was unveiled just a few short weeks before the outbreak of the Clone Wars. Designed by Walex Blissex, and officially launched by Jedi representatives Adi Gallia and Aayla Secura, the Jedi Starfighter was only used for a short time before the rigors of war led to its replacement by heavier and better armed versions. Another weakness of the Delta7 design was that it lacked a built in hyperdrive, however this was compensated for by use of a TransGalMeg Industries booster ring, which allowed these vessels to make hyperspace jumps, although a very small number of advanced prototypes were produced with their own experiemental lightspeed drives. Many Jedi prefered these vessels to the ships of war that replaced them, however most Page 52 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook anakin's Jedi Starfighter Type: Anakin Skywalkers Modified Kuat Systems Engineering Delta7 Aethersprite Scale: Starfighter Length: 8 Meters Skill: Starfighter Piloting Anakins Starfighter Crew: 1+Astromech Crew Skill: Anakin Skywalker Consumables: 2 Weeks Cargo Capacity: 15 Kilograms Hyperdrive Multiplier: x1 Hyperdrive Backup: NA Nav Computer: Uses Astromech Space: 9 Atmosphere: 450;1250kmh Maneuverability: 3D+1 Hull: 2D+2 Shields: 2D Sensors: Passive: 20/0D+1 Scan: 35/1D+1 Search: 50/2D+1 Focus: 2/2D+2 modified starfighter exclusive to the Chosen One. Anakin's starfighter began as a standard Delta7 Aethersprite that he extensively customized to suit his demanding tastes for speed and control. With four Taim & Bak laser cannons bracketing each wingtip and a proton torpedo launcher along the ship's dorsal centerline, the speedy combat vessel had greater firepower than the standard fighter. Anakin's fighter underwent numerous modifications in its lifetime, meaning that its performance varied depending on its latest features or what trickedout power plant it sported. ObiWan Kenobi was concerned that his Padawan was regarding this special project as a possession something frowned upon by the Jedi order. Jedi Master Saesee Tiin, a skilled starfighter pilot, encouraged the young man to keep pushing the fighter's limits, since he hoped to see the improvements pioneered by Skywalker integrated into the next generation of Jedi starfighter. Despite the Jedi mandate of severing all ties to his previous life, Anakin raised a few concerned eyebrows by including a paint scheme similar to the one used in his beloved Podracer. Since the varied campaigns of the Clone Wars saw atmospheric combat as well as spaceflight, Anakin incorporated articulated stabilizer foils to assist in maneuverability. The main vectored thrusters included articulated mounts that allowed for greater aerial agility. Perhaps his boldest addition was a pair of TransGalMeg hyperdrive thrusters that gave his starfighter limited hyperspace capability. Weapons: Quad Heavy Laser Cannons Fire Arc: Front Fire Control: 2D+1 Space: 12/10/20 Atmosphere Range: 100200/1/2km Damage: 6D Proton Torpedo Launcher (5 Torpedo Magazine) Fire Arc: Front Fire Control: 2D Space: 1/3/7 Atmosphere Range: 50100/300/700m Damage: 9D Description: The Clone Wars were a trying time for Anakin Skywalker, as he faced ceaseless warfare on scattered worlds while struggling to keep his marriage a secret, and chafing under the restrictions of the Jedi order. He found escape in his childhood love of flight, and in the simple joy of tinkering with machinery. The end result of these two passions was a heavily Page 53 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Jedi Eta-2 interceptor Type: Kuat Systems Engineering Eta2 Interceptor Scale: Starfighter Length: 5.47 Meters Skill: Starfighter Piloting Eta2 Crew: 1+Astromech Crew Skill: Starfighter Piloting 5D+2, Starship Gunnery 5D+1 Consumables: 5 Days Cost: 65,000 (used) Cargo Capacity: 5 Kilograms Hyperdrive Multiplier: NA Hyperdrive Backup: NA Nav Computer: uses Astromech Space: 9 Atmosphere: 375;1100kmh Maneuverability: 3D+1 Hull: 2D Shields: 1D Sensors: Passive: 15/0D+1 Scan: 30/1D+1 Search: 45/2D+1 Focus: 2/2D+2 Weapons: Dual Laser Cannons Fire Arc: Front Fire Control: 2D+1 Space: 15/12/25 Atmosphere Range: 100500/1.2/2.5km Damage: 5D 2 * Ion Cannons (FireLinked) Fire Arc: Front Fire Control: 3D+1 Space: 13/12/36 Atmosphere Range: 100300/1.2/3.6km Damage: 4D Description: With the outbreak of the Clone Wars, the Jedi saw themselves pressed into the forefront of military activity, serving as Generals in the campaign against the Separatists. The demands of combat saw advancements in the Jedi starfighter arsenal, resulting in modifications and a new generation of fighter craft. Though the wedgeshaped starfighter design was still in use by war's end, a newer model had earned the spotlight for its use by renowned Jedi heroes, Anakin Skywalker and ObiWan Kenobi. Page 54 This new model cut away a large portion of the forward spaceframe to have a forked front, bracketing a bulbous cockpit pod. Lining the inner edges of the ship's "tines" were powerful longbarreled laser cannons with secondary cannons recessed on the outer edge of each tine. A fullsize astromech rested within a springloaded socket on the port wing, and the craft's wingtips could fold open, revealing hexagonal panels when the ship entered combat mode. These were strong portents of future starfighter designs adopted by the galactic government. This new model also lacked a hyperdrive, so it too had to rely upon a hyperspace transport ring to achieve superluminal velocities. During the war, bigger more robust rings were used, with multiple lightspeed engines increasing their speed and range. Ace Jedi pilots like Anakin Skywalker and Saesee Tiin pushed the Delta7 to its limits. Skywalker constantly tinkered with his starfighter, modifying its systems to optimize performance. Based on his innovations, Kuat Systems Engineering revisited the starfighter design and developed a bold and radical followup to the Delta7 with its Eta2 Actis interceptor. Anakin Skywalker was the first to pilot this new model, though other Jedi soon followed in his path, including Tiin, ObiWan Kenobi and Mace Windu. Only a Jedi would be brave enough to fly an Eta2 into combat. That's not to disparage its capabilities; as it is a very advanced highperformance craft that devotes most of its system resources to pure speed and power. It does so at the expense of heavy flight instruments, sensors and shields. A Jedi Knight's attunement to the Force more than compensates for these compromises. In compressing the performance of the Delta7 into a frame no bigger than an airspeeder, Kuat engineers faced many challenges. Key among them was overheating. A sophisticated system of pumps, heat sinks and extendable radiator wing panels help draw heat away from the miniature reactor. Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Trifighter Name: Confederacy of Independent Systems TriFighter Type: Colla Designs and PhlacArphocc Automata Industries TriFighter Scale: Starfighter Length: 5.4 Meters Skill: Starfighter Piloting 7D, Starship Gunnery 6D Price: 39,000 (used) Hyperdrive Multiplier: No Hyperdrive Backup: No Nav Computer: No Space: 7 Atmosphere: 350;950kmh Maneuverability: 3D Hull: 3D trifighters, automated starfighters equipped with groupings of four blaster cannons. The bracing arms surrounded a rotating gyroscopic ball that housed the droid's brain. The fully automated trifighter is bir and less maneuverable than the slim vulture fighters, but nonetheless posed a threat, particularly to the slower ARC170 fighters. The trifighter derives its name from the triple support arms that steady its primary cannons, and it derives these arms from the skull shape of a predator native to the world of its designers. The Colicoid Creation Nest, the same amoral cannibalistic insectoid designers responsible for the deadly droidekas, designed the trifighter. Also contributing to its name is the array of triple independent thrusters that afford it its agility. The trifighter brain is more sophisticated than that of the vulture droid starfighter. Its robust power planet and advanced communication transceiver give a trifighter impressive operating range for a nonhyperdrive equipped automated starfighter. Sensors: Passive: 10/0D Scan: 25/0D+2 Search: 35/1D+1 Focus: 1/2D Weapons: Medium Laser Cannon Fire Arc: Front Fire Control: 1D Space: 15/12/25 Atmosphere Range: 50500/1.2/2.5km Damage: 4D 3 * Laser Cannons Fire Arc: Front Fire Control: 3D Space: 1/7/15 Atmosphere Range: 50100/700/1.5km Damage: 5D Concussion Missile Launcher (6 Missile Magazine) Fire Arc: Front Fire Control: 2D Space: 1/3/7 Atmosphere Range: 10100/300/700m Damage: 7D Description: When the Separatists attacked Coruscant in the twilight of the Clone Wars, they employed as many different and cutting edge combat starship designs as they could to better the chances of victory in their most bold and daring strike. Swarming from the hangar bays of Confederacy battleships were Page 55 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook v-wing Starfighter Type: Kuat Systems Engineering Alpha3 Nimbus "V Wing" starfighter consisted of twin laser cannons capable of swiveling to engage targets off axis. The Vwing's twin ion drive thrusters gave it a maximum acceleration of 4,800g. Three Vwings escorted Emperor Palpatine´s Thetaclass Shuttle as he returned to Coruscant from Mustafar at the end of the Clone Wars. Scale: Starfighter Length: 7.9 Meters Skill: Starfighter Piloting VWing Crew: 1 + AstroMech Crew Skill: Starfighter Piloting 6D, Starship Gunnery 5D, Starship Shields 4D Consumables: 1 Day Cost: 45,000 (used) Cargo Capacity: 40 Kg Hyperdrive Multiplier: N/A Hyperdrive Backup: N/A Nav Computer: No Space: 8 Atmosphere: 375;1000kmh Maneuverability: 3D Hull: 3D Shields: 1D Sensors: Passive: 20/0D Scan: 35/1D Search: 50/2D Focus: 2/3D Weapons: 2 * Twin Laser Cannons (FireLinked) Fire Arc: Front Fire Control: 2D Space: 13/12/25 Atmosphere Range: 100300/1.2/2.5km Damage: 5D Description: The agile Vwing starfighters served in the Republic Starfleet in large numbers during the Clone Wars and likely continued to serve in the Imperial Starfleet in the years following this massive conflict. They bore a passing resemblence to the TIE fighters of the later Imperial era, with their vertical heat radiator wingpanels making the fighter look like an 'H' when viewed from the front. Vwings carried a single pilot and a Q7series astromech droid. Like most of the fighters massproduced for Republic loyalist forces, Vwings were too small for a hyperdrive, relying instead on carriers like the VenatorClass Star Destroyer. Its armament Page 56 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook v-19 Torrent Type: Slayn and Korpil V19 Torrent Starfighter Scale: Starfighter Length: 26 meter wide, 6 meters long, 9 meters tall (in f light) Skill: Starfighter Piloting V19 Torrent Crew: 1 Crew Skill: Starfighter Piloting 6D, Starship Gunnery 5D, Starship Shields 4D months of training it took for the Republic's clone trooper pilots to become proficient with the vessel, the fighter was not available in large numbers for some of the early engagements of the war, but they made a prominent showing during the Battle of Muunilinst. Initially designed as a shortrange fighter, Republic technicians later added a Class1 hyperdrive to equip the vessel for escort missions. The ship is unique in that it has two pairs of folding airfoils that give the ship added maneuverability and provides pilots with easy access to the ship's sliding canopy. The lower split airfoils coupled with enhanced repulsorlift engines make the ship an exceptional vertical takeoff and landing (VTOL) fighter. Consumables: 3 Days Cost: 72,000 (used) Cargo Capacity: 60 Kg Hyperdrive Multiplier: x1 Hyperdrive Backup: N/A Nav Computer: Limited to 4 Jumps Space: 7 Atmosphere: 350;950kmh Maneuverability: 2D Hull: 4D Shields: 1D Sensors: Passive: 20/0D Scan: 40/1D Search: 60/2D Focus: 2/3D Weapons: 4 Blaster Cannons (FireLinked) Fire Arc: Front Fire Control: 2D Space: 13/12/25 Atmosphere Range: 100300/1.2/2.5km Damage: 4D Concussion Missile Launcher (12 Missile Magazine) Fire Arc: Front Fire Control: 3D Space: 1/3/7 Atmosphere Range: 50100/300/700m Damage: 7D Description: Prototypes of the Slayn and Korpil T19 Torrent starfighter were first introduced at the Battle of Geonosis. Having proven their worth as an assault fighter with exceptional speed and maneuverability, the Republic quickly produced T19s to add to the arsenal of the growing clone army. Because of the Page 57 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook ARC-170 Starfighter Type: Incom/Subpro Aggressive ReConnaissance170 Scale: Starfighter Length: 14.5 Meters Skill: Starfighter Piloting ARC170 Crew: 1 + 2 Gunners Crew Skill: Starfighter Piloting 6D, Starship Gunnery 5D, Starship Shields 4D Consumables: 4 Days Cost: 79,000 (used) Cargo Capacity: 170 Kg Hyperdrive Multiplier: x2 Hyperdrive Backup: N/A Nav Computer: Limited to 2 Jumps Space: 8 Atmosphere: 375;1000kmh Maneuverability: 2D Hull: 4D Shields: 1D Sensors: Passive: 20/0D Scan: 35/1D Search: 50/2D Focus: 2/3D Weapons: 2 Medium Laser Cannons (FireLinked) Fire Arc: Front Fire Control: 1D Space: 13/12/25 Atmosphere Range: 100300/1.2/2.5km Damage: 5D Proton Torpedo Launcher (6 Torpedo Magazine) Fire Arc: Front Fire Control: 2D Space: 1/3/7 Atmosphere Range: 50100/300/700m Damage: 9D Twin Laser Cannons Fire Arc: Turret (Back/Left/Right) Crew: 1 Fire Control: 2D Space: 13/12/25 Atmosphere Range: 100300/1.2/2.5km Damage: 4D specialized clone fighter forces flying the latest in starfighter technology. The ARC 170 fighter was a bulky, aggressive ship covered with weapons. Three clone trooper pilots operated this advanced combat craft, with a pilot handling the flight maneuvers, a copilot operating the laser cannons mounted on the ship's wide wings, and a tailgunner operating the dorsal rearfacing cannon. The fighter also carried an astromech droid for onboard repairs. During the Battle of Coruscant, Squad Seven, led by Clone Commander Odd Ball, provided cover to the Jedi starfighters piloted by ObiWan Kenobi and Anakin Skywalker. It was Odd Ball's duty, and that of his squad, to keep the droid starfighter forces off the tails of the Jedi so that they could complete their mission of rescuing the captive Chancellor Palpatine. Squad Seven suffered many casualties. ARC170s were stationed all over the Republic during the Clone Wars, including the aerial campaigns over Cato Neimoidia led by Jedi Master Plo Koon. Heavily armed and more than capable of surviving and succeeding in battle operations, the ARC170 (Aggressive ReConnaissance) fighter also functions as a lone recon scout, with extended consumables for five standard days of remote operations. It is one of the few starfighters of this era to carry an onboard class 1.5 hyperdrive engine, with a range of 5,000 light years. The ship's heavy nose contains sensitive longrange sensors for its snoop missions. Its extendable sfoils radiate heat and serve as a conduit to deflector shield energy. They also help stabilize atmospheric flight, making the ARC170 an effective aerial fighter as well as a space superiority vessel The narrow spaceframe flanked by large engines is common in Incom/Subpro designs, and can be seen in PTB626, NTB630 and Z95 starfighter models. Credit: FreddyB, rpggamer.org Description: Protecting the skies over Coruscant were Page 58 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Genosian Fanblade Type: Huppla Pasa Tisc Shipwrights Collective Ginivex class Starfighter Scale: Starfighter Length: 16.2 Meters Skill: Starfighter Piloting Fanblade Crew: 1 Crew Skill: See Asajj Ventress Consumables: 2 Weeks Cargo Capacity: 160 Kg Hyperdrive Multiplier: x1 Hyperdrive Backup: No Nav Computer: Can Store 6 Jumps Space: 10 Atmosphere: 400;1200kmh Maneuverability: 4D Hull: 2D Shields: 5D * Sensors: Passive: 15/1D Scan: 30/2D Search: 50/3D Focus: 2/3D+2 Weapons: 2 Double Laser Cannons (Fire Linked) Fire Arc: Front Fire Control: 2D Space: 13/12/25 Atmosphere Range: 100300/1.2/2.5km Damage: 7D *: The FanBlade's shields can only be raised when the fighter is in combat mode with its wings extended, when activated they increase the fighters energy signature by such a degree that it is two levels easier to detect a FanBlade in this mode. However the fighter has stealthed engines which allow it to fly stealthily when the shields are deactivated, increasing the difficulty to detect the fighter by one level. Description: Count Dooku was a known connoisseur of abstract and exotic alien designs, in both art and technology. His preferred vessel, the Punworcca 116class solar sailer, is a striking example of this appreciation. Impressed by its performance, Dooku commissioned the Huppla Pasa Tisc Shipwrights Collective on Geonosis to craft a sextet of starfighters for his exclusive use. Since Dooku preferred to leave the flying to pilot droids, it is uncertain what he had in mind at the time he placed the order. Page 59 Based loosely on aggressive Geonosian air patrol skimmers, the resulting Ginivexclass starfighters were informally dubbed "fanblades" for their most distinctive feature. The slim, elegant vessel had an iridescent fanlike wing extending from its dorsal and ventral surface. The wing can accordion inward to hide flush with the ship's body. The fan deploys for combat mode, stretched to its halfcircle extent along a pair of articulated boom arms. Atop each arm is a double laser cannon that swings and locks into forwardfiring position. In combat mode, these laser cannons have an enlarged firing arc. When the boom arms are shut, these cannons still point forward due to a limited hinge joint that locks them into place. Though the combat mode greatly increases the fighter's target silhouette, the exotic material of the fan serves as a transmission plane for deflector shield energy. With shields fully energized, the fanblade is a tough target to damage but its energy output makes the fighter stand out on sensors. In a manner similar to the sail found on Dooku's solar sailer, the fan also serves as an alternate form of propulsion, though the ship is fitted with standard sublight and hyperspace drives. When not in combat mode, the starfighter loses the benefit of enhanced shields, but is difficult to target due to its tiny silhouette. Also, ion bafflers incorporated into its sublight engines make it very stealthy. At the head of the ship is the bulbous cockpit, designed specifically for humanoid occupants. When Asajj Ventress became a desciple of Count Dooku, he had the small group of fighters moved to her headquarters on Rattatak. Through the course of the Clone Wars, Asajj would have two fighters stolen from her, one by Anakin Skywalker and the other by ObiWan Kenobi. The status of the remaining four is currently unknown. Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook venator Star Destroyer Craft: Venator class Star Destroyer Type: Assault Carrier Scale: Capital Length: 1137 meters Skill: Capital Ship Piloting: Venatorclass Crew: 6670, Gunners: 90 Crew Skill: All skills typically at 4D Passengers: 640 troops Cargo Capacity: 30,000 metric tons Consumables: one year Cost: NAFS Hyperdrive Multiplier: x1 Hyperdrive BackUp: x10 Nav Computer: Yes Maneuverability: 1D Space: 6 Atmosphere: 330; 950 km/h Hull: 6D Shields: 3D Sensors: Passive: 40/1D Scan: 80/2D+2 Search: 160/3D Focus: 4/4D Weapons: 4 Photon Torpedo Tubes (30 torpedoes each) Fire Arc: 4 Front Skill: Capital Ship Gunnery Fire Control: 2D+1 Space Range: 210/25/50 Atmosphere Range: 420/50/100km Damage: 10D 6 Tractor Beam Projectors Fire Arc: 2 Front, 2 Left, 2 Right Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 15/15/30 Atmosphere Range: 210/30/60km Damage: 4D 52 Point Laser Cannons Fire Arc: 5 Front/Left, 5 Front/Right, 15 Left, 15 Right, 12 Back Skill: Starship Gunnery Scale: Starfighter Fire Control: 1D+2 Space Range: 13/12/25 Atmosphere Range: 100300/1.2/2.5 km. Damage: 5D Hangar: 192 vwings or Eta2s, 36 ARC170s, 24 walkers, 40 LAAT/i’s, roughly 12 shuttles/LAAT/c’s 8 Dual Turbolaser Batteries Fire Arc: 4 Left, 4 Right Skill: Capital Ship Gunnery Fire Control: 2D+2 Space Range: 318/36/75 Atmosphere Range: 636/72/150km Damage: 9D 2 Medium Dual Turbolasers Fire Arc: 1 Left, 1 Right Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 318/35/75 Atmosphere Range: 636/70/150km Damage: 6D Page 60 Credit: Malkarris, SWRPGNETWORK.COM version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Droid Control Ship Type: Trade Federation Droid Control Ship Scale: Capital Length: 3,170 Meters Skill: Capital Ship Piloting: Trade Fed Capital Ship Crew: 12,180; Skeleton Crew: 3,500/+10 Crew Skill: Astrogation 4D, Capital Ship Piloting 4D+2, Capital Ship Shields 3D+1, Capital Ship Gunnery 5D+2, Sensors 4D Passengers: 25,000 (Troops) Cargo Capacity: 50,000 Tons Consumables: 1 Year Cost: Not available for sale Hyperdrive Multiplier: X2 Hyperdrive Backup: X15 Nav Computer: Yes Maneuverability: 0D Space: 4 Hull: 6D Shields: 5D Sensors: Passive: 30/0D Scan: 60/2D Search: 110/3D Focus: 2/3D+2 Fighters: 120 Droid Starfighters Shuttles: 15 Shuttles Space Range: 12/10/15 Planetary Range: 24/20/30 Km Damage: 4D Capsule: The Droid Control Ships used by the Trade Federation to control its Droid armies were converted HoerschKessel Freighters which the TradeFederation already used in massive numbers. This allowed them to transfer crew from transport duties to combat duties without significant retraining, and to allow parts to be bought in bulk, lowering costs as was so popular within the Trade Federations entire philosophy. The control ship was lighter armed than other Trade Federation Battleships, but contained the massive computers and communications facilities needed for controling up to a millions individual droids whether they be Battle Droids or Droid Starfighters. This made the Droid Control Ship an obvious target for resistance to Trade Federation forces, so the Trade Federation equipped the Control Ships with very powerful shield generators capable of holding up to anything except other capital ships. But after the success by forces at Naboo in destroying the Control Ship, the Trade Federation began moving away from centrally controlled droid forces meaning that the Control Ships were becoming outdated quickly by the time the Clone Wars began, however since all vessels were needed by both sides in the war, Droid Control Ships continued to see heavy use up until the defeat of the Trade Federation. Very few of these vessels survived the Clone Wars, mainly being converted back into Cargo Transports, however a couple are known to survive and are used by Pirate and Independant worlds as attack ships, but are slow and weak compared to newer vessels. Credit: FreddyB, rpggamer.org Other: (has room for two vessels up to 150 m long). Weapons: 48 Quad Turbolaser Batteries (Fire Separately) Scale: Capital Fire Arc: 12 Front, 12 Back, 12 Left, 12 Right Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 312/30/60 Planetary Range: 624/60/120 Km Damage: 5D 80 Laser Cannons Scale: Starfighter Fire Arc: 20 Front, 20 Back, 20 Left, 20 Right Skill: Starship Gunnery Fire Control: 0D Page 61 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook StarFlare Class Type: Muunilinst Shipyards Banking Clan StarFlare operate on the fringes of the galaxy where their armament is needed, and one or two have been used by poorer worlds as front line battleships, but these ships have become part of history and are very rarely seen in Class Starship Scale: Capital Length: 200 Meters Long Skill: Capital Ship Piloting StarFlare Class Crew: 95; Skeleton Crew: 47/+10 Crew Skill: Capital Ship Piloting 4D Passengers: 800 Consumables: 2 Months Cost: 250,000 (used) Cargo Capacity: 8000 Tonnes Hyperdrive Multiplier: x1 Hyperdrive Backup: N/A Nav Computer: Yes Space: 4 Atmosphere: 280;800kmh Maneuverability: 1D Credit: FreddyB, rpggamer.org Hull: 6D Shields: 4D Sensors: Passive: 20/0D Scan: 50/1D Search: 80/2D Focus: 4/3D Weapons: 8 Twin Laser Cannons Scale: Capital Fire Arc: Turret Fire Control: 1D+2 Space: 312/30/60 Atmosphere Range: 624/60/120km Damage: 5D Description: Built as a transport vessel for the Intergalactic Banking Clan, the StarFlare Class vessels fall between combat vessels and transport ships. With decent shielding and good weaponry they were obviously not simple transports, but since they performed not only the commerce duties of the Banking Clan, but also transported its military forces, including their lethal Hailfire missile droids they obviously had to. StarFlare Class vessels were used as transports during the Clone Wars, but were outmatched by pure military combat vessels and very few survived the defeat of the separatists at the end of the war. These few vessels were claimed by the Empire as recompense for some the cost of the wars, and were sold off onto the open market, where they serve to this day. The StarFlares usually Page 62 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook techno union Corvette Type: Techno Union Tambor Class Corvette Scale: Capital Length: 200 Meters Skill: Capital Ship Piloting: TamborClass Corvette Crew: 610; Skeleton Crew: 240/+15 Crew Skill: Astrogation 4D, Capital Ship Piloting 5D+2, Capital Ship Shields 4D+1, Capital Ship Gunnery 5D+2, Sensors 5D Passengers: 1,000 Cargo Capacity: 1,200 Tons Consumables: 1 Year Cost: Not available for sale Hyperdrive Multiplier: X1 Hyperdrive Backup: X8 Nav Computer: Yes Maneuverability: 2D Description: The Techno Union was one of the largest signatories to the Confederation seperatist movement, and as an alliance of manufacturers such as BlasTech, the Corellian Enginnering Corporation, Kuat Systems Engineering and Sienar they had some of the best equipment available. The Tambor Class Corvette is an example of this, with powerful drive systems designed by CEC, weapon systems by BlasTech, and many other custom designed systems. This vessel easily manages to equal the Corellian Corvette, and has extremely powerful front cannons which can cripple and destroy most other capital ships of its time. The Corvettes helped the Confederation for a good part of the Clone Wars, before the major elements of the Techno Union withdrew their support as lucrative contracts came their way from the emerging Empire, and they put their support behind it instead. Because of this shift in power, the Corvettes mainly managed to survive the Clone Wars intact, and can still be seen in support roles for the corporations that manufactured them, defending the Corellian and Kuat star systems and escorting cargo convoys. A few have been bought by the Empire as the New Republic has forced it back, and the Empire has needed every vessel it could lay its hands on. Space: 6 Atmosphere: 320; 850kmh Hull: 4D Shields: 3D Credit: FreddyB, rpggamer.org Sensors: Passive: 35/1D Scan: 70/2D Search: 140/3D Focus: 3/4D Shuttles: 4 Weapons: 3 Heavy Turbolaser Cannons (Fire Linked) Scale: Capital Fire Arc: Front Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 312/30/60 Planetary Range: 624/60/120 Km Damage: 8D 6 Quad Laser Cannons Scale: Starfighter Fire Arc: Turret Skill: Starship Gunnery Fire Control: 3D Space Range: 13/12/25 Planetary Range: 100300/1.2/2.5Km Damage: 6D Page 63 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook C-9979 Landing Ship and their entire Battle Droid cargo. Type: Trade Federation C9979 Landing Ship Scale: Capital Length: 370 Meters wide Skill: Capital Ship Piloting Landing Ship Crew: 88; Skeleton Crew: 42/+10 Crew Skill: Capital Ship Piloting 4D Passengers: 20 Consumables: 2 Weeks Cost: 200,000 (used) Cargo Capacity: 10000 Tonnes Hyperdrive Multiplier: N/A Hyperdrive Backup: N/A Nav Computer: No Space: 3 Atmosphere: 210;600kmh Maneuverability: 1D Hull: 5D Shields: 2D Sensors: Passive: 20/0D Scan: 50/1D Search: 80/2D Focus: 4/3D Weapons: 3 Twin Laser Cannons Scale: Starfighter Fire Arc: 2 Front/Left/Right, 1 Back/Left/Right Fire Control: 1D+2 Space: 13/12/25 Atmosphere Range: 100300/1.2/2.5km Damage: 5D Description: The Trade Federation Landing ships were originally designed to transfer cargo from their cargo vessels to planetary surfaces, and were adapted to transfer troops and military vehicles in the same manner. The adaptations made were fairly minimal, with the installation of shields, weapons and facilities for the fast unloading once the ship reached the planets surface. As noncombatant vessels Landing Ships mainly survived the battles of the Clone Wars, and were sold off in the years following the destruction of the Trade Federation as cargo vessels, although obviously the new owners usually wished to fit Hyperdrives and faster Ion Engines. When outfitted for war, the Landing ship could carry 114 AAT's, 11 MTT's and 28 RTTS's Page 64 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook venator Star Destroyer Type: Kuat Drive Yards Venatorclass Star Destroyer Scale: Capital Length: 1137 Meters Skill: Capital Ship Piloting: Venator Class Star Destroyer Crew: 6390; Skeleton Crew: 1800/+10 Crew Skill: Astrogation 4D+2, Capital Ship Piloting Capital Ship 5D+2, Capital Ship Shields 4D+2, Gunnery 5D+2, Sensors 4D+2 Passengers: 3000 (Troops) Cargo Capacity: 12000 Tons Consumables: 1 Year Cost: Not available for sale Hyperdrive Multiplier: X3 Hyperdrive Backup: X12 Nav Computer: Yes Maneuverability: 0D+1 Space: 4 Atmosphere: 250;800kmh Hull: 5D Shields: 1D Sensors: Passive: 50/0D Scan: 75/2D Search: 150/3D Focus: 2/4D Fire Control: 2D Space Range: 210/24/50 Atmospheric Range: 420/48/100 Km Damage: 5D 52 Laser Cannons Scale: Starfighter Fire Arc: 10 Front, 15 Front/Left, 15 Front/Right, 12 Back Skill: Starship Gunnery Fire Control: 3D Space Range: 15/12/25 Atmospheric Range: 220/24/50 km Damage: 4D 4 Proton Torpedo Launchers Scale: Capital Fire Arc: 4 Front Skill: Capital Ship Gunnery Fire Control: 2D+2 Space Range: 2/6/14 Atmospheric Range: 4/12/28 km Damage: 9D 6 Tractor Beam Projectors (Fire Separately) Scale: Capital Fire Arc: 1 Front, 2 Front/Left, 2 Front/Right 1 Back Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 15/15/30 Atmospheric Range: 210/30/60 km Damage: 4D Fighters: 192 Starfighters Shuttles: 56 Shuttles Weapons: 8 Heavy Turbolasers Scale: Capital Fire Arc: 4 Front/Left, 4 Front/Right Skill: Capital Ship Gunnery Fire Control: 1D+2 Space Range: 315/36/75 Atmospheric Range: 630/72/150 Km Damage: 5D 2 Medium Dual TurboLasers Scale: Capital Fire Arc: 2 Front Skill: Capital Ship Gunnery Page 65 Despite a millennium of peace and complacency, the Republic version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook quickly transformed itself into a formidable war machine when the threats of the Separatists escalated into the Clone Wars. The difference made by a few years was astounding; by channeling enormous resources in the name of security, the Republic developed fleets of immense warships, many with cutting edge designs. The Republic attack cruiser, or Star Destroyer, gave this new starfleet its considerable teeth. The wedgeshaped warship was not primarily a cargo transport, troop carrier or other replenishment or supply vessel; it was developed and honed for shiptoship combat. Its huge armored shape had an aggressive, daggerlike profile, studded with heavy weapons emplacements capable of punching through powerful shields and sturdy armor. From its twin elevated conning towers, the crew of clones and other Republic military officers oversaw the craft's operations. The front half of the ship's dorsal surface contained a massive flight deck capable of scrambling the latest in Republic starfighters. The huge hangar doors opened to allow ships to land or takeoff from the deck; the vessel also had a smaller docking bay entrance on its ventral surface. These attack cruisers formed both the backbone and aggressive front of defense around Coruscant during the bold Separatist push to infiltrate the capital. Many destroyers crowded the atmosphere above the city planet, engaging enemy battleships, often at pointblank range. These attack ships also served as command vessels for Jedi Generals during remote operations, such as Yoda's mission to Kashyyyk and ObiWan Kenobi's search for General Grievous on Utapau. to fire out of the ventral docking bay, supplementing the ship's considerable firepower without taxing its energy reserves. Though it was capable of making planetary landings, this versatile Star Destroyer was used mostly as a spacebound fighting ship. This meant its hangars were stocked with starfighters rather than ground craft. Its standard complement included 192 V19 Torrent or Vwing fighters, 192 Jedi starfighters, 36 ARC170 fighters, and 20 LAAT/I gunships. While the Venator Star Destroyer offered much for its developers to take pride in, the relentless taskmaster Blissex was not content. She had bigger plans in mind. She used her past successes to greenlight the ultimate warship of her dreams, the Imperatorclass Star Destroyer. Shortly after the end of the Clone Wars, the first testbed models of this mighty warship were already functioning in classified Imperial shipyards accessible only the New Order's elite. After Blissex's marriage to Denn Wessex, one of Palpatine's first regional governors to be installed, she used her newfound political clout to prioritize the expansion of the Star Destroyer program. From these early designs, the final Imperialclass would forever change the way order was maintained in the galaxy. Kuat Drive Yards quickly positioned itself as the preeminent supplier of powerful warships to the Republic during the Clone Wars. Its secret development subsidiary, Rothana Heavy Engineering, had clandestinely constructed the first generation of military hardware for the Grand Army of the Republic. When that army was publicly revealed during the Battle of Geonosis, Kuati executives were quick to downplay Rothana's name, crediting the whole venture to the foresight and inventiveness of the parent company's leadership. A media saturation campaign crediting Republic victories to the ships of Kuat Drive Yards helped spread this message across the galaxy. The Venatorclass Star Destroyer was one of several wedge ship designs to come out of the development thinktank led by engineer Lira Blissex. At over a kilometer in length, it was big and powerful enough to tangle with the Separatist fleets, but it was also quite fast. Its huge reactorpowered sublight engines afforded the Venatorclass Star Destroyer respectable speed, enabling it to chase down blockade runners and smaller combat vessels. Its surface was dotted with eight heavy turbolasers, two medium dual turbolaser cannons, 52 pointdefense laser cannons, four proton torpedo tubes and six tractor beam projectors. In a creative move, some captains would use carried SPHAT walkers Page 66 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Acclamator Transport Type: Rothana Heavy Engineering Acclamator Class TransGalactic Military Transport Ship Scale: Capital Length: 752 Meters Skill: Capital Ship Piloting: Acclamator Crew: 4280; Gunners: 80, Skeleton Crew: 1500/+10 Crew Skill: Astrogation 4D+1, Capital Ship Piloting Capital Ship 5D+2, Capital Ship Shields 4D+1, Gunnery 5D+2, Sensors 5D Passengers: 16000 (Troops) Cargo Capacity: 40,000 Tons Consumables: 1 Year Cost: Not available for sale Hyperdrive Multiplier: X2 Hyperdrive Backup: X10 Nav Computer: Yes Maneuverability: 0D+2 Space: 5 Planetary Range: 26/24/50 Km Damage: 4D 4 Missile Tubes Scale: Capital Fire Arc: 2 Front/Left, 2 Front/Right Skill: Capital Ship Gunnery Fire Control: 2D+2 Space Range: 110/25/50 Planetary Range: 220/50/100 km Damage: 7D Capsule: The Acclamator Transport ship was create at the start of the Clone Wars as the primary method of transporting the Republics new clone army. These vessels were so powerful and successful that the Star Destroyer range of vessels were based on their design. The Acclamator was a large transport vessel which could carry 48 ATTE's, 36 SPHAT's, 320 Speeder Bikes and 80 Republic Gunships along with the 16000 troops it was built to carry. Although most of these vessels were decommissioned, some continue operation in reserve fleets and in cargo carrying roles, and even though none were sold to private concerns, the Corporate Sector authority purchased some, and various pirate fleets have managed to "acquire" Acclamators of their own. Atmosphere: 330;950kmh Hull: 5D Shields: 1D Sensors: Passive: 45/0D Scan: 70/2D Search: 150/3D Focus: 3/4D Weapons: 12 Quad Turbolaser Batteries (Fire Separately) Scale: Capital Fire Arc: 6 Front/Left, 6 Front/Right Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 315/36/75 Planetary Range: 630/72/150 Km Damage: 6D 24 Laser Cannons Scale: Starfighter Fire Arc: 11 Front/Left, 11 Front/Right, 2 Back Skill: Starship Gunnery Fire Control: 1D Space Range: 13/12/25 Page 67 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Kaminoan Dart Gun Geonosian Sonik Cannon Model: Kaminoan Saber Dart Hunting Rifle Model: Geonosian Sonik Energy Cannon Scale: Walker Skill: Vehicle Blasters; Sonik Cannon Ammo: Regenerative Power Source Cost: 5,000 (used) Availability: 2, X Range: 510/50/100 Damage: 4D Scale: Character Skill: Firearms; Rifle Ammo: 10 Cost: 850 (used); (each dart costs 15) Availability: 2, X Range: 375/200/500 Damage: 2D * * Although the Saber Darts themselves cause little damage, they are used to deliver toxins, the standard toxin used of Kaminoan Saber Darts does 8D damage and takes effect in mere seconds, although tranquilisers and other chemicals can be used instead. Description: The Kaminoan Saber Dart Gun, is a hunting weapon from the planet Kamino, and fires small darts coated with toxic chemicals. Used by the Kaminoans to hunt underwater because of the unreliability of blaster weaponry in that environment, they have become popular offworld, although very hard to get hold of. The high cost of using a Saber Dart Gun, doesn't deter the Bounty Hunters who love the flexibility and accuracy of this weapon, and although the Kaminoan Dart Toxin is a dangerous chemical, many users of this weapon love to make their own, to allow them to take down especially dangerous opponents. Description: The Geonosian Sonik Energy Cannon emits sound waves which can be incredibly damaging to any target that it hits, the spread of these sonic waves is quite large which accounts for the fairly short range of this large weapon, but does allow targets to be easily hit (+2D to skill). However this also counts as a disadvantage to the weapon, as the weapon hits an area, so cannot easily distinguish between targets (2D to skill if target is in close (2m) to another target, or both are hit). This does make the weapon excellent for suppressing areas of enemy troops. The Sonik Energy Cannon was originally designed for the Genosians to use themselves, but it was sometimes used by most of the Confederation forces during the Clone Wars, so once they were defeated became widely available on the black market. It regenerative power source, and high level of damage has made is a moderate success, with a few pirated designs still being produced even though the Empire introduced tough laws to stop the production of Genosian weaponry. Credit: FreddyB, rpggamer.org Credit: FreddyB, rpggamer.org Page 68 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Sonic Rifle Model: Geonosian Sonic Energy Rifle Scale: Walker Skill: Vehicle Blasters; Sonic Rifle Ammo: 50 Cost: 1,000 (used) Availability: 2, X Range: 28/25/60 Damage: 4D Description: The Geonosian Sonic Energy Rifle emits sound waves which can be incredibly damaging to any target that it hits, the spread of these sonic waves is quite large which accounts for the fairly short range of this large weapon, but does allow targets to be easily hit (+1D to skill). However this also counts as a disadvantage to the weapon, as the weapon hits an area, so cannot easily distinguish between targets (1D to skill if target is in close (1m) to another target, or both are hit). This does make the weapon excellent for suppressing areas of enemy troops. The Sonic Energy Rifle was originally designed for the Genosians to use themselves, as a smaller handheld version of the Sonik Cannon, and it was often used by most of the Confederation forces during the Clone Wars, so once they were defeated became widely available on the black market. The Sonic Rifle is a far less effective weapon than the Sonik Rifle, lacking the Regenerative power supply of the cannon, but was still a fairly powerful, if not cheap weapon. Credit: FreddyB, rpggamer.org Page 69 version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Nemodians If there's money to be had, a Neimoidian will be nearby. So says a common spacer stereotype, justified by the species' reputation for excelling at business. While Neimoidians are generally a cowardly lot, in financial issues, they can be bold and aggressive. display their riches accordingly. Highranking officials dress in ornate and lavish gowns, towering headpieces, and the elite even travel about in inconvenient yet expensive conveyances called mechnochairs. Following the failed invasion of Naboo, the Neimoidians began losing favor in the galaxy. Though the command hierarchy of the Trade Federation still belonged to them, many Neimoidians fled from public view. Those that needed to conduct business took to calling themselves Duros to avoid the stigma. Attribute Dice: 12D DEXTERITY: 2D/3D+2 KNOWLEDGE: 2D/3D+2 MECHANICAL: 1D/4D+1 PERCEPTION: 2D/4D+1 STRENGTH: 1D/3D+1 TECHNICAL: 1D/4D+1 Move: 10/12 Size: 1.82.0 meters tall It was this instinct that led them to the command of the galaxy spanning Trade Federation, a vast consortium of business interests that controls interstellar shipping in the Galactic Republic. When the government sought to tax outlying trade routes, the Neimoidians reacted with a brazen blockade of the peaceful world of Naboo. That the skittish Neimoidians could undertake so bold a move is remarkable; some suspect an unseen force manipulating events behind the scenes. Neimoidians are tall humanoids, with mottled greengray skin and smooth noseless faces. A nictitating membrane protects their large redorange eyes. Special Abilities: BornTraders: The Nemodians are born to make and break deals and organise trades virtually from when they are grubs, operating in business as if they were born with the skills. This is virtually true and they receive a bonus 2D to Bureaucracy, Business, Bargain and Con skills. Story Factors: Treacherous: The Nemodian people are rarely trusted across the galaxy, and few people believe what a Nemodian says. The Neimoidian lifecycle has contributed much to their cutthroat business acumen. Born as disgusting grubs, Neimoidian offspring are placed in communal hives and given access to limited food supplies. The grubs then compete for food, and many young die if they are too weak to fend for themselves. Once Neimoidians achieve the age of seven, they emerge from the hives, having learned to fear death and to hoard goods. Though they call Neimoidia home, Neimoidians can trace their ancestry to the ancient Duros spacefaring culture. The two share a striking similarity in appearance, but their personalities could not be more distant. While the Duros are a gregarious, expressive and adventurous lot, the Neimiodians seal themselves away from others, preferring to let droids do their talking. Neimoidians place great value on wealth, and dress to Page 70 Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Kaminoan While only a select few know of the Kaminoans, they are recognized by those in the know as as the preeminent cloners in the galaxy. The gentle and seemingly naive Kaminoans possess a scientific cunning that allows them to excel in the genetic manipulation of numerous species. They have, in the past, completed orders of questionable ethics, creating armed forces. They take pride in their work, never appearing to think of the consequences of their craftsmanship. The largest and best known example of their clone armies is the one they crafted specifically for the Republic. Fulfilling an order apparently commissioned by Jedi Master SifoDyas, the Kaminoans used a bounty hunter named Jango Fett as the template for their human army. The end result was a military force of alarming skill, speed and efficiency. Kaminoans are tall, slender beings with glassy eyes, elongated necks, and pale skin. The males of their species often have prominent headfins, a throwback to their evolutionary roots found in the oceans of Kamino. The Kaminoans inhabit the stilt cities of their planet, with the largest concentration residing in Tipoca City. When the planet Kamino began to come out from the deep freeze of an ice age, and its oceans swelled with melting ice, the native inhabitants were forced to adapt. Pushed to the brink of survival, the Kaminoans perfected cloning technology and practiced selective breeding to keep their species viable. The struggle for survival instilled in the Kaminoans an austerity that rejects materialism common in other cultures. A stroll through a Kaminoan city reveals a stark minimalism of seemingly colorless walls and structures. Beings capable of seeing the ultraviolet spectrum, however, will note that the Kaminoans do indeed have a decorative sense. Kamino was in need of raw materials, so the Kaminoans traded their genetic sciences expertise in return for necessary imports. Though few know of their world, those that do laud the Kaminoans for their cloning skills. The mining colonies on Subterrel employed Kaminomade cloned workers and they have in the past crafted clone armed forces. Though outwardly polite, the Kaminoans foster an intolerance of imperfection. They see such flaws as potential poisons to an ideal gene pool. They closely monitor their cloning Page 71 projects for any deviations in biochemistry, subjecting wayward clones to extensive conditioning to pull them back in line. Kaminoans have very little interest in life beyond their solar system, other than the imports needed by their society. They are detached from the arena of galactic events and have no concerns regarding the repercussions of their breakthroughs. Attribute Dice: 12D DEXTERITY: 2D/4D+2 KNOWLEDGE: 1D/4D+1 MECHANICAL: 1D/3D+2 PERCEPTION: 2D/4D+1 STRENGTH: 1D/3D TECHNICAL: 2D/4D+2 Move: 9/11 Size: 2.22.6 meters tall Special Abilities: Ultraviolet Vision: Kaminoans can see into the Ultraviolet spectrum, meaning that Kaminoans gain no penalties from Low Light conditions, although Pitch Black conditions effect them normally. Advanced Medical Knowledge: Although specialised in Cloning Technology, Kaminoans have knowledge of all types of medicine, giving a bonus 2D to their First Aid and Medicine. Introverted Culture: Kaminoans have a well rounded education system leaving all members of their species knowledgable and well educated, except where other species are involved due to the introverted nature of their civilisation. This means that a Kaminoan may not begin with the skills Alien Species, Cultures, Languages, Planetary Systems or Streetwise. Story Factors: Rare: Kaminoans rarely leave their home system, meaning that other species have little idea of their language, culture or medical needs, something which causes problems for the few Kaminoans who do venture out into the galaxy. Intolerance: Kaminoans dislike imperfection, this means that they try to correct this imperfection whenever they can, for example with their clones. However it also means that they are somewhat intolerant of those they see as imperfect, and may look down and treat with distain those that they find lacking. Groups which Kaminoans disdain are those such as the homeless, the longterm ill,, cripples, and the very poor. Credit: FreddyB, rpggamer.org version 7 Jun 2005 Star Wars D6 – Clone Wars Sourcebook Aristocratic Genosians An insectoid species divided into castes, the Geonosians are native to the harsh rocky world of Geonosis. Geonosians construct immense, organiclooking spires within which reside their hive colonies. There are two main types of Geonosians: the wingless drones that mostly work as laborers, and the winged aristocrat, which includes royal warriors serving as scouts and providing security to the hive. All Geonosians have a hard, chitinous exoskeleton, elongated faces, multijointed limbs, and speak in a strange clicking language. Though labeled "warriors," Geonosians do not have a standing military. They instead use their droid foundries to build armies for corporate interests wealthy enough to afford them entities such as the Trade Federation and the Techno Union. Despite relatively simple minds, the Geonosians are adept at mechanical construction, and are contractors to many of the galaxy's biggest manufacturing concerns. They are responsible for the construction of some of the largest feats of engineering ever witnessed. The hardships of the native environment coupled with rigid structure codified in their caste society has fostered a barbaric side to the Geonosians. Their simple minds view brutal violence as entertainment, and Geonosians congregate in massive execution arenas to watch victims doomed to die by being subjected to savage creatures. Geonosian society exists for the benefit of the few in the upper caste. Ruling members think nothing of forcing thousands of workers to labor for their whims. They have overseen the creation of the spectacular architectural realm in which they all live, adapting forms they once built by instinct into more refined, spirelike structures. Their caste system has evolved over millennia. Geonosians are born into specific castes divided along the lines of their physical attributes. Though most Geonosians are content to live within their assigned castes, a few develop ambition and aspire to ascend socially. The aristocrats are brutal in their management of the workers, forcing them to toil under harsh conditions regardless of any dangers. What little hope an aspiring Geonosian has lies in escape through gladiatorial combat. Geonosians of lowercaste are often pitted against other Geonosians, other sentients, or savage creatures in immense gladiatorial arenas. If the Geonosian surivives, he achieve status and ascends socially, or accrues enough wealth to leave Geonosis altogether. Even those with the capacity to depart rarely leave Geonosis. The importance of the hive is strongly engrained in the Geonosian mind, and they are, as a whole, contemptuous of other species. The few that have ventured offworld usually do so as work groups that ultimately benefit their home hives. Geonosian contractors can be found at Baktoid Combat Automata plants across the Rim. rapidly, and are ready for combat at the age of six. While they have intelligence enough to defend the hive from natural predators, they prove easily conquerable by more sharpwitted foes. The latest Geonosian subgroup is a separate caste raised to be pilots. These hardy specimens require no sleep. In training, each pilot pupa pairs with a fighter's flight computer, and they develop an idiosyncratic, coordinationenhancing rapport. Geonosians are strong despite their thin builds. Their tough exoskeletons provide protection from physical impacts, and from bouts of radiation that occasionally shower their world. Attribute Dice: 12D DEXTERITY: 2D/4D KNOWLEDGE: 1D/3D+2 MECHANICAL: 2D/3D+2 PERCEPTION: 2D/4D STRENGTH: 1D/4D TECHNICAL: 2D/3D+2 Move: 10/12 (on foot), 16/20 (Flying) Size: 1.681.78 meters tall Special Abilities: Flight: Soldier and Aristocratic Genosians have wings and can fly at a high speed with some agility. Exoskeleton: Genosians have a tough armoured exoskeleton which helps them resist damage, this gives them a bonus +1D to all damage resistance rolls. Story Factors: Hive Based: Genosians are hive based creatures and have difficulty thinking in any other way, even when they are away from others of their kind . Credit: FreddyB, rpggamer.org The winged Geonosian soldier drones grow to adulthood Page 72 version 7 Jun 2005