The Nemoidian Trade Federation

This information was written and assembled by George A. Laiacona III, in collaboration, with additional materials supplied by: Armage Bedar, the Stats Man, gregory@erols.com.

Note: none of this has to be taken as gospel. If you don’t agree with this guide, don’t use it. It has been assembled to assist game masters lacking sufficient time to put together their own Guide. Much thought has gone into this Guide to make it as generic as possible. However, West End Games’ Star Wars Role-Playing Game compatible statistics are contained in the appendix.

Any and all of this material is subject to change as canon and official sources conflicting with this document come to light.

This document is in no way intended to infringe the copyrights of any entity. Trademarks and copyrights are held by their respective persons and companies, primarily LucasFilm and LucasArts, and including, but not limited to, West End Games.

Table of Contents

  1. An introduction to the Trade Federation
  2. Organization
  3. Tactics and strategies
  4. Typical resources

Appendix

1. WEG SWRPG compatible stats for equipment and characters (supplied by Armage Bedar)

 

1. An Introduction to the Trade Federation.

"On the viewscreen in front of them, captured from his position on the bridge of the battleship toward which they were headed, was Trade Federation Viceroy Nute Gunray, his reddish orange eyes staring out at them expectantly. The Neimoidian wore his perpetually sour expression, mouth downturned, bony brow emphasising his discontent. His green-grey skin reflected the ambient lighting of the ship, all pale and cold in contrast to his dark robes, collar and tricornered headdress." - Star Wars: The Phantom Menace novelization by Terry Brooks

With much of the citizenry of the galaxy dependent upon one another for resources, inevitably merchants would band together to form alliances to further their own interests and limit competition. The Mining Guild is one example, the Trade Federation is another.

Originally, the Nemoidians formed the Trade Federation to eliminate competition amongst it’s own merchants for markets in the Republic. Collectively, this new organization began to grow in power and influence, absorbing, acquiring, purchasing, and eliminating merchants from other systems originally outside the Nemoidians’ sphere of influence.

Now a Galactic power, they gained their own seat on the Senate; a controversial position since the Senate was the only body with the authority to govern the Trade Federation’s activities as they affected the Galactic whole. The Trade Federation began to buy influence with other systems, and form a monopoly on trade within the republic.

As the size of the galactic Republic grew, accurate astrogation charts began to grow expensive to maintain. Local governments, and the Senate, began to tax trade organizations to compensate for this expense. As a response, the Trade Federation began a tariff for all non-Federation ships using Federation transport lanes. Some sectors and planets refused to sign on to the Trade Federation’s Exclusive Use Treaty. In order to maintain and expand it’s monopoly the Trade Federation began to use embargo and blockade to force a system to sign.

2. Organization.

At the apex of it all is the Trade Federation’s Executive Viceroy. He is served by a council of appointed viceroys who manage various departments. Ultimately, The Executive Viceroy is the final authority on any and all Trade Federation matters.

The Council oversees operations of the Trade Federation as a merchant organization and as the governing authority for Trade Federation controlled space. The number of members appointed to this council depends on the individual Executive Viceroy, and how much power he is willing to delegate to his subordinates. It is not uncommon for Council members to usurp various powers from weaker associates and from a weak Executive. Typically, there are about half as many council members as there are territorial viceroys.

From the council is also chosen the Trade Federation’s Senate representative to the Republic’s Galactic Senate. Keenly aware of the will and needs of the Trade Federation, this member lobbies and votes in the Senate on behalf of his constituents: the Trade Federation and the Worlds it controls.

Underneath the council are the territorial Viceroys, who have direct control and influence on the portions of space they manage. Stronger Viceroys control larger portions and usually are more aggressive in territorial expansion and elimination of competition. The number of territorial viceroys is dependent on how strong the individuals are and the current bounds of Trade Federation Space. Typically, there are approximately 50 to 100.

Territorial Viceroys control directly the military vessels in their systems. Territorial Viceroys are comparable to a fleet admiral of sorts, except that Viceroys have governmental control, much like the Moffs and Grand Moffs developed by the Emperor, Palpatine, when he assumed command of the Galactic Republic.

The fleet size commanded by the territorial Viceroy is dependent upon the size of his charge and the relative difficulty in governing this. Troubled territories are allotted larger forces to deal with the difficulties. Typical size is about 100 battleships with it’s complement of ground troops and fighter support.

The Trade Federation’s merchant fleet is nearly immeasurable. Ultimately, a record of all merchant activity is relayed through the chain of command to the council.

3. Tactics and Strategies

The Trade Federation quite simply wants to control and regulate all trade within the Galactic Republic. In order to do so, it must force out competition and become the exclusive shipper and supplier to the Galactic Community. The methods for accomplishing this, however, are less than noble.

The Trade Federation primarily uses intimidation to achieve it’s objectives. First is the threat and implementation of an embargo or blockade to cut off a world’s re-supply. Since many worlds do not have sufficient resources to support themselves without outside imports, the tactic is effective.

If a world is capable of it’s own defense, and can support itself, then this tactic may not be so effective. Inevitably, the Trade Federation is forced to defend itself from marauding fighters from the world in question, and must resort to more violent means. This includes crippling the defense forces and presenting an occupying force to promote peaceful negotiations.

If events are truly getting out of hand, the viceroy in charge will then present the present government with a treaty to sign. This treaty outlines the relinquishing of control and exclusive Trade Federation rights to management of the planet. Depending on the eagerness of the local government to expedite the process and end hostilities, the local government may be allowed to manage internal affairs under the supervision of the viceroy.

With a treaty in place, all of this is made legal in the eyes of the Republic Senate.

 

4. Typical Resources

The Trade Federation employs converted freighters as main battleships. This is as much a scare tactic as anything else, since the freighters and battleships look alike. A system might wonder whether their trade treaty has soured each time a freighter arrives in the system.

A battleship typically carries 50 deployment craft. Deployment craft carry 11 Transports, 114 Tanks, 28 STAPs, plus crews for each. Battledroids deploy two formations of 7X8 from the troop transport. (112 droids per transport)

 

 

 

 

Appendix

 

 

Craft: Modified Hoersch-Kessel Drive, Inc. XL-7000 Cargo Freighter

Type: Converted cargo freighter (Type 1: Battleship; Type 2: Droid Control

Ship; stats identical except for droid control sensors on Type 2)

Scale: Capital

Length: 3,170 meters (I disagree with this, however)

Skill: CS piloting: XL-7000 freighter

Crew: 1,250; skeleton: 625/+15

Crew Skill: Astrogation 3D+2, CS gunnery 4D+1, CS piloting 4D, CS shields

3D+1, sensors 3D+2

Passengers: 259,000 (battle droids)

Cargo Capacity: 20,000 metric tons

Consumables: 8 months

Cost: Not available for sale

Maneuverability: 0D

Space: 2

Hyperdrive Multiplier: x3

Hyperdrive Backup: x15

Nav Computer: Yes

Hull: 5D

Shields: 3D

Sensors:

Passive: 40/1D

Scan: 80/2D+1

Search: 200/3D+2

Focus: 8/5D

Droid Control (Droid Control Ship only): 16 signal receivers, two

transmission antennae; range: 16,500 km

Weapons:

42 Quad Turbolaser Batteries (retractable)

Fire Arc: 6 front, 15 left, 15 right, 6 rear

Crew: 6

Skill: CS gunnery

Fire Control: 2D+1

Space Range: 3-15/35/75

Atmosphere Range: 6-30/70/150km

Damage: 4D

4 Tractor Beams (two each mounted on two forward arms)

Fire Arc: Turret

Crew: 3

Skill: Capital Ship Gunnery

Fire Control: 4D

Space Range: 1-5/15/30

Atmosphere Range: 2-10/30/60km

Damage: 4D

Carried Craft:

50 Landing Ships

550 MTTs (Multi-Troop Transports)

6250 AATs (Armored Assault Transports)

1500 Troop Carriers

1500 Droid Starfighters

Craft: Xi Char/Haor Chall Droid Starfighter

Type: Drone starfighter

Scale: Starfighter (Walker)

Length: 3.5 meters (Height: 3.5 meters)

Skill: SF piloting: Droid starfighter (walker ops: Droid starfighter)

Crew: None

Crew Skill: SF piloting 4D, SS gunnery 3D+2, sensors 3D, vehicle blasters 4D

(walker ops 4D)

Passengers: None

Cargo Capacity: None

Consumables: 35 minutes (flight time before refueling) (2 hours in Walker

mode)

Cost: Not available for sale (Invisible market value: 30,000)

Maneuverability: 2D+2 (2D in Walker mode)

Space: 7

Atmosphere: 350; 1000 kmh

Ground Move: 25; 35 kmh

Hyperdrive Multiplier: None

Nav Computer: No

Hull: 3D (5D Walker-scale)

Sensors:

Passive: 5/0D

Scan: 15/1D

Search: 25/2D

Focus: 1/3D

Weapons:

4 Blaster Cannons

Fire Arc: Front

Scale: Walker

Skill: Vehicle blasters

Fire Control: 3D

Space Range: 1-6/25/25

Atmosphere Range: 2-12/25/50km

Damage: 4D

2 Energy Torpedo Launchers

Fire Arc: Front

Fire Rate: 2

Skill: SS gunnery

Fire Control: 3D

Space Range: 4-12/30/65

Atmosphere Range: 8-24/60/130km

Damage: 4D

Craft: Haor Chall Engineering C-9979 Landing Craft

Type: Troop landing craft

Scale: Capital

Length: 370 meters

Skill: CS piloting: C-9979

Crew: 82; gunners: 6

Crew Skill: CS piloting 4D, SS gunnery 4D+2, SS shields 3D+1, sensors 3D+1

Passengers: See Carried Craft

Cargo Capacity: 300 metric tons

Consumables: 1 week

Cost: Not available for sale (Invisible market value: 350,000 credits)

Maneuverability: 1D+2

Space: 4

Atmosphere: 295; 850 kmh

Hyperdrive Multiplier: None

Nav Computer: No

Hull: 5D

Shields: 2D

Sensors:

Passive: 25/1D

Scan: 55/2D+1

Search: 90/3D+2

Focus: 4/4D+2

Weapons:

2 Double Laser Cannons

Fire Arc: 1 Front/Left/Back, 1 Front/Right/Back

Scale: Starfighter

Skill: SS gunnery

Fire Control: 3D

Space Range: 3-15/35/75

Atmosphere Range: 6-30/70/150km

Damage: 5D

4 Twin Laser Turrets

Fire Arc: Turret

Scale: Starfighter

Skill: SS gunnery

Fire Control: 3D

Space Range: 2-12/24/50

Atmosphere Range: 4-24/48/100km

Damage: 4D+2

Carried Craft:

Troop Carriers: 28

AATs: 114

MTTs: 11

Battle Droids: 5508

Craft: Baktoid Armor Workshop "Large Transport" Multi-Troop Transport

Type: Troop carrier

Length: 31 meters

Scale: Speeder

Skill: Repulsorlift ops: MTT

Crew: 4, gunners: 1

Crew Skill: Repulsorlift ops 4D+2, vehicle blasters 5D

Passengers: 112 battle droids (in storage form)

Cover: Full

Cargo Capacity: 500 kg

Move: 18; 35 kmh

Manuverability: 1D

Body: 5D+1

Weight (unloaded): 13.7 metric tons

Max Weight (loaded): 21.4 metric tons

Altitude Range: Ground level - 4 meters

Weapons:

2 Twin Blaster Cannons

Fire Arc: Front turret (left/front/right)

Crew: Gunner

Skill: Vehicle blasters

Fire Control: 2D

Range: 20-80/110/200

Damage: 4D+2

Craft: Baktoid Armor Workshop "Battle Tank" Armored Assault Tank

Type: Medium repulsortank

Length: 9.75 meters

Scale: Speeder

Skill: Repulsorlift ops: AAT

Crew: 4

Crew Skill: Missile weapons 4D, repulsorlift ops 4D+2, vehicle blasters 5D

Passengers: 6 on outside - no cover

Cover: Full

Cargo Capacity: 20 kg

Move: 22; 55 kmh

Manuverability: 1D

Body: 6D

Weight (unloaded): 8.2 metric tons

Max Weight (loaded): 11.5 metric tons

Altitude Range: Ground level - 2 meters

Sensors:

Search (rangefinders): 3km/3D

Weapons:

Laser Cannon (main gun)

Fire Arc: Turret

Crew: 1 (commander)

Skill: Vehicle blasters

Fire Control: 3D

Range: 50-300/650/2km

Damage: 7D

2 Blaster Cannons

Fire Arc: Front

Crew: Left gunner

Skill: Vehicle blasters

Fire Control: 2D

Range: 20-60/90/130

Damage: 4D

6 Energy Projectile Launchers

Fire Arc: Front

Crew: Right gunner

Skill: Missile weapons

Fire Control: 0D

Range: 1-20/40/80

Damage: 5D (shells), 6D (AP shells), 8D/5D/2D (HE shells)

Ammo: 44 high-impact shells, 16 AP shells, 10 HE shells (total)

Craft: Trade Federation STAP (Single Trooper Aerial Platform)

Type: Repulsorlift assault vehicle

Scale: Speeder

Height: 2 meters

Skill: Repulsorlift ops: STAP

Crew: 1

Crew Skill: Repulsorlift ops 4D, vehicle blasters 3D+1

Cover: None

Cargo Capacity: None

Consumables: None

Move: 90; 260 kph

Maneuverability: 2D+1

Body Strength: 1D

Weapons:

Twin Light Blaster Cannon

Fire Arc: Front

Skill: Vehicle blasters

Range: 10-30/50/200m

Damage: 3D

Battle Droid

Type: Trade Federation battle droid

DEX 3D

Blaster 4D

KNO 1D

MEC 3D

Repulsor ops 4D

PER 2D

Search 3D+2

STR 3D

TEC 1D

Equipped with:

-Human-range visual sensors

-Humanoid body (2 arms, 2 legs, head)

-Vocabulator (monotone)

-Tight-band comlink

-Blaster rifle (2-5/10/30, 4D+1)

Move: 9

Size: 1.8 meters

NOTE: Can be stored in racks at half-size. STAP droids have the following:

repulsorlift ops: STAP 5D, vehicle blasters 4D, search 4D+1

 

Destroyer Droid

Type: Trade Federation battle droid

DEX 3D

Blaster 5D

KNO 1D

MEC 1D

PER 3D

Search 4D

STR 2D (3D+2 when rolling)

TEC 1D

Equipped with:

-Human-range visual sensors

-Rolling locomotion/Biped locomotion w/auto-balance legs (when unfolded)

-Tight-band comlink

-2 blasters (2-5/10/30, 4D [5D fire-linked])

-Ray shield (Can only be used when move is below 3, provides 5D+1

character-scale protection from energy)

Move: 12 (rolling)/2 (walking)

Size: 1.2 meters

NOTE: Moves while in a compact, wheel-like state. Unfolds at target area.

Neimoidans

Attribute Dice: 12D

DEX 1D+2/3D+1

KNO 2D/4D

MEC 2D/4D

PER 2D+2/5D

STR 2D+1/4D+1

TEC 2D/4D

Special Abilities:

Story Factors:

-Cowardice: Neimoidans tend to have the reputations of being cowards. They

dislike battle and send droid armies to take their place. They are at a -10

disadvantage when trying to do something noble or heroic. If they are Jedi,

they have no disadvantage.

-Manipulators: Almost equalling the Hutts in manipulative skills, they have

forged a federation by using their innate bargaining and con abilities.

They get to place an additional +1D in either bargain or con.

Move: 10

Size: 1.6-2.4 meters

Nute Gunray

Type: Viceroy

DEX 2D

Blaster 2D+2

KNO 4D

Alien species 4D+2, bureaucracy 5D, bureuacracy: Trade Federation 6D+2,

business 5D+1, culture: Trade Federation 4D+2, diplomacy 6D, languages 5D,

value 5D+1

MEC 2D

PER 4D+2

Bargain 7D, command 6D, con 6D, persuasion 5D+2, persuasion: oration 6D+2,

search 5D

STR 3D+1

Stamina 4D+2

TEC 2D

Story Factors:

-Cowardice: Neimoidans tend to have the reputations of being cowards. They

dislike battle and send droid armies to take their place. They are at a -10

disadvantage when trying to do something noble or heroic. If they are Jedi,

they have no disadvantage.

-Manipulators: Almost equalling the Hutts in manipulative skills, they have

forged a federation by using their innate bargaining and con abilities. They

get to place an additional +1D in either bargain or con (at generation time

only).

Move: 10

CP: 11

Equipment: Datapad, comlink, robes of office