50

Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

  • Upload
    ulfmaerr

  • View
    1.124

  • Download
    40

Embed Size (px)

Citation preview

Page 1: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide
Page 2: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide
Page 3: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Introduction

When the Star Wars Roleplaying Game cameout in 1987, the focus of adventuring was onRebel characters and their allies. Galaxy Guide6: Tramp Freighters, released in 1990, openedup a whole new world of adventure in the fringeworld of smugglers and freighter crews. And inearly 1997, Pirates and Privateers shifted theparadigm again, allowing players to play free-booters and privateers in the Star Wars galaxy.

Well, we're doing it once more. The Lords ofthe Expanse campaign setting introduces theglittering but often deadly world of the nobilityin Tapani sector. Players can run nobles wholook out for the interests of their houses, orwho are affiliated with the Empire or the RebelAlliance. They can play spies, young saberrakes, or house troubleshooters.

Lords of the Expanse offers other campaignopportunities as well. The players can runbacta smugglers or bacta pirates who hang outin fringe ports. They can run fringers and cor-porate spies who mingle with members of thepowerful Mining Guild or jump its claims.

Of course, you can always ignore the back-ground and mine the box set for new ships,planets, and fodder for your own Star Warsadventures and campaign setting. It's up toyou.

The ContentsThe Sector Guide (this book) provides gen-

eral information about Tapani sector suitablefor gamemasters and players alike. Only thefirst chapter is specifically addressed to play-ers, but they can read anything in this bookwithout having any secrets or surprises spoiled.The secret stuff is in the other two books (thisarrangement allows you to lend the Sector Guideout to your players if you like).

The first chapter is a player quickstart guideto the sector. You can photocopy this andhand it out before play starts, or before youbring the characters to the sector. Thequickstart guide is very basic, though, andyou'll have to fill in gaps verbally, or by show-ing players sections from the GamemasterGuide - especially if they will be playing char-acters intimately familiar with Tapani sector,like nobles. Alternatively, you can refer yourplayers to the Player's Guide to Tapani (seebelow).

Most of the information mentioned in thequickstart guide is more fully developed else-where in the box set - with the exception of theessays on the calendar and sector holidays.There didn't seem to be much of a reason toflesh these concepts out further, so we didn't.

The rest of the first section of the SectorGuide introduces new aliens present in thesector and a guide to the new character tern-plates provided in the box set. The secondsection is a gazetteer which presents some ofTapani sector's major worlds. The final sectionintroduces new assets available in Tapani sec-tor; ships, vehicles, droids, equipment, and soon.

The Gamemaster Guide contains more spe-cific details on the powers and situations inTapani sector, much of which is gamemaster's-eyes-only material. Here you'll f ind discussionson the political and cultural environments inthe sector, and also the sector's dirty littlesecrets - plots of the noble houses, the Impe-rial rivalries that play out behind the scenes,the shadow societies that try to control events,and the like.

The Campaign Guide provides you withenough game material to jump-start a Tapani

Sector Guide

Page 4: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

Page 5: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

sector campaign. It kicks off with a generaldiscussion of the various sorts of campaignspossible in Tapani sector, and contains numer-ous tips on fleshing these ideas out into a full-fledged campaign. A number of developed ad-venture sites are presented next, along with arogue's gallery of gamemaster characters, afull-length introductory adventure, and an out-lined mini-campaign.

A Player's Guide to TapaniPlayers bringing pre-existing characters into

a Tapani campaign can probably get by onreading the quickstart guide and picking up therest on the fly. However, players desiring tostart a character off in Tapani will need a lotmore background information and options thanthe quickstart guide provides.

The Player's Guide to Tapani is a relativelyshort Lords of the Expanse supplement de-signed to get a player fully up to speed on theins and outs of Tapani culture with a minimumof fuss. The book contains a lot of the back-ground information provided in this box set(plus a bit more), with all the gamemaster-specific sections excised. It also features anoverview of the major worlds of the sector, aHeroes and Rogues-style character generationsystem, and over 25 character templates.

If you plan to spend a lot time in the sector,

the Player's Guide is probably a good invest-ment. It will save you a lot of time in terms ofgetting your players ready to play.

You can pick up the Player's Guide to Tapaniwhere you got this box set, or order it directfrom West End Games.

Where to Go From HereIf you plan to play characters adventuring in

Tapani sector, feel free to read through thequickstart guide, look over the character tem-plates and read as much of the rest of this bookas your gamemaster will allow. Don't read ei-ther of the other two books - doing so will spoilmany of the secrets and surprises that lie instore. You'll have a lot more fun if you wait foryour gamemaster to breathe life into the sectorthrough his adventures. If there is anything inthe other two books he wants you to have (likedetails on the noble houses), he'll providethem.

Gamemasters, on the other hand, shouldread all three books thoroughly before attempt-ing to run adventures in this sector. Tapanisector is a complex environment in terms ofalliances and plots, and you should have agood handle on how things work before start-ing a campaign.

Welcome to Tapani sector!

Page 6: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

Permission is hereby granted to photocopy this page for personal use.

Chapter One

Player QuickstartGuide

There are many layers to Tapani sector, anda lot of background information it would begreat to have a handle on before starting play.It isn't required. This chapter doesn't give youeverything you need to know about Tapanisector, but it will definitely give you enough togo on for your first few adventures, assumingyou aren't going to play a real insider, like anoble. In any case, your gamemaster will f i l lyou in on other aspects of the sector he wantsyou to know about.

For a more comprehensive guide to playinga character in Tapani sector (including moredetails on noble hierarchies, codes of conduct,titles, and so on), you might want to pick up thePlayer's Guide to Tapani, a short book whichincludes essays on Tapani's influential peopleand institutions, over 25 new templates, andeverything you need to generate a completebackground for a character native to the sec-tor.

Welcome to TapaniSector

Tapani sector is located in the Colonies onthe Shapani Bypass, a trade route which is anoffshoot of the Rimma Trade Route. The sectorcapital is Procopia, though the world of Tallaanis actually as important, because the mainImperial regional depot is located here.

Though Tapani isn't in the Core, it might aswell be; it is a vastly wealthy sector with politi-cal thumbs in almost every Imperial pie. Itsnoble families, most ardent supporters of theEmperor, have sent their sons and daughtersinto the most elite Imperial institutions - pri-vate schools, the Academy, the Navy, and the

halls of power on Coruscant. And the resultsare starting to pay off - house members nowcaptain Star Destroyers, command worlds asmoffs and governors, and sit in council with theEmperor himself.

Having invested so much in the Empire,Tapani sector is able to maintain a certain levelof independence; while surrounding sectorsare ruled directly by Imperial-appointed ad-ministrators, Tapani sector is permitted tochoose its own leaders. This is a delicate situ-ation that might change at any moment.

The sector economy is booming, which helpsthe Tapani lords afford their fine estates andhuge luxury star cruisers. Tapani has a largepopulation of highly educated workers, and itsresearch facilities rank among the most pro-ductive in the Empire (especially those at MrlsstAcademy).

There are about 70 systems in the sector,roughly a f i f th of which have inhabitable worldswhich are heavily settled. Other systems alsohave settlements, but much smaller ones: re-search stations, military outposts, mining fa-cilities, and so on.

Tapani has a large number of temperateworlds within it, and an abundance of rawmaterials ripe for mining, including some whichare relatively rare in the rest of the galaxy(Tapani mining companies have been shippingtrillions of tons of valuable ore to the Coreannually for several thousand years). Tapanisector is one of the closest major sources ofrawmats to the Core. This gives it an edge whencompeting with sectors further out which mustraise their prices to cover higher transporta-tion costs.

Geographically, Tapani sector lies a bit offthe Rimma Trade Route. The Rimma run, as it

Page 7: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

is known in trader slang, ranges from the Coreall the way out to the remote Kathol sector. Itused to be quite a way off the beaten path, butcenturies ago some Republic scouts blazed abig short-cut right through the sector that cutdays off the Rimma run. The new bypassbrought Tapani sector into a major trade route,and that livened the place up a bit. Onstarcharts, the shortcut is called the ShapaniBypass, but most folks call it the Bacta Run orthe Bacta Bypass instead, since it was estab-lished to get bacta into the Core faster; Thyferra,the major production center for the Empire'sbacta, is just a few days travel away (thoughnot in Tapani sector itself).

There are two distinct parts to Tapani sec-tor: the Expanse and the Freeworlds Region.The Expanse is an ore-rich area of space underthe control of noble houses - the remnants ofthe small stellar empire which once ruled thesector centuries ago. It is made up of sevenprovinces which make up specific house hold-ings. The sector capital, Procopia, is an inde-pendent world which, by tradition, is governedby the ruling coalition.

Slowly encroaching on the Expanse is theFreeworlds Region, a series of systems on the

border of the sector. The Freeworlds Region,which was once the backward fringe of thesector, has become powerful thanks to its po-sition on two major trade routes, the ShapaniBypass and the Giju Run (an ancient Herglictrade route). Because most Expanse ore mustpass through the Freeworlds, there is a lot ofbickering about the high tariffs the Freeworldsplace on Expanse shipping.

Despite its distance from the Core region, bytradition the Tapani sector is considered a partof the Core community. The Tapani nobles areconstantly going to and from Coruscant, partlyto attend to business there, but mostly so theEmperor can keep an eye on them, and they onhim.

Traveling inTapani Sector

Tapani sector is a fairly young segment ofspace, filled with nebulae, gas clouds, and coa-lescing systems. The many fiery red and iceblue tendrils of intergalactic vapor and gasclouds are beautiful and majestic, but they alsomake the sector a difficult one to navigatethrough.

Sector Guide

Permission is hereby granted to photocopy this page tor personal use.

Page 8: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Permission is hereby granted to photocopy this page for personal use.

Sector Guide

In many other sectors a dense network ofhyperlanes links every world with just aboutevery other world. Tapani sector has only a fewdrift ing space lanes linking its various parts.This is because most of the hyperlanes areunstable, and establishing multiple routes isnot feasible.

Millennia ago, traveling through hyperspacewas extremely perilous everywhere, becauseinterstellar space is clogged with dangerousdebris. Such hazards and obstructions couldbe discovered only though trial and error, andmistakes were usually fatal. Over time, certainroutes between planets were found to be fairlysafe, and the Republic Spacelane Bureau estab-lished a network of hyperspace buoys linkingthem together . Eventua l ly , power fu lnavicomputers were developed to store andprocess all the possible hyperspace jumpsdeemed safe, and spaceship captains gainedthe freedom to travel the stars without slav-ishly following the buoys.

However, some areas of space are so chokedwith galactic debris and celestial objects thatsafe hyperspace travel is all but impossiblewithout hyperspace buoys, even in the modernImperial era. Tapani sector is so cluttered withdebris that just about every system must be

monitored by a hyperspace buoy. The onlytruly stable route through the sector is theShapani Bypass. Travelers can safely shunt upand down the Bypass without dropping out ofhyperspace year in and year out.

The other lanes of the sector are less stable,and are maintained by hyperspace buoys guard-ing each system. Interstellar drift causes dan-gerous obstructions to enter hyperspace routeson a regular basis, and the buoys monitor thesituation and recalibrate routes on the fly.Ships passing through a cluttered area mustdrop out of hyperspace at a buoy juncture andload the new data before continuing. Suchinterruptions to one's trip are annoying, and insome pirate-infested regions, highly danger-ous. (But not as dangerous as blowing by thebuoy and entering an unclear hyperlane.)

The Shapani Bypass and Giju Run are theonly known exits to the sector. There may wellbe a few secret routes leading out of the sector,but if there are, those in the know aren't telling.Certainly, such a route would be worth trillionsof credits to some governments.

Rules for traveling through hyperspace inTapani sector are on page 9 of the CampaignGuide.

Page 9: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

The Houses of TapaniThe Expanse is ruled by noble houses, each

of which has its own network of families. Withina given house, there are varying ranks of nobil-ity: (in descending order) the lords, barons,and knights. Lords run the sector, by and large,while barons run local house assets. The knightsmay also have important positions, but mostserve in the military or work in the housegovernment. There are different forms of ad-dress for each rank, but a simple "my lord" or"my lady" will suffice in most situations.

There are three great houses—Mecetti,Melantha, and Calipsa—and four lesserhouses—Cadriaan, Reena, Barnaba, andPelagia. Each house has its own planets, lands,armies and navies, and companies. All give lipservice to the Empire, but the truth is thatRebel and Imperial interests often take a backseat to local struggles.

Power is figured on two levels - votes andwealth. Each house gets one vote in the GreatCouncil (the Expanse's governing body) foreach major world it controls. Since no onehouse has enough votes to overrule the oth-ers, it must build coalitions in order to have itsway (it also helps to divide your opposition toprevent them from putting together their owncoalitions). Currently, Mecetti dominates thecurrent ruling coalition, made up of itself,Calipsa and Reena.

Wealth is the other measure of power. Itcannot buy votes on the Great Council, but itcan buy spies, navies, and access to key Impe-rial bureaucrats on Coruscant. Sometimes, it ismore important to have blackmail material ona key voter than his allegiance. So, in a way,perhaps money can buy votes.

Mecetti. House Mecetti isan extremely ruthlesshouse, willing to dealwith anyone who cangive it an advantageoveritsrivals.lt hasno true allies, pre- •ferring to use firstthis group and thenthe other to fur-ther its own ends.Currently, it is allied with Calipsa and Reena,because they give Mecetti enough votes in theGreat Council to rule the sector. Mecetti has along-standing feud with House Pelagia, andviews Melantha as its primary rival in the sec-tor for Imperial favor.

Melantha. Of the houses,Melantha has the closest tieswith the Empire, a relation-ship it is enjoying, since it hasnot run the sector in centu-ries. Many house members

serve the Emperor onCoruscant, including severalDark Adepts. The Empireand Barnaba are its twoclosest allies, and Mecetti

is its obvious rival. Melanthamakes no secret that it is trying

to topple Mecetti's coalition.Calipsa. Calipsa controls more systems

than any other house, most ofthem sterile but ore-rich. Itwas once a relatively weakhouse, but recently an-nexed some of Pelagia'sworlds for itself, and is grow-ing in influence. Even so,Calipsa prefers to focus onmin ing to bu i ld ingpowerbases, and tries notto get drawn into house poli-tics unless its ability totransport its ore to theShapani Bypass is threatenedby Cadriaan or the Freeworlds.It is allied with its powerful neigh-bor Mecetti, and has problems withPelagia and Cadriaan due to its big land grab.

Barnaba. A naturally wealthy house, Barnabaeschews house politics as much as it can,preferring to spend its energies being the mostsocially s ign i f ican thouse in the sector. Ithas succeeded; theballs and parties ofHouse Barnaba aregreat events on theTapani social calendar.Style is very importantto Barnaba nobles; if onemust plot and spy, onemust look good doing it.Barnaba is a lukewarm allyof Melantha, and a lukewarmrival of Mecetti. It is probablythe most neutral house in the sec-tor.

Cadriaan. House Cadriaan is an extremelyactive merchant house, and thanks to its stra-tegic location as the only house on the ShapaniBypass, it is one of the wealthiest. To infuse

Sector Guide

Page 10: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

itself with still more credits,Cadriaan has taken the unprec-edented step of granting titles towealthy Freeworlder merchantsin exchange for investmentcapital. Cadriaan has close tieswith the Freeworlds, and as aformer colony of Pelagia, sup-ports the fallen house. HouseMecetti is a principal rival.

Pelagia. Pelagia was once oneof Tapani's great houses, and itsbloodline was strong in theForce. It lost a lot of its power

when its Jediwere slain bythe Empire, andMecetti took the opportu-nity to cuts its legs out from

under it. Pelagia survivesstill, but had to giveCalipsa some of itsworlds to get the fundsto rebuild. Of theTapani houses, it isclosest in sympathiesto the Rebel Alliance.

Since everyone knowsthis, Pelagia is careful to

lie low and avoid all appearances of impropri-ety to avoid another Imperial-sanctioned at-tack. Pelagia is allied with Cadriaan, and countsMecetti as a mortal enemy.

Reena. Reena has alwaysbeen a lesser house, andprobably always will be.It has built up an educa-tion system second tonone in the Expanse,and many houses sendtheir chi ldren thererather than send them tothe very best educationinstitution in the re-gion, the Mrlsst Acad-emy, which lies in theFreeworlds Region.

Getting RollingThere is plenty to do in Tapani sector once

you get acclimated. Tangle with the powerfulMining Guild, smuggle bootleg bacta down theShapani Bypass, sniff out hidden fringe portsand cut yourself a piece of the action, establishand run your own Rebel cell, or steal data fromthe ivory halls of Mrlsst. Immerse yourself inthe mighty feuds of royal houses - and un-

cover their secrets. Try to foil Imperial plots toundermine the sector, or help them along andreap the rewards loyalty to the Emperor brings.Tapani sector is a place of secrets, and every-one has at least one. But you have to live thereto learn them.

To generate a Tapani character, jump aheadto Chapter Two for new aliens to play andcheck out the all-new character templates in-cluded in the box set. Your gamemaster mayhave additional insider information for youthat only certain few know.

Character TemplatesThe Lords of the Expanse campaign setting

opens up new avenues of roleplaying in the StarWars galaxy. To accommodate new charactertypes like nobles, house guards, and MiningGuild operatives, we provide a new slew ofcharacter templates you can use in your adven-tures.

A big difference between these templatesand many of the templates we've published inthe past is that these people are grounded in aspecific location. While a Smuggler, Kid, orMerc might have come from anywhere, most ofthese template characters are native to Tapanisector or have established lives here. Theyhave roots, and many of them have family. Thatmeans they have more to lose if someone comesdown on them or their family. It also makesplaying them a bit more interesting.

You can conceivably run a campaign withjust these templates (especially if it is a noble-based campaign), but you might want to lookto other sources for character templates toround out a group of adventurers. There are atleast five noble-oriented templates already inprint, for example.

There are twenty templates in the Star Warsrulebook alone, 16 in the Gamemaster Screen,and another 60 or so in Heroes and Rogues.Thirty more templates customized for Tapanisector are included in the Tapani Player's Guide,most of which do not appear in this box set.

You can find additional templates in otherStar Wars products. Galaxy Guides 6, 8 and 10contain smuggler, bounty hunter, and scouttemplates, respectively. For pirate templates,see Pirates and Privateers.

The templates included in this set are pre-sented "straight." That is, the House Trouble-shooter is dedicated to protecting his house,the Mrlssti Tutor is loyal to his homeworld, andso on. If you like, you can tweak these tem-plates to match the sort of campaign you are in.For example, if everyone is going to be a Rebel,you could easily modify the background and

Sector Guide

Permission is hereby granted to photocopy this page for personal use.

Page 11: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

Permission is hereby granted ID photocopy this page for personal use.

personality of, say, the House Knight or MiningGuild Recruiter template to give it a Rebelaffiliation. Likewise, you could give your char-acters an Imperial affiliation.

Some Inside TipsPeople are always talking about current af-

fairs, and there are other rumors people justkind of pick up by hanging around the palacesand spaceports. Here is a sampling of opinions,impressions, and factoids about Tapani sectorto start you off. The Player's Guide to Tapanigoes into more detail about the background ofLords of the Expanse, and how it might impactyour character.

Nobles. House nobles run the Expanse, andare constantly plotting and scheming againstone another. There is good money to be madedoing dirty work for a noble, but most peopleavoid such entanglements. You may gain someof your patron's friends, but you definitelyacquire all of his or her enemies. And noblesare unforgiving of failures and setbacks, andnotoriously forgetful if their agents becomeliabilities.

Still, life can be sweet when things are goingwell, and you get the best toys to play with (andyou don't even have to buy them). If you'rereally good at your job, you can rise highenough in your patron's services to earn his orher respect - and ensure you won't be cut looseat the first sign of trouble.

House Squabbles. There are plenty of houserows going on at any one moment. The onefueling the most commentary at the moment isthe rising tension between Houses Melanthaand Mecetti. Now that House Pelagia has beensmashed, it is only a matter of time before thetwo remaining sector superpowers square offto decide who has the more powerful houseonce and for all.

They probably would have done it already,but everyone knows a civil war that big wouldbringthe Empire in to arbitrate, and that wouldspell the end of Tapani's relative freedom fromoutside control.

Imperial Intervention. Speaking of indepen-dence, some people worry that the FreeworldsRegion is now more an Imperial rump sectorthan a part of Tapani proper, and that soonerthan later the Empire will step in and takedirect control. While the Mining Guild wouldlove this (see below), the Freeworlds govern-ment is definitely against the notion.

Even the Expanse nobles are divided. Whileall recognize Imperial control of the Freeworldswould end the ore tariffs, it also threatens theirautonomy. The Emperor is almost certain to

appoint a grand moff to supervise the region ifTapani sector splits. Of course, House Cadriaanhas a fairly snug relationship with the Freeworldsand its own worlds on the Shapani Bypass, so itprobably stands to gain either way.

The Mining Guild. The Mining Guild is tiedin one way or another to just about everyprivate mining operation in the Empire. Miningand processing raw materials is big business inTapani sector (especially in the Expanse), andmost of the mining organizations around areaffiliated with the Mining Guild.

There is a lot of tension between the MiningGuild and the Freeworlds, because theFreeworlds charge a substantial tariff for Ex-panse ore passing through its ports on the wayto the Shapani Bypass. This makes Expanse oreless competitive on the galactic markets thanFreeworlds ore. Most people figure there willbe a showdown between the Expanse and theFreeworlds over the tariffs issue sooner orlater.

The Bacta Run. Patrols of the Imperial Navyand Freeworlds Common Navy are everywhereon the Shapani Bypass, and the reason is thatthe Bypass is the primary route for bacta ship-ments moving fromThyferra toward Coruscantand the other Core worlds. Official bacta ship-ping contracts are limited to the same twocompanies that monopolize the bacta trade,Xucphra and Zaltin corporations.

However, there is a thriving black market inbootleg bacta, and smugglers willing to run itfrom their contacts on Thyferran colonies totheir buyers. The Bacta Run is an extremelydangerous run. Not only do the smugglers haveto contend with Imperial and Tapani patrols,they have to worry about the pirates whohaunt certain areas of the Bypass, lying in waitfor them.

Since bacta, a liquid shipped in bulky stor-age tanks, is hard to hide from customs offi-cials, bacta smugglers relymoreonoutrunningImperial blockades than bluffing their way pastthem. A smuggler that stops when he's told tois vapebait.

Shadowport. The rumor persists amongfringe segments of Tapani society that there isa shadowport somewhere in the sector, but noone seems to know where it is. Everyone seemsto know someone who knows someone whohas been there, though.

For the squeaky-clean types who don't knowwhat a shadowport is...well, that's where yougo to buy and sell stuff the Empire doesn't wantyou messing with. Weapons, spice, hot ships,slaves - anything goes on a shadowport. Ofcourse, if they were easy to find, the Empire

Page 12: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

would shut them down pretty quick, so thetrick is to actually find one.

There are plenty of people on the fringe wholike to puff themselves up by pretending theyknow where the Tapani shadowport is whenthey don't, which makes it rather difficult totrack it down (free tip: view with great suspi-cion anyone offering to sell you navigationcoordinates to the Tapani Shadowport). If thereis one, apparently the people who are in theknow aren't talking.

The Secret Hyperlane. As far as anyoneknows, the only hyperlane in or out of Tapanisector is the Shapani Bypass. Scouts have triedto discover alternate routes out, but no one hasyet claimed success - there is just too muchdebris floating around in the region.

A popular story that has been going aroundfor centuries is that there is at least one secretroute out of the sector. Over the years the taleshave placed the secret route in virtually everyprovince in Tapani sector. The most commonversions give the route to Mecetti or Pelagia. Ingeneral, whenever a particular house has anunusually good economy going, speculationsabout the secret route resurface.

Anyone who actually finds such a route isset for l i fe - if he can avoid getting stabbed inthe back by those he sells the navigationalcharts to, or those who stand to lose if anotherroute opens up.

A Concise History ofTapani Sector

All years are reckoned by the Tapani domes-tic calendar.

Colonial Era. (0-1012) The first colonistssettle the region and begin trading with theHerglics. Life is hard, but raw materials areabundant.

Twelve Kingdoms Era. (1012-5372) Powershifts from Pelagon, the original colony world,to individual planets. Settlements organizethemselves into regional kingdoms. First settle-ment of the periphery worlds as a buffer zonewith Herglic space (see page 13). First contactwith Mrlssti.

Dynastic Era. (5392-11,138) Warrior princeShey Tapani rises from the Melanthan King-dom to unite the sector in a series of bloodycivil wars. Locates his new imperial capital onProcopia. Kingdoms re-establish themselvesas noble houses subordinate to the TapaniEmpire. Tapani calendar established. Giju Routestabilized, and Tallaan and Neona emerge astrading worlds. Tapani joins the Republic. GreatSith War fought, and Jedi Knights discover

bloodlines powerful in the force in HousePelagia.

Federal Era. (11,139-12,688) Reformers abol-ish imperial rule and establish a republic. Noblehouses survive reform effort, and now runaffairs directly through the Great Council andProcopian Senate. Shapani Bypass blazed,bringing the previously backwater peripheryworlds into the center of galactic commerce.The periphery declares independence and be-comes the Freeworlds Region.

Imperial Era. (12,689-12,724) The rise andfall of Palpatine's galactic Empire. House Pelagiapurged of its Jedi. (Year 12,689 does not neces-sarily represent the inauguration of the NewOrder.) This is the present era. The campaignsetting begins in the year 12,723 - the year ofthe Battle of Hoth.

Sector CalendarWhen dealing with the outside galaxy, Tapani

sector uses the Imperial calendar. However, indomestic affairs, the Tapani calendar (estab-lished by Shey Tapani in 5412) is still in com-mon use (largely as a symbol of the sector'sautonomy).

The local Tapani calendar has been tweakedslightly to conform to Galactic Standard Time,but the traditional names of the days, months,and holidays remain in place. There are 60 min-

Permission is hereby granted to photocopy this page for personal use.

Sector Guide

Page 13: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

utes to an hour, 24 hours to a day, 5 days to aweek, 7 weeks to a month, and ten months to ayear. To round out the 368 day year, there arethree festival weeks and three one-day holidays.

Local Seasons and HolidaysIn addition to Imperial celebrations, Tapani

sector has its share of holidays and festivalscommemorating key historical events and com-mon cultural traditions. The major sector-wideholidays are described below.

In addition to these holidays, the FreeworldsRegion and each noble house have festivalsunique to their worlds - most honoring do-mestic heroes and famous historical figures.The major holiday unique to the FreeworldsRegion is Independence Week (Relona 10ththrough 15th) which commemorates its break-ing away from the Expanse.

Tapani Day. Tapani Day celebrates the birth-day of Shey Tapani. There are large paradesand elaborate public feasts on most worlds inthe sector.

Expansion Week. Expansion Week consistsof five days of celebration commemorating thesettlement of Tapani sector. The holovids fea-ture special programming, and cultural festi-vals are common in urban centers.

Productivity Day. The work ethic is strong inTapani sector, and Productivity Day is a holidaycelebrating hard work and past generations whohelped make the sector what it is today.

Shelova Week. Shelova Week is a Herglicholiday which celebrates commerce and fam-ily (the two concepts are not far separated inthe Herglic mind). Traditionally, celebrants

Permission is hereby granted to photocopy this page for personal use

Sector Guide

Page 14: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Chapter Two

Aliens ofTapani SectorHerglics

Herglics are not native to Tapani sector, butthanks to their extensive trade networks, theyhave had a major presence on most Tapaniworlds for many centuries. They are the major-ity species on the Freeworld of Lamuir, andhave begun to buy titles in House Cadriaan, aheretofore unheard of procedure for non-hu-mans.

Herglics are huge bipeds who seem to haveevolved from water-dwelling mammals. Theyare tall, extremely wide, and fairly strong, withsmooth, hairless skin that ranges in color fromlight blue to nearly black. Most evidence of awater origin has been bred out of the species.Fins and flukes, for example, have been re-

placed by arms and legs. They still breathethrough a blowhole, however.

The Herglics became traders and explorersearly in their history, reachingthe stars of theirneighboring systems about the same time asthe Corellians were reaching theirs. There isevidence that an early Herglic trading empireachieved a level of technology unheard of to-day - ruins found on some ancient Hergliccolony worlds contain non-functioning ma-chines which seem to harness gravity to performsome unknown function. Alas, this empire col-lapsed in on itself a millennia before the Herglicspecies made contact with the human species -along with most records of its existence.

The angular freighters of the Herglics be-came common throughout the galaxy once

Herglic SlangBecause of the influence of Herglic trad-

ing in Tapani sector, certain Herglic wordshave made their way into the local vernacu-lar. Here is a sampling of words you mighthear around a Tapani spaceport.

chakk: a naive person, born yesterday,literally a young Herglic not yet weanedfrom its mother's milk.

liauuni: sound of a Herglic clearing hisblowhole. Pronounced with emphasis, usu-ally to preface a significant remark.

pakk: 1. city (literally pod community); 2.planet.

pison: 1. thief or bully; 2. Imperial official.

pison-pakk: 1. Coruscant; 2. any Imperialsector capital.

shea: 1. pod mother; 2, a spacecraft theHerglic has traveled in (i.e., one that hasnurtured him in space).

shan: 1. pod aunt; 2. any spacecraft theHerglic has not traveled in.

shan-pakk: spaceportshep: 1. friend; literally podmate; 2.

wingman or sister ship in a fleet.shep-pakk: one's homeworld or home

city.uniron: someone so stupid he doesn't

know he's an idiot.

Sector Guide

Page 15: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

they were admitted into the Old Republic. Theirinquisitive but practical natures made themwelcome members of the galactic communityand their even tempers helped them get alongwith other species.

The Herglic homeworld of Giju was hit hardby the Empire, for its manufacturing centerswere among the first to be commandeered bythe Emperor's New Order. The otherwise doc-ile species tried to fight back, but the endlessslaughter which followed convinced them tobe pragmatic about the situation. It was notpractical to die fighting a superior enemy, theHerglics decided. When the smoke cleared andthe dead were buried, they submitted com-pletely to the Empire's will. Fortunately, theyceased resistance while their infrastructurewas still intact.

Herglics can be encountered throughout thegalaxy, though they are more likely to be seenon technologically advanced worlds or in space-ports or recreation centers. There areHerglictowns in just about every metropolis inTapani sector, and Herglic-owned businessesare not unusual in the Freeworlds Region, evenin the face of Imperial anti-alien sentiments.Herglics are in the majority on Lamuir anddominate its political agenda.

Once introduced to some type of game of

chance, a fever seems to come over a Herglic.He spends his free time - and his credits-trying to develop a "system" which will makehim rich.

The Herglics are also somewhat sensitiveabout their size. Living in a galaxy with beingswhich are mostly smaller than they are hasmade Herglics somewhat self-conscious of theirsize. As most galactic facilities are built toaccommodate human dimensions, the Herglicsfeel uncomfortable, crowded, and out of placewhen away from their homeworld or out oftheir ships. They must take up two seats inrestaurants and transports because of theirbulk. Most doorways take a bit of maneuveringto get through.

HerglicAttribute Dice: 12DDEXTERITY 1D/3DKNOWLEDGE 1D/3DMECHANICAL 1D/4DPERCEPTION 1D+2/3D+2STRENGTH 3D/5DTECHNICAL 1D+1/4D+1Special Abilities:Natural Armor: The thick layer of blubber beneath theouter skin of a Herglic gives +1D to resist damage fromphysical attacks. It gives no bonus to energy attacks.Story Factors:Gambling Frenzy: Herglics, when exposed to games of

Page 16: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

chance, find themselves irresistibly drawn to them. AHerglic who passes by a gambling game must make aModerate willpower check to resist the powerful urgeto play. They may be granted a bonus to their roll if it iscritical or life-threatening for them to play.Move: 6/8Size: 1.7-1.9 meters

MrlsstiThe Mrlssti are native to

the verdant world of Mrlsst,which lies on the very edge ofTapani space on the ShapaniBypass. They lacked spacetravel when the first Repub-lic and Tapani scouts sur-veyed their world 7,000 yearsago, but have long since madeup for lost time; Mrlssti areregarded as renowned schol-ars and scientists, and arevery good at figuring out howthings work. They jump-started their renowned com-puter and starship design in-dustries by reverse engineer-ing other companies' prod-ucts.

The Mrlssti are diminutive flightless avianhumanoids. Unlike most avians, they are bornlive. They are covered in soft gray feathers,except on the top of the head, which is baresave for a fringe of delicate feathers whichcover the back of the head above the large orb-like eyes. Mrlssti speak Basic with little diffi-culty, but their high piping voices grate onsome humans. Other find it charming.

There are endless jokes in Tapani sec-tor which begin "There was a Herglic anda Mrlssti," most of which derive theirhumor from the contrasting sizes andmasses of the two alien species. MostMrlssti think such jokes amusing, butHerglics think them in poor taste.

This doesn't stop an endless parade ofHerglic comedians pairing up with Mrlsstiand hitting the nightclub circuit. Nor doesit stop the endless formula "road"holovids which usually result from a par-ticularly successful pairing.

"Like herglic on mrlssti is an oldTapani saying which usually means "likeoil and water," but can also be an expres-sion of pain (as in what the Mrlssti feelswhen the Herglic sits on him). The sayingdoes not suggest that Herglics and Mrlsstidon't get along; it's simply another varia-tion on the size joke.

Sector Guide

Page 17: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Young Mrlssti have dusky brown facial plum-age which gradually shifts to more colorfulhues as they age. The condition and color ofone's facial plumage plays an important socialrole in Mrlssti society. Elders are highly hon-ored for their colorful plumage, which repre-sents the wisdom which is gained in living along life. "Show your colors" is a saying used tochastise adults not acting their age.

Knowledge is very important to the Mrlssti.Millennia ago, when the Mrlssti were develop-ing their first civilizations, the Mrlsst conti-nents were very unstable; groundquakes andtidal waves were common. Physical posses-sions were easily lost to disaster, whereasknowledge carried in one's head was safe fromcalamity. Over time, the emphasis on educa-

tion and literacy became ingrained in Mrlssticulture. When the world stabilized, the tradi-tion continued. Today, Mrlsst boasts some ofthe best universities in the sector, which arewidely attended by students of many species.

Mrlssti humor is very dry to humans. So dry,in fact, that many humans do not realize whenMrlssti are joking.

MrlsstiAttribute Dice: 12DDEXTERITY 1D+2/2D+1KNOWLEDGE 3D/4D+2MECHANICAL 3D/5DPERCEPTION 1D+1/3DSTRENGTH 1D/1D+2TECHNICAL 2D/4DMove: 5/8Size: 0.3-0.5 meters tall

Sector Guide

Page 18: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Chapter Three

The RimmaTrade Route

The Tapani sector does not exist in a vacuum.The Rimma Trade Route, of which the ShapaniBypass is a part for all practical purposes, runsfrom the outer Core worlds out to the remoteImperial outposts in the Minos Cluster. Wereone to travel from one end of the Rimma TradeRoute to the other in a Star Destroyer travelingat maximum velocity, it would take at least sixweeks to make the trip.

All along this trade route are hundreds ofworlds, each with its own imports and exportswhich generate the traffic that passes up andclown the Rimma. Generally speaking, worldsclose to the Core tend to import raw materials,foodstuffs, and low-tech products, and exporthigh-tech items. Happily, in the sticks the op-posite holds true, creating a natural balance inmarkets. Naturally there are exceptions to thisrule; there are backward worlds near the Core,and advanced civilizations far out in the back-waters of the Empire.

There are plenty of interesting worlds on theRimma with previously-established back-grounds which can serve as adventure loca-tions. Some, like Abregado-rae and Thyferra,are worlds diehard fans of Star Wars will recog-nize as settings described in some of the nov-els. Others, such as Sullust and Clak'dor VII, arethe homeworlds of famous aliens (in this casethe Sullustans and Bith). Still others are worldsfeatured in published West End adventurebooks; Tantra is a jump-off point to the Elroodsector (presented in two books, The Star WarsPlanets Guide and Operation: Elrood), whileAdarlon, Karideph, and Pergitor are worldsdeveloped in Galaxy Guide 6: Tramp Freighters.Finally, just beyond the Minos Cluster is theremote Kathol sector, fea tured in theDarkstryder campaign setting.

If your group plans to run a tramp freightercampaign based in the Tapani sector, this sec-tion gives you a good start in determining whatsorts of goods travel up and down the Rimmaroute. With such information in hand, playerscan plan their routes, and the gamemaster canbegin to develop adventures around variouscargo runs.

Travel times are not included on the map.The gamemaster should determine these onhis own.

Abregado-raeAbregado-rae is a Core world, but only tech-

nically. When compared to other Core worlds,it is a run-down slum world. Even Nar Shaddaabegins to look good next to Abregado-rae.

Abregado-rae has a highly-developed manu-facturing base, which helps it justify its posi-tion on the Rimma route. However, the space-ports are seedy and surprisingly low-grade fora Core world seeing the traffic it sees. Theworld has a somewhat unsavory reputation forbeing the smuggler's favorite stomping groundsin the Core, a reputation richly deserved.

See The Thrawn Trilogy Source book for moreinformation on Abregado-rae.

Exports: High tech, mid-techImports: Foodstuffs, high tech, medicinal

goods, mid tech

GijuThe homeworld of the Herglics, Giju is a

humid world of marshy land dotted with manylandlocked lakes and seas. It has a highly-developed industrial base which helped cata-

Sector Guide

Page 19: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

pult it to the stars centuries ago. The Empirehas nationalized most industry on Giju, andkeeps the pragmatic Herglics a captive laborpool on their own planet.

Though technically on the Rimma TradeRoute, Giju doesn't get as much traffic as it didin centuries past. When the Shapani Bypasswas established, it cut this stretch of the Rimmaroute out of the loop. Happily for Giju (and theEmpire), it is still an active trade world thanksto the many manufactured products it exports.

Exports: Mid tech, high tech

Imports: Foodstuffs, low tech, raw materials

ThyferraThyferra is the homeworld of the Vratix, and

where most of the Empire's bacta is produced.It is a moist tropical world which the insectoidVratix find comfortable (humans find it rathertoo hot and steamy for comfort).

The Vratix manufacture bacta fluid underthe direction of the Xucphra and Zaltin corpo-rations, which control the planet's governmentand economy. A small minority of humanscontrol virtually all of the means of production,and serve as liaisons with Imperial buyers.Naturally, the Empire takes pains to protectsits bacta supply, and the Polith system (whereThyferra is located) is heavily protected.

See issue three of the Star Wars AdventureJournal for more information on Thyferra.

Exports: BactaImports: Foodstuffs

Yag'DhulThe Givin homeworld of Yag'Dhul is a small

but dense planet exposed to extreme tidalforces that periodically force the oceans andeven atmosphere from one side of the world tothe other. The Givin have managed to evolve insuch an unstable environment, and even be-come an important galactic manufacturer(mostly by getting off Yag'Dhul and colonizingneighboring worlds with more stability). Hightech computer goods are common exports.

All Givin cities are located in high mountainpeaks where danger from the rampaging oceansare slim. The buildings are hermetically-sealedand capable of withstanding even the severesttide storms. The spaceports are underground.

See Galaxy Guide 4: Alien Races, for moreinformation on Yag'Dhul and the Givin.

Exports: High tech, mid techImports: Foodstuffs

SullustSullust is the homeworld of the diminutive

Sullustans. A volcanic world, Sullust has aninhospitable atmosphere consisting of thickbillowing clouds of hot noxious air. TheSullustans live in the myriad complex of cool,humid caves which criss-cross the planet justunder the surface.

Sullust is home to the SoroSuub Corpora-tion, a leading mineral-processing megacorpthat has energy production, space mining, foodpackaging, and high tech divisions throughoutthe galaxy. Nearly 50 percent of the Sullustans

Sector Guide

Page 20: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

work directly for SoroSuub or a supportingbusiness. SoroSuub took over planetary gov-ernment when it became clear that the civiliangovernment favored rebellion.

See The Star Wars Sourcebook for more infor-mation on Sullust and the Sullustans.

Exports: Spaceships, mining equipment,luxury foodstuffs

Imports: Raw materials, low-tech, foodstuffs

EriaduEriadu is one of the Outer Rim's most active

trading ports and the capital of Seswanna sec-tor. It lies on a junction of several major OuterRim trade routes. In addition to the Rimmaroute, it also intersects the Hydian Way, theLipsec Run, and the more local Yankirk route.It is a regional manufacturing center for Impe-rial military ordnance (including Chariots andAT-AT walkers), and has a robust civilian manu-facturing base as well. Its chief artistic export isdelicate shellwork jewelry.

Exports: Imperial ordnance, repulsorlift ve-hicles, mid tech, medicine, shellwork jewelry

Imports: Foodstuffs, low tech, high tech,raw materials

Clak'dor VIIClak'dor VII in the Colu system is the

homeworld of the Bith. The once beautifulplanet became a wasteland in the aftermath ofa rare inter-Bith war centuries ago, in whichmutagens were released into the atmosphere,

wiping out much of Clak'dor's life. Because ofthe hostile environment, Bith cities are pro-tected by hermetically-sealed domes.

The Bith have little in the way of exports,since their manufacturing infrastructure waswiped out in their genocidal war. Their primaryexport is themselves; the highly-educated Bithare prized engineers, researchers, and scien-tists. There are many consultant firms (mostlyin the fields of stardrive design and computertechnology) which lend their expertise to othercompanies with more resources. Many con-tracts are with the Empire; the Bith are ex-tremely pro-Imperial.

See Galaxy Guide 4: Alien Races, for moreinformation on Clak'dor VII and the Bith.

Exports: High tech

Imports: Foodstuffs, mid tech, low tech

TantraA frigid planet locked in an ice age, Tantra is

located in the Metharian Nebula Territories. Ithas two continents, but since most of the seasare frozen and the landmasses are buried un-der a kilometer of ice, settlements have sprungup with little regard to whether there is actu-ally land underneath or not.

To escape the numbing cold and toxic atmo-sphere, Tantrans live in buildings totally iso-lated from the outside by sealed walkways,underground complexes, and elevated mono-rail systems. Its spaceport landing pads arelocated in huge shallow dishes constructed ofresin and ferrocrete-reinforced ceramics, tokeep the heat of starship exhausts from melt-ing the ice under the spaceport.

Page 21: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Tantra is the jump-off point for the traderoutes which lead to Coyn and other worlds ofElrood sector.

See The Star Wars Planets Guide and Opera-tion: Elrood for more information on Elroodsector.

Exports: Banfra resin, trade goods

Imports: Foodstuffs, high tech

AdarlonA rugged mountainous world of stark beauty,

Adarlon is a luxury resort world where the eliteof the region and the more adventurous Coreresidents come to play. Its prices are extremelyhigh.

For many years, Adarlon was one of thegalaxy's premier entertainment productioncenters. Its star has faded somewhat since therise of the Empire - its holovid industry is stillin business, but its current crop of pro-Impe-rial holos is not quite up to the productions ofbygone years. A thriving underground holoindustry on Adarlon produces seditious workscritical of the Empire and glorifying the JediKnights. These dangerous holos make theirway across the entire Imperial-occupied gal-axy.

See Galaxy Guide 6: Tramp Freighters formore information on Adarlon.

Exports: Holovids and entertainment

Imports: Foodstuffs, luxury goods, medicine,raw materials

KaridephKarideph is the most heavily settled planet

in the Minos Cluster, though most of the inhab-itants are the small insectoid alien Kari. Thereis not one area of the planet which is notterraced, paved, or built up. The cities of

Karideph sprawl to envelop thousands of kilo-meters of real estate, and their buildings rise sohigh into the air they must be pressurized.Even so, the majority of the Kari live under-ground in huge tunnel systems which criss-cross the planet.

The Kari import huge amounts of food andraw materials to fuel themselves and theireconomy. They manufacture machine parts,small appliances, and droids (most of whichare designed to appeal to the human market).

See Galaxy Guide 6: Tramp Freighters formore information on Karideph.

Exports: Machine parts, medical tech, droids

Imports: Foodstuffs, raw materials, high tech

PergitorPergitor was once a lush tropical planet

before a deep bore mining project caused animmense volcanic eruption which damagedthe ecology and choked the atmosphere withcontaminants. The air is still semi-toxic, andgas masks must be worn outside at all times.

Despite the ruined atmosphere, Pergitorremains a key settlement in the Minos Cluster,thanks to its deposits of rare minerals, and itsjunction with several semi-active trade routes.It is the jump-off point to several other promi-nent worlds in the Minos Cluster, as well as toKal'Shebbol in Kathol sector.

Pergitor is ruled by a fiercely pro-Imperialtheocracy. Its laws are extremely strict, andpenalties for breaking them often harsh. Trav-elers and traders landing on Pergitor mustexercise caution to avoid running afoul of theChurch's edicts. Luxury goods are banned.

See Galaxy Guide 6: Tramp Freighters formore information on Pergitor.

Exports: Minerals

Imports: Smuggled luxury goods, machinery

Sector Guide

Page 22: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Chapter Four

The ExpanseGazetteer

The Expanse is the region of space under thecontrol of the Tapani Houses. The boundariesof the Expanse have not changed for severalthousand years, though provincial boundarieschange from time to time as the fortunes ofhouses rise and fall.

There are eight provinces in the Expanse;Barnaba, Cadriaan, Calipsa, Mecetti, Melantha,Pelagia, Procopia, and Reena. All of the prov-inces except for Procopia are ruled by theTapani houses. Long ago, the provinces wereindependent kingdoms, but have been underthe rule of Procopia for the past 7,000 years.The province borders are fairly stable, thoughthe territories claimed by Calipsa and Pelagiachanged significantly in the Clone Wars era.

Procopia, sector capital, lies outside theprovinces. From Procopia, the Great Counciland Senate rule the Expanse.

Of the 60 or so systems in the Expanse,roughly half harbor developed and fully popu-lated planets. The remaining systems lackworlds suitable for settlement or terraforming,though most do have smaller settlements suchas naval depots, science stations, and miningcolonies.

The following are overviews of some themore prominent worlds in the Expanse. Othersystems are left undeveloped. The assumptionis that there isn't anything remarkable in thesesystems - no settled worlds and nothing ofstrategic value (other than the odd miningcomplex). But if you like, you can create yourown house worlds for the characters to visit, oreven create a few very small houses which ruleonly one world.

ProcopiaProcopia is a verdant world of warm oceans,

and thousands of large islands of grassy plainsand small woods. The weather is mild through-out most of the year along most of the islandchains (except for those close to either pole),though there is a rainy season along the equa-tor which runs through most of the winter.

Davla is Procopia's one proper continent.Located on the southern pole, it is pummeledby gale-force sub-zero winds through most ofthe year - when it isn't being buried in moltenlava from the hundreds of active volcanoesseething across its surface. Needless to say,few people live there all year around, thoughnumerous lodges dot the coast in areas leastlikely to be buried in volcanic ash. In the briefsummer months nobles and politicians travelhere to hunt the elk-like baranda and to fish (orat least pretend to while hatching plots andalliances).

Large urban centers are built upon many ofthe islands. Many are private preserves ownedby houses; residential zones for the housenobility when they stay of Procopia. Others aredevoted to government or the service indus-tries which surround government.

Politics: Procopia is the capital of Tapanisector, and has been since Shey Tapani choseit as the seat of his Empire long ago. It is thecenter of official power in the Expanse, and thesocial trend-setter for the Expanse and theFreeworlds Region.

The Great Council, Senate, and lesser sectorgovernmental bodies meet on Procopia, andmost of the sector's senior rulers live here atleast part of the year. The Imperial moff main-

Sector Guide

Page 23: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

tains his official residence here as well, thoughhe is as likely to be on Tallaan or Vycinyth as inhis offices.

Procopia has a small care-taker governmentwhich maintains police protection, and suchservices as power and water desalination (natu-ral fresh water is rare on Procopia). Largerissues, such as global defense, taxation, andtariffs are decided by whatever house or coali-tion dominates in sector affairs. Currently,Houses Mecetti, Calipsa, and Reena hold theruling coalition.

Culture: Procopia culture is dominated bypolitics. Everywhere one goes, one sees stat-ues, marble halls, great shining spires, andnoble museums that serve as a constant re-minder of Tapani's great glories.

By ancient tradition, Procopia is neutral ter-ritory - no house quarrel or feud can be pur-sued through violent means while on the capi-tal world. This means no duels, no poisonings,and no assassinations (even common fistfightsamong nobles are frowned upon here, and maymean social ostracization for weeks or monthsfor the participants).

This edict is strictly observed, and woe tothe noble who violates it - his own house maydisown him. In a sector where house relationsare so delicate, no one can afford to havegovernment disrupted by blood feuds andhouse wars. Of course, there are those whobreak the taboo, but they take extreme care toavoid detection.

Procopia is the political center of the sectorall year round, but for the four summer monthsof capital season, it becomes the social epicen-ter as well. During these months, the entireplanet becomes little more than a playgroundfor the Tapani nobility - who descend on itsmany palaces, resorts, fine restaurants, balls,and casinos. Of course, those with more havemore to lose, and there are dangers which lie inwait behind the glittering facade for the un-wary or careless noble.

Non-nobles visiting Procopia during capitalseason will find it d i f f icul t to obtain rooms ingood hotels, reservations in the better restau-rants, and so on. Nobles get the first of every-thing in Tapani sector, but especially duringcapital season when the planet's luxury re-sources are stretched to the limit.

Economy: Again, Procopia's lifeblood ispolitics - and it has no other significant export.In addition to the expatriate community, theplanet has a sizable native population, mostlymade up of people who contribute to the manyservice industries which support the govern-ment - consultant companies, cleaning ser-

vices, entertainment centers, and so on. Di-rectly or indirectly, the whole world is fundedalmost exclusively through taxes.

Points of Interest: The Great Council is lo-cated on Estalle Island, one of the larger islandsin the southern hemisphere. Nearly the entireisland is dedicated to the Council, the Senate,and various committees. Estalle is a beautifulcity built in the ancient Tapani style of domedtowers and temples. The island is networkedwith canals, which serve as an inefficient butelegant method of getting around.

There is good hunting and fishing to be hadon Davla during the summer, if the festivities ofcapital season begin to become tiresome. Pri-vacy is a much-valued commodity on Davla.Groups happening upon one another are ex-pected to steer well clear unless there is someevidence of distress on the part of one party.Those ignoring this custom will likely be coldlyinvited to move on, though there is always therisk of being shot at by spooked bodyguards,especially if there is someone particularly im-portant in the other party.

ProcopiaType: TerrestrialTemperature: TemperateAtmosphere: Type I (breathable)Hydrosphere: MoistGravity: StandardTerrain: Island chainsLength of day: 27 standard hoursLength of year: 343 standard daysSapient Species: HumansStarports: 3 Imperial classPopulation: 480 mill ionPlanet function: Sector capitalGovernment: Great CouncilTech Level: SpaceMajor Exports: NoneMajor Imports: All

Barnaba ProvinceBarnaba

Barnaba is a warm, vibrant planet that ap-pears as a swirl of green and brown whenviewed from space. It has three main conti-nents, but numerous large islands that supportpopulations are also prominent. Most of theland is covered with tall, jagged mountains,especially the large islands. The remainder ofthe surface is rolling plains and valleys. Coupledwith the moist atmosphere and warm climate,these fertile areas support agricultural plotswhich easily feed the population with plentyleft over for export.

Due to the high moisture content in theatmosphere, the mountain peaks are typicallyenshrouded in billowing cloud cover. Perched

Page 24: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

on top of these mountains, the nobles of HouseBarnaba have constructed fantastic castles.Carved from the mountains themselves, theyprovide a spectacular view that every touristcherishes. Subterranean chambers extend deepinto the mountains, providing an easily de-fended stronghold.

The plains and valleys are populated by thenoble's indentured servants. There are no cit-ies per se. The population is spread amongthousands of agricultural plantations that serveas mini-cities. These plantations consist of liv-ing areas, work areas, and support services forthe workers. The exceptions are the starports,one strategically located on each continent. Theimmediate areas around these have grown withcantinas, hotels, and restaurants, but little else.

Culture. Barnaba's class system is a bit moredefined than in other houses. At the top residesHouse Barnaba nobles, followed by minornobles and affluent citizens, and lastly the in-dentured servants. To symbolize this system,the nobles live in the highest peaks - or infloating cities - while minor nobles have lessimpressive residences on the slopes. Affluentcitizens live at the base of the mountains andthe indentured servants live on the plains andin the valleys. Although technically workersemployed by the nobles, most of the servants

are little more than slaves, due to the tremen-dous debts that they owe the nobles.

Economy. Barnaba's economy is diversifiedenough so that when one source lags, the othercan make up for it. The fertile valleys and plainstoiled by indentured servants produce enoughagricultural produces to feed all of Barnabaand then some. The excess is exported to theTapani sector markets, mostly to Soterios, fora slight profit.

Barnaba has a unique product fast becom-ing the latest fad in the region. An enterprisingcompany has developed an apparatus to ex-tract water from Barnaba's copious cloud cover.The resulting water is ultra-pure. The water isbottled and sold under the label "Mistwater"and commands a high price. The process hasvery little end product, so the company ishaving trouble supplying the demand asTapani's elite craves more of the water.

Points of Interest. The many-spired "float-ing castles" of Barnaba are known throughoutthe sector. The castles are featured onholocards and holovids and tourists come toBarnaba to take in the spectacular sight withtheir own eyes. The elite travel from all parts ofthe galaxy just to be part of one of the spectacu-lar galas hosted by House Barnaba nobles inthese castles.

Page 25: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

BaroabaType: Mountainous terrestrialTemperature: TemperateAtmosphere: Type I (breathable)Hydrosphere: MoistGravity: StandardTerrain: Mountains, valleys, plainsLength of day: 25 standard hoursLength of year: 352 standard daysSapient Species: HumansStarports: 3 Imperial classPopulation: 650 mill ionPlanet function: HomeworldGovernment: House BarnabaTech Level: SpaceMajor Exports: Low technology, Mistwater, foodstuffsMajor Imports: High technology

VycinythVycinyth is a small planet with a pleasant

climate. The planet has three main continents,all situated near the equatorial region. Thecontinents are composed of forests and rollinghills at the foot of majestic snow-covered moun-tains. Vycinyth has deep bright blue-greenoceans that teem with millions of fascinatingcreatures.

Vycinyth's atmosphere bustles with incom-ing and outgoing traffic at all hours. Tens ofthousands of tourists come and go each day,making this planet the most visited in the sec-tor. Despite its location in Barnaba province,Vycinyth is open to all galactic citizens, includ-ing rival lords from other houses.

Vycinyth's continents are lightly settled invarious locations. These sites tend to be cen-tered around popular recreational activities,so it's common to find small city sprawls nearhuge forests, or along popular seacoasts. Thereare also a pair of large urban centers, Leisa andPleia. These urban centers (not cities) are pris-tine, featuring unique sculpted architecture.

Culture. The permanent population onVycinyth consist of a melting pot of humansand aliens from across the galaxy. All of theseinhabitants are employed by the Vycinyth gov-ernment to support the planet's only industry:tourism. As such, all inhabitants are treatedequally, with fair pay and an excellent benefitspackage.

Each urban center has developed species-specific districts, essentially a home away fromhome. And since the planet caters to multi-culture recreation, employees have many out-lets to unwind. From Rodian drama houses toAlderaanian art galleries, it's not uncommonfor a tourist to experience several of theseactivities in a single day.

Economy. Vycinyth's economy is, not sur-prisingly, based on its tourism. The resultingrevenue goes into a single fund, where it is

Sector Guide

Page 26: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

divided into overhead costs, wages, profits,and House Barnaba's share. This allocation isoverseen by a neutral arbiter in the employ ofHouse Barnaba. A council of employees deter-mines the fate of the profit share, which isusually earmarked for introducing the newestgalactic entertainment trends.

Points of Interest. Technically speaking, theplanet Vycinyth is one point of interest afteranother. Among the more popular attractionsis the Tapani Arts and Sports Complex (TASC).TASC contains huge stadiums and arenas tohost concerts and sporting events, includinganti-gravball, shockboxing, swoop racing, andCracian thumper racing.

The urban centers are filled with restau-rants, theaters, and art galleries. Recently, theaddition of a few prominent museums has at-tracted droves of tourists. Drinking halls, casi-nos, and nightclubs round out the night scene.

Outside of the urban centers are numerousopportunities for recreation. The snow-cov-ered mountains provide ample locations forwinter sports, and several ful ly staffed lodgesdot the slopes. Even the planet's oceans sup-port various maritime activities from underseatours (in vessels with transparasteel hulls) towatersports above and below the water's sur-face.

Orbiting Vycinyth are four distinctly uniquecasinos, and at any given time, at least half adozen luxury cruisers are stationed in the at-mosphere. Vycinyth has a single moon, over-grown with tangled forests. This moon is main-tained as a huge preserve, and all manner ofnasty creatures have been imported to satisfyeven the most daring of galactic hunters. Eachroyal house maintains an orbiting guild hallaround the moon. These are places to planexpeditions, swap tales, and celebrate deepinto the night, while hunting during the day.

VycinythType: TerrestrialTemperature: TemperateAtmosphere: Type I (breathable)Hydrosphere: ModerateGravity: StandardTerrain: Forests, mountains, oceansLength of day: 27 standard hoursLength of year: 320 standard daysSapient Species: VariousStarports: 1 Imperial class, 4 stellar classPopulation: 750,000 permanent, millions of tourists.Planet Function: EntertainmentGovernment: House BarnabaTech Level: SpaceMajor Exports: NoneMajor Imports: Everything

Cadriaan ProvinceAchillea

Achillea is a warm, moist world with typicalclimate zones. The planet has shallow, warmseas and three large land masses. One is posi-tioned in the northern hemisphere, one in thesouthern hemisphere, and the final dominatesthe equatorial zone. The northern land mass isthe largest, dominated by rolling plains andplateaus. The equatorial land mass is a tangledjungle, largely unexplored. The southern landmass has been clear cut of its jungle.

Achillea's urban centers are located on thenorthern land mass. Nearly 70 percent of theland is urban construction and most of theplanet's population has permanent settlementshere. The capital city, Cadriell, is situated on apeninsula on the west coast, surrounded byspectacular cliffs overlooking the ocean. HouseCadriaan maintains several starfighter basesalong these cliffs to protect the capital city.

Achillea's small southern land mass has beenclear-cut centuries ago. Now, huge spacia treeplantations cover the land mass. These planta-tions are interrupted by the occasional indus-trial community. These small industrial com-munities process the spacia timber either forshipment to offworld markets or for fine furni-ture manufacturing.

Culture. Since Achillea is located on theShapani Bypass, the planet sees a great deal oftravel through its system. The population ofAchillea is therefore open-minded to the melt-ing pot of aliens that pass through. After all,this traffic is a source of economic livelihood.Achilleans are open, friendly, and trustworthypeople. They are also extremely mercantileand always look for an opportunity to turn acredit.

Achillea's cities are dominated by mercan-tile activity. Each city has at least one greatmarket and usually several smaller ones - manyspecialize in specific goods and services. For afee, any free merchant can sell his goods in theappropriate market. Few of Achillea's marketsare black markets - the Achillea law enforce-ment agencies don't tolerate them.

Economy. Achillea's economy focuses onthe tariffs it levies on shippers through itsspace. If Tapani starships don't want to funnelcredits into the Freeworlds, passing throughAchillea is the only other out-of-sector option.A great deal of credits are generated fromsupport services (i.e. fueling, food, mainte-nance and repair) on Tapani sector ships, plusvessels traversing the Shapani run.

The spacia tree plantations generate less

Page 27: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

overall credits, but provide a stable market.Most of the wood is cut into manageable lengthsand then shipped to in-sector markets. Spaciawood furniture manufactured on Achillea is ingreat demand as a luxury item across the gal-axy.

Points of Interest. The Achillea Great Mar-ket, located in Cadriell, is the largest suchmarket in the sector. All manner of legal mer-chandise is available, from rare spices andliquors, to the latest computers and strangealien cuisine. The Great Market attracts tour-ists from across the sector and bustles withactivity around the chrono except during holi-days.

AchilleaType: Tropical TerrestrialTemperature: HotAtmosphere: Type 1 (breathable)Hydrosphere: MoistGravity: StandardTerrain: Plains, plateaus, junglesLength of Day: 29 standard hoursLength of Yean 292 standard daysSapient species: HumansStarports: 1 stellar class, 3 standard classPopulation: 474 millionPlanet Function: HomeworldGovernment: House CadriaanTech Level: SpaceMajor Exports: medicinal herbs, spacia timberMajor Imports: High technology

Calipsa ProvinceCalipsa

Calipsa is the only heavily populated planetin the Calipsa province, but if it continues at itscurrent pace, it too will be uninhabitable in afew decades. From space, it appears as a dullbrown, almost lifeless world, save its devel-oped cities. There is a single land mass in thenorthern hemisphere surrounded by a shallowocean. The continent appears devoid of anymajor rivers or other bodies of water. How-ever, these are actually located a few metersbeneath the surface, so water is plentiful if oneknows where to look.

Calipsa's air has a consistent brown hazecomplete with an acrid smell. Although safe forshort exposures, breath masks are requiredfor prolonged exposure. Even the planet's wa-ter supply is unpotable unless treated first.

Calipsa's single continent is largely devel-oped into huge metropolitan areas. These ar-eas consist of skyscrapers and buildingscrammed together in a haphazard manner.Most of the construction is layered on severallevels to utilize space effectively.

Calipsa has only one passenger starport,

located in its largest city, Cambar. Dotted acrossthe continent are a dozen other starports whichhandle the huge flow of ore from the rest of theprovince.

All of the ore mined in the province is shippedto Calipsa for processing, and then sent on tomarkets around the sector. Since 90 percent ofthe industry on Calipsa is smelting, the envi-ronment has suffered the consequences. In-stead of focusing effort on solving the pollutioncoming out of the smelting plants, however,Calipsa has moved its operations and all facetsof life indoors. Mammoth domes and otherbuildings, complete with air ventilation andwater treatment systems, became the answer.

Culture. A hardened people who value toil-ing at hard labor, Calipsa's inhabitants haveadjusted their lifestyle to a completely indoorenvironment. They enjoy the arts and evensports - at least the ones that can be performedin an enclosed structure. There are no open-airtheaters or outdoor arenas to be found onCalipsa. Despite less-than-ideal surroundings,Calipsans are a content people obsessed withhard work.

Economy. Calipsa's economy is driven byits mining concerns in its province. Businesshas boomed on Calipsa in the years followingHouse Calipsa's acquisition of several formerlyPelagian worlds. Its town and cities have expe-rienced explosive and often chaotic growth.Fortunately, trends show the economic pic-ture leveling off, which may brings much-needed stability.

Credit for credit, Calipsa is one of the wealthi-est provinces in the sector, but the wealth isn'tflaunted in public works and showcase citycenters. Profits are focused instead on research-ing new mining techniques and the purchasingmore ships and equipment. Fearing Imperialannexation, Calipsa does not emphasize itseconomic success, and continues to sink prof-its into more and more overhead costs.

Points of Interest. Calipsa's native flora andfauna have mostly become extinct due to thepollution of the planet. Such are the costs of avigorous economy based on mining. As such,there are no parks or natural settings left.

Instead of focusing efforts toward saving itsnatural resources, Calipsa designed a forestinside a huge domed structure. The entire for-est is contained in a single building with atransparasteel roof. The Crystal Forest is nearlyfive kilometers square, and features exoticplants and animals from around the sector.Every day, its popularity is demonstrated bythe throngs of relaxing workers that pack intoit, along with the few tourists that visit the

Sector Guide

Page 28: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

planet. House Calipsa is considering sponsor-ing the construction of another such facility.

CalipsaType: Polluted terrestrialTemperature: TemperateAtmosphere: Type II (breath mask suggested)Hydrosphere: ModerateGravity: StandardTerrain: Plains, hillsLength of day: 22 standard hoursLength of year: 408 standard daysSapient Species: HumansStarports: 1 Imperial class (for passengers), 12 Stan-dard class (for cargo)Population: 1.9 billionPlanet function: Manufacturing and ore processing,homeworldGovernment: House CalipsaTech Level: SpaceMajor Exports: Smelted ore, low and mid technologyMajor Imports: Ore and raw materials

Mecetti ProvinceObulette

Obulette is the homeworld of House Mecetti.It is a small, red-brown planet with a cool dimred sun. Its dim sun casts a hellish red glowover the planet that appears to suspend it inperpetual twilight. The planet's surface is ofash-colored rock, broken only by shallow, smallseas. These seas are extremely salty in con-tent, so drinking water is either desalinated ordrawn from deep wells.

Much of the planet's surface has been ur-banized with impressive cities, thousands ofyears old. The buildings, although preservedby House Mecetti, show millennia of wear, andgrimy build up. When possible, manufacturingareas are kept separate from the living andcultural centers of the cities.

The Obulette shipyards orbit the planet.There is only a pair of docks capable of servic-ing capital ships, but a host of smaller docksand platforms can service most mid-sized cor-vettes and patrol craft. At least one of HouseMecetti's Victory-class Star Destroyers ispresent to guard this valuable resource. Anorbiting station is the command center for theshipyards.

Obulette is the fourth planet in the system.Positioned between the f i f th and sixth planet isan extensive asteroid belt. The belt acts as adefensive screen and House Mecetti has placednumerous sensor arrays on various asteroidsproviding an early warning system.

Culture. Obulette is a decadent world andso are its people. The surface is a dimly litdepressing locale that has left its mark on it'speople. When one walks down the street, onemoves briskly, avoids direct eye contact, butwatches everyone.

Since Obulette's cities are so old, they aresteeped in old Tapani-style architecture. Elabo-rate skyscrapers, halls, libraries, columns, andeven plazas dominate the skyline. The localstake these items for granted, but they attractall manner of tourists. Obulette's theater andart districts are fine examples of the culturalsampling the population and tourists alike en-joy.

Less savory sections of the cities reveal theunderside of Obulette's ancient heritage - acrumbling infrastructure which is eating awayat the urban centers a bit at a time. Fringers andplotters of all stripes can be found creepingaround in the shadows of these areas, eager toescape notice as they go about their nefariouserrands.

Economy. Obulette has a robust economy.Although the planet is not self-sufficient, theother worlds in Mecetti's province provide itwith the essential commodities it needs.Obulette is the base for several mega-corpora-tions. Eleven years ago, House Mecetti absorbedall of these and now a good portion of theirprofits f i l l House Mecetti's coffers.

The Obulette shipyards are another viablesource of income. Open to all, they providerepair facilities to those who can't or don'tdesire to travel to Tallaan. House Melantha andHouse Pelagia vessels are strictly forbiddenuse of these facilities. All other houses or affili-ations are welcome, but the price depends onpolitical stance and who knows who.

Points of Interest. Obulette's fascinatingarray of culture and ancient architecture makesit a popular tourist attraction. Its active fringeelement also make the cities popular with thoselooking for shady dealings and hard-to-get blackmarket items.

The Obulette shipyards are frequented bythose who do not wish to draw Imperial atten-tion while they have their ships serviced orrepaired (Imperial officials get curious when aship has been engaged in a space battle). Theshipyards are not as busy as Tallaan, lack anobvious Imperial presence, and if one knowsthe right people to bribe, asks no questions.Even Rebel privateers have made use ofObulette's dockyards. Rates of charge for inde-pendents tend to be fair, though the "no ques-tions asked" option raises the total price dra-matically.

ObuletteType: TerrestrialTemperature: CoolAtmosphere: Type I (breathable)Hydrosphere: DryGravity: StandardTerrain: Hills, plains

Sector Guide

Page 29: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Length of Day: 20 standard hoursLength of Year: 404 standard daysSapient species: HumansStarports: 3 stellar class, several standard classPopulation: 9.2 billionPlanet Function: HomeworldGovernment: House MecettiTech Level: SpaceMajor Exports: High technologyMajor Imports: foodstuffs, low technology

Melantha ProvinceSoterios

Soterios is an ash-colored, arid world with atight orbit around its warm sun. Nearly seventypercent of the planet's surface is dry land, withthe remainder given over to extremely salty,shallow seas. These seas have a slight ammo-nia content, yet support a diverse richness ofunusual species. The dry land consists of twomain terrain types: wind-swept canyons andexpansive desert wastelands.

The humans that settled Soterios thousandsof years ago brought with them many speciesnative to the Core worlds. These species out-competed the native populations (especiallythe flora) and invaded every available niche.Today, none of the native species remain, giv-ing the planet a unique, if very unoriginal eco-system.

Soterios's capital is Melaana. Melaana issituated in a huge canyon - the ancient re-mains of an ocean's basin. Due to a lack of rawmaterials, Melaana was originally settled in thecanyon walls, surrounding agricultural fieldson the basin's floor. This area is now referredto as the Old City and its caverns extend deepinto the surface of the planet. These subterra-nean passages support active local fringe ele-ment. New Melaana has been erected in thepast few centuries on the basin floor. Thisyounger city consists of impressive skyscrap-ers and other structures modeled after thearchitecture on Coruscant.

Soterios's other cities are situated in similarcanyon basins. They are connected via dryriver bed canyons that meander about theplanet's surface. These canyons are used as ahighway system for landspeeder andairspeeders.

Culture. Soterios culture is largely assimi-lated from the Core, especially Coruscant. Thecities have thriving theater districts, musichalls, museums, and other cultural activities.Soterios has an active professional sports cir-cuit that is popular with the Melantha housenobility and the commoners alike.

The Soterios social scene is dominated bythe HoloNet media. Hourly news shows, cul-tural forums, and documentaries clog the air-ways, enthralling people of different walks totake a stand. The media is not just a source ofinformation - it is a voice for the people - andan educational tool.

Economy. Soterios' economy is largely basedoff-planet, frequently even out-of-the sector.House Melantha runs the planet and generatesmost of its income from Core-based compa-nies. In these capacities, Soterios puts up thecredits in the form of loans and generatesincome on the interest. An alternate source isthe out of sector companies attracted toSoterios with attractive lease and profit shar-ing plans. After all, the desert land on Soteriosis cheap.

Little food is produced on Soterios due tothe harsh climate and shortage of fresh water(adequate drinking water is drawn from deepaquifers). Most of the food is imported fromBarnaba.

Points of Interest. The highway system ofSoterios is unique, yet highly functional. It is achallenge to traverse the sheer cliff canyonssafely while trying to maintain any kind ofspeed. Further, the numerous dead ends andloops of the natural highway system makes italmost impossible for non-natives to reachtheir destinations without a native guide. Theunique topography is suitable for severalspeeder road rallies held annually.

The Old City holds interest to both touristsand Rebels alike. If one has the credits, thelocal fringers can supply information, illicitgoods, or perform illegal services. But this isnot a safe area for non-fringers, and visitorseither better watch their step, or hire an excel-lent guide.

SoteriosType: Arid terrestrialTemperature: HotAtmosphere: Type I (breathable)Hydrosphere: AridGravity: StandardTerrain: Deserts, canyonsLength of day: 29 standard hoursLength of year 326 standard daysSapient Species: HumansStarports: 1 Imperial class, 2 stellar class, numerouslanding fieldsPopulation: 6.7 billionPlanet function: HomeworldGovernment: House MelanthaTech Level: SpaceMajor Exports: SandstoneMajor Imports: Foodstuffs, high technology

Sector Guide

Page 30: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

Pelagia ProvincePelagon

The original colonists of Pelagon controlledseveral other nearby systems, currently underCalipsa's rule. But most of these systems, whilerich in ore, lacked easily settled worlds. Thoughlacking landmasses, Pelagon has a pleasantclimate with warm oceans, making it a moreattractive colony site.

The colonists brought raw materials fromthe ore-rich worlds and constructed huge plat-forms above Pelagon's waves. On these plat-forms, great cities were built, called seascapes.In Pelagon's heyday, over 20 of the artificialland masses, some dozens of kilometers indiameter, dotted the planet's great oceans. Butthen came the Empire in pursuit of the Jedi—and with the help of House Mecetti—laid wasteto all but two of the platforms.

Today, six of the platforms have been re-built, mostly by scavenging parts and materi-als from the other platforms. Pelagon's capitalcity is Pelagar, a majestic sprawl situated onthe largest surviving platform which is over 20kilometers in diameter.

The remaining platforms are abandonedruins, shunned by the locals who claim therestless spirits of the Jedi guard their secrets.

Slowly, House Pelagia has rebuilt itself, but themajority of this build-up is hidden from theEmpire. Much of it takes place in the ancientruins on the bottom of the ocean. These ruinsdate back many thousands of years, prior tothe arrival of the colonists. House Pelagia is inthe process of constructing research stations,storage depots, and hideouts in an effort toreturn to its previous glory.

At one time, Pelagon's oceans were fu l l ofaquatic life from various plants and algae, tofish, and even huge reptilian-like species. Butthe mass destruction and fall-out from thegreat war that lasted but a day has had detri-mental ecological effects. The oceanic environ-ment is still coping with the massive amounts ofcontaminants released during the bombing ofthe platforms, plus wreckage of hundreds ofships that plummeted into the azure waters. Theend result is a nearly 90 percent extinction of allspecies, plus the appearance of many radiation-mutated species.

Culture. The people of Pelagon are a grim,pessimistic lot. The last generation has dealtwith many hardships since the fall of theirdynasty. However, they are a patient, deter-mined people. They care only about quality oflife or a product, not profit or quantity. Amongall other traits, they hold a deep respect forhonor.

Page 31: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Pelagonians have tough, leathery skin,turned brown by the sun's reflected rays off theplanet's mighty ocean. They favor tight-fittingclothes. Typically, light blues, yellows, andwhite are the most common colors worn asthese reflect the sunlight. The rebuilt citieshave modern facilities, but retain the old flavorof their traditional architecture.

Economy. Pelagon's economy struggles asdoes its people. The oceans were once thebackbone of the economy, providing food andrare minerals - the water itself had value. To-day it is a mildly toxic soup that supports verylittle life. A few hardy hydroponic vegetablespecies are raised in huge plots next to plat-forms and any excess is imported off-world.These vegetables are the staple of the averagePelagonian's diet.

Pelagon's platform cities are host to severallarge corporations, mostly manufacturingplants that requires huge amounts of water forcooling. In other parts of the galaxy, environ-mentalists tend to petition flagrant polluters.But on Pelagon, the water is already polluted,so the locals don't really care what else isdumped into it. One of the larger corporationsis the Pelagon Aquatic Components Corp., anaquatic vehicle manufacturer.

Points of Interest. Pelagon has numerousruins, including the abandoned platforms andthe ancient great underwater cities of someforgotten civilization. House Pelagia is workingin these areas to cover its covert build-up ofweapons, resources, and monetary funds.

Orbiting Pelagon is the wreckage of ThePelagia Star, a massive ship over 2,500 meterslong. It was the flagship of the Pelagia navy,until the Empire arrived that fateful day. Theship, of an ancient, unknown design, absorbedthe battering of three Imperial Star Destroyers,but even their combined firepower couldn'tdown the vessel. Content to damage it beyondrepair, the Empire left its shattered bulk be-hind as a reminder to the people of Pelagon.

The ship has been converted to a spacestation and renamed Pelagia's Moon. It's afreeport now, open to free traders, house-aligned traders, and fringers alike. The stationgenerates suitable income for Pelagon. Overthe last five years, very slowly and quietly,House Pelagia has sunk millions of credits intothe ship to refurbish it as a warship. She nowhas sublight engines and several weapons ar-rays. Most of these components were pur-chased through XTS and other, less reputablesources. The next goal is to bring hyperdriveengines on line and one day, House Pelagiahopes that Pelagia's Moon will again be itsflagship.

PelagonType: OceanTemperature: TemperateAtmosphere: Type I (breathable)Hydrosphere: MoistGravity: StandardTerrain: OceansLength of Day: 25 standard hoursLength of Year: 352 standard daysSapient species: HumansStarports: 2 stellar class, several limited classPopulation: 27 millionPlanet Function: HomeworldGovernment: House PelagiaTech Level: SpaceMajor Exports: Foodstuffs (vegetables, some fish)Major Imports: High technology

Reena ProvinceReena

Reena is the homeworld of House Reena. It isa temperate planet covered 90 percent by warmshallow seas. The remainder of the surface iscovered with thousands of islands. These rangein size from a few kilometers across to Reena'slargest landmass, a full 220 kilometers in diam-eter. Reena is known in the Tapani sector as the"planet with a thousand thousand islands" al-though this is an exaggeration.

These islands are dedicated to specific func-tions. Most are urbanized to the point that theentire island is covered with modern city struc-tures. Others are dedicated to cropland, uni-versity campuses, and starports. Transporta-tion between islands is accomplished withwatercraft, repulsorcraft, and cloud cars.

Culture. Reena is the host world of the uni-versity of Reena. As such, the university's influ-ence can be seen all over the planet. Sincenatives of Reena get a tuition break, most at-tend the university at one point or another.Therefore, inhabitants tend to be highly edu-cated, giving the people a pompous, arrogantair about themselves.

The university has an immense amount offunds available and has attracted the galaxy'sfinest educators to its halls. The School of theArts dominates the cities, putting on free per-formances for all to attend. These include artshows, music recitals, as well as holovids andconcerts. To live on Reena is to immerse one-self in a myriad of cultural pursuits for no cost.However, the university tends to frown onathletic pursuits, so Reena inhabitants gener-ally don't pursue the sports scene.

Economy. Reena's economy is centered onthe University of Reena. Between grants fromsector corporations, tuition, and donationsfrom House Mecetti, the planet is in stablefinancial condition.

Sector Guide

Page 32: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Several of the islands are owned by thegovernment and used to produce crops. Thesecrops are primarily used on Reena, but excessis snipped to less fertile planets for a fair profit.Reena's oceans teem with fish and the planethas numerous fishing vessels to harvest thisnatural resource. This effort is carefully moni-tored by the university to prevent overfishing.Recently, the fishermen have begun harvestinga species of long fronded algae that's becominga delicacy across the sector.

Points of Interest. The University of Reenahas a vast archive stored in a megacomputersystem. The archive contains information onthe Tapani sector; its history, geography, andpolitical history are included. Scientific data,newsnet files, court proceedings, and out-of-sector information round out the various tid-bits stored here. The archive is situated on itsown island, and not only is the land protectedwith guard droids, but the surrounding watersare patrolled by the university security staff.The archives are open to all, but accessingthem is not cheap.

There are three Hex heavy turbolaser bat-teries on Reena's moon. These heavy weapons

are to protect the planet from a capital shipassault. The three cannons were gifts fromHouse Mecetti to protect its interests. HouseReena jumped at the opportunity for a freedefense system, but it wasn't until after con-struction was complete that House Mecettiinsisted that its own members staff the can-nons. For obvious reasons, House Reena wouldlike to rectify this situation in the future.

ReenaType: Oceanic with urbanized islandsTemperature: TemperateAtmosphere: Type I (breathable)Hydrosphere: MoistGravity: StandardTerrain: Oceans with islandsLength of day: 25 standard hoursLength of year: 360 standard daysSapient Species: HumansStarports: 1 Imperial class, numerous standard class,numerous landing fieldsPopulation: 2.1 millionPlanet function: Homeworld for House Reena, Univer-sityGovernment: House ReenaTech Level: SpaceMajor Exports: Information, foodstuffsMajor Imports: High technology

Sector Guide

Page 33: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Chapter Five

The FreeworldsGazetteerAleron

Aleron was terraformed and settled by colo-nists centuries ago. Despite their best efforts,the soil is still poor and the land is not produc-tive. The only growth is a few species of mossand fungi imported by the colonists to preventsoil erosion. There are no major bodies ofwater. The red and gray mountains are arid andenshrouded in constant smog. Although safeto breathe, the atmosphere is dim and con-stantly overcast.

Despite the grim environment, Aleron is asurprisingly pleasant planet to live on. Its citiesare located in huge caverns that scroll throughthe subsurface of the planet. The advantages ofthis arrangement are numerous. First, the cit-ies are located near large underground riversand seas, providing fresh water to the popula-tion. Second, heating and cooling of living ar-eas is not needed due to the constant under-ground temperature.

Aleron's starport is located on a series ofhuge metallic platforms. Under the main dock-ing platform are all the support facilities for abusy starport—cantinas, shopping areas, res-taurants, refueling stations, maintenance fa-cilities, and so on. Numerous turboshafts pro-vide access to one of Aleron's larger settle-ments, Daekun, located over 1,000 meters be-low the surface.

Culture. The colonists that settled Aleronoriginated from Gilliana. Frustrated in theirterraforming attempts, the inhabitants havefocused their efforts on developing under-ground cities. Their domed caverns are deckedout with atriums, gardens, natural-lookingbrooks and ponds, plus "outdoor" malls and

plazas. They have imported small animals andeven low-light intensity plants to inhabit theirartificial ecosystem. The ceilings are paintedcheery blue and augmented with holographiesto simulate times of day and seasonal varia-tions.

Economy. Aleron's primary business is min-ing the ore-rich depths of the planet. In an effortto preserve their precious underground cities,all mining complexes and refineries are locatedon the surface. The ore is smelted into pureingots and shipped out to intergalactic mar-kets.

In addition to the mining industry, Aleronhas a sizable droid manufacturing industry.LIN Corporation, spearheaded by their popu-lar bodyguard line of droids, is the planet'smost successful private corporation. It exportsdroids, droid components, and even microcomputer chips to markets across the entiresector.

Points of Interest. Being situated on theShapani Run, the Aleron Starport sees a hugevolume of traffic. Because of this traffic, thestarport caters to the public, featuring enter-tainment, shopping outlets, and fine restau-rants. This revitalization has generated sizablecredits in addition to the profits taken in fromresupply stations.

The many underground parks and naturepreserves are a popular attraction. However,most of these parks are privately owned byindividuals and companies. A specific invita-tion is usually required to gain entry.

Sector Guide

AleronType: Barren terrestrialTemperature: TemperateAtmosphere: Type I (breathable)

Page 34: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

Hydrosphere: AridGravity: StandardTerrain: Mountains, plainsLength of day: 24 standard hoursLength of year: 361 standard daysSapient Species: HumansStarports: 1 Imperial classPopulation: 1.2 billionPlanet function: Mining, manufacturingGovernment: Aleron Trade CooperativeTech Level: SpaceMajor Exports: Raw materials, droids and droid partsMajor Imports: Foodstuffs, high technology

Lamuir IVLamuir IV is a temperate world with four

continents. The continents consist of rollingplains, deep forests, and weathered, low moun-tains. The world was settled - and then de-serted - thousands of years ago by a Herglictrading empire, long before humans came tothis area of space. It was rediscovered andsettled by Herglics only a few decades beforethe first Tapani and Republic survey shipsentered the system. Today, Lamuir is a cosmo-politan planet with large Herglic and humanpopulations.

Most cities are divided into separate Herglicand human zones, primarily because the sizedifferences between the two makes living in thesame communities impractical; Herglics requiremuch bigger homes, furniture, transports, andso on than do humans.

The capital of the planet, Gryle City, is ametropolitan sprawl located near the equator.Gryle City is composed of several districts,including the concerto district, theater dis-trict, and a shopping and restaurant district.Herglics and humans mix much more in GryleCity than in most other communities.

A Herglic mining company is based onLamuir's only moon. It doesn't produce muchore anymore - and has become a popularHerglic retreat.

Culture. The majority of Lamuir citizens areHerglics, and the dominant culture is that ofthe Herglic; staid, sensible, and pacifist. This isreflected in the government's position on com-promise and appeasement over armed con-flict. Lamuir has good relations both with theEmpire and the other Tapani powers.

Because Herglics are so susceptible to it,gambling is illegal on Lamuir. And not just alittle illegal; penalties for gambling in the pres-ence of a Herglic rival those for dealing inglitterstim spice (both involve life sentences).

There is some conflict between the Herglicsand humans, because the cultures are so differ-ent. Many humans see the Herglic desire toavoid conflict as cowardly, while Herglics re-gard the human tendency to take stands and

invite conflict inherently destablizing. Fortu-nately, disagreements seldom get too heated.

The Priole Danna Festival is an annual eventwhich brings the biggest artists, actors, andmusicians in the galaxy together for a week ofrevelry, parades, and the famous reenactmentsof traditional Lamuir dramas and folk plays.During the festival, which envelops most ofGryle City, millions of tourists, celebrants, andprofessional party-goers from all over the gal-axy descend on the planet, creating a tempo-rary but substantial economic boom for theentire planet.

Economy. Lamuir's economy is stable butnot spectacular. It derives a good bit of itsincome from the trade up and down the ShapaniBypass. There are also quite a few tradingcompanies who are based on Lamuir; unlikemost of the Freeworlds, Lamuir is free of Min-ing Guild interference, and some companiesprefer that sort of environment.

The Priole Danna Festival is also an impor-tant source of credits. During the festival, localmerchants triple prices on food, lodging, andsouvenirs, and the government institutes manytemporary tariffs.

Lamuir has an active manufacturing indus-try based on the bountiful talsa wood forests.The forests are logged, and then reseeded toinsure ample supply for the future. The wood isdark and extremely dense - perfect for sculp-ture, furniture, and even weapons.

Points of Interest. Some contemporary cit-ies are built up near the ancient Herglic settle-ments. Numerous Herglic archeologists combthe ruins, looking for traces of the long-deadsociety. There is some popular speculationthat the ancient Herglics were more techno-logically advanced in some ways than the cur-rent generation, but no one has brought forthany real proof of this as of yet.

Despite strict edicts against unauthorizeddigging in the ruins (enforced by rangers postedat the perimeters), artifact hunters and smug-glers occasionally embark on secret expedi-tions in search of technological wonders andold-fashioned booty.

Lamuir IVType: TerrestrialTemperature: TemperateAtmosphere: Type I (breathable)Hydrosphere: ModerateGravity: StandardTerrain: Forests, plains, mountainsLength of day: 23 standard hoursLength of year: 377 standard daysSapient Species: Herglics, humansStarports: 1 Stellar class. 3 standard classPopulation: 4.5 million (2.5 million Herglics, 2 millionhumans)

Page 35: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

Planet function: Manufacturing, natural resourcesGovernment: Participatory DemocracyTech Level: SpaceMajor Exports: Talsa wood, tourism, foodstuffsMajor Imports: None

Mrlsst (Merlist)Mrlsst, or Merlist, as its human citizens call

it, is located in the Mennaalii system. It is a wethumid world made up of marshes and sandyswamps. Most vegetation is made up of variousspecies of grass; palm trees, bamboos, and theimmense, tower-like greenstalks that grow inthickets everywhere on the planet's surfaceexcept the two poles.

Numerous cities and towns dot the land-scape, roughly two-thirds of which are tradi-tional Mrlssti towns. The others are human-style settlements devoted to the university orlight industry. Few are located near the coast;since no surface of the planet is more than a fewdozen feet above sea level, the fall typhoonssend the raging tides hundreds of kilometersinland for weeks at a time. This annual floodingis essential to the planet's ecology, but wreakshavoc with coastal settlements.

A thick asteroid field rings the planet. Theasteroids serve as a source for base metals andalso harbor a number of sanctioned research

stations. There are also a number of unregis-tered habitats in the asteroid belt which areeither doing top secret research, or hidingfrom the belt patrols who try to keep the fringersout (the asteroid refuge draws them like amagnet).

Culture: Mrlsst is the only world in the en-tire sector which is occupied by an indigenoussentient species, and this has an impact onMrlssti culture not fully appreciated elsewherein the sector (except perhaps Lamuir). TheMrlssti are an integrated part of Mrlsst society,and in many ways it is the humans who haveadapted to the Mrlssti way rather than theother way around, as is often the case. Theofficial language of the local government is Tsi,the mother tongue of the Mrlssti. Human lan-guages are spoken as well, especially in thepresence of Imperial representatives.

Mrlsst is more strongly influenced by theEmpire than many of the other Freeworlds,though it refuses to take the anti-alien stanceImperial High Human Culture demands. It ismore in line with typical Core worlds in termsof Imperial supervision, and the power thegovernor has over the world.

Mrlsst has a fringe society - student drop-outs and defrocked professors, artists, smug-

Page 36: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

glers, and thieves - that lives in the upper lev-els of the greenstalks in simple but serviceablestructures built into their sides and tops. Someof these "underground" communities are lo-cated near university communities, while oth-ers are located near the coast - safe from flood-ing and unwelcome intruders alike.

Economy: Even before humans made con-tact, the Mrlssti had devised a sophisticatedsystem of higher learning. When Shey Tapani,the founder of the ancient Tapani Empire, vis-ited the world, he was very impressed by theiraccomplishments, and gave them a huge grantto develop a university system for the wholesector, and for all species. The Mrlssti em-braced their mission with a will, and todayMrlsst boasts some of the best universities andcolleges in the sector.

Humans make up the majority of the studentbody, but there are also many Mrlssti andHerglic students as well. Twi'leks, Ithorians,Sullustans, and other aliens have attendeduniversity in the past, but Imperial edicts cur-rently prevent them from attending manyMrlssti universities.

The universities do a lot of research work forvarious Imperial governmental organizations,from developing complex economic modelsfor commerce ministries to designing advancedcomputer combat systems for Imperial warmachines. Mrlssti engineers designed the ex-tensive life-support systems for the Death Star,though this did not become common knowl-edge until after the battle station was destroyed.

Points of Interest: The university centers ofMrlsst are vibrant communities dedicated tothe pursuit of knowledge and entertainment, inroughly equal portions. Areas frequented bystudents are rife with eateries, pubs, and con-cert arenas. The more serious-minded can availthemselves of extensive computer libraries andresearch centers. Both facets of Mrlsst areprime sources for information.

Since there are more professors and scien-tists than there are positions and contracts,many professionals do freelance tutoring orresearch on the side. For the right amount ofmoney, there are always skilled people willingto take on side projects - including those ofdubious legality. Slicers, techs, and mechanicsare in high demand among certain black mar-ket clientele (there are even dark rumors of anassassin droid manufacturing plant secretedsomewhere on the planet).

MrlsstType: TerrestrialTemperature: TemperateAtmosphere: Type I (breathable)Hydrosphere: Moist

Sector Guide

Gravity: Light (0.9 of Standard)Terrain: Greenstalk forests, mountainsLength of Day: 22 standard hoursLength of Year: 356 local daysSapient Species: Mrlssti (N), humans, many other spe-ciesStarport: StellarPopulation: 5.3 billion Mrlssti, 3 billion humans, 2billion students of other speciesPlanet Function: Educational centerGovernment: Representative democracyTech Level: SpaceMajor Exports: High tech research and development,flitters, foodstuffsMajor Imports: None

NeonaNeona is a temperate planet with a pair of

barren moons. About 20,000 years ago, it expe-rienced a geologic warming period - its polarice caps melted, flooding the entire planet,sparing only a pair of ice-covered continentslocated at the poles.

Because of the lack of land to build on,Neona was only sparsely settled for many cen-turies, its single floating spaceport merely awaystation for those desiring to stop betweenProcopia and Tallaan. A few hundred yearsago, however, Hanson Mining Consolidatedconducted a detailed survey of Neona, anddiscovered that the seabeds contained hugedeposits of valuable ore. It obtained miningrights to Neona, and began building underseamining camps, processing plants on boom rigs,and floating cities to house the miners.

As veins tapped out, the floating cities weretowed into position over new mines. Somewere instead linked together with the space-port or to one another, forming over time largefloating cities. The largest city, Newland, iscentered around the original spaceport. It ishome to over three million people.

Culture. Neona's population is largely madeup of miner-employees of Hanson, most ofwhom are only temporary residents. Theseminers bring with them their own cultural tra-ditions, and many of the urban areas are segre-gated according to planet of origin (most min-ers hail from Tapani sector).

Oftentimes these workers spend months onend out on the isolated boom rigs, only travel-ing to one of the floating cities on extendedleave. Needless to say, the miners get a littlerowdy while on leave, and since they cyclethrough the urban centers continuously, thebars and flophouses never close.

Life is a bit more sedate for the Neona na-tives who work in the many businesses built uparound the mining industry. They live in theirown neighborhoods which are zoned to ex-clude those lacking a permanent residence

Page 37: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

visa. This measure keeps the boisterous ele-ments out of the locals' communities.

Economy. Neona's economy is based on itsmining operations. When profits are high, theeconomy blossoms. When profits are low, itslumps.

Neona's oceanic ecosystem is relativelyyoung, since the ice age caused planet-wideextinction. Hence, the oceans are not veryproductive. However, Hanson has formed apartnership with an aquaculture corporationcalled Aquatic Ecosystems, Inc. AEI found theoceans of Neona ripe for supporting a full-fledged aquaculture program. Now, their oceanpens dot the surface of Neona's ocean, produc-ing several popular species of fish. The part-nership included the purchase of a few factoryplatforms. After alteration, these roam theoceans, processing the adult fish for shipmentto Tapani sector markets.

Points of Interest. The southern polar con-tinent contains an extensive network of caves.This would be an ideal location for a base,either for the Rebels or fringers alike. Thefringers are aware of the caves, but haven'tutilized the area due to the harsh climate. As ofyet, the Rebel Alliance is unaware of the cavesystem.

Neona was inhabited by a sentient civiliza-tion which was slowly swallowed by the risingwaters when the ice caps melted. The oceanfloor is riddled with the remains of this civiliza-tion in the form of ruins. The ruins are quiteextensive, and the architecture depicts an ad-vanced culture. Occasional teams of archeolo-gists and xenoanthropologists have descendedinto the depths to explore, but only recentlyhas a team from Mrlsst Academy tackled theproject in a systematic way. They are living ina small undersea research station in the south-ern hemisphere, at the lip of a large ruin.

NeonaType: OceanicTemperature: TemperateAtmosphere: Type I (breathable)Hydrosphere: ModerateGravity: StandardTerrain: Oceans, glaciersLength of day: 26 standard hoursLength of year: 349 standard daysSapient Species: HumansStarports: 1 standard classPopulation: 4 millionPlanet function: Mining, aquacultureGovernment: Owned by Hanson Mining ConsolidatedTech Level: SpaceMajor Exports: Ore, foods tuf fs (aquatic only)Major Imports: Foodstuffs, high technology

TallaanTallaan is a mild and temperate world. Lo-

cated at the nexus of the Giju Run and theShapani Bypass, it is the most active tradingworld in the entire sector. With few exceptions,everything that goes into or out of Tapanisector passes through the Tallaan system.

Tallaan serves as the unofficial seat of theEmpire in the sector. The Tallaan ImperialShipyards are the largest in the region, andTallaan also serves as sector headquarters fornumerous Imperial bureaus and organizations,including the ISB. It is suspected by many thatthe Imperial infrastructure on Tallaan is orga-nized to allow the world to serve as the stagingarea should the Imperials decide to take directcontrol of the sector.

Culture: The spirit of fierce independencewhich characterizes the Freeworlds is stron-gest on Tallaan. Its people are driven to suc-cess, and bristle at the suggestion that theyhave grown rich thanks only to house oreshipping and the bacta trade.

Nobles from the Expanse are regularly re-minded through the action's of Tallaan's citi-zens that they cannot expect to be treated withdeference and unwarranted respect. OnTallaan, one's family name can be a source ofpride, but Tallaani are expected to make theirown reputations.

Tallaan has a large population oftransitionaries, who live here part of the yearto manage trades and transfer cargoes. Thereare a large number of aliens of all types livingon Tallaan, and most have at least a smallenclave somewhere on the planet where theygather to live among their own kind.

Economy: Tallaan derives most of itseconomy from the trade passing through itssystem. It also has a few prominent mid- andhigh-tech industries of its own - it hosts sev-eral prominent spaceship manufacturing firms(most notably the Tapani Starship Coopera-tive), as well as companies that make speeders,repulsorlift vehicles, tractors, and other trans-ports.

Since it can obtain raw ore at a very lowprice, its goods can be manufactured and soldfar under standard galactic prices. Thoughthere are superior and better-establishedbrands around, Tallaani vehicles are popularin the Colonies and Inner Rim because of thelow prices and high quality.

Points of Interest: The Tallaan spaceportsare huge complexes; some as large as 25 kilo-meters. Girding each one are hundreds of kilo-meters of warehouses and housing complexesfor the temporary population.

Sector Guide

Page 38: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

There are hundreds of established marketsat different locations on the planet, each spe-cializing in a certain sort of trade; some deal indroids, others in grain, while still others deal inspacecraft or ferrocrete. Other markets are notas easily found, and deal in illegal goods andservices. The underground markets deal in theusual vices; spice, contraband goods, and morerarely, slaves.

The largest alien enclave on Tallaan is theHerglic district Soun-Giju, literally, "Little Giju."Surprisingly, Soun-Giju more resembles aHerglic community on Giju than do those onLamuir—whereas Lamuir Herglics haveadapted their culture to coexist with humans,most of the Herglics living in Soun-Giju arenatives of Giju rather than the Tapani sector.

Humans and aliens are welcome in Soun-Giju, but visitors must get used to the over-sized structures. Humans have a difficult timeperforming normally simple tasks, such as

reaching the controls to a blast door or climb-ing steps. This is the perfect place to purchaseHerglic-made devices, hire a Herglic, or im-merse oneself in Herglic cuisine.

TallaanType: TerrestrialTemperature: TemperateAtmosphere: Type I (breathable)Hydrosphere: ModerateGravity: StandardTerrain: Urban, plains, forestLength of Day: 22 standard hoursLength of Year: 355 local daysSapient Species: Humans, Herglics, MrlsstiStarport: Imperial classPopulation: 67 billionPlanet Function: Trade, Imperial sector headquartersGovernment: Trade CommissionTech Level: SpaceMajor Exports: Trade goods, starships, land vehicles,high techMajor Imports: Foodstuffs, low tech, medicinal goods

Page 39: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Chapter Six

Ships andVehiclesRES-Q Airspeeder

The Ubrikkian RES-Q Airspeeder is a stream-lined oval-shaped speeder. It has a blacktransparasteel viewport, with a pair of commu-nication antennae that flank it. The airspeederhas retractable landing supports and a pair ofstabilizer fins, one each on the dorsal andventral surfaces. The vehicle is normally manu-factured in a pale gray, to designate its pur-pose.

The RES-Q is a medical relief airspeeder. It isemployed by planetary governments, and sev-eral are usually assigned to medical frigates.They are widely used in war situations by theAlliance and Empire alike.

The RES-Q has several features to aid it in itstask. Unlike most vehicles, the RES-Q isequipped with shields. Coupled with reinforcedhull plating, the RES-Q can absorb an immensepounding. Fitted with a small ion engine after-burner, this airspeeder can achieve speeds inexcess of 600 kmh. It also sports an advancedrepulsor shock system providing a smoothride for recovering patients.

The RES-Q is essentially a cockpit and amedical bay fitted with engines. The medicalbay is equipped with the following facilities. Atotal of ten bacta trays (five on each side) linethe inside walls of the medical bay. Two com-puter stations, tapped into the trays, constantlymonitor the patient 's progress. Twentymedpacs are stored in a supply compartmentlocated above the medical bay. A mini-surgerysuite is also present, and can be used for emer-gency procedures, even while in f l ight . An MD-() medical droid rounds out the equipment,and is usually assisted by a pair of medicaltechnicians.

RES-Q AirspeederCraft: Ubrikkian RES-Q AirspeederType: Medical relief airspeederScale: SpeederLength: 12 metersSkill: Repulsorlift operation: RES-Q AirspeederCrew: 1Passengers: 4. plus 10 patientsCargo Capacity: 2 metric tonsCover: FullAltitude Range: Ground level-750 metersCost: 27,500 (new)Maneuverability: 1DMove: 225; (650 kmhBody Strength: 2D+1Shields: 2D

Mrlsst FlitterThe Mrlsst flitter is a compact dragonfly-like

vehicle which flies and glides by flapping largeinsect-like wings. The basic design was devel-oped centuries ago as a method for the Mrlsstito move about on their world when the tidalfloods were at their worst.

With the arrival of the humans, the MrlsstMotorworks expanded its designs to includehuman-scale craft. Flitters come in many con-figurations and are in wide use as civilian com-muter craft, police interceptors, and servicevehicles (police units may be armed with lightweapons).

The average flitter is light and highly maneu-verable. Because it is constructed out of light-weight alloys and high-impact plastics, it is anextremely affordable vehicle, especially whencompared to standard airspeeders. It isn't allthat durable, however - the lifespan of a f l i t teris only five years or so. Flitters are in highdemand in worlds along the Shapani Bypass.

Sector Guide

Page 40: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Mrlsst FlitterCraft: Mrlsst Motorworks MVD-1 AreoflitterType: AirspeederScale: SpeederLength: 14 metersSkill: Repulsorlift operation: FlitterCrew: 1Passengers: 5Cargo Capacity: 1 metric tonCover: FullAltitude Range: Ground level-1,050 metersCost: 11,500 (new)Maneuverability: 3DMove: 225; 650 kmhBody Strength: 1D

Manta-class AssaultStarfighter

The Manta-class starfighter is manufacturedin the Tallaan Imperial Shipyards by the TapaniStarship Cooperative, a small corporationbased on Tallaan and Procopia. TCS's highstandards of favoring no house above the oth-ers have won contracts from all sides. Thecorporation provides the houses with many oftheir ships, and the Manta is the starfighter ofchoice.

The Manta is a flat, organic design shapedmuch like its sea-going mollusk namesake. Thefront comes to a point, the two remaining sidesbeing truncated. The dorsal surface is flat ands t reamlined, with the exception of thetransparasteel canopy dome. The ventral sur-face is usually colored lighter than its oppositeside. Unlike most starfighters, the only accessis provided through a hatch on its ventralsurface. A trio of retractable landing gear areusually mounted. These are equipped withmagnetic clamps, activated by controls in thecockpit. These clamps, coupled with the belly

Sector Guide

access hatch, allowthe Manta to piggy-back on Tapani-class carriers andother ships withbui l t - in dockingtubes.

The Manta star-fighter was designedto take on the pirateswho prey on sectorshipping along theShapani Bypass; it isboth a high-speed in-terceptor and attackvehicle. In its inter-cept configuration,the wings are up, pro-v id ing superiorspeed with average

maneuverability. There are very few ships thatcan outrun a Manta in intercept mode. Unfortu-nately, there isn't much the Manta can do todamage the ships it overtakes in intercept mode,since only the light ion cannons are enabled(all available power is automatically routed tothe engines).

The ship comes into its own in attack con-figuration. The outer wings swing down to a 90degree angle to deploy its main weapons, twointerior-mounted heavy laser cannons. The shipis more maneuverable in attack, though it losesa lot of its speed once it slows its forwardmomentum for maneuvers.

The Manfa-class s ta r f ighter lacks ahyperdrive. Mantas are typically transportedfrom system to system stowed in docking bays,or more likely, attached to a hyperdrive-capablevessel via their powerful magnetic landing gear.Additional clamps provide a solid link with theship for the journey through hyperspace.

Manta-class Assault StarfighterCraft: Tapani Starship Cooperative Munta-classStarfighterType: Intermediate Assault StarfighterScale: StarfighterLength: 12 metersSkill: Starfighter piloting: Afenfa-class starfighterCrew: 1, 1 gunnerCrew Skill: Starfighter piloting 4D+2, Starship gunnery4D, Starship shields 4D, sensors 4DCargo Capacity: 100 kilogramsConsumables: 1 weekCost: 95,000 (new)Maneuverability: 3D+1 (attack formation), 1D (inter-cept formation)Space: 7 (attack formation), 10 (intercept speed)Hull: 2D+lShields: 2D+1Sensors:

Passive: 20/0DScan: 40/1DSearch: 80/lD+2Focus: 2/2D+1

Page 41: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

Weapons:2 Light Ion Cannons (nose mounted, fire-linked)

Fire Arc: FrontSkill: Starship gunneryFire Control: 2DSpace Range: 1-3/12/25Atmosphere: 100-250/1/1.5 kmDamage: 3D

2 Medium Laser Cannons (wingtip mounted, fire-linked)

Fire Arc: FrontSkill: Starship gunneryFire Control: 2DSpace Range: 1-5/15/30Atmosphere: 100-300/1.2/1.7 kmDamage: 4D+1

2 Heavy Laser Cannons (interior wing mounted, fire-linked)

Fire Arc: FrontSkill: Starship gunneryFire Control: 2D+2Space Range: 1-3/10/20Atmosphere: 100/750/1.2 kmDamage: 6D

Tapani-class AssaultFrigate

The Tapani-class assault frigate is the pri-mary capital ship used by most of the Tapanihouses and many of the Freeworlds. Althoughno match for an Imperial Star Destroyer, thedesign is more than up to discouraging pirate

activity and patrolling the space lanes.The frigate is an oval-shaped vessel measur-

ing 750 meters. The streamlined hull is pot-marked with random viewports. A pair of stabi-lizer fins jut off the lower hull at 45 degreeangles, near the aft of the vessel. Another,smaller stabilizer fin is positioned on the dor-sal surface, near the middle of the ship. Fourhuge ion engine exhaust ports are set in adiamond formation at the aft portion of thevessel.

The Tapani-class assault frigate is manufac-tured by the Tapani starship cooperative of theTallaan shipyards. Essentially, the superstruc-ture of the ship is an original design, but theengines, weapons, and electronic matrix are allpurchased from other manufacturers. This in-creases the final cost and creates a nightmareto replace damaged parts, but it allows such asmall corporation to construct a large compli-cated vessel. Each frigate carries the crest ofthe house which owns it, and most frigates arenamed after planets or cities controlled bytheir houses.

Tapani-classAssault FrigateCraft: Tapani Starship Cooperative Tapani-class FrigateType: Heavy Assault FrigateScale: CapitalLength: 750 meters

Page 42: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

Skill: Capital ship piloting: Tapani-class FrigateCrew: 3550, gunners: 114, skeleton 988/+15Crew Skill: Capital ship piloting 5D, capital ship gun-nery 4D, capital ship shields3D+1, sensors 3D+1Passengers: 800 (troops)Cargo Capacity: 12,500 met-ric tonsConsumables: 1 yearCost: 1.6 billion credits (new)Hyperdrive Multiplier: x2Hyperdrive Backup: x14Nav Computer: YesManeuverability: 1D+1Space: 5Hull: 4DShields: 2D+2Sensors:

Passive: 50/1DScan: 75/2D+lSearch: 125/3D+2Focus: 6/4D+1

Weapons:20 Laser Cannons

Fire Arc: 5 front, 5 left, 5right, 5 rear

Crew: 1 (5), 2 (15)Scale: StarfighterSkill: Starfighter gunneryFire Control: 3DSpace Range: 1-3/10/20

Atmosphere: 100-300/1/1.75km

Damage: 3D+115 Turbolaser Batteries

Fire Arc: 5 front, 5 left, 5right

Crew: 3 (5), 4 (10)Skill: Capital ship gunneryFire Control: 2DSpace Range: 3-15/35/75Atmosphere: 100-500/1/2 kmDamage: 4D

6 Quad Turbolaser BatteriesFire Arc: 3 left, 3 rightCrew: 4 (6)Skill: Capital ship gunneryFire Control: 3DSpace Range: 2-12/30/60Atmosphere: 5-10/50/100 kmDamage: 5D+2

Tapani-class CarrierThe Tapani-class carrier is a specialized

vessel designed to deliver scores of Mantasinto the heat of combat. The vessel is long, witha flat dorsal surface. This surface is used tostore the Manta-class starfighters, attached viatheir magnetic docking clamps. This surfacecan hold 20 such fighters. The right and leftsides can each accommodate another 10 fight-ers. The aft portion of the vessel is elevatedabove the docking deck. This tower housesservice bays to work on the starfighters. Thebridge is also located in the tower, giving acommanding view.

The Tapani-class carrier is a swift ship in

sublight space combat with suitable maneu-verability. It's lightly armored, but it containsimmense shield generators providing the ship

with protection compa-rable to other carriers inits class. The carrier islightly armed, consistingonly of six tower-mountedturbolasers, and 10 belly-mounted ion cannons. Itspunch comes from the 40Manta-class starfighters itcarries. The carrier al-ways travels with supportships, usually corvettes orfrigates.

Tapani-class CarrierCraft: Tapani Starship Coopera-tive Tapani-class CarrierType: Heavy Starfighter CarrierScale: CapitalLength: 375 metersSkill: Capital ship piloting:Tapani-class CarrierCrew: 1855, gunners: 53, skel-eton 715/+15Crew Skill: Capital ship piloting4D+1, capital ship gunnery 3D+2,capital ship shields 5D, sensors3D+1Passengers: 100 (troops), 120(pilots)Cargo Capacity: 75 metric tonsConsumables: 2 years

Cost: 760 million credits (without starfighters)Hyperdrive Multiplier: x1.5Hyperdrlve Backup: x12Nav Computer: YesManeuverability: 2D+1Space: 7Hull: 2D+1Shields: 4D+1Sensors:

Passive: 25/ODScan: 60/1DSearch: 120/2DFocus: 4/4D

Weapons:6 Turbolaser BatteriesFire Arc: 2 front, 4 turret mounted (on tower)Crew: 3 (2), 4 (4)Skill: Capital ship gunneryFire Control: 2D5pace Range: 3-15/35/75Atmosphere: 100-500/1/2 kmDamage: 4D+1

10 Ion Cannon BatteriesFire Arc: 5 left, 5 right (bottom-mounted)Crew: 3 (10)Scale: StarfighterSkill: Capital ship gunneryFire Control: 3DSpace Range: 2-15/40/80Atmosphere: 2-20/50/120 kmDamage: 4D

Page 43: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Bacta TransportThe Empire places great importance on the

transport of bacta to the Core Worlds and tothe general war effort. Therefore, Kuat DriveYards was commissioned to create an entireline of space transports to haul the preciousbacta. The B-12 medium transport is one of thedesigns that sees popular use.

In appearance, the B-12 is somewhat remi-niscent of the Lancer-class Frigate. Or moreaccurately, the frigate looks a lot like the trans-port - when the Lancer was rushed into pro-duction after the Battle of Yavin, KDY usedsome of the B-12's basic hull designs as a basisfor the frigate's hull.

The fore portion of the transport looks muchlike the nose of the Lancer - the placement ofthe bridge and command center is nearly iden-tical. The ship was designed to be manned byas small a crew as possible to keep costs down-in a pinch, four pilots can fly the ship.

The aft of the ship houses a cluster of im-mense ion engines which propel the heavy-laden vessel along its route. The B-12's engineslack the armored plating found on the Lancer,and are open to space for easy access bymaintenance crews.

The fore and aft sections are linked by a longcentral pole. Sixteen bacta storage spheres areattached to this pole using a combination ofphysical clamps and tractor beam anchors.

When the transport reaches an orbital trans-fer station, the bacta-filled modules are re-moved and replaced with empty modules, orloaded cargo pods for the return trip. Thissystem prevents unnecessary pumping via al-ternate lines, pumps, and other equipment.Since the bacta is transported, moved, anddelivered in the same container, the bacta hasa better chance to remain uncontaminated.

Bacta TransportCraft: Kuat Drive Yard's B-12 TransportType: Bacta Transport ShipScale: CapitalLength: 238 metersSkill: Capital ship piloting: B-12 TransportCrew: 26, skeleton 4/+10Crew Skill: Astrogation 4D+2, capital ship piloting 4D,capital ship shields 3D+2, sensors 4DPassengers: 6Cargo Capacity: 600,000 metric tonsConsumables: 1 yearCost: 1.2 million credits (new)Hyperdrive Multiplier: x2Hyperdrive Backup: xl0Nav Computer: YesManeuverability: 1DSpace: 5Hull: 3DShields: 2DSensors:

Passive: 40/0DScan: 80/1DSearch: 120/2DFocus: 3/3D

Weapons: None

Page 44: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Chapter Seven

Droids

BDG Series BodyguardDroid

Although quite expensive, bodyguard droidsare a cost-effective way to receive around-the-clock protection. Government officials, celeb-rities, and crime lords alike find the designparticularly suitable for their needs. SinceLanthe Artifice is based in the Tapani Sector,this model is common in the sector.

Bodyguard droids aretall and stocky, givingthem an imposing appear-ance. They come in a vari-ety of colors, usually adark shade, and corporateor house logos can beadded to personalize theunits. Lanthe Artifice alsoproduces a stunning ar-ray of modules to custom-ize a particular droid.These include additionalweapons packages, mar-tial arts programming, orenhanced visual or audi-tory units. These range inprice from 1,000 to 2,500additional credits per unit.

BDG SeriesBodyguard DroidType: Lanthe Artifice BDGBodyguard DroidDEXTERITY 3DBlaster 4D+2, brawling parry4D, dodge 4D, melee combat4DKNOWLEDGE 1DIntimidation 4D

MECHANICAL 1DPERCEPTION 2DInvestigation 3D, search 3D+2STRENGTH 4DBrawling 5D, lifting 5DTECHNICAL 1DEquipped With:

• Humanoid body (two arms, two legs)• Visual sensor recorder• Auditory sensory recorders• Body armor (+1D to Strength to resist damage)• Vocabulator speech/sound system• AA-1 VerboBrain• Retractable heavy stun pistol (4D+2 stun damage)

Story factors:Loyalty: When first put into ser-vice, a bodyguard droid down-loads all available informationon the individual it is assignedto protect. The droid is nowunswervingly loyal to that indi-vidual, and will protect him at allcosts. A standard memory wipeis necessary to terminate thisloyalty programming, but an-other individual could then be"bonded" to that particulardroid.Move: 10/12Size: 2.2 meters tallCost: 12,500

KI 301-MAXNightlight

The Nightlight is a so-phisticated floater secu-rity droid offered byKalibac Industries, a smallbut cutting-edge droidmanufacturing firm basedon Coruscant andProcopia. The Nightlight

Sector Guide

Page 45: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

is designed to patrol within a designated area,seeking out intruders and reporting securityviolations to a superior. It can be programmedto recognize and ignore individuals who be-long in the patrol zone.

Most floater security models are fairly basic

in design, being little more, than flying search-lights, but the KI 301 MAX Nightlight includedseveral advanced sensor packages and en-hanced maneuverability which make it moreformidable.

The ionization buffer mechanism is a newtechnology introduced by Kalibac which pro-tects the central processing units of a droidfrom most ionization attacks. This is a signifi-cant breakthrough for floater droids, whichcan't be weighed down with heavy protectivearmor plating.

KI 301-MAX NightlightType: Kalibac Industries 301-MAX NightlightDEXTERITY 3DBlaster 4D+2, dodge 6DKNOWLEDGE 1DMECHANICAL 1DPERCEPTION 3DHide 4D+2, search 5D+1, sneak 5DSTRENGTH 1DTECHNICAL 2DSecurity 4DEquipped With:• Repuslorlift generator, combat-enhanced (+2D tododge)• Visual, audio, and combat sensors (+2D bonus tosearch and blaster)• Ionization buffer (+3D bonus against ionization dam-age)• Retractable fine work grasper arm• Computer I/O jack• Stun blaster (2D stun damage , range 3-10/30/100)Special Abilities:Anti-Programming Package Hardwired programmingprevents this unit from being reprogrammed by anunauthorized person. Such attempts will result in cir-cuitry overload and burnout.Move: 15Size: 0.5 meters tallCost: 8,000 credits

Sector Guide

Page 46: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

Chapter Eight

Equipment

Bacta GeltabA bacta geltab appears as a fluorescent green

marble with a squishy feel. When the geltab isruptured and applied on the surface of a wound,subsequent use of a medpac becomes easier.The geltab actually contains bacta, the samefluid used in bacta tanks to heal even mortallywounded individuals. The special mixture oftreatment fluid cleans the wound and preparesthe skin to receive the synthetic flesh anddrugs of a medpac. Without administering amedpac, the geltab is useless, save as an anti-septic.

At the gamemaster's discretion, large ordeep wounds might require the use of two ormore geltabs to receive the +1D bonus. A geltabwould cover approximately a 0.3 meter squarearea. In the case of inadequate fluid to cover agiven wound, a +1 pip or +2 pip bonus can beassigned instead.

Bacta GeltabModel: Genetech G-5 GeltabType: Medpac treatment enhancerSkill: DexterityCost: 50 (for a pack of six)Availability: 1Game Notes: By applying a bacta geltab to a wound, andmaking a Very Easy Dexterity roll, the user gains a +1Dbonus on the following first-aid roll when using a medpacon the treated wound.

Bacta TrayThe bacta tray is a rectangular box that

measures 2.5 meters by 0.5 meters. The trayfloats on a repulsor field to ease movement.The tray is filled with a thin layer of bacta, heldin place by a low-power tractor beam emplace-

ment. The unit has a power pack that providesa 30-hour charge.

The bacta tray is a mobile device used totransport wounded patients to fully staffedmedical facilities. The unit does nothing topromote healing, instead acting purely to sta-bilize a patient's condition. The bacta tray issuitable for field applications. It can be navi-gated over very rocky terrain due to its repulsorfield. The bacta tray is designed to comple-ment the RES-Q airspeeder.

Bacta TrayModel: Genetech BT-16 Bacta TrayType: Mobile Medical Stabilization UnitSkill: First AidCost: 2200Availability: 2Game Notes: Activating a bacta tray requires an Easyfirst aid roll. If successful, the patient's mortally woundedstatus remains unchanged until such a time as thepatient can undergo fu l l bacta tank treatment.

Droid DisablerThe droid disabler is an ion gun which stops

droids in their tracks. It is used to stop a droidgone haywire, and some criminals and specialforces units use it to neutralize a droid withoutcausing it permanent damage. Droids can bereactivated manually.

Droid DisablerModel: Felebreck Electrical Defense Systems DroidDisablerType: Droid IonizerSkill: BlasterAmmo: 5; uses standard power packsCost: 2700, 25 (power pack)Availability: 3Range: 0-5/7/10Damage: 4D ionization damage

Page 47: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

"EAR" EavesdroppingUnit

The EAR-1 is an eavesdropping device whichconsists of three parts; a small button-sizedblack electrobug, a headset with jack, and thereceiver, which is built into a small matte-blackmetal carrying case. Everything is stored in thecase when not in use. Each unit comes stan-dard with five bugs.

The EAR-1 unit is extremely difficult to find,but worth seeking out - the bugs emit a damp-ing field around them which prevents standardscanning equipment from detecting them. TheEAR-1 does have one major drawback. Thanksto the dampening field, the unit's broadcastrange is extremely limited, and the receivermust be in line of site with the bug (somematerials such as clothing and thin walls won'tblock the signal, but metal, thick walls, andsuch will).

"EAR" Eavesdropping UnitModel: EAR-1 UnitType: Eavesdropping electrobug and listening deviceCost: 750 (each bug), 1000 (handset), 2500 (microcom-puter & recording unit)Availability: 2, RGame Notes: After planting one of the thumbnail-sized

Sector Guide

bugs on a target or location, the microcomputer unitcan pick up its signal within 200 meters, but only in lineof sight. Using a headset, the bug acts as a microphone,collecting conversations or sounds and sending themto the microcomputer. The microcomputer recordsand saves the information, both in audio and a hardcopy.

Hex Heavy TurbolaserBattery

The HX.6 is one step better than the conven-tional quad laser battery. The battery consistsof six barrels that fire in an alternating pattern,providing a vicious laser spread. At this time,the HX.6 is unsuitable for mounting on ships.The unit requires too much space, requires ahuge power generator, and dissipates immenseheat. If it could be streamlined and the coolingsystem improved, it might be modified for shipmounting, but only at a huge cost.

The HX.6 requires a crew of 10 to utilize theweapon to its fullest capacity. Reduced crewmembers equates to a reduced fire rate. GolanArms has integrated the latest targeting com-puters to enhance the weapon's utility. Draw-ing on a huge power generator, the HX.6 has along range, quick fire rate, and unlimited fire-power.

The HX.6 is designed to be mounted on theplanet's surface, preferably in a protected lo-cation. Suitable sites include mountainous re-gions, or thick forests. They have been mountedon free-floating orbital platforms, but crewstend to frown upon being stationed on such anobvious target that cannot flee from enemies.

Page 48: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

The weapon's purpose is to defend a planetagainst assault by capital ships, but unlike theKDY-150 ion cannon, the HX.6 doesn't immobi-lize targets. It reduces them to scrap.

Hex Heavy Turbolaser BatteryModel: Golan Arms HX.6Type: Heavy Surface-to-Space Turbolaser BatteryScale: CapitalSkill: Blaster Artillery: HX.6 Turbolaser BatteryCrew: 21, skeleton 9/+10Ammo: Unlimited (power generator)Cost: 300,000 (new), 75,000 (used)Availability: 3, XBody: 4DFire Rate: 1Fire Control: 3DDamage: 8D

LightfoilLightfoils are petite and elegant lightsabers

which are popular among certain young Tapaninobles, especially those that call themselvessaber rakes. In the beginning, lightfoils werebuilt by a few technologically adept saber rakes,following the designs of actual antique Jedilightsabers they had on hand. Gradually, as thedesigns were established, others got into the

act, and lightfoils are now a hot item onthe fringe markets frequented by saberrakes.

Lightfoils are weaker than authenticlightsabers, largely because those whobuild them do not use the same focusingcrystal designs found in real lightsabers.They aren't crafted with the attentionand devotion to excellence the Jedi gaveto real lightsabers, either. They have atendency to fail at the worst times. Butto the saber rakes, this just adds to theirappeal.

LightfoilType: LightfoilScale: CharacterSkill: LightsaberCost: 10,000Availability: 4, XDamage: 3D to 4D damage depending on themethod of construction.Game Notes: On a roll of one on a wild die, thebeam flickers and fades. Repairing the weapontakes two hours and a Moderate lightsaber repairroll.

Power PitonsPower pitons come in a set of four.

Two of these are disc-shaped and slideover the user's hands. The two oval-shaped pitons attach to the bottom of

the user's footwear. The sides of the devicehave a series of switches for various settings.

Power pitons are used to aid the wearer in

Page 49: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide

Sector Guide

climbing sheer surfaces, from rock walls tometallic surfaces. There are two settings: mag-netic and vibro. The magnetic setting gener-ates a powerful magnetic field, and is used toscale metallic walls and structures. The vibrosetting generates hundreds of vibrosharp pro-jections that are suitable to gain purchase ineven the densest of substrates. Climbing wood,rock, or even durocrete becomes a much sim-pler process when these device are properlyemployed.

Originally designed for use by mountaineersand other thrill-seekers, the MTS-56T is just

one of many models available. The fringers ofthe galaxy have found these devices useful toenhance catburgling or even to provide analternate escape route during their operations.

Power PitonsModel: MTS 56T Power PitonType: Climbing AidSkill: DexterityCost: 300Availability: 2Game Notes: Using a set of power pitons (all four) addsa +2D bonus to climbing rolls with an Easy Dexterity roll.If only two pitons are used (just foot or hand pitons),the bonus is reduced to +1D.

Page 50: Star Wars - d6 - Lords of the Expanse - Sector Guide and GM Guide