Star Wars: Syndicate PBEM rules

v0.01

(customized: Playing an organization via PBEM that effects a standard RPG campaign)

Table of Contents

  1. Introduction
    1. Establish an Organization
    2. Establish Goal:
  2. Types of Organizations & Running a Syndicate
  3. Maps
  4. Header Report
  5. Summary Report
  6. Planets
    1. Planet Report
  7. Agent/Cells
    1. Agent/Cell Report
    2. Skill Rating and Character Templates
    3. Incident/Action Reports
    4. Agent/Cell Commands
      1. Agent to Cell
      2. Agent/Cell Diplomacy
      3. Agent/Cell Inactive
      4. Agent/Cell Move
      5. Agent/Cell Production
      6. Agent/Cell Ship
      7. Agent/Cell Hardware
      8. Agent/Cell Unrest
      9. Agent/Cell Trade
      10. Agent/Cell Recruit
      11. Agent/Cell Engage
      12. Agent/Cell Buy
      13. Agent/Cell Scout
      14. Agent/Cell Do <Special Orders>]
      15. Agent/Cell Spy
  8. Hardware
    1. Ships
      1. Ship Report
      2. Ship Commands
        1. Ship Move
        2. Ship Repair
        3. Ship Tactics
        4. Ship Transport
        5. Ship Do <special orders>
    2. Other Hardware
  9. Other Organizations
    1. Black Wars
    2. Organizations Report
    3. Organizations Commands
      1. Declare Ally
      2. Declare Neutral
      3. Declare War
      4. Allied Request
    4. Contacts
      1. Contact report
  10. Miscellaneous Commands
    1. Intelligence Requests
    2. Message Command
  11. Influence & Relations
  12. Headlines and Notes
  13. Turn Sequence

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1.0 Introduction

Star Wars: Syndicate is a Role-Play By E-Mail system for a one PBEM character can act as a long distance bad-guy or nemesis to an existing standard Star Wars RPG campaign. The PBEM player may or may not need to create a character in the game, because he actually is playing an organization more than a PC, but it is recommended. The General Game Goal is to make the organization as prosperous as possible, while the Campaign Goal is set by the GM. The PBEM player should always keep in mind his Campaign Goal, while the GM must make the Campaign Goal the most profitable venture of all that he has to choose from.

The PBEM Player will have an organization to play. It can be of any size, but usually its best to keep to small to moderate scale. A small bounty hunter guild or a decent sized merc group usually works best. There will be a set map area that the campaign will encompass, which should be mapped out on graph paper for the PBEM player, using the coordinate system described in the Map section. The PBEM Map may include planets the PCs will never see, but are used as resources for the PBEM player. Some planets will have agents employed by the syndicate leader (PBEM Player Character), other might have allies, while others might have enemies. There will also be planets that the leader has not scouted for potential. The organization will have a base income, which is what the organization makes after all salaries are paid, all well-established business prophets are brought in. These established businesses are located on the planets the organization has the most influence. This base may go up or down based on the organizations influence throughout his sectors. All agents base salaries will already be accounted for, but bonus distribution is up to the Leader. Each Agent has a ratings outside any Star Wars stats that describes his abilities to contribute to the organization. Each agent is part of a Cell of two or more Agents, and a Cell is given a Cell Leader, which the Agent with the highest Rating. Once a Cell is formed, it acts as one, and does what that Leader does, with their ratings accumulative. Agents and Cells can not only be used as part of the Campaign Goal, but also used to improve income, make deals, perform diplomatic missions to other groups, and other goals that will help the Syndicates overall situation. Agents that are solo are considered a Cell within themselves, for accounting purposes. Cells should not get too big, or the Imperials will notice them, and that is a bad thing.

The Syndicate Leader also has ships, and other hardware he can distribute amongst his Agents, including weapons, vehicles, etc., but he must be careful where he stores them, because they are open to seizure by the Empire or worse. The Syndicate Leader also has relations with other organizations, and opportunities to find others. Each ally/enemy will have rating measuring the relationship that the PBEM player has with the organization, and he can improve, or reduce that relationship with diplomacy or making deals. Allies can be used to accomplish his Campaign goal, and enemies can be used to help the PCs in the campaign.

Any actions or Commands that effect the PCs and the PCs encounter will be resolved through the Roleplaying of the Campaign, while any other actions/commands will be resolved by the GM, and random tables, where apply. The GM will randomly generate different occurrences of encounters via tables, and report them to the Player through the Headline Report. Other results will be displayed in the reports as well.

1.1 Establish an Organization:

The organization needs to be defined: is it s small crime guild, or a merc group. Use the sourcebooks that apply for more information. This depends on the type of effect the GM wants the syndicate to have on the campaign. An organization name also would flesh it out a little further. The name can be used in the campaign to identify the enemy, to spook the players, or whatever the GM wants. The organization's relation with the Empire, and the Alliance is also something that would be needed, as well as any alien races that apply to the campaign. These can be defined up front or fleshed at as the races are encountered. The organization needs a base of operations. Place the Base of Operations on the Game Map as a point of reference. A fully fleshed out background for the leader and the organization would give the PBEM player a feel and history for what he has. Establish resources. There are 4 basic resources, and each have a set of properties associated to them.

  1. Monetary Resource:
  2. Personnel
  3. Hardware (Ships & personal weapons/Equipment)
  4. Contacts (Allied Organizations & Individual Contacts)

Each needs to be defined, either up front or as needed. For criminal organizations, it is usually best to spread out the resources in multiple locations. As an additional resource, your leader will be defined like any other PC in the SW universe, just in case you want to handle things personally.

1.2 Establish Goal:

There are two types of Goals: Campaign and Overall. The player of a syndicate organization should have a basic campaign goal that effects the RPG campaign. Flesh out the goal to link with one or more of the players background. The Overall Goal is simple amass as much wealth and Influence in the game.


2.0 Type Of Organizations & Running a Syndicate

Star Wars has a large amount of secret organizations. The types that are available can include Bounty Hunter Guilds, Merc Group organization, Crime-Syndicate Troubleshooters, and anything at that scale. Anything larger will require different rules. All Syndicates or Organizations work hard to not get noticed by the core of the Empire, but by no means do all syndicates hate the Imperials. In fact, many love them. Business has never been better. The general idea, though, is to keep al operations low key, and effect the Imperials as little as possible. Those organizations that do hassle the Imperials... and there are many.... don't last long. Work with them when you have to, but don't build up too much strength in one place, and the strength that is spread out,... it needs to be hard to trace from them to you.

Sometimes, this means steering clear from the Rebel Alliance, although most don't. the money is good, no matter who your dealing with. You just have to keep any deals with the Rebels invisible to the Imperials, and vice-versa.


3.0 Maps

Displayed on the Map are Stars, with known Hyperspace routes. Each star will usually have one relevant planet per system, and if there is more than one Planet, it will be denoted with A , B,.. after the ID in the Planet Report. If the Player requests a non-relevant planet to establish a secret base, it will have to be made through Ship special orders.

The system map is not necessarily every System in the Sectors the players will be going through, but enough systems for the PBEM player to run an organization, and make it hard for him to chase the PCs around. The Map will represent the general campaign area, and may cover several Sectors, and show only important systems. Distances are in light years.

There is one map displaying all the systems in the game on 35 X 50 square map. On the map the X-axis runs from left to right along the bottom numbered from 0 to 35, while the Y-axis runs from bottom to top on the left side numbered from 0 to 50. Each square is 5 light years across. The player is limited to these systems in the beginning, and the map may be expanded when the original his completed by the Syndicate:


4.0 Header Report

The start of each report contains your mailing information, Account Id, account information and when the last turn was run.

Syndicate Game

This is the Game Id of the Syndicate game you are playing. All turns handed in must contain the Game Id on the second line of your commands.

Player

This is your player id and the name of your Syndicate.

Stardate

This is the year and month of the current game turn. Each turn can be roughly few days to one week to two weeks.

Turn Number

This is the turn sequence number.

Average OverAll Influence:

Average Influence over the Syndicates sphere.


5.0 Summary Report

This report displays your Syndicate Cell Resources and Cell Action Results for the last turn.

# of Cell

This displays the number of cells that have been formed (not including lone agents)

# of Agents

Total Number of Agents

Planets

This displays the number of planets currently covered by Agents and Cell.

# of Ships Lost

Number of ships lost this turn.

# of Ships Bought

Number of ships bought or acquired this turn.

# of Ship Total

This displays the total number of Ships.

# of Ship Assigned

This displays the number of ships currently assigned to a Cell or an Agent.

Credits Trade

Trade happens between allies. This is the number of credits all Agents/Cells received by trading with allies. Trade income is based on the credit income of both members of an alliance. Trade is a Command given to a Cell. These credits are above a beyond the Syndicates base income, and can be a loss.

Credits Income

Base Income for that turn. Salaries and basic expenses are already considered. Cells that are dealing, and producing can bring in more to make this go up.

Chance Income

Income acquired or lost by chance, perhaps internal embezzling or gambling, or poor accounting.

Total Credits

Total Credits the Organization has, including the new income. This is strictly cash on hand. Money can be allocated to any location, to any cell. This is not an action.

# of Agents Lost

List of Agents lost.

# of New Agents

Number of new recruited agents.


6.0 Planets

At the start of a new game, the Syndicate is given 20 to 35 agents randomly spread out amongst the planets, random allies, and random number of planets with some influence. The rest are neutral, unscouted planets. Neutral planets are unscouted by the players Syndicate. Influence in all planets can change based on the number of allies, and number of enemies.

6.1 Planet Report

The planet report will display complete information on planets the players influences and partial information if the Syndicate has a Cell , ship, or other hardware at the planet.

ID

The planet-id is used to identify each planet when issuing commands. Multiple planets in one system will be have an 'A', 'B'... after the ID.

System ID

This displays the ID of the system, which is assigned at the start of the game and doesn't change. Ex: Sys02 is the system for P02

Planet Name

This displays the name of the planet, which is assigned at the start of the game and doesn't change.

System Name

This displays the name of the system, which is assigned at the start of the game and doesn't change.

X Y

This is the X-axis and Y-axis coordinates of the planet. The coordinates are between 1 and 120, and indicate the location hex of the planet on the map.

Type

There are several types of planets. The types defines the atmosphere, gravity, and the overall type of planet we are dealing with. The following are the codes that describe a planet.

Life

Y - Yes

N - No

Atmosphere

1 - Type 1 (breathable)

2 - Type 2 (Breath-masks suggested)

3 - Type 3 (breath-mask required)

4 - Type 4 (Enviro-suit required)

Gravity

N - None

L - Light

S - Standard

H - Heavy

Civilization

Y - Yes

N - No

Technology:

S - Stone

F - Feudal

I - Industrial

A - Atomic

F - Information

H - Hyperspace

A - Alien Tech

Custodianship

I - Imperial

S - Imperial Sympathizer Race

R - Rebel Alliance

A - Rebel Sympathizer Race

N - Independent

U - Unknown to the Imperials

X - Quarantined or Blockaded (Imperial)

Example: Y1SYHI - Denotes a Earth-like planet (life, with breathable atmosphere, and standard gravity) with a civilization with all the modern technological advances & under Imperial control.

Planet Name

This displays the name of the planet, which is assigned at the start of the game and doesn't change.

# of Cells (# of Agents)

This displays the number of Cells, and the number of Agents on planet.

Prod

If you have a Agent/Cell assigned doing production, the Agent/Cell-id along with the Agent/Cell's production rating is displayed.

# of Ships

This is the total number of ships the Syndicate controls at the planet.

Imperial Presence

This represents the percentage of control the Imperials have on the planets, and the chances that the player has in getting hassled or arrested by them when passing through..

Average OverAll Influence:

Average Influence on this planet.

# of Allies

This is the number of groups on this planet the players can call allies.

# of Contacts

This is the number of individuals that are reliable contacts, usable for information gathering, and diplomatic contacting.

# of Agents Lost

List of Agents lost on planet.

# of New Agents

List of new agents recruited on planet.

Hardware List

Summary of hardware available on planet.

Notes

Basic description of the function and social environment of the planet

Headlines

Listing of results of actions done on this planet, other encounters, obituaries for the dead agents.

Hyperspace Routes

A list of all the systems that are accessible through known Hyperspace routes.


7.0 Agents/Cell

Cells are groups of Agents acting as one unit. Lone Agents have less tying them down, but are less productive. Agents and Cells can effect the performance of ships (groups of ships), a syndicate's credit income and the relations between organizations and individuals. Each Cell is assigned a leader, based on the highest Dip Rating in the Cell, and if that leader dies, a new leader moves up the ranks one turn later. The Cell may not act until a new leader rises. If a command is sent to any agent of a leaderless cell, the cell is disbanded and will have to reform. Forming a cell takes a turn; time to meet and organize and establish a leader. Hardware can be allocated to a cell immediately if the hardware is on the planet the cell is located, or one turn otherwise.

7.1 Agent/Cell Report

The Agent/Cell report will display complete information on controlled by the player's syndicate. Each turn Agents will improve in all of their abilities. Cells also improve faster in the activity they are performing that turn.

Plnt

This is the planet-id the Cell/Agent is based at or going to.

ID

This is the Cell/Agent id and used to identify each Cell and Agent when issuing commands.

Agent Name

This is the name of the Agent and assigned at the start of the game. Cells take on the leaders name.

Ship

When a Cell is assigned to a ship, the Cell's ship rating effect the ship's efficiency in combat based on the Agent/Cell's Combat Rating. If the Agents with in the Cell have SW Character templates, the skills are considered in Combat.

Prod Rating

This measure the Cell/Agents total ability to produce while on planet.

Dip Rating

This displays the Agent/cell 's diplomacy/unrest/scout rating. Assigning a Cell/Agent to a planet effects the relations between the Syndicate and other organizations on the planet.

Cbt Rating

This measures the overall ability for the Agent/Cell to do Combat on surface or in space.

Lctn

This displays the location of the Cell/Agent, or what activity the Cell/Agent is doing. The possible values are: ship, prdctn, dplmcy, unrest, scout, moving, inactv, or spec. An inactv value means the Cell/Agent is at the planet just doing nothing.

LID

This displays the location-id of the Cell/Agent . If the Cell/Agent is with a ship, then it's a ship-id.

Status

This is the status of the Cell/Agent . If KIA then the Agent was killed in action. If J1 to J6, for example, then the Cell/Agent is 1 to 6 jumps away from its destination.

7.1.1 Skill Rating and Character Templates

Every Agent is a character and has stats that apply to the SW RPG universe. Instead of displaying a complete character template for each Agent, SW: Syndicate shows the general experience level of the Agent with a percentage representing his ability. The following are the experience levels and their percentage ranges.

Level Percentage Abrev.
NOVICE0% to 25% N
EXPERIENCED26% to 50% X
VETERAN51% to 75% V
ELITE76% to 99% E
(no one's perfect)

The areas that are rated are Diplomacy, Combat, and Production, and rate the individuals ability to combine all applicable skills in that area and focus to accomplish an applicable goal. In the reports the experience level abbreviation will be listed followed by the percentage. When necessary, the GM will create an Gamemaster Character template for the Agent with more details. Templates are Star Wars character sheets based on a class of character, like bounty hunter, or mercenary, or pirate.

When a Cell is formed, the ratings of all skills are averaged together to get the group rating. This does not mean and individual with a rating of 75% does better than a Cell with 70%. The number of Agents in the cell is also considered when determining rating usage for income, etc.

7.1.2 Incident/Action Reports

Separate reports will at times be sent, representing Agents communiqués to the Syndicate Leader. These usually stem from either diplomacy, scouting, Contact intelligence, or Agents encountering the PCs in the standard campaign.

7.2 Agent/Cell Commands

You can only issue commands for Agents or Cells. Agents/Cells continue with their previous assignment until given a new assignment. The commands given with letters are abbreviated for simplicity, although in the e-mail, the player may choose to type out the commands. As longs as the flow in logical order, ordered by the Agent, with any special orders clearly stated, the orders will be executed. The results of the orders are determined by the GM.

7.2.1 Agent to Cell

Format: AC <Agent-id> <Cell-id>

Description: The Agent is assigned to the cell. The agent and the cell must both be at the same planet. The agent will automatically travel with the cell when the cell moves. If the cell dies, then the agent dies also. When assigned to the cell, agents add their ratings to the ratings of the cell. If the Agent has a higher Rating than the Calls current leader Agents also give an cell group bonus to all other armies of the same House that are with them at the same planet.

Example: AC A12 C431

Agent A12 is assigned to Cell C431.

7.2.2 Agent/Cell Diplomacy

Format: AD <Agent-id> <Contact #> <org-id> [ <Diplomatic Text>] /CD <Cell-id> <Contact #> <org-id> [ <Diplomatic Text>]

Description: The agent/cell will do diplomacy with another organization which is on the planet that the agent/cell is currently on. Doing diplomacy increases the influence between the Syndicate and the organization. Agent/cells can't be killed while doing diplomacy. A syndicate may only have one agent/cell per planet doing diplomacy per organization. The Syndicate must have a Contact before Diplomacy can happen. This is one of the main ways of increasing your a Syndicate's Influence with a other crime syndicates, and the like, to the point where they become allies (90% - 100% Influence). Organizations that are encountered on a planet through Scouting are given a number. The optional [ <Diplomatic Text>] allows for special requests in the Diplomacy.

Example: AD A23 Con45 O11or CD C23 Con45 O11

Agent/cell 23 is assigned to do diplomacy with Organization 11 using Contact 45

7.2.3 Agent/Cell Inactive

Format: AI <Agent-id> or CI <Cell-id>

Description: This causes the cell or agent to sit at the planet and do nothing.

Example: AI A23 or CI C23

Cell/Agent 23 is assigned to do nothing on planet.

7.2.4 Agent/Cell Move

Format: AM <Agent-id> <planet-id> or CM <Cell-id> <planet-id>

Description: This command moves the Agent/Cell to the planet in jumps of 50 Light years per turn, on a normal hyperspace ship, till the Agent/Cell gets there, on board hired or public transports. Hyperspace Speeds of ships can speed up trips or slow them down. A ship with 1/2 Hyperspace speed goes 80 Light years per turn. If the planet is neutral and unscouted, the Agent/Cell will automatically start scouting the turn the Agent/Cell arrives to get a feel for the turf. Otherwise the Agent/Cell is just at the planet inactive. It costs standard transportation costs of 1000 Cr. per Agent. If the Agent/Cell is assigned a ship, they will use it..

Example: AM A23 P64 or CM C23 P64

This command moves Agent or Cell 23 to planet P64.

7.2.5 Agent/Cell Production

Format: AP <Agent-id> or CP <Cell-id>

Description: This command assigns the Agent/Cell to increase the credit income of the players Syndicate. The Agent/Cell must start the turn at the planet. Only one Agent/Cell can be assigned per planet to increase production. The Prod rating of the Agent/Cell determines the amount increase in income.

Example: AP A12 or CP C12

Agent or Cell 12 is assigned to increase credit income at the planet the Agent/Cell is currently at.

7.2.6 Agent/Cell Ship

Format: AS <Agent-id> <ship-id> or CS <Cell-id> <ship-id>

Description: The Agent/Cell is assigned to the ship. The Agent/Cell and the ship must be at the same planet. The Agent/Cell will move with the ship while assigned to the ship. If the ship is destroyed, then so is the Agent/Cell.

Example: AS A12 S433 or CS A12 S433

This command assigns Agent/Cell 12 to ship S433.

7.2.7 Agent/Cell Hardware

Format: AH <Agent- id> <Hardware id>or CH <Cell-id> <Hardware id>

Description: This assigns a specific piece of hardware from the planet stockpile or ship cargo to the Agent or Cell

Example: AH A123 H12

7.2.8 Agent/Cell Unrest

Format: AU <Agent- id> or CU <Cell-id>

Description: This command causes the Agent/Cell to do unrest at the planet the Agent/Cell is at. Doing unrest causes the influence between another organization on the planet and the Syndicate to go down. There is a chance that the Agent/Cell can be killed doing this based on the strength of the other organization. You may only have one Agent/Cell per planet doing unrest, any other Agent/Cells become inactive. This can be used to cause problems with in an competing organization, or draw Imperial attention to an area. Imperials will automatically increase their presence at a sight of unrest, and cause serious problems to all organizations on that planet. there is a chance the other organizations unrelated to the unrest attempt will find out that the player Syndicate caused it, and this would lower that influence also. The Agent/Cell's Diplomacy rating is used in this.

Example: AU A12 or CU C12

This command causes Agent/Cell L12 to start doing unrest at the planet the Agent/Cell is currently at.

7.2.9 Agent/Cell Trade

Format: AT <Agent- id> or CT <Cell-id>

Description: This causes the Agent or Cell to initiate trade for that turn, with local allies. Because this kind of trade is usually illegal, trade must be initiated and not be automatic. Initiating trade increases or sometimes decreases income., and it signifies starting a short term deal with an ally, usually a scam or drug or arms deal. Allies to be traded with must have an influence of above 90%. Income is determined by the GM. Trade takes one turn, and ends on the next turn. Afterwards the Agent or Cell is set to Inactive. The more one Cell or Agent trades, the higher the chance it might get caught by the authorities (Imperials or Corporate Sector Authority). The Agent/Cell's Production and Diplomacy rating effects the amount of trade they bring in.

Example: AT AT123 or CT C123

7.2.10 Agent/Cell Recruit

Format: AR Agent- id <Initial-Incentive-Amount> <Skill Level> <Number>

or

CR Cell-id org-id <Initial-Incentive-Amount> <Skill Level> <Number>

Description: This puts the Agent or Cell into recruit mode and this usually costs credits. For <Initial-Incentive-Amount> , the player decides how much an incentive he wants to give each new recruit. This option defines the amount of credits total for this recruitment effort he is allocating. <Skill Level> Skill levels of characters are listed above, and this option defines the optimal target skill level for the recruit. If the Agent or Cell can find this skill level in the area, he will, if not, they'll find the closest to that level. <Number> defines how many recruits you want to hire. The Agent or Cell's Diplomacy rating comes into effect here.

Example: AR A123 1000 X 4 -Agent 123 is to attempt to recruit

Format: AE <Agent- id> <Target-Id or desc> or CE Cell-id <Target-Id or desc>

Description: The orders the Agent or Call to Engage or attack an opponent or target, if present. The Agent/Cell will attack a stationary target or a moving target if the target is on the same planet or with a light year, if on a ship. They will use the weapons available to them. The Target-ID is used when available, like when a ship or place is known, and is given an ID. Sometimes, in encounters, Ids are given. The player may instead option to describe the target based on text given to him by the GM.

Example: AE A123 'Imperial Outpost on Planet P45'

7.2.12 Agent/Cell Buy

Format: AB <Agent- id> <Hardware ID> <Number> or CB <Cell-id > <Hardware ID> <Number>

Description: The orders the Agent/Cell to buy a specific piece of hardware for their stockpile of items on that planet. This includes ships, weapons, and other items listed in the Equipment list. Each item is listed with an ID. The money to buy will be automatically debited from the players account.

Example: AB A123 H11

7.2.13 Agent/Cell Scout

Format: ASc <Agent- id> or CSc <Cell-id >

Description: This orders the Agent/Cell to search the underground society of the planet he is currently on for any new organizations, or any new planet for organizations to do diplomacy with. Agents & Cells automatically scout when landing on a new planet. Scouting takes a full turn. If an Agent/Cell is on a ship, the Agent/Cell remains inactive. If a Contact is made, Diplomacy can occur immediately after. An organization can be found, with out a contact. Contacts are found through scouting.

Example: AB A123 H11

7.2.14 Agent/Cell Do <Special Orders>

Format: ADo <Agent- id> <Special orders text> or CDo <Cell-id> <Special orders text>

Description: This gives the Agent/Cell special orders, usually related to the Campaign. If the orders are clear and concise, they will be executed to the fullest of the Agent/Cell's ability.

Example: Ado A23 <Contact target and deliver message>

7.2.15 Agent/Cell Spy

Format: ASp <Subject-Id or Desc> or CSp <Subject-Id or Desc>

Description: This gives the Agent/Cell an order to gather detailed intelligence on a specific subject. The amount of intelligence, and the success of the mission is based on a combination of the Agent or Cells Combat and Diplomacy ability. If the mission fails, the Agent or Cell is lost. An Intelligence Report with any information will be E-mailed to the Leader if the mission is successful.


8.0 Hardware

Hardware includes ships, and weapons that supply the Syndicate's efforts. Each has specific statistics, which is basically a generalized summary of the items SW statistics.

Equipment also has scale in the Star Wars universe, which is used in determining effects in combat, etc. It defines the scale of the item, such as a Blaster is Character Scale, while a Star Destroyer is Capitol Ship scale. The following is a table of all the scales in SW RPG.

Scale AbrevExamples
Character Ch Blaster
Speeder Sp Landspeeder
WalkerWk Imperial Walker
Starfighter Sf X-Wing
Capital Ca Star Destroyer
Death Star DS Death Star

8.1 Hardware: Ships

Ships are the only way to move an Agents and Cells to a planet. Ships are destroyed or damaged in combat either through roleplay in the Campaign or through non-Campaign Combat, determined by the GM. When a ship is destroyed, all aboard is destroyed, unless the GM says otherwise. Ship combat occurs when the Syndicate ships encounters Imperials, Pirates, or when engaging the campaign player. Usually, the orders sent to a ship include what to when combat occurs. Most criminal organizations want to avoid Ship combat at all costs, but sometimes its unavoidable. Ship Tactics usually are included in the orders.

8.1.1 Ship Report

The ship report will display complete information on ships the Syndicate owns or controls. The report is printed out in order of the planet the ship is at or going to.

Plnt

Is the planet that the ship is at or going to.

Dstn

Is the distance to the planet. If the ship is at the planet, it will be zero, otherwise it is the distance in hexes to the planet.

ID

The ship-id is used to uniquely identity each ship when issuing commands. All the ships you own or control have their ship-id displayed.

Ship Name

Name of the ship. When you buy new ships you can name them.

Type

This is a classification of the ship based on the abilities of the ship. In decreasing size they are:

Abrev. TypeScale
SSDSuper SD Ca
SDStar Destroyer Ca
LDLight Destroyer Ca
FRFrigate Ca
AC Assault Frigate Ca
BCBulk Cruiser Ca
LCLight Cruiser Ca
ESEscort Ca
TRTransport Ca
FTLight Freighter Sf
FGFighter Sf

Combat Ability

List of weapons the ship has. The following is the weapon abbreviations and scales.

Abrev Type Scale
LCLaser Cannons Sf
QCQuadLaser Cannons Sf
TL Turbo Lasers Ca
HLHeavy Turbo Laser Ca
PT Proton Torpedoes Ca
CMConcussion Missiles Sf
IC Ion Cannons Ca
TBTractor Beams Ca

Hyperspace Mod

Hyperspace modifier. X1 = the ship moves at normal hyperspeed speed. X2 = the ship moves twice the normal speed. X ½ ship moves ½ the normal speed.

Cargo

This is the amount of metric tons the ship can carry.

Costs Rpr

This is the cost to repair the ship if the ship is damaged.

Status

This displays the current status of your ship. KIA means killed in action in that turn. J<#> means the ship has <#> of jumps to reach its destination still. D10 to D90 means the ship has been damaged from 10 to 90 percent. NEW means that the ship was just built that turn. R means the ship retreated in combat. Anything else will be listed as special text, like In Orbit. Multiple status combinations can be printed out.

8.1.2 Ship Commands

Except for the ship repair command, commands may only be issued for ships you own or control.

8.1.2.1 Ship Move

Format: SM <ship-id> <planet-id> [<Speed%>]

Description: This command set the destination, so that the ship moves to the planet. Optionally, a percentage of top speed can be given. If the speed is left blank or greater than the ship's maximum speed, the ship will move at it's maximum speed. When the ship reaches the destination, it automatically lands unless otherwise ordered not to through special orders. To have a pilot, the ship will need an Agent to accompany it, or the ship can be set on automatic. If no Agent accompanies it, the ship will be on automatic. If on automatic, the ship can not engage in combat, and automatically attempts retreat when attacked. Ships with X1 Hyperspace Mod. Travel 50 light years per turn.

Example: SM S10 P65 40%

This command causes ship S10 to move to planet P65 during the ship movement phase at a 40% top speed.

8.1.2.2 Ship Repair

Format: SR <ship-id> <repaired percentage>

Description: This command allows a ship to be repaired at the planet it is currently at. The ship can be repaired in 5% amounts, at a cost depending on the ship. The repaired-percentage is the percentage you want the ship to be at once the repairs are done. The costs to repair are as follows:

Abrev Repair Costs
SSD 500,000 Cr.
SD 100,000 Cr.
LD90,000 Cr.
FR80,000 Cr.
AC75,000 Cr.
BC60,000 Cr.
LC50,000 Cr.
ES25,000 Cr.
TR15,000 Cr.
FT8,000 Cr.
FG5,000 Cr.

Example: SR S21 50 30

This command will try to repair 50 attack and 30 defense on ship S21, and will cost (50+30)/5*50% = 8 credits to repair, assuming that the speed of the ship was 10 and supply 4.

8.1.2.3 Ship Tactics

Format: ST <planet-id> <tactic>

Description: This commands sets the tactics that your ships will use at the given planet.

Tactic NameRetreat
0Normal
1ProbeY
2Retreat Y
3Berserk
4To Death
5RaidY
61:2 or Rtrt Y
71:1 or Rtrt Y
82:1 or Rtrt Y

Probe and Raid both last a minimum of one round. When ship retreats, will set course for the nearest friendly system.

Example: ST P123 1

This causes all ships that you own or control at planet 123 to use a probe tactic for any ship combat.

8.1.2.4. Ship Transport

Format: ST <ship-id> <planet-id> <hardware-id1> <number1>, <hardware-id2> <number2>,...

Description: This commands orders a ship to move cargo to one planet, from the planet the ship is at. The Ship <ship-ID> will Transport items listed from the Planet's stockpile, to the Planet <Planet-ID>

Example: ST S11 P12 H13 4

Ship 11 to Transport to planet 12 4items of H13.

8.1.2.5. Ship Do <special orders>

Format: SDo <ship-id> < special orders text >

Description: This commands sends special orders to the ship, and are carried out to the ships best ability. Searching for other non relevant planets in the system is done through this method.

Example: SDo S12 <'Remain in orbit once destination reached'>

This causes all ship S12 to stay in orbit around the destination planet.

Example2: SDo S12 <'Scout and land for other world in system P21'>

This causes a ship entering a system to scout and land on a planet in system that is not the listed planet. This order would follow immediately after a SM order.

  1. Other Hardware

Other hardware that might aid agents in their missions can be stockpiled on the planet of assigned to an Agent or Cell. Some hardware, such as weapons, effect the Agent/Cell 's abilities. Hardware effects different agents at varying degrees, based on the Agents experience with the hardware.


9.0 Contacts & Other Organizations

Contacts are individuals who can be used to get information and are sometimes part of an organization. Usually, diplomacy starts with a contact and moves to the organization. Every planets has other organizations, from black market guilds to bounty hunter cadres, from Rebel Alliance cells to Imperial garrisons, from swoop gangs to terrorist groups. Each group of organized sentients is considered an organization of some kind. these all have influence in modern society, and are influenced by different things. A good Syndicate has few enemies and many influential allies. There are several types of organization that can be encountered. Below is a general list of the possible types of criminal organizations in order of size. There are other types of organizations, such as terrorists groups, or fanatical groups, as well.

Territorial Gang

Crime Guild

Cartels

Syndicate

Criminal Empires

Contacts have influence into organizations, and the Black Market. Contacts are good because they're usually dependable, and you don't have to worry about the diplomacy. They are good for intelligence. Allied Organizations are good for trade and influence in the sector. It is never good to create enemies, because you never know who his friends are.

Groups and Organizations are represented by subsets of themselves, like Cells of the Syndicate. These subsets act like the organization and can be negotiated and traded with like the parent organization. Subsets are designated by the type of subset. The following are some examples:

Cells

Squad Team

Recruit Team

Garrison

Contact Team

Please note that organizations can spring up and collapse at any time, due to environmental factors. Scouting a Planet that has already been scouted may come up with new organizations.

  1. Black Wars

Black Wars start when two or more organizations start fighting covertly. One or two agents disappear, and are traced to a House, and the fighting begins. these usually don't last long, usually limited to one or two battle. The Imperials tend to crash these parties quickly, when they can.

Organization Report

Each turn you get a report indicating who you are allied and at war with. It also shows how much trade income you receive from each organization, and new organizations contacted. They are in order of planet. Organizations are designated by planet and the type.

Org-ID

The organizations ID Number

Planet ID

Planet number for which this organization entry is located

Organization Name

The Organizations name

Representative Subset (Rep Sub)

The Subset type that describes the specific group representing the organization on this planet.

Type

The organizations type

Influence

The Syndicates influence on this organization

Ally

YES - the organization is an ally

NO - the organization is not an ally

Size

General size of the organization.

Business (Bsn)

Types of businesses the organization is involved in.

Organization Commands

When two Organizations are allied, they can become neutral by having one organization issues a Declare Neutral command. When two Organizations are at war both must issue the Declare Neutral command on the same turn for the war to end. When two Organizations are neutral, if one issues a Declare War command, then they are at war. It takes both to issue the Declare Allied command on the same turn to become allied. Thus it takes both organizations to want to become more friendlier, while it only takes one to cause a breakdown in relations. They become friendlier as the Syndicate Player's Influence on that organization goes up, using Diplomacy through Agents. The following three commands are for the Houses to change their status with other Houses.

Format: DA <org-id1>, <org-id2>, <org-id3>, ...<org-idX>

Description: This command allows the Syndicate to try and ally with all the other organizations in the list. If the Syndicates' influence is high enough, an alliance will be formed. Influence must be at least 70%. The organizations that successfully ally will be listed in the next report as allies. Once an alliance is formed, the Syndicate's influence receives an Alliance bonus to his Influence. The next turn, trade can start between the two.

Example: DA O22 O31 O32 O125

The Organization that issued the command is attempting to Ally with Org-22, org-31, Org-32, and Org-125.

Format: DN <org-id1> ,<org-id2> , <org-id3>, ...<org-idX>

Description: This command allows the Organization to try and end a war or break an alliance. When the Organization is allied to another Organization, this command breaks the alliance. If the Organization is at war with another Organization, this tries to end the war, the other Organization also needs to agree to the neutrality.

Example: DN O2 O23 O34

This command causes the Organization that issued the command to try and become neutral with org-2, org-23 and org-34.

Format: DW <org-id1>, <org-id2>, <org-id3>, ...<org-idX>

Description: This command causes the Organization to declare war on the other Organizations in the list. The Organizations must be neutral to start with. Organization-id1 is the Organization issuing the command. You can not declare war on anyone on the first or second turn.

Example: DW O3, O1, O12, O34

Players Syndicate declares war on Organization O3, Organization O1, Organization O12, and Organization O34.

Format: AlRq <org-id> <Special Request / Orders> [<Incentive Credits>]

Description: This sends a request to an ally for assistance, or whatever is in the request, usually having to do with the Campaign Goal. Sometimes, including incentive increases influence, for at least that turn and perhaps permanently. If the request is received well, and the ally sees it as reasonable, the request will be filled out to the best of the ally's abilities. If it is not received well, Influence may go down..

Example: AlRq O3 <Send 4 personnel to Tatooine to meet targets> <10000>

Allied request from the player's Syndicate to O3 to send four personnel to help with apprehension of targets on Tatooine, with an incentive of 10000 credits to the Ally.

  1. Contact Report

The Contact report lists all contact that can be used in any information gathering, and diplomacy, and relevant Information.

Contact #

Id number for the contact

Contact Name

Contact's given name, never changes.

Contact Type

Descriptive of the type of contact it is, like a crime organization contact or Imperial contact.

Contact Organization

The specific organization or organization cell the contact belongs to, if applicable.

Contact Cost

Cost in credits to use the contact for information or diplomacy. This goes down as Influence goes up.

Influence

The Influence the Syndicate Player has on the contact. This goes up as you use him more and pay him well. If you pay him more than his usual cost, it goes up faster.

Contact Status

Status of the contact. This determines whether he can be contacted or not.

10. Misc. Commands

Miscellaneous commands are general requests to the resources at large for information or messaging. They don't require any extra credits or time. They simply pool the available resources together for simple tasks, like basic intelligence gathering.

Format: Intel <Subject-ID or Description>

When the Syndicate Leader wishes to gathering basic facts on a specific subject, he uses this command. This pools all his agents knowledge to gather all well known, and some not-so-well-known facts about a specific subject. Detailed information will have to be gathered through a Spy command to a Cell or Agent. Intel commands can be issued once per subject, and anything afterwards will have to be handled by an agent.

Format: Msg <Subject-ID or Description> <message>

If the Syndicate Leader wishes to pass a general message to either the Players in the RPG game or NPCs in the same game, or the like, he can send a general message command. One way or another, the message will reach the target.

The relationship between a other Organizations and the Syndicate indicates how much the other Organization likes the Syndicate, and vice-versa. The measure of the Syndicates diplomatic power with another organization is Influence. The higher the Influence, the better. If the other Organization is not treated properly the influence could fall, and if they fall low enough the other Organization will break away from the Syndicate. Influence decides what organizations are at war, what organizations are at peace, who to trade with and who to trust.

Relations are defined by the level of Influence the Syndicate has over other Organizations. The following table define Relations by Influence level.

Influence Range Relation
-100
Sworn enemies, no Diplomacy possible
-99% to -50%
Strong Enemies, at war. little Diplomacy possible
-49% to -25%
Enemies, at war, but Diplomacy still possible
-24% to 0%
Strained Relations. Potential war.
1% to 25%
Neutral relations.
26% to 50%
Good Relations, No trade possible.
51% to 75%
Friendly Relations, Chances for Alliances
76% to 100%
Strong Relations. Good chances for alliances

When Agents/Cells do diplomacy with other Organizations, they cause the Influence to go up between the Syndicate which owns the Agent/Cell and the Organization. . Being allied to another Organization cause your relations to go up with the other Organization. Being at war with a other Organization will cause your relations to go down. The longer you are at war with another Organization, the lower the Influence gets until it reaches -100%.

When leaders do unrest on another Organization's planet, what they are doing is fomenting rebellion against the Organization's. Doing this causes the relations between the Organization and controlling Syndicate to go down, but it also lessens the other Organizations holdings on this planet.

12.0 Headlines/Notes

At the end of each report there is a section of headlines, describing major things that are going on in the Sectors. This includes opportunities, information related to the Characters in the Campaign, and anything else that might effect the Syndicate or the Player.

13.0 Turn Sequence

The following is the turn sequence.

  1. AC AS CS AU CU DA DN DW AD CD AP CP AB CB SR AR CR (these commands happen in the order you entered them)
  2. Ships, Agents, Cells move SM AM CM
  3. Leader do diplomacy and unrest
  4. Ship combat
  5. ASc CSc
  6. Agent/Cell combat
  7. Influence Determination
  8. Encounter & Headline determination
  9. ST
  10. AT CT
  11. Increase experience of all units still alive
  12. Add planet credit income to credit stockpile

Appendix A: Command Summary

Allied RequestAlRq <org-id> <Spec. Req.> [<Inc. Creds>]
Agent to CellAC <Agent-id> <Cell-id>
Agent BuyAB<Agent- id><Hardware ID><Number>
Agent Diplomacy AD <Agent-id> <Contact #> <org-id>
Agent Do <Special Orders> ADo<Agent- id><Special orders text>
Agent Engage AE <Agent- id> <Target-Id or desc>
Agent HardwareAH <Agent- id> <Hardware id>
Agent Inactive AI <Agent-id>
Agent Move AM <Agent-id> <planet-id>
Agent Production AP <Agent-id>
Agent Recruit AR Agent- id <Initial-Incentive-Amount> <Skill Level> <Number>
Agent Scout ASc <Agent-id>
Agent Ship AS <Agent-id> <ship-id>
Agent SpyASp <Subject-Id or Desc>
Agent Trade AT <Agent- id>
Agent Unrest AU <Agent- id>
Cell BuyCB <Cell-id ><Hardware ID><Number>
Cell Diplomacy CD <Cell-id> <Contact #> <org-id>
Cell Do <Special Orders>CDo <Cell-id> <Special orders text>
Cell Engage CE Cell-id <Target-Id or desc>
Cell Hardware CH <Cell-id> <Hardware id>
Cell Inactive CI <Cell-id>
Cell Move CM <Cell-id> <planet-id>
Cell Production CP <Cell-id>
Cell Recruit CR Cell-id org-id <Initial-Incentive-Amount> <Skill Level> <Number>
Cell ScoutCSc <Cell-id>
Cell ShipCS <Cell-id> <ship-id>
Cell SpyCSp <Subject-Id or Desc>
Cell Trade CT <Cell-id>
Cell Unrest CU <Cell-id>
Declare Ally DA <org-id1>,<org-id2>,...<org-idX>
Declare Neutral DN<org-id1>,<org-id2>,...<org-idX>
Declare War DW <org-id1>,<org-id2>,...<org-idX>
Intelligence RequestIntel <Subject-ID or Description>
Message CommandMsg <Subject-ID or Description> <message>
Ship Do <special orders> SDo<ship-id>< special orders text >
Ship Move SM <ship-id> <planet-id> [<Speed%>]
Ship Repair SR <ship-id> <repaired percentage>
Ship Tactics ST <planet-id> <tactic>
Ship Transport ST <ship-id> <planet-id> <hardware-id1> <number1>, <hardware-id2> <number2>,...


Appendix B: Hardware Costs

Average Cost list in credits for Star Wars
ITEMType ScaleCOST(credits) Hardware ID
ARMS/MUNITIONS -
Merr-Sonn Flash 4Hvy Blaster Pistol Ch700 H001
BlasTech DL-18 Blaster Pistol Blaster Pistol Ch700 H002
BlasTech DL-44 Hvy Blaster Pistol Hvy Blaster PistolCh 750H003
SoroSuub H-Tracker 16Blaster Rifle Ch1,000 H004
Imperial Riot Gun* Blaster Rifle Ch750 H005
Merr-Sonn G8Blaster Rifle Ch1,250 H006
BlasTech Sharpshooter VBlaster Rifle Ch1,200 H007
BlasTech A280 Blaster RifleBlaster Rifle Ch1,300 H008
L. Repeating Blaster RifleHvy Blaster Rifle Ch2,000 H009
E-Web Heavy Repeating BlasterHvy Blaster Rifle Ch5,000 H010
BowcasterSpecial Blaster Rifle Ch3,500 H011
Palm GunBlaster Hold Out Ch1,500 H012
Merr-Sonn Munitions Q2 Hold Out Blaster Blaster Hold OutCh 275H013
BlasTech HSB200Blaster Hold Out Ch300 H014
Merr-Sonn Happy SupriseBlaster Hold Out Ch300 H015
Imperial Arms Model #22T4Blaster Hold Out Ch375 H016
Drearian Defense Conglomerate Defender Blaster Pistol Ch 350H017
Luxan Penetrator M450Blaster Hold Out Ch600 H018
Elmainin Armaments SBP200Blaster Pistol Ch400 H019
Galinolo XiXBlaster Pistol Ch500 H020
Merr-Sonn Model #1343 Death Hammer Blaster Pistol Ch 850H021
SoroSuub Kylan3Hvy Blaster Pistol Ch750 H022
Calban XHvy Blaster Pistol Ch750 H023
SoroSuub QuickSnap 36TBlaster Carbine Ch900 H024
BlasTech StarSlasherBlaster Carbine Ch900 H025
SoroSuub BiPolar BMC150Blaster Carbine Ch900 H026
SoroSuub Arms Stormtrooper One Blaster Rifle Blaster RifleCh 1,000H027
SoroSuub Arms Stormtrooper Two Blaster Rifle Blaster CarbineCh 1,600H028
BlasTech A280Blaster Rifle Ch1,400 H029
Modified BlasTech E11Blaster Rifle Ch7,000 H030
D.D.C. Light Sport HunterBlaster Rifle Ch900 H031
Herloss HBt4 HuntingBlaster Rifle Ch500 H032
BlasTech T-21 L Repeating Blaster Hvy Blaster RifleCh 2,000H033
Thermal Detonator LauncherProjectile Rifle Ch5,000 H034
Packered Mortar GunProjectile Rifle Ch7,500 H035
Stouker Concussion RifleProjectile Rifle Ch3,000 H036
L.S. ABX110 Tubelaunched ABC Scrambler Hvy Projectile RifleCh 3,000H037
Golon Arms Vac Attack Wrist Blades MK127 Special ProjectileCh 520H038
Felebreck Driod DisablerSpecial Weapon Ch620 H039
Koromondian PDS Model #RLW-77 Wrist Lasers Special Blaster Hold OutCh 1,400H040
Pacnorval Sleep InducerSpecial Energy Pistol Ch2,000 H041
Connor APNG3 Net GunSpecial Projectile Hvy Pistol Ch750 H042
Slaver Snare GunSpecial Projectile Rifle Ch5,000 H043
Hovran Gyrojet PistolProjectile Pistol Ch700 H044
Hovran Gyrojet RifleProjectile Rifle Ch1,200 H045
Weapons ClosetAccessory Ch100 H046
Secure Weapons ClosetAccessory Ch200 H047
Blast Proof Weapons ClosetAccessory Ch325 H048
EXPLOSIVES -
GrenadeGrenade Ch200 (case of 10) H049
Fragmentation GrenadeGrenade Ch200 (case of 10) H050
Anti-Vehicle GrenadeGrenade Ch225 (case of 10) H051
Grenade LauncherProjectile Rifle Ch500 H052
I.M. MineMine Ch750 (case of 3) H053
Thermal DetonatorGrenade Ch2,000 (case of 2) H054
MELEE WEAPONS-
Staff or ClubBlunt Weapon Ch15 H055
KnifeHand Blade weapon Ch25 H056
SpearSpear Weapon Ch60 H057
VibrobladePowered Hand Blade weapon Ch250 H058
Vibro-axPowered Hand Blade weapon Ch300 H059
Vibro-cutterPowered Hand Blade weapon Ch300 H060
Vibro-shivPowered Hand Blade weapon Ch250 H061
Force PikePowered Spear Weapon Ch500 H062
Sancretti Rodian Cryogen WhipStun Whip Ch350 H063
Xana MSW9 Molecular StilettoHand Blade weapon Ch400 H064
ARMOR -
Blast HelmetHelmet Ch300 H065
Blast VestPlate Vest Ch300 H066
Mandalorian ArmorLight Powered Armor Ch2,500 H067
Stormtrooper ArmorLight Plate Armor Ch3,000 H068
Snowtrooper ArmorLight Powered Armor Ch3,000 H069
Reflec ArmorLight Plate Ch50 H070
BLASTER ARTILLERY -
Atgar 1.4 FD P-TowerAnti-Personel/Small vehicle weapon Sp10,000 H071
KDY v-150 Ion CannonPlanetary Defense Ca500,000 H072
Golan Arms DF.9 Anti-Infantry Battery Anti-Personel/Small vehicle weapon Sp15,000H073
DRIODS -
R2 Astromech Droid Ch4,525 H074
Power DroidCh 4,250H075
Protocol Droid Ch3,500H076
Demolitionmech Ch3,000H077
Agromech Droid Ch4,000H078
Treadwell Droid Ch3,000H079
Medical Droid Ch4,000H080
Imperial Mouse Robot Ch2,000 H081
Assasin Droid Ch5,000H082
AgrirobotCh 1,500H083
Detainment Droid Ch1,500H084
Probe DroidCh 3,500H085
War DroidCh 3,000H086
DEVICES AND THINGS - ChH087
Breath MaskCh 35H088
Comlinks (personal) Ch15 H089
Comlinks (military) Ch90 H090
Comlinks (vehicle) Ch250 H091
Data PadCh 95H092
Various Data Cards Ch15 EACH H093
Glow RodCh 10H094
Macrobinoculars Ch75H095
MedpacCh 45H096
Recording Rod Ch30H097
Datachips (12) Ch10H098
Electrobinoculars Ch250 H099
Electrorangfinder Ch100 H100
Electrotelescope Ch350H101
Jeron Fusioncutter Ch300 H102
Hydrospanner Ch10H103
Vibroscalpel Ch25H104
VEHICLES -
MISC.
Ubrickkian Sail BargeRepulsor Barge Wk250,000 H105
Ubrickkian SuperHaul Model II Skiff Repulsor SkiffSp 20,000H106
Speeder BikeSpeeder Bike Sp7,000 H107
Long-Range SwoopSpeeder Bike Sp7,000 H108
Modified SwoopSpeeder Bike Sp7,750 H109
Incom Skybird Racing SwoopSpeeder Bike Sp7,000 H110
Nebulon-Q Racing SwoopSpeeder Bike Sp7,500 H111
Aratech Worstar Repulsorlift Skiff Repulsor SkiffSp 1,000H112
Ikas-Adno 22-B NightfalconSpeeder Bike Sp5,000 H113
Gefferon Pleasure Craft Eclipse Sail Barge Repulsor BargeWk 250,000H114
Bespin Motors Storm IV Cloud Car AirSpeederSp 75,000H115
Sun Orbital Luxury Sub-Light Shuttle ShuttleSf 225,000H116
Tecklos Battle Vehicle Sub-Light Shuttle ShuttleSf 225,000H117
Mobile Command VehicleGround Vehicle Wk55,000 H118
AT-AT Imperial WalkerWalker Wk300,000 (four) H119
AIRSPEEDERS -
Hyperfoil 1000 Sp15,000H120
T-47 Snowspeeder Sp20,000H121
T-16 Sky Hopper Sp15,000H122
Luxury Speeder Sp17,000H123
Methane Sifter Sp13,000H124
Tagge Co. SCS-19 Sentinel Sp14,500 H125

LANDSPEEDERS -
Ubrikkian 9000 Z004 Sport Speeder Sp10,000 H126
Bespin Motors Void Spider TX-3 Sp10,000 H127
Mobquet Deluxe Sp12,000H128
SoroSuub XP-38 Sp13,000H129
STARFIGHTERS -
C-wingSf 200,000H130
X-wingSf 150,000H131
Y-wingSf 135,000H132
A-wingSf 175,000H133
B-wingSf 220,000H134
Z-95 Headhunter Sf50,000H135
Modified Authority IRD Sf50,000 H136
TX-12 Barracuda Fighter-Bomber Sf200,000 H137
TIE FighterSf 60,000H144
TIE Interceptor Sf120,000H145
TIE BomberSf 150,000H146
TIE Advanced Sf150,000H147
FREIGHTERS
Stock YT-1300 Transport Sf100,000(25,000) H155
Stock Ghtroc Freighter Sf98,500(23,000) H156
CAPITAL SHIPS
Advanced Star Destroyer Ca6,000,000 H157
Medium TransportTransport Ship Ca250,000 H158
Bulk FreighterTransport Ship Ca750,000 H158
Corellian CorvetteEscort Ship Ca2,500,000 H159
Escort FrigateEscort Ship Ca3,000,000 H160


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