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
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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
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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
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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:
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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
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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
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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:
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Credit: FreddyB, rpggamer.org
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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
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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
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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
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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)
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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,
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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