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Published by masterdoyle, 2020-09-05 14:03:02

Galaxy Guide 16 The Old Republic

Galaxy Guide 16 The Old Republic

A long time ago, in a galaxy far, far away ...

Evil threatens to consume the galaxy. The Sith Empire's
relentless assault during the Sacking of Coruscant
destroyed the Jedi Temple and drove the Republic's
defenders into exile after the last war. The surviving Jedi
have withdrawn to their ancient homeworld of Tython, where
they take advantage of a fragile peace to train a new generation
of guardians for the galaxy.

Chaos grips the Galactic Republic. Influential star systems break
away from the millennia-old alliance, angered over the Senate's
treaty with the Sith Empire. On many worlds, civil war erupts
between loyal Republic citizens and violent separatist extremists
waging a campaign of terror against their own peoples. The Republic
sends its best and brightest soldiers to help defeat the separatists and
restore peace to these war-ravaged worlds.

Elsewhere, anarchy rules in the frontier systems. While the Republic struggles
to recover from its conflict with the Sith Empire, reckless mercenaries profit
from the interstellar turmoil. The worlds ravaged by civil war between pro-
Republic citizens and separatist extremists have become a lucrative destination
for free traders. The Empire, seeking allies among the neutral systems, has targeted
the foul planets of the Hutts - though its wealthy and corrupt crime lords refuse to
take sides in the cold war.

Meanwhile, the Sith Empire tightens its grip on the galaxy. The Empire has won a major
victory against the Republic and its Jedi guardians, conquering and enslaving many new
worlds. With a fragile peace negotiated, the Empire sends all potential Sith to undergo cruel
and deadly trials at its Academy on the harsh planet Korriban, while its slaves toil to
unearth relics of vast power that can be used to dominate the galaxy….

Galaxy Guide 16

by Mojomoe and The Rancor Pit

DESIGNED BY

Greg Costikayn, Steven Crane, Greg Farshtey, Greg Gorden, Bill Smith, Peter Schweighofer, Bill Slavicsek, Ed
Stark, George R. Strayton, Paul Sudlow, Eris S. Trautmann, The "REUP" Team.

PLAYTESTING

Cliff Adams, Dennis F. Belanger, John Beyer, Kathy Burdette, Craig Robert Carey, Kevin M. Carroll, Chris
Doyle, Tony Frederico, Richard Hawran, Gary Haynes, Harry Heckel, Sterling Hershey, Pablo Hildago, Robert
Hodurski, Wayne Humfleet, Jason S. Kinzley, Michael Kogge, Tim Kogge, Stephen Marinaccio, Patrick M.
McLaughlin, Tim O'Brian, John B. Owens, Daniel Scott Palter, Christopher John Parks, Jean Rabe, Kevin
Schiman, Steven Schuman, Amy Thomas, Chuck Truett, Floyd C. Wesel.

...and the thousands of fans who have played and commented upon the game over the past decades.
Thank you all and may the Force be with you!

First Printing: May 2015

All references to Star Wars, the Expanded Universe, The Old Republic, or any of the Star Wars films, characters, creatures, vehicles, droids, or
other related content are ®, TM & © Lucasfilm Ltd. (LFL), Walt Disney Corporation, and BioWare respectively. All Rights Reserved, Trademarks of
LFL, Disney, and BioWare are not used with any express permission of the holder. In no way does the Star Wars Roleplaying Game: Galaxy Guide
16: The Old Republic intend to represent itself (as an entity) as licensed propriety of the license holder or trademark owner. This document is a
“fan work” and is provided as a free exchange of information under a Creative Commons license. Open D6 System is a copyright/license free,
“open” system, no copyright is asserted on the system mechanics, text, graphic design, art, or any other aspect of this document. All images and
text contained herein which have not been created by the author and are the property of the entities listed above have been sourced from freely-
available and widely distributed interenet sources with no intent to infringe on protected material, and citations have been made wherever
possible. Reproduction of this document is at the user's discretion and in no way do the authors/designers of this work condone the distribution,
sale, or promotion of this game. Any such distribution is done without the knowledge of any party who worked on this document, which is
intended as a “private” and “personal” copy

.

SO WHAT'S IN THIS BOOK?

Galaxy Guide 16: The Old Republic is designed to provide players of the Star Wars
Roleplaying Game a brand new era in which to explore, adventure, and make their mark on
the galaxy. Inspired by the Lucasarts and BioWare game of the same name, this supplement
dives deep into the myriad of new possibilities created by the makers of The Old Republic
and presents a wide array of new settings, characters, ships, planets, aliens, creatures,
droids, Force powers, weapons, and equipment to incorporate into your existing campaigns,
or become the foundation of a new one.

This book, which is created solely for fan purposes and is not intended to infringe on Disney,
Lucasfilm, Lucasarts, or BioWare copyrights in any way (and is not meant to be published,
printed, distributed, or sold), gathers together information from a variety of freely-available
online sources. Chielfy, the information in this book comes from such sources as:
Wookieepedia (the Star Wars Wiki), The Old Republic Wiki, The Old Republic website, and
the in-game Codex entries from The Old Repblic, gathered from places like TOR Head and
TOR Spy (themselves freely available). Images have been gathered from similar sources, with
the addition of places like Dulfy.net and TORfashion.com. Wherever possible, informational
sources have been cited and work credited to the original authors, and in some rare cases
the wording has been slightly altered to conform either to correct tense, or to improve flow.

This book is intended as a fan celebration of the awesome Star Wars universe, and
specifically the wonderful, brand new era introduced by The Old Republic’s developers.
Please do not sell, modify, or otherwise distribute this work in such a way as to damage the
good faith placed in the fan community by the Star Wars copyright owners. Please do use
this work to create amazing roleplaying adventures that you and your friends will remember
for years to come.

Good gaming!

Sources:
Information in this book comes from many different sources. Sources have been noted
wherever possible. Citations appear as follows:

[1]: This text comes from the first source as defined in the Sources section
[1:10]: This text comes from page 10 of the first source
:[1:10,†2:10] This text comes from page 10 of the first source, which is itself converted from page 10 of the
second source

ERAS OF PLAY

With the inclusion of the Old Republic, Clone Wars, and sequel trilogy time periods, the Eras of Play
introduced in the Star Wars Roleplaying Game D20 Core Rulebook have been updated to reflect a wider
view of the Star Wars universe. The updated view respects sixteen different eras of play for the Star Wars
Roleplaying Game. This Galaxy Guide covers the period of the Great Galactic War (3,956-3,653 BBY).

ERA MODIFIERS

Technology advances a lot over a thousand years. While a blaster has been a blaster as far back as
anyone can remember, the shields used to deflect it and the armor used to absorb it have advanced
considerably over the 25,000 years of known galactic history.

For this reason, an optional rule exists to reflect the difference in build strength and technological
development between different time periods. When comparing two technological values from items of
differing eras - say, a starfighter's blaster and a ship's hull, or a lightsaber blade and a suit of armor - refer to
the following chart and subtract the difference between the two eras' die codes from the older item's roll.

Era Difference Cost Multiplier

Pre-Republic (37,000-25,000 BBY) -3D-1 x100
Early Republic (25,000-5,000 BBY) -3D x50
Tales of the Jedi (5,000-4,000 BBY) -2D-2 x30
Jedi Civil War (4,000-3,956 BBY) -2D-1 x11
Great Galactic War (3,956-3,653 BBY) -2D x10
Middle Republic (3,653-1,000 BBY) -1D-2 x8
Pre-Empire (1,000-22 BBY) -1D-1 x2
Clone Wars (22-19 BBY) -1D x1.5
Empire (19-5 BBY) -2 x1.2
Pre-Rebellion (5-0 BBY) -1 x1.1
Rebellion (0-5 ABY) 0D x1
New Republic (5-25 ABY) +1 x0.9
New Jedi Order (25-37 ABY) +2 x0.8
Legacy (37- ABY) +2 x0.7
The Force Awakens (30- ABY) +2 x0.7
Infinities (-) - -

For example, Eran is flying a Rebellion era YT-850 freighter (0D) against a vintage Clone
War era ARC-170 fighter (-1D). If the ARC-170 were to fire its laser cannon at the YT-850, the
older ship would subtract 1D from its laser's damage roll against the YT's newer hull, to
represent the relative difference in armor strength. Consequently, were the YT to return
fire, the ARC-170 would be at a -1D penalty for its Hull strength roll against the newer ship's
lasers. However, neither ship would be at a penalty when rolling their piloting skill and
adding their ship's Maneuver dice, as the rolls are not directly against one another.

Note that Era Modifiers are NOT applied when a living being's Strength rolls are involved. As there is little
to no advancement in the biology of a being from era to era, a blaster bolt is just as damaging to living
tissue regardless of which era it was made in. Era Modifiers are used only to represent differences in
manufacturing and technology relative to each other.

Cost Modifiers

Similar to technology differences from century to century, the previous table also lists a price modifier
for each era. As with the previous codes, the difference in the price modifiers is applied to an item from a
previous era being sold in the current era. This multiplier represents the rarity, collectibility, and scarcity
of such items.

For each item, apply the difference in cost modifiers to the object's base cost, and multiply against the
item's Availability code. The rarer the object in its own time, the more expensive it will be down the line...

For example, Ryloh is attempting to sell a Clone War era Delta-7 Aethersprite fighter to
the local resistance to make some quick credits. In her time, the Aethersprite had a cost of
145,000 credits used. During the Rebellion era, Ryloh should be able to get 1.5 times that
price, or 217,500 credits, from the right collector.

Note that the multiplier is NOT allied to an item which is naturally occurring and has no appreciable

difference in value to a collector. For example, a cylinder of Tibanna gas is the same in every era, and even

being 25,000 years old, has virtually no value difference to a prospective buyer. It will merely end up in the
same place as every other canister - a blaster pack. As the saying goes, “no one pays a premium for old
Tibanna.”

Decay Modifiers

Separate from the Era Modifiers representing relative technological improvement over time, sometimes
you will need to reflect the simple effects of aging on an object - be it a blaster or a starship.

To show the effect neglect and decay have had on an object, consult the following chart and roll the
listed damage a number of times consistent with the object's location and the duration of its stay. This
represents the damage to various components that may occur over time - the damage, if it occurs at all,
might heavily impact just one system, or be spread out over multiple systems.

Roll Damage for: Frequency

Location Every 1,000 years
Every 500 years
Vacuum Every 100 years
Light environment (orbit) Every 50 days
Moderate environment (atmosphere)
Dense environment (high gravity)

Amount of Damage:

Condition Damage

Vacuum 2D

Trace gases 2D+2

Standard atmosphere 3D

Heavy atmosphere/fluid 4D

Corrosive atmosphere/particulate * 5D

(blowing sand/ice, asteroids)

Heavy gravitic/tectonic stresses * 6D

* These conditions roll a minimum of once, at -1D, as long as the

object has been sitting for at least a year.

For example, Kon, a pirate in the Rebellion era, has run across a derelict Defender-class
transport in deep space. Floating abandoned on the edge of a nebula, the ancient transport
looks almost intact… What condition might it be in after all these years? Kon’s player
consults the chart and determines that the Defender is 3,600 years old, and has been
floating in a near-vacuum with trace gases. Accordingly, he rolls the 2D+2 damage for
atmospheric conditions, three separate times (once for each 1,000 years of decay).

Around the same time, Blick discovers an aging Clone War era Jedi Interceptor fighter
abandoned in the deserts of Tatooine, near the Jundland Wastes. It looks as though
someone tried to cover the vintage vessel with disguise netting, but the harsh winds and
desert heat have worn away the cover. Blick’s player consults the chart, and finds that,
although the ship has not been sitting long enough in a standard atmosphere to warrant a
damage roll (every 100 years), the fact that the atmosphere is corrosive and/or particulate-
filled (the desert sands of Tatooine are notorious for damaging vehicles), he rolls the
minimum damage of 4D (5D-1D).

TABLE OF CONTENTS

Introduction .................................................................. 9
Chapter One: Galactic History .................................12
Chapter Two: The Republic.....................................19
Chapter Three: The Empire......................................45
Chapter Four: The Fringe..........................................85
Chapter Five: The Galaxy........................................114
Chapter Six: Planets................................................118
Chapter Seven: Aliens .............................................144
Chapter Eight: The Force.......................................183
Chapter Nine: Starships .........................................233
Chapter Ten: Starfighters ......................................261
Chapter Eleven: Vehicles ........................................297
Chapter Twelve: Weapons & Equipment.............314
Chapter Thirteen: Currency & Economy .............322
Chapter Fourteen: Droids .......................................339
Chapter Fifteen: Creatures .....................................368
Chapter Sixteen: Gamemaster Section.................400
Index ..........................................................................417
Sources ...................................................................... 423

INTRODUCTION

Greetings. I am master Gnost-Dural, keeper of the expand the limits of your understanding, to
Jedi archives. approach that which is unattainable and yet ever-
worthy: peace and enlightenment. Such is the
As master of Jedi lore, it is my sacred duty to purpose of the Republic and the Jedi order... Such
shepherd and protect the sum total of all is the will of the Force.
knowledge collected in the long history of the
Republic, and to preserve it for future generations. A GALAXY OF POSSIBILITIES
AWAITS YOU!
The volume you now hold before you is the
culmination of many trillions of hours of work by In the Star Wars: The Old Republic era for the
untold numbers of sentients across the vast galaxy. Star Wars Roleplaying Game, you will be able to
Throughout this book, you will see multiple entries explore the rich and diverse Star Wars universe
from an encyclopedia called the Codex. A marvel of three hundred years after the events of Star Wars:
modern technology, it collects data on people, Knights of the Old Republic.
places, ships, weapons, creatures, and much, much
more. Use it to your advantage - use it to learn, to

Introduction

In this age, the galaxy is divided between the followed, the Republic suffered many more painful
legendary Galactic Republic and the dark Sith defeats.
Empire. Turmoil is everywhere; civil uprisings, gang
wars and military coups have created conflict and Emboldened by their numerous victories, the
confusion on countless worlds, and the fragile Empire soon moved to conquer the Core Worlds,
peace between the Republic and the Empire luring the Republic fleet out of position and
threatens to unravel into a galaxy-spanning war... launching a surprise attack against the noble world
of Alderaan.
Over Three Thousand Years
Before The Rise Of Darth Vader... The courageous stand on Alderaan rallied the
spirits of Republic defenders across the galaxy, but
Protected by the legendary Jedi Order, the the balance of the power remained in the Empire's
Galactic Republic stood as a bastion of peace in the favor. This only fueled the surprise felt when the
galaxy for a thousand generations. Several Imperial Dark Council extended the offer to the
centuries ago, the greatest threat the galaxy has Republic to engage in peace negotiations.
ever known emerged in the form of the dark Sith Suspecting possible treachery, Republic officials
Empire. After a volatile war, the Republic emerged agreed to meet on Alderaan, but insisted that the
victorious and the Sith were assumed to be extinct. Jedi Order marshal all its resources to provide
Nonetheless, the Jedi have maintained a constant comprehensive security. The Jedi complied,
vigil over the ancient Sith homeworld, Korriban, to sending most senior members of the Order to
protect the galaxy from the darkness that still Alderaan, and leaving only a token force in the
resides in the planet's tombs.[2] Temple on Coruscant.

In a bold and surprising move, the Sith armada What followed has come to be known as the
attacked the Republic space station above Korriban Sacking of Coruscant. Led by Darth Malgus and his
in order to reclaim the planet. Though a small armies of Sith warriors, the Empire laid siege to the
group of survivors escaped to warn of the Imperial Republic homeworld, massacring the Jedi
invasion, it was only a minor reprieve for the garrisoned there and storming the capital.
Republic. Korriban was one of several worlds to fall
in the initial onslaught, and in the years that After destroying the Jedi Temple and
overwhelming the Republic's defenses, Imperial
forces occupied Coruscant, holding the planet
hostage while negotiations restarted on Alderaan.

10 Galaxy Guide 16: The Old Republic

Introduction

With their capital at stake, Republic officials had GALACTIC CALENDAR
little choice but to agree to the Empire's terms.
The signing of the Treaty of Coruscant
The Treaty of Coruscant was signed, forcing the
Republic to cede control of several star systems led to the new galactic standard calendar
and to acknowledge new boundaries of Imperial
dominion. Though the treaty brought about an dating of BTC and ATC, Before and After the
official end to the war, tensions between the two Treaty of Coruscant.
sides have remained high over the last several For our
years, and now, a return to open war seems all but
inevitable... [2] measurements, ATC 0 - the signing of the

This is the setting for Star Wars: The Old Treaty - took place in 3,653 before the Battle
Republic!
of Yavin (during the Rebellion era, or BBY).

The current galactic state of affairs
assumed in Galaxy Guide 16: The Old
Republic campaign guide is ATC 10.

Galaxy Guide 16: The Old Republic 11

Introduction

CHAPTER ONE:

GALACTIC HISTORY

THE STATE OF THE GALAXY Wars Roleplaying Game: The Old Republic!
The galaxy has a long memory. While it would be
As keeper of the Jedi archives, the Jedi Council
requests I perform a daunting task - to revise the impossible to recount all of the Republic's history
order's historical records in light of new revelations here, what follows may act as a primer on the last
about the formation of the Sith Empire. Specifically century of galactic events for those so inclined.
I am to trace the conflict between the Empire and
the Republic, the Sith and the Jedi, to uncover the GALACTIC TIMELINE
roots of the struggle which now plagues us.[15]
The following are the major galactic events
The Republic and the Sith Empire sit on an dating back to the earlierst records:
uneasy truce. A long bloody war has left both sides BTC 32800 - Force "Discovered" on Tython
severely depleted and weary, and a fragile truce has BTC 22140 - The Force War on Tython
many galactic citizens fearful of a return to open BTC 22130 - The Jedi Order is Established
hostilities. The millennia-old democracy, protected BTC 21400 - Founding of the Republic
by the ancient Jedi order, is now locked in a Cold BTC 21300 - The Jedi Join the Republic
War with the secretive Sith Empire, the entire BTC 3347 - The 2nd Great Jedi Schism
galaxy seeming like a primed thermal detonator, BTC 3247 - The First Dark Sith Lords on
ready to explode... This is the setting for the Star Korriban
BTC 1347 - The Great Hyperspace War
BTC 1251 - Rebirth of the Sith Empire
BTC 347 - The Exar Kun War
BTC 311 - The Mandalorian Wars
BTC 303 - The Jedi Civil War
BTC 103 - Peace for the Republic?
BTC 28 - Onslaught of the Sith Empire
BTC 18 - The Battle of Bothawui
BTC 14 - The Empire Changes Strategy
BTC 8 - The Return of the Mandalorians
BTC 7 - The Mandalorian Blockade is
Broken
ATC 0 - The Treaty of Coruscant[15]

12 Galaxy Guide 16: The Old Republic

Chapter One: Galactic History

ATC 0 - THE TREATY OF Empire returned from deep space, attacking the
CORUSCANT Republic. They began a war unlike any other in the
galaxy's history. The great galactic war dragged on
I've chosen to begin with the singular defining for decades. Thousands of Jedi and Sith were slain,
event of recent years - the unprecedented peace countless star systems were ravaged. Though he
agreement between the Sith Empire and the now controlled half the galaxy, the Sith Emperor
Galactic Republic - The Treaty of Coruscant. grew impatient - he had expected his triumph to
come quickly. The Lords of the Emperor's Dark
Three centuries after the death of Darth Malak Council surprised the Republic Senate with an offer
and the end of the Jedi Civil War, the true Sith of peace - a reprieve the Republic could not afford

to ignore.
Matters had become complicated

for the Republic war effort since the
critical trade route between the
Outer Rim and the Core Worlds was
recovering from the Mandalorian
Blockade. The Jedi Council urged
caution as the Senate considered
the Sith's offer, but even they had to
agree - the war was unwinnable -
peace was the only hope.

Republic and Imperial diplomats
convened on the planet of Alderaan
to discuss a galaxy-wide cease-fire...
But the Sith still had one play to
make. The Imperial fleet launched a
surprise assault on the Republic
capital of Coruscant. Bombarding
the planet from orbit and storming

Galaxy Guide 16: The Old Republic 13

Chapter One: Galactic History

the city-world's bottomless towers. With bold cunning of the Empire's strategy. A closer
Coruscant's defenses incapacitated, the Imperials look, however, suggests the sacking of Coruscant
annihilated the Jedi temple, captured the Senate was not the crowning moment of the Empire's
tower, and held the entire planet hostage. campaign, but a rather risky maneuver undertaken
after all other efforts had failed. The Sith only
Back on Alderaan, Republic diplomats had no considered turning to such measures after their
choice. Despite unfavorable terms, the Treaty of efforts were undermined by an unlikely Republic
Coruscant was signed. Jedi and Republic troops

began withdrawing from battlefields around the ally - the criminal smuggling contingent that broke
galaxy, leaving star systems to fend for themselves the Mandalorian Blockade.
and to be quickly swallowed up by the Sith Empire.
The Jedi returned to Coruscant to find their temple The blockade choked the primary trade route for
in ruins and irate senators blaming the Jedi for all providing Republic military support to the Outer
the Republic's troubles. Rim... and the main hyperlane for bringing raw
goods from the colonies to the Core Worlds. Long-
Though still committed to defending the standing holdouts in the Outer Rim began folding to
Republic, the Jedi relocated to their ancient the Empire, and critical supplies vanished from the
homeworld of Tython - to rest, meditate, and seek Core Worlds almost overnight. As starvation swept
guidance from the Force. through the lower levels of Coruscant, riots broke
out planetwide.
Thus began the unprecedented stalemate - the
Jedi reconnecting with their roots, the Republic Talk in the senate veered sharply toward a
nursing its wounds, the Sith consolidating their complete surrender to the Sith Empire. It was at
power, and a galaxy divided between darkness and this critical hour that a Mirialan smuggler named
light. In retrospect, this outcome was inevitable, Hylo Visz recognized an extraordinary business
and would have come sooner were it not for some opportunity for her and her partners. With the
of the Republic's less savory allies.[15] Republic willing to pay any price for raw goods,
Hylo's plan was simple - break the Mandalorian
BTC 7 - THE MANDALORIAN Blockade.
BLOCKADE IS BROKEN
Loading massive freighters with all the goods the
After the sacking of Coruscant, the Jedi Council Outer Rim had to offer, Hylo and her fellow
agreed that the Republic had been undone by the smugglers hauled their loads to within a parsec of
the blockade and stopped still. Distracted by

14 Galaxy Guide 16: The Old Republic

Chapter One: Galactic History

suspicious freighters, the Mandalorians never knew required for growth - on the personal, as well as the
what hit them - a motley fleet of small starships cultural level. War is the Mandalorians' way of life.
dropped out of hyperspace and opened fire. A Combined with their thirst for conquest, it makes
massive space battle ensued. The smugglers' light them undeniably dangerous. However, we must
freighters ran rings around the Mandalorian acknowledge that their commitment to self-
cruisers - but even so, Hylo Visz and her band were improvement is not unlike our own... And there is
outmatched. Fortunately, Republic strategic even something respectable about their rugged
information systems was tipped off and starfighters sense of honor. But they are not our friends. The
were scrambled from nearby systems. With their Mandalorians' allegiance to our enemies has cost us
assistance, the Mandalorians were quickly dearly. After the Sith Empire's initial onslaught, star
overcome. systems continued to fall, until the Jedi finally
managed to stop the enemies' advance in the Mid
The blockade broken, Hylo Visz brought Rim. For the first time in decades, the Republic
freighters full of raw goods into Coruscant and senate breathed a sigh of relief.
walked away with more wealth than she had ever
imagined. An elaborate medal ceremony was held But it was short-lived. In the arenas of Geonosis -
in her honor, but Hylo never showed - she was long a young gladiator had risen to prominence, calling
gone. Rumor has it Hylo Visz was killed a year later himself the new 'Mandalore' - a title unclaimed for
for double-crossing the Hutts. Regardless, through centuries - a title reserved for the greatest warrior
this unlikely hero's efforts, the Republic war effort in the galaxy - a warrior worthy to lead the
gained a reprieve. Mandalorians. Though it had been centuries, the
descendants of the once-proud culture had not
At the time, many believed the Empire was forgotten the legends of the Mandalores who had
behind the Mandalorian Blockade. My research gone before. Spread far and wide, working as
indicates a far more elaborate explanation.[15] mercenaries and bounty hunters, when the new
Mandalore called, his loyal subjects came.
BTC 8 - THE RETURN OF THE Mandalore's call was simple - to confront the
MANDALORIANS galaxy's greatest challenge and fight the legendary
knights of the Jedi Order.
Mandalorians... trained from birth to fight in
battle, their bodies are honed into killing machines. Amassing an army overnight, Mandalore planted
These independent warrior-nomads have his forces in the path of the Hydian Way trade route
challenged the Jedi for centuries. The Mandalorians - cutting off the Republic's most critical supply
embrace conflict and admire strength. But they are lines. We were initially hesitant to pull back from
different from our dark counterparts. They are not the battle with the Sith in the Outer Rim - but after
like the Sith. Mandalorians believe confrontation is several pleas from the senate, the supply crisis
could not be ignored.

The Jedi Order answered the new Mandalore's
challenge - we attacked the blockade. Our order
was defeated quite profoundly... The Mandalorian
Blockade held strong until the day the intrepid
smugglers took their shot at the Mandalorians, and
managed to rescue the Republic.

Mandalore went on to lead many of his followers
to seek new challenges while others again struck
out on their own. The true enigma in the
resurgence of the Mandalorians was the rise of the
new Mandalore himself. [15]

BTC 14 - THE EMPIRE CHANGES
STRATEGY

The arrival of Imperial allies into the great war
was a devastating blow from which the Republic
never fully recovered. This was the second step in
the Sith Emperor's master plan. Recent Republic
strategic information reports proved that the rise of
the Mandalorians was orchestrated by Imperial
intelligence.

Galaxy Guide 16: The Old Republic 15

Chapter One: Galactic History

We know extremely little about this shadowy arena... "Mandalore! Mandalore!" the ancient title of
organization but Imperial intelligence operatives the ultimate warrior king was thrust upon the
are clearly just as deadly as their Sith superiors. young gladiator. His infamy grew, and when he
The galaxy's criminal networks wavered endlessly called, the Mandalorians rallied to their new
during the great war, debating whether to back the master.
Republic or the Empire. Although the Hutt cartels
resented the Sith Emperor for not including them in The new Mandalore secretly served masters of
his pre-war conspiracy, Imperial intelligence his own, however. Imperial agents pulled their
somehow blocked the Republic's efforts to win the puppet's strings, and the Mandalorian army
Hutts' support.

Scattered around the galaxy, Mandalorian
mercenaries and bounty hunters faced the same
choice as the Hutts. Some signed on with the
Empire but most remained independent. Imperial
diplomats made repeated attempts to recruit the
galaxy's most infamous bounty hunters but were
turned down every time. The Empire began shifting
its tactics. Mandalorian mercenaries and bounty
hunters often fought as gladiators for money and
glory - a mark of honor in Mandalorian culture.
Imperial agents used this to their advantage,
infiltrating the most prominent gladiatorial arenas
in the galaxy as managers, as sponsors, and even in
some cases as gladiators themselves.

The Imperial agents singled out a proud young
gladiator to be their pawn. This young gladiator
had always fared well in the arena, but with his new
Imperial allies, his rise was accelerated to
unprecedented levels. Rigging arena fights is not
unheard of but Imperial agents brazenly sabotaged
the entire system and drugged their champion's
competition. None could stand against him. The
whispers of Imperial agents became cheers in the

16 Galaxy Guide 16: The Old Republic

Chapter One: Galactic History

blockaded the Hydian Way and challenged the Jedi. Imperial commanders threw all their armies' might
Though the blockade was eventually broken, the into the direct assault and their ground forces fell
stage was set for the sacking of Coruscant and the in droves. For every Republic soldier who died, ten
uneasy truce which now paralyzes the Republic. Imperials were killed. The Empire was forced to call
The Mandalorian-Sith alliance remains intact to this in reinforcements.
day. That could change if the original ruse were
brought to light, but the Imperial intelligence Despite the defenders' determination, their lines
covers its tracks too well. Mandalore was slain were whittled away until only a handful of soldiers
recently, and his killer, the new Mandalore, has and Jedi remained. They rallied to Jedi Master
taken his place. Allusis for a final stand.

Whether or not he's an Imperial puppet remains Imperial Grand Moff Zellos offered to spare
to be seen, but we must watch him closely. Imperial Master Allusis if he and his brave comrades would
agents' success in bringing the Mandalorians into surrender. Neither pride nor foolhardiness drove
the war was the counter-play to the Republic's first the defender's decision. They were guided by the
string of victories.[15] Force. They had passed beyond the fear of death.
Their glorious last stand will never be forgotten.
BTC 18 - THE BATTLE OF Allusis and his men fell, but not before the
BOTHAWUI Imperials were driven to retreat. The Battle of
Bothawui was a draw.
When the Emperor planned the Republic's
destruction, he did not foresee the need for The heroes of Bothawui inspired bold new
alliances. The Sith would sweep through the galaxy, Republic strategies that eventually halted the
systematically exterminating their age-old Jedi Empire's advances. In retrospect, though, the
enemies and dismantling the proud Republic. Republic lost too many systems in the early years
of the great war. The execution of the Emperor's
But the Emperor's vision was cynical. He did not brilliant strategy was flawless. Survival was the best
count on the brave sacrifices the Republic's heroes the Republic could hope for.
were willing to make. After the Sith offensive seized
the Seswenna sector of the Outer Rim, the Imperial I have spent much time now piecing together the
armada turned its sights closer to the core. The puzzle of the Emperor's initial designs, and I have a
Mid Rim. theory that is quite surprising.[15]

Believing the Republic was still recovering from BTC 103 - PEACE FOR THE
its heavy losses, Imperial forces charged into REPUBLIC?
Bothan space, where they were caught off guard by
the full force of the Republic fleet. The Republic The centuries preceding the great war were a
fleet obliterated the Imperial squadron and the time of peace and growth for the Republic. Dozens
Battle of Bothawui became the Republic's first of new star systems joined the Galactic Senate. For
major victory in the war. the Sith Empire, however, these centuries were
marked by a rapid acceleration in the preparations
The news spread across the galaxy, rekindling for war - an effort in which the Sith showed
lost hopes and re-energizing exhausted defenders. surprising cooperation and sacrifice.
The Republic fleet moved on, but a courageous
force of Jedi and Republic soldiers remained on I have long suspected that during this extended
Bothawui to await the Empire's return. period, the Sith spent generations infiltrating
Republic political circles and even the Jedi Order.
The vengeance of the Sith came swiftly. Imperial Reviewing historical records, I have uncovered
battle cruisers from around the galaxy closed in on strong evidence of one such case. Eison Gynt was a
Bothan space to recoup their losses. A high- fourth generation Jedi, widely considered to be the
powered planetary shield protected Bothawui from most promising padawan in the Order. Having a
bombardment, forcing the Imperial forces to similar heritage, the venerated Jedi scholar, Master
engage on the ground. Barel Ovair, took Gynt as his new apprentice.
Together, Ovair and Gynt traveled the galaxy,
Jedi Master Belth Allusis, seven dozen of the studying the mysteries of the Force.
Order's finest knights, and four thousand of the
Republic's strongest soldiers dug in to defend the Over the years, the pair became more and more
shield generators... or die trying. ambitious, eventually undertaking a daunting
mission. They set out to explore the ancient Sith
The disparity was staggering. An unprecedented temples on Yavin 4. Their goal was to investigate
Imperial army, fifty thousand strong, descended on teh final resting place of Naga Sadow - one of the
Bothawui's brave defenders. The defenders were most power Sith Lords who ever lived.
undaunted. With no expectations of survival, they
were mindful of their duty. But overconfident

Galaxy Guide 16: The Old Republic 17

Chapter One: Galactic History

Arriving on Yavin 4, Ovair and Gynt discovered Lords could be a threat to his power when he
that Naga Sadow's twisted Massassi warriors had returned to the known galaxy a century later...
survived the centuries. The Massassi originated as Ovair's trip to Yavin 4 was a pre-emptive strike... To
a Sith sub-species, forming the backbone of the seal Naga Sadow's tomb and ensure the Emperor's
earliest Sith armies. But Naga Sadow subjected his only enemies when he returned would be the Jedi
Massassi followers to heinous experiments - turning and the Republic.
them into dark force-wielding monsters.
How unfortunate that we've only learned the
Gynt and Master Ovair fought bravely against the terrible truth about Master Ovair more than a
Massassi, but they were defeated and forced to flee century too late. Of course, this revelation only
deep into the temple. There, they encountered the raises further questions... What other acts of dark
dark energies still lingering in Naga Sadow's tomb. subterfuge were Ovair and his family involved
Weeks later, Master Ovair returned to the Jedi in...?[15]
temple on Coruscant alone, wounded and half
insane from the tortures he had endured. After a This concludes my primary report on the last
lengthy recovery, Master Ovair told a tale of the century of galactic history. Though the previous
horrors he faced, and of Gynt's tragic death. Several centuries are filled with important events - leading
years passed. all the way back to the founding of the Republic and
the formation of the Je'daii order - these are outside
Then one day, Eison Gynt mysteriously re- the purview of my immediate research into the
appeared on Coruscant, wearing the garb of the roots of the current crisis. However, should one
Massassi warriros and bent on killing Master Ovair. wish to pursue research of deep galactic history,
Possessed by the dark spirit of Naga Sadow, Gynt the Jedi Archives on Tython have fortunately
attacked his former master in broad daylight. The survived the war's destruction mostly intact.
brutal battle between the two was staged with all of
the Republic watching. Gynt's borrowed powers A NOTE FOR GAMEMASTERS
were formidable, but Master Ovair won the day.
This section exists only to assist you in
Ovair's triumph over darkness was celebrated fleshing out your stories with historical
and the Jedi Council assumed that all was well. The information, should you choose to do so.
question no one asked was this: Why would Naga There is nothing to suggest you should adhere
Sadow's spirit seek vengeance, specifically against to any of this information for your campaigns
Master Ovair? or adventures, as such detailed records exist
only to add flavor to the world. Use it or don't,
The answer has become clear after a closer look it's your universe!
at Ovair's Jedi heritage: His father and grandfather
also went out of their way to visit the tombs of the
ancient Sith Lords. They were a family of Sith
infiltrators. Ovair's mission on Yavin 4 was not for
the Jedi - it was on behalf of his true master, the
Dark Emperor of the Sith.

The Emperor knew the spirits of the ancient Sith

18 Galaxy Guide 16: The Old Republic

Chapter One: Galactic History

CHAPTER TWO:

THE REPUBLIC

There is no emotion, there is peace. painful peace treaty, losing control of many
There is no ignorance, there is knowledge. outlying worlds. While the Empire consolidates its
There is no passion, there is serenity. power, the Republic and the Jedi hurry to rebuild
There is no chaos, there is harmony. and prepare for the next conflict sure to come.[4]
There is no death, there is the Force.
—The Jedi Code (Based on the meditations of The Galactic Republic, ruled from its capital city-
Odan-Urr)[5] world of Coruscant, has been the dominant galactic
government for ten thousand years. The Republic,
Hello, I'm Sallos Brynn. As a Jedi consular, it is led by a Supreme Chancellor, has a democratic
my duty and honor to join with the Republic government that has been able to sustain itself for
military in guarding and protecting this great more than twenty thousand years. It is said that its
society and ensuring that her brilliance continues complete history would "fill a thousand libraries".
to stand for another twenty thousand years. Since the signing of the Treaty of Coruscant, the
Republic has been involved in a Cold War with the
The principal ally of the Jedi Order in reborn Sith Empire.
safeguarding our grant alliance is the Force - and a
powerful ally it is. An energy field created by all For more than twenty thousand years, the
living things, organic life generates it and makes it Galactic Republic has been the most civilized and
grow. It surrounds us, penetrates us - it binds the advanced power in the known galaxy. Governed by
universe together. Through meditation and self- the Galactic Senate with representatives from
sacrifice, we learn from the Force and let it guide hundreds of star systems and planets, the Republic
our actions. has been the center of peace and progress, a bright
beacon in the darkness of outer space.
A Bright Light In The Darkness
The revered Jedi Order has sworn itself to
An alliance of planets and mega-corporations defend the Republic, to battle the darkness, and to
that value democracy, justice and freedom, the bring peace and balance to the greater galaxy. The
Galactic Republic has stood for over twenty Jedi have served for millennia in this capacity, and
thousand years. Ruled by a Senate comprised of in that time they have earned themselves the
delegates from all its member worlds and overseen admiration of their allies, and the hatred of their
by a Senate-appointed Supreme Chancellor, the enemies.
Republic struggles to restore its former greatness
in the wake of the Sith Empire’s invasion decades Less than a century ago, the greatest of those
ago. Having emerged victorious in numerous enemies returned to destroy the Republic.
conflicts in the past with the aid of its protectors in
the Jedi Order, the Republic has no intention of History of the Republic
allowing the Empire to consume the entire galaxy.
After its capital world of Coruscant was sacked by The Republic itself was formed in 25,053 BBY
the Empire, the Republic was forced to sign a when the first “Galactic Constitution” was signed on
Coruscant, after the Corellian Hyperdrive
connected many worlds in the Galactic Core.
Whether this means that Coruscant was the original

Galaxy Guide 16: The Old Republic 19

Chapter Two: The Republic

homeworld of humans or simply the most powerful serving the maximum number of terms, or through
world at the time is still up for debate, and there a vote of no confidence in the Senate.
has been little said about the event other than that
it occurred. The Republic was made up of several The office was held by Supreme Chancellor
hundred thousand worlds. Janarus up until the government of Corellia
seceded to the Empire. A bounty hunter, whom
The onslaught of the Sith Empirecaught the Janaras had placed at the top of the Republic's
Republic and the Jedi completely by surprise, and Most Wanted list, helped discourage any hopes of
during a long and arduous war, the Republic was Corellia rejoining the Republic. Soon after, Janaras
broken. After the capital planet of Coruscant was was tracked and removed from office by the same
ravaged by the Sith's military forces, the Supreme hunter, at which point Leontyne Saresh, the
Chancellor and the Senate were forced to sign the governer of Taris and Janarus' political rival,
painful Treaty of Coruscant, which required the assumed the office. [1]
Republic to withdraw its support of several long-
standing allies, including the ever-loyal Bothans. Supreme Chancellor Dorian
Janarus
Struggling with a wave of seceding star systems,
an insurmountable supply crisis, and chaos on the Janarus had long served the Republic people
streets of Coruscant, the Senate has become as Coruscant’s Senator when the Sith Empire’s
paralyzed in the years since the treaty. reemergence thrust him into prominence. Later,
with the Republic struck humble and leaderless
The bitter and divided nobility of the Core during the Sacking of Coruscant, it was Janarus’s
Worlds disputes every decision, damaging the authority and resolve that earned him respect
morale of the Republic’s already discouraged from the citizens and Senate alike. Janarus was
citizens. Blaming the Jedi for the failures that led to unanimously elected to the office of Supreme
Imperial domination, the Senate has distanced itself Chancellor, where he has remained ever since.
from the Republic’s legendary guardians. Support for Janarus has steadily fractured over
the years, however, as many planetary
The Jedi remain committed to protecting the governments have chafed at the costs of
Republic, but the Jedi Council has moved from rebuilding Coruscant. Military advisors also grow
Coruscant to the ancient Jedi homeworld of increasingly frustrated with Janarus’s refusal to
Tython. stamp out sedition, but his stance has always
been to protect the Republic’s core values of
The Republic has trained new combat squads of freedom, justice and the right to self-
Special Forces, disciplined teams capable of governance.[4]
working together with near-perfect efficiency.
These elite troopers often work in conjunction with
the Jedi, but in many places the troopers have
taken the leading role in providing the Republic’s
defense.

Despite a post-war economic depression and the
continued expansion of its enemies, the spirit of the
Republic remains independent, brave, and strong.
New leaders are stepping forward even now to
stand against the Sith Empire, liberate the galaxy,
and restore the Republic to its former glory.[1]

THE GALACTIC SENATE

The Galactic Senate serves as both the legislative
and executive branch in the Galactic Republic;
governing from the Senate Building located on
Coruscant.

The Supreme Chancellor is both the Head of
State and Head of Government for the Galactic
Republic. A Chancellor is elected into office by the
Galactic Senate to serve a set number of terms.
Often times a Chancellor is voted into office from
the current members of the Senate, and a new
Senator is concurrently voted into place for that
planet during the same meeting. They can be
removed from office by loss of an election, by

20 Galaxy Guide 16: The Old Republic

Chapter Two: The Republic

■ Supreme Chancellor Dorian Janarus loyal political allies, she delivered an
impassioned speech on the steps of the Senate
Type: Republic Supreme Chancellor tower calling for the eradication of the Sith
DEXTERITY 2D Empire. Saresh’s rousing words inspired millions
Blaster 3D+1, brawling parry 4D+2 and gave birth to a new age in which the
PERCEPTION 2D Republic would stop at nothing to win the
Bargain 8D, con 7D+1, hide 2D+1, investigation conflict and ensure the galaxy’s freedom.[4]
4D+2, persuasion 8D+2, search 4D+1, sneak 6D+1
KNOWLEDGE 2D ■ Leontyne Saresh
Bureaucracy 9D+1, law enforcement 5D, streetwise
2D+1, survival 2D+2, value 2D+1, willpower 5D Type: Republic Supreme Chancellor
MECHANICAL 2D DEXTERITY 1D+1
STRENGTH 2D Blaster 3D+1, dodge 5D, melee combat 3D, pick
Brawling 3D, climbing/jumping 2D+2, stamina 4D+1, pocket 3D+1, running 3D+1, thrown weapons 2D+1,
swimming 2D+1 vehicle blasters 3D+2
TECHNICAL 2D PERCEPTION 3D+1
Character Points: 17 Bargain 9D+2, con 6D+1, hide 6D+1, investigation
Move: 10 6D, persuasion 7D+1, search 4D+1, sneak 4D+2
Equipment: Ceremonial holdout blaster pistol (3D), KNOWLEDGE 2D+2
ceremonial robes, comlink Bureaucracy 8D, intimidation 6D, languages 4D+1,
streetwise 3D+1, survival 4D+2, value 3D, willpower
Leontyne Saresh 6D
MECHANICAL 1D
The Supreme Chancellor of the Republic STRENGTH 1D+2
serves as both political arbiter and leader of the Brawling 2D, climbing/jumping 2D+2, stamina 5D+1
free galaxy–and no one is better suited to the TECHNICAL 2D
honor than Leontyne Saresh. Enslaved by the Head-tails: Twi'leks can use their head-tails to
Empire as a young child, the charismatic, communicate in secret with each other, even if in a
ambitious and fiercely intelligent Saresh escaped room full of others. The complex movement of the
her captors to become a passionate opponent of tails is, in a sense, a "secret" language that all
Imperial injustices. After Imperial forces sacked Twi'leks are fluent in.
the Republic capital of Coruscant to end the war, Character Points: 21
Saresh launched an illustrious political career Move: 11
that would win her a seat on the Republic Senate, Equipment: Ceremonial holdout blaster pistol (3D),
governorship of Taris and a fearless reputation. ceremonial robes, comlink
When war erupted again, Saresh was elected by
the Senate to replace Supreme Chancellor General Garza
Janarus. Surrounded by ardent supporters and
One of the most experienced officers in the
Galactic Republic military, General Elin Garza is a
tactical and strategic genius with a near-flawless
operational record. She served with distinction in
the war against the Empire and played an
instrumental role in the formation and training of
the army’s elite Special Forces division. Although
her achievements are numerous, Garza has become
a figure of increasing controversy. She has a
reputation for being ruthless and uncompromising,
and is often accused of authorizing secret assaults
against Imperial interests throughout the galaxy.
These accusations remain unproven, but few doubt
the lengths that Garza will go to secure victory for
the Republic.[4]

General Garza is the commander of the Republic
Special Forces during the Great Galactic War and
the Cold War that follows it now. She is one of the
most experienced officers in the Galactic Republic
Military, and has received numerous
commendations, such as the Chancellor's Service
Medal, the Medal of Valor, the Silver Crescent, and

Galaxy Guide 16: The Old Republic 21

Chapter Two: The Republic

the Mark of Dedication. She is considered a tactical TECHNICAL 3D
genius and has a flawless record of operations. Blaster repair 3D+1

Garza played a key role in the formation of the Character Points: 15
Republic Army's special forces division. Despite her Move: 10
achievements, Garza's reputation as a ruthless and Equipment: Republic naval officer's uniform,
uncompromising leader makes her a polarizing comlink, datapad, blaster pistol (4D)
figure among the Republic. Though never proven,
she is often accused of authorizing secret assaults THE REPUBLIC ARMY
against Imperial holdings despite the Treaty of
Coruscant.[1] The Republic Military is the main armed force of
the Galactic Republic.
■ General Elin Garza
The Republic Military is one of the greatest
Type: Republic Special Forces Commander militaries in the whole galaxy, its only main
DEXTERITY 3D+1 adversary being the Sith Empire. It provides not
Blaster 5D, blaster: blaster pistol 6D+1, blaster: blaster only defense of the Republic itself, but is also it in
rifle 6D+2, brawling parry 5D+2, dodge 5D+2, grenade charge of invading hostile planets, defending allied
6D+1, melee combat 5D+1, melee parry 5D+2, running worlds and trade convoys, etc.
6D+2, thrown weapons 6D+2, vehicle blasters 4D
PERCEPTION 2D+2 The highest ranking officer is Supreme
Command 9D+1, con 6D+1, gambling 3D+2, hide 5D+1, Commander, but the Minister for Defense oversees
investigation 3D, persuasion 5D, search 3D, sneak 3D+2 all of its activities.[1]
KNOWLEDGE 3D
Bureaucracy 8D, intimidation 6D+2, law enforcement Rank Structure
5D+1, streetwise 5D+2, survival 5D, tactics 8D+1, value
5D+1 Like all military organizations, the Republic Army
MECHANICAL 2D+2 and Navy rely on ranking hierarchies to maintain a
Astrogation 3D+2, space transports 4D+1, clear chain of command. These ranks are listed in
STRENGTH 3D+1 the above inset box, from highest responsibility to
Brawling 4D+1, climbing/jumping 4D+1, stamina 3D+2, lowest. Unless otherwise noted, ranks are used
swimming 3D+2 across service branches.

The term “commander” may be used to describe
anyone in a position of command and is not
reserved for a specific rank. Due to the great
diversity of service personnel present in the
Republic military, regulations specify that the
honorific “sir” should be used when addressing any
personnel of higher rank than oneself, regardless of
the species, gender or position of the addressee.[4]

REPUBLIC TROOPERS

Honor, Duty, Defense of the
Republic

Not all heroes carry lightsabers. Some just have
the will to fight.

For decades, the armed forces of the Galactic
Republic defended their civilization against the
seemingly unstoppable Sith Empire. Despite
countless setbacks, the men and women of the
Republic military never backed down until the
Senate ordered them to do so. These brave souls
remain ready and willing to lay their lives on the
line today.

In the wake of the Treaty of Coruscant, the
Republic military has begun recruiting from within
its own ranks, creating cutting-edge Special Forces
squads for the inevitable day when the war with the
Sith Empire begins anew. These advanced strike
teams are comprised of only the most talented and

22 Galaxy Guide 16: The Old Republic

Chapter Two: The Republic

REPUBLIC RANK RECOGNITION GUIDE

The following is a recognition guide for Republic rank insignia. The first rank listed is for the Navy,
the second for the Army.

Supreme Commander Admiral / General

Commodore / Colonel Group Captain / Major

Captain Lieutenant

Ensign Sergeant Corporal

Specialist Private

disciplined soldiers—a new breed of elite Republic win or face extinction. The fate of the galaxy rests
Troopers. upon ordinary men becoming extraordinary heroes.
This is the path of the Republic Trooper.
These Troopers are the embodiment of the
Republic military’s highest aspirations—the most Relations with the Jedi
advanced fighting force in the galaxy. They are
equipped to face any foe in any environment, but The Knights of the Jedi Order have defended the
it’s not their gear that makes them tough—it’s their Republic for generations, but they have not fought
guts. The Troopers’ greatest weapons are their alone. A host of unsung heroes have marched at the
indomitable spirit, their unwavering sense of duty Jedi’s side—common men courageous enough to
and their undying loyalty to each other and to the enlist and face the same risks as their Jedi
ideals that the Republic represents. In this age, the comrades despite not having access to the Jedi
stakes have never been higher. The Republic must

Galaxy Guide 16: The Old Republic 23

Chapter Two: The Republic

powers of protection. These heroes have not gone fought in the Battle of Alderaan against Sith forces.
unappreciated by the Jedi. The men and women of Later in life, he became the Supreme Commander of
the Republic military are accorded complete the Republic Military.
respect and admiration by the Order and by the
Republic’s political leaders. At the height of the Galactic War, Malcom and
his Havoc Squad were stationed on the tranquil
In the years since the Treaty of Coruscant, the Core Worldof Alderaan to defend it from the
Jedi have withdrawn in significant numbers to their growing wrath of the Sith Empire. During the Battle
homeworld of Tython. Their presence in the of Alderaan he managed to defeat two Sith warriors
Republic military, though still significant, is not and save Satele Shan from Darth Malgus, after Shan
what it was during the war. In many ways, the first saved him from execution.
Republic’s newly-trained elite Troopers have
stepped up to take charge of the Shan and Malcom later admitted their feelings for
Republic’s defenses. When each other and conceived a
Troopers are partnered with the son named Theron Shan.
Jedi, they are a force to be The birth of their son was
reckoned with on any battlefield.[1] kept hidden from Jace,
however, as Shan felt that
Jace Malcom Jace was becoming too
unpredictable to know of his
"With every battle, there are offspring.[1]
fewer of us to keep up the fight.
Those who remain pay a heavy ■ Jace Malcom
price. But we know the Force is
with us. We will never surrender, Type Republic soldier
and we are not alone. The long DEXTERITY 3D+1
night is finally ending." Blaster 8D, blaster: blaster rifle
9D, brawling parry 6D+2, dodge
-Malcom at Alderaan 6D+1, grenade 6D, melee parry
5D+2, melee combat 6D, missile
Jace Malcom served in the weapons 7D, vehicle blasters
Special Forces division of the 6D+2
Republic Army. He was the PERCEPTION 3D
commander of Havoc Squad, and Bargain 6D, command 7D+2, con
4D, gambling 4D, hide 5D,
investigation 8D, persuasion
7D+2, search 6D+1, sneak 5D

24 Galaxy Guide 16: The Old Republic

Chapter Two: The Republic

KNOWLEDGE 3D+2 KNOWLEDGE 2D+2
Alien species 7D, bureaucracy 6D+2, cultures 5D+1, Intimidation 6D+1, law enforcement 3D, tactics 3D+2,
intimidation 6D+2, languages 5D+2, planetary systems 7D, value 3D
streetwise 8D, survival 7D+2, value 6D, willpower 6D+1 MECHANICAL 2D+2
STRENGTH 4D STRENGTH 3D+2
Brawling 6D, climbing/jumping 5D+1, lifting 4D+1, stamina Brawling 6D
9D+2, swimming 6D TECHNICAL 3D
MECHANICAL 2D+2 Special Abilities:
Astrogation 5D+1, beast riding 4D, communications 5D+2, Claws: Cathar have claws that do STR+1D damage.
repulsorlift operation 4D+1, space transports 5D+2, Character Points: 9
starship gunnery 6D, starship shields 6D+1, sensors 5D Move: 10
TECHNICAL 2D Equipment: Assault cannon (7D), sniper rifle (5D),
Armor repair 5D, blaster repair 6D+1, computer comlink, Republic trooper armor (+2D physical, +1D
programming/repair 5D+2, demolition 7D, droid energy, -1D DEX and related skills)
programming 3D+1, first aid 6D+2, security 10D+1, space
transport repair 3D+1 Tanno Vik
Force Points: 2
Dark Side Points: 4 One of the most talented demolitions experts to
Character Points: 15 ever serve in the Republic military, Tanno Vik is
Move: 10
Equipment: Assault cannon (7D), D86 blaster rifle (5D),
vibro knife (STR+1D), 5 ion photon grenades (4D),
Republic trooper armor (+2D physical, +1D energy, -1D
DEX and related skills), integrated comlink (range: 1 km)

[11]

Aric Jorgan

A born leader, Aric

Jorgan is one of the

Republic’s most capable

field officers. He

enlisted in the military

at an early age and

quickly distinguished

himself as a talented

marksman. His

impeccable service

record earned him a

spot in the Republic’s

top sniper squad, where

he successfully carried

out over a dozen

missions against high-

ranking Imperial targets.

Since his transfer to

Fort Garnik, Jorgan has

earned a reputation as a hard and demanding

taskmaster.

However, few realize his surly demeanor belies a

genuine concern for the well-being of his troops.

While those under his command may not

particularly like the brooding Cathar, they almost

always respect him.[4]

■ Aric Jorgan

Type: Republic sniper
DEXTERITY 3D+1
Blaster 5D+2, blaster: blaster pistol 6D+2, brawling parry
3D+2, dodge 6D+2, grenade 4D+1, melee combat 4D,
melee parry 5D, running 4D+2, thrown weapons 3D+2

PERCEPTION 2D+2
Command 6D+1

Galaxy Guide 16: The Old Republic 25

Chapter Two: The Republic

THE LEGEND OF HAVOC SQUAD

The founding unit of the Republic Special Forces division, infantry squad 326–code-named “Havoc Squad”–is
renowned as the army’s most elite fighting team. Despite the total secrecy of Havoc’s missions, the team has taken
on an almost superhuman reputation on both sides of the war–unstoppable commandos who can strike anytime,
anywhere, regardless of opposition. Before Special Forces existed as a separate division of its own, Havoc Squad
was attached to a standard infantry division throughout the Great War. It wasn’t until the Battle of Alderaan that the
squad rose to galactic fame, leading a small group of wounded and recovering men to victory against a massive
Imperial invasion force. The value of small elite units had been proven, and Havoc Squad was later chosen as the
model for a full division of highly trained and agile infantry squads–the Republic Special Forces.[4]

Havoc Squad's creation was part of the larger introduction of Galactic Republic special forces commandos
following the departure of the Jedi from Coruscant for the planet Tython. The squad saw action in many Cold War
hot spots, including the civil war on Ord Mantell and the Battle of Alderaan. Led by the brave commander Malcom,
Havoc Squad helped reclaim Alderaan from the forces of the Sith Empire under the leadership of the Sith Lord,
Darth Malgus. During the battle on Alderaan, Havoc Squad fought and killed numerous Imperial troopers, assault
droids and Sith alike, though the squad was considerably outnumbered. During the battle, Satele Shan arrived to aid
Havoc Squad in combating Darth Malgus' Sith forces, slaying a number of Sith Warriors before defeating Malgus in
single combat, effectively allowing the Republic to emerge victorious from the guerrilla conflict.[1]

Defection

The legend of Havok Squad then took a dark turn.
Eventually, the squad fell under the command of Harron Tavus who led them during multiple engagements. This
saw them face numerous skirmishes against the elite Shadow Fist unit of the Imperial Military.
A noted incident emerged when the squad was sent by General Garza to Ando Prime to cut off an Imperial
offensive. The squad encountered more enemy soldiers than expected and were forced to call for extraction. But
before Garza could get a rescue operation going, the Republic Senate shut it down. Garza had sent the squad to
Ando Prime without the Senate's consent or knowledge, and the senators would not allow her to risk re-igniting war
with the Empire. To prevent violating the Treaty of Coruscant, the Senate did not acknowledge the squads mission
as sanctioned. The squad was left stranded in enemy territory, though they managed to return to the Republic
through a stolen shuttle. However, the incident left a dark scar on the team with many of its members believing that
they were betrayed by the Republic. Together, they began making their plans to defect to the Empire.
The defection of Havoc Squad occurred just as a new recruit joined their ranks. Untainted by the betrayal at
Ando Prime, this new recruit, who came to be known simply as “Havoc” – resisted the efforts of Tavus. Though he
was unable to stop the traitors from escaping, Havoc did report their defection to General Garza, as well as their
seizure of the ZR-57 Orbital Strike Bomb, a weapon of immense destruction.
Afterwards, the recruit was made the new head of Havoc Squad and given the task of recruiting new members
into the squad, being given a lead by recruiting Aric Jorgan, who was recently demoted to Sergeant, as Havoc's first
squadmate.[5]

THE NEW HAVOC SQUAD

Through a series of offensive campaigns, the new leader of Havok Squad quickly filled out its ranks with loyal,
fearless officers and eventually succeeded in hunting down the remaining members of the traitorous original group.
Opting to continue the squad rather than disband it, Havoc himself, as well as General Garza and Aric Jorgan were
instrumental in restoring the good name of Havoc Squad, as well as the place it held in the hearts and minds of the
Republic citizens. Now, as before, joining Havoc Squad is once again the highest a honor a loyal Republic soldier
can hope to achieve.

charming, highly skilled and completely amoral. advanced weapons and explosives in the galaxy, he
Born to the lawless streets of Nar Shaddaa, Vik is was hooked. During training, Vik impressed his
accustomed to putting his own interests first; instructors with his unprecedented speed at
enlistment was merely a convenient means of locating structural weaknesses in everything from
escape after betraying one criminal partner too buildings to vehicles, ensuring that he always
many. But once he got his hands on the most planted his explosives where they would do the

26 Galaxy Guide 16: The Old Republic

Chapter Two: The Republic

most damage. He was even considered for entry ■ Elara Dorne
into Special Forces division, but his belligerent
attitude and disregard for authority held him back. Type: Republic field medic
Criminal accusations were registered against him DEXTERITY 3D+2
throughout his short service career, leading to his Blaster 7D, brawling parry 4D+2, dodge 5D+1, grenade 5D,
eventual conviction and discharge.[4] melee combat 5D, running 5D+1, thrown weapons 4D
PERCEPTION 2D+2
■ Tanno Vik Command 5D
KNOWLEDGE 3D+2
Type: Disgraced Republic demolitions expert Tactics 6D+2
DEXTERITY 3D+2 MECHANICAL 2D+2
Blaster 6D, brawling parry 5D+2, dodge 7D+1, grenade 5D, STRENGTH 2D+2
melee combat 6D+2, melee parry 5D+2, missile weapon Brawling 6D+2
4D+2, pick pocket 4D, running 4D+1 TECHNICAL 2D+2
PERCEPTION 2D+1 Blaster repair 3D, first aid 6D+1, (A) medicine 5D
Command 3D, con 3D+1, forgery 3D+2, hide 2D+2, Character Points: 9
persuasion 3D Move: 10
KNOWLEDGE 2D+2 Equipment: Blaster pistol (3D), medkit, biosample kit
Intimidation 3D, tactics 4D
MECHANICAL 3D
STRENGTH 3D+2
TECHNICAL 2D+2
Blaster repair 3D+1, demolitions 9D
Character Points: 7
Move: 10
Equipment: Blaster carbine (4D), light armor (+1D
physical and energy, -1D DEX and related skills),
explosives (8D), 3 concussion grenades (6D), comlink,
6,000 credits

Elara Dorne Yuun

A highly talented field medic, Elara Dorne was Even in an organization as diverse as the
born Imperial and served in the Empire’s military Republic Army, Yuun stands out. A member of the
for two years before defecting to the Republic. She Gand species and hailing from the Gand
has since served with distinction as a search-and- homeworld, Yuun is a Findsman, a type of
rescue squad leader, earning several shamanistic tracker held in very high regard among
commendations for aiding wounded men under his people. He applies his unusual training to
direct enemy fire. Her operational record is technical tasks of every kind, resulting in a success
flawless. What no record can show is that Dorne’s record unmatched by any other technician in the
background, combined with her strict adherence to military. As effective as Yuun’s methods are, they
regulations and rigid, uncompromising personality, rarely meet with understanding or approval from
has made her fairly unpopular with her fellow his fellow soldiers. But despite his eccentricities,
soldiers. In truth, she’s widely regarded as a cold, Yuun’s fighting skill and calm approach to any
asocial killjoy, an unfortunate side effect of her challenge generally earn at least the grudging
dedication to embodying the laws and ideals of the respect of the men and women he serves with.[4]
Republic.[4]
■ Yuun

Type: Republic findsman
DEXTERITY 2D+1
Blaster 5D, blaster: blaster pistol 5D+1, brawling parry
4D+2, dodge 3D, grenade 4D+2, melee combat 3D, melee
parry 2D+2, pick pocket 2D+2, running 3D+1
PERCEPTION 2D+2

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Chapter Two: The Republic

Command 3D+2, hide 5D+1, search 6D+1, search: tracking effects from sandstorms or conditions with other
8D+2, sneak 5D+1 airborne debris. The Gands’ second layer of eye
KNOWLEDGE 3D
Intimidation 6D+2, survival 3D+1 protection is an exceptionally durable chitin that can
MECHANICAL 2D+2 endure substantial punishment. For calculating damage,
Space transports 3D
STRENGTH 4D+1 this outer layer has the same Strength as the character.
Brawling 6D+1 Findsman Ceremonies: Gands use elaborate and arcane
TECHNICAL 3D rituals to find prey. Whenever a Gand uses a ritual (which
Blaster repair 3D+2, computer programming/repair 6D+1, takes at least three hours) he gains a +2D to track a
encryption 6D+2, security 3D+1
Special Abilities: target.
Ammonia Breathers: Most Gands do not respire. Mist Vision: Having evolved on a mist-enshrouded world,
However, there is a small number of Gands that are of Gands receive a +2D advantage to Perception and
older evolutionary stock and do respire in the traditional relevant skills in environments obscured by smoke, fog,
sense. These Gands are ammonia breathers and find
other gases toxic to their respiratory system--including or other gases.
oxygen. Natural Armor: Gands have limited clavicular armor
Exoskeleton: The ceremonial chemical baths of some about their shoulders and neck, which provides +2
findsmen initiations promote the growth of pronounced physical protection to that region (they are immune to
knobby bits on a Gand’s exoskeleton. The bits on a nerve or pressure point strikes to the neck or shoulders.)
Gand’s arms or legs can be used as rough, serrated Regeneration: Many Gands-particularly those who have
weapons in close-quarter combat and will do STR+1 remained on their homeworld or are of one of the very
damage when brawling.
Eye Shielding: Most Gands have a double layer of traditional sects- can regenerate lost limbs. Once a day, a
eyeshielding. The first layer is composed of a transparent Gand must make a Strength or stamina roll: a Very
keratin-like substance: the Gand suffers no adverse Difficult roll results in 20 percent regeneration; a Difficult
roll will result in 10 percent regeneration, a Moderate roll

will not assist a Gand’s accelerated healing process, and
the character must wait until the next day to roll.
Reserve Sleep: Most Gands need only a fraction of the
sleep most living beings require. They can “store” sleep

REPUBLIC TROOPER FIELD RECONNAISSANCE

Deployed to the hairiest battlefields in the galaxy, Republic Troopers generally travel in small,
specialized squads. It is not uncommon, however, to see a Trooper engaging enemies on his or her
own. Whether operating solo or in groups, members of the Republic Special Forces have become
intimidating opponents to their enemies.

Outfitting

The Republic’s experiments with a new generation of heavy blaster rifles have proven successful,
sparking a galaxy-wide trend towards larger, more powerful and more versatile armaments. It takes a
great deal of strength and training, however, to wield these war machines, so they’re rarely used
outside the military. Republic engineers have also worked overtime fashioning new defensive gear for
the Republic’s most elite soldiers, armor suits that provide maximum protection and flexibility in
multiple environments.

Combat Tactics

Whether fighting as part of a small strike squad or at the forefront of a larger force, the Trooper
can unleash unrivaled firepower against his enemies. A Trooper’s rifle is his best friend, and the
military is constantly challenged to design faster, more powerful and more reliable blaster rifles every
year. Wielding such rifles and wearing protective battle armor designed by the Republic’s top
engineers, the Trooper will not hesitate to step right into the crossfire. Whether storming a base or a
battlefield, the Trooper charges into the fight, blaster-rifle blazing, to clear a path for freedom and
justice.

Though the Trooper’s tactical strengths tend to rely on ranged technology and superior firepower,
standard training involves lengthy exercises in close-quarters combat. A slam to the face from a
cortosis-reinforced rifle stock is a very effective melee maneuver. In addition to the arsenal of attacks
available to the Trooper using his rifle, standard Trooper equipment often includes a number of
sticky grenades. Nearly impossible to remove, these explosives unerringly dispose of the target and
anyone standing nearby. Taking full advantage of the modern rifle’s versatile attachments, the
Trooper can launch a high-powered grenade that explodes on impact, incapacitating a single target.[1]

28 Galaxy Guide 16: The Old Republic

Chapter Two: The Republic

for times when being unconscious is not desirable. As PERCEPTION 2D
such, the Gand need not make stamina rolls with the Bargain 2D+1, con 2D+1, hide 4D+2, search 2D+2, sneak
same frequency as most characters for purposes of 5D+1
determining the effects of sleep-deprivation. Unless KNOWLEDGE 2D
otherwise stated, this is an assumed trait in a Gand. Intimidation 3D, tactics 2D+1
Ultraviolet Vision: Gand can see in the ultraviolet color MECHANICAL 2D
spectrum. STRENGTH 2D
Character Points: 6 Brawling 2D+2
Move: 10 TECHNICAL 2D
Equipment: Techblade (STR+2D), light armor (+1D Special Abilities:
physical and energy, -1D DEX and related skills), Amphibious: Chagrians can survive both on land and in
ammonia rebreather, comlink water, and gain a +1D+1 bonus to their swimming skill.
Low-Light Vision: Chagrians can see twice as far as a
normal human in poor lighting conditions.
Radiation Resistance: Chagrians gain a +1D+1 bonus
when resisting damage caused by radiation.
Story Factors:
Weak Sense of Taste: Chagrians lose their sense of taste,
and as such, they do not relish food the way most other
species do. Many feel that eating is a waste of time.
Character Points: 11
Move: 10
Equipment: Blaster cannon (7D), power generator,
Republic trooper armor (+2D physical, +1D energy, -1D
DEX and related skills)

Lieutenant Felix Iresso

The son of refugees made homeless during the
Great War, Lieutenant Felix Iresso has been a
career soldier for many years. His file shows
participation in several notable battles, including
the so-called Eight-Hour Invasion of Dubrillion
where Republic forces repelled an Imperial invasion
force with minimal reinforcements. Since then,
Lieutenant Iresso has earned excellent technical
scores and commendations for exemplary service.
However, his file also contains some discrepancies.
Lieutenant Iresso has one of the highest transfer
rates in the Republic military, serving under almost

Sergeant Fideltin Rusk

Raised by a colony of pacifist Chagrians, Rusk
rebelled against his family's beliefs and enlisted
with the Republic military as soon as he could. At
first, he proved to be a brilliant soldier and was
identified as a rising star in the Republic's ranks.
Somewhere along the way, however, his bravery
crossed the line into recklessness. Although he still
accomplished his combat missions, casualty rates
among his squad rose astronomically. Rusk quickly
became a pariah among other soldiers, including
his superiors. His aggressive pursuit of victory over
the Sith Empire at any cost has earned him many
medals from politicians, but no promotions from
his commanders.[4]

■ Sergeant Fideltin Rusk

Type: Republic soldier
DEXTERITY 2D
Blaster 3D+1, blaster: blaster pistol 5D+2, dodge 3D+2,
pick pocket 2D+2, running 4D, thrown weapons 3D

Galaxy Guide 16: The Old Republic 29

Chapter Two: The Republic

a dozen commanders across the galaxy in two Move: 10
years. The lieutenant has also been overlooked for Equipment: Republic trooper armor (+2D physical, +1D
promotion several times. The only explanation from energy, -1D DEX and related skills), integrated comlink
his superiors is a reference to an incident on Althir (range: 1 km), ion photon grenade (4D), knife (STR+1D),
where Lieutenant Iresso was captured by the blaster pistol (4D), D86 blaster rifle (5D), 2 days worth of
Empire, but no details are given.[4] rations, signal flare pistol

■ Lieutenant Felix Iresso

Type: Republic soldier
DEXTERITY 2D
Blaster 3D+1, blaster: blaster rifle 3D+2, brawling parry
4D, dodge 3D, melee combat 4D+2, melee parry 2D+1,
pick pocket 2D+1, thrown weapons 2D+2
PERCEPTION 2D
Command 3D+1, search 2D+1, sneak 4D
KNOWLEDGE 2D
Intimidation 3D+1, languages 2D+1, survival 4D, tactics
3D, willpower 3D+1
MECHANICAL 2D
STRENGTH 2D
TECHNICAL 2D
Blaster repair 3D+2, droid repair 5D+1
Character Points: 11
Move: 10
Equipment: D86 blaster rifle (5D), blaster pistol (3D),
droid repair kit, Republic scout armor (+1D physical and
energy, -1D DEX and related skills), comlink

■ Average Republic Trooper ■ Veteran Republic Trooper

Note: parentheses indicate the stat as modified by armor Note: parentheses indicate the stat as modified by armor
DEX penalties DEX penalties
DEXTERITY 3D+2 (2D+2) DEXTERITY 3D+2 (2D+2)
Blaster 5D+2 (4D+2), brawling parry 4D+1 (3D+1), dodge Blaster 6D+2 (5D+2), brawling parry 4D+1 (3D+1), dodge
5D (4D), grenade 4D+2 (3D+2), melee parry 4D+2 (3D+2) 6D+1 (5D+1), grenade 6D (5D), melee parry 4D+2 (3D+2)
PERCEPTION 1D+2 PERCEPTION 1D+2
Search 3D+2 Search 3D+2
KNOWLEDGE 1D KNOWLEDGE 1D
Survival 3D Alien cultures: (planet of station) 3D+2, command 3D+1,
STRENGTH 3D languages: (planet of station) 3D, law enforcement 4D,
Brawling 4D scholar: republic military history 4D, survival 3D, tactics
MECHANICAL 1D+2 2D+1
Repulsorlift operation 4D STRENGTH 3D
TECHNICAL 1D+2 Brawling 4D, stamina 5D
Armor repair 2D, blaster repair 2D, demolitions 3D, first MECHANICAL 1D+2
Repulsorlift operation 4D
aid 2D, security 4D TECHNICAL 1D+2
Character Points: 0-5

30 Galaxy Guide 16: The Old Republic

Chapter Two: The Republic

Armor repair 4D, blaster repair 4D, demolitions 3D, first ■ Havoc Squad Trooper
aid 3D+2, security 4D
Character Points: 7 Note: parentheses indicate the stat as modified by armor
Move: 10 DEX penalties
Equipment: Republic trooper armor (+2D physical, +1D DEXTERITY 3D+2 (2D+2)
energy, -1D DEX and related skills), integrated comlink Blaster 8D+2 (7D+2), brawling parry 4D+1 (3D+1), dodge
(range: 1 km), ion photon grenade (4D), knife (STR+1D), 5D (4D), grenade 4D+2 (3D+2), melee parry 4D+2 (3D+2),
blaster pistol (4D), D86 blaster rifle (5D) or assault running 5D+2 (4D+2)
cannon (7D), 2 days worth of rations, signal flare pistol PERCEPTION 2D+2
Search 5D+2
■ Republic Trooper Squad Leader KNOWLEDGE 1D+1
Alien Cultures: (planet of station) 4D+2, Languages:
Note: parentheses indicate the stat as modified by armor (planet of station) 3D, Law Enforcement 4D, Survival 5D
DEX penalties STRENGTH 3D
DEXTERITY 3D+2 (2D+2) Brawling 5D, climbing/jumping 5D+1, stamina 5D
Blaster 6D+2 (5D+2), brawling parry 4D+1 (3D+1), dodge MECHANICAL 2D
5D (4D), grenade 4D+2 (3D+2), melee parry 4D+2 (3D+2) Repulsorlift operation 4D
PERCEPTION 2D+2 TECHNICAL 2D+2
Search 3D+2 Armor repair 4D, blaster repair 4D, demolitions 3D, first
KNOWLEDGE 1D+1 aid 3D+2, security 4D
Alien cultures: (planet of station) 3D+2, command 4D+1, Character Points: 7
languages: (planet of station) 3D, law enforcement 4D, Move: 10
survival 3D, tactics 3D+1 Equipment: Republic trooper armor (+2D physical, +1D
STRENGTH 3D energy, -1D DEX and related skills), integrated comlink
Brawling 4D, stamina 5D (range: 1 km), ion photon grenade (4D), knife (STR+1D),
MECHANICAL 2D blaster pistol (4D), D86 blaster rifle (5D) or assault
Repulsorlift operation 4D cannon (7D), 2 days worth of rations, signal flare pistol
TECHNICAL 2D+2
Armor repair 4D, blaster repair 4D, demolitions 3D, first THE GALACTIC NAVY
aid 3D+2, security 4D
Character Points: 10 From its humble beginnings twenty thousand
Move: 10 years ago as a fleet of Duros scout ships and
Equipment: Republic trooper armor (+2D physical, +1D repurposed Coruscanti trade vessels, the Republic
energy, -1D DEX and related skills), integrated comlink Navy has grown into one of the most formidable
(range: 1 km), ion photon grenade (4D), knife (STR+1D), armed forces in the galaxy. Under the authority of
blaster pistol (4D), D86 blaster rifle (5D), 2 days worth of the Senate, the Republic Navy has been involved in
rations, signal flare pistol

Galaxy Guide 16: The Old Republic 31

Chapter Two: The Republic

almost every major military action in ■ Republic Pilot
the Republic’s history. However,
centuries of simple peacekeeping DEXTERITY 2D+1
duties took their toll when the Blaster 4D, dodge 3D
Empire began the Great War. The PERCEPTION 1D+2
Republic Navy’s losses–particularly Command 4D, search 4D,
over the Hoth system–have forced it hide 4D, sneak 3D+2
to scale down patrols in the Outer KNOWLEDGE 1D
Rim and outlying systems. Today, the Planetary systems 2D+2
Republic Navy relies heavily on its MECHANICAL 3D
Thranta-class corvettes, flexible and Starfighter piloting 6D,
deadly warships that are usually starship gunnery 4D
deployed in small battle groups and STRENGTH 2D+2
stocked with squadrons of Republic Brawling 3D, stamina
fighters. But the greatest strength of 3D+1
the Republic Navy lies in its Valor- TECHNICAL 2D
class cruisers, enormous capital Computer
ships capable of taking on an Imperial dreadnought. programming/repair 3D,
Due to the massive investment of resources and starfighter repair 4D
crewmen, Valor-class vessels are normally held Equipment: Comlink,
back to the Core Worlds.[4] flight suit, blaster pistol
(4D)
■ Republic Naval Officer
THE JEDI ORDER
DEXTERITY 2D+2
Blaster 4D, dodge 3D+2, vehicle blasters 5D The Jedi Order is the ancient peacekeeping
PERCEPTION 3D+1 organization of those sensitive to the Force, mainly
Command 5D the light side, dedicated to protecting theGalactic
KNOWLEDGE 3D Republic. Its philosophies and objectives are
Planetary systems 5D considered the direct opposite to that of the Sith
MECHANICAL 3D+2 Order.
Astrogation 5D, capital ship piloting 5D, sensors
4D, space transports 6D, starship gunnery 5D, It is governed by the Jedi Council and led by the
starship shields 4D Grand Master.[1]
STRENGTH 2D+1
Brawling 4D, stamina 4D The Jedi Council
TECHNICAL 3D
Capital ship repair 5D Those who walk the path of the Jedi are guided
Equipment: Republic naval uniform, comlink, and overseen by the Jedi High Council. Sworn to
heavy blaster pistol (5D) protect and defend the Republic, the Council has
existed in one form or another for millennia,
■ Republic Naval Captain comprised of the wisest Jedi Masters of every era.
After the destruction of the Jedi Temple and the
DEXTERITY 2D+2 signing of the Treaty of Coruscant, the modern
Blaster 4D, dodge 3D+2, vehicle blasters 5D council removed itself from the politics of the
PERCEPTION 3D+1 galactic capital and settled on Tython, the ancestral
Command 5D home of the Jedi. Led by Master Satele Shan, the
KNOWLEDGE 3D Council now struggles to uphold its peaceful ideals
Planetary systems 5D, command 5D, command: in the face of the Sith threat. This paradox is
Republic Navy officers 6D+2, value 5D, willpower reflected in the personalities and beliefs of various
5D members of the Council–some, such as the
MECHANICAL 3D+2 scholarly Master Syo Bakarn, hope the Sith can be
Astrogation 5D, capital ship piloting 5D, capital ship redeemed and turned to the light side; others, such
as the militaristic Master Jaric Kaedan, believe
shields 5D, sensors 4D, space transports 6D, starship peace can only be achieved when all those who
gunnery 5D, starship shields 4D serve the dark side are destroyed.[4]
STRENGTH 2D+1
Brawling 4D, stamina 4D Satele Shan
TECHNICAL 3D
Capital ship repair 5D Grand Master of the Jedi Order and leader of the
Equipment: Republic naval uniform, comlink, datapad, Jedi Council, Satele Shan was born on the Core
heavy blaster pistol (5D)

32 Galaxy Guide 16: The Old Republic

Chapter Two: The Republic

World of Brentaal Four and is descended from KNOWLEDGE 2D
legendary Jedi Bastila Shan. Both a gifted warrior Alien species 8D+2, bureaucracy 8D, cultures 8D+1,
and wise teacher, Satele was personally responsible intimidation 2D+1, languages 5D, law enforcement 2D+1,
for rediscovering Tython and its hyperspace route. planetary systems 8D+2, scholar: jedi lore 8D, streetwise
Ever since, she has devoted herself to the Jedi 2D+1, survival 4D+1, value 10D+1, willpower 3D+1
resettlement of Tython and the revitalization of the MECHANICAL 2D
order. Satele has played a key role in recent Astrogation 2D+1, space transports 2D+1, starship
galactic history in other ways, as well. She fought gunnery 4D
on the front lines of several major battles–including STRENGTH 2D
the battles of Alderaan and Rhen Var–and was Brawling 4D, stamina 2D+1, swimming 3D
TECHNICAL 2D
Lightsaber repair/engineering 8D+2

present as a Padawan during the Imperial retaking Special Abilities:
of Korriban, the first modern contact between the Force Skills: Control 11D, sense 10D+1, alter 10D
Sith Empire and the Republic. She is greatly Control: Absorb/dissipate energy, accelerate healing,
respected by certain members of the Republic concentration, contort/escape, control disease, control
military, and her advice is often sought by the
Supreme Chancellor. In person, Satele’s strength in pain, detoxify poison, emptiness, enhance attribute, force
the Force is matched with a keen intelligence and a of will, hibernation trance, instinctive astrogation, reduce
subtle sense of humor.[4]
injury, remain conscious, remove fatigue, resist stun,
■ Satele Shan short-term memory enhancement
Sense: Danger sense, instinctive astrogation (sense), life
Type: Jedi Grand Master detection, life sense, life web, magnify senses, merge
DEXTERITY 2D
Blaster 5D+2, brawling parry 4D+1, dodge 3D+1, senses, postcognition, sense Force, sense path, shift
lightsaber 10D, melee combat 3D, pick pocket 4D, running sense
3D+1, thrown weapons 3D Alter: Telekinesis
PERCEPTION 2D Control and Sense: Lightsaber combat
Bargain 5D, con 2D+2, gambling 4D+2, hide 2D+1, Control and Alter: Control another’s disease, control
investigation 3D+2, persuasion 7D+2, search 3D+1, sneak breathing
4D Sense and Alter: Dim another’s senses, Force wind
Control, Sense and Alter: Battle meditation
This character is Force-sensitive

Force Points: 15
Character Points: 26

Galaxy Guide 16: The Old Republic 33

Chapter Two: The Republic Bargain 2D+2, con 2D, gambling 4D, hide 3D+2,
investigation 5D, persuasion 3D, search 2D
Move: 10 KNOWLEDGE 2D+2
Equipment: Blue lightstaff (5D), leather robes Alien species 9D+1, cultures 7D+2, languages 10D, law
Note: Satele Shan is a master of calmness and serenity enforcement 4D, planetary systems 9D+2, scholar: Jedi
when using the Force. As such, she is able to use Force
wind without gaining a Dark Side Point.

Gnost-Dural lore 13D, scholar: Republic history 12D, scholar: sith lore
10D+2, streetwise 4D+1, survival 6D+2, value 7D+1,
A Force-sensitive Kel Dor, Gnost-Dural was
trained by the Jedi Order in the ways of the Force willpower 3D+1
from an early age, studying at the Coruscant Jedi MECHANICAL 2D+2
Temple while a Padawan. During his training as a
Consular, at the advice of Jedi Master Shol Bestros, Space transports 3D+1
the senior Padawan began to keep ajournal as a STRENGTH 1D+1
means to record his thoughts and experiences
which could later serve as a personal reference as Brawling 4D+2, climbing/jumping 1D+2, stamina 5D+1,
well as material for theTemple Archives. As Gnost- swimming 4D+1
Dural began exploring the early histories of the Jedi
Order, he uncovered forgotten records of Tython, TECHNICAL 2D
the Force Wars, and the Infinite Empire. These Lightsaber repair/engineering 6D+2
discoveries would prove vital to the Order in the
following decades. Continuing down the path of a Special Abilities:
historian, Gnost-Dural constructed his own green- Force Skills: Control 10D+1, sense 9D+1, alter 8D+2
bladed lightsaber as part of his training.[5] Control: Accelerate healing, control pain, detoxify poison,
force of will, instinctive astrogation, reduce injury, resist
■ Gnost-Dural
stun
Type: Jedi historian Sense: Danger sense, life detection, life sense, life web,
DEXTERITY 1D+2 magnify senses, merge senses, predict natural disaster,
Blaster 4D, brawling parry 4D+1, dodge 3D+2, lightsaber
7D, melee combat 2D, pick pocket 2D+2, running 2D+2, receptive telepathy, sense Force, sense Force potential,
vehicle blasters 2D shift sense, weather sense
PERCEPTION 1D+2 Alter: Telekinesis
Control and Sense: Farseeing, life bond, projective
telepathy
Control and Alter: Accelerate another’s healing, control
another’s disease, control another’s pain, detoxify poison
in another, transfer Force
Sense and Alter: Dim another’s senses
Control, Sense and Alter: Affect mind, battle meditation,
enhanced coordination
Low Light Vision: Kel Dor can see twice as far as a normal
human in poor lighting conditions.

34 Galaxy Guide 16: The Old Republic

Chapter Two: The Republic

HISTORY OF THE JEDI ORDER would later become leader and assistant to bolster
the Temple's defenses, while Laneer was sent to
The Jedi have been the noble peacekeepers and Alderaan as part of a Jedi peace delegation to meet
diplomats for the Galactic Republic for 22,000 years. with Imperial representatives in hopes of ending
While law-abiding citizens look to the Jedi with respect the war.
and inspiration, the Galactic Republic’s enemies
regard the Jedi with suspicion, fear and anger. Zallow and a group of Jedi were the first to meet
an unidentified Sith Lord and his Twi'lek companion
The success of the Sith Empire’smilitary campaign who had killed a company of guards outside the
during the Great War saw the deaths of thousands of Temple entrance. All Jedi in the group were witness
Jedi. During the sacking of Coruscant, six Masters of to a sabotaged Republic gunship crashing through
the Jedi Council were killed, and in the time since, the the walls of the Temple entrance and revealing
Sith have started their own recruitment campaign to dozens of Sith hidden inside. The following battle
seek out Force-sensitive children around the galaxy. marked the beginning of the Sacking of Coruscant,
as Sith and Imperial forces battles the shocked Jedi
These catastrophes have damaged the Galactic and Republic troops inside the Temple, with Zallow
Republic’s faith in its legendary protectors, but they and the first Sith, later identified by Aryn Laneer as
are far from defeated. Overwhelmed but fearless, the Darth Malgus, fighting through the hordes of forces
Jedi have returned to their ancient homeworld of to reach each other. When they did, Malgus fought
Tython, recommitting to their timeless principles and with brute strength and vicious melees, while
looking to the future, hoping to restore balance to the Zallow kept controlled and slipping in a blow when
Force and peace and justice to the galaxy. he could past the Sith's red wave of hate.

Despite their intentions, the Jedi Order’s search for The fight escalated toward the now-destroyed
serenity on Tython has been strained. Among the Temple entrance, where Zallow could see that
ancient Tythonian ruins, mysterious Force energies Imperial forces were laying waste to Coruscant's
abound, and the legacy of a long forgotten darkness cityscape. Hoping to draw Malgus in, Zallow hoped
has re-emerged. With the arrival of a Twi’lek pilgrim to end the fight quickly, but Malgus anticipated
clan determined to settle on Tython in violation of Zallow's final killing blow and gutted Zallow above
Galactic Republic law, delicate and dangerous trials the abdomen. Malgus retracted his blade, leaving
have arisen for Jedi Padawans in training and for the Zallow to die from his wound.
Order itself.[1]

Atmospheric Dependence: Kel Dor cannot survive
without their native atmosphere, and must wear breath
masks and protective eye wear. Without a breath mask
and protective goggles, a Kel Dor will be blind within 5
rounds and must make a Moderate Strength check or go
unconscious. Each round thereafter, the difficulty
increases by +3. Once unconscious, the Kel Dor will take
one level of damage per round unless returned to his
native atmosphere.
This character is Force-sensitive
Force Points: 10
Character Points: 20
Move: 10
Equipment: Green lightsaber (5D), robes, breath mask

Ven Zallow

Zallow was a Jedi commander of Republic forces
against the Empire during the course of the Great
Galactic War, a conflict that he used as an
opportunity to train a Padawan, Aryn Leneer. While
the war raged, Laneer eventually achieved
Knighthood and was often separated from Zallow as
the war raged across the galaxy. The war was called
to a cease-fire when the Empire seemed on the
retreat, and Zallow was sent to the Jedi Temple on
Coruscant to recover from the fatigue of war; he

Galaxy Guide 16: The Old Republic 35

Chapter Two: The Republic

On Alderaan, Aryn Laneer felt the pain of THE JEDI KNIGHTS
Zallow's death and flew into a rage, suddenly Valiant, Determined, Guardian of
knowing that Coruscant was under Imperial
occupation.[1] Peace

■ Ven Zallow A symbol of hope in dark times, the Jedi Knight
stands for the legacy of the Jedi Order more than
Type: Jedi Master twenty thousand years of protecting the Republic
DEXTERITY 2D and keeping the peace across the galaxy. Though
Blaster 4D, blaster: blaster pistol 10D, blaster: blaster Jedi Knights have served as generals, guerilla
rifle 5D, brawling parry 8D, dodge 4D, grenade 4D+2, fighters, and warriors for generations, their
lightsaber 7D+1, melee combat 3D+2, melee parry 5D+2, legendary combat prowess faces its greatest test
pick pocket 3D, running 6D, thrown weapons 5D, vehicle during this age.
blasters 2D+1
PERCEPTION 2D Through years of disciplined training and
Bargain 2D+2, command 5D, con 2D+2, gambling 8D+2, meditation, the Jedi Knight hones body and mind
hide 3D+2, investigation 3D+1, persuasion 3D+1, search
4D+1, sneak 6D into perfect harmony. Combining the foresight
KNOWLEDGE 2D of the Force with unrivaled reflexes and
Intimidation 5D+2, languages 3D, streetwise 3D+1, practiced physical precision, the Knight turns
survival 4D, tactics 6D+1, value 2D+2 combat into an art form, gracefully executing
MECHANICAL 2D acrobatic feats in tandem with elegant
Astrogation 2D+2, space transports lightsaber tactics.
2D+1 A source of inspiration to allies and
STRENGTH 2D intimidation to adversaries, the Jedi
Brawling 5D, climbing/jumping 4D, Knight’s presence is welcome in any
stamina 2D+1, swimming 2D+1 confrontation. The Order’s long history
TECHNICAL 2D of fighting for justice has earned the
Blaster repair 3D+1, lightsaber trust of countless friends and the hate
repair/engineering 6D of innumerable enemies. Few, though,
Special Abilities: are foolish enough to challenge a
Force Skills: Control 9D+2, seasoned Jedi Knight unless they
sense 7D+2, alter 7D have the skills and technology to
Control: Absorb/dissipate even the odds.
energy, accelerate healing,
control disease, control Facing the Dark Side
pain, enhance
attribute, force of will, The Jedi’s dark counterparts
instinctive astrogation, scored many victories during the
remain conscious, remove war, expanding their Empire, and
fatigue, resist stun putting the Republic on the defensive.
Sense: Magnify senses, Since the Treaty of Coruscant, the Sith
merge senses, sense Force, have consolidated their military might,
shift sense, weather sense even while the Jedi have withdrawn to
Alter: Telekinesis Tython, a move that’s been looked at
Control and Sense: Life bond, with suspicion by many of the
lightsaber combat Republic’s politicians. Nonetheless,
Control and Alter: Accelerate the war is far from over, and the Jedi
another’s healing, control Knight’s resolve remains firm. With
another’s disease, control unwavering allegiance to the
another’s pain, control Republic and the light side of the
breathing, remove another’s Force, the Jedi Knight fights with
fatigue, return another to valiant determination, wading into
consciousness, transfer the thick of any battle to protect freedom
Force and democracy and hold fast against
Sense and Alter: Dim those who oppose it.
another’s senses No matter how dire circumstances may
Control, Sense and Alter: become, the Jedi Knight trusts the Force and keeps
Battle meditation a cool head. Knowledge and self-control are the
This character is Force- critical components of wise decisions, and
sensitive
Force Points: 5
Character Points: 21
Move: 10
Equipment: Green lightsaber (5D), armor (+2D
physical, +1D eenrgy, -1D DEX and related skills), robes,
comlink

36 Galaxy Guide 16: The Old Republic

Chapter Two: The Republic

emotional and mental clarity are an absolute Ataru form to perform incredibly swift strikes; and
necessity. Maintaining focus allows the Knight to Focus, specializing in advanced Force techniques to
rely on intuition; a right mind leads to right action. increase the potency of lightsaber attacks and
For many, the Jedi Knight is the guardian of a perform telekinetic feats to hamper opponents.[4]
precious dream; a dream of peace, a dream of
justice, a dream of a brighter future. The fate of the Jedi Guardian
galaxy depends upon the Knight’s ability to keep
this dream alive. A wall between the Republic and its enemies, the
Jedi Guardian stands firm in the face of
A Jedi Knight who wishes to further hone their overwhelming odds and dares opponents to attack.
skills may choose to specalize in one of two paths: Perfect concentration and use of the Force allows
the Sentinel and the Guardian. smooth movement even in heavy armor–making the
Guardian a hard target to take down. Leaders on
Jedi Sentinel and off the battlefield, Guardians also inspire allies
to amazing feats, making them invaluable for
Control and focus are the hallmarks of the Jedi conflicts of any size. All Jedi Guardians learn to
Sentinel. Through years of training, Sentinels learn move in heavy armor and build extra energy to
the art of using two lightsabers in tandem to create perform spectacular feats. Guardians can opt to
an intricate web of damage almost impossible to learn Vigilance, developing attacks that power
evade. By manipulating the Force, Sentinels can see through weaker opponents with ease and
holes in the enemy’s defense, potential flaws in concentrating on fewer strikes that hit harder;
their own techniques and how best to plan for Defense, redirecting enemies’ attacks against the
both. All Jedi Sentinels can wield two lightsabers in Guardian’s allies toward the Guardian’s sturdy self;
combat, using speed and precision to strike and Focus, specializing in advanced Force
enemies where they are weakest. Sentinels can opt techniques to increase the potency of lightsaber
to learn the ways of a Watchman, becoming a attacks and perform telekinetic feats to hamper
peerless lightsaber combatant and using the Juyo opponents.[4]
form to debilitate foes; Combat, taking advantage of
the Sentinel’s lighter armor and using the agile

JEDI KNIGHT FIELD RECONNAISANCE

The Jedi Knight’s graceful movements are awesome to behold. Freezing a moment in this display captures the
deep commitment underlying the Jedi’s dazzling abilities. Though a Jedi Knight’s life is filled with battle and
adventure, the Knight’s heart is dedicated to peace and service. An ironic observation to some, but greater
wisdom suggests it is the Jedi Knights’ humble devotion which makes them so likely to become such famous
heroes.

Outfitting

The galaxy has been plagued by war for decades, and despite the Treaty of Coruscant, the Jedi have no
delusions about the constant danger. Though traditional Jedi robes range from light cloth to thick leathers, many
Jedi Knights also wear parts or entire suits of heavy armor when going into battle.

Combat Tactics

Whether defending allies by deflecting a barrage of blaster-fire or charging in to challenge a Sith Lord, the
Knight’s role is crucial in any conflict. The Jedi Knight enjoys the benefit of ancient teachings that have been
passed down through hundreds of generations. Combining these time-tested maneuvers with the natural guidance
of the Force, the Knight is capable of achieving extraordinary feats.

Focusing body and mind, the Knight is capable of blasting opponents with a powerful wave of Force energy,
knocking them off their feet. More powerful Jedi Knights have even been known to practice this technique against
large groups. The Jedi Knight’s lightsaber techniques include powerful, synergistic combinations designed to
render any enemy defenseless against a decisive finishing move. While completing this maneuver, the Knight is
preparing to take on an additional enemy. Combining physical prowess and Force focus, the Knight can throw his
lightsaber in spinning arc to strike enemies at a distance. Practice and mastery of this maneuver enables the
Knight to ensure his saber returns to his hand after its lethal circuit.[1]

Galaxy Guide 16: The Old Republic 37

Chapter Two: The Republic

JEDI CONSULAR FIELD RECONNAISSANCE

In a more peaceful age, Jedi Consulars may have humbly dedicated their lives to service as keepers of Jedi lore
or as ambassadors in service to the Republic—tasks for which Consulars are uniquely qualified. However, as the
shadow of the Empire has spread further across the galaxy, Consulars have stepped up to face the darkness on
the front lines of battle as often as they've faced it when exploring the mysteries of the Force.

Outfitting

Preferring to stay as nimble on the battlefield as they are in negotiations, Jedi Consulars avoid the heavy battle
armor worn by many Jedi Knights, Dense polymers and Cortosis armors would weigh them down; light cloaks and
ornamented robes suit their strengths better, and the efforts they most often find themselves engaged in. No
matter where they go, however, Consulars are never without the Lightsaber that marks their initiation into the
Jedi Order.

Combat Tactics

The Consular’s powers go far beyond meditation and mediation, and nothing illustrates this as vividly as their
graceful movements in battle. Whether beset by an army of assassin droids or caught in the middle of soured
negotiations, the Jedi Consular fights with an open conduit for the Force; manipulating massive forces to disable
or even destroy their enemies.

The dual-bladed Lightsaber preferred by many Consulars requires a skilled approach to dueling. Wielding this
weapon, Jedi Consulars will draw upon the Force to sense their opponents’ locations and strike them all down
with precision. The Jedi Consular doesn’t just detect disturbances in the Force—sometimes they create them. This
powerful ability allows the Consular to project a wall of pure Force energy into their opponents. The Jedi Consular
has a preternatural understanding of how the Force connects all things, and they draw on this knowledge to toss
enemies of all sizes into the air, before hurling them to the ground.[1]

THE JEDI CONSULARS increase the potency of lightsaber attacks and
Visionary, Ambassador, perform telekinetic feats to hamper opponents.[4]
Seeker of Jedi Wisdom
Jedi Consulars channel the power of the Force
For more than 20,000 years, the Jedi Order has for strength in combat and wisdom in diplomacy.
worked to promote peace and balance in the Years of arduous training and meditation have
Galactic Republic, but each new day brings with it a sharpened Consulars’ minds to cut to the truth as
new threat, promising to rip the Jedi and the entire cleanly as their Lightsabers cut through their foes.
galaxy apart. If the Republic is to survive, it needs Whether unlocking long forgotten mysteries of the
leaders and visionaries; it needs the Jedi Jedi, raising armies to fight for the Republic or
Consular.[1] engaging in mortal combat with Dark Lords of the
Sith, the Consulars’ deep attunement to the Force
Control and focus are the hallmarks of the Jedi gives them all the power they need to rise to the
Sentinel. Through years of training, Sentinels learn occasion with poise and balance.
the art of using two lightsabers in tandem to create
an intricate web of damage almost impossible to Intimate atonement with the deepest Force
evade. By manipulating the Force, Sentinels can see mysteries gives Jedi Consulars the insight and
holes in the enemy’s defense, potential flaws in empathy to deftly handle charged conflicts that
their own techniques and how best to plan for confound even the most cunning Senators and
both. All Jedi Sentinels can wield two lightsabers in governors—but Consulars know when it’s time to
combat, using speed and precision to strike talk and when it’s time to fight. When negotiations
enemies where they are weakest. Sentinels can opt turn aggressive, Consulars demonstrate their gifts
to learn the ways of a Watchman, becoming a of foresight—anticipating and deflecting enemy
peerless lightsaber combatant and using the Juyo attacks with fluid strikes from their Lightsaber.
form to debilitate foes; Combat, taking advantage of
the Sentinel’s lighter armor and using the agile Facing the Darkness Within
Ataru form to perform incredibly swift strikes; and
Focus, specializing in advanced Force techniques to Jedi Consulars always seek to grow their
knowledge of the galaxy, in understanding of
themselves, and in comprehension of the Force that

38 Galaxy Guide 16: The Old Republic

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binds it all together. The commitment to this can also opt to learn Infiltration, becoming masters
pursuit gives Consulars an unrivaled capacity for of stealth and ambush who forgo the head-on
clarity in situations otherwise shrouded in attack for the vulnerable flank; Kinetic Combat,
darkness. However, this same dedication can also utilizing a double-bladed lightsaber as either an
prove to be extremely perilous—inviting Consulars acrobatic weapon or a bulwark of defense; and
to explore paths that are better left untraveled. Balance, deploying the power of the Force to
Some of the Jedi Order’s greatest minds have been enhance lightsaber techniques and debilitate foes
seduced to the dark side through purely academic in combat.[4]
inquiries. The Consular knows the pain of this
temptation as a battle-hardened warrior knows the A Shadow serves the Jedi Order by being a silent
throbbing of an old wound. observer and, when action is necessary, a subtle
hand. The Shadows go unseen, employing Force
Before they can dispel the darkness in the techniques that cloud enemy minds to slip into
galaxy, Jedi Consulars know they must first come to hostile territory and, when necessary, striking
terms with the darkness within. There’s no avoiding enemies down with deadly efficiency. Shadows
the temptation to take shortcuts or even to use embrace the synergy between lightsaber and Force
their knowledge for personal power; Consulars combat.[1]
must constantly check their own motives. When
tempted to step onto the path leading to darkness, Aryn Leneer
Consulars must remember the tormented fate of
the Jedi who have passed that way before. This is Aryn Leneer is a Jedi Knight and former Padawan
the only way they can unite the Jedi Order and the of Jedi Master Ven Zallow. She was on Alderaan
Republic and rally the troops to rescue the galaxy during the Sacking of Coruscant, along with
from the menacing darkness. Dar'Nala, Syo Bakarn, and Satele Shan. She is known
to have powerful empathetic Force abilities.
Just as a Jedi Knight may choose to further
specialize their teachings, a Consular may wish to Aryn was born on Balmorra and orphaned while
train as either a Sage or a Shadow. still an infant. She was found by Jedi Master Ven
Zallow and taken to the Jedi Temple on Coruscant.
Jedi Sage Once she was deemed ready to train as a Padawan,
Zallow took her in as his apprentice and used the
The mysteries of the Force are endless. A Jedi Great Galactic War as an opportunity to train her
Sage, devoted to uncovering its esoteric secrets, for the trials. Overtime, the forged a very strong
knows this better than anyone. Sages are famed for bond - stronger than the normal Master/Padawan
their wisdom and empathy as much as for their
powerful healing and defensive skills. In troubled
times, a Sage brings together the insight of the past
with raw power to change the flow of galactic
events. All Jedi Sages embrace the teachings of the
Force and can opt to learn the art of the Seer,
healing wounded allies and protecting them from
harm–restoring their life force and literally pulling
them out of danger; Telekinetics, distorting reality
and moving massive waves of energy that tear
apart a Sage’s enemies; and Balance, deploying the
power of the Force to enhance lightsaber
techniques and debilitate foes in combat.[4]

Jedi Shadow

A Shadow serves the Jedi Order by being a silent
observer and, when action is necessary, a subtle
hand. Shadows go unseen, employing Force
techniques that cloud enemy minds to slip into
hostile territory and, when necessary, striking
enemies down with deadly efficiency. Shadows
embrace the synergy between lightsaber and Force
combat. All Jedi Shadows use the Force to conceal
themselves and move invisibly behind enemy lines,
as well as learn to use double-bladed lightsabers in
either an offensive or defensive capacity. Shadows

Galaxy Guide 16: The Old Republic 39

Chapter Two: The Republic

bond, because as time went on, Leneer began to see to sparing her life, Malgus also allowed Zeerid's
Zallow as more of a father. stolen ship to leave.

Upon achieving the rank of Jedi Knight, Aryn Upon her return to the Jedi Order, she resigned
joined up with Havoc Squad as a hybrid before the due to her actions, even though the Order defended
squad became strictly a special forces unit. She what she did, considering that she spared Eleena's
joined forces with Zeerid Korr, and the two became life. No longer bound by the rules and confines of
friends in the course of several years of work the Order, Aryn tracked Zeerid Korr down to his
against the Empire. newly-purchased farm on Dantooine with his
daughter. Reports indicate that she now currently
When the Empire called for a cease-fire, Aryn was lives as a member of their family (marriage is
sent along as member of a peace delegation with unconfirmed).[1]
several other Jedi to Alderaan, where she was the
first to feel the deaths of fellow Jedi during the ■ Aryn Leneer
Sacking of Coruscant, and, most painfully, the death
of Master Zallow. Type: Jedi Knight
DEXTERITY 2D
Furious at the death of her Master and the attack Blaster 5D+1, dodge 2D+1, lightsaber 5D+1, melee combat
on the Republic capital, Aryn flew into a rage and 2D+2, running 3D+2, thrown weapons 4D
attacked two Sith at the summit before she was PERCEPTION 2D
restrained by Master Syo Bakarn. Darth Baras, the Command 6D+2, gambling 3D+1, hide 2D+2, investigation
Sith representative to the summit, confirmed that 2D+1, persuasion 3D+1
the Empire had attacked Coruscant and was KNOWLEDGE 2D
prepared to use the planet as leverage to have the Tactics 4D+2, value 3D+1
potential treaty lean in their direction. MECHANICAL 2D
Space transports 2D+1
Aryn left the summit without consulting the STRENGTH 2D
other Jedi and departed Alderaan in search of her Stamina 2D+2, swimming 2D+1
old friend Zeerid, hoping to find a way onto the TECHNICAL 2D
planet and kill the man who had murdered Zallow. Blaster repair 2D+1, droid repair 3D, lightsaber
As it turned out, Zeerid was attempting to get to the repair/engineering 4D, space transports repair 3D,
planet himself, but for entirely different purposes. starfighter repair 5D+2
Aryn only told Zeerid that she was on Jedi Special Abilities:
buisness, but her secret was eventually discovered, Force Skills: Control 5D, sense 5D, alter 4D
and Zeerid kept trying to keep Aryn from pursuing Control: Accelerate healing, control pain, detoxify poison,
revenge. But the two managed to get through the emptiness, force of will, hibernation trance, instinctive
Imperial blockade of the planet and survive a astrogation, reduce injury, remain conscious, remove
descent to the planet, with Aryn using the Force to fatigue, resist stun, short-term memory enhancement
coushin a fall from Zeerid's burning ship. Sense: Combat sense, danger sense, instinctive
astrogation (sense), life detection, magnify senses, merge
Upon landing on the planet, Malgus - Zallow's senses, postcognition, predict natural disaster, sense
killer - discovered the identity of the Jedi on the Force, shift sense, weather sense
ground and also discovered her intentions for being Control and Sense: Life bond, lightsaber combat
on the planet. Aryn and Zeerid traveled to the ruins Control and Alter: Control another’s disease, return
of the Jedi Temple and ran across Zallow's another to consciousness
astromech droid, T7-O1, who dug up records of the Sense and Alter: Dim another’s senses
attack - including Malgus' face. Malgus tracked Aryn This character is Force-sensitive
to the Temple, and the two had a brief lightsaber Force Points: 4
duel on the ruins. At this point, Aryn had almost Character Points: 19
completely fallen to the dark side, but she managed Move: 11
to find herself and escape the fight with Zeerid and Equipment: Blue lightsaber (5D), light armor (+1D
T7. physical and energy, -1D DEX and related skills)

With a much cooler head, Aryn located Malgus' Shigar Konshi
Twilek companion, Eleena Daru, at the Coruscant
spaceport, and held her hostage to draw Malgus Shigar Konshi is a Kiffar male and the Jedi
out. Saying goodbye to Zeerid (who stole a ship Padawan of Satele Shan. He is tall, slender,
with hopes of slipping past the blockade), she muscular and very handsome, with a blue chevron
confronted Malgus once again, with the ensuing on each cheek indicating his membership in the
duel ending with Aryn's defeat. Clan Konshi.

To her suprise, Malgus allowed her to leave the The Padawan of Grand Master Satele Shan,
planet without giving her a reason why. In addition Shigar was prepared to take the trials of a Jedi
Knight a decade after the Mandalorian blockade.
However, the Jedi Council denied him the trials,
saying that he was inexperienced and his special

40 Galaxy Guide 16: The Old Republic

Chapter Two: The Republic

empath powers needed work. Shigar found this Despite her insistence on questioning its teachings,
frustrating, but accepted it. she has a deep appreciation for the comfort and
relative safety she obtained by joining the Jedi
While wandering the underworld of Coruscant, Order.[4]
Shigar heard the sounds of battle and went to
investigate. He found the trooper Larin Moxla ■ Kira Carsen
fighting a large Mandalorian named Dao Stryver.
Stepping into the fight, Shigar saved Moxla's life, Type: Jedi Kight
but Stryver retreated before either Shigar or Moxla DEXTERITY 3D
could capture or interrogate him. However, they Lightsaber 4D+2, pick pocket 3D+2
found a Nautolan mercenary who had been PERCEPTION 3D+1
attacked by Stryver, and the mercenary told them Hide 6D+1, search 4D, sneak 4D
that Stryver had asked about two things: Cinzia and KNOWLEDGE 3D
Lema Xandret. Alien species 8D, cultures 3D+1, languages 5D+2,
planetary systems 7D+2, value 3D+1
Shigar reported back to Satele Shan, but she MECHANICAL 2D+2
assigned him to another mission: he would go to STRENGTH 3D+1
the planet Hutta representing the Jedi Order to Climbing/jumping 3D+2
examine an item one of the Hutts had put on sale to TECHNICAL 2D+2
both the Galactic Republic and the Sith Empire.[1] Lightsaber repair/engineering 3D+2
Special Abilties:
■ Shigar Konshi Force Skills: Control 4D, sense 4D, alter 3D
Control: Accelerate healing, concentration, detoxify
Type: Jedi Padawan poison, enhance attribute, force of will, Instinctive
DEXTERITY 2D
Lightsaber 3D astrogation, resist stun
PERCEPTION 2D Sense: Magnify senses, merge senses, sense Force,
Hide 3D+1, sneak 2D+1 weather sense
KNOWLEDGE 2D Alter: Telekinesis
Planetary systems 3D Force Points: 5
MECHANICAL 2D
Astrogation 3D+1, sensors 2D+1, space transports 2D+1,
starfighter piloting 3D+1
STRENGTH 2D
TECHNICAL 2D
Lightsaber repair/engineering 3D
Special Abilities:
Force Skills: Control 2D, sense 1D+2, alter 3D
Control: Resist stun
Sense: Life detection, sense Force
Control and alter: Force lightning
This character is Force-sensitive
Force Points: 1
Dark Side Points: 1
Character Points: 3
Move: 11
Equipment: Lightsaber (5D), robes

Kira Carsen

Prone to cynicism and a stubborn independent
streak, Kira Carsen is an improbable recruit to the
Jedi Order. This is partially excused by the fact that
she began her Padawan training as a young adult;
Kira had spent most of her life up to that point as a
homeless drifter, scraping out a miserable
existence on some of the galaxy’s most unpleasant
worlds. Thanks to her hard-luck upbringing, Kira
has considerably more life experience than most
Jedi–and a world-weary sophisticate’s attitude to
match. In the eyes of her peers, Kira is someone
who refuses to take anything seriously or fully
commit to the Jedi path. Those who look more
closely, however, might detect the glimmer of an
optimist peeking through Kira’s sarcastic facade.

Galaxy Guide 16: The Old Republic 41

Chapter Two: The Republic

Character Points: 12 MECHANICAL 2D
Move: 10 Astrogation 5D+2, space transports 2D+1
Equipment: Lightsaber (5D), light armor (+1D physical STRENGTH 2D
and energy, -1D DEX and related skills) Brawling 4D+2, stamina 2D+2, swimming 2D+2
TECHNICAL 2D
Nadia Grell Computer programming/repair 6D+1, encryption 4D,
lightsaber repair/engineering 4D+2, security 7D+2
A native of distant Sarkhai and daughter of Special Abilities:
Senator Tobas Grell, Nadia Grell is a newcomer not Force Skills: Control 10D, sense 7D+2, alter 6D+2
only to the Republic, but to the entire concept of Control: Absorb/dissipate energy, accelerate healing,
space exploration. Surrounded by new species and concentration, control disease, control pain, detoxify
strange cultures, Nadia is eager to experience poison, enhance attribute, Hibernation trance, reduce
everything she can. She has become interested in injury, remain conscious, remove fatigue, short-term
the intricacies of galactic diplomacy while traveling memory enhancement
alongside her father, and often acts as his assistant Sense: Instinctive astrogation (sense), magnify senses,
during talks. As she revealed on Attis Station, merge senses, sense Force, weather sense
Nadia is also strong in the Force; unusually strong, Alter: Force eruption, telekinesis
in fact. As Force sensitives are relatively unknown Control and Sense: Life bond
on Sarkhai, Nadia's untrained powers left her Control and Alter: Accelerate another’s healing, control
shunned and feared by her own people. Senator another’s pain, control breathing, detoxify poison in
Grell's decision to take her with him when he left another, place another in hibernation trance, transfer
Sarkhai was motivated by the hope of finding Force
others like her in the Republic, and perhaps Sense and Alter: Dim Another’ss
discovering some way for her to control her Control, Sense and Alter: Affect mind, projected fighting
incredible talents.[4] This character is Force-sensitive
Force Points: 4
■ Nadia Grell Character Points: 12
Move: 10
Type: Jedi Padawan Equipment: Lightstaff (5D), Jedi robes
DEXTERITY 2D
Blaster 3D+2, brawling parry 2D+2, dodge 6D, lightsaber Jaesa Willsaam
4D+1, melee combat 4D+2, pick pocket 4D, running 3D,
thrown weapons 2D+1, vehicle blasters 4D+2 Once in a millennium, a man or woman is born
PERCEPTION 2D who expands the frontiers of what Force users can
Bargain 9D+2, con 3D, hide 4D, investigation 2D+1, achieve. Proud, young Jedi Padawan Jaesa Willsaam
persuasion 3D+2, search 5D+1, sneak 2D+2 discovered the unprecedented ability to discern
KNOWLEDGE 2D any being’s true nature and uncover a person’s
Business 6D, intimidation 5D, languages 5D+1, streetwise most secret intentions. Born to a family of servants
3D, survival 2D+1, value 5D, willpower 4D on Alderaan, she was brought to the Jedi Order and
trained by Master Nomen Karr. But Nomen Karr
could only protect and shield his Padawan from the
world for so long. Through the machinations of
Darth Baras, Jaesa was drawn away from the
protection of the order and confronted by Baras’s
own apprentice–and with the emotional instability
of her Master.[4]

■ Jaesa Willsaam

Type: Jedi Padawan
DEXTERITY 2D
Blaster 2D+1, lightsaber 4D, pick pocket 3D+2, running
2D+2
PERCEPTION 2D
Hide 2D+2, persuasion 5D+1, search 3D+1, sneak 3D+2
KNOWLEDGE 2D
Languages 3D+1, planetary systems 6D+2
MECHANICAL 2D
Astrogation 7D+2, sensors 3D
STRENGTH 2D
TECHNICAL 2D
Lightsaber repair/engineering 3D+2
Special Abilities:
Force Skills: Control 4D, sense 7D, alter 4D+2
Control: Absorb/dissipate energy, accelerate healing,
control disease, control pain, enhance attribute, force of

42 Galaxy Guide 16: The Old Republic

Chapter Two: The Republic

will, instinctive astrogation, provides them with a +2 bonus to sneak skill checks
reduce injury, remain when hiding themselves.
conscious Spatial Awareness: Using a form of passive echolocation,
Sense: Instinctive astrogation Togruta can sense their surroundings. If unable to see, a
(sense), life detection, life Togruta character can attempt a Moderate search skill
sense, magnify senses, merge check. Success allows the Togruta to perceive incoming
senses, receptive telepathy, attacks and react accordingly (by making defensive
sense Force, sense true rolls).
nature, weather sense Story Factors:
Control and Sense: Life bond, Believed to be Venomous: Although they are not
lightsaber combat poisonous, it is a common misconception by other
Control and Alter: Control species that Togruta are venomous.
another’s disease, return Group Oriented: Togruta work well in large groups, and
another to consciousness individualism is seen as abnormal within their culture.
Control, Sense and Alter: When working as part of a team to accomplish a goal,
Battle meditation Togruta characters are twice as effective as normal
This character is Force- characters (ie, they contribute a +2 bonus instead of a +1
sensitive bonus when aiding in a combined action).
Force Points: 7 This character is Force-sensitive
Character Points: 14 Force Points: 3
Move: 10 Character Points: 7
Equipment: Lightsaber (5D), Move: 11
Jedi robes Equipment: Lightsaber (5D), Jedi robes

Ashara Zavros ■ Average Jedi Padawan

A twenty-year-old Togruta Padawan, Ashara DEXTERITY 3D
Zavros descends from a long line of Force users. Dodge 4D, lightsaber 4D, melee parry 5D
From an early age, she has aspired to study the PERCEPTION 3D
Force and become one of the best Jedi that the KNOWLEDGE 3D
Order has to offer. Ashara came to Taristo train Alien cultures 4D, languages 4D, scholar: Jedi lore 5D
under Jedi Masters Ryenand Ocera, whose STRENGTH 3D
philosophy is that Padawans best learn the travails Brawling 4D
of using the Force through firsthand experience of MECHANICAL 2D
the galaxy. In Ashara’s case, the Masters brought Space transports 3D
her to Taris for two reasons: First, to teach her OR
compassion amidst the destruction that had Starfighter piloting 3D
occurred there and warn against the dangers of OR
pride and the dark side. Second, to complete her Beast riding 3D
trials by helping to drive a dark ghost from the TECHNICAL 3D
ruins of a Jedi enclave.[4] Lightsaber repair/engineering 3D+2
Special Abilities:
■ Ashara Zavros Force Skills: Control 2D, sense 2D, alter 2D
Control: Absorb/dissipate energy, accelerate healing,
Type: Jedi Padawan concentration, enhance attribute, resist stun
DEXTERITY 3D Sense: Combat sense, danger sense, sense Force
Lightsaber 3D+2 Alter: Telekinesis, lightsaber combat
PERCEPTION 3D This character is Force-sensitive
Persuasion 3D+1 Force Points: 2
KNOWLEDGE 2D+2 Character Points: 0-5
Alien species 5D+1, languages 4D+2, planetary systems Move: 10
3D+2 Equipment: Lightsaber (5D), Jedi robes
MECHANICAL 1D+1
Astrogation 1D+2 ■ Average Jedi Knight
STRENGTH 1D+1
TECHNICAL 1D+2 DEXTERITY 3D
Space transports repair 2D, lightsaber repair/engineering Blaster 5D, dodge 6D, lightsaber 5D, melee parry 5D,
3D+1, starfighter repair 2D PERCEPTION 3D
Special Abilities: Persuasion 4D
Force Skills: Control 1D, sense 2D+1, alter 2D+2 KNOWLEDGE 3D
Control: Concentration, hibernation trance, instinctive Alien cultures 3D, alien cultures: (planet of station) 5D,
astrogation languages 3D, languages: (planet of station) 6D, law
Sense: Life detection, life sense enforcement 5D, scholar: Jedi lore 5D
Camoflage: Togruta characters possess colorful skin STRENGTH 3D
patterns which help them blend in with natural Brawling 5D
surroundings (much like the stripes of a tiger). This MECHANICAL 2D
Space transports 3D

Galaxy Guide 16: The Old Republic 43

Chapter Two: The Republic

OR persuasion 6D+2, search 5D, sneak 6D
Starfighter piloting 3D KNOWLEDGE 3D+2
OR
Beast riding 3D Alien species 8D+2, bureacracy 5D, cultures 9D+1,
TECHNICAL 3D scholar: Jedi lore 7D, languages 9D, planetary systems
Computer
programming/repair 10D, survival 6D+2, tactics 6D, willpower 8D
4D, lightsaber STRENGTH 3D
repair/engineering 4D,
Special Abilities: Climbing/jumping 6D+2, stamina
Force Skills: Control 4D, swimming 7D+1
5D, sense 4D, alter 4D
Control: MECHANICAL 2D
Absorb/dissipate Space transports 5D, astrogation
energy, accelerate
healing, 5D+2, repulsorlift operation 6D+1,
concentration, sensors 4D, communications 5D,
enhance attribute,
hibernation trance, starfighter piloting 3D+2, starship
resist stun gunnery 4D+1, starship shields
Sense: Combat sense,
danger sense, life 5D+1
detection, life sense, TECHNICAL 2D+1
magnify senses, sense First aid 9D+1, lightsaber
Force
Alter: Telekinesis repair/engineering 5D+1, (A)
Control and Sense: medicine 6D+2, security 5D+1,
Lightsaber combat
Control, Sense and space transports repair 4D+1
Alter: Affect mind, Special Abilities:
projected fighting Force Skills: Control 10D+1, sense
This character is Force-sensitive 13D+2, alter 9D+1
Force Points: 5 Control: Absorb/dissipate energy,
Character Points: 7 accelerate healing, concentration,
Move: 10
Equipment: Lightsaber (5D), Jedi robes, light armor (+1D control pain, detoxify poison,
physical and energy, -1D DEX and related skills) emptyness, enhance attribute,

■ Average Jedi Master hibernation trance, reduce injury,
remain conscious, resist stun
Note: There is no "average" Jedi Master; each Master has Sense: Combat sense, danger
been formed through unique life experiences and is sense, life detection, life sense, magnify senses, receptive
unlike any other. A gamemaster should give each Jedi telepathy, sense Force, sense path, short-term memory
Master an additional unique 10D skill reflecting their
background, or two 8D skills. These can be combat enhancement
related, or otherwise. Alter: Telekinesis
DEXTERITY 3D Control and Sense: Farseeing, lightsaber combat,
Blaster 4D, dodge 6D+1, melee combat 4D, melee parry projective telepathy
3D+2, lightsaber 9D Control and Alter: Accelerate another's healing, control
PERCEPTION 3D+1 another's pain, return another to consciousness, transfer
Bargain 5D+1, command 6D, hide 6D, investigation 6D,
Force
Sense and Alter: Dim another's senses
Control, Sense and Alter: Affect mind, Force harmony,
projected fighting

This character is Force-sensitive
Force Points: 12

Character Points: 15
Move: 10
Equipment: Lightsaber (5D), Jedi robes, light armor (+1D

physical and energy, -1D DEX and related skills)

44 Galaxy Guide 16: The Old Republic

Chapter Two: The Republic

CHAPTER THREE:

THE EMPIRE

Peace is a lie, there is only passion. leadership exerts total control over the worlds it
Through passion, I gain strength. has conquered, rebuilding its forces to once again
Through strength, I gain power. march on the Republic.[4]
Through power, I gain victory.
Through victory, my chains are broken. The current Sith Empire was formed from the
The Force shall free me. remnants of the Original Sith Empire. This new
- The Sith Code, as written by Sorzus Syn Empire, also known as the True Sith sect, was
created after Naga Sadow's disastrous campaign
Greetings, I am Grath Sulensis. I have dedicated against the Galactic Republic in the Great
my life to being a student of the Sith teachings and Hyperspace War. The survivors fled known space
history. Our ancient order has a rich, deeply to escape persecution by the Republic and its Jedi
spiritual culture with proud traditions dating back Order. After their departure from the original
many thousands of years. What began as a loose Empire's territory, the Sith discovered the forgotten
coalition of beings courageous enought to stand up world ofDromund Kaas and settled it to begin the
to the decadent Republic, today is a galactic process of rebuilding. Since theTreaty of Coruscant,
superpower, poised on the edge of becoming the the Sith Empire has been involved in a Cold War
ruling force in the known universe. with the weakened Galactic Republic.[1]

However, thisdoes not mean that disciples of the Dromund Kaas
Sith ways are ignorant of its nature. True power
can be a blinding force to those unprepared for its Dromund Kaas is the capital of the Sith Empire
intensity. and was the ground of the Empire's rebirth. A long
abandoned Sith colony, Dromund Kaas was
Determined to rediscovered by the Sith Emperor and his followers
Dominate the Galaxy after twenty years of aimlessly wandering the stars.
The Sith then re-colonised the planet. Thus, it
The Sith Empire is a force of dominance, an became the new Sith capital and the Emperor's seat
authoritarian state forged from militarism, slavery of power. [1]
and the dark side of the Force. United under a
single Emperor and his Dark Council, ruled by the Korriban
Force-sensitive members of the Sith Order and
supported by countless loyal citizens, the Empire Korriban was the original homeworld of the Sith
forsakes the freedoms offered by the Republic in species and where the first Sith Empire was
favor of strength and order. Aiming to take revenge founded. A desert-covered planet of sand and red
on the Republic for its exile centuries ago, the Sith rock, it is considered holy ground by the Sith. Full
Empire will stop at nothing to become the greatest of ancient ruins, it houses many of the tombs
power in the galaxy. Although an uneasy truce has dedicated to the ancient and powerful Dark Lords
settled over the galaxy, the Empire does not sit idle. of the Sith.[1]
From its capital of Dromund Kaas, Imperial

Galaxy Guide 16: The Old Republic 45

Chapter Three: The Empire

Society and Culture Army and Navy were eventually deployed, in
what is thought to be the greatest strategic
The Imperial population are much smaller when invasion in galactic history, against the Galactic
compared to the Galactic Republic and are divided Republic opening the Great Galactic War.
between Sith and non-Sith. This division between
the ranks means that both are worlds apart and A notable failure of the Army engagement was
that the upper echelons of power are reserved for the Sith Empire's second attempt at taking
only Force-sensitive Sith alone who served as the Bothawui, where despite vast numbers, greater
elite. While this is the case, the average citizen is than the opposition, they failed thanks to the
still quite loyal to the Empire and many aspired to
become Imperial Agents who were seen as the ARMY RANK STRUCTURE
highest achievement for non-Sith.[1]
Imperial Army rank structure is as follows:
IMPERIAL ARMY Private, Specialist, Corporal, Sergeant, Ensign,
Lieutenant, Captain, Major, Colonel, and finally
Whilst the armies of the Empire are trained to General.
conquer, they do so under the leadership of Sith A fire team typically consists of two or three
Warriors and Grand Moffs who drive them in soldiers, while a squad ranges from five to ten, and a
Imperial campaigns. They are at times augmented platoon from fifty to a hundred soldiers. Companies
by the use of battle droid forces which included can range from a hundred to three hundred troopers,
Mark I and Mark II versions that are used in large and a battalion, which is typically commanded by a
scale engagements.[1] major, consists of 700-1,500. Colonels command
brigades, which range from 5,000-7,500 soldiers, and
After fleeing Korriban, the remainder of the the largest standard unit is a division, which ranges
Sith Empire stumbled on the jungle world of from 20,000-40,000 soldiers.
Dromund Kaas, after drifting in space for years. A larger unit designated an "Assault Group" or
Once there, the first Grand Moff began a program "Operations Group" can be formed from over 40,000
to make a new Imperial military. He drafted all soldiers, which are placed under the command of a
non-Sith of age into the army and established a Moff or high-ranking Sith Lord for specific assignments
training regimen that is still used to this day. and then broken up after the completion of the
mission.[5]
Over the years, they carved into the jungles of
Dromund Kaas, fighting off its hostile beasts to
make room for the Empire's new capital city.
After the Imperial armada was completed, the

46 Galaxy Guide 16: The Old Republic

Chapter Three: The Empire

poor strategy of throwing their numbers at the armor. Heavy infantry soldiers typically wear
enemy. about a hundred pounds of armor, and most
soldiers carry rifles, sidearms, grenades, and five
Since the Cold War their engagements have days of rations. The typical service period for an
been reduced to peace keeping, as the Treaty of
Imperial soldier is
Coruscant forbids Imperial and Republic twenty-five to thirty
engagements, despite this they remain in active years. [5]
duty and are still deployed against the Republic
in disputed territory. Malavai Quinn

By the time of the Cold War, the Army can be An officer in the
found in large numbers across Sith Space. Some
of the troopers stationed on Korriban were Imperial military,
corrupted by the planet's dark energies and went
psychotic, attacking their own comrades. [5] Malavai Quinn is loyal to

Army Organization the Empire and

The Imperial Army are the ground forces of everything it stands for:
the Sith Empire, and the soldiers of the Empire
typically wear black armor and carry blaster order, the glory of the
rifles into combat. Ground forces begin live-fire
exercises in the jungles of Dromund Kaas within Sith and the conquest of
weeks of their enlistment into the military, and
even those non-combatants in the military are the Republic. Following
trained in the use of basic weapons, survival
skills, and first aid. The Army also makes use of his mysterious disgrace
Imperial siege tanks, walkers, and a number of
models of war droids. Imperial heavy troopers at the Battle of
are issued full-body black armor crafted from
duraplast, with colored markings signifying their Druckenwell, he was
unit or special assignments. Their leg armor is
specially designed to preserve mobility and to stationed on Balmorra
protect from shrapnel, and while their belt
houses extra ammunition and grenades for easy where he occasionally
access, the armor's bracers house environmental
and targeting controls, and the readouts on the carried out small
suit's chest provide medical diagnostics for
treating soldiers who are wounded in their missions for Darth Baras (to whom he owes much

of his career’s early success). Duty-bound and

honorable, Quinn is not afraid to express earned

admiration for his superiors, but he is neither a

bootlicker nor a mindless servant. He values

competence alongside loyalty and will do whatever

is necessary to thwart the enemies of the Empire as

a whole and Darth Baras personally.[4]

Galaxy Guide 16: The Old Republic 47

Chapter Three: The Empire

■ Malavai Quinn throughout his military career due to his
occasionally reckless attitude and his disdain for
Type: Imperial soldier authority. Fortunately, Pierce’s years in military
DEXTERITY 2D black operations groups kept him away from the
Blaster 3D+1, blaster: blaster pistol 4D, blaster: blaster stuffier elements of the military hierarchy. Very
rifle 5D, brawling parry 2D+1, dodge 3D, grenade 2D+2, often, Pierce is assigned to the most dangerous and
melee combat 4D, melee parry 3D, running 4D+2, thrown far-flung worlds, where the Empire’s primary goal is
weapons 2D+2 destruction–which suits the lieutenant just fine.[4]
PERCEPTION 2D
Bargain 2D+2, command 2D+2, con 4D, forgery 2D+1, ■ Lieutenant Raval Pierce
gambling 6D, hide 2D+2, persuasion 3D+2, search 2D+1
KNOWLEDGE 2D Type: Imperial soldier
Intimidation 3D, law enforcement 2D+1, survival 2D+2, DEXTERITY 2D
tactics 4D+2 Blaster 4D+2, blaster: blaster pistol 4D, blaster: blaster
MECHANICAL 2D rifle 4D+2, blaster artillery 2D+1, brawling parry 5D+1,
Astrogation 2D+1, space transports 2D+1 dodge 4D+1, grenade 4D, melee combat 3D, melee parry
STRENGTH 2D 2D+1, missile weapon 2D+1, running 7D+1, thrown
Brawling 4D, stamina 3D+1, swimming 2D+1 weapons 2D+1
TECHNICAL 2D PERCEPTION 2D
Character Points: 12 Command 4D+2, search 2D+2, sneak 3D
Move: 10 KNOWLEDGE 2D
Equipment: Blaster pistol (3D), comlink Intimidation 3D+2, languages 2D+1, streetwise 2D+1,
tactics 4D+1
Lieutenant Raval Pierce MECHANICAL 2D
STRENGTH 2D
While few who are not Force sensitive in the Brawling 4D+1
Empire have any choice but to join the military, TECHNICAL 2D
Lieutenant Pierce joined eagerly–not out of a sense Blaster repair 3D+2, demolitions 4D
of duty but out of a lust for action. In fact, although Character Points: 16
his soldiering and his bravery are beyond question, Move: 10
Pierce has faced resistance and scrutiny Equipment: Imperial armor (+2D physical, +1D energy, -
1D DEX and related skills), blaster rifle (5D), comlink

Talos Drellik

Lieutenant Talos Drellik has never excelled as a
soldier, and his true passion has always been
history and archaeology. To
Talos, the Imperial
Reclamation Service does an
invaluable job, preserving
Imperial and Sith history
against the onslaught of time.
Unlike many Reclamation
Service officers who are
career soldiers with only a
passing interest in history,
Lieutenant Drellik has
thrown himself into his work,
studying with experts in the
field such as the illustrious
Professor Auselio Gann and
galactic historian Deravon
Wells.[4]

■ Talos Drellik

Type: Imperial
soldier/historian
DEXTERITY 2D
Blaster 3D+2, blaster: blaster rifle 4D, grenade 2D+1,
melee parry 2D+1
PERCEPTION 2D
Command 2D+1, persuasion 2D+1
KNOWLEDGE 2D

48 Galaxy Guide 16: The Old Republic

Chapter Three: The Empire

Alien Species 3D+1, intimidation 2D+1, languages 3D+1, PERCEPTION 2D
planetary systems 3D+2, scholar: Republic lore 8D, Persuasion 6D
scholar: Sith lore 6D+2, tactics 2D+1 KNOWLEDGE 2D
MECHANICAL 2D Alien species 5D+2, bureaucracy 7D+1, languages 5D+1,
Astrogation 2D+1 planetary systems 3D+2, scholar: Killik 8D, scholar: Sith
STRENGTH 2D empire 7D+2, value 3D, willpower 2D+2
Brawling 2D+1 MECHANICAL 2D
TECHNICAL 2D STRENGTH 2D
Character Points: 9 Brawling 2D+1
Move: 10 TECHNICAL 2D
Equipment: Blaster pistol (3D), comlink Character Points: 12
Move: 10
Vector Hyllus Equipment: Blaster pistol (3D)

Imperial Intelligence ■ Average Imperial Trooper
Profile:
Note: parentheses indicate the stat as modified by armor
Background DEX penalties
DEXTERITY 2D (1D)
(Summary): Second- Blaster 4D (3D), brawling parry 4D (3D), dodge 4D (3D),
grenade 4D (3D), melee parry 4D (3D)
generation Imperial; PERCEPTION 2D

mother native to Jurio,

married Captain

Adronik Hyllus after

Jurio was granted

Imperial governance.

Expressed desire to join

Diplomatic Service at an

early age and displayed

appropriate traits.

Ranked high

academically during

training, and soon after

graduation was granted

(by request) post

aboard exploration and

first contact vessel (see service record).

Reassigned to Alderaan due to diplomatic
manpower needs (see House Thul). Served ably

until encounter with Killik species and subsequent

“Joiner” transformation. Current status is unclear.

Personality: Vector Hyllus has repeatedly

expressed admiration for Imperial

accomplishments while indicating a desire to

spread Imperial influence through diplomatic

channels. His attitudes were likely shaped by the

Imperial reconstruction of his homeworld and are

appropriate for a Diplomatic Service member.

Hyllus is obedient, intelligent, charismatic and

effective. He is unlikely to advance further within

diplomatic or military hierarchies.

Notes: Personality profile compiled from

performance reports from before Hyllus’s “Joiner”

transformation. Data should be considered non-

comprehensive.[4]

■ Vector Hyllus

Type: Imperial diplomat
DEXTERITY 2D
Blaster 3D, blaster: blaster rifle 3D+1, brawling parry
2D+1, grenade 3D, melee combat 3D, melee parry 2D+1,
running 4D+1

Galaxy Guide 16: The Old Republic 49

Chapter Three: The Empire

KNOWLEDGE 2D Move: 10
Intimidation 3D, law enforcement 3D Equipment: Imperial trooper armor (+2D physical, +1D
MECHANICAL 2D energy, -1D DEX and related skills, sealed helmet and
STRENGTH 2D integrated life support system), 6 ion photon grenades, R-
Brawling 4D, stamina 4D 77 blaster rifle (5D), blaster pistol (4D), backpack with
TECHNICAL 2D comlink transmitter and E66 battle link computer (100 km
Armor repair 3D, blaster repair 3D, demolitions 3D transmission range), 1 day worth of rations
Character Points: 0-5
Move: 10 ■ Imperial Trooper Squad Leader
Equipment: Imperial trooper armor (+2D physical, +1D
energy, -1D DEX and related skills, sealed helmet and Note: parentheses indicate the stat as modified by armor
integrated life support system), 6 ion photon grenades, R- DEX penalties
77 blaster rifle (5D), blaster pistol (4D), backpack with DEXTERITY 3D (2D)
comlink transmitter and E66 battle link computer (100 km Blaster 8D (7D), brawling parry 4D (3D), dodge 5D (4D),
transmission range), 1 day worth of rations grenade 4D (3D), melee parry 4D (3D)
PERCEPTION 2D+2
■ Veteran Imperial Trooper Search 5D+1
KNOWLEDGE 2D+2
Note: parentheses indicate the stat as modified by armor Command 5D+2, intimidation 5D, law enforcement 4D,
DEX penalties survival 3D+2, tactics 5D
DEXTERITY 2D (1D) MECHANICAL 2D+2
Blaster 8D (7D), brawling parry 4D (3D), dodge 5D (4D), Repulsorlift operation 4D+2, walker operation 3D
grenade 6D (5D), melee parry 4D (3D) STRENGTH 3D
PERCEPTION 2D+2 Brawling 4D, stamina 4D
Search 4D+1 TECHNICAL 2D+1
KNOWLEDGE 2D+2 Armor repair 3D, blaster repair 3D, first aid 3D,
Command 3D+2, intimidation 4D, law enforcement 4D, demolitions 3D+1, security 3D
scholar: Sith military history 5D, survival 3D+2, tactics 3D Dark Side Points: 2
MECHANICAL 2D+2 Character Points: 10
Repulsorlift operation 4D+2, walker operation 3D Move: 10
STRENGTH 3D Equipment: Imperial trooper armor (+2D physical, +1D
Brawling 4D, stamina 4D energy, -1D DEX and related skills, sealed helmet and
TECHNICAL 2D+1 integrated life support system), 6 ion photon grenades,
Armor repair 3D, blaster repair 3D, first aid 3D, knife (STR+1D), R-77 blaster rifle (5D), blaster pistol (4D),
demolitions 3D+1, security 3D backpack with comlink transmitter and E66 battle link
Dark Side Points: 1 computer (100 km transmission range), 1 day worth of
Character Points: 7 rations

IMPERIAL NAVY

The Imperial Navy, also called the Imperial
Armada, is the naval branch of the Sith Empire's
Imperial military. The Navy fields a large fleet of
warships of various. It was constructed over
centuries by orders of Grand Moff Odile Vaiken,
who knew that he would not live to see a fraction of
it complete.[5]

The domains of the Sith Empire are not strictly
located within the known worlds and included
planets within the Unknown Regions. These were
taken by military expeditions into those unknown
tracts of space and the claiming of such worlds
further expanded the influence of the Empire.[1]

NAVY RANK STRUCTURE

The Imperial Navy, as the naval branch of
the Imperial Military, is overseen by the
Ministry of War alongside the Army. Imperial
Navy ranks adhere to the following structure:

Private, Specialists, Corporal, Petty Officer,
Ensign, Lieutenant, Captain, Group Captain,
Commodore, Admiral, and Grand Admiral.[5]

50 Galaxy Guide 16: The Old Republic


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