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 dont agree with this guide, dont 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
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 its 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 Federations 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 Federations Exclusive Use Treaty. In order to maintain and expand its 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 Federations 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 Federations Senate representative to the Republics 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 its complement of ground troops and fighter support.
The Trade Federations 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 its objectives. First is the threat and implementation of an embargo or blockade to cut off a worlds 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 its 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