Planets
Garqui (from Star Wars Adventure Journal #7)
Type | Terrestrial |
Temperature | Temperate |
Atmosphere | Type I (breathable) |
Hydrosphere | Moderate |
Gravity | Standard |
Terrain | Plains, Oceans, Hills |
Length of Day | 29 Standard Hours |
Length of Year | 388 local days |
Sapient Species | Humans |
Starport | Standard class |
Population | 800,000 |
Planet Function | Agricultural Colony |
Government | Imperial rule |
Tech Level | Space |
Major Exports | Foodstuffs |
Major Imports | Mid Technology, metals |
Capsule | Garqui is a very aveage, very unimportant agricultural world which supplies foodstuffs to its neighbor, Garos IV in one of the last remaining Imperial systems outside of the Core. The colony is officially ruled by an Imperial Governor, but Governor Tadrin is seldom there. He entrusts the planet to the military prefect, while he attends to business (or more than likely is mourning the downfall of the Empire) on some Core World resort. |
Garos IV (from The Best of the Star Wars Adventure Journal)
Type | Terrestrial |
Temperature | Temperate |
Atmosphere | Type I (breathable) |
Hydrosphere | Moderate |
Gravity | Standard |
Terrain | Forests, mountains, valleys |
Length of Day | 25 standard hours |
Length of Year | 382 local days |
Sapient Species | Humans |
Starport | 2 Standard class, one Imperial class |
Population | 24 million |
Planet Function | Manufacturing, mining |
Government | Imperial rule |
Tech Level | Space |
Major Exports | metals, minerals |
Major Imports | Foodstuffs, High Technology |
Capsule | Garos IV is the fourth planet of
six in the Garos System. It was settled by humans more
than 4000 years ago. And until recently it was a self-supporting
planet with little contact outside the system. The seat of government is located in Ariana on the western coast, known for its forboding Tahika Cliffs, on the larger of the two continents. Ariana is an intellectual and business center, dominated by the prestigious University of Garos. But the Empire had generally left Garos IV alone since establishing a quiet presence on the planet 16 years ago. Only in the last few years has the number of Imperial Troops begun to grow. Their chief concern seems to be the mining of hybridium in a region south of the city of Ariana. only a few fleet captains, and of course High Inquisitor Tremayne and the mysterious Lord Brandl, under direct orders from the late Emperor Palpatine, seem to understand the significance of the Empire's presence on Garos IV. Aside from the tactical importance of being the last Imperial system outside the Core, it is obvious to the underground that the Imperials intend to exploit whatever knowledge they can acquire on the cloaking properties of the ore which comes from the mines. |
Starships
Interdictor Cruiser (from Wanted by Cracken)
Craft: Seinar Fleet
Systems Immobilizer 418
Type: Interdictor-class Heavy Cruiser
Scale: Capital
Length: 600 meters
Skill: Capital ship piloting: Interdictor cruiser
Crew: 1,500 with command 5D; 2,807 Total
Crew Skill: Astrogation 5D, capital ship gunnery 5D,
capital ship shields 4D
Passengers: 30 (troops)
Cargo Capacity: 55,000 metric tons
Consumables: 1.2 years
Hyperdrive multiplier: x2
Hyperdrive backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: 390; 1500 kmh
Hull: 5D
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 75/2D
Search: 150/3D
Focus: 5/4D
Weapons:
20 Quad Laser Cannons (fire separately)
Fire Arc: 10 front, 5
left, 5 right
Skill: Capital ship
gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50
km
Damage: 4D
Four Gravity Well Projectors
Fire Arc: turret
Crew: 1
Skill: Capital ship
gunnery
Fire Control: 6D
Space Range: 1-3/12/25
Damage: Blocks
hyperspace travel
Sentinel-Class Landing
Shuttle (from the Star Wars Trilogy
Special Edition Sourcebook)
Craft: Seinar Fleet
Systems Sentinel-class troop carrier
Type: Modified light freighter
Scale: Starfighter
Length: 20 meter
Skill: Space transports: Sentinel-class shuttle
Crew: 2; 2 can coordinate; gunners:3; skeleton 1/+10
Crew Skill: Space transports 5D, starship gunnery 5D,
starship shields 4D
Passengers: 54 (troops)
Cargo Capacity: 180 metric tons
Consumables: 1 month
Hyperdrive multiplier: x1
Hyperdrive backup: x10
Nav Computer: Yes
Maneuverability: 2D+2
Space: 7
Atmosphere: 350; 1000 kmh
Hull: 4D+2
Shields: 3D+2
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 80/2D
Focus: 4/2D+2
Weapons:
8 Laser Cannons (retractable, fire linked)
Fire Arc: front
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5
km
Damage: 6D
2 Concussion Missiles Tubes (fire linked)
Fire Arc: Front
Skill: Missile weapons:
concussion missiles
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700km
Damage: 9D
2 Repeating Blaster Cannons (retractable)
Fire Arc: turret
Scale: Speeder
Crew: 1
Skill: Vehicle blasters
Fire Control: 4D
Atmosphere Range: 1-50/100/250
km
Damage: 3D+2
Ion Canons (retractable)
Fire Arc: Turret
Crew: 1
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6
km
Damage: 4D
Night
Storm
Craft: Corellian
Engineering Corporation Corvette
Type: Modified corvette
Scale: Capital
Length: 150 meters
Skill: Capital ship piloting
Crew: 50; gunners: 12, skelton 20/+5
Crew Skill: Astrogation 3D, capital ship gunnery 4D+2,
capital ship shields 3D, capital ship piloting 3D+2, sensors 3D+1
Passengers: 20
Cargo Capacity: 3,000 metric tons
Consumables: 1 year
Hyperdrive multiplier: x2
Hyperdrive backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kmh
Hull: 5D
Shields: 3D
Sensors:
Passive: 40/1D
Scan: 80/2D
Search: 100/3D
Focus: 5/4D
Weapons:
4 Double Turbolaser Cannons
Fire Arc: 1 front, 1
left, 1 back, 1 right
Crew: 1-3
Skill: Capital ship
gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150
km
Damage: 4D+2
Ion Canon
Scale: Starfighter
Fire Arc: Front
Crew: 1-3
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6
km
Damage: 3D
Tractor Beam
Scale: Capital
Fire Arc: Front
Crew: 1-2
Skill: Capital ship
gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 100-500/1.5/3
km
Damage: 3D
Characters
Captain Barker
Type | Human Pirate Captain |
Dexterity | 2D+1; blaster: blaster pistol 3D+1, dodge 3D, brawling parry 2D+2 |
Knowledge | 3D+2; streetwise 4D+2, streetwise: Talon Karrde's Organization 5D+2 |
Mechanical | 3D+1; capital ship piloting 3D+2, capital ship gunnery 4D |
Perception | 4D; command: Night Storm Pirates 5D |
Strength | 2D; brawling 3D |
Technical | 2D+2; blaster repair 3D+1, first aid 3D |
Special Abilities | None |
Force Sensetive | No |
Force Points | 1 |
Dark Side Points | 0 |
Character Points | 6 |
Move | 10 |
Equipment | Flashy clothes, gaudy jewelry, vacuum suit, Modified Corellian corvette, 2,700 credits, comlink, blaster pistol (4D) |
Capsule | Captain Barker has been the head of the Night Storm Pirates for roughly three years now, and in that time he has become a menace which the Imperials will be glad to be rid of. His raids have slowed their progress in the Garos system, and he always is one step ahead of Imperial authorities, a fact which continues to chagrin what is left of the Empire in this sector. Captain Barker is said to be a former member of Talon Karrde's organization and has often been seen purchasing information from Karrde himself. |
High Inquisitor Tremayne (courtesy of the Mad Rabbit)
Type | Dark Jedi |
Dexterity | 3D+2; blaster 4D, dodge 6D+2, Lightsaber 7D+1, melee combat 6D+2 |
Knowledge | 4D; bureaucracy 6D+2, cultures 6D, Intimidation: interrogation 7D+1, Intimidation: torture 7D+2, Planetary systems 5D+2, Tactics: fleets 5D+2 |
Mechanical | 2D+1 |
Perception | 3D+1; Command 6D+2, con 5D+2, investigation 7D+1, search 4D |
Strength | 2D+2; brawling 4D, stamina 6D+2 |
Technical | 2D |
Special Abilities | Force Skills: Control 4D, Sense 4D,
Alter 5D Control: absorb/dissipate energy, accelorate healing, control pain, hibernation trance, reduce injury, resist stun Sense: combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy, sense Force Alter: injure/kill Control and Alter: inflict pain Control and Sense: farseeing, lightsaber combat, projective telepathy Control, Sense, and Alter: affect mind, telekenetic kill |
Force Sensetive | Yes |
Force Points | 7 |
Dark Side Points | 12 |
Character Points | 15 |
Move | 10 |
Equipment | Lightsaber (5D), black robes, datapad, blaster pistol (4D), comlink, Imperial II-class Star Destroyer Interrogator |
Capsule | High Inquisitor Tremayne is the Dark Jedi protege of Lord Darth Vader himself. He is now in command of the Star Destroyer Interrogator in the Garos system, and in association with the mysterious Lord Brandl, is commanding a top secret mining project on Garos IV. |