Star Wars D6 Rebels Sourcebook

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Star Wars rebels

season one sourcebook


By oliver queen
EditedbyDanielStull
CoverandlayoutbyPeterLomas

HEROES OF THE
RESISTANCE

have the crew's best interests in mind and will always help
them during a problem, prompting his partners to forgive his
personality quirks. Though he does not get along with the
Ghost's computer, the Phantom follows Chopper's commands
without question.

C1-10P CHOPPER
Codename: Spectre 3
C1-10P, commonly known as "Chopper," is a C1 model astromech droid with masculine programming. His master, Hera
Syndulla, is a member of a resistance movement opposing the
Empire. Most of his original components have been replaced
with second-hand parts.
Chopper makes himself an invaluable member of the Ghost
by customizing the vessel to such a degree that he is the only
one who understands its systems well enough to keep it running. Despite his mechanical skills, he prefers to do things such
as playing holochess rather than performing menial labor
aboard the ship. His favorite feature is his electroshock prod,
which he uses to shock enemies.
Chopper speaks binary, a common droid language. He can
only be understood by Hera, Kanan Jarrus, and Sabine Wren.
He and Ezra Bridger enjoy playing tricks on one another. He
also later grew fond of C-3PO, after the latter complimented
him for his polite "manners."

Personality & Traits


Due to his advanced age and lack of consistent maintenance,
Chopper developed a sarcastic, and cranky demeanor. However, he does have a mischievous streak, often pulling pranks
on the other denizens of the Ghost. Unlike many other astrodroids such as the famous R2-D2, Chopper does not care
about being loved by the organics he works with. While he is
always cantankerous, stubborn, and irritable, Chopper does

Relationships

Garazeb Orrelios: Chopper and Zeb have mutual dis-

liking of each other. Zeb dislikes Chopper for his


lazy nature and lack of respect. He even bet Chopper
in a game of Sabacc.
R2-D2: Chopper and R2 quickly became friends almost immediately, despite their differences in attitude.
Hera Syndulla: Chopper and Hera work closely together on the Ghost. The two seem to share neutral
feelings for one another. Additionally, Hera is also
capable of understanding Chopper, something none
of the other rebels could manage.
Ezra Bridger: Chopper and Ezra first met when Ezra
was sneaking around in the Ghost near Kanan's rom.
Though Chopper barely knew him, he seemed to
agree with Hera to go rescue him when he was captured by the Empire. Chopper loves to play pranks
on both Ezra and Zeb forming a rivalry between
them. Over time it's shown that the two have formed
a friendship as seen when they were trying to rescue
Kanan and Chopper went along with his plan and
Ezra having faith in him that he will succeed.

Brawling parry 4D, dodge 3D, electroshock prod


4D, melee combat 4D, running 5D, thrown
weapons 6D
KNOWLEDGE 2D
Intimidation 4D, willpower 6D
MECHANICAL 4D
Astrogation 4D+1, starship gunnery 5D,
starship piloting 5D
PERCEPTION 3D
Con 4D+2
STRENGTH 3D
Brawling 4D+2
TECHNICAL 4D
Droid programming 5D, droid repair 5D,
equipment repair 5D+2, repulsorlift repair 4D,
space transports repair 8D
Equipped With:
Three wheeled legs (one retractable)
Two medium arms (retractable)
Buzzsaw (5D damage)
Laser welder (1D to 5D damage, as fitting
the situation)
Fire extinguisher
Imagecaster

C1-10P Chopper
Model: Heavily modified Industrial Automaton
C1-10P Astromech Droid
DEXTERITY 2D

alone help them. After meeting the crew of the Ghost, Ezra
became a bit more trusting. Ezra is charismatic, which helped
him get by during his early years. Though he was a thief, he
was easygoing and upbeat, liking to play pranks and make
jokes. He flirts with Sabine and pranks Zeb but with his lighthearted attitude he hides from the others what he really feels
about his parents, as he doesnt trust people easily.

Booster Rocket: Holds enough fuel for five


blasts, which can propel "Chopper" up to 25
meters vertically or 50 meters horizontally.
Electroshock prod (3D stun)
Armored hull (+1D to Strength when
resisting damage)
Force Points: 1
Dark Side Points: 0
Character Points: 8
Move: 6
Size: 0.99 meters tall (32 kilograms)
Cost: No value (800 credits estimated)
Availability: 2 (parts only, custom droid)
Personality Matrix: Masculine, advanced
Story Arc:
Like the Back of His Errrr: Chopper has
repaired, replaced, jury rigged and modified
just about every system aboard the Ghost.
This gives him a +1D modifier for performing repairs on that ship.

Relationships

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

EZRA BRIDGER
Codename: Spectre 6
Ezra was born on the planet Lothal, to Mira and Ephraim
Bridger, the same year when the Empire came to power. His
parents were involved in speaking out against the Empire because they fought for those in need and for his freedom. Sadly
his parents small rebellion would cost them and by the time he
was seven his parents were taken away by the Empire, leaving
Ezra to fend for himself. He eventually took up residence in an
abandoned communication tower, which he nicknamed Ezra's
Tower. Throughout his childhood, Ezra would occasionally
trigger "strange abilities", which allowed him to see into the
future. At the time, Ezra didn't know the true nature of these
abilities, which, in truth, were the Force.

Ezra's outfit is more than meets the eye. Firstly, his hands
are fitted with protective gloves. Directly above his left arm is
an Energy Slingshot. A comlink is located on the left side of
his waist. His left knee is padded for improved sliding. Finally,
Ezra also keeps a backpack on him, which is filled with stolen
gadgets (e.g. wrench, flashlight, droid arm, and a holodisk).
He also has a lightsaber-blaster hybrid, allowing him to engage in lightsaber combat as well as firefights. The lightsaber
blade was light and swift, which compliments Bridger's speed
and size. The blaster component was built as a result of
Bridger's lack of skill at deflecting blaster bolts with his blade;

Personality & Traits


Unbeknownst to him, Ezra is Force-sensitive. Ezra passed
his Force-related feelings as strange skills and would use these
skills to steal from others. Once Ezra learned the true nature
of his skills from Kanan, he began his training as a Jedi.
Ezra's rough upbringing taught him not to trust others, let

blaster mode, with a disengaged lightsaber blade, fired stun


blasts at an enemy, giving Bridger time to escape dangerous
situations. Members of the Jedi Order would never have built
such a weapon, but Bridger valued surviving dangerous encounters over Jedi traditions.
At the heart of the lightsaber was a kyber crystal, which
Bridger received in the Jedi Temple on Lothal; the crystal was
attuned to the powers of the Force. In addition to the crystal,
the lightsaber was built out of a number of parts from different members of the rebel crew of the Ghost. Kanan Jarrus,
Bridger's master, had spare lightsaber parts that he had found
over the previous fifteen years. Sabine Wren, a fellow crew
member, donated modulation circuits and an energy gate.
C1-10P, an astromech droid nicknamed Chopper, donated a
power cell. Hera Syndulla, the owner and pilot of the Ghost,
likewise provided additional technology based on Bridger's
specifications. Those specifications included a blade emitter
shroud, hand-grip ridges, a blade length adjuster, an activator,
and a blaster barrel.

Force Powers
Ezra holds a strong connection to the Force, so strong that
he (unknowingly) used the Force throughout his years on the
streets. He is capable of Force Sense, which is what first drew
him to Kanan, and was able to Force Jump with a crate onto
the Ghost. He begins learning Telekinesis under Kanan and
first uses the Force Push against Kallus to save Zeb. As his
training progresses, Kanan teaches Ezra the technique of Animal Friendship, which they use against the Inquisitor by herding a group of fyrnocks against him and his troopers.
However, Ezra's troubled past and Kanan's training could
not prepare him for when he briefly tapped into the Dark
Side, which encouraged Kanan to test Ezra by sending him
into the Jedi Temple of Lothal. Despite a rough start, Ezra
manages to overcome his fears and is rewarded with a kyber
crystal, enabling him to construct his own lightsaber.

Relationships

Powers & Abilities

Ezra is a skilled thief, able to pickpocket someone in plain


sight without being noticed. He uses his various odds & ends
of tools and junk to pick locks, and he uses street smarts and
his skills in free running to make quick escapes.

Kanan: Kanan took Ezra into his "family", otherwise


known as the crew of the Ghost. Kanan quickly
learns of his Force abilities, and began to train Ezra
as his apprentice. Ezra views Kanan as a father figure
and their bond is by far their strongest, as both of

them need each other to achieve their full potential.


It is also known that one of his fears is losing Kanan.
Zeb: Ezra and Zeb started off as rivals, with Zeb
treating him as an outcast. They were competing
againsteachotheraswellasChopperconstantly.Their
relationshipevolvedovertime,however,asthetwoof
thembecameclosefriendsandbegangoingonmissions
together,aswellasstillhavingtheoccasionaltusslefrom
timetotime.
Sabine: He had instantly a crush on Sabine and attempted to flirt with her. Sabine ignored it, yet he
carried on. Over time they trusted each other more
(Sabine was the one who stopped Zeb from chucking
him out of the Ghost in Spark of Rebellion) but
still had a teasing/joking relationship. Sabine has
shown in later episodes that she cares for Ezra's well
being. She even went as far as obtaining and cleaning
out a hologram file of Ezra and his parents and was
instrumental in helping Ezra confront his demons
about his parents' whereabouts. It has been shown
that Sabine cares enough about Ezra to know when
to stop talking about his parents when he enters a
room. Sabine has shown that she has complete trust
in Ezra, as she was willing to go along with his plan
to find Kanan, even behind Hera's back.
Hera: Hera serves as a mother-figure to the crew of
the Ghost, especially to Ezra. They care for each
other but Hera is willing to be firm and have Ezra
pull his own weight. When Ezra led the others in a
bid to find Kanan, she was not happy with him, but
when their efforts paid off she praised Ezra for stepping up and that Kanan had taught him well. Ezra
told her that she taught him as well.

Special Abilities:
Force Skills: Control 3D+2, sense 4D+2, alter
3D
Force Powers (these are the known powers
Ezra Bridger possessed and it is believed
that he had access to many other powers):
Control: concentration, resist stun
Sense Powers: danger sense, life detection, life sense, sense force
Alter: telekinesis
Control and Sense: lightsaber combat,
projective telepathy
Note: Projective telepathy can be used
to project the Force users emotions to
those around him. Ezra and Kanan did
this with the Loth-cat in "Empire Day."
Ezra, while inadvertently calling on the
Dark Side in "Gathering Forces" called
the alpha fyrnock and had it attack The
Inquisitor.
Equipment:
Energy Slingshot (4D+2 stun, 3-4/8/24), backpack, lock picking tools, Lightsaber(Difficult, 5D,

Ezra Bridger
DEXTERITY 3D
Blaster 6D, dodge 7D, lightsaber 4D+2, melee
parry 5D, pick pocket 8D, running 6D
KNOWLEDGE 2D+1
Streetwise 4D+2, survival 4D, value 3D+2
MECHANICAL 2D
Repulsorlift operation 5D
PERCEPTION 4D
Con 6D, hide 5D+2, sneak 7D
STRENGTH 2D
Climbing/jumping 5D+1
TECHNICAL 3D+2
Equipment repair 5D, lightsaber repair 4D,
repulsorlift repair 4D+2

5D Stun, 3-10/30/120, 25 shots as pistol)


Ezra's Lightsaber:
Ezras lightsaber is unique because it functions
not only a lightsaber (Difficult, 5D) but as a stun
pistol (5D Stun, 3-10/30/120, 25 shots). Kanan
designed the lightsaber with a shorter blade to
compliment Ezras speed and size, and the pistol because Ezra has difficulty with deflecting
blaster bolts.
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 1
Character Points: 8
Move: 10
Size: 1.65 meters (50 kilograms)
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

GARAZEB ZEB
ORRELIOS

In terms of personality, Zeb is typically very witty. During


fights, however, he becomes serious.
Zeb has a softer side like when he sprung into extreme rage
when Kallus used a bo rifle in battle, Zeb seemed rather depressed (although he tried to hide it), like he would miss Ezra
when they dropped him off back on Lothal.

Codename: Spectre 4
Garazeb Orrelios, better known as Zeb, is a male Lasat. He
serves as a rebel alongside the crew of the Ghost after his
homeworld was destroyed by the Empire.
Zeb grew up on his homeworld Lasan. Here, he served in
the Lasan Honor Guard. During the destruction of Lasan at
the hands of the Galactic Empire, Garazeb, along with the rest
of the Honor Guard, helped protect his people. Unfortunately,
the Honor Guard was no match for the wrath of the Empire,
and they quickly succumbed. Garazeb managed to survive the
endeavor, unlike most of his kind. Because of this ordeal, Zeb
has a great deal of sympathy towards the weak.

Relationships

Personality & Traits

Zeb is a Lasat, meaning he has several interesting traits. His


ears, for instance, release heat. His large eyes can see very
clearly at night time, making for good hunting. Finally, his
body is covered by a thick sheet of fur, which helps regulate
his body temperature.
Among the crew of the Ghost, Zeb is considered the muscle.
He is a well-trained honor guard, who has a past in the military. Much of his fighting style is reminiscent of martial arts.

Ezra: Zeb and Ezra's relationship is one that is constantly evolving. At first, the two of them held a stiff
grudge against one another. Zeb would often cast
Ezra aside, especially during fights. Over time however, the two of them have developed a bond.
Chopper: Zeb has strong dislike for Chopper, nearly
hateful in degree. Chopper's disrespect and laziness
frustrates Zeb a great deal.
Agent Kallus: Zeb and Kallus had their first
face-to-face encounter when Kallus challenged Zeb
with, to his fury, a Bo-Rifle. Furious that his old military unit's signature weapon was wielded by an Imperial, Zeb answered the challenge viciously, and
during the duel Kallus mocked Zeb about his fear of
the disrupters and Zeb's world was rocked when
Kallus admitted to being responsible for the atrocities against Zeb's people. This would lead to them

becoming archenemies.

Additionally, the weapon could be collapsed into


a compact design whenever need be.
ISB Agent Kallus, who participated in the destruction of Lasan, carried the weapon. He
claimed to have received it from a fallen member of the Lasat Honor Guard.
This weapon was also carried by Garazeb Orrelios, one of the few Lasats who survived their
planet's destruction. Garazeb received the
weapon during his time in the Honor Guard.

Zebs Bo-Rifle
Type: Melee weapon/blaster pistol
Scale: Character
Skill: Melee; Blaster
Ammo: NA; 50 (power packs: 25)
Cost: Unique
Availability: Fire Rate: -; 1
Difficulty: Moderate; by range
Range: Melee; 3-30/120/350
Damage: STR+2D Stun; 4D+1
Capsule:
A unique weapon that could be used as both a
blaster rifle and a staff. The weapon was used
exclusively by the Lasan Honor Guard, and was
an important part of Lasat culture. Following the
rise of the Galactic Empire, the weapon became
extremely uncommon. It was manufactured by
the Lasan-Malamut Firearms Corporation, and
was issued to the Lasan Honor Guard on the
planet Lasan.

Garazeb Zeb Orrelios


DEXTERITY 2D+2
Blaster 5D+2, blaster: bo-rifle 8D, brawling
parry 7D, dodge 6D, melee combat 6D, melee
combat: bo-rifle 7D, melee parry 4D, melee
parry: bo-rifle 6D+2, vehicle blasters 5D+1
KNOWLEDGE 2D
cultures 3D+1, intimidation 7D+2, languages
3D, survival 7D
MECHANICAL 3D
Repulsorlift operation 4D+2, starship gunnery
5D

PERCEPTION 2D
STRENGTH 5D
Brawling 10D, climbing/jumping 7D, lifting 6D,
stamina 8D
TECHNICAL 3D+1
bo-rifle repair 5D+2, first aid 5D, repulsorlift
repair 6D
Special Abilities:
Prehensile Toes: due to their unique
physiology, Lasat gain a +1D bonus to their
climbing rolls. Lasat toes are very strong,
allowing them to pick up items equal to their
normal carrying capacity, but lack any fine
motor control.
Darkvision: Lasat have highly developed
night vision allowing them to see in dark
without penalty up to 50 meters.
Equipment:
Bo-rifle (Moderate melee combat, STR+2D
stun; 4D+1, 3-30/120/350)
Force Points: 1
Dark Side Points: 0
Character Points: 11
Move: 12
Size: 2.1 meters (115 kilograms)

Personality & Traits


A highly capable pilot, Hera took good care of her ship, as
well as her crew. Upon meeting Ezra, Hera developed a sort of
motherly bond with the boy. She was also the only other crew
member aware of Kanan's test after Ezra stole the latter's
holocron. Hera was very close to Kanan, referring to him as
"love" and usually confided in him. She was more than capable of putting her foot down when she saw conflict within the
crew, such as sending Ezra and Zeb out on an errand together
when the two had been fighting. She always figures out how
to bring everyone together and Hera is a lot like a mother in
the episode "Fighter Flight" when she breaks up Ezra and
Zeb's fight with Chopper.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

HERA SYNDULLA
Codename: Spectre 2
Hera Syndulla is a Twi'lek female rebel and the daughter of
Twi'lek revolutionary Cham Syndulla who lived during the
reign of the Galactic Empire. A capable pilot, Syndulla is the
owner of the VCX-100 light freighter Ghost. She is close with
Kanan Jarrus, whom she convinced to become a rebel.
Following the rise of the Galactic Empire, Hera became a
first-rate starship pilot. Hera then met the former Jedi, Kanan
Jarrus on the planet Gorse, where she convinced him to fight
against the Empire. She was inspired to become a rebel by her
father, the Twi'lek revolutionary Cham Syndulla, who had
fought against the Confederacy of Independent Systems in the
Clone Wars and the Empire after the war's end.

Weapons & Gear


Hera mainly used a Blurrg-1120 holdout blaster when fighting the Empire.
She mainly wore a tight orange jumpsuit and a pair of flight
goggles on the top of her head as she was the Rebels' pilot.

10

5D+2
PERCEPTION 3D
Bargain 4D+2, command 4D, persuasion
5D+1
STRENGTH 2D+2
TECHNICAL 3D
Computer programming/repair 4D+1, droid
programming 4D+1, droid repair 5D, space
transports repair 5D, starship weapons repair
3D+2
Special Abilities:
Head-tails: Twi'leks can use their head-tails
to communicate in secret with each other,
even if in a room full of others. The complex
movement of the tails is, in a sense, a "secret" language that all Twi'leks are fluent in.
Equipment:
Blurrg-1120 Holdout Blaster (4D, 3-10/20/35,
The character may make two shots as a single
action. This counts as a single action but increases the task difficulty by one rank. If shooting at a single target make one roll, if shooting
at two targets roll vs each).
Force Points: 2

Relationships

Kanan Jarrus: Hera met Kanan on the planet Gorse


after scouting for information on the Empire's activity on the planet. The two joined each other and became the founders of the rebellion.
Sabine Wren: Hera is like a mother to Sabine. Hera
has always supported Sabine and cares for her like a
daughter.

Hera Sundulla
DEXTERITY 3D
Blaster 5D+2, dodge 6D+2, running 3D+2,
vehicle blasters 6D+1
KNOWLEDGE 2D
Languages 3D, planetary systems 5D+2,
streetwise 5D, survival 4D, value 5D, willpower
4D+2
MECHANICAL 3D+2
Astrogation 5D, communications 4D, sensors
4D+2, space transports 6D+2, space
transport: VCX-100 7D+2, starfighter piloting
5D+2, starship gunnery 5D, starship shields

11

Dark Side Points: 0


Character Points: 13
Move: 10
Size: 1.8 meters

Hull: 5D
Shields: 1D+1
Sensors:
Passive: 20/1D
Scan: 40/2D
Search: 50/3D
Focus: 3/4D
Weapons:
2 Twin Laser Cannon
Fire Arc: 2 turret (dorsal), forwards (below
cockpit; can coordinate with pilot)
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
Game Notes:
Signal Modulator: currently broadcasting as
the Tontine.
Engine Baffles, Energy Dampeners, Static
Jammers: +2D difficulty modifier to scan
the "Ghost."
Docking Ring (starboard and port).
External Cargo Ring (ventral).

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Ghost
Craft: Modified CEC VCX-100 Light Freighter
Type: Light transport
Scale: Starfighter
Length: 44 meters
Skill: Space transports: VCX-100
Crew: 1 (can coordinate); 3 gunners; Skeleton:
1/+5
Passengers: 6
Cargo Capacity: 150 metric tons
Consumables: 6 months
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 2D
Space: 7
Atmosphere: 365; 1,050 km/h

12

"Phantom" can be used as an additional


weapon emplacement but only the turret
may be used for this purpose.

fier.
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Phantom
Craft: Modified CEC VCX-101 Short-Range
Assault Shuttle
Skill: Space Transports
Length: 12 meters
Crew: 1
Passengers: 8
Consumables: 2 weeks
Hyperdrive Multiplier: No
Hyperdrive Backup: No
Navigation Computer: No
Cargo Capacity: 550 kilograms
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 km/h
Hull: 4D
Shields: 1D+2
Sensors:
Passive: 25/0D
Scan: 50/1D
Search: 75/2D
Focus: 3/4D
Weapons:
Twin Laser Cannons (fire-linked)
Fire Arc: Front
Crew: 1 (pilot)
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
Top Laser Turret
Fire Arc: Turret
Crew: 1 (pilot)
Fire Control: 2D
Space: 1-5/10/17
Atmosphere Range: 1-500/1/1.7 km
Damage: 5D
Game Notes:
Sensor Jammer: all sensor scans to detect
the Phantom suffer a +2D difficulty modi-

KANAN JARRUS
Codename: Spectre 1
Kanan Jarrus, born Caleb Dume, was a Human male Jedi
Padawan who survived Order 66. Going into hiding, he forsook the Jedi ways for some time, swapping his blue-bladed
lightsaber for a blaster. Eventually, he would come to command the VCX-100 light freighter Ghost several years before
the Battle of Yavin. While cocky and often sarcastic, Jarrus
was eager to help out and fight the Galactic Empire. Five years
before the Battle of Yavin, Jarrus met Ezra Bridger, a fourteen-year-old Force-sensitive Human, whom he decided to
mentor.
A Human male, Caleb Dume was born during the waning
years of the Galactic Republic. He was integrated into the Jedi
Order, and, as a youngling, caught the eye of Jedi Master
Depa Billaba. He once attended a lecture by Obi-Wan Kenobi
in the Jedi Temple central security station learning about the
Jedi recall signal and inadvertently giving Obi-Wan the idea to
use the beacon to warn Jedi away.
Billaba would eventually take Caleb on as her Padawan, but

13

he had no time to reach the status of Jedi Knight. Supreme


Chancellor Sheev Palpatine of the Republic issued Order 66,
which branded all Jedi as traitors to the state and called for
their immediate execution. Dume, fourteen years of age, somehow escaped the massacre and went into hiding, as Jedi Master Obi-Wan Kenobi instructed all Jedi to go into hiding from
the Empire. Meanwhile, Palpatine and his second-in-command
Darth Vader started transforming the Republic into an authoritarian Galactic Empire, sending their Inquisitor to hunt down
the remaining Jedi. Forced to hide his Force-sensitivity, he
took the name "Kanan Jarrus" and kept his lightsaber locked
away, disguising himself as a freighter pilot, a bounty hunter,
and a frontier ranger.

Personality & Traits


Kanan Jarrus was a lean, tan-skinned man with blue eyes
and brown hair. He sported a ponytail and a short goatee. A
secretive man, he would rarely talk about his past. Having felt
adrift since the destruction of the Jedi way of life, he had developed a cynical and cocky personality. Despite this, he was
known for humorous banter and had "a thousand one-liners
ready to go."
Kanan had the privilege of having had Jedi training in the
past. While he had left the Jedi side of him behind, he still carried a lightsaber around with him. Additionally, Kanan also
used a blaster, something not commonly used by Jedi. While
Kanan was not the owner of the Ghost, he was still considered
the leader of the rebels. In terms of personality, Kanan was
very authoritative. As the leader of the rebels, he was typically
the one issuing orders. On the other hand, Kanan was also
very relaxed.

Powers & Abilities

Jarrus would eventually wind up as a freighter pilot for the


corporation Moonglow Polychemical, piloting Moonglow-72
between the tidally locked planet Gorse and its illustrious
moon, Cynda. Jarrus became good friends with Okadiah Garson, the owner of a bar in Gorse City. After getting caught up
with a ragtag rebellious group consisting of a Twi'lek pilot,
Hera Syndulla, the conspiracy theorist Skelly, and the Sullustan woman Zaluna Myder, Kanan helped prevent the Imperial
Count Denetrius Vidian from destroying Cynda. Jarrus made
the decision to accompany Hera on her VCX-100 light
freighter, the Ghost.

Kanan had some skill in Form III due to being trained by


Depa Billaba, who was a master of the style. During his third
duel with the Inquisitor, Kanan's skill had improved, something the Inquisitor acknowledged. In addition to Form III,
Kanan also possessed skill in Shien, which he demonstrated on
numerous occasions. In his final duel with the Inquisitor,
Kanan demonstrated enough mastery of Jar'Kai to defeat the
Jedi hunter. He also showed skill in telekinesis, such as pinning the Inquisitor to the ceiling or pulling stormtroopers in
before clotheslining them. Kanan also showed great skill in
unarmed combat as shown on Stygeon Prime in addition to
mind tricks. Kanan could also sense things through the Force,
such as when he first felt Ezra's presence on Lothal and when
he felt Luminara Unduli's presence on Stygeon Prime. On Empire Day, Kanan demonstrated an affinity for influencing animals through the Force as he did with a Loth-cat and performed a Force-enhancedjumptoescapeAgentKalluslaterthat
night.

Weapons & Gear


Kanan's strongest weapon was his lightsaber, which he constantly carried around with him and also splits into two for
concealment. Additionally, Kanan also carried a DL-18 blaster
with him.
His right arm was fitted with a protective guard, to protect
him from plasma fire. He also wore a utility belt, strapped
around his waist. His outfit was intentionally made to resem-

14

ble that of a bounty hunter's, in order to disguise his Jedi nature.


Kanans lightsaber has a blade length adjustment control.
Rather than hang it on his belt by the belt ring, which would
easily identify him as a Jedi, Jarrus stored it directly on his belt
as two separate pieces, with the main body and grip of the hilt
at the small of his back, and the top portion that produced the
blade on his left side. Jarrus merely needed to insert the top
portion into the main body and twist to lock them together.

Kanan Jarrus's Holocron


Kanan owns a Jedi holocron. Though not stated, more than
likely this is a Padawan instruction holocron, containing some
Jedi lore and training exercises.
Ezra Bridger was able to sense the holocron with the Force.
When he was later captured by Imperials, Ezra accidentally
used the Force to access the holocron, discovering a recorded
message from Kenobi.
Game Notes:
Holographic recorder/projector
To access the Holocron for anything than as a holo
recorder/player requires opening the Force lock. Attempting to do requires a Control roll equal to or
greater than the lock difficulty. The lock may be set

15

for various levels of difficulty and may include additional Force attributes, skills, etc to open.
Files may be encrypted using the same criteria as the
Force lock as well as additional requirements (specific knowledge skill roll, Force power, etc)
Using the information provided by a Jedi holocron
will grant a +2 pip bonus to repair and scholar skill
rolls that have to do with Jedi-oriented equipment
(lightsabers, jedi armor, vehicles, starships, etc.).
Attempts to get information from the holocron requires a Very Difficult Scholar: Jedi lore skill check.
Treat holocron as having Scholar: Jedi Lore 5D.
The character receives a +1 pip bonus for every Force
point he has, and a -1 pip penalty for every Dark
Side point he has.
Force Power Lessons: Sense force, danger sense, animal friendship, lightsaber combat, telekinesis, force
push, force leap. The holocron is considered a
teacher with Force skills: Control 1D, Sense 1D, Alter 1D

Relationships

Ezra Bridger: Kanan and Ezra's relationship was crucial to one another. Once Ezra joins the crew, Kanan
enters the role of teacher and unsuccessfully tries to

teach his new student the ways of the Jedi. But due
to his incomplete training and hesitation, Kanan initially has problems being a competent teacher to
Ezra that soon believes Ezra deserves better than
him. Only after the fruitless endeavor to free Luminara (who had been long dead) and working together
to use the Force to make their escape does Kanan
find the resolve he needs, swearing to Ezra he will
not try to train the boy, he would train him, and
their relationship as master and apprentice improves.
Together, the two of them trained each other in the
ways of the force. Ezra eventually inspired Kanan to
reclaim his Jedi title.
Hera Syndulla: Kanan met Hera at the planet Gorse
and its moon Cynda approximately six years prior to
the events in Star Wars Rebels. During an incident relating to the mining operations on Cynda, Kanan revealed himself to be a Jedi and instructed Hera to not
tell He then joined The Ghost as a crew member. Not
much more is known about Kanan and Hera's past
together.

Kanan Jarrus possessed and it is believed


that he had access to many other powers):
Control: concentration, control pain, enhance attribute, force of will, resist
stun,
Sense Powers: combat sense, danger
sense, life detection, life sense, sense
force
Alter: force push, telekinesis
Control and Sense: lightsaber combat,
projective empathy
Note: Projective empathy can be used
to project the Force users emotions to
those around him. Ezra and Kanan did
this with the Loth-cat in "Empire Day"
Control and Alter: force jump
Equipment:
DL-18 blaster (4D, 2-10/30/120), modified
bounty hunter armor (+1D vs physical and
energy), two-piece lightsaber (5D, +10 to hide
its true purpose, requires an action to remove
from belt and assemble), holocron.
Force Sensitive? Yes
Force Points: 3
Dark Side Points: 0
Character Points: 15
Move: 10
Size: 1.9 meters

Kanan Jarrus
DEXTERITY 3D+2
Blaster 6D, brawling parry 4D+2, dodge 5D+2,
lightsaber 6D, melee combat 5D, melee parry
7D+1, running 5D, vehicle blasters 5D
KNOWLEDGE 3D
Alien species 3D+2, planetary systems 5D,
scholar: Jedi lore 3D+2, streetwise 5D+1,
survival 5D, tactics 5D+1, value 5D, willpower
5D+2
MECHANICAL 3D
Astrogation 4D+2, communications 4D,
repulsorlift operation 6D+2, sensors 4D, space
transports 5D+2, starfighter piloting 5D,
starship gunnery 5D+2
PERCEPTION 3D
Bargain 5D, command 5D+1, con 5D,
persuasion 5D
STRENGTH 3D
Brawling 5D+1
TECHNICAL 2D+1
Equipment repair 5D, first aid 4D+2, lightsaber
repair 5D, repulsorlift repair 5D+1
Special Abilities:
Force Skills: Control 7D, sense 7D, alter 5D
Force Powers (these are the known powers

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

SABINE WREN
Codename: Spectre 5
Sabine Wren was a Human Mandalorian and weapons expert of the Ghosts crew. She was raised on the planet of Mandalore, homeworld of the Mandalorian clans. At an early age,
Sabine trained as a cadet in the Imperial Academy, a choice
she would later regret. At the age of sixteen, she joined the
rebels after her family became negatively affected by the Empire.
She is one of the youngest members of the crew alongside
Ezra, and shares a family-like relationship with them all. She
looks up to Hera and Kanan, and thinks of Zeb as an older
brother, but she ignores Ezra's awkward attraction to her.

16

Personality & Traits

Weapons & Gear

Like the rest of her crew, Sabine was sympathetic to victims


of the Empire. Her past with the Empire led to a strong hatred
towards the Imperials.

Sabine was equipped with a uniquely painted set of Mandalorian armor as well as a helmet. She wielded a customized
pair of different-colored (grey/yellow and blue/grey) WESTAR-35 blaster pistols, which were used by various Mandalorians during the Clone Wars era.
She also was in ownership of an airbrush and art supplies,
which she used to express herself, and promote the Rebellion.
Additionally, she was also equipped with explosives, which
she would occasionally camouflage with paint.
Sabine is skilled enough with blasters to wield two simultaneously and shoot multiple targets down, and is trusted
enough to be the gunner of the Ghost.
Sabine is an excellent saboteur, using explosives and knowing when and where to strike, and bring down her targets.
Sabine makes use of explosives as a saboteur, but also uses
bombs that yield varying effects, such as her paint-bombs and
fireworks.
Sabine expresses herself with anti-imperial graffiti, and custom paints her gear. She always leaves her mark on her exploits, usually with a bomb hidden in the artwork.

Relationships

Aboard the Ghost, Sabine was considered the "daughter" of


the bunch. She looked up to Hera and Kanan, and thought of
Zeb as an older brother. However, Sabine tended to ignore
Ezra's signs of affection towards her, considering him just a
good friend.
Sabine was also a skilled graffiti artist, a skill she implemented into most of her missions. In addition to simply spraying Imperials, Sabine also made use of "paint bombs", which
she would occasionally rig to Imperial vehicles.
Additionally, Sabine was also capable of using the Ghost's
cannons.
Her past and age has molded Sabine into a fierce rebel but
also left with trust issues. This caused a slight row between
her and Hera until the Twi'lek convinced Sabine to have faith
in her and Kanan despite their secrets, which they, for the
most part, keep Sabine in the dark. This stemmed from her
time in the imperial academy, where she had blindly taken orders in a setting where she wasn't allowed to ask questions,
something she described to be a nightmare.

17

Hera Syndulla: Sabine and Hera were known to have


a daughter-mother bond. Sabine always told Hera
about any of her problems or troubles.
Kanan Jarrus: Sabine looked up to Kanan due to his
leadership skills and abilities.
Garazeb Orrelios: Sabine treated and thought of Zeb
like an older brother, coming to appreciate how he
looked out for her and his crewmates.
Ezra Bridger: As the two youngest members of the
crew of the Ghost, Sabine and Ezra were good
friends. Ezra instantly had a crush on Sabine the moment she first revealed her beauty to him. She tried
to ignore his awkward attraction to her. However
over time, she has seemed to become very protective
of Ezra's well-being. She even went as far as obtaining and cleaning out a hologram file of Ezra and his
parents and was instrumental in helping Ezra confront his demons about his parents' whereabouts. It
has been shown that she cares enough about Ezra to
know when to stop talking about his parents when
he enters a room. Sabine has shown that she has
complete trust in Ezra, as she was willing to go along
with his plan to find Kanan, even behind Hera's
back.

tion), Computer-linked Wrist gauntlets (datapad,


holographic imagecaster, computer interface,
and communications link-up; remote access
computer systems 10 meters from signal),
APS-1 airbrush, blast vest (+1 vs energy, +1D
vs physical), Mandalorian helmet (+1 vs energy,
+1D vs physical; internal HUD display; +2D
bonus to all Perception checks in low light environments;
macrobinoculars 100-250/500/1,000; +3D to
Perception or search for 100-500 meters away;
atmosphere filter allows operation in toxic-air
environments for 1 hour before filter needs replaced; hands-free internal comlink)
Story Arc:
Tag it!: Sebine is an expressive young lady
and practical as well. She is constantly creating works of art on the bulkheads or the
living quarters aboard the Ghost. Her need
to express herself through her art is strong
that she has created a logo for their group,
based on the starbird. Whenever she takes
part in an action against the empire or its
allies he must tag something.
Force Points: 1

Sabine Wren
DEXTERITY 3D+2
Acrobatics 8D, Blaster 8D, Dodge 7D, grenade
5D+2, running 5D+2, vehicle blasters 5D
KNOWLEDGE 2D+1
Bureaucracy 3D, languages 4D+2, law
enforcement 3D, scholar: art 4D+1, survival
4D, tactics 4D+1
MECHANICAL 2D+1
Artist: graffiti 6D+2, Communications 5D,
repulsorlift operation 5D, space transports
4D+1, starship gunnery 6D+1
PERCEPTION 3D
Con 5D, hide 7D, sneak 8D
STRENGTH 2D
Climbing/jumping 5D, stamina 5D+1
TECHNICAL 3D+2
Armor repair 5D, blaster repair 6D+1, computer
programming/repair 7D+1, demolitions 8D, first
aid 4D+2, repulsorlift repair 4D+1, Security
5D+2, space transports repair 5D+1
Equipment:
Two Westar-35 blaster pistols (4D+2;
3-10/20/100, drawing this weapon is a free ac-

18

ceived by Grand Vizier Mas Amedda. She was extended an invitation to meet with officials on Eriadu within the upcoming
weeks. Pryce's rule also sees the rise of a rebellion, particularly
in Capital City.

Dark Side Points: 0


Character Points: 12
Move: 10
Size: 1.7 meters

Planetary Governor
Arihnda Pryce

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

FORCES OF THE
EMPIRE

All stats are 2D except:


Knowledge 3D, bureaucracy 6D+1, law enforcement 5D, planetary systems 4D+1, value
5D, Perception 3D+2, bargain 5D+1, command 4D, persuasion 4D. Move: 10.
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

ALTON CASTLE
A Human male journalist who worked as a broadcaster on
HoloNet News on the planet Lothal. As a broadcast journalist, he helped spread propaganda for the Galactic Empire, including propaganda about Wookiees and local unemployment
rates. He was noted for being impeccably dressed.
Because of his affiliation, Kastle wore a gray-blue variant of
the Imperial uniform, complete with black boots, belt and
gloves. However, he wore an Imperial Press Corps badge
rather than a military rank plaque, had a Holonet News patch
under the left shoulder, and carried two code cylinders on the
left side of the chest.

Alton Kastle
All stats are 2D except:
bureaucracy 5D+2, Perception 3D+2, con 5D,
investigation 4D, persuasion 3D+2. Move: 10.
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

ARIHNDA PRYCE
Planetary Governor
Arihnda Price is the Governor of Lothal during the Rebellion Era. Under Pryce's rule, lead from Capital City, the Empire has a large military presence on the planet, has built numerous factories, and exploited the people of Lothal in order
to benefit the Empire. At one point, Pryce visited Coruscant to
discuss Lothal's industrial and mining sectors, and was re-

CUMBERLAYNE
ARESKO
Codename: LRC-01
CumberlayneAresko,operatingnumber"LRC01",servedasan
officerintheGalacticEmpire.AreskoheldthetitleofComman

19

dantandwasstationedinCapitalCity,ontheplanetLothal.Along
withTaskmasterMylesGrint,hewaschargedwithtrainingcadets
atthelocalImperialAcademy.
Aresko,alongwithGrint,attemptedtostoptheactivitiesofthe
rebelcrewofthe Ghost onnumerousoccasions,employinginef
fectivetacticsthatoftenfailedpartiallyduetoAresko'soverconfi
denceandlackoftacticalability.Duetotheirmultiplefailures,
theywereexecutedbytheInquisitor,ontheordersofGrandMoff
WilhuffTarkin.
Areskoexhibitedthetypicalairofarrogancecommonamongst
imperialofficers.Overconfident,selfimportantandcruel,Aresko
commandedrespectfromhisunderlings,thoughhishaughtyand
confidentdisplaymaskedhisinnerfearofhissuperiors.Hiscow
ardly nature revealed itself whenever he had to report to Agent
KallusorTheInquisitor,ashewouldtimidlyspoutexcusesorat
tempttoshiftblamefromhimself.WhereasKalluswouldleadhis
menintobattle,Areskotypicallyshoutedordersfromthesidelines
andwasquicktoprotecthimselfratherthanhismen,moreoverhe
appearedunabletoadapttoanysituationoncehisinitialplanshad
failed.HewastypicallyseenasthebrainstoGrint'sbrawn,yetde
spitebeingbetterspokenthanhisassistantherarelyprovedtobe
anymorecompetent.
Areskowasatall,thin,exceedinglypalehuman.Hisappearance
wasdescribedas"cadaverous"byZareLeonis.

Commandant
Cumberlayne Aresko
All stats are 2D except:
blaster 4D+2, dodge 4D, Knowledge 3D, bureaucracy 4D, intimidation 3D+2, law enforcement 4D, planetary systems 3D+1, Perception
3D+1, command 4D+1. Move 10. Blaster pistol (4D), C1M military comlink, datapad.
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

GALL TRAYVIS
Senator
Served as a member of the Imperial Senate after the rise of
the Galactic Empire. According to rebel fighter Hera Syndulla,
Trayvis was the only Imperial Senator who spoke out against
the Galactic Empire. In reality, Trayvis remained an Imperial
agent and simply posed as a dissident and exiled politician,
which allowed him to gain the loyalty of rebel forces and lead
them towards their destruction.

20

Senator
Gall Trayvis

the other. Their distinctive armor proved intimidating and effective in case of run-ins with local populations, while they
also proved to be formidable in their own right in combat
against insurgents. AT-DP pilots were looked down upon by
their peers, who envied their elevated perches and protective
cockpits.

All stats are 2D except:


blaster 3D, dodge 4D, Knowledge 3D, bureaucracy 5D, cultures 3D+2, law enforcement 4D,
planetary systems 3D, communications 3D, bargain 5D, command 3D+2, con 7D, persuasion
5D+2. Move: 10. Holdout blaster (3D+2),
Modified Star Commuter-2000 shuttle, two
modified RQ-series protocol droids armed with
force pikes (STR+2D).

Imperial Combat Drivers


All stats are 2D except:
blaster 4D, brawling parry 4D, dodge 4D, Mechanical 3D, repulsor operations 4D, repulsorlift
operation: speeder bike 5D+2, walker operations 5D, brawling 3D, Move: 10. Driver armor
(+2 physical, +2 energy), blaster pistol (4D).

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

IMPERIAL
STORMTROOPER
Stormtroopers are the elite troops of the Empire, trained to
fight and die without fear or question. Squads of stormtroopers strike terror into the hearts of civilians throughout the galaxy, enforcing the Emperors will with ruthless zeal and efficiency. They wear armor similar to that of worn by clone
troopers of the former Republic. Following the formation of
the Galactic Empire, the clones formed the original
stormtroopers. However, the Empire had to also enlist
non-clone human troops.
Stormtroopers are a separate force from the troops of Imperial Forces and do not answer directly to Imperial military
officers. They are obedient and devoted to the Emperor.
They cannot be bribed, blackmailed, or seduced. Any such attempt automatically fails.

Imperial Stormtrooper
All stats are 2D except:
Dexterity 3D, blaster 4D, brawling parry 4D,
dodge 4D, brawling 3D. Move: 10.
Stormtrooper armor (+2D physical, +1D energy, -1D to Dexterity and related skills), blaster
rifle (5D), blaster pistol (4D).

IMPERIAL
COMBAT DRIVER
The Imperial Army's elite ground vehicle pilots. They were
known to operate the AT-DP walker, 614-AvA speeder bike,
and the Imperial Troop Transport. Imperial combat drivers,
while well-trained and cocky, nevertheless wore two distinct
sets of heavy armor, one with an overall darker coloring than

Source: Star Wars Rebels animated-tv, Star Wars REUP


(p.273).

21

IMPERIAL
STORMTROOPER
SERGEANT

IMPERIAL
TIE FIGHTER PILOT

Stormtroopers assigned to command other Stormtroopers of


the Galactic Empire. The only thing that made the Commanders different from the Stormtroopers was they wore an orange or red shoulder pauldron on their right shoulder.

Imperial Stormtrooper
Sergeant
All stats are 2D except:
Dexterity 3D, blaster 5D, brawling parry 4D,
dodge 4D, command 4D, brawling 3D. Move:
10. Stormtrooper armor (+2D physical, +1D
energy, 1D to Dexterity and related skills),
blaster rifle (5D), blaster pistol (4D).
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Imperial pilots receive top-level training at the Imperial


Academies and must endure countless hours of pre-commissioning flight exercises before transferring to combat units.
Like most members of the Empires military organization, pilots consider themselves the most-skilled in the galaxy, second
to none. Their arrogance often dominates their personalities.
Few Imperial pilots have enough to skill to become TIE pilots.
The Empires main starfighter requires expert handling and
pinpoint firing accuracy to make up for its lack of hyperdrive
and shields.
TIE Pilots were equipped with a black jumpsuit, a black helmet, which featured the Imperial logo on the shoulders. The
uniforms also included life support chest pieces with breather
tubes, to provide necessary gases.
The helmet design was reminiscent of stormtrooper armour,
with a few notable distinctions. Additional modifications enabled the pilot to survive in the cockpit's vacuum. Breather
tubes extended from the helmet to the front of the chest plate,
where controls for the suit's portable life support system were
located. The actual supply of oxygen was built into the rectangular back plate of the armor.

22

Imperial TIE Fighter Pilot


All stats are 2D except:
Dexterity 3D+1, blaster 4D+1, dodge 4D+1,
planetary systems 3D, Mechanical 4D, sensors
4D+2, starfighter piloting 6D, starship gunnery
5D, Perception 3D, command 4D, search 4D,
Strength 3D, stamina 4D, computer programming/repair 3D+1, starfighter repair 5D. Move:
10. Navigation computer linkup helmet (internal
comlink, +1D to sensors), high gravity stress
flight suit with life support equipment
Source: Star Wars Rebels animated-tv, Star Wars REUP
(p.274).

THE INQUISITOR
The Inquisitor was a male Pau'an agent of the Galactic Empire who hunted and eliminated Jedi that had survived the destruction of the Jedi Order. Trained in the ways of the Force
by Darth Vader, he was tasked with converting or destroying
Force-sensitive children, as well as Jedi who could train them,
before they could become a threat to the Empire. To accom-

plish his tasks, the Inquisitor studied the records of the Jedi
Temple, giving him insight into the Jedi and their fighting
style. As a result, he was a deadly foe for any surviving Jedi.
After being informed of the actions of a group of rebels on
the Outer Rim world of Lothal, the Inquisitor took an interest
in both killing Kanan Jarrus and converting his apprentice,
Ezra Bridger to the dark side. His first attempt came when rumors of Jedi Master Luminara Unduli's survival led the rebels
to the Imperial prison known as the Spire where the Empire
was allegedly holding her. However, it was a ruse designed by
the Empire to lure surviving Jedi into a trap. Although the Inquisitor failed to capture the two Jedi, he began his hunt for
the two and headed to Lothal to track them. During the fifteenth anniversary of the Empire's birth, the Inquisitor came
face to face with the two Jedi once again. During a confrontation on Fort Anaxes, the Inquisitor defeated Jarrus and tried
to turn Bridger to the dark side but the Padawan used his
power to summon a giant fyrnock who distracted his opponent long enough for the Jedi to escape once again.
Weeks after the confrontation on Fort Anaxes, Grand Moff
Wilhuff Tarkin arrived on Lothal to take over the hunt for the
rebels. Tarkin had the Inquisitor execute two Imperial officers
for their constant failure to stop the rebels. On Tarkin's orders, the Inquisitor and ISB Agent Kallus set a trap in which
they successfully captured Kanan Jarrus. Interrogating the Jedi
about his knowledge of a larger rebellion, they failed to break
him and Tarkin ordered that he be transferred to an Imperial
facility on Mustafar. When the rebels staged a rescue, Bridger
managed to break his Master out of his cell aboard Tarkin's
flagship, the Sovereign. The Inquisitor confronted them in the
ship's reactor room where, after initially winning and nearly
killing Bridger, Jarrus turned the tide by embracing the full
power of the Force, allowing him to defeat his enemy. Hanging onto a walkway above an exploding reactor, the Inquisitor
warned Jarrus that something far worse would come for all of
them because of his defeat. Knowing the price he would have
to pay for his failure, he let himself fall to his death into the
exploding reactor.
The Pau'an male known as the Inquisitor hailed from the
planet Utapau, where he was born over fifteen years prior to
the Invasion of Naboo. After Darth Sidious, publicly known
as Supreme Chancellor Palpatine, transformed the Galactic
Republic into the Galactic Empire and declared himself Emperor, the Inquisitor came into the service of the Empire and
the Sith. Though not a Sith himself, the Inquisitor was tasked
with hunting down and eliminating any Jedi who had survived
Order 66, the order given to the Grand Army of the Republic
by Darth Sidious to destroy the Jedi Order. To accomplish this
task, the Inquisitor was trained in the ways of the dark side of
the Force and studied the records of the Jedi Temple in order
to defeat his enemies.
At one point, the Inquisitor spoke via hologram with Darth
Vader, the Dark Lord of the Sith, who told the Jedi hunter that

23

the Emperor had foreseen a new threat rising against him.


Vader told him that the threat was the "children of the Force"
and that they could not be allowed to become Jedi. The Dark
Lord ordered the Inquisitor to hunt them down and either
make them join the Empire or destroy them, along with any
Jedi survivors who could train themas these were the orders
of the Emperor. With the order given, the Inquisitor told
Vader that it would be done. One method that the Inquisitor
used to find Force-sensitive individuals was to look for cadets
at the Imperial Academy on Lothal who met a set of criteria,
one that indicated their ability to use the Force, an operation
known as Project Harvester.
A group of rebels who operated on Lothal came to the attention of Agent Kallus of the Imperial Security Bureau. The
rebels rescued a group of Wookiees that had been enslaved in
the spice mines of Kessel, a mission in which the rebel leader,
Kanan Jarrus, used a lightsaber and revealed himself as a Jedi
survivor. After the rebels escaped, Kallus contacted the Inquisitor and informed him about what happened on Kessel.
The Inquisitor was pleased that Kallus informed him of the
rebel cell and the Jedi in its ranks.
The Inquisitor had grey, lined skin and red tattoos adorning
his face. He wore black armor emblazoned with the crest of
the Galactic Empire and carried a red gyroscopic double-bladed lightsaber. He used this type of lightsaber in order
to intimidate his opponents. In particular, he was able to
throw inexperienced Jedi off-balance. Because Jedi relied on

balanced emotions, the imbalance gave the Inquisitor an edge


in combat. Although he was a physical opponent for Jedi and
tapped into the dark side of the Force, he did not appear
overly emotional, instead operating as a cold and analytical
mind. Whatever intensity he showed was a result of his purpose in completing his mission.
Through the dark side, the Inquisitor was able to learn
about individual Jedi and use their secrets against them. He
studied the records of the Jedi Temple to not only identify
Jedi, but also have an understanding of their combat forms
and traditions. His knowledge was extensive enough that he
could identify who a Jedi was trained by, such as when he
identified Depa Billaba as Jarrus' Jedi Master. He utilized this,
like his lightsaber, to inflict an opponent with fear, which was
his most powerful weapon against his enemies. Once in combat, he did not show mercy, having been tasked with judging
and eliminating Jedi survivors.
The Inquisitor was a practitioner of the dark side of the
Force and trained in lightsaber combat. He wielded a double-bladed lightsaber, which he used in multiple settings; single-bladed, double-bladed, as well as double-bladed with the
blades spinning on the hilt. In addition to using the weapon to
unnerve his enemies, he wielded it in order to quickly and efficiently end combat with as little effort as was required. This
allowed him to skillfully execute the Jedi he encountered. The
Inquisitor also demonstrated skill in the use of dual blades to
the point of using a single-bladed lightsaber and his dou-

24

ble-bladed spinning lightsaber at the same time, such as when


he fended off a giant fyrnock in Fort Anaxes.
In addition to being a formidable lightsaber duelist, the Inquisitor was skilled in the use of telekinesis. He possessed
enough telekinetic power to push Kanan Jarrus clear across a
hall and throw his lightsaber with lethal precision. The Inquisitor had a keen Force Sense, which he demonstrated during his pursuit of Kanan Jarrus and Ezra Bridger on Empire
Day. While interrogating Kanan, the Inquisitor demonstrated
an affinity for mind tricks. The Inquisitor was also a skilled
pilot, and commonly demonstrated his competence in flying a
TIE prototype while hunting rebels.
The Inquisitor wore the Special Adjutant's Helmet during
his flights in his TIE Advanced v1 starfighter and was wielded
a unique variant of lightsaber. The weapon featured a ringed
emitter which could partially detach from the cylindrical
handgrip in the center, allowing the twin blades to rotate
rapidly without effort from the wielder. The Inquisitor's personal weapon could also separate into two single-bladed
lightsabers, and the handgrip could be removed entirely from
the ring-shaped emitter, allowing the Force-imbued circlet of
metal to be used as a throwing disc.

Relationships

Darth Vader: The Inquisitor answered only to Darth


Vader, his master, regarding news of his exploits
across the galaxy. When he is defeated by Kanan in
Fire Across the Galaxy, The Inquisitor warns the
Jedi he has no idea what he has unleashed, and that
there are things worse than death, before he allows
himself to fall to his own. His taking own life and
words imply The Inquisitor feared whatever punishment Vader would have for him.
ISB Agent Kallus: The Inquisitor and Kallus worked
very closely together, as they shared the same aim: to
eliminate the remaining Jedi. Kallus later came to the
belief that The Inquisitor was focusing too much on
capturing the two Jedi then the rebels as a whole,
and came to the compromise that to catch the rebels
would be to catch the Jedi. It is unknown what The
Inquisitor's reaction to this was.
Ezra: The Inquisitor has an interest in Ezra that appears to have become a desire to make Ezra his apprentice despite being enemies. The Inquisitor has
tried to sway Ezra to turn to the Dark Side, and
threatened to destroy all that the boy cares about,
which provoked Ezra into briefly giving into the
Dark Side. When Ezra was fighting The Inquisitor
with Kanan in a Star Destroyer's reactor core, The
Inquisitor had no problem pushing Ezra off the ledge
to his supposed death.

The Inquisitor
DEXTERITY 3D+2
Brawling parry 5D, dodge 6D, lightsaber 8D,
melee combat 6D+2, melee parry 8D+1, running 5D, thrown weapons 4D+1
KNOWLEDGE 3D
Bureaucracy 5D+2, intimidation 5D, law enforcement 4D, planetary systems 4D, scholar:
Jedi Lore 7D, survival 4D+1, tactics 4D+2,
willpower 5D+1
MECHANICAL 2D+1
Starfighter piloting 6D, starship gunnery 5D+2
PERCEPTION 4D
Command 5D+1, con 4D+2, investigation 5D,
persuasion 5D
STRENGTH 3D
Brawling 5D+2
TECHNICAL 2D

25

Lightsaber repair 6D
Special Abilities:
Low Light Vision: In low light situations
Pauans can see twice as far as a normal
humans and get a +2D modifier to
Perception rolls involving vision.
Shadow Dwellers: Pauans get a +1 bonus
to all skills when in a shadowed
environment
Force Skills: Control 8D+1, sense 7D+2,
alter 7D
Force Powers (these are the known powers
The Inquisitor possessed and it is believed
that he had access to many other powers):
Control: concentration, control pain,
enhance attribute, force of will, remain
conscious, remove fatigue, resist stun
Sense Powers: combat sense, danger
sense, life detection, life sense, sense
force
Alter: force push, telekinesis,
Control and Sense: lightsaber combat
Control and Alter: force jump
Control, Sense and Alter: Affect mind,
control mind, enhanced coordination
Story Arc:
Inquisitorius: Being a part of the Inquisitorius is to be a part of the most feared of the
Emperors agencies. Members are fanatically
loyal to the the Emperor and Lord Vader and
command as much fear as respect from
those within the Imperial bureaucracy and
those they hunt. Inquisitors are the highest
rank within the organization and are powers
unto themselves, able to issue commands
and expect them to be carried out. Only a
Moff or higher rank has more power within
the bureaucracy than an Inquisitor.
Equipment:
dual-blade lightsaber (Difficult, 5D), Inquisitor
armor (+1D vs physical and energy).
Force Sensitive? Yes
Force Points: 3
Dark Side Points: 5
Character Points: 18

Move: 10
Size: 2 meters (80 kilograms)
Game Notes:
Dual-blade lightsaber
Double-blade (when wielded double-bladed
+5 bonus to all parry rolls; if the wielding
character misses the base difficulty number
by more than 10 points they have injured
themselves with the lightsaber)
Spinning Double-blade (Very Difficulty; +10
bonus to all parry rolls, +5 to strike; if the
wielding character misses the base difficulty
number by more than 10 points they have
injured themselves with the lightsaber)
May be thrown (use the Thrown Weapon
skill; 5D; 3-5/8/15)
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

LIEUTENANT
JENKES
Around the fifth year of Emperor Palpatine's reign, Jenkes
managed a gladiator arena on the planet of Nyriaan. By way
of gladiator fights, he was acquainted with a Dug bookmaker
Gronson "Shifty" Takkaro. Shortly thereafter, however, Jenkes
joined the Galactic Empire and became an agent of the Imperial Security Bureau, or ISB for short. Some nine years later,
Jenkes was transferred to the Outer Rim planet of Lothal,
where he served under the order of ISB Lieutenant Herdringer.
Jenkes managed to have his superior killed by pushing him in
front of a speeder bus and making it look like an accident.
Despite the law enforcement duties of the ISB, Jenkes
teamed up with "Shifty" Takkaro to arrange an illegal event
known as "Gladiator Night", going under the title "the Commissioner." However, the sudden arrival of the Trandoshan
bounty hunter named Bossk threatened his lucrative plans. Indeed, the Imperial senator Hack Fenlon had placed a bounty
on Takkaro's head, which Bossk sought to collect.
In order to prevent his criminal dealings from coming out,
Jenkes hired the Duros assassin Angrigo and the Kratchell
twins to kill Bossk. His activities were ultimately exposed by
Bossk, to whom he had pretended to be Lieutenant Herdringer, aided by the young Lothal resident Ezra Bridger. After
Bossk revealed to Commandant Cumberlayne Aresko and
Taskmaster Myles Grint of the local Imperial Academy, the
two Imperial officers guaranteed him that he would "never

26

hear of [Jenkes] again."

Lieutenant Jenkes
All stats are 2D except:
Blaster 5D, dodge 5D+2, alien species 4, bureaucracy 3D+2, business 4D, law enforcement
4D+2, planetary systems 3D, streetwise 4D+1,
repulsorlift operation 3D+2, command 4D, con
3D+2, gambling 5D+1, persuasion 4D. Move:
10. Blaster pistol (4D), C1M military comlink,
C1 civilian comlink, datapad.
Source: Star Wars Rebels animated-tv, wookieepedia, stats by
+Oliver Queen.

ISB AGENT KALLUS


Codename: ISB-021
Kallus was born on Coruscant several years prior to the Invasion of Naboo, during the final years of the Galactic Republic. After Darth Sidious, publicly known as Supreme Chancellor Palpatine, declared himself Emperor and transformed the
Republic into the Galactic Empire, Kallus joined the Imperial

Security Bureau, a secret task force that pursued and destroyed rebellious activity throughout the galaxy. Kallus was
codenamed ISB-021 and became a high-ranked ISB Agent.
As an ISB Agent, Kallus took part in the cleansing of the
planet Lasan, in which the planet's species, the Lasat, was all
but destroyed and completely driven away from their homeworld. Kallus gave the order for Imperial troops to use T-7 ion
disruptors against the population. These rifles were powerful
enough to disable starships and had gruesome results when
used against sentient beings. These weapons were ultimately
banned by the Imperial Senate as a result of their destructive
power. Before the cleansing of Lasan ended, Kallus took an
AB-75 bo-rifle from a member of the Lasan Honor Guard that
he had killed.
Kallus was later assigned to the Outer Rim planet of Lothal,
where he pursued the rebels who operated there in an attempt
to stop them from fomenting a larger rebel movement. His frequent efforts, along with those of the Inquisitor and government officials, were unsuccessful in stopping the rebellious activities, drawing the attention and ire of Grand Moff Wilhuff
Tarkin.
As an Agent of the Imperial Security Bureau, Kallus was a
firm believer in the Imperial cause and held a fierce loyalty towards the Emperor. Kallus hated disorder and rebellious activity, and made it his life's work to ensure stability within the
Empire. He had a sense of superiority over others, which inflated his disdain of lawlessness in the Outer Rim Territories.

27

Through his position as an ISB Agent, Kallus hoped to achieve


greater prominence within the Empire. Any time he could defeat rebel insurgents, he would consider it a prize that he
achieved for the Empire, a prize that could help him move
onto something bigger.
Kallus, a skilled fighter, did not command soldiers from
afar, but rather fought alongside them on the front lines, including against the crew of the Ghost. Kallus even took pride
in his role in the destruction of the Lasat species, and he
showed an eagerness to fight Orrelios on Lothal in bo-rifle
combat. Kallus saw his actions as necessary in order to do his
job and ensure stability and efficiency within the Empire.
Additionally, Kallus demonstrated his ruthlessness once by
kicking one of his men into a chasm to his death for asking an
innocent question. Despite this he appeared genuinely disturbed by the sudden and brutal execution of Cumberlayne
Aresko and Myles Grint on the orders of Grand Moff Tarkin.

cuirass. His distinctive ISB combat helmet had blast-proof


cheek pieces. His belt was fitted with an identity disk. The
metallic rank insignia on the left breast of his armor comprised one row of four tiles, two blue, one silver, and one red.
He often carried an AB-75 Bo-Rifle, which he stole from a
fallen Lasan Honor Guard.

Relationships

The Inquisitor: Kallus and The Inquisitor worked


very closely together, as they shared the same aim: to
eliminate the remaining Jedi that survived Order 66.
Zeb: Kallus took a sadistic interest in Zeb, calling
him out in a Bo-rifle duel, wielding the one he
claimed like a trophy, mocking his fear of the disrupters, and cruelly admitted to being the one who
ordered their use against the Lasats. In doing so, he
made Zeb a personal enemy.

ISB Agent Kallus

Kallus was trained in both riot control and heavy combat,


and he wore an ISB helmet designed for such situations. He
underwent extensive training to become proficient in fighting
and was a dangerous foe in hand-to-hand combat. After the
fall of Lasan, he learned to use a bo-rifle and kept his as a trophy of his actions during the cleansing. He was able to successfully use this weapon against Orrelios, a trained Honor
Guardsman, during a fight on Lothal.
Agent Kallus wore a gray Imperial uniform with a pair of
black boots, gauntlet gloves over his hands, and a fleximetal

28

DEXTERITY 3D
Blaster 5D+2, blaster: bo-rifle 5D, dodge
5D+2, melee combat 6D, melee combat: bo-rifle 7D, melee parry 4D, melee parry: bo-rifle 7D
KNOWLEDGE 3D
Bureaucracy 5D, intimidation 4D+2, law
enforcement 4D, tactics 4D+1
MECHANICAL 2D
PERCEPTION 3D
Command 3D+2, investigation 5D+1,
persuasion 4D+2
STRENGTH 3D
TECHNICAL 2D
Story Arc:
ISB Agent: Kallus is an agent of Imperial Security Bureau and as an agent can requisition and order even an admiral if he has appropriate leverage. Typically autonomous,
agents are often attached to certain assets
to not only make sure operations are
smooth and effective, but also a specialist
dealing with intelligence collection, analysis
and implementation of special operations.
In this capacity he may commandeer equipment and personnel as needed.
Equipment:
stun rifle (4D+1 stun, 3-30/120/350) bo-staff

(Moderate, STR+2D Stun), blast vest and helmet (+1D vs physical, +2 vs energy), ISB uniform, rank code cylinder
Force Sensitive? No
Force Points: 1
Dark Side Points: 1
Character Points: 12
Move: 10
Size: 1.9 meters (80 kilograms)
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

ADMIRAL KASSIUS
KONSTATINE

These homes were reasonably affordable, and helped the


growing population.
Having studied abroad on worlds more cosmopolitan than
her native Lothal, Maketh Tua considered herself above the
people of a "barely civilized Outer Rim world." She enjoyed
the refined conversation of fellow intellectuals, and resented
having to deal with unsavory types like Commandant Cumberlayne Aresko in the course of her duties as an Imperial
public servant. Minister Tua is a loyal servant of the Empire
and a graduate of the Imperial Academy. She follows the will
of Emperor Palpatine, which brought her into contact with
Agent Kallus and made her a recurring enemy of the Lothal
rebels. Unlike other Imperials, she serves the Empire out of a
sense of belief in its ideas and a desire to spread law and order
rather than her own personal ambitions, which sets her apart
from the Empire's servants such as Agent Kallus, Grand Moff
Wilhuff Tarkin, and The Inquisitor. Unlike her Imperial colleagues, Tua was not known to use her position as Minister to
vent sadistic or even sycophantic urges.

An Admiral in the Imperial Navy, he commanded the Imperial Star Destroyer Relentless and aided the Inquisitor in his
search for the Ghost, a rebel starship. After the Inquisitor captured the rebel Jedi Kanan Jarrus sometime later, Konstantine
was reassigned to Grand Moff Wilhuff Tarkin's flagship, the
Sovereign, while over the planet Mustafar. After a lightsaber
duel between Jarrus and the Inquisitor destroyed the Sovereign's engines, the ship was evacuated.

Admiral Kassius Konstatine


All stats are 2D except:
bureaucracy 4D+1, law enforcement 6D, planetary systems 6D, tactics 5D, value 4D, command 5D. Move: 10.
Source: Star Wars Rebels animated-tv, wookieepedia, stats by
+Oliver Queen.

MAKETH TUA
MINISTER
Minister Maketh Tua is a native of the planet Lothal, and
was a graduate of the Imperial Academy. In the absence of
Governor Arihnda Pryce on Lothal, Tua is tasked with overseeing Lothal's industries, making certain they all operated at
peak efficiency for the Empire.
As Lothal's minister, Tua plays a key role in the planet's affiliation with the Empire. One of her initial actions as minister
was bringing new government-sponsored housing to Lothal.

Unlike other Imperial officials, Maketh Tua appears to care


for the common people and uses her position to introduce
government-sponsored housing. Tua threw a celebration on
Empire Day to rally support for the Empire's goals on Lothal
and reassure the citizens of their importance to the Empire.
While she often appears cold and authoritative she is also
friendly, as shown during an encounter with Sabine Wren, a
rebel posing as a "level five Imperial Academy student". How-

29

ever, she was capable of bending laws and participating in underhanded actions if it served the Empire's interests. For example, she was willing to mass produce T-7 ion disruptors on
the orders of the Empire, despite knowing that they had been
outlawed by the Imperial Senate. In addition, Tua also has a
short temper.
However, Maketh Tua rarely displays any sign of weakness,
even in the intimidating presence of the Inquisitor. Her confident bravado is only diminished by Grand Moff Tarkin, who
publicly lambasted her failings and threatened her career in
the Empire's service. Tua is also visibly horrified and shaken
by the summary execution of Aresko and Grint at the hands
of the Inquisitor.

Minister Maketh Tua


All stats are 2D except:
bureaucracy 4D, planetary systems: Lothal 3D,
willpower 4D+1, command 4D. Move: 10.
Source: Star Wars Rebels animated-tv, wookieepedia, stats by
+Oliver Queen.

MYLES GRINT
TASKMASTER
Grint was the taskmaster and one of the commanding officers of Lothal, stationed in Capital City. Together with his
partner Commandant Aresko, the two managed Imperial military operations on the planet and trained cadets at the Imperial Academy. Grint, along with Aresko, attempted to eliminate the rebel crew of the Ghost on numerous occasions. Due
to their multiple failures, both officers were executed by the
Inquisitor, on the orders of Grand Moff Wilhuff Tarkin.
Grint was a reserved and quiet individual who usually let
his partner Commandant Cumberlayne Aresko do the talking
for him. However, when he did speak, he was known for being loud, obnoxious and aggressive. He served the Empire for
its cause but also relished the privileges of abusing his power,
as he demonstrated by bullying citizens of Lothal who
protested the Empire's authority and taunting their inability to
stand in the Empire's way. He was considered to be the brawn
to Aresko's brains, though neither of them were particularly
competent. His bungling eventually led to his execution on
Grand Moff Tarkin's orders.

Taskmaster Myles Grint


All stats are 2D except:

Dexterity 3D, blaster 4D+1, brawling parry


5D+2, dodge 4D+1, grenade 3D+1, bureaucracy 3D+2, intimidation 5D+1, law enforcement 4D, Strength 3D+2, brawling 5D. Move:
10.
Source: Star Wars Rebels animated-tv, wookieepedia, stats by
+Oliver Queen.

WILHUFF TARKIN
GRAND MOFF
Fourteen years after the end of the Clone Wars, the Empire
began to expand into the Outer Rim Territories, the farthest
reaches of the galaxy which had been notorious for its lawlessness during the the days of the Republic. The Empire claimed
several worlds in the Outer Rim, such as Lothal. Tarkin was
appointed as Governor of the Outer Rim and took on a great
many responsibilities in seeing that every planet operated at
peak efficiency to assist Imperial expansion into the Outer
Rim. On Lothal, Tarkin was responsible for evicting a multitude of farmers from their land to allow the Empire to mine
for minerals and establish new industrial complexes to increase productivity to equip the Imperial military. Now without a roof over their heads, the farmers banded together and
assembled makeshift huts, calling their new home "Tarkintown" after the Grand Moff.
As more and more worlds were conquered by the Empire,
rebel cells began to emerge to defy Imperial occupation, such
as a small group of rebels on Lothal. Although they were considered insignificant by the Empire, Tarkin and several other
high-ranking Imperials feared that these cells would unite and
form a more dangerous threat to the Empire. Tarkin therefore
required his officers to act with brutal efficiency against such
defiance to prevent any type of allied resistance developing.

A Jedi on Lothal
When rumors reached the high levels of the Empire that a
Jedi was leading a rebel cell on Lothal, a world vital to Imperial military efforts in the Outer Rim, it created fear that this
could be the symbol the various rebels needed to unite against
Imperial occupation. Although Tarkin doubted the existence
of the Jedi, believing them to have all died during the Purge,
the constant failures of the Inquisitor to apprehend the rebels
made the situation all the more pressing. Tarkin eventually decided to travel to Lothal personally to deal with the rebels.

30

Grand Moff Wilhuff Tarkin


DEXTERITY 3D
Blaster 7D, dodge 6D, melee combat 4D+2,
melee parry 5D+2
KNOWLEDGE 4D
Alien species 7D, bureaucracy 9D, cultures 7D,
intimidation 7D+1, languages 6D+1, planetary
systems 6D, scholar, streetwise, tactics, tactics:
fleet 9D, tactics: sieges 10D, value 5D
MECHANICAL 3D+2
Astrogation 5D, beast riding 5D, capital ship
gunnery 4D, capital ship piloting 5D, capital
ship shields 4D+1, repulsorlift operation 3D+1,
space transports 4D+1, starship gunnery 4D,
starship shields 4D+1
PERCEPTION 3D+1
Bargain 6D+2, command 10D+2, con 6D+2,
gambling 5D+1, search 5D
STRENGTH 2D
Brawling 6D+2, stamina 5D, swimming 5D
TECHNICAL 2D
Computer programming/repair 3D, first aid 3D,
repulsorlift repair 3D, security 5

Equipment:
datapad, blaster pistol (4D; 3-30/120/350),
Imperial uniform, rank code cylinder
Force Sensitive? No
Force Points: 3
Dark Side Points: 3
Character Points: 22
Move: 10
Size: 1.8 meters (70 kilograms)
Source: Star Wars Rebels animated-tv, wookieepedia, Star
Wars the Movie Trilogy SW (p.48).

BARON VALEN
RUDOR
Codename: LS-607
Baron Valen Rudor is a TIE fighter pilot in the Imperial
Navy. His codename is "LS-607." After establishing factories
on the Outer Rim planet Lothal, Sienar Fleet Systems was able
to convince Rudor to travel to Lothal and test out products
that had been built in Lothal's most prosperous factories.

31

Rudor's decision to go to Lothal was used by the Galactic Empire in HoloNet News propaganda reports.

Baron Valen Rudor


All stats are 2D except:
blaster 3D, dodge 3D+2, bureaucracy 4D,
planetary systems 3D+2, tactics 4D+2,
starfighter piloting: TIE/ln 7D, starship gunnery
6D+1, command 4D+1. Move: 10.

seriously and cared little for anyone standing in his way. He


was charged with securing land on Lothal, and he attempted
to negotiate before resorting to force, but when forced to use
drastic measures to clear farmers from their land he carried
out the task with considerable zeal, grinning sadistically while
destroying Morad Sumar's homestead and arresting the innocent farmer and his family. Despite his confidence he proved
unable to stop Ezra and Zeb from freeing his prisoners.

Supply Master Yogar Lyste


All stats are 2D except:
blaster 2D+2, bureaucracy 4D+1, intimidation
3D+2, repulsorlift operation 4D, command 4D.
Move: 10.

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

YOGAR LYSTE

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

SUPPLY MASTER
Codename: LSM-03
Yogar Lyste, operating number: LSM-03, is an officer of the
Galactic Empire. He is stationed on the planet Lothal, where
he serves as Imperial Supply Master of Capital City; keeping
track of all weapons and gear shipped in, as well as any produced locally.
Lyste exuded confidence and performed his duties with a
sadistic sense of pride. He took his position as supply master

32

and did not understand basic.

FRINGES

Amda Wabo
All stats are 2D except:
All stats are 2D except: blaster 6D+1, dodge
4D, bureaucracy 4D, business 5D+2, intimidation 4D+1, value 4D, bargain 5D+2, blaster
engineering 6D. Belligerence: Aqualish tend to
be pushy and obnoxious, always looking for the
opportunity to bully weaker beings. More intelligent Aqualish turn this belligerence into cunning
and become manipulators. Move: 9. Blaster pistol (4D; 3-30/120/350).
Source: Star Wars Rebels animated-tv, wookieepedia, stats by
+Oliver Queen.

ANGRIGO
Angringo was a male Duros assassin. He was hired by Lieutenant Jenkes along with the Kratchell twins to kill Bossk. He
was killed by Bossk in Ake's Tavern on Lothal after a brief
shootout.

Angrigo

AMDA WABO
Amda is an Aqualish, originally a native of the planet Ando.
During the early years of the Galactic Empire's reign he
worked as a weapons designer on the planet Garel. Wabo
acted as a representative of Garel in negotiating a deal to sell a
large supply of experimental T-7 ion disruptor to the Imperials, weapons which were illegal under Imperial law.
Amda Wabo has brown hair and skin and black, round,
eyes. At the time of his dealings with Maketh Tua and the Galactic Empire he stood 1.67 meters tall and weighed 80 kilograms. Wabo learned to be cautious due to the fact his line of
work often required him to meet with dangerous individuals,
and when meeting with Tua the Aqualish would of prefered to
have been accompanied by guard droids. In order to avoid the
Imperial bureaucrat bringing stormtroopers to their meeting
however, Wabo agreed to a one on one meeting.
When Wabo came to believe Tua had double crossed him
during a face-to-face meeting on Lothal he drew his weapon
on her, and had they fought would have been able to defeat
her as he had more experience with armed combat, preferring
to bully foes in combat. Wabo spoke the Aqualish language

All stats are 2D except:


Dexterity 3D+2, blaster 5D+2, dodge 6D+1,
melee combat 4D+2, melee parry, running 5D,
law enforcement 4D+1, streetwise 5D, survival
5D, tactics 4D, repulsorlift operation 4D, astrogation 5D, space transports 5D+1, Perception
4D, hide 4D+2, investigation 5D, search
5D+2, sneak 5D. Move: 10. Blaster carbine
(5D; 3-25/50/200).
Source: Star Wars Rebels animated-tv, wookieepedia, stats by
+Oliver Queen.

AZMORIGAN
Azmorigan is a male Jablogian who is a slaver kingpin. An
associate of the Devaronian criminal Cikatro Vizago, Azmorigan on one occasion did business with the galactic entrepreneur Lando Calrissian, trading him a puffer pig for the Twi'lek
pilot Hera Syndulla.

33

Azmorigan is extremely lazy, only walking when necessary.


Eating is one of his favorite pastimes, and he has a large number of men to do things for him. He is also impatient and
rather gullible.

Azmorigan
All stats are 2D except:
blaster 3D+2, dodge 5D+2, alien species 4D,
bureaucracy 3D+2, business 4D+2, cultures
3D+1, streetwise 6D, value 5D+2, Perception
3D, bargain 5D+2, con 3D+2. Move: 10.
Blaster pistol (4D; 3-10/30/120), "Merchant
One" a C-ROC Gozanti-class cruiser.

gladiator named Warjak, whom he had agreed to lose to for


additional pay. The rigged match was interrupted however, by
the arrival of Jenkes, who was being chased by the bounty
hunter Bossk and his companion Ezra Bridger. After Jenkes
wounded Bossk he requested that he fight the two gladiators
in bare-handed combat, which Drob and Warjak agreed to,
only for the bounty hunter to defeat them both.
Borbig Drob is a capable gladiator who was able to win the
Stormblade Bloodfest on multiple occasions. However, he was
willing to lose in a rigged match against Warjak for additional
pay. When Bossk challenged him and Warjak to bare handed
combat, Drob assumed he could easily defeat the wounded
Trandoshan and willingly dropped his weapons, only to be
quickly beaten by the bounty hunter. The Houk was heavily
muscled, with huge forearms.

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

BORBIG DROB
Borbig is a Houk gladiator. He participated in the Stormblade Bloodfest several times, emerging victorious on nine occasions. Sometime after his ninth victory, Drob was hired by
Lieutenant Jenkes of the Imperial Security Bureau who used
the alias "the Commissioner" to take part in an event called
Gladiator Night on the planet Lothal. There he faced another

34

Borbig Drob
All stats are 2D except:
Dexterity 3D, brawling parry 6D+2, melee combat 6D, melee parry 6D+2, business 2D+1, intimidation 4D+2, streetwise 3D+2, Strength
5D, brawling 6D+2, lifting 7D, stamina 6D+2.
Belligerence: For most Houk, violence is often
the only means to achieving a desired end.
Most Houk are generally regarded as brutes
who cannot be trusted. Imperial Experiment

Subjects: Many Houk have disappeared after


being taken custody by Imperial science teams.
Move: 8. Gladiator sword (STR+3D; MAX: 7D),
shield (+1D vs physical).

Relby-v10 mortar gun (5D/4D/3D/2D, stun or


normal,
depending
on
grenade
type,
3-30/100/300, 0-2/4/6/8 blast radius), concussion grenade (5D/4D/2D 0-2/4/6/8 blast radius),
IPKC bounty hunter license, binders
Force Points: 1
Dark Side Points: 0
Character Points: 9
Move: 9
Size: 1.9 meters (113 kilograms)

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

BOSSK
A fierce warrior and hunter, Bossk is renowned and
feared for his success in the field of bounty hunting.

Source: "Ezra's Gamble" (junior novel), Star Wars the Movie


Trilogy SE (p.108-109), tweaks by +Oliver Queen.

Bossk

Hound's Tooth

DEXTERITY 4D
Blaster 5D+2, brawling parry 5D+2, dodge
4D+2, flamethrower 5D, grenade 4D+2, missile weapons 4D+2, vehicle blasters 5D+2
KNOWLEDGE 2D+2
Alien species 3D+1, intimidation 5D, languages
3D, planetary systems 5D, streetwise 3D+2,
survival 5D, value 4D
MECHANICAL 2D+2
Astrogation 4D+1, space transports 6D+1,
starship gunnery 5D+1, starship shields 3D+1
PERCEPTION 3D
Con 3D+2, gambling 3D+2, hide 4D, search
5D+2, sneak 4D
STRENGTH 3D+2
Brawling 6D+2, swimming 6D
TECHNICAL 2D
Computer programming/repair 3D+2, security
4D+1, space transport repair 4D+2
Special Abilities:
Vision: Trandoshan vision is in a different
portion of the electromagnetic spectrum, allowing them to see in infrared. They can see
in darkness with no penalty.
Clumsy: Trandoshans lack manual dexterity.
They have considerable trouble performing
actions requiring precise finger movement,
such as picking locks or picking pockets.
They suffer a -2D penalty whenever attempting an action of this type.
Equipment:

The Hounds Tooth is a modified Corellian Engineering


Corporation YV-666 light freighter owned by the Trandoshan
bounty hunter and slaver Bossk. Bossk acquired the ship after
Han Solo and Chewbacca destroyed his former ship on Gandolo IV. The exterior is smooth and rounded, with an elongated, rectangular hull originally meant for cargo transport.
The ship also has a three-deck design and is protected by
shields and reinforced armor.
The main deck contains Bossk's private quarters, a training
chamber, an armory and an advanced medical bay. Its aft section is modified into a prison equipped with a series of magnetically reinforced holding cages which are connected to a
force-field generator activated by motion sensors in the event
a breakout takes place. The prison also has a skinning table
for skinning Wookiee captives, his trophy collection and interrogation devices.
The command bridge is situated on top of the main hull and
provides access to all the ships systems. Its cockpit is equipped
with a monitor bank which relays information from hidden
sensor screens, allowing the Trandoshan to monitor the entire
vessel. The vessel also has an interior scanning system for
monitoring cargo, motion sensors which are linked to neural
stunners, subcutaneous injectors, shock panels and
voice-recognition security systems that prevent unauthorized
access. The ships ramp has security that include anti-personnel blasters, a durasteel net and an electrocution array.
The bottom deck contains the engines, power core, and
weapons systems. The vehicle's armament is a turret-mounted
quad-laser cannon, a secondary ion cannon, and a forward-firing concussion missile launcher that carries up to six
missiles. A scout ship, Nashtah Pup, is stored in the interior
for emergency operations.
Its propulsion system is simple though it gives the Hound's
Tooth a considerable amount of maneuverability despite its

35

size. Its standard ion engines generate thrust while a pair of


long maneuvering fins linked to the engines providing vertical
movement. Two main drive nozzles between the fins of the
vessel controlled turning.
The onboard systems are controlled by a X10-D droid brain
that was capable of responding to verbal commands from anywhere on the ship. It also controls most of the ship's systems
including weapons and security. The bridge and Bossk's private quarters also feature datalinks connected with the droid
brain.

Fire Arc: Front


Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 4D
Concussion Missile Launcher (6
missiles)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 8D
Game Notes:
The Hounds Tooth carries the Z-95 Headhunter Nashtah Pup.

Hound's Tooth
Craft: Modified YV-666 Light Freighter
Type: Transport
Scale: Starfighter
Length: 62 meters
Skill: Space transports: YV-666
Crew: 1
Crew Skill: Astrogation 5D+1, space
transports 7D+1, starship gunnery 6D+1,
starship shields 4D+1
Passengers: 4 (prisoners)
Cargo Capacity: 20 metric tons
Consumables: 6 months
Cost: Not for sale (480,000 estimated)
Hyperdrive Multiplier: x1.5
Hyperdrive Backup: x6
Nav Computer: Yes
Maneuverability: 1D+2
Space: 7
Atmosphere: 350; 1,000 km/h
Hull: 6D
Shields: 4D
Sensors:
Passive: 25/0D
Scan: 50/1D
Search: 75/2D
Focus: 4/4D
Weapons:
Retractable Quad Laser Cannon
Fire Arc: Turret
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
Ion Cannon

Source: Ezras Gamble (junior novel), stats by +Olive


Queen.

CIKATRO VIZAGO
Cikatro is a Devaronian crime boss on the planet Lothal.
He is the leader of the "Lothal Underground, a criminal organization. He carries out most of his deals in the outskirts of
Tarkintown, and has a neutral relationship with the rebel crew
of the Ghost, who occasionally take up jobs from him.
Vizago is, for the most part, a reliable source of income for
anyone willing to risk their lives on his missions. However, he
is never hesitant to make a last-minute bargain, nor is he willing to affiliate himself with any Imperials. Vizago also has capable knowledge of weapons, an important trait in his field of
work. However, he tends to leave most of his shooting to his
IG-RM droids.

Cikatro Vizago
All stats are 2D except:
Dexterity 3D, blaster 5D, dodge 5D+2, Knowledge 3D, business 4D+2, law enforcement 5D,
planetary systems 5D, streetwise 5D+2, value
6D, repulsorlift operation 4D, space transports
4D, Perception 4D, bargain 7D+1, con 5D, security 5D+1. Move: 10. DTS-591 blaster pistol
(5D, 3-10/30/90), four IG-RM droids, "Broken
Horn" a C-ROC Gozanti-class cruiser.

36

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

penalty for every action past the first. The arms


are specifically suited to climbing, and Xexto
characters receive a +1D bonus to all
Climbing/Jumping skill rolls that involve climbing.
Quick Reflexes: Xexto gain a +1D bonus to all
Perception rolls made to determine initiative.
Move: 6. Equipment: data, comlink.
Source: Ezras Gamble (junior novel), stats by +Olive
Queen.

GALUS VEZ

FERPIL WALAWAY
Ferpil is a Xexto pawn shop owner and pickpocket on
Lothal. He was the mentor of Ezra Bridger, a young thief. He
was selling tickets for "Gladiator Night", an illegal event
hosted by "The Commissioner". He was later shot in his shop
by Lieutenant Jenkes, who was really "The Commissioner",
and who had come for his share of credits. Moments later, he
was found dying by Ezra and the bounty hunter Bossk, to
whom he told the identity of "The Commissioner". He passed
away in Bridger's arms.

Galus worked as the owner of the space station Osisis,


which orbited a planet in the Regani sector and acted as a
hangout for the sector's lowlifes. Vez used discrete channels to
obtain parts for starships, which he would then sell to those
visiting his station. Many visitors also raced the Besalisk on
his personal race course, which was known as Fool's Run and
ran between the asteroids in the nearby planet's rings. Vez
won every race, though sometimes he used secret asteroid
thrusters he had installed in the course, which he could use to
drive asteroids into his opponent's ships.
Galus Vez was a brown skinned Besalisk with a brown
beard and yellow eyes. Despite a long working relationship
with the Lothal rebels, he was unwilling to continue business
with them after Imperial inspections of his space station increased. Due to their history together, Vez was willing to not
hand the rebels over to the Imperials as long as they accepted
his racing challenge, but cheated during the race in an attempt
to assure his victory. After losing he betrayed the group and
tried to capture them. Upon meeting the fourteen-year old
Bridger for the first time, Vez commented that the rebels must
be getting desperate if they were hiring children.
Vez used two blaster pistols in combat and piloted the
Gauntlet fighter Splendor while racing. He wore blue pants
and a green jacket, with silver rings in his beard.

Ferpil Walaway

Galus Vez
All stats are 2D except:
business 3D+2, intimidation 3D, planetary systems 3D+2, streetwise 5D+1, value 4D+2, astrogation 3D+1, sensors 3D, space transports
5D, starship gunnery 4D+1, starship shields
3D+2, Perception 3D, bargain 4D, con 4D+2,
gambling 3D+2, equipment repair 5D+1,
space transports repair 6D. Move: 10. Two
blaster pistols (4D, 3-30/60/120), "Splendor" a

All stats are 2D except:


Knowledge 3D, business 4D, languages 3D+2,
law enforcement 4D+2, streetwise 5D+2,
value 6D, repulsorlift operation 4D, Perception
3D+2, bargain 5D+2, con 4D+2, forgery 5D,
gambling 4D+1, persuasion 4D. Four Arms:
Xexto have four arms. Separate actions performed by each arm still incur the normal -1D

37

Korm'rk-class fighter/transport, Osisis Station.


Source: Star Wars Rebels Magazine #1,
Queen.

stats by +Oliver

Splendor
Craft: Kom'rk-class "Gauntlet" fighter/transport
Type: Transport
Era: Rebellion (~5 BBY)
Affiliation: Galus Vez (fringer parts seller)
Scale: Starfighter
Length: 52.3 meters
Skill: Space transports: Kom'rk-class
Crew: 1 (may coordinate), gunners 4, skeleton:
1/+5
Crew Skill: Varies
Passengers: 24 (troops)
Cargo Capacity: 150 metric tons
Consumables: 6 months
Cost: Not for sale (estimated 45,000)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Atmosphere: 295; 850 km/h
Hull: 5D
Shields: 1D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D
Weapons:
2 Twin Laser Cannons (fire-linked)
Fire Arc: 2 Front, 2 Rear
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
Source: Star Wars Rebels Magazine #1,
Queen.

GRONSON TAKKARO
Generally known as Shifty, Gronson was a Dug gambler
and former manager of the Daystar Casino on Ahakista. At
some point, he owed a debt to an Imperial senator. A bounty
was submitted on him, and bounty hunter Bossk tracked him
to Lothal.

Gronson "Shifty" Takkaro


All stats are 2D except:
blaster 3D, melee combat 3D+2, alien species
3D, business 4D, streetwise 4D+1, repulsorlift
operation 3D+2, Perception 3D, con 3D+2,
gambling 5D+2, investigation 4D, computer
programming/repair 3D+2. Climbing/Jumping
Bonus: Due to their physiology, Dugs gain a
+1D bonus to their climbing/jumping skill.
Shout: Dugs can issue forth a deep bellow
which can be heard up to 3 kilometers away.
Move: 6. Vibroknife (Moderate, STR+3D), datapad, comlink.
Source: Star Wars Rebels animated-tv, wookieepedia, stats by
+Oliver Queen.

KRATCHELL TWINS
Unnamed Nikto twins, one carried two blaster pistols while
the other carried a sawed-off disruptor rifle. Along with his
brother and Angrigo, he was hired by Lieutenant Jenkes to assassinate the bounty hunter Bossk. He was killed during a
shootout in Ake's Tavern.

Kratchell Twins

stats by +Oliver

38

All stats are 2D except:


Dexterity 3D, blaster, dodge, intimidation,
Strength 3D+2, brawling 4D. Vision: Nikto have
a natural eye-shielding of a transparent keratin-like substance. They suffer no adverse effects from sandstorms or similar conditions, nor
does their vision blur underwater. KajainsaNikto Stamina: These Nikto have great
stamina in desert environments. They receive a
+1D bonus to both survival: desert and stamina
rolls. Move: 10. Twin #1: Two blaster pistols

(4D, 3-10/30/120).
Twin #2: sawed off disruptor rifle (5D+2,
0-3/5/7).

suasion 3D+2, computer programming/repair


4D. Move: 6. Datapad, comlink.

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

Source: Star Wars Rebels animated-tv, wookieepedia,


stats by +Oliver Queen.

TSOKLO

SLYTH
Slyyth is a Ruurian who works as a fence and pick-pocket
on the planet Lothal. He often recruits orphaned children to
work for him, and one occasion convinced Ezra Bridger to
work with him on a snatch-and-run job which resulted in
Bridger nearly being caught in an Imperial sting operation.
Slyyth also offered the boy pickpocketing lessons, although
Bridger was already experienced enough not to need them.
Bridger drew and wrote about the Ruurian in his journal after
working with him.
The fence later met Bridger again in the spaceport of
Lothal's Capital City and tried to convince him to take part in
another snatch-and-run. Bridger refused, even when Slyyth
claimed he needed the money for medication to stop his metamorphosis into a chroma-wing. When Slyyth revealed that the
job would involved stealing cargo destined for the local Imperial Academy however, the urchin reconsidered, as he collected
Imperial headgear. Bridger successfully stole the cargo Slyyth
had specified from Supply Master Yogar Lyste, and left the
Ruurian's cut of the loot in a refuse bin. The urchin later discovered however that the cargo he had stolen consisted of propaganda holopads, not helmets.
Slyyth had blue, yellow and red skin, with red eyes and blue
and purple fur. He clacked his mandibles together instead of
smiling and would sometimes brush his feathery antennae
against others faces when talking to them. Slyyth greatly
feared the process of metamorphosis which all Ruurians underwent in order to become chroma-wings. Most of his species
considered the adult life stage to be one of bliss, but the fence
feared he would not be able to continue his criminal activity
and become rich after the transformation and so used various
treatments to prevent the change from taking place. Some of
the medication he used caused negative side effects, such as
coughing, yellow splotches and loss of hair, but the criminal
was willing to endure them as long as he did not transform.

Slyth
All stats are 2D except:
pickpocket 6D+1, languages 4D, streetwise
5D+2, value 6D, repulsorlift operation 3D+2,
Perception 3D+1, bargain 4D+2, con 4D, per-

Tsoklo is a Rodian who resides on Lothal, with green skin,


and black eyes. Normally, Tsoklo wore a blue jacket, light
pants, and brown boots during his daily activities. Unlike
Tseebo, Tsoklo did not exhibit spines on the top of his head.
Tsoklo served as factory worker, but also worked for the Galactic Empire as an informant who reported to Supply Master
Yogar Lyste. He also operated a fruit stall in the city of
Kothal, and at one point sold his supply of meiloorun fruit to
Lyste. During the Empire Day holiday, the Empire set out to
find a Rodian named Tseebo, who was an Imperial Information Office worker that deserted the Empire after stealing a
large number of Imperial files. Tsoklo was apprehended twice
by Imperials, first by a trio of TIE fighter pilots and later by
Agent Kallus of the Imperial Security Bureau, who compared
Tsoklo to a picture of Tseebo to verify whether or not Tsoklo
was the Rodian the Empire was after. Tsokolo later visited Old
Jho's Pit Stop for a game of sabacc, where he lost to the Human Lando Calrissian and the Lasat Garazeb Orrelios.

Tsoklo
All stats are 2D except:
melee combat 3D, melee parry 3D+2, business
3D+1, languages 3D, value 4D, repulsorlift operation 3D+2, bargain 3D, con 3D+2, gambling 3D, hide 4D+2, investigation 4D, search
3D+2, sneak 4D. Move: 10. Vibroknife (Moderate, SR+3D), has a fruit stand and home in
Kothal.
Source: Star Wars Rebels animated-tv, wookieepedia, stats by
+Oliver Queen.

WARJAK THE
FEEORIN
Warjak is a Feeorin who works as a gladiator. Warjak takes
part in the Gladiator Night event on the planet Lothal, where

39

he fights against the Houk gladiator Borbig Drob. The events


organizer, Imperial Security Bureau Lieutenant Jenkes, arranged for Drob to lose to Warjak, but the fight was interrupted by the arrival of the Trandoshan bounty hunter Bossk.
Bossk fought and defeated both Warjak and Drob in combat,
after which Imperial forces arrived to break up the event and
arrest Jenkes.
Warjak has thick tendrils which hang from the back of his
head. He is skilled enough in combat to go undefeated at the
Outer Rim Carve Up, but was defeated by Bossk even when
he was armed and the Trandoshan was not. The Feeorin is
willing to participate in a rigged match for a large payout, and
when he saw Drob defeated by Bossk in unarmed combat
armed himself despite agreeing to a bare-handed combat.

Warjak the Feeorin


All stats are 2D except:
Dexterity 3D, brawling parry 5D, dodge 3D+2,
melee combat 6D, melee parry 6D+2, thrown
weapons 6D, intimidation 4D+2, streetwise
3D+2, Strength 4D+2, brawling 6D, lifting 6D,
stamina 6D+1. Low-Light Vision: Feeorin can
see twice as far as a human in dim light. Endurance: Due to their high level of endurance,
Feeorin may re-roll any failed stamina roll once.

Move: 10. Vibro-axe (Moderate, STR+3D), stun


net (4D stun, 1/2/3, Special), body armor (+1D
vs physical).
Source: Star Wars Rebels animated-tv, wookieepedia, stats by
+Oliver Queen.

CITIZENS OF THE
GALAXY
BAIL ORGANA
Born into the royal family of Alderaan, Bail Organa began a
career in politics which led him to represent his home planet
in the Senate of the Galactic Republic during its final years.
He was also the Viceroy of his homeworld and the husband of
Breha Organa, Queen of Alderaan. Due to his honesty and his
commitment to justice, Organa gained the respect of his senatorial peers and came to be esteemed as a politician.
At the end of the Clone Wars, Chancellor Palpatine transformed the democratic Republic into an authoritarian Empire,

40

bestowing upon himself the title of Galactic Emperor. Organa,


along with other dissident members of the newly-refashioned
Imperial Senate (notably, Mon Mothma) took steps to form
the Alliance to Restore the Republic, which sought to restore
democracy to the Galaxy.
Following the execution of Order 66, Organa adopted the
newborn Leia, daughter of the late Padm Amidala and the
fallen Jedi Anakin Skywalker, in order to protect the child
from harm at the hands of the Emperor. Organa and his wife,
Queen Breha Organa, had always wanted a baby girl, and
readily raised Leia as an Alderaanian princess. With time, Leia
became a politician in her own right and a dedicated member
of the Alliance. During the reign of the Empire, Organa remained Senator of Alderaan in the Imperial Senate, though he
secretly rebelled against the Empire.
In the fourteenth year of the Empire, Organa sent his astromech friend R2-D2, accompanied by Organa's protocol
droid C-3PO, on a secret mission to gather intel about the
"Lothal rebels". After the mission, the droid was returned to
Organa by the rebels' leader Kanan Jarrus aboard the Tantive
IV. Organa thanked Jarrus by compensating him for his efforts, before reciting a Jedi saying. Once C-3PO had left the
room, Organa looked over R2's footage.
When the Lothal rebels launched a mission to rescue their
captured leader from an Imperial fleet over Mustafar, the mysterious rebel known as "Fulcrum" discovered their plan. As
TIE fighters from the fleet closed in on them from all sides, a
small fleet of Rebel ships, commanded by "Fulcrum" (secretly
the former Jedi Padawan Ahsoka Tano), emerged from hyperspace and aided the rebels' escape. Once onboard the ship,
Chopper transmitted a communication from Senator Organa,
who was introduced by Hera Syndulla. He told them about
the different rebel cells that he and Ahsoka had been contacting around the galaxy and that they were now coming together to unite against the Empire.

Bail Organa
DEXTERITY 2D+2
blaster 4D, dodge 4D
KNOWLEDGE 3D+1
bureaucracy 6D+1, cultures 6D+2, languages
4D+1, planetary systems 4D, planetary systems: Alderaan 5D, scholar: galactic politics 8D,
value 4D+2, willpower 8D
MECHANICAL 2D+2
beast riding 4D+1, repulsorlift operation 3D+1
PERCEPTION 3D+1
bargain 5D+1, con 5D+2, oratory 4D+2, persuasion 5D+1
STRENGTH 2D+2

brawling 4D
TECHNICAL 3D+1
computer programming/repair 4D+1.
Move: 10
Equipment:
datapad, comlink
Source: Star Wars Rebels animated-tv, wookieepedia, stats
from D6 Holocron.

DHARA LEONIS
Dhara was a star cadet at the Imperial Academy on the
planet Lothal approximately fourteen years after the rise of
the Galactic Empire. She disappeared during her time at the
academy. Imperial propaganda stated that she ran away, but
her brother, Zare Leonis, did not believe the Empire's story.
Dhara had been identified as a Force-sensitive and abducted
by The Inquisitor as part of an Imperial project codenamed
Project Harvester.

EPHRAIM BRIDGER
Ephraim and Mira had a son at the time the Empire came to
power and over the next seven years they made underground
broadcasts, speaking out against the Empire. He was not
afraid to stand up for what he believed in like his wife did and
fought for his son's freedom.
Unfortunately their small rebellion would cost them their
safety, and by the time Ezra was seven Ephraim and his wife
were captured and taken away by the Empire, leaving their
son to fend for himself.

FULCRUM/AHSOKA
TANO
Former Jedi Padawan Ahsoka Tano eventually joined Imperial Senator Bail Organa in joining cells of resistance together
to fight back against the Empire. Working under the codename of "Fulcrum", she provided the rebels of the Ghost with
intelligence for missions in order to hit Imperial forces or interests, and those missions were part of a larger plan that the
rebels were part of. Only Hera Syndulla knew of both this
plan and Fulcrum's identity. Because of all the secrecy, Sabine
Wren, the crew's explosives expert, became curious and suspicious of who Fulcrum was and on rare occasions insisted on

41

knowing the individual's identity to no avail. This made


Sabine feel untrusted and wanted to know why the rebel missions were becoming so dangerous, but Hera assured her that
the less she knew, the safer she would be if captured by the
Empire.
Sometime later, Fulcrum took former Imperial Information
Officer, Tseebo, into safe custody who had half of the Empire's secrets downloaded into his cybernetic implants. Information the would prove useful in the Rebels fight the Empire,
despite the whole download was an accident when Tseebo was
actually looking for information on what happened to Ezra's
parents.
When Kanan was captured by the Empire, Fulcrum contacted Hera and dissuaded from her attempt in rescuing him.
After reminding her that Kanan understood the risks and
Ezra, the crew's remaining Jedi, was too important to risk losing, Fulcrum informed her that the transmission they sent out
had attracted a great deal of attention, not just from citizens
but also from the highest levels of the Empire. Fulcrum urged
Hera to take her crew into hiding to avoid further risks that
would jeopardize their mission.
Note by +Oliver Queen: During season one Fulcrum is a secretive figure who works with Hera (more than likely with
Kanan as well) to gather information and organize a Rebel cell
on Lothal. She makes no direct contact with the group until
she orchestrates their rescue in the last episode of the season.
For season one Fulcrum/Ahsoka should be used as a plot de-

vice.

JAI KELL
When Ezra Bridger of the Lothal rebels infiltrated the Academy under the fake name "Dev Morgan," he and Jai were put
in the same cadet squad. The pair developed a friendly rivalry,
with Ezra coming first and Jai second in every training session.
Their friendship was tested, however, when Ezra turned on Jai
and sabotaged him during one lesson, causing Jai to lose one
of the top three spots that gave extra privileges. While Jai saw
this as competitive backstabbing, Ezra actually did it so that
his ally, Zare Leonis, would get the spot and be able to help
him in his mission for the rebels.
After securing the Imperial decoder that he had been sent to
collect, Ezra overheard the school's director contact the Inquisitor, informing him that both Jai Kell and "Dev Morgan"
did well enough in their lessons to indicate that they were
likely Force-sensitive; the Inquisitor planned to come by the
next day to collect them. Ezra and Zare alerted Jai and convinced him to flee. Jai was both disbelieving and reluctant at
first, but eventually agreed after Zare told him how his sister,
Dhara was likely taken away by the Inquisitor and had not
been seen since.
The next day, those who received the best results in their
training session were allowed to apprentice aboard an All Terrain Defense Pod; Jai and Zare received the spots and hijacked
it, allowing Jai and Ezra to escape. Zare stayed behind to look

42

for more information about his sister, pretending that he had


tried to stop the others.
The rebels agreed to help Jai and his mother hide from the
Empire, though Jai seemed bitter and pessimistic about their
chances of succeeding.

All stats are 2D except:


blaster 4D, dodge 4D, survival 3D+2, repulsorlift operation 3D, walker operation 3D, Perception 3D+2, brawling 3D+1, climbing/jumping
4D, first aid 3D, security 3D. Force Sensitive.
Move: 10.

Kitwarr is a Wookiee who is about ten years old when he


was taken as a slave by the Galactic Empire along with his father, Wullffwarro, he is forced by the Empire to work in the
spice mines of Kessel.

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

JHO
An Ithorian known as "Old Jho was born on the planet
Ithor, but left his homeworld and settled on the planet Lothal
at a time when the planet's Capital City was just a sleepy trading post. He remained on Lothal for many years, during which
he witnessed Capital City transform into a busy center of administration for the Galactic Empire. Jho owns and operates a
popular cantina known as Old Jho's Pit Stop and a docking
bay, both located in a small, remote outpost which was known
as Jhothal. The cantina is decorated with parts from a Low
Altitude Assault Transport dating from the Clone Wars between the Galactic Republic and the Confederacy of Independent Systems, which Jho claims was the authentic remains of
the vessel known as the Crumb Bomber.
Jho is opposed to the rule of the Galactic Empire and ignores their mandate that the Imperial broadcasts be played at
all times, even arguing with TIE pilots when they demanded
he comply with the law. The Ithorian keeps his ears open for
information which could be useful to his customers or enemies
of the Empire, and sometimes provides information to the
rebel crew of the starship known as the Ghost, who he is
friendly with and allows to dock at his cantina. When there is
trouble Jho draws his blaster from under the table.

All stats are 2D except:


business 4D+2, streetwise 3D, value 4D,
willpower 4D, repulsorlift operation 3D+2, bargain 4D, con 3D+1, gambling 3D+2. Move:
10. Hunting blaster rifle (4D+1, 2-40/
120/350), thorian translator (Language: basic

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

KITWARR

Jai Kell

Old Jho

10D), Old Jho's Pit Stop.

MIRA BRIDGER
Mira gave birth to Ezra at the time the Empire came to
power and over the next seven years she made underground
broadcasts with her husband, speaking out against the Empire. Clearly she was not afraid to stand up for what she and
her husband believed in and fought for her son's freedom.
Unfortunately their rebellion would cost them their lives. By
the time Ezra was seven, Mira along with her husband were
captured and taken away by the Empire, leaving their son to
fend for himself.

MORAD SUMAR
On Kothal, Sumar was the owner of a small farmstead, and
was a long-time family friend of Mira and Ephraim Bridger.
Following the Galactic Empire's overtaking of Lothal, Sumar
was threatened with losing his land for Imperial expansion.

MOREENA MO
KRAI
The Human female Moreena Krai (sometimes shortened to
just Mo) was born on the planet Lothal, where she and her
younger sister lived with their parents on their family's farm.
During her childhood she became good friends with another
Lothal native, the street urchin Ezra Bridger, who was the
same age as her. When Krai was fourteen, the Empire condemned her family's farm and took it from them, as the Imperials needed the land for an extension of their mining operation. Krai's parents then swiftly decided that it was time for
them to leave Lothal, and arranged for the whole family to
move to the planet Alderaan to live with Krai's grandmother.
The move happened so fast that Krai did not have time to

43

contact Bridger, but she ran into him at Capital City spaceport
as she was queuing to board a transport offworld. She explained to her friend what had happened and asked why he
was at the spaceport and if he wanted to leave Lothal. The
urchin explained that he was there selling tickets for a gladiatorial event and that he did not plan on leaving, then the pair
said their goodbyes and Krai was called back to the ship by
her father.

MORIDA SUMAR
In the years prior to the Battle of Yavin, Marida Sumar lived
with her husband Morad on a farm on Lothal. The two were
forced from their home by the Galactic Empire, who had originally wanted to buy it from them but, after Sumar refused the
offer, destroyed it and took the couple prisoner. They were
later rescued by Ezra Bridger and Garazeb Orrelios.

was capable of doing such terrible things to people who tried


to commit treason but Mira and Ephraim were not afraid to
stand up for what they believed in or for their son's freedom.
When the Empire came for Mira and Ephraim,
Tseebo tried to help them but he was afraid to do so and as
a result, they were captured and taken away while their son
Ezra was left on the streets. Ashamed for not being able to
save them, he went to work for the Imperial Information Office and was implanted with a Borg Construct AJ^6 device,
sacrificing his personality for productivity.
While working at the office, he searched for information on
what happened to Mira and Ephraim Bridger so he could tell
Ezra. He found what he was looking for but as a result he
ended up downloading half of the Empire's secrets into his cybernetic implants, schematics on new TIE Fighters and Walkers, schedules for Trooper tactics and strategies and a five year
plan for Lothal and every other world in the outer rim.

Tseebo

TSEEBO

All stats are 2D except:


astrogation, computer programming/repair.
AJ^6 Cyborg Construct (Galactic Empires plans
in the Outer Rim Territories 8D). Move: 10.
Source: Star Wars Rebels animated-tv, wookieepedia, stats by
+Oliver Queen.

WULLFFWARRO
Wullffwarro is a male Wookiee who was taken as a slave by
the Galactic Empire. Prior to the rise of the Empire, Wullffwarro served alongside the Galactic Republic, during the
Clone Wars, and also fought in the Battle of Kashyyyk. Fourteen years after the Empire came to power, Wullffwarro and
his son, Kitwarr, were forced to work in the spice mines of
Kessel. He was later rescued by the rebel crew of the Ghost
and agreed to help them in any way he could.

Wullffwarro

Tseebo was a close friend to Ezra's parents, Ephraim and


Mira, but their small fight against the Empire worried him a
lot. Concerned for their son's safety, he insisted that what they
were doing was a great risk for both of them as the Empire

44

All stats are 2D except:


Dexterity 3D, blaster 4D, bowcaster 5D+2,
brawling parry 4D, dodge 4D, vehicle blasters
4D+2, survival 4D+2, tactics 3D+2, willpower
4D+1, repulsorlift operation 4D+2, command
3D+2,
Strength
4D,
brawling
5D,
climbing/jumping 5D, lifting 7D, stamina 6D,
computer programming/repair 3D+2, equipment repair 5D+1, first aid 3D+2. Berserker

ZARE LEONIS

Rage: If a Wookiee becomes enraged (the character must believe himself of those to whom he
has pledged a life debt to be in immediate,
deadly danger) the character gets a +2D bonus
to Strength for purposes of causing damage
while brawling (the characters brawling skill is
not increased). The character also suffers a -2D
penalty to all non-Strength attribute and skill
checks. Due to the Wookiees great rage, a
character must make a Moderate Perception total to calm down once all enemies have clearly
been controlled - unconscious, captured, killed
or somehow otherwise physically restrained or
stopped. Close friends of the Wookiee can coordinate with the Wookiee to make this easier.
Climbing Claws: Wookiees have huge retractable
climbing claws which are used for climbing only.
They add +2D to their climbing skill while using
the claws. Any Wookiee who intentionally uses
his claws in hand-to-hand combat is automatically considered dishonorable by other members
of his species, possibly to be hunted down - regardless of the circumstances. Move: 11.

Zare was born to agricultural scientists Leo and Tepha Leonis. He was raised along with his elder sister Dhara by his parents and the family nanny droid Auntie Nags. The Leonises
moved around a lot due to the nature of their parent's occupation, and Zare spent most of his childhood living aboard space
stations, such as Hosk Station. The family were sympathetic
to the Empire, seeing it as a great improvement over the slow
bureaucracy of the Republic and the corruption of the Trade
Federation.
Leonis joined the Imperial Academy on Lothal to discover
the truth about what happened to his sister, Dhara, who vanished from the Academy. The Empire claimed that Dhara ran
away, but Leonis did not believe their claims. During his time
at the Imperial Academy, Leonis was pitted against fellow
cadet Dev Morganwho was really young Padawan Ezra
Bridger working undercover for the Lothal rebels. Leonis
aided Bridger. While at the Academy, he became a spy for
Bridger and the rebels by providing them with inside information about Imperial Command.

Zare Leonis
All stats are 2D except:
Dexterity 3D+1, blaster 4D, dodge 5D, running
4D+1, Knowledge 2D+2, bureaucracy 3D+1,
survival 3D+2, tactics 4D+1, repulsorlift operation 4D, Perception 3D+1, command 3D+2,
con 4D, investigation 4D, persuasion 4D+1,
search 3D+2, sneak 3D+2, Strength 3D,
stamina 4D, computer programming/repair
3D+1, first aid 3D, security 4D. Move: 10. Datapad, Imperial cadet uniform, code cylinder.

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

YOFFAR
Yoffar is a Gotal street merchant who lives on the planet
Lothal. He is reasonably elderly and ekes out a living selling
day-old jogan fruits in Lothal's Capital City. He occasionally
interacts with Ezra Bridger, who sometimes stole from him.
On one occasion he was nearly arrested for treason by Imperial Commandant Cumberlayne Aresko and Taskmaster Myles
Grint after criticising the Empire in front of them while they
questioned him about his business. The Gotal was saved by
the Ezra Bridger, who distracted the Imperials with a fake
emergency broadcast.
Yoffar has white fur, gray skin and orange eyes. He is perpetually grumpy, and commonly confused Ezra Bridger with
other street orphans, which caused the boy to dislike him.
When approached by Aresko and Grint Yoffar was at first defiant, but soon became terrified when Stormtroopers arrived
to arrest him. He was thankful to Bridger for saving him, but
still complained when the urchin took more fruit then he was
offered.

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

45

without penalty up to 50 meters.


Story Arc:
Lasat are rarely seen throughout the galaxy
since the Imperial bombardment and near
eradication of the species in retaliation for
not submitting to Imperial dominance.
In their conquest of the Lasat, T-7 ion disruptors were used extensively by the Galactic
Empire. This lead to a strong hatred and distrust of such weapons by Lasat.
Move: 12/14
Size: 2.0-2.2 meters tall

LASAT

The Lasat were a sentient species that existed in the galaxy


during the reign of the Galactic Empire. Within the species,
those with fighting skills were highly revered, often being a
part of the Lasan Honor Guard. Bo-rifles were a unique
weapon, used exclusively by the Lasan Honor Guard.
During its reign, the Galactic Empire devastated the Lasat
homeworld of Lasan, killing nearly all members of the species.
Since then, the Lasat were rarely seen in the galaxy.
Physical Description: Lasat are comparable in height with humans. They have wide shoulders and thick limbs. The body is
covered with short, gray to dark brown fur and stripes of purple. Eyes are light green with black pupils. Facial hair is comSource: Star Wars Rebels animated-tv, stats by +Oliver Queen.
mon for both males and females and grows a dark purple.
Homeworld: Lasan
Languages: Lasatian
Example Names: Garazeb Orrelios
Adventurers: Garazeb Orrelios, a soldier and rebel.

Lasat
Attribute Dice: 12D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D+2/3D+2
MECHANICAL 1D/3D+2
PERCEPTION 2D/3D
STRENGTH 2D+2/5D
TECHNICAL 1D/3D
Special Abilities:
Prehensile Toes: due to their unique physiology, Lasat gain a +1D bonus to their climbing rolls. Lasat toes are very strong, allowing
them to pick up items equal to their normal
carrying capacity, but lack any fine motor
control.
Darkvision: Lasat have highly developed
night vision allowing them to see in dark

46

THE ARMS
LOCKER

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

DL-18
Model: BlasTech DL-18 Blaster Pistol
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 500 (power packs: 25)
Availability: 1, F, R or X
Fire Rate: 1
Range: 3-10/30/120
Damage: 4D

ENERGY WEAPONS
Blurrg-1120 Holdout Blaster

A type of blaster that was popular among Twi'lek freedom


fighters who used the weapon during the Clone Wars. The
weapon featured nine firing modes, including single and dou- Source: Star Wars the Roleplaying Game REUP (p.351).
ble shot.

Davtech Sidearms DTS-591

Blurrg-1120 Holdout Blaster


Type: Holdout blaster pistol
Scale: Character
Skill: Blaster
Ammo: 30 (power packs: 25)
Cost: 350
Availability: 2, R or X
Fire Rate: Range: 3-10/20/35
Damage: 4D
Game Notes:
The character may make two shots as a single
action. This counts as a single action but increases the task difficulty by one rank. If shooting at a single target make one roll, if shooting at
two targets roll vs each.

A popular blaster pistol model manufactured by DevTech


Sidearms. Cikatro Vizago, criminal leader of the Broken Horn
Syndicate, carried such a blaster.

DTS-591
Model: Devtech Sidearms
Type: Blaster pistol
Scale: Character
Skill: Blaster
Ammo: 25
Cost: 1,200 (power packs: 25)
Availability: 1, F, R or X
Range: 3-10/30/90
Damage: 5D
Game Notes:
Because of its easy customization, upgrade rolls

47

are 1 difficulty easier.

sus one kind of damage treat as no protection.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Source: Ezras Gambit (junior novel), stats by +Oliver


Queen.

ZinCorp Stun-Sting Energy Slingshot


An energy slingshot was a small wrist-mounted weapon that
fired energy projectiles. Ezra Bridger, a teenage orphan from
Lothal, used an energy slingshot. The projectiles didn't penetrate stormtrooper armor or the Inquisitor's armor.

Energy Slingshot
Model: ZinCorp Stun-Sting Energy Slingshot
Type: Energy slingshot
Scale: Character
Skill: Missile weapon
Ammo: 50
Cost: 60 (power packs: 25)
Availability: 3, F
Fire Rate: 1
Range: 3-4/8/24
Damage: 4D+2 stun

T-7 Ion Disruptor Rifles


The T-7 is a type of high-powered disruptor rifle designed to
disable starships and take out multiple enemies at one time.
The rifles would also have destructive effects when used on organic lifeforms. The rifles were used in the destruction of the
Lasat race, and their destructive powers led the Imperial Senate to ban their use within the Galactic Empire.

T-7 ion disruptor rifles


Model: T-7
Type: Ion disruptor
Scale: Character
Ammo: 15
Cost: 4,500
Availability: 4, X
Range: 1-10/50/100
Fire Rate: 1
Damage: 5D+2 ion damage and special
Game Notes:
When fired at a vehicle the T-7 ignores scale
when calculating damage resistance.
When fired at living creatures the ionic disruption was found to have a devastating
area effect, causing a painful and deadly
neurological feedback to anyone in the area
of effect, which disperses quickly past five
meters. Treat results of Wounded or higher
as knocked unconscious 1D minutes.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Relby-v10 Mortar Gun


Often referred to simply as the mortar gun, was a model of
blaster rifle that fired high impact bolts. One was used by the
Trandoshan bounty hunter Bossk.

Relby-v10 Mortar Gun


Type: Energy/impact blaster
Scale: Character
Skill: Blaster
Ammo: 20
Cost: 1,100
Availability: 4, R
Fire Rate: 1
Range: 3-25/50/200
Damage: 5D
Game Notes:
the v10 shoots a combination energy impact
beam. If the target is wearing armor only apply
the lowest value. If the armor only protects ver-

Source: Star Wars Rebels animated-tv, stats by +OliverQueen.

WESTAR-35 Blaster Pistols


A model of blaster pistol from the WESTAR series of
blasters. The WESTAR-35 blaster pistol was used around and
during the time of the Clone Wars by several members of the
Mandalorian culture and saw extensive use among the Death
Watch soldiers. Officers of the Mandalorian police force in the
New Mandalorian capital city of Sundari also utilized the
weapon. As a product of the WESTAR series of blasters, the
WESTAR-35 was the successor to the WESTAR-20 and WES-

48

Scale: Speeder
Skill: Demolitions
Cost: 300 per can
Availability: 2, R
Blast Radius: 5 meters
Damage: 3D
Game Notes:
A small remote detonator is used to ignite
the paint. Transmitters vary in strength and
range, but typically up to 100m. Also can
use a timer.

TAR-34 blaster pistols.

WESTAR-35 Blaster Pistol


Model: WESTAR-35 Blaster Pistol
Type: Blaster Pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 850
Availability: 3, R
Range: 3-10/20/100
Damage: 4D+2
Game Notes:
Drawing this weapon is a free action.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Paint Bomb

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Explosives
Explosive Paint
Model: Meldite Type III Explosive Paint
Type: Explosive

49

Model: Improvised
Type: Stun/paint grenade
Scale: Character
Skill: Demolitions
Cost: 75 credits (materials)
Availability: 1 (materials)
Range: 0-10/20/40
Blast Radius: 0-2/4/6/10
Damage: 5D/4D/3D/2D (stun)
Game Mechanics:

Designed by Sabine Wren to make an exit


and a statement at the same time. Not only
would it temporarily stun those in the blast
radius but everyone and everything in a 10
meter radius would be covered in a kaleidoscope of colors.

ter radius depending on weather conditions.


It will continue to emit smoke and obscure
an area for 10 rounds (+4D cover modifier).

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Stun Grenade

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

These weapons were small, weighed about 0.5 kilograms,


and had a blast radius of between 3 and 4 meters. Mercenary
units, local law enforcement, and military personnel were
known to use them. These grenades were designed to explode
on impact and could knock out individuals caught within the
blast radius from the concussive force released. They were effective against organic, living targets, not droids or electronics;
ion grenades or similar devices would be used to incapacitate
droids.
Since bounty hunters usually sought to capture their targets
rather than kill them, stun grenades were a useful tool. Law
enforcement and security personnel also found stun grenades
useful when non-lethal tactics were required.

Stun Grenade
Type: Stun grenade
Scale: Character
Skill: Grenade
Cost: 400
Availability: 2, R
Range: 3-7/20/40
Blast Radius: 0-2/4/6/8
Damage: 6D/5D/3D/2D (Stun)

Smoke Grenade

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Model: Corelia Arms CAsE-09a Smoke


Grenade
Type: Smoke grenade
Skill: Grenade
Cost: 125
Availability: 2, X
Range: 3-7/20/40
Smoke Radius: up to 10m
Game Notes:
Once thrown the smoke grenade takes 1
round to emit enough smoke to make effective cover (beginning of next round). It will
quickly disperse thick smoke up to a 10 me-

URR-1 Thermal Detonator


Model: BlastCorps UUR-1 Thermal Detonator
Type: Explosive
Scale: Character
Skill: Grenade
Cost: 1,200
Availability: 2, X
Range: 2/3/6
Blast Radius: 1/2/3/4
Damage: 5D/4D/3D/1D
Game Notes:
This weapon has a timer that allows the det-

50

onator to go off in any round up to 20


rounds after being set. The timer can be deactivated with a Difficult demolitions roll.
The URR-1 has a strong magnetic back that
allows it to be secured on (including being
tossed against) vehicles. It has a Strength of
3D for this purpose.

Source: Ezras Gambit (junior novel), stats by +Oliver


Queen.

MELEE WEAPONS
Stun Net

A stun net is a type of non-lethal weapon used to subdue


and capture live subjects. Originally stun nets were the preferred method of capturing newly-discovered animals by the
Republic Scout Service for immediate study, but their use soon
spread to other areas. Stun nets were used by big game
hunters to capture animals with their hides intact, while others
formed part of automatic security systems for military encampments. Bounty hunters and slavers also used them to capture valuable prey alive.
Stun nets were made of a strong duracord, with stun
threads or stun beads woven into it, and covered with a liquid
adhesive. The adhesive served to trap the target within the net
while a paralyzing electrical shock was discharged by the stun
materiel. The electrical shock could be delivered upon contact
with the net or initiated via remote control, which could also
vary the intensity of the shock delivered.

Stun Net
Type: Standard stun net
Scale: Character
Skill: Melee combat: net
Ammo: 10
Cost: 350 (50 credits)
Availability: 2, R
Difficulty: Moderate
Fire Rate: 1
Range: 1/2/3 (casting)
Damage: STR+1D (tripping); 4D stun; Material
STR 5D
Game Notes:

The attacker may attempt to pin the arm of


a target. If the hit is successful the defender
must roll his Grappling skill vs the Strength
of the material, if he fails the arm is pinned.
He cannot use that arm until it is freed.
The attacker may attempt to trip the target.
If the hit is successful the defender must roll
his Strength vs STR+1D, if he fails he falls
to the ground and must use an action to regain his feet.
The net may be used as an area effect grapple attack by attempting to throw it over the
opponent. If successful the defender must
roll his Grappling skill vs the Strength of the
material, if he fails he is immobilized until
he frees himself.
Anytime the defender is grappled in the net
the attacker may attempt to stun them, the
attack is automatically successful, roll soak.

Source: Ezras Gambit (junior novel), stats by +Oliver


Queen.

Vibro-axe
A vibro-axe is a standard axe handle-fitted with a vibration
generator and power cell, causing the ax head to vibrate
rapidly, thus creating a vibroweapon. Vibroweapons had more
cutting power with less effort from the wielder. Some handles
were designed to dampen the vibration effect for the user,
though cruder versions, such as Arg'garoks wielded by the
Gamorreans, used wooden handles. These weapons were often
left deactivated, simply to allow the user to show off their
physical strength and to intimidate rivals, since these weapons
were capable of easily decapitating most humanoid species
with a single blow.
A vibro-ax required two energy cells to operate. They were
considered restricted weapons on most civilized worlds.

Vibro-axe
Model: Standard vibro-ax
Type: Melee weapon
Scale: Character
Skill: Melee combat: vibro-ax
Cost: 500
Availability: 2, R
Difficulty: Moderate

51

ARTILLERY

Damage: STR+2D to STR+3D+1 (depending


on model) (maximum: 7D)
Source: Ezras Gambit (junior novel), stats by +Oliver
Queen.

Anti-Ship Turbolaser
Emplacement

Vibroblade
A vibroblade is a type of bladed melee vibroweapon that
used ultrasonic vibrations to increase cutting effectiveness.
A vibroblade resembled a short sword with a high-tech look
and feel and consisted of the same basic design as other vibroweapons: the weapon's hilt or handle usually contained a
compact ultrasonic vibration generator, causing the blade to
vibrate at an incredible speed, making even the slightest glancing blow become a gaping wound. Vibroblades were dangerous to use against electrical weapons, as they conducted electricity. Electrocution, however, would be the wielder's last
concern. Traveling up the length of the blade, the electricity
would connect with a vibroblade's energy cell and ultrasonic
vibration generator. The result would be a miniature explosion
with enough force to take off a hand.
Larger variants of the vibroblade included the dire vibroblade, vibrosword, and vibro double-blade, while smaller variants included the vibrorapier, vibrodagger, vibroknife, vibro-shiv.

Model: Taim & Bak XX-11 Anti-Aircraft


Turbolaser Emplacement
Type: Anti-aircraft Turbolaser
Fire Arc: Turret
Scale: Starfighter
Skill: Vehicle blasters
Fire Control: 1D
Range: 29-500/800/1.2 Km
Damage: 3D+2
Cover: 1/2
Strength: 4D (vehicle)
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Vibroblade
Model: Standard vibroblade
Type: Melee
Scale: Character
Skill: Melee combat: vibroblade
Cost: 250
Availability: 2, F
Difficulty: Moderate
Damage: STR+1D to STR+3D (depending on
model) (maximum: 6D)
Source: Ezras Gambit (junior novel), stats by +Oliver
Queen.

52

transports. The two common sizes are:

Planetary Heavy Turbolaser Emplacement


The XX-9 heavy turbolaser was a shipboard emplacement
weapon produced by Taim & Bak. This was a weapon mainly
use on bases and ships. The Taim & Bak XX-9 heavy turbolaser was protected by quadanium steel plating and made a
deadly weapon against ships. It featured dual turret-mounted
barrels and was mounted on a square base. Targeting computers were supplied with a safety feature that has the turrets automatically lock up if its turrets go below the horizon. This
was a precaution to ensure it doesn't accidentally fire on the
ground when targeting enemies. This likewise gave Rebel Alliance snubfighters an advantage by flying low.

Planetary Heavy Turbolaser


Emplacement
Model: Taim & Bak XX-9 Planetary Heavy
Turbolaser Emplacement
Type: Anti-aircraft Turbolaser
Fire Arc: Turret
Scale: Starfighter
Skill: Vehicle blasters
Fire Control: 1D
Range: 29-500/800/1.2 Km
Damage: 5D

1T: 6.1 m (20 feet) x 2.4 m (8-foot) x 2.59 m 8-foot-6-inch),


roughly 40 metric tons of material.
2T: 12 m (40 feet) x 2.4 m (8-foot) x 2.59 m (8-foot-6-inch),
roughly 75 metric tons of material
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Rhydonium Fuel Canister


Rhydonium is a volatile type of fuel, found for the most
part on the remote planet Abafar. The Confederacy of Independent Systems extracted rhydonium on Abafar in a failed
attempt to destroy the Republic space station Valor. Later, after the Clone Wars, rhydonium was present in Fort Anaxes, a
base abandoned by the Republic, and was used by rebels
Sabine Wren and Hera Syndulla to kill fyrnocks.

Rhydonium Fuel Canister


Model: CachSwif KLW-1 Fuel Canister
Type: Universal starship fuel canister
Scale: Character
Length: 1.2 meters high
Cargo Capacity: 210 kilograms (55 gallons)
Cover: 3/4
Cost: 1,000 (new); 700 (used)
Body Strength: 5D
Game Notes:
Because of the volatility of Rhydonium, even
special containers need proper upkeep or
they will quickly weaken (Body Strength 3D).
A weakened canister is easily breached using a blaster pistol causing the contents to
detonate. Treat a result of wounded or better as detonating the fuel canister (Blast Radius: 0-3/6/12/25;
Damage: 5D/4D/3D/2D).

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

GEAR
CARGO
CONTAINERS

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen

Class-A cargo container


Containers, also known as intermodal containers or ISO
containers are the main type of equipment used in intermodal
transport, particularly when one of the modes of transportation is by starship. The container is designed to store cargo
during transit in realspace and hyperspace. The Class-A container was also the main mode of cargo storage for container

53

Starship Fuel Canister


Model: FoerTech Type XXI Fuel Canister
Type: Universal starship fuel canister
Scale: Character
Length: 1.2 meters high
Cargo Capacity: 210 kilograms (55 gallons)

Cover: 3/4
Cost: 1,000 (new); 700 (used)
Body Strength: 5D

poration and used by the Galactic Empire.

C1 Personal Comlink
Model: SoroSuub C1
Type: Personal comlink
Skill: Communications
Cost: 200
Availability: 1
Range: 50 kilometers over land and up to low
orbit
Game Notes:
For double the cost it can be miniaturized to
a wrist-sized unit.
Military version has access to restricted and
encrypted military frequencies.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Repulsor Cargo Crate (small)


Model: Moev Model III Repulsor Cargo Crate
Type: cargo Crate
Scale: Speeder
Length: 1 meter square
Cargo Capacity: 100 kilograms
Altitude Range: Ground level to 10 meters
Cost: 450 (new); 225 (used)
Body Strength: 2D
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

COMMUNICATIONS

Source: Ezras Gambit (junior novel), Equipment Stats


(p.80)

Comset

C1 Personal Comlink
A standard model of comlink produced by SoroSuub Cor-

54

Model: Generic Comset


Type: High-power multi-signal comset
Skill: Communications: comset
Cost: 300

Availability: 2
Difficulty: Easy
Game Notes: 200-kilometer surface range,
surface-to-orbit in harsh weather.

camera.
Person communicating with must have a
holographic camera in order to be seen.
Range is limited to the communication network available but with proper codes and
HoloNet access interstellar communication is
possible.

Source: Rules of Engagement (p.37).

Computer-linked Wrist Gauntlets

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Gauntlet-computers were designed to replace the dataslate


and datapad as the primary means of mobile computing technical work. Worn over the forearm and hands, all gauntlets
feature touch-pads on the upper forearm and on the palm, a
thin-screen above the wrist, holographic imagecaster technology and various jacks for connecting to a computer interfaces
such as an Scomp.

Computer-linked Wrist
Gauntlets

Computer Spike

Model: ModoComm Gauntlet-Computer


Type: Portable computer workstation
Scale: Character
Skill: Varies depending on action being
performed
Weight: 3 kg
Cost: 250 credits (base unit)
Availability: 1
Game Notes:
Datapad, holographic imagecaster, computer interface, and communications link-up.
Remote access computer systems (10 meters from signal)

Computer spikes are usually a single-use electronic device


that contained specialized programs designed to bypass security systems and improve user access to protected systems. The
spikes would interface with another computer system and chip
away at the defenses in an attempt to crack the system. Sometimes the spike would insert additional code allowing things
such as timed shutdowns, fire alarm trip, open comm channel,
etc.

Data Network

Source: D6holocon, with additional tweaks by +Oliver Queen.

Holo Communicator
Model: Blackstaff Communications E100-D
Type: Holo communications display
Cost: 1,500
Availability: 2, R
Range: 50 kilometers, up to low orbit (further
with Holonet connection)
Game Notes:
May be used as a standard communication
device it does not require active holographic

COMPUTERS AND
INFORMATION
STORAGE

A data network is a connection between computers. Networks are usually encrypted as a form of protection. Accessing
a data network normally requires a network-connected access
point.

Decoders
Decoders are datadisc- sized devices that are programed
with complex algorithms. They are used to decode encrypted
data, and are usually keyed to a specific datacore. Some decoders self-destruct as a security measure. Others contact security teams or law enforcement.

55

Cyborg Knowledge Cartridges

Holodisc

Model: Perzome SoftWEAR Cyborg Knowledge


Cartridges
Type: Knowledge cartridges
Skill: Cartridges are available only for
knowledge and technical skills.
Availability: R
Cyber Points: 0
Game Notes:
A knowledge cartridge must have a specific
skill chosen. If the combination of cartridges
exceeds the 6D cap, subtract the difference
from the highest skill cartridge. Example:
Fenrak installs planetary systems 4D and
bureaucracy 3D cartridges. The total is 7D,
exceeding the storage capacity by -1D
(6D-7D). He would have access to bureaucracy 3D and planetary systems 3D
(4D-1D).
Loaded cartridges may be internally
switched "on/off" or physically placed/removed. This is this is an action and requires
one round to properly shutdown/boot.

Holodiscs, also known as holodisks or holotapes, are


disc-shaped devices onto which holographic messages could be
recorded. Some holodiscs are encrypted to protect the data
recorded on them.

CYBERNETICS AND
PROSTHETICS
AJ^6 Cyborg Construct
The AJ^6 Cyborg Construct is a cybernetic implant which
when surgically implanted to the back of a beings cranium, allows the user to improve their memory and increase mental
acuity. This comes at the cost of personality, as the construct
replaces those areas of the brain. The Galactic Empire makes
these available to workers for performance enhancers.

AJ^6 Cyborg Construct


Model: BioTech Borg Construct AJ^6
Type: Basic cyborg construct
Cost: 25,000
Availability: R
Cyber Points: 3
Game Notes:
Construct can store up to 8D worth of additional information.
Cyborg construct can hold a maximum of
6D worth of skills with typical units having
two cartridge slots. Cartridges replace users
skill.
Cyborg can read the data in data banks at
any time.
Built-in holographic display and recording.
Because of the invasiveness of the cybertechnology those who opt for this implant
limit the wearer's personality. This gets
worse over time and may include psychosis,
personality disorders and possible loss of
speech.

Knowledge Skills
Basic 3D skill 750 credits
Expert 5D skill 1,500 credits
Master 6D skill 3,000 credits
Technical Skills
Basic 3D skill 1,000 credits
Expert 5D skill 3,000 credits
Master 6D skill 4,000 credits
Source: Crackens Rebel Field Guide (p.31,34), tweaks by
+Oliver Queen

56

helmet visors, often with polarized lenses.

DETECTION AND
SURVEILLANCE

Macrobinoculars
Type: Standard macrobinoculars
Skill: Sensors
Cost: 100
Availability: 1
Range: 100-300/600/1 km
Game Notes:
All modes have an Easy sensors difficulty at
short range, increasing one level per range
band. Search and other Perception-based
rolls may be increased when using macrobinoculars by +3D when used to find
something more than 100 meters away.

Macrobinoculars
Macrobinoculars were handheld viewing devices that allowed users to observe distant objects. Some models were able
to see into space from the surface of a planet. They are small,
with two cushioned eyecups and a top-mounted rangefinder.
The standard pair of macrobinoculars includes an internal
readout that provides information on distance and elevation,
and many could record and playback images. Although macrobinoculars are designed for any light condition, some models, like the Nightview from Naescorcom, specializes in
low-light or nighttime conditions.
Macrobinoculars are commonly thought of as inferior to
electrobinoculars, as they lack image-enhancement chips, and
some dont come with light-adjustment circuitry. However,
they are cheaper than electrobinoculars and more readily
available in remote areas such as the Outer Rim Territories.
Their resilience make them a popular choice among mercenaries. Some macrobinoculars were worn by clone troopers over

Source: Star Wars the Roleplaying Game REUP (p.338),


tweaks by +Oliver Queen.

Magnetic Tracer Beacon and Scanner


The magnetic tracer beacon is small weighted object with a
strong magnetic field allowing a person to cast it and if close

57

enough to a ferrous surface it will attach itself. Once attached


it will send out a signal that is calibrated to the scanner allowing the user to accurately track whatever the item is attached
to.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

FOOD

Magnetic Tracer Beacon


and Scanner

Jogan fruit

Type: Magnetic tracker


Scale: Character
Skill: Grenade; Sensors
Cost: 600
Availability: 1
Range: 0-10/20/40; 1-10/25/50 km
Game Notes: For the magnetic field to attach
itself automatically the tracker beacon must fall
within 1 meter of its intended target. Once attached it requires a Moderate sensors skill
check. Tracking range is 50 kilometers over land
and up to low orbit in good weather. The tracker
will show distance, direction and approximate
speed.

A round, purple fruit with white wavy vertical stripes and


topped with small wine red leaves. Round green leaves could
also appear on the sides of the fruit and its inner juices were
orange. It was an edible fruit that was often used in cooking
such as Jogan fruit cake. The fruit is widespread through the
galaxy from Coruscant to Felucia. It was also found in the
swamps of Rodia.

Meiloorun fruit
Also known as meiloorun melon or simply meiloorun was a
type of orange fruit. It was known to not grow on Lothal,
making it quite rare on the planet.

Source: Ezras Gambit (junior novel), stats by +Oliver


Queen.

TOOLS/EQUIPMENT

Security Sensor Chip

APS-1 Airbrush

A security sensor chip is typically hidden in or on an object


that has value or needs to be kept track of. When the chipped
object is within range of a security scanner the chips code is
referenced to a security database. If the security scanner flags
the object it will perform the protocol associated with the
chip. Protocols can be programmed to immediately sound the
base or section alarm, silent alarm, message a certain person
or notify security. The chip is keyed to the object, not the person with the object.
Game Notes:
Finding the sensor can be daunting since is may be a
built-in to the object. Depending on how hard it is to
find the GM is encouraged to select a difficulty of
Moderate or higher for Search rolls.
The difficulty to disable a sensor depends on the type
of countermeasures used in the chip. Difficulties
range from Moderate or higher for Computer
Programming, Equipment Repair or appropriate
Engineer skill roll.

A handheld device pigment disperser, a favorite among urban taggers. Small and easy to use, typical models held up to
three different color cartridges and came with an assortment
of nozzles for different effects. Typical cost was from 15 credits to as much as 500 credits for high-end models.
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

EFW Class-2
An EFW is a handheld device with a small repulsorlift field
that when thrown would quickly rise to a preset elevation
then electronically detonate a series of pyrotechnics. The size,
amount and special effects possible was limited by the imagination of the programmer. Typical price is 15 credits for something simple to 1,500 credits or more.

58

Repulsor Platform

Craft: SoroSuub N2-N1 Repulsor Platform


Type: Repulsor platform
Scale: Speeder
Length: 5 meters
Skill: Repulsorlift operation: repulsorlift service
platform
Crew: 1
Passengers: 4
Cargo Capacity: 1,000 kilograms
Cover: Altitude Range: Ground level-250 meters
Cost: 12,000 (new), 6,000 (used)
Maneuverability: 0D
Move: 10; 30 km/h
Body Strength: 2D

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

SPECIAL ITEMS
The Body of Luminara Unduli

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Drever Corporation
HL-Automata-Assisted
Welding Laser
The HL welding laser is a small, versatile tool designed for
ship-based repair efforts. The welder is small (5 cm long), attached to an external power cell. The laser has a short range
(3 centimeters) but is extremely powerful.

HLAutomata-Assisted
Welding Laser
Model: Drever Corporation
HLAutomata-Assisted Welding Laser
Type: Welding tool
Scale: Character
Skill: Any appropriate Technical skill
Cost: 1,200 credits
Availability: 2
Game Mechanics:
A power cell lasts for 10 rounds of welding.
Welding is a full round action and is only effective if joining metallic pieces.
Each round the welder must make a moderate (15) skill roll, if successful he creates a

weld with 1D Strength.


Each additional round adds another D to the
Strength total up to the maximum Strength
of the material being joined.
If two different Strength materials are joined
max Strength is the lowest material.
A welder can be used to melt a section of
metal or to cut metal, treat as 5D+2 damage.

By the end of the war, Unduli served alongside Yoda, Republic forces, and Wookiee warriors during a battle on the
Wookiee homeworld of Kashyyyk. During the battle, Supreme
Chancellor Sheev Palpatine issued Order 66, a command ordering all clone troopers to kill their Jedi commanders. Unduli
evaded the fate that many of her fellow Jedi had, however she
was taken into custody by the Empire. The Jedi Order was destroyed, and Palpatine declared himself Emperor and transformed the Republic into the Galactic Empire. After a short
time in the prison known as The Spire on Stygeon Prime Luminara was executed in her cell by the Inquisitor and the
recording of this event was programmed to play in the cell
continuously via hologram.
After her death, rumors began to spread that Unduli had
survived the Clone Wars and was still alive, with those rumors
existing as late as fourteen years after the war ended. In reality, the Empire used Unduli's remains to lure Jedi survivors
into traps so they could be killed. One such trap was laid by
the Inquisitor, with Unduli's remains still held in The Spire.
Believing Unduli to be alive, former Imperial Senator Gall
Trayvis, working as an Imperial agent, "hacked" a HoloNet
News transmission to proclaim that Unduli was being held in
the Stygeon system. This transmission was seen by the rebel
crew of the Ghost.
The rebels infiltrated The Spire, with Jarrus and Bridger
leading the search for the Jedi Master. They found the cell she
appeared to be held in, where they saw a physical manifestation of her. Jarrus could sense her presence, but something
about it felt wrong. Her physical manifestation (in reality a
hologram) soon disappeared into a case on the wall, which
contained Unduli's desiccating remains.

59

Game Mechanics:
Shortly after her execution the Inquisitor placed Luminaras body in a cryogenic chamber. The process
placed the Midi-chlorian of her body into stasis trapping her essence in her dead remains. This not only
blocked her from joining the Force after her death, it
also gave the Inquisition a powerful tool: An object
with the Force essence of a Jedi Master.
The body could be sensed per normal Force powers
and not until the Force user was in close physical
proximity to her remains were they able to sense
something wrong about Jedi Master Luminara Unduli (easy Life Sense).
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Improvised Ion Bomb


Knowing that Kanan was being held aboard a Star Destroyer above Mustafar, the Rebels formulated a plan to rescue him. Sabine used her espionage training learned while at
the Imperial Academy on Mandalore and determined a large
ion explosion in one of the Star Destroyer's hangar bays
would be close enough to the power plant to temporarily incapacitate the mammoth ship.
Sabine rigged fourteen-plus ion bombs inside the cockpit of
a TIE fighter previously captured by Ezra and Zeb. Ezra used
the Force and was able to sense Kanan aboard Tarkins Star
Destroyer, the Sovereign. Chopper then remotely flew the TIE
fighter into the ships hangar bay where the ion bomb detonated with enough power to not only temporarily disable
main power, it also knocked unconscious every person within
range of the blast.

blue or green, though other shades were created in rare instances. The Sith, on the other hand, used red crystals.
During ancient wars between the Jedi and the Sith, in which
both sides fought for control over the galaxy, super-weapons
were created that were powered by giant kyber crystals. Although these stories were considered legends, a giant kyber
crystal was discovered on Utapau during the Clone Wars. The
Confederacy of Independent Systems attempted to acquire the
crystal, but they were discovered by Jedi Master Obi-Wan
Kenobi and Jedi Knight Anakin Skywalker. The Jedi were able
to destroy the crystal, though Yoda was concerned that Darth
Sidious would discover another giant kyber crystal in order to
construct another superweapon.
After the fall of the Galactic Republic and the rise of the
Galactic Empire, Sidiouspublicly known as Emperor Sheev
Palpatineand his Empire began construction of the Death
Star, a battle station capable of destroying entire planets. Kyber crystals were used as part of the Death Star, and the Empire continued to search for new crystals five years before the
Battle of Yavin. One such crystal was located by the rebels
from Lothal, who discovered its location and destroyed it. The
destruction produced a large shockwave, destroying everything in its path.

Game Mechanics:
This improvised weapon did 8D capital scale ion
damage.
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Kyber Crystals
Kyber crystals are Force-attuned crystals found in the ice
caves of the planet Ilum, and in the crust of the Outer Rim
world Lothal. The crystals were used in the construction of
lightsabers. As younglings, Jedi traveled to the ice caves to
harvest their own crystals, which they then used to build their
lightsabers. The Force guided their selection, finding a crystal
that matched them as Jedi. Crystals lacked color before they
were chosen by a Jedi. Once chosen, most lightsabers became

Game Mechanics:
The size of a Kyber crystal directly relates to the

60

amount of energy it can focus and augment as well


as its volatility.
Because of the rarity of Kyber crystals the amount of
damage, area of effect, and scale is best handled as
plot device. The GM is encouraged to create stats
they feel are appropriate to the scene and given
circumstances.

codes and switch between them quickly and easily. It is expensive, requires a high level of technical ability to install.

F899 Signature Modulator


Model: Kkrrrklk F899 Signature Modulator
Type: Signature/transponder modulator
Cost: 10,000 plus installation and transponder
code costs
Weight: 1 metric ton
Availability: X
Game Notes: Transponder codes are a signal
burned into the starship's sublight engines that
transmits the ship's name, type, owner, and
other pertinent data. For most of the galaxy's
history, the Bureau of Ships and Services issued
and tracked transponder codes. Transponder
codes could be duplicated, changed or removed,
but the procedures involved were difficult, expensive, and highly illegal. Ships without
transponder codes could not travel in civilized
systems without attracting intense scrutiny.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Interrogation Room
A typical Imperial interrogation room included inclining table that manacled the hands and feet. Across the waist is a
cross piece monitoring device that records and shows physical
information about the person currently strapped to the table.
Attached to the ceiling were additional instruments of interrogation including water/acid drips, noise speakers, lights,
heat and cold field generators and the like. Around the edges
of the room on a ceiling track system were a number of coercive instruments attached to mechanical arms. There was a
control panel inside the room and another outside in an adjoining observation room.
Equipment and interrogations were as often performed by
droids as by sentients.
Game Mechanics:
Hand and leg restraints have a Strength of 6D+2 to
hold individuals.
The various instruments of coercion are such that a
person strapped to the table can be interrogated
many ways, any amount of injury may be inflicted
on the helpless victim up to killing them. Depending
on the type of coercion being used is resisted by either Willpower, Stamina or an appropriate skill or
power.
Use of the table and its accompanying equipment
give a +2D modifier to Intimidation skill rolls.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

XX-23 S-Thread Tracker Missile


The Imperial XX-23 S-thread tracker is a homing beacon
developed by Sienar Fleet Systems to track ships through hyperspace to their destination. The tracker is able to be
launched from the warhead launcher of a TIE Advanced v1
starfighter.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

STARSHIP ADDONS
Kkrrrklk F899 Signature Modulator
Normally a ship can only have a single transponder code
and changing it is difficult, expensive, and illegal. The signature modulator allowed a ship to store multiple transponder

61

XX-23 S-Thread
Tracker Missile
Type: Vehicle tracking system
Cost: 3,000
Availability: F
Skill: Starship gunnery
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: Special
Skill: Astrogation
Game Notes:
Tracker may make one Difficult astrogation
roll per hour to track a tagged ship.

tion on mid-translation. A TranLang III communications module allows them to be fluent in over six million forms of communication, even if they can not respond in all of them for a
lack of proper communication appendages. They also have the
skills necessary to quickly analyze new unregistered languages
and translate them into more well-known ones.
They are even provided with an olfactory sensor that allows
them to comprehend pheromonal communication. Other useful features are a factory-standard restraining bolt mount, and
the fact that their shutdown switch is conveniently located at
the back of their neck, on a very easy to reach place.

In hyperspace, only the general direction of


the ship may be found.
Once in normal space, the ship may be
tracked to within one parsec.
Tracker is too powerful at ultra-high frequencies to find exact location, and system in
question must be searched with conventional means.
Tracker is a 10 cm long tube. May be easily
destroyed if found. In no way interferes with
normal communications or cannot be detected by such means.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

DROIDS
Cybot Galactica 3PO-Series
Protocol Droid
The 3P0-Series Human-cyborg relations protocol droid is
produced by Cybot Galactica. The model series has a very
similar aesthetic design in its casing to other Cybot Galactica
droid model series such as the TC-series, 3PX-series, and
5YQ-series protocol droids.
Manufactured by Cybot Galactica on the factory world of
Affa, the 3PO-series protocol units were considered the most
advanced Human-cyborg relations droids in the market for
over a hundred years. Production on the line began at least as
far back as 112 BBY and continued well into the New Republic era.
The success of the 3PO-series led Cybot Galactica to produce the C-series protocol droids during the rule of the New
Republic. They have a market cost of 3,000 credits.
The typical 3PO-series droid stands at approximately 1.7
meters in height with a humanoid build. Most units are programmed with a subservient, service oriented personality and
a typical 3PO unit will never attack, under any circumstances
even if it was in self-defense.
With its standard components (head, torso, legs, arms and
hands), a typical 3PO unit weighs around 77.6 kg, and its
maximal speed was 21km/hr.
Each droid is equipped with a SyntheTech AA-1 VerboBrain
making them capable of storing enormous amounts of information, the additional memory space is often used to keep
communication modules in the active memory so that long delays could be avoided while searching for linguistic informa-

Some models, such as the pricey E-3POs, also include the


TechSpan I module, making it possible to interface with Imperial networks and undocumented technologies of Imperial subcontractors.

62

3PO Human-Cyborg
Relations Droid
Type: Cybot Galactica 3PO Human-Cyborg
Relations Droid
DEXTERITY 1D
KNOWLEDGE 3D
Cultures 6D, languages 10D
MECHANICAL 1D

PERCEPTION 1D
STRENGTH 1D
TECHNICAL 1D
Equipped With:
Humanoid body (two arms, two legs, head)
Two visual and audial sensors human
range
Vocabulator speech/sound system
AA-1 VerboBrain
TransLang III Communications module with
over seven million languages
Move: 8
Size: 1.7 meters tall
Cost: 3,000 (new)
Game Notes:
The droids vocabulator
speech/sound system makes the droid capable
of reproducing virtually any sound it hears or is
programmed to reproduce.

KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 3D
Search 6D, sneak 4D
STRENGTH 1D+1
TECHNICAL 2D
Equipped With:
Repulsorlift engine: maximum height 3 meters
Visual range holocam (500 meter range)
with simultaneous transmitter
Holo receiver unit
Spotlight
Blaster Rifle (5D, 3-25/50/200)
Move: 10
Size: 0.7 meters tall
Cost: 5,300 (new), 2,600 (used)
Source: Rebel Alliance Sourcebook (p.122-123).

Source: Star Wars the Roleplaying Game REUP (p.375-376)

Holowan Laboratories IG-RM


Bodyguard and Enforcer Droid

Cybot Galacticas AC1 Spy-Eye


Surveillance Droids
Also called "Spy-eyes," Surveillance remote droids, or security remotes, are essentially mobile, semi-intelligent surveillance holocams.
They are equipped with a repulsorlift engine, a visual-range
holocam (on a 180-degree swivel mount) with simultaneous
holotransmitter, and a holo receiver unit. The model moves
about as fast as a Human and is very silent, able to move in
zig-zag patterns so rapidly that most species would not be able
to see them. Within a range of 500 meters, the holotransmitter
can continuously feed live images to a security officer's holo
display, and within that range the security officer can remotely
control the droid by joystick if needed. The droids are not
very intelligent and lack personality. They record suspects and
relay the visual recordings, along with locational information,
to a central surveillance station, then hide until they receive
further instruction or are taken over by remote control. Some
at the Battle of Hoth were equipped with a light blaster.

More commonly known as the IG-RM thug droid and


sometimes known as the IG-RM war droid or IG-RM assassin
droid, the IG-RM is a security droid model manufactured by
Holowan Laboratories. They are commonly used as enforcers,
and as such are popular with gangsters. Cikatro Vizago, a
crime lord on Lothal during the reign of the Galactic Empire,
employed IG-RM thug droids to conduct his criminal operations. All IG-RMs are equipped with DLT-18 laser rifles.

AC1 Spy-Eye
Surveillance Droid
Type: Cybot Galacticas AC1 Surveillance Droid
DEXTERITY 2D
Blaster 2D+1, dodge 4D

63

IG-RM Bodyguard Droid


Model: Holowan Laboratories IG-RM Bodyguard
Droid
Type: Bodyguard droid
DEXTERITY 3D
Blaster 4D+2, brawling parry 4D, dodge 4D.
KNOWLEDGE 1D
Intimidation 3D.
MECHANICAL 1D
PERCEPTION 2D
Search 3D+2.
STRENGTH 4D
Brawling 5D, lifting 5D.
TECHNICAL 1D

Equipped With:
Humanoid body (two arms, two legs)
Visual sensor recorder (human range)
Auditory sensor (human range)
Body armor (+1D to Strength to resist
damage)
Vocabulator speech/sound system
AA-1 verbobrain
BlasTech DLT-18 laser rifle (5D;
5-50/180/350)
Move: 10/12
Size: 2.2 meters tall
Cost: 12,500 (new)

MECHANICAL 2D
Sensors 3D
PERCEPTION 4D
Investigation 5D, search 5D
STRENGTH 3D
TECHNICAL 2D
First aid 5D, (A) medicine 5D, security 4D
Equipped With:
Repulsorlift engine
Visual/sound sensor package
Vocabulator speech/sound system
Laser scalpel (2D damage)
Hypodermic injectors (4D stun damage)
Power shears (5D damage)
Grasping claw (+1D to lifting)
Move: 3
Size: 1 meter

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

IT-O Interrogator droid


The IT-O is an interrogation droid designed by the Imperial
Security Bureau and is used by the Galactic Empire for prisoner interrogations.
The droid is a black hovering sphere, perhaps a third of a
meter in diameter, with various attachments. It is deliberately
frightening in appearance. The droid is generally successful in
getting information from prisoners using elaborate and scientific torture methods. First, it injects the prisoner with a mentally disabling chemical that would decrease the pain threshold and also forces the subject to remain conscious. IT-O runs
its sensors over its victim, detecting the most sensitive body
parts. The droid has onboard systems to record the entire
process, in case any information was lost in the screams of the
prisoner. Its reputation is so feared that many prisoners begin
reciting their sins as soon as they see an IT-O floating into
their cell.
The droid is designed with an emotionless personality to ask
questions in flat monotone. When working with a living assistant the IT-O often says nothing at all, thus making the prisoner fear and hate the droid, while viewing the living interrogator as a source of potential mercy.

IT-0 Interrogator Droid


Type: Imperial IT-0 Interrogator Droid
DEXTERITY 1D
Dodge 3D, melee combat 3D, melee combat:
interrogation tools 4D+1
KNOWLEDGE 3D
Alien species 4D, humanoid biology 5D,
intimidation 6D, intimidation: interrogation 7D

Source: Star Wars the Roleplaying Game REUP (p.373).

Industrial Automaton
P2-Series Astromech
The P2-Series is Industrial Automaton's first astromech
droid prototype, using a rounded body design that would later
prove popular with the R2-series astromech droids.
P2 units are 2.3 meters tall astromech droids with three
wheeled legs, a rotating head dome, and retractable manipulator arms. The design was not successful at this point; the P2
droids are cumbersome, sluggish, clumsy, and slow to learn.
The droids were fitted with primitive Intellex II ship-configuration computers, and are able to communicate only through
the use of its video display screen or computer link. Design
glitches are common in these units, including a poorly-coded
maneuverability routine that makes the P2 ungainly.
Despite its many faults, the P2 is popular among star captains in the merchant fleets of the Galactic Republic. The P2
unit is a capable maintenance droid, with a buzz saw and laser
cutter that makes it handy for repair work. Because of its size,
the P2 is commonly found aboard large bulk cruisers or container vessels.
Industrial Automaton was in the process of finalizing plans
to make the P2-series publicly available when the company
ran into trouble. Industrial Automaton was hit with a technology-infringement lawsuit, and though the case was eventually
dropped, legal delays and bad publicity forced the company to
scrap the P2 design. While the lawsuit was in the Galactic Republic court system, Industrial Automaton rushed out a replacement model, the R1 unit, by recycling the shells of exist-

64

Armored Hull (+1D to Strength when


resisting damage)
Move: 4
Size: 2.3 meters
Cost: 2,500 (used)

ing Mark II reactor drones. By the time of the settlement, the


P2 design innovations were scaled down and incorporated
into the new R2 unit.

P2-Series Astromech
Type: Industrial Automaton Astromech Droid
Prototype
DEXTERITY 1D
KNOWLEDGE 1D
MECHANICAL 1D
Astrogation 3D, space transports 3D
PERCEPTION 1D
STRENGTH 2D
TECHNICAL 2D
Space transports repair 5D
Equipped With:
Three wheeled legs (center leg retractable)
Retractable heavy grasper arm (lifting at 2D)
Retractable fine work heavy grasper arm
Two retractable medium arms
Small electric arc welder (1D to 5D, as
fitting situation; Moderate)
Small circular saw (4D, Moderate)
Video display screen

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Industrial Automaton
R2-series Astromech Droid
The R2-series is a model of astromech droid produced by
Industrial Automaton. It enjoys a level of success that hasnt
been equaled in Industrial Automatons long history. A combination of excellent design, high-quality marketing, and good
timing made this astromech droid one of the most sought after
droids in history, and one of the few vintage astromech series
still in active production decades after it was first designed, including the prototype R2-0. The line is so successful that the
Galactic Empire takes credit for the design. The average cost
for an R2 unit is about 4245 Republic Credits.
Like its forerunners, the R2 astromech was designed to
work in and around space vessels as a diagnostic and repair
unit. But unlike the clunky R1-series, this rounded, waist-high
droid is made specifically to fit in military starfighter astromech slots. This was a radical departure, as previously all

65

such droids had been dedicated government models. The


droid's popularity was equal with Galactic Republic fighter
jocks as with the general public.
When plugged into a Eta-2 Actis-class interceptor, or similar
starfighter, the R2 monitors flight performance, pinpoints and
corrects technical problems, and performs power management
by optimizing shipboard systems. The unit stores up to ten
sets of hyperspace vector coordinates in its astrogation buffer,
and many have the intelligence and experience to perform engine startup and pre-flight taxiing. The R2 operates flawlessly
in the vacuum of interstellar space. R2 units are equipped with
a holographic recording mode.
The center of the droids' success is attributed to its Intellex
IV computer, which features seven hundred different spacecraft configurations. Its sensor package is equally impressive,
with a full-spectrum transceiver and electromagnetic, heat,
motion, and life form indicators. The droid also has a fully
maneuverable video sensor, deployed from its domed head, allowing it to inspect enclosed spaces or peer over obstacles.
The droid's outer shell conceals an array of tools beneath its
streamlined durasteel exterior. Each R2 comes equipped from
the factory with two manipulator arms, an electric arc welder,
circular saw, computer scomp link arm, VicksVisc holographic
recorder/projector unit, internal cargo compartment, and a
general-use fire extinguisher. IA, taking a page from Corellian
ship-builders, makes the droids easy to upgrade and modify.
The company offers a variety of aftermarket packages, but industrious owners also manage to equip R2s with such eclectic
items and accessories as underwater propellers, laser pointers,
jet thrusters, remote sensor limpets, and inflatable life rafts.
This adaptability makes the R2 units particularly popular
among tech-heads, who often have running competitions over
who could outfit the most eclectic droid.
IA spent a great deal of time in the design of the R2's personality matrix. The droid is obliging, quick-witted, and sincere. If the droid is not subjected to periodic memory wipes, it
could develop a headstrong, self-reliant disposition. Many
owners, however, actually prefer a droid willing to offer candid second opinions. Starfighter pilots tend to develop a
strong bond with their astromech droids, often flying all their
missions with one particular droid, and strongly object to the
memory wipes their counterparts were given on a regular basis
in some units.

R2 Astromech Droid
Type: Industrial Automaton R2 Astromech Droid
DEXTERITY 1D
KNOWLEDGE 1D
MECHANICAL 2D
Astrogation 5D, starfighter piloting 3D, space
transports 3D

PERCEPTION 1D
STRENGTH 1D
TECHNICAL 2D
Computer programming/repair 4D, starfighter
repair 5D*
Equipped With:
Three wheeled legs (center leg retractable)
Retractable heavy grasper arm (lifting at 2D)
Retractable fine work heavy grasper arm
Extendable 0.3 meter long video sensor
(360 degree rotation)
Small electric arc welder (1D to 5D, as
fitting situation, 0.3 meters range
Small circular saw (4D, 0.3 meter range)
Video display screen
Holographic projector/recorder
Fire extinguisher
Small (20 cm by 8 cm) internal cargo
area
Some additional small tools and equipment
Move: 5
Size: One meter tall
Cost: 4,525 (new)
Game Mechanics: Astromech droids, if acting
in co-pilot capacity, may attempt starship repair
while in flight.
Source: Star Wars the Roleplaying Game REUP (p.374).

Industrial Automaton
R4-series Agromech Droid
Flushed with the success of their landmark R2 launch, Industrial Automaton rushed to capitalize on their new dominance of the astromech droid market. The R4-series agromech
droid is a highly successful attempt to capture a new market
prospectthe Outer Rim urbanite who is more likely to have
a souped-up landspeeder parked in their garage than an
X-wing. Accordingly, the R4 agromech droid is designed for
life outside the pristine hangar bay. It is simpler, tougher, and
cheaper than previous R3-series models.
The R4 has the same outward appearance of an R2 or R3
droid below the neck, but to save money on production, items
such as the video display screen and miniature fire extinguisher were omitted. The holographic projector/recorder unit
was retained, but relocated to the top of the head dome to allow for use of a cheaper, less miniaturized unit with a smaller

66

rotational axis. The droid's Intellex VI computer is advanced,


but geared toward common repulsorcraft designs and specs
for commercially available space transports. The computer
brain is designed with more space between the components,
lowering production costs, but requires a larger head dome,
and likewise eliminates many of the function indicators and
gadgetry found on other R-series head domes. The R4 is unsuited to the task of starfighter astromech; it could only hold
the coordinates for a single hyperspace jump in its astrogation
buffer, a one way trip for any fighter jock.

The droids are rugged; able to shrug off the nicks and dents
common to a working garage environment as well or better
than other R-droids. IA was pleased to discover that, with regular maintenance checks, the R4 outlasted its design parameters for operational life, weather endurance, personality matrix stability, and time elapsed between recharge sessions.
Because of their increased durability, R4s were the preferred
"mech" droids used by the Jedi. Given the interstellar nature
of their work, however, most of the R4 droids purchased for
the Jedi were modified to include the more expensive R2 style
head. This gave them many of the best features of the R2 and
R4 series. Many of these droids were further modified by mechanics in the Jedi Temple to permanently interface with the
Delta-7 Aethersprite-class light interceptor, until the Jedi
moved on to the Delta-7B and Eta-2 Actis-class light interceptor. Even so, pilots retained R4 units in the Eta-2 interceptor.
Mass-market buyers like the R4, as do the freedom fighters

of the Alliance to Restore the Republic. They reason that no


one would be suspicious of a mass purchase of agromech
droids, the way they would be of starfighter-ready copilots
like the R2. The model's low cost and knowledge of general-purpose vehicles were also greatly appreciated by the resource-strapped Rebels, and soon the droids' conical heads
were familiar sights in Alliance bases and Mon Calamari
hangar bays.

R4 Astromech Droid
Type: Industrial Automaton R4 Astromech Droid
DEXTERITY 2D
KNOWLEDGE 2D
Languages 3D
MECHANICAL 3D
Repulsorlift operation 4D
PERCEPTION 2D
Search 3D
STRENGTH 2D
TECHNICAL 3D
Computer programming/repair 4D+2, droid
repair 4D, repulsorlift repair 5D, security 4D
Equipped With :
Three wheeled legs (one retractable)
Internal comlink
Photoreceptor with infrared vision (can see
in the dark up to 30 meters)
Internal storage (extra space available for 8
kilograms of storage or upgrades)
4 tool mounts (has four appendages that
have tools attached to them)
Acoustic signaler
Move: 8
Size: 1 meter tall
Cost: 2,500
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Arakyd Industries
RA-7 Series Protocol Droid
Also known as Insect Droids due to their appearance, the
RA-7 series are a fifth degree, low intelligence model protocol
droids produced by Arakyd Industries specifically for the Galactic Empire.
They were a common sight in the galaxy around the time of
the Clone Wars. Units produced early in the war shared much

67

of their body plating with Cybot Galactica's 3PO unit, though


this would be discontinued in favor of unique plating in the final years of the war. During the reign of the Galactic Empire,
many RA-7s are used by Imperial officers as servants.
The RA-7 is humanoid in shape with an insectoid head, and
similar in build to the 3PO-series of protocol droids. The
RA-7 is covered in reflective plating and commonly found in
the offices of high ranking Imperial officials, military officers,
courtiers, and Coruscant dignitaries. It is intended to help its
owner with scheduling and translating. Unlike 3PO-series with
their delicate personalities, RA-7 are programmed to be
"stern", but bland. It has a secret surveillance system installed
in its head, hidden beneath layers of benign cognitive circuitry.
The espionage unit is hidden behind sensor bafflers that are
disguised as soldering welds. It records everything using extremely sensitive audio pickups and low-light photoreceptors
and would make periodic dumps of data via encrypted frequencies on standard public comm units to the Imperial Security Bureau.
The RA-7 series was first shown at the North Quadrant Intergalactic Automaton Show. The model was an attempt by
Arakyd Industries to duplicate most of the abilities of the 3PO
series of protocol droids, and in most aspects it failed. A prototype, 4A-7, saw use by Separatist agent Asajj Ventress during the Clone Wars in 22 BBY.
A number of RA-7 droids are used aboard Star Destroyers
to monitor medical equipment, such as life support capsules.

Move: 9
Size: 1.7 meters tall
Cost:3,000
Source: Ezras Gamble (junior novel), Death Star Technical
Companion (p.93), tweaks by +Oliver Queen.

Lothal Logistics Limited


RQ-series Protocol Droid
A model of protocol droid produced by Lothal Logistics
Limited around five years before the Battle of Yavin, the RQs
are humanoid in shape, and at least some of them are covered
in green and gray plating, and have yellow photoreceptors.
The RQs have the ability to perform many of the same functions as more expensive protocol droids, they remain relatively
local to Lothal and its neighboring systems. At least four of
these units are part of Senator-in-exile Gall Trayvis' personal
guard, and are equipped with force pikes. Those particular
units are finished with the symbols and the blue coloring associated with the Galactic Empire.

RQ-series Protocol Droid


Type: Lothal Logistics Limited RQ-series
Protocol droid
DEXTERITY 2D
KNOWLEDGE 2D
Bureaucracy 3D, cultures 4D, languages 8D.
MECHANICAL 1D
PERCEPTION 1D
STRENGTH 1D
TECHNICAL 1D
Equipped With:
Humanoid body (head, two arms, two legs)
Two Visual and audial sensors (human
range)
Vocabulator speech/sound system
AA-1 VerboBrain processor
TransLand III communication/protocol
module with over seven million languages
Move: 8
Size: 1.7 meters tall
Cost: 3,000 (new)

RA-7 Series Protocol Droid


Type: Arakyd Industries RA-7 Series Protocol
Droid
DEXTERITY 2D
KNOWLEDGE 2D
Bureaucracy 3D, cultures 4D, languages 8D,
scholar: culinary arts 5D, scholar: home
economics 4D
MECHANICAL 1D
Repulsorlift operation 2D
PERCEPTION 2D
STRENGTH 2D
TECHNICAL 1D
Equipped With:
Humanoid body (two arms, two legs, head)
Two visual and audial sensors (human
range)
Vocabulator speech/sound system
AA-1 VerboBrain
TransLang I Communications module with
over two million languages

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

68

Industrial Automaton
RX-series Pilot Droid

Arakyd Industries Viper Probe Droid

The RXSeries pilot droid from industrial Automaton is a


common, if quirky, replacement for biological pilots. Designed
to serve as both copilots for living pilots as well as autonomous pilots in charge of menial piloting duties, RX-Series
droids are renowned for their tendency to develop personalities much more rapidly than other droids. The RXSeries
droid hovers at the piloting station and has three appendages
to manage the controls of a starship. Most spaceports have at
least a few RX-Series droids on hand to help move docked
starships, pilot skiffs full of supplies, or pilot chartered flights
through well-traveled regions.
The RX-Series pilot droid has a cylindrical body that shares
many features with astromech droids. Their bodies flare out at
the bottom into wide repulsorlift platforms, and their heads
are slightly more humanoid than an astromech's, with a
domed helmet stretching across its top. RX-Series pilot droids
generally have amicable personalities (Industrial Automaton
designed them to interact with their passengers) and are frequently used as pilots by space tourism companies.

RX-Series Pilot Droid


Type: Industrial Automaton RX-Series Pilot
Droid
DEXTERITY 1D
KNOWLEDGE 1D
Planetary systems 3D, scholar: Imperial flight
regulations 4D
MECHANICAL 3D
Astrogation 4D, communications 3D, repulsorlift
ops 4D, sensors 3D, space transports 4D
PERCEPTION 1D
STRENGTH 1D
TECHNICAL 2D
Space transport repair 3D
Equipped With:
3 claw appendages
Repulsorlift motor
vocabulator
Piloting package
Move: 10 (hover)
Size: 1.2 meters tall
Cost: 7,300 (new)

Commonly referred to as the probot, the Viper Probe Droid


is a deep-space exploration and reconnaissance probe droid
produced by Arakyd Industries. The Viper model was based
on the success of Galalloy Industries' early probe droids. The
design of the probot also relies heavily on the work of Viper
Sensor Intelligence Systems, a corporation acquired by Arakyd
during the Clone Wars.
The lightly-armored Viper droid measures 1.6 meters in
height with six manipulator arms extending from a central
pod and several retractable sensor arms for gathering samples.
High resolution receivers and sensors cover the domed head
including motion, acoustic, sonic, and seismic sensors, a radiation meter, magnetic imager, and holocamera. It has an atmosphere sensor capable of determining a planet's atmosphere
class within one half-hour. It moves on a repulsorlift generator
which is equipped to operate over any terrain. One of the
arms is high-torque, and the droid is equipped with a floodlight on its head.
Information is relayed back to its superiors via a high-frequency HoloNet transceiver. The droid can navigate across
terrain at up to 40 km/h, while the arms gather samples.
Vipers are delivered to their targets through single-use custom
built hyperspace pods. They were commonly deployed along
the perimeters of key strategic star systems and hyperlanes to
act as automated guardians.
Typically, a Viper probe droid costs 14,500 credits. They are
capable of being deployed from Galactic Empire Command
Centers.
Arakyd probe droids were originally designed for use by the
Galactic Republic in survey and exploration duty, but when
the Republic was transformed into the Galactic Empire,
Arakyd modified their probots with military-level sensors and
equipment, and marketed them as Viper probe droids. This
was not the first time Arakyd probots had been upgraded for
warfare, however, as the Confederacy of Independent Systems
had employed a number of upgraded probots during the invasion of Kashyyyk during the Clone Wars. Viper probots in service with the Empire were upgraded under the direct supervision of Darth Vader, and featured a blaster cannon, a self-destruct mechanism, and, in some cases, deflector shields.

Viper Probe Droid


Type: Arakyd Viper Probe Droid
DEXTERITY 3D
Blaster 4D
KNOWLEDGE 2D+2
Planetary systems 4D

Source: Scum and Villainy (Saga), stats by +Oliver Queen.

69

The Republic police gunships possessed a spoked cockpit


and solar gatherer panels. It also possessed a similar drive to
the LAAT/i gunships, as evidenced by their sound. They were
also equipped with searchlights in the event that they had to
conduct searches at night or in areas of Coruscant where visibility was low, such as the underworld. The gunships also had
two ball-mounted laser cannons underneath the cockpit and
one laser cannon mounted on the rear of the ship. The gunship was available to both droid and flesh-and-blood members
of the CSF. It was less armed than the LAAT/i, but was nonetheless preferred due to its better suitability for patrolling the
city scape as well as it having a lower risk overall in causing
collateral damage. The solar gatherer panels, which were connected to the ship via arms on the ship, acted as the power
generator for the ship. The vehicle's cockpit also had two seats
for the pilot and gunner, with the pilot being slightly behind of
and elevated over the gunner. The side hatches opened for entry, and had a ramp near the rear in the event that the circumstances required rapid deployment of its personnel. It was primarily utilized by police officers, although it was also known
to be used by members of the Coruscant Guard under certain
circumstances.

MECHANICAL 3D
Sensors 6D
PERCEPTION 3D
Search 4D, search: tracking 7D+1
STRENGTH 4D
TECHNICAL 2D+1
Equipped With:
Long-range sensor (+1D to search for
objects between 200 meters and five
kilometers away)
Movement sensor (+2D to search for
moving objects up to 100 meters away)
Atmosphere sensors can determine
atmosphere class (Type I, Type II, Type III or
Type IV) within one half-hour
Blaster cannon (4D+2, 3-10/30/120)
Self-destruct mechanism
Repulsor generator for movement over any
terrain
Several retractable manipulator arms
Several retractable sensor arms for
gathering samples
Move: 14
Size: 1.6 meters tall
Cost: 14,500 (new)

Imperial Patrol Transport

Source: Star Wars the Roleplaying Game REUP (p.380).

STARSHIPS AND
VEHICLES
AIRSPEEDER
Imperial Patrol Transport
(aka Police Gunship)
The Imperial Patrol Transport (or IPT) is a model of transport gunship utilized by the Coruscant Security Force and the
Coruscant Guard on the planet Coruscant during the waning
years of the Galactic Republic.

70

Craft: Imperial Patrol Transport (formerly


Republic Police Gunship)
Type: Airspeeder
Scale: Speeder
Length: 11.48 meters
Skill: Repulsorlift operation: Police Gunship
Crew: 1 pilot; Gunner: 1
Crew Skill: All skills typically at 4D
Passengers: 15 (troops)
Cargo Capacity: 2 tons
Cover: Full; Half (cargo bay when doors open)
Altitude Range: Up to 1,000 meters
Cost: 49,000 (new), 30,000 (used)
Maneuverability: 2D+1
Move: 216; 620 km/h
Body Strength: 4D
Weapons:
2 Laser Cannon (fire-linked)
Fire Arc: Front (ball turret)
Skill: Vehicle blasters
Scale: Vehicle
Fire Control: 1D
Range: 20-100/150/250
Damage: 3D+1

Laser Cannon
Fire Arc: Rear (turret)
Skill: Vehicle blasters
Scale: Vehicle
Fire Control: 1D
Range: 5-10/100/300
Damage: 2D+1
2 Rocket Launchers (4 missiles
each)
Fire Arc: Front
Skill: Missile weapons
Scale: Vehicle
Fire Control: 2D
Range: 2 km
Damage: 5D
Game Notes:
As well as side dropping hatches for passengers to disembark, there is an additional
drop exit at the rear allowing for swift deployments.
Search light: has a range of 300m and illuminates a 15m radius as though daylight
(no penalties for darkness).

LANDSPEEDERS
614-AvA Speeder Bike
(aka Imperial Speeder Bike)
The 614-AvA is a series of speeder bikes used by the Galactic Empire and manufactured by Aratech Repulsor Company.
These speeder bikes are armed with twin laser cannons located
at the front and work alongside All Terrain Defense Pod walkers and TIE Fighters to form a high-speed strike force, cutting
down escaping rebels.
Speeder Bikes are ideal for long-distance scouting missions
and patrolling large areas with minimal use of fuel or personnel. More nimble than Troop Transports, they allow
Stormtroopers to survey difficult terrain or chase after fleeing
suspects. It could also tow up to two crates. The bike has telescopic parts that could retract into the body for ease of storage.

614-AvA Speeder Bike


Craft: Aratech Repulsor Company 614-AvA
Speeder Bike
Type: Military speeder

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

71

Scale: Speeder
Length: 3.98 meters
Skill: Repulsorlift ops: 614-AvA
Crew: 1
Cargo Capacity: 3 kilograms
Cover: 1/4
Altitude Range: Ground level to 10 meters
Cost: 3,500 (new); 1,200 (used)
Maneuverability: 4D
Move: 165 ;375 km/h
Body Strength: 1D+2
Weapons:
Twin Laser Cannon (fire-linked)
Fire Arc: Front
Skill: Vehicle blasters
Fire Control: 2D
Range: 3-50/100/200
Damage: 3D

Imperial Troop Transport (ITT)

Source: Star Wars Rebels "Spark of Rebellion", stats by


+Oliver Queen.

Also known as an RTT or Recon Troop Transport, the Imperial Troop Transport is a boxy repulsorcraft used by the Galactic Empire. Developed by Ubrikkian Industries, it is used to
either move Imperial stormtroopers in to locations or to transport prisoners. Despite not being designed for combat, the Imperial Troop Transport was fitted with two forward laser
guns, and one dorsal twin laser turret.
The ITT was a long, box-shaped repulsorcraft with a plating of grey metal. Because of its repulsorlift engine, a hovering
ITT emits a distinct noise that makes it recognizable from a
distance. Two pilots and a commanding officer ride in the vehicle's cab, the bow of which is equipped with a transparisteel
viewport, while up to six individuals ride on the sides of the
vehicle in exposed racks, the doors of which are auto-locking.
It measures 8.7 meters long by 3.5 high by 4.5 wide, and
weighs 20,600 kilograms. Its maximum speed is 150 kilometer
per hour.
Although not designed as an infantry fighting vehicle, the
ITT is still armed with two forward laser guns, and a single
dorsal laser turret. Thanks to its ample firepower, the transport can deter most infantry. However, insertion of a foreign
body in the barrel of an ITT's laser gun causes it to explode
upon firing.
The primary function of the Imperial Troop Transport was

72

to move stormtroopers between important locations in times


of conflict. A single transport could carry at least one squad of
such troops. Likewise, ITTs were also used to forcibly relocate
prisoners, including farmers whose land had been seized by
the government. On at least one occasion, an ITT's side racks
were used to transport food supplies.

Imperial Troop Transport


Craft: Ubrikkian 6500 ATV
Type: All purpose troop transport
Scale: Speeder
Length: 8.7 meters
Skill: Repulsorlift operation: landspeeder
Crew: 3 (pilot, co-pilot, captain)
Crew Skill: Varies
Passengers: 6 (exterior)
Cargo Capacity: 500 kilograms
Cover: 1/2 exterior; full interior
Altitude Range: Ground level to 1.5 meters
Cost: 35,000 credits
Maneuverability: 0D
Move: 52 ; 150 km/h
Body Strength: 3D
Weapons:
Twin Laser Cannon
Fire Arc: turret
Fire Control: 2D
Scale: Speeder
Range: 3-50/100/200
Damage: 5D
2 Laser Cannon
Fire Arc: 1 (front, right), 1 (front left)
Skill: Vehicle blasters
Scale: Character
Fire Control: 2D
Range: 3-50/100/200
Damage: 5D
Game Notes:
Side compartments can be converted for
additional cargo storage. The top, which is
flat can also be used. This allows for up to
1,500 kgs of additional cargo to be carried,
but depending on how this cargo is stored
will take up passenger space (up to 6
spots).
Prisoner Immobilization Unit towards the

rear, had room for one to four prisoners (if


packed in tightly).
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Joben T-85
The Joben T-85 is a speeder bike manufactured by the Zebulon Dak Speeder Corporation. It features a Dusat dual
aft-firing EMP emitter.

Joben T-85
Model: Zebulon Dak Speeder Corporation
Joben T-85
Type: Speeder Bike
Scale: Speeder
Length: 3.8m
Skill: Repulsorlift operation: Joben T-85
Crew: 1
Passengers: Cargo Capacity: 5 kg
Cover: 1/4
Altitude Range: Ground level to 3m
Cost: 1,400 (new); 800 (used)
Maneuverability: 2D
Move: 105; 300 km/h
Body Strength: 2D
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

RGC-16 Landspeeder
An airspeeder model in use during the Clone Wars.

RGC -16 Landspeeder


Craft: SoroSuub RGC-16 Landspeeder
Type: Landspeeder
Scale: Speeder
Length: 6.26 meters
Skill: Repulsorlift operation: landspeeder
Crew: 1
Passengers: 1
Cargo Capacity: 120 kilograms
Cover: 1/2
Altitude Range: Ground level to 1 meter

73

V-35 Courier

Cost: 4.400 (new); 1,600 credits (used)


Maneuverability: 2D
Move: 35; 100 km/h
Body Strength: 2D

Craft: SoroSuub V-35 Courier


Type: Landspeeder
Scale: Speeder
Length: 3.8 meters
Skill: Repulsorlift Operation: V-35 Courier
Crew: 1 pilot
Crew Skill: Varies
Passengers: 2
Cargo Capacity: 120 kilograms
Consumables: 1 day
Cover: Full
Altitude Range: Ground 1.5 meters
Cost: 6,500 (new), 1,500 (used)
Maneuverability: 1D+2
Move: 40; 120 km/h
Body Strength: 2D

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Undicur-class Jumpspeeder
A portable speeder bike used by the Jedi Order during the
Clone Wars. A Jedi shuttle like the Eta-class had several
jumpspeeders in its cargo bay. After the Clone Wars, they are
made available for general purchase.

Undicur-class Jumpspeeder
Type: Kuat Vehicles Undicur-class Jumpspeeder
Scale: Speeder
Length: 1.84 meters
Skill: Repulsorlift operation: Undicur-class
jumpspeeder
Crew: 1
Cargo Capacity: 50kgs
Cover: None
Altitude Range: Ground level up to 10 meters
Maneuverability: 2D
Move: 84; 250 km/h
Body Strength: 2D+2

Source: Vehicle Stats (p.20), tweaks by +Oliver Queen.

WALKERS
All Terrain Defense Pod
(aka AT-DP)

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

V-35 Landspeeder
The V-35 is a reliable, inexpensive landspeeder produced by
the SoroSuub Corporation several decades before the Battle of
Yavin. The speeder is very popular in the Outer Rim due to its
affordability.
The SoroSuub V-35 Courier landspeeder is designed as a
family vehicle, capable of carrying three humanoids and features a large cargo space behind the seats. The V-35 houses a
large repulsorlift drive, and three rectangular thrust turbines
are mounted atop the speeder.
Additionally, a scanner scope is fitted to the roof of the
speeder, just beyond the cockpit and tapering nose. The V-35
is no sports vehicle, thanks to a meager top speed of 100 kilometers per hour.

A bipedal walker, used by the Galactic Empire, the AT-DP is


built for speed. Much larger than the AT-RT or the AT-ST, this
Imperial machine can reach speeds up to ninety kilometers per
hour on flat terrain.
The chin-mounted laser cannon is set in a ball turret for an
increased arc of fire, and the walker's armored head serves as
the walker's cockpit command center. The cockpit has seating
for a driver and a gunner, with the gunner stationed behind
the driver. The AT-DP is used by the Empire, to defend Imperial assets, especially military installations and distribution
centers.

74

All Terrain Defense Pod


Craft: All Terrain Defense Pod
Type: Medium walker
Era: Rise of the Empire, Rebellion
Affiliation: Galactic Empire (Imperial Army)
Scale: Walker
Length: 6.4 meters

STARFIGHTERS AND
PATROL BOATS

Skill: Walker operation: AT-DP


Crew: 2, skeleton: 1/+15
Crew Skill: Walker Operations 4D, vehicle
blasters 4D+2, walker operation 5D
Cargo Capacity: 200 kilograms
Cover: Full
Cost: Not available for sale
Maneuverability: 1D
Move: 45; 100 km/h
Body Strength: 2D+2
Weapons:
Laser Cannon
Fire Arc: Front
Crew: 1 (co-pilot)
Skill: Vehicle blasters
Fire Control: 1D
Range: 50-200/1/2 Km
Damage: 4D
Game Notes:
Narrow slits along sides of vehicle compartment allows personnel to fire their weapons
if the AT-DP becomes flanked.

Auzituck anti-slaver gunship


The Appazanna Engineering Works Auzituck anti-slaver
gunship is a Wookiee gunship used to battle slavery. The interiors are made from wroshyr trees, with sap serving as glue.
One such vessel, serving as a freedom fighter against the Galactic Empire, was contracted to meet with the crew of the
Ghost by Cikatro Vizago. But by the time it arrived, it had
been raided by Trandoshan slavers and left adrift, and the
crew had been sold to the Empire. Another gunship later rendezvoused with the Ghost to recover the Wookiee crew they
had rescued.

Auzituck Gunship

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

75

Craft: Appazanna Engineering Works Auzituck


gunship
Type: Gunship
Scale: Starfighter
Length: 14.7 meters
Skill: Space transports: Auzituck
Crew: 2 (pilot, co-pilot); 1 gunner; skeleton:
1/+10
Crew Skill: Varies
Passengers: 20
Cargo Capacity: 2 metric tons
Consumables: 3 weeks
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Navigation Computer: Yes
Maneuverability: 2D+2
Space: 6
Atmosphere: 330; 950 km/h
Hull: 4D
Shields: 2D
Sensors:
Passive: 30/0D
Scan: 50/1D
Search: 75/2D
Focus: 3/4D
Weapons:

3 Twin Laser Cannon


Fire Arc: Forward
Skill: Starship gunnery
Fire Control: 2D+1
Space Range: 2-5/15/25
Atmosphere Range: 200-500/1.5/2.5 km
Damage: 5D
Source: Star Wars Rebels animated tv-show, stats by +Oliver
Queen.

long as military objectives were achieved.


The pilot was strapped into a simple high-gee shock couch,
and was protected by crash webbing and a repulsorlift
anti-gravity field. The pilot's feet slips into control yokes,
which control speed and maneuvering by pressure. The
hand-control yoke affects precise maneuvering, targeting, navigation, and fire control. Auxiliary speed and maneuver controls are also located in the hand-controlled yoke, but attempting both flight and fire control through the hand-control
unit was difficult.

TIE/ln Fighter
The Twin Ion Engine (or TIE) starfighter is produced by
Sienar Fleet Systems. They are fairly common throughout the
galaxy, due to their speed and small size. TIE fighters serve as
the Imperial Navy's primary attack forces. They could easily
take out a single fighter or overpower a small vessel due to
their speed and small size using wolfpack tactics. However,
since they lack shielding and life support systems, they made
easy vulnerable targets against the enemy.
Sienar Fleet Systems TIE fighter is the clearest symbol of the
Imperial Navy's control of space. TIE fighters are present
aboard even the smallest imperial cruisers, and are stationed
at starports and garrison bases across the galaxy, an
ever-present reminder of the Empire's might.
TIE fighters are short range ships, whose most distinguishing feature is the pair of dominant solar array wings mounted
on either side of a small, spherical command pod. The TIE
fighter presents a small target from the front and back, and its
incredible maneuverability makes it difficult to hit in combat.
One TIE fighter may have been vulnerable to attack, and
may have been easily destroyed, but for every TIE that is defeated, thousands more would rise up. In battle, an Imperial
cruiser could arrive near an enemy ship, and launch all its
TIEs before rebel gunners would have a chance to respond.
TIE fighters are used for planetary and cruiser defense, as well
as in assaults against rebel, pirate, and alien vessels.
TIE Fighters have only sublight drives. This saves weight
and increases speed and maneuverability, but it makes TIEs
dependent on a home base, such as a nearby planet or an Imperial cruiser.
The TIEs maneuverability and speed comes at great practical cost to the pilot inside. TIE Pilots have to wear fully sealed
flight suits with self-contained atmosphere converters as they
lack life support systems. By eliminating all these systems, the
TIE saves mass, and makes room for large generators, engines
and weapons inside the compact hull.
With thousands of new TIE ships being manufactured each
year, and new pilots regularly graduating from Imperial Military Academies, casualties were deemed inconsequential as

The TIE has a pair of forward-mounted, fire-linked laser


cannons. The laser generators are located in the undercarriage
of the main pod and fed off the power generators and batteries. The TIE fighter also draws much of its energy from solar
radiation absorbed by the hexagonal array wings.

76

TIE/ln
Craft: Sienar Fleet Systems TIE/ln
Type: Space superiority fighter
Scale: Starfighter
Length: 6.3 meters
Skill: Starfighter piloting: TIE
Crew: 1
Crew Skill: Starfighter piloting 4D+1, starship

gunnery 4D
Cargo Capacity: 65 kilograms
Consumables: 2 days
Cost: 60,000 (new), 25,000 (used)
Maneuverability: 2D
Space: 10
Atmosphere: 415; 1,200 km/h
Hull: 2D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D
Weapons:
2 Laser Cannons (fire linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D

TIE Advanced v1
The TIE Advanced v1 is an experimental starfighter that has
a hyperdrive and basic shields, and the v1's wings fold in
around the cockpit when not in flight, conserving hangar
space. The TIE Advanced v1 is armed with dual chin-mounted
laser cannons, and has the ability to launch warheads, including an XX-23 S-thread tracker. The first production TIE Advanced v1 was destroyed by Kanan Jarrus.
The Inquisitor was entrusted with a TIE Advanced v1 of his
own due to the sensitive nature of his top-secret missions in
hunting down Jedi. This particular TIE was stolen by Kanan
Jarrus and his Padawan Ezra Bridger when fleeing the Mustafar system.

TIE Advanced v1

Source: Star Wars the Roleplaying Game REUP (pages


427-428).

77

Craft: Sienar Fleet Systems TIE Advanced v1


Type: Space superiority starfighter
Scale: Starfighter
Length: 7.2 meters
Skill: Starfighter piloting: TIE
Crew: 1
Crew Skill: Starfighter piloting 6D, starship
gunnery 5D

cate, uses a C-ROC Gozanti-class cruiser, the Broken Horn, as


his personal flagship. The Galactic Empire also uses the ships
as transports. One such Imperial craft was used to deliver
Wookiee prisoners to the spice mines of Kessel. The crime lord
Azmorigan uses a C-ROC named Merchant One.

Cargo Capacity: 165 kilograms


Consumables: 5 days
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: No
Nav Computer: Yes, limited to 4 jumps
Maneuverability: 2D
Space: 10
Atmosphere: 415, 1,200 km/h
Hull: 2D+2
Shields: 1D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D
Weapons:
2 Heavy Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
Multiple-Ordinance Missile Launcher
(2 missiles)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: Dependent on ordinance
Atmosphere Range: Dependent on
ordinance
Damage: Dependent on ordinance

C-ROC Gozanti-class cruiser


Craft: C-ROC Gozanti-class Cruiser
Type: Cruiser transport
Scale: Starfighter
Length: 41.8 meters
Skill: Space transports: Gozanti
Crew: 2, skeleton: 1/+5
Passengers: 6
Cargo Capacity: 100 metric tons
Consumables: 1 month
Hyperdrive Multiplier: x3
Hyperdrive Backup: x12
Nav Computer: Yes
Space: 3
Atmosphere: 260; 750 km/h
Hull: 4D
Shields:1D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 50/2D
Focus: 3/3D
Game Notes: Some captains have modified
the wings on either side of the cruiser with
magnetic plates. Typically this is so a ship can
carry more cargo and make more money, but it
is also a favorite tactic used by smugglers who
can quickly dump the cargo and try to escape.
Four plates can be placed on either wing, taking
up 5 tons and costing 2,000 credits each. Each
can hold one Class-D cargo container, giving an
additional 10 metric tons of cargo space.

Source: Star Wars Rebels animated tv-show, stats by +Oliver


Queen.

FREIGHTERS AND
TRANSPORTS

Source: Star Wars Rebels animated tv-show, stats by +Oliver


Queen.

Imperial Gozanti-class cruiser

C-ROC Gozanti-class cruiser


Cikatro Vizago, criminal leader of the Broken Horn Syndi-

The Gozanti-class was produced by Corellian Engineering


Corporation and is armed with both a dorsal twin laser cannon, and a ventral heavy laser cannon. They are capable of

78

carrying four TIE Fighters on their hull, as well as AT-DPs


which can be deployed directly from the freighter to a planet's
surface.
The Gozanti-class cruiser is a 64-meter long starship that
could act as a freighter and cruiser. It sports a twin laser turret
in a dorsal mount and a heavy laser cannon on its ventral side.
The Gozanti also has a loading elevator on the bottom near
the nose. The ships have a hyperdrive and three engines.
Gozanti-class cruisers were introduced by Corellian Engineering Corporation at least ten years prior to the Clone Wars.
During the Clone Wars, the cruiser was adopted by various
factions, including the Confederacy of Independent Systems.
Several years after the rise of the Empire, the freighters are
converted into TIE carriers. During the reign of the Empire,
the cruisers are known as Imperial freighters.

Imperial
Gozanti-class cruiser
Craft: Imperial Gozanti-class Cruiser
Type: Freighter transport
Scale: Starfighter
Length: 63.8 meters
Skill: Space transports: Gozanti Cruiser
Crew: 3, gunners: 2
Passengers: 12 (troops)
Cargo Capacity: 75 metric tons

79

Consumables: 1 month
Cost: 150,000 (used)
Hyperdrive Multiplier: x3
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D+2
Space: 3
Atmosphere: 140; 400 km/h
Hull: 6D
Shields:1D
Sensors:
Passive: 15/0D
Scan: 30/1D
Search: 55/2D
Focus: 4/4D
Weapons:
Twin Laser Cannons
Fire Arc: Turret (dorsal)
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/10/20
Atmosphere Range: 100-300/1/2.0 km
Damage: 4D+2
Heavy Laser Cannon

Fire Arc: Turret (ventral)


Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
Game Notes:
Four underside-mounted docking clamps.
May carry four TIE fighters or two AT-DP.
Source: Star Wars Rebels animated tv-show, stats by +Oliver
Queen.

Sentinel-class shuttle
The Sentinel shuttle has a command crew of five including
the pilot, the co-pilot/sensor officer, the head gunner, and two
secondary gunners. The head gunner handles the four retractable laser cannons mounted in pairs on each side of the
main troop compartment. One gunner handles the two concussion-missile launchers, which draw from individual magazines of eight missiles each. The final gunner handles the ion
cannon and rotating repeating blasters. The ion cannon is
mounted in a retractable turret in front of the stationary wing,
and is used to delay and disable enemy vessels. Rotating repeating blasters are deployed upon landing to provide cover
fire.
The ship's combat modifications include armor plating that
is nearly twenty-five percent heavier than standard Lambda
armor. Four deflector-shield generators, mounted fore and aft
pairs, supplement the hull's protection Cygnus HD7 engines
that match those found aboard Imperial XG-1 assault gunboats allowed the ship to reach atmospheric speeds of 1,00
kilometers per hour. The Cygnus HD7 hyperdrive unit gives
the ship a Class One hyperdrive rating, matching the original
Lambda's hyperdrive speed, despite the heavier armor.
The ship's Troop compartment can carry six squads, for a
total of fifty-four soldiers. The hold behind the troop compartment has room for a dozen repeating blasters as well as
six speeder bikes. The Sentinel's removable seating units allow
the ship to be converted quickly to a straight combat vehicle
delivery vessel or to a combat-ready cargo ship.

Sentinel-class shuttle
Craft: Sienar Fleet Systems Sentinel-class
troop carrier
Type: Heavily armed landing craft
Scale: Starfighter

80

Length: 20 meters
Skill: Space transports: Sentinel-class shuttle
Crew: 2; 2 can coordinate, gunners: 3 ,
skeleton: 1/+10
Crew Skill: Space transports 5D, starship
gunnery 5D, starship shields 4D
Passengers: 54 (troops)
Cargo Capacity: 180 metric tons
Consumables: 1 month
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D+2
Space: 7
Atmosphere: 350; 1,000 km/h
Hull: 4D+2
Shields: 3D+2
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 80/2D
Focus: 4/2D+2
Weapons:
8 Laser Cannons (retractable,
fire-linked)
Fire Arc: Front
Crew: 1
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
2 Concussion Missile Tubes
(fire-linked)
Fire Arc: Front
Skill: Missile weapons
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 100/300/700
Damage: 9D
2 Repeating Blaster Cannons
(retractable)
Fire Arc: Turret
Scale: Speeder
Crew: 1
Skill: Vehicle blasters

Fire Control: 4D
Atmosphere Range: 1-50/100/250
Damage: 3D+2
Ion Cannon (retractable)
Fire Arc: Turret
Crew: 1
Skill: Starship gunnery
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 4D

Scan: 50/1D
Search: 75/2D
Focus: 3/4D
Game Notes:
The RX-Series piloting droid was used for piloting and astrogation of the Star Commuter
2000. The droid has a pleasant, cheerful
demeanor. It has three arms. RX droids were
permanently attached to the shuttle floor at
the piloting and navigation console.
Designed for short trips and to ferry people,
there was no cargo storage on the ship. Personal items such backpacks, purses, etc
were allowed.
Per Imperial regulations, at the ear of the
shuttle is a space designated for droids.

Source: Star Wars Trilogy Sourcebook SE (p.133-134).

StarCommuter2000shuttle
The Star Commuter is a transportation shuttle manufactured by Sacul Industries.
The shuttles are piloted by RX-Series droids, and serve as
public transports between nearby planets. Due to Imperial regulations, all droids are sent to the back of the ship.

Source: Star Wars Rebels animated-tv show, stats by


Panzerjedi, tweaks by +Oliver Queen.

VCX100

Star Commuter 2000 shuttle


Craft: Sacul Industries Star Commuter 2000
Shuttle
Type: Interplanetary shuttle
Era: Rise of the Empire
Affiliation: General
Scale: Starfighter
Length: 18.5 meters
Skill: Space transports: Star Commuter 2000
Crew: 1 (RX-Series pilot droid)
Crew Skill: Astrogation 4D, communication
4D, sensors 4D, space transport piloting 4D
Passengers: 24
Cargo Capacity: None
Consumables: 3 weeks
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15
Navigation Computer: Yes
Maneuverability: 1D
Space: 5
Atmosphere: 295; 850 km/h
Hull: 3D
Shields: None
Sensors:
Passive: 30/0D

The VCX-0100 is, designed by the Corellian Engineering


Corporation. The Ghost, a modified VCX-100 owned by
Hera Syndulla, serves as the transport and headquarters for
Kanan Jarrus's rebel cell.

VCX-100
Craft: CEC VCX-100 Light Freighter
Type: Light transport
Scale: Starfighter
Length: 44 meters
Skill: Space transports: VCX-100
Crew: 1 (may coordinate), gunners 2, skeleton:
1/+5
Crew Skill: Varies
Passengers: 6
Cargo Capacity: 150 metric tons
Consumables: 6 months
Cost: 150,000 (New), 30,000 (Used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D+1
Space: 5
Atmosphere: 295; 850 km/h

81

Hull: 5D
Shields:Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D

Hull: 3D+2
Shields:2D
Sensors:
Passive: 40/1D
Scan: 80/1D+1
Search: 120/2D
Focus: 5/3D
Weapons:
4 Quad Laser Turrets
Fire Arc: Turret
Crew: 2
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 10-300/300/700 km
Damage: 6D
4 Dual Turbolaser Cannons
Fire Arc: 1 front, 1 left, 1 right, 1 back
Crew: 2
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 5D
4 Hull Mounted Concussion Missiles
Fire Arc: 1 front, 1 left, 1 right, 1 back
Crew: 2
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 9D
Game Notes:
Eight escape pods, each will hold 12+
people.

Source: Star Wars Rebels animatedtv show, stats by by


+OliverQueen.

CAPITAL SHIPS
Arquitensclasslightcruiser
Better known as the Imperial light cruiser or communications ship, and previously known as the Republic light cruiser
or Jedi light cruiser, the Arquitens was a model of light cruiser
used by the Republic Navy during the Clone Wars. After the
Galactic Republic was reformed into the Galactic Empire, the
cruiser continued to see use under the Imperial Navy, who
uses them to send out long-range communications from
worlds that lacked holocommunications.

Arquitens -class light cruiser


Craft: Kuat Drive Yards Arquitens-class Light
Escort Cruiser
Type: Light Cruiser
Scale: Capital
Length: 265 meters
Skill: Capital Ship Piloting
Crew: 30, gunners: 48, skeleton: 2/+10
Crew Skill: Astrogation 4D, Capital Ship
Gunnery 4D+1, Capital Ship Piloting 4D, Capital
Ship Shields 3D
Passengers: 200 (troops)
Cargo Capacity: 300 metric tons
Consumables: 2 years
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6

Source: Star Wars animated-tv show, stats by +Oliver Queen.

CR90Corvette
The CR90 is a type of starship commonly used as consular
ships on diplomatic missions. One cruiser, the Tantive IV, was
the personal starship of Imperial Senator Bail Organa. Other

82

such cruisers were used by various rebel cells across the galaxy, including those led by Ahsoka Tano.

CR90 Corvette
Craft: Corellian Engineering Corporation CR90
Corvette
Type: Mid-sized multi-purpose vessel
Scale: Capital
Length: 127 meters
Skill: Capital ship piloting: Corellian Corvette
Crew: 30, gunners: 11, Skeleton: 3/+10
Crew Skill: Astrogation 3D, capital ship
gunnery 4D+1, capital ship piloting 3D+2,
capital ship shields 3D, sensors 3D+1
Passengers: 60
Cargo Capacity: 3,000 metric tons
Consumables: 1 year
Cost: 3.5 million (new), 1.5 million (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 km/h

83

Hull: 4D
Shields:2D
Sensors:
Passive: 40/1D
Scan: 80/2D
Search: 100/3D
Focus: 5/4D
Weapons:
2 Dual Turbolaser Cannons
Fire Arc: 3 front, 1 left, 1 right, 1 back
Crew: 3
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D+2
4 Turbolasers
Fire Arc: 3 front, 1 left, 1 right, 1 back
Crew: 1 (2), 3 (1)
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D

Source: Star Wars the Roleplaying Game REUP (p.434-435),


tweaks by +Oliver Queen.

ImperialIclassStarDestroyer
(akaImperialStarDestroyer)
Originally commissioned for use by the Galactic Republic,
Star Destroyers serve as the primary warships of the Imperial
Navy, carrying 9,700 Stormtroopers and 72 TIE Fighters.
The Empire's awesome wedge-shaped Imperial-class Star
Destroyers form the core of the Imperial Navy. True marvels
of starship engineering, Star Destroyers are 1,600 meters and
have over one hundred weapon emplacements for deep space
combat.
The mere presence of such a vessel in orbit is often enough
to quell uprisings on worlds, and Star Destroyer commanders
can engage whole Rebel fleets and still expect victory.
Standard Imperial Star Destroyers have sixty turbolasers for
ship-to-ship combat and planetary assault. A Star Destroyer's
sixty ion cannons are used to disable enemy ships in preparation for boarding. The Star Destroyer's superstructure features
an immense command tower that house essential systems,
computer controls and the bridge. The command tower is
topped by a pair of deflector shield generator domes.
Star Destroyers have two ventral landing bays. The aft
docking bay, then the main launch and landing bay for shut-

tles, support and cargo ships, and TIE Fighters. It connects to


forward interior bays and storage sections, all of which connect to immense lift shafts. Ahead of the storage sections is the
forward launch bay.
The forward launch bay is used primarily to deploy assault
shuttles, walker landing barges and ground force vehicles; it
also serves as an auxiliary launch or landing bay for TIE
Fighters if the main docking bay was disabled.
Star Destroyers carry planetary assault teams, with landing
barges, drop ships, twenty AT-AT walkers, thirty AT-ST scout
walkers, and 9,700 ground troops. For a long-term planetary
occupation, the Destroyer can deploy a prefabricated garrison
base with eight hundred troops, ten AT-ATs, ten AT-STs, and
forty TIE Fighters. Full planetary invasions often require a full
fleet, normally six Destroyers, heavy and light cruisers, and
carrier ships.

84

Imperial I-class
Star Destroyer
Craft: Kuat Drive Yards' Imperial I Star Destroyer
Type: Star Destroyer
Scale: Capital
Length: 1,600 meters
Skill: Capital ship piloting: Star Destroyer
Crew: 36,810, gunners: 275, skeleton:

5,000/+20
Crew Skill: Astrogation 4D, capital ship
gunnery 4D+2, capital ship piloting 5D+1,
capital ship shields 4D+1, sensors 4D
Passengers: 9,700 (troops)
Cargo Capacity: 36,000 metric tons
Consumables: 6 years
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: 115; 330 km/h
Hull: 7D
Shields: 3D
Sensors:
Passive: 50/1D
5can: 100/3D
Search.200/4D
Focus. 6/4D+2
Weapons:
60 Turbolaser Batteries
Fire Arc: 20 front, 20 left, 20 right
Crew: 1 (20), 2 (40)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/36/75
Atmosphere Range: 6-30/72/150 km
Damage: 5D
60 Ion Cannons
Fire Arc: 20 front, 15 left, 15 right, 10 back
Crew: 1(15), 2(45)
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 3D
10 Tractor Beam Projectors
Fire Arc: 6 front, 2 left, 2 right
Crew: 1 (2), 4 (2), 10(6)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 6D

Source: Star Wars the Roleplaying Game REUP (p.435-436),


tweaks by +Oliver Queen.

85

Fyrnocks
Fyrnocks are creatures found inhabiting Fort Anaxes, a military base used by the Grand Army of the Republic during the
Clone Wars. Fyrnocks are hurt by sunlight and can only live
under the cover of darkness, in which they are fierce predators.
However, they are immune to lights that are not solar-based.
Fyrnocks are typically the size of a small humanoid. Hera Syndulla and Sabine Wren encountered fyrnocks on Fort Anaxes
many years after the Clone Wars. Later, Jedi Knight Kanan Jarrus and his apprentice Ezra Bridger return to Fort Anaxes,
hoping to lure The Inquisitor into a trap. Using the Force, they
are able to convince the Fyrnocks to attack the Inquisitor and
his Imperial Stormtroopers. While the Fyrnocks are ultimately
unable to defeat the Inquisitor, they manage to take down several of the Stormtroopers.

Story Arc:
Light Sensitivity: Fyrnock are highly developed
night-time predators. They will actively avoid
direct sunlight. If caught in sunlight it causes the
Fyrnock significant discomfort and pain. Every
round roll Strength vs 4D for possible injury.
Sunlight Aversion: Fyrnock have an aversion to
direct sunlight and will seek to stay away from it.
A strong concentration of bright light, such as a
transport floodlight, will make the Fyrnock
hesitate, but only until they figure out it does not
cause discomfort.
Move: 12
Size: 0.9 meters at the shoulder, 1.4 meters long

Big Momma Alpha Fyrnock

Variations
At least one Fyrnock is known to be many times the size of
standard Fyrnocks. This creature is far more dangerous than
standard Fyrnocks, although their exact role within a pack of
Fyrnocks is unknown. Years after the Clone Wars, Jedi
Padawan Ezra Bridger encounters this Fyrnock. Tapping into
The Dark Side, he was able to convince the Fyrnock to aid him
in his fight against The Inquisitor. The Fyrnock put up a good
fight, succeeding in saving both Ezra and Kanan Jarrus' lives.

Fyrnocks
Type: Night-time pack predator
DEXTERITY 2D
PERCEPTION 2D
STRENGTH 2D
Special Abilities:
Claws: STR+1; STR+1D damage
Teeth: STR+2; STR+2 damage
Night Vision: able to see in the dark without
penalty.

DEXTERITY 3D+2
PERCEPTION 2D+2
STRENGTH 5D
Special Abilities:
Claws: STR+1D damage
Teeth: STR+2 damage
Move: 10
Size: 2.2 meters at the shoulder, 3.2 meters long
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Lothcats
Loth-cats are native of Lothals grassy plains, and are related
to the tooka. They are small, temperamental creatures, and are
still able hunters with sharp teeth and claws. They feasted on
Loth-rats.

86

physically impressive animals; in addition to their strange


look, the creatures balloon to more than triple their size when
frightened. Puffer pigs' real gift is their sense of smell, particularly for precious minerals. In the age of the Empire, when
mining was restricted, this ability led to the trade of puffer
pigs on the black market.
Puffer pigs are a non-sentient species of animal which are
capable of sniffing out valuable minerals with the efficiency of
a dozen mining scanners. When frightened, puffer pigs inflate
their bodies to massive proportions, and are capable of multiple size increases if further threats occurred.

Puffer Pig
Type: Domestic omnivore

Loth-cats
Type: grasslands feline predator
DEXTERITY 2D+2
PERCEPTION 2D+2
Search 5D+2, Sneak 6D+2
STRENGTH 3D
Brawling 4D, climbing/jumping 6D+2
Special Abilities:
Bite: STR+1D damage.
Claws: STR+2 damage.
Pounce: When pouncing on a target the
Loth-cat's jumping and brawling are considered
a single action, taking no MAPs and happening
simultaneously.
Move: 13
Size: 0.46 meters
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

DEXTERITY 2D
Brawling Parry 4D+1
PERCEPTION 2D
Search 4D, Search: precious metals 7D
STRENGTH 2D
Special Abilities:
Puffball: whenever in a stressful situation roll 1D
at the beginning of every round. If a 1 is rolled
the puffer pig will immediately inflate to three
times its size and begin to float 1-3 meters
above the ground. Unless it becomes wedged
between something it will continue in a straight
line at its last movement. If scared again while
currently inflated the animal will increase to five
times its normal size.
Natural Climbers: puffer pigs are natural
climbers, seemingly able to find purchase to
climb nearly vertical surfaces, +3D climbing
modifier.
Panoramic Vision: puffer pigs have
approximately 310 degree vision making them
extremely hard to sneak up on, +2D Perception
checks.
Move: 12/14
Size: 1 meter at the shoulder, 0.9 to 1.8 meters long;
50 to 350 kilograms
Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

PufferPig
With a small, plump body, two large eyes set far apart, horn
rows on their back, and a prominent snout, puffer pigs are not

87

Orneriness: 1D

Tibidee
A tibidee is a type of large, ray-like creature native to
Stygeon Prime, though they can also be found on other
mountainous Outer Rim planets. The creatures are able to fly
through a combination of their giant wings and internal
gasbags. They have green eyes and long tails, and can detect
different frequencies. This led a group of tibidee to think that
the jamming frequency of the Phantom, an attack shuttle, was
a mating call. The creatures, though normally gentle, will
attack anything they feel was threatening, including
stormtroopers. They are remotely related to neebrays and
mynocks, both also pests to starships.

Source: Star Wars Rebels animated-tv, stats by +Oliver Queen.

Tibidee
Type: Stygeon flyer
Scale: Speeder
DEXTERITY 3D+2
PERCEPTION 3D
STRENGTH 5D+2
Special Abilities:
Chest Bump: STR+3D
Move: 36 (flying)
Size: 16 meters long

88

FORTANAXES
Region: Outer Rim Territories
Sector: System: Sun(s): 1
Trade Route(s): Orbital Position: 1
Moon(s): Length of Day: Length of Year: Starport(s): 1 Landing field
Type: Asteroid belt
Temperature: Barren
Atmosphere: Type I
Hydrosphere: Arid
Gravity: Standard
Primary Terrain: Rocky, pock-marked
planetoid
Points of Interest: Fort Anaxes
Native Flora: Native Fauna: Fyrnock

Special Conditions: Fort Anaxes is constructed on a large planetoid, which is close to its sun. The asteroid is tidally locked
and is in full sunlight at all times. Asteroids often are caught in
the planetoids light gravity, and will block the sunlight, up to
several times per standard day. The shadows can last anywhere between several minutes to days depending on the size
of the asteroid.
Background: Fort Anaxes was a Galactic Republic military
base constructed on the asteroid PM-1203 located within an
asteroid field. It has a thin atmosphere, though it was enough
to support a colony of fyrnocks that inhabited the planetoid's
numerous caverns. Periodically asteroids in the belt would
eclipse the sun, shrouding PM-1203 in darkness. After the
Clone Wars ended, it was abandoned and fell into disrepair. A
colony of fyrnocks nest in the remains of the base.
Source: Star Wars Rebels animated-tv, wookieepedia, stats by
+Oliver Queen.

GAREL
Region: Outer Rim Territories
Sector: System: Garel system
Sun(s): Garel
Trade Route(s): Orbital Position: 1
Moon(s): 0
Length of Day: 25 hours
Length of Year: 369 local days
Starport(s): 3 Stellar class (Garel City)

Native Species: Immigrated Species: Population: Languages: Government: Tech Level: Planet Function: Shadowport
Major Cities: Major Exports: Major Imports: -

Type: Terrestrial
Temperature: Temperate

89

Atmosphere: Type I
Hydrosphere: Moderate
Gravity: Standard
Primary Terrain: Buttes, craters, rocky
Points of Interest: Native Flora: Native Fauna: -

Atmosphere: Type I
Hydrosphere: Moderate
Gravity: Standard
Primary Terrain: Barren, spice mines in the
north, lush sanctuaries in the south
Points of Interest: Space mine K76
Native Flora: Native Fauna: Energy spider, Bogey

Native Species: None


Immigrated Species: 93% Humans, 7%
Other
Population: 15.4 million
Languages: Galactic basic standard
Government: Imperial governor
Tech Level: Space
Planet Function: Trade
Major Cities: Garel Capital
Major Exports: Major Imports: -

Native Species: Immigrated Species: Humans


Population: 122 thousand (700
military/administrative, 10,400 prisoners; 22%
Humans, 78% Other)
Languages: Galactic Basic Standard
Government: Kessel royal family
Tech Level: Space
Planet Function: Glitterstim mining,
Major Cities: Kessendra
Major Exports: Glitterstim spice
Major Imports: Foodstuff, high-tech goods,
luxury items, machinery

Special Conditions: None


Background: Gareth is a planet under the control of the Galactic Empire. A statue erected by Janyor of Bith was destroyed by local and Imperial authorities. According to Imperial propaganda announcer Alton Kastle, the official reason
behind the statues destruction was that COMPNOR thought
it was a danger to the public.

Special Conditions: None

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

KESSEL
Region: Outer Rim Territories
Sector: Kessel
System: Kessel
Sun(s): Kessa
Trade Route(s): Orbital Position: 1
Moon(s): Length of Day: 26 standard days
Length of Year: 322 local days
Starport(s): 1 Standard
Type: Terrestrial
Temperature: Temperate

90

Background: For years, the Pyke Syndicate has dealt with


spice mined from Kessel, utilizing smugglers and freighter captains to deliver it to the crime families of Coruscant. The Galactic Empire now operates a mining operation and political
prison, enslaving many beings including Wookies to harvest
spice. Meanwhile, the Kessel royal family lives in lush sanctuaries in the planet's southern hemisphere, turning a blind eye
to the brutal working conditions in the mines of the northern
hemisphere.

Native Species: None


Immigrated Species: 87% Humans, 13%
Other (Rodian, Aqualish, Gotal, Ugnaught,
Ithorian)
Population: 42 thousand
Languages: Galactic basic standard
Government: Imperial governor
Tech Level: Space
Planet Function: Mineral mining
Major Cities: Capital City, Central City
Major Exports: Minerals, agricultural goods
Major Imports: Med-tech, high-tech

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

LOTHAL
Region: Outer Rim Territories
Sector: Unknown
System: Lothal system
Sun(s): Lothal
Trade Route(s): None
Orbital Position: 1
Moon(s): 2
Length of Day: 23 hours
Length of Year: 355 local days
Starport(s): 1 Standard class (Capital City,
Central City)

Special Conditions: None


Background: Lothal was settled during the last decades of the
Galactic Republic. It was in a state of economic disrepair and
invited the Galactic Empire on the promise of prosperity and
security. However, following the reformation of the Republic
into the Galactic Empire, Lothal was exploited by the Empire.
In addition to exploiting the rich minerals, the Empire also
hopes to establish a new hyperspace route.

Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I
Hydrosphere: Moderate
Gravity: Standard
Primary Terrain: Fields, grasslands, prairie
Points of Interest: Akes Tavern, Capital City,
Capital City Starport, Go-Lothal Hotel,
Government Tower, Imperial Academy, Imperial
Command Center, Imperial Complex, Jedi
temple, Jhothal, Kothal, Main communications
tower, Mohad Arena, Mohad Outpost, New
Freedom mural, Northern market district, Old
Jho's Pit Stop, Old Republic Senate Building,
Posting Agency, sea port, Security Tower,
Tarkintown, Wallaways Pawn Shop
Native Flora: Unknown at this time
Native Fauna: Loth-cat, Loth-rat, Loth-wolf,
Nek

91

There are few options for young citizens on the planet, apart
from being recruited to join the Stormtroopers, the Imperial
Flight School or having to work at the capital's Sienar Fleet
Systems factory, building TIE fighters. Lothal is also home to
Sienar Systems Advanced Projects Laboratory, located in Central City. The planet was chosen for the research division as it
provides plenty of open space for testing new spacecraft and
other technologies for the Empire. The previously self-sufficient farming communities gradually become usurped by Imperial mining and factory complexes. These factories also pollute Lothal's skies and waterways. During the Imperial occupation of the world, a rebellion grows as the local inhabitants
are unsatisfied with the Empire's practices.

POINTS OF INTEREST

Ake'sTavern: acantinalocatedintheNorthern
marketdistrictofCapitalCityoftheplanetLothal
CapitalCity:themainpopulationcenteronLothal
CapitalCityStarport:alsoknownasCapitalCity
starport,themajorspaceportlocatedinCapitalCity
onLothal
GoLothal Hotel: derelict complex of intercon
nected domes across the street from Wallaway's
Pawnshop
ImperialAcademy:housingandeducationforre
cruitsintheImperialArmy.
Imperial Complex: a large complex located in
CapitalCity.ItnotonlyhousedImperialtroopsand
vehicles it also was the location of the Imperial
AcademyandImperialFlightSchool.
ImperialFlightSchool: theImperialNavy'ssys
temfortrainingTIEpilots.
Jedi temple: The temple was maintained by the
JediOrderpriortotheexecutionofOrder66.It
wasoneofmanytemplesthroughout thegalaxy,
andoneofthefewthatwerenotdestroyedbythe
GalacticEmpire.KananJarrusbringshisPadawan,
EzraBridger,tothetempleseveralyearsbeforethe
BattleofYavin.Thistemplehasahiddenentrance,
whichcanonlyberevealedbybothmasterandap
prenticeworkingtogetherusingtheForcetoliftthe
exposedportion.Thiswouldriseinacorkscrew,
counterclockwisemotion.Ifoneofthepairlostfo
cus,theouterbuildingwouldsinkbackdowninto
theground.Onceinside,theapprenticemustcon
tinueonalone,cutofffromthemasterwaitingat
the entrance area. Should the apprentice fail the

92

tests and never return, the master would remain


trappedinsidethetempleforever,unabletoraise
upthebuildingalone.Thusly,mastersthatbrought
theirPadawanstotakethetestsputtheirownlife
intotheirstudent'shands.Symbolsrepresentingthe
lightanddarksidesoftheForceedgethetemple.
Jhothal:Jhothalisasmalloutpostlocatedfarfrom
Capital City. There is a cantina managed by an
IthorianknownasOldJhoislocatedattheheartof
Jhothal.
Kothal:AsettlementlocatedontheplanetLothal.
Thesettlementhasanumberofsellersandvendors,
includingMoradSumar.GarazebOrreliosandEzra
BridgerstealaTIEfighterfromtheGalacticEm
pireinKothal.Kothalhostsagravballteamcalled
theKothalRoughnecks.
Main communications tower: The communica
tions tower controls all communications on the
planetduringthereignoftheGalacticEmpire.It
allows Lothal to send messages throughout the
planet,intoorbit,andtoothernearbystarsystems.
TheEmpiredestroysthetowerafterthecrewofthe
Ghost uses it to broadcast a rebellious message
acrosstheplanetandintootherstarsystems.
Mohad Arena: Mohad was a large decommis
sioneddockingbaylocatedatMohadOutpost.It
hasbeenconvertedintoagladiatorarenaandmodi
fiedtoincludecheapmetalseatingforthousandsas
wellasbettingwindows.
Mohad Outpost: The outpost is an abandoned
miningfacility,20kmsouthwestofCapitalCity,
withanumberofdecommissioneddockingbays.
"NewFreedom"mural:LocatedintheoldSenate
BuildingofLothal,onthebackwalloftheSenate
Chamber,itdepictstherounded,whitetowersof
CapitalCity,aswellasLothal'smajorindustriesof
the past, namely fisheries and agricultural opera
tions.
NorthernMarketDistrict:alsoknownastheOld
Market.
Old Jho'sPitStop: Namedafteritsowner,Old
Jho,thecantinaisnotparticularlyEmpirefriendly.
Forexample,OldJhoignoresanImperialmandate
thattheHoloNetNewsbeplayedatalltimes.The
crew of the Ghost would sometimes uses the
cantinaassafeharbor.

OldRepublicSenateBuilding:Followingtherise
of the Galactic Empire, the Senate Building was
abandonedinfavorofthenewImperialComplex,
butremainsstandingdespitethenewgovernment's
intentiontorazeit.AdistinctlandmarkofCapital
City,theOldRepublicSenateBuildingisshaped
likearoundboxcrownedbyatoweringspire.Like
mostotherbuildingsinthecity,itsouterwallsare
predominantlywhite.Severalstarshiplandingpads
sproutfromthebaseofthetowerleadtohallways
hookingupwiththeSenateChamberinside.The
Chamberitselfcontainsapodiumwithaspeakers'
stand,facingtwoaislesmadeofthreerowsofseat
ings.Onthebackwallbehindthepodiumis"New
Freedom,"astrikingmuralthatcontributestothe
building's fame. The Senate Building is directly
linked to the sewers of Capital City. During the
time of the Galactic Republic, the Old Republic
SenateBuildingofCapitalCityhousedthegovern
ingbodyofLothal.ItwasabandonedwhentheGa
lacticEmpirereplacedtheRepublicandbuiltthe
ImperialComplextobethenewseatofpoweron
theplanet.Evenafteritsfallintodisuse,manyciti
zens considered the Senate Building a valuable
landmark.ImperialinspectorsreportthattheSenate
siteattractscriminalactivity,anddiscussionarose
as to whether the building should be razed. The
HoloNetNewsanchormanandImperialpropagan
distAltonKastlearguedthattheSenateBuilding
shouldindeedbedestroyed,asitharkensbackto
"lessprosperous"timeswhentheEmpirewasnot
incharge
PostingAgency:Theagencyisapitstopofsorts
tobountyhunters.Thetypeandqualityofbounty
informationvariesfrompaperpostingstoaccessto
theImperialEnforcementDataCore,thoughthisis
typically restricted to Imperial personnel and li
censedbountyhunters.Someagenciesofferprivate
datapointsandmeetingrooms.Accesscost is15
credits an hour or 250 credits a day. Almost all
have a common meeting room where a bounty
huntercouldrelax.
SienarFleetSystemsfactory:Thefactoryhandles
themanufactureofTIE/Lnfightersaswellasthe
newTIEAdvancedv1.
Tarkintown: Tarkintown is essentially a shanty

townontheplainsofLothal.Anumberofmoisture
vaporators dot the settlement and a central clear
areaactsasatownsquare.Tarkintownishometo
impoverished farmers of many species whose
homes,suchasinTangletown,havebeentakenby
theGalacticEmpirewhenitneededthelandthey
werebuilton.Anyfarmerwhoselandwastaken
wasleftwithnothing.Theresidentsnametheirset
tlementafterGrandMoffWilhuffTarkin,theIm
perialincontroloftheOuterRimTerritoriesand
the man responsible for the dispossession of the
farmers.
Wallaway'sPawnShop: twostory,ferroconcrete
cornerbuildinglocatedintheoldcommercialdis
trict.Onthesameblockwasanagriculturalsupply
closeoutstore,wholesalefoodmarketandasalvage
yard. Across the street is the derelict GoLothal
Hotel.

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

93

OSISISSTATION
Type:Lightorbitaldefensestation
Era:Rebellion(~5BBY)
Affiliation:GalusVez(fringerpartsseller)
Source:+OliverQueen
Scale:Capital
Length:936meters
Crew:100(1,123;Gunners:42)
CrewSkill:Capitalshipgunnery5D,capitalship
shields4D+2,sensors5D
CargoCapacity:65,000tons
Consumables:3years
Cost:Notforsale
Hull:2D
Shields:2D
Sensors:
Passive:25/0D
Scan:50/1D
Search:75/2D
Focus:3/2D+2
Weapons:
2TurbolaserBatteries

FireArc:1front/left,1front/right
Crew:2
Skill:Capitalshipgunnery
FireControl:3D
SpaceRange:315/35/75
Damage:4D+1
6LaserCannons
FireArc:2front/left,2front/right,2rear
Crew:1
Skill:StarshipGunnery
Scale:Starship
FireControl:3D
SpaceRange:13/12/25
Damage:4D+1
TractorBeamProjector
FireArc:Dorsalturret
Crew:1
Skill:Capitalshipgunnery
FireControl:4D
SpaceRange:15/15/30
Damage:6D
HangarBays:3radialhangar/platforms,1ventral

situational modifier to all piloting rolls.


If a competitor is doing too well, Galus has asteroid
missiles throughout the circuit he can use to hinder
their progress and possibly damage or destroy their
ship. Determining if an asteroid missile is in range
should be decided by the amount of risk and drama
the GM wants for the scene. If uncomfortable with
this then roll 1D, on a roll of 1-2 there is a modified
asteroid that may be used.

Asteroid Missile
Galus doesn't like to lose, and to make sure he doesn't, he
cheats. He places asteroid missiles at a number of key points
in the circuit, creating obstacles that force a reduction in speed
or to avoid blind spot. The missiles are asteroids with attached
thrusters, a rudimentary computer and communications. From
the cockpit of his ship he can send an asteroid unexpectedly
careening into another ship. Sometimes he heavily damages or
even destroys a competitors ship.

Special Conditions: None


Background: Osisis is an old and dilapidated XQ1 platform
owned and operated by the Besalisk Galus Vez. It orbits a
planet in the Regani sector and acts as a hangout for the sector's lowlifes. Its known as a discreet place to purchase parts
and repair starships. Osisis is constructed of a single, large
central hub module with three large docking bays protruding
from the center. The interior of the platform is run down, the
walls scrawled with years of graffiti.

GM Notes:
This requires a moderate (15) sensor roll to calculate
if a ship is close enough for one of these asteroids to
hit a target.
The onboard computer has a piloting 7D+2 and has
a target number of 28 to hit another ship doing 6D
damage.
Sometimes multiple asteroids are programmed to
work together on a choke point, in this case +1D
skill or damage modifier for every extra asteroid (2
+1D, 3 +2D, etc).
Source: Star Wars Rebels Magazine #1, stats and mechanics by
+Oliver Queen.

POINTS OF INTEREST
Fool's Run
This is Galus Vezs private race circuit through the planetary
ring of the planet Osisis station orbits. Galus has never lost a
race.
GM Notes:
The circuit terrain is Difficult (18) and will require
five piloting rolls to complete. The GM can modify
the circuit by changing up certain legs to include
different terrain difficulties or requiring difficult
maneuvers.
Galus familiarity with the circuit gives him a +1D

STYGEONPRIME
Region: Outer Rim Territories
Sector: System: Stygeon system
Sun(s): Trade Route(s): Orbital Position: 1
Moon(s): 2
Length of Day: 32 hours
Length of Year: 424 local days
Starport(s): None (The Spire)
Type: Terrestrial

94

Temperature: Cold
Atmosphere: Type I
Hydrosphere: Moderate
Gravity: Standard
Primary Terrain: Snow, ice, mountains, steep
valleys
Points of Interest: The Spire
Native Flora: Native Fauna: Tibidee

POINTS OF INTEREST

Native Species: None


Immigrated Species: None
Population: None (The Spire: 500)
Languages: Galactic basic standard
Government: Imperial commander
Tech Level: None
Planet Function: Prison planet
Major Cities: None
Major Exports: None
Major Imports: None

The Spire: Also known as the Stygeon Prison, The


Spire is a remote prison fortress located on the planet
Stygeon Prime. The prison was operated by the Confederacy of Independent Systems during the Clone
Wars. The Sith Lords Darth Sidious and Count
Dooku held Darth Maul in the prison before he escaped with the help of Death Watch. Years later, the
prison was operated by the Galactic Empire. The
Empire protects the prison with ray shields,
blast-proof structures, anti-aircraft weapons, TIE
fighters, and stormtroopers.

Source: Star Wars Rebels animated-tv, wookieepedia, stats by


+Oliver Queen.

Special Conditions: None


Background: Stygeon is a snowy mountain planet in the galaxy, and home to the prison fortress known as The Spire.

95

IONSTORMS
Description: Anionstormisanelectricphenomenonthat
occursinspace.Navigatingastarshipthroughanionstorm
isextremelydangerous,asitsimpossibletopredictwhere
andwhenthelightningboltswillstrike.

2: Hyperdrives (cannot jump)


3: Nav Computer (cannot
calculate jump)
4: Communications/sensors
(cannot communicate or scan)
5: Shields
6: Weapons system (targeting
systems inoperable)
A system knocked offline
10-12 rounds to repair
Moderate (15) Technical skill roll to
repair.
Every time a system is hit double the amount of
time to repair and +5 the task difficulty.

Every round inside the ion cloud roll 1D:

1-2: Clear
3-4: Near Miss
5-6: Hit
Roll 1D and consult Lightning intensity table.

Lighting has 4D starfighter scale base Strength.


Lightning Intensity Table (1D):
1-2 Walker (-2D)
Source: Star Wars Rebels Magazine #2, mechanics by +Oliver
3-5 Starship
Queen.
6 Capital (+6D)
Shields do not protect versus ion lightning.
Overload Table (Lighting Strength > Hull
Strength):
0-3: 1 system overloaded
4-8: 2 system overloaded
9-12: 3 system overloaded
13-15: 4 system overloaded
16+: Cascade failure (all systems
overloaded)
31+ the ship is destroyed.
Roll on the System table a number of times
equal to the value from the overload table. Note
which system(s) hit and how many times to
determine time to repair and task difficulty.
System Table (1D):
1: Sublight drives (cannot
move)

96

to be a bomb, rigged onto a TIE Fighter. The troopers are then

hit by the blast, rendering most of them wounded.


EPISODE 1A:
Hera then radios Sabine, to congratulate her on the mission.
THE MACHINE IN THE
EPISODE 1C:
GHOST
ENTANGLEMENT
The Ghost is being pursued by some Imperial TIE Fighters,
after it's rebel crew raided an Imperial supply depot. A dogfight eventually ensues between the two factions. After being
hit, the Ghost loses it's shields. Moments later, the ship also
loses its comms.
The crew's astromech droid, Chopper, is then sent to repair
the comms, by the ship's pilot Hera. On his way to the comms,
the ship's gunner Kanan orders him to go back and fix the
shields, as well as to tell Hera to fly better.
Back in the cockpit, Hera is frustrated by Kanan, and decides to use the nose turret to take out a TIE Fighter, leaving
only one remaining. Hera then sends Chopper to fix the
comms. Frustrated by the conflicting commands, Chopper decides to use the Phantom's turret to destroy the last TIE
Fighter. The crew then rendezvous in the cockpit, where they
praise each other's shooting.

EPISODE 1B:
ART ATTACK

In Capital City on Lothal, Garazeb "Zeb" Orrelios was rendezvousing with his rebel partner Kanan Jarrus. Unfortunately,
Zeb took a wrong turn, and ended up in the wrong alley.
Rather than doubling back, Zeb decided to proceed down the
wrong path, when he saw two stormtroopers antagonizing an
innocent Ugnaught. Zeb then proceeded to knock both troopers out. Moments later, two more stormtroopers showed up,
likely having been sent by Tskolo, an Imperial spy.
Garazeb then fled to a TIE Fighter docking station, where he
knocked out LS-607, an Imperial pilot. He then ambushed the
other troopers, by springing onto them from a TIE Fighter. After taking out the rest of the troopers with his Bo-Rifle, Zeb
proceeded to take out LS-607, who had him at gunpoint.
Stormtrooper reinforcements then arrived, only to accidentally
puncture a TIE Fighter tank. This puncture leads to an explosion, which knocks the troopers out.
Following the endeavor, the Ugnaught from before shows up
once more, and offers Zeb some credit. Zeb declines the offer,
however, and instead takes one of the creatures Yogen berries.
Zeb then fends off some more troopers, while Kanan approaches with the Ghost.

On Lothal, Sabine is sent into a TIE Fighter depot, in an attempt to make a diversion for the Ghost.
Once inside the depot, Sabine vandalizes an Imperial TIE
Fighter, by drawing rebel graffiti onto it. This draws the atten- (junior novel)
tion of some stormtroopers, who order Sabine to stand down.
She manages to escape, however, and proceeds to toy with the
One day at Capital City's spaceport, Bridger was selling
troopers. The stormtroopers eventually report Sabine to their tickets for a Gladiator Night between a Houk and Feeorin
unit, who begin to search the perimeter.
when Krai told him her family and her were leaving for AlderThe troopers then following a strange noise, which turns out aan to live with her grandmother due to the Empire, and bade

EZRAS GAMBLE

97

farewell to the boy. Later that day, Bridger caught sight of the
Hound's Tooth and met Tradoshan bounty hunter Bossk, who
hired him as a guide to Ake's Tavern. As they reached their
destination, Bossk sent Bridger instead to lure his prey, Gronson "Shifty" Takkaro, out; soon enough, however, a confrontation between Bossk and the assassins Angrigo and the
Kratchell twins ensued, in which Bridger stunned Takkaro,
and Bossk killed the assassins, only for Imperial authorities to
surround them. Aware of a likely set-up by Lieutenant Herdringer, Bossk was forced to leave Takkaro and follow Bridger,
and the two escaped from the Imperials on a speeder bike.
During their escape, however, Bossk was injured and convince
Bridger to help him by offering the boy all the content of his
strongbox onboard the Tooth.
In the course of an hour, Bridger took the Trandoshan to his
tower and tended to his wounds, before the bounty hunter
woke up, "disguised" himself as a blind Trandoshan and almost immediately prompted Bridger into leading him to a
posting agency at the spaceport, where he accessed the Imperial Enforcement DataCore to check records on Herdringer.
However, they discovered Herdringer had been dead for
months, and Bossk surmised that his replacement, Jenkes, had
been the one to set him up, now also aware that he and
Takkaro had worked together in gladiator arena in Nyriaan
years before. Their search, though, attracted Jenkes' attention,
who sent troopers to attack them, but Bridger and Bossk managed to slip away again, and they went to Wallaway's pawn
shop, where they saw from afar as Jenkes shot Wallaway and

took his money.


Once Jenkes left the shop, Bridger and Bossk entered the
place, only for Wallaway to die on Bridger's arms. Convinced
by Bossk, he accompanied the Trandoshan to Monad Outpost
during Gladiator Night, where they faced Jenkes. During the
confrontation, Bridger used his stolen Imperial comlink to
alert Jenkes' superiors, while Bossk told everyone on the arena
of Jenkes' actions. Bridger, then, proceeded to stun the Imperial before he could flee the arena, just before Imperial forces
arrived and swarmed the arena. The next morning, as
promised, Bossk gave Bridger the contents of his strongbox,
which turned out to be just seventy-five credits, and the Trandoshan bade him farewell.
On his way home, Bridger was walking through the fields
around his tower when a freighter shot down a TIE fighter,
which crashed not far from him. As Ezra tried to help Valen
Rudor, he was rebuked for touching the starfighter. After successfully opening the top of the cockpit, Brdiger hopped inside
and managed to trick the unlucky pilot into thinking he was
helping get his armor unstuck, when in fact, he was actually
stealing bits of equipment. After grabbing Rudor's helmet for
his collection, Bridger quickly left the wreckage, while revealing his thievish intentions. Rudor, not meaning to be outsmarted by a kid, attempted to kill him with his fighter's
lasers, but the boy's latent Force-sensitivity alerted him to a
laser blast from the vengeful pilot. While the pilot was bewildered at how Bridger managed to survive the shot, the boy
knocked him out with his energy slingshot, and strutted away

98

with his prize.

EPISODE 1D:
PROPERTY OF EZRA
BRIDGER
While walking towards Capital City from his tower, Ezra
Bridger noticed a dogfight between the rebel starship the
Ghost, and an Imperial TIE Fighter. The fighter then crashed,
nearby Ezra's position.
Upon further inspection, Ezra found the fighter's pilot,
Valen Rudor, who survived the crash. When asked if he was
alright, the pilot scoffed Ezra off, and ordered him to stop
leaning on his ship. Ezra then opened the fighter's roof,
rescuing the pilot. Ezra then tricked the pilot into he was
unhooking his armor, when he was truthfully stealing parts
from the ship.
After taking the pilot's helmet, Ezra left the ship, notifying
the pilot of his thievish intentions. The pilot then attempted to
kill Ezra with his ship's lasers, to no avail. After dodging the
attacks, Ezra used his slingshot to stun the pilot, leaving him
unconscious. Ezra then returned to his tower, with his new
toys.

THE REBELLION
BEGINS
(young adult book)

Desiring to take their struggle against the Empire beyond


the planet Lothal the crew of the Ghost, on the advice of devaronian crime lord Cikatro Vizago, make arrangement to meet
the captain of a ship who allegedly shares their same anti-Imperial views. When they arrive at the spacial coordinates they
discover the ship floating in space, the obvious loser of a space
battle.
The crew enter the damaged ship and discover its made of
wroshyr trees, its a wookiee ship! Searching the ship Kanan
finds a message scrawled on a wall, "Kitwarr, son of Wulffwarro." Zeb recognizes the name Wulffwarro as belonging to
one of the greatest soldiers during the Clone Wars. Continuing
the search a wounded Tandosshan is found on the heavily
damaged bridge. Kanan questions the Trandoshan where the
wookiees were taken who answers "Empire" then dies of his
wounds.
Wanting to rescue the captured wookiees but at a dead end

the crew are contacted by Vizago. He has a job stealing some


crates from the Imperials in Lothal City.
While in Capital City, Ezra runs into a Ruurian associate of
his named Slyyth. After some small talk Slyth tells Ezra he has
a simple snatch-and-run job. Ezra initially refuses but changes
his mind when Slyyth tells him the items are Stormtrooper helmet. Ezra makes his way to Bay 47 where the cargo is being
offloaded by cadets from the Imperial Academy under the
watchful gaze of Supply Master Lyste. Ezra fast talks his away
aboard the ship and steals the items then quickly escapes. After dropping off Slyyth's cut Ezra goes back to home, an abandoned communication tower on the outskirts of Capital City.
When he gets there he opens his bag to find its contents not
Stormtrooper helmets but datapads.
A rebel cell operating on Lothal draws the attention of the
Imperial Security Bureau, who send Kallus to Lothal to handle
the situation. He arrives aboard a shuttle and requested permission to dock aboard the Lawbringer, an Imperial I-class
Star Destroyer orbiting the planet. Kallus was given permission to dock by Captain Hiram Zataire, with whom he later
had dinner aboard the Lawbringer. Kallus' goal with the meal
was to determine if he could trust Zataire as a loyal Imperial
officer. The two discussed Zataire's son, an outspoken critic of
the Empire, after Kallus deduced that the wine the captain
served him was from Alderaana planet deemed to be rebellious by the Empireand that it had been given to the captain
as a gift by his son. This allowed Kallus to realize that
Zataire's son was on Alderaan, giving the ISB a chance to arrest him, and Zataire pleaded with Kallus not to hurt him.
The ISB Agent said that the law could allow him to be flexible
so long as Captain Zataire fully cooperated with Kallus' operations on Lothal, a request that the captain agreed to. Kallus'
first order to the captain was to have the Lawbringer descend
from orbit and hover over Capital City, where the citizens of
Lothal would be able to witness the Empire's might.

EPISODE 2-3:
SPARK OF REBELLION
(TV movie)
Fourteen years after the end of the Clone Wars, the Jedi and
the Republic had fallen with the rise of the Galactic Empire.
However the Emperor had foreseen and new threat rising
against him: the children of the force. Fear of them becoming
Jedi, the dark lord of the Sith Darth Vader tasked the Empire's
Inquisitor to hunt down this new enemy and if they would not
serve the Empire, they should be eliminated along with any
surviving Jedi who would train. Among these children who
were one with the Force, was an orphan boy named Ezra

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Bridger who lived on the planet Lothal.


One day in the Capital City, Commandant Aresko and
Taskmaster Grint were harassing a local merchant to show his
identification. When the merchant openly expressed his disagreement with the Empire, saying that the Imperials ruined
Lothal and the rest of the galaxy, Aresko placed him under arrest for treason. Ezra casually bumped into the Imperials and
swiped Aresko's communicator, which he used to impersonate
as an Imperial officer and lure Aresko and Grint towards a
supposed emergency in the city's main square. The merchant
was thankful for Ezra's help, and Ezra helped himself to some
jogan fruits so he could have something to eat.
Ezra climbed onto the rooftops where he found his way towards the square and overlooked Aresko and Grint, who learn
that there was no emergency after all. While watching the Imperials, Ezra unknowingly through the Force sensed the presence of Kanan Jarrus, a former Jedi Padawan who survived
the destruction of the Jedi Order. He stayed hidden as he
watched him and two others known as Garazeb Orrelios, a
Lasat, and Sabine Wren, a Mandalorian, attack and steal a
small supply of Imperial crates. But most their stolen goods
got stolen by Ezra who jumped onto a speeder and sped away
through the streets with Kanan and Zeb in pursuit. The chase
led to a roadway outside the city, where Ezra and the two
Rebels are spotted and chased by Imperial troops. The Rebels
fought off the troops and Kanan intercepted Ezra. However
before Kanan could regain possession of the crates, a TIE

Fighter fired on their position, destroying his speeder. Ezra


continued to speed back towards his tower with the TIE
Fighter on his tail. The Fighter fired on him and destroyed his
speeder, leaving him defenseless until the Fighter is shot down
by a ship known as the Ghost. The Rebels helped him aboard
with the crate he stole and headed for space with additional
TIE fighters in pursuit.
Kanan made his way to the cockpit, where the Twi'lek Hera
Syndulla was piloting the ship. While explaining what happened, Zeb and Sabine keep an eye on Ezra and after making
a complaint about Zeb's smell, he threw Ezra into a small,
closet-sized room, but managed to escape through the air
vents and made his way through the bowels of the ship. Hera,
meanwhile, was impressed by what she's heard from Kanan,
and thinks Ezra could be a useful member of the crew which
Kanan, at first, disagrees with. Ezra fell through the ventilation shafts and into one of the ship's gun turrets, where he realized that for the first time in his life he was in space, and in a
battle. Kanan and Sabine manned the two gun turrets, and
held off the TIE Fighters, giving Hera a chance to jump the
Ghost into hyperspace.
Back on Lothal, the incident had brought the attention of
ISB Agent Kallus who was not at all surprised as this was not
the first time the Empire's operations have been attacked by
these Rebels. He explained to Aresko when their operations
are targeted in an ongoing basis it could signify the start of a
full-scale rebellion against the Empire. Kallus intended to find

100

these Rebels and ensure that the Spark of Rebellion doesn't


get the possible chance to spread.
The Rebels return from hyperspace and with the use of the
Ghost's ability scramble its signal, they safely landed on
Lothal, near a small town known as Tarkintown, named after
Grand Moff Tarkin and homed to many farmers who had
their farmlands taken away by the Empire. While Zeb, Sabine
and Ezra deliver the food they stole for the locals, Kanan and
Hera deliver the blasters to criminal-lord Cikatro Vizago who
gave them some information on Wookiee prisoners who were
enslaved by the Empire. Ezra returned to the Ghost where
through the Force, found his way to Kanan's quarters where
he discovered a Holocron and a Lightsaber. Kanan and Hera
caught him with the weapon, having been alerted by Chopper.
Ezra handed over the Lightsaber but Kanan allowed him keep
the Holocron, knowing that if he could open it, then the boy
could use the Force and could be trained as a Jedi.
After leaving Kanan's quarters, Ezra met up with Sabine
where she told him about their crew and how they came together after losing everything to the Empire. Just then Zeb interrupted their conversation to tell Sabine that Kanan wanted
them all together for a meeting and left Chopper to watch
Ezra. In the common room, Kanan briefed the crew on their
next mission to rescue a group of Wookiee prisoners who were
being transported to a unknown slave labor camp.
The Rebels came out of hyperspace where they met up with
the Imperial Transport Ship carrying the wookiees. Hera contacted the transport saying they had an additional Wookiee
prisoner to hand over, under orders from Governor Tarkin.
The commander of the transport allowed them to dock and
Kanan and Sabine boarded the ship with Zeb pretending to be
a "Hairless Wookiee". Unfortunately the Imperials didn't buy
it, only because Zeb didn't give them a chance and took out
two Stormtroopers with a single punch against their helmets.
Once aboard, the Rebels began their search for the Wookiees
but began to notice that the whole thing appeared too easy.
The security aboard the ship was soft and there was no sign of
any more troopers. Suddenly an Imperial Star Destroyer
dropped out of hyperspace and captured both the transport
and the Ghost in its docking bay, springing a trap set by Agent
Kallus to capture the Rebels. Knowing the others were in danger, Hera told Ezra to board the transport and warn them
since the comlinks were jammed. At first Ezra refused to risk
his life for others but with some encouragement, he boarded
the transport just in time to warn Kanan and Zeb as Agent
Kallus and a squadron of Stormtroopers came aboard. They
made a run for it back to the Ghost and manage to escape but,
thanks to Zeb, Ezra was captured by Agent Kallus and left behind.
While imprisoned on the Star Destroyer, Ezra was stripped
of his gear with only the Holocron he stole from Kanan's
quarters. Through the force he unexpectedly opened it, revealing a holographic message from Jedi Master Obi-Wan Kenobi,

warning any surviving Jedi about the rise of the Empire.


Ezra managed to escape from his prison my tricking the
Stormtroopers guarding him to enter the cell, giving him the
opportunity to slip out and lock them inside. He made his way
to a storage room, where he picked up his gear and an Imperial helmet, which he used to listen to communications
throughout the ship. He also learned the Wookiee prisoners
were being taken to the spice mines of Kessel and the Rebels
had come back for him. He met up with them in the docking
bay and the group headed back to the Ghost and escaped leaving behind an explosion that nearly sucked Kallus into the
vacuum of space.
After jumping to hyperspace, Ezra shared his findings with
the Rebels on where the Wookiees were being taken. Knowing
very well that they would not survive in the harsh mining environment, the Rebels, including Ezra, set course for Kessel to
rescue them.
The Rebels arrived at the Spice Mines of Kessel and opened
fire on the Imperials giving them a chance to land. Kanan, Zeb
and Sabine moved in and fought off the Stormtroopers giving
Ezra the opportunity to sneak past them and release the
Wookiees from captivity. With the Wookiees free, they fought
alongside against their captors just as three TIE Fighters
emerged and fired on the Ghost. The Ghost led the Fighters
away while Kallus' led more Stormtroopers into battle, forcing
the Rebels and the Wookiees to take cover. With the Rebels
surrounded and pinned down under heavy fire, Kanan told
Hera to lure the TIE Fighters away and then come back to
perform a 22 pick-up, a maneuver where the crew and the
Wookiees would hide inside a cargo container and be picked
up by the Ghost. In order to give them more time, Kanan
came out from cover and ignited his Lightsaber, revealing his
Jedi identity to Ezra, the Wookiees and the Imperials. While
fighting off the Stormtroopers, Ezra went after a young Wookiee named Kitwarr, who fled from the firefight and was being
chased by a Stormtrooper. He managed to rescue him and remove his binders. But they are cornered by Agent Kallus, until
the Rebels showed up just in time to rescue them and escape.
They departed from Kassel and after sending the Wookiees
on their way, they headed back to Lothal and returned Ezra
home. Upon returning to his tower, Kanan told Ezra about the
Force and offered him a choice to join their crew and be
trained in the ways of the force and become a Jedi.
Meanwhile, Agent Kallus contacted the Inquisitor and reported his findings about Kanan and Ezra, which the Inquisitor was pleased to hear about.

101

EPISODE 4:
DROIDS IN DISTRESS
After a near getaway from TIE Fighters and an Imperial
Star Destroyer during a failed salvage mission, the Rebels find
themselves low on everything, food, explosives, fuel and unless they can find some money they will be out of business.
Kanan already has a suggestion which involves a theft of Imperial shipment for crime-lord Cikatro Vizago. The Rebels are
unsure about doing a job for Vizago after their last job, but
due to their current situation it appears to be the only option
they have.
They return to Lothal and posing as individual passengers,
Kanan, Ezra, Zeb, Chopper and Sabine board a passenger ship
along with Imperial Minister Maketh Tua and Amda Wabo,
accompanied by the two droids R2-D2 and C-3PO. Soon after
take-off, Chopper causes enough trouble to get himself and
the two other droids sent to the back by the pilot RX-24. This
gives Sabine the chance to step in and pose as an Imperial
Academy Student who pretends to help Minister Tua translate
for Amda Wabo.
They soon arrive on Garel and head for Hangar Bay Seven
where they discover the Shipment to be much to Zebs horror,
T-7 Ion Disruptors: Weapons that were banned by the senate
as they were capable of short circuiting an entire ship but to

Zeb that was not the reason why they were banned.
Meanwhile, thanks to Sabine's faulty translation, Minister
Tua and Amba Wago, along with the two droids and
Stormtroopers find themselves at Hangar Bay Seventeen.
Eventually Minister Tua figures out they had been tricked and
knowing someone else is stealing their shipment, orders the
troops to Bay Seven, despite Choppers best attempts to stall
them. The Rebels try to move fast but they are soon caught by
the Imperials and hold Ezra and Zeb at gunpoint. As the
troopers approach to inspect the crates, Zeb engages them in a
physical confrontation, giving themselves a chance to get away
with the shipment. At the same time, R2-D2 and C-3PO hitch
a ride.
With the disruptors in their possession, Zeb feels uneasy
about selling them to Vizargo because according to Hera,
those weapons were once used by the Imperials against Zebs
people when they cleared his home planet, few barely survived
and none remained on Lasan. The Rebels soon arrive back at
Lothal and deliver the disruptors to Vizago. However thanks
to C-3PO, Agent Kallus and the Imperials find the Rebels and
launch a ground assault while Vizargo and his men retreat
without paying the Rebels. Not wanting to let the disrupters
end up in the hands of the Empire, Kanan gives Sabine the
task of destroying the weapons and with R2-D2s help, riggs
the disruptors to overload.
An Imperial Transport ship launches two Walkers and a
squadron of Stormtroopers against the Rebels and Kallus himself engages Zeb in a vicious Bo-Rifle duel, where he admits

102

that he was the one responsible for the usage of the disruptors
against Zebs people. Kallus quickly overpowers Zeb and just
before he could finish him off, Ezra force-pushes him away,
saving his life. With the disruptors destroyed and the Imperials
defeated, the Rebels retreat to their ship and take-off.
After Kanan promises Ezra on starting his Jedi training, the
Rebels return R2-D2 and C-3PO to Senator Bail Organa
where after departing, reveals that he sent the two droids to
investigate the Rebels.

EPISODE 5:
FIGHTER FLIGHT
Aboard the Ghost, Chopper observed Ezra as he attempted
to levitate a bowl with his new-found Force abilities. After
Chopper fooled Ezra into thinking he was the one lifting the
bowl, the two got into a game of cat and mouse. While chasing one another down the halls of the ship, Ezra stopped by
Sabine's room, to offer her some "inspiration" for her artwork, to Sabine's seeming lack of interest.
Ezra then proceeded to chase Chopper into Zeb's quarters,
despite Zeb's wishes to not be disturbed. Before Ezra could
leave, Chopper quickly zapped Zeb, causing him to confront
the two. After Chopper fled, Ezra decided to remind Zeb of
the time he saved his life from the ISB Agent Kallus. Feeling
guilt-tripped, Zeb returned to his bunk. Rather than leaving,
Ezra decided to get into his bunk, which, after being sabotaged by Chopper, collapsed onto Zeb.
Zeb then chased Ezra throughout the ship, despite Ezra trying to convince him of his innocence. After making a mess in
the cargo hold, Hera ordered the two off her ship, sending
them to town for a supply run. Among the list of supplies was
a rare fruit called a Meiloorun, which was seemingly non-existent on Lothal.
After arriving in the town of Kothal, Ezra reunited with
Morad Sumar, a local farmer and long-time friend. Sumar informed Ezra about the planet's lack of naturally-grown Meilroons, and that they could only be imported. After parting
ways, Ezra came across a small pack of Stormtroopers, accompanied by Supply Master Yogar Lyste. Armed with his
slingshot, Ezra then quietly observed as Lyste discussed the
fate of Morad's farm. Zeb then rendezvoused with Ezra, having had collected, with the exception of the fruit, all of Hera's
supplies. Before giving up on their search, the two stumbled
upon a crate filled with Meilooruns, under the ownership of a
factory worker named Tskolo. Unfortunately, the shipment
had been sold to the Empire, who were already loading the
Meiloorun-filled crates onto their Imperial Troop Transports.
Despite Zeb's strong disapproval, Ezra decided to pursue
the fruit, having had past experience of stealing from the Em-

pire. After sneaking onto the transport, Ezra was spotted by


Lyste. Before he could captured, Ezra hurled some crates at
the Stormtroopers, buying them some time to escape. The two
eventually reached a large wall, which Zeb hurled Ezra over.
Unfortunately, Zeb was shot down, forcing him and Ezra to
split up.
Zeb eventually reached a TIE Fighter, which was being piloted by Valen Rudor. After faking a surrender, Zeb leaped
onto the ship, throwing Rudor out. After taking out some
Stormtroopers with the ship's cannons, Zeb proceeded to fly
the ship across the town, in pursuit of Ezra.
Meanwhile, Ezra was evading some Stormtroopers, while
attempting to slow them down with his slingshot. Zeb eventually arrived, offering Ezra an escape. After battling over control of the ship, Zeb accidentally shoots a citizen's fruit stand,
staining the ship's visor. Just before the ship would've crashed
into a small hill, Ezra made a sharp turn, having sensed the
structure.
Aboard the Ghost, Kanan and Hera received a call from
Zeb, who informed them about his and Ezra's current situation. After a quick scolding from Kanan, the two proceeded to
the rebel rendezvous point.
Before making their way there, however, the two inspected
some smoke, coming from Sumar's freshly-destroyed farm. At
Ezra's request, the two pursued the Imperials, who were traveling aboard some transports. After catching up to them, Zeb,
pretending to be an officer, ordered Lyste to slow down his
transports. After learning of a stolen TIE Fighter, Lyste ordered the destruction of Zeb's ship.
Meanwhile, Ezra attempted to free Sumar, along with his
friends. After failing to reach the control panel, Ezra decided
to use the Force. After successfully freeing the farmers, Lyste
ordered his men to open fire. Thankfully, Zeb managed to defend the farmers with his ship, as he fired at the transports.
Atop the transport, Ezra was confronted by two
Stormtroopers. After knocking a trooper over with a fruit, his
blaster accidentally shot one of the troopers. Ezra then decided to clog the transport's turret with a wrench, taking out
the turret and the trooper. Ezra then escaped in Zeb's ship.
After arriving at the Ghost, Ezra and Zeb claim they
crashed the ship, in an attempt to keep it out of Imperial
hands, to Kanan's approval. Back onboard, Ezra and Zeb visit
Sabine, who decided to take Ezra up on his offer of inspiration.
Accusing Chopper of making them look like fools, Ezra and
Zeb pursued Chopper, once again making a mess in the cargo
hold.

103

EPISODE 6:
RISE OF THE OLD
MASTERS
Kanan struggles with training Ezra, since the falling of the
Jedi Order; his training was never completed and knows very
little about the Jedi ways. He begins to feel he is not the right
person to teach Ezra and needs someone who is fully trained
in the Jedi ways, someone with more discipline and more understanding of the Force.

The Rebels see a hacked in HoloNet News transmission reporting Jedi Master Luminara Unduli is alive. Kanan recalls
rumors that she survived the Great Jedi Purge but there was
never any word of a precise location of where she was. He
also believes she would make a fine teacher for Ezra. However, Ezra is upset with Kanans plan on passing his teachings
to someone else, only because his Master is incomplete.
The Rebels set off to rescue Master Luminara who is imprisoned at the Empires high security prison known as The
Spire on Stygeon Prime. From the schematics of the prison,
Sabine declares it impregnable but that has never stopped

them from trying. With a plan sorted, the Rebels arrive at Stygeon Prime and take the Phantom in while Chopper stays with
the Ghost.
After taking out two Stormtroopers patrolling the lower areas, Kanan, Ezra, Sabine and Zeb make it inside while Hera
stays behind with the ship. Once inside, they discover Master
Luminara is being held in the isolated cells on the lower levels,
which gives them a problem because the schematics they used
to plan their mission were out of date. With that, their plan
has changed.
Meanwhile, the jammer frequency on the Phantom has
caught the attention of ray-like creatures, sending out a mating call. Since they are attracting too much attention, Hera
takes off with the creatures following her.
The Rebels reach the lower levels and after leaving Sabine
and Zeb to guard the lift, Kanan and Ezra head for Luminaras cell, only to discover that she is dead and her body encased inside a coffin. Worst of all they are caught off guard by
the Empires Inquisitor, revealing the whole thing to be a trap
set to lure any surviving Jedi to their ends, using Luminaras
remains as bait. As the Inquisitor engages Kanan in a
lightsaber duel, he recognizes his fighting skills from his teachings with Jedi Master Depa Billaba and begins to mock him
about how such a poor student he was when he was still an
apprentice. He even gives Ezra a choice to join the Dark Side
of the Force as the Jedi are no more and Kanan lacks the ways
of the Jedi. Ezra refuses the offer and just before The Inquisitor can kill him, Kanan holds him back with the force giving
them both time to run and regroup with Zeb and Sabine.
The Rebels make it to a landing bay only to find the way
out sealed. After failing to unlock the doors mechanically,
Kanan and Ezra use the force to open them where
Stormtroopers waiting for them on the other side. Hera shows
up with the Fleet in time to pick up Kanan, Ezra, Zeb and
Sabine.
The Rebels return safely to Lothal. Despite the disappointment of not being able to find Luminara alive, Kanan chooses
to keep on training Ezra, even though he is not a fully trained
Jedi , he will train Ezra as there is no try.

RING RACE
(Star Wars Rebels Magazine #1, comic)
About five years before the Battle of Yavin, Imperial inspections of Osisis station doubled following a visit from the
Lothal rebels. Each time the Imperials arrived, Vez and his
staff had to make sure that no traces of the rebels remained on
the station to avoid suspicion. Unaware of the trouble they
were causing the Besalisk, the rebels made another trip to Osisis following a raid on an Imperial supply yard in which they
had damaged their ship, the VCX-100 light freighter Ghost.

104

Hoping to buy parts, the rebels found the doors onboard the
station left open, which was unusual for Vez, but continued
with the meeting and provided the criminal with a list of what
they needed. Vez greeted the group, but refused their request,
informing the rebels of the increased Imperial patrols. He considered handing the group over to the Empire, before thinking
better of it and challenging the rebels' pilot, Hera Syndulla, to
a race around the Fool's Run. Syndulla accepted, much to the
surprise of the rest of her crew, but stipulated that no
weaponry was to be used, terms to which Vez agreed.
Vez took to the course in his starship Splendor, while Syndulla piloted the Ghost alone with the astromech droid
C1-10P. The Besalisk began the race in the lead, but was overtaken after Syndulla employed a series of fancy maneuvers. To
retake first place, Vez activated his asteroid thrusters, which
rammed a large rock into the Ghost and caused the
VCX-100's stabilizers to malfunction. Seeing the use of the asteroid thrusters from onboard Osisis station, the Jedi Kanan
Jarrus and his padawan Ezra Bridgertwo members of Syndulla's crewused the Force to drive asteroids into Vez's ship
to even the odds. After C1-10P boosted the Ghost's engines,
Syndulla managed to pilot the damaged ship past the Splendor
and claim victory.
Once back on the station, Vez renegaded on his deal and
had his men draw their weapons on the rebels, declaring that
he would hand them over to the Imperials. Before he could act
however, and explosion rocked the station and distracted the
Besalisk, allowing Jarrus to disarm Vez while the other rebels
shot his men. With the rebels now in control, Vez was forced
to hand over the parts they needed and watch them escape.
Once the Ghost was gone, the Besalisk had all footage and evidence of the group's visit edited or destroyed so that the Imperials would find nothing on their next inspections; however,
unbeknown to Vez, Wren had painted the starbird insignia on
the exterior of the station before leaving.

LEARNING PATIENCE
(Star Wars Rebels Magazine #2, comic)
While on a mission Sabine, Hera and Ezra are attacked by
an Imperial freighter. The ship launches its two TIE fighters
and gives a much better fight than Hero expected. With Kanan
and Zeb absent, it leaves Sabine and the less experienced Ezra
to man the guns. Quickly realizing they are outmatched Hero
elects to try and elude her pursuers by entering an ion storm.
The Imperials continue to give chase and while in the ion
storm both ships are struck by tendrils of ionic energy causing
damaged systems to both ships. Hera and crew immediately
begin emergency repairs. Ezra, not experienced with starship
repairs becomes frustrated in his inability to quickly fix things.
Hera talks to him, explaining that things take time. Looking

out the cockpit Hera sees the Imperial freighter starting to


move to intercept them, she instructs Sabine to one of the
ships weapon emplacements and to concentrate on getting it
repaired and giving Ezra further instructions to repair the
junction box. In his attempts Ezra again fails miserably. Having listened to Hera and remembering a lesson from Kanan
about patience he attempts to meditate in the Force. Slowly,
gently the parts of the junction box begin to float in front of
ezra, his face serene. As if by their own volition the parts begin to place themselves until all the parts are in their proper
place and the junction box powers up. Just as the Imperial
freighter moves within range Hera accelerates towards the
edge of the ion storm while Sabine fires from the top weapon
mount. The Imperial vessels explodes at the edge of the storm
and the crew of the Ghost blast into hyperspace.

THE FAKE JEDI


(Star Wars Rebels Magazine #3, comic)
Kanan, while flying the Phantom is attacked TIE fighters
and forced to land on the planet Vyndol. Wounded he nearly
crash lands the shuttle and upon exiting falls unconscious. He
is found by a local village and his injuries treated. Once he
awakens he is taken to the village protector. The man appears
to have Force powers but says he cannot read Kanan and tries
to intimidate him Kanan into telling him what he wants to
know by pulling out a lightsaber and igniting. Kanan tells
Yaleb they must speak privately and that he knows the mans
secret.
Intrigued the two men step outside. Kanan tells the protector he doesn't act like a Jedi at which time the man warns
Kanan not to disrespect his authority as the village protector.
Kanan tells the man he is not impressed. In a fit of anger he
attacks Kanan, wilding swinging the lightsaber, which Kanan
adroitly avoids. While the are still fighting a villager exits
comes outside, Kanan sees a limb about to drop on the
woman and instinctually uses the Force to quickly cover the
distance and tackle the woman to safety.
Once alone Kanan asks the man to confide in him. Yaleb
explains that years previously he joined the village. While exploring one day he came across a crashed ship. Inside he
found the remains of a dead female pilot, the lightsaber
clutched in her hand. He took it, showed it to the village and
said he knew how to used it. The eldar immediately named
Yaleb village protector. Since then he has used the lightsaber to
protect the villagers.
The two men hear the sounds of a ship coming in for a
landing. Using his macrobinoculars Kanan sees its two Imperial Gozanti-class cruisers and that The Inquisitor and
Stormtroopers are exiting. He quickly explains The Inquisitor
is not someone he can bluff or intimidate. Yaleb tells Kanan

105

not to worry, he has a plan and meets with The Inquisitor.


The Inquisitor states he is looking for a criminal and when
Yaleb tells him there are no criminals in the village, he states
he can sense the criminal then orders the Stormtroopers to
ransack the village until they find him. Kana enters and the
two draw their lightsabers and attack. Seeing his chance to
help Yaleb draws his lightsaber and attempt to help Kanan. In
the ensuing fight he is struck a mortal wound, The Inquisitor
takes Yaleb's lightsaber. Seeing Kanan fleeing he orders the
Stormtroopers to capture him. As they pass through the village the populace throws rocks at them. They continue to
chase Kanan who runs aboard one of the Imperial freighters
and lifts off. The Imperial forces board the other ship and give
chase.
Kanan has set the ship on autopilot and snuck off the ship.
Returning to the village he sees Yaleb is mortally wounded,
the man remorseful for his failing to protect the village and
that he brought this upon himself and that all he wanted to do
was good. Kanan compassionately tells him he was brave as
any Jedi. Yaleb thanks him, finally at peace and passes. The
villagers approach him, explaining they no longer have a protector and they are doomed. Kanan explains he cannot stay,
that he is fighting the Empire, but he has seen them protect
their village against the Imperial forces and with Yaleb as an
example he knows they will be safe. Especially as the
lightsaber is no longer in the village and the Empire has no
reason to return.

EPISODE 7:
BREAKING RANKS
Ezra went undercover as a cadet at the Imperial Academy to
steal an encoder which contained the location of a powerful
Kyber Crystal that the Rebels hoped to destroy. While there,
Ezra made friends with two other cadets known as Zare Leonis and Jai Kell, who, too, were among the best cadets.
Under the teachings of Commandant Aresko, Ezra, Jai,
Zare and along with five other cadets were put to their first
test into climbing out of a training arena known as the Well,
the first three who make it out would be given the honour of
serving as aids in Imperial Headquarters and for those who
make it out last would be serving Taskmaster Grint. The key
to get out of the well was, is to jump from platform to platform while they are moving and with Ezra secretly using his
force sensitive abilities, he made the whole thing look easy.
The test became even more difficult when Aresko activated
electrical shock traps. Ezra, Jai and Zare successfully made it
out of the well and were declared the winners. They were rewarded with the honor of aiding at Imperial Headquarters,
but were warned by Aresko that their next trial would be even
more challenging.
Also undercover was Chopper disguised as an Imperial

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droid. He sent a message to Sabine and Zeb who were nearby;


telling them Ezra passed the first test and was now inside Imperial Headquarters. Sabine passed on the message to Kanan
and Hera who were standing by in orbit.
After being left to perform their duties, Ezra headed for
Agent Kallus office and while he was gone he snuck in a
found the encoder he was looking for. However just before he
could walk out, he was caught by Zare who stopped him from
nearly triggering a security system if he tried to leave with the
encoder. While everyone was sleeping, both Ezra and Zare admitted their true reasons for joining the Academy and decided
to combine forces.
The next day, the Cadets were put to their second test which
was to be even more challenging; in order to climb out they
must shoot targets in order to activate the platforms. After
Grint gave the countdown, the test began. The Cadets shot the
targets activating the moving platforms and began to climb.
One cadet known as Oleg was determined to win this and deliberately shot down one of his fellow Cadets. When Zare was
close to failing, Ezra deliberately pushed Jai giving him the
chance to make it out third. Aresko congratulates Ezra, Oleg
and Zare, as well reminding them that in war there is no
friendship, all that matters is victory at any cost. He told them
their next trial would push all of them to their limits and the
winners would be rewarded with a training session aboard an
Imperial Walker.
With Ezra and Zara back in Imperial Headquaters, they
worked together in stealing the encoder from Kallus office.
While Zare distracted Kallus, Ezra used the force to eject the
encoder and levitate it into his hands. After successfully getting the encoder, Ezra overheard Aresko speaking with The Inquisitor who planned to take Ezra and Jai into custody and
give them some "special training". Knowing this could mean
trouble, Ezra had Chopper deliver the encoder so the Rebels
could complete their mission while he stayed behind to help
Jai escape before The Inquisitor could take him away. At first
Jai refused to leave but after being convinced that he may
never see his mother again, he decided to go along with Ezra
and Zare. Ezras plan was to pass tomorrows test together so
they could use the Walker they will be on to escape.
Meanwhile, Kanan and Hera intercepted three Imperial
Transport ships. Using the Phantom, Kanan distracted the TIE
Fighters while Hera attempted to take out the middle ship carrying the Kyber Crystal.
Back at the Academy, the Cadets engaged their final test and
so far Ezra, Jai and Zara were winning until Oleg shot Ezra
down, ending up last while Jai and Zara, including Oleg were
declared the winners. Even though Ezra failed to win, he told
Zara and Jai to stick to the plan. With Zara and Jai aboard
the walker, Chopper gave an explosive signal to make their
move. They took out the Pilot and Oleg, leaving the two
Cadets in full control of the walker. As Jai and Zare attempted
to flee with the walker, Aresko forced an attack on them.

Meanwhile, due to the heavy gunfire, Hera was having


trouble in taking out the middle ship which was preparing to
jump to hyperspace. Hera made one last attempt and just before the ship could jump, she successfully blew up the transport ship and along with it the Kyber Crystal which produced
a destructive shockwave, destroying everything in its surroundings.
Ezra jumped aboard the Walker to hitch a ride but the Imperials succeed in shooting them down and Stormtroopers
held Ezra at gunpoint. However Sabine and Zeb showed up
and helped Ezra and Jai escape. Zare chose to stay behind to
continue his search for his sister who went missing, possibly
taken away by the Inquisitor.

EPISODE 8:
OUT OF DARKNESS
Aboard the Phantom, Hera, Ezra and Sabine were on the
run from a squadron of TIE Fighters after making an assault
on an Imperial convoy. Hera put in all her skills to evade the
pursuing fighters and one by one they ended up crashing or
destroyed. The Rebels lost their pursuers and returned safely
to the Ghost, however the Phantom suffered minor damage to
its steering and fuel line.
As they traveled to their next destination to meet their Intel,
Fulcrum, Kanan and Hera both admit their fight against the
Empire was getting more difficult, especially when they underestimated their targets defenses. Sabine became very frustrated
because Hera and Kanan wouldn't tell her who their contact
was. Feeling like she is not trusted, Sabine demanded to join
Heras next mission where she would be meeting Fulcrum with
supplies for them.
Meanwhile, Zeb, Ezra and Chopper were working on repairs on the Phantom only for it to be turned into another
quarrel against the three of them, leaving the damaged fuel
line unchecked. Sabine and Hera took off in the Phantom and
headed for Fort Anaxes, an asteroid base once used by the Old
Republic during the Clone Wars. They didn't find Fulcrum but
they did find the crates. While loading them aboard the Phantom, Sabine admitted why she felt frustrated because when she
was a Imperial Cadet she trusted the Empire, followed their
orders blindly and it turned into a nightmare for her. She also
felt they couldn't fight the Empire alone which is why she
wanted to know if she can be trusted, especially with secret Intel and most of all knowing that their fight is not all for nothing. Hera tells her all she needed to know was to have faith in
their Rebellion and someday there would be a long term plan
a lot bigger than themselves, bigger than Lothal, bigger than
the outer rim.
When they return to gather up the rest of the crates, they

107

found a few gone, more like dragged away into the abandoned
hangar by someone or something. Sabine and Hera decided to
enter the dark hanger and investigate. The found one of the
crates torn open and noticing claw marks, they assumed they
were not alone. They heard a lot of monstrous squealing and
then out of the darkness appeared a group of deadly creatures
known as Fyrnocks. They chased Sabine and Hera out of the
hanger but didnt come out themselves because they were sensitive to sunlight.
Hera and Sabine gathered up the rest of the crates quick
and just before they could take off they realized there was a
fuel leak, stemming from the unrepaired damage that the
Phantom suffered during their escape from the TIE Fighters on
Lothal. To make things worse, many asteroids block the sun
that shun over the base and with a massive one flying overhead, it would block the sun out long enough for the Fymocks
to make Hera and Sabine their meal.
Using abandoned explosives to kill the creatures, Sabine and
Hera managed to hold them off long enough for the Ghost to
arrive in time to rescue them and escape the base. Once back
on board, Ezra, Zeb and Chopper apologized for not checking
the fuel line and promised to make it up to Hera and Sabine
by making full repairs to the Phantom. Meanwhile, Sabine
now felt she could trust her fellow Rebels, even Hera more
better now and had faith that someday they would not always
be fighting this battle alone.

EPISODE 9:
EMPIRE DAY
While attending Jedi training with Kanan, Ezra was not
feeling up to it, nor was he in a very good mood because it
was Empire Day, celebrating the fifteenth anniversary of when
the Galactic Empire came to power. After they spot three TIE
Fighters flying overhead and landing at a nearby spaceport,
the two Jedi head to their location. The Pilots entered a
nearby bar and investigated the customers, especially those
who were Rodians. The Rebels were present in the bar, but the
Pilots did not recognize them and left. The Rebels learn from
Jho, the bartender that the Empire had blockaded Lothal,
sending TIE Pilots on search patrols, locking down all ports
and putting Destroyers in orbit. They guess that the Empire
was, for some reason, looking for a certain Rodian. However,
this gave them little concern as they had special plans for
Empire Day. Ezra, however, chose to opt-out on this mission
as he was still feeling depressed and wished to be left alone.
He returned to his tower sad and with wonder. Earlier, he
had spotted one of the TIE Pilots holding a photo of a Rodian
and recognized him to be someone known as Tseebo. Through
the force, he suddenly heard the voices of his parents and
came to know where Tseebo was.

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In Capital City, the citizens and Imperials were celebrating


Empire Day with Minister Tua, Commandant Aresko and
Baron Rudor hosting the celebration. Meanwhile, Agent
Kallus was still on duty searching for Tseebo while the Rebels
were preparing something special for Empire Day. During the
celebration, Minister Tua presented to the citizens their new
and latest Imperial TIE fighter, the TIE Advanced v1. Sabine
and Zeb distracted the Imperials and citizens with a display of
fireworks while Kanan planted a detonator on the new TIE
Fighter. Kanan nearly got caught by a Stormtrooper until Ezra
showed up and dragged him away pretending he was his
father. The planted detonator went off, destroying the TIE
Fighter. The Rebels made a quick getaway as Minister Tua
furiously ordered the Stormtroopers to hunt down the ones
responsible for the fighter's destruction. They not only spot
Agent Kallus on the scene, but also The Inquisitor. The Rebels
made their way to the rendezvous point but Hera informed
them to abort because the streets were blocked. Ezra led the
group to a place where they could hide while Zeb made his
way back to the Ghost.
Sabine and Kanan followed Ezra to an abandon house
which happened to be Ezras old home before living on the
streets. While inside, Ezra found Tseebo, the Rodian that the
Imperials were looking for in the basement. He was known to
be a worker for the Imperial Information Office and was
implanted with cybernetic circuits. He began to randomly
speak out details on Imperial Intel, which explained why the
Empire was looking for him. While Sabine tried to access
Tseebos cybernetic circuits, Ezra went down to the basement.
While he was gone, Kanan and Sabine learn from Tseebo that
Empire Day was also Ezras birthday, which explained why he
had been feeling depressed all day.
Down in the basement, Ezra found lots of old stuff that his
parents used to do underground broadcasting, speaking out
against the Empire. Sabine managed to access Tseebos
circuitry which revealed five year plans and information that
could threaten the Empire. After seeing all this Intel, the
Rebels decided to smuggle Tseebo off Lothal but knowing
with the Empire having the planet on lockdown, it would be
tricky.
After taking out a couple of troopers, they hijacked an
Imperial Troop Transport and made a run for it out of the
city, with Agent Kallus in pursuit. Hera, Chopper and Zeb
arrived with the Ghost and came in low to pick up, Ezra,
Sabine, Kanan and Tseebo. Even though they escaped Agent
Kallus, Five TIE Fighters showed up and attacked, with The
Inquisitor leading the squadron in a new TIE Advanced. As
everyone manned their weapons, Tseebo regained his senses
and revealed knowledge on what happened to Ezras parents...

EPISODE 10:
GATHERING FORCES
Following where "Empire Day" left off, Ezra asked Sabine
if she heard that Hera said for her to man the nose guns and
Sabine asked if he heard what Tseebo said. Ezra told her that
he already knew what happened to his parents, that the Empire had killed them. However, after Sabine left, Ezra demanded Tseebo to tell him if they were really dead. Instead
Tseebo asked for his forgiveness for not helping the Bridgers
and Ezra angrily said he would never forgive him.
After being called to help in the cockpit, Hera tells Ezra to
fix the navigation computer but was unable to make the necessary repairs. Tseebo however came and uploaded hyperspace
coordinates, saving the Rebels. While repairing Chopper,
Kanan told Ezra he should decide on what to do with Tseebo.
Ezra told him he didn't care but Kanan told him that he did.
Ezra asked why he should as Tseebo didn't do anything to
save his parents. Kanan and Sabine point out that he couldn't
have done anything and maybe stealing the secrets of the Empire was his way of trying to find redemption. Then they learn
from Tseebo that the Empire was tracking them with a beacon
attached on the haul of the Phantom.
Kanan came up with a plan to lure the Empire away long
enough for Hera to get Tseebo to safety. They were to detach
the Phantom while in hyperspace and lure the Empire to Fort
Anaxes and have the Fyrnocks deal with the Imperials. When
Hera asked why they couldn't just detach the Phantom and let
the Empire follow it that way, Kanan informed them that The
Inquisitor could sense him and Ezra. Before leaving, Sabine
tried to convince Ezra to talk to Tseebo again, but Ezra told
her if he was to believe that his parents would come and save
him he would have never learned to survive. Unbeknownst to
them, Kanan heard the whole thing but didn't say a word as
he and Ezra left.
As the Phantom detached from the Ghost, Kanan had a few
difficulties as they exited hyperspace but was able to stabilize
the ship and he and Ezra headed to Fort Anaxes. Meanwhile
the Inquisitor took the bait and followed. Ezra told Kanan he
couldn't connect with the Fyrnocks and that he was afraid.
Kanan told him that he everyone was afraid and admitting it
like Ezra did made him brave. When they arrived, Ezra tried
to connect, but was too afraid, however, when Kanan told him
not to be Ezra said he wasn't afraid of them. Kanan asked him
what he was afraid of but Ezra didn't know. Kanan said he
did and asked again. Finally Ezra admitted he was afraid of
the truth and, through the Force, told Tseebo he was forgiven
and finally was able to connect with the Fyrnocks.
Back on the Ghost, Hera docked with Fulcrum, who would
take Tseebo into hiding. Tseebo asked if he would ever see

109

Ezra again and informed Hera that his download of the Empire's secrets was an accident as he was just trying to find out
Mira and Ephraim Bridger's fate. Hera told Tseebo to tell her
and that she would tell Ezra.
Meanwhile The Inquisitor showed up at the old base with
Stormtroopers and everyone but The Inquisitor was attacked
by the Fyrnocks. The Inquisitor fought with Kanan and defeated him with ease. Ezra grabbed Kanan's lightsaber, but it
was stolen out of his hands by The Inquisitor using the Force.
The Inquisitor then attacked Ezra, throwing him back to a
cliff edge. He began to torment Ezra by telling him his master
and friends will all die, and so will everything that he has
hoped for. Ezra then opened himself to the force and connected with a Mega Fyrnock through his anger and fear. He
commanded it to attack The Inquisitor as Kanan watched in
horror. Ezra then collapsed onto the ground. Kanan ran over
to Ezra who asked him what had happened and that he was
cold. Kanan comforted him and slung Ezra over his shoulder
and retrieved his lightsaber. The Inquisitor tried to stop them
by throwing his lightsaber at him, but Kanan deflected it and
both him and Ezra escaped In the Phantom.
After putting the Phantom on autopilot, Kanan spoke to
Ezra. He told him he saved them, but Ezra said that it didn't
feel right. Kanan informed him that if you lack the will needed
when you open yourself to the Force, you become vulnerable
to the Dark Side, much to Ezra's dismay. Kanan said that it
was his fault, as he didn't teach Ezra what he needed to know.
The two return to the Ghost and before Hera could to tell
Ezra what happened to his parents, Kanan stopped her, saying
that Ezra needed some time alone, before informing her that
they need to talk. Sabine went to talk to Ezra, saying that it
had been an odd couple of days. She then showed Ezra a
holodisk from his old house, which contained a picture of
Mira Bridger and Ephraim Bridger, much to Ezra's joy. Sabine
then wished him happy birthday before leaving Ezra to enjoy
his gift.

to become the Jedi that Kanan believed he can be. Regardless


of his mistakes, Kanan was ready to give him a second chance
and ordered his apprentice to prep the Phantom for departure.
Shortly after departing from the Ghost, Both master and apprentice sit in the back of the Phantom where Kanan told Ezra
about the final days of the Jedi Order, when there were once
ten thousand Jedi Knights defending the galaxy until the Empire killed them all. During the final days of the Jedi, there
were outposts and temples throughout the galaxy, most of
which were destroyed by the Empire. Kanan asked Ezra to
meditate and allow the Force to guide him to one of them.
Ezra began to meditate and through the Force he saw a massive stone, a tunnel and a bright star inside of it, realizing
there was a Jedi Temple on Lothal. Although the boy didn't
have the coordinates, he knew he could direct them to the
temple.

EPISODE 11:
PATH OF THE JEDI
Following the aftermath confrontation with The Inquisitor
on Fort Anaxes, Kanan remained worried about his Padawan,
after tapping into the dark side of the Force. Taking this
through consideration he needed to know whether Ezra was
ready to face a test that would determine whether the boy was
meant to become a Jedi. Ezra was surprised, as he believed he
was a Jedi, but Kanan reminded him that he only had the potential to become one. He still lacked discipline and focus,
something that Ezra did not disagree with, as he grew up as an
orphan without rules or structure. Nonetheless, Ezra wanted

Kanan and Ezra fly to a cold, snowy region of Lothal where


they find the Jedi Temple Ezra saw in his visions. Soon after
landing, Kanan sent Ezra to find an entrance. He is unable to
find one until he used the Force to search for it, at which point
he discovered that the Force wanted both master and apprentice to enter the temple. In order to do so, the two used the
Force to open the temple, causing some of it to rise out of the
ground and reveal a hidden entrance.
The two enter the temple, with Kanan telling his apprentice
to keep focused, or else the temple could crash down upon
them. Once inside, however, Ezra quickly loses focus after be-

110

ing spooked by the corpses of two dead Jedi. As a result, the


temple lowered back down again, closing off the entrance.
Kanan explained to Ezra the corpses are Jedi Masters whose
Padawans also took test within the temple but never returned.
Unlike those Padawans, Ezra had faith that he would complete his test and overcome his fears, which is what he would
be tested on. However, hoping Kanan would be there to guide
him, he is told that he would be taking this test alone while his
master remained behind with the fallen masters. Ezra entered
the passage as the door closed behind him and encountered a
fork in his path. He began to randomly choose which corridor
to go down, when Kanan appeared behind him. Little did Ezra
know that the Kanan with him was a vision conjured by the
Force as part of his test. He followed the vision down one of
the tunnels where a vision of the Inquisitor engaged Kanan in
a Lightsaber duel on the edge of a large ravine. The vision of
Kanan put up the best fight against the Inquisitor only to be
stabbed and kicked off the ravine leaving Ezra devastated over
the loss of his master. Vowing to avenge his death, Ezra called
Kanan's lightsaber into his hand to fight the Inquisitor, only to
discover the weapon didn't work. In trying to evade the Inquisitor, Ezra also fell off the side of the ravine into the abyss
below.
Rather than falling to his death, Ezra found himself inside
the Ghost, where he overheard a vision of the other rebels
talking about his test. The visions of Chopper and Hera
started saying they did not think Ezra was ready for the test
and Hera did not believe they will ever see him again. Rather
than expressing sentiment, the vision of Hera regrets losing
him because of the skills he brought to the team. The vision of
Sabine showed pity for him and called him a scared and abandoned kid. The visions soon spot Ezra, who realized that what
he was seeing was not real. Suddenly without warning, the vision of the Inquisitor returned and slaughtered the crew of the
Ghost. With the Rebels lying dead, the Inquisitor approached
the boy, and Ezra fell through an open doorway into another
abyss.
The vision next shifted to the halls of the Jedi Temple,
where Ezra believed he was trapped and alone, unable to open
the Jedi Temple again even if he does manage to pass his tests.
He expressed a feeling of abandonment, causing him to remember that this was not the first time he had been alone; he
grew up by himself, without his parents. He quickly regained
his confidence and believed he could find a way to survive
again. As he began to head towards another doorway, the
door opened revealing the Inquisitor. The vision of the Jedi
hunter approached him, but Ezra couldn't be sure if the Inquisitor was an illusion or real. Ezra believed he could still
find a way to escape if he followed his training, and showing
that he was not afraid, the Inquisitor swung his lightsaber at
him only for the blade to pass right through him, revealing itself as an illusion. With the vision of the Inquisitor gone, Ezra
heard the voice of Jedi Master Yoda, speaking to him from

afar. He told Ezra that he had faced great fears and asks if the
boy was ready for what was to come. Ezra said he was ready
and when he asked who he was speaking to, Yoda told him
that he was simply a guide. As he does so, lights appeared to
help guide Ezra on the rest of his path through the Jedi Temple.
He continued to follow the lights through the Temple when
he again approached the fork in his path. Following Yodas
wisdom and instructions, Ezra chose the path ahead and continued his way through the temple where he found himself inside a large hall with inscriptions throughout the walls. When
Yoda asked him why Ezra should become a Jedi, he claimed to
believe that it would allow him to become powerful, which
would allow him to no longer be helpless and make the Empire suffer for everything it had done to him. Yoda wondered
if Kanan taught Ezra that revenge was the way of the Jedi, but
Ezra declined that, as he believed Kanan was a great master.
He swore that he was not seeking revenge, but Yoda could see
much anger and fear within him. This helped Ezra realize that
he wanted to become a Jedi so he could protect not only his
friends, but everyone in the galaxy. He admitted that before
meeting the Rebels he never cared about helping others until
he saw how their good deeds made people feel and wanted to
be part of that. The hall began to disappear and was replaced
by a vision of countless stars as a kyber crystal appeared and
landed in Ezra's hands.
Having passed his test, Ezra returned to the entrance and
found Kanan, alive and well. After showing the crystal to him,
He explained to Ezra that it was a lightsaber crystal, which
represented a big step in the boys Jedi training. The two returned to the Ghost, where Ezra spent several weeks building
his own lightsaber using the kyber crystal and spare parts donated from the crew. After finishing it, he presented the
weapon to Kanan, who admited that it looked different compared to a traditional lightsaber, but it suited Ezra well. With
all of the Rebels assembled, Ezra ignited his lightsaber for the
first time.

EPISODE 12:
IDIOTS ARRAY
At Old Jho's Pit Stop, Kanan was speaking with Old Jho in
hopes of finding a job that would earn them some credits but
so far there was nothing present. However Jho pointed out the
stranger who was playing sabacc with Zeb was looking for a
ship and crew to hire. At the table, after the Rodian player left
in a huff, the game was now between Zeb and the unknown
stranger and since Zeb was out of credits he bet on Chopper,
much to the droids dismay. Unfortunately Zeb lost to the
stranger, who was known as Lando Calrissian. Later, Kanan,

111

Zeb and Chopper return to the Ghost with Lando who had
agreed to hire them in getting special cargo pass the Imperial
blockade in exchange for credits they needed and the return of
Chopper. At first Hera didn't understand about returning
Chopper until Zeb told her he bet on him in a game of sabacc,
much to her shock. She was even more annoyed when Zeb
told her Kanan agreed to it and after giving him a punch in
the shoulder she went off to prepare the ship for take-off in a
growl.

Soon after jumping to hyperspace, Lando helped himself to


a look around the ship and already he began to get on the
crews nerves, especially with his smooth talk around Hera
and Sabine which bothered both Kanan and Ezra. The Rebels
soon arrived at their destination and dock with a nearby shop
commanded by a criminal known as Azmorigan. Upon boarding, Lando, Kanan and Hera met Azmorigan, who had the
cargo Lando ordered and in exchange for it, Lando presented
Hera to him as his new slave, much to her shock. Soon the
trade was made, Kanan and Lando got to take the cargo and
Azmorigan got to keep Hera. Kanan was not very pleased
with Lando trading Hera but Lando assured him he had nothing to worry about as the whole thing was part of his plan.
Soon after the Rebels detached from Azmorigans ship, Hera
continued to play on as his new servant and after finally getting him alone, she took him out with only a serving tray and
escaped aboard one of the escape pods that Lando mentioned
earlier. She returned safely to the Ghost and the Rebels made

the quick jump to hyperspace back to Lothal before Azmorigan could get a chance to capture them. Hera, angry at Lando
for making her go through with this mission, punched him in
the groin before walking off.
Thanks to Ezra and Zeb, the Rebels discovered that Landos
cargo was in fact a Puffer pig, and after it got spooked by Zeb
it roams free around the ship. Then out of fear, it suddenly inflated blocking the way to the bridge. The Rebels soon arrived
back at Lothal where the Imperial Blockade was waiting and
to make things worse, since their sensory scrambler was inoperative, the Imperials would recognize them unless Chopper
fixed it and since he was no longer a member of the crew, he
could do nothing until Lando gave him the order to do so.
Lando gave Chopper the order to fix the scrambler just as the
Imperials began scanning their ship. Unfortunately, thanks to
Ezra, the Puffer Pig suddenly inflated even bigger, causing Zeb
to be pushed against the controls and as a result shutting
down the scrambler. The moment the Imperials recognized the
Ghost, Admiral Konstantine gave the TIE Pilots the order to
shoot them down. Soon the Rebels made a run for it with four
TIE Fighters on their tail. After entering the atmosphere, the
Rebels took cover in the clouds and the TIEs lost sight of them
until without warning, the Ghost came out of nowhere and
opened fire on the two remaining fighters and destroyed them.
The Rebels arrived at Landos farmland where Lando explained his reasons for getting the Puffer Pig because he
planned to use this creature to sniff out precious minerals and
since the Empire doesn't want private landholders mining on
Lothal, this animal was a more efficient alternative to mining
equipment. The Rebels were prepared to get their payment
and leave when Azmorigan and his men came out of nowhere
with blasters. He demanded the return of his Puffer Pig and
Hera, plus he wanted to personally bury Lando. When the
Rebels refused to make any deals with Azmorigan, he ordered
his men to open fire and attack. The Rebels took cover and returned fire but then they were forced to stand down when Azmorigan had Zeb at gunpoint. He threatened to shoot him unless they handed him Calrissian, but thanks to Chopper he
saved Zeb and Hera ordered Azmorigan and his men to leave,
sparing their lives. With Azmorigan gone, the Rebels got
Chopper back and left without their payment. However
thanks to Chopper, who was playing along with Lando, the
Rebels got a canister of fuel for their ship which Chopper stole
from Lando.

EPISODE 13:
VISION OF HOPE
Ezra is being trained by Kanan to deflect blaster stun shots
from Sabine, Zeb, and Chopper. Ezra cannot focus, as he is

112

worried about missing the latest transmission from dissident


Senator Gall Trayvis. Kanan reprimands Ezra for his distraction and impatience, and Kanan tells his Padawan to keep his
concentration in the present. As Ezra continues to train, he
hears voices in his head of the Senator-in-exile and others, and
he sees a vision of the rebels being chased by Stormtroopers,
the Rebels saving Senator Trayvis from the Imperials, and the
Senator telling Ezra that his parents, Ephraim Bridger and
Mira Bridger were very brave. When he awakens from his
delirium, Ezra tells the others about what he saw, and assumes
that the Senator must have known his parents to say such a
thing. The rest of the crew disregards the vision.
Hera calls everyone back to the Ghost for the Senator's
transmission over HoloNet News; though they missed it, Hera
recorded the message and replays it. Hera points out that
Trayvis hid a message in the transmission and that he will
meet " local rebels" on Lothal. The messages Trayvis hides are
obvious to the locals, but the Empire does not understand
them. The Rebels figure out that the meeting will take place in
the Old Republic Senate Building on Lothal, an abandoned
site. Ezra then finds out from a friend, Zare Leonis at the Imperial Academy, that there is a plot to capture the Senator.
Leonis also promises to provide more intel, but Leonis will be
going to Officer Academy off-world.
After learning of the plot, the Rebels stake out the Senate
Building, where a dignitary shuttle has docked. The crew discovers that the building is surrounded by Imperial troops and,
as a result, they sense that they are walking into a trap. Ezra,
however, is optimistic and suggests sneaking into the building
through the sewers. Chopper guards the sewer entrance the
Rebels used. The Rebels split up, with Zeb and Sabine going
one way and Ezra, Hera, and Kanan going another. The latter
group meets the Senator, and the rebels are ambushed by Imperials. The Rebels escape with Trayvis into the sewers, and a
chase ensues as the Imperial forces pursue them. Imperial
forces scurry to secure sewer entrances and a Stormtrooper
patrol mistakes Chopper for a older model Imperial droid.
The Stormtrooper patrol leaves Chopper to guard the entrance
and instructs him to notify them if he sees the rebels.The
rebels splits up in the sewers to confuse the pursuing forces,
with Hera and Ezra taking the Senator. While in the sewers,
they come to a slight drop and they all jump down to the
floor, where the Senator falls down. Ezra and Hera help
Trayvis to his feet, and a look of disgust passes over his face
after being touched by the rebels. He brushes off his clothes,
the areas where the rebels touched him, when Ezra and Hera
are not looking.
The Rebels face another obstacle as they encounter a fan in
the sewers. Hera gives Trayvis a blaster pistol to watch their
backs as the two Rebels work to disable the fan. However, the
Senator turns the blaster on the two Rebels and reveals himself as an Imperial agent, one who identifies Rebels and sympathizers so they can be killedwith their deaths looking like

accidents. These unfortunate Rebels are killed after meeting


with Trayvis. Trayvis says that no one spoke out against the
Empire ever since the Bridger transmissions. Senator Trayvis
realizes that Ezra is the Bridger's son. He tells the young
Bridger that his parents were brave but foolish. Trayvis explains he joined the Empire to survive and that Ezra's parents
should have too if they valued their lives. Trayvis then says
that their rebellious nature has them dead and gone. Trayvis
tries to shoot Hera as she approaches him, but the blaster was
not charged and Hera knocks him unconscious.
The remaining Rebels arrive, followed by the Imperial
forces. Kanan uses the Force to stop the fan, and the Rebels
escape from the Imperials as Trayvis regains consciousness.
Ezra gives Trayvis a face of disappointment and anger, to
which Trayvis appears to feel sorry for what he has done. The
Rebels return to the Ghost, where Kanan explains that Ezra
interpreted his vision wrong. Hera, likewise, says that she also
wanted to believe in Trayvis, but despite his true allegiance
there is still hope in the galaxy.

EPISODE 14:
CALL TO ACTION
Grand Moff Tarkin, governor of the Outer Rim, arrived on
Lothal and despite the warm welcomes by Minister Tua,
Agent Kallus and The Inquisitor; Tarkin immediately reprimanded them for their ongoing failure to put an end to the
ongoing Rebellion, which was the main reason why he was on
Lothal. Kallus and Tua both admitted they had exhausted every resource to capture them but had come to find the Rebels
quite elusive. When Minister Tua claimed the leader of the
Rebels is a Jedi, Tarkin chastised her for this belief as from his
point of view, the Jedi were all dead and he intended to seek
out this criminal and show that he was not what he appeared to be.
Meanwhile, Ezra, Kanan and Sabine were being pursued by
Imperial speeder bikes with Commandant Aresko and
Taskmaster Grint leading the pursue. The chase led them to a
small town where the Rebels raced through the streets while
the Imperials split up in an attempt to box them in. However
another attempt to capture them failed after the Rebels took
them out one at a time and Returned safely to the Ghost.
Upon arriving, they found Hera and Zeb watching the
HoloNet News reporting on Gall Trayvis recommitting with
the Imperial Senate. Watching this really disgusted the Rebels,
the fact that Trayvis was working for the Empire the whole
time and the Empire continued to spread lies about them,
which gave Kanan an idea that could even the score. He
planned to use an Imperial communications tower to send out
a message that will speak the truth to all the people in the

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outer rim. Meanwhile back at Capital City, Commandant


Aresko and Taskmaster Grint are called to Governor Tarkins
office where they reported on their recent and past encounters
with the Rebels and admitted their failed attempts to capture
them. Tarkin was shown to be concerned about their ongoing
failures and because of this, he felt this could possibly threaten
the security of the Empire if citizens began to see what the
Rebels were representing, something which Tarkin could not
accept. Then without warning, he had the Inquisitor execute
Aresko and Grint right in front of Minister Tua and Agent
Kallus as a reminder that from now on failure will have consequences. Tarkin then instructed Kallus to dispatch Probe
Droids to every known location of insurgent activity on
Lothal where they would seek out and discover the location of
the Rebels.

Tarkin. Upon returning to the Ghost, the Rebels were preparing everything they would need to transmit their message. So
far they were good to go but Ezra all the sudden felt unsure
about going ahead with this plan. Because his parents spoke
out against the Empire they were taken away from him and
now Ezra was afraid that he might lose Kanan and everyone
else. Kanan reminded him that he was not the only one who
has had many loses in his past but they could not let the worry
of taking more loses stop them from taking risks. He told Ezra
they needed to move forward and when the time comes they
would have to be ready to sacrifice something bigger. Ezra still
didn't found making sacrifices easy which Kanan agreed, as
his own master tried teach him that but could never understand it until now, trying to teach it to Ezra.
After the evening turned to night, the Rebels proceeded with
their plan and took out security patrolling the communications tower. With security down, they entered the tower and
began hacking into the tower's systems. However they found
out the Imperials were onto them and spotted transports heading in their direction. With very little time, Kanan changed the
escape plan and had Ezra, Zeb, Chopper and Sabine head for
the top of the tower while he remained behind to hold off the
Imperials. Agent Kallus, the Inquisitor and the Imperials cornered Kanan and had Ezra, Sabine, Chopper and Zeb trapped
at the top of the tower. Kanan engaged the Inquisitor in a
Lightsaber duel just then Hera showed up with the Phantom
and picked up Ezra, Chopper, Sabine and Zeb. Kanan put up
the best fight but was quickly beaten. Knowing he wasn't going to make it with the others he ordered Hera to retreat without him, despite her objections.
As the sun began to rise, Governor Tarkin arrived at the
communications tower to take Kanan into custody. As they
departed, the Imperials could hear the Rebels hacked transmission. Spoken by Ezra, he gave everyone in the outer rim
the truth about their Rebellion and helped them see what the
Empire was really doing to their lives. As Ezra continued to
encourage everyone to make a stand, the Imperials destroyed
the tower ending their transmission. Despite losing the transmission, the Rebels strongly believed every citizen in the outer
rim heard them and Ezra declared this fight wasn't over...

The next day, Kanan, Ezra and Sabine were observing an


Imperial communications tower. While discussing over a
rough idea of there plan to take control of it they spotted an
Imperial Transport deploy a Probe Droid. Luckily it didnt
spot them but they could see it heading straight for where they
hid their speeder bikes which would no doubt reveal their
presence. Through the force, Ezra connected with a Loth-cat
and commanded it to attack the Probe Droid, knocking it
down onto its side. With the droid down, Kanan, Ezra and
Sabine got to their bikes and headed back to the Ghost. Even
though down, the Probe Droid still managed to catch a
glimpse of the Rebels which Agent Kallus reported back to

EPISODE 15:
REBEL RESOLVE
As the Imperials continued their search for the Rebels, Ezra,
Sabine, Chopper and Zeb took control of a AT-DP Walker on
patrol, in hopes of hacking into the Imperial network and find
out where the Empire was keeping Kanan. Unfortunately because they destroyed their communications tower, the entire
Imperial data network was down. Just then two more Walkers

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showed up and opened fire on the Rebels. They headed for the
town's western boarder where Hera would show up with a
pick up. Zeb did his best in returning the fire of the pursuing
Walker but ended up nearly falling off. After Sabine got word
that Hera was soon to show up, she instructed everyone to get
on top of the Walker. Chopper however ignored the order to
retreat and remained plugged into the Walker's terminal, hoping to find an alternative that would find Kanan. Soon Hera
showed in the Phantom and picked up Ezra, Sabine and Zeb
just as the other Walker showed up ahead of them. When they
realized Chopper was still in the Walker, Zeb went back to retrieve him just before the attacking Walker blew it up.
After returning safely to the Ghost, Hera got word from
Fulcrum that the transmission they sent out has caught a lot of
attention, not just from civilians, but the highest levels of the
Empire. Concerned for the safety of the Rebellion, Fulcrum
told Hera they could not continue their search for Kanan and
must go into hiding. When Hera shared what Fulcrum had
told her, Ezra was the first to object to the idea of quitting on
Kanan and since Hera had made her decision, he decided to
take matters into his own hands. With Chopper keeping Hera
distracted, Ezra, Sabine and Zeb hijacked the Phantom and
head out to find Vizago.
The Rebels arrive at Vizago's ship. At first Vizago refused to
help them find Kanan, because their ongoing Rebellion had
caught a lot of attention from the Empire which has made
things more difficult for him. However, despite Sabine's
protests, Ezra managed to get Vizago to change his mind by
telling him about Kanan's Jedi identity. He even showed him
that he too was a Jedi by using the force to levitate a crate
over his head. Satisfied with what he has seen, Vizago brought
Ezra aboard his ship for a private conversation. He revealed to
Ezra that since the Empire destroyed their communications
tower, they no longer had long range communication and
were now using droid couriers that took data from the city up
to their communications ship in orbit. Data that could possibly help the Rebels find Kanan. With their meeting over, Ezra
left the ship and found Sabine and Zeb with Hera, who was
very disappointed with all three of them. She remained furious
as they return to the Ghost, she gave them an order to abort
the search and they disobeyed her but Ezra couldn't care less
about that because he refused to give up on Kanan and so did
everyone else. Seeing that they wouldn't stand by and leave
Kanan to die, Hera finally rejoined the search and asked what
Ezra found out from Vizago.
The Rebels plan was to intercept one of the Empire's
courier droids that get sent to and from the orbiting communications ship and send Chopper in it's place so he could hack
into their network and find out where the Imperials were
keeping Kanan. After capturing the courier droid and taking
out its escort, Chopper boarded the waiting shuttle in his
place, disguised as an Imperial droid. The shuttle soon took
off and headed for the orbiting communications ship. Soon af-

ter boarding, Chopper arrived on the bridge and began hacking into the Imperial Network, but started to catch some unwanted attention from the Imperials. As soon as Chopper
downloaded what he was looking for, he signaled the Rebels
to open fire and attack the communications ship, giving him
time to escape. He headed for one of the airlocks and allowed
himself to get sucked into the vacuum of space with four
Stormtroopers behind him. Now in space, Chopper jetted
away to the Ghost and flew through the bomb bay doors as
the Rebels headed back down to Lothal. With the Intel they
have, they discovered the Imperials were planning to send
Kanan to Mustafar System and to Hera, it was where the Jedi
go to die.

EPISODE 16:
FIRE ACROSS THE
GALAXY
The Rebels stole an Imperial Freighter from the Imperials
and took it back to the Ghost. Hera said they could use it to
get close to Tarkin's Star Destroyer, where Kanan was being
held. Hera also mentioned they would need something smaller
to get into the hangar bay so Sabine could cut the power, regretting blowing up all the TIEs at the base. Ezra, Zeb, and
Sabine admit, embarrassed, that they never crashed the TIE
Fighter Zeb and Ezra stole. However, there was a problem
with it; Sabine painted all over the outside. Hera decided that
it would have to do, and told the rest of the crew they needed
to decide whether or not they were 'in' with rescuing Kanan.
They all agreed, and began preparing for the mission.
Meanwhile, on Tarkin's Star Destroyer, The Inquisitor was
still torturing Kanan for information about other Rebels.
Kanan said he knew nothing of a larger Rebellion, but the Inquisitor continued to torture him by talking about his master
and saying that he was a coward.
Finally, the Rebels began to approach the Star Destroyer,
and after Ezra confirmed that Kanan was there, they sent in
Sabine's TIE Fighter, which sent out a pulse that cut power
throughout the ship. The Rebels snuck on board, trying to
find Kanan, but Tarkin called in reinforcements quickly. The
crew was forced to close off the door that was their only path
to Kanan, but Ezra managed to climb into the air vents to get
to him. He came back through on the other side of the door,
found Kanan, and freed him. Ezra was supporting Kanan
when they ran into The Inquisitor. Kanan borrowed Ezra's
Lightsaber and began to fight with The Inquisitor. While they
are dueling, Ezra noticed the Inquisitor had Kanan's
lightsaber, and stole it from him. Kanan and Ezra then fought

115

The Inquisitor using each other's lightsabers. The Inquisitor


managed to knock Ezra off the platform. Kanan, enraged at
what he believed was Ezra's death, picked up both lightsabers
and began to fight with twice the effort, saying The Inquisitor
made a mistake, because now he had nothing left to fear.
Hera tried to contact Ezra, saying they were going to find
another way out, but Ezra didn't respond. Finally, he got up,
revealing that he was only unconscious. He told Hera he was
okay, and Kanan was doing better than okay. During this conversation, Kanan and The Inquisitor were still fighting, and
Kanan managed to push The Inquisitor to the edge of the platform. He admitted that he was a coward, but now he knew
that there was something stronger than fear, the force. He
broke the Inquisitor's lightsaber, but the pieces fell into a reactor, which began to spark and explode. The Inquisitor fell,
only to be hanging on by his hands. He told Kanan there were
some things more frightening than death, then let himself fall
into the reactor. Ezra came up behind Kanan, and he was
overjoyed that he didn't lose his Padawan. However, they
were forced to make a quick exit, because the room was starting to shake. Hera, Zeb, and Sabine left the ship in Sabine's
TIE Fighter, while Kanan and Ezra exit on The Inquisitor's
TIE. Hera tried to link up with Chopper to make the jump to
hyperspace after being shot at, but Chopper didn't respond.
Just in the nick of time, Chopper showed up with a whole
fleet of unknown ships. After docking and escaping safely
from Tarkin's Star Destroyer, the crew of the Ghost found out

that the ships were piloted by other Rebel cells, and that Senator Bail Organa had been helping with the whole thing. Hera
explained that they weren't supposed to know about the other
cells, in case they were captured and interrogated. At this
point, Fulcrum revealed herself to the crew of the ghost, who
turned out to be Ahsoka Tano. Ahsoka admitted she didn't
know what happens next, just that this was a new day, a new
beginning.
Finally, the episode ends with Tarkin telling Agent Kallus
that the Emperor has sent in an alternative solution to the
problem of the Rebels; Darth Vader.

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