TEXT: 1
  
  Written By
  Mark Rein-Hagen & Stewart Wieck
  Interior Art
  Allen Nunis
  Ship Illustrations
  Rob Caswell
  Covers & Layout
  Peter Lomas
  Version 1.0 Published July 2018
  1
  
  the 
  Minos 
  campaign
  There are many different ways to run
  the Minos campaign. You can just use the
  trading rules in connection with a sector
  which you've invented, or you can just
  use the adventure ideas given with each
  planet. However, it was designed to be an
  integrated,  episodic  campaign  with  in-
  creasing tension and a grand shoot-em-up
  climactic ending (which could lead on to
  yet another campaign). 
  This campaign is, at its base, about
  awakening the hearts and minds of the
  people of Minos Cluster to the possibility
  of Rebellion. If the Rebel Alliance is to
  succeed in its struggle against the Em-
  pire, it must win the support of the com-
  mon people. The Rebels cannot hope to
  beat the Empire unless every hand in the
  galaxy is united in opposition to it. But in
  the Minos Cluster this will be difficult to
  do, as everyone is basically apolitical and
  has adapted to Imperial rule. They must
  be given a clear vision of the future and
  belief in the possibility of change. 
  The climax of the campaign combines
  an attempt to do just that with all the
  work  and  effort  the  player  characters
  have put into their trading, as well as a
  climactic space battle. lf they win, Minos
  Cluster  will  have  begun  its  Rebellion
  against the Empire and increasing Imper-
  ial resources will have to be directed to-
  ward it. Additionally, the entire galaxy
  will  hear  of  this  uprising  and  enough
  people might gain new hope that other
  sectors will join together to oppose the
  evilforces of the Emperor. 
  Getting  the  traders  involved  in  the
  Rebellion is really quite easy. You just
  get them to hate the Empire, as a matter
  of business. Over the first few stories, the
  player characters should have made an
  enemy of at least one Imperial official,
  and should resent all the rest. Over the
  course  of  the  campaign,  this  enemy
  should hound the player characters and
  cause them no end of trouble. You will
  also need to play up the collapse of She-
  sharile, perhaps even contriving to have
  the traders lose a lot of credits. Every
  time  pirates  waylay  them,  you  should
  casually mention that there didn’t used to
  be so many pirates, but that was before
  the  Empire  withdrew  three-quarters  of
  the patrol vessels. You should also de-
  scribe to them the effect the Empire has
  on each planet they visit, detailing all the
  misery and suffering it has caused. You
  can lay it on thick if necessary, but hope-
  fully your players will catch on to what
  you’re doing and will have their charac-
  ters play along. You want their characters
  to be money grubbing, but not entirely
  soulless. Manipulate  events so that this
  becomes so. 
  Employing 
  Perspective
   
  The grand scope and galactic propor-
  tions normally found in a Star Wars cam-
  paign have been shrunk for the purposes
  of this supplement. ln the Minos cam-
  paign, the player characters start at a very
  low level, as small-fry free traders - at
  first  their  only  worries  will  be  about
  where their next cargo, and the money to
  pay for it, will come from. Only gradu-
  ally will things begin to change, and their
  2
  
  horizons broaden. Exposed to the evil of
  the Empire, the player characters will be-
  come full-fledged members of the Rebel-
  lion by the end of the adventure. The
  player character involvement in the Re-
  bellion will always be a matter of choice,
  and thus they will be true heroes. 
  Although  this  campaign  starts  out
  with a much smaller scope than is usual
  in Star Wars, in the end the characters’
  limited scope gives the players a better
  appreciation of just  how  immense and
  important is this war which the Rebellion
  is waging. Try at first to get the player
  characters very involved in their trading
  among the stars, try to get them to be
  selfish,  self  involved  and  somewhat
  greedy businessmen, then gradually build
  in them a sense of how small and petty
  are their own lives and how unjust the
  Empire is. Finally, introduce the Rebel-
  lion as a means by which they can do
  something more important and relevant
  than make a fast credit. You want to en-
  courage a transformation in them, to let
  them decide to become heroes; make the
  changes in them a part of the roleplaying.
  By the end of the campaign the Rebellion
  should be come much larger and more
  important than the player characters’ own
  lives. 
  Events 
  in 
  Space
  There are many things that can occur
  on a space voyage, and you should ensure
  that the player characters are faced with
  an  occasional  crisis  or  opportunity  as
  they travel between star systems. While
  normally  nothing  very  exciting  should
  occur, you should have something special
  happen every once in a while (like when
  you want to run an adventure). Below are
  several ideas for events that might occur.
  Feel free to come up with some of your
  own. 
  Pirates
  The ship is either attacked or pursued
  by pirates. Make sure you build up to the
  encounter, giving the traders chances to
  use their cunning to avoid confrontation. 
  Mechanical Difficulties
  lf the ship is overdue for an overhaul,
  or if some of its components were used
  before they were installed, or if the ship
  is simply very old, then there may be
  some sort of mechanical breakdown. 
  Other Ships
  Scanners indicate that there is another
  vessel nearby. Does it need help, or does
  it speed by? ls it adrift or stopped for re-
  pairs? Was it looted by pirates? ls the
  crew engaged in a mutiny? There should
  be something different about this ship,
  even if its only a clue for some later ad-
  venture. 
  Damaged Cargo
  Something  happens  to  the  cargo;
  maybe part of it spoils, or a few crates
  breakopen  during  takeoff.  The  player
  characters might discover something in-
  teresting  about  the  cargo;  perhaps
  someone  was  secretly  using  them  to
  smuggle illegal goods.
  3
  
  Imperial Ship
  Either a customs frigate or a Navy
  vessel appears. It may only hail the ship
  and ask for identification or it may decide
  to search it for contraband. 
  Distress Signal
  The player characters receive a dis-
  tress signal from another ship. lt could be
  a trap, or it could lead to a very lucrative
  trading run, or a great gain for the Rebel-
  lion. Perhaps an important prisoner is be-
  ing held on board by Imperial troops. 
  Adventure 
  Outlines
   
  The five adventure outlines presented
  below are not  fully fleshed-out adven-
  tures,  they are only starting points. By
  adding  your  own  details,  gamemaster
  characters, scripts, and player handouts,
  you can make each of these outlines into
  a complete adventure. 
  While they are designed to be run in
  the order that they are given, don’t run
  these adventures one right after another,
  space them out a bit. They have been ar-
  ranged so that they build in intensity and
  increasingly  pull  the  player  characters
  into  the Rebellion.  You  should  let  the
  traders  trade  and  haul  cargo  to  their
  hearts' desire, and then give them brief
  adventures (use the ones suggested with
  each planet)  to fill  in the gaps. Then,
  when the time is right, have something
  big happen and play the next adventure
  on the list below. 
  You can add whatever descriptions,
  player characters, or events in the plot
  that you feel are necessary. You must also
  take  responsibility  for  the  story  itself,
  changing or altering whatever you're not
  comfortable with. This is your campaign,
  so do whatever is necessary to make it
  exciting and fulfilling for you and your
  players. 
  Adventure 
  Outline 
  One: 
  Getting 
  Started 
  The initial adventure of the campaign
  is very important, for it brings the player
  characters together and introduces them
  to the theme of the campaign. Be sure
  you read the description of the Travnin
  system before attempting to run this ad-
  venture. 
  Background 
  The  player  characters  all  start  on
  Travnin, and the ship is docked at the
  starport. Starting from the point when the
  adventure begins, the ship begins to ac-
  crue docking fees. During this adventure,
  you will get the player characters started
  on their career in star-trading by having
  them make a single trade run to Gesaril.
  This first trip will not be made on specu-
  lation, which can be somewhat complic-
  ated, but will be a commissioned cargo. 
  Episode One: The Bureaucracy 
  Before the player characters can do
  anything else, they need to get their ship
  ready for space. If they do not already
  have them, licenses are required for both
  the ship and the captain, or else they will
  not be allowed to take off from the space-
  port. 
  4
  
  Some obstacles to hinder player char-
  acters should include: lmperial  bureau-
  crats sending them  in circles (“No sir,
  ship permits are given at a different of-
  fice. No sir, I don’t know where that of-
  fice is. Next.”) Frustrate the player char-
  acters as much as you can, but don’t bore
  them to tears. An inspection of the ship
  might be required for its license, and fail-
  ing that would mean the player characters
  would have to make a few repairs - their
  introduction to the lazy workers of the
  Travnin shipyards. 
  Episode Two: The Grand Design 
  The player characters must now ob-
  tain their first cargo. An old, blind space
  hand who hangs out at the port tells them
  that their best bet is to go to The Grand
  Design bar, where a lot of spacers hang
  out. 
  Some obstacles to thwart the player
  characters should include: At The Grand
  Design (described in the Travnin section),
  the  player  characters  meet  a  young
  singer,  who  calls  herself  Neena  (see
  “People and Ships of the Cluster”). Dur-
  ing one of her breaks, she comes over
  and introduces herself, and after a short
  conversation, asks them if they are the
  crew of the “new ship” in port. She then
  asks if they are looking for cargo, and if
  they answer in the affirmative, she imme-
  diately  introduces  them  to  Tecknel
  Shnick, a member of the underworld. He
  has  14  large  crates  bound  for  Gesaril
  which he will pay the player characters
  2,000 credits to deliver, 1,000 in advance,
  the  rest  to  be  paid  by  his  agent  on
  Gesaril. During the negotiations they are-
  interrupted by a very drunk freighter cap-
  tain, Axtor Bridgeman, who staggers over
  to their booth and yells something to the
  effect of, “That damn cargo is mine, but I
  wouldn't...” Before he can finish he is
  hauled off by two of Tecknel’s toughs,
  who sit him in a spinning booth and buy
  him  a  drink.  Tecknel  explains  to  the
  player characters that the other captain
  wanted  the  cargo  himself,  but  that  he
  doesn't trust him because he lost his last
  three cargoes to pirates. Once the player
  characters  agree  to  the  deal,  they  are
  warned not to open the crates. Tecknel
  says, “If you do, I'll send the lceman after
  you, got it?” 
  Episode Three: 3, 2, 1, Launch 
  Player characters should make all the
  preparations to get  off  planet,  such  as
  load the cargo, pass inspections, pay the
  port fees, gain the final clearances, make
  the actual liftoff and get into hyperspace. 
  Later the same evening, the crates are
  loaded  into  the  cargo  bay  (they  only
  weigh  20  tons  and  take  up  10  cubic
  meters, so there is still room for other-
  cargo) but before the player characters
  are able to leave port, two local inspect-
  ors come on board to check for proper li-
  censes. They threaten to search the ship,
  hoping to get a bribe, but soon leave if
  the player characters do not offer one or
  react suspiciously. 
  During the flight out of the Travnin
  system, you can have the player charac-
  ters have their first run in with Babel
  Torsh  (see  "People  and  Ships  of  the
  Cluster"). Lf the traders are friendly and
  5
  
  cooperative, he won’t become their en-
  emy, if they make trouble, he will have it
  in for them. lf he searches the ship and
  opens the crates, the traders will be in a
  great deal of trouble (see below). 
  Hyperspace is rather uneventful, but it
  is a good time for the player characters to
  get to know one another better, and for
  some fun roleplaying. 
  Episode Four: The Pirates
  Player  characters  now  must  find  a
  way to survive the encounter with the pir-
  ates with ship and crew intact, and at the
  same time get an idea of what kind of
  cargo they are carrying. 
  When the player characters come out
  of  hyperspace  on  the  outskirts  of  the
  Gesaril system, they are waylaid by the
  pirate Tor Skylow, who tells them to cut
  their  drives,  and  disables  them  if  the
  player characters refuse. With an unmodi-
  fied freighter, they have almost no hope
  of either out-racing or out-fighting Tor’s
  ship.  Once  the  player  characters  cease
  resisting, part of Tor's crew boards the
  ship,  moves  immediately  to  the  cargo
  bay, takes the crates and transfers them to
  their ship. The player characters may no-
  tice that they seem to know exactly what
  they are looking for, and seem uninter-
  ested in anything but the crates. lf the
  player  characters  don’t  already  know
  what the crates contain, you can have one
  of  them  break  during  this  procedure.
  They are full of highly advanced elec-
  tronics, of a variety only used in fire con-
  trol systems for ship turbolasers. Though
  the player characters will not know it at
  first, these parts are destined for the Re-
  bellion. 
  Regardless of the fact that they were
  waylaid, the player characters still have
  the advance payment, and can begin the
  campaign in earnest. If the player charac-
  ters investigate, they will find out that
  Tecknel  Shnick  doesn’t  even  have  an
  agent on Gesaril. When the player char-
  acters  eventually  get  back  to  Travnin,
  Neena thanks them for their help, saying
  the  shipment  proved  to  be  invaluable.
  She does not realize they were waylaid,
  but knows that the Rebellion got hold of
  the cargo. This could open a whole new
  can of worms, but you’ll have to decide
  what to do next ... 
  Adventure 
  Outline 
  Two: 
  Cairns 
  Flying 
  Circus
   
  Background 
  While  the  ship  is  on  Adarlon,  the
  player  characters  are  offered  a  three-
  month contract to carry a small travelling
  circus to every planet in the Cluster (they
  were recommended by Neena). This cir-
  cus will use the freighter both as trans-
  portation  and  as  its  home  base.  The
  player characters will be expected to help
  with the chores of the circus, such as as-
  sist in the raising of the "big top" and the
  care and feeding of the animals. This will
  be stipulated in their contract, which of-
  fers the player characters a total of 5,000
  credits per month. 
  The circus folk are very exotic, quite
  talented, can perform all sort of interest-
  ing tricks and are very fun-loving, but
  6
  
  there is more to them than can be dis-
  cerned at first glance. They are actually
  Rebel spies sent by the No-Holds-Barred
  group on Adarlon, who are desperately
  looking for Drun Cairnwick. The Rebel
  organization in Minos Cluster fell into a
  shambles when Drun was arrested, for he
  was the only person able to hold it to-
  gether. 
  The mission of the circus is to attempt
  to find out what happened to Drun, re-es-
  tablish some sort of Rebel network, and
  to build people's resistance to the Empire
  as much as possible through their enter-
  tainment. At first the traders won't realize
  what they are about, but as the player
  characters get more and more involved
  with the circus, they will learn the truth,
  and will hopefully begin to aid the per-
  formers. This will be the player charac-
  ters' first real contact with the Rebellion,
  and it sets the stage for their later in-
  volvement with it. (If you don’t manage
  to set the right tone and get the player
  characters  involved  with  the  Rebellion
  early on, it will be difficult to use the re-
  maining adventure outlines.) 
  Episode One: Madhouse 
  This episode should be as wild and
  crazy as you can make it. The circus is
  quite large and the ship is not, so the voy-
  age will be a crowded one and tempers
  will be short. Try to throw so many little
  problems  at  the  player  characters  that
  they get  fed  up with their  passengers.
  Have fun with this. 
  The player characters must attempt to
  transport the circus from Adarlon to Yel-
  sain without tempers being lost entirely.
  The  player  characters  should  be  intro-
  duced to all the members of the circus
  and get an idea of their personalities. 
  Some interesting foils for the player
  characters can include: a foul-tempered,
  regenerating  Abyssin,  two  irascible
  mutating aliens, three clowns who can
  never resist a prank, six Af’El lions and
  their  cowardly  trainer,  an  obnoxious
  Kitonak band that practices at all times of
  day and night, a haughty but beautiful ac-
  robat and her insanelyjealous strong-man
  boyfriend, a Togorian knife thrower with
  a penchant for late night snacks, and an
  overworked ringmaster who enjoys rip-
  ping out his own hair, all crowded aboard
  the same small ship. (The real leader of
  this Rebel team is actually Terno, the dir-
  ector of the Kitonak band.) 
  Episode Two: The Grand Moot 
  The ship lands south of Tradetown on
  Yelsain, where the Grand Moot will be-
  gin in a few days. Here the circus needs
  to set up the big top, and get ready for a
  parade on the first day of the Moot. 
  The player characters should begin to
  realize that something is going on during
  this episode. This is the first circus Yel-
  sain has ever seen, so they are going to be
  very curious about it. When it is time to
  raise the tent, go on parade and have the
  first  performance,  have  so many more
  things go wrong that the player characters
  can’t keep up with it all. 
  The player characters are made into
  troubleshooters by the ring master, and
  are sent on a variety of errands. If anyone
  makes  trouble  at  a  performance,  the
  7
  
  player characters are expected to throw
  him out as quietly as possible. 
  What occurs from now on is entirely
  up to you and the decisions of the play-
  ers. Try to get Babel Torsh involved at
  some point, but don’t have him actively
  pursuing  the  circus  -  Torsh  may  be
  simply curious about what it is (though
  don't tell the players that). When he at-
  tends a performance, the entire circus is
  afraid they are about to be arrested. One
  of the clowns is dressed to look like him,
  and there is a whole skit making fun of
  what he did on Adarlon. The player char-
  acters should certainly be concerned, but
  unless a mistake is made, all will go well.
  Adventure 
  Outline 
  Three: 
  The 
  Eliad 
  Connection 
  Background 
  The  lmperials  are  engaged  in  a
  massive hunt throughout the Cluster for
  someone very special, someone so im-
  portant that they have brought in rein-
  forcements  from  other  sectors.  During
  their journeys prior to this adventure, the
  player characters encounter a greatly in-
  creased Imperial presence, with much of
  the Cluster fleet out on patrol. Even more
  startling, the Imperial inspectors at every
  starport begin to take their jobs seriously,
  and thoroughly search the player charac-
  ters’ ship both when it lands and before it
  leaves. Through the grapevine, the player
  characters might learn that the lmperials
  are looking for one of the top Rebel lead-
  ers, whose ship was spotted entering the
  Minos Cluster. 
  When the player characters land on
  Adarlon, they are introduced to the Rebel
  leader by their friends with the circus,
  who ask them to transport a "cargo" to
  Eliad and back. However all attempts to
  learn what this cargo is will be ignored,
  and  if  the  player  characters  press  too
  hard, they are told in no uncertain terms
  that it is none of their business. It should
  be obvious that this Rebel is very tense
  and frightened. 
  Episode One: Collecting the Passenger 
  The player characters are asked to fly
  an air car to a remote castle on the Nat-
  alar mountain range to collect the cargo.
  On the way, however, they discover that
  they are being followed and have to find
  a way to shake the tail. Upon reaching
  the castle, they find that it is under attack,
  but that it is still possible to land nearby.
  When they enter the castle, they meet a
  Rebel who is their "cargo." It is a Hu-
  manoid female who is wearing a cloak
  and hood so her face is hidden. Then
  stormtroopers  suddenly  rush  into  the
  room, and there is a running battle as the
  player characters attempt to make it back
  to the air car. They are then chased back
  to the city by lmperials on airspeeders,
  but they manage (hopefully) to lose their
  pursuers with the help of the local police,
  who are Rebel sympathizers. They then
  have to sneak the “cargo” into the space-
  port,  pass  inspection  (which  is  very
  tough), and get off-planet.
  The player characters should attempt
  to rescue the mysterious passenger, and
  then to get off-planet as quickly as pos-
  sible. The player characters will have to
  8
  
  use all of their cunning and imagination
  to escape. 
  There are nearly 50 Imperial storm-
  troopers  attacking the castle,  and once
  they are dealt  with, inspectors  will  be
  waiting  at  the  spaceport.  Orbiting  the
  planet is an Imperial Customs ship, cap-
  tained by Babel  Torsh, which may at-
  tempt to prevent the player characters’
  ship from leaving the system. However,
  he will not make an all-out attack on the
  ship for fear of harming the passenger. 
  Episode Two: The Trip 
  At  first,  the  mysterious  passenger
  hides in a  stateroom,  attended  by  two
  droids who were waiting for her at the
  spaceport.  But  if  things  heat  up  she
  quickly  makes  herself  known,  and
  emerges to give orders and take over. The
  player  characters  finally  find  out  who
  their cargo is: Princess Leia, who is as
  demanding, imperious and as  brave  as
  ever. 
  To  survive  having  Princess  Leia
  aboard the ship (since she is extremely
  demanding), the player characters must
  demonstrate some restraint and patience.
  Most players will hope that the gamemas-
  ter will throw some serious opposition at
  them so they can ease their frustrations
  by  blasting  stormtroopers  into  slag.
  Gamemasters are encouraged to let the
  players  stew  a  bit;  suffering can  be  a
  character-building experience. 
  Additionally, Babel’s customs ship is
  likely to try to chase them through hyper-
  space, so if the player characters go dir-
  ectly  to  Eliad,  they  will  be  followed
  there. Hopefully they will be smarter than
  that by now, and will stop briefly some-
  where else as a ruse. lf they don't, Leia
  may politely suggest that they do so. 
  Episode Three: Winning Allies 
  The  player  characters  finally  reach
  Eliad, where the Princess, with the help
  of the player characters, attempts to con-
  vince the nobles there to use their wealth
  and influence to aid the Rebellion. The
  Rebellion is in desperate need of finan-
  cial  support,  and  she  has  risked
  everything to come here to beg the cow-
  ards of Eliad for their support. 
  Several  different  meetings are held,
  but since all meetings are banned by the
  Imperials, they are disguised as parties.
  However,  even  these  parties  are  mon-
  itored, and a number of lmperial officials
  attend each one. The player characters
  will have to find a way to take care of
  these officials ("An other drink, sir?").
  While scores of decadent nobles dance
  and drink in the palace above, Leia holds
  a secret debate in the wine cellar below. 
  The player characters should attempt
  to convince the nobles to give both finan-
  cial support and their ships to the cause
  of the Rebellion. 
   
  However, Princess Leia has nothing
  but contempt for the nobles who have be-
  trayed their homes and their positions,
  and must be constantly counseled to hold
  her temper in check. The nobles require a
  great  deal  of  convincing,  for  they  are
  truly cowards and believe that they have
  9
  
  everything to lose if they oppose the Em-
  pire. Perhaps there could be a spy or a
  traitor among the nobles as well, who be-
  trays the Princess to the stormtroopers.
  The troopers will then "crash" one of the
  parties. 
  Episode Four: The Great Attack 
  The  player  characters  must  lead  a
  group of nobles on an attack on the Im-
  perial ship that orbits Eliad. While the
  nobles are well-trained in weapons opera-
  tion. they are inexperienced in battle and
  none too brave. 
  The Imperial ship orbiting the planet
  is crewed by well-paid mercenaries. The
  object of this mission is to turn over this
  ship to the Rebellion. The Princess has
  learned the access code to the ship, and
  she can provide an Imperial shuttle, so
  the player characters can get aboard it.
  She also has reason to believe that the
  mercenaries  will  not  fight  very  effect-
  ively; however, there are 100 stormtroop-
  ers on board to watch over them. These
  stormtroopers must be eliminated and the
  ship taken. 
  Adventure 
  Outline 
  Four: 
  The 
  Revolt 
  of 
  Minos 
  Cluster 
  Background 
  The  Rebellion  finally  learns  what
  happened to Drun Cairnwick, discovering
  that he is imprisoned on a prison asteroid
  in Gesaril system. They ask the player
  characters  to  attempt  a  rescue,  for
  without  Drun,  widespread  rebellion  in
  Minos Cluster is impossible. The player
  characters collect together all the traders
  they  have  befriended  in  earlier  adven-
  tures  (and  maybe  Tor's  pirate  ship  as
  well) and make a run on the prison aster-
  oid. You may have to manipulate things
  so they think of seeking  aid from  the
  other freighters. 
  Episode One: The Great Rescue 
  The rescue of Drun Cairnwick is the
  objective of this scenario. Player charac-
  ters  must  attempt  to  spring  the  Rebel
  leader  from  the  prison  asteroid.  The
  player characters will have to organize
  their rag-tag fleet and find some way to
  put it to effective use to defeat the Imper-
  ial forces in the Gesaril system. 
  The Imperial cruiser guarding the as-
  teroid,  the  prison  space  defenses,  and
  even the guards inside (who might use
  Drun  as  a  hostage)  are  the  major
  obstacles to be overcome. 
  If  the  player  characters  are  clever,
  they will take a holo crew along to film
  the whole rescue, so that it can be shown
  across the whole Cluster. If the player
  characters are successful, the 500 polit-
  ical prisoners held at the prison will make
  an excellent nucleus of a Cluster Rebel
  government, and the prison itself would
  make a good base.
  Episode Two: Rousing the Rabble 
  The  player  characters,  along  with
  Drun (and perhaps Princess Leia, if the
  player  characters  have  refrained  from
  locking the acid-tongued Rebel leader in
  a  maintenance  locker),  travel  to  every
  planet in the Minos Cluster, and attempt
  10
  
  to  convince  the  governments  of  the
  difterent planets to join in the Rebellion.
  Failing that, they try to rouse the popula-
  tion of that system against the Empire.
  The player characters hope to have every
  planet working with the Rebellion, the
  seed  of  a  Cluster  government  formed,
  and a declaration of open Rebellion to be
  signed by the provisional Cluster govern-
  ment by the time they are done. Perhaps
  the player characters and Drun could ar-
  range for a meeting of planetary leaders
  on the prison asteroid, which could be ro-
  leplayed out with the player characters
  involved as speakers for the traders and
  the "Cluster Navy." 
  There are two Imperial customs ships
  that  are pursuing the  player  characters
  (though carefully, for there is much res-
  istance to them now). There are a number
  of planets that need a great deal of per-
  suasion before they will join the Rebel-
  lion (since many are terrified of the Im-
  perial  Military).  Imperial  agents  on  a
  planet convince the government to arrest
  the player characters, or who at least op-
  pose the player characters at every turn.
  The local Imperial Navy is finally start-
  ing to mobilize, so the player characters
  have to avoid Travnin. Overall, the num-
  ber of obstacles and the scope of their ad-
  ventures have slowly grown.
  Adventure 
  Outline 
  Five: 
  Operation
  Chaos 
  Background 
  This is the climax to the campaign,
  and may take several game sessions to
  complete. Along with all the ships from
  the Cluster they can possibly muster, the
  player characters must attack and defeat
  the Imperial fleet at Travnin before it can
  be reinforced by the main Imperial fleet.
  Fortunately, the revolt is taking place in
  several clusters throughout several sec-
  tors, so the Navy cannot send reinforce-
  ments immediately. Even so, to have any
  chance  at  success  against  the  Travnin
  fleet, the planetary defenses must some-
  how be disrupted and the Imperial weak-
  nesses found. The plan is to send a group
  of  infiltrators  down  to  the  planet  dis-
  guised as traders, who will then cause as
  many  problems  for  the  Imperial  com-
  mand as possible. If a weakness can be
  found, and rumors suggest there is one,
  the infiltrators have to use their contacts
  to send a message to the Rebel fleet. Im-
  perial reinforcements are on their way,
  and the player characters only have three
  months before they arrive, so they have
  to get their job done quickly. They have
  to infiltrate an Imperial stronghold and
  bring it to its knees on their own - quite a
  task, even for certified heroes. 
  Episode One: Touchdown 
  Player  characters  must  now  simply
  get to Travnin, land, and avoid arrest. The
  player characters will have to establish
  some sort of base (Neena could be useful
  in doing that) as well as make a list of
  priority targets. 
  The Imperial Navy at Travnin may be
  suspicious of the player characters’ ship,
  and may refuse permission for the ship to
  land - they will have to be talked into
  giving clearance. If the player characters
  11
  
  say they are carrying some cargo essen-
  tial to the defense of the planet, such as
  durelian ore from the Mestra system or
  Shesharilian  vodka,  they  might  be  al-
  lowed to land. Even then, they will be
  confined to the spaceport, so they will
  have to find a way to escape from it and
  reach the city. Travnin is now on a war
  footing. The first few hours on the planet
  will be very tricky as they get adjusted to
  this new situation - identity papers are a
  must. 
  Episode Two: The Pen is Mightier than
  the Sword 
  Once they manage to get to Travnin,
  the player characters must create a dis-
  turbance to distract the Imperial defend-
  ers. They are to be saboteurs and guerilla
  warriors, striking the Imperial war ma-
  chine whenever it is looking the other
  way. Propaganda is perhaps the most im-
  portant  element  of  the  mission,  if  the
  player characters can ruin the morale of
  the populace, half the battle is won. Thus
  anti-Imperial graffiti might be more ef-
  fective than blowing up a supply depot. If
  they are successful, Drun Cairnwick will
  call for a grand attack on the fleet. 
  There are a thousand Imperial storm-
  troopers on Travnin, and many more of
  the local populace have been conscripted
  for  the  duration  of  the  "crisis."  Every
  single  intersection  is  patrolled  by  a
  stormtrooper  or  soldier,  and  every  im-
  portant economic or military installation
  is guarded. The player characters can at-
  tempt to ruin the morale of the populace,
  kidnap important  leaders, blow up im-
  portant factories, and make it seem like
  there is a huge Resistance at work, even
  though there will only be a few of them
  on the planet. 
  If all else fails, the Imperial will hire
  the Iceman to track down the "terrorists"
  and eliminate them. 
  Episode Three: Final Battle 
  While on the planet, the player char-
  acters are given information from Neena
  about The Chariot, the Victory Star Des-
  troyer in orbit about the planet. its sub-
  light drive no longer functions properly,
  so none of its weapons or shield can be
  fully-powered. If they can get word of
  this to the Rebellion, an immediate attack
  can be launched to take advantage of this
  Imperial weakness. 
  A large  space  battle  begins  in  the
  Travnin  system,  in  which  nearly  100
  small Rebel ships are arrayed against the
  Imperial Navy. At the last minute, how-
  ever, the player characters learn that their
  information about the Star Destroyer was
  wrong, and that its weapon systems are
  partly  operational  -  they  were  tricked.
  The original sublight drive is not func-
  tioning, but a new one was secretly in-
  stalled. However, the parts of the hull that
  were removed to allow the drive to be in-
  stalled have not been fully repaired, and
  so the ship is not fully shielded from at-
  tack, if only at this one small point. If the
  ship can be attacked at this vulnerable
  point,  the  Rebels  might  still  have  a
  chance. 
  The  player  characters  need  to  get
  back  to their  ship, successfully escape
  12
  
  Travnin, and then attack the Star Des-
  troyer  at  its  weak  point.  lf  the  player
  characters  are  successful  in  inflicting
  damage  on  the  vulnerable  section,  the
  Star  Destroyer  will  blow  up,  and  the
  battle will have been won. If the player
  characters fail in their attack, they will
  undoubtedly be killed, and the battle lost.
  The  player  characters  must  wade
  through the stormtroopers who are guard-
  ing the spaceport, and then launch their
  ship before heavy weapons can be used
  against it. Once they are in space, they
  must get by a swarm of TIE fighters in
  order to get close enough to fire on the
  Star  Destroyer’s  weak  spot.  Ten  TIE
  fighters will attack them as they attempt
  to close on the fleet, in two waves of five
  fighters each. Fortunately, the weaponry
  on the side of the Star Destroyer facing
  the planet is not yet operational, so the
  ship cannot fire upon them. If the Star
  Destroyer  is  blown  up,  the  battle  and
  campaign is won. 
  Advice 
  for 
  the 
  Gamemaster
   
  Don’t let the player characters have
  very much money on hand. Any money
  they do get should come from their trad-
  ing, and it should be very hard to make
  steady  earnings  from  that.  The  player
  characters should usually be poor, and
  when  they  do  have  money,  try  to  get
  them to spend it fast by threatening to
  have it taxed or stolen. If they screw up,
  do not hesitate to get them in debt with a
  loan shark; that is, after all, part of the
  “fun.” Don't make money the reward for
  every  adventure;  it’s  better  to  provide
  them  with  information  or  devices  that
  will enable them to earn a profit later. 
  Spread out the traders’ contacts with
  the Rebellion. Don't do all of the stories
  that we have provided at once. Run your
  own stories in between, and have most of
  those deal with trading. The adventures
  dealing with the Empire should be rare, at
  least  at  first-though  your  adventures
  should always have them lurking in the
  background (a little trade, an encounter
  on a planet, then WHAM! a Rebellion
  adventure). 
  At  the  start  the  player  characters
  shouldn’t have had much contact with the
  Rebellion at all, though they may well
  know  about  it.  In  general,  the  traders
  shouldn't consider it their right, try to en-
  courage them to have the same attitude
  Han did in A New Hope. Bit by bit, you
  must get them more and more involved in
  the Rebellion. ln the latter half of the
  campaign,  the  trading  will  slacken  off
  and grow less important, and the Rebel
  activities will take prominence.
  Story 
  Ideas
   
  Adarlon 
  After having visited Adarlon a couple
  of times, the player characters are ap-
  proached  by a man who  asks them  if
  they’ve got any holos - “you know, the il-
  legal ones.” This is a test, and depending
  on their reaction, the tramps might  be
  asked to join the black market network
  for the No-Holds-Barred holos. 
  13
  
  If  they  respond  favorably,  they  are
  asked to meet an anonymous business-
  man at one of the theme parks, one with a
  fantasy theme. Inside a fantasy dungeon
  they meet a man who, in the role of a
  mysterious noble, offers them a chance to
  get involved in holo smuggling. He offers
  to sell them a number of black market ho-
  los, which they can distribute across the
  Cluster. It’s illegal, but not immoral, and
  there are very high profits involved. 
  The  tough  part  is  setting  up  the
  Cluster-wide  network  of  black  market
  contacts to buy the videos. Once this is
  done, all the traders have to do is make
  periodic trips to Adarlon, pick up a new
  batch, and then distribute them to their
  contacts. Given the small size of holos,
  the busyness of the Adarlon spaceport,
  and the corruption of the local customs
  inspectors, getting the product off-planet
  is a cinch. 
  However, it is a class three infraction
  to transport illegal holos, so it is a risky
  business venture. The holo dealer doesn’t
  minimize the risks, but he does maximize
  the potential money to be made. 
  If the player characters choose to be-
  come involved in the scheme, things go
  pretty  smoothly.  lf  they’re  smart  and
  careful, they can make a good, steady
  profit  without  much  risk.  Eventually,
  however, the Empire will make good its
  intention to crack down on the black mar-
  ket holos, and the player characters may
  find themselves going up against Babel
  Torsh himself.
  Eliad 
  A  young  noble  offers  to  pay  the
  traders 500 credits each to come to his
  party, to entertain his guests by adding
  “atmosphere”. If they agree, the player
  characters discover that the entire lodge
  is decorated to look like the inside of a
  rag-tag spaceship much like their own.
  The guests are dressed to look like them,
  and they proceed to get very drunk and
  somewhat  violent.  Perhaps  someone
  challenges a trader to a fight. Another
  crew of a light freighter was invited to at-
  tend as well, but the traders won’t imme-
  diately  be  able  to  tell  them  from  the
  nobles. 
  This is a chance for you to have some
  fun with the traders while they think of
  how to entertain the nobles. Perhaps if
  they decide to tell the story about their
  wilderbeast hunt on Yelsain, some noble
  will pay them to host such a hunt here on
  Eliad with imported animals: anything to
  make a fast credit. Later on, the contacts
  the  player  characters  make  now  will
  come in very handy.
  Karideph 
  The player characters first meet the
  University  of  Universal  Thought  when
  they are hired to ship some equipment to
  the top of a building in a city on the far
  side of the planet (for 500 credits profit).
  On a later trip, one of the scholars ap-
  proaches the player characters and tells
  them  that  one  of  the  most  important
  Hatches  on  Kari  wants  to  speak  with
  them. 
  14
  
  The player characters are invited to
  the Hatch’s “high-home,” which is loc-
  ated  atop  the  towers  of  Capital  City
  (which  surrounds  the  spaceport).  Once
  there, the player characters are offered
  5,000 credits if they will go to a city on
  the far side of the planet, travel down to
  its lowest levels, and eliminate the mem-
  bers of a certain Hatch - it is to be a "sur-
  gical procedure, to eliminate a cancer," as
  the scholar later tells them. If the player
  characters refuse to take the job, they will
  not be allowed to return to their ship. Un-
  til they agree to go on the mission, they
  will be lost in the middle of the city. 
  Once they agree to the mission, they
  are assigned two guides and sent on the
  long subterranean journey to the other
  Hatch. One guide knows how to guide
  them to the Hatch-home, and the other
  knows how to guide them back to their
  ship from the other Hatch. The traders
  need to descend deep into the hostile city,
  perhaps  facing  opposition  on  the  way,
  and, upon reaching the diseased Hatch-
  home, they must kill a group of Kari who
  all have painted red marks on their heads.
  It is a very strange and eerie experi-
  ence  as  the  traders  probe  deeper  and
  deeper  into  the  weirdest  and  most
  crowded  environment  they’ve  ever  en-
  countered. Eventually the player charac-
  ters reach their targets, only to discover
  that there are lmperial agents secretly aid-
  ing and directing the Hatch which the
  player characters are supposed to elimin-
  ate. 
  The Imperials have gained control of
  a faction of Hatches (who misguidedly
  agreed to work with the Human animals
  in return for technology, but the entire
  lead Hatch was ensnared by the lmperi-
  als’  brainwashing  techniques).  The
  lmperials are using the Hatch to drive the
  ruling Hatches out of power. 
  The Hatch is using a song of strength
  to gain power, a song which exalts in vi-
  olence and ruthless domination and tells
  of how the Kari can only succeed in get-
  ting off the planet if it emulates the Em-
  pire. This song is attracting wide atten-
  tion throughout the Kari mind, for it is
  entirely  new  to  their  way  of  thinking.
  Large  numbers  of  singers  are  now
  singing different verses of the song. 
  Somehow, the traders must destroy or
  free  the  enslaved  Kari,  drive  out  the
  lmperial spies, and help battle the song
  which is reverberating through the Kari
  mind, and, even now, is beginning to bat-
  ter at the ruling Hatches’ consciousness. 
  Mestra
   
  After a few trips into the system, the
  traders begin to make contacts with the
  various citizens of Mestra. One day, a
  nearly  incoherent  prospector  begs  the
  player characters to help him protect his
  claim. If they question him, they discover
  that he has found an artifact on his stake,
  and he offers them half of everything he
  makes if they can help him remove it
  from the asteroid intact, get it out of the
  Mestra system, and then sell it. 
  Examination  of  the  artifact  reveals
  that it is an extremely advanced weapon,
  but one which requires immense amounts
  15
  
  of power. Mounted on a ship with power-
  ful  enough  drives,  this  weapon  could
  conceivably  destroy  a  Star  Destroyer.
  There are few potential buyers for such a
  weapon: mega-corporations, the Empire
  or the Alliance. 
  While  aiding  the  prospector,  the
  traders end up on a processing ship, try-
  ing to stop the demolition of the artifact
  when the “poundies” attempt to steal the
  entire claim out of hand. If the asteroid is
  demolished, the weapon will explode and
  likely devastate a large proportion of the
  asteroid field. 
  Once  the  artifact  is  recovered,  the
  traders must get it out of the system and
  then find a buyer. The Empire is likely to
  impound the weapon and not give them
  anything for it; the corporations are likely
  to try to steal it; the Alliance will pay for
  it, but they’ll offer much less than they
  could get  from  the  corporations. Once
  again,  the  traders  must  balance  their
  greed  against  their common sense and
  their honor. 
  Yelsain 
  A  rare  type  of  wild  animal  once
  thought extinct, has been seen on one of
  the  southern  islands.  A zoologist  from
  Adarlon  living  at  Tradetown  hires  the
  ship and its crew to help her obtain the
  beast and then to transport it back to the
  zoo on Adarlon. She gives them 1,000
  credits right away, and if they succeed
  they will get 8,000 more. Though she has
  an  Imperial  permit  from  the  Imperial
  governor at Tradetown, the locals would
  be very incensed by the nature of this
  venture if they were to learn of it. 
  Unfortunately, as the player charac-
  ters are about to take off for the southern
  isles, word of what they are doing and
  where they are going leaks (try to make it
  the player characters’ fault) and they are
  pursued by nearly 100 young settlers on
  speeder bikes who are willing to go to the
  ends  of  Yelsain  to  stop  them.  Do  the
  player characters go through with it, or
  do they give up in the face of such dedic-
  ated opposition? 
  The  settlers  will  try  to  teach  them
  their  attitudes  about  the  environment
  when and if they catch them, and if the
  player characters start to see things their
  way, then they will have made some firm
  and fast friends. But if they push through
  to the end to get the money, they will
  have made some volatile enemies, and
  had  better  avoid  Yelsain  in  the  future
  (which could be interesting later on in the
  campaign, when Yelsain becomes import-
  ant to the Rebellion). 
  Pergitor
   
  Through one of the merchants they
  deal with, the player characters come in
  contact  with  members  of  the  Pergitor
  Resistance. They were the leaders of the
  liberalization movement of 30 years past,
  but are now in hiding. The Resistance
  asks the player characters to get involved
  in the black market network, which can
  give  the  player  characters  immense
  profits but will be very risky. 
  16
  
  After several trips, the Resistance also
  asks the traders to smuggle in weapons so
  that an attempt at revolt can be finally
  made. (If the revolt is to succeed how-
  ever, the Imperial troops must be dealt
  with, and perhaps that is something the
  player characters can also help with later
  on.) 
  While they are engaged in prelimin-
  ary discussions with the Resistance, the
  player characters are introduced by an-
  other merchant friend to one of the pro-
  curement agents for the Church. After a
  great deal of obscure references and side-
  stepping of questions, the traders realize
  that he is asking them to smuggle in lux-
  uries for the Church officials, and will ar-
  range that their ship is never searched by
  local  customs officials (though he still
  can’t do much about the lmperials). With
  luck, the traders can become involved in
  smuggling for both the Church and the
  Resistance at the same time. 
  The player characters are in a very
  lucrative position here, for they are well
  paid for the materials they import for the
  Church,  and  since  their  ship  is  never
  searched,  they  can  freely  smuggle  in
  things for the Resistance, as well. 
  Gesaril
   
  Assuming the traders have kept their
  noses clean and do not have criminal re-
  cords, they are given the chance to win
  the Imperial contract for supplying the
  prison.  The  contract  requires  them  to
  make one cargo run every 50 days, carry-
  ing 100 tons of goods from Travnin to
  Gesaril, for which they would earn 3,000
  credits per run. On each run they are ac-
  companied by an Imperial official, who
  may be escorting a prisoner to or from
  the asteroid and who ensures that they do
  not break into the cargo and steal any-
  thing. 
  This  contract  provides  an  excellent
  opportunity for the traders to get in con-
  tact with members of the Rebellion inside
  the prison, particularly by passing mes-
  sages via the prisoners they carry. The
  contract also gives them a chance to learn
  about the forbidden planet. 
  The  player  characters  hear  rumors
  that one of the ships that was destroyed
  on Gesaril was equipped with a cloaking
  device, a great reason to try to make a
  landing. By speaking with crewmembers
  of the Intrepid who are on leave at the
  prison asteroid, the traders may be able to
  come up with a plan that will get them
  onto the surface of the planet - a hint of
  the schedule of the TIE fighter patrols
  would be enough.
  Note: This subplot is essential if the
  player characters hope to succeed in the
  final adventure of this campaign, the res-
  cue of Drun Cairnwick from the prison. 
  Travnin 
  There are five light freighters, all at
  the spaceport, and their crews meet each
  other at The Grand Design. There they
  get into bragging and insult contests and
  generally have a good time carousing and
  trading information. Then a local mer-
  chant makes a “secret” proposal to each
  of them in private. He sells each of them
  17
  
  the same cargo, a load full of exotic fruit
  bound for Mestra.
  The player characters get a full load at
  a cheap price, and through the work of
  some of the merchant’s accomplices, get
  conned into thinking its a great cargo.
  However,  when  they  take  off  from
  Travnin,  the  other  ships  follow  them.
  Subspace chatter reveals that they are all
  carrying the same cargo, and the traders’
  experience suggests that whoever gets to
  Mestra first will get the best price. lt be-
  comes a race to the finish, winner take
  all. 
  Quockra-4
   
  A researcher from one of the systems
  near the Galactic Core is attempting to
  discover the “real natives of Quockra-4.”
  He offers to pay the traders up to 3,000
  credits  for  information  leading  to  the
  builders of the alien droids.
  This will probably require a trip into
  the tunnels beneath the planet, and all
  kinds  of  amusing  run-ins  with  single-
  minded droids who either ignore them,
  command them to leave, or simply attack.
  Once they do discover the Quockrans,
  they'll be further stymied by their non-
  communicativeness. They’ll have to be
  incredibly pushy and obnoxious to get
  anything out of the slugs. 
  Shesarile-5 
  & 
  6
   
  After the economic collapse, a group
  of poor people come to the player charac-
  ters with a request to be transported to
  Mestra system where they hope to be-
  come asteroid miners. They can pay with
  their family heirlooms: jewelry and such.
  The player characters must switch over
  their ship so the cargo hold can contain
  people.  Do  the  player  characters  get
  greedy and try to pack too many in? 
  At some point in the journey there
  might be an attempted mutiny. Near the
  end  of the journey  they  see  a rat-trap
  ship, one that can hardly fly, being at-
  tacked by pirates. The other ship is also
  full of immigrants, people trying to es-
  cape Shesharile, and they are being vic-
  timized by the pirates. 
  What do the player characters do? 
  18
  
  People 
  and 
  Ships 
  of 
  The 
  Cluster
  Babel Torsch 
  Type: Imperial Customs Officer 
  DEXTERITY 2D+1 
  Blaster 4D+2, dodge 6D 
  KNOWLEDGE 3D+1 
  Alien species 5D, bureaucracy 8D+2 
  languages 5D+2, planetary systems 
  5D+1 
  MECHANICAL 2D+2 
  PERCEPTION 4D 
  Command 7D+1, con 6D+11, search 
  8D 
  STRENGTH 2D 
  Lifting 3D 
  TECHNICAL 3D 
  Computer programming/repair 5D 
  Character Points: 15 
  Move: 10 
  Equipment: Blaster pistol (4D) 
  datapad, Imperial ID, uniform 
  Capsule: Babel  Torsch  is  a  pudgy
  dark-skinned  Human  male  whose
  main goal is to fulfill his duties effi-
  ciently. A man with a distinguished
  past (in the eyes of the Empire), Ba-
  bel proved himself early in his career.
  After a brief stint as a bureaucrat Ba-
  bel was transferred back to Adarlon as
  an advisor to the Imperial Consular
  General He immediately attacked the
  holo industry. He instituted bans of all
  kinds, and at the pinnacle of his short-
  lived  holo  career,  he  managed  to
  blacklist  many  fine  performers  by
  claiming  that  they  were  Rebels  or
  Rebel sympathizers.
  The powerful holo industry even-
  tually managed to blackmail Babel's
  superiors and he lost his post How-
  ever, he had proven his worth to the
  Empire  and  was  promoted  again.
  After brief re-training, Babel was ap-
  pointed to head the Imperial Office of
  Customs in the Cluster. Babel  now
  travels from world to world aboard a
  customs corvette which he commands
  to make sure that the planetary cus-
  toms offices are doing a proper job.
  He does an excellent job of rooting
  out  corrupt  Imperial  officials  and
  tracks smugglers like a hound. 
   Torsch has a huge ego. Many cus-
  toms  officials  commands  to  make
  sure that the planetary customs fall
  prey to bribery, but Torsch will not
  tolerate the slightest infraction of Im-
  perial rules or laws. Truly a smugglers
  nightmare,  Torsch  will  check  every
  last paper and credential a freighter
  captain has. ("But your papers indic-
  ate that only 20 cubic meters of spice
  is aboard your vessel. I'm just eyeing
  it, but I'll guess there are at least 22
  19
  
  cubic meters. I suggest you recalcu-
  late your load or else you could be
  found guilty of defrauding the Imper-
  ial Office of Customs.") 
  Dwin Arnae
  Type: Imperial Captain 
  DEXTERITY 2D+2 
  KNOWLEDGE 3D 
  Bureaucracy 8D, cultures 5D, 
  languages 5D+1, planetary systems 
  4D 
  MECHANICAL 3D+2 
  Astrogation 5D 
  PERCEPTION 4D 
  Command 4D+2 
  STRENGTH 2D 
  TECHNICAL 3D 
  Computer programming/repair 6D, 
  security 5D+1 
  Chamcter Points: 9 
  Move: 10 
  Equipment: Blaster pistol (4D+1), 
  datapad, Imperial ID, uniform, 2,000 
  credits 
  Capsule: Dwin  Arnae  is  a  mousy,
  wiry little man. His straight, jet-black
  hair is cut short and is beginning to
  thin. Considered a perfectionist by his
  crew, Dwin's uniform is always spot-
  less, his words are carefully chosen,
  and his crew must be ever attentive. 
  Dwin hopes to set an Imperial re-
  cord  by  apprehending  and  success-
  fully prosecuting the most customs vi-
  olators, regardless of the degree of in-
  fraction  (even  if  it  is  very  minor).
  Arnae  intends  to  scour  the  trade
  routes in the Cluster to protect it from
  Rebel infiltration.
  Dwin joined the Imperial Navy at
  an early age to make himself useful
  and give the Empire the benefit of his
  20
  
  “extraordinary” abilities (Dwin’s own
  opinion). Recognized by his superiors
  as a competent but essentially unspec-
  tacular individual, Dwin advanced as
  far as staff sergeant. But when Dwin
  uncovered  information  about  some
  minor  infraction  perpetrated  by  his
  superiors, he showed the bad judg-
  ment of taking the information over
  their heads. The general only laughed
  at  the  information  which  Dwin  re-
  vealed and then reported the incisent
  to  Dwin’s  captains.  Dwin  was  re-
  moved from his post in the Imperial
  Navy and went to work in the Sector
  Interdiction Office. He is now captain
  of one of the customs corvettes and
  spends most of his time on patrol. 
   
  Dwin is dedicated to his job, far
  more than anyone else in the SIO. His
  desire is to collect as many fines as
  possible from tramp freighters to to
  prove  his  worth  to  his  superiors.
  ("You tramp freighter captains are all
  the same, you think Imperial law ap-
  plies to everyone but yourself. I will
  demonstrate that this is not so.") Little
  does he realize that his superiors care
  almost  nothing  for  such  "margin
  haulers," and are more interested in
  the Rebellion. 
  His crew hates him and will often
  overlook  infractions  they  discover
  while searching a ship simply to irrit-
  ate  him.  For  this  reason,  tramp
  freighters are almost relieved to dis-
  cover it is Dwin who will conduct a
  search of their ship. 
  Imperial Customs Corvette 
  Craft: Rendili Star Drive's Light 
  Corvette 
  Type: Imperial customs vessel 
  Scale: Starfighter 
  Length: 180 meters 
  Skill: Space transports: light corvette 
  Crew: 52, gunners: 6, skeleton: 
  18/+10 
  Crew Skill: Space transports 5D, 
  starship gunnery 5D+2, starship 
  shields 5D+1 
  Passengers: 20 
  Cargo Capacity: 500 metric tons 
  Consumables: 2 months 
  Cost: Not available for sale 
  Hyperdrive Multiplier: x2 
  Hyperdrive Backup: x8 
  Nav Computer: Yes 
  Maneuverability: 2D 
  Space: 8 
  Atmosphere: 365; 1,050 kmh 
  Hull: 5D+1 
  Shields: 3D 
  Sensors: 
  Passive: 30/1D 
  21
  
  Scan: 60/2D 
  Search: 90/4D 
  Focus: 4/4D+1 
  Weapons: 
  6 Double Turbolaser Cannons 
  Fire Arc: Turret 
  Crew: 1 
  Skill: Starship gunnery 
  Fire Control: 2D 
  Space Range: 3-15/35/ 75 
  Atmosphere Range: 300-l.5/
  3.5/7.5 km 
  Damage: 4D 
  The Chariot
  Craft: Rendili Star Drive's Victory I 
  Type: Victory-class Star Destroyer 
  Scale: Capital 
  Length: 900 meters 
  Skill: Capital ship piloting: Star 
  Destroyer 
  Crew: 4,798, gunners: 402, skeleton 
  1,785/+15 
  Crew Skill: Astrogation 3D+2, 
  capital ship gunnery 4D+2, capital 
  ship piloting 5D, capital ship shields 
  4D, sensors 3D+2 
  Passengers: 2,040 (troops) 
  Cargo Capacity: 8,100 metric tons 
  Consumables: 4 years 
  Hyperdrive Multiplier: x1 
  Hyperdrive Backup: x15 
  Nav Computer: Yes 
  Maneuverability: 1D 
  Space: 4 
  Atmosphere: 280; 800 kmh 
  Hull: 4D 
  Shields: 3D+1 
  Sensors: 
  Passive 40/1D 
  Scan 70/2D 
  Search 150/3D 
  Focus 4/3D+2 
  Weapons: 
  10 Quad Turbolaser Batteries 
  Fire Arc: 5 left, 5 right 
  Crew: 5 
  Skill: Capital ship gunnery 
  Fire Control: 4D 
  Space Range: 3-15/35/75 
  Atmosphere Range: 6-30/
  70/150 km 
  Damage: 5D 
  40 Double Turbolaser Batteries 
  Fire Arc: 10 front, 15 left, 15 right 
  Crew: 3 
  Skill: Capital ship gunnery 
  Fire Control: 3D 
  Space Range: 3-15/35/75 
  Atmosphere Range: 6-30/70/150 
  km 
  Damage: 2D+2 
  80 Concussion Missile Launchers 
  Fire Arc: 20 front, 20 left, 20 right, 
  20 back 
  Crew: 2 
  Skill: Capital ship gunnery 
  Fire Control: 2D 
  Space Range: 2-12/30/60 
  Atmosphere Range: 4-24/
  60/120 km 
  Damage: 9D 
  10 Tractor Beam Projectors 
  Fire Arc: 6 front, 2 left, 2 right 
  Crew: 2 (2), 4 (2), 10 (6) 
  Skill: Capital ship gunnery 
  Fire Control: 4D 
  Space Range: 1-5/15/30 
  Atmosphere Range: 2-10/30/60 km 
  Damage: 5D 
  22
  
  Starfighter Complement: 2 squad-
  rons
  Escort Carrier 
  Craft: Kuat Drive Yards' Escort 
  Carrier 
  Type: Heavy starfighter/shuttle 
  carrier 
  Scale: Capital 
  Length: 500 meters 
  Skill: Capital ship piloting: KDY 
  Escort Carrier 
  Crew: 3,485, gunners: 20, skeleton: 
  1,500/+10 
  Crew Skill: Astrogation 3D+2, 
  capital ship gunnery 4D, capital ship 
  piloting 4D+1, capital ship shields 
  3D+2, sensors 3D+2 
  Passengers: 800 (troops) 
  Cargo Capacity: 500 metric tons 
  Consumables: 9 months 
  Hyperdrive Multiplier: x1 
  Hyperdrive Backup: x12 
  Nav Computer: Yes 
  Maneuverability: 1D 
  Space: 4 
  Hull: 7D+1 
  Shields: 2D 
  Sensors: 
  Passive: 30/0D 
  Scan: 50/1D 
  Search: 100/2D 
  Focus: 4/3D 
  Weapons: 
  10 Twin Laser Cannons 
  Fire Arc: 2 front, 3 left, 3 right, 2 
  back 
  Crew: 2 
  Skill: Capital ship gunnery 
  Fire Control: 3D 
  Space Range: 1-3/12/25 
  Atmosphere Range: 2-6/25/50 km 
  Damage: 3D 
  Starfighter Complement: 24 TIE/Ln
   
  Imperial Transport Ship 
  Craft: Tagge Industries Shipyards 
  Ltd. Modular Taskforce Cruiser 
  Type: Multi-task medium transport 
  Scale: Capital 
  Length: 1,150 meters 
  Skill: Capital ship piloting: taskforce 
  cruiser 
  Crew: 1,200, gunners 60, skeleton: 
  350/+10 
  Passengers: 15,000 troops 
  Cargo Capacity: Varies according to 
  mission profile (1,000 metric tons) 
  Consumables: 6 months 
  Cost: 2.5 million 
  Hyperdrive Multiplier: x3 
  Hyperdrive Backup: x7 
  Nav Computer: Yes 
  Maneuverability: 2D 
  Space: 4 
  Atmosphere: 280; 800 kmh 
  Hull: 3D+1 
  Shields: 2D 
  Sensors: 
  Passive: 40/1D 
  Scan: 75/2D 
  Search: 150/3D 
  Focus: 4/4D+2 
  Weapons: 
  15 Medium Turbolasers 
  Fire Arc: 10 front, 5 back 
  Crew: 2 
  Skill: Capital ship gunnery 
  Fire Control: 3D 
  Space Range: 3-15/35/75 
  23
  
  Atmosphere Range: 6-30/
  70/150 km 
  Damage: 5D 
  Intrepid 
  Craft: KDY's Class 1000 Cruiser 
  Type: Light cruiser 
  Scale: Capital 
  Length: 300 meters 
  Skill: Capital ship piloting: Class 
  1000 cruiser 
  Crew: 580, gunners: 80, skeleton: 
  200/+10 
  Crew Skill: Capital ship gunnery 
  5D+2, capital ship piloting 5D, capital
  ship shields 4D+2, sensors 4D+2 
  Passengers: 200 (troops) 
  Cargo Capacity: 500 metric tons 
  Consumables: 2 years 
  Cost: Not available for sale 
  Hyperdrive Multiplier: x2 
  Hyperdrive Backup: x12 
  Nav Computer: Yes 
  Maneuverability: 1D 
  Space: 6 
  Hull: 2D 
  Shlelds: D 
  Sensors: 
  Passive: 40/1D 
  Scan: 70/2D 
  Search: 150/3D 
  Focus: 4/3D+2 
  Weapons: 
  23 Turbolasers 
  Fire Arc: 10 front, 6 left, 6 right, 5 
  back 
  Crew: 2 
  Skill: Capital ship gunnery 
  Fire Control: 2D 
  Space Range: 3-15/35/75 
  Atmosphere Range: 6-30/
  70/150 km 
  Damage: 4D 
  12 Ion Cannons 
  Fire Arc: 3 front, 3 left, 3 right, 3 
  back 
  Crew; 2 
  Skifl: Capital ship gunnery 
  Fire Control: 3D 
  Space Range: 1-5/15/30 
  Atmosphere Range: 2-10/30/60 km 
  Damage: 3D 
  Starfighter Complement: 1 squad-
  ron TIEs 
  Emiel Skoff
  Type: Historian 
  DEXTERITY 3D 
  Blaster 3D+2, dodge 3D+1 
  KNOWLEDGE 4D 
  Alien species 6D, bureaucracy 4D+2, 
  cultures 5D, languages 6D+1, 
  streetwise 5D 
  MECHANICAL 2D+2 
  Astrogation 4D 
  PERCEPTION 3D+2 
  Bargain 4D+1, search 5D 
  STRENGTH 2D+2 
  Lifting 3D, stamina 4D 
  TECHNICAL 3D 
  Computer programming/repair 3D+2 
  Character Points: 7 
  Move: 10 
  Equipment: Holdout blaster (3D), 
  ink stylus and hardcopy notepad 
  Capsule: Emiel is an aging Human
  male. He is always disheveled (scraps
  of paper are tucked in every pocket)
  and he only rarely takes the time to
  groom himself properly.
  24
  
   Using  proof  from  past  history,
  Emiel hopes to show that despite less
  technology and fewer resources, the
  Rebellion  can  defeat  the  Empire.
  Emiel had been a respected educator
  at Darakin University, known for car-
  rying his researches beyond what was
  needed to teach his courses. When the
  Empire assumed control of the cur-
  riculum, he packed his bags and left
  to  continue  his  studies.  He  now
  searches for the means by which the
  Rebellion can defeat the Empire and
  restore order to the galaxy. 
  His studies have demonstrated that
  even the most heavily outnumbered
  forces can prevail. He has learned of a
  planet in the Gesaril system which the
  Empire has declared off-limits. Emiel
  is certain there is information there
  which could help the Rebellion. 
  Though  tough-minded,  Emiel  is
  nevertheless a naive intellectual alone
  in a dangerous galaxy. He enjoys be-
  ing busy, and immerses himself in re-
  search. (“Assuming my translation is
  accurate. this ancient  text  from  the
  planet Forntay relates how the primit-
  ive inhabitants rose up and defeated
  superior oppressors. Sadly, the natives
  are now extinct”) 
  Iceman 
  Type: Bounty Hunter 
  DEXTERITY 4D 
  Blaster 7D+1, brawling parry 5D+1, 
  dodge 6D+2, melee combat 8D, 
  melee parry 7D, vehicle blasters 6D 
  KNOWLEDGE 3D+1 
  Alien species 4D, cultures 4D+1, 
  languages 4D, planetary systems 
  5D+2, streetwise 6D+l, survival 6D+1
  MECHANICAL 2D+2 
  Astrogation 5D, repulsorlift operation
  4D+1, space transports 6D+2, starship
  gunnery 6D+l, starship shields 6D 
  PERCEPTION 3D 
  Command 4D, hide 6D, search 6D, 
  sneak 8D 
  STRENGTH 3D+2 
  Brawling 5D, climbing/jumping 6D, 
  lifting 4D+1, stamina 7D, swimming 
  7D+1 
  TECHNICAL 2D 
  Computer programming/repair 4D+1, 
  droid programming 4D+2, droid 
  repair 4D+2, first aid 5D, security 6D 
  Character Points: 12 
  Force Points: 3 
  Move: 10 
  Equipment: Blaster rifle (5D). com-
  link,  datapad,  heavy  blaster  pistol
  (5D), Imperial bounty hunter certific-
  ation, knife (STR+1D), 5 manacles.
  the  Sudden  Death  (modified  scout-
  ship) 
  Capsule: The bounty hunter known
  as Iceman is tall, athletic and appears
  25
  
  glacially calm at all times. His skin is
  smooth and almost glassy. Smiles or
  other emotional displays never cross
  the face of Iceman. In fact, he is un-
  able  to  demonstrate  such  emotions.
  Iceman is determined to maintain his
  perfect record as a bounty hunter. 
   Other than the fact that he hails
  from the distant Nord system, little is
  known of this reticent bounty hunter.
  Many think that his name is derived
  from the way he puts his targets "on
  ice," but it could be a reference to his
  reserved bearing. (On one occasion he
  calmly walked into a pirates' hideout
  and without a word shot all 12 pir-
  ates.)
  Iceman has very little personality.
  He is always focused on the task at
  hand and has no interest in associat-
  ing with others. Iceman has no mercy
  and  believes  in  killing  his  quarry
  without any warning. 
  The Sudden Death 
  Craft: Modified Sydon Vehicle 
  Works MRX-BR Pacifier scout ship 
  Type: Modified scout ship 
  Scale: Starfighter 
  Length: 25 meters 
  Skill: Space transports: MRX-BR 
  Pacifier 
  Crew: 1 
  Crew Skill: See Iceman 
  Passengers: 1, 8 (prisoners' brig) 
  Cargo Capacity: 25 metric tons 
  Consumables: 1 year 
  Cost: Not available for sale 
  Hyperdrive Multiplier: x1 
  Hyperdrive Backup: x5 
  Nav Computer: Yes 
  Maneuverability: 3D 
  Space: 7 
  Atmosphere: 600; 1.200 kmh 
  Hull: 6D 
  Shields: 4D 
  Sensors: 
  Passive: 15/1D 
  Scan: 30/2D 
  Search: 45/3D 
  Focus: 3/4D 
  Weapons: 
  3 Proton Torpedo Launchers 
  Fire Arc: Front 
  Skill: Starship gunnery 
  Fire Conlrol: 2D 
  Space Range: 1/3/7 
  Atmosphere Range: 50-100/
  300/700 km 
  Damage: 9D 
  3 Laser Cannons 
  Fire Arc: Turret 
  Skill: Starship gunnery 
  Fire Control: 3D+2 
  Space Range: 1-3/1.2/25 
  26
  
  Almosphere Range: 100-
  300/1.2/2.5 km 
  Damage: 3D 
  Kay-Emtoo (K-M2) 
  Type: Industrial Automaton K Series 
  Spaceport Control Droid 
  DEXTERITY 2D 
  Dodge 4D 
  KNOWLEDGE 3D 
  Bureaucracy 8D, languages 5D, 
  planetary systems 5D+1 
  MECHANICAL 4D 
  Astrogatinn 5D+1, repulsorlift 
  operation 4D+2, space transports 
  6D+1, starship shields 5D+2 
  PERCEPTION 3D 
  Con 5D+1, hide 5D+2, search 6D+1, 
  sneak 5D+2 
  STRENGTH 2D 
  Lifting 4D 
  TECHNICAL 4D 
  Computer programming/ repair 6D+1,
  demolition 6D, droid programming 
  7D, droid repair 7D, repulsorlift 
  repair 5D+1, security 6D+1, space 
  transports repair 5D+2 
  Equipped With: 
  Humanoid body (two arms, two legs) 
  Two  visual  and  auditory  sensor  re-
  corders 
  Vocabulator speech/sound system 
  Special Abilities: 
  Backup Memory: A combination of
  backup battery and memory storage
  units allows K-M2 to retain certain
  information  even  through  routine
  memory wipes. 
  Command Override: An extra unit in
  K-M2’s  housing  neutralizes  the  ef-
  fects of restraining bolts. 
  Move: 8 
  Size: 2 meters tall 
  Cost: 1,500 credits (used) 
  Capsule:  Kay-Emtoo  is  a  typical
  third-degree spaceport control droid:
  tall, awkWard-looking, with a dome-
  shaped  cranium  and  a slightly pro-
  truding  mid-section.  He  is  painted
  bright red. 
  Emtoo is the result of a Rebel ex-
  periment in using droids to penetrate
  the Empire at vital points. K-M2 has
  specially implanted and hidden back-
  up power batteries and memory stor-
  age units. Thus he was able to survive
  Imperial  memory  wipes  and  repro-
  gramming. K-M2 can even override
  the hindrances of a restraining bolt.
  The Rebellion made certain that K-
  M2 found his way to an out-of-the-
  way Imperial base so any malfunc-
  tions would not jeopardize major mis-
  sions. 
  Kay-Emtoo wishes to resume con-
  tact with the Rebellion and provide
  current information about the Imper-
  ial forces in the sector such as the size
  of enemy forces, current assignments,
  27
  
  and so forth. ("The Star Destroyer is
  incapable of hyperspace travel and the
  shields on its port side are not func-
  tioning due to a timing flaw in the
  sublight drives. If we are to attack at
  all, we must do so now.")
   Displaying tremendous ability to
  do his duty, thanks in part to program-
  ming by the Rebellion's best slicers
  and engineers, K-M2 has risen to take
  over spaceport control on Travnin. 
  Kay-Emtoo is very organized. He
  performs  his  spaceport  duties  with
  great skill and care, but is very cog-
  nizant of his position in the Imperial
  hierarchy, so he does not overstep his
  boundaries. He is surprisingly com-
  passionate,  and  Rebel  programmers
  fear  that  Kay-Emtoo  may  someday
  sacrifice his excellent mole position
  to save an endangered person. 
  Neena 
  Type: Curious Explorer 
  DEXTERITY 2D+1 
  Blaster 3D+1, blaster: hold-out blaster
  5D+1, dodge 5D, musical instrument 
  5D, musical instrument: string 
  oscillator 6D+1 
  KNOWLEDGE 3D+2 
  Languages 4D 
  MECHANICAL 3D 
  PERCEPTION 4D 
  Con 8D, hide 5D, search 5D, sneak 
  6D+2 
  STRENGTH 2D 
  Stamina 4D+2, stamina 5D 
  TECHNICAL 3D 
  Character Points: 8 
  Move: 10 
  Equipmeut: Datapad, fancy clothing,
  hold-out blaster (3D), work clothing 
  Capsule: Neena, a 19-year-old Hu-
  man  female,  is  almost  always  de-
  scribed as “cute” by those who meet
  her. She has an impish nature that is
  endearing  to  those around  her,  and
  she can usually smile her way into
  virtually anyone’s heart. 
  Neena grew up in the household
  of Bail Organa on the world of Alder-
  aan. When she began to display mu-
  sical talent, Organa sent her off-planet
  to school to master her art. This meant
  she was away on the fateful day when
  the Empire  used  the  Death  Star  to
  destroy  Alderaan.  ln  shock,  Neena
  tried to seek out her friend Leia, but
  without the money provided by the
  Organa family, Neena was stranded. 
  Out of necessity, she began to play
  gigs  on  spaceliners.  She  tried  to
  choose  trips  which  might  take  her
  28
  
  near people she knew, but after a few
  months of trying, she gave up and
  soon found herself playing for the en-
  tertainment of decadent men and wo-
  men on the far-flung planet of Adar-
  lon.  She  earned  a  good  living,  but
  soon  grew  bored.  That  was  when
  Drun Cairnwick recruited her and sent
  her to Travnin.
   She is now attempting to build a
  reputation on the planet so that she
  can  perform  aboard  The  Chariot,
  where the Cluster Moff is rumored to
  live. She hopes she can learn some-
  thing which will be valuable to the
  Rebellion. 
  Neena is introverted but friendly.
  The horrible memories she carries of
  he loss other friends make it difficult
  for her to be close to otherst But she
  believes in the Rebellion and respects
  the  individuals  who,  like  her,  risk
  their lives to combat the tyranny of
  the Empire. 
  Porgo Goo 
  Type: Chortose Engineer 
  DEXTERITY 2D+1 
  Dodge 4D+2 
  KNOWLEDGE 3D+2 
  MECHANICAL 2D+2 
  PERCEPTION 2D+1 
  STRENGTH 2D+2 
  TECHNICAL 4D 
  Computer programming/repair l0D, 
  droid programming l0D, droid repair 
  9D, repulsorlift repair 10D, space 
  transports repair 10D 
  Character Points: 11 
  Move: 8 
  Equipment:  Astromech droid, com-
  link, datapad, toolkit, work coveralls 
  Capsule: Porgo  Goo,  a  native  of
  Chortose, is short, plump, and furry.
  He loves above all to fix whatever
  needs fixing. 
  Porgo Goo and his brothers dis-
  covered a latent talent for engineering
  and starship repair at an early age.
  They all possess a strange, intuitive
  understanding  of  the  workings  of
  technological  devices.  They  don't
  have the education to understand the
  theory behind the devices, but they
  still seem to be able to figure a way to
  make them work. 
  Together with his brothers, Porgo
  runs a small repair shop where ship
  owners in the know bring their ves-
  sels  for  repairs.  The  Goo  brothers,
  given  the  proper  motivaiion  (not
  money,  but  dares  and  bets  usually
  work), can commplete a repair in as
  little as a third of the of the time.
  They charge the standard amount, but
  are frequently able to provide a little
  extra power or performance. They are
  29
  
  also  perfectly  willing  to  install
  devices considered illegal by the Em-
  pire, provided they think the device is
  “cool.”
   Porgo is playful, not at all embar-
  rassed by his lack of understanding of
  how  technological  devices  function,
  and a lover of social gatherings par-
  ticularly  in  crowded  (often  danger-
  ous) cantinas. 
  Shlith-dan 
  Type: Arconan Criminal 
  DEXTERITY 2D+1 
  Blaster 4D+1, dodge 4D+1, melee 
  combat 3D 
  KNOWLEDGE 3D+2 
  Bureaucracy 4D, languages 4D+1, 
  streetwise 7D+2, value 8D 
  MECHANICAL 2D+2 
  PERCEPTION 2D+2 
  Bargain 5D+1, con 6D+1, gambling 
  4D, hide 5D, search 5D, sneak 5D 
  STRENGTH 2D+2 
  TECHNICAL 2D 
  Computer programming/repair 5D, 
  security 5D 
  Character Points: 4 
  Move: 10 
  Equipment:  Comlink,  forged  ID,
  heavy blaster pistol (5D), small pouch
  of salt 
  Capsule: Shlith-dan is an Arcona, his
  skin  dark  grey  striated  with  brown
  streaks. His gold eyes attest his addic-
  tion  to  salt.  Shlith-dan  became  ad-
  dicted to salt at an early age and later
  became a dealer, as a means of sup-
  porting his habit.
  Shlith-dan wishes to discover an
  organic shortcoming in another spe-
  cies which could result in physical ad-
  diction (much as salt does to the Ar-
  cona) so he can makea great deal of
  credits. 
  Late in the campaign, Shlith-dan
  makes his discovery, perhaps with the
  inadvertent help of the characters. He
  finds an uncommon, but cheap fungi
  which is addictive to people of the
  two Shesharile worlds. The fungi is
  the final straw in the collapse of the
  worlds. 
  As he grew older, Shlith-dan saw
  the fortune that was to be made in the
  black market with the right product at
  the right place and time. Using the
  connections he established on Arcona,
  he  sought  out  virgin  territory  and
  eventually brought the black market
  to the Cluster. Most of the operators
  who were already in the Cluster res-
  isted  Shlith-dan's  arrival,  but  his
  smoothly-run  organization  quickly
  30
  
  dominated the scene. The only com-
  petitor he has been unable to surpass
  is  Yerkys  ne  Dago,  and  Shlith-dan
  does not want to mess with such a
  powerful individual. 
   Shlith-dan  hopes  to  discover  a
  biological weakness in one of the spe-
  cies of the Cluster which would ad-
  dict them to a common substance like
  salt. In order to find such a weakness,
  Shlith-dan will Often offer discounts
  to traders buying on the black market
  who will agree to test some substance
  on a native of a planet. 
  Shlith-dan  is  a  calculating  indi-
  vidual. He takes enormous risks, but
  his  business  sawy  and  competence
  usually save him Irom any ill effects. 
  Tor Skylow 
  Type: Cyborged Pirate 
  DEXTERITY 3D+2 
  Blaster 6D+1, brawling parry 4D+2, 
  dodge 5D+2, melee combat 6D+1, 
  melee parry 6D 
  KNOWLEDGE 2D 
  Planetary systems 5D 
  MECHANICAL 3D+2 
  Astrogation 4D+2, space transports 
  6D, starship gunnery 5D, starship 
  shields 4D+2 
  PERCEPTION 3D 
  Con 6D+1, search 8D 
  STRENGTH 2D+2 
  Brawling 4D+2 
  TECHNICAL 3D 
  Computer programming/repair 5D 
  Force Points: 2 
  Character Points: 15 
  Move: 10 
  Equipment: Blaster pistol (4D), com-
  link, cybernetic arm (+1D to left arm
  to Strength to resist damage in com-
  31
  
  bat),  flashy  clothes,  vacuum  suit,
  2,000 credits, the Counter-Puncher. 
  Capsule: Tor is a tall, physically fit
  woman, with shoulder-length red hair.
  She is known for wearing lavish and
  ornate clothing befitting her role as an
  evil plunderer, but she actually prefers
  a simple military uniform when not
  "performing." 
  As  a  member  of  the  Imperial
  Navy, Tor convinced the crew of her
  patrol ship to rebel against the Em-
  pire. Those unwilling to join Tor were
  dropped in an escape pod and left to
  float  in  space.  lmperial  propaganda
  reports  declared  that  the  men  were
  left to die, but Tor actually called the
  Imperial  base  on  Travnin  and  in-
  formed authorities of the pod's loca-
  tion.
   Tor and her crew then took her
  ship to a remote part of the Yelsain
  system where they modified the cus-
  toms craft so that it was not instantly
  recognizable  as  an  lmperial  vessel.
  The crew then took to pirating, re-
  naming the ship the Counter-Puncher.
  Mostly they interrupt lmperial ship-
  ments, but they have been known to
  waylay light lreighters they feel are
  serving the Empire’s needs. 
  Some of the goods they capture
  are sold on Yelsain for bargain base-
  ment prices. In return, authorities on
  Yelsain help hide the crew and ship in
  times of extreme emergency. 
  Tor is the archetypical noble thief
  and is also a born leader. Those who
  know her well cannot help but appre-
  ciate her honesty and contagious con-
  fidence.
  Pirate Crew: All stats are 2D except:
  Dexterity 3D, blaster 4D, melee com-
  bat 4D, Mechanical 4D, space trans-
  ports 4D+1, starship gunnery 4D+2,
  Perception  3D,  Strength  3D.  Move
  10. Blaster pistol (4D). 
  The Counter-Puncher 
  Craft: Imperial Customs Frigate 
  Type: Modified customs frigate 
  Scale: Starfighter 
  Length: 35 meters 
  Skill: Space transports: customs 
  frigate 
  Crew: 6, gunners: 6, skeleton: 3/+10 
  Crew Skill: Space transports 6D+2, 
  starship gunnery 7D, starship shields 
  6D+1 
  Passengers: 10 
  Cargo Capacity: 100 metric tons 
  Consumables: 3 months 
  Cost: Not available for sale 
  32
  
  Hyperdrive Multiplier: x2 
  Hyperdrive Backup: x7 
  Nav Computer: Yes 
  Maneuverability: 2D 
  Space: 8 
  Atmosphere: 295; 850 kmh 
  Hull: 3D+1 
  Shields: 3D 
  Sensors: 
  Passive: 30/1D 
  Scan: 60/2D 
  Search: 90/4D 
  Focus: 4/4D+1 
  Weapons: 
  6 Heavy Laser Cannons 
  Fire Arc:Turret 
  Crew: l 
  Skill: Starship gunnery 
  Fire Control: 2D 
  Space Range: 1-3/12/Z5 
  Atmosphere Range: 100-
  300/1.2/2.5 km 
  Damage: 5D 
  Yerkys ne Dago 
  Type: Twi'lek Loan Shark 
  DEXTERITY 2D 
  Blaster 3D 
  KNOWLEDGE 4D 
  Alien species 6D, bureaucracy 5D+1, 
  cultures 5D+2, intimidate 7D, 
  languages 7D, planetary systems 
  4D+1 
  MECHANICAL 2D+2 
  PERCEPTION 4D 
  Bargain 7D, command 10, con 8D+1, 
  value 9D+2 
  STRENGTH 2D 
  TECHNICAL 3D 
  Computer programming/repair 3D+1, 
  droid repair 4D 
  Force Points: 3 
  Character Points: 26 
  Move: 10 
  Equipment: Blaster pistol (4D), ex-
  pensive robes, 5,000 credits 
  Capsule: Yerkys is a very physically
  lit Twi'lek. He is usually well-dressed
  and makes daily changes in the orna-
  mental painted designs on his head
  tails.  Yerkys  does  make  use  of  his
  head tails. The right one gestures and
  points to add flair to his speech while
  the left tail flexes when he is angered
  and  quivers  when  he  is  content.
  Yerkys ne Dago wishes to drive the
  small Rebel presence and the Empire
  in the Cluster against each other. 
  The chaos caused by frequent con-
  flicts opens many doors tor smuggling
  and other criminal operations. 
  Yerkys ne Dago has publicly told
  the interesting tale of his life. Few
  would have guessed a Twi'lek capable
  of gaining as much power as Yerkys,
  but he is one of the most powerful
  and richest men in the Cluster. 
  33
  
   Ryloth, the Twi'lek homeworld, is
  a  haven  for  criminals  and  slavers.
  Yerkys himself escaped slavery by al-
  lying himself with a band of smug-
  glers, and eventually took control of
  the  band.  Conditions  on  the  planet
  were deteriorating quickly, so he de-
  cided to escape while he could. 
  Since his arrival in the Cluster, he
  has established a criminal network of
  black  marketeers,  smugglers  and
  other undesirables which is practic-
  ally unrivaled in the galaxy. Most of
  the beings in debt in the Cluster owe
  their lives (and a lot of money) to
  Yerkys. 
  He is currently on Shesharile 5,
  but is known to change locations fre-
  quently for security reasons. Superfi-
  cially,  Yerkys  is  very  gracious  and
  courteous, but he is actually a very
  base, corrupt and evil individual. 
  Drun Cairnwick 
  Type: Rebel Agent 
  DEXTERITY 2D+1 
  Blaster 4D+2, dodge 6D 
  KNOWLEDGE 4D+2 
  Bureaucracy 7D, cultures 8D, 
  streetwise 7D 
  MECHANICAL 2D 
  PERCEPTION 4D+2 
  Command 8D, con 7D 
  STRENGTH 2D 
  TECHNICAL 3D 
  Computer programming/repair 5D 
  Force Points: 1 
  Character Points: 15 
  Move: 10
  Equipment: Datapad,  forged  ID,
  heavy blaster pistol (5D) 
  Capsule: Drun looks older than his
  years. Once tall and broad shouldered,
  he has lost much of his strength in re-
  cent years. He is gentle in both voice
  and mannerisms, yet he has a strange
  magnetism.  Drun's  most  important
  objective is to free the Minos Cluster
  from imperial domination, and in turn
  to free the galaxy as well. 
  When  the  Republic  was  over-
  thrown  by  the  Emperor,  Cairnwick
  was  just  beginning  the  training  re-
  quired to become a Jedi. The arrest of
  all his teachers, however, prevented
  him from ever being able to pursue
  this noble course, so he returned to
  his homeworld of Adarlon and began
  agitating against the Empire. Finally,
  Imperial  agents  moved  against  him
  and his supporters. By the time they
  got to the popular front headquarters,
  however, he was gone, and was never
  seen again. Now an old man, Drun
  still opposes the Empire with all his
  might and is an active member of the
  Rebellion. A year ago, he was finally
  arrested and taken to the prison aster-
  oid in the Gesaril system. His aim
  was to create an uprising among the
  people of Minos Cluster, and to either
  mold it into a sale haven for members
  of the Rebellion or cost the Empire a
  great deal in time and resources in re-
  claiming it. If the Rebellion in Minos
  Cluster is to succeed, he must be res-
  cued. The people of the Cluster trust
  and believe in him and his cause, and
  34
  
  they would follow him if he asked
  them for aid. ln short, he is the key to
  the Rebellion, and the future of the
  Cluster is tied to his existence. 
   Drun Cairnwick is a very charis-
  matic and influential man, who be-
  came famous many decades ago lor
  his  opposition  to  the  Imperial
  takeover ol the galaxy. (“We are not
  truly free, if it is simply given to us -
  we  are  only  truly  free  if  we  have
  given  it  to  ourselves.  The  Empire
  made us slaves, and now it is time for
  us to give ourelves our freedom. The
  time for revolt is now.”) He became
  something of a hero, and is now a part
  of popular folklore. He is a genial and
  soft-spoken man, yet he is extremely
  charismatic and can have a great ef-
  fect on people. 
  Axtor Bridgeman 
  Type: Tramp Freighter Captain 
  DEXTERITY 2D+2 
  Blaster 4D+2, dodge 3D+2 
  KNOWLEDGE 3D+1 
  Bureaucracy 4D+l, cultures 4D, 
  languages 4D, planetary systems 
  5D+1 
  MECHANICAL 3D 
  Astrogation 4D, space transports 6D, 
  starship gunnery 4D+2, starship 
  shields 4D+2 
  PERCEPTION 3D+2 
  Command 7D+1, con 6D+1, search 
  8D 
  STRENGTH 2D 
  Brawling 3D+2 
  TECHNICAL 3D+1 
  Computer programming/repair 5D, 
  space transports repair 5D 
  Character Points: 11 
  Move: 10 
  Equipment: Datapad,  blaster  pistol
  (4D), uniform, the Dynasty
  Capsule: Axtor is an older Human.
  His hair has been greying for the last
  20 years, so the only signs that he's
  aging are the lines in his face. Axtor
  has the large, strong hands of a mech-
  anic, Axtor simply wishes to pay all
  his  debt  to  the  Twi’lek  loanshark,
  Yerkys ne Dago. While he has been
  able to cover the interest charges, a
  sizeable loan is still outstanding. 
  Axtor’s  first  contact  with  life
  aboard a freighter came when a ship
  owner named Bridgeman offered his
  father a position on a vessel in return
  for his excellent repair work. Axtor’s
  father accepted immediately and soon
  found himself advancing through the
  ranks. Later, Axtor was given the op-
  portunity to accompany his father on
  a trip and that brief experience of life
  35
  
  among the stars sold Axtor on that
  livelihood. 
   Axtor, however, did not desire to
  work for a large corporation and sell
  his freedom for a salary. He wanted
  the kind of freedom which the galaxy
  can only offer an independent man.
  He  gambled  and  borrowed  from  a
  loan shark to buy his own stock light
  freighter, the Dynasty. His luck runs
  either very hot or frigidly cold, but
  overall he has been unable to dent the
  original loan.
  Axtor is an easy-going man, one
  not given to following rules and regu-
  lations.  He  has  accepted  his  odd
  streaks of bad luck and good luck,
  and  seems  to  enjoy  both  equally.
  (“Yeah, l’ll sell for that price if it's the
  best you offer. I'll find some way to
  recover the lost money and meet my
  interest  payment.”)  If  he  somehow
  became wealthy, he might be tempted
  to quit the freight business. But that
  would send him to the grave years
  earlier than his life among the stars
  would, and he knows it. 
  36
  
  The Dynasty 
  Craft: Modified Corellian YT-l210 
  Light Freighter 
  Type: Modified light freighter 
  Scale: Starfighter 
  Length: 35 meters 
  Skill: Space transports: YT-l210 light 
  freighter 
  Crew: 1, gunners: 1 
  Crew Skill: See Axtor Bridgeman 
  Passengers: 4 
  Cargo Capacity: 100 metric tons 
  Consumables: 2 months 
  Cost: Not available for sale 
  Hyper-drive Multiplier: x2 
  Hyperdrive Backup: x5 
  Nav Computer: Yes 
  Maneuverability: 1D 
  Space: 4 
  Atmosphere: 280; 800 kmh 
  Hull: 4D 
  Shields: 2D 
  Sensors: 
  Passive: 10/0D 
  Scan: 25/1D 
  Search: 40/2D 
  Focus: 2/3D 
  Weapons: 
  1 Laser Cannon 
  Fire Arc: Turret 
  Crew: 1 
  Skill: Starship gunnery 
  Fire Control: 2D 
  Space Range: l-3/12/25 
  Atmosphere Range: 100-300/
  l.2/2.5 km 
  Damage: 5D 
  2 Concussion Missile Tubes 
  Fire Arc: l front, 1 back 
  Skill: Starship gunnery 
  Fire Control: 1D 
  Space Range: 1-2/8/15 
  Almosphere Range: 100-
  200/800/l.5 km 
  Damage: 8D 
  Chordak 
  Type: Rodian Pilot 
  DEXTERlTY 3D 
  Blaster 4D+2, dodge 4D, grenade 6D,
  vehicle blasters 3D+2 
  KNOWLEDGE 2D 
  MECHANICAL 4D 
  Astrogation 3D, space transports 4D, 
  starship gunnery 3D+2, starship 
  shields 3D+1 
  PERCEPTION 2D 
  Bargain 3D+1, command 3D, 
  gambling 4D+1, hide 4D, search 4D, 
  sneak 4D+2 
  STRENGTH 2D+2 
  Brawling 3D+2 
  TECHNICAL 2D 
  Computer programming/repair 3D, 
  demolition 6D+1, security 3D, space 
  transports repair 2D+1 
  Character Points: 8 
  Move: 10 
  Equipment:  Blaster  pistol  (4D),  4
  grenades (5D), the Oo-Ta GooTa 
  Capsule:  Chordak is a Rodian pilot.
  His  tapir-like  snout  is  a  bit  longer
  than normal and his skin is perhaps a
  shade  darker  because  he  spends  so
  little time in the sunlight, but he is av-
  erage in most respects. Chordak has
  command of one of the fastest ships
  in  the  Minos  Cluster,  the  Oo-Ta
  GooTa, and he wishes to carry on his
  trade practices, but hopes to catch the
  attention of the Empire so he will be
  trusted with more valuable cargo (Im-
  37
  
  perial diplomats, messengers, the reg-
  ular run to the prison on Gesaril, etc.).
   
   Chordak grew up on Rodia, and
  was bred to the Rodian lifestyle and
  philosophy.  However,  he  had  little
  taste for killing for the sake of killing,
  something  most  Rodians  accept  as
  normal. Unable to ignore his ques-
  tionable  Rodian  tendencies  com-
  pletely,  he  didn't  mind  putting  his
  deadly  abilities  to  work  in  another
  trade.  With  the  small  ship  Oo-Ta
  GooTa at his disposal, Chordak took
  to the trading lanes. Sometimes un-
  willing  to  play  completely  by  the
  rules, Chordak plays the pirate and
  steals from other tramp freighters.
  His normal tactic is to use his su-
  perb demolition skills to rig the target
  ship  with  explosives  and  follow  it
  through hyperspace until they reach a
  remote location. He then triggers the
  bomb and cripples the target. 
  38
  
  Though Chordak is a bit more cul-
  tured than most Rodians, he has not
  lost all his Rodian tendencies and will
  not hesitate to use violence. He is a
  dangerous  opponent  because  he  is
  tenacious when pursuing a goal. 
  Oo-Ta Goo-Ta 
  Craft: Modified Corellian YT-1300 
  Light Freighter 
  Type: Modified light freighter 
  Scale: Starfighter 
  Length: 26.7 meters 
  Skill: Space transports: YT-I300 
  Crew: 1 
  Crew Skill: See Chordak 
  Passengers: 1 
  Cargo Capacity: 50 metric tons 
  Consumables: 3 weeks 
  Cost: Not available for sale 
  Hyperdrive Multiplier: xl/2 
  Hyperdrive Backup: x5 
  Nav Computer: Yes 
  Maneuverability: 3D 
  Space: 8
  Atmosphere: 295; 850 kmh 
  Hull: 4D 
  Shields: 1D 
  Sensors: 
  Passive: 15/1D 
  Scan: 30/2D 
  Search: 45/3D 
  Focus: 3/4D 
  Weapons: 
  2 Modified laser Cannons (fire-
  linked) 
  Fire Arc: Turret 
  Skill: Starship gunnery 
  Fire Control: 3D 
  Space Range: 1-5/10/17 
  Atmosphere Range: 100-500/
  1/1.7 km 
  Damage: 2D 
  1 Blaster Cannon 
  Fire Arc: Turret 
  Skill: Starship gunnery 
  Fire Control: 3D 
  Space Range: l-5/10/17 
  Almosphere Range: 100-500/
  1/1.7 km 
  Damage: 4D
  Korkeal Hai 
  Type: Tramp Freighter Captain 
  DEXTERITY 2D+2 
  KNOWLEDGE 3D+1 
  Bureaucracy 5D+1, planetary systems
  5D+1 
  MECHANICAL 3D 
  Astrogation 3D+2. repulsorlift 
  operation 4D, space transports 5D, 
  starship gunner 4D, starship shields 
  4D 
  PERCEPTION 3D+2 
  Bargain 5D, value 5D+2 
  STRENGTH 2D 
  TECHNICAL 3D+l 
  Computer programming/repair 5D, 
  droid programming 4D+2, droid 
  repair 4D+2, space transports repair 
  6D+2 
  Force Points: 1 
  Character Points: 22 
  Move: 10 
  Equipment: Blaster  pistol  (4D),
  datapad, tool kit, the Riff-Raff 
  Capsule: Korkeal is a Human female
  with a slender build. She combats her
  failing eyesight with a pair of archaic
  plasspecs rather than with medication.
  Korkeal Hai loves to modify her ship,
  39
  
  the Riff-Raff, so that “it is the best
  light freighter in the galaxy”. (Which
  is a somewhat dubious label.) 
  Korkeal spent her formative years
  in the Shesharile system constructing
  a light freighter from spare parts. Un-
  able to handle all of the finer techno-
  logical points herself, Korkeal used a
  large chunk of her earnings to import
  an old high-grade computer (a relic of
  the Clone Wars) which assisted in the
  construction effort by offering advice.
   
   The ship was completed a few
  years ago, but  Korkeal  didn't leave
  the computer behind. It is installed in
  the ship now and constantly nags the
  poor  woman  about  the  disarray  on
  board. 
  Korkeal is hyper-kinetic and never
  tires of trying new combinations of
  parts or going through the piles of
  machinery  strewn  about  her  ship.
  (“No, I won't throw away my Tor-
  shkin M-2 intergyrons. I'll figure out
  some way to use them to make this
  ship even better! What do you mean
  'better than what?' lzzat some kind of
  crack?”) 
  The Riff-Raff 
  Craft: Modified CorelliSpace 
  Gymsnor-3 Freighter 
  40
  
  Type: Modified light freighter 
  Scale: Starlighter 
  Length: 34.1 meters 
  Skill: Space transports: Gymsnor-3 
  Crew: l 
  Crew Skill: See Korkeal Hai 
  Passengers: 4 
  Cargo Capacity: 75 metric tons (10 
  metric tons are full with junk, scrap 
  parts and various other unidentifiable 
  pieces of mechanical debris) 
  Consumables: 1 month 
  Cost: Not available for sale 
  Hyperdrive Multiplier: x1 
  Nav Computer: Yes 
  Maneuverability: 0D 
  Space: 4 
  Atmosphere: 480; 800 kmh 
  Hull: 6D 
  Shields: 2D 
  Sensors: 
  Passive: 15/0D 
  Scan: 30/1D 
  Search: 45/2D 
  Focus: 3/3D 
  Weapons: 
  1 Heavy Blaster Cannon 
  Fire Arc: Turret 
  Skill: Starship gunnery 
  Fire Control: 2D 
  Space Range: l-5/10/17 
  Atmosphere Range: 100-500/
  l/1.7 km 
  Damage: 5D 
  Rollo Morsai 
  Type: Tramp Freighter Captain 
  DEXTERITY 2D+2 
  Blaster 4D, brawling parry 4D 
  KNOWLEDGE 3D+1 
  MECHANICAL 3D 
  41
  
  Astrogation 5D+2, space transports 
  6D, starship gunnery 5D, starship 
  shields 6D+2 
  PERCEPTION 3D+2 
  Bargain 6D, con 6D, value 5D+2 
  STRENGTH 2D 
  Brawling 5D+1 
  TECHNICAL 3D+1 
  Character Points: 9 
  Move: 10 
  Equipment: 
  Blaster  rifle  (5D),
  datapad, flight suit, the Gilded Lily
  (modified star yacht) 
  Capsule: A very beautiful woman in
  her  prime,  Rollo  is  now  somewhat
  gaunt  and  lethargic  from  inactivity
  and  despair.  Her  objective  is  fairly
  simple: survive. She also has a burn-
  ing desire which she expects to never
  fulfill - ruin Babel Torsch like Torsh
  ruined her. 
  Certainly Rollo Morsai is not very
  well known, but Jona Reeten is certi-
  fiably famous. Jona was Rollo's work-
  ing name for many years, the years
  when the woman was a famous act-
  ress  in  the  Adarlon  system.  A life
  which was the product of talent and a
  bit of luck was felled by one stroke of
  bad fortune. Rollo was the hottest act-
  ress in the holo business when the tyr-
  annical imperial Officer Babel Torsh
  began an investigation of the holo in-
  dustry, and her career was destroyed
  when it was discovered that she had
  played a Jedi fighting the Clone Wars
  in a holo many years before. 
   Blacklisted  and  unable  to  find
  acting work, Rollo did the only thing
  she could think of: she converted her
  expensive  space  yacht,  the  Gilded
  Lily,  into  a  light  freighter  and  she
  now  attempts  to  make  a  living
  through trade runs. Prone to fits of
  despondency, much of the work is ac-
  tually  done  by  Rollo's  pilot  and
  former valet, Tiebo. 
  Rollo  has  accepted  what  has
  happened to her without too much bit-
  terness.  She  believes  that  there  is
  more pain to come in her life and she
  is not eager to meet it head on. 
  The Gilded Lily 
  Craft: Converted Baudoclass Star 
  Yacht 
  Type: Modified space yacht 
  Scale: Stariighter 
  Length: 32 meters 
  Skill: Space transports: Baudo-class 
  space yacht 
  Crew: 1 
  Crew Skill: See Rollo Morsai 
  Passengers: 4 
  Cargo Capacity: 75 metric tons 
  Consumables: l month 
  42
  
  Cost: Not available for sale 
  Hyperdrive Multiplier: x2 
  Hyperdrive Backup: x7 
  Nav Computer: Yes 
  Maneuverability: 1D 
  Space: 10 
  Atmosphere: 415; 1,200 kmh 
  Hull: 2D 
  Shields: 1D 
  Sensors: 
  Passive: 10/0D 
  Scan: 25/1D 
  Search: 40/2D 
  Focus: 2/3D 
  Weapons: 
  1 Laser Cannon 
  Fire Arc: Turret 
  Skill: Starship gunnery 
  Fire Control: 2D 
  Space Range: l-3/12/25 
  Atmosphere Range: 100-
  300/1.2/2.5 km 
  Damage: 2D 
  Trynic 
  Type: Devaronian Tramp Freighter 
  Captain 
  DEXTERITY 2D+1 
  Blaster 4D+2, brawling parry 4D+2, 
  dodge 3D+2 
  KNOWLEDGE 3D+1 
  Alien species 4D+1, bureaucracy 7D, 
  languages 6D+2, planetary systems 
  7D 
  MECHANICAL 2D 
  Astrogation 5D+2, space transports 
  6D+1, starship gunnery 5D, starship 
  shields 4D+2 
  PERCEPTION 4D 
  Bargain 6D+1 ,command 4D, con 
  6D+2, gambling5D, search 4D+1 
  STRENGTH 2D 
  Brawling 5D+2, lifting 3D 
  TECHNICAL 3D 
  43
  
  Computer programming/repair 4D 
  Character Points: 7 
  Move: 10 
  Equipment:  Blaster pistol (4D), the
  Solar Flare 
  Capsule: Trynic is a Devaronian hu-
  manoid, with a pair of dark horns atop
  a hairless head and red-tinted skin.
  His  most  significant  feature  is  his
  piercing eyes. This is very unnerving
  to those who communicate with him,
  so anyone attempting to con Trynic
  receives an increase of one difficulty
  level for their skill roll. Trynic is con-
  sidered to be the best of the tramp
  freighter  captains  in  the  Minos
  Cluster. His shrewd bargaining skills
  and quick mind help him turn an im-
  mense profit and then re-invest in all
  sorts of adventures. 
  Dubbed  "the  Devil"  by  other
  tramp freighter captains, Trynic lives
  up to this name  by making clever,
  precisely  executed  business  deals.
  Trynic is a shrewd individual who is
  prepared for practically any eventual-
  ity,  and  inevitably  gets the  best  of
  anyone he deals with. He loves the
  life as a small cargo handler and uses
  the well-known Devaronian wander-
  lust as an excuse to remain in space. 
  The Solar Flare 
  Craft: Modified Corellian YT-1300 
  Light Freighter 
  Type: Modified light freighter 
  Scale: Starfighter 
  Length: 30.6 meters 
  Skill: Space transports: YT-1300 
  Crew: 2, gunners: 2, skeleton 1/+5 
  Crew Skill: See Trynic 
  Passengers: 6 
  Cargo Capacity: 150 metric tons 
  Consumables: 3 months 
  Cost: Not available for sale 
  Hyperdrive Multiplier: x1 
  Hyperdrive Backup: x7 
  Nav Computer: Yes 
  Maneuverability: 1D 
  Space: 4 
  Atmosphere: 480; 800 kmh 
  Hull: 6D 
  Shields: 2D 
  Sensors: 
  Passive: 10/0D 
  Scan: 25/1D 
  Search: 40/2D 
  Focus: 2/3D 
  Weapons: 
  2 Laser Cannons (fire separately) 
  Fire Arc: Turret 
  Crew: 1 
  Skill: Starship gunnery 
  Fire Control: 2D 
  Space Range: l-3/12/25 
  44
  
  Atmosphere Range: 100300/
  1.2/2.5 km 
  Damage: 2D 
  Heavy Blaster Cannon 
  Fire Arc: Turret 
  Skill: Starship gunnery 
  Fire Control: 2D 
  Space Range: 1-5/10/17 
  Atmosphere Range: 100-500/
  1/1.7 km 
  Damage: 5D 
  Gesarils
   
  These  small,  heavily-furred,  six-
  limbed creatures have some strange affin-
  ity for the Force, and a few individuals
  among them are able to use it to great ef-
  fect. They are highly sensitive to emo-
  tion, and greatly fear anger and aggres-
  sion. 
  When the Empire’s scouts first landed
  on Gesaril, they were very aggressive and
  treated the natives harshly. It is believed
  that the Gesarils combined their strange
  powers to crash the scout ship as it took
  off. Later, when other ships came to in-
  vestigate, they apparently dragged them
  out  of  orbit  and  brought  them  to  the
  ground. This is a speculation - no one
  knows for sure... 
  In truth, the Gesarils don’t mind if
  people land, as long as they are not full of
  hate. You will have to decide how they
  view the traders. If the traders display
  negative emotions when they go to the
  planet, the Gesarils will attempt to make
  their ship crash. The ship will experience
  inexplicable  mechanical  malfunctions
  with no apparent cause. The pilot must
  make a Difficult space transports roll to
  bring the ship down safely, a Moderate
  roll to escape back into orbit. 
  The Gesarils are very friendly with
  visitors who are not fearful or aggressive,
  but  can  be  extremely  skittish  around
  those who are moody or violent. They are
  hyperactive and constantly race around
  chasing one another playfully. lndividuals
  can be identified by their fur markings
  and  colors.  Though  they  cannot  speak
  Basic,  their  psychic  sensitivity  allows
  them some limited communication with
  visitors. 
  The  Gesarils  are  excellent  carvers,
  and  enjoy  making  masks  and  small
  statues out of wood. The carvers some-
  how imbue their carvings with psychic
  energy, for when they are held, the emo-
  tion the crafter was feeling while making
  the  carving  can  actually  be  felt.  This
  makes the carvings potentially extremely
  valuable trade items (as long as the Em-
  pire doesn’t find out where they came
  from, of course). 
  Gesaril
  Attribute Dice: 12D 
  DEXTERITY 2D/5D+2 
  KNOWLEDGE 1D/1D+2 
  MECHANICAL 2D/3D+2 
  PERCEPTION 3D/5D+2 
  STRENGTH 2D/3D 
  TECHNICAL 1D/2D 
  Special Abilities: 
  Mass Force: When at least a thousand
  Gesarils link their minds, they can ex-
  ert a form of telekinesis which is dev-
  astating to mechanical vessels even in
  45
  
  orbit.  Any  vessel  which  is  deemed
  strong in the dark side can be pulled
  from orbit and made to crash. 
  Empathic: All Gesarils are sensitive to
  emotion and posses the Force skill 
  sense at 1D. 
  Move: 12/15 
  Size: 2 meters tall 
  Gamemaster Notes: It is strongly re-
  commended  that  players  not  be al-
  lowed to play Gesaril characters. 
  46
  
  47
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD6/Misc/SWD6 - The Minos Cluster - Gameaster's Guide.pdf