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GURPS STAR WARS GURPS STAR WARS IMPERIAL SOURCEBOOK IMPERIAL SOURCEBOOK PAGE PAGE 2 TABLE OF CONTENTS TABLE OF CONTENTS .................................................. 2 FORWARD....................................................................... 4 DEDICATION.................................................................... 4 AUTHORS NOTE ............................................................. 4 IMPORTANT NOTE............................................................ 4 DISCLAIMER .................................................................... 4 ABOUT GURPS ............................................................... 4 INTRODUCTION ............................................................ 5 “IF YOU ONLY KNEW THE POWER OF THE DARK SIDE…” .... 5 ABOUT THE SW PROJECT AND THE PROJECT TEAM ............ 5 principal author .......................................................... 5 Project Coordinator .................................................... 5 Other Project Members ............................................... 5 New Paths ................................................................... 6 IMPERIAL HISTORY..................................................... 7 POLITICAL STRUCTURE OF THE EMPIRE – AN ANALYSIS OF GOVERNMENT .................................... 8 FORMS OF A REPUBLIC - AN ARISTOTELIC VIEW ................. 8 DICTATORSHIP LAW, PEACE AND ARBITRARINESS .......... 8 POLICY OF THE EMPIRE .................................................... 8 Emperor...................................................................... 9 Sector control.............................................................. 9 Sector policy ............................................................... 9 Imperial Law............................................................... 9 Administration ............................................................ 9 Fear and Punishment ................................................ 10 Officers Chain of command ....................................... 10 FROM THE REPUBLIC SENATE TO THE IMPERIAL DOCTRINES ..................................................................................... 11 Imperial Senate ......................................................... 11 The Imperial Charter ................................................ 11 Imperial Ruling Council ............................................ 11 Imperial Justice Court ............................................... 11 Imperial Law............................................................. 11 Imperial City ............................................................. 12 THE POLITICAL STRUCTURE OF THE EMPIRE... 12 INTRODUCTION .............................................................. 12 COMMISSION FOR THE PRESERVATION OF THE NEW ORDER ..................................................................................... 12 RESEARCH AND EDUCATION .......................................... 12 Education.................................................................. 12 Research ................................................................... 13 SOCIAL DEPARTMENTS .................................................. 13 RESOURCES, INDUSTRY AND ECONOMY.......................... 13 FOUR BRANCHES OF THE MILITARY ORGANIZATION .......................................................... 14 UPHOLDING THE LAW – ENFORCEMENT TROOPS ......................................................................................... 14 Two Executive Enforcements ..................................... 14 THE IMPERIAL ARMY ..................................................... 14 Commando structure of the Army............................... 14 Order of the Army ..................................................... 14 Organisation of the Army .......................................... 15 Battle Units ............................................................... 15 The Army in the Game ............................................... 17 STORMTROOPERS ........................................................... 18 Commando structure of the Stormtroopers ................. 18 Stormtrooper Officers ................................................ 18 Stormtroopers ........................................................... 19 Sandtroopers ............................................................. 19 Snowtroopers ............................................................ 20 Scout Troopers .......................................................... 20 Aqua Troopers .......................................................... 21 Zero-G Troopers ....................................................... 21 Imperial Royal Guard................................................ 22 THE IMPERIAL NAVY ..................................................... 23 Commando structure of the Navy ............................... 23 Order of the Navy ...................................................... 23 Mission procedure ..................................................... 23 Standard Missions ..................................................... 24 Navy Units ................................................................ 24 Personnel: Starfighters .............................................. 25 Fighter Pilot.............................................................. 26 Starfighter Pilot......................................................... 26 Pilot Officer .............................................................. 27 Starfighter NCO ........................................................ 27 Technician/Specialist................................................. 28 Imperial Security Bureau ........................................... 28 Imperial Intelligence ................................................. 28 THE SITH PROPHETS OF THEIR LORD ............................ 29 On the Sith ................................................................ 29 Special status of the Sith ............................................ 29 The Lord ................................................................... 29 The Power of the Dark Side ....................................... 29 THE EXECUTIVE – ENFORCEMENT OF CURRENT LAW................................................................................ 30 LAW AND ORDER THE NECESSITY OF ENFORCEMENT..... 30 VEHICLES OF THE EMPIRE .............................................. 30 Walkers ..................................................................... 30 IMPERIAL STARSHIPS ..................................................... 32 The TIE Twin Ion Engine Craft .................................. 32 Boat Class Craft ........................................................ 36 TRANSPORT SHIPS.................................................. 37 CAPITAL SHIPS ....................................................... 39 WEAPONS FOR SPACECRAFT........................................... 45 Missile and Projectile Weapons ................................. 45 Blaster (Space-based) ................................................ 45 Laser Canons (Space-Based) ..................................... 46

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GURPS STAR WARSGURPS STAR WARS

IMPERIAL SOURCEBOOKIMPERIAL SOURCEBOOK PAGE PAGE 22

TABLE OF CONTENTSTABLE OF CONTENTS.................................................. 2

FORWARD....................................................................... 4

DEDICATION.................................................................... 4AUTHOR’S NOTE ............................................................. 4IMPORTANT NOTE............................................................ 4DISCLAIMER .................................................................... 4ABOUT GURPS ............................................................... 4

INTRODUCTION ............................................................ 5

“IF YOU ONLY KNEW THE POWER OF THE DARK SIDE…” .... 5ABOUT THE SW PROJECT AND THE PROJECT TEAM ............ 5

principal author .......................................................... 5Project Coordinator .................................................... 5Other Project Members ............................................... 5New Paths................................................................... 6

IMPERIAL HISTORY..................................................... 7

POLITICAL STRUCTURE OF THE EMPIRE – ANANALYSIS OF GOVERNMENT .................................... 8

FORMS OF A REPUBLIC - AN ARISTOTELIC VIEW ................. 8DICTATORSHIP – LAW, PEACE AND ARBITRARINESS .......... 8POLICY OF THE EMPIRE .................................................... 8

Emperor...................................................................... 9Sector control.............................................................. 9Sector policy ............................................................... 9Imperial Law............................................................... 9Administration ............................................................ 9Fear and Punishment ................................................ 10Officers Chain of command ....................................... 10

FROM THE REPUBLIC SENATE TO THE IMPERIAL DOCTRINES

..................................................................................... 11Imperial Senate ......................................................... 11The Imperial Charter ................................................ 11Imperial Ruling Council ............................................ 11Imperial Justice Court............................................... 11Imperial Law............................................................. 11Imperial City............................................................. 12

THE POLITICAL STRUCTURE OF THE EMPIRE... 12

INTRODUCTION .............................................................. 12COMMISSION FOR THE PRESERVATION OF THE NEW ORDER

..................................................................................... 12RESEARCH AND EDUCATION .......................................... 12

Education.................................................................. 12Research ................................................................... 13

SOCIAL DEPARTMENTS .................................................. 13RESOURCES, INDUSTRY AND ECONOMY.......................... 13

FOUR BRANCHES OF THE MILITARYORGANIZATION .......................................................... 14

UPHOLDING THE LAW – ENFORCEMENT TROOPS......................................................................................... 14

Two Executive Enforcements ..................................... 14THE IMPERIAL ARMY ..................................................... 14

Commando structure of the Army............................... 14Order of the Army ..................................................... 14Organisation of the Army .......................................... 15Battle Units ............................................................... 15The Army in the Game............................................... 17

STORMTROOPERS ........................................................... 18Commando structure of the Stormtroopers................. 18Stormtrooper Officers................................................ 18Stormtroopers ........................................................... 19Sandtroopers............................................................. 19Snowtroopers ............................................................ 20Scout Troopers .......................................................... 20Aqua Troopers .......................................................... 21Zero-G Troopers ....................................................... 21Imperial Royal Guard................................................ 22

THE IMPERIAL NAVY ..................................................... 23Commando structure of the Navy ............................... 23Order of the Navy...................................................... 23Mission procedure..................................................... 23Standard Missions ..................................................... 24Navy Units ................................................................ 24Personnel: Starfighters.............................................. 25Fighter Pilot.............................................................. 26Starfighter Pilot......................................................... 26Pilot Officer .............................................................. 27Starfighter NCO ........................................................ 27Technician/Specialist................................................. 28Imperial Security Bureau........................................... 28Imperial Intelligence ................................................. 28

THE SITH – PROPHETS OF THEIR LORD ............................ 29On the Sith ................................................................ 29Special status of the Sith ............................................ 29The Lord ................................................................... 29The Power of the Dark Side ....................................... 29

THE EXECUTIVE – ENFORCEMENT OF CURRENTLAW................................................................................ 30

LAW AND ORDER – THE NECESSITY OF ENFORCEMENT..... 30VEHICLES OF THE EMPIRE .............................................. 30

Walkers..................................................................... 30IMPERIAL STARSHIPS ..................................................... 32

The TIE Twin Ion Engine Craft.................................. 32Boat Class Craft........................................................ 36TRANSPORT SHIPS.................................................. 37CAPITAL SHIPS ....................................................... 39

WEAPONS FOR SPACECRAFT........................................... 45Missile and Projectile Weapons ................................. 45Blaster (Space-based)................................................ 45Laser Canons (Space-Based) ..................................... 46

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Laser Batteries (Turbolasers)..................................... 46Disruption (EMP) Weapons ....................................... 47

ARMOR & SHIELDS ........................................................ 47Translation tables...................................................... 47Armor........................................................................ 47Deflector Shields ....................................................... 47Force Screens............................................................ 47

SPACESHIPS IN THE GAME....................................... 48

2 DIMENSIONAL GAME VS VECTOR CALCULATIONS ......... 48MGLT, G-FORCE OR MP/H ?............................................ 48SPEED VECTOR .............................................................. 48

Sliding....................................................................... 49DR / PD AND HT........................................................... 49

Shields....................................................................... 49Hull damage.............................................................. 49

GAME TURNS STANDARD TIME UNIT .............................. 49CROSSWIRE THE SYSTEM ................................................ 49COMBAT!....................................................................... 50

WEAPONS AND EQUIPMENT OF THE EMPIRE ..... 51

ARMOR ..........................................................................51RANGED WEAPONS ........................................................51TABLE OF RANKS............................................................52

A DETAILED LOOK AT THE HISTORY OF THEEMPIRE AND THE SITH..............................................53

TIMELINE OF THE EMPIRE AND SITH ................................53

BIBLIOGRAPHY ...........................................................54

REFERENCE MATERIAL...................................................54MOVIES AND TV SHOWS ................................................54COMPUTER SOFTWARE/GAMES.......................................54NOVELS .........................................................................54WWW RESOURCES - ON THE WEB ..................................54

Jan Jacob Mosselaar .................................................54The Force Net............................................................55Imperial Navy ship database ......................................55

ABBREVIATION DESCRIPTION OF SOURCE MATERIAL ......55

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FORWARD

DEDICATIONThis book is dedicated to all the children who ever dreamedof taking part in the Star Wars universe, yesterday, today andtomorrow… I hope my children will love it as much as I do!

Michael Siersleben, The SW project team

AUTHOR’S NOTE

I am sorry that this first publishing not complete. Duringwriting this book I had to realize that the material of theSW Empire needs years to be collected, judged,changed, sorted out or included. Although this book isnot to be considered complete now, I decided to publishit anyways – because it was intended to be a guide andhelp to all player who want to game in the SW universe.So my harddrive is not a good place for it and I decidedto show you, what I have collected yet… have fun!

michael

IMPORTANT NOTEWhen we started to write GURPS rules for the Star Warsuniverse we began our work as a pure hobby. Though itmight (we hope that) look very professional now, we wouldlike to emphasize that the following book is still not morethan a hobby. We love Star Wars and we love RPGing – thatwas the only intention to write this book. Two things wewould like to emphasize:

1. We do not earn money with the writing and/or online-publishingof this book.

2. We did not steal information or material of official sources. Allquoted sources were asked for permission before we dared to useit. A detailed list of the used sources can be found in theBibliography section in the end of this book. We just tried totransform the wonderful universe created by George Lucas in theGURPS system to make it playable in the universal rules,created by Steve Jackson Games.

If you find any material published that belongs to officialLucas Arts sources and want this information removed fromthis book, please contact us.

DISCLAIMERThe material used in this book is drawn from the works ofGeorge Lucas, his collaborators and other Sci-Fi authors whohave helped the Star Wars phenomenon to grow since its

birth in the late 70s. Most of the material referred to in thisbook is owned under copyright laws by George Lucas(Lucasfilms Ltd) and/or/either 20th Century Fox.

ALL NAMES; TRADEMARKS AND LOGOS USED INTHIS BOOK ARE USED WITHOUT PERMISSIONEITHER GIVEN OR IMPLIED BY THE COPYRIGHTOWNERS.

I hope they would like what they see in this book.

ABOUT GURPSGURPS is a registered trademark of Steve Jackson GamesInc. All reference to their works used in this book are usedwithout their permission given or implied. We hope that thisbook is in the sense of SJ games – it mirrors the endlesspossibilities one has with this great RPG system and a littlebit imagination and good will! If you have made it this far,you know about GURPS and Steve Jackson Games Inc.Your are familiar with their works and the wonderful RPGsystem they have created. You know what it is about and youlike it… As everybody involved in the project does!

A quick look at an alternate cover for this book…

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INTRODUCTION

“IF YOU ONLY KNEW THEPOWER OF THE DARK SIDE…”These words are justification enough for a separatesourcebook on the Empire. What would STAR WARS bewithout the tyranny of the Empire? The perfection of the coldworking evil war machine where individuals are expandablefascinated me from the first moment on when I saw themovies as a child. Evil can be very fascinating, too, whichexplains why kids nowadays love to play rather Darth Maulthan Ani Skywalker…

This book should give the GURPS GM or player a deeperlook into the structural background of the Empire and itshould provide all players with detailed information on thegiant war machine of the Empire. Though there are tons ofmaterial one can use to write a book like this, one will not beable to cover everything. Therefore I concentrated onpresenting the information for the basic understanding of theimperial SW universe. Especially the ships, walkers andweapons section will lack much of the material it couldpotentially present. I hope that probably some day somebodyfills this space with another sourcebook…

Instead of just presenting weapons, suggestions will be madehow to use the Imperial machinery in a game, either as NPCsor as PCs. I hope that I managed to convey the complicatemechanisms in the perfect clockwork of such a hugeorganisation as the Empire. In 1989 West End Gamespublished a book called “Imperial Sourcebook”. I have toadmit that this book fell into my hands while I was alreadyworking on this book.. It is a very good book that fits directlyin the STAR WARS RPG by WEG. Though I had a look atthat book I want to point out that I did not intend to simplycopy it. A lot of new information about the Empire has beeninvented by various authors since 1989. This book tries toinclude all the new data from novels, new movies, WWWsources, comics and of course the classic movies. Theinformation I gathered for this book is mostly taken fromsources I call “Unofficial Official Sides”. All informationsources were able to bring up reference from the data theyused. Therefore I hope that the information presented in thisbook contains only facts which are based on official LucasArts sources, such as WEG, Bantam Books and Lucas Artscomputer games. Anyway, I hope you have fun reading thefollowing, and keep in mind: Stormtroopers aren’t gun-fodder– they are tough guys with blasters!

If you like what you see, feel free to mail me under:

[email protected]

For any suggestions or comments we are always thankful!This includes as well game experiences!

ABOUT THE SW PROJECT ANDTHE PROJECT TEAMOf course nobody writes a book like this alone. It is the resultof the Star Wars Project Team, a world wide project group,united through the www with the same interest: Star Warsand GURPS roleplaying. Many people helped me in theconstruction of this book, provided me with material,suggestion, critics and kind words. I doubt that I can list all ofthem. Some of them I know only as a pseudonym and havenever seen in my whole life. Anyway – thanks to all of you!This is your book!

PRINCIPAL AUTHOR

MICHAEL SIERSLEBEN

Michael Siersleben is 29 years old and lives with his wife Dr.Kathrin Siersleben in Braunschweig / Germany. Michael hasbeen fascinated by Star Wars since saw “The Empire strikesback” as a child. During his studies of English and Germanliterature and linguistics and Greek philosophy he stumbledover the SW project during doing internet researches.Michael wrote the Campaigning section, the cinematicsection and the Jedi Martial Arts section in the SWsourcebook. Though he has plans to become a teacher as soonas possible, a part of his heart belongs to sports, that’s why heearned his living as a gym instructor for TaeKwon-Do,Thairobic and Aerobics.

PROJECT COORDINATOR

FRANCIS MARTELThe project coordinator is Francis Martel, from Montreal,Canada. Francis is 30 years old and lives with his wifeStefanie and their two children Marc-Antoine and Marie-Sophie (and as well with a shape shifting cat named “Willy”).Francis is a role-player since he was 15 , which means that hehas gathered endless character points for his gaming-skills!Furthermore he is the founder of the SW project and principalauthor and editor of the first SW sourcebook.

Francis currently works for ConnecTalk Inc. in Montreal anddevelopes IT solutions for the customers.

OTHER PROJECT MEMBERS

JASON KIDDJason is from the US, and he currently lives in Pittsburgh,PA, with his wife Melanie. He is 27 years old and iscurrently working as a photographer. Jason's interests includeRoleplaying, Philosophy, Music (Both listening and playing),and Sociology. Jason has been gaming since he was twelve

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and has been a Star Wars fanatic most of his life (SinceEpisode IV first came out in '77). He is the principal writerof the Star Wars Alien Races book, and is also working onthe Alien Races supplement. For this book he establishedcontact to The Force Net to provide the time-table on theEmpire at the end and gave much useful advice concerningerrata and details which I would not have seen. Furthermorethe wonderful cover-art of this book is his work. ThanksJason!

NEW PATHS

THINGS WHICH ARE DIFFERENT FROM

THE GURPS STAR WARS SOUCEBOOK!Every book differs a little bit from the ones published before.This is the same with this book. Game experience, new ideasand many discussions helped us to think over the basic ruleswe once created under the Argus eyes of Francis Martel. Thissometimes means that there have to be made changes for

playability reasons. But as well these changes are not madeeasily.

If you like the things we changed you can keep in mind thatthey are the achievement of the SW project team – if you donot like them, consider me, Michael Siersleben, as theresponsible person because I had the last word in the creationof this book…

Everybody makes mistakes! That includes us – if you findany errata we would be very thankful if you could send us ane-mail to inform us.

Enough chatter.

The light dims, the curtain opens and reveals a universefilled with thousands of stars while under the 20thcentury fox fanfare the words “A LONG TIME AGO INA GALAXY FAR FAR AWAY” appear.

Check your blaster and prepare to take a step to the darkside…

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IMPERIAL HISTORYBefore it was called the Old Republic. Norecorded memory of the Old Republic'sinceptions existed, nor was any needed.It's founders had faded into the dust ofhistory. They had built the only galacticcommunity ever known, a community thathad always served its citizens well andfaithfully. New worlds came to share itsbeneficial guidance as the centuriespassed. Planets, which found themselvesin jeopardy due to natural disaster orrebellious uprising, could turn to theirneighbours for help. All races, all sentientspecies, all peoples were equal under thelaw and lived their lives with rights thatguaranteed both opportunity and freedom

The guardians of this Republic were theJedi Knights, a bold and fearless Orderthat, numbering in the hundreds ofthousands, served to defend and protectthe people of the Republic. Their wisdom,bravery and strength had become a legend.Drawing their common strength from theForce, the Jedi maintained peace throughout the galaxy for generation upongeneration, and passed their ways along tothose who had proven themselves bothcapable and worthy of knighthood.

By banding together, the Old Republic hadmade itself impervious to any outsideattack. No other known galactic powersdared move against them for to do someant certain failure. The people of theOld Republic slept securely in their beds,safe within their political walls.

Attack did come, however. But, as withmany democratic societies, it came not byoutside force, but from within.

Decay finally set in as more and moreworlds joined the Old Republic. Localofficials became susceptible to influenceand bribery, bowing most often to thewishes of those involved in the dealings of interstellarcommerce. The Senate, weakened by so many centuries ofpeace and complacency, became dangerously careless.Political overthrow was unthinkable, but inevitable.

An ambitious and unscrupulous senator named Palpatine rosequickly and geometrically to power, aided by those in thelower regions of the Senate who began to crave more powerand authority for themselves. Promising to clean up thegalaxy and return the Republic to the excitement of its more

vital and ambitious days, Palpatine was elected President ofthe Republic, and surrounded himself with these greedy andpower-hungry officials, who had swept him into power.

What they did not know was that Palpatine drew his powerand charisma form the dark side of he Force. He had fargreater ambitions than the mere office of President wouldallow him, and those who had redden his coattails onto theupper places of the political power were soon to findthemselves left behind, imprisoned, or crushed beneath the

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heavy hand of Palpatine as he ruthlessly sought his ultimategoal. Under Palpatine's orders, the new Empire began amilitary build-up unlike any in recorded galactic history.Immense vessels with incredible fire power sprang from thedrawing boards and into existence seemingly overnight. Theresulting technological boom brought about the creation of awhole new science of war.

The core systems were the first to fall. their planetarygovernments were forcibly disbanded as martial law sweptform world to world.

Secure in his position, surrounded by a military core thatfeared him, Palpatine declared himself Emperor. For the firsttime in uncounted centuries, the worlds of the Old Republicfound themselves ruled by one man. All personal rights

became subject to the whims of the Emperor, and earlyuprisings against Palpatine were wiped out almost before theybegan. The Jedi were systematically hunted down andsummarily executed. The Jedi found themselves beingabandoned, betrayed and even murdered by those whom theyhad protected for so long

The puppet Senatethat had been kept in place waspermanently disbanded, and direct rule was given to thoseregional governor's appointed by Palpatine. The creation of aterrible weapon, one capable of destroying an entire planetwith a single blast, kept the terrified leaders of each world inline under pain of annihilation. This Death Star wasPalpatine's last word- the final assurance of his strongholdover the billions that he ruled.

POLITICAL STRUCTURE OF THE EMPIRE –AN ANALYSIS OF GOVERNMENT

FORMS OF A REPUBLIC - ANARISTOTELIC VIEWAccording to Aristoteles there are three possible forms of therepublic: One ruler, some rulers or all rule the republic.

In other words these are the descriptions of dictatorship,representative democracy and total democracy. None of thesystems is the best, according to Aristoteles – and even in acompletely objective point of view. A good and wise Kingcan rule his reign alone better than an incompetentparliament. Again everything is a question of attitudes…

There is no moral fault in a dictatorship or monarchy. Nosystem is better than the other – they are … different. Theambition of the ruler(s) and their capability to rule are theonly thinks after which a government can be treat. And evenin a dictatorship people have rights as personal protectionwithin the system and duties as to obey the law and to upholdthe order.

DICTATORSHIP – LAW, PEACEAND ARBITRARINESSWebster’s Encylopedea defines a dictatorship as :

a government, form of government, or country in whichabsolute power is held by a dictator or a small clique.

The Emperor has this absolute power. His word is law. Thepolicy of the Empire is easy to understand: explore, conquerand rule! This imperialistic policy is necessary to strengthencontinuously the power of the Empire. Many worlds havechosen right to follow the words of the Emperor. A uniquelaw, not bound to the borders of a planet, means one justice

and it is the only chance to give the universe the peace itdeserves. But only when all worlds in the galaxy follow thepaths of the Emperor there will be peace. As long as there aredisturbing forces who try to break the universal law of theEmpire there will be no peace in the galaxy. Everybody whois not for us - is against us!

This is the basic attitude of the imperial policy. And it ispropaganda with a spark of truth in it. The policy of theEmperor is easy. Suppress all worlds who do not co-operateby force and make them accept the leadership of the Empire.Once in this position all reigning leaders are replaced byImperial forces that will guarantee the enforcement ofimperial law.

Greed, anger, bloodlust and megalomania were the motivesof Emperor Palpatine. They are characteristic for the powerof the dark side of the Force. Total control of the galaxy is themain goal of the Empire – one man and one ruler with theforce to rule arbitrary over life and death of whole races. TheEmpire itself is no cruel government – it is the dark side ofthe force that makes it cruel.

But the Empire is more than just a large military warmachine. Although it is a militaristic government which baseson dictatorship, its organisation contains diplomats,governors and skilled academics. To build a workinggovernment it needs more than just soldiers! They are theinstrument, not the basis of a government…

POLICY OF THE EMPIREHow to rule a universe when you can’t be everywhere at thesame time

After the dissolution of the Imperial Senate (A New Hope)Palpatine wiped out the last bit of democracy in the ImperialGalactic Regime. Democracy means confusion and irritation.

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The Emperor stopped the ineffective endless discussions ofthe Senate. Efficient action restored the peace in the galaxy.Fear and terror were supposed to keep the order in thedifferent sectors. Therefore the construction of the Death Starand the giant Armada of the Imperial Navy were necessary tosymbolize the Emperor’s power.

The problem was to carry the will of the Emperor in anycorner of the galaxy and to ensure that imperial law won’t bebroken. Permanent presents of imperial forces was necessaryto do this in a satisfying manner.

EMPERORPalpatine knew that he would not live forever. But he knewhis Empire would. Therefore the constitution of the Empire isbased on the government of a single person – the Emperor.Emperor is a title, a political position that defines a singleindividuum as the absolute leader of the Empire. ThisEmperor has many advisors, all of them greedy for might andpower and only a few who dare to hope to become Emperorthemselves after the death of the current Emperor. Nobodyknows who will become the new ruler after the death of theold Emperor. This reaching for power causes many intriguesand again the policy of the Empire is not based on trust butgreed…

SECTOR CONTROLThe galaxy was devided into many strategic sectors, politicalregions that include several thousand inhabited worlds ruleddirectly by imperial governors. These sectors include as wellmany worlds who lack any life and need therefore no specialattention. Precise calculations were made to designate acertain number of troops needed to control a sector. Thesurpreme commander of a sector group is a Moff, a militaryofficial who is responsible for the political government of asector. Every Moff governs the sector he is responsible for,politically as well as martially.

SECTOR POLICYDemonstration of power and deterrence was the basic policyof the Moffs. To rule all the worlds in such a huge sector, theMoffs had to rule with an iron fist to ensure law and order onevery planet. Priority sectors were designated whereverimperial authority was demanded or the Emperor himself hasa special interest in. In these priority sectors imperial forcesare concentrated by number and equipment to ensure thepolicy of the Empire.

IMPERIAL LAWThe Imperial Law is a document which laid down thespecifics in Emperor Palpatine's New Order. It contains therights and duties of every imperial citizen. Every planet in asector of the Empire is automatically under Imperial Law. Touphold the law under any circumstances was part of the iron-fist-policy of the sector command.

Every individual living being, no matter what race, species orsex is considered full citizen. As a full citizen these beingshave certain rights and duties. They have the right on theprotection of the Empire against any criminal activity andanti-imperial terror-groups. Furthermore the citizens have theright to live a peaceful life under imperial government ontheir home world. On the other hand they are obliged toimperial law and will have to face imperial court trials if theydare to break it. Though imperial law differs a little bit fromworld to world, the main policy of the Empire is situated inthe main directives of the law on every world.

Special imperial doctrines are part of the law book on everyworld. These doctrines include that every citizen stands in adept to the Empire and has to pay some tribute to it. So,special obligations can force the population to unwillingrecruitment by imperial forces in the case of emergency orcan mean the spontaneous confiscation of all goods if thepolicy of the Empire demands it.

ADMINISTRATIONThe political government of a sector group works after thefollowing chain of command.

THE GOVERNORSThe Planetary governors represent the authority of the Empireon a single world or a star system with several worlds arounda single star. The governor has the command over allImperial troops stationed on the planet. The job of a governoris politics. He has to maintain the peace on the planet and isresponsible for the welfare of the planet.

When other troops of Navy or Army are required in the orbitor surface of the planet they are supposed to contact thegovernor to organize their action with the political affairs.Although the governors are in command of military forces,the rank of a governor is not a military one.

THE MOFFSThe Moffs are in command over a whole sector. They arealso in command of the governors who have to obey theirorder without questioning. A Moff is getting regularly reportsfrom the governors and has to observe any political activity inthe sector. Therefore communications and logistics are one ofthe most required skills of a Moff. Often a Moff is as well agovernor of a single planet.

THE GRAND MOFFSThe Grand Moffs have a very powerful position in theEmpire. They are sent to priority sectors with full authorityover any resources of the Empire.. A Grand Moff is supposedto be the right arm of the Emperor himself therefore heenjoys all privileges as the Emperor himself and he is incommand of any imperial member within his reach. The onlyperson the Grand Moff is responsible for is the Emperor.Nobody else is in the position to give him any orders.

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BACKHAND FORCESIn addition to the armed forces attached to a particularregional government or sector group, there exist naval andmilitary assets which are deployable in the Empire as awhole. More 10 percent of the Empire’s forces are kept inreserve, placed all over the galaxy. All forces are at thedisposal of the Emperor, his twelve Grand Admirals, theGrand Moffs or for deployment in elite roving commandssuch as Darth Vader.

The whole system is based on the strict functioning of thechain of command. Every commander has a superiorcommander who is responsible for his actions. Thepunishment for failure was draconic and therefore fear wasthe ambition of every commander to control his troops. Thefastest way for immediate action was to send an ImperialGarrison to the focus of revolution against authority.

IMPERIAL GARRISON

The Imperial Garrison is the fastest way for establishing anoccupation force and an Imperial presence on distant worlds.(WEG) The I.G. is carried aboard Star Destroyers and otherImperial vessels and can be ready within a few hours. Oftenthe I.G. has to re-establish Imperial Law on planets whichgovernment fell victim to a putsch of the Rebellion or thenative anti-Empire-movements.

FEAR AND PUNISHMENTThe destruction of Aderaan was a strategic necessity tosymbolise the power of the Empire and the consequences forthose who dare to anger the Emperor.

If some government or group succeeds to resist theEmperor’s will others will follow. That is the reason for thefear-and-punishment-policy of the Empire. Deterrence is thekey-word. Resistance must not only be fought – it must bepunished hard to demonstrate what consequences it mighthave. When a governor fails in keeping the peace on a planethis commanding Moff will immediately take actions to getthe situation under control. Often the “replacement” of thecurrent governor is used as an example to “motivate” the newgovernor to more efficient action – for his own sake.

Imperial Garrisons are the first method for immediate actionagainst anti-imperial-movements in the galaxy. FortunatelyStar Destroyers are able to take these first occupation forcesto most planets, before imperial law is completelyundermined and then the enemies of the Empire will learn thetrue meaning of the fear-and-punishment policy.

OFFICERS CHAIN OF COMMANDIn a military based organsation like the Empire the chain ofcommand is a necessary instrument to plan and organiseaction of any kind. It is ladder which everybody wants toclimb above to gain more power. The higher one rises in thehierarchy, the more “underlings” one has to command. But

this power goes hand in hand with responsibility. The higherone is in this hirarchie of power, the deeper can be ones fall!

In no other organisation promotion and degradation is as fastand arbitrary than in the Empire. Lord Darth Vader had thetendency to be grateful in giving promotions – but to bemerciless in degradation if one turns out to be not able tohandle this responsibility.

The table below shows the possible officers ranks for thepolitical and military government of a sector group.

An exception to the chain of command is always the lastword of the Emperor. So is a commanding Sith Lord who has

Rank Class Navy Army Starfighter ISB

1 [Emperor or nominated executor or proxy]4

2

3Grand Admiral Grand General

4 Supreme Moff3

5 Grand Moff

7

6 Moff

?

1

2High Admiral7 Surface

Marshal5 High Marshal8

36

4Fleet Admiral6 High General7 Force Marshal

?

1

2Admiral General Chief Marshal

35

4Vice Admiral Lieutenant

GeneralMarshal

General

1 Rear Admiral Major General Vice-Marshal

2

3Commodore Brigadier Commodore4

4 Line Captain1 High Colonel1 -

?

1 Captain Colonel Group Captain

2 Commander Lt Colonel WingCommander

3

3

4Lt Commander Major Squadron

Leader

Colonel

1 Lieutenant Captain FlightLieutenant

2

3

2

4

Sub-Lieutenant [First]Lieutenant

Flying Officer

Lieutenant

1 Acting Sub-Lt Second Lt Pilot Officer

2

31

4

- - -?

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his orders directly from the Emperor in a higher position thanthe highest commanding officer. The whole system is basedon the direct command of the Emperor.

A more detailed table for the career in the troops can befound at the end of this book. That table contains all possibleranks within the hierarchy of the military forces.

FROM THE REPUBLIC SENATETO THE IMPERIAL DOCTRINESEvery law needs verification. Imperial bureaucracy includesrules for everything. Literally! Social behaviour, crime andlaw-obedience, decoration and degradation, trade andcustums, research and education –every daily life situation is consideredin the law books of the Empire.Whenever a law is broken punishmentfollows at Imperial courts, under therules, set up by the Emperor. Only thehighest ranked officers, advisors orLords can dare to make up their ownrules, and have to take theresponsibility for it in front of theEmperor himself.

But law is made from people forpeople. In the old republic a Senatehad this duty. In the New Order thiswas Palpatine. The following sub-groups are to give an overview overthe governmental institutions, basicdocuments and influencing elementsof galactic law, from the old Republicto the New Order.

IMPERIAL SENATEThe Imperial Senate was the rulingbody of the Old Republic. It was arepresentation of senators from theOld Republic's major worlds, whodecided many of the laws and basicbeliefs. Some of these senators wereGarm Bel Iblis, Mon Mothma, andBail Organa (founders of the Allianceto Restore the Republic); princessLeia Organa; and Palpatine.

Palpatine usurped the support ofvarious parties who wanted to reform the Old Republic andestablished his New Order. Shortly before the Battle of YavinPalpatine permanently dissolved the Imperial Senate andtransferred admistrative power directly to his planetarygovernors and military leaders to rule the Galaxy alone with ahuge army. (SW, DFR)

THE IMPERIAL CHARTERThis document includes the complete rules and agreementsset forth by the Empire. It is used as the basis for planetarygovernments under the Empire. Every planetary governor isfamiliar with the rules and the main goals of the Empire’spolicy. This charter formed the basis for the tyranny ofPalpatine after the dissolution of the Imperial Senate. (SME)

IMPERIAL RULING COUNCILThe “IRC incident” took place after Palpatine’s death at theBattle of Endor the Empire needed re-formation and re-organization. The IRC rose in order to restore the Empire toits former power. Originally led by Sate Pestage intriguescaused his fall, arranged by Ysanne Isard who desired control

of the Council. But the Council votedPaltr Carvin as its new leader andIsard had to proceed with her intriguesto gain control. Again mistrust, greedand double play were the politics ofthe imperial leaders. Part of her planswas to enable the Republic to retakeCoruscant – which makes thisincident’s political importance. Isardgot short control of the Council butwas defeated by Rogue Squadron atThyferra. The Council was abandonedshortly after this battle by thewarlords who fragmented the Empire.The historical importance of thisincident comes from loss of Coruscantand the political influence this affairhad on the Empire. (XWMR)

IMPERIAL JUSTICECOURTIn the New Republic this justice courtwas used in important trials. Thejudge's bench sits atop a large, blackslab of marble, and gives the judge anominous appearance. Often the trial isonly a formal session while the judgealready knows what penalty theaccused person will retrieve. Manyhistorical trials took place in the IJCand many revolutionary leaders lostwere got death penalty for subversiveactivity against the New Order. (KT)

IMPERIAL LAWThis is the original document which carefully describes thespecifics in the New Order. This document is the basis forevery government in the Empire and leaves little room forinterpretation. It is a collection of rights and duties of allinstitutions and citizens from a single being to the populationof a whole sector group. (SCRE)

IMPERIAL PALACEThe Imperial Palace is substance of many tales andlegends. It is a huge governmental building where theleaders of the galaxy have ruled for thousands ofgenerations. The palace sprawls across the face ofImperial City and dominates the skyline with its hugepyramidial outline.

♦ The upper levels: they contain house hangarsand delivery bays that can accommodate largetransport ships. Landing platforms anddefence mechanisms are integrated in theupper level.

♦ The remaining levels above ground: theycontains many banquet halls and livingquarters for the all races and cultures that havebeen part of the Old and New Republics.

♦ Below ground levels are made up of audiencehalls and conference rooms.

♦ The lowest levels: These are the support andservice areas, including kitchens, atmospherecirculation, heating and cooling, and wastedisposal. In all, there are more than 50connected structures that make up the Palace,encompassing some 20,000 rooms andchambers. It is easy to get lost within thecomplex structure of the building.

♦ Rumors & Legends: Many rumors and legendsare connected with the history of the Palace.There are several stories of constructionworkers who were lost and never found; ofchambers without doors; of sections of ahundred or more rooms that have never beenoccupied.

♦ The hidden treasure room: There is even abelief that there is a hidden chamber thatcontains the treasure of Tolpeh-Sor.

When the New Republic retook Coruscant for good,they used the Palace as their base, and tried

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IMPERIAL CITYThis huge Metropolis grew during the early years of the OldRepublic and had the name “Republic City”. It grew fast andinevitable until in covered most of the surface landmass ofthe planet Coruscant. When there was on place to grow on the

surface the architecture grew in height with buildings somekilometres high. Then some architects began to create livingareas below the surface of the planet – in the crust ofCoruscant. When Palpatine took over the government andmade himself Emperor he renamed it to Imperial City.(HTTE)

THE POLITICAL STRUCTURE OF THE EMPIRE

INTRODUCTIONThe Empire is a huge military organization. But because ofits seize it need steady development, support andorganisation. The larger an organization is the morecomplicated its individual branches become. Administrationmeans organization – and therefore the Empire came up withseveral non-military branches as research and development,social organisations to control education and media control.The militaristic branches of the Empire work hand in handwith the non-militaristic ones. Spies and internal affairscontrol every individual of this machine, mind conditioningand mind control is a prime maxime - and everybodyinvolved in this machinery knows that thrust is a luxury…

COMMISSION FOR THEPRESERVATION OF THE NEWORDERCOMPNOR was formed shortly after the fall of the OldRepublic and the birth of the New Order. Palpatine formedthis institution in order to define ethic of the New Order andto observe and prevent any other kind of thinking. Nobodyexactly knows how many members COMPNOR has – itsnumber varies constantly and often members of COMPNORare as well official agents of the Imperial Security Bureau. Itis said that COMPNOR is a branch of the military ISB – onlythat it works also on civilian levels. COMPNORs mission iseasy to define: Mind conditioning and mind control. Theydefine what kind of education is loyal to the system and wipeout ill-loyal and subversive elements within the system. Theymonitor the activity of any society, control art and education,organize motivation and recruitment of young talents for thetroops or academics, decide what technical developments arefor public use and have even influence on the development ofwhole sectors.

The following branches for Research and Education, SocialDepartments and Resources, Industry and Economy areheavily influenced by COMPNOR.

RESEARCH AND EDUCATION

EDUCATION

THE IMPERIAL ACADEMYThe famous Imperial Academy is responsible for any kind ofeducation within the Empire. It covers all branches of themilitaristic education system of the Empire. All educationsinclude political education as a part of the mind conditioningeducation system of the Empire. During the New Order theAcademy was the best chance to get a good education for acareer within the Empire. Status and wealth was notimportant at the Academy – only talent and hard-workcounted. For many young men and women the Academy wasthe only way to escape their bad social environment andmake a career.

THE IMPERIAL INSTITUTE OF HIGHER

STUDIESThis academy is situated on the planet Ferrhast, and is one ofthe premier learning facilities during the New Order.Promising students get the opportunity to study all kind oftopics there under the tight observation of imperial teachers.This control of academic education is the basis of mindconditioning. Pro-imperial attitudes were supported duringthese studies and any anti-regime ideas were observed,controlled and if necessary wiped out. (SWAJ)

THE IMPERIAL PRIME UNIVERSITY

This is the most prestigious university founded by EmperorPalpatine during the New Order. The most talented studentsgot the opportunity to study here for the progress of theEmpire. This University produced some of the greatestgeniuses, strategic advisors and weapon designers of theEmpire. (TME)

IMPERIAL BOARD OF CULTUREControlled censorship is the basis of the IBC. It is responsiblefor reviewing and censoring any kind of art and culturalinfluence. Only pro-imperial work gets the permission to bepublished. So called “scarlet” works were disregarded, theartists under observation, but it was not forbidden. Any anti-imperial art was banned and the artists got the internal mark“enemy of the system”. (GG9)

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RESEARCH

IMPERIAL BIOLOGICAL RESEARCH CENTER

The IBRC complexes are built on such worlds where the floraand fauna presents opportunity for exploitation. Worlds withhigh mineral resources were mined and all material studiedfor usefulness. Najarka is a good example for an IBRC. AllIBRC facilities were top-secret and only a few chosenscientists knew everything about the ongoing projects.

IMPERIAL BIOLOGICAL WEAPONS DIVISIONthis division was founded to discover ways to use biologicalweapons, such as deadly viruses and spreading diseases. Partof the exploration was to test the time a bio-weapon needs towipe out a whole population. Furthermore it was their orderto explore or develop new forms of life eliminate opposingpeoples or cultures. (GOF3)

IMPERIAL BIOLOGICAL WELFARE DIVISION

this institute was a cover for the Biological WeaponsDivision. The Biological Welfare Division claimed to beworking to ensure that species weren't decimated by diseases.Of course this statement was cover for the fact that thespecies was victim of unethical experiments of viruses andother biological warfare. Often the IBWD put a planet underquarantine to test the effect of a new virus without the dangerof being discovered. (GOF3)

IMPERIAL DEPARTMENT OF MILITARY

RESEARCHThe imperial war machine is always developing new weaponsand military technology. Projects like the cloaking device,clone chambers, death star technology are as well part of theirwork as developing better armour or heavier weapons. (CTD)

IMPERIAL MEDI-CENTER

this is one of the primary medical research facilities of theEmpire, during the New Order. The IMC constantly improvesBacta technology, develops new immune serums and medicalcyborg technology. (GCQ)

SOCIAL DEPARTMENTS

IMPERIAL ENTERTAINMENT GUILDThis guild is symbolized by a superimposed mask on asunburst. It provides various outposts with entertainmentshows, holographic or life events. The control ofentertainment has as well a political function. Especiallyworkers on outposts or mining corporations are not interestedin political affairs but are looking for entertainment. The IEGhas a key position to those peoples minds. (HSE)

IMPERIAL NEWS BUREAUCensorship is important for the creation of the public attitude.This intergalactic holonews service provides the galaxy withnews. Of course it is constantly controlled by ISB agents orInteligence. (MTS)

IMPERIAL HOLOVISION

the largest and most powerful news agency of the Outer RimTerritories. Formerly known as Republic News, back in thedays of the Old Republic it was re-organized in the NewOrder and was given an Imperial warrant to report controllednews of the New Order. (GG9)

RESOURCES, INDUSTRY ANDECONOMY

IMPERIAL ARMSmanufacturers of small blaster weapons, like the 22T4holdout blaster. (GG9)

IMPERIAL CUSTOMSthis branch of the Empire was responsible for defining andenforcing the rules and regulations regarding interstellartrade, and the transport of goods across system and sectorboundaries. (SWJ9)

IMPERIAL DEPARTMENT OF RESOURCES

The Empire’s production facilities are always in need of moreresources or new and better material. This is the division ofthe Empire responsible for the procurement and distributionof natural resources. (SME)

IMPERIAL EXPORTS

This is the official shipping company of the Empire. Itcombined efforts with Galactic Exotics to fund the dome overPlawal. It is responsible for the transport of huge amound ofgoods, technology and resources between star systems.Usually the Empire transports its goods in convoys of 8 to 60ships, depending on the seize of the transporter. Theseconvoys are often protected by frigates or single stardestroyers. (COJ)

IMPERIAL MACHINESAn Imperial corporation manufacturing any kinds ofmachines, from a number of detonation devices to non-militaristic machines for farming or mining. (DF)

IMPERIAL STOCK EXCHANGEthe primary financial trading institution on Coruscant. (KT)

The Military Organisation of the Empire

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FOUR BRANCHES OF THE MILITARY ORGANIZATIONTo uphold a huge reign like the Empire it needs a goodworking military machine. To enable the imperial forces toshow presents at every corner of the universe it needs notonly men with blasters, but excellent logistic.

The Emperor’s military devides into 4 organisations: TheImperial Army, The Imperial Navy, The Security Bureau andImperial Intelligence. Each branch has a certain function inthe structure of the Empire. The Imperial Army is responsiblefor holding the territories of the Empire. They shall guaranteelaw and order on planets after the Emperors will. TheImperial Navy provides the Army with new forces andtransports whole legions to the battlefields of the Empire.Furthermore the Navy ensures the security of space andrepresents the Empire in the vast emptiness of the universe.

The Imperial Security Bureau is the intelligence and securityorganisation within the Empire. To observe the population ofplanets, keep an eye on resistance movements in theunderground and to control the attitudes of the Imperialpersonnel are the main orders of the ISB. The ISB also hasspecial departments that control the education system onplanets, the media, correspondence and other sources thatinfluence the public attitude. Imperial Intelligence is anothersecret organisation within the Empire. Sometimes the fieldsof work are the same with the ISB but Intel also deals withespionage and analysis.

All four organisations work closely together through a perfectworking system of logistics and communication.

UPHOLDING THE LAW – ENFORCEMENT TROOPSTWO EXECUTIVE ENFORCEMENTSThe Stormtroopers are the elite strike force of the Empire.They support Army and Navy in their missions and areknown as loyal and efficient forces. Although they officiallybelong to the Army they can be as well be found onSpaceships.

The Starfighters enforce law and order in space. They are thepilots and commanders of the feared TIE fighters or transporthigh officers with their Lambada shuttles.

Both, the Stormtroopers and the Starfighters, are theexecutive instruments of the Empire. They undergo a longtraining at the Imperial Academy and gather experience andpractice as apprentices on starships or outposts until they gainthe military rank of a Stormtrooper or Starfighter. Theexecutive forces are the key to the total control of the galaxy.They appear where pure imperial policy does not work. Ifnecessary whole legions of troopers are posted on planets or awhole armada of starfighters is stationed in the orbit of aplanet to maintain a blockade.

THE IMPERIAL ARMY

COME TO THE ARMY – SEE THE GALAXY!This is the slogan that can be read on the posters of therecruitment bureaus of the Empire. Often this propagandaworks with the romantic aspect of the Army. See otherplanets, meet exotic beings, make a career.

The Imperial Army has the order to restore or maintainimperial law on planets and outposts. They are supposed toeliminate any threat to the Empire on any ground. No longerthe Army’s battleground is only the planetary surface. TheArmy has a great amount of troops on every larger imperialvessel to intercept any danger. The Army offers manycareers. Specialists work in spacesuits, AT-AT commanderscommand giant walkers, artillery gives area clearing fire –only a part of the Army really consists of stormtroopers.

On small outposts the Army helps local governors to upholdthe law, to secure endangered environment and to fightsubversive groups. But most of the work of an imperialgarrison is routine action and training.

COMMANDO STRUCTURE OF THEARMY♦ Army Officer♦ Service Uniform: Olive-grey trousers and double-breasted tunic.♦ Battle Dress Uniform: Olive-grey trousers and double-breasted

tunic.♦ Army Subofficer♦ NCO: Possibly similar to the Naval subofficer uniform♦ Armoured Vehicle Crewman♦ Invasion gear: Grey flight-suit overalls.♦ Garrison gear: Grey overalls.♦ Soldier♦ Battle Dress Uniform: Light-grey overalls; Olive grey open blast

helmet; Combat vest armour [optional, in RPG sources]

ORDER OF THE ARMYThe job of the Army is to eliminate any military threat to theEmpire. In consideration of the many threats in the galaxy theArmy has many jobs.

OFFENSIVE ACTIONWhenever a planet refuses to accept imperial law the Army ison the plan. When diplomacy fails, force is necessary to

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guarantee peace in a sector. Usually diplomats try to convincethe leaders of the hostile government to retreat and tosurrender to the Empire. When they refuse to do so onepossible solution is an offensive war. The Army lands its elitetroops first to destroy tactical structures as communicationsystems, anti-air defences, planetary shield generators and themain power supply. After having destroyed the main defencesystem and supply of the enemy, the main troops land to takeover the planet. During the operation the Army is supportedby the Navy that can support the Troops with environmentbombing or strategic missles. Furthermore the Navy keepsenemy ships from escaping and secures the orbit.

GARRISON DUTYAn established garrison often has the function to observe acertain hostile environment or to keep an imperial outpost ona planet for strategic reasons. Garrisons which are considered“highly important” are provided by many Army troops thatkeeps the environment under close observation through scouttroops and eliminate any danger. Most garrisons are likefortresses and the Army is the line of defence of the post.

STARSHIP TROOPERS

Many Army people serve on starships as Starship Troopers.They have the order to serve as “Backhand Forces” and as“Imperial Garrisons”. Furthermore they are onboard tocapture hostile ships in docking maneuvers. Their primeorder is to guarantee immediate action by maintaining theiroffensive vessels like AT walkers or repulsorcraft vehicles.Routine duty means drill action, maintainance of equipmentand minor day to day security jobs for the Navy. Anotherpriority is that the Army is responsible for the security of thevessel of the Navy in the case of defense action. ThereforeArmy officers are often authorized to command Navypersonnel as well.

STORMTROOPERS

The proud of the Army is embodied in the white armouredand masked stormtroopers. They are the best of the best.Special trained elite soldiers who are put under specialcommand for special purposes. Although today thestormtroopers do not belong only to the Army, they havetheir roots there. Every stormtrooper was recruited by theArmy, trained by it and finally released for the specialtraining of the stormtrooper training center.

ORGANISATION OF THE ARMYThe Army is known a the best working organisation in theGalaxy. The logistic is a task for everybody whose job isorganisation. The chain of command is the law, to climb itthe ambition of everybody who chose to work in the Army.

When you need to control and organize a huge organisation,perfect logistics is a must. It is certainly not enough to drop alot of soldiers on a planetary surface and let them seek their

enemy. Every single squad needs perfect organisation, aspecial task and somebody who is responsible for it. Theeducation of the military leaders from Sergeant to GrandAdmiral is very hard and only the best skilled and gifted menmake it to the top. The key words for the organisation of theArmy are Total Control and Responsibility.

The leading officers at the strategy tables need to know everytime about the current position, the status and the situation ofevery single squad involved in a battle. Therefore the chain ofcommand can be followed to the smallest unit to report, thesquad leader, who reports regulary to his platoon leaderwhose job is it to give the information to the leading captainof the company… and so on. This chain of informationmakes it possible to react on every situation that caninfluence a battle, from a hidden sharp shooter to mine fields– the leading officers can react on every situation that isconsidered in the strategic plan of the Admirals.

Responsibility is the key to ambition. A successful leader willbe promoted soon, a unsuccessful leader will loose his rankor life soon. There are key situations when a leader has todecide whether he can cope with the situation during a battleor whether he should inform the next higher officer in thechain of command. An experienced squad leader can decidewhether to infiltrate a building with a supposed sniper in andget the reward for the success or whether the situationrequires support and the HQ should be informed.

During the academic education and the gaining of combatexperience, leader in every position learn fast when to decidethemselves or when to inform the next officer. Many rulesexist and are learned that tell the leader how to react instandard situations but the best rule for a leader is the easiest:Follow the chain of command and your own instincts.

THE IMPORTANCE OF SUPPORT

During a battle it is the soldiers who gain honour, but it takesmore than soldiers to win a war! The organisation of theArmy includes many helping hands, mechanics that maintainthe vehicles, staff that refuels and reloads the weapons,communication officers, medics…

To work efficient during combat the organisation of theArmy has one commanding officer per 8 soldiers and severalmechanics and support staff for every vehicle or largerequipment. Furthermore rather often robots take minorfunctions as repair droids, med. droids, communicationsupport droids, etc.

BATTLE UNITS

SQUADThe Squad is the smallest and most manoeuvrable line unit ofthe Army. A squad usually consists of 8 men and iscommanded by a sergeant. Every man in a squad has aspecial function and a special rank. If the squad leader getskilled, automatically the next soldier in the chain takes over.

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The squad leader is mostly as well the communicationsofficer to hold a connection to the supporting officer at HQ.There are many different specializations of squad teams withdifferences of men and equipment for many differentpurposes. There are demolition teams, sniper squads,Stormtrooper squads and even mechanic squads.

PLATOON

Usually four squads form a platoon. That makes a minimumof 32 soldiers plus extra officers and support staff. Theplatoon is the smallest unit on a tactical scheme developed fora battle. Platoons are furthermore the smallest unit that canrequested fire support by other units like artillery. In practicethe platoon is the most flexible unit in the Army. Thecommanding officer for a platoon is a lieutenant for theorganisation of the platoon and a second lieutenant as hisadjutant. There are many different kinds of platoons:

COMPANYThe Company is the unit of the Army that gets its strategicimportance of its organisational status. The Company is thesmallest structure that can operate completely on its own. Itconsists of a minimum of 4 platoons and can be expanded to8 platoons per Company. In addition it contains all commandelements it requires and enough support personnel andsometimes extra Squads for special services. It is commandedby a Captain who is supported by 4 staff officers (Corporalor Sergeant) and sometimes by two additional Lieutenants.So a company has a minimum of: 5 command officers, atleast 128 soldiers, 24 platoon leading officers, at least 40 mensupport staff and 118 droids.

The number of total men in a company can vary very muchbecause of the function of the Company. Usually everyCompany contains several heavy weapons and ATs. Thereare several specialiszations of Companies. Assault

Companies contain more troops (mostly 4additional assault platoons) than usual,Artillery Companies have up to 32 artilleryguns, Heavy weapons platoons 32 ATwalkers – the exact equipment andorganisation of squads and platoons in acompany is planed before every singlecombat situation by the commanding officerand his adjutants. The standard equipment ofthe troops in a Company is a standard blasterrifle and an armoured vest for the troops anda blaster gun for the officers. The exactequipment and uniform can be found underthe individual rank descriptions.

BATTALIONThe Battalion is the next highest level of thechain of command. A single Battalioncontains 4 to 8 Companies, depending on themission. It contains from 512 (4 companiesà 4 platoons) to 2048 (8 companies à 8platoons) troops, plus command structureand support staff.

The commando level gains more importancehere than the mere firepower. Logistics andCommando are together in a separate HQ,mostly far enough from the battlefield tobecome not involved in the battle. The HQis furthermore supported by an extra securityplatoon and several heavy weapon squads(AT-AT, AT-ST, repulsorcraft, artillery) tosecure no disturbance through enemyactivity. The Battalion is lead by a Majorwho is supported by at least 4 staff officersand 4 lieutenants. Though there are specialformations for a Battalion (ArtilleryBattalion, Assault Battalion, AT Battalion),

Name Group formation Minimum Number of men Special equipmentAssaultplatoon

2 line squads2 heavy weaponssquads

Total : 42• 32 soldiers• 4 communication officers• 1 commanding officer• 1 adjutant• 4 battle support staff

• Special• demolition equipment• gatling lasers• heavy guns

Artilleryplatoon

4 artillery squads Total : 38• 32 soldiers• 4 communication officers• 1 commanding officer• 1 adjutant

• 8 light artillery guns or• 4 heavy or• 4 medium artillery guns

Repulsorcraftplatoon

4 repulsorcraftsquads

Total : 54• 32 soldiers

Commando crew:• 4 communication officers• 1 commanding officer• 1 adjutant• 16 support staff &

technicians

• 4 repulsorcraft vehicles,technicians

ATplatoon

4 heavy vehicles or8 medium or lightvehicles

Total : 34 to 42• 3-4 men crew/vehicle

Commando crew :• 4 communication officers• 1 commanding officer• 1 adjutant• 10 men support and

supply• 3 men/vehicle special

service

• AT-AT• AT-ST• 1 extra command vehicle• 2 extra heavy transporters

for spare parts andresupply

• Up to 50 soldiers can betransported in an AT-AT

Specialmissionsplatoon

special Minimum : 38• 32 soldiers

Commando crew :• 4 communication officers• 1 commanding officer• 1 adjutant

• Special

Scoutplatoon

2 lances à 5 scouts Total : 29• 20 scouts

Commando crew :• 2 communication officers• 1 commanding officer• 6 support staff

• Speeder and technicalsupport station (mostlyinside a command station(see garrison)

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most Battalions are created for all purpose use. To re-form aBattalion usually takes a lot of time because of the manytroops. More often the special requirements of a Battalion areconsidered by putting special Companies under thecommando of a Battalion.

On the Battalion level it is common that Army officers holdclose contact to Navy officers in case to organize support firefor Companies or Platoons.

REGIMENT / LEGION

A Regiment or also called Legion contains of 4 to 8battalions and is lead by a Lieutenant Colonel or a Colonel.The HQ is rarely on the planet were the battle takes place. Itis more likely to be onboard of a Star Destroyer or station inorbit to control the actions on the planet. The commandostructure is similar to that of a battalion but it contains evenmore commanding officers in the chain of command and aneven more complicated logistics. A regiment is alwaysrequired when the activity of the enemy is spread over a widearea. It delegates the battalions to their battlefields andestablishes a strategic warfare. One must imagine that aRegiment can include 16384 fighting troops with walkers,repulsorcraft vehicles, artillery and scouts! And this does notinclude the reserve forces, support staff and logistics. To leada regiment is one of the highest duties a normal officer candream of. The education of the commanding officers is notonly highly academic but also combat experienced. Failure isnot an option for the officers – and paws sacrifices likesquads or whole platoons are calculated for the achievment ofthe great goals for a much bigger victory.

BATTLEGROUPA Battlegroup contains of 4 to 8 regiments and is commandedby a High Colonel with at least 6 staff officers and 4 sub-staff officers. Battlegroups are sent whenever majorresistance has to be broken. Offensive battlegroups aresupported by the Navy, either for transportation, by airsupport or orbital fire support.

CORPS

A Major General leads a Corps. He is supported by 6 staffofficers who have 2 staff officers themselves to organizethings. The Corp contains 4 to 8 Battlegroups and a hugenumber of support staff. A Corps is sent whenever a wholeplanet is supposed to be taken. The perfect organisation of theCorps enables it to fight even stronger enemies with less goodorganisation. Only one Company is stationed for theprotection of the HQ. Furthermore a Corp gets full support bythe Navy. Often the missions of a Corp are as well Navy jobs.

ARMYAn Army consists of 4 to 8 Corps and is commanded by aGeneral. The HQ contains a security company, 6 patrolplatoons and over 200 ISB agents. The army as a unit doesrarely see action, it organises the action of the Corps andreports directly to the Emperor. On an organisation level anArmy has to represent Imperial Law in a sector or sectorgroup.

THE ARMY IN THE GAMEWhen you create an Army group for a game first considerwhether it really makes sense to build up the whole Army foryour game. During a game the PCs will deal more often withSquads or a Platoon. Higher units are very unlikely, though ina game that deals with a major offensive the organisation ofthe troops can be much fun. When the PCs are infiltrating agarrison post on a desolate planet to steal information or blowit up, it is most likely that the whole organisation of the sectorArmy does not matter to the game. It is more likely that thereis a small regiment or only a few platoons protecting theoutpost – depending on its importance for the Empire.

Before you start “throwing” Army groups in the game thinkof the background of the mission. Always consider why theEmpire chose to place an Army group on a planet – and whatseize it needs to secure the fulfilling of the demanded task. Afew squads will not be enough to infiltrate a station, theEmpire likes to outnumber their enemies if possible – but onthe other hand a Battlegroup would be too much afford toprotect an average single outpost.

There are a few points to be considered when you create theArmy for your campaign.♦ What kind of Army group does make sense in the situation of the

game?♦ Are there specialized groups like an artillery platoon or a scout

squad?♦ Why is the chosen unit where it is? What is their prime order?♦ How many “fighting troops” does the mission need? Often mere

technicial squads are required to uphold a station.♦ What kind of equipment does the unit use?♦ What are the commanding officers like?

The last question is very important. When you decide to havean experienced senior officer commanding a platoon he willbe experienced and foresee many weak points of his troops orpost. To him the prime mission has absolute priority!Probably he will even let the enemies escape when he knowsthat a strategic loss is better than a daring pursuit. A youngambitious officer will try to make points by smart action toimpress his superiors and can be a dangerous enemy becauseof unforeseeable actions. He may even ignore his primeorders to the idea to do greater work for the Empire, probablyto catch a rebel leader in contrast to his orders. Ambition canbe very dangerous in the Empire – to its officers and to theenemies of the Empire.

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STORMTROOPERS

COMMANDO STRUCTURE OF THESTORMTROOPERS♦ Stormtrooper Officer♦ Service Uniform: Black trousers and double-breasted tunic.♦ Battle Dress Uniform: Stormtrooper armour and helmet appropriate

to unit and environment.♦ When present, a coloured pauldron at right shoulder indicates rank.♦ Stormtrooper♦ Battle Dress Uniform: Stormtrooper armour and helmet appropriate

to unit and environment. When present, a colourless pauldron atright shoulder indicates rank.

The white armour of the Imperial Stormtroopers stands forthe destructive power of the Empire. It stands for theexecutive force of Imperial law and the outstretching hand ofthe Emperor from little outposts to whole planets. Absoluteeffectiveness and emotionless rational action are the typicalassoziations with the white armoured foot soldiers of theEmpire all over the galaxy. The great power of the Imperialforces is known and feared in the whole galaxy.

The military branch of the Empire devides into 4 mainsections: The Imperial Army, the Imperial Navy ,theImperial Security Bureau and Imperial Intelligence. WhileArmy and Navy are often directly assoziatied with the directenforcement of imperial policy, ISB and Intel are moreconsidered to espionage, secret service and internal affairs.

But any of the 4 branches need executive special forces – thestormtroopers. In contrast to the average imperial soldier intheir light-grey uniforms, the stormtroopers are the eliteforces of the Empire. They are specially trained for any task,and failure is not an option for them. They are equipped forany environment: water, desert, mud, jungle or snow – andthey will follow any orders without questions. They serve bythe thousands in fearsome Legions aboard starships,starbases, outposts and countless worlds.

The Stormtroopers do not only belong either to the Army orthe Navy, they are an separate branch in the Empire’sorganisation. Although they are counted officially to theArmy they do often work outside the safe structure of it.

To work as efficient as possible with as less bureaucracy aspossible, stormtroopers can be put under temporary directcommando of the operation officer. This can either be theArmy, the Navy, ISB or Intel. From time to time, when theImperial policy demands it, this can even be a single civilian(a politician or even a crimelord). This obedience is onlycancelled when a direct order from the Empire (most timesthrough the next highest officer in the chain of command)gives new orders.

While standard stromtroopers are most common, the Empirealso utilise specilised stormtrooper units, includingsnowtroopers, sandtroopers, spacetroopers (or Zero Gtroopers), scout troopers, airtroopers, seatroopers, tunneling

underminders, Magma troopers and Dark troopers. The StormCommandos are highly trained scout troopers who wear blackarmour, while radtroopers work in radiation zones. Thefearsome Dark troopers are so well-equipped that theyconstitute powerful self-contained weapons platforms.Finally, truly elite stormtroopers may be selected to join theEmperor's Royal Guard.

STORMTROOPER OFFICERSThe Stormtrooper Officer is the commanding officer in aStormtrooper squad. He wears either his service uniform withblack trousers and a double-breasted tunic or his combatarmour with a coloured pauldron at his right shoulder thatindicates his rank.

The squad leader is trained in tactics, strategy and warfare.His job is to guarantee to achieve the mission goals and toorganize the soldiers in his group. Before a soldier is giventhe rank of a Stormtrooper Officer, he must have gatheredlong combat experience and undergo tests and training ofloyality and discipline.

ADORED IN THE EMPIRE.FEARED BY THEIR ENEMIES.

TRAINED BY THE ARMY.Slogan on a recruitment poster

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STORMTROOPERS

These strike forces are stationed on all Imperial starships,spacestations and worlds throughout the galaxy, to quelluprisings and enforce theEmperor's will.

A standard stromtrooper wearsa white suit, consisting of 18individual pieces of hardenedplastoidcomposite armour, overa black body glove. These suitshave temperature controls andbuilt-in life-support systems,allowing stormtroopers to bravea wide range of hostileenvironments. The armour alsoprovides limited protection from blaster fire. The helmet ofthe stromtrooper is equipped with polarised lenses,transmitters and sensor arrays. The suit can be sealed so it canhave a self-contained air supply, allowing these units tosurvive in the vacuum of space for brief periods of time.

The utility belt contains emergency batteries, extraammunition, a swingline and other survival gear. On the backof the belt is a thermal detonator with unlabeled code keys toprevent enemies from using stolen ordnance against Imperialforces. Each stromtrooper also carries both a blaster pistoland blaster rifle, and some stormtroopers officers wearcoloured shoulder pads.

SANDTROOPERS

Sandtroopers are a special kind of stormtroopers that isassigned to desert worlds.

On Tatooine, stormtroopers arechallenged by such dangers askrayt dragons and TuskenRaiders. To survive,sandtroopers wear standardstormtrooper armour with aheat-reflective coating and anadvanced temperature-controlled body glove.

The helmet includes a filteredbreathing mask for use duringsandstorms, polarised lenses,

and a built-in comlink.

Sandtroopers carry a long-range comlink in their utility beltsfor emergency use.

Along with the standard issue BlasTech E-11 blaster rifle,sandtroopers utilise a wide range of weapons, includingconcussion grenade launchers and repeating blasters.

PERSONAL DATASPECIES: HUMAN

HEIGHT: VARIES

HOMEWORLD: VARIES

AFFILIATION: IMPERIAL SANDTROOPERS

PERSONAL DATASPECIES: HUMAN

HEIGHT: VARIES

HOMEWORLD: VARIES

AFFILIATION: IMPERIAL STORMTROOPERS

RANKS OF A STORMTROOPER

OFFICERS♦ General♦ Lt. General♦ Major General♦ Brigadier General♦ Colonel♦ Lt. Colonel♦ Major♦ Captain♦ 1st Lieutenant♦ 2nd Lieutenant

ENLISTED♦ Master Sergeant♦ Sergeant♦ Corporal♦ Private

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SNOWTROOPERS

A special forces core inside the Imperial Army. ImperialSnowtroopers are trained to fight and survive on snowcovered worlds. This first-strikeforce is designed to suppressany opposition as quick aspossible and to enable theImperial Navy to land thetroops.

They are special stormtrooperunits that are successful due totheir advanced suits. Thesearmoured suits contain durableheated pants and shirt. Asnowtrooper's helmet includes aface mask with a breath heater. Polarised snow goggles, awrist comlink, and an insulating cape completes the outfit.

The entire suit is powered by a power cell located on thetrooper's backpack. Snowtroopers can service for up to twoweeks in even the harshest frozen worlds or moons.

Snowtroopers carry E-11 blaster rifles as their standardsidearms, but are also trained to usethe E-Web heavyrepeating blasters and other large weapons.

SCOUT TROOPERS

Biker-Scouts are assigned to garrison posts. Their dutyconsists mostly of bike patrols and reconnaissance missions.

Unlike other stormtroopers,scout troopers are equipped toperform missions far form re-supply by Imperial forces. Assuch, their personal transportsare stocked with a survival kitand extra gear. His backpackhas a portable power unit.They are also lightly armoured,allowing them to move quicklythrough most areas. They carryfood supplies, micro profiles

and specialised gear designed for specific mission profilesand terrain.

They are trained to operate independently, but travel insquads, or lances, consisting of four soldiers led by a sergeantcommander. While travelling at dangerous velocities on theirSpeeder bikes, they wear specialised helmets equipped withbuild-in macrobinoclular viewplates and sensor arrays. Thesedevices feed into a small computer capable of instantaneouslyanalysing the surrounding terrainto aid the trooper innavigation.

The Storm Commandos are an elite and highly trained unit ofscout troopers who wear black armour.

PERSONAL DATASPECIES: HUMAN

HEIGHT: VARIES

HOMEWORLD: VARIES

AFFILIATION: IMPERIAL SNOWTROOPERS

PERSONAL DATASPECIES: HUMAN

HEIGHT: VARIES

HOMEWORLD: VARIES

AFFILIATION: IMPERIAL SCOUT TROOPERS

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AQUA TROOPERS

Aqua Troopers are rare special forces which are trained forcombat on worlds covered in water, such as Calmari. Theyare trained in huge water tankson basic camps as well as onwater planets. They wear aflexible light armour like thescout troopers with a oxygentank that contains as well thepower cell pack and thepropulsion system for fastermovement under water. Thesealed helmet containscommunication systems, sensorarray and a macrobinocularviewplate. Instead of thestandard blaster they carry ahigh tech harpoon andunderwater demolition sets.Often they are supported by thepowerful AT-AT swimmers.

The standard mission for theAqua Troopers is to forcehidden underwater bases to dive up by initialisingdemolitions in their hull or to manipulate life support systemsor to prepare the landing of the main troops. When they haveforce the enemy to leave the secure environment surfacetroops take over and infiltrate the bases.

ZERO-G TROOPERS

The Zero-G Troopers or spacetroopers are special forceswithin the elite fighters. They wear a sealed vac-suit that

enables them to work and fightin space. The zero-G-troopersare equipped to disable ships,manipulate satellites, crackstation hulls, enable or disablemines and perform terroristactions.

Whenever a standard dockingoperation on a disabled ship isnot possible the zero-G-troopers serve as well asinfiltration and storm unit.Several modifications of thesuit are possible: Higherarmoured suits for storm units,special tools for technical unitsand individual variations forsquad leaders, demolitionexperts and computerspecialists. The zero-G-

troopers are the highest trained stormtroopers, their trainingincludes not only combat and strategy training but alsoacademic skills like ship design and computer hacking.

PERSONAL DATASPECIES: HUMAN

HEIGHT: VARIES

HOMEWORLD: VARIES

AFFILIATION: IMPERIAL AQUATROOPERS

PERSONAL DATASPECIES: HUMAN

HEIGHT: VARIES

HOMEWORLD: VARIES

AFFILIATION: IMPERIAL ZERO-G TROOPERS

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IMPERIAL ROYAL GUARD

The best elite stormtroopers have a chance to become RoyalGuards, the personal protectors of the Emperor. They receivethe best training and only ahand-picked group of a fewstormtroopers makes it toImperial Royal Guards. Theyare the best trained and loyalstormtroopers, willing to givetheir lives for the Emperorwithout hesitation.

The elite Royal Guard are inconstant presence alongside theEmperor. Although trained inthe use of a number ofweapons, the Royal Guard typically wielded two-meter forcepikes. They also kept heavy blasters and combat armourconcealed beneath their ceremonial robes and were masters ofunarmed combat.

The most elite members of the Royal Guard became ImperialSovereign protectors, who served as Palpatine's personalbodyguards. At least one remained near the Emperor at alltimes. The Sovereign Protectors wore as more ceremonialversion of the Royal Guar's read armour and were taughtminor dark-side techniques by senior Dark Side Adepts in theEmperor's service.

PERSONAL DATASPECIES: UNKNOWN

HEIGHT: VARIES

HOMEWORLD: VARIES

AFFILIATION: SERVE AND PROTECT THE EMPEROR

RANKS OF AN IMPERIAL GUARD♦ Imperial Sovereign Protector♦ Imperial Royal Guard♦ Imperial Guard — Admiral♦ Imperial Guard — General♦ Imperial Guard — Cadet♦ Imperial Guard — Inductee

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THE IMPERIAL NAVYThe Imperial Navy. The darkspace suit of the fighter pilots isassociated with honour andcourage. The TIE fighters,bombers and interceptors are thenotorious vehicles that scareevery pirate who dared to come intheir way. This chapter will dealwith the organisation of the Navy,according to various sources. Butas well a gunner on an ImperialCorvette or a Technician for theHyperdrive of a Star Destroyerbelongs to the Navy.

Because some of the officialsources do differ a little bit(WEG, LA X-Wing, ROTJ) Idecided to combine them in whatI think to be a reasonable systemthat covers most of these sourceswithout contradiction.

COMMANDO STRUCTURE OF THENAVY♦ Naval Officer♦ Grand Admiral, Dress Uniform: White trousers and double-breasted

tunic.♦ Service Uniform: Olive-grey trousers and double-breasted tunic♦ Naval Subofficer♦ NCO: Black trousers and double-breasted tunic.♦ Naval Guard♦ Junior NCO: Black trousers and double-breasted tunic.♦ Naval Guard: Black trousers and single-breasted tunic♦ Gunnery Crewman: Black overalls♦ Technician/Specialist: Light grey overalls.♦ Crewman (sailor): Light grey overalls.

ORDER OF THE NAVYThe main mission of the Navy is to do in space what theArmy does on a planetary surface: To uphold the imperialorder. This means a lot of routine work like the patrollingaround common travel routes, the checking of freighters andstations. This work can be very dangerous, therefore theeducation of the Imperial Navy personnel is challenging andprofessional to train the cadets for every known situation –and belong…

MISSION PROCEDURE

MISSION GOALSA mission is an organized strategic action following a greaterscheme. Every unit involved in a mission gets a missionbriefing before the mission starts. This does not mean thatevery pilot knows about the strategic value of the mission.

Often the pilots only get a briefing about their particularfunction during the mission.

Some missions have various mission goals. Primary missiongoals are the ones that have absolute priority. When they arefulfilled there are secondary mission goals which have lesspriority, and it is up to the leader whether he decides to go forthese goals or whether he decides to return to the mother-ship. Mission goals can change during the mission. When thesituation requires it, the priority of the mission goals can bechanged or set in different order of importance. This is up tothe officer who is responsible for the mission and depends onthe situation which can change immediately during a battle.

LINE

A line is the term for a number of vehicles working togetherin space. This can be from 1 to 20 ships, or even more inmajor offensives.

WAVESThe main tactic of successful warfare is to send the troops outin strategic waves. It is not wise to let the enemy know aboutones resources – so the main tactic of the commandingofficers is to send out as much fighters as necessary, but aslittle as possible. Furthermore often logistics requires sometime to make all fighters ready for take of. The number ofdocking bays is limited on major ships and during defensemodus only a limited number of fighters is readyimmediately. This is the reason why the Empire turned to thestrategy of fighting in waves.

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STANDARD MISSIONS

SPACE SUPERIORITY

During space battles space superiority is one of the mostimportant goals. Reduce the number of enemy fighters andincrease the influence of your own fighters that way. To facethe enemy in this way is the best kind of mission, accordingto many pilots. The Empire is mostly better equipped than itsopponents and the mission goals are easy to fulfil withenough ships and several waves as support.

GROUND SUPPORTGround support can reach from bombardment missions to thesupply of the troops with additional equipment or men.Transports are thereby protetected by fighters during groundsupport missions. Often these missions greatest danger is theanti-air artillery and ground to air rockets that can damage ordestroy the ship.

RECONNAISSANCE

To explore unknown terrain is as well part of thereconnaissance missions as the spying of enemy fleets. Oftenreconnaissance is the key to strategic combat. To knoweverything about ones enemy is the difference betweensuccess and failure. Therefore Intelligence and the ISB isvery interested in reconnaissance missions. These missionsare very dangerous because the pilots of the recon vehicle donot know what expects them and with what enemy they willdeal.

ESCORT

The escort of bigger ships or convoys are some of the mostimportant missions. Although a convoy usually travelswithout being disturbed by rebel scum or pirates, the Empireinsists on the protection of the values they transport. Againthe unexpected enemy is the biggest danger and most attackson convoys start with an ambush that starts to take out theescort.

TRANSPORTTo take goods or people from planet A to planet B is thebasic goal of the transport mission. But bigger transport andshuttles are very clumsy to steer and can not really standagainst the fast space superiority fighters of the rebels. Thetransport pilots have to trust the abilities of the escort pilotsand have to rely on the chosen route for the transport.

NAVY UNITS

LINE TYPES

Standard line: 1 to 20 ships. This is the standard line in theNavy. It may contain one or two major ships (like thecorvette) and some smaller craft to protect it.

Attack line: 3 to 6 ships. Contains of Tie Fighters, Bombersor Boats. The average tactic of an attack line is the 3-ship-formation with one leader and two wingmen. The order iseasy to describe. Attack and destroy or disable all enemycraft.

Heavy attack line: 4 to 8 ships. The ships of a heavy attackline are usually better equipped and have shields. The TIEAdvanced fighter is an example for a heavy attack line. Theirorder is not only to fight enemy ships but to fulfil specialmission goals like spying, disabling or destroying specificships or ship parts.

Pursuit line: 4 to 10 ships. To hunt the enemy down until thelast ship is destroyed is the easy description of the pursuitline. It consists of fast fighters, often equipped with rocket ortorpedo launchers to disable or destroy the enemy at longrange.

Recon line: 2 to 4 ships. These fast and maneuverable shipsin the recon line work together as a perfect team. Recon linesare often little armed but contain better shields additionalsensors, long range communication systems and always ahyperdrive to jump back in the secure hyperspace after themission is fulfilled.

Cover line: 2 to 6 ships. The mission goal of the cover line isto protect a certain vehicle under any circumstances. Mostcover line fighters are standard TIE fighters.

Torpedo line: To deliver their deadly fright to the enemyship is the dangerous mission of a torpedo line. It consists ofeither TIE bombers, Gunboats or Rocket boats. Rarely biggerships like the Dreadnaught are modified to serve as agunboat. The Torpedo mission does not need to destroy theenemy completely. Sometimes Ion Torpedos, or Mag PulseTorpedos are used instead of the standard Proton Torpedo.

Troop line: A troop line always consists of two transports,often supported by a cover line. These two transports fly in atight formation and split only if they are under direct attack.Most transports have little weapons but better shields. Todock on a station or to drop on a planet is the main goal of atroop line.

Star Destroyer: The mighty Star Destroyers are consideredas base line on their own. Usually the S.D. contains thecommanding officers and sends out as many fighters aspossible instead of attacking themselves. The powerful TurboLasers can deal with most enemy major ships and extramodifications like the gravity reactor of the Interdictor classmake the S.D. the most feared star ship in the galaxy.

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SQUADRONA squadron is under Admiral command, and contains14 to 60ships, devided in lines. Many different squadrons arepossible.

A Battle squadron consists of one or two Star Destroyers andseveral support ships like the corvette, frigate or dreadnaugt.Of course the Star Destroyer carries many fighters andbombers and other ships to support the battle mission.

The Light squadron consists of one Star Destroyer or severalsmaller carriers like frigates. Usually it contains standard TIEvehicles and Lambada class shuttles.

The Heavy squadron consists of 2 Star Destroyers and severalsupport ships. The fighters are usually supported byAdvanced Tie lines and Gunboats.

The Bombard squadron contains either one or two StarDestoyers and modified major vehicles like the Dreadnaughtwith additional Torpedo tubes or Turbo Lasers. The Fightersare supported by extra Topedo Gunboats orAttack Transports. Bombard squats to not tryto involve the enemy in direct battle. Themain goal is to destroy or disable the enemy ata secure range with Torpedos while theFighters deal with the enemy fighters.

SYSTEM FORCEThe System force has a minimum of 90 shipsand always 3 Star Destroyers and additionalmajor ships. It is responsible for militaryaction within a system and usually undercommand of an Admiral.

FLEET

The Fleet is available for action within thewhole sector. It contains of 4 system forcesand 6 Star Destroyers. 400 other combatspaceships are available for the FleetCommander.

SECTOR GROUPA High admiral or Moff is in command of aSector Group. The control of a whole sector isthe responsibility of the S.G. It contains of2400 ships, 24 Star Destroyers and 1600 otherships. To command a sector group is thehighest honor for a member of the Navy. Theleaders are chosen by the Emperor himself orby a Grand Admiral instead.

PERSONNEL:STARFIGHTERSThe Starfighters are the space equivalent ofthe Stormtroopers. What the trooper is on the

planetary battlefield, the Starfighter is in space.

The education of the Starfighter is long and hard. Thetraining contains not only flying skills, but as well tactics andformations, strategy, mechanics, astrogation, computeroperation, surviving on different planet forms and teamaction.

Again there is a wide variation of Starfighters. They arespecialized in different vessels and the possible tacticalmaneuvers of these vehicles. So is a TIE Advanced Pilottrained in aggressive interception maneuvers and the usage ofdifferent weapon systems while a Transporter pilot isspecialized in docking maneuvers under worst circumstancesand evasive actions.

Furthermore the Starfighters require a rich demand of supplyand logistics. Part of the Starfighters are as well techniciansand communications officers.

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FIGHTER PILOT

The sealed black space-suit is the trademark of the FighterPilots. It contains a life support system in the case that thepilot must leave the fighter.Most Imperial Fighters do nothave deflector shields but highmaneuverability. The advantageis at hand: the production of asingle craft is cheaper and thebasic tactic is to outnumber theenemy with ongoing waves offighters. Therefore the Fighterpilots are skilled in manystandard maneuvers to evadebeing hit by the enemy. Teamaction is considered to giveanother factor of safety for the pilots. If a pilot must leave hisvessel in the case of emergency, he is trained to remain calmand wait until he is re-collected by rescue-teams after thebattle.

Therefore Fighter Pilots are trained in both the physical andpsychological conditions. Again total obedience is the primedirective. Only 10%of the pilots succeed to complete thetraining and are enlisted into the Imperial Navy. Part of theirtraining is to learn and realise that the mission is far moreimportant than any other concerns. The safety of a wingmanor even self-preservation only the second directive.

Fighter pilots realise that they are expendable, which is signenough of their intelligence. But they are trained to comeover personal interests and to take pride in their role as one ofthe most important facets of the Imperial war machine.

STARFIGHTER PILOT

In contrast to the Fighter Pilots, the Starfighter Pilots do notwear sealed suits. Their ships are mostly equipped with shieldgenerators and often with a life-pod and therefore the sealedsuit is not necessary. The main vessels of Starfighter Pilotsare Lambada shuttles, rocket boats and assault boats.

In battle their mission is mostly to follow a tactical primeorder, e.g. to “deliver” a squadron of Stormtroopers in adocking operation. Therefore they are oftern considered as aprimary target in the enemies target computers – a fact thatmakes them pride. Although their crafts are often inferior tothe enemy fighters, they are mostly protected by a few TIEFighters.

The psychological training of the Starfighter Pilot contains tolearn to trust the team action and to keep calm in strategicmissions.

PERSONAL DATASPECIES: HUMAN

HEIGHT: VARIES

HOMEWORLD: VARIES

AFFILIATION: IMPERIAL TIE-FIGHTER PILOT

PERSONAL DATASPECIES: HUMAN

HEIGHT: VARIES

HOMEWORLD: VARIES

AFFILIATION: IMPERIAL STARFIGHTER PILOT

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PILOT OFFICER

The Pilot Officer wears a service uniform with olive-grey orblack trousers. The Pilots Officer has to co-ordinate theforces during the attack, control the mission goals and keepcontact to the crew of any involved ship. Furthermore he hasto modify, change or keep the strategy in the mission.Therefore the Pilots Officers are trained in logistics, tacticsand strategy.

To keep in contact with the Naval Command and theStarfighter Pilots is the main function of the PO. Before theiracademic education every PO was a Starfighter Pilot for atleast a term or two. During their education they learned aboutthe necessity of communication and logistics during militarymissions. The job of a PO is connected with highresponsibility because of the privilege to give direct orders tothe involved pilots. Wrong decisions which cost lives andmaterial are often punished hard.

Pilot Officers are responsible for at least 1 squadron,consisting of a minimum of 3 ship, a leader and 2 wingmen.Often POs are found at a communication station on a capitalship to guarantee the optimal network of communicationbetween POs and Naval Officers. But they can as well be ona Starfighter, involved directly in the battle if the missiondemands a PO there.

STARFIGHTER NCO

The Starfighter Subofficer (NCO – Non-commanding-officer) is the link in the chain of command between the non-commanding-ranks and the commanding officers. He wearsblack trousers and a double-breasted tunic.

A typical position of a NCO is on the commando chair of ashuttle, holding communication to the PO on the capital ship.In this case the NCO would be responsible for the directorders for the Starfighter Pilot and his wingmen. Althoughthe NCO is supposed to simply repeat the orders of the PO hehas a very strategic position. Often he becomes thecommanding officer, when the PO is either dead or thecommunication system fails. His position enables him tojudge the tactical situation often better then the PO. Thereforenew POs often trust the judgement of an experienced NCO.

PERSONAL DATASPECIES: HUMAN

HEIGHT: VARIES

HOMEWORLD: VARIES

AFFILIATION: IMPERIAL PILOT OFFICER

PERSONAL DATASPECIES: HUMAN

HEIGHT: VARIES

HOMEWORLD: VARIES

AFFILIATION: IMPERIAL STARFIGHTER NCO

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TECHNICIAN/SPECIALIST

The Technicians/Specialists wear light grey overalls andblack caps. Their job is to support the pilots and vessels ofthe Starfighters. Technicians are considered to do the basicmaintainance, refuelling and reloading. Specialists are (as thename says) specialized in certain working-fields ascommunication systems, weapon computers, hydraulics, hullintegrity, etc.

Technicians and Specialists are usually organized in teamsresponsible for a certain number of vessels in a hangar. In thisteam a leading specialist is responsible for the work of histeam. During their education, T&S specialize on certain craftsand working-fields.

During a battle T&S are responsible for re-fuelling andreloading, as well as fast repairs of incoming fighters. Manymissions require a good working T&S team to guarantee theoptimal supply necessary to complete a strategic mission.

IMPERIAL SECURITY BUREAU• ISB Officer [service uniform] : Cream-white double-

breasted tunic and black trousers.

IMPERIAL INTELLIGENCE• Ubiqtorate Official [service uniform] : Red tunic and

trousers, Black belt, Black boots.

• Police Liason Officer [service uniform] : Black tunic;colour of trousers is unknown. Black boots.

A table of ranks for the military forces, includinginsignata, can be found in the appendix.

PERSONAL DATASPECIES: HUMAN

HEIGHT: VARIES

HOMEWORLD: VARIES

AFFILIATION: IMPERIAL TECHNICIAN/SPECIALIST

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THE SITH – PROPHETS OF THEIR LORD

ON THE SITHThe Sith are an old culture that has its roots 100,000 yearsbefore Star Wars A New Hope. Today they are assoziatedwith hate, fear and arbitrary terror. Figures like Darth Vaderand Darth Maul created the dark picture of the Sith. The longhistory of the Sith from foundation to the internal struggle istold in a separate chapter later in this book.

Their power is what makes a Sith a strong ally. The Emperoruses them to demonstrate the power of the dark side – apower that is finally represented by the Emperor himself. TheSith are the counterpart of the Jedi – and they seek to destroythem!

SPECIAL STATUS OF THE SITHThe loyal servants of the Emperor are given a special statuswithin the Empire. The Emperor is sure that he can trust theSith completely - and he is right. Before he gives a Sith acommando he tests in person his loyality. He studies hisapprentices and educates them in the Force and they have tolearn to trust their hate and their basic instincts. During thetraining the loyality of the apprentice is tested again andagain – and finally the Emperor decides whether the Sith isworth his trust or whether he should better be killed. Only afaithful and loyal Sith gains the Emperor’s confidence andgets in commando of any troops.

Although not every Sith has a military rank, they are often incommand of the most powerful star destroyers or mostimportant bases. They do not have the military education like

the Grand Admirals or the Grand Moffs, but their intuitionand their fearlessness makes them the brothers of mind of theEmperor. Their effectiveness is notorious and their cruelty isknown all over the galaxy. The usual status of a Sith is righthand to the Emperor himself, they are the prophets of theirLord and will fulfil his word! Usually Sith commanders areon special missions which are considered very important bythe Emperor and which must not fail! Often an experiencedcommanding officer is given under direct command of theSith-Lord to support him during the mission. After themission the Sith returns to the Emperor to report to himpersonally and to be trained, tested and observed again andagain…

THE LORDThe rank or status of a Sith is the title Lord. This title showseverybody in the Empire that he deals with Sith who has notonly the extraordinary powers of the Force, but also theEmperor’s faith. Most Lords are cruel leaders, often with asadistic tendency who are willing to serve the Emperor underany conditions.

THE POWER OF THE DARK SIDEThe Sith are like the Jedi in possession of the Force. Theyhave unimaginable power – the power of the dark side. Adetailed chapter on GURPS Force rules is given in theGURPS SW sourcebook. Besides the psionic power of theForce, many Sith-Lords are well trained fighters and martialartists. The basic attributes for a Sith is cunning,overconfidence, sadism, intolerance and bloodlust.

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THE EXECUTIVE – ENFORCEMENT OF CURRENT LAW

LAW AND ORDER – THENECESSITY OF ENFORCEMENTWhat good is law when you do not have the means to keep itup? The Empire has come up with many different weapons tomaintain the order in the galaxy. From blasters, over TIEfighters to the Death Stars – the Empire developed theequipment for their soldiers to guarantee the security of theirforces.

VEHICLES OF THE EMPIREThe executive forces (Stormtroopers and Starfighters) of theEmpire need soldiers, equipment and war-machines toenforce the will of the Emperor. Because of the differenthostile environments one finds on the endless planets of thegalaxy the design of the vehicles has to fullfill therequirements of any possible task. There are vehicles foralmost every purpose: the high maneuverability of the all-terrain-Walkers for planetary missions or the Interdictor classStar Destroyers with their huge gravity generators to forceenemy ships out of hyperspace.

Weapon tables for the different weapon systems described inthis chapter are given in the SW sourcebook. Furthermorethis chapter will include only a few of the many differentvehicles the Empire uses. It contains only the major vehicles,the most common ships and will not describe subgroups ofdifferent classes or modifications. To offer more vehicles ofthe SW universe we work at the TECHNICAL MANUAL -which is so far still under development.

WALKERSThe concept of the military walker was developed to create avehicle that can operate in almost every environment. Thename of these vehicles contains “all terrain”, and this is thebasic idea of the military walker. Walkers can handleextremely variable terrain with many obstacles – where thefaster standard repulsorlift vehicle is not flexible enough.

The flexibility of a walker enables the troops to deal withevery environment, even locations where repulsorcraft do notwork because of unusual gratitational or magnetic conditions.There are many different designs of walkers for any purposes.From heavy armoured personnel carriers to smaller highmobile guns. Only the big resources of the Empire make theconstruction of these expensive vehicles in endless numberspossible.

The disadvantage of the use of military walkers is that theirseize is their weak point. The heavier armoured and largerthey are, the easier they are to discover on open terrain.

Therefore calculation of the armour, energy shields andweapon systems as well as the formation of several walkersand the strategy of the mission is very important. On the otherhand walkers have a very detailed view of the battlefield andown an arsenal of powerful weapons and high-tech sensorsystems to shoot and destroy every target they discover.

The standard military walkers are the AT-AT and the AT-ST.Of course there are many other designs, as mentioned before,but this chapter contains only the two standard militarywalkers. A technical manual is in development, where morevehicles can be found.

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AT-ST IMPERIAL WALKER

Ihe AT-ST is a relatively lightweightvehicle and a vital component of theImperial ground forces due to its speed,manoeuvrability and precise weaponry.Each scout walkeris manned by a pilotand gunner, who enter the command podvia a small hatch on the topside of thearmoured module.

The scout walker issued to protect andsupport the ground troops and guard theflank and vulnerable under belly of the AT-AT walkers. AnAT-ST can also employ the sharp claws on each foot to slicethrough barricades and other obstacles.

Unfortunately the scout walker has several limitations, thevehicle's gyro balance system is highly susceptible todamage, and its thin legs have difficulty navigating steepterrain. Thus enemy troops have found methods of topplingthe AT-ST by using hidden trenches and other traps aimed atthe legs.

AT-AT IMPERIAL WALKER

In designing it's primary groundassault vehicles, the Empire

knew that fear and superstitionwould play a big part indestroying the moral of thosewho might oppose it's groundforces. To this end, Palpatineapproved a series of vehicles thatresembled, more than anything else, massive beasts thatdwarfed any repulsor lifts of crawlers in use by the worlds ofthe Old Republic. Awesome when on the move, shaking theground with each step, these walkers in stilled fear into eventhe most hardened enemy troops.

The Imperial All Terrain Armoured Transport (AT-AT) is aformidable battle field vehicle. Assembled at the Kuat DriveYards to exacting specifications, the AT-AT is the lagers ofthe walkers designs, and can preform equally well in desert,forest or snow conditions. Controlled by pilots in the forward"head" section of the vehicle, this impressive metal monstermoves along at a rapid and unstoppable rate towards it'starget, crushing any thing and everything in its path beneathits massive durasteel feet. The great height from which it iscontrolled allows the AT-AT crew to see over obstacles thatmight hamper other vehicles, such as trees or the lowbuildings that would be encountered during urban battlesituations. The AT-AT's head section is connected to themain body by a flexible armoured tunnel resembling a neck,and this flexibility permits the control cockpit to swing fromside to side and up and down as if the beast were peeringaround for its victims

The standard crew consists of an AT-AT Commander, a pilotand a co-pilot, who is primarily responsible for weapons.Two fixed heavy laser cannons, targeted via head movement,are mounted beneath the "chin" area of the control head. Onthe cockpit's sides are mounted steerable medium blasters thatcan be brought to bear by computer-aided targeting. Thisallows the AT-AT to fire in multiple directions, at multipletargets, at once.

AT-AT walkers load and drop the troops they carry by"kneeling" to allow the use of a ramp in the main body. Inthis way, battle ready stormtroopers "hit the ground running,weapons drawn, initially shielded from enemy fire by themassive bulk of the walker above and around them. Side-mounted hatches allow personnel to enter or exit the vehiclevia the boarding ramps of imperial landing platforms.

TECHNICAL DATAIMPERIAL ALL TERRAIN SCOUT TRANSPORT WALKER

• Height : 8.6 meters• Speed: 90 kph over even terrain• Crew: 1 pilot, 1 gunner• Cargo: 200 kilograms assorted cargo• Weapons: 1 twin blaster cannon, 1 light blaster cannon, 1

concussion grenade launcher, 2 durasteel feet with claws• Armour: Durasteel alloy armoured hull

TECHNICAL DATAIMPERIAL ALL TERRAIN ARMOURED TRANSPORT

• Height : 16.0 meters• Speed: 60 kph over even terrain• Crew: 3• Troops : 40• Weapons: 2 Heavy Laser cannons, 2 fire-linked medium blasters

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IMPERIAL STARSHIPS

THE TIE TWIN ION ENGINE CRAFTThe Twin Ion Engine Craft is the major design of theImperial Starfighters. Their high maneuverability andflexibility makes them a fearful enemy. The highly-skilledpilots are trained in many different standard maneuvers andformations.

Although most of them are only poorly armoured and only afew are provided with deflector shields the main strategy ofthe empire was generally successful. The first generation ofTIE-fighters followed the strategy to outnumber the enemywith many cheap and maneuverable fighters instead ofcounting on a few highly armoured and very expensivestarships which lack the maneuvabality of the TIE. Thisstrategy was based on the fact that the Empire had anuncountable amount of pilots. The clone-wars made itpossible to re-create the most skilled and best trained pilots incloning chambers and in combination with the cheapproduction of the first generation of TIE fighters they madean all-deadly combination.

The following data on Imperial Ships are available:

SIENAR FLEET SYSTEMS TIE FIGHTER (TIE)Designation: Short Range FighterEra: Galactic EmpireIn Use By: EmpireLength: 20’8” / 6,3 meterCrew: 1pilotPassengers: NoneCargo Capacity: 65 kilogramsConsumables: 2 daysMax. Speed: +20%Combat Speed: 95 MGLTAcceleration/Deceleration: 20MGLT/secSpeed Rating/Acceleration: 45Gs/Mach 26Atmosphere:652m/hrHyperdrive Class: NonePD/DR (No Shields – Hull): 4/450HT/HP: 10/900MR/SR: 3.5/6Weapon System:

1x Double Light Laser Cannon(Single SFS DL-s1 Double Laser Cannon)

Standard Combat Warhead Payload: NoneSpecial Design Features: NoneCost: N/A

(Not normally for sale but costs 50,000 Credits)

Description: The original T.I.E. Fighter was built byRepublic Sienar Systems for the Old Republic. When the OldRepublic collapsed, Republic Sienar Systems was renamedSienar Fleet Systems. The company was ordered to redesignthe old T.I.E. into a starfighter made specifically for theEmpire's use. The TIE Fighter was the result, a starfighter,which outclassed every other ship it's size during its period ofproduction.

Later, the Empire decided to order an improved TIE Fighter,which has resulted in the mass produced TIE/ln Starfighterline.

Name of the Ship Class informationDesignation: Use of the shipEra: Time when being usedIn Use By: Political Party that uses the shipLength: In feet and/or metersCrew: Average crewPassengers: Troops, passengers or prisonersCargo Capacity: In metric valueConsumables: Time of the life support in average useMax. Speed: The speed that the vehicle can go when

turning all energy sources to the craftsengines

Combat Speed: /mrate Average standard speed to attack andmaneuver (see Ships in the Game). Mrateis the number of turns the vehicle needs toperform a 45° turn on the hex grid

Acceleration/ Deceleration: Speed in MGLT for performanceSpeed Rating/Acceleration: Speed in Gs for realistic combatAtmosphere: Some vehicles can fly in atmosphere.

Speed given in M/phHyperdrive Class: Hyperdrive class (see GURPS SW,1st ed.)PD/DR (No Shields – Hull): Passive Defense / Hull armorHT/HP: Health / Hit PointsWeapon System Weapon systems on board (see Weapons

table for further info)Standard Combat WarheadPayload:

Some vehicles can carry missiles ortorpedos

Special Design Features: Special Equipment, devicesCost: Normally not available… to comeDescription: What does the craft look like?

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SIENAR FLEET SYSTEMS TIE LINE FIGHTER

(TIE/LN)Designation: Short Range Line FighterEra: Galactic EmpireIn Use By: EmpireLength: 20’ 8” / 6.3 meterCrew: 1 pilotPassengers: NoneCargo Capacity: 65 kilogramsConsumables: 2 daysMax. Speed: +20%Combat Speed: 100 MGLTAcceleration/Deceleration: 20 MGLT / 5 secSpeed Rating/Acceleration: 50Gs / Mach 29Atmosphere: 745 m/hrHyperdrive Class: NonePD/DR (No Shields – Hull): 4/450

(Titanium hull with Quadanium Steel armored Solar Panels)HT/HP: 10/900Weapon System:

2x Light Lasers(Dual SFS L-s1.1 Laser Cannon)

Standard Combat Warhead Payload: NoneSpecial Design Features: NoneCost: N/A

(Not normally for sale but costs 60,000 Credits)

Description: If there is any ship that can be described as thebackbone of the Empire, it is the Tie/ln Fighter. The Tie/lnwas originally designed to take the place of the aging TieFighter. The fighter is extremely fast and maneuverable, andwas the best fighter of its time, as it could best a Y-wing andZ-95 in most engagements. Like all Ties, the ship is designedand built with only Sienar Fleet Systems components. Theship is considered a short-range fighter, and it requires anearby base of operations to refuel.

The X-wing starfighter was the first fighter to best the Tie/ln.This has caused to major changes in the empire. The firstmajor change was the change in tactics when engaging X-wing fighters. When facing X-wings, the Empire will engagethe crafts with no less than three Ties to one X-wing. TheSecond change is the heavy replacement of the Tie/ln by theTie interceptor, but because of the vast amount of Tie/ln inservice, the interceptor will never completely retire thefighter.

SIENAR FLEET SYSTEMS TIE/ININTERCEPTOR/FIGHTER

Designation: Short Range Superiority FighterEra: Galactic EmpireIn Use By: EmpireLength: 21’8” / 6.6 meterCrew: 1pilotPassengers: NoneCargo Capacity: 75 kilogramsConsumables: 2 daysMax. Speed: +25%Combat Speed: 111 MGLTAcceleration/Deceleration: 21MGLT/secSpeed Rating/Acceleration: 55Gs/Mach 32Atmosphere: 725 m/hrHyperdrive Class: NonePD/DR (No Shields – Hull): 4/500HT/HP: 10/1000Weapon System:

4x Medium Laser Cannons(Quad SFS L-s9.3 Laser Cannons)

Standard Combat Warhead Payload: 4x Missiles(Concussion Missiles, optional)

Special Design Features: NoneCost: N/A

(Not normally for sale but costs 100,000 Credits)

Description: The TIE/ln was introduced to the Imperial fleetabout two months after the battle of Yavin, and within theyear the interceptor was a common sight in the galaxy. Thisfast and maneuverable fighter was designed to replace theoriginal, aging Tie/ln Fighter. The Interceptor is 11% fasterthan the Tie/ln fighter, and has a more durable hull. The solarpanels have been elongated, and have been designed with cutouts in the wings for pilot visibility. The Interceptorsfirepower and fire control software, accuracy, are comparableto the X-Wing. These Ties effectiveness improvedtremendously, when Admiral Zaarin ordered shieldgenerators to be installed for his campaign against theImperial Fleet. After the conflict, it became common to seeshield generators on these effective fighters. Although theshields are relatively weak, they provide much neededprotection to the fighter and the pilot inside.

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SIENAR FLEET SYSTEMS TIE BOMBER

(TIE/BM)Designation: Light Short Range BomberEra: Galactic EmpireIn Use By: EmpireLength: 7.80 metersCrew: 1Passengers: NoneCargo Capacity: 75 kg;

(15000 kg in the bomb bay)Consumables: 2 daysMax. Speed: +20%Combat Speed: 80 MGLTAcceleration/Deceleration: 13MGLT/secSpeed Rating/Acceleration: 40Gs/Mach 24Atmosphere: 528 m/hrHyperdrive Class: NonePD/DR (No Shields – Hull): 4/1400

(Titanium hull with Quadanium Steel armored Solar Panels)HT/HP: 10/2800MR/SR: 3.5/6Weapon System:

2 Light Laser Cannons(Dual SFS L-s1 Laser Cannons)

Additionally, add one of :2 Concussion Missile Launchers

(Two SFS M-s3 Concussion Missile Launchers)2 Proton Torpedo Launchers

(Two SFS T-s5 Proton Torpedo Launchers)

It can also be fitted with space bomb launchers or orbital minelaunchers

Standard Combat Warhead Payload: 8 Proton TorpedoesSpecial Design Features: NoneCost: N/A

(Not normally for sale but costs 90,000 Credits)

Description: The Tie Bomber was developed to replace theT.I.E./gt Bomber about 3 years before the battle of Yavin. Itfeatured a double-hull capable of carrying a lethal load ofwarheads, orbital mines, or free-falling thermal detonators. Itofficially replaced the T.I.E./gt, after a gradual two yearreplacement program was completed and soon became theprimary space bomber of the Imperial Fleet. The T.I.E./Bmexcels at surgical placement of ordinance, and selectivelydestroying military targets, while leaving surroundingcommercial or other assets untouched. It's small size andspeed enables it to slip past defense perimeters and eliminatetargets before the enemy even realizes it is even there. Aswith the Interceptor, Admiral Zaarin implemented upgradeson the fighters, which included the placement of shieldgenerators on the craft, during his attack on the ImperialFleet.

SIENAR FLEET SYSTEMS TIE

RECONNAISSANCE FIGHTER (TIE/RC)Designation: Short Range Reconnaissance FighterEra: Galactic EmpireIn Use By: EmpireLength: 20’8”Crew: 1 pilotPassengers: NoneCargo Capacity: 65 kilogramsConsumables: 2 daysMax. Speed: +25%Combat Speed: 90 MGLTAcceleration/Deceleration: 21MGLT/secSpeed Rating/Acceleration: 50Gs/Mach 29Atmosphere: 745 m/hrHyperdrive Class: NonePD/DR (No Shields – Hull): 4/450HT/HP: 10/900Weapon System:

1 Light Laser Cannon(Single SFS L-s1.1 Laser Cannon)

Standard Combat Warhead Payload: NoneSpecial Design Features: Advanced Sensors, Sensor RangeCost: N/A

(Not normally for sale but costs 80,000 Credits)

Description: The Tie/rc is a short-range reconnaissancefighter that has the basic frame and design as the Tie/ln. Thefighters sensor systems are upgraded with additional sensorsand communications equipment for the purpose of short-range reconnaissance.

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SIENAR FLEET SYSTEMS TIE DEFENDER

(TIE/DF) FIGHTERDesignation: Space Superiority StarfighterIn Use By: EmpireEra: Galactic EmpireLength: 27’3”Crew: 1 pilotPassengers: NoneCargo Capacity: 100 kilogramsConsumables: 1 weekMax. Speed: +30%Combat Speed: 144 MGLTAcceleration/Deceleration: 21MGLT/secSpeed Rating/Acceleration: 77.5Gs/Mach 46Atmosphere: 1180 m/hrHyperdrive Class: x1, Hyperdrive Backup of x15PD/DR (Shields): 8/2100

(Forward/Rear projecting Novaldex Shields)PD/DR (No Shields): 4/1000HT/HP: 10/2000Weapon System:

4x Medium Laser Cannons(Quad SFS L-s9.3 Laser Cannons)

2x Light Ion Cannons(Dual Borstel NK-3 Ion Cannons)

2x General Purpose Warhead Launchers(Dual SFS M-g-2 General Purpose Launchers)

Standard Combat Warhead Payload: 8 Missiles(Concussion Missiles)

Special Design Features: NoneCost: ?

Description: The Tie Defender is an advanced form of TieFighter that employs an arsenal of weaponry and shields.Designed by the traitorous Admiral Zaarin, the fighter is fast,complete with a hyperdrive, and heavily armed. This designis capable of engaging several opponents at once with deadlyresults. The fighter is close to 10 meters long and has thebent wing design similar to a Tie Interceptors, but it has threewings. The fighter is propelled by the newer P-sz9 7 twin ionengine and is equipped with a Novaldex shield generators.The TIE Defender was produced at a cost of over 300,000credits per fighter - about five times the cost of a TIE/ln.This, plus the political upheaval created by the Battle ofEndor and the fact that it had an aft blind spot created by thewing placement, led to the demise of the TIE Defender as awidely-accepted starfighter.

THE PHANTOM TIEDesignation: Space Superiority StarfighterIn Use By: EmpireEra: Galactic EmpireLength: 27’3” / 14,3 meterCrew: 2 pilotsPassengers: None (?)Cargo Capacity: 1 metric tonConsumables: 1 weekMax. Speed: +30%Combat Speed: 145 MGLTAcceleration/Deceleration: 30MGLT/secSpeed Rating/Acceleration: 77.5Gs/Mach 46Atmosphere: 1180 m/hrHyperdrive Class: x1, Hyperdrive Backup of x15PD/DR (Shields): 8/2100

(Forward/Rear projecting Novaldex Shields)PD/DR (No Shields): 4/1000HT/HP: 10/2000MR/SR: 4.5/6Weapon System:

4x Medium Laser Cannons(Quad SFS L-s9.3 Laser Cannons)

2x Light Ion Cannons(Dual Borstel NK-3 Ion Cannons)

2x General Purpose Warhead Launchers(Dual SFS M-g-2 General Purpose Launchers)

Standard Combat Warhead Payload: 8 Missiles(Concussion Missiles)

Special Design Features: Cloaking deviceCost: ?

Description: After Admiral Zaarin's attempt to cloaked aCorrilian Corvette in his Vorknkx project, all efforts weresubmitted to the cloaking of small star fighter craft. Theproject was under the command of Admiral Zonn. He wasable to modify a B83 assault fighter with a cloaking device.The code name for this craft became the Phantom TIEfighter.Prototypes weretested near the planet Dreighton.When preliminary tests were completed, Lord Vader tookcontrol of the project and ordered the full scale production ofthe Phantom. A cloaked factory was constructed on the planetEmdar Alpha. Unfortunately the rebels destroyed the factorybefore the Utilisation of the craft. The project has not beenrestarted. But the blue prints for the phantomfighter are stillon Coruscant and are available for members of the Emperor'sInner Circle.

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BOAT CLASS CRAFT

ASSAULT GUNBOATDesignation: Assault GunboatEra: Galactic EmpireIn Use By: EmpireLength: 15 meterCrew: 1Passengers: -Cargo Capacity: 50 kgConsumables: 1 weekMax. Speed: +20%Combat Speed: 90 MGLTAcceleration/Deceleration: 20 MGLT/secSpeed Rating/Acceleration: 45Gs/Mach 26Atmosphere: 652 mphHyperdrive Class: x1PD/DR (Shields): 4/2100PD/DR (No Shields – Hull): 2/1400HT/HP: 2800Weapon System:

2x Laser cannons(Taim & Bak KX5, single fire or fire-linked)

2x Concussion Missiles Launchers(SFS M-s3 * missiles each)

2x Ion Cannons(Borstel NK-3, single fire or fire-linked, in third wing)

Special Design Features: noneCost: ?

Description: The Assault Gunboat was build by Incom whoalso made the Lambda class shuttle. It was a craft withhyperdrive technology and excellent shields, but is had poorspeed and manoeuvrability. The Gunboat was equipped withioncannons, because it's main purpose was to disable enemycraft.

THE MISSILE BOATDesignation: BombardmentEra: Galactic EmpireIn Use By: EmpireLength: 15mCrew: 1Cargo Capacity: 40 kgConsumables: 1 weekMax. Speed: specialCombat Speed: 122 MGLTAcceleration/Deceleration: 21MGLT/secSpeed Rating/Acceleration: 125 MGLT top speed

(x2 in SLAM MODE)Atmosphere: 652 mphHyperdrive Class: x1PD/DR (Shields): 8/2500PD/DR (No Shields – Hull): 4/950HT/HP: 10/1900Weapon System:

1x Laser cannons(SfS L-s9.3)

4x Concussion Missiles Launchers(SFS M-s3 missiles each)

Standard Combat Warhead Payload: N/ASpecial Design Features: Sub-Light-Acceleration Motor

(SLAM System)

Description: The Missile boat was build to counter the TIEDefenders who were send against the Empire by AdmiralZaarin. The Missile boat had an incredible amount of missileson board and was equipped with a tractor beam to hold theTIE Defenders and than in a few seconds a missile could befired and so ensuring a quick death for the fast TIEDefenders. The Missile boat also had SLAM system onboard, which drained laser power but doubled the speed ofthe craft. So it was able to out run a Defender any time. Ifonly more Missile boat's survived the battle against AdmiralZaarin they could have made a difference at the battle atEndor and prevent the destruction of the Empire.

The Gamma Class XM-1 Missile Boat is an extremelymaneuverable and fast fighter. Speed can be increased by upto 200% by a revolutionary engine technology developed bythe Empire called the SLAM system or Sub-LightAcceleration Motor. Simply put, they operate by drawingimmense amounts of energy from the laser cannons to theengines. Since the Missile Boat had only one laser cannon,this energy didn't last very long, but it allowed the fighter toachieve speeds in excess of 244 MGLT.

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TRANSPORT SHIPSCORRELIAN CORVETTE

Designation: CR90 Corvette(Transport / Blockade Runner)

Era: Galactic EmpireIn Use By: Many

(Multi purpose transport)Length: 153 meterCrew: 30-165 (8 officers, 38-157 enlisted)Passengers: 600Cargo Capacity: 3k metric tonsConsumables: 1 yearMax. Speed: 35 MGLTCombat Speed: 22 MGLT, 2 mrateAcceleration/Deceleration: 4 MGLT/secHyperdrive Class: x2PD/DR (Shields): 8/8400PD/DR (No Shields – Hull): 4/19740HT/HP: 50/39480Weapon System:

6x Tain & Bak H9 dual turbolasersStandard Combat Warhead Payload: N/ASpecial Design Features: 2 to 4 decks with crew's quarters,bridge, computer bay, lounge, cargo, 2 docking ports in thecenter of the corvetteCost: ?

Description: The Corellian Corvette (CR90 or BlockadeRunner) is one of the most versatile spacecraft in use of theRebels and Imperial forces. It can cover a wide range of usesfrom troop transport to cargo ship to passenger carrier. Unlikemost vessels, which are highly specialised in function, thecorvette is so easily converted to varying tasks that it is foundthroughout the galaxy. Many of these reliable craft are in useby the Rebel forces. Since the ship is also very popular in theprivate sector, the forces of the Empire have always haddifficulty identifying the Rebel ships among those in use.Many of the members of the Imperial Senate used corvettesas diplomatic couriers before the disbanding of the Senate byPalpatine, and since that time, most of their ships have beensold to private corporations. As a transport vessel, thecorvette can be modified to carry a wide variety of cargomodule types within it's great internal holds. left intact, theseholds can easily carry bulk cargo such as grain, water or othervitally needed, life-sustaining supplies. Compartmentalisedatmospheric, pressure and temperature conditions for other,more perishable materials, such as sensitive fuels. Dependingupon the value of its cargo and the wealth of it's owner, acorvette may be either lightly or heavily armed and eithervery slow or very fast. Several hardpoint locations built intothe outer hull allow for a wide variety of weapons types andconfigurations, but most corvettes are armed with standarddual turbolasers. Most of the more heavily armed variantsserve as pirate vessels, with their added shielding equipment

and weapons pods normally concealed beneath shutter-platesthat make the craft appear harmless to both visual and casual

inspection.

When utilised as a passenger ship, thecorvette can be outfitted with quarters ofany comfort level from standard to first-class. Several private transport companiesprovide paid-passenger flights between theworlds they service, giving the averagecitizens the option of comfortable interplanetary travel even though he or she may

not own his or her own spacecraft. Much of the planetarycolonisation that has taken place during the past 40 Years wasmade possible in large part by the versatility of the corvette,aboard which settlers could transport not only themselves butfarm equipment, livestock and building materials, as well.Fewer and fewer of these craft are being produced each year,due to diminishing demand. The corvette is being slowlyreplaced as newer, faster vessels come into use across knownspace. It has served long and very well, and has become asentimental favourite of many of those in the spaceflightindustry. It will be decades before the remaining corvettes arephased out due to wear and the development of newtechnologies, but in the meantime this workhorse class ofstarships should remain both widespread and reliable.

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LANDING BOATDesignation: Landing CraftEra: Galactic EmpireIn Use By: EmpireLength: 38 meterCrew: 1 Pilot, 1 co-pilot, 3gunnersPassengers: 54Cargo Capacity: 1 recon speederbike, and either 54 soldiers, 12 repeating blasters, and 6speeder bikes; 36 speeder bikes and 12 compact assaultvehicles; or up to 180 metric tons of cargoConsumables: 1 monthMax. Speed: 100 MGLTCombat Speed: 78 MGLTAcceleration/Deceleration: 15MGLT/secHyperdrive Class: x1PD/DR (Shields): 8/2650PD/DR (No Shields – Hull): 4/14000HT/HP: 28000Weapon System:

8x laser cannons2x concussion missile launchers1x ion cannon2x repeating blasters

Description: This Sentinel-class landing craft, which isderived from the Lamda-class Imperial shuttle wasintroduced shortly before the battle of Yavin and became themain troop transport used by the Empire. The craft is fast andmanoeuvrable despite its heavy amour plating and the severaldevastating weapons it is carrying. This craft can transport 6Storm Trooper squads to a combat area, and when convertedto carry supplies to the garrisons it can contain 36 speederbikes or twelve assault vehicles. The Sentinel-class transportrely on three gunners and a precise targeting system to clearthe landing areas. After deploying troops or cargo in to heavycombat areas, most of the shuttles remain in the area toprovide cover fire for Imperials engaged in combat.

LAMBADA SHUTTLE CRAFTDesignation: Personnel TransportEra: Galactic EmpireIn Use By: EmpireLength: 20 meterCrew: 2-4Passengers: 20Cargo Capacity: 120 metric tonsConsumables: 2 monthMax. Speed: 100MGLTCombat Speed: 67 MGLTAcceleration/Deceleration: 18MGLT/secHyperdrive Class: x1PD/DR (Shields): 8/2100PD/DR (No Shields – Hull): 4/1250HT/HP: 2500Weapon System:

10x Taim and Bak KX5 laser cannons(8 forward, 2 aft)

Description: Based loosely upon the tri-wing symmetry ofIncom's T-16 skyhopper, the standard Imperial shuttle hasbecome a mainstay of imperial governmental transportation.The vessel's unusually strong defensive shielding made it afavourite of Palpatine's who usually travelled alone in aluxuriously-appointed private shuttle dedicated to his useonly. While the shuttle is generallybest suited to space travel,atmospheric flight is made more stable by the ship's threehuge wings surfaces. While the large center wing is fixed andstatic, the port and starboard wings must be raised to avertical position for landing. This feature makes the Imperialshuttle quite graceful during takeoffs and landings. Boardingand debarkation take place via a long, telescoping ramp thatextends from the lower forward fuselage, just beneath thecockpit. An unusual feature of the Lambada-class shuttle isits twin-gear landing system. A forward, third landing legwas made unnecessary by the shuttle's extremely heavypower core and hyperspace motivator unit, which ridesquarely atop the ship's legwells. The great energiesgenerated by the vessel's power plant allow it's highnumberof weapons emplacements, making the shuttle quitformidable when attacked. Rotating twin laser turrets on theleading edge of each lower wing give the ship a variety ofpossible firing arcs, and cannon emplacements affixed facingfore and aft provide secondary firepower.

The labda-class played a vital role in the Rebel attack duringthe Battle of Endor. An Imperial shuttle, launched from theMon Calamari flagship, was used by the Rebel forces in orderto gain access to the Imperial power field generator on theplanet's surface. Using an intercepted entry code, the shuttleTydirium made it's way safely through the Imperial defencessurrounding the planet and successfully landed only a fewkilometers from the intensely-guarded power station. Thenext day, General Han Solo and his troops breached thesecurity of the generator station and destroyed it, leaving theorbiting Death Star open to attack by Rebel forces.

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CAPITAL SHIPSIMPERIAL STAR DESTROYER

IMPERATOR CLASSModel: Imperator I Class Star DestroyerEra: Galactic EmpireManufacturer: Kuat DriveYardsDesignation: Capital StarshipLength: 2,000 metersCrew: 37,085, 275gunnersTroops: 9,700Cargo Capacity: 36k metric tonsConsumables: 6 yearsHyperdrive Multiplier: x2Max.Speed: 15 MGLTCombat Speed: 10 MGLT/ 4mrateAcceleration/Deceleration: 1 MGLT/secPD/DR (Shields): 8/101280PD/DR (No Shields – Hull): 4/249920HT/HP: 100/499840Weapons:

60x Turbolaser Batteries60x Ion Cannons10x Tractor Beam Projectors

Onboard Craft:72x TIE Series Fighters 5x Alpha Class XG-1 Star Wings15x Delta Class Dx-9 or Dx-9s Transports 8x Lambda Class T-4a Shuttles 1x Gamma Class Assault Shuttle 1x TIE Shuttle Craft.

Description: Also known throughout the galaxy as theEmperor's capital ships, Imperial Star Destroyers provide themain military might of the Empire. Built by command ofPalpatine at a rate that forced all normal safety precautions tobe discarded, these vessels served to establish the primaryfoothold of the Emperor's rule. This ship is the classic StarDestroyer. Later modifications allowed the STDS to carrymore troops, special equipment or additional technicalimprovements.

These colossal, wedge-shaped behemoths, bristling withturbo weapons and carrying entire TIE squadrons withinthem, each possess more firepower then the entire planetaryforce of most worlds, and can reduce a planet surface tosmoking debris in a matter of hours. An Imperial StarDestroyer, typically 1.6 kilometers in length, is equipped with60 turbolasers emplacements and 60 ion cannon batteries.Each turbolaser is a supercharged beam weapon that uses asmall laser to excite its main component system to fire. Aturbolaser's beam is hotter and more intense then that of anordinary blaster cannon, and it's discharge muzzle reachessuch high temperatures that three separate cryogenic cooling

systems are necessary to keep the weapons within safethermal limits. The vessel's ion cannons, similar to those mostoften found as a part af planetary defensive systems, give theStar Destroyer the ability to neutralise the energy systems of

other vessels as an aid to captureand boarding.

A Star Destroyer also carriesthree TIE fighter squadrons forperimeter defence andreconnaissance, two TIEinterceptor squadrons, one TIEbomber squadron, eight Imperialshuttles, a full stormtrooperdivision and 15 stormtroopertransports, building materials,

landing barges, scouts, field artillery weapons, both AT-ATand AT-ST walker groups (for ground assault missions),special ablative heat shield for orbital drops, assault gunboats,repair vessels, deep-space probes and probe droids, 10 tractorbeam projectors, defensive shields, and sophisticated sensorand communications arrays.

The vessel's upper command tower with its characteristictwin shield generators serves as the brain of the ship. Themain bridge, located in then center of the tower's forwardface, features large viewports which provide a spectacularview of space beyond and of the massive forward hull. Asthey do in many Imperial vessels, flight data officers,tracking systems specialists and combat supervisors work insunken data pits that line the room's floor.

The ventral side of the Imperial Star Destroyer features twolaunch bays, both along the vessel's centerline. The largest ofthese is of sufficient size to allow the docking/capture of anyvessel at or below the dimensions of a Corellian Corvette (orBlockade Runner, as it is sometimes called). From this samebay, the ship's TIE squadrons and probes are launched aswell, dropping from holding racks along the wide, verticalshaft that reaches well into the main body of the ship.

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IMPERATOR II CLASS STAR DESTROYERManufacturer: Kuat Drive YardsDesignation: Capital StarshipLength: 2,000 metersCrew: 37,085Troops: 9,700Cargo Capacity: 36,000 metric tonsConsumables: 6 yearsHyperdrive Multiplier: x1Speed: 10 MGLTHull PD/DR: 4/249920HT/HP: 100/499840PD/DR (Shields): 8/122688Weapons:

50x Heavy Turbolaser Batteries50x Heavy Turbolaser Cannons20x Ion Cannons and 10 Tractor Beam Projectors

Onboard Craft:72x TIE Series Fighters 5x Alpha Class XG-1 Star Wings15x Delta Class Dx-9 or Dx-9s Transports 8x Lambda Class T-4a Shuttles 1x Gamma Class Assault Shuttle 1x TIE Shuttle Craft.

Description: Since the introduction of the Imperator I ClassStar Destroyer, an improved version has begun to see action.It is the Imperator II Class Star Destroyer, featuring increasedshielding, firepower and faster hyperdrive.

IMPERATOR III CLASS STAR DESTROYERModel: Imperator III Class Star DestroyerEra: Galactic EmpireManufacturer: Kuat Drive YardsDesignation: Capital StarshipLength: 2,000 metersCrew: 5,268Troops: 10,000Cargo Capacity: 40,000 metric tonsConsumables: 7 yearsHyperdrive Multiplier: x2Max.Speed: 20 MGLTCombat Speed: 12 MGLT/ 4mrateAcceleration/Deceleration: 1 MGLT/secPD/DR (Shields): 8/143136PD/DR (No Shields – Hull): 4/249920HT/HP: 100/499840Weapons:

36x Double Turbolaser Cannons30x Turbolaser Batteries20x Heavy Turbolaser Cannons50x Ion Cannons10x Tractor Beam Projectors 6x Concussion Missile Tubes

Onboard Craft:72x TIE Series Fighters12x A-9 Vigilance 5x Alpha Class XG-1 Star Wings15x Delta Class Dx-9 or Dx-9s Transports 8x Lambda Class T-4a Shuttles 1x Gamma Class Assault Shuttle 1x TIE Shuttle Craft.

Description: Development of this new class of StarDestroyer took place on a secret planet by Kuat Drive Yards.The Imperator III Class ship is built from the Imperator IClass design, with several key modifications. Much of theship's systems is automated, reducing the crew requirementsdown to 5,005, with 263 gunners.

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NEBULA B FRIGATEDesignation: Heavy Attack FrigateEra: Galactic EmpireIn Use By: EmpireLength: 300 metersCrew: 850 (77 officers, 773 enlisted)Cargo Capacity: 6000 metric tonsConsumables: 2 yearsMax. Speed: 20MGLTCombat Speed: 16 MGLT /3mrtAcceleration/Deceleration: 4MGLT/turnHyperdrive Class: x2PD/DR (Shields): 8/20352PD/DR (No Shields – Hull): 4/47040HT/HP: 50/94080Weapon System:

6x Taim & Bak XI-7 turbolasers8x Borstel RH8 Lasers cannons

Description:

DREADNAUGHTDesignation: Warship and EscortEra: Galactic Empire, Old RepublicIn Use By: EmpireLength: 600 MetersCrew: 16,000 crew, 3000 Standard troops, 1 SquadronCargo Capacity: 9000 metric tonsConsumables: 2 yearsMax. Speed:Combat Speed: 12/ 2 mrateAcceleration/ Deceleration: 3 MGLT/turnHyperdrive Class: x2PD/DR (Shields): 8/ 40704PD/DR (No Shields – Hull): 4/116160HT/HP: 50/232320Weapon System:

20x Heavy Turbolaser Cannons10x Quad Turbolaser Cannons

Special Design Features: Transmission tower antennas

Description: Before the Clone Wars shook the galaxy, theDreadnaught-class heavy cruiser was the largest warship topatrol the space lines. It was the backbone of the OldRepublic fleet, the warship that kept the galaxy safe and thespace lanes open. By the time the Star Destroyer wasintroduced, the Dreadnaught was relegated to a smaller, lessprestigous role in the Imperial Navy.

The Dreadnaught suffered from significant problems, evenwhen new. It was slow, hampered by inefficient powergenerators, which also resaulted in weak shield projection,low fire power, and computer systems subject to frequentsurges. Add to this that the vessel needed a massive crewcomplement to keep it runnung, and it is easy to see why itwasn't long before the Old Republic military was looking fora replacement.

The Dreadnaughts used by the OT military factions havebeen massively upgraded, with new power and weaponssystems. Korribun Ship Technnologies has taken advantageof all the recent advances in power system, computer, shield ,and weapons technologies to upgrade the Dreadnaught.

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INTERDICTOR CLASS CRUISERManufacturer: Sienar Fleet SystemsDesignation: Immobiliser/Capital StarshipLength: 598 metersCrew: 2,807Troops: 80Cargo Capacity: 5,500 metric tonsConsumables: 1.2 yearsHyperdrive Multiplier: x2Hyperdrive Backup: x8Max. Speed: 12 MGLTCombat Speed: 8 MGLT/ 2 mrateAcceleration/ Deceleration: 3 MGLT/turnPD/DR (Shields): 8/ 47488PD/DR (No Shields – Hull): 4/100800HT/HP: 50/201600Special Features: Four Gravity Well ProjectorsWeapons:

20x Quad Laser Cannons 4x Gravity Well Projectors

Onboard Craft:12x TIE Series Fighters 4x Light Transports

Description: Our esteemed engineers have come up with yetanother way to defeat the Rebel Alliance fools who boast ofthe hyperspace capabilities of their starfighters. With thedevelopment of the gravity well projector, we were just asingle step away from creating a new weapon in the fightagainst the rabble.

Using the gravity well technology, Sienar Fleet Systems hadcreated the Interdictor or "Immobilizer 418" Cruiser whoseprimary purpose is to set up an artificial gravity well in battlezones and high security areas. The gravity well serves twopurposes.

First, it appears as a large gravitational body to anyhyperdrive system. This prevents a ship from jumping intothe vicinity of the gravity well. The Interdictor Cruiser isdesigned to be placed near engagement areas or areas ofpotential conflict. It will stay outside the battle zones and setup the gravity well as required by circumstances.

Second, any ships already in the hyperspace that pass withinthe gravity well's field will be drawn immediately intorealspace. Thus, the Interdictor Cruiser can help set upambush zones by locating in known hyperspace corridors,forcing Rebel, pirate or smuggler craft to reenter realspacewhere our battle fleets can engage them.

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SUPER STAR DESTROYERDesignation: Base Attack line BattleshipEra: Galactic EmpireIn Use By: EmpireLength: 16500mCrew: 619376Passengers: 83838 troopsCargo Capacity: 5551563 metric tonsConsumables: 6 yearsMax. Speed: 10Combat Speed: 4 –8 MGLT /5 mrateAcceleration/Deceleration: 0.5 MGLT/turnHyperdrive Class: x2PD/DR (Shields): 8/Variable

(from 127800 to 2044800 depending on location)PD/DR (No Shields – Hull): 4/Variable

(from 312400 to 502830 depending on location)HT/HP: 200/Variable

(from 624800 to 10056640)Weapon System:

250x Turbolaser Batteries250x Heavy Turbolaser Batteries250x Concussion Missile Tubes250x Ion Cannons 40x Tractor Beam Emplacements 25x AT-AT Walkers 50x AT-ST Walkers 6x TIE Advanced Squadrons 2x TIE Bomber Squadrons 4x TIE Interceptor Squadrons 20x Lambda Class Shuttles 75x Stormtrooper Transports

Description: The first of the Super Star Destroyers, theExecuter, was built for Lord Darth Vader as his personalflagship. More than four times the length of a standard StarDestroyer, the colossal Executer was the largest vessel inspace, with the sole exception of the Death Star itself. TheShields and HT points can not be given exactly because thishuge warship could be still full functioning with wholesections being destroyed.

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DEATH STARDesignation: Deep-space mobile battle stationEra: Galactic EmpireIn Use By: EmpireLength: Diameter: 120,000 meters

(equivalent to a class IV moon. Interior has 84 levels of 1.428meters each with 357 sublevels of four meters each)

PD/DR (Shields): special extern shielding necessaryPD/DR (No Shields – Hull): 4/ specialHT/HP: specialWeapon System:

5000x Turbolasers5000x heavy turbolasers2500x laser cannons2500x Ion cannons 1x super laser

Description: Even with his enormous Imperial space fleet inplace, Palpatine felt that there was a certain lack of"respect"(and fear) for his rule among the worlds of theformer Rebel public. Wanting to remedy the situation, hecalled upon the brightest of his spacecraft designers anddemanded a vessel more magnificent and more powerful thanany that had ever been in space before. His single demandwas that the new battle fortress have the ability to destroy anentire planet with one quick, massive stroke, against whichthere could be no planetary defence.

The Imperial code name for the project became Death Star. Anew, frighteningly powerful super laser system was created,one which required an energy supply so huge that itdemanded, intensive, an artificial planetoid to house it. AllImperial estimates showed that a single blast from the DeathStar cannon would equal thecombined fire power of the entireImperial fleet.

At the true equator of the stationwas a deep trench, encircling theDeath Star like as straight,endless canyon some 376kilometers in length. Here werehoused the station's primaryhanger bays, drive thrusters, heatexhausts, primary sensor arraysand tractor beam systems. Liningthis trench were thousands ofturbolasers turrets for defenceagainst starfighter attack.

At 120 kilometers in diameter,the first Death Star was the singlelargest object ever built. Itsofficers and crew served within aself-sustaining world, completewith leisure resources and privateliving communities. Parks,shopping centers and

entertainment establishments were provided for those aboardthe station, for their terms of service were generally toaverage six years with no outside shore leave. The operationof the Death Star required a full crew of 774,576, overseen bya staff of 27,048 officers. In addition to this, 378,685 supportand maintenance personnel were necessary. Security aboardthe station was maintained by a force of more than 25,000stormtroopers.

In addition to the humanoid crew of the station, the DeathStar had a support "crew" of more than 400,000 droids. Theserobotic servants range from sophisticated R2 units to "mouse"droids and fill a variety of roles, including: protocol, medicalassistance, domestic service, local transportation andsanitation.

The station's surface was covered with hundreds of thousandsof "city sprawls," manned stationdedicated primarily todefence. Here were found the majority of the Death Star'sshield projectors and communications arrays. While theinterior decks of the station were designed and built withartificial gravity dedicated to the poles, The personnel of theouter surface sprawls were provided gravity of a planetarynature.

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WEAPONS FOR SPACECRAFTThe following list is taken from the GURPS SWSOURCEBOOK and is created by Francis Martel. It containsall the weapons the deadly fighters of the Empire generallyuses. The GURPS BASIC set should be used as reference ifquestions occur concerning the contents of the table or thecalculations of damage and other rules…

When calculating damage, consider that the number inbrackets is the Armor divisor – DR of the enemy ship isdivided by this number!

Weapons for spaceships and vehicles:

MISSILE AND PROJECTILEWEAPONS

PROTON TORPEDOES LAUNCHERS (PTL)The PTL is the basic launcher system for the popular ProtonTorpedoes. It consists of a mechanical launch tube that ejectsthe torpedo from the tube at supersonic speeds (when firing inatmosphere, a sonic bang can be heard each time the weaponis fired). Once free of the tube, the Torpedo operates on itsown.

PROTON TORPEDOES (PTORP)The PTORP is an energy, single-shot weapon. The protontorpedo contains its own power source, which allows it tosustain the required speed (supersonic) and firepower toattack its target. The PTORP is catapulted out of the launchtube and ignites its own thrusters once cleared of the firingtube. The PTORP carries enough fuel to travel up to 30,000yards in atmosphere. In space, maximum distance isunlimited, as the PTORP will continue on its vector evenonce its fuel is depleted. The explosive charge on the PTORPis made of a mix of protons and anti-protons that are synchedto react together in stasis. Once the stasis is broken (due to

impact), the protons and anti-protons mix and thus create asmall controlled anti-matter explosion.

MISSILE LAUNCHERS (MSL)The MSL is the most common weapon available, principallydue to its low cost. It is the basic launcher system for thecheap and common concussion missiles sold across thegalaxy. It consists of a mechanical launch tube that keeps themissile idle until needed. It does not eject or fire the missileper say, but simply holds it and guides it for launch. MostMSL are equipped with laser or neutrino guidance systems toassist the CMIS in acquiring targets. Once free of the tube,the CMIS operates with its own fuel, thrusters, targeting-radar and directional systems.

CONCUSSION MISSILES (CMIS)The CMIS, along with its launcher, is the most commonweapon available and that principally due to its low reloadcost. It is a basic solid-fuel propelled explosive warhead(HEADPS). Most CMIS are equipped with laser or neutrinoguidance systems to assist them in acquiring targets. Theinformation is usually fed to the CMIS by its parent MSL.Once free of the tube, the CMIS operates with its own fuel,thrusters, targeting-radar and directional systems.

BLASTER (SPACE-BASED)Blaster weapons all function in a similar way. The basicprinciple behind blaster technology is the plasma charge. Theweapon uses its energy to heat a small amount of nitrogen(extracted from the atmosphere or from a small tank built intothe weapon) into a semi-plasma state (gases at very hightemperatures). The weapon then draws energy from thepower cell to produce and emit a low-yield, charged particlefield to support the semi-plasma state of the nitrogen. This“packet” of plasma is expelled from the weapon along thecarrier particle field.

The overall effect gives the illusion that a “bolt” oforange/red energy is expelled from the barrel of the weapon.Because of the coldness of deep space, space-based blasters

Weapon Malf Type DMG SS Acc 1/2D Max Wt. Vol. Rof Kw LC CostPTL Ver. 250 6 1 15 3 25,000PTORP Ver. A/M 6dx200(10) 11 16 30,000 35 1 3 5,000MSL Crit. 200 4 2 1 2 6000CMIS Crit. Exp. 6dx100 15 16 9,000 15 0.5 2 650SBC Crit. Cr 6dx100 30 28 16,500 55,000 150 3 3 1000 1 35,000SHBC Crit. Cr. 6dx200 30 28 22,000 70,000 300 6 2 2000 2 75,000SRBC Crit. Cr. 6dx80 30 28 14,000 32,000 600 15 12 4500 2 50,000LLC Ver. Imp. 6dx50(2) 30 28 21,350 64,000 750 15 2 1500 3 75,000MLC Ver. Imp. 6dx100(2) 30 28 220,000 660,000 1,500 30 1 2000 4 100,000LRLC Ver. Imp. 6dx200(2) 30 28 624,000 1,872,000 2,200 50 1 3000 4 200,000STBL Ver. Imp. 6dx500(2) 30 28 952,000 2,856,000 8,000 200 2 5000 4 1,500,000TBL Ver. Imp. 6dx1000(2) 30 28 4,550,000 13,650,000 20,000 400 1 15,000 5 5,000,000LTBL Ver. Imp. 6dx3000(2) 30 28 12,600,000 40,000,000 115,000 2,200 ½ 60,000 5 50,000,000GLC Crit. Imp. 6dx50(2) 30 28 20,400 61,200 450 10 8 5,000 1 120,000LIC Crit. Spcl Spcl. 20 16 50,000 450 9 2 500 1 200,000IC Crit. Spcl. Spcl. 20 16 100,000 1200 24 1 1000 2 600,000EG Crit. Spcl. Spcl. 30 20 200,000 2500 50 1 3000 3 1,000,000

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appear less efficient than their atmosphere-based cousins.This is due to the fact that the extreme temperature of deepspace causes the semi-plasma state to loose heat (and thuspower) rapidly. The end result is that space-based blasters donot provide anti-armor penetrating power. Because the boltlooses temperature rapidly it will only generates surfacedamage (crushing) rather than penetration damage(impaling).

SPACE BLASTER CANNONS (SBC)The SBC is the smallest blaster available for space ships. Itprovides low-yield firepower and is used mainly as adeterrent or defensive weapon.

SPACE HEAVY BLASTER CANNONS (SHBC)This heavier version of the SBC provides added firepowerthrough a larger energy output. It is still limited like any otherspace-based blasters and is mostly relegated to support ordefensive fire.

SPACE REPEATER BLASTER CANNONS

(SRBC)The SRBC is a favored weapon by most merchant captains asit provides gatling strength firepower against targets. It isoften found in a defensive role against infantry and/or space-suited troops.

LASER CANONS (SPACE-BASED)Most laser weapons function in the same way. LASER is anacronym for Light Amplification by Stimulated Emission ofRadiation. The weapons fire a stream of high-energy x-raysjacketed in an ionized particle field, creating the visual effectof a bolt rather than an invisible beam of radiations like anormal laser. Because of their high power yield, lasers doimpaling damage. They are designed to penetrate armor andto keep on going once the target is breached. Direct hitdamage from a laser weapon will often result in explosivedecompression of the damaged ship section.

LIGHT LASER CANNONS (LLC)The LLC is the main weapon of choice for most small craftsin space today. It provides a decent yield of damage, whileremaining light and affordable enough.

MEDIUM LASER CANNONS (MLC)MLCs are the larger brothers of the LLC. Found mostly inmilitary vessels or on larger civilian ships, the MLC operateson a balanced design of good firepower and sensible energyconsumption. Although it is a somewhat bulky weapon, itsfirepower compensates for its largish size.

LARGE LASER CANNONS (LRLC)The LRLCs are the top of the laser canons family. They areconsidered heavy weapons and generate a high amount offirepower. The LRLCs are found mostly on military ships assecondary weapons.

GATLING LASER CANNONS (GLC)The GLC is better known by its more common name of“Quad Laser”. That name comes from the fact that the GLCis equipped with 4 barrels, each able to fire 2 shots perseconds, giving the weapon its overall Rof of 8. The “Quad”is a favored weapon among civilian merchant ships, as itprovides great firepower in both offensive and defensiveroles, especially when used in anti-aircraft barrages.

LASER BATTERIES (TURBOLASERS)Turbolasers are basically very powerful laser canonsoperating in “boosted” or gatling modes. The principleremains the same as with regular lasers, except thatTurbolasers will use more power and concentrate the beamsomewhat more than the regular canons. The end result is aweapon that provides increased firepower, but at a greaterenergy consumption costs and at a greater size (due to addedcooling and amplification gear).

Another facet of Turbolasers versus canons difference is inthe turbo crew requirements. While a laser canon may befired automatically from a single gunner emplacement,Turbolasers require a crew to man and fire the gun. STBLrequires a crew of 3, TBL a crew of 5 and LTBL a crew of 8.

SMALL TURBOLASERS BATTERIES (STBL)The smallest of the three members of the Turbolaser family,the STBL (often dubbed Killer Baby) provides greatfirepower (over twice that of the LRLC) in both offensive anddefensive roles. The STBL is the weapon of choice on manymilitary patrol crafts such as Corellian Corvettes.

TURBOLASER BATTERIES (TBL)The most common heavy weapon in space, the TBL equipsmost military vessels as the main gun type. The TBL is apowerful weapon, able to shot down and destroy most typesof aerospace fighters with a single salvo. Its heavy firepoweralso makes it the weapon of choice in such roles as navalwarfare (heavy ship against heavy ship) and siege warfare.

LARGE TURBOLASER (LTBL)The largest weapon available for naval ships, the LTBL isfeared by most ship captains and pilots. Able to destroy manysmall ships with a single shot of its powerful barrels, theLTBL is found mostly on capital warship such as MonCalamari cruisers and Imperial Star Destroyers.

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DISRUPTION (EMP) WEAPONSDisruption weapons are among the most common type ofweapons found on civilian vessels. Mainly a defensiveweapon, EMP guns are used to disable, rather than destroy,the opponent. The principle is rather simple and as beenknown for tens of thousands of years: The gun fires a bolt ofionized energy (photons or electrons) at a target in order tocreate an EMP pulse and thus disrupt the target’s electronicsand avionics.

If the bolt hits a target, the craft must make an HT role ortake the appropriate effect. LIC attacks will make the roll atHT -3 (using size modifier as a bonus) or have 1d6electronic-based systems disabled for HT turns. IC will rollat HT-7 (using size modifier as a bonus) or have 2d6electronic-based systems disabled for HT turns. EGs will rollat HT-12 (using size modifier as a bonus) or have 3d6electronic-based systems disabled for HT turns.

LIGHT ION CANONS (LIC)The smallest EMP gun available on the ship’s market, theLIC provides a good protection-to-cost ratio to its owner.Easy to maintain and not requiring any gunner (can be firedby a dedicated computer), it is a perfect buy for smalloperators or single-crew ships like the T-38s.

ION CANNONS (IC)A common design, the Ion canon is just a larger version ofthe LIC. It provides greater disabling power, but at a greatercost. It is mostly used aboard medium-sized ships orplanetary patrol boats.

EMP GUN (EG)The largest pulse weapon available, the EMP gun is mostlyused on large military vessels as a capture system, inconjunction with tractor beams.

ARMOR & SHIELDSConverting the vehicle stats given by LucasArts sources washard work. For those who are interested how I did it I willpublish the conversion key here. Probably you want toconvert other vehicles, too and need a conversion that workswith the GURPS system.

TRANSLATION TABLES

TRANSLATING HULL STATSLucas Arts DR Hit Points1 to 75 RU Multiply by 100 DR x2

76 to 1000 RU Multiply by 105 DR x21001 to .... RU Multiply by 110 DR x2

TRANSLATING SHIELDSLucas Arts DR of Shield

1 to 350 SBD Multiply by 21351 to 2500 SBD Multiply by 21,2Over 2501 SBD Multiply by 21,3

ARMORMost armor available for spaceships will be manufactured ofhigh-tech composite materials. Because of the dangersinherent to space travel, current regulations forbid the use ofcertain types of armor plating that might be considered a riskto navigation.

All armor is considered to be somewhat ablative and requiresmaintenance on a regular basis (mostly due to the rigors ofspace travels like meteorites and other space dustsencounters). As a rule of thumb, figure that a refit (cost of15% of the armor value and requiring about 1hr per 100DR)is required after every 20 trips.

DEFLECTOR SHIELDSThe basic of any line of defense against attack for ships,installations and many planets, the Deflector Shieldrepresents a deflective protection rather than a blockingprotection (like the force screens). Deflector Shields alwaysoffer a constant degree of protection, and are not affected bythe amount of attacks they deflect.

FORCE SCREENSAll force screens are considered variable (according toGURPS Vehicles 2nd ed.) and can be combined with theDeflector Shields option. All Force Screens (Providing DR)are ablative and will loose 1DR per 10 points worth ofdamage received. Under normal use, shields will regeneratedamages done at a rate of 10DR per rounds. The shield willneed refitting if reduced to 0 DR. Crew engineers canaccomplish this in dry dock or on the fly if the ship isequipped with a workshop. In both cases, dismantling of theshield generator unit is required, thus withdrawing anydefenses from that particular side. All shields and screens arelegality class 1.

(Example #1: a DR2000 shield receives 300 points ofdamage. It resists, but looses 30DR, becoming aDR1970 shield. On the next round, it regenerates up toDR1980, if no more damage is done. Example #2: aDR850 shield receives 1000 points of damage. It doesresists some but let 150 points of damage go through todamage to spacecraft. Also, that shield looses 85 pointsof DR and becomes a DR765 Shield. On its next round,it will regenerate up to DR775).

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SPACESHIPS IN THE GAMESpace battle – the ultimate experience for every gamer! Wedo remember the awesome starship battles in the SW moviesor the games! But how can one play a fast battle withoutbeing bored by playing every single second or being nervedby the complex calculations of real battles...?

Semi-realism is the key word. SW is a space opera –therefore realistic battle rules are not necessary. We like tohear ships explode or like fast and high maneuverablespaceships. Well, decide yourself whether you like thefollowing or whether you prefer to play the great rules by SJgames. The following rules are not in contrast to SJ games –in contrary they are a useful interpretation of existing rules…

2 DIMENSIONAL GAME VSVECTOR CALCULATIONSSpace has 3 dimensions: length, wide and height. That makesa lot of difficulties for the gamer, how experienced he mightbe! Vector calculations are complex and always need a lot oftime and some calculators. This is the reason why we decidedto play on a board like a table top game. The 3. dimensionheight is not considered but can be kept in mind when 2vehicles cross. When 2 vehicle cross determine how closethey come and let the players make a roll against piloting (+/-penalty or bonus for every 0.5 meters they are in danger tocollide) whether they have contact or not. See the rules inGURPS Vehicles, 2nd edition fordetails.

For our SW space combat simplyuse a map with hexes where youcan place counters for theinvolved vehicles. All movementsare considered to be 2dimensional to make it easier toplay fast and fair. This rule doesnot interfer with the individualadvantages or disadvantages ofthe spaceships because everycraft obeys the same rules.

MGLT, G-FORCEOR MP/H ?Again reality vs. game fun. In thereal universe G-forces are theonly law. Speed does not matter,but acceleration. There are verygood rules already written inseveral GURPS books.

But why do the SW vehicles have an attack speed or in thegame a maximum speed? Because it is easier to play. We willrely on two interpretations of speed and decide yourself whatyou prefer in your game. The first speed term is MGLT andthe other mp/h. MGLT is the speed unit used in the X-Winggames by Lucas Arts, mp/h, well look at your car!

Of course every vehicle has a certain acceleration anddeceleration that determines how fast the craft can reach thespeed the pilot intends to achieve. The Attack speedexpresses how fast a vehicle can go to perform a 45° turn inone game round. Larger vessels probably need more than oneround to do that. This is indicated by a number in bracketsafter the max. speed or attack speed. Max. speed: 200MGLT(2) means that the craft has a maximum speed of 200MGLTsbut needs 2 turns to perform a 45° turn.

SPEED VECTORThe speed vector shows where the vehicle will be at thebeginning of the next turn. This “simulates” physical law inthe universe. You can not decide to move a vehicle arbitrary.The speed vector is always in relation to the acc./dec abilityof the vehicle and to the current speed. This shows why A-Wings are more maneuverable than a Star Destroyer – theycan increase speed faster or slow down faster than a STDS.See the graphic below to understand. The example is given inthe MGLT system, but it does as well work in mp/h system.

Position A: Tim flies his P-Wing, amodified freighter. His speed is 100MGLT – that means he makes 10 hexesper turn. At the beginning of his turn hedecides that he wants to make a fast 45°turn to the left. But he is very fast and hasto go another 10 hexes before his P-wingmoves.

Position B: Because he was so fast, hisspeed vector allows pilot Tim to performTurn 1 only at this position. He decidesthat he slows down as fast as possible,which is 2 MGLT/turn. So he has to moveanother 8 hexes in the selected direction…

Position C: . . . .

Maneuvering a starship this waymay be more difficult than youthink. So let the players try it on atraining course before you sendthem into a battle…

Most vehicles can accelerate anddecelerate much faster, thisdefines a factor ofmaneuverability.

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SLIDINGA slide is a maneuver where thevehicle does not change thedirection it moves to, but only theposition by giving energy to theside thrusters. The vehicle canstill slow down or accelerate byusing the main thrusters but doesnot have to change the flightdirection. When pilots want to flythrough asteroid fields withoutloosing the main point out ofsight where they want to go tothey use the slide maneuver.

The maneuverability of the slidedepends on the current speed ofthe vehicles. It is supposed to beMGLT divided by 25 unless ithas a modified value given. Seethe expample below.

Position A: Spaceman Tim comes outof Hyperspace with 100 MGLTs. He issurprised to see the Asteroid field in frontof him. If he tried to change the directionof his P-Wing he would crush in the firstrock before his vehicle would move.Therefore he decides to perform a slide inthe hope to avoid death this time. Because his speed is 100 MGLT hismaximum move for the slide is 4 to the side. But he still moves forward!

Position B: As you see his direction of flight is still forward, but hedodged the rocks by the slide. During the slide a pilot can still increase speedor slow down! The advantage of the slide is that the pilot still can face histarget or perform fast “side-step” maneuvers.

DR / PD AND HTSHIELDSThe energy shields of the SW vehicles are mostly ablativeforce screens. That means that every hit of the shielddamages it and makes it easier for the attacker to damage thecraft with the next hit. For every 10 points of damageabsorbed by the shield, the shield looses 1 point of DR.

Example: A cruiser with shields DR 1000 is hit by thecannons of Tim’s B-Wing. His 2 light laser cannons make adamage of 6d x 50. He hits the cruiser with a damage roll of900 points. This time the cruiser was lucky because nodamage came through the shields, but his 900 points damagedthe shields with DR-1 per10 points of damage. With his rollof 900 damage this makes minus 90 points to the DR of thecruiser’s shields. The next attack the cuiser will face withonly a DR of 910.

HULL DAMAGEWhen the shields can not absorball the damage points, the shiplooses HT. The mentioned cuiserhas a HT of 3000. Tim’s nextattack was better than his first. Hemakes 1200 points of damage.The DR of the cruiser’s shieldsabsorb 910 points. That meansthat 210 points come through anddamage the cruiser’s hull or evenimportant systems. Consideringhe did not hit an important lifesystem the cruiser looses 210points of HT. The next turn thecruiser will have only 2790 HTand only 790 DR! When the HTof the cruiser reaches 0 the hull isdestroyed completely and thecruiser is lost. Do not forget torefer the table at the SWsourcebook, 1st edition to seewhat partial damage a vehicletakes when being hit.

GAME TURNSSTANDARD TIME UNITHow long is a game turn? Well, the diplomatic answer is – astandard time unit. As long as all players and NPCs obey thesame rules it does not matter whether a game turn is 5seconds long or 15 seconds. There are only a few rules toconsider when you use the STU.♦ All involved characters act within the same time unit.♦ Let the characters do their actions.♦ Fill the sequence with descriptions of what happens around the

characters

I found out that it is useful not to refer to the exact time, butto the turn the vehicle does. When a complicated dodgemaneuver is performed it is unlikely that the PC does somerepair on the Hyperdrive at the same time. During a calmsituation, everything else goes. Time is relative – actioncounts!

CROSSWIRE THE SYSTEMMost vehicles can be crosswired. That means that they areallowed to transfer a maximum of 25% of their energy toother systems. But that also means that they loose this energysomewhere else. The transfer is considered as full turn actionand no other action is allowed during this turn (except flying

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the ship, of course!) No weapon systems are available duringthis turn. It takes another turn until the transfer is complete.All systems can be used within this time but the intendedadvantage is available only the next turn. All energy taken toincrease a certain system must be taken from another system!

The following transfers are possible:

♦ Shield energy: The DR of the shield can be increased upto 25% of the maximum.

♦ Firepower: The energy provided by the cannon for theshot can be increased up to 25%, but as well the dangerto “hotshot” the cannon increases. For any 5% morepower add a –1 to the negative critical roll. Example:That means that usually a malfunction of the weaponoccurs at a 18. When you increase the power of theweapon by 15% the weapon will already hotshot at a rollof 15! The additional damage is calculated by adding15% to the usual damage roll.

♦ Sensors (special): Power can be used to increase thesensor systems capacity but not drawn from the sensors!Additional energy in the sensors allows betterinformation and longer range.

♦ Speed: The speed of the vehicle can exceed maximumspeed! But per 2% increase of speed the piloting skill isat –1. Keep in mind that only with combat speed avehicle can perform 45° turns!

COMBAT!Three skills are important for space combat! Piloting, Tacticsand Gunnery.

When a pilot decides to engage another craft, he has to be inweapons range and have the enemy ship in front of him. Thatdoes not mean that the ship has to be directy in front of him.A fast move with the “nose” can let the pilot aim on theenemy fighter. The following shows a combat between twofighters of the same class.

A successful piloting roll is necessary to bring the cannons indirection of the enemy. The enemy fighters rolls againstpiloting two. The two results are compared and the differenceis added/substracted to the gunnery roll.

A successful gunnery roll is necessary to shoot at the enemy.If the enemy made a better piloting roll then the attacker, thedifference of the two rolls is substracted of the result.

Defense action: The pilot has a chance to dodge with 1/3 hispiloting skill. A successful tactics roll lets the defenderanalyse the attack. The difference of the result and the skill isadded to the defense/dodge roll.

Of course a freighter moves different to a fighter and can notdodge that easy. The speed of the attacker and the defenderare important, too. Another factor is the distance of the twovehicles. I would encourage all GMs to make arbitrarydecisions and to give bonuses regarding these factors. But ofcourse you can handle this with rules, too. In the GURPSBASIC SET, 3rd edition you will find the speed/range tableyou need for the calculations for the bonuses. Furthermore Irecommend the GURPS VEHICLES, 2nd edition foroutstanding additional rules and suggestions for gaming.

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WEAPONS AND EQUIPMENT OF THE EMPIREThe Empire supports its troops with the best equipment available in the galaxy to guarantee a maximum of efficiency. Thefollowing tables include Armour and Weapons of the Imperial forces.

ARMORType PD DR Cost Weight NotesBlast Helmet 3 20 $80 1.5lbs Includes a Commlink. Protects only the head.Blast Vest 3 20 $100 12lbs Protects only the torso.High-G Suit 2/1 30/2 $500 30lbs Used by fighter pilots doing high-G maneuvers.Vacc Suit (Utility) 3 40 $5,000 125lbs Used by Zero-G shipyards worker, engineers and technicians.Vacc Suit (Pilot) 2 25 $3,000 80lbs Typical suit worn by space fighter pilots.Storm trooper 4 60 $12,000 60lbs Commlink, NBC Filters, mini life-support, spinneret with hook.

Protects all area of the body.Snow trooper 4 50 $10,000 50lbs As above, but is not vacuum-sealed.Space trooper 4 85 $25,000 120lbs Armored Vacc suit with thruster pack.Imperial Naval 3 40 $8,000 40lbsImperial Scout 3 30 $9,000 40lbsDuraweave Battledress 2/1 30/2 $4,000 35lbs Everyday military protectionHeavy Battledress 2 30 $8,500 50lbsRiot Control Gear 2 15 $1,500 60lbsPlanetary Shields 8 200,000 $750,000,000 500,000lbs Protects planets from bombardment.

RANGED WEAPONSWeapon Malf Type DMG SS Acc 1/2D Max. Wt. Rof Shot

sST LC RCL Cost

Blaster Ver. Cr. 6d(3) 10 6 300 3.5 3~ 20/C 0 2 0 $500Imperial Rifles(blaster)

Ver. Cr. 12d(3) 12 9 300 800 7 3~ 12/C 10 5 0 $1,200

Imperial Rifles(stun)

Cr. 4d(3) fatigues 12 9 50 1 5 0

Laser Pistol Ver. Imp. 5d(2) 9 9 300 650 2 2 30/C 0 2 0 $300Naval Blaster Ver. Cr. 10d(3) 12 9 300 800 4.5 2~ 18/C 0 4 -1 $850Riot Gun Ver. Cr. 3d(3) fatigues 12 9 75 10 2 12/C 0 3 0 $1,200Thermal Detonators Crit. Expl. 6dx5 15 1 ST ST+5 0.25 N/a N/a N/a 5 N/a $120Repeater Guns Crit. Imp. 4d 10 5 500 1200 8 12 20 10 3 -2 $800

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TABLE OF RANKSThis table contains all possible ranks in the Imperial Navy,Army or Starfighters.

Navy

Grand Admiral

High Admiral

Fleet Admiral

Admiral

Vice Admiral

Rear Admiral

Commodore

Line Captain

Captain

Commander

Lt Commander

Lieutenant

Sub Lieutenant

Army

High General

Surface General

General

Lieutenant General

Major General

Brigadier General

High Colonel

Colonel

Lieutenant Colonel

Major

Captain

First Lieutenant

Starfighter

High Marshal

Force Marshal

Marshal

Vice Marshal

Flight General

Commodore

Colonel

Major

Group Captain

Wing Commander

Flight Captain

Squadron LeaderFlight Lieutenant

Acting Sub Lt

Midshipman/Ensign

Officer CadetChief Petty OfficerPetty OfficerLeading CrewmanAble CrewmanOrdinary Crewman

Second Lieutenant

Warrant Officer

Officer CadetStaff SergeantStaff CorporalSergeantCorporalLance CorporalPrivate

Flight Lieutenant JG

Warrant Officer

Officer CadetFlight OfficerFlight SergeantChief TechnicianSergeant TechnicianCorporal TechnicianJunior TechnicianSenior SpacecraftmanLeading SpcecraftmanSpacecraftman

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A DETAILED LOOK AT THE HISTORYOF THE EMPIRE AND THE SITHThis section is about the Empire and the Sith. Although therewas a short chapter on the rise of Emperor Palpatine at thebeginning of this book, this chapter is for everybody wholoves to have a detailed look at the Genesis, Rise and Fall ofthe Sith and the dark Empire.

TIMELINE OF THE EMPIRE ANDSITHThis is a timeline of the history of the Empire and the Sith. Ihave taken the following entries directly from the collosaland informative Timetales located on the Force.Net site, andthe information is used with the permission of the graciouspeople at the Force.Net. For the sake of space, I have madequite a few changes in the format of the timeline that ispresented here, and I have only taken information from theTimetales that concerns the Sith and the Empire. I stronglyrecommend that the readers of this book go and check out thefull document at their site. They have put alot of time intoresearch and compilation of the document, and it is wellworth the effort. The address is www.theforce.net/timetales/.

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BIBLIOGRAPHYThe following material was used in designing my view of theEmpire as a militaristic organisation. Page referencesexpressed in this book reflect the standard SJ Games/GURPSpage notification scheme. Reference to other material will begiven after the key in the end of this section. The credits Ipromised to give will be found here, too. Thanks to all thepeople who provided me with tons of SW material. If I haveforgotten anybody, I apologize, let me know and I will addyour name, of course.♦ GURPS Material♦ GURPS Basic 3rd edition (B)♦ GURPS Compendium I (C1)♦ GURPS Cyberpunk (CP)♦ GURPS Space 2nd edition (S)♦ GURPS Star Wars Worldbook (GSW)♦ GURPS Star Wars Encyclopedia Galactic (SWE)♦ GURPS Ultratech (U)♦ GURPS Vehicles 2nd edition (V)♦ GURPS Robots ( R)♦ GURPS Traveller (TR)♦ GURPS Martial Arts (MA)

REFERENCE MATERIAL♦ A Guide to the STAR WARS universe, 2nd edition, by Bill

Slavicsek♦ The Art of STAR WARS Episode IV, A New Hope, by Carol

Titelman♦ The Art of STAR WARS Episode V, The Empire Strikes Back, by

Deborah Call, Vic Bulluck, Valerie Hoffman♦ The Art of STAR WARS Episode VI, The Return of the Jedi, by

Lawrence Kasdan♦ Filmscript STAR WARS - The Phantom Menace, by George Lucas♦ Filmscript STAR WARS - A New Hope, by George Lucas♦ Filmscript STAR WARS - The Empire Strikes Back, by George

Lucas♦ Fimscript STAR WARS - The Return Of The Jedi, by George Lucas♦ The STAR WARS Sourcebook, West End Games♦ STAR WARS Imperial Sourcebook, West End Games♦ The Empire Strikes Back Galaxy Guide 3, West End Games♦ The Making of STAR WARS EPISODE ONE, by

MOVIES AND TV SHOWS♦ Star Wars Episode I: The Phantom Menace♦ Star Wars Episode IV: A New Hope♦ Star Wars Episode V: The Empire Strikes Back♦ Star Wars Episode VI: The Return of the Jedi♦ Star Wars Holiday Special

COMPUTER SOFTWARE/GAMES♦ Star Wars Behind the Magic - LucasArts Entertainment Company♦ Star Wars X-Wing Alliance - LucasArts Entertainment Company♦ Star Wars Tie Fighter -LucasArts Entertainment Company♦ Star Wars X-Wing vs. Tie Fighter, LucasArts Entertainment

Company

NOVELS

WWW RESOURCES - ON THEWEBAll material taken from the WWW is taken from sourceswhich are able to give reference of the source of informationthey presented. All material on the Empire as seen in the StarWars universe are therefore (hopefully) considered originallyGerorge Lucas' work.

JAN JACOB MOSSELAARThe fantastic website from Jan Jacob Mosselaar provided mewith a lot information and suggestions. It is a completearchive about the SW universe and we are very thankful forthe permission to "grab" in this box of miracles for our book.Jan Jacob works as a programmer in a large company anddesigned his page for his own fun in his spare-time. EverySW fan will love this site for its details, complexity andcompleteness of the shown information.

http://www.intern.hta.nl/php/Jan.Jacob.Mosselaar/pagearch.htm

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THE FORCE NETOne of the most detailed SW sites in the WWW! These guysare professionals. When one visits their web page one can seethat they really got the spirit of the Star Wars universe. I amvery thankful for the permission to proudly pesent some oftheir material in this book.

http://www.theforce.net/timetales

IMPERIAL NAVY SHIP DATABASEThanks again to Jason for establishing another great contact.This site leaves no question unanswered when you look fortechnical details. Great page!

http://www.crosswinds.net/~insd/Start.htm

ABBREVIATION DESCRIPTIONOF SOURCE MATERIAL♦ AC Ambush at Corellia (novel)♦ AESB The Art of The Empire Strikes Back (pictorial)♦ AIR Alliance Intelligence Reports (WEG Supplement)♦ ANA Star Wars Episode I: Anakin Skywalker (comic)♦ ANNOT Star Wars: The Annotated Scripts (reference)♦ AS Assault at Selonia (novel)♦ ASW The Art of Star Wars (pictorial)♦ AT The Adventures of Teebo (children's book)♦ BF Boba Fett (comic series)♦ BFE Ewoks: The Battle for Endor (motion picture)♦ BGS Battle for the Golden Sun (WEG adventure)♦ BI Black Ice (WEG adventure)♦ BTM Star Wars: Behind the Magic (computer software)♦ BTS Before the Storm (novel)♦ BW X-Wing Rogue Squadron: The Bacta War (novel)♦ CCG Star Wars: Customizable Card Game-Premiere♦ CCG2 Star Wars: Customizable Card Game-A New Hope♦ CCG3 Star Wars: Customizable Card Game-Hoth♦ CCG4 Star Wars: Customizable Card Game- Dagobah♦ CCG5 Star Wars: Customizable Card Game-Cloud City♦ CCG6 Star Wars: Customizable Card Game-Sealed Deck♦ CCG7 Star Wars: Customizable Card Game

-Jabba's Palace♦ CCG8 Star Wars: Customizable Card Game

-Second Anthology♦ CCG9 Star Wars: Customizable Card Game

-Special Edition♦ CCG10 Star Wars: Customizable Card Game-Endor♦ CCR Crisis at Crystal Reef (YA novel)♦ CE Crimson Empire (comic)♦ CE2 Crimson Empire II: Council of Blood (comic)♦ CFG Cracken's Rebel Field Guide (WEG reference)♦ COJ Children of the Jedi (novel)♦ COTF Champions of the Force (novel)♦ CPL Courtship of Princess Leia (novel)♦ CRO Cracken's Rebel Operatives (WEG reference)♦ CS The Crystal Star (novel)♦ CSA Han Solo and the Corporate Sector (WEG ref.)♦ CSW Classic Star Wars (comic series)♦ CSWDW Classic Star Wars: Devilworlds (comic series)♦ CSWEA Classic Star Wars: The Early Adventures (comic)♦ CT Jedi Apprentice: The Captive Temple (YA novel)

♦ CTD Cracken's Threat Dossier (WEG supplement)♦ DA Dark Apprentice (novel)♦ DARK The Dark Stryder Campaign (WEG Campaign)♦ DCAR Droids Cartoon Series (animated TV)♦ DESB Dark Empire I Sourcebook (WEG reference)♦ DE1 Dark Empire I (comic series)♦ DE2 Dark Empire II (comic series)♦ DF Dark Forces (computer game & player's guide)♦ DF2 Dark Forces II: Jedi Knight (computer game)♦ DFR Dark Force Rising (novel)♦ DFRC Dark Force Rising (comic series)♦ DFRSB Dark Force Rising Sourcebook (WEG reference)♦ DK Darkest Knight (young adult novel)♦ DLS Tales of the Jedi: Dark Lords of the Sith (comic)♦ DOD Jedi Apprentice: Defenders of the Dead (YA novel)♦ DOD2 A Decade of Dark Horse, Volume 2 (comic)

contains "This Crumb for Hire"♦ DOE Domain of Evil (WEG adventure module)♦ DR Jedi Apprentice: The Dark Rival (YA novel)♦ DRO Droids and Droids II (comic series)♦ DRPC Droids: The Protocol Offensive (comic book)♦ DS Darksaber (novel)♦ DSTC Death Star Technical Companion (WEG)♦ DTO Dark Tide: Onslaught (novel)♦ DU Death in the Undercity (WEG Adventure)♦ DW DroidWorks (computer game)♦ EA The Ewok Adventure (motion picture)♦ ECAR Ewoks Cartoon Series (animated TV)♦ EE Empire's End (comic series)♦ EGC The Star Wars Essential Guide to Characters♦ EGP The Star Wars Essential Guide to Planets

and Moons♦ EGV The Star Wars Essential Guide to Vehicle

and Vessels♦ EGW The Star Wars Essential Guide to Weapons

and Technology♦ EOE Boba Fett: Enemy of the Empire (comic series)♦ EP The Emperor's Plague (YA novel)♦ ESB Star Wars: The Empire Strikes Back♦ ESBN Star Wars: The Empire Strikes Back (novelization)♦ ESBR Star Wars: The Empire Strikes Back (NPR radio)♦ ESBSB Star Wars: The Empire Strikes Back Sketchbook♦ ESBSE The Empire Strikes Back: Special Edition♦ E1A1 Star Wars Episode I Adventures: The Search for the

Lost Jedi (young adult play-along)♦ E1A2 Star Wars Episode I Adventures: The Bartokk

Assassins (young adult play-along)♦ E1A3 Star Wars Episode I Adventures: The Fury of Darth

Maul (young adult play-along)♦ E1A4 Star Wars Episode I Adventures: Jedi Emergency

(young adult play-along)♦ E1A5 Star Wars Episode I Adventures: The Ghostling

Children (young adult play-along)♦ E1A6 Star Wars Episode I Adventures: The Hunt for

Anakin Skywalker (young adult play-along)♦ FNU Tales of the Jedi: Freedon Nadd Uprisings (comic)♦ FOP The Far Orbit Project (WEG supplement)♦ FOSE The Fall of the Sith Empire (comic series)♦ GA Graveyard of Alderaan (WEG Adventure)♦ GAS The Golden Age of the Sith (comic series)♦ GCQ Game Chambers of Questal (WEG adventure)♦ GDV The Glove of Darth Vader (young adult book)♦ GF The Gungan Frontier (computer game)♦ GG The Golden Globe (children's story)♦ GG1 Galaxy Guide 1: A New Hope (WEG)♦ GG2 Galaxy Guide 2: Bespin and Yavin (WEG)♦ GG3 Galaxy Guide 3: The Empre Strikes Back (WEG)

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♦ GG4 Galaxy Guide 4: Alien Races (WEG)♦ GG5 Galaxy Guide 5: Return of the Jedi (WEG)♦ GG6 Galaxy Guide 6: Tramp Freighters (WEG)♦ GG7 Galaxy Guide 7: Mos Eisley (WEG)♦ GG8 Galaxy Guide 8: Scouts (WEG)♦ GG9 Galaxy Guide 9: Fragments from the Rim (WEG)♦ GG10 Galaxy Guide 10: Bounty Hunters (WEG)♦ GG11 Galaxy Guide 11: Criminal Organizations (WEG)♦ GG12 Galaxy Guide 12: Aliens: Enemies and Allies

(WEG)♦ GLCI George Lucas: The Creative Impulse (non-fiction)♦ GMH Star Wars Gamemaster Handbook (WEG)♦ GMK Star Wars Gamemaster Kit (WEG)♦ GMS Star Wars Gamemaster Screen (WEG)♦ GOF1 Eaten Alive: Galaxy of Fear Book 1 (novel)♦ GOF2 City of the Dead: Galaxy of Fear Book 2 (novel)♦ GOF3 Planet Plague: Galaxy of Fear Book 3 (novel)♦ GOF4 Nightmare Machine: Galaxy of Fear Book 4

(novel)♦ GOF5 Ghost of the Jedi: Galaxy of Fear Book 5 (novel)♦ GOF6 Army of Terror: Galaxy of Fear Book 6 (novel)♦ GOF7 The Brain Spiders: Galaxy of Fear Book 7 (novel)♦ GOF8 The Swarm: Galaxy of Fear Book 8 (novel)♦ GOF9 Spore: Galaxy of Fear Book 9 (novel)♦ GOF10 The Doomsday Ship: Galaxy of Fear Book 10

(novel)♦ GOF11 Clones: Galaxy of Fear Book 11 (novel)♦ GSE Goroth: Slave of the Empire (WEG Supplement)♦ HM Hard Merchandise (novel)♦ HP Jedi Apprentice: The Hidden Past (YA novel)♦ HR Heroes and Rogues (WEG supplement)♦ HSE Han Solo at Stars' End (novel)♦ HSEC Han Solo at Stars' End (comic series)♦ HSL Han Solo and the Lost Legacy (novel)♦ HSR Han Solo's Revenge (novel)♦ HTF Heirs of the Force (YA novel)♦ HTSB Heir to the Empire Sourcebook (WEG reference)♦ HTTE Heir to the Empire (novel)♦ HTTEC Heir to the Empire (comic series)♦ HXW Star Wars Handbook: X-Wing Rogue Squadron

(comic reference)♦ IA Instant Adventures (WEG Supplement)♦ IC The Isis Coordinates (WEG adventure)♦ ICS Star Wars Incredible Cross Sections (book)♦ IF X-Wing: Iron Fist (novel)♦ IG1 Star Wars: Episode I - The Phantom Menace

Insider's Guide (computer reference)♦ IJ I, Jedi (novel)♦ IR X-Wing: Isard's Revenge (novel)♦ ISB Imperial Sourcebook (WEG reference)♦ ISU The Illustrated Star Wars Universe (art/reference)♦ IS1 he Phantom Menace Illustrated Screenplay♦ JAL Jedi Academy: Leviathan (comic series)♦ JAS Star Wars Journal: Anakin Skywalker (YA novel)♦ JASB The Jedi Academy Sourcebook (WEG reference)♦ JDM Star Wars Journal: Darth Maul (YA story)♦ JH Jedi's Honor (WEG solo adventure)♦ JHS Star Wars Journal: Hero for Hire (YA story)♦ JLS Star Wars Journal: The Fight for Justice (YA story)♦ JPL Star Wars Journal: Captive to Evil (YA story)♦ JQA Star Wars Journal: Queen Amidala (YA story)♦ JS Jedi Search (novel)♦ JTH Jabba the Hutt (comic series)♦ JUS Jedi Under Seige (YA novel)♦ KO DarkStryder: The Kathol Outback (WEG)♦ KT X-Wing: The Krytos Trap (novel)♦ L Lightsabers (Young adult novel)

♦ LCF Lando Calrissian and the Flamewind of Oseon(novel)

♦ LCJ The Lost City of the Jedi (young adult book)♦ LCM Lando Calrissian and the Mindharp of Sharu

(novel)♦ LCS Lando Calrissian and the Starcave of Thon Boka

(novel)♦ LE Lords of the Expanse (WEG Campaign)♦ LO The Lost Ones (YA novel)♦ LW Lyric's World (Children's story)♦ MA The Mandalorian Armor (novel)♦ MB Star Wars Miniatures Battles (WEG Supplement)♦ MBC Star Wars Miniatures Battles Companion (WEG)♦ MBF The Making of Baron Fel (comic one-shot)♦ MC Marvel Comics Star Wars Adventures♦ MJEH Mara Jade: By the Emperor's Hand (comic series)♦ ML Mission to Lianna (WEG Adventure)♦ MM The Maverick Moon (child's book)

- not authorized by LucasFilm♦ MMY Mission from Mount Yoda (young adult book)♦ MOC Jedi Apprentice: The Mark of the Crown (novel)♦ MRR The Mystery of the Rebellious Robot (child's book)

- not authorized by LucasFilm♦ MTK Masters of Teras Kasi (arcade game)♦ MTS The Movie Trilogy Sourcebook (WEG reference)♦ MTSE The Movie Trilogy Sourcebook Special Edition♦ NESB The Empire Strikes Back Notebook♦ OE Operation:Elrood (WEG adventure module)♦ OS Otherspace (WEG adventure)♦ OS2 Otherspace II: The Invasion (WEG adventure)♦ OWS The Official Star Wars Website

www.starwars.com♦ P Promises (children's story)♦ PDS Prophets of the Dark Side (young adult book)♦ PG Planet Guide Compendium (WEG reference)♦ PG1 Planets of the Galaxy, Volume 1 (WEG)♦ PG2 Planets of the Galaxy, Volume 2 (WEG)♦ PG3 Planets of the Galaxy, Volume 3 (WEG)♦ POM Planet of the Mists (WEG adventure module)♦ POT Planet of Twilight (novel)♦ POC The Politics of Contraband (WEG Adventure)♦ PTR Prelude to Rebellion (comic series)♦ QA Star Wars: Episode I - Queen Amidala (comic)♦ QGJ Star Wars: Episode I - Qui-Gon Jinn (comic)♦ QE Queen of the Empire (young adult book)♦ RA Rebel Assault (computer game)♦ RA2 Rebel Assault II (computer game)♦ RAC Star Wars: Episode I - Racer (computer game)♦ RASB Rebel Alliance Sourcebook (WEG reference)♦ RC SW: RPG Rules Companion (WEG reference)♦ RD Rebel Dawn (novel)♦ REB Rebellion (computer game)♦ REV Revell model kit instructions♦ RF Jedi Apprentice: The Rising Force♦ RJSE Return of the Jedi: Special Edition (motion picture)♦ RM Riders of the Maelstrom (WEG adventure)♦ ROC River of Chaos (comic series)♦ ROE Rules of Engagements: The Rebel SpecForce

Handbook (WEG reference)♦ ROJR Return of the Jedi (NPR radio series)♦ ROM Return to Ord Mantell (YA novel)♦ ROTJ Star Wars: Return of the Jedi (motion picture)♦ ROTJN Star Wars: Return of the Jedi (novelization)♦ RP Rogue Planet (novel)♦ RPG Star Wars: The Roleplaying Game (WEG)♦ RSG Rogue Squadron (PC/N64 Game)♦ SA Shadow Academy (YA novel)

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♦ SA1 Star Wars Science Adventures: Emergency inEscape Pod Four

♦ SA2 Star Wars Science Adventures: Journey AcrossPlanet X

♦ SC Showdown at Centerpoint (novel)♦ SCRE Star Wars Screen Entertainment (computer)♦ SE Shadows of the Empire (novel)♦ SEC Shadows of the Empire (comic series)♦ SEE Shadows of the Empire: Evolution (comic series)♦ SES Shadows of the Empire Soundtrack (music CD)♦ SESB Shadows of the Empire Sourcebook (WEG)♦ SF Starfall (WEG adventure)♦ SFS Strike Force: Shantipole (WEG adventure)♦ SGL Skywalking - the Life and Films of George Lucas♦ SH Scavenger Hunt (WEG adventure)♦ SHA Shards of Alderaan (young adult novel)♦ SL Scoundrel's Luck (WEG solo adventure)♦ SLS Slave Ship (novel)♦ SME Splinter of the Mind's Eye (novel)♦ SN Supernova (WEG Adventure)♦ SOA X-Wing: Starfighters of Adumar (novel)♦ SOC X-Wing: Solo Command (novel)♦ SOL Shield of Lies (novel)♦ SOP Specter of the Past (novel)♦ SS Stock Ships (WEG supplement)♦ SSE Secrets of Star Wars: Shadows of the Empire♦ SSR Secrets of the Sisar Run (WEG supplement)♦ SST Shadow Stalker (comic)♦ ST Star Tours (Disney theme park ride)♦ SW Star Wars: A New Hope (motion picture)♦ SWAJ Star Wars Adventure Journal - unspecified (WEG)♦ SWCP Star Wars Campaign Pack (WEG supplement)♦ SWG Star Wars Galaxy Magazine♦ SWH Star Wars Holiday TV Special♦ SWI Star Wars Insider Magazine♦ SWIJ From Star Wars to Indiana Jones: The Best of the

Lucasflm Archives (book)♦ SWJ1 Star Wars Adventure Journal Volume 1, Number 1

(WEG Supplement)♦ SWJ4 Star Wars Adventure Journal Volume 1, Number 4

(WEG Supplement)♦ SWJ8 Star Wars Adventure Journal Volume 1, Number 8

(WEG Supplement)♦ SWJ9 Star Wars Adventure Journal Volume 1, Number 9

(WEG Supplement)♦ SWJ10 Star Wars Adventure Journal Volume 1, Number

10 (WEG Supplement)♦ SWK Star Wars Kids (children's magazine)♦ SWM Star Wars Monopoly (board game)♦ SWN Star Wars: A New Hope (novelization)♦ SWR Star Wars: A New Hope (NPR radio series)♦ SWSB Star Wars Sourcebook (WEG reference)♦ SWSE Star Wars: Special Edition (motion picture)♦ SWTJ Star Wars Technical Journal (reference)♦ SW1 Star Wars: Episode I - The Phantom Menace♦ SW1S Star Wars: Episode I - The Phantom Menace Movie

Storybook (children's adaptation)♦ TA The Abduction of Crying Dawn Singer (WEG)♦ TAS The Annotate Screenplays (reference)♦ TB The Truce at Bakura (novel)♦ TBH Tales of the Bounty Hunters (collections)♦ TBSB The Truce at Bakura Sourcebook (WEG reference)♦ TCC Trouble on Cloud City (YA novel)♦ TEP The Emperor's Plague (YA novel)♦ TFE Tales from the Empire (collection)♦ TFNR Tales from the New Republic (collection)♦ TGH The Great Heap (animated TV)

♦ THG The Hutt Gambit (novel)♦ TIE TIE Fighter (computer game)♦ TJP Tales from Jabba's Palace (collection)♦ TJT The Jabba Tape (comic)♦ TLC The Last Command (novel)♦ TM Tatooine Manhunt (WEG Adventure)♦ TME Tales from the Mos Eisley Cantina (collection)♦ TMEC Tales from Mos Eisley (comic book)♦ TNR The New Rebellion (novel)♦ TOD Twin Engines of Destruction (comic book)♦ TOJ Tales of the Jedi (comic series)♦ TOJC Tales of the Jedi Companion (WEG reference)♦ TPM The Phantom Menace (novel)♦ TPMC The Phantom Menace (comic series)♦ TPS The Paradise Snare (novel)♦ TSK Twins Stars of Kira (WEG Supplement)♦ TSW Tales of the Jedi: The Sith War (comic series)♦ TT Tyrant's Test (novel)♦ TTSB The Thrawn Trilogy Sourcebook (WEG reference)♦ UP Jedi Apprentice: The Uncertain Path (YA novel)♦ VD1 The Phantom Menace Visual Dictionary♦ VM Classic Star Wars: The Vandelhelm Mission

(comic)♦ VOF Vision of the Future (novel)♦ VP Vector Prime (novel)♦ VQ Vader's Quest (comic series)♦ WBC Wanted By Cracken (WEG sourcebook)♦ WEG West End Games' Star Wars Role-Playing Game

sourcebooks – unspecified♦ WEGM West End Games' Star Wars Role-Playing Game

modules – unspecified♦ WG X-Wing: Wedge's Gamble (novel)♦ WS X-Wing: Wraith Squadron (novel)♦ WSB Star Wars: The Wookiee Storybook (child's book)

- not authorized by LucasFilm♦ XVT X-Wing versus TIE Fighter (computer game)♦ XW X-Wing (computer game & player's guide)♦ XWA X-Wing Alliance (computer game)♦ XWBT X-Wing Rogue Squadron: Battleground Tatooine

(comic series)♦ XWES X-Wing Rogue Squadron: In the Empire's Service

(comic series)♦ XWFT X-Wing Rogue Squadron: Family Ties (comic)♦ XWM X-Wing Rogue Squadron: Masquerade (comic)♦ XWMR X-Wing Rogue Squadron: Mandatory Retirement

(comic series)♦ XWN X-Wing: Rogue Squadron (novel)♦ XWPA X-Wing Rogue Squadron: The Phantom Affair

(comic series)♦ XWRS X-Wing Rogue Squadron: The Rebel Opposition

(comic series)♦ XWRR X-Wing Rogue Squadron: Requiem for a Rogue

(comic series)♦ XWWP X-Wing Rogue Squadron: The Warrior Princess

(comic series)♦ X1 Star Wars: Episode I Incredible Cross Sections♦ YC Yoda's Challenge (children's computer game)♦ YJC1 Young Jedi Collectible Card Game - The Menace

of Darth Maul♦ YJC2 Young Jedi Collectible Card Game - The Jedi

Council♦ YS Yoda Stories (computer adventures)♦ ZHR Zorba the Hutt's Revenge (young adult book)