Star Wars Source Compendium
(v1.1 - 17 AUG 2025)

Over the decades, it has become rather hard to keep track of specific passages or citations within the Star Wars canon; especially for the purposes of establishing "ground facts" for analysis of the Star Wars universe.

This page is intended to collect as many of these passages as possible into one place; and provide citations (where it came from; and if possible, the exact page number); so that debators aren't reduced to the following possible phrases:

Where possible, full statements have been preserved. If the statement is too verbose or overlong, bracketed statements [...] indicating cuts for brevity have been used. In some cases, I have summarized the information. My summaries and commentaries are indicated by the use of Bold Text.

WHY USE SUCH OLD SOURCES?

This page is primarily concerned with the old OT novelizations, supplementary material that was released around the time of the films themselves, and the early (1987-1995) West End Games (WEG) Sourcebooks.

Why?

Because decades later, when you look in current (2025) Star Wars errata in both the current novels and current roleplaying game sourcebooks; you find statements or numbers that are almost direct copy-lifts from the old WEG books thirty years earlier.

Thus, in order to get accurate statements on the Star Wars galaxy, we have to go back to the earliest possible times those statements were created; rather than their present interpretations, similar to how modern day Gospel scholars consult the earliest possible Greek or Aramaic texts when making modern-day translations of the Gospel.

MOVIES THEMSELVES

Star Wars: A New Hope

  • PRINCESS LEIA: The Imperial Senate will not sit still for this....When they hear you've attacked a diplomatic-- [she gets cut off by Vader] -- I don't know what you're talking about. I'm a member of the Imperial Senate on a diplomatic mission to Alderaan.

  • IMPERIAL COMMANDER: Holding her is dangerous. If word of this gets out, it could generate sympathy for the rebellion in the senate.

  • DARTH VADER: Send a distress signal, and then inform the senate that all aboard were killed.

  • GENERAL TAGGE: The rebellion will continue to gain support in the Imperial Senate...

    TARKIN: The Imperial Senate will no longer be of any concern to us. I have just received word that the emperor has dissolved the council permanently. The last remnants of the Old Republic have been swept away.

    GENERAL TAGGE: That's impossible. How will the emperor maintain control without the bureaucracy?

    TARKIN: The regional governors now have direct control over their territories.

    COMMENTARY: [These statements point out that right up to it's dissolution in ANH, the Imperial Senate was still a source of power to be respected, even 19 years into the New Order.

  • HAN SOLO: Well, that's the real trick [avoiding Imperial entanglements], isn't it?...and it's gonna cost you something extra. 10,000, all in advance.

    COMMENTARY: [Gives you an idea of general smuggling costs for two people and two droids, no questions asked.]

  • LUKE: Ten thousand? We could almost buy our own ship for that!

    COMMENTARY: [Gives an idea of the general price of the used ship market.]

  • BEN KENOBI: We haven't that much with us. But we could pay you two thousand now, plus fifteen when we reach Alderaan.

  • HAN SOLO: Seventeen, huh? Okay, you guys got yourselves a ship.

    COMMENTARY: [This exchange shows just how in debt Han is to Jabba -- if he's willing to undertake a somewhat dangerous run with possible Imperial Most Wanted beings onboard, for only a 20% advance. Reasonable speculation is that Han needed the two grand to pay off Jabba immediately to bring down the heat on him to a tolerable level.]

  • HAN SOLO: Traveling through hyperspace ain't like dustin' crops, boy! Without precise calculations, we'd fly right through a star or bounce too close to a supernova, and that would end your trip real quick, wouldn't it?

    COMMENTARY: [This is why the hyperspace skipjumping in RISE OF SKYWALKER was so obnoxious and lore/canon breaking. They should have ended up smeared across half the galaxy for trying that trick.]

  • BEN KENOBI: I felt a great disturbance in the Force, as if millions of voices suddenly cried out in terror and were suddenly silenced. I fear something terrible has happened.

    COMMENTARY: [If Kenobi is feeling this so far away from the Death Star; what would it have been on the Death Star itself? It makes you wonder about why the Emperor insisted on a throne room to be on it besides pure vanity...]

  • HAN SOLO: The entire starfleet couldn't destroy the whole planet. It would take 1,000 ships with more firepower than...

    COMMENTARY: [This is one of the few statements in the films that quantify firepower semi-directly.]

Empire Strikes Back

  • GENERAL VEERS: ComScan has detected an energy field protecting an area of the sixth planet of the Hoth system. The field is strong enough to deflect any bombardment.

    COMMENTARY: [If a semi-portable system for a temporary base could deflect the firepower of a full Squadron of ships (including a Executor), what does that mean for a planet like Alderaan?

  • LANDO: You see, since we're a small operation we don't fall into the jurisdiction of the Empire.

    LEIA: So you're part of the Mining Guild?

    LANDO: No, not actually. Our operation is small enough not to be noticed.

    COMMENTARY: [This implies that even the Empire can't track down every little operation, even one with as much capital investment as Cloud City.]

Return of the Jedi

  • HAN SOLO: Now, don't get jittery, Luke. There are a lot of command ships.

    COMMENTARY: [Implies the existence of more than one Executor-scale ship.]

  • ACKBAR: Our cruisers can't repel firepower of that magnitude.

    COMMENTARY: [Establishes a semi-upper limit on large capital ship scale shielding in the SW universe.]

MOVIE NOVELIZATIONS

These novelizations were released in December 1976, 1980 and 1983 and for a long time, provided the only “backstory” glimpses into what Star Wars was behind the scenes; besides the other novels (Han Solo Trilogy by Brian Daley c. 1979-80 and the Lando Trilogy by L. Neil Smith c. 1983)

Star Wars: From the Adventures of Luke Skywalker Novelization (December 1976) by Alan Dean Foster (ghostwriting for George Lucas)

  • So it was with the Republic at its height. Like the greatest of trees, able to withstand any external attack, the Republic rotted from within though the danger was not visible from outside.

    Aided and abetted by restless, power-hungry individuals within the government, and the massive organs of commerce, the ambitious Senator Palpatine caused himself to be elected President of the Republic. He promised to reunite the disaffected among the people and to restore the remembered glory of the Republic.

    Once secure in office he declared himself Emperor, shutting himself away from the populace. Soon he was controlled by the very assistants and boot-lickers he had appointed to high office, and the cries of the people for justice did not reach his ears.

    Having exterminated through treachery and deception the Jedi Knights, guardians of justice in the galaxy, the Imperial governors and bureaucrats prepared to institute a reign of terror among the disheartened worlds of the galaxy. Many used the Imperial forces and the name of the increasingly isolated Emperor to further their own personal ambitions. – Preface

    [I can see why the later WEG material refers to Palpatine as “President”, because they were going off the 1976 Novelization of ANH.]

  • “He [Anakin] was betrayed and murdered,” Kenobi declared solmenly, “by a very young Jedi named Darth Vader.” He was not looking at Luke. “A boy I was training. One of my brightest disciples … one of my greatest failures.”

    [This early version establishes that Anakin was Obi Wan's disciple as far back as 1976, some 23~ years before the Prequels.]

  • “Senatorial representation has not been formally abolished, you must understand,” Tarkin explained. “It has merely been superseded for the—” he smiled a bit more—“duration of the emergency.”

    [Tarkin's response to Tagge about how would the Emperor maintain the bureaucracy with the Senate dissolved is a bit different in the novelization; and it might well be the 'official' in-universe version given to the general public.]

  • “I am a dedicated man, and the pleasures I reserve for myself are few. One of them is that before your execution I should like you to be my guest at a small ceremony. It will certify this battle station’s operational status while at the same time ushering in a new era of Imperial technical supremacy. This station is the final link in the new-forged Imperial chain which will bind the million systems of the galactic Empire together once and for all. Your petty Alliance will no longer be of any concern to us. After today’s demonstration no one will dare to oppose Imperial decree, not even the Senate.”

    [This early version of Grand Moff Tarkin's monologue to Princess Leia is the first time we encounter the 'million worlds' statement.”]

Star Wars: Empire Strikes Back Novelization by Donald Glut

  • Supreme confidence reigned in the heart of every crew member in this Imperial death squadron, especially among the personnel on the monstrous central Star Destroyer.

    [This is the first official appearance of Vader's “Death Squadron” title/designation/name in canon.]

Star Wars: Return of the Jedi Novelization by James Kahn

  • At the feathered edge of the galaxy, the Death Star [II] floated in stationary orbit above the green moon Endor—a moon whose mother planet had long since died of unknown cataclysm and disappeared into unknown realms. The Death Star [II] was the Empire’s armored battle station, nearly twice as big as its predecessor, which Rebel forces had destroyed so many years before—nearly twice as big, but more than twice as powerful. Yet it was only half complete.

    [The size of the Second Death Star compared to the first.]

  • “What is it?” the officer demanded.

    “That shuttle has a class-one priority ranking.”

    He tried to replace the fear in his voice with disbelief. The officer glanced at the view-screen for only a moment before realizing who was on the shuttle and spoke to himself: “Vader!”

    [Vader has a Priority One ranking; presumably the Emperor is Priority Zero...]

  • “When I saw what had become of him, I tried to dissuade him, to draw him back from the dark side. We fought … your father fell into a molten pit. When your father clawed his way out of that fiery pool, the change had been burned into him forever—he was Darth Vader, without a trace of Anakin Skywalker. Irredeemably dark. Scarred. Kept alive only by machinery and his own black will …”

    [The fight on Mustafar in ROTS was foreshadowed nearly twenty years beforehand.]

  • Senator Palpatine had seized the moment. Through fraud, clever promises, and astute political maneuvering, he’d managed to get himself elected head of the Council. And then through subterfuge, bribery and terror, he’d named himself Emperor.

    [An early version of his outmanuvering Chancellor Valorium in The Phantom Menace to install himself as Chancellor Palpatine.]

  • Like Leia’s adopted father—like Palpatine the Emperor himself—Mon Mothma had been a senior senator of the Republic, a member of the High Council. When the Republic had begun to crumble, Mon Mothma had remained a senator until the end, organizing dissent, stabilizing the increasingly ineffectual government.

    She had organized cells, too, toward the end. Pockets of resistance, each of which was unaware of the identity of the others—each of which was responsible for inciting revolt against the Empire when it finally made itself manifest.

    There had been other leaders, but many were killed when the Empire’s first Death Star annihilated the planet Alderaan. Leia’s adopted father died in that calamity.

    Mon Mothma went underground. She joined her political cells with the thousands of guerrillas and insurgents the Empire’s cruel dictatorship had spawned.

    [This is the earliest possible version we have of Mon Mothma's backstory as a secret organizer of the Rebellion. It also alludes to the "everyone fights their own war" feel we see in ANDOR Season 1 with Saw's group and the others.]

EARLY SUPPLEMENTAL MATERIAL

This material was printed during the time the original trilogy (ANH/ESB/ROTJ) was "active" (1977-1984)ish.

Guide to the Star Wars Universe (First Edition) by Raymond L. Velasco, 1984

DEATH STAR: “The Death Star’s destructive power was equivalent to that of the entire Imperial fleet. Roughly the size of a class IV moon...” (p.46)

DEATH STAR II: “Because of the first Death Star’s great success a second Death Star was later constructed over the Moon of the planet Endor. This battle station was larger than the first (approximately 100 miles in diameter) and more than twice as powerful.” (p.46)

EMPEROR: “malevolent dictator of the Empire, leader of its military forces, and superior of Lord Darth Vader. Formerly a member of the Imperial Senate, the Emperor, then called Senator Palpatine, began on his road to power during a time in the Old Republic when social injustice and corruption were rampant throughout the galaxy. Through fraud, clever promises, and astute political maneuvering, Palpatine managed to get himself elected President of the Republic. Soon afterward, he repayed his political debts and declared himself Emperor. One of his first acts as Emperor was the extinction of the Old Republic’s guardians of peace—the Jedi Knights. Anakin Skywalker, the young Jedi apprentice who aided him and who was later to be known as Darth Vader, was turned to the dark side by the Emperor when the latter recognized Vader’s abilities.” (p.59)

EXECUTOR “Lord Darth Vader’s personal flagship; classified as a Super Star Destroyer—approximately five times larger and more destructive than any Star Destroyer in the Imperial fleet. Executor represents the best and newest vessel available in the Imperial inventory. Like most ships in its class, Executor is used as a command ship, a spacegoing headquarters from which to guide planetary invasions, space battles, and the like.” (p.63)

[I believe this is the start of the “five mile long Executorbrainbug by WEG.]

SPACE SLUG a colossal wormlike creature residing within the furrows and craters of asteroids and planets. The slug’s metabolic systems allow it to survive on airless worlds and subsist on just about anything. Scientists have speculated that space slugs may grow to lengths as great as 750—900 meters. (E) (p.175)

[WEG seems to have recycled that 900m length into their description of space slugs for maximum possible length.]

DARK HORSE COMICS

Dark Empire Trade Paperback, 1993

  • HAN SOLO: Sure, Why not? There’s only twelve million inhabited star systems out there....shouldn’t be too hard... [Image in context]

WEST END GAMES (WEG) SOURCEBOOKS/MATERIAL

The very first WEG Sourcebook, printed in 1987 finally provided detailed knowledge on the Star Wars universe (for example, the species names Twi'lek, Rodian, and Quarren originated in the first WEG sourcebook.)

A year later in 1988, the Imperial Sourcebook was printed, followed by the Rebel Alliance Sourcebook in 1990 (Both were revised and reprinted for the 2nd Edition later on).

Those two "core" books went into a level of autistic detail never quite seen before or since in licensed Star Wars material (especially for Imperial Military TO&Es) and have been continually recycled by almost every later Star Wars RPG system after WEG's bankruptcy caused them to lose the Star Wars license.

If you're interested in Bounty Hunters / Role Playing one, there are three extra WEG sourcebooks which are quite useful:

There's Bounty Hunting material in GG9 that isn't in GG10; hence my recommendation for the trilogy.

Another really good set of "must have" books for those role playing those on the wrong side of the law are:

WEG Star Wars Style Guide, Version 2.0 (August 1994)

NOTE: I've chosen to reproduce certain chapters from their Style Guide completely; as this was a product that was never distributed commercially, and it provides some really great information on how to "get" the "feel" for Star Wars.

It's rather sad that so many later authors who played in the Star Wars universe (Kevin J Anderson and his Sun Crusher) didn't read the WEG Style Guide, which explictly called out such "power scaling" attempts in "No Superlatives or Absolutes".

Snippets

  • Cargo Capacity: In metric tons or kilograms. Fighters carry only a few kilograms; small transports (like the Falcon) carry about 100 metric tons; bulk transports can carry thousands of tons (space barges can carry 15,000 metric tons, bulk freighters can carry 80,000 metric tons). You do not need to list a ship’s cargo volume since a ship’s tonnage capacity is more important than its volume. Ships may have excess volume to handle lighter than water cargos, like food stuffs, etc. – Chapter Eleven: Stat Formats (page 50)

    [This provides a handy "scale" of how big commercial shipping is in the SW universe.]

Chapter Three Writing in the Star Wars Universe
(Complete Section, Pages 10-14 – PDF)

Star Wars writers must write with the same tone, spirit and atmosphere as the Star Wars movies. They must be consistent with what has been done in the universe in the past, including game products, novels and comics. Here are some hints and rules to make sure you’re writing best fits the Star Wars feel.

All these areas are general guidelines. Talk to us. We do offer some flexibility for exceptional ideas. But these are cliches and poorly executed concepts we see repeatedly.

No Juvenile Writing

A lot of authors write for an audience composed exclusively of 12-year-olds. We expect writing that is serious, exciting, original, and interesting. Don't be redundant, condescending or simplistic. Your audience is a group of highly intelligent high school, college and older age individuals.

If you’re looking for suggestions on appropriate tone and style, look at the writing styles used in Star Wars: The Roleplaying Game, Second Edition and The Star Wars Sourcebook.

PG & PG-13

The Star Wars universe is a PG and PG-13 universe. Profanity should be limited to hell and damn (or Star Wars slang equivalents such as Stang). And we should see very little blood (and only in very dramatic situations) and no extreme violence. We should see no nudity. Sexuality is a topic best left undiscussed — romance in a traditional, non-graphic nature is acceptable.

Potentially disturbing situations, such as torture, should be “faded out"—just as when Darth Vader interrogates Princess Leia in Star Wars. We know what’s going to happen and the camera doesn’t have to show us to get across the dramatic impact.

Like the movies, do not glamorize negative traits, such as people who look down on aliens or members of the opposite sex: these characters can have these traits, but they should be presented as negative traits. These traits should also be limited exclusively to the characters — these traits shouldn’t be part of the narrator’s point of view. Likewise, players and their characters shouldn’t be encouraged to use abusive slang or dehumanize characters. Remember, what comes around goes around.

Likewise, do not glamorize the abuse of alcohol. Drugs are off limits —we often use the term “spice” as a substitute. You may also name something, “ryll” for example, but don’t describe its drug-like qualities.

If you have any questions, ask yourself, “Does this fit in the Star Wars movies?” If you even hesitate to say yes, then your material is questionable and you should send this material in advance to West End for commentary.

Don't Be Redundant

Too many authors pad-out their word counts by saying the same thing three times, or using “As we said before ..." We trim mercilessly, and more importantly, this means that you’ll have to come up with completely new sections to fulfill your word count obligations outlined in your contracts.

Don't Make Fun of Star Wars

Material may not make fun of the Star Wars universe. You may certainly present humor from the point of view of a character, or humor inherent in a certain situation, but you may not make fun of or be degrading to the Star Wars universe. Have fun with Star Wars instead.

Use the Star Wars Setting

The Star Wars universe is a lot more than the Rebels versus the Empire. There are independent companies, hostile bounty hunters, intelligent aliens, and so forth. When creating plots, villains and settings, use this setting to the utmost. Remember, it’s a big galaxy out there, and you can help fill it — if what you create fits existing material and has that Star Wars feel to it.

Be exciting! Star Wars should be chaotic, fast-moving action adventure. The worlds and characters should be interesting.. If you want guidelines on pacing for adventures and how to make believable worlds, see the adventure The Abduction of Crying Dawn Singer.

However, the largeness of scale must have context. You may not create something that’s too big, powerful, destructive, or valuable, or else the Empire would have taken control of it. Before the death of the Emperor, if it was really important to the Empire, it would crack down and assert control. On the other hand, if it would be cheaper and easier to intimidate others into doing their bidding, the Empire would use that tactic.

For example, most large businesses stayed Independent by swearing allegiance to the Empire and keeping any illegal activities very quiet.

Writing in the New Republic

The era of the New Republic is an era of decay. The Empire has steadily lost ground and it has fragmented into many, many factions. However, the Republic isn’t all that much better off. Constant infighting prevents the Republic from making any real gains, and the economy has stagnated. Credits, weapons and ships are scarce. By the events of Heir to the Empire, the New Republic is barely maintaining power. A year later, in Dark Empire, the Empire has reunified just long enough to take power again, but after the Alliance was defeated and forced to flee Coruscant, the Empire factionalized again, triggering a major civil war. Lots of new, experimental weapons are being developed, but beyond that, the economy is still in a shambles.

Minimize Real World References

Since we are trying to maintain the Star Wars universe as an independent fictional universe, don’t use real world references unless absolutely necessary.

Limit references to objects that could conceivably exist in the universe — as in the Tim Zahn novels: cigarra, hot chocolate and tea. When you want to refer to a specific type of technology, you can refer to it with a synonym — for instance, walkie talkies are comlinks, video phones are vidcomms, cars are ground transports.

Never use references to real world locations, events, or people — don’t draw comparisons to fictional characters, celebrities and so forth.

Never use the names of other people’s trademarks —for example, no characters named Bilbo or Gandalf or Judge Dredd.

Create Real and Logical Characters

Star Wars is a real universe. Star Wars is more than good guys versus bad guys. People in the Star Wars universe are real people, with real motivations, goals, faults and weaknesses. Create three dimensional, interesting, complex characters with depth. People have real motivations, just like people in our world: to get a good job, to get rich, to find a date. They don’t do things without reason. People are good and evil, and many have high and lofty ideals, but many also have realistic motives.

Granted the Empire is evil, but let’s see some realistic evil: the Empire is trying to control people and maintain power. They’re not going to execute people unless they think it will get them something — obedience from those who are around, for instance. The citizens of the Empire are, more often than not, Just folks who don’t realize how evil the Empire can be because it never affects them personally.

The Empire has a great deal of control of information, so most of the time people don’t hear about atrocities on backwater worlds. In the Empire proper no one is going to think about revolting against what they perceive as a “not perfect but could be worse” government. Besides, if someone does hear about an atrocity, they figure the victims were criminals and rabble-rousers who deserved what they got. It’s not that people don’t care, but they, like lots of Americans, choose not to get involved.

Be Logical, Be Consistent, and Do Your Research

Be internally consistent. Authors often contradict themselves in their own writing. If a character is a “really good bounty hunter,” then he should act like one, and not make juvenile mistakes (this comes back to researching your subject).

Think the universe through: if you are putting a military base on a world, ask yourself, why was it put here in the first place? What was the objective?

Likewise, it’s not very believable to have a “hidden” pirate base in the heart of a highly populated system. Now, on the other hand, you could have a crime lord’s enclave in the depths of Nar Shaddaa, but that’s because it is a lawless world where the police don’t really care. Think things through logically!

Do your homework! If you are inventing a new world that's really unusual, call up an astrophysics professor at a local university to see if it’s plausible. If you’re inventing a gang, do research on Earth gangs to see how they operate, and then modify that information to fit the Star Wars universe. Remember, any costs incurred while doing research are tax deductible if you keep your receipts.

People make the most mistakes when covering military tactics and procedures. Research the deployment of warships, or troop movement, or army organization, or whatever else is relevant. The bottom line is people who really know how these things are done in the real world will be reading your material, so make sure you know what you're talking about.

Think new planets through: we’ve had too many worlds that are too much like Earth or “there is one settlement and the rest is wilderness.” This is fine once in a while, but it seems that every planet in the galaxy is like that. Develop worlds with unique cultures, industries, attitudes, and so forth.

If a planet has been settled for thousands of years, it could have some amazing architecture, huge monuments and other things that make anything on Earth look downright piddly.

When building a planet, figure out its economy. What do residents do for a living? What is the economy based on — manufacturing goods or exporting natural resources? Is it just getting by?

What are the various climates like? Don’t do one planet/one climate worlds — Tatooine and Hoth were extreme examples. Make this a believable universe. Why do people come here? Why do they leave? What happens here?

Think Big

Don’t underestimate the size and scope of the galaxy. There’s a galaxy of billions of stars, with a hyperspace-linked culture that has been around for over 20,000 years. There is room for an astounding amount of diversity. Likewise, not everything or everyone should be from Tatooine or Bespin (just like not everything interesting happens in Boise, Idaho).

It is a universe of neat gadgets, cool aliens, mystery and a hint of magic. Espionage, military scenarios, Indiana Jones in space, westerns, old Star Trek, simple combat, lost cultures, lightweight cyberpunk, smuggling, “pirates in the Caribbean” and even horror themes all fit into the Star Wars universe if done properly.

Trouble Spots

Feel free to introduce new elements to the universe, like aliens, ships and planets, but be careful to maintain the balance of the universe. Don’t advance the technology, change the power structure of the galaxy, or anything like that. We aren’t interested in teleportation gadgets, super-duper hyperdrives, or “aliens invade the galaxy’ plots. Likewise, we are not Interested in time travel, alternate dimension or alternate universe stories.

We are not interested in tired cliches ... no planets obviously stolen from other science fiction stories, no cat, lizard or bug aliens. When creating something new, make it original. For example, Wookiees have canine and simian aspects, but are a wholly unique invention.

Do Not Talk About the Past

You may not discuss anything of galactic significance which occurs prior to Star Wars: A New Hope. This includes subjects such as the Clone Wars, specifics about the Old Republic, how the Emperor rose to power, how the Rebellion stole the X-wing prototype, the fall of the Republic, the extermination of the Jedi Knights, the history of Emperor Palpatine or Darth Vader, the Mandalorians or anything about the history of the Jedi Knights.

No Superlatives or Absolutes

Don’t make stuff the “biggest” or “best” or “worst" or “most" anything. You can make something big and impressive and nasty by sheer description. You may not use these absolute descriptives because somehow, somewhere, somebody will come up with something bigger and badder (and they probably were inspired by your idea in the first place).

Similarly, don't make sweeping statements about the nature of the Star Wars galaxy. Instead of saying, “All customs inspectors in the galaxy will do this," limit your perspective to something more local—“Customs inspectors on this planet ..." People will do things differently in different parts of the galaxy, so you will have worlds that are wildly different.

Stormtroopers Are Loyal!

Real stormtroopers are fanatically loyal to the Emperor. After the death of the Emperor, some Imperials might dress up normal soldiers in stormtrooper uniforms, but “real” stormtroopers still loyal to the remnants of the Empire are unswayable.

Use the Major Players Sparingly

Don’t submit plots in which the major movie characters play a significant part. Maybe they guest star or have a short cameo for a scene or two. Think of Sean Connery’s role in Robin Hood: Prince of Thieves. Don’t use Darth Vader, the Emperor, or other heavy adversaries.

COMMENTARY: [With what we now know about the early Imperial era circa ROTS (19BBY); it's possible if you're role playing an early-Empire game in 17BBY, to encounter Vader while he's still "establishing" his brand (i.e. he's an unknown within the Empire) and possibly survive through sheer luck. But by 3BBY, pretty much everyone should 'know' that Darth Vader is bad news; and you should immediately abort the mission or flee if you catch a glimpse of him from far away.

This could be useful for a gamesmaster in establishing "boundaries" for the players to follow -- they want to go to planet 'X', but you don't want them to go there. So you let them go there, only to find upon dropping from hyperspace that Lord Vader has arrived in the system in the Devastator and is doing his typical brand of stuff there. Now your characters must carefully back out towards the exit(s) without being too obvious.]

Be Fluent in Star Wars

Know your Star Wars history and the universe. You are expected to know the history in the Star Wars universe chapter in Star Wars: The Roleplaying Game, Second Edition. There is also a lot of information out there in our various products that you probably don’t know, as well as Information from the novels and comics you should be familiar with.

As a bare minimum, you are expected to have and be familiar with Star Wars: The Roleplaying Game, Second Edition, The Star Wars Sourcebook, The Imperial Sourcebook, and The Rebel Alliance Sourcebook.

A handy reference for anyone writing Star Wars is Bill Slavicsek’s A Guide to the Star Wars Universe published by Del Rey. It’s a fairly comprehensive encyclopedia of much of the material which has appeared in the films, the radio plays, the comics, the novels, and even the roleplaying game.

If your product is set after the Battle of Endor, you must also be familiar with the sourcebooks for Timothy Zahn’s trilogy of novels. If you are using locations or places from the movies, you must have The Star Wars Movie Trilogy Sourcebook. You are likely to find other supplements, like The Death Star Technical Companion, Galaxy Guide 6: Tramp Freighters, and Galaxy Guide 7: Mos Eisley handy as well.

Do not hesitate to call the Star Wars editors at West End Games with history or continuity questions.

Other points about the Star Wars galaxy you might find useful include:

•    Hyperspace has been around for thousands of years.

•    The Republic lasted for 1,000 generations, or 25,000 years. It is so old that a lot of the past isn’t too well known.

•    There are millions of worlds in the Known Galaxy (the Empire, New Republic, settled space); there are lots of worlds beyond the Known Galaxy that are unexplored or rumored to exist. These outer worlds may have ancient technology, such as really old hyperdrives.

•    There are billions of suns in a galaxy.

•    The Empire had at least 25,000 Star Destroyers.

Star Wars Timeline
(*) NOTE: You may not discuss this era since it occurs before the films.

25,000+ years before Star Wars *

Hyperspace has been around for thousands of years.

25,000-20,000 years before Star Wars *

The Old Republic founded. This was so long ago that a lot of the past isn’t that well known.

4,000 years before Star Wars *

Tales of the Jedi and Dark Lords of the Sith from Dark Horse Comics. At this time, West End hasn’t produced any material for this time period.

Before Star Wars *

The Clone Wars

5-10 years before Star Wars *

Droids comics series from Dark Horse Comics

Before Star Wars *

Lando Calrissian books by L. Neil Smith

Just before Star Wars *

Han Solo books by Brian Daley

Star Wars

Between Star Wars and Empire

Classic Star Wars, the Al Williamson/Archie Goodwin comic strips

Between Star Wars and Empire

All West End materials bearing the simple Star Wars logo.

3 years after Star Wars

The Empire Strikes Back (we believe the movie takes place over about six months).

4 years after Star Wars

Return of the Jedi

Immediately after Return of the Jedi

The Truce at Bakura by Kathy Tyers

After Return of the Jedi

New Republic established. All West End material bearing the The New Republic banner is set after the Battle of Endor. At this time the Republic is plowing across the galaxy. At the two year mark, we think they’ve got about 50% of the galaxy. The Empire has fragmented into many factions, all paying allegiance to the “Empire" in name, but none supporting each other.

3-4 years after Return of the Jedi

The Courtship of Princess Leia by Dave Wolverton. Han and Leia married.

5 years after Return of the Jedi

Heir to the Empire. By now, the Republic has 3/4ths of the galaxy and the Empire has been forced back to the galactic backwaters. The New Republic has moved its seat of government to Coruscant, the former Imperial capital. The time encompassed by Heir to the Empire, Dark Force Rising and The Last Command is six months. At the end, Thrawn is defeated, but has retaken about half the galaxy in the name of the Empire. Leia gives birth to Jacen and Jaina, her twins.

6 years after Return of the Jedi

Dark Empire. Occurs soon after the conclusion of Zahn’s novels. The Empire, inspired by Thrawn, has reunited, retaking 3/4ths of the galaxy and forcing the New Republic on the defensive. The Empire retook Coruscant, but once again fragmented, triggering an all-out civil war. Coruscant is leveled in the fighting. The New Republic establishes a new base on the Pinnacle Moon. The Emperor returns with his World Devastators, destroying most of Calamari. Luke embraces the dark side in an attempt to defeat the Emperor.

6 years after Return of the Jedi

Dark Empire II.

7 years after Return of the Jedi

Kevin Anderson trilogy of novels — Jedi Search, Dark Apprentice, Champions of the Force. Focuses on Luke’s efforts to reestablish the Jedi Knights.

11 years after Return of the Jedi

Vonda McIntyre’s novel, The Crystal Star.

Chapter Five Writing Source Material
(Complete Section, Page 17 – PDF)

The trend these days among gamers is they want source material. Adventures are good for one run, but good source material can be the foundation of an excellent and rich campaign, and it can help spice up an existing campaign.

What Is Source Material?

Many of our sourcebooks and supplements fit the description of source material — anything that helps fill in the gaps and details the Star Wars galaxy. Unlike adventures, source material doesn’t require a plot, although exciting characters and settings are much more important. Source material can be picked up by gamemasters and players and used in their own campaigns.

Some examples of Star Wars sourcebooks Include The Heir to the Empire Sourcebook, Rebel Alliance Sourcebook, the numerous Galaxy Guides, and the General Cracken books. Articles featuring source material on new planets, ships, or campaign ideas can also be used in the Star Wars Adventure Journal.

Be Organized

Since source material isn’t usually held together with a plot like a story or adventure, organization is very important. Begin with a brief overview of what you’re writing about — avoid phrases that state “this supplement/article will talk about the Ison Corridor and the many interesting worlds found there.” Be direct. Tell readers something useful right away — “The Ison Corridor is a little-known trading route in the Outer Rim Territories, home to numerous smugglers and the infamous gangster Greasy Boab."

Be Logical

Source material must all fit together in a logical way. Remember, although the Star Wars universe is a fictional universe, it does operate along many laws of reality. Characters must have reasonable motivations, planets must have believable climates and terrain, governments, cities and starports must all fit together logically. And in many cases when writers are describing new systems or characters, everything is inter-related.

Be Original

Original themes are cool. Stay away from Star Wars cliches (ice and desert planets, Hutt crimelords, smugglers with Wookiee copilots...), and don’t do something that's an obvious swipe from someone else’s stories (ringworlds, federations, space stations near wormholes ...). Your readers want new, exciting and original source material to work into their games. Give them plenty of ways to use your source material — adventure ideas, new gamemaster characters with stats, new planets to explore, new ships to play with, small sidebars detailing other aspects of your subject. Look at what's been done in West End’s Star Wars products and you’ll see the wide range of subjects and presentations that source material covers.

Chapter Six Writing Game-Related Fiction
(Complete Section, Page 18 – PDF)

The Star Wars Adventure Journal accepts game-related fiction — short stories about people in the Star Wars universe (no main characters from the movies!) with adventure ideas, informational sidebars, and character, alien, ship, and planet stats for those that appears in the story.

Although this game-related fiction is similar to other fictional sidebars and introductions in both source material and adventures, it is much more difficult to write. Short game-related fiction for the Journal must be excellent. Not okay, not passable, not mediocre. The Journal only accepts the best of the fiction available. It is a privilege for the Journal to publish game-related fiction, so writing game-related fiction for Star Wars is a privilege.

Warning!

Short story writing is not like writing source material or adventures. There is much more emphasis on a tight and logical plot, deep and developing characters, and a strong sense of setting, tone, and atmosphere. In adventures and source material, the actual ideas are most important, and the writing is secondary. They can usually be fixed by an editor. But a short story is carried by the ideas, the writing and the style.

If you have never written fiction or short stories before, do not attempt to write game-related fiction for Star Wars. If you wish to pursue writing fiction, go to your local bookstore and pick up a book on writing. We recommend a book by science fiction author Damon Knight called Creating Short Fiction (published by Writer’s Digest Books). It has some good tips on writing and developing your writing style, and contains some fun exercises on creating setting, tone and characters.

Some people get degrees in creative writing. Others learn to write creatively on their own. The key is to always keep writing and to be willing to use your mistakes and other people’s criticisms to improve your work.

Relating Stories to the Game

All fiction in the Star Wars Adventure Journal must be “game-related.” This means you must provide complete game stats for all characters, ships, creatures, planets, aliens, new equipment, or anything else included in your story. You must also provide adventure ideas so gamemasters can try to integrate the action, characters, settings and situations in the story into their own game campaigns.

The same rules that apply to writing adventures and source material also apply to stories. Be logical and original. If your story doesn’t make us sit back and say “Wow!” when we finish reading it, we probably won’t buy it.

Look at some of the work that appears in the Star Wars Adventure Journal to get a better sense of what we expect and what’s been done.

Star Wars: The Roleplaying Game, 2nd Edition

  • A universe where travel from one star to another is as easy as it is for us to travel from one city to another. A galaxy of millions of planets, populated by brave heroes, despicable villains, and shady smugglers. Visit the Star Wars universe, where adventure awaits you!Introduction (p.5)

  • It’s also important to remember that it's a big galaxy. BIG! There are millions of stars. The Empire has over 25,000 Imperial Star Destroyers. There are quadrillions of beings. Make use of this big a setting. The Star Wars universe is also one of majestic history and epic stories. This civilization has been around for over 20,000 years (actually, if you include warlords like Xim the Despot, a lot longer than that). There is plenty of room for lost ruins, ancient artifacts, heroic myths. This is also a modern galaxy of huge corporate conglomerates and planets with billions of people. In short, if you want to tell any kind of story, somewhere in the Star Wars galaxy, there is room for it! Have fun!Chapter Two: Gamemastering (p.46)

  • Planetary Systems [Pages 77-78]

    This skill represents a character's general knowledge of geography, weather, life forms, trade products, settlements, technology, government and other general information regarding different systems and planets.

    The base difficulty is based on how obscure the system is:

    Very Easy — System that everyone has heard of and knows something about. Coruscant, the former Imperial capital and the capital of the New Republic. Endor since the Battle of Endor. Alderaan. Corellian system.

    Easy—Systems that most people will have heard of, but they will only know one or two things about. Kessel has spice mines. Lianna is the home of Sienar Fleet Systems.

    Moderate — Systems that the average person might have heard of, but they probably know nothing about. Sullust, home of the Sullustans. Kashyyyk, the Wookiee homeworld.

    Difficult — Very obscure systems that most people will never have heard of, or maybe they’ve heard of it but have no interest in learning anything about it. Bespin. Questal.

    Very Difficult — System that very few people have ever heard of, and even then, only a small percentage know anything of it beyond its name. Dantooinc. Ord Mantel). Tatooine before Luke Skywalker became famous.

    Heroic — System that almost no one has ever heard of. The system may not even be on the star charts or be officially registered. An unexplored system that might have been visited by traders. Dagobah. Hoth. Yavin. Endor before the Battle of Endor.

    Modifiers:


    A basic modifier is dependent upon how obscure the information is:

    No modifier — Information is very common or easily figured out from quick observation. All natives and most visitors know this. Dagobah is a swamp world without any advanced settlements. The only reason to go to Tatooine is Mos Eisley Spaceport and Jabba the Hutt's crime syndicate.

    + 1 to +5 to difficulty — Information is common, but requires some observation or investigation. All natives will know this; many visitors might. Cloud City is powered by custom designed repulsorlift generators. The basis of Coruscant's economy is the huge bureaucracy.

    +6 to +10 to difficulty — Information is obscure and requires detailed observation. Most natives know this information, but most visitors don’t. Tatooine is populated by a hostile species known as Tusken Raiders. Kashyyyk’s lowest eco-levels are extremely dangerous.

    + 11 to +20 to difficulty — Information isn't well known and many natives may not know this. Significant observation and investigation is necessary to turn this up. In Cloud City, Lando Calrissian siphoned off a small portion of Tibanna gas to produce spin-sealed Tibanna gases for blasters. Hoth is populated by dangerous predators called Wampas.

    +21 or more to difficulty — Only a select few individuals know this. The information is restricted or not well distributed to the galaxy at large. Before the Battle of Yavin, knowledge that Yavin was the site of the main Rebel base. [Pages 77-78]

    [COMMENTARY: I reposted this entire segment in full, because it's a vital continuity rule that many authors forget IRL.]

  • A ship in hyperspace must still go around all objects in our dimension, called realspace. Therefore, ships can seldom travel straight from one star to another — they must avoid the mass shadows and gravitational affects of every star, planet, asteroid and other galactic phenomenon in the way. The solution to this was the creation of established, known hyperspace routes. As these routes were traveled, the obstacles along the route became better known, and ships could risk going faster and faster. In simple terms, using an established, well-known route allows for very fast travel, even between distant stars, while using a poorly traveled route, even if only over a short distance, takes longer and is often more dangerous.Chapter Six: Space Travel (p.110)

  • The advanced technology of hyperdrive has linked the entire galaxy together, allowing people to travel to other stars in the space of days, or even hours.Chapter Six: Space Travel (p.112)

  • Just as there are millions of member worlds in the Empire, there are millions of different ships.Chapter Six: Space Travel (p.112)

  • False transponder codes give the ship a false registry All ships are required to register with BoSS (Bureau of Ships’ Services), which assigns a unique transponder code to each ship’s engines. Clever captains can alter the transponder code (this is very difficult to do), so that once a ship is detected, it is identified as another vessel — for example, with a false transponder code, the Millennium Falcon might be identified as the Cool Shot, another YT-1300 transport registered to a completely different captain.Chapter Six: Space Travel (p.114)

  • There is no known “straight route” travelling across the galaxy. Even the fastest ships in the galaxy, such as the Millennium Falcon, would take over a month to cross the entire galaxy, if such a route did exist.Chapter Six: Space Travel (p.115)

  • Most ships have a hyperdrive back-up. This is a small, slow unit which can bring a ship limping into the nearest port if its main hyperdrive has been disabled by some mishap.Chapter Six: Space Travel (p.115)

  • The Imperial Star Destroyer was among the most fearsome weapons of the Imperial war machine. With over 25,000 of these awesome ships at his disposal, it is no wonder that Emperor Palpatine could instill fear in the hearts of the galaxy’s citizens.Chapter Six: Space Travel (p.118)

  • Reaching out from what came to be known as the Core Worlds, the Republic eventually embraced over a million member worlds, and countless more colonies, protectorates and governorships. Nearly 100 quadrillion beings pledged allegiance to the Republic in nearly fifty million systems..Chapter Seven: The Star Wars Universe (p.126)

  • The Rebel Alliance gained a great deal of support in the Outer Rim Territories and other remote regions, where the Emperor's forces acted with impunity, committing atrocities beyond belief. While many of these worlds couldn’t openly declare themselves in rebellion, lest they face direct response from the Emperor’s massive star fleet, they did succeed in funneling arms, money and soldiers to the Alliance.Chapter Seven: The Star Wars Universe (p.128)

  • The Empire’s ability to control all official communications effectively prevented those in the influential Core Worlds from knowing about the massacres that occurred on the outer worlds. Because the war, and its brutal realities, never touched the lives of the average person in the Core Worlds, Palpatine retained a great deal of popular support in these protected regions.Chapter Seven: The Star Wars Universe (p.128)

  • It is unknown whether hyperdrive was invented by the Humans of the Core Worlds, or simply introduced by alien traders from far off in the Unknown Regions, but it is known that this miraculous technology, known to predate the Republic, allowed the creation of a galactic civilization.Chapter Seven: The Star Wars Universe (p.130)

  • The Star Wars galaxy is unimaginably large, with over a hundred million stars in an area of space over one hundred thousand light years from end to end. There are millions of officially logged inhabited planets, and quite probably millions of planets that have little more than a single settlement or for some other reason remain officially unlogged, but nonetheless inhabited. Even with the miracle of hyperdrive, travel from one end of the galaxy to the other could take many months simply because there are so many unknown regions of space. The areas of mapped and settled space are called the Known Galaxy. Those areas which remain unmapped and unsettled are called the Unknown Regions. Because of the size of Known Galaxy, the Old Republic created regions for a convenient means of tracking economic, demographic and bureaucratic data. Each region was comprised of many sectors. The Republic's original definition of a sector was any area of space with 50 inhabited planets, but as colonization and exploration added more and more worlds to the society, many sectors grew and expanded far beyond their original borders. As the Empire continued to expand under Palpatine, even at a reduced rate compared to that of the Republic, the numerous new planets required the addition of many new sectors.Chapter Seven: The Star Wars Universe (p.131)

  • SUMMARIZED: [The SW Galaxy's most important area is called “the slice” because it forms a “pie” shape bounded by two ancient hyperspace trade routes leading from the Core Worlds into the Mid Rim regions. A significant amount of “important” planets and areas are contained within 'the Slice'] Chapter Seven: The Star Wars Universe (p.131)

  • There are sixty standard seconds in a standard hour, 24 standard hours in a standard day. five standard days in a standard week and seven standard weeks in a standard month. A standard year is 368 standard days, or ten standard months, plus three standard festival-weeks (devoted to festive celebrations) and three more standard holidays that make up a year.Chapter Seven: The Star Wars Universe (p.132)

  • In the Star Wars universe, there are quadrillions of sapient beings, but only a few of them, numbering in the millions at most, are Force-sensitive. The number who actively use the Force is perhaps a tenth, or even a hundredth, of that.Chapter Seven: The Star Wars Universe (p.140)

  • If the adventures are set during the time period of the Star Wars movies, players must bear in mind that Force-using characters are extremely rare. The Emperor and Darth Vader expended a great deal of time and energy hunting down any Force-users that they were aware of. Therefore, most Force-users, unless under the direct control of the Emperor or in hiding, will be of a relatively low level of ability (below 6D in all Force skills). Characters who progress above this level (or who are witnessed as having Force abilities) will be actively — and fanatically—hunted by the Emperor’s servants and assassins.Chapter Seven: The Star Wars Universe (p.140-141)

Star Wars: The Roleplaying Game, 2nd Edition; Revised & Expanded

    [Page 116] Sublight Benchmarks. While starships move at relatively slow speeds in orbit, they can achieve incredible velocities in open space. Here are some very rough guidelines for sublight travel times.

    •    Five minutes to fly from orbit to a safe hyperspace jump point.

    COMMENTARY: [This puts the emergency jump from Jedha in ROGUE ONE into context -- it was incredibly dangerous, but it offered a 1% chance of survival; versus 99% death if they continued to fly in sublight below the ejecta from the Death Star's superlaser impact point.]

    •    Half an hour to fly from a planet to one of its moons.

    •    Two to six hours to fly from one planet to the nearest planet in the system. (Two hours for relatively close terrestrial worlds; the upper limit is for flying between distant gas giants.)

    •    Anywhere from 10 to 48 hours to fly from a star to the outer limits of the system, depending upon distance and the presence of any hazards such as asteroid belts or gas clouds. (It takes about 15 hours to reach the outer limits of a "representative" system composed of a single yellow star and less than a dozen significant planetary bodies.)

Star Wars Sourcebook, 2nd Edition, Revised & Expanded

  • Many droids and astrogation computers used on starfighters are capable of containing data for only one hyperspace jump at a time: others, such as the Rebel Alliance Y-wing. can hold up to ten jumps without being reprogrammed.

    Larger starships, such as Imperial Star Destroyers and similar models, have large onboard astrogation computers capable of virtually unlimited jump calculations and actually store jump coordinates for almost every foreseeable destination the ship may wish to reach.

    Even with sophisticated astrogation machines, mistakes are not uncommon. There are millions of stars in the galaxy, and billions of planets (not to mention asteroids and other debris), and space is not static — what was a safe course a few days ago may now be filled with debris from an exploded starship or collision between larger bodies. Authorities estimate that the locations of more than 90 percent of all large bodies in the galaxy are
    unknown! With all these variables, even the largest, most sophisticated computers, operated by the most experienced astrogators can plot a fatal path through hyperspace — even along well-traveled routes. While it is possible to change course while in hyperspace, this tactic is especially dangerous — the most minor error can send a ship careening thousands of light years off course. Still, space is largely empty. Millions of jumps are made daily — only a small fraction fail. – Chapter One: General Spacecraft Systems (p.7)

  • The terms "laser" and "blaster" are synonymous, except that "blaster" usually implies a smaller, lighter weapon."Chapter One: Spacecraft Systems (p.8)

  • The Alliance has so few X-wings it uses them almost continuously, grounding them only for refueling, rearming, repairs and overhaul. – Chapter Two: Starfighters (p.19)

  • SUMMARIZED: [ISDs carry a full TIE Wing of 72 starfighters broken down into six squadrons of 12; of which five are fighter squadrons, one is reconnaissance and one is a bomber squadron. The amount of TIE Interceptor squadrons in the diagram is one of the fighter squadrons; but obviously it'll vary according to time period and/or support levels] – Chapter Two: Starfighters [p.29]

  • Fortunately, several [Nebulon-B] Frigates have defected to or been captured by the Rebellion. Not only has this given the Rebel fleet some much-needed firepower and ship transport capabilities, but it has also resulted in the bloodless capture of several Imperial convoys in their entirety. More than one transport convoy has set out under protection of an escort Frigate, only to discover, once in deep space, that their “escort” is a Rebel privateer. – Chapter Three: Combat Starships (p.32)

  • By the end of that battle-marred era [the Clone Wars], warship technology had advanced further than in the 200 years previous. – Chapter Three: Combat Starships (p.32)

  • In addition, each Victory-class ship carries starfighters for escort and patrol. Those in Imperial service carry two TIE fighter squadrons; Victory-class ships purchased by allied or subordinate powers, such as the Corporate Sector Authority, carry other craft. It is not uncommon to encounter Victory-class vessels with mothballed flight decks. – Chapter Three: Combat Starships (p.33)

  • Years later, when the first Imperial-class ship lumbered out of drydock (only 50 million credits over budget) and assumed active duty, the Navy was proven correct in its belief. The Imperial-class Star Destroyer has enough firepower to reduce a civilization to slag or take on a fleet of enemy vessels. Chapter Three: Combat Starships (p.34)

  • There are whole star systems whose gross domestic product is less than the cost of a single Star Destroyer. There are whole nations which, throughout their entire history, do not use as much energy as a Star Destroyer expends to make a single hyperspace jump. Chapter Three: Combat Starships (p.35)

  • The galaxy is huge; even the Empire has never visited a majority of the stars within it. Controlling it all is impossible. The best that can be hoped for is to frighten all into submission with the threat of destruction — and swiftly and ruthlessly crush any opposition that appears.Chapter Three: Combat Starships (p.35)

  • The Imperial Star Destroyers are the weapons the Emperor uses to rule the galaxy. By deploying a Star Destroyer and support ships to a system, the Empire can destroy virtually any foe. It would be impossible to garrison every system in the Empire — but its Star Destroyers give the Empire the ability to project its power anywhere it wishes on short notice. Much of the Imperial Navy is permanently deployed in reserve in the Galactic Core, ready to swiftly respond to any threats, anywhere.Chapter Three: Combat Starships (p.35)

  • An Imperial Star Destroyer is more than a weapons platform: because of the variety of its duties — planetary defense, planetary assault, and ship-to-ship combat — it must also be something of a space station, repair dock, and heavy transport as well, in addition to combat craft, an Imperial Star Destroyer carries eight Lambda-class shuttlecraft and many repair and recovery vehicles. Since they are not designed to enter planetary atmospheres, each Star Destroyer also carries 12 landing barges for crew and cargo transfer and for ground assault. Landing barges are shielded and armed, and carry up to four AT-AT’s (or eight AT-STs) and 1,000 troops each. They can also haul the heavy weapons, supplies, and equipment required for planetary operations. Many Star Destroyers carry complete pre-fabricated ground bases, which can be dropped and installed within days. When a base is deployed, the Star Destroyer dispatches 800 troops. 2,200 support personnel. 10 AT-ATs, 10 AT-STs. and 40 TIE fighters as a garrison.Chapter Three: Combat Starships (p.35)

  • Naturally, most Imperial Star Destroyers carry TIE fighters to deal with small opponents; this fiscal year's Imperial budget provides funds to retrofit the remainder with TIE flight decks. However, in light of the disaster at Yavin, funding may be diverted to more vital purposes. – Chapter Three: Combat Starships (p.35)

  • There are many densely-populated planets in the Empire, some with tens of billions of inhabitants. These worlds are totally urbanized and completely unable to feed themselves; to avoid starvation they must be continually supplied from off-planet. – Chapter Four: Space Transports (p.38)

  • To reduce operating costs and increase utilization. most bulk freighters are small to mid-sized craft [around 50,000 to 75,000 tons of cargo]. In addition to saving credits on fuel (a freighter's largest expense), the smaller freighters can dock at almost any port, no matter what its size or location, landbound or in space. Most star systems have at least one port, and many of the major trading centers have numerous docking facilities suitable for small bulk freighters. Larger craft must be more selective, and sometimes have to rely on space barges to bring their cargo to a planet's surface, an expense that only the largest shipping combines can afford. – Chapter Four: Space Transports (p.44)

  • SUMMARIZED: [The KDY Super Transport XI Container Ship can transport about 25 million metric tons with a crew of only 100~ using standardized cargo containers (500m3 + 1000 MT is the smallest size) that are moved to the Container Ship by other smaller craft/light freighters as they cannot land on planetary surfaces] – Chapter Four: Space Transports (p.45-46)

  • Many Rebel transports began as passenger liners; engineers stripped out the luxurious suites and recreation facilities to make room for cargo holds and loading gear. The Alliance acquired most of its true transports in ones and twos as their crews joined the Rebellion. Several crews even defected from the Imperial Navy, bringing their fleet resupply vessels with them. A few transports were captured in battle: taken from pirates or Imperial convoys. – Chapter Four: Space Transports (p.48)

  • The Rebellion operates many small freighters, and often prefers them to larger ships because few Rebel ports are large enough to handle true transports. In addition, smaller vessels are easier to conceal. Repairs and modifications are also easier and quicker on older and smaller ships. – Chapter Four: Space Transports (p.48)

  • Despite a frequent and critical shortage of transports. the Alliance rarely builds transport ships. Rebel shipyards almost exclusively build combat vessels because they’re much harder to obtain by other means. – Chapter Four: Space Transports (p.48)

  • Probots were first developed well before the Clone Wars by Galalloy Industries to search planets and asteroids for metals to fuel the then booming alloy development industry. Later, when the Old Republic was expanding rapidly on all frontiers, probots were used to survey and chart new systems, space routes, and colony locations. Now. most probots serve military functions for the Empire. Although probot missions cost only a fraction as much as manned missions, probots are prohibitively expensive for all but the largest companies and Imperial forces. A few are still used in commercial and scientific service, mostly with mining and forestry companies. It is rumored that some bounty hunters employ probots to a limited extent. The Rebel Alliance is not known to own or use probots — but if they did it would certainly be a closely guarded secret. – Chapter Five: Droids (p.55)

  • Although illegal for several decades now, these deadly robots [assassin droids] still roam many sectors of the galaxy in untold numbers. Estimates range from just a few thousand (in the Outer Rim Territories) to several million scattered throughout the galaxy. Of these, it is unknown how many are dormant and how many are actively following primary programming. Few reliable records exist to indicate how many were originally developed or put into service, and most of these documents are highly classified.Chapter Five: Droids (p.56)

  • Mistaken targets, innocents assassinated, and bystanders wounded or killed became more and more prevalent during the waning days of the Old Republic. Strong opposition to assassin droids developed after several well-publicized incidents where droids, usually trapped or surrounded, slaughtered scores of people. On Caprioril, a normally tranquil Core World, one droid murdered 20,000 spectators at a swoop arena. (It saw this as the most efficient method for eliminating its target. Governor Amel Bakli. who was on hand to watch the competition.) Assassin droids were not banned until the rise of the New Order, after they were employed against the Empire itself. – Chapter Five: Droids (p.57)

  • Most [space] slugs measure less than 10 meters (between 6 and 9) from mouth to tail; the largest slug known to science was measured at 20.4 meters. Interestingly, this slug did not eat mynocks. Instead, mynocks were found living inside it like parasites. Wild spacers' legends of huge slugs large enough to swallow whole ships are generally discounted by reputable authorities. – Chapter Nine: Creatures (p.91)

    [the official WEG stats say that they can be as long as 900m; presumably this is the slug from ESB.]

  • Colony: The galaxy contains countless millions of stars. Most have never been explored. The Rebellion has discovered a number of habitable planets unknown to the Empire, and established colonies of civilian evacuees, defectors, survivors, and the families of Rebel fighters on them. The hyperspace navigation codes necessary to find these colonies are among the Rebellion s most closely-kept secrets.

    Very little is known about these colonies, but some things can be surmised. Anyone related to a known Rebel is in danger from the Empire; if a Rebel's allegiance becomes known, how best to preserve his usefulness to the Rebellion than by evacuating his family to a safe world? Life on some colony worlds must be spartan, as colonists eke out their existence in strange environments. Military protection must be minimal; their security relies on remaining hidden.

    Most colonies must hold only a few thousand people, as the Rebellion cannot devote large portions of its transport capacity to the movement of civilians; but some may have much larger populations, with real cities. Perhaps some colonies are advanced enough to support shipbuilding facilities which can construct new cruisers, fighters and transports for the Alliance.

    The Empire has not so far acted against these Rebel colonies. A few thousand people struggling against the wilderness pose no immediate danger to the Empire, and the rumors of more advanced colonies remain just that — only rumors. The Empire concentrates instead on pursuing and destroying active Rebel forces.Chapter Thirteen: Rebel Bases (p.111)

  • When Imperial forces discover a Rebel facility, they usually assault the base — and retaliate against nearby civilians. The Imperial Navy has. on occasion, bombarded neighboring cities into rubble. Stormtroopers have been known to round up entire populations for “reeducation" or exile to labor camps. – Chapter Thirteen: Rebel Bases (p.111-112)

  • Considering Alliance activity in the Sumitra sector, local Imperial forces may suspect a Rebel outpost exists, but they face the daunting task of searching through 12,387 planets and moons to find it [Tierfon Starfighter Base]. – Chapter Thirteen: Rebel Bases (p.112)

  • In most cases, an Imperial garrison base houses 3,000 combat, command and support personnel. The largest single unit is the Stormtrooper detail, composed of 800 highly-trained soldiers […] A general commands the base, aided by an adjutant... – Chapter Fourteen: Imperial Garrisons (p.117)

  • At the highest level of readiness, bases in Imperial hot spots keep half of their [TIE] complement on constant patrol. The remaining fighters can launch within five minutes. On normal readiness levels, TIE fighters need 10 minutes to launch. – Chapter Fourteen: Imperial Garrisons (p.119)

  • While the [TIE] pilots could handle much of the [takeoff/landing] maneuvering manually, garrisons employ the tractor beam system [for launch and landing] to avoid costly accidents. Set on reverse polarity, the tractor beam projector catapults the TIE fighters off the flight deck and into the air. When the TIEs have cleared the base, control is returned to the crafts' pilots. – Chapter Fourteen: Imperial Garrisons (p.119)

  • SUMMARIZED: [As part of a memo listing Solo's debts to Jabba the Hutt, Boba Fett's services are given at 500 credits/day, while the average bounty hunter is only 50 credits/day.] Chapter Fifteen: Heroes and Villains (p.128)

A rather short bibliography is given at the end of the sourcebook:

  • Films (ANH, ESB, ROTJ)

  • Novelizations (ANH, ESB, ROTJ)

  • Han Solo Trilogy by Brian Daley

  • Lando Trilogy by L. Neil Smith

  • The Art of Star Wars, Carol Titelman, 1979

  • The Art of The Empire Strikes Back, Deborah Call, 1980

  • The Art of Return of the Jedi, 1983

  • A Guide to the Star Wars Universe by Raymond L. Velasco, 1984

  • The Star Wars Album, 1977

  • The Star Wars Sketchbook by Joe Johnston, 1977

  • Star Wars: The Empire Strikes Back Sketchbook by Joe Johnston and Nilo Rodis-Jamero, 1980

  • Star Wars Return of the Jedi Sketchbook by Joe Johnston and Nilo Rodis-Jamero, 1983

  • The Empire Strikes Back Notebook, by Diana Attias and Lindsay Smith, 1980

Imperial Sourcebook, 2nd Edition

  • “The Galactic Empire consists of a thousand-thousand worlds caught in the iron grip of tyranny. Using overwhelming armies and vast navies, the Empire instituted a reign of terror among the disheartened and enslaved planets.” – Introduction

  • “The galaxy was once a great Republic of stars. The thousand-thousand member worlds were governed fairly and efficiently by the Senate, and cared for and protected by the Jedi Knights.” – Chapter One: A Primer on Imperial Power

  • “The Empire is still growing. Policies of expansion established by the Old Republic were never rescinded, and exploration - and now conquest - continues. The Imperial Survey Corps, scientists and scouts charged with exploring the galaxy, has seen its funds cut sharply over the years. Still, a new system is being catalogued for the Empire every 207 minutes by the under-staffed ISC. Most of the recently surveyed worlds have remained untouched by Imperial colonization.

    The Empire has little use for an expanding frontier. Frontier settlements offer greater freedom to Imperial citizens and stretch Imperial forces even further. That is not in the best interests of the Empire.

    However, an ISC team occasionally turns up an inhabited world in the process of cataloging. Inhabited worlds mean taxes and other valuable resources for the Empire. These worlds are initially offered a place in the New Order, provided they agree to fall in line with the will of the Emperor. If a world refuses or reneges on its oath of allegiance, then the Empire resorts to military conquest.” – Chapter One: A Primer on Imperial Power

  • “The Empire has not completely altered the governments of hundreds of thousands of worlds. Such a task would be impractical. The Emperor has left it to his advisors to modify the portions of a planetary government, be it government procedure or members of the ruling body, to conform to the will of the Empire. Less than one planet in 80 has been so modified.”Chapter One: A Primer on Imperial Power

  • Planetary governors are Imperial agents who represent the Empire’s authority on a single world. Usually that representation extends to an entire system, giving him jurisdiction of all the planets orbiting a single star. A governor has command of all Imperial troops garrisoned on his planets. […] The Imperial Navy is supposed to consult with a governor whenever they are on maneuvers or engaging hostiles in his system, and to carefully consider the advice the governor can provide. The Navy routinely ignores this and most other forms of protocol when dealing with planetary governors, unless the governor is well supported by a Moff. […] Governors are appointed by the Emperor’s advisors, although afew are just holo-approvals of candidates the Emperor has chosen. Governors are rarely native to the planet or system which they govern.Chapter One: A Primer on Imperial Power

  • Governors are expected to let a planetary government run its own affairs unless the local course of action puts the planet in conflict with Imperial goals. The governor is then expected to step in and maneuver the policy back toward a direction more acceptable to the Empire.Chapter One: A Primer on Imperial Power

  • Imperial policy exists in two different forms for a governor. There are the generally stated policy goals which are distributed by the Diplomatic Service, and there are direct orders received from the Moff. In case of a conflict, the Moff’s orders are to be followed, as a Moff presumably has superior knowledge of the specific Imperial policy currently being employed in a particular sector.Chapter One: A Primer on Imperial Power

  • Secure in the knowledge that an Empire founded through treachery cannot be run through trust, he [Palpatine] has surrounded himself with advisors who owe all of their political gains to the Emperor. He has made sure that each advisor has more enemies than allies among the other advisors. Fear and greed serve to bind each advisor to the Emperor. Palpatine finds this arrangement more satisfying than mere loyalty, an emotion on which he will depend only in the case of lower subordinates.Chapter One: A Primer on Imperial Power

  • [Imperial] Advisors perform many administrative functions for the Emperor. They usually appoint the planetary governors, as well as some of the Moffs, and oversee the political machinery of the Empire. To ensure that no advisor builds too large an enclave of political power, the Emperor has devised a system of adversarial administration for advisors. […] This system of checks and balances virtually guarantees the Emperor’s hold on political power within the Empire, but the administration of the myriad worlds is not as efficient as it was during the better days of the Old Republic. This inefficiency is of no concern to the Emperor. Chapter One: A Primer on Imperial Power

  • COMMENTARY/SUMMARY: [At the very end of Chapter One: A Primer on Imperial Power; there's a lengthy textbox (The Structure of the Empire) describing how Palpatine maintains power through a bewildering maze of contradictory power structures all at odds with each other, concluding with this statement:

    "The Emperor maintains power through a bewildering array of crossed authorities. By using this convoluted structure, Palpatine insures that only he can speak with complete authority, while all of the advisors, military officials and bureaucrats below him must carefully guard their words and justify their actions [...] advisors are allowed to play their competing interests off each other, often resulting in the bureaucracy’s various agencies working at cross-purposes [...] In effect, almost every individual within the Empire has multiple agencies or individuals to answer to, keeping every petty and ambitious bureaucrat and soldier off-balance. The Emperor knows that no Empire seized through deceit can be managed by trust in his "supporters" - he insures his continued position by making sure that no one below him truly knows their position within the Imperial bureaucracy."]

  • No firm figures are available on the exact number of Royal Guards serving the Emperor, but speculation ranges from fewer than 50 to the tens of thousands. Chapter One: A Primer on Imperial Power

  • A sector is an economic and political division which originated in the early days of the Old Republic. Originally a cluster of star systems with approximately 50 inhabited planets, the definition of a sector became vague and the average sector grew in size during the latter days of the Republic. Now unimaginably large sectors contain vast numbers of inhabited worlds with no regard to limiting factors. Sectors are governed by Moffs.

    Sectors are grouped together into larger territorial entities called regions. The Empire has countless regions, which can contain from as few as three to upwards of
    thousands of sectors. The establishment of a region depends not only upon galactic geography, but also upon wealth, influence, historic "sentimentalities," economic diversity and the level of direct control exerted by the Empire. Regions are governed by Grand Moffs (the title "regional governor" is commonly used). Some well known regions include the Outer Rim Territories (a vast expanse of space with many frontier colonies), the Galactic Core (historic "birthplace" of the Republic, containing Coruscant, the capital of the Empire, as well as several other vital systems), the Deep Core (a restricted area of space - essentially a giant "preserve" in the heart of the Empire), the Colonies, and the Inner Rim.

    Under the New Order, the Galactic Empire continues to grow and expand, and new sectors and regions are being formed all the time.

    The Empire also maintains a number of "client states" - regions of space almost entirely controlled by another economic or political entity, yet ultimately loyal and subservient to the Empire. The Corporate Sector, under the control of the Corporate Sector Authority, is one such client state, as is the infamous area of the galaxy known as Hutt Space. –
    Chapter One: A Primer on Imperial Power

  • A Moff is the being in charge of an entire sector. The planetary governors of a sector are under a Moff’s control, and a Moff reports to an advisor, with duplicate reports being sent directly to the Emperor. A Moff has command over a military Sector Group, and is responsible for the security of the entire sector. Being responsible for hundreds of systems, Moffs take a personal interest only in a handful of worlds. For the rest, they first rely upon communications with their subordinate governors, and then upon reports from intelligence units within their Sector Group. It is not unusual for a Moff to also serve as a governor of a particularly favored world within his sector.Chapter One: A Primer on Imperial Power

  • The situation [for the Empire] is made more difficult by the fact that the infection of freedom has no respect for sector boundaries; coordinating efforts between sectors is often impossible to accomplish in time to stop the spread of unrest. […] Taking the advice of one of his Moffs, Tarkin, the Emperor formed priority sectors [aka Oversectors]. A priority sector is a sector consisting of systems on which signs of unrest have recently been detected, or systems which are in regular contact with systems in which unrest is chronic. A priority sector often crosses the boundaries of standard sectors, containing the worlds from a dozen or more sectors. The title of Grand Moff is also granted to the being in charge of a priority sector. The theory behind priority sectors, codified in the Tarkin Doctrine, is that Grand Moffs will be able to react quickly to problems when they are small, eliminating them before they have a chance to grow and spread. Grand Moffs are therefore given complete freedom to act as they see fit, without giving advance warning to the Moffs or planetary governors of their actions.Chapter One: A Primer on Imperial Power

  • The Emperor personally appoints each Grand Moff, and they report directly to him. Each Grand Moff commands at least two Sector Groups, or the equivalent in other military resources. Some Grand Moffs are given even greater military strength if their priority sector is of crucial importance to the Empire.Chapter One: A Primer on Imperial Power

  • Priority sectors are the first to receive experimental equipment, and theirs are the first to have losses replaced. Priority sectors are sometimes given special missions in which the Emperor has a personal interest.Chapter One: A Primer on Imperial Power

  • The Death Star Project is an example of a priority sector into which the Empire poured resources enough to have formed perhaps a score of Sector Groups. – Chapter One: A Primer on Imperial Power

    COMMENTARY: ['score' is an archaic English word meaning twenty – i.e. Lincoln's Gettysburg Address uses the term four-score (80 years) in it. In the context of SW, it means that the Death Star I project took up about 20~ sector's worth of war materiel.]

  • “SAGroup is a contraction for Sub-Adult Group. SAGroup is the largest branch of COMPNOR. SAGroup has recently exceeded two trillion members, and it is still growing.”Chapter Two: COMPNOR

  • “The ISB was created [as part of COMPNOR] to increase the Emperor's knowledge of political events, and as an intentional rival to Imperial Intelligence. While the ISB does not have the quality of intelligence operatives that Imperial Intelligence does, it is now the larger organization and is staffed solely by those loyal to the New Order.” – Chapter Two: COMPNOR

  • “The ISB has a more public presence [than Imperial Intelligence]. Its operatives, especially in Surveillance, will often identify themselves as members of ISB, the intimidation value being worth the loss of secrecy.” – Chapter Two: COMPNOR

    COMMENTARY: [Shades of ANDOR S2 when an operative shouts "This is an ISB authorized arrest!"]

  • “Imperial Intelligence is one of the few New Order organizations which has remained largely unchanged since the days of the Old Republic. There were four organizations which gathered and analyzed intelligence for the Senate and other agencies of the Old Republic - the Republican Security Organization, the Senate Bureau of Intelligence, the Interstellar Consortium on Technology, and the euphemistically labeled Special Acquisitions Branch of the Library of the Republic.”Chapter Three: Imperial Intelligence

  • Once Palpatine was in power and the Empire was formed, the Ubiqtorate [of RSO, SBI, ICT, and SAB] could operate with the Emperor’s blessing, and the pretense of four distinct organizations was discarded. Imperial Intelligence was born.Chapter Three: Imperial Intelligence

  • Destab operations make a large number of Imperial Intelligence agents queasy. Destab has been known to move from what agents consider legitimate intelligence operations into full-fledged atrocities. Given the shadowy ethics of Imperial Intelligence, this says quite a bit about Destab. Officially, Destabilization is the branch which specializes in "taking the fabric which holds a people, society or government together and unraveling it." Agents from other branches suggest Destab’s methods more closely resemble shredding.Chapter Three: Imperial Intelligence

  • Since the disbanding of the Senate and the Battle of Yavin, no expense has been too great for the Empire. The Emperor has ordered the pace of military build up – already staggering since the start of the New Order – increased even more. He does not want his forces found lacking when the next battle takes place. – Chapter Four: The Military

  • Assault shuttles are among the most-heavily shielded vessels in the Imperial fleet. Most combat starships funnel approximately 25 percent of their total power through the shield generators. An assault shuttle uses up to 62 percent power on shields, and over half of that power is channeled into the front arc. This allows the shuttle to withstand even the most concentrated barrage of fire for at least a short time.Chapter Five: Capital Ships

  • The Imperial Star Destroyer has enough firepower to reduce a civilized world to slag or take on a fleet of lesser enemy vessels. Chapter Five: Capital Ships

  • There are whole star systems whose gross domestic product is less than the cost of a single Imperial Star Destroyer. There are whole nations which, throughout their entire history, do not use as much energy as an Imperial expends to make a single hyperspace jump. Chapter Five: Capital Ships

  • A mission which has been de-emphasized is the protection of scientific missions, as well as acting as the official clearinghouse for information on new worlds. As the Empire has practically ceased to sponsor exploration, this mission has atrophied to the point that many of the newer commanders are not even aware that such missions are part of the Navy doctrine. Chapter Eight: Sector Group Organization

    [Remember when we used to be explorers?]

  • If Army commanders deem the surface situation [on a contested world] to be beyond hope of victory, or if the proper political authorities directly command it, the Navy is to execute a series of punitive attacks upon the target. The attacks are given code names which vary according to the mission and change frequently. The only code name which has not yet changed is "Base Delta Zero," the code for complete destruction of all "assets of production," including factories, arable land, mines, fisheries, and all sentient beings and droids. The code name has not yet changed so there can be no possibility of confusion when a Base Delta Zero is ordered. Chapter Eight: Sector Group Organization

IMPERIAL ARMY INFORMATION

  • SUMMARIZED: Army organization is given as follows in Chapter Eight: Sector Group Organization as:

        Squad (Sergeant – 8~ men)
        Platoon (4 x Squads; Lieutenant – 30~ men)
        Company (4 x Platoons; Captain – 200~ men)
        Battalion (4 x Companies; Major – 800~ men) <-Min. Size Unit for Surface Ops
        Regiment (4 x Battalions; Lt. Colonel – 3500~ men)
        Battlegroup (4 x Regiments; High Colonel – 14,400~ men)
        Corps (4 x Battlegroups; Major Gen. – 69,200~ men) ← Typ. used for planetary invasions.
        Army (4 x Corps; General – 293,700~ men) ← Rarely seen in the Field.
        Systems Army (1 to 3 Armies; High Gen.) ← All Ground Units in a System
        Sector Army (2 to 4 Systems Armies; Surface Marshal) ← All Ground Units in Sector

  • When viewing the Order of Battle, it is important to realize that this represents a baseline, a starting point for Imperial military ambitions. […] The OB is built upon the assumption of continued explosive growth in the military. Every unit from a platoon up is expected to under go an "upgrade" to its full strength. The exception to this rule are the scouts, which are difficult to man with qualified troops even at current levels. This buildup will filter up through the ranks - larger platoons joining larger companies which are a part of larger battalions. The process is exponential.

    For example, a baseline armored battlegroup has 10,090 troopers out of a unit strength of 16,346, with 1,132 repulsorlift vehicles and 318 tanks. If every unit were augmented in accordance with the planned growth of the OB, a full strength battlegroup would have 318,062 troops in a unit total 324,318, as many support droids as troops, 36,084 repulsorcraft and 14,480 heavy tanks.

    The limiting factor is not a lack of resources in the Army, but limited expansion of the Navy. The Army cannot expand faster than the fleets which are designed to carry it, and the fleets cannot be built any faster than they are now. For the present, expansion will be limited to those sectors with heavy recurrent fighting where the need for a large land-based force, regardless of naval support or transport, is evident. Chapter Eight: Sector Group Organization

  • If the mission is to be of a longer than usual duration, or if the [Army] company is to be completely isolated from all other support, the support personnel will be augmented with additional droids. Droids are almost never accounted for in Imperial scandocs on organization and equipment, forming an almost invisible support network within the military.Chapter Eight: Sector Group Organization

  • Any [Imperial Army] unit from company size on up is almost always augmented in the manner dictated by doctrine; adding whole subordinate units to the base unit, usually in the order outlined by the Order of Battle (OB). Chapter Eight: Sector Group Organization

  • A battalion is the usual minimum Imperial commanders will consider dropping for a surface operation. Chapter Eight: Sector Group Organization

  • Regimental HQs often stay aboard the mother vessel […] If regimental HQ is dropped with the attacking forces, it is an indication that the Empire expects to maintain a ground force for at least a month and that the naval presence will be not be continual. Chapter Eight: Sector Group Organization

  • Battlegroups are a recent addition to the Army, replacing divisions, which were common in the Old Republic. The change was made because divisions were commonly commanded by planetary governors or used as honor guards for ambitious senators. Divisions were associated with a particular planet or being, a detrimental attribute that was hard to shake. […] As usual, the Empire kept a few elite divisions where unit identification was strong and useful, both from a military and a propaganda standpoint. Chapter Eight: Sector Group Organization

  • Battlegroups are committed to major offensives against known concentrations of resistance. The Empire doesn't drop a battlegroup on a world just to take a look around - a battlegroup drops when the Empire knows it has a tough fight on its hands.Chapter Eight: Sector Group Organization

  • There are far more corps HQs than there are corps. […] the corps HQ is the basis for the Imperial garrison. The Empire wants garrisons to be organizing points for rapid mobilization. Realizing that in a crisis units may have to be sent from many parts of sector, the Army wanted HQs in place which could take command of all the parts. As Imperial doctrine currently holds that a corps is a sufficient force to retake any planet, corps HQs are set up as the basis of Imperial garrisons. Chapter Eight: Sector Group Organization

  • The corps is one of the few instances of real cooperation between the Army and the Navy. Imperial military planners from each branch designed the transport ship to hold all corps types, building in the possibility for expansion into both the starship and the unit. The fact that the corps transport ships are among the newer model of ships in the fleet is perhaps a sign that the two branches are ready to cooperate more closely so that the New Order may expand.. – Chapter Eight: Sector Group Organization

  • When the Empire deploys a corps onto a world, it is retaking that world, regardless of the propaganda beamcasts. The military considers a corps to be a sufficient force to retake a world which has only recently slipped from the grasp of the Empire. Such a world would still contain a significant number of loyalists, and the Rebels would not have had time to build up an organized defense. This does not mean that the corps outnumbers its opponents; usually the opposite is true by a factor of at least four to one. What is true is that the opposition is not organized enough to coordinate all of the military power available to it. Moving quickly, the Empire can destroy each opposition element in turn.. – Chapter Eight: Sector Group Organization

  • Corps HQ is often augmented with a huge number of MSE-6, 12F-5 and 12F-73 industrial droids - as many as 2,000 in some instances. These droids serve as a mobile processing and manufacturing plant, particularly with the introduction of repulsorlift-enabled models of the 12F-73 which acts as transport for most of the other droids. Such a complex can manufacture everything from glow rods to blaster packs to repulsorlift engines upon demand, using the crudest and most impure raw materials. If the corps can keep the complex producing, it can operate without Imperial resupply indefinitely.– Chapter Eight: Sector Group Organization

  • An army is built to be transported by a naval troop squadron. – Chapter Eight: Sector Group Organization

  • Armies rarely see action in the field as a coordinated unit. Increased success by the Rebellion has led to a revival and redevelopment of doctrine concerning the use of an entire army in the field. – Chapter Eight: Sector Group Organization

  • The systems army is more of a bookkeeping level of organization rather than a unit that ever sees action in the field. […] The primary function of the HQ is to make sure that all of the subordinate commanders know where all of the other military resources in the sector are. – Chapter Eight: Sector Group Organization

  • A surface marshal commands the sector army, although more often than not this is merely an additional title bestowed onto the Moff or Grand Moff who commands the Sector Group. – Chapter Eight: Sector Group Organization

IMPERIAL NAVY INFORMATION

  • ...a naval squadron may be composed of ships two years, 60 years, and 210 years old.– Chapter Eight: Sector Group Organization

  • Navy organization is completely different than the Army’s method - while the Imperial Army has a "baseline" Order of Battle (OB), with carefully classified exceptions to this OB, Navy command simply assigns the most appropriate force to the most appropriate mission. Therefore, while the listings below are "theory," Naval mission assignments in practice often bear little resemblance to the OB.– Chapter Eight: Sector Group Organization

  • SUMMARIZED: Naval organization is given as follows in Chapter Eight: Sector Group Organization as:

        Ship (1 Ship – Captain)
        Line (1 to 20 ships – Line Captain)
        Squadron (14 to 60 ships – Admiral) ← Assigned to single system
        Systems Force (90~ ships – Systems Admiral/Commodore) ← Assigned to several systems
        Fleet (6 Star Destroyers + 390 Combat Ships – Fleet Admiral)
        Sector Group (24 Star Destroyers + 1600 Combat + 800 Non Combat Ships – High Admiral)

  • A troop line consists of two Evakmar-KDY transport vessels and two escort vessels - frequently two strike cruisers. As a troop line’s function is intimately connected with that of the Army, troops lines vary less than other lines. The Army considers consistency a virtue. A single transport is designed to carry a corps, but often carries less than a full corps as subordinate elements are assigned to other vessels. It is not unusual for a ranking admiral to oversee an important surface operation, as captains of the line are accused by Army officers of being far too concerned with just the safety of their line rather than with the success of the mission.– Chapter Eight: Sector Group Organization

  • A Star Destroyer is considered a line in itself. A naval staff study concluded that a Star Destroyer was the equivalent of at least the squadrons of the time, and would be more properly categorized as such. The Admiralty agreed with the analysis, but disagreed with the conclusion. The Admiralty felt that as there were more lines than squadrons, designating the Star Destroyer as a line unit would get them more Star Destroyers. The Admiralty’s thinking prevailed.– Chapter Eight: Sector Group Organization

  • A squadron is the largest concentration of ships which is normally assigned to a single system. A direct order from a Moff, Grand Moff or the Emperor is necessary to gather more ships in a single system. A measure of the extent of Imperial military growth is the squadron. Under the Old Republic, units of identical configuration were called fleets, and were sometimes the total Naval presence in a sector. The usage "fleet" is still common among senior officers for ship groups of squadron size and up. Recent recruits and junior officers are more likely to use the terms listed in the OB. A full troop or battle squadron packs enough firepower to subjugate any system not protected by a equivalent fleet; no ground defense yet devised is sufficient to hold off a determined attack from these elements of the Navy. – Chapter Eight: Sector Group Organization

  • A systems force is responsible for several systems, the admiral being in charge of organizing and coordinating all of his ships throughout a sphere of command spanning hundreds of light years and dozens of worlds, the normal method of communications being no faster than the ships themselves. – Chapter Eight: Sector Group Organization

  • Space superiority is defined as "the complete absence of hostile craft within the orbital space of controlled worlds, and no chronic enemy ship activity within the entire system." The Navy has striven for that goal ever since the inception of the Empire. The goal is even farther away now than it was at the beginning, but the gigantic increase in Naval resources is expected to reverse the trend. – Chapter Eight: Sector Group Organization

  • A fleet is designated as a "sector resource," which means it should be available for action anywhere within the sector. A fleet is the smallest unit transferred between sectors.– Chapter Eight: Sector Group Organization

  • With six Star Destroyers and an average of 390 other combat starships, a superiority fleet is presumed to be a sufficient force to maintain space superiority in calm sectors (those with four or fewer worlds confirmed hostile to the New Order, with no more than 16 additional worlds with confirmed significant hostile elements).– Chapter Eight: Sector Group Organization

  • Assault fleets are built to sustain what is called the "1/4/16/64 Plan." The fleet is expected to be coordinating and sustaining four types of efforts: one corps-level continuous mission on a surface, four continuous operations at the battlegroup level (occasionally shifting troops from other theaters to temporarily reinforce one mission to corps level), 16 continuous missions of regimental level (with potential for shifting troops to temporarily reinforce one area to a battlegroup), and 64 missions of irregular duration at the battalion level or lower.– Chapter Eight: Sector Group Organization

  • Bombard fleets are assigned to sectors where the Empire has determined the probability of repressing the Rebellion in the sector to be less than even. System bombards are used when the Empire would rather completely destroy a world rather than see it fall into Rebel hands.– Chapter Eight: Sector Group Organization

  • Deepdocks [in Deepdock Fleets] are floating shipyards, able to make extensive repairs and modifications. When not repairing vessels they are building new ones to join the fleet. The smallest deepdock complex still in service has three work bays, the largest of which can hold a Victory Star Destroyer with the other two able to accommodate any ship smaller than a carrier. […] The largest deepdock now in operation is the Rendili R/M Facility Number Four, currently in the Mahrusha sector. It has 125 work bays, each of which is large enough to hold a strike cruiser. These work bays are modular […] This allows the work bays to be combined to form larger work bays; four work bays can be joined to repair or manufacture a Victory-class Star Destroyer, 15 can be combined to work on an Imperial Star Destroyer, and 18 can be reconfigured to produce a torpedo sphere.– Chapter Eight: Sector Group Organization

  • Deepdock facilities, while not as efficient as the shipyards of the major starship manufacturers, have the advantage of being hyperspace capable. This not only shortens the time required to get damaged combat starships repaired, but makes deepdocks more difficult targets for Rebel attacks.– Chapter Eight: Sector Group Organization

  • SUMMARY: [Imperial Support Fleets contain about 125~ Loronar FSCVs (Field Secured Container Vessels). These massive ships are composed of 800m diameter force spheres, each containing 250 million m3 of cargo space. FSCVs can carry up to 20 force spheres; for a total of 5 billion (!) m3 of cargo space. Due to their immense bulk, FSCVs cannot stop easily, so instead smaller craft service them as they move through a system. Due to their insecurity, Naval Ordnance does not normally use FSCVs for ammunition supply, preferring the smaller corvette-sized craft in a Support Fleet for this task.]Chapter Eight: Sector Group Organization

  • A Sector Group is commanded by a high admiral, usually a title granted to the Moff who heads the sector. If the sector is involved in constant and severe naval actions, the high admiral is a man distinct from the Moff, so the Moff does not have to devote all of his time to the naval conflict.– Chapter Eight: Sector Group Organization

  • A Sector Group HQ always has a squadron under the personal command of the Moff. If the Moff is particularly competent or politically well connected, they can have many more squadrons at their disposal. Men such as Grand Moff Tarkin and Moff Carlinson could easily have 15 additional squadrons attached to their Sector Group HQ [on top of the authorized ship complement for the Sector Group itself].– Chapter Eight: Sector Group Organization

  • Thousands of Sector Groups are at the Emperor’s command as he seeks to bring the galaxy firmly under his control.– Chapter Eight: Sector Group Organization

  • V-150s [Ion Cannons] are often used in conjunction with planetary shields. These shields are extremely expensive to maintain, so systems typically leave them down until hostiles arrive. To further complicate matters, most large shields take several minutes to reach full power. It is during these critical minutes, between an attacker coming out of hyperspace and the shields reaching full strength, that the v-150 is expected to perform. Shield generators are always the first target of orbital bombardments. V-150s are designed to disrupt attackers until the shields reach full strength. The v-150 is well designed for this mission. Superb fire control allows the v-150 to hit orbital ships almost at will, and a single ion bolt from the gun can disrupt even Imperial Star Destroyers for short periods. The biggest draw back to the v-150 is its extremely high price, nearly one-quarter the price of a full planet shield. Still, many Imperial planets have elected to buy 150s as an alternative to keeping shields on full power. – Chapter Nine: Combat Artillery

  • Thermal detonators are small grenade-sized explosives; the Empire’s combat engineers uses ones manufactured by Merr-Sonn Munitions. These bombs produce an extremely powerful but tightly contained explosion capable of blasting through two meters of pure permacite.Chapter Ten: Infantry Support Weapons

  • “Rebel blaster fire lifted the first three stormtroopers into the air and flung them against the sides of the walker.” – Chapter Eleven: Special Military Forces

    [This shows that blaster bolts can have decent physical force in some cases]

  • While members of the Imperial Army and Navy have been known to accept bribes, or even defect to the Rebel Alliance, no stormtrooper has ever done so. – Chapter Eleven: Special Military Forces

  • Often stormtroopers are used to clear away the enemy's first line of defense and establish a ground base to allow the unopposed landing of transports carrying regular Army units. The Army, in these situations, is used to mop up resistance and maintain an Imperial presence. – Chapter Eleven: Special Military Forces

  • Except in systems where prolonged struggles threaten to disrupt the Empire's industrial capacity or weaken its strategic positions, stormtroopers will be withdrawn once they have secured a landing zone. The complete subjugation of a world is left to the Imperial Army. – Chapter Eleven: Special Military Forces

  • Stormtroopers can be transported and deployed far more rapidly [through Star Destroyers] than regular Army units, who rely on large transport ships or the Navy for interplanetary travel. – Chapter Eleven: Special Military Forces

  • In situations where Imperial Command expects heavy opposition, task forces of three Star Destroyers, accompanied by huge transports carrying extra stormtrooper divisions, are dispatched. This is, of course, on worlds the Empire wishes to preserve either as forward bases, for their natural resources, or for their industrial capacity. On worlds of no strategic importance to the Empire, stormtroopers are rarely landed. Imperial command will instead land Army units, or even resort to reducing the planets to piles of smoking rubble using the devastating power of the Star Destroyers.– Chapter Eleven: Special Military Forces

  • Units of stormtroopers are also used as honor guards to protect influential Imperial personages. No Imperial Ambassador, Grand Moff, Moff, Admiral or Governor General goes anywhere in public without an honor guard of at least 10 stormtroopers..– Chapter Eleven: Special Military Forces

  • Following the defection of the Imperial Army infantry units of Wazta (see Imperial Communique #2734.19g), an unspecified number of Imperial Navy vessels and their crews have deserted. This spate of defections to the Rebellion must stop. […] . In light of recent desertions, we can no longer rely on troops or officers whose loyalty is in any way questionable. You will therefore cease to recruit on worlds which have been subject to Imperial bombardment or planetary assault in the last 10 standard years. Worlds which have a history of liberal or independent traditions are also to be avoided as these worlds are known to be breeding grounds for the Rebellion. – Chapter Twelve: Recruitment, Training and Indoctrination

  • Of all the Imperial Army Officer Training Academies, Raithal Academy is renowned for producing the best officers in the Army. Here, young hopefuls receive a year’s training designed to turn them into the competent officers that the Imperial Army needs for its regiments. – Chapter Twelve: Recruitment, Training and Indoctrination

    COMMENTARY: [Implies there are multiple Service Academies; and that Imperial Officer training is accelerated to 12 months, compared to your typical four year (48 month) service academies on Earth's present day.]

  • Many [Imperial Navy candidates] with officer potential come from regional or sector military schools, where the best of a world’s inhabitants are groomed for local and Imperial military careers. – Chapter Twelve: Recruitment, Training and Indoctrination

  • Although often called an "Imperial Naval Academy," such institutions are more properly termed Sector Naval Academies, to differentiate them from the original Imperial Naval Academy after which they are modeled. Each Sector Naval Academy is an Imperial institution which shares a uniform training program and curriculum with others of its kind. Officer training occupies one standard year. [...] Officer candidates who rate in the top two percent of their qualifying tests have the opportunity to attend the Imperial Naval Academy, the original and oldest of the academies. An applicant must receive the endorsement of his Moff, and undergo a more thorough background investigation than other officer candidates. – Chapter Twelve: Recruitment, Training and Indoctrination

    COMMENTARY: [The 'official' Imperial Naval Academy's course of study is 30 months; therefore INA cadets spend almost four years studying. This may indicate a “dual track” system for officers in the Empire; where personnel evaluated as “average” get the one year track to officerdom at local/regional Academies, while those rated as “superior” and/or “politically reliable” get the 1 year at the Local Academy + 3 years at INA track, and presumably choicer personnel assignments leading to higher ranks faster.]

  • Only [Imperial Navy] officers who graduate in the top five percent of their class qualify for flight training. The remaining top third of their class qualifies for flight-related specialties such as astrogation, weapons systems, and other support skills. – Chapter Twelve: Recruitment, Training and Indoctrination

Rebel Alliance Sourcebook, 2nd Edition

  • “The Old Republic is dead, gone beyond any hope of recall. The Jedi Knights are no more, their flame extinguished — possibly forever — from the galaxy. Across millions of worlds, untold billions writhe in the terrible, implacable bonds of tyranny. There is a darkness in the galaxy, and it is called the Empire.” – Introduction

  • There was Rebellion long before there was a Rebel Alliance. Almost immediately after Senator Palpatine became President Palpatine and began his long campaign of oppression, Resistance units sprang up in every corner of the galaxy. As guerrilla operations in isolated systems, these units were moderately successful in presenting a rather painful thorn in the side of many an Imperial governor or Moff. But with limited resources and a lack of overall direction, they could not do much more. – Chapter One: Birth of the Rebellion

  • Ghorman is a small planet located in Sern Sector, just outside the Core Worlds. The citizens of Ghorman were staging a peaceful demonstration against new taxes; they staged a sit-in at the spaceport, blocking all of the port’s landing pads. A Republic warship, arriving at the planet to collect the taxes, landed in spite of the citizens, killing dozens and wounding hundreds more. The commander in charge of the warship, one Captain Tarkin, was not prosecuted [for] the murders; in fact, he was promoted. – Chapter One: Birth of the Rebellion

    COMMENTARY: [This is the very first mention of the "Ghorman Massacre" in SW canon; nearly forty years before it was used in ANDOR. The original WEG version is referred to in passing by one of the Ghorman characters as backstory on ANDOR.]

  • Within the Core systems, the Alliance has no allies; In fact, it has few political connections at all. Even if a planetary governor or Moff were to wish to open discussions with the Alliance, their staffs are usually riddled with Imperial Security Bureau agents, making any kind of contact extremely risky for both sides. The huge businesses of the galaxy are even more tightly monitored. Consequently, the Rebellion looks to the outlying systems, underground organizations and nomadic free-traders for political support. – Chapter One: Birth of the Rebellion

  • The Empire is fully aware of the help which the Alliance receives from the planet Calamari, but the Calamarians maintain a formidable defensive fleet in the system. The Empire has yet to be able to spare the ships from other, more important, duties to break through the Cals' defenses and reduce the annoying planet to rubble. – Chapter One: Birth of the Rebellion

  • For a structure which directs the efforts of millions of beings, [Alliance] High Command is surprisingly small, containing fewer than 1,000 officers. – Chapter Two: Alliance Military

  • This department [Starfighter Command] is charged with strategic control of the Alliance's starfighter contingent. It is responsible for training pilots, assigning wings to the Fleet and to individual Sectors, and for operational control over "rogue" wings those wings in the Allied Forces and not permanently assigned to Sectors. Once it has assigned a starfighter wing to a Sector, StarCom relinquishes operational control of that wing to the Commander of the Sector. The Wing Commander will then answer to the Sector Commander, but will also file reports to StarCom - if, in StarCom's opinion, the wing is being poorly used, it can submit a complaint to Sector Command. – Chapter Two: Alliance Military

  • These [Special Forces] are the ground troops of the Allied Forces. Small in number - totalling perhaps 10 divisions - SpecForces make up for this by the excellence of their training, the brilliance of their leadership and their high morale. SpecForce units defend High Command, are attached to the Fleet, and are sent on detached duty to sectors across the galaxy. – Chapter Two: Alliance Military

  • When not engaged in combat, SpecForce is organized into divisions, regiments, companies, platoons and squads, similar to the Imperial armed forces. However, they rarely operate in these formal groups in the field. Instead, in battle, SpecForce soldiers are organized into task forces, consisting of as many soldiers and as much equipment as is necessary to complete the job. – Chapter Two: Alliance Military

  • The Alliance Forces is that part of the Rebellion's military under the direct control of the High Command. It includes the Fleet and attached starfighter wings, most major support services, and a small but powerful ground forces unit. The AF is designed for rapid response - to take advantage of any opportunity, or to counter any particularly dangerous Imperial threat, as it is discovered. – Chapter Two: Alliance Military

  • Sector Forces are semi-autonomous military units, charged with keeping the fight alive in their particular sectors. On most day-to-day business they are independent, able to make tactical decisions without consulting High Command (which can take weeks). – Chapter Two: Alliance Military

  • Sector Forces are microcosms of the Alliance Forces, usually consisting of starfighter wings, ground forces (usually a larger part than in the Alliance Forces), intelligence units, and so forth. Each SecForce is a complete fighting unit, capable of weeks of sustained combat without outside support. – Chapter Two: Alliance Military

  • While the Alliance Forces are mobile, fighting the Empire wherever and whenever Alliance High Command sees fit, the Sector Forces are static. They fight the Empire in their sector of space. They fight it on a daily basis, for miniscule gains and potentially catastrophic losses. – Chapter Two: Alliance Military

  • Sector Forces are created out of whatever resistance organization is in place when the sector is recruited into the Alliance, built out of whatever manpower, equipment, and level of commitment is available. Some SecForces are powerful, smoothly-integrated military units, with complete ground, air, and space forces at their command. Other units are mere shells or fragments, with perhaps several thousand part time guerrillas and a few motley spacecraft - if that. – Chapter Two: Alliance Military

  • There are thousands of Alliance Sector Forces in existence, each with its own peculiar tactical and strategic problems, each with varying amounts of manpower. weaponry, command, competence, and Imperial opposition. It is literally impossible for any organization to closely coordinate (or keep track of) all of the Sector Forces; SecCom [Sector Command] doesn't even try. Instead, it attempts to provide overall strategic guidance to the sectors, limiting its direct control to only the few most important. SecCom is one of the largest branches in [Alliance] High Command, employing hundreds of officers, soldiers and droids. – Chapter Two: Alliance Military

  • Usually, if a Sector Force is not trusted, the Alliance merely does not commit any starfighters, men, or secret intelligence to it. When the Sector Force eventually falls apart, as it inevitably does, Alliance Command then steps in and rebuilds it from scratch. – Chapter Two: Alliance Military

  • On datafiles, Atrivis Sector is equipped with a full wing of 36 starfighters, but, in reality, Sector HQ can rarely put more than 18 into an offensive operation at one time. – Chapter Two: Alliance Military

    SUMMARIZED: [This is due to standing orders for 6 ready alert fighters at any one time to defend the main base, plus diversions of Atrivis' starfighters to other sectors for special operations, lack of spares and the fact there are only about 20~ competent Rebel pilots in the entire Atrivis sector.]

  • The Imperials are not unaware of Atrivis's [Sector's] role as food supplier to the Alliance Fleet, so they employ highly-toxic defoliants to ruin farms which are suspected of collaboration with the enemy. It takes a tremendous amount of courage for the poor farmers of Atrivis [Sector] to risk their land and the lives of their families for something as nebulous as the Rebellion. – Chapter Two: Alliance Military

  • [Alliance Intelligence] Agents who survive 20 missions - "23ers," in Intelligence slang - are barred from further field duty and forced to take desk jobs in Operations or to transfer to another department. The Alliance would rather "chain a good operative to a desk" than lose them because they were getting careless. – Chapter Three: Alliance Intelligence

  • At present, the Alliance has only one planet with the facilities to construct capital starships: Mon Calamari. The Cals are tireless workers, driving themselves and their orbital ship-construction facilities far beyond capacity, but, even at this killing speed, they are capable of producing perhaps one frigate or corvette a month, or one cruiser every six months. – Chapter Four: Combat Starships

  • The Alliance maintains a formidable presence in the Calamari system, including enough capital vessels to deal with a standard Imperial battle line or perhaps even a squadron. – Chapter Four: Combat Starships

  • In the Alliance Fleet, the primary unit of maneuver is the battle line. A battle line consists of between two and 10 cruisers and any number of escort craft and starfighters. – Chapter Four: Combat Starships

  • SUMMARIZED: [Alliance Starfighter Wings contain 36 craft divided amongst three squadrons. One squadron is always a Recon squadron. Each squadron is generally of a different type; so you might have an X-Wing Sqd, B-Wing Sqd and A-Wing Sqd. Each Squadron is broken into three flights of four fighters each, which is in turn broken up into two elements of two ships each.]Chapter Four: Combat Starships – Based on Diagram

  • As our main fleet must avoid combat except where absolutely necessary, starfighters are virtually the only forces in daily contact with the enemy. Roughly 35 percent of the Alliance's military budget is dedicated to the creation and maintenance of starfighters. – Chapter Five: Starfighters

  • The main purpose of combat starfighters is denial of control of space to the Empire's forces, not the control of that space itself. Denial of space means to curtail the free movement of the enemy's vessels without significant protection. – Chapter Five: Starfighters

  • Unlike the larger capital ships, starfighters are not self-contained; they require a staggering amount of fuel to operate and an equally staggering amount of expensive maintenance to keep in space, For them to control a system, therefore, requires expensive and extensive base facilities within that system or nearby. Unfortunately, this is a luxury which we enjoy only in systems so firmly under our control or off the beaten track that Imperial starship attack against those bases is unlikely or prohibitively expensive. Therefore, our starfighters operate primarily from hidden bases (which limits the amount of starfighters which can be deployed safely), or from bases far from Imperial scrutiny, necessitating long, fuel-consuming voyages to the battle area. Within these tactical strictures, our starfighters concentrate upon harassment and hit-and-run raids rather than attempting to defeat the enemy outright. – Chapter Five: Starfighters

  • The Alliance gained the majority of its original complement of starfighters through the wholesale defection of planetary and systems defense forces after President Palpatine took the title of Emperor and before he had solidified his hold on the Navy. – Chapter Five: Starfighters

  • A starfighter requires expensive fuel cells for power. The most efficient fighters drain their power after a few short weeks of standard flying - and the same amount of energy is exerted in just under an hour of combat flight. Starfighter fuel cells consist of refined radioactive metals mixes; these cells must be roughly twice as pure as standard starship-grade cells. Few civilian manufacturing facilities are capable of producing them. – Chapter Five: Starfighters

  • To keep in peak fighting condition, a starfighter requires about an hour's heavy maintenance for each 10 minutes of combat flight time. – Chapter Five: Starfighters

  • If a squadron has been in active combat for more than a week, odds are that they will suffer almost as many casualties from ship malfunction as from the enemy's fire. However, it must be noted that this applies equally to both sides in the conflict. Imperial starfighters usually operate from superbly-equipped bases, often aboard Star Destroyers, but their ships are generally inferior in design and construction to ours, and their mechanics of a low grade of competence indeed. Downtime for TIE craft between battles is roughly four times as long as it is for Alliance ships, and TIEs have a reputation for severe loss of effectiveness if flown into battle without being properly maintained. – Chapter Five: Starfighters

  • Because all Alliance fighters are hyperdrive-capable (unlike their Imperial counterparts), strikes can be rapidly executed on Imperial targets far away from the base. This is the starfighter's preferred tactic - striking quickly from out of hyperspace, taking full advantage of the element of surprise, then disappearing back into the hyperlanes before substantial resistance can be organized. – Chapter Five: Starfighters

    COMMENTARY: [One of the points made throughout this sourcebook is that even with hyperdrives; Rebel Starfighters' operational ranges are limited by wear/tear on the ships, hyperdrive fuel, and the time spent in hyperspace -- i.e. damaged ships escaping into hyperspace might not make it back at all. Thus, this is why the Rebels spend an inordinate amount of time in setting up scores of smaller tactical forward bases so that starfighter wings can be based as close as safely possible to the battle area(s).]

  • There are no Z-95s in the Alliance Fleet (the Z-95 has no hyperdrive engines), but the Alliance still employs a few on defensive stations in low-risk sectors. – Chapter Five: Starfighters

    COMMENTARY: [Implies that the Alliance Fleet uses 100% “modern” starfighters, while local Sector Forces use older, less capable fighters.]

  • It must be noted, however, that the A-wing is notoriously prone to breakdown. The engines, chassis, and weapons systems are routinely subject to stresses far beyond design specifications, and the fighters' maintenance to flight ratio is the second worst of any Rebel starfighter in service. – Chapter Five: Starfighters

  • “The Empire's forces outnumber the Alliance forces by a factor of almost 30 to one in raw manpower, by better than 12 to one in equipment, and by about 15 to one in warships and transports.” – Chapter Six: Ground Combat

  • As a rule, Rebel equipment is somewhat clumsier than Imperial equipment. Much of the Imperial stormtroopers' gear is built into their armor, while the Rebels' equipment is external, and often improvised. The Imperial army can afford to expend lavish amounts upon each of their soldier's equipment, while the Rebels must make do with whatever is available. – Chapter Six: Ground Combat

  • In general, Rebel comlinks have an effective range of 50 kilometers and can, in fair weather, communicate with friendly ships in orbit. Company commanders and higher-level officers are often equipped with larger and more powerful comlinks, either carried backpack-style or mounted on a command vehicle. These communicators have an effective ground range of over 200 kilometers, and can punch through the most inclement weather to communicate with ships in orbit. – Chapter Six: Ground Combat

  • Many Alliance airspeeders are built from the controls and chassis of starfighters no longer suitable for space combat.... – Chapter Six: Ground Combat

  • Since both of these [droid] corporate giants are firmly in the Empire's pocket, the Alliance has had to struggle to purchase droids in the quantity it requires. Fortunately, when the smaller droid companies first began to go bankrupt, the Alliance was able to acquire a good deal of droid manufacturing equipment quite inexpensively - at least until the Empire banned the sale of the equipment. Before that occurred, however, the Alliance got enough equipment to set up complete droid factories on several of its safe worlds. – Chapter Seven: Droids

  • Both the Empire and the Alliance have pilot droids, and both sides have programmed enemy ship recognition into them. But efforts to turn the droids into combat pilots have met with dismal failure - they can raise shields and perform some evasive maneuvers, but they cannot fight with any proficiency. – Chapter Seven: Droids

  • Though not large when compared with heavy manufacturing bases or safe worlds, Echo Base Hoth is a busy place, teeming with representatives of most branches of both the civil and military government. There are well over 1,000 government officials on Hoth: high-level civil servants, their assistants, diplomats, planners, and the other functionaries crucial to the operation of a galaxy-spanning government in exile, There are almost as many high-level military and Intelligence officers on Both, keeping the war on track. All of these beings are served by hundreds of maintenance personnel, cooks, technicians, medics, secretaries, communications specialists, supply clerks, droids and others. Counting the Infantry men and starfighter pilots, Hoth contains well over 4,000 beings - enough to populate a small city. – Chapter Eight: Alliance Bases

  • The Alliance has built many small starfighter bases in systems across the galaxy. Though this information is classified, the number of bases is estimated at anywhere from 1,000 to 5,000. It should be noted, however, that only a fraction of these bases are operable; most are dormant, empty of starfighters, personnel, and equipment. – Chapter Eight: Alliance Bases

    COMMENTARY: [The idea is that the Rebels are constantly activating and deactivating bases to keep up with the moving war fronts].

  • Many manufacturing bases are located on Alliance safe worlds, where large number of families of Alliance personnel have been relocated to protect them from Imperial reprisals. These bases tend to be large, but they are often on newly-colonized planets, without the equipment to manufacture sophisticated components. Instead, they concentrate upon labor-intensive, low-technology manufacturing - clothing, shelters, foodstuffs, and the like. Alliance manufacturing bases on more developed worlds have the equipment and trained personnel on hand to manufacture more complex equipment - starfighters, blasters, communications gear, and medical equipment. – Chapter Eight: Alliance Bases

  • Safe worlds are planets where the families of Alliance personnel can live in peace, safe from the long, merciless arm of the Empire. In addition, once a safe world is established and viable, it may produce enough food or other raw material to help feed and supply the Alliance forces. – Chapter Nine: Support Services

  • Select teams of Alliance scouts are constantly scouring the galactic fringe, looking for worlds which, as yet, have not been discovered by Imperial Survey Corps scouts. If the world is habitable by Human (and alien) life but unpopulated, and light years from all space lanes, it may be suitable as a safe world. – Chapter Nine: Support Services

  • The population of a safe world averages between 5,000 and 20,000 beings. This number is large enough to create a safe environment, but small enough to avoid undue attention. – Chapter Nine: Support Services

  • Life on a safe world is primitive, harsh, and demanding. Inhabitants of safe worlds are pioneers, attempting to wrest subsistence from the planet without modern equipment. They live in crude dwellings created from local materials. They farm the land with animal-powered machinery, and hunt the forests with bows, slings, and other easily-created weaponry. The inhabitants have few or no repulsorcraft, medical facilities, blasters, or other "luxuries." – Chapter Nine: Support Services

  • ... the more primitive the settlement, the smaller the chance of Imperial discovery. ISC scouting ships are capable of picking up the signature of power generators, gravity anomalies caused by repulsorcraft, comlink communications, and so forth from the very edge of a planetary system. Settlements wealthy enough to afford these items are likely to be wealthy enough to be taxed, and thus ripe for Imperial conquest. If the settlement is poor, however, the ISC scouts may just ignore it as just another “two-credit ball of dirt.” – Chapter Nine: Support Services

  • Flitter is a graphic example of exactly why the Alliance attempts to keep the location of its safe worlds secret. At one time, Flitter had a population of over 40,000 men, women, and children on it and was a major producer of ores for conversion into fuel. Tragically, a Support Services space transport was captured en route to Flitter, and the craft’s pilot talked under Imperial Interrogation. Within a month, Flitter’s one major city was rubble and all of the land and forests nearby poisoned with air-dropped toxins. It was in the dead of winter - and Flitter’s winters are cold. The Imperials didn’t even bother to send ground troops down to the planet; they merely posted a pair of corvettes in orbit above, and let the elements do their job for them. By the time spring arrived, over 95 percent of Flitter’s population was dead of starvation or exposure. The rest scattered, hiding in caves, living on grubs and tree bark. The Alliance desperately wants to rescue the survivors on Flitter, but, as yet, they have not been able to get enough firepower together to challenge the blockade. – Chapter Nine: Support Services

  • Light Freighters: Too small to be useful in fleet replenishment, they are usually employed to supply individual ships deep behind enemy lines, where their small size is actually an asset (it helps them avoid detection). Light freighters are also used to make stealth supply drops or pickups on Imperial planets. In some cases, the freighters are given forged documents declaring them to be tramp merchanters, in which case they land quite openly at Imperial space ports. In others, the freighters attempt to land unseen on a planet, far away from the Empire’s ground and space sensor platforms...These ships are cheap, hard-working, and refuse to die no matter how they are abused. – Chapter Nine: Support Services [These have cargo capacities of around 200 metric tons]

  • Medium Transports: These transports are just large enough to be useful for some Fleet replenishment tasks - medicine, clothing, small arms, light equipment, and so forth - though they are not big enough to economically transport bulk items such as food or fuel. Unfortunately, as the Alliance hasn’t got many large craft, they are forced to push these transports to their limits. Though not specifically designed as such, medium transports can also carry passengers. A few have been converted into miniature hospitals, communications centers, and so forth. – Chapter Nine: Support Services [These have cargo capacities of around 19,000 metric tons]

  • Bulk Freighters: The Alliance has only a few bulk freighters but those few they have are worth their weight in gold. Though not much larger than medium transports, bulk freighters are designed to economically carry far more cargo. They are stronger, faster, and all-around better craft. They are also about three times as expensive as medium transports, which is why the Alliance does not have very many of them. Most of the bulk freighters in the Alliance fleet have been involuntarily “donated” to the Alliance by the Empire - that is, captured in battle.. – Chapter Nine: Support Services [These have cargo capacities of around 90,000 metric tons]

  • Medical Ships: Probably the best-known medical ship is the Hospital Frigate, which travels with the Alliance Fleet. However, a number of smaller craft also serve in this capacity as well, traveling the galaxy, picking up very badly-wounded soldiers from planets which do not have the facilities to treat them and bringing them to one of the Alliance’s hidden hospitals.....The Alliance Medical Frigate has 745 beds, with 80 medics and 30 medical droids (a variety of Emdee and Two-Onebee models). – Chapter Nine: Support Services

  • At one time, when it was called the Navy of the Republic, the Imperial Navy was used for defense and to keep down piracy in the space lanes, It was known as the best place in the galaxy to learn the ways of space: a young being could join the [Republic Naval] Academy, see the galaxy, and serve his people all at once. When he retired in 20 or 30 years, still relatively young, he could find a job on any spacecraft in the galaxy. Over 14 percent of all the freighter captains in the galaxy had gone through Academy training.– Chapter Ten: Recruitment and Training

  • Many young men are not aware of this [changes in Academy doctrine] until they enter the [Imperial Naval] Academy. They join because their father, and their father’s father were Academy men, because all their lives they have heard stories about the Academy. Others join simply to escape the tedium of their everyday lives — the lure of space is strong. For the young idealists (there are still some left in the galaxy, even today), the shock of discovering what the [Imperial] Academy has become is tremendous. .– Chapter Ten: Recruitment and Training

  • Frontier Worlds: These are the recently-settled worlds of the Outer Rim Territories. Life is hard, and the people are in a constant day-to-day struggle to survive. The hand of the Empire is light on the frontier worlds — there’s not much worth taxing on a frontier world, and no industry worth stealing or protecting. However, they do have one very valuable resource: the young people of these planets tend to be sturdy, self-sufficient, and they make excellent warriors. The Empire attempts to tap this resource by imposing mass troop levies on the planets. The planetary government is told to provide a certain number of troops per year for service to the Empire, and if they fail, the Imperial military will come and take them. This is bitterly resented by the population, many of whom moved to the frontier to avoid government interference in their lives in the first place.– Chapter Ten: Recruitment and Training

  • Imperial Survey Corps: As the Empire cuts back on the size of the Imperial Survey Corps, many fine spacefarers have suddenly found themselves out of a job. They are offered a chance to join the Imperial Navy. However, the ISC tends to breed hardy individualists (one of the reasons the branch is being disbanded!) and these beings are completely unsuitable for the rigidly regimented life in the Navy. They may attempt to find themselves a career in the private sector, but the harsh new Imperial laws covering space travel make this very difficult to achieve, unless one is willing to work for one of the huge corporate giants — the small-time ship operator is all but gone from space.– Chapter Ten: Recruitment and Training

  • As aliens’ physical characteristics can vary wildly from the Human norm, it is usual for the training squads to be segregated by species. Mon Calamarians simply are not physically designed to run as far as Human beings can, and it would be cruel and foolish to force them to try. Similarly, a calisthenics course designed for a Wookie would probably kill most Humans. Naturally, all Alliance soldiers claim that the course designed for their species is the worst...– Chapter Ten: Recruitment and Training

Death Star Technical Companion (1991)

  • “You are now Grand Moff Tarkin, the first of a new order of Imperial officials...You have complete authority and control of Oversector Outer, which includes most of the sectors considered the Outer Rim Territories...You have command of four Sector Groups to use to maintain the peace and to provide security for the Death Star Project.” – Chapter One: A Brief History of the Death Star

    COMMENTARY: [I believe this is the first mention of an "Oversector", which replaced the earlier "Priority Sector" concept in WEG back-canon. Also gives a rough bound of how many Sector Groups a Grand Moff might have under their direct command to use as they wish. It's unknown how much of the Death Star project was "folded into" Oversector Outer as a way of hiding the manpower and materiel requirements.]

  • Admiral Motti is to serve as my chief aide and protector. He will have direct command of the four Sector Groups assigned to my jurisdiction.Chapter One: A Brief History of the Death Star

  • The battle station carried the equivalent of an entire Sector Army within its armored shell, including no less than one hundred TIE fighter wings [7,200 TIEs] in operational order at any given time. – Chapter Two: Technical Specifications

  • The majority of the habitable areas were on the surface or within the two to four kilometer thick crust. . – Chapter Two: Technical Specifications

  • Rank Cylinders: Rank cylinders are issued to Imperial officers and, if acquired by Rebels, can be very helpful in navigating the Imperial computer network. Each rank cylinder has a specific entry code to insure that only an authorized user is attempting to display sensitive information. Each rank cylinder is labeled by sector, level of sensitivity and zone. Within its area of authority, a rank cylinder could display any information. For example, a Zone N8 Moderate General rank cylinder would allow a user with the appropriate access code to display and use any information from zone N8's general sector of Moderate or lower difficulty. If the appropriate code is known there is no roll necessary to access the information - It is automatically available. A character must make a Difficult security check to falsify a code. However, if an incorrect code is entered or the user attempts to access information that is not authorized for the user, a warning is immediately relayed to the command sector for the battle station and a full investigation begins shortly thereafter. A rank cylinder may also be used in the same manner to access secured areas and doors. Rank cylinders are normally restricted to access for just one vessel, or perhaps one portion of a vessel, but high-ranking officers, such as Grand Moff Tarkin, had rank cylinders that allowed them virtually unlimited access to any portion of the battle station and a great amount of leeway within the entire Imperial network.

    Low-ranking officers (such as lieutenants and captains) have rank cylinders accessing Moderate information within their sector and zone. Officers of rank commander through colonel had cylinders accessing up to Very Difficult information within their sector and zone and Very Easy or Easy cylinders for other zones. Admirals and generals had Very Difficult cylinders for all sectors aboard their craft or fleet, while the Grand Moff had Very Difficult cylinders for all sectors aboard the craft as well as at least Easy access to the entire Imperial network. The specific rank cylinders allotted were determined by the particular officer's duties, and since these cylinders were constantly monitored by security sector few officers were willing to abuse the power entrusted to them.

    Characters who somehow acquire rank cylinders may be in for an unpleasant surprise if they are not cautious. Attempting to access unauthorized information or accessing data in a "suspicious" manner often alerts Imperial authorities in the zone bridge, the overbridge or one of the security sectors. Since representatives from security are constantly monitoring the computer systems of any Imperial facility, it is likely that such officers will be alerted to unauthorized computer use unless the characters' efforts are inconspicuous. – Chapter Two: Technical Specifications

  • Some areas of the station were off limits to certain crew designations and ranks. If a crewman requested a turbolift car to take him to an area that was either closed to his classification or required a specific rank cylinder key to access. the car simply refused to move. If the requested destination was particularly sensitive, the turbolift computer informed security of the request. – Chapter Five: General Sector

    COMMENTARY: [This statement shows that the Empire, at least in WEG-verse; understood basic operational security.]

  • Science and research are underutilized fields within the Empire during this period of civil war. Indeed, since the rise of Emperor Palpatine and his New Order, science and research grants not specifically assigned to the war effort have undergone drastic fiscal cuts. A token force of science and research labs had been allocated to the Death Star... – Chapter Six: Service and Technical Sectors

  • System-specific operator Droids, modelled after starfighter astromechs, were plugged into stations throughout the battle station. These Droids assisted in astrogation, diagnostics, piloting, and most other tasks also assigned to human crew on the Death Star. Without these Droids, the battle station would have needed perhaps twice as many biological crew than it normally employed. – Chapter Six: Service and Technical Sectors

    COMMENTARY: [This might be why the Death Star in so many "backstory" publications has been chronically undermanned for it's size – it may have been significantly easier (even for the Empire) to stuff it full of droids than to carefully screen personnel in the quantity needed for the overall Death Star project.]

  • A specific branch of the Navy had been created to pilot and maintain the battle station. This branch fell under the heading of Battle Station Operations. All personnel serving in this branch, from technicians to gunners to astrogators to pilots, hail from the Navy. To the best of our knowledge, this branch remains active despite the Death Star's destruction. – Chapter Seven: Military Sector

    COMMENTARY: [This may be why there are so few Torpedo Spheres (just six) officially on Imperial Naval rolls; they were providing the 'official' cover for the Death Star's organizational impact on the Imperial Navy through the newly-established Battle Station Ops Branch.]

  • Tarkin envisioned a new type of soldier [the Death Star Trooper] to protect his ultimate weapon. These men were trained during the construction phase of the battle station, being molded and re-built as the Death Star was being put together. Besides the normal training all combat forces undergo, the Death Star troopers received advanced special forces training to make them a step above the average soldier. They were even given the distinct privilege of receiving independent command training so that they could react and adapt to changing situations. But Tarkin demanded that this independence be tempered with devotion, fierce loyalty to the New Order, and the need to obey any command issued by a ranking officer. – Chapter Seven: Military Sector

    COMMENTARY: [This points out that Tarkin recognized the need for absolute personnel reliability; i.e. he needed to know that when he gave the order to fire on a Core World, his men would salute and say “Aye, Aye, Sir!” with no hestitation at all; because the first rule of command is "Never give an order you know won't be obeyed.". However, the Special Forces training is a bit too 'on the nose' power-leveling/superlative.]

  • The superlaser can only be fired as fast as its energy can be restored. At its weakest power output (2D) it can fire once every minute. At its strongest power output (16D) it can fire once every eight minutes, although it's current design only provides enough energy to produce a maximum power blast once every day. – Chapter Seven: Military Sector

  • ISB also leashed several undercover agents aboard the Death Star. Many slipped into the roles of common soldiers, administrative personnel and even low-level officers. In this capacity they were much closer to the "men in the field" than known ISB agents and were better able to investigate suspicious activities. It is known that at least one of Grand Moff Tarkin's personal aides was an ISB agent. ISB agents were also known to spy upon each other for both personal gain and out of "concern" for the health of the Empire. – Chapter Eight: Security Sector

  • Because of the long-standing rivalry between Imperial Intelligence (an official arm of the military) and ISB (a division of COMPNOR, which most of the military considers a waste of time and resources), ISB agents had a particularly difficult time performing their duties. While Imperial officials didn't deliberately obstruct the investigations of ISB agents, they did nothing to help these agents either. More than one agent who got too nosy was reassigned or simply disappeared (it is widely believed that Imperial Intelligence's Assassination Bureau decided to "set a few examples".) – Chapter Eight: Security Sector

  • In addition, the Death Star included a throne room for the Emperor in its finished design, and the maintenance and management of this chamber fell to the command sector. The practice of setting aside a specific room from which the Emperor could rule began when throne rooms were built within Star Destroyers of Imperial-class or better. While the Emperor rarely, if ever, makes use of such facilities, his decree demanded that they be available for those rare occasions. – Chapter Nine: Command Sector

  • The Imperial command structure aboard the Death Star was as strict as any organization found in the Empire. The Death Star was under the command of a triumvirate headed by a Grand Moff, in this case Tarkin. The rest of the command trio was made up of General Tagge of the Imperial Army, and Admiral Motti of the Imperial Navy. Thus, both branches of the armed might of the Empire were represented, as well as the political branch of the Empire. The Chiefs of Navy, Army and Battle Station Operations were held by officers with the rank of colonel. Below each Operations Chief were eight majors who served as chiefs of specific departments under their branch of operations. There were also four majors who were responsible for the general. service/technical, military and security sectors.– Chapter Nine: Command Sector

    COMMENTARY: [This early scheme of the Death Star TO&E represents how everyone was worried about the power the Death Star; if Tarkin, Motti and Tagge had to all 'sign off' on key targets for the superlaser.]

  • The Emperor's emissary to the Death Star, Lord Darth Vader, answered to the Grand Moff as a practice of military and political courtesy. He was not, however, subject to any other authority aboard the battle station. He issued direct and unquestioned orders to everyone of the rank of colonel and below, and had been known to force the admiral and general to bow to his will on more than one occasion.– Chapter Nine: Command Sector

    COMMENTARY: [Vader's fitting into the command scheme is detailed. Also, pre-Yavin, Vader's authority wasn't yet absolute. He still had to somewhat justify himself to General/Flag officers before force-choking them. Presumably the discovery that he had a son in Luke pushed Vader over the edge in regards to the amount of 'guff' he was willing to tolerate.]

  • The overbridge could control the entire battle station, but it was easier and more efficient to let each zone's active bridge handle its share of the work. In emergency situations, the overbridge could cut off all lesser command centers and run the Death Star. Only the throne room's command center (located one deck directly below the throne room itself) could supersede the overbridge.– Chapter Nine: Command Sector

  • While many believe that the Imperial throne room constructed aboard the Death Star was merely a figurative gesture to appease the Emperor, it was in fact a fully functional command center. The Emperor could control, monitor, and communicate with all areas of the battle station from his throne, effectively wielding the ultimate weapon as his own will dictates. The throne responded only to the Emperor's commands. however, using technologies tuned to his particular physical and mental patterns. The throne could not have been wielded by anyone but the Emperor.– Chapter Nine: Command Sector

  • If the throne room and royal apartment were unoccupied, four squads of stormtroopers guarded it in the Emperor's absence. If the Emperor was present, the stormtroopers were replaced by four squads of the Imperial Royal Guard. – Chapter Nine: Command Sector

    COMMENTARY: [A full platoon of 30+ men is permanently assigned to guard the Throne Room at all times for security reasons – i.e. prevent a bomb from being planted in the Throne Room+Apartments, or someone gaining access to computer banks that only the Emperor has access to. This also provides a baseline for security details for "important" areas in RPGs -- i.e. the control room of the largest hydropower dam on a planet that is used to charge repulsorlift cells for a co-located repulsorlift factory.]

  • [T]he Death Star was designed without regard to starfighter-scale opponents, it was believed that the massive armor and sheer size of the battle station would be enough to dissuade starfighter attacks. If foes still managed to work up the nerve to attack, it was reasoned that no starfighter packs enough energy to do more than raise a welt on the Death Star's thick skin. As an after thought, anti-starfighter turbolaser towers were installed across the Death Star's surface, but these were not placed to create an impenetrable screen of blaster fire. They were positioned almost randomly, leaving great holes in any defense they could provide. In the Battle of Yavin, the Zone Commanders frantically employed the capital ship batteries in an attempt to eliminate the Rebel starfighters, but these weapons proved almost useless against the quick, tiny ships..– Appendix One: Design Flaws

  • Tagge moved up through the Imperial chain of command despite his steadfast refusal to play political games with his competitors. Perhaps it was this trait that inspired the Emperor to assign Tagge to the Death Star Project. Even if the Emperor was behind the general, Tagge's opinion that the Senate was a necessary evil for controlling the Empire lost him favor in Tarkin's eyes. For this reason, many of his warnings about the battle station's defenses were ignored. –Appendix Two: Death Star Templates

  • Ars Dangor has been an aide to Palpatine since the man's days in the Republican Senate. Now he is one of the many advisors who surround the Emperor and dote upon his every movement. But Dangor is much more than a court buffoon. He is a powerful and dangerous man who sits at the Emperor's side. The Emperor, too important and wrapped up in thoughts beyond the veil of normal humanity, has assigned all public addresses and the day-to-day running of the Empire to Dangor. The Emperor deals with the big picture; he leaves the little pieces for Dangor to take care of. Ars Dangor is the perfect politician for these times of civil unrest and outright war. He is a charismatic and powerful speaker, like the Palpatine of old who swayed an entire galaxy to fall down and worship him. He is also ruthless to an extreme degree, and any who fail him do not live to do so a second time. Only his admiration for the Emperor keeps his own ambitions in check. He is content to forever serve — something that not even Lord Vader can truly admit to. –Appendix Two: Death Star Templates

Han Solo and the Corporate Sector Sourcebook

  • The Corporate Sector was one wisp off one branch at the end of one arm of the galaxy, but that wisp contained tens of thousands of star systems. The Corporate Sector Authority had been chartered to exploit— some called it plunder — the uncountable riches there. Its wealth and influence eclipsed that of all but the richest Imperial Regions, The Authority was owner, employer, landlord, government, and military, and not a benevolent one. – Introduction

  • While the so-called "modern" Corporate Sector's history parallels the history of the Empire, few people recall that the Corporate Sector existed for several centuries before the current era, This was due to failures within the so-called Expansion Region.

    The Expansion Region; within "The Slice," was originally an experiment in corporate-controlled space. While the profits from the region were enormous, internal strife and disturbances continually upset the region. Residents of the region were forced to live under horrible conditions, while the corporations stripped the star systems of all resources, Because the corporations had strict control of communication and transportation, few outside the Expansion Region were aware of the conditions in that area of space. Eventually, the anger of the people peaked and civil unrest spread from system to system. Due to mounting pressure from constituents, the Republic Senate took control of the Expansion Region, limiting or evicting the corporate interests.

    Still, the Republic had to placate the corporate interests. The Corporate Sector was established in a far-flung and minimally explored corner of the galaxy. The Sector encompassed several hundred systems, all of them devoid of sapient life. The companies had a right to lease or buy whole systems of space, and develop those systems as they saw fit. – Chapter Two: History of the Corporate Sector

  • Tax rates were comparably low [in the new Corporate Sector]. While a general tax was paid directly to the Republic government, the companies could avoid the myriad of sector, system, planetary and local taxes found on most worlds. While the companies had to work within carefully defined parameters, they generally had much greater freedom than on worlds with their own native governments. The companies also knew laws would be consistent throughout the sector. The biggest benefit of the Corporate Sector was the lack of competition. Since companies could buy whole undeveloped systems directly from the Republic. the corporations developed industrial and manufacturing facilities at a much faster rate. – Chapter Two: History of the Corporate Sector

  • Baron Tagge, informal leader of the [Galactic Corporate Policy] League. formulated a plan centered on changing the way the Corporate Sector was administered, He proposed that the region of space known as the Corporate Sector be expanded to include nearly 30,000 unclaimed stars. He proposed that a new corporation, the Corporate Sector Authority, be formed. The Authority would be the sole owner, employer, government and military of the region. The Authority would buy all the existing corporate facilities within the Corporate Sector, as well as shepherd the development of all future resources. – Chapter Two: History of the Corporate Sector

  • To interest Palpatine, the [Corporate Sector Authority] proposal would provide an operations tax directly to Palpatine. While the net would be considerably smaller than the taxes for comparable worlds within the Empire proper, the revenues would go directly to the Imperial government, rather than be split amongst sector, planetary and local governments. Likewise, because the Authority would be responsible for maintaining order and policing the region, there would be no investment in the region by the Empire. – Chapter Two: History of the Corporate Sector

  • As a compensation to the Empire, there would be a yearly stipend of 3% of the total gross product from the Sector. Furthermore, all funds would be paid directly into the Imperial treasury. Lastly, 9% of all materials and 20% of strategic rare elements would be given directly to the Empire for its military buildup. – Chapter Two: History of the Corporate Sector

  • The resources and materials provided by the Corporate Sector Authority would pave the way for the Emperor to assert complete and total military supremacy over the galaxy.... – Chapter Two: History of the Corporate Sector

  • SUMMARIZED: [The CSA itself has about ten original signatory (voting) sponsors, amongst them KDY, Rendilii StarDrive, TaggeCo, Bank of the Core, and Cybot Galactica.

    There were about twelve (or more) original contributing (non voting) sponsors, including CEC and Industrial Automaton. All of the original contributors have been upgraded to voting sponsors, while several new non-voting sponsors, amongst them Santhe/Sienar have been added.

    Since the establishment of the CSA, over a hundred contributing (non-voting) sponsors have been added to the rolls, including SoroSuub.]
    Chapter Two: History of the Corporate Sector

  • The [Corporate Sector] Authority has fairly broad latitude in enforcing the Emperor's general directives — however, Direx Board members have no illusions about their own position. The Corporate Sector Charter is only legally binding as long Palpatine wills that to be the case and avoiding his wrath has always been a top priority. – Chapter Three: The Corporate Sector

  • SUMMARIZED: [The CSA retains the right to nationalize anything, anywhere in the Authority. This encourages companies to invest in the Authority, rather than opening their own facilities. Likewise, the Authority uses the threat of Nationalization to control the small businesses it allows to operate to provide the illusion of choice inside the Authority, and to:

    occupy inventive and individualistic beings who might otherwise direct their efforts toward undermining the Authority. If any company becomes too big or too successful, the CSA will seize the company and all of its assets, with no restitution for the company owners. Due to this managed economic system, there are millions of thriving small companies that service cities, planets or a few systems: the entrepreneurial spirit is alive and well.”] – Chapter Three: The Corporate Sector

  • The Authority knows that it has no competition [and a captive market] and dramatically raises the prices of goods. For example, medpacs sell for anywhere from 75 to 125 credits in most areas of the Empire. The Authority's markup for medpacs is so high that they often sell for the equivalent of 150 to 175 credits. Chapter Three: The Corporate Sector

  • “Many Imperial worlds are under some austerity program, and the ones that don't have New Order on the brain. There, you wouldn't know a decent holoboard if you saw one. Celanon, Nar Shaddaa, Ixtlar—plenty of worlds got a multicolored skyline —but even they pale before the shine of a Corporate Sector world.” – Chapter Three: The Corporate Sector

  • Palpatine realized what an opportunity it would be to have a whole region providing unbridled revenue with no costs to maintain order. – Chapter Four Security Division

  • The Authority began a program to hire line officers [for it's Picket Fleet]. The best place for officers was the Imperial Navy, and few officers were willing to abandon promising careers in the Navy despite better pay. The Authority had to make due with retiring elderly officers long past their prime or those whose marginal talents limited their careers in the Imperial Navy. This has hampered the fleet's effectiveness and various suggestions to solve it have been tried with little success. Finally, the Authority accepted the need to provide its own quality line officers and opened its own naval academy. Open for the past five years, its graduates are gradually whipping the fleet into shape. – Chapter Four Security Division

  • Rather than commission entirely new vessels [for the Picket Fleet], as was done with the ground forces, the Authority decided to salvage older ships obtained at a discount. What the Authority got from Imperial surplus were dozens of older ships, many predating the Clone Wars. Victory-class Star Destroyers, Marauders and Invincible-class ships are obsolete and their archaic systems made training difficult at best. – Chapter Four Security Division

  • In the Corporate Sector, there's a huge demand for smuggled goods. With high tariffs, taxes and more regulations than the Empire (or so it seems), it's cheaper to hire smugglers to bring in food, medicine, entertainment holos, weapons, spice and just about everything else. – Chapter Eight: The Fringe

  • One problem in eliminating slavery was the New Order's policy toward aliens. The Empire showed increasing reluctance to classify newly discovered species as sapient. If a species wasn't sapient, according to Imperial law, forcing them to work against their will was not slavery; it was domestication. – Chapter Eight: The Fringe

  • The Authority acquired the [Victory-class] ships at bargain prices when the Empire decided to remove 520 of these cruisers from the 27th Denarian Fleet to make room for the newer Imperial-class Star Destroyers. The ships were stripped of weaponry. However, the Authority then purchased surplus weapons through a third party company, refitting them. – Chapter Nine: Starships

  • These [Invincible-class Dreadnoughts] mammoth ships were first designed over 3,000 years ago, and drew their inspiration from the titanic battle cruisers from the eras of Xim the Despot and the Alsakan Conflicts. At the time, it was one of the largest battle cruisers in the Old Republic fleet. For the time, these ships were an amazing feat of engineering. They were equipped with weapons that could shred any ship of the day. These two-kilometer long vessels were feared throughout the civilized worlds. – Chapter Nine: Starships

  • The design [Rin Assid Bulk Hauler] has been around, in one variation or another, for over seven centuries, making the ship almost as enduring as its namesake. – Chapter Nine: Starships

  • “All space transports and freighters are bound to a very detailed code of specific regulations, collectively known as the Authority Starship Code Safety Registry, or ASCSRs (known among spacers as "askers"). ASCSRs regulate every aspect of starship systems and operation, including offensive weaponry, defensive systems … due to these regulations, the Espos can be sure they always have the upper hand in combat …

    ...The Authority will, however, acknowledge that certain ships do need a certain amount of modification. Ships that handle especially valuable cargoes are allowed to install more powerful weaponry, for example. Thus, the Authority has the Waivers List, which lists all ships and the ASCSRs exclusions they have been granted....

    ...As one might suspect, an Authority Waiver is a most cherished document. Of course, the Authority is stingy with Waivers and often assignment is based more on connections within the Authority's corporate structure than actual demonstrable need for a Waiver. Those who have performed favors in the past (or paid the appropriately enormous bribes) get on the List while many reputable shippers don't. – Chapter Nine: Starships

  • For centuries, the goal of isolating objects from the ravages of time has been a quest for scientists. Legend had it that stasis technology predated the Republic, but no one has ever discovered proof....Eventually, stasis was developed, although like hyperspace, even the most advanced physicists in the field don't entirely understand why it works; it just does. Even though stasis technology has existed for nearly a century, it remains an exotic curiosity: stasis fields require immense reserves of energy and the machinery necessary to keep them operating makes them impracticable for all but very limited applications. Small plants, animals and beings may be preserved, but as the field grows larger, the energy use grows logarithmically. Unless dramatic technological breakthroughs are made, the old myths of stasis planets — whole worlds in perfect preservation — are just that: myths. The Empire has also kept tight control over stasis technology. While the Empire's scientists haven't developed viable military applications for stasis, the bureaucracy knew that it would be unwise to allow others to experiment with the technology. One exception was granted to the Corporate Sector Authority for use at the Stars' End project. – Chapter Eleven: Equipment

  • Agrirobots are one of the tools of the modern farm. Able to care for thousands of square kilometers per season, these droids provide top quality food for a low price. Many larger, corporate run farms are totally automated affairs, controlled only by an overseer unit or engineer staff.. – Chapter Twelve: Droids

Galaxy Guide 1: A New Hope

  • The Imperial Death Star was constructed in the little known Horuz system, in a distant corner of the Outer Rim Territories. The orbital construction yards orbiting Despayre could operate free of scrutiny by the galactic holomedia and the Imperial Senate. The Death Star was designed to provide the power to bring more star systems in line with the Emperor’s New Order and to frighten those with thoughts of rebellion into submission. The armored sphere had destructive power equivalent to an entire Imperial fleet. Roughly the size of a small moon, the Death Star housed a gigantic crew to support the huge power plants and control systems. [Page 48]

    COMMENTARY: [If the Death Star is equal to an entire Imperial Fleet -- 6 ISDs + 400~ combat ships -- in firepower, then perhaps this sets a minimum on the firepower required for a practical Base Delta Zero on a moderately populous world, with the six Star Destroyers splitting up targets to reduce the time for total planetary destruction, while the other 400~ combat ships hang back and screen for ships trying to flee the planet?]

  • Death Star Officers: If one thing is certain about the standard Imperial officer, it is that he is ambitious. Those selected to serve aboard the Death Star were also very, very good at their jobs.

    With the abolition of the Imperial Senate, ambition was the new buzzword around the Imperial Army and Navy. The once limited roles of admiral and general took on new powers and responsibilities. No longer was the admiralty just a stage before a healthy retirement fund or the first step toward the lucrative military consulting and procurement office. The military had become the true government of the Empire. Those that distinguished themselves in military service could go on to become the authority over entire star systems, and consequently become entitled to all the many fringe benefits accorded the position.

    Ambition, therefore, was the most important attribute in the new military, while blind loyalty became mandatory rather than assumed. With few exceptions, these power-hungry future governors and Star Destroyer commanders were all comparatively young. Those officers showing the most promise and ability were assigned to Grand Moff Tarkin’s Death Star project. Here, they used all the skills at which they excelled to operate and perfect the most awesome battle station ever created.

    But for all the impressive machinery and weaponry, it was the people behind the controls that truly made the Death Star run. Strong, devoted to the New Order, and ambitious to move up the Imperial chain, these young officers were the best the Imperial war machine had to offer. With their deaths, many important command positions remained in the hands of the less-motivated and loyal individuals who had served those roles for many years: the Empire had lost the cream of its crop of officers. [Pages 53-54]

    COMMENTARY: [First, I feel personally attacked by WEG's description of the Washington DC General Officer Cycle -- was it that obvious even back in the late 1980s and early 1990s?

    Second, the Death Star I/II are big enough to require a serious amount of personnel simply to run them; even with droid automation. The WEG stats of 322,951 (DS1) or 637,836 (DS2) crew are artificially low for the size of the Death Stars; even with droid automation. Star Destroyers have about a 4:1 crew to officer ratio; this would mean that the DS2 had only about 100,000+ officers; which is 'noise' for a civilization on the scope of the Galactic Empire, and would not cause the kind of deleterious effects on personnel quality written above.

Galaxy Guide 2: Yavin and Bespin

  • Imperial Salvage Operation: Located in orbit around the planet Yavin, an Imperial Salvage Station has been set up to collect the remains of the destroyed Death Star battle station. In the early hours after the destruction of the weapon, other salvaging companies, such as the Ugors, arrived and carted off large chunks of debris. But an Imperial cordon was quickly established to halt further theft by unauthorized agencies.

    Now this station has been established to recover the wreckage, and to maintain an Imperial presence in the system. The station is manned by an actual salvage team, under the command of Major Reskik of the Imperial Security Bureau. Reskik also has three squadrons of TIE fighters— including six bombers—and a battalion of stormtroopers — including a fully equipped heavy weapons unit — to provide muscle should the need arise.

    The salvage team consists primarily of civilian engineers sent by the major defense contractors who submitted the primary system designs for the Death Star project. They are assisted in their work by military zero-G work crews provided by the Empire. The engineers hope to discover all of the weaknesses inherent in the original Death Star so that they can be addressed in any future designs.

    Working from the operation platform and station. the salvage teams use space skiffs and individual flying suits to approach the debris. They catalog each individual piece with scanning computers, then bring in repulsor loadlifters to move the piece away from the orbiting body. Then a cargo shuttle scoops up the piece and returns it to the station for examination, decontamination, and analysis.

    The salvaging operation has been ordered to proceed very carefully and slowly. In this way. Reskik can keep up the pretenses of a peaceful system for as long as possible before instituting military law. [Pages 34-35]

    COMMENTARY: [Saxton's "Ewok Holocaust" theory is partially supported by this -- if enough of the first Death Star survived to support a dedicated salvage operation with this level of resources assigned to it; then what of the second Death Star orbiting over Endor?]

  • The [Imperial Salvage] station is a modular design common throughout the Outer Rim Territories, and often deployed in Imperial operations. The station was brought to Yavin via Star Destroyer, and assembled in orbit. When its mission has concluded, it will be disassembled and removed the same way. [Pages 34-35]

  • When the blaster was first developed, a variety of gases were tested to see which, when excited, would produce the most intense packets of light. Researchers found that a half dozen common gases, among them orveth, sig, and prothium, would serve equally well. These six gases are used by most munitions companies across the galaxy in the production of all sizes of blasters.

    One line of research led to the discovery that if certain gases are isolated and spin-sealed, that is, compressed on the atomic level, they transmit four times the energy of the same gas in a nonspin-sealed state. Not only that, but the very quality of the light itself is altered in a way that causes the energy bolt to react more violently with certain types of armor coatings, thus causing more damage.

    Few companies spent any time on the spin-sealed research because of the incredible cost involved in producing these special gases. Spinsealing requires incredible temperatures and pressures — so great that only a few labs across the galaxy were capable of producing them at all. and production on a market scale was out of the question.

    Bespin, however, produces spin-sealed Tibanna gas as part of its natural ecosystem, and in its spin-sealed form the gas has proven to be an excellent core gas for blasters and laser weapons. [Page 81]

    COMMENTARY/SUMMARY: [If you skim GG2, you find that Bespin was the first truly successful commercial gas colony an indeterminate amount of time in the near past [perhaps the last few hundred years]; due to it focusing on Tibanna gas to offset the cost involved for a city that partially floats on repulsorlifts.

    Additionally, if you equip your ship's weapons with Tibanna Gas for 4x the 'punch', it all but ensures that you have to return to Bespin (or another Tibanna mining world) on a semi-regular basis -- every 6 to 9 months -- to have your ship's weapons recharged; which is a rather annoying thing to do if you're a most-wanted smuggler; as the authorities can guess when you need a recharge and stake out the likely locations you have to go to.]

Galaxy Guide 3: The Empire Strikes Back (page 48)

“The Imperial Star Destroyer squadron assigned to Darth Vader after the Battle of Yavin was code-named the Imperial Death Squadron. First under the command of Admiral Griff, and later Admiral Ozzel, and later still Admiral Piett, the Squadron consists of Vader’s Super-class Star Destroyer and a mix of five Imperial I and II Star Destroyers.

The Executor is the first of four Super-class Star Destroyers. At over eight kilometers in length, the Executor is capable of winning engagements without firing a single shot. Not that it doesn't have adequate firepower to back up its impressive size. Over 1,000 weapons batteries are capable of reducing any planetary surface to slag.

The only other remaining Star Destroyers whose provenance is unclassified are the Avenger and the Devastator. The first, Captain Needa’s vessel, has a proud history of over 436 planetary suppressions since commissioned, its last being Dankayo. Strangely, it has served under eight different captains in the last few years.

COMMENTARY: [“Reducing any planetary surface to slag”, and “proud history of over 436 planetary suppressions” are interesting datapoints to file away.]

Galaxy Guide 6: Tramp Freighters, 2E

  • The Alliance is constantly seeking to expand its spy network to all sectors of the galaxy. The Core World sectors are the biggest intelligence prizes: they are the richest, the most strategically important and heavily-controlled regions in the Empire, granting a successfully-infiltrated spy network unparalleled access to the Empire’s corridors of power. Networks in the Core Worlds stand to make the most spectacular gains. Unfortunately, they are also more likely to be compromised and eliminated. COMPNOR is ruthless, especially to spies found on their doorstep.

    Six out of every 10 new Core World intelligence networks are compromised from their inception. Nearly half of all networks are infiltrated and destroyed during their first six months of operation. Alliance Intelligence must constantly disband and recreate its networks — an expensive, dangerous and nerve-wracking business.

    The Outer Rim Territories, on the other hand, are relatively poor and of little strategic importance, and thus receive little Imperial attention. They provide the bulk of the Alliance’s food and supplies, and are fertile recruiting grounds for Alliance soldiers and operatives. For these reasons, Alliance Intelligence spends a great deal of its resources into setting up and maintaining networks in the Outer Rim.

    But, though Intell may put loads of money, equipment and agents into the Outer Rim Territories, there are thousands of sectors within the Outer Rim; Intell's resources are stretched almost to the breaking point attempting to cover even a fraction of them. Unless an individual sector is of unusual strategic importance, it receives the bare minimum of attention possible. Intell organizes groups of agents, gives them new cover stories and some money and the bare essentials in terms of equipment, ships them into the Outer Rim and tells them to do their best, do it right, and do it yesterday. Intell doesn’t want to hear from the Rebels until they have the network up and running. [Page 7]

  • After every 20 hyperspace jumps, the ship should have a complete overhaul and certain components of the engines should be replaced. It is up to the gamemaster what exact effects failure to have this maintenance has, but we suggest that there’s around a three percent chance of hyperdrive malfunction for each subsequent jump. [Page 31]

  • Up to three people can fit in each ton of space in a secret compartment (secret compartments require a lot of space to even attempt to conceal). If more than 20 percent of a ship’s cargo space is taken up by secret compartments, customs officials are likely to become suspicious merely on grounds of simple mathematics: “You're trying to tell me that a ship this size has capacity for only 60 tons of cargo? What kind of fool do you take me for, smuggler?” [Page 42]

    SUMMARIZED: [A secret compartment needs 5 tons of cargo space to make a compartment with 1 ton of space – there are three grades of secret compartments available:

    Concealed: Difficult to Naked Eye, Scanners find them immediately (200 credits/ton)
    Hidden: Very Difficult to Naked Eye; Moderate for a Scanner (400 credits/ton)
    Scanner Resistant: Very Difficult to Naked Eye; Invisible to Scanners (1000 credits/ton)]

    COMMENTARY: [This also explains what the scanner crew on the DS1 in ANH were doing.]

Chapter 6: Tramp Freighters and the Rebellion (page 24~ ish) – Complete due to importance.

The Rebel Alliance has, for many years, used tramp freighters for much of their cargo transportation (often to the shock and dismay of unwary freighter captains).

The Empire: Unlimited Cargo Capacity; Control of Bulk Transport

Either directly through Imperial ownership, or indirectly through intimidation of large shipping corporations, the Empire controls virtually all of the bulk cargo vessels plying the spaceways. Roughly one-third of the large ship cargo carried in the galaxy is war materiel for the Empire’s forces: weaponry, equipment, supplies, fuel, and whatever else needs transporting. The remaining space is taken up by private goods, and these are so heavily scrutinized that it is nearly impossible for the Alliance to transport anything that way. The major transport system of the galaxy supports the Empire.

The Alliance: Too Few Ships; Too Many Purposes

This places a crushing burden on the Rebel Alliance. The Empire has an almost limitless cargo carrying capacity with which to supply its bases and fleets: the Rebellion would be pleased to have the Alliance’s yearly cargo capacity equal the Empire’s monthly capacity, but they are not yet even close.

Part of the problem is, of course, that the Alliance simply does not possess enough manufacturing capacity for all of its pressing needs. Its few heavy factories are stretched to the breaking point trying to produce enough warships and repulsorcraft to keep the battle going; cargo transports are of secondary importance.

An additional problem is that, even given their lack of cargo ships, the Alliance must use the ships they have for purposes other than simple transport of goods. Rebel transports shuttle cargo from one point to another; they also carry troops into battle or evacuate personnel from discovered bases, serve as hospital vessels, and, in desperate circumstances, may be converted into warships.

One Further Complication: Imperial Interdiction

Finally, the Alliance suffers because its transport ships can rarely take the most economical, direct route available. There are usually several different hyperspace routes available between planets, one of which is the fastest and thus the most fuel-and time-efficient. Naturally, this means that everyone will want to take that route — transports, bulk freighters, and Imperial warships.

Also, such routes are often frequented by Imperial Customs agents. A freighter captain who encounters one of the enemy customs vessels is subject to search at any time — and while it is difficult enough to explain away replacement starfighter parts — “er, you see, I was selling them for scrap on Ord Mantel!" — it’s nearly impossible to explain away a load of injured Rebel troopers. On popular routes, the risk of meeting an Imperial Customs ship is about one in 20; rather than risk it. Rebel ships commonly take longer but less-traveled routes.

One Solution: Grand Theft, Imperial Spacecraft

The Alliance supplements its meager construction capacity through the simple expedient of stealing the Empire’s ships. In the early days, Alliance craft had good success in luring Imperial combat vessels away from the transports they were escorting and then closing in and capturing the defenseless cargo ships, thus winning both the ships and their cargo.

This practice, however, is quickly becoming more dangerous than it is worth. Though it is often unable to anticipate new Alliance tactics, the Imperial Navy has shown itself adept at restructuring its operations to counter Alliance tactics it is familiar with.

These days, most Imperial sentry ships refuse to take the bait and leave their charges when attacked; if they do so, it is quite likely that it is as part of a trap, designed to sucker in the Rebel forces for destruction. Pretending to be lured off, the Imperial warships obligingly race off into space after the decoy Rebel force. Once they are gone, the second Rebel force appears and confidently close in on the “helpless" transports — only to discover, sometimes too late, that the transports are bristling with camouflaged weapons and tractor beams to hold the attackers until the warships return.

Theft of Passenger Spacecraft

Ever innovative, the Rebel Alliance has recently discovered another source of transports. The Rebellion now seeks to capture large passenger vessels and convert them into cargo ships. Non-essential areas (everything except the engines, navigation equipment, etc.), are stripped from the vessel to make room for cargo holds and loading gear.

However, these are relatively uneconomical craft, unable to carry very much weight compared to the amount of fuel they consume. They are also rather fragile, and easily disabled by enemy fire. Though still quite useful behind the lines, a converted passenger liner is dead meat in battle — they explode so easily and so spectacularly that enemy forces take them out in the early seconds of conflict.

Finally: The Tramp Freighter

The Alliance has found that it can supplement its meager supply capacity through the use of tramp freighters. In many cases, the captains of the tramps are not even aware that they are carrying Alliance goods (though some certainly suspect, but, being desperate for the work or in general sympathetic to the Alliance’s cause, turn a blind eye). Unfortunately, these captains are often incarcerated (or executed) for being Rebel sympathizers, even when they are unaware of the true nature of their cargo.

A large portion of the Alliance’s material is produced in small factories hidden on thousands of worlds scattered across the galaxy, far from where the fighting is and far from where it is needed. In many cases, it is impractical for the Alliance’s ships to collect this material themselves, being preoccupied with maintaining the Alliance’s Fleet or other, more important, duties.

Instead, tramp freighters haul the cargo. A freighter may get a job carrying, for instance, a load of foodstuffs from a farming world to an industrial world. At the same time, dozens of other freighters have similar jobs, collecting a variety of goods from other planets. Each load is innocent enough — protein, plant fibers, electronic parts, and whatnot, to pass Imperial inspection.

What the freighter captains do not know, however, is that the goods come from Alliance-sympathetic farms or hidden factories, and they are being shipped to Alliance-owned warehouses on the industrial world. When enough cargo has collected at the warehouses, a large Alliance ship stops at the world and collects the cargo in bulk. This method of transport is expensive, but it serves to stretch the Alliance’s transport capacities as far as is possible.

It is rather hard on the tramp freighter captain who discovers the hard way (say, through being arrested and having his ship confiscated) that he is carrying goods for the Alliance. The ethics of this system bothers Alliance High Command, though they have few options at this point. However, to the best of their abilities, they are recruiting freighter captains to take over these runs and thus ensure that the carrier has some idea of what he is risking.

BULK FREIGHTERS
After many years of association, the planets of the galaxy have become interdependent. A galaxy-wide economy based on the import and export of goods has allowed some worlds to specialize in areas of production, knowing that their other needs would be taken care of by other worlds. A complex system such as this is impossible to maintain without a huge fleet of freighters able to transport goods from one world to another.
In years past, the transport was primarily carried out by small, independently-owned stock light freighters. However, this old method of trade is slowly disappearing and being replaced by the more economical bulk freighters. The container ships, space barges and other huge ships which now ply the spaceways are largely corporate-owned, but the Empire maintains its own fleets of such vessels, and some wealthy individuals have purchased one or more of the craft to get in on the money.
The Alliance has very few of these ships at its disposal, as they are expensive to maintain, hard to come by through “unofficial” channels, and are fairly impossible to hide.
It is interesting to note that the advent of the bulk freighter did not mean the demise of t he light-freighter industry; on the contrary, it has thrived. This may appear illogical on the surface, though the reasons for the continued success of the tramp freighter lies in their ability to go anywhere, fast.
Captains of bulk freighters are often ordered to bypass planets, systems — even sectors — that are deemed unprofitable; smaller worlds that do not command enough resources to attract the services of bulk ships become hungry markets for the smaller transport ships. Simply by overlooking a system, the bulk freighters are creating a huge market for the smaller, independent freighter captain; while the tramp freighters do not often see the level of profit a bulk freighter routinely earns, it is possible to make a comfortable living.

Galaxy Guide 7: Mos Eisley

  • Like many other frontier planets plotted by the Republic Survey Corps during the heyday of the Old Republic’s expansion, the first planet [Tatooine] in the tri-planetary system J11.9 looked to be a promising source of minerals and other raw materials for a hungry galaxy. The initial (admittedly cursory) inspection turned up no intelligent indigenous life forms, and the planet was approved for colonization. Settlers were plentiful back then. The Republic had been growing in leaps and bounds. But the Republic was unimaginably huge. Millions of habitable worlds had been catalogued by the time they discovered this little planet — it took time to settle them. So it was no surprise that almost a thousand years passed before the first official Republic colony ships dotted the surface of the rugged planet. No matter what conditions might be like on the new world, the settlers were convinced that it was superior to what they had left behind. [Page 4]

  • SUMMARY: [Apparently the reason Tatooine is a major backwater is that due to the binary sun composition of the system, almost all metals produced using Tatooine sourced raw materials have “odd” properties relating to magnetism, etc. It's possible to “fix” these through technobabble, but the cost then jumps above that of other sources for ores; thereby removing one of the major reasons to settle a place.] [Page 7]

  • So far removed from the happenings of the galaxy was Tatooine that the passage from Republic to Empire was but a change of name to the local moisture farmers. [Page 7]

  • Jabba’s reasons for choosing Tatooine are clear. First, Tatooine is close to a major trade route, yet it is a world that is easily ignored. From Tatooine, it is easy to reach Alderaan and several minor trade worlds; from there, Imperial System (Coruscant), the Corellian System, and other major systems are easily accessible. On the other hand, there is no reason to venture to Tatooine — only a bunch of poor sand farmers. Jabba could be close to the action, yet remain virtually unnoticed. Second, Jabba was able to secure some means of security. No one knows how or why, but Jabba was able to bribe or frighten the old Imperial Moff into ignoring his activities. Over the years, new Moffs have come and gone, but all have been subservient to the crime lord for reasons unknown. [Page 9]

    COMMENTARY: [Tatooine is the Star Wars equivalent of a gas station/service shop located about fifteen miles from I-80 in Wyoming with a population of 281.]

  • Processed sodium sand is used in several polymers and glues common in industrial construction. However, Tatooine faces competition from many other sodium sand-rich worlds, not to mention a dozen other substitutes. Therefore, the market value is always in flux — a shipment might only be worth half its original value once it reaches its destination. [Page 10]

    COMMENTARY: [The only other raw material that could be extracted from Tatooine is in plentiful supply elsewhere, so there's no economic reason for any investment in Tatooine...]

  • Physical inspections of incoming cargo [at Mos Eisley's Spaceport] are infrequent. If a ship does manage to get inspected (only about one in 500 ships are so honored), the inspector usually expects 100 credits or so to overlook any minor infractions; unless a smuggler is on Jabba's payroll, bribes for serious crimes, like spice smuggling or gun running, can be much higher. The inspectors don't expect an elaborate ruse, high-quality roleplaying or a song and dance to convince them that the smugglers are honest, happy-go-lucky tourists; they simply want their credits and they will go away. Attempting to coerce or intimidate a customs official is a bad thing, and is one of the few things in this city that will summon police officers or stormtroopers, normally within a few minutes. [Page 15]

    COMMENTARY: [This shows the frequency (0.2%) of inspections on worlds where the Customs people are 'going through the motions' to preserve their jobs. Another point is that smugglers will have to incorporate the need for bribes (as well as limit the number of ports they call at) when pricing their services; because even on a 'lawless' world like Tatooine, intimidation of customs people brings down what little local 'heat' there is.]

  • Those who are overly-sensitive about the prospect of being searched can always try a desert landing. While this normally isn’t too hard, it isn’t very safe either. There is a very good chance that a ship out in the desert will get attacked by Tusken Raiders, torn apart by Krayt Dragons, dismantled by Jawas or simply blown away by the sudden and devastating sandstorms. [Pages 16-17]

    COMMENTARY: [This explains why even smugglers still land at Mos Eisley and deal with the 'customs' there; because it's one of the few safe ports of call on Tatooine, and not every ship is carrying the extra personnel who can be left behind to guard the ship against such events.]

  • Freighters and scouts who arrive empty and prepare to leave apparently still empty [at Mos Eisley] are expected to grease the servomotors before departure to prevent a sudden search.[Pages 16-17]

  • SUMMARY/READING BETWEEN THE LINES: [One of the ways that Mos Eisley enforces compliance with what little laws there are, i.e. you should be notifying the port/bay masters of your departure instead of simply blasting off – is through logging the offending ship's name into the planetary database, resulting in troubles should that ship return to Mos Eisley. Because the only reason people go to Mos Eisley is for “no questions asked” type things, this leads to compliance.]

  • There is currently a detachment of about 20 stormtroopers in Mos Eisley, deposited here after an unfortunate incident involving a pair of Droids and their young owner from Anchorhead. The stormtroopers are assigned to the governor. but they aren't under her direct command. They are answerable directly to Imperial military-officials — off-planet and very far away. As a result, they generally determine for themselves what tasks they are supposed to accomplish and what they can choose to avoid. They accompany Governor Aryon and her husband on their trips "into the country” or to Mos Eisley, and perform law enforcement duties that the police and militia can't handle on their own. [Page 22]

  • Unofficially, the bay [Docking Bay 87] also charges a flat fee of 25 credits to avoid "bureaucratic hassles" (i.e., cargo inspections) — if the pilot in question doesn't pay the fee. there is a one in three chance that his ship will be searched: if the fee is paid, the ship will not be searched barring very unusual circumstances. [Page 43]

    COMMENTARY: [Pay your bribes, folks. Budget for them in your bids for cargo.]

  • The [Mos Eisley Spaceport Control] tower consists of a single Sienar Observation Module, which juts up five stories tall, and a two-story building that contains centralized administrative offices. The age of the tower can be verified by the ID plates showing “Republic Sienar Systems," predating the collapse of the Old Republic. The observation module is designed for up to six Droids, with accommodations provided for Humans to take over in an emergency. Only three stations are occupied at any one time (one by the J9-5 worker Droid and two by Human technicians). The module also has a landing beacon so all incoming ships can instantly get a fix on the city. [Page 64-65]

    COMMENTARY: [This shows the pervasive level of automation in the SW galaxy if a "nowhere" spot like Tatooine could run fully autonomously. Presumably in the middle of the night it does, with the human techs on duty during the heaviest 'normal' traffic hours.]

  • There are a large number of corporate-owned ports in Mos Eisley; these ports have pre-arranged landing times and fees, and are responsible for their own customs inspections. If a ship identifies itself as being scheduled to land at a corporate bay, the tower quickly confirms the order with the company and then waves the ship through immediately, assigning a flight path. Companies will often send up escort vehicles, either cloud cars or fighters. [Page 64-65]

    COMMENTARY: [This is important to note if you're going to be flying out of corporate ports as part of a RPG campaign – if you're flying into SoroSuub Factory #41A, you're likely to have a corporate escort instead of just being allowed to waltz onto their private docking pad/bay.]

  • At first glance, it seems that it would be unusually easy for ships to be caught by the [Mos Eisley] control tower. However, the spaceport's database of ships, restricted cargo types, wanted craft and other such pertinent data is incredibly slow. In addition, the central computer of the control tower is suspect: a few years ago it tried to have Moff Julstan's yacht impounded. As a result, the two [human] technicians on duty often simply wait an appropriate amount of time, and then wave a craft through. [Page 64-65]

    COMMENTARY: [Another reason smugglers choose Tatooine; I bet that the database is deliberately kept slow and out of date by the powers that be.]

  • TRANSPONDER CODES: Every ship in the civilized portions of the galaxy is equipped with a transponder code: a unique signal beamed out continuously to identify each ship. The code includes the ship’s name, type, owner, and any pertinent data about the ship. This code is built into each sublight engine, and is created by giving slight variation to the frequency of the engine’s emissions. This variation, as well as data about the ship, is encoded in the transponder director that is sealed into the engine itself. This information is regulated, handled and dispersed by the Bureau of Ships and Services (BoSS).

    There are three ways to alter transponder codes. The easiest is to replace a ship’s engines with engines from another ship, hopefully one with a cleaner record. A second way is to have false transponder codes installed in an engine. When the ship is scanned, it will be identified as a completely different vehicle — this is a tricky, expensive forgery, for if the attempt is failed, the transponder will often melt the engine’s internal components down, ruining it. The final, and even riskiest, approach is to actually tamper with BoSS’s files directly. This is very difficulty because the codes are in an almost indecipherable code. However, Drayk has learned how to tamper with decoded files, making this process much simpler.

    Agents from BoSS are reputed to be incorruptible; Jabba the Hutt has found this to be largely accurate. BoSS’s Tatooine agents were long ago approached by Jabba the Hutt; the gangster received no special deals, but was offered the opportunity to purchase any information he desired, on par with other governments. [Page 76-77]

  • From the crypts of the monastery, corrupt agents tap into the datafiles of the local BoSS office and monitor the transmissions from the office. Every six months a BoSS ship drops out of hyperspace and orbits Tatooine just long enough to receive the updated transmissions from the office, and for the office to download updates from the rest of the galaxy. The BoSS ship then kicks back into hyperspace to continue its route. These transmissions are decoded for review prior to transmission — it is during these times that Drayk’s slicers break into the BoSS computer system, altering, adding or deleting data as necessary. [Page 76-77]

    COMMENTARY: [This helps explain how you can change your ship ID if BoSS is nigh 'incorruptible' -- but there's a key plot point here -- if you're "low" on the totem pole; i.e. your ship is not radioactively hot, you can plausibly claim that the BoSS code is still in the process of 'working its way into the system', particularly if you can produce a certificate from a ship dealer on the Outer Rim. For something as hot as the Millennium Falcon, you'd best be advised to wait until the update, plus a few months for it to propagate to avoid Imperial entanglements.]

  • The monastery employs a group of mechanics who can pull apart a sublight engine in order to alter its transponder codes. His mechanics work in complete secrecy, and normally only at night for added protection. If a ship is too large for a landing bay, a special expedition can be mounted outside the city, but of course, at extra cost.

    This all costs money — payment in advance. […] For a file change, with no engine work involved, Drayk usually charges 5,000 credits (although if a ship is particularly infamous. such as the Millennium Falcon, the cost is much higher).

    For custom jobs requiring dismantling a ship’s engine to change the transponder director, the fee begins at 5,000 credits (for the file change) and goes up from there. A typical Corellian light freighter might be another 5,000-10,000 credits, while any Mon Calamari ship—each as unique as its designer — might run as high as another 100,000 credits. [Page 76-77]

    COMMENTARY: [This might be another datapoint why smugglers prefer light freighters -- they're big enough to haul a decent amount of cargo, but not so big that changing the engine transponder tidbits becomes outrageously expensive in both credits and time -- a light freighter job could possibly be done in about 15 hours (Tatooine 'days' are 34 hours long); whereas a big bulk transport job would take a long time, during which your ship's engines are in pieces and you can't go anywhere.]

Galaxy Guide 8: Scouts

  • The Scout Service has had a long and complicated history since its founding under the Old Republic. Originally, it was established as a means of stabilizing and charting the expansion of the peoples of the Known Galaxy. During the years of the Emperor Palpatine and the Empire, the service was split between those loyal to the ideals of the service and those loyal to the current government. That split has left scars on the service that are still in the process of healing.

    During the reign of Palpatine, the scouts were primarily used to search for Rebel bases, important sources of raw materials for the war effort, and new races that could be used as warriors or slaves at the Emperor’s dark whim.

    The scouts proved to be a double-edged weapon for the Emperor, because the service was filled with members loyal to the Old Republic (and sympathetic to the Rebel Alliance) and those old spacers that really didn’t care for politics, but strove to uphold the basic tenets of the Scout Service. For every victory Palpatine claimed with his scouts, the members cost him two battles elsewhere. They used their freedom of movement to run information to the Rebel cells and became the information net of the Rebellion.

    When it became apparent to the Emperor that he couldn’t control his exploration arm. he shut it down. Scouting duties were then taken over by his already overtaxed Imperial Fleet. Many of the scouts left to join corporate scout services, the Rebel Alliance, or both. [Page 14]

  • The Old Republic ruled over millions of individual systems. The legacy of Republic rule lasted for a thousand generations, and in that time, there was much emphasis placed on exploration and colonization. Yet, the galaxy has over one hundred billion stars. As the Empire arose, there was still much that wasn’t known.

    When Palpatine came to power, he realized that in order for him to retain his throne he needed control over the people of the galaxy. An expanding population, discovering and colonizing worlds, is difficult to dominate. Colonies, far from the guiding hand of the Imperial star fleet, get dangerous ideas about freedom and self-determination. Thus, Emperor Palpatine choked off exploration — the Imperial Survey Corps still catalogued new systems, but the emphasis was on discovering new civilizations that could be conquered and forced to join the Empire.

    In the death throes of the Empire, there was the fire of hope. Hope for a New Republic, founded on the principles of peace and equality for all people.

    One of the priorities of the New Republic is to contact the many lost worlds: some were completely subjugated by the Empire, while others were simply forgotten. Since some of this information is known only by the Empire, it is vital to the New Republic to discover these worlds before the Empire brings them under its control.

    Many millions of systems in the galaxy lie unclaimed by the Empire or the New Republic. [page 21]

  • From The New Republic Scout Service Spaceguide: In our galaxy, where hyperspace makes rocketing between stars easier than crossing the surface of many worlds, one might wonder how entire planets and cultures could have been lost. Perhaps it is because, during periods of great chaos, such as during the rise and fall of the Empire, only vital interests are protected. Or, as some are fond of saying, “Entropy requires no maintenance.”

    Prior to the Empire, the Old Republic expanded, adding countless colonies to its benevolent, though often inattentive, catalogue of worlds. Many of these new worlds were found in areas of space that were poorly explored. These worlds relied upon scouts for contact with civilization and for maintaining viable trade routes.

    Then came the Empire. Emperor Palpatine used his military forces and influence to close off exploration and colonization, drastically reducing scout services. Aside from exploration, the scouts provide other valuable services: relaying information, pioneering trade routes, providing disaster relief, law enforcement and a myriad of other tasks. As scout services were reduced, many distant colonies were simply ignored and, eventually, forgotten.

    As Palpatine’s rule became more despotic, some people realized the danger of the Empire and fled to the stars. Often, they told no one where they were headed — they simply stocked a ship with as much survival gear as it could hold, and headed into unknown space, hoping to live free of Imperial influence. Now, there are countless unregistered settlements out in space, unaware that the Empire has fallen.

    Many of these worlds were lost because of the disturbance in trade during the war. As the Empire was forced to commit more resources to fight the Rebel Alliance, piracy increased on the poorly defended trade routes leading to these distant worlds. Companies that did trade with uncontrolled colonies faced increasing harassment from the Empire. Eventually, the corporations left the worlds to fend for themselves, and the tramp freighters, while still numerous, found the going tougher and tougher, so that in time, many worlds were forgotten. [Page 22]

Galaxy Guide 9: Fragments from the Rim (1993)

  • Recruitment Agent: This is one of the most dangerous jobs in the Alliance. Recruitment Agents are people who are constantly on the lookout for new membership for the Rebel Alliance despite the fact that any one of the people they approach could be an Imperial plant, a collaborator or an informant. And even if they are not Imperial agents, there is still a risk that the prospective recruits are staunch enough citizens (despite their anti-Imperial opinions), or desperate enough for the 10,000 credit reward that is in place on certain planets, to turn the Agent in to the Imperials. There are only two things that stop more Recruitment Agents being compromised. One is the sheer number of people who are genuinely opposed to the Empire. The second is the fact that the Empire may choose not to haul the Agent in so that they can use him to feed spies into the Rebel Alliance. This second option can (and has) had catastrophic consequences for several Rebel outposts. Even the best Recruitment Agents can expect to make a bad call about once every three to five years. More often than not, the Agent’s first bad call is also his last.

    Supply Agent: Supply Agents are people who go out looking for material to buy for the Rebel Alliance, despite the strict export controls that this material invariably carries. It is relatively easy for an Imperial Auditor to notice that quantities of sensitive, high-tech materials are being bought by such and such a company, and decide to investigate, and there are limits to how far a Supply Agent can go to disguise his activities. Agents, once discovered, are often arrested and taken for interrogation, although Imperial Intelligence has tried insinuating S-Thread Trackers into the cargo consignments to see if it can trace the location of the Rebel supply bases. This technique has not proved very successful because Rebel outposts are in such out-of-the way places that the trackers have only been able to narrow the location down to the nearest ten parsecs or so.

    Foster Agent: [this] is hands-down the most dangerous of all jobs in the Rebel Alliance […] the mission of every Foster Agent, is to collect orphaned agents and return them to the Alliance. Rebel X-wing pilots, for instance, are given the name of a Foster Agent, so that if they have to bail out they have a ground-based contact who can make arrangements to get them back to the Alliance. Mission Groups operate under the same arrangement in case they miss their pickup rendezvous, lose their ship or some such. This is at least as dangerous as the activities of other Rebel agents, with the added problem that if the Imperials capture a pilot, they may be able to break him or even re-program him as a double agent before letting him go on to the Foster Agent. All judgment calls in this case are at the absolute discretion of the Foster Agent. This is a much higher risk than any other Rebel has to undergo; the Foster Agent is dependent on his orphans not being captured or broken. For all other Agents, it is the Agent himself who suffers this fate, but a Foster Agent can face the worst consequences of Imperial interrogation through absolutely no fault of his own — and with no chance to reduce the risk of it happening. [Pages 20-21]

    CONTEXT: [This is excerpted from a list of the most dangerous jobs in the Rebel Alliance]

  • High Inquisitor Tremayne: Very little is known of High Inquisitor Tremayne’s past, save that he once trained as a Jedi Knight before being seduced to the Dark Side of the Force by the Emperor. It is rumored that Tremayne has trained to be a type of specialized operative of the Emperor’s will, an “Emperor’s Hand," but these rumors have never been substantiated and prudent beings avoid asking the Inquisitor about it.

    Imperial Intelligence (Intell) has long proven adept at wresting information from even the most recalcitrant of prisoners. It has many sophisticated devices of torture at its disposal, including pain tables, nerve inductors, selective neurotoxins, sensory deprivation chambers, sensory overload chambers, truth drugs and IT-series interrogation droids, all of which prove frighteningly effective at breaking subjects both mentally and physically.

    There are, however, two cases where the technology of Imperial Interrogation either has no effect or cannot work fast enough for time-critical information to be extracted before it is rendered out of date. The first case is in those very rare incidents where a Jedi has been captured. These individuals are invariably unaffected by the Interrogation Unit’s ministrations and can even will themselves to die to avoid giving any information. The second case is where a subject proves to be far more naturally resistant (or extremely well-trained) than anticipated. In the cases where the standard technology is ineffective, the Empire has another avenue: it brings in an Inquisitor.

    The Empire’s High Inquisitors serve directly under the Grand Inquisitor, and Tremayne is the most feared and respected of the High Inquisitors in the Outer Rim Territories. Tremayne has formidable interrogation skills, and also has Force skills to provide additional leverage. He is a master of manipulation and his mere presence is sometimes enough to break the will of those who have resisted ail other approaches. He is quiet and calm in reassuring his victims that they will break (“The procedure is regrettably, quite painful, I assure you. Wouldn’t you rather talk to me now?"). Tremayne has failed to break only one victim: Corwin Shelvay.

    Imperial Intelligence is so good at breaking victims that the special talents of an Inquisitor are needed only on rare occasions. As a result, Tremayne spends a lot of his time scouring the galaxy, looking for any individuals with Force abilities or Force sensitivity. On encountering a new prospect, his prime objective will be to convert him or her to the Dark Side of the Force (a mission he often succeeds at); failing that, the victim is killed. The Imperial II Star Destroyer Interrogator is at his disposal at all times, and he has a free hand to go where he wishes and act as he sees fit. He is answerable only to the Emperor, Lord Darth Vader, the highest echelons of the Inquisitorius and the most respected of the Emperor’s advisors. [Page 23]

    COMMENTARY: [This is an early version of the later Disney-canon Inquisitorius.]

  • Imperial Storm Commandos: Imperial Storm Commandos are the Emperor’s answer to guerrilla tactics. After the destruction of the Death Star at the Battle of Yavin, the Emperor was forced to acknowledge the effectiveness of the hit-and-fade tactics that the Rebel Alliance used. Consequently, he decided that a commando unit trained in these same methods could achieve spectacular results as well. Selected from the finest stormtroopers, the Storm Commandos are experts at guerilla warfare. They have a reputation for ferocity that few other units can hope even to approach. They are commonly used in anti-Rebel operations, siege-breaking, “extractions,” and in Base Delta Zero operations against “hard” targets.

    Generally speaking, regular stormtrooper units are used for mainstream military operations such as assaults, battles and “pacifications” on hundreds of thousands of standard worlds. The elite units have been trained for special terrains, including, but not limited to, radiation-contaminated areas, underwater and space operations. As such, they often face smaller-scale missions, such as commando raids.

    Specialists

    One quarter of Storm Commandos have the standard skills and attributes and are designated “Line” units. Another quarter are designated “Assault” units, and also have vehicle blasters 5D+2 and blaster artillery 4D+2. Another quarter have an additional +2D in hide, sneak, streetwise, security and demolitions, and are designated “Saboteur” units. The final quarter of the Storm Commando forces are designated “Tech” units and have the standard skills plus an additional +1D to repulsorlift operation, as well as repulsorlift repair 4D, droid programming 5D, droid repair 6D, and computer programming/repair 6D.

    Combinations of these four unit types are able to perform practically any small-scale mission on any planet in the galaxy.

    Additional Unit Equipment

    Assault
    units carry 2 concussion grenades each (5D damage) as well as the unit commander’s choice of heavier weaponry (where speed is of the essence lighter repeating weapons and/or grenade launchers may be used to retain mobility).

    Saboteur units will have supplies of detonite (often three satchels for every other trooper) and may occasionally use thermal detonators. Saboteurs are particularly resourceful (even for Imperial stormtroopers), and the success of many missions has been assured by a saboteur with a spare charge booby-trapping the objective’s escape vehicle.

    Tech units are generally equipped with sophisticated communication gear, computer probes and tools for assisting in sabotage and computerized surveillance of targets.

    Imperial Storm Commandos

    DEXTERITY 3D
       Blaster 7D, brawling parry 5D+2, dodge 5D+2, grenade 5D, melee combat 5D+2, melee parry 5D+2
    KNOWLEDGE 3D
       Survival 6D

    MECHANICAL 2D
       Beast riding 5D, hover vehicle operation 5D+1, repulsorlift operation 5D

    PERCEPTION 3D
       Hide 6D+2, search 6D+2, sneak 7D

    STRENGTH 3D+1
       Brawling 5D
    TECHNICAL 3D
       Armor repair 5D, blaster repair 5D, first aid 4Dt demolitions 4D+2, security 3D+2


    Force Points: Varies, typically 1-5
    Dark Side Points: Varies, typically 1-5
    Character Points: Varies, typically 5-30
    Move: 10

    Equipment: Blaster carbine (5D+2 damage), blaster pistol (4D damage), Storm Commando armor , standard utility belt, survival kit

    Storm Commando Armor (IMAGE)
    Model: Imperial Munitions Storm Commando armor
    Type: Lightweight personal battle armor
    Cost: Not for sale (*) -- Storm Commando armor is classified as a military secret and carries the same penalty as possession of radtrooper armor. On the black market, Storm Commando armor is believed to cost upwards of 10,000 credits.
    Availability: X
    Game Notes: Based on the light armor of Imperial Scouts, Storm Commando armor is protective (+1D to Strength to resist damage) without being restrictive (no penalty to Dexterity or related skills). Storm Commando helmets also contain a UV night-sight feature, that allows the troopers to move in darkness with relative ease (+3D to search and Perception in darkness). Also, the Storm Commando armor is made of a newly-created polymer called reflec, which bends most types of sensor probes away from them, rendering them virtually invisible to most light probes, though a fairly determined scan will detect them. In game terms, if the Storm Commandos are not being actively sought, roll an additional +1D to their hide and sneak checks. The armor is also relatively sound absorbent, with a thin layer of sound baffling built in, enabling the Storm Commandos to move more quietly (add +1D to sneak). Their armor is usually black, with no insignia or other unit designations on it, since the Storm Commandos prefer to operate in darkness. – Chapter Two: Imperials [Pages 27-30]

    COMMENTARY: [The much beloved Storm Commandos are the precursor to the current canon's black-armored Death Troopers who first appeared in Rogue One as Director Krennic's personal escort.]

  • There are millions of corporations in the galaxy; thousands of them are big enough to count as megacorporations, some of which own systems or entire sectors of space. Among the megacorporations, the most profitable fields are transportation, ship-building, mining, weapons manufacturing and bulk food processing. – Chapter Four: Galactic Business and Corporate Families [Page 38]

  • The [Most Honourable] Guild [of Amourers] has found a unique system for avoiding “Imperial entanglements.” Simply, the Guild has resources so vast that it has purchased the planet Epsi Nadir, where its auction house is located. The Guild then obtains planetary waivers, which are perfectly legal and binding, to sell its wares. – Chapter Five: Guilds [Page 44]

  • For instance. Marshal Levnis, a planetary baron, has for a long time been trying to find a Kalld’n-class stardrive for his personal yacht, the Lady Akiko. Seeing as only fifty of these drives were built, and forty-three have been accounted for, the [Most Honourable] Guild [of Amourers] really is his last hope. The Moff Balfour is in a similar position. Eventually, if it is available, the Guild will find what is required. – Chapter Five: Guilds [Page 44]

  • The Corellian Merchants’ Guild (CMG) is one of the largest private trade organizations in the galaxy. Membership is open to all native-born Corellians, and all owners or crew members of Corellian ships. In fact, some companies install a Corellian as their CEO in order to gain membership in the CMG. The Empire deeply mistrusts this organization, viewing it as a veritable hive of anti-Imperial activity, law-breaking and sedition. They’re right, but only on the Guild’s good days. Unfortunately, the Guild has such a stranglehold on galactic commerce the Empire doesn’t dare to shut it down. Because of the way the Guild has been set up, individual Guildhouses are completely autonomous. Even under Imperial law, the Empire can only shut down one Guildhouse at a time unless it passes a law to make the entire organization illegal in the same way that the Rebel Alliance is illegal. The economic consequences of such an action would be dire, and so, as things stand, whenever one Guildhouse is closed down for anti-Imperial activity, another one immediately pops up to replace it. Corellians have always liked dropping grit into the bureaucratic machinery of authority, and the Empire is certainly a worthwhile target.– Chapter Five: Guilds [Page 46]

  • Zygerian Slavers: Under the Old Republic, slavery was outlawed and abhorred by all respectable beings. The Republic strove to uphold the rights of all sapients. However, with the rise of the Empire and Imperial Decree A-SL-4557.607.232. which legalized procurement of slaves under certain conditions, this horrible practice has returned to the galaxy. The formerly secret Guild of Zygerian Slavers went public shortly after slavery was made legal; as the Empire’s oppression has spread, so the Zygerian Slavers have come into their own. […] Individual slavers pay a yearly membership fee to join their guild system, and are then allocated a “patch" of space in which to work. These patches vary in size, from portions of planets on highly urbanized worlds, to whole planets, to entire systems, depending on the level of membership the slaver pays for. The more ready cash up front, the larger the patch. There is a guarantee that only two or three other slavers will have been allocated the same patch, ensuring that all parties can operate profitably. […] The guild structure also allows the Zygerians to obtain Slaver Permits from the Empire at reduced prices. Since the Empire has legalized slavery in some regions, there is now a thriving trade in slaves. – Chapter Five: Guilds [Page 47]

  • Institute of Starship Engineers – This is one of the most highly-respected engineering institutes in the galaxy save for the Imperial Engineering Academy. All professional starship engineers are advised to gain an accredited qualification from the ISE. The Imperial Navy, for instance, requires graduates of the Imperial Engineering Academy that enter the Navy to receive biannual certification from the ISE. Many corporate concerns take a similar standpoint. Indeed, becoming a full member of the Institute — a Chartered Starship Engineer — gives the engineer many possible avenues for career advancement, as well as many job opportunities where he can choose his own wage. There is almost a 100% uptake by those people who qualify. Members of the ISE are quick to point out that they are not starship mechanics; rather they are engineers, concerned with the functioning of the vessel as a whole rather than a specific system or sub-system in particular. They supervise the activities of the various technicians, mechanics and droids that are needed to run a starship.– Chapter Five: Guilds [Page 48]

  • Bounties of 1,000 to 5,000 credits attract novices and average bounty hunters. Bounties of 5,000 to 20,000 credits attract veteran bounty hunters or superior quality bounty hunters that have fallen on hard times. Bounties over 20,000 credits are sure to attract superior quality bounty hunters, while anyone who is worth over 100,000 credits will attract master level bounty hunters like Boba Fett. [Page 49]

    COMMENTARY: [Given that the “official” WEG price of a TIE/ln Starfighter is 60k credits, this shows the scope of what it takes to get a good Bounty Hunter after you. There are also a number of fees you have to deal with if you post an official Imperial-registered Bounty with the proper authorities.]

  • The “Hundred Club” has a particularly elevated place on the Empire’s priority list. It consists of those people whose bounties exceed 100,000 credits who are still alive and free. The Hundred Club has well over 1,000,000 members. After the Hundred Club, the only way up is to get onto the Imperial “Most Wanted" list, which only has a few hundred people on it at the moment. [Page 49]

    COMMENTARY: [Considering that the SW Galaxy has about 100 quadrillion beings in some level of fealty to whoever is running the Galaxy at the moment; this helps set hard numbers on just how “important/bad/crazy/insane” you have to be to get onto the Imperial Most Wanted list.]

  • Bounty Postings: How They Work: Bounty hunting is still one of the most despised professions in the galaxy and bounty hunters, while technically “independent law enforcement officers,” are often considered to be only slightly above the criminal scum they are hired to hunt down. Of course, with all of the criminal activities, loan defaulters and rebellious operatives (both those in the Rebel Alliance and those who are independent traitors), there is an immense amount of work available. However, the Imperial bureaucracy, being what it is, isn’t willing to allow a business worth billions of credits to go untaxed. The Imperial posting system is a way of generating the desired revenues.

    In order to work “legally,” a bounty hunter must obtain Imperial Peace-Keeping Certification (IPKC) — the so-called “Bounty Hunter’s License.” This license is valid in carefully designated areas of the galaxy (normally well away from the Core Worlds), but on its own does little more than give the bounty hunter the right to transport his weapons and equipment across the galaxy without too much harassment from the Imperials. This permit costs 500 credits for a standard year.

    In order to bring in a bounty, a hunter must get a separate permit for a specific individual, called a Target Permit. In fact, bounty hunters may need additional permits on specific planets or for corporate areas. Some common additional permits required are usually Sector Permits (valid throughout one sector or oversector for a specified time, and good for any individuals or a specific individual, depending on the permit), a System Permit (valid in a single star system for a specified time, and also good for a lone or any number of individuals, depending on the permit), or the Capture Permit, which is issued after a target has been captured.

    The costs of these permits vary greatly; a System Permit costs 50 to 500 credits per month (often the most cost-effective way of bounty hunting, but not all systems issue them). A Sector or Oversector Permit costs 1,000 to 10,000 credits per month. A Target Permit costs 10 to 1,000 credits per month, depending on the size of the person’s bounty (unless the quarry has a very high or very low bounty, a Target Permit will cost around 100 credits). Capture Permits, since they are issued “after the fact,” cost 25% of the bounty or 500 credits, whichever is higher. “Most Wanted” bounties are posted galaxy-wide, and a bounty hunter needs only an IPKC to pursue one of these.

    This system often provides a reimbursement clause built-in to these permits, allowing for any damage done on the way to be paid for out of the final bounty. In practice, only parties with a good degree of legal clout, such as Imperials, corporations and wealthy individuals, have much chance of being reimbursed for any damages suffered.

    It may seem unusual to suggest that bounty hunters like Boba Fett would bother with securing permits, but it is a fact that this is the cost of doing this type of business in the Empire. For the bounty hunter, though, the profits to be made are worth the permits, and many of the more experienced bounty hunters have hired expeditors whose job is to secure the proper permits, do the proper explaining to the authorities for any “minor offenses” and to, when necessary, arrange the appropriate bribes for especially “sensitive” situations.

    Private Postings: Needless to say, Imperials aren’t the only people to post bounties. Crimelords, corporations and private individuals also post bounties (Jabba the Hutt is notorious for this). Legal private bounty postings must be lodged with the Empire (for a fee, of course).

    The fee depends on the area in which the bounty is to be posted. For example, a sector or oversector posting costs 1,000 to 10,000 credits; a system posting costs 50 to 500 credits. Private concerns may not place “Most Wanted” notifications. In addition, the full quantity of the bounty must be pre-paid to the Imperial Office of Criminal Investigations (IOCI). Bounty postings may also be placed through local governments from town to planetary level, although legal restrictions and associated fees vary immensely from locality to locality. While specific local laws may vary and there are exceptions in the Imperial legal code, in general, a bounty may only be posted against individuals who, in the Empire’s opinion, have conclusive evidence of illegal activities against them.

    Some companies post bounties through the Empire, though many do not. Corporate bounties function in a very similar manner to Imperial bounties, save that they are posted by companies and the issued permits for that bounty are only valid within that company’s territory. Some corporations charge very high permit fees, and others waive the costs entirely. Some companies generate substantial revenues by posting false bounties and then gathering permit fees from inexperienced bounty hunters. The legal code that the bounty hunter must operate under varies from company to company, and while these laws are the final authority within that company’s territory, outside of company territory, the local or Imperial law is the final authority.

    There are also several posting agencies which serve as an intermediary between the Imperial government and the private concerns who want to post a bounty. The majority of agency postings come from individuals or companies who have a small number of postings in a year — people with many postings deal with the government directly, while people who will only post one or two bounties in their entire lives often handle the matter privately. The agency is responsible for checking evidence, making postings available to bounty hunters, collecting appropriate permit fees and then passing the appropriate share to the government. The Empire often accepts a lower percentage because the volume of revenue generated by most agencies is quite impressive. Bounty hunters prefer to work with agencies because it is just one more step removed from the government and overly curious inspectors; corporations like the agencies for the same reason and also for the reduced bureaucracy involved with the posting; and, the Empire likes the agency approach because it gets huge revenues for minimal effort. Of course, some agencies are less scrupulous than others and may handle postings with questionable evidence or none at all, especially since Imperial investigators are often willing to accept bribes to avoid specific cases.

    Illegal Postings: Crimelords, for obvious reasons, seldom publicly post bounties. Posting a private bounty without notifying the IOCI is a criminal offense (Class II or III infraction under Public Order Act 96.76, the Assault and Injuries Act (rev. 96.82) or the Mandatory Notifications Ordnance #885.774.283 Sections B-E).

    Bounty postings by crimelords are the simplest of all. Simply kill or capture the individual, bring whatever is left to the crimelord’s home planet, and you will usually be paid cash in hand. Some crimelords, notably Ploovo Two-for-One, pay commission for any funds or valuables that the bounty hunter is able to retrieve. A common rate is 10% of the value of all retrieved items.

    Of course, private postings are a way for criminals to get troublesome people out of the way and a way for the bounty hunter to get a little extra money on the side without paying for permits. Some companies, guilds, and in rare cases, even Imperial officials or nobles, have been known to privately post bounties in situations where they feel that they can’t get appropriate satisfaction through normal legal channels. Individuals who are well-connected with the Empire or local governments may be able to get around certain “bureaucratic missteps,” such as a lack of the proper permits. [Pages 49-51]

    COMMENTARY: [This explains briefly how the Empire's Bounty System works]

  • The Guild of Hunters will hunt anyone (for the right price, which is invariably obscenely high), and kill or capture to order. They have several assassin droids available, and they can call on some of the best bounty hunters in the galaxy. All of this is reflected in the amounts they charge. However, for one year only, Core World assassinations are on special offer. Yes, that’s right, for a cool one million credits, they’ll kill any Core World resident outside of Imperial City and the top Imperial bureaucracy, with no questions asked. Inside Imperial City? Nothing doing. One of their best customers lives there... [Page 53]

    COMMENTARY: [A brand new Correllian Corvette (with military hardware) costs about 3.5M credits, while a used one is 1.5M; to give you a scope for the costs involved in an elite level assassination. Also, note that even the GoH has limits – it's not just one of their best customers living in Imperial City, it's also the “Eye of Mordor” of the Empire that can come down on them if they're stupid enough to do that.]

  • The First Sun Mobile Regiment is a mercenary unit that contracts out to the Imperial Army quite frequently. The First Sun is a repulsorlift infantry regiment designed primarily to run search-and-destroy missions, which the troops of the unit jocularly refer to as SLAMs (Search, Locate, Annihilate Mission). Indeed, the regiment often undertakes missions with the same objective as the Empire’s “Base Delta Zero” command: the elimination of all assets of production, including factories, arable land, mines, fisheries, droids and sapient beings (particularly any witnesses that may have seen atrocities being committed). Within the limits of their resources, the First Sun have proved completely reliable at achieving this self-imposed objective. Naturally, they have gained a reputation for total ruthlessness and are rumored to be responsible for some of the more heinous atrocities so far committed during the war.

    Generally speaking, the First Sun Mobile Regiment works for the Empire on worlds where it is not cost-effective to use regular army troops or where the local military is not “sufficient to enforce loyalty to the New Order.” Recently, however, there was one occasion where an Imperial Moff had his personal stormtrooper guard butcher one of the First Sun’s companies after they “exceeded their authority” by exterminating an entire outpost before Imperial Intelligence had an opportunity to interrogate the inhabitants.– Chapter Seven: Military Units [Page 54]

    COMMENTARY: [This establishes that the Empire has limits, i.e. it has to sub-contract out atrocities and enforcement to PMCs in some regions in order to preserve forces for use elsewhere. It also shows that the Empire is quite willing to ensure that orders are followed... “No disintegrations!”]

  • Essentially, the [Laramus Base] Irregulars are a heavy line company (not a feature of the standard Imperial Order of Battle) consisting of six heavy infantry platoons and two heavy weapons platoons.– Chapter Seven: Military Units [Page 56]

    COMMENTARY: [This gives us a name convention for a unit that's only partially augmented in the Imperial OOB where it receives extra sub-units up to the maximum of eight sub-units, but those sub-units themselves are “standard” – i.e. they're not augmented.]

  • ... Fewer than 275 pirates out of 8,000 escaped alive.” […] The Khuiumin system was, for many years, the home of the infamous Eyttyrmin Batiiv pirates, until they were scattered and nearly destroyed by the Victory-class Star Destroyers Bombard and Crusader. […] At their peak, the Eyttyrmin Batiiv pirates had over 70 starfighters, 50 yachts, and 28 corvettes as well as a number of captured civilian craft. – [Page 59]

    COMMENTARY: [This establishes a level of scope for a fairly large pirate gang, as well as the level of military force required to defeat them.]

Galaxy Guide 10: Bounty Hunters

  • Stamped on the back of every Imperial Peace-Keeping Certificate (IPKC), recognized as the bounty hunter’s “license to operate,” is a summary of the following set of particulars that define the rules under which a hunter makes a living in the Empire:

    *) The being or entity posting a bounty, whether the Empire, local government, corporation or individual, reserves the right to determine suitable punishment for a bounty subject. Unless bounties are posted as “Wanted Dead or Alive," live capture of a bounty subject must be attempted unless the live capture of said subject presents a compelling threat to the Empire or its citizens and property. Whenever feasible, the subject must be given the opportunity to peacefully surrender to the bearer of this certificate. Flight, refusal to comply with the directives of a registered hunter, prior activities indicating a predisposition to resistance to capture, resistance, or assault is considered refusal to surrender.

    *) Injury, incapacitation or death of the subject of a given bounty may only occur if under circumstances in which the subject has first refused to peacefully surrender, has exhibited a predisposition to refuse peaceful surrender, or the bearer of this certificate is forced to act in self-defense or in the defense of Imperial citizens or private or Imperial property.

    *) In such instances in which force must be used to accomplish the apprehension of a bounty subject, only that force which constitutes a clear and reasonable application can be authorized against the subject.

    *) The bearer of this certificate agrees not to accept any illegal contract, informal arrangement, or private service contract that shall involve the use of his or her services against any person in the Empire for whom a bounty has not been registered with the Imperial Office of Criminal Investigations (IOCI) or agents of the Imperial Security Bureau. [Page 2]

  • SUMMARY: [The Imperial Peace-Keeping Certificate (IPKC) is a card with the following information:

    FRONT OF CARD
    Picture of the Bounty Hunter in Question
    Name/Homeworld/Age/Sex/Species/Height
    Certificate Number (55946112/.r690) ← (Bossk's #)
    Signature of Hunter
    ANY ATTEMPT TO ALTER PUNISHABLE BY DEATH.

    BACK OF CARD
    Genetic Code Sequence Area
    Retinal Scan Sequence Area

    The being or entity posting a bounty reserves the right to determine suitable punishment for a bounty subject.

    • Injury, incapacitation or death of the subject of a given bounty may only occur if under circumstances in which the subject has first refused to peacefully surrender.

    • Only that force which constitutes a clear and reasonable application can be authorized against the subject.

    • The bearer of this certificate agrees not to accept any illegal contract, informal arrangement, or private service contract that is not legally recognized within the Empire.

    Imperial Office of Criminal Investigations [Pages 7-14]

  • Imperial bounty hunters work exclusively for representatives of the Empire, refusing to accept any guild, corporate, or other private assignments. Many Imperial hunters are ex-military men and women who find the comforts of civilian life boring yet chafe under the regimentation of military service. […] Imperial hunters often receive numerous assignments through the Enforcement Division of the Imperial Security Bureau (see Chapter Two, “COMPNOR” of the Imperial Sourcebook). As such, they are frequently called upon to hunt down political criminals, known traitors to the New Order, or even suspected Rebel sympathizers within government circles.

    Successful Imperial bounty hunters are likely the first persons local governors, and even Moffs, call upon when a dangerous criminal is on the loose or acting in their vicinity. In such instances, the object of the bounty is a criminal wanted for various crimes involving treason, conspiracy, sedition, or similar acts against the Empire. Similarly, Imperial hunters are often the first to learn of the newest, most lucrative bounties recently posted. They are often recommended by the Imperial Security Bureau (ISB) to other Imperial agencies — such as the IOCI — looking to contract out a “special assignment.”

    […]

    In special cases where, for example, an Imperial Inquisitor requires the apprehension of a particular individual wanted for questioning, or when a planetary governor needs a “special favor” done, an Imperial hunter is often called upon to carry out such special duty. Imperial hunters are trusted members of the Empire’s “extended” law enforcement arm and their loyalty is without question. Because Imperial hunters are usually occupied with the apprehension of revolutionaries and political enemies, they are seldom sent after “common” criminals, leaving that market open to the countless independent and guild hunters. [Pages 7-14]

  • Guild bounty hunters are individuals who hold their personal allegiance not to the Empire, but rather to their own privately established guild house. Guild hunters engage in hunts arranged entirely through the offices of their guild contractors, and are never required to deal directly with Imperial officials except in cases of extreme urgency. In many respects, a hunter’s guild acts as a type of bounty “clearing house” through which Imperial officials, leaders of large corporations, and even private citizens, many working outside the law, can bargain the price of a person’s bounty in exchange for securing the best person available to “fill out the contract.”

    […]

    The disadvantages of guild affiliation are two-fold. First, guild hunters have no voice in deciding which assignments they will be given or whom they will next be pitting their skills against. Such decisions are completely at the discretion of the guild’s administrators, and refusal to accept a given assignment is cause for immediate expulsion from most guilds.

    Second, all guild assignments result in a standard percentage of the bounty’s face value being paid “off the top” directly to the guild. This fee, called a gap, often is as high as 10 percent of the bounty. Each guild member is also required to pay annual membership fees, which are used to support a guild’s many operations and investments. In some cases, membership dues can be several thousand credits a year. Also deductions are taken out for any loss or damage to guild-owned equipment if, in the guild’s opinion, such loss or damage could have been avoided. Moreover, if, upon review by one’s superiors, it is decided that a hunter has failed to use his or her skills to their fullest potential, a further discretionary percentage can be deducted from future bounties. This often serves as an inducement to improve poor performance. [Pages 7-14]

  • SUMMARY [The third type of bounty hunter – independent – is basically Boba Fett. They have only themselves to depend upon for everything involved in hunting bounties; and they typically die poor and/or very quickly.][Pages 7-14]

  • SUMMARY [The Bounty Hunter Creed is:

    People Don’t Have Bounties, Only Acquisitions Have Bounties. – your targets aren't “human” anymore.
    Capture By Design, Kill By Necessity – Unless the bounty specifically calls for death, deliver alive. No killing to make the job “easy”.
    No Hunter Shall Slay Another Hunter.
    No Hunter Shall Interfere With Another’s Hunt.
    In The Hunt One Captures Or Kills, Never Both. – Don't kill helpless captives after you've bound them, etc.
    No Hunter Shall Refuse Aid to Another Hunter.

    A lot of this is very vague; and can be “stretched” where necessary.” [Pages 7-14]

  • A bounty is a legal document issued by the Imperial Office of Criminal Investigations (IOCI) or one of several other Imperial agencies for the apprehension of a person responsible for acts of a criminal nature against private citizens or Imperial authorities. A bounty differs from a standard warrant for arrest, used by planetary law enforcement agencies, in that it authorizes the payment of a specific reward, or bounty, for the capture or elimination of the criminal. Such a reward is available to any licensed bounty hunter who succeeds in bringing the offender to justice. It is issued as an inducement to aid Imperial officials in their efforts to capture a criminal at large. – Chapter Three: The Business

  • Given that space is vast and Imperial resources are often strained, the posting of bounties is seen as a cost-effective means of ensuring that no one who commits a serious crime against the Empire can do so with impunity. Bounty prices are variable and will differ within a range of established norms, depending on case-by-case circumstances. A particular planetary government may want a particular criminal so badly, for example, that it deliberately posts an excessive bounty to purposely attract hunters and increase the chances of the culprit’s capture. To have a bounty placed on one’s head is to become a marked person, effectively making the recipient an outcast with no rights, against whom any citizen of the Empire may raise up arms, confident that their actions taken against the offender will be applauded by the highest Imperial officials. The very fact that a bounty has been issued against a given person is often enough to brand that individual as a threat to Imperial peace, a renegade and an outcast. In a word, prey.– Chapter Three: The Business

  • When an individual decides that he or she wishes to become a bounty hunter, the first step is to acquire an Imperial Peace-Keeping Certificate (IPKC). This coded identification card certifies the holder as a registered bounty hunter. The recipient is thus entitled to transport, either aboard ship or about one’s person, weapons and equipment otherwise held to be illegal and in direct contravention of local ordinances. The hunter’s IPKC costs 500 credits and must be renewed each standard year. The practice of renewing a license at yearly intervals allows Imperial officials to review the performance record of the individual for any violations (at least serious ones) of Imperial law. In rare cases, hunters who have maintained a flagrant disregard for Imperial law have had their IPKC revoked, but often the Empire is content to levy token fines and allow the hunter to proceed with a “stern warning.” This license is valid in most, but not all, regions of the galaxy. Some areas, especially in and near the Core Worlds, prohibit hunting of any kind, and thus do not accept this certificate’s validity. Some areas have very tight weapons restrictions which also apply to hunters. It should be noted that criminals are not safe from prosecution on worlds that do not allow bounty hunting. Instead, these worlds generally have a large enough military and police force to enforce order and track down any criminals that may flee to these worlds.– Chapter Three: The Business

  • All legal bounties in the Empire are posted through the Imperial Office of Criminal Investigations (IOCI) and registered in the Imperial Enforcement DataCore. This specialized database, constantly updated and maintained by IOCI personnel, is the primary means by which hunters can learn who is wanted, where, by whom, and how much they are worth. Access of this privileged information is restricted to holders of an IPKC or any agent authorized to act on the behalf of one or more hunters. Hunters can access the DataCore directly through most local Imperial offices, but many hunters have a distinct distaste for dealing directly with Imperial officials and get their bounty information through a guild, posting agency or expeditor.– Chapter Three: The Business

  • The Empire uses a permit system to control the who, what, where and when of hunting. The Empire instituted the permit system for several reasons. The public reason for this complicated and often redundant system is to control bounty hunting and keep these individuals under control. The real reason for the system is revenue. Through the multitude of permits, the Empire, sector governments, planetary governments, and sometimes even continental, city or local governments get their “fair” share of the bounty reward. Often, by the time the hunter has all the appropriate permits to hunt a given acquisition, the permit costs have already taken a substantial chunk of the reward.– Chapter Three: The Business

  • CONDENSED SUMMARY OF SOME BOUNTY HUNTING PERMITS.

    Target Permits – You need one for each individual you wish to hunt a bounty on. Target Permits may be time-sensitive (valid only for a limited time) or valid only during a specific time (prohibiting hunting “out of season”). The price of a Target Permit varies, normally ranging from 10 to 1,000 credits per month. The exact cost is dependent on the value of the target's bounty, but averages out at 100 credits per target.

    Sector Permit – In some sectors, for example, the issuance of a Sector Permit alone (without a corresponding Target Permit) is sufficient in itself to legally authorize the hunting of any wanted criminal within that specific sector. In most cases, the appropriate Target Permit is required for every potential target pursued, in addition to the Sector Permit allowing the hunter to operate in that given sector. Still other sectors adopt a more flexible attitude and may require the issuance of Sector Permits in conjunction with a Target Permit only when the value of the bounty is 10,000 credits or more. And, in some instances, the hunter need only have an IPKC and Target Permit to hunt in the sector. In many cases, however, Sector Permits are required and will typically cost 1,000 to 10,000 credits per month (the cost is set by the sector or oversector government).

    System Permit: This varies from system to system — some systems require only an IPKC, others an IPKC and a Target Permit, others an IPKC and Sector Permit, still others an IPKC, a Target Permit, a Sector Permit and a System Permit. System Permits typically cost anywhere from 50 to 500 credits per month. In situations where local officials wish to actively discourage bounty hunting, it is not unusual to find that additional district, city and even municipal permits are required, in addition to Sector and System Permits.

    Capture Permits: In consideration of the fact that sometimes the need to acquire all the necessary permits beforehand might hinder the bounty hunter’s ability to effectively pursue a known criminal, sometimes Capture Permits can be acquired “after-the-fact.” Capture Permits are documents issued for the capture of a wanted person after the individual has been secured by the hunter. Such issuances are more expensive, usually 25% of the bounty’s face value (or 500 credits, whichever is higher). Sometimes, the cost of the Capture Permit is set at a percentage of the cost of the permits that would normally be required — for example 125% of the cost of any relevant permits. In some cases, a Capture Permit alleviates the need for all other permits, but in others, the hunter might be required to “retroactively acquire” the Target, Sector and System Permits in addition to the Capture Permit before the capture is “ legal” and the bounty will be paid out.] – Chapter Three: The Business

  • SUMMARIZED: [IMPERIAL BOUNTY REGISTRATION FORMAT

    (Often, bounty notifications are distributed by secondary sources and the facts are abbreviated or reformatted for wide public distribution, with the rest of the information available upon making a formal inquiry at any local Imperial office, guild house or posting agency.)

    Name/Species/Sex/Age/Homeworld
    Known Associates
    Bounty (# of Credits) or Specifics of Non Credit Payment

    Classification: Most Wanted, Locate and Detain, Galactic, Regional, Sector, System, Local or Corporate. While Most Wanted and Galactic postings are posted on all portions of the Imperial Enforcement DataCore, the other bounties will only be posted within the area indicated on the classification. Example: Regional (Outer Rim Territories). Corporate postings are offered by companies and may be posted beyond the company’s territory, but they are only legal within that company’s territory.

    Application Conditions: Conditions for capture under which application for bounty payment can be made: alive, dead or alive, or such other qualified specification as may be deemed appropriate to the offense. For example, “Alive, lacking serious injury.”

    Bonus: If any, amount of any bonus (expressed in credits, goods or services) and conditions under which said bonus may be applied.

  • Determent: If any, restrictions or constraints as to either who can make application for payment (for example, “only guild members may apply”), or limitations on methods employed to satisfy conditions of the bounty (for example, “unwarranted loss of life or damage to private property in pursuit of subject shall result in up to 30% reduction in stipulated bounty on demand").

  • Crimes: Corresponding charge(s) warranting issuance of the bounty.

  • Originator: Source authorizing the issuance of the bounty.

  • Receiver: Person, corporation or location to whom acquisition may be delivered. Any acquisition may be delivered to any local Imperial office, but delivery fees will be deducted from the bounty if the Empire must then transport the acquisition to the receiver. Corporate classification bounties must be delivered directly to the company in question.

  • Brief: A summary account of the circumstances surrounding the issuance of the bounty and conditions regarding its fulfillment.]– Chapter Three: The Business

  • While seemingly complex at first, it should be understood that this multi-tiered system of permits should work to the gamemaster’s advantage. Aside from serving as a recognized means of raising Imperial revenues (which certain corrupt officials might take advantage of, providing an interesting story hook in its own right), this system is incredibly flexible.

    The permit system serves as a means to manipulate the characters, as well as illustrate the immense scope of the Imperial bureaucracy. Dealing with corrupt officials can add interesting complications to an adventure. Those momentary delays in securing permits can allow rival hunters the opportunity to pursue the characters’ acquisition, while the characters must stand by helplessly waiting for an apathetic bureaucrat to issue the proper permits.

    To the players who may object to the imposition of numerous permit fees, remind them that what they are experiencing is the result of two bureaucratic principles.

    1) The Empire has the right to make credits any way it can for the good of the Empire and the “greater good” of its many citizens.

    2) Any planetary government within the Empire, so long as Imperial law is maintained and upheld, has the right to govern itself any way it wishes (local autonomy and all that). Naturally, this second principle is more of a suggestion than a right since sector Moffs have ultimate control over their localities, but most governments are left to their own business provided that they are completely subservient to the Empire.– Chapter Three: The Business

  • While bounty hunting is a major source of revenue to the Empire, there are times when even tax revenues must give way to the greater safety of the Empire. Such is the case with the Empire’s “Most Wanted” listings.

    The posting of most wanted bounties is reserved for the most dangerous of the Empire’s criminals, with corresponding bounty values. In the case of the Empire’s Most Wanted list, a bounty hunter may legally pursue any such individual with nothing beyond an IPKC. Imperial law dictates that hunters may ignore local requirements of Sector, System and Target Permits (with limited exceptions). In such a case, the importance of apprehending the individual takes clear precedence over any modest revenue that might be otherwise acquired from the strict observance of bureaucratic regulation. In areas where hunting is simply outlawed, sometimes the hunter is allowed to pursue most wanteds, while in other areas even most wanted hunting is strictly illegal (this depends on the local Moff, or is sometimes decided by the Emperor’s personal decree).

    The Empire also issues a “Locate and Detain ” list. The persons on this list are considered to present a substantial threat to the safety and security of the Empire and are wanted for questioning by the authorities. The same terms apply to this list, but bounties are payable only if the subject is delivered alive. In fact, bounty hunters can face stiff penalties (up to and including execution) for killing an individual on the “Locate and Detain” list.– Chapter Three: The Business

  • Before a person can be legally hunted within the Empire, an official Notice of Imperial Remandation must be issued by an IOCI office. Commonly referred to as a “bounty notification,” or simply a “bounty,” such notices constitute, in many cases, a legal license to kill. In actual practice, such a notice is only the first part of a legal bounty, the second being the necessary particulars, which are registered with the Imperial Enforcement DataCore. Collectively, these particulars on the lawbreaker and the notice of remandation make up the traditional bounty posting. Such a notice serves to effectively suspend the criminal’s civil rights under Imperial law, legally “remanding” the individual to the custody of any who can forcibly bring the accused to justice. Such a notice also alerts civilian populations that an individual is now a wanted criminal.– Chapter Three: The Business

  • Notice of Imperial Remandation

    Effective this date the subject identified as native of having willfully enacted crimes of sufficient magnitude and/or multitude against the Empire as to acknowledge and proclaim said person as an enemy of the Imperial state, and having by his/her actions against the Empire having knowingly sought to undermine legal Imperial authority, and having further failed to yield to lawful authority in matters of detainment and apprehension, the Empire has no alternative but place a Notice of Civil Remandation against the accused, effective immediately, this being in the best interests of maintaining security and the Imperial Peace.

    Signed _____________
    Rank _____________
    Municipality _____________
    – Chapter Three: The Business

  • Not every crime an individual commits is deserving of the legal imposition of a price on one’s head. Most of the time, local officials attempt to arrest and imprison criminals. A bounty is issued only when all reasonable attempts to apprehend a criminal have failed and when the crime is one of an extremely serious nature (almost all level 1 infractions, many level 2 infractions and a small number of level 3 through level 5 infractions). For more information on the Empire’s legal system, see page 21 and 22 of Galaxy Guide 7: Mos Eisley. In the case of murder (a level 2 infraction), for example, efforts would first be made by Imperial agents, acting under the direction of local administrators, to secure the criminal’s capture. The operation would be considered a purely local affair by Imperial authorities despite the serious nature of the crime itself. Should the murderer escape off-world, however, then an Imperial bounty might be issued on the basis of the criminal’s added offense of flight to avoid Imperial prosecution. Which Imperial official actually issues the bounty will depend on the nature of the crime involved and on where within the Empire the act was committed.– Chapter Three: The Business

  • An Imperial bounty is typically issued after the commission of a serious crime against the Empire has been verified, or the commission of several related crimes involving a single situation. It often happens, however, that a criminal later goes on to commit other crimes, often compounding his or her guilt with even more serious offenses. In such cases, the Empire simply adds to the bounty. The increased total bounty is posted on the Imperial Enforcement Data Core, along with the updated receiver classification. The originator classification is modified to reflect the highest official office or legal authority to post bounty credits. – Chapter Three: The Business

  • Most Wanted and Locate and Detain Bounties: These bounties are issued for the most serious and treasonous crimes. At present, there are perhaps a few hundred individuals who warrant “most wanted” status. Most wanteds can be issued under the direct signature of a Moff, Grand Moff or Grand Admiral, subject to the Emperor’s final approval. Most wanted bounties typically offer bounties of 200,000 credits or more … – Chapter Three: The Business

  • GALACTIC BOUNTIES: Galactic bounties are issued against individuals who have committed extremely serious crimes against the New Order or its citizens. While not serious enough to warrant most wanted status, galactic bounties are issued when the individual is wanted throughout the Empire. While the line between a most wanted and a galactic status bounty is hazy, in general, galactic bounty subjects are not considered to present the immediate, compelling threat of most wanted individuals. Bounty values typically range from 50,000 to over 100,000 credits. Galactic bounties can be issued under the direct signature of a Moff, Grand Moff or Grand Admiral. – Chapter Three: The Business

  • REGIONAL BOUNTIES: These crimes typically run the gamut of class 1 and 2 infractions (again depending upon the seriousness of the offense), with some class 3 infractions. Regional bounties can be issued under the direct signature of a Moff, Grand Moff or Grand Admiral. The bounties typically range from 20,000 credits to 75,000 credits. Regional bounties are only listed within the region of origin, and not in the other regions.– Chapter Three: The Business

  • SECTOR BOUNTIES: The most common form of bounty, sector bounties are posted only through one sector. They are typically posted by Imperial Moffs, Grand Moffs, military officers of rank major or higher, or planetary governors. The bounties typically run from 3,000 to 50,000 credits..– Chapter Three: The Business

  • SYSTEM BOUNTIES: System bounties reflect serious crimes confined to the limits of a single system. System bounties are issued by the office of local planetary governors or officials of higher rank. System bounties typically range from 1,000 to 25,000 credits. They are only posted within that system. Despite the nature of the crime involved, some Imperial governors will be reluctant to issue system bounties given that such postings could be used by political opponents as an indication of a failure to effectively maintain order. It is not unusual, therefore, to see planetary governors wait until a specific crime has been compounded by another, more serious offense, making application to higher authorities possible.– Chapter Three: The Business

  • LOCAL BOUNTIES: Local bounties are typically issued for serious criminal offenses, but in situations where the criminal has fled beyond the confines of the local municipality (city, trade confederation, subservient nation-state, and so forth) but is still at large on the planet. These bounties may be issued by any head of a local government (or official of higher rank) and the bounties typically range from 100 to 15,000 credits.– Chapter Three: The Business

  • CONDENSED IMPERIAL CHARGES IN GALAXY GUIDE #10

    Aiding and Abetting Known Criminals.

    Accomplice to Murder.

    Assault of an Imperial Officer.

    Assault with Intent to Injure.

    Breaking Into an Imperial Installation.

    Breaking Out of an Imperial Installation.

    Jamming Imperial Communications.

    Murder

    Operating an Illegally Modified Starship.
    Normally issued as a bounty only when in conjunction with other criminal activities.

    Aggression Against a Member of the Imperial Armed Forces.
    Reserved for serious offenses [at the higher levels], typically involving multiple fatalities and extensive property damage. Typically warranting a regional bounty only when the criminal does not actually injure any personnel.

    Bribery or Attempted Bribery of Imperial Officials.

    Conspiracy
    . Conspiracy is the willful abetting of known criminals who seek to commit acts of treason against the Empire, or the direct or indirect support of such criminals by word or deed during the act itself, or the aiding of such known criminals after the fact. [Regionally, issued typically only when the conspiracy involves a local government or a specific individual, as opposed to the Empire as a whole.]

    Destruction of Imperial Property. Reserved for serious offenses.

    Flight To Avoid Imperial Prosecution. Again, normally reserved for the most serious of such incidents, such as those resulting in fatalities or extensive property damage. Typically reduced to a regional bounty only when Imperial personnel or equipment are not noticeably injured or damaged.

    Forgery: Normally invoked when the forgery has been part of a larger criminal scheme known to have caused great harm to the Imperial peace.

    Kidnapping. Typically invoked as a sector bounty only when the kidnapping victim is especially influential or famous.

    Impersonation of Imperial Officials. The knowingly false representation of oneself or others as Imperial agents. This includes the unlawful use or wearing of Imperial uniforms, insignia, or ranks of office, with clear intent to usurp lawful authority.

    Murder of Imperial Government or Military Personnel. Normally invoked at the regional level only when the individual is of modest influence. Invoked at the sector level only when the individual is of average influence.

    Obstruction of Imperial Authority. Any act that, by its nature or intent, hinders Imperial officials in the execution of their office or the discharge of Imperial justice.

    Theft of Imperial Property. Reserved for serious offenses.

    Piracy. Reserved for extremely serious instances where the individual seizes private goods or individuals by force of arms. The majority of piracy acts will only warrant a regional bounty.

    Possession of a Cloaking Device. While this offense could be lumped together with similar charges, the Empire warrants this crime as a serious enough offense to warrant a separate charge.

    Sedition. The willful expression byword or oral communication of sentiments or ideals that advocate the overthrow of the New Order. Any such acts, speeches, documents, which, by their presentation, repetition or duplication, seek to encourage treasonable acts in others.

    Smuggling.

    Theft

    Treason. Any action, through word or deed, open or convert, which, by its nature or proven intent, seeks to undermine the lawful authority of the Empire or its representatives.

    Transportation of Illegal Aliens.

    Transportation of Restricted Items. The most serious form of smuggling offense, typically involving the shipment of restricted military weaponry or restricted technology. Typically invoked when the criminal has smuggled small amounts of military gear or restricted technology or large amounts of controlled and regulated substances, such as spice, pharmaceuticals, slaves or civilian issue weapons.

    Transportation of Stolen Goods. Normally invoked as a regional bounty when the criminal is known to have committed multiple counts.

    Unlawful Operation of a Starship: Normally issued as a bounty only when in conjunction with other criminal activities.

    Unlawful Use of An Illegal Weapon. Dependent on the nature of the crime committed, a higher charge of treason can be imposed.

    Unauthorized Review of Imperial (or Local) Data Files. Invoked when the criminal has gained illegal access to Imperial data files but still has managed to avoid committing treason or high treason.

    Violation of Imperial Customs Regulations: [Typically a Regional Bounty]

    Willful Destruction of Imperial Property.

    High Treason. Any act already deemed to be treasonable, in which the individual compounds established guilt by taking up arms against the Empire or its representatives with willful intent to commit open aggression. This includes acts of armed rebellion, sabotage, and destruction of Imperial property. By definition, all members of the Rebel Alliance have committed high treason.

  • When the Imperial military posts bounties, it relies on the DataCore and its own communications network to distribute the postings. These bounties are offered against individuals wanted for high treason and under circumstances where the military itself is incapable of bringing the criminals to justice. The military also offers “confidential bounties,” which offer rewards for the capture of specific individuals, but the bounties are not posted through the DataCore. This method is used when the military wishes to bring the person in quietly (possibly because the individual knows classified information).– Chapter Three: The Business

  • The Imperial Security Bureau (ISB) becomes directly involved whenever acts of treason against the Empire warrant the posting of a suitable bounty. In such instances, the ISB’s own Enforcement division is specifically charged with overseeing the employment of hunters, usually Imperial hunters. The ISB uses both publicly posted bounties and confidential bounties. The ISB often recommends qualified individuals to other Imperial agencies, for “special assignments.”– Chapter Three: The Business

  • At the instigation of High Inquisitor Tremayne, the Empire has recently adopted the use of a legal instrument of incarceration known as the LAACDoc. This acronym stands for Legal Authorization for Advanced Confinement Document. LAACDocs are certified documents issued for the detention and confinement of specific individuals wanted by the Empire. A LAACDoc authorizes Imperial officials to employ such means as may be necessary to apprehend and detain an individual wanted for questioning by an Imperial High Inquisitor.

    In circumstances where an Inquisitor seeks to interrogate an individual without raising undue alarm, a LAACDoc may be issued by an Imperial official such as a general, admiral, prefect, governor or Moff. By use of this tactic, a citizen may be held incommunicado, pending the arrival of the Inquisitor requesting that person’s custody. Thereafter, the “detainee” may be confined indefinitely. As no crime has been committed, this procedure does not require the limited forms of judicial review remaining in the Empire. No evidence need be presented, nor proof of guilt established. The target of a LAACDoc is never arrested. It is simply that, for reasons known only to an Inquisitor, the interests of the Empire require that appropriate measures be taken to secure a person’s confinement until such time as a proper interrogation by an Inquisitor can be conducted. This new procedure is said to be backed by Lord Vader himself.

    It has been suggested that these documents were designed for use in cases involving persons suspected of connections with the Jedi order or individuals possibly possessing Force-related abilities themselves. In reality, however, they have proven a useful means by which various Imperial officials can “set aside” personal opponents and suspected Rebel sympathizers without proof, on the suspicion that an Imperial Inquisitor may wish to question them at some time in the distant future.

    LAACDocs do not have actual bounties associated with them, in as much as no actual crime against the Empire has been committed. Nevertheless, as the person wanted for “temporary” confinement represents a special interest to the Empire, a suitable “honorarium” is paid to any who assist in the apprehension and safe retrieval of LAACDoc detainees. On the average, a standard LAACDoc honorarium will bring in between 100 and several thousand credits.– Chapter Three: The Business

  • Private [Bounty] postings must be registered through the IOCI (or a local agency) and the following conditions must be met:

    Verifiable proof of wrongdoing is submitted.
    The face value of the bounty is paid in advance.
    The business pays the required IOCI registration fee.

    Companies and individuals elect to post bounties as special inducement when local officials lack the personnel or inclination to bring wanted criminals to justice. Corporations usually issue bounties for crimes involving criminal trespass, damage to company owned property, assault on corporate personnel, theft of sensitive data, and other matters related to the disruption of trade. Private citizens sometimes choose this route because not every planetary government is willing to expend the time and effort to bring a murderer (let alone a kidnapper or burglar) to justice. Moreover, there are known cases of corrupt officials refusing to prosecute crimes even in cases involving the most serious of offenses. In such instances, private citizens have been known to take action on their own.

    Posting fees vary wildly from community to community, just as permit requirements and fees do. The biggest factors in determining the posting fee are the amount of the bounty and how widespread the posting is to be distributed. Postings that will only be on a single continent or in a single municipality typically cost 10 to 100 credits. Planet or system-wide postings can cost 50 to 500 credits. Sector-wide postings can cost anywhere from 1,000 to 10,000 credits. Galaxy-wide postings can cost up to 50,000 credits.

    As with permits for individual hunters, the registration fee system is deliberately flexible in nature. There are always potential exceptions to the rules and the costs involved will vary wildly depending on the planet’s government, local customs and tradition and countless other factors. The fees are high because the Empire does not want to be swamped by private citizens issuing bounties for every petty offense or offender that comes along.– Chapter Three: The Business

  • Many corporations within the galaxy own vast tracts of territory — continents, planets, and sometimes even whole sectors (witness the Corporate Sector Authority). Within corporate territory, the owning corporation has complete authority and can regulate the conduct of residents and “employees” (not “citizens”) as much as the company feels is desirable. While the Empire still has jurisdiction within these territories, the owning companies are often left to police themselves provided that they supply sufficient tax revenues and supplies to Imperial coffers. In effect, the companies are local governments.– Chapter Three: The Business

  • In some instances, less than reputable business firms have been known to issue large bounties in an effort to attract a large number of hunters, against whom substantial fees are then assessed. Then, the corporation later cancels the outstanding bounty when it is “discovered” that a clerical error has occurred. Sometimes “new evidence” sufficient to warrant the withdrawal of all charges materializes. The ex-accused, as a loyal company representative, often later receives a promotion — or a cut off the top — as compensation for the difficulties he or she has been subjected to. The ex-accused also keeps his or her mouth shut. In rare cases, some companies issue bounties against fictitious persons (some conveniently complete with falsified records and backgrounds). More than one hunter has paid dearly to engage in such a wild mynock chase. While such practices are blatantly illegal and are punishable by stiff penalties, such practices continue un-prosecuted. The companies can get away with this behavior because of insufficient Imperial resources to properly verify every corporate contract’s validity. – Chapter Three: The Business

  • ILLEGAL BOUNTIES: Illegal bounties are those which are not registered through the IOCI. These bounties are generally offered by those of less than reputable status (criminals, gangsters and the like) who want a troublemaker silenced or captured without undue attention. These bounties are, more often than not, based on personal grudges or the being posting the bounty cannot go to the authorities due to lack of evidence or because any evidence would also implicate them in wrongdoing. The bounties are distributed through a loosely organized network of underground communications. Anyone in the Empire possessing enough wealth to pay the fees typically demanded by experienced hunters can afford to spread the word through underworld connections. […] illegal bounties are dangerous for all involved parties. Stiff fines, prison sentences and forced labor camps are some of the possible results for those convicted of posting or pursuing illegal bounties. Then, there is the matter of the criminal implications: without a legal bounty, any actions taken against a given acquisition still qualify as crimes. Therefore, the hunter can also be charged with kidnapping, assault, conspiracy, murder and other appropriate offenses. – Chapter Three: The Business

  • In situations where, because of scarcity of Imperial funds on hand or other unforeseen conditions in effect, local Imperial administrators can authorize a form of payment known as an Imperial warrant. This document is an authorization requiring any Imperial official capable of providing the amount specified to render payment to the bearer upon demand. As it is assignable to other individuals by the bearer, warrants are a convenient way of transporting large sums of credits without arousing suspicion or inviting theft. – Chapter Three: The Business

  • In recent years, an informal payment option has developed in hunts originating in the Outer Rim Territories. Given the growing scarcity of supplies and equipment, some planetary governors have taken to extending “rights of salvage" to hunters instead of cash payments. In this context, hunters are permitted to appropriate, or “salvage” any personal goods, weapons, and other gear the acquisition has in his or her possession (subject to local ordinances in force) as payment for services rendered. While few hunters could ever hope to make a living by this means alone, such privileges are often just enough to get a hunter through difficult times. – Chapter Three: The Business

Galaxy Guide 12: Aliens - Enemies and Allies

  • Our galaxy has been unusually gifted. The earliest efforts at extrapolating the probability of life-forms suggested that intelligent beings might be exceedingly rare, perhaps numbering only a handful of species in a galaxy. We now know the opposite to be true. In our grand and vast civilization, ranging over millions of stars, we know of tens of thousands of intelligent species. [Page 2]

Pirates and Privateers Sourcebook

  • Minister Ral'Rai Muvunc: “Yes, Madame. Admiral Ackbar, I should like to point out that if you truly do not need the 400,000 tons of food and air, 230 canisters of blaster gas, 90 main space weapons, and 700,000 tons of miscellaneous equipment provided by this ‘mercenary experiment,’ you are perfectly free to load ail of it on the 71 assorted cargo and utility ships and three ships-of-the-line also seized by our privateers in the last standard year, and auto-pilot them into a convenient star."
    — excerpt from minutes of the 267th [Alliance] High Command meeting. [Page 3]

  • Piracy provided an excuse for many of the Empire’s excesses: increased shipbuilding (ostensibly to suppress pirates), restriction and increased registration of civilian ship’s weaponry (to cut the flow of arms to pirates), garrisoning of worlds (to provide security against pirate raids), and even increased voluntary enlistment (hundreds of thousands of young people signed up to “Join the Crusade against Piracy and Restore Order to the Galaxy,” to quote an early recruitment poster).

    The rise of the Empire did in fact lead to a significant decrease in piracy along virtually all major trade routes. The earliest successes of the Imperial Navy were in crushing pirate operations, most notably the infamous Eyttyrmin Batiiv pirate armada (based in the Khuiumiin system). As piracy decreased, the Navy’s interdiction operations dropped off sharply as resources were diverted to suppressing smuggling and counteracting an irritating new problem: increasing resistance to Imperial will (and even outright rebellion). [Pages 6 to 7]

  • Every [Rebel] privateer vessel is assigned an observer. These agents assure that the privateers are not violating the terms of the letter of marque, and give aid and advice to the captain. The observer is a privateer’s link to the Alliance. The observer has no command privileges on board, to keep the command structure smooth, but does provide navigation to safe ports and contacts with local Alliance assets. [Page 12]

  • [Several ways Pirates and Privateers find their targets are:]

    Public shipping schedules. Imperial regulations require civilian ships to post their registration codes, licensing, home port, intended departure date and times, cargos, and passenger status on starport information nets. This is done partially for Imperial records, partially in the public interest (for passengers and shippers), and partly for advertising purposes. Military and corporate cargo ships that are transporting internal cargos — for example, Imperial vessels hauling foodstuffs for a garrison — are not required to make this information public, although the information is kept on file at the port. Certain cargos are not required to be listed, especially valuable or classified ones, and the data manifests for such cargos tend to be incomplete and rather generic. Tramp freighters are technically required to post this information as well, but many don’t (a major Imperial code violation).

    Port contacts. A shocking percentage of port officials are corrupt enough to overlook smuggling violations or reveal restricted cargo manifests (in exchange for a sufficiently large bribe). On average, the bribe should be roughly 20% of the projected value of the cargo. However, pirates run the risk of an Imperial or Customs ambush if the port official is dissatisfied with the amount of the bribe.

    Inside information. Many corporate employees are both greedy and well-informed. Rather than accepting a straight bribe, these insiders generally demand a cut of a pirate’s eventual take; these demands are not terribly unreasonable, since these contacts often know the actual value of the cargo, and sometimes the location and calculated routes of the prize. The typical cut for such an “inside job" is 35% of the pirate’s overall profits from the cruise. [Pages 14-16]

    COMMENTARY: [There's a bit more, but I decided to cut it out in favor of the “basic” bread and butter.]

  • Pirates live by their reputations. A pirate captain who commits an atrocity finds he is feared; however, he is now subject to reprisals from virtually all sides: the Empire, the Rebellion, bounty hunters, and even other pirates seeking to claim his plunder and supplies. By setting himself up as the toughest pirate in his particular corner of space, he has also set himself up as a target to other power-hungry raiders.

    Most “professional" pirates follow a simple rule: prizes that resist strongly are treated strongly. Crews that are quick to surrender and do not resist boarding attempts are often robbed and released after a show of force.

    Unfortunately, this means that the pirate must maintain a delicate balance of force and mercy when dealing with prizes. Pirates that are too bloodthirsty or violent end up dead, killed by any number of enemies; conversely, a pirate that is viewed as “soft” is usually disposed of by his own crew or by other pirates sensing weakness in a rival.

    Privateers, on the other hand, are answerable to a higher political power, and cannot perform horrific acts to build a reputation (at least, not without facing severe consequences). Privateers usually cultivate the reputation of their employer and adhere to a strong code of honor. Rebel privateers, for example, find many corporate ships quickly surrender once they’ve identified themselves, because prize crews know that the privateer is after cargo and goods, not slaves or victims. Resistance can still lead to violence during a boarding action, but surrender gets the matter over with quickly. The Alliance encourages this, and spreads rumors and news about the excellent conduct of their privateers through the newsnets. While this has little impact on Imperial military cargo ships it has fantastic results among practical Imperial supporters like corporations. [Page 21]

  • The [Pirate's] code is a survival mechanism. Pirates who raid indiscriminately and slaughter or enslave their victims tend to shoot up the Most Wanted list very quickly. Compare the Aqualish pirate Gunda Mabin (Gunda the Terror) with “the Gentleman Pirate" Beyla Rus. Mabin has only been raiding for a couple of years, robs her victims blind and sells the survivors into slavery. She has a 50,000 credit bounty on her head and has attracted the attention of a number of criminal organizations who have been victimized by her actions. Rus has been raiding for several years, always uses stun weapons, leaves his victims alive, taking only the cargos, and is charming and polite from his end of the gunbarrel. He only has a 15,000 credit reward out for him and has allies and friends in virtually every port in the Outer Rim Territories who shield him from Imperial capture. [Page 30]

  • Transponder Codes: The other stealth problem of illegal ships isn’t in detection by sensors; many pirate vessels are detected by keen investigation methods employed by law-enforcement officers. Every legal ship possesses a transponder code (since operating a ship without a legitimate transponder code is a class two infraction). Transponder codes are etched into the power plant of every ship manufactured in Imperial space. Every code is unique and all codes are recorded and maintained by an immense and ancient bureaucracy called the Bureau of Ship’s Services (BoSS, which also rates ports, issues travel advisories, and otherwise provides ships services to subscribers). Most military ships, and virtually all patrol ships have an automatic interrogation response circuit, and a simple sensor sweep provides the identity of a passing vessel. Although most civilian ships do not randomly broadcast their identity to anyone who happens to be listening, such traffic can be identified by matching transponder codes to BoSS records.

    Every Imperial starport records the transponder codes of ship traffic for use by law enforcement tracking. These starports also receive regular updates on known criminal ships (also listed by transponder code), not the ship’s registry name. Star Destroyers and other Navy command ships commonly carry a transponder code listings for vast territories in memory; Sector Ranger and Customs ships generally carry a single sector s listings. In practice, however, ships can evade detection through several means.

    The cheapest way of avoiding tracking is to keep ahead of the record keeping — a technique called record racing. It takes time to distribute transponder code logs — days from system to system, weeks from sector to sector, and months from region to region. Only the most notorious ships are listed on the galactic level, and remote ports receive their updates infrequently. A fast ship can keep ahead of the distribution for quite a while.

    Another method of staying ahead of the law is to routinely switch ships (either by purchase or by theft) or to routinely replace a ship's power plants, each engine with a new transponder code. This is called code burning. This process becomes prohibitively expensive after a while — even if the new ships are stolen — and exposes the pirate to the risk of arrest.

    Some captains avoid transponder tracking by port shadowing, avoiding legal ports and only approaching fringe ports, free worlds, and shadowports. This is also very expensive, since services at such ports tend to be priced well above free market norms. It is also inconvenient to only go to the one or two accessible shadowports in a given sector.

    One of the more useful methods of avoiding tracking is by transponder code alteration, or code masking. This involves acquiring a masking code modulator and setting it to interfere with a ship's transponder code. The result is a new code or a code similar that of another ship (depending on whether or not the additional time and cash is spent to acquire a list of similar codes). When the masking code is active, the masked ship appears on the records as another ship of the same model.

    The masking can be done at illegal repair yards at most shadowports and many fringe ports, or it could be done by a sufficiently skilled ship's engineer.

    One Extra Code (Easy) – 1500 Price
    Two Extra Codes (Moderate) – 3000 Price
    Three Extra Codes (Difficult) – 4500 Price
    Four Extra Codes (Very Difficult) – 6000 Price

    The codes can be altered by a command relay from the ship's controls — multiple codes from one ship would be quite suspicious. The more codes an engine block carries (even inactive ones) the more likely the deception is to be detected. An Easy sensors roll detects the “ghost” codes of a ship possessing five or more transponder IDs. A Moderate roll reveals that a ship is carrying up to four ghosts. Up to three false codes can be detected with a Difficult sensors check. Two ghost codes can be detected on a Very Difficult sensors roll. A Heroic result allows the sensor operator to detect a single ghost code.

    Acquiring the code of another registered ship or an unused code requires a week of research and 1,000 credits in expenses per code. Actually registering a code requires a Moderate to Difficult con or bureaucracy roll (depending on a character’s criminal record) and 1,000 credits per code. [Pages 40-41]

  • The Alliance scored a major coup shortly after the Nebulons entered service: inadequate Imperial security measures allowed a few of the early Nebulons to mutiny. Some of these vessels entered Alliance service, which — after studying the Nebulon’s specs — began manufacturing more. Other renegade Nebuon-B crews struck out on their own. engaging in piracy. [Page 55]

    COMMENTARY: [Shows the Rebellion's manufacturing capability if they can (slowly) make more Nebulon B clones. Also shows the impact that Alderaan's destruction had (see the Far Orbit Project for more information.)]

  • System patrols: Most piracy is kept down by local efforts. The Navy is excellent for breaking the backs of pirate fleets, and a Navy line is strong enough to scare pirates out of a system, but small raiders and single pirates are fought by day-to-day patrol services maintained by local systems. Imperial controlled systems are patrolled by Imperial Customs ships and Sector Rangers, as well as whatever Naval forces are in the area. Imperial system patrols tend to be well armed and equipped. Imperial patrol ships are called IPVs (Imperial Patrol Vessels), range from 100-250 meters long, and have crews of four to twelve. [Pages 73-74]

  • System Patrol Ships: System patrol craft are distinguished from long-range combat craft by their lack of hyperdrives and resultant adherence to a single planetary system. System patrols generally deal with illegal vessels quickly and harshly, since most patrolcraft pilots (nicknamed “system walkers") are painfully aware of how easy it can be for a target to hop into hyperspace to evade capture or destruction. Some system patrol forces (or system defense forces) operate a very large and diverse fleet — as many as 10 ships per inhabited planet, and another two for each other planet in the system. This is not as excessive as it sounds. As much as a quarter of a defense force may be down for maintenance or repairs at any given time, and the duties of a patrol force include law enforcement, planetary customs support, search and rescue, orbital boarder patrols, general security patrols, and on-station hyperspace jumps zone duty. This tends to spread a force fairly thin. Increasingly, the Empire is assuming these duties, but few system governments are thrilled at the idea of leaving their security in the hands of the remote and uncaring Empire. [Pages 73-74]

  • Territorial Police: Sovereign territorial governments (multi-system political entities) raise and maintain their own patrols. These forces may include anything from blastboats to corvettes, and can pack a great deal of firepower. Many patrols represent a government’s former navy, stripped of most usable ships for the Imperial navy. Not all patrols exist for fear of pirates — the Empire frowns on territories maintaining a standing military force (after all, the Empire exists to protect them), but can’t really complain about a law enforcement service. It is an irony of the current political situation that the Empire owes much of its existence to fear of piracy, while local governments maintain the remnants of their navies through fear of piracy. Nevertheless, patrol ships tend to have limited hyperspace capability, if any, making them a threat to raiders but not the authority of the Navy. [Page 75]

  • The [Corporate Sector Authority's] Security Division trial system is very streamlined: Espo policy is to execute pirates on the spot. [Page 77]

  • The Empire seeks to assert and maintain control of all known space. Aside from responding to the threat posed by the Rebel Alliance and hunting it to extinction, the Empire also seeks to control and assure safe passage of commerce. Protecting civilians from the dangers of space remains a primary Navy mission — piracy has traditionally been the target of Navy attention when no overt military threats loom. Aside from the powerful capital combat ships used by the Navy, the Empire maintains fleets of lighter ships to patrol Imperial space, provide search and rescue services, and generally keep the peace.

    Three COMPNOR agencies maintain an interest in piracy. The Coalition for Progress Commerce and Justice branches collect and maintain vast amounts of data and minutiae on piracy. Commerce’s interest stems from the impact piracy has on Imperial intersystem and intersector trade. The Justice branch is involved primarily through the Imperial Office of Criminal Investigation (IOCI), the office that oversees the Sector Rangers and maintains the Imperial Enforcement DataCore. Commerce and the IOCI mostly just gather data, project trends in piracy and report on the economic impact of piracy.

    The third COMPNOR branch interested in piracy is the Imperial Security Bureau (ISB). It has no interest in actual piracy, only in what is termed “politically inspired piracy;” i.e. Rebel privateers. The ISB investigates known and potential Rebel privateers whenever possible (leading to assorted jurisdictional issues as Sector Ranger, Imperial Intelligence, and Imperial Navy try to slice the investigation pie). Imperial Intelligence (the Ubiqtorate) is involved in investigating Rebel privateers, not for law enforcement, but simply to track Rebel assets and logistical flow. The Ubiqtorate is known to carefully stage stings on privateers, with special cargos including easily traceable materials or concealed hyperspace trackers. The Ubiqtorate then tracks the cargos as they move through the Alliance logistics network, giving invaluable intelligence on Rebel unit dispositions.

    There are two main nonmilitary services enforcing the law in space: Imperial Customs, which keeps watch over intersystem shipping, enforces trade and tariff regulations, and bedevils smugglers everywhere; and the Sector Rangers, one of the Old Republic branches that has remained essentially unaltered since the rise of the Empire, which patrols Imperial space and enforces the Imperial Code in general. [Pages 79-81]

  • Sector Rangers: Local system patrols have definite limits to their territorial powers. Many system patrol ships lack hyperdrives, and even territorial patrols can’t pursue escaping illegal ships outside of their government’s jurisdiction. This is an ongoing problem and has been for millennia. Long ago, the Republic Senate mandated the creation of a sector-wide police agency, the Sector Rangers, duplicated in each sector. It is currently under the administration of the Imperial Office of Criminal Investigation. Rangers are much less destructive than their military counterparts, as law-enforcement agents who want the pirates brought to trial, not destroyed in action, but no less able. A Ranger team, usually defined in size by the number needed to crew their ship, may move anywhere in a given sector and are authorized to use whatever means are necessary to apprehend criminals. This includes powers of deputization, temporary requisitioning of vehicles and equipment, and the suspension of local officials obstructing investigation and enforcement of Imperial code. [Pages 79-81]

  • Sector Rangers? Imperial Intelligence? The ISB? Isn’t the Imperial Navy enough?” With the vast might of the Empire arrayed against pirates, it may initially seem illogical for such large law-enforcement organizations to operate against pirates. However, the Empire is a vast entity with many battles fought on many fronts. Often one branch of the Imperial military doesn’t have the slightest clue what the others are up to, so these branches seldom coordinate their activities. This leaves the Empire less effective than it could be. Also, in many cases, inter-service rivalry prevents two branches from cooperating, since both branches want the credit for a given operation, and, more importantly, do not want the credit to go to a rival. Almost equally as often, the various agencies within the Empire are working to opposed ends. The Ubiqtorate may want a particular privateer to succeed (up to a point) for their own sinister purposes, and be willing to run interference for a privateer ship, blocking communications, fouling up operations, and otherwise aid and abet. [Pages 79-81]

  • Imperial Customs: The Empire cannot afford to assign Naval ships to daily patrol duty. For simple light system patrol, it relies on the Imperial Customs Office, which maintains a force of light patrol vessels, completely outclassed by capital ships but able to overpower the average freighter based smugglers, pirates, and Rebel scum. Most systems with an Imperial Customs branch have at least one customs ship assigned to them; important systems may have a flotilla. These ships are quite handy designs: able to take on Rebel starfighters if the need arises. Many lesser system governments also acquire these ships for their own patrol vessels and to round out their navies. Their efficiency has not gone unnoticed by raiders, who routinely try to acquire them. There is a thriving business in illegal shipyards producing knockoffs for raiders.

    Navy critics suggest that the Empire would be well-served to abandon the outdated TIE fighters and invest in small multi-crew ships like the Customs fleet ships, but this would require a significant change in Navy military thought. [Pages 82-83]

  • The Imperial Navy was built to suppress pirates, or at least that was the excuse for many years, and this duty built its reputation and image across the galaxy. In the wake of their counterpiracy actions, the Navy received a huge increase in voluntary enlistment helping man the rapidly enlarging navy. A large portion of today’s command officers and section chiefs signed aboard in this era.

    With the relative subsidence in pirate activity, the Rebellion has taken the pirate’s former place in the Navy’s role. This has proven a boon for the pirates, who are making a comeback not only in frontier sectors, where they are always a hazard, but also in the Coreward worlds. While pirate armadas like those of the Nanth’ri Raiders or Riders of the Maelstrom are not an immediate threat, individual raiders and small gangs are.

    The pirate-suppressing mission has left a deep impact on the modern Imperial Navy, especially at the system force level. While much attention is paid to the impressive Imperial Star Destroyer, the backbone of the Navy, it is the escort force which makes up the meat of a sector group. Escort forces, originally designed to counter piracy, are included in every fleet and are reflections of the need to spread as much firepower across a sector and maintain a presence in as any systems as possible. The superiority force, built around Star Destroyers, uses a modern strategy of massive firepower concentration, and reflects a combat mission. Critics of current policy have suggested that the Rebellion would be better suppressed by tactics similar to the anti-piracy methods of prior years, not political shows of military might.

    While a great deal of the Navy’s efforts have recently been diverted to suppressing the Rebellion, its other missions are not forgotten. Naval countermeasures come in four basic varieties, patrols, escorts, traps, and suppressions, carried out by the escort forces.

    Patrols One of the more-unusual procedures the Navy follows is to send lines out to look around in the minor, remote, empty, and uninteresting systems. These are the sorts of systems attractive to pirates and Rebels. Patrols occasionally drop out of hyperspace in the middle of deep space just to make sensor sweeps along a major route, because these are the sorts of places pirates set up blockades. It’s not usually interesting work, but it can pay dividends. Smugglers, pirates, Rebels, and illegal slavers have been caught by surprise when an Imperial patrol quietly entered a system. These patrols are not frequent or very thorough, but they have their uses. The typical patrol is made up of a pursuit, recon, or skirmish line. If a contact is made, the patrol must reconnoiter and evaluate the enemy force. A weak force is simply destroyed. Against a stronger force the patrol retreats to send a suppression mission force. As the line is usually operating from a squadron on local maneuvers, the suppression force can often arrive before the enemy can escape.

    Escorts An effective method of securing against raiders is to simply escort commercial ships. The Navy positively hates to do this, as it ties up a huge proportion of its ships. This is exactly what the Rebellion wants, and is one of the main reasons they stage hit-and-fade attacks, and use privateers.

    Most commercial shipping is essentially on its own, but Imperialized corporations occasionally demand protection from raids. In the days of the pirate armadas, the Navy would collect a sizable number of freighters, arrange them in convoys, and escort them from one major port to another. This has largely been abandoned, but the Navy has been using it again in sectors with high levels of Rebel and pirate activities.

    Small convoys, usually five to fifteen ships, are arranged in line or double line, with a Navy line deployed either at points (ahead, behind, above, below, flanking) or corners (45 degrees off the points) Usually only one line is assigned to such a convoy. A large convoy may have twenty to one hundred ships, depending on their size, arranged in a square or cube formation. Such a convoy is generally assigned anywhere from two lines to a full squadron for protection. On the lower end, the lines are likely to be skirmish lines, on the higher end, a light or heavy squadron. Although ships may still be pulled out of hyperspace by mass blocks, the overwhelming majority of the ships are safe, and there is essentially no chance of a successful raid while in transit.

    This serves to protect large groups of ships from predation on major trade routes, but does nothing to protect minor routes or local systems. The Navy is as yet unwilling to devote ships to escorting freighters in remoter areas.

    Traps Imperial ships occasionally perform operations designed to trap Rebels, smugglers, and pirates. There are a few variations:

    Interdiction. The development of the Interdictor cruiser allows Imperial forces to set mass blocks in shipping lanes without bothering with small planetoids. Such checkpoints are set up at narrow sections of the hyperlanes and system approaches several light-minutes away from the jump zone. When a ship drops into realspace it is docked, boarded, and ruthlessly examined. Identification is thoroughly checked, ship’s registry double-checked, and the ship itself well-scanned. Irregularities are not forgiven, and bribery is far less effective than usual under the watchful eyes of so many stormtroopers, Navy troopers, and officers. This is one of the more intrusive activities of Imperial power. Such random spot checks can be highly effective if carried out in the right areas.

    Baiting. The Navy occasionally uses an upgraded support fleet freighter out into space, after leaking data on its cargo to known or suspected pirates or Rebels. This attracts raiders often enough to be worth the effort. Once engaged, the heavily armed and shielded freighter sends a subspace code to its escort, and returns a devastating amount of fire while the escort micro-jumps in to assist. Relatively few pirates or Rebels are captured this way, but it is believed to keep their tension levels higher.

    Suppressions. Imperial Intelligence, the ISB, and the Imperial Navy occasionally uncover a particularly noxious pirate base or shadowport. A suppression operation is then planned and executed. This usually involves elements from superiority forces, as this more closely matches their mission. Battle squadrons, including a Star Destroyer, or heavy squadrons are normally dispatched on such a mission. Pirates are unable to withstand such a concentrated assault. The Ettyrmin Batiiv and Uogo’cor suppressions are excellent examples. [Pages 84-86]

    Navy Escort and Patrol Ships:

  • The GAT-12 Skipray-class blast boat is the smallest hyperdrive-capable ship used by the Imperial Navy, with a crew of two pilots and two gunners. The Skipray’s Navy mission profiles include point defense, system and sector patrols, escort and skirmish line duty, reconnaissance, planetary engagement and bombardment, and light combat. Critics of Imperial starfighter policy suggest that phasing out the TIE series and replacing it with Skiprays would pay dividends, especially as it already has a limited (4-jump) hyperdrive. The Navy has never really accepted the capital-starfighter hybrid, however, and is unlikely give up its TIEs. The Skipray is Sienar’s second most popular all-around light combat ship (outside of the Navy), and it is also used by Customs, the Sector Rangers, and numerous local territorial governments. In addition to Naval duties, customs, and patrol, the Skipray is occasionally used for courier duty. [Pages 84-86]

  • The Empire’s solution to pirate and Rebel attacks on Imperial shipping, the Nebulon-B is an excellent escort ship. Kill rates doubled with the ship’s introduction several years ago. The Nebulon is equipped with a superior sensor array, a long range (100 light year) subspace transceiver, and facilities for two platoons and two TIE squadrons. The ship’s performance against Rebels and pirates has guaranteed continued production, and High Command has begun using them as flagships in lighter lines. [Page 87]

  • “Very well, I sentence you to immediate execution.”

    “What? I thought you said you was reducin’ my sentence!" Marik’s eyes blazed with fear, as he struggled against his manacles in panic.

    “I did reduce your sentence, Marik," the Imperial magistrate said, his voice soft and dangerous, like shimmersilk and Malkite poison. “I had intended to sentence you to life at hard labor in the Kessel spice mines. As far as the Empire is concerned, you are getting off easy.” [Page 89]

    COMMENTARY: [The Empire can be quite merciful...]

  • Imperial Piracy Codes: The Imperial Legal Code defines piracy as “use of a spaceship to attack a ship for the purpose of seizing crew or cargo" and considers privateers and Rebel hit-and-fade attacks as such. The definition was modified to include hijacking a ship or attacking a planetary colony to steal and kidnap. All of these are Code One violations and carry punishments of five to 30 years imprisonment on a penal world, impounding of property, loss of certification and citizenry, and possibly execution.

    Interestingly, while Rebels find themselves Code One violators for conspiring to overthrow the Empire and aggression against Imperial personnel, and pirates are in the same situation for attack on another vessel; only Rebel privateers are in simultaneous violation of almost all of Code One (except possession of a cloaking device, although possession of stealth equipment is equally illegal).

    Code Two violations relevant to raiders include “mounting high energy weapons without permit," “possession and transportation of stolen goods," “operating an interstellar vessel without a transponder code," and “altering a transponder code." Punishments include a sentence of five to 30 years and fines of up to 10,000 credits.

    Code Three, Four, and Five violations include “transportation of restricted goods without permit" (frequently), “use of vessel without operating license,” “possession and transportation of goods in quantity without proof of taxation," and violation of local import and export laws. These violations carry assorted fines and/or sentences of one month to two years imprisonment.

    Small wonder that pirates are generally simply executed when caught. [Page 90]

  • Even under the Empire, vast portions of space were ruled by subordinate political entities, not all of whom were entirely peaceful. Local wars sprang up occasionally, and as long as a war didn’t seriously threaten Imperial concerns (or if a conflict actually served Imperial interests), it was ignored; the Discril-Boton Wars and the Trianii-CSA border conflict are prime examples of such disputes. [Page 123]

The Far Orbit Project

  • The Far Orbit was, until several weeks ago, an Imperial ship operating in the Outer Rim. Her mission: guard Imperial transports from piracy and Rebel attacks. The Far Orbit's former captain, Vocis Kenit, was a martinet and a bully, and his methods of maintaining discipline were an affront to several of his officers. Crew discipline was inordinately brutal—particularly to troops that had been pressed into service—and his treatment of captured enemies was even worse. Kenit’s only saving graces were his political connections and his insight into pirate strategies.

    His second-in-command was Commander Dhas Vedij, a career officer with a Navy lineage going back to the very founding of the service. Vedij has watched the transformation of the Navy into the overfunded, overgrown creature in service to political hacks it is today. He watched as New Order officers were promoted beyond their abilities while capable officers with ties to the Old Republic—himself included—were kept out of command posts. Worse yet, he saw the Empire create dangerous instability in the galaxy by imposing its own twisted brand of “order."

    Months ago, he made up his mind to strike back and take the Far Orbit out of Imperial service along with him. He gradually gathered support in the crew, waiting for the right mix of crew outrage. Then news of Alderaan’s destruction reached the ship and an Alderaanian deckhand was arrested for suspected treason.

    Vedij immediately saw through the propaganda and realized that the time to overthrow the ship was at hand. He circulated a rumor among the crew that the Empire had destroyed the world as an exercise of power and that the Alderaanian had been arrested and beaten for his planet of origin.

    The ship’s security was provided by a platoon of Naval troopers and a platoon of stormtroopers. The stormtroopers were unapproachable, but Vedij managed to convince most of the Navy troopers to either mutiny or stay in their quarters until it was over.

    The struggle for control of the ship was brief. The single COMPNOR Observation officer was quietly overcome. The stormtroopers were distracted by a false report of a riot and trapped by security bulkheads. When Vedij announced a general mutiny, roughly two-thirds of the crew joined him. The rest had no heart to resist; they were promptly “stored" with the captured stormtroopers. The Far Orbit was secured.

    Captain Kenit, his loyalists and the stormtroopers were ejected in escape pods. Half of the remaining crew elected to jump ship, leaving just enough crew to run the Far Orbit. The ship was intact, with 6 months supplies...but had nowhere to go. Since at that time the Nebulon-B was only in Imperial service, the Far Orbit couldn’t go to any Fringe port without drawing far too much attention...and even outright attacks.

    Vedij, however, headed quickly and surely to locate a shadowport. By approaching the port quietly and keeping the Far Orbit a considerable distance outside sensor range, he shuttled a landing party in to look for Rebel contacts without trouble. Once contact was made he offered the Alliance a deal; for a Letter of Marque and general pardon for himself and his crew he would cut a swath through space long considered to untouchable: the Core Worlds.

    The Alliance was halfheartedly pursuing a privateer program, but saw this as a chance to strike a blow to the softest part of the Empire (largely due to Vedij’s reputation as a fine officer and excellent strategist). Negotiations followed, and after a few weeks the relevant parties met at Starforge Station to sign the deal and re-crew the ship. [Pages 11-12]

    COMMENTARY: [This shows how the destruction of Alderaan resulted in mutinies across the Imperial Navy; going as far up as a medium-capital scale ship; as well as occurring on a relatively new ship class like the Nebulon-B Frigate, which would have had carefully screened crew.]

  • Cargo Tonnage vs. Cargo Space: While the Star Wars Roleplaying Game has only rarely concerned itself with the minutiae of space travel, the Far Orbit Campaign will necessitate some scrutiny of cargo space. In general, use the following formula to determine how much cargo and equipment the Far Orbit can hold: 100 tons of cargo can be held for every 50 cubic meters of available cargo space. Note that consumables do not factor into the cargo space. [Page 22]

A WORLD TO CONQUER by Dustin Browder (Star Wars Adventure Journal)

  • When orbiting an enemy world there are two basic tactics: objective orbit and siege orbit.

    "In an objective orbit, you place the bulk of your fleet over a single objective, such as a capital or a starport. From here you can threaten key installations and be safe from raids by small groups of enemy ships. This orbit also allows you to control small but important areas. However, if a planet has several spaceports or several large cities, then a single objective orbit will not control enemy supply lines. Now, lieutenant, you could choose to bombard cities, spaceports and industrial facilities to reduce the number of objectives.

    "A more risky alternative is the siege orbit. In this case you attempt to place ships all around the planet to prevent enemy vessels from leaving or entering. In this way you can reduce the logistical assets of an enemy if they need to import weapons, food, spare parts or other goods. You can also bombard enemy troops wherever they happen to concentrate.

    "The weaknesses of a siege orbit were demonstrated at Hoth. Put up the holo view, please. As you can see here, Lord Vader's fleet was forced to quickly deploy to cover the entire surface of the planet. This was intended to prevent important Rebel leaders from escaping. This unusual situation required a siege orbit, as one ship can slip easily through an objective orbit.

    "The weakness of the siege orbit in this situation was enhanced by the Rebels' lack of surprise and their use of a surprising amount of heavy firepower. In an ordinary siege their new ion cannon would have been of little use - the affected vessels are quick to recover from the damage - but when the Rebels' purpose is escape, it is an effective weapon.

    COMMENTARY: [This helps explain a bit more about Hoth; even if we assume Death Squadron had more ships “off-screen” than what we see in Empire; that's still not enough to cover an entire world.]

  • “The fleet bombarded the capital [of Bryx] and all the ground-based guns they could locate. [Governor] Carigan had wisely hidden many guns and had avoided firing them through the course of the campaign - their locations remained secret until they began to fire on the Empire's dropships descending slowly through the atmosphere. Twenty-five thousand Imperial troops, including two regiments of stormtroopers, died in their dropships having never set foot on the surface. "Once the landing was complete, neither side had much organization - the stormtroopers had lost too many dropships to continue with their original orders and orbital bombardment forced Carigan's men to remain dispersed. The conflict that ensued took three days and casualties were high on both sides.”

    COMMENTARY: [This is from an early planetary uprising against the Empire that took the Planetary Government several years to plan. After the 72-hour war, Bryx's submersible warships continued to operate against the Empire for three years afterwards. This shows the rather high casualties which could occur in a planetary pacification campaign if the opponent has time to plan.]

  • “You should assign as many smaller ships as possible to take fire support orders directly from ground units. If the fire support requests have to go through army headquarters, through naval headquarters and back to a small ship in position, It would take at least 20 minutes, far longer than many firefights. Army units must be able to call directly to naval vessels for orbital assistance. This is where many smaller ships are far more useful than a single Star Destroyer. A Star Destroyer can't be everywhere at once, 10 Carrack-class cruisers can.”

    COMMENTARY: [This and the need for filling out siege orbits may be the primary reason we don't see large amounts of Star Cruisers (Executors and their ilk) in service; they're great for cracking open super-heavy planetary defenses or fleet actions, bnt those two jobs are only a fraction of the types of actual operations the Empire has to undertake in the Galactic Civil War.]

Planets of the Galaxy Volume 3, West End Games, 1993

COMMENTATOR'S NOTE: The book is summarized due to sparsity of information:

Elrood Sector (Outer Rim), has just five major worlds of note (including the Sector Capital); they are:

Elrood (Capital): 6 billion
Coyn: 800 million
Kidron: 20 million
Merisee: 310 million
Derilyn: 2 billion

To patrol Elrood Sector, the Empire maintains a force of two ISDs: Thunderflare and Stalker, one Bayonet-class Light Cruiser Rintonne’s Flame, several Skipray Blastboats, and twelve minor hyperdrive equipped patrol craft which can carry a pair of TIE Fighters.

Flashpoint! Brak Sector, West End Games, 1995

  • Dara looked around the room. "First, a few facts. Brak sector is located on the outer edge of the Expansion Region, about 20 light years away from the Corellian Run Trade Route on The Slice. We're a sidestep, astrographically speaking, from important Imperial military and trade lanes. The sector officially contains 67 inhabited and over 350 uninhabited star systems, but we figure small colonies and other unofficial operations bring the number of inhabited systems to around 90. [p.2]

  • [Imperial METOSP says for Brak Sector]
    Inhabited Systems: 67
    Uninhabited Systems: 355
    [page 9]

  • The Imperial Naval forces in Brak sector consist of a standard Sector Group of 2,400 ships, including 30 Star Destroyers and about 1,600 other combat starships. Most of these ships patrol various systems and trade routes within the sector. Due to the large number of abandoned mining worlds, a fourth of these ships are routinely used to make detailed sweeps of these uninhabited systems, following up reports from scout ships and probots. The Empire fully realizes how easily these worlds could (and have) become bases for pirates and Rebels. Because of the fleet staging areas in Brak sector, the actual number of Imperial forces can change rapidly. [Page 12]

  • Imperial Staging Areas: The Empire has established four fleet staging areas within Brak sector. Each area is located in a system containing at least one world with agricultural or food-stuff production and some manufacturing capacity.” [p.12]

Lords of the Expanse: Sector Guide, West End Games, 1997

  • Tapani sector is located in the Colonies on the Shapani Bypass, a trade route which is an offshoot of the Rimma Trade Route. The sector capital is Procopia, though the world of Tallaan is actually as important, because the main Imperial regional depot is located here. [p.5]

  • There are about 70 systems in the sector, roughly a fifth of which have inhabitable worlds which are heavily settled. Other systems also have settlements, but much smaller ones: research stations, military outposts, mining facilities, and so on. [p.5]

Rules of Engagement: Rebel SpecForces Sourcebook (p.6)

Historical Special Forces

There have been a number of special forces units throughout history—most notably, the Old Republic Rocket Jumpers, Freedom Warriors and Atrisian Assault Corps.

The Rocket Jumpers—officially designated "the Rocket-jumper Elite Advance Unit"—were short-range assault troops propelled by primitive rocket packs. They jumped into heavy fighting to break stalemates and sieges, seized and held ground until regular units could reinforce the area, and rapidly reinforced threatened positions. Only the most highly qualified and dedicated troopers were allowed to serve the Republic in this way.

The Freedom Warriors were highly trained troops supporting the Jedi Order in resource-heavy operations. Although the unit's ranks were only open to those who could not feel the Force as Jedi do, the Freedom Warriors were able to effectively battle Sith-tainted soldiers and Sith-spawned monstrosities.

The Atrisian Assault Corps was the hammer of the Emperors of the Kitel Phard dynasty—fast, hard-hitting. and able to roll over every enemy it encountered. The Corps included His Majesty’s Roto-gunners, the Imperial Atrisian Grenadiers, and the Queen’s Own Armored Cavalry Troop.

COMMENTARY: [That last bit about the "Atrisian Assault Corps" explains why some units in the Imperial OOB are designated as "Atrisian" -- they've become in-universe synonymous with heavy assault mechanized units; similar to how "Panzer" is known by the average normie on Earth post-WW2.]

Bantam/Del Rey Novels

Tales of the Bounty Hunters, Edited by Kevin J. Anderson, December 1996

  • In a sector of the galaxy Boba Fett had never heard of, a star went nova; it murdered a world and an entire sentient species. It aroused less comment than had the destruction of Alderaan, only a decade prior; the galaxy at large barely noticed the tragedy, and Fett never heard about it. In a galaxy with over four hundred billion stars, over twenty million intelligent species, such things are bound to happen. [p.301]

Heir to the Empire by Tim Zahn

  • Even after five years Pellaeon couldn’t help but wince at the memory of that image: the Executor, out of control, colliding with the unfinished Death Star and then disintegrating completely in the battle station’s massive explosion. The loss of the ship itself had been bad enough; but the fact that it was the Executor had made it far worse. That particular Super Star Destroyer had been Darth Vader’s personal ship, and despite the Dark Lord’s legendary—and often lethal—capriciousness, serving aboard it had long been perceived as the quick line to promotion.

    Which meant that when the Executor died, so also did a disproportionate fraction of the best young and midlevel officers and crewers.

Shadows of the Empire Sourcebook (p. 26)

In the Emperor's Service

Moff Jerjerrod knelt before the Emperor in his vast throne room. He bowed his head and hoped he would leave the Imperial Palace alive.

“Rise, my friend. I have a special challenge for you,” the Emperor said. “I want you to ease your campaign against the Rebels and leave your work in Logistics and Supply.”

Jerjerrod shifted uneasily. He didn’t dare voice his concern that he was needed in that ministry to make sure Imperial resources weren’t overextended.

“Do not concern yourself with the logistical status of the Empire,” Palpatine stated, as if he had read the Moff’s mind. “I have a much more important task for you, far better suited to your talents.” The Emperor told Jerjerrod what he was to do.

• • •

After Jerjerrod had left the Emperor’s throne room, passing through the antechamber with the Royal Guards, he had to get through the Supplicants Waiting Hall. There they were, all lined up — every one of them waiting to see the Emperor. Advisor Golthan stood at the head of the line, with Alec Pradeux and Kren Blista-Vanee behind him. Various Grand Moffs, admirals and other dignitaries waited behind them.

“What did the Emperor want with you?” Pradeux asked.

“Certainly not much,” Golthan sneered. “You’re just a Moff, Jerjerrod — you couldn’t possibly have been given any duty of significance.”

Jerjerrod grimaced. “I’ve been named Director of Imperial Energy Systems, a new subdepartment of the Ministry of Energy. Not terribly exciting, I’ll admit, but I’m still proud to be carrying out the Emperor’s will.”

Pradeux looked nonplussed. “Why haven’t I been told of this new subdepartment?”

“It looks as if you are about to be briefed,” Blista-Vanee said, nodding toward the Royal Guards who were summoning Pradeux into the antechamber. “I’m sure there is a reasonable explanation for this appointment.” He looked down on Moff Jerjerrod. “You are a competent overseer, but certainly not the sort to whom the Emperor entrusts vital tasks.”

The Moff nodded humbly. “The Emperor has entrusted me with developing a line of large-scale portable power plants for use in disaster relief efforts.”

“How quaint,” Golthan sneered again. “It almost seems like a demotion for you, Jerjerrod. Were you not formerly an administrator in charge of Logistics and Supply?”

Yes, Jerjerrod thought. And now I'm in charge of the project which will finally bring about the destruction of the Rebel Alliance.

COMMENTARY: [Could this be where the “Death Star disguised as Imperial Energy Project” meme that was used in ANDOR came from originally?]

Truce at Bakura Novel

NOTE + COMMENTARY: In the Truce at Bakura novel, Mon Mothma herself has to specifically ask a droid where Bakura is; which is a nice inversion of the “leader knows everything” trope; and a precursor of the “Who?” meme from the first Guardians of the Galaxy movie. The droid's reply after bringing up the galaxy map is:

“According to this file, its economy is based on the export of repulsorlift components and an exotic fruit candy and liqueur. Settled by a speculative mining corporation during the final years of the Clone Wars, and taken over by the Empire approximately three years ago, to absorb and control its repulsorlift production capacity.”

Truce at Bakura Sourcebook

NOTE: The author of the novel also helped co-author the sourcebook, so the information here is very high reliability.

  • On virtually every planet under Imperial control, there is an Imperial garrison base; while these bases have a variety of functions, they function best as a reminder to Imperial citizens of the Empire’s all-encompassing military might.

    Tpically, Imperial garrisons are deployed to end local instability, enforce martial law, or protect vital military assets (which can be anything from ore mines to spaceports). The use of these bases is part of Imperial military doctrine, and virtually every citizen of the Empire recognizes these imposing, fortress-like structures.

    The standard Imperial garrison base is a prefabricated installation that is simply dropped planetside. The layout and construction of such bases is standardized. There is even a saying among Rebel commandoes: “If you’ve seen one garrison, you’ve seen ‘em all.” (p. 57)

  • Originally chartered by the Bakur Corporation as a self-sufficient mining community a century and a half ago, the planet was opened to outside settlement during the final years of the Clone Wars. The Bakura system was annexed by the Empire three years ago. [p.61]

  • Salis D’aar is the capital city of Bakura and has a population of nearly seven million. […] [Planetary] Population: 68 million [p.62]

    COMMENTARY: [About 4.5~ million of the planetary population is a local indigenous sentient race which was found by the early colonizers; so this provides a baseline for a marginally average world after 150~ years of settlement – a population of only 63~ million

  • Bakura’s prime industry is the manufacture of repulsorlift coils for use in vehicles. A secondary industry is manufacturing tools and furniture using these coils; virtually everything on Bakura is equipped with a repulsorlift generator.

  • A secondary but nonetheless important industry is refining raw metals and minerals mined from the planet’s two moons. (Much of the mines’ output was diverted to the Death Star project at Endor, thus allowing Nereus to know about the top secret battle station.)

    Until Imperial annexation, Bakura’s important trading partners were limited to a handful of nearby settled worlds; export of goods to the rest of the galaxy was minimal. Annexation by the Empire allowed Bakura to send more of its goods into the Outer Rim Territories and other regions, greatly improving Bakura’s already favorable economy. [p.66]

  • Bakura was originally settled 153 years ago by the Bakur Corporation, an exploratory mining consortium that wanted to develop the planet’s crystal and metal deposits. The first Bakuran colonists faced several hardships during the early years of the planet’s colonization; loneliness, isolation, and insufficient food supplies all took their toll on the new settlers. However, one major disaster in the colony’s early days drastically affected Bakura’s development and society.

    The Bakuran Droid Uprising


    The first Bakurans came equipped with food, seed, tools, and some advanced building materials, although they hoped to use the planet’s abundant natural resources to survive. As is still common in colonization efforts, the first Bakurans relied on droids, particularly labor drones, to assist in the construction of homes and buildings.

    Unfortunately, the droid complement of the Bakur Corporation colony ship had been sabotaged by a rival company. The H’Lokk Consortium hoped that the Bakur Corporation’s colonists would experience enough hardship to force their withdrawal from the planet, allowing a nearby H’Lokk colony to annex Bakura. H’Lokk’s saboteurs introduced a minor virus into the settlers’ labor droids: the program would prompt the droids to sabotage as many colony operations as possible.

    However, an error in the virus program code removed many of the droids’ failsafes, wiping out non-aggression mandates. During the early weeks of colonization, the droids successfully planned and executed a revolt, killing nearly 40% of the original colonists before being put down.

    Since the “Droid Uprising” over a century ago, Bakurans have distrusted automatons, and have subsequently banned their use in public. High tariffs and general disapproval of droids has led to a near-total absence of droids on the planet.

    After the Uprising

    Despite the Uprising, the colonists continued on. Deredith Arden — the original colony ship’s captain and founder of Salis D’aar — served as the first head of the Bakur Corporation government. Prime Minister Arden served for eight years and under his leadership the Bakura colony managed to overcome its labor shortage and get the mining operation on line, as well as build processing and manufacturing facilities.

    After a few boom years, the metal veins began to play out. For decades, the colony’s mining efforts were marginally profitable, while the self-governing Corporation split into bitterly opposing factions.

    Some Corporation officers wished to develop new resources, others wanted to prospect other sites in the system, still others wanted to bring in settlers at exorbitant fees or establish a set of luxury resorts. (Ultimately, the planet was opened to outside settlement roughly four decades prior to the Bakura Incident; new arrivals nearly tripled the planet’s population within a decade.) Despite a rapidly growing population, a respectable economy, and a very pleasant climate, political infighting kept the Bakuran Senate from governing effectively.

    The Empire Arrives

    Bakura languished in governmental gridlock for decades. Legitimate social and economic concerns were ignored while politicians squabbled over scraps of power.

    However, it all came to an end when the Empire annexed Bakura a few months after the dissolution of the Imperial Senate. A fleet headed by two Imperial Star Destroyers arrived almost without notice and the planet was quickly subjugated. The government was kept intact, but Prime Minister Captison and the Senate now answered directly to the new Imperial Governor, Wilek Nereus. Quietly and with little resistance, the Bakurans surrendered their freedoms. Purges and two brief, minor rebellions — which brought on more purges — followed, but the Empire was firmly entrenched as the true authority on Bakura. [pages 67-68]

  • The Bakura defense force’s flagship was the aging Carrack-class cruiser Dominant. The other Bakura fleet vessels included six Corellian gunships, five system patrol vessels, three outdated Marauder-class corvettes, the orbiting Bakura Imperial Repair Station and one wing of TIE fighters (72 TIE fighters). [pages 116-117]

    COMMENTARY [Typical defense forces for a third or fifth rate star system.]

  • Bakura’s primary industry of repulsorlift manufacturing is centered in a single repulsorlift coil plant located just north of Salis D’aar. The plant produces nearly 50 million repulsorlift vehicle drives per standard year. While two-thirds of the repulsorlift drives are exported to Imperial-allied vehicle manufacturers, including Aratech, Merkuun and Ikas-Adno, the remaining 15 million drives are used in locally-manufactured vehicles built under the brand name Bakur RepulsorCorp. These vehicles are of good quality and tend to be quite inexpensive for the Bakuran people.

    The plant also produces nearly 10 million smaller repulsorlift units, which are incorporated into locally manufactured tools and furniture. As a result, virtually every tool and good on the planet — from chairs and beds, to security scanners, door guides, and hand tools — is equipped with a small repulsor unit. [page 128]

    COMMENTARY: [Size of a local economy on a fifth rate world.]

  • Imperial Message Drone

    While the HoloNet has long been a standard means of communication in the galaxy, hyperdrive-equipped courier drones have their place in the star-spanning civilization of the Empire. Planetary governments and private corporations can use these automated drone ships to guarantee the secure delivery of sensitive messages. While message drones have fallen out of favor in recent years — primarily due to their rather high cost — many Imperial governors retain a few of these units for emergencies.

    Governor Wilek Nereus used one such droid — an Industrial Automaton Elegance message drone — to deliver his distress call to Endor after Bakura came under Ssi-ruuvi attack. An Elegance message drone is little more than a very fast lightspeed engine controlled by a nav computer with rudimentary droid programming. A small cargo compartment can carry a small package or datatapes. The launch crew of the drone simply enters the proper astrogation coordinates and fires the device like a torpedo. (In general, these devices are launched from starships, although ground-based launchers can be used.)

    Upon arriving at the proper coordinates and emerging from hyperspace, the drone either homes in on the target world or activates a short-range beacon to attract nearby vessels.

    When sensor contact is made with other ships, the Elegance unit demands a recognition code. Due to the possibly military nature of messages, the drones may be equipped with a self-destruct mechanism. If the proper code is not transmitted or the on-board sensor systems detect an unauthorized attempt at tampering with the message core, the drone can activate its self-destruct mechanism, which overloads the fusion reactor and detonates the hyperdrive engines, destroying virtually everything within a 600 meter radius.

    This type of droid is now considered more of a novelty than a practical tool since HoloNet communication is cheaper (although it’s restricted to government and military communications). Many governments in backwater regions of the Empire retain drones in the event of an emergency which disables the in-system HoloNet transceiver.

    Imperial Message Droid
    Craft: Industrial Automaton “Elegance" Message Droid
    Type: Message drone
    Scale: Starfighter
    Length: 9 meters
    Crew: None (fully automated droid brain with astrogation 5D)
    Cargo Capacity: 15 kilograms
    Consumables: 3 weeks
    Cost: 250,000 (new; no longer manufactured or readily available), 50,000 (to replenish fuel)
    Hyperdrive Multiplier: x1/3 (Limited to 1 jump before replenishing fuel; maximum of 5 jumps before hyperdrive is destroyed by wear)
    Nav Computer: Limited to 1 jump
    Space: 5
    Hull: 1D
    Sensors:
       Passive: 100/2D
       Scan: 200/3D
       Search: 300/4D
       Focus: 10/5D

    Equipped with:

        • Self-destruct mechanism (600 meter blast radius (space range of less than 1), 9D damage)

        • Anti-tampering safeguards. If proper Imperial recognition codes are not received by the droid within 4-10 minutes of sensor contact — this can be modified by the sender to suit individual needs—the self-destruct mechanism is activated. Completion of the self-destruct cycle takes 1 minute.

    COMMENTARY: [In a Star Wars vs Star Trek encounter (or really any other kind of Star Wars versus encounter), an Imperial Message Droid is likely to be sent by the nearest authority to Imperial Center once a genuine outside context problem is encountered. This snippet gives us an idea of what their stats are.]

  • 37:4:21 /IHV/G492/COR. 1.IPL/GEN
    Mysterious Illness Destroys Colony
    Imperial City, Coruscant

    The Imperial Colonization Board regrets to announce that the Kammia colony, Drynn system, has succumbed to a mysterious virus. At this time, there are no reports of survivors.

    The Kammia colony was dedicated to agricultural foodstuffs due to the planet’s excellent soil. It is believed that the introduction of non-indigenous plants is responsible for the evolution of the so-called “mystery virus” which wiped out the colony. Components in the soil interacted with the Chandrilan grain introduced by the colonists, producing an virile, contagious and fatal disease which quickly swept the colony.

    The ICB extends its condolences to the families of the Kammia colonists. His Majesty, Emperor Palpatine, has promised that the Imperial Survey Corps’ soil-screening protocols will be refined. Hopefully, such a tragedy will never occur again.
    — Imperial HoloVision

    COMMENTARY: [A typical “disaster” coverup....]

Vision of the Future by Timothy Zahn

Chapter 1:

“It most certainly is not, sir,” Ardiff said stiffly. “We still hold eight sectors—over a thousand inhabited systems. We have the Fleet, nearly two hundred Star Destroyers strong. We’re still very much a force to be reckoned with.

Pellaeon was sure Ardiff knew it as well as he did. A thousand systems left, out of an Empire that had once spanned a million. Two hundred Star Destroyers remaining from a Fleet that had once included over twenty-five thousand of them.

COMMENTARY: [This gives us a rough count of 100-150~ inhabited systems of note per sector at this stage in the development of the Star Wars Galaxy.]

Chapter 5

“Sending away four of the [Braxtant] sector fleet’s thirteen Star Destroyers is not something to be done lightly.”

COMMENTARY: [At this point, some Imperial Sector Fleets are about 50% under-strength regarding heavy capital units, despite on paper, there being enough ISD's (200~) to outfit every Sector with a near full complement of ISDs]

Chapter 26:

CONTEXT FOR FOLLOWING EXCERPT: [Luke and Mara have found a holographic map showing the Unknown Regions with an enormous amount of detail filled in. Previously, they found a similar holographic map in the Emperor's old quarters, but that holomap didn't show any detail for the Unknown Regions:]

Luke’s mouth felt dry. “Are you saying that Thrawn and Palpatine had the whole thing planned out from the beginning?”

“Of course they did.” Mara gestured at the holo. “Just look at all the territory he opened up. He couldn’t possibly have done that by himself, with just a single Star Destroyer. Palpatine must have been feeding him men and ships all along the way.”

“But that can’t all be Imperial territory,” Luke said. “I mean … it can’t.”

“Why not?” Mara countered. “Oh, I agree there probably aren’t more than a few actual colonies out there. But you can bet there are Imperial garrisons scattered all over the place, plus intel centers and listening posts and probably a few full-blown shipyards. And if I know Thrawn, probably a whole network of alliances with the natives, too.”

“But if that’s Imperial territory, why hasn’t the Empire made any use of it?” Luke argued. “I’ve seen the data, Mara—they’re down to practically nothing over there.”

“It’s obvious, isn’t it?” she said quietly. “They’re not using it because they don’t know it’s there.”

For a long minute neither of them spoke. Luke gazed at the holo, listening to the distant hum of the spiral slideway, the terrible implications of those gently glowing lights tumbling over each other in his mind. There had to be the equivalent of two hundred fifty sectors there—nearly thirty times the Empire’s current size.

With thirty times the Empire’s number of warships, garrisons, and shipyards? Very possibly.

POST-WEG, PRE-DISNEY CANON MATERIALS

Attack of the Clones: Incredible Cross Sections, Curtis Saxton, 2002

  • Even in this sturdy vessel, however, a thorough home constituency tour could last a lifetime in Padme's lightly populated Chommell Sector, which comprises 36 full-member worlds, more than 40,000 settled dependencies, and 300,000,000 barren stars. With more than 1,000 sectors, the galaxy's deceptively fragile harmony depends on efficient divisions of authority within the multi-tiered government, and upon the wisdom of its roving officials and legislators. [p.5]

Star Wars: The Essential Atlas, Daniel Wallace & Jason Fry, 2009

  • This bright sphere in the center? That's the Deep Core. It's about seven thousand light-years across and contains about thirty billion stars. I've been there; if you're lucky, you never will be. [p.ix]

  • Now I said there are four hundred billion stars in the galaxy, but there aren't four hundred billion systems. How many of you are from a system with two suns -- or three, or more? About what I figured. The number of star systems is about 180 billion. [p.ix]

  • Do the math and you wind up with about 7.1 billion habitable stars in the known galaxy—that's about 3.2 billion habitable star systems. We haven't gotten everywhere yet—it's estimated that nearly a billion of those systems actually have someone living in them. But most of those places are pretty lonely—if I'm remembering my census data correctly, about 69 million of those systems meet the population requirements for Imperial representation, and just 1.75 million planets are full member worlds. [p.x]

  • What's that? Oh, you want an answer to the life question. Well, nobody knows for sure -- remember only about a quarter of the galaxy has been properly surveyed. But there are more than five million intelligent species known to the Empire. Do the math, and you'll realize there have to be a fair number of species we've yet to meet.[p.x]

  • The young Republic would be divided into sectors containing no more than fifty inhabited systems—a low ceiling set because the Senate feared that giant sectors would form the seeds of breakaway empires. Under this new arrangement, planetary Senators would be represented by a single sectorial Senator. [p.3]

  • The Ruusan Reformations of 1000 BBY saw Chancellor Tarsus Valorum—seeking a new answer—preside over a remarkable dismantling of central authority. Valorum did away with the Republic's standing armed forces and reorganized its millions of sectors into 1,024 regional sectors, each with its own Senator—though once again a series of exemptions favored the ancient founding worlds and the powerful Core and Colonies. [p.3]

  • The known galaxy includes nearly a billion inhabited star systems, from uncharted settlements set up by smugglers to megalopolis worlds where scarcely a meter of untouched ground remains. Nearly seventy million of those star systems were sufficiently populated for representation of some sort in the Galactic Empire, a vast bureaucracy responsible for the affairs of more than one hundred quadrillion beings—and the apogee of centralized power. [p.8]

  • The [Rususan] Reformations included a moratorium on the creation of new sectors, but those searching for a better life kept pushing beyond the Republic borders, reclaiming former republic systems and settling new worlds. Some of these systems were annexed by existing sectors, which caused outlying ones to swell to gargantuan proportions. Some systems became territories governed by the Republic bureaucracy and denied direct Senate representation on the grounds that Senators were obligated to represent not only their direct constituents but all Republic citizens. And some systems were grouped together in a variety of special zones and districts, becoming de facto possessions of "functional constituencies" that were represented in the Senate or megacorps that weren't. [p.9]

  • After becoming Emperor, Palpatine repealed the moratorium on new regional sectors, creating many new ones by dividing up existing ones and grouping together freestanding subsectors. Under the Empire, unincorporated territories that petitioned for admission became new freestanding subsectors, and were added to existing or newly created regional sectors as events warranted. [p.9]