Académique Documents
Professionnel Documents
Culture Documents
A is for Astrogation
Appendix 1: Full of Stars
B is for Beasts
C is for Computer terminal
D is for Destiny
E is for rogue Events
F is for Fear
G is for Gadget
H is for Heists
I is for Illegal Cargo
J is for Jedi master
K is for Knowledge
L is for Location
M is for Maps
N is for Nemesis
O is for Obstacles
P is for Planet
Q is for Quirks
R is for Ruins
S is for Smugglers Starships
T is for its a Trap!
U is for Utinni!
V is for Vignette
W is for super Weapon
X is for Xenology
Y is for Youre my only hope
Z is for Zealots
A is for Astrogation
he top letter in the Edge of the Empire Alphabet is the
headliner in describing the mechanics and method to
playing a Star Wars sandbox-style campaign that are part
of the core experience of playing in that style.
Using the Astrogation skill in new ways is central to
this type of gameplay; as are the Knowledge (core worlds,
outer rim, underworld) skills, which will be expounded
upon in a later post, K is for Knowledge. These additional
rules aim to provide an impetus to the Crew to explore the
galaxy, finding new hyperspace routes, and stirring up
local trouble in backwater star system; all while under the
constant pressure to earn more credits, finance their
travels, pay off their debts, and upgrade their sweet new
starship.
Galactic Map
At the start of the campaign, print out or draw a large (28
in. x 28 in.) sheet of paper or posterboard representing the
Star Wars galaxy, referred to as the Galactic Map. A
circular area 6" in diameter at the center of the galaxy
represents the core worlds, and the surrounding area
represents the outer rim. Draw a thick boundary on the
paper to represent this galactic core. Throughout the
course of the campaign, the players will discover new
worlds, plot out hyperspace routes, and unravel the
mysteries of their Destinies; all by drawing directly on
this Galactic Map. Draw a axis of 3 to 30 on each edge of
the Galactic Map. When new star systems are found, they
are placed on the map randomly by rolling two sets of
3d10 and using those results as the star systems galactic
coordinates.
Each player character introduced into the campaign may
pick one star system to have a deep connection with. Often
this will be the star system of that characters birth, but
need not always be. The player may place that star system
anywhere on the galactic map.
Each day of hyperspace travel is represented by 1 inch
of physical distance between two star systems on the
28"x28" paper Galactic Map. Finding new star systems
Astrogation
When making a jump through hyperspace, a starships
pilot or astrogator must make an Easy (d) Difficulty
Astrogation check with the following modifiers.
Quick calculations or entry into
hyperspace under duress. Upgrade
Difficulty
Damaged or missing astromech droid or
navicomputer. +ddd
Ship heavily damaged. +dd
Ship lightly damaged. +d
Outdated, corrupt, or counterfeit
navigation charts or data. +d
Success: The ship travels through
hyperspace to its intended destination,
using the calculated in-game time and
resources.moon.
Failure: A technical goof wastes 1 day and
100 credits worth of supplies and fuel.
Make a new Astrogation check.moon.
Advantage: The journey doesnt take as
B is for Beasts
antastic creatures of all kinds populate the Star Wars
universe. Tauntauns, mynocks, the rancor, the
sarlacc, the creature in the death star trash compactor; all
these monstrous beings occupy a unique niche in their
respective stories, serving as both adversaries and allies.
These beasts also serve to connect the story back to the
primal world, the essence of life from which flows the
Force, in stark contrast to the tyrannical Empire of the
core worlds and the bleakness of empty space. The
inhuman, in this way, remind us of our humanity.
No beast-like creature has ever appeared in two
different Star Wars movies, and so you too, while
designing your heists, should strive for variety and
novelty. Open up your imagination and create the
unexpected.
One way to spur your imagination is through a couple of
random die rolls. To randomly generate a Beast for any
Star Wars roleplaying game, roll a ten-sided dice for each
applicable column below. All beasts have a Size &
Silhouette as well as a Primary Movement mode. For
creatures intended to be a combative challenge to your
Crew, choose a selection from both the Defenses column
PRIMARY MOVEMENT
Walk (bipedal)
Walk (quadrepedal)
Walk (many-legged)
Man-sized (Silhouette 1)
Slither
As tall as an ogre
(Silhouette 2)
Climb
As wide as a horse
(Silhouette 2)
Burrow
Enormously tall
(Silhouette 3)
Swim
Enormously wide
(Silhouette 3)
Fly
10
d10 DEFENSES
ATTACKS
resistant to blasters
resistant to explosives
resistant to melee
weapons
multiple heads
enhanced senses
10
accelerated healing
C is for Computer
terminal
s your Star Wars Edge of the Empire Fringer Crew
explores ancient factories, infiltrates Imperial
installations, and wander where theyre unwanted, they
are like to discover forgotten computer terminals
providing access to useful and lucrative secrets. These
computer terminals are locked and protected, but a crafty
slicer can bypass the security measures, hide their trail,
and gain access to its secrets.
Use this table to determine the contents, usefulness, and
level of security on any given computer terminal. Roll
once (d10) on the Difficulty column to determine how
challenging the Computers check will be to slice the
terminal. Then, roll once (d10) on the Benefit column to
determine what boon is to be gained when the terminal is
successfully sliced. On military facilities or any location
that is especially secure, roll twice on the Difficulty
column and take the higher result.
On a failed check to slice the computer terminal, the
computer becomes locked down and inoperative. A
showing of Threat indicates that security monitors or
Easy
Easy
Average
Average
Hard
Hard
Daunting
Daunting
Formidable
10
Formidable
D is for Destiny
very literary character needs a Destiny. It is their end
game goal, as talked about previously on Triumph &
Despair, and will be the means that we measure the
characters true progress and development in the greater
story. The Destiny of one of the members of the Crew is a
more elaborate way of stating their Motivation. A Destiny
can be determined using the standard methods described in
the Edge of the Empire Beta (p.66), by selecting inspiring
options from the chart below, or one can let the Force
guide ones action by rolling randomly (d10) and
consulting the chart below.
A simple way for a Galaxy Master to influence the path
of her campaign, yet keep the game firmly in the hands of
the players and off the plot railroad, is to edit the list of
available Destinies. The ones presented here lend
themselves to a Star Wars fringe experience, but could
easily be changed to encourage any number of genres.
d10 ACTION
SUBJECT
Condemn
your parents
Confront
your siblings
Rescue
Stop
Discover
a shameful past
Avenge
Redeem
the Empire
10
Create
Dramatic Arc
Introduction This scene sets the major
characters to be involved in the dramatic
arc, including enemies, allies, rivals, etc.,
and establishes some sort of conflict that
will be resolved by the end of the Destiny.
Rising Action This scene delves into
greater on the basics set forth in the
Introduction, highlighting the conflicts that
surround the dramatic arc.
Climax / the Big Reveal This scene is a
turning point, for the better or the worse, in
the characters affairs or reveals some sort
of surprise twist that adds a new dimension
of complexity and depth to the story.
Falling Action In this scene, the conflict
between all competing interests unravels,
often with the character winning or losing
against his main rival or enemy. The falling
action might also contain a moment of final
suspense, during which the final outcome
of the conflict is in doubt.
Mechanics
At the start of every new session or new Heist or at the
end of the current session or Heist, have each player roll a
Force Die. A result of oo indicates that players character
will move on to the next step in their dramatic arc and
progress towards their ultimate Destiny. [Alternatively, a
roll of 1 on 1d4]. If a character has already fulfilled his or
her Destiny, allow that player to choose another character
to progress in Destiny. Though entirely random, this puts
the agency of measurable character progress directly into
the hands of the player. By rolling a physical die, and one
so strongly tied to the mysticism and lore of the Star Wars
universe, a kind of superstitious reverence falls into the
roll.
Your very own hand has guided the course of your
destiny.
When this happens, the Galaxy Master must design the
session or Heist so as to progress the dramatic arc of that
character into the next sequential step. The early sessions
of a campaign will feature many Heists that introduce the
major players, villains, allies, etc., in all of the
characters destinies. As the campaign progresses, so too
(about 3-1/2 months of weekly games) and the average 5step long arc lasts 24 sessions (about 6 months of weekly
games). A one-shot adventure, similarly, could be
described as a dramatic arc that splits the steps into
encounters rather than entire adventures. Galaxy Masters
may also add more Rising Action and Falling Action
scenes to adjust the campaign to your desired length if 20
sessions seems to short a time for their tastes. Characters
who finish their dramatic arcs early may also choose to
discover a new Destiny to be fulfilled in the wake of the
events described by the Resolution of their previous
Destiny, starting the entire process anew and extending the
life of a campaign as desired.
F is for Fear
n Star Wars Edge of the Empire, the icy hand of terror
grips the hearts of Fringer Crew as they brave
impossibly dangerous threats not only to themselves, but to
everything they hold dear. Fear is a specific function
within Edge of the Empire with its own subset of rules,
but precious little direction has been given in the beta
release as to when to apply Fear and what types of events
might be the cause of such undue stress. This chapter of
Edge of the Empire Alphabet aims to help Galaxy
Masters inject more fear and test the Fringer Crews
Discipline through giving a wider variety and more overthe-top examples. These range from a small pang of doubt
to an overwhelming sense of utter doom and despair.
To determine what horrifying sight the Fringer Crew
witnesses, roll once (d10) on the Type column; or select
the type of your choice. Use this selection to guide the
design of your Heist or Encounter, adjusting the
magnitude of Fear and the Discipline check difficulty from
Easy to Impossible to fit the description of events that
you, as Galaxy Master, are trying to convey. Galaxy
Masters can also use this chart as a starting point for a
new Heist or entire campaign, using an appropriately
d10 TYPE
EASY (d)
Sith Lord
Jedi Padawan
Imperial Navy
B is for Beast
Pack of Mynocks
Torture
A stranger is tortured
Bounty Hunter
Apprentice
Imperial Army
Squad of Stormtroopers
Threat to Obligation
Threat to Motivation
10
d10 TYPE
HARD (ddd)
Sith Lord
Jedi Knight
Imperial Navy
Nebulon-B Frigate
B is for Beast
Sarlaac Pit
W is for Super
Weapon
Torture
Bounty Hunter
Journeyman
Imperial Army
Threat to
Obligation
Threat to
Motivation
10
T is for its a
Trap!
d10 TYPE
FORMIDABLE (ddddd)
Sith Lord
Imperial Navy
Star Destroyer
B is for Beast
Pack of Rancors
W is for Super
Weapon
Torture
Bounty Hunter
Elite
Imperial Army
Threat to
Obligation
Threat to
Motivation
10
G is for Gadget
n many occasions while running an Edge of the
Empire campaign, you may find a need to quickly
generate Star Wars styled techno-babble. These random
bits of pseudo-scientific nonsense serve to add
verisimilitude and colorful background to your games
without necessarily carrying any weight in terms of game
mechanics.
To generate a handheld device or tool from the table
below, roll one d10 on both the Adjective and Noun
columns to create a new, unique piece of equipment. An
additional level of detail and variety can be added by
rolling another d10 and referencing the Material column.
These randomized tools can be used to fix the wide
variety of starship systems, such as the ones described
further in this post.
Duraplastic
hydro
spanner
Durasteel
hyperspace
motivator
Magnetic
ion
capacitor
Aluminum
pulse
drive
Gelatinous
flux
emitter
Phobium
plasma
dampener
Copper
sonic
resistor
Plasteel
quantum
sensor
Crystalline
electron
coil
10
coil
tachyon
reducer
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
Emergency lighting
Thrust vector plate
Landing gear hydraulics
Passive sensor antennae
Anti-concussion field
generator
Sensor processing systems
Starboard hull strut
Warp vortex stabilizer
Oxygen scrubber
Docking collar
Hydraulic tanks
Charged fuel line
Flight controls
Magnetic drivers
Ion prefire chamber
Energy capacitors
Gyroscopic stabilizers
Ion compression chamber
Port anti-grav generator
Starboard anti-grav generator
Heat exhaust vent
Aux. acceleration compensator
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
Post-reactor radiator
Recharge socket
Inertial compensator
Canopy fasteners
Sensor preprocessors
Airlock coupling
Static discharge array
Auxilliary Fuel capsule
Repulsorlift vanes
Overload cache
Power converters
Power couplings
Laser cooling sleeve
Reactant injector
Electromagnetic gyros
Dedicated energy receptor
Systems diagnostic wiring
Laser cannon power cells
Laser cannon capacitors
Laser field stabilizer generator
Rear access channels
Fuel pumps
Engine strut
64.
65.
66.
67.
68.
69.
70.
71.
72.
73.
74.
75.
76.
77.
78.
79.
80.
81.
82.
83.
84.
85.
86.
Cockpit strut
Access panel latch
Aft heat shield
Aft shield projectors
Bow shield projectors
Comscan processor
Bow heat shield
Deflector shield power hub
Engine cooling duct outlet
Thermal discharge vent
Starboard circuitry bay
Starboard power conduits
Port power conduits
Port resonator shaft
Disintegrator chute
Main reactor bulb
Energy shield shroud
Starboard superstructure frame
Bow superstructure frame
Aft superstructure frame
Tensegrity compensator
Shield generator coolant lines
Neutrino radiator grille
87.
88.
89.
90.
91.
92.
93.
94.
95.
96.
97.
98.
99.
100.
H is for Heists
his post expounds upon the original; adding far more
nuance, detail and complexity to what is arguably the
most useful and most used part of an Edge of the Empire
campaign.
Heists are the backbone of the Edge of the Empire
game, an adventure in Dungeons & Dragons parlance.
While highly complex and nuanced plots can be easily lost
on players at the table, a Heist that is too straightforward,
linear, and predictable is boring and might not challenge
the players creativity enough for their liking.
To generate a Heist, choose or roll 2d10 on each of the
columns below. Each Heist starts with a basic premise:
the Crew accepts an Action, such as kidnap, from a
particular Client, such as Rebel Alliance Command.
Often, the Heist demands some sort of object or target,
which falls upon the Galaxy Master to create on the fly.
The Crew know full well the base fee the Client is
offering, as well as the Inside Information that makes this
Heist a good plan. Unfortunately, all Heists have at least
one Unforeseen Complication that will force the Crew to
quickly change their plans and/or come up with a creative
solution to the new problem.
2d10 ACTION
CLIENT
Protect
Local Politician
Destroy
Corporate
(manufacturing)
Kidnap
Corporate (mining)
Steal
Corporate (technology)
Deliver Passengers
Merchant or Trader
Smuggle Passengers
Oppressed Cult
Deliver Cargo
Scholar or Academy
Smuggle Cargo
Criminal (Hutts)
10
Rescue
Criminal (other)
11
Win a Tournament
12
Collect Bounty(alive)
A Community in Need
13
14
Investigate / Reconnaissance
Rebel Alliance
(Command)
15
Salvage
16
Discover
Imperial Military
17
Assassinate
Pirates
18
Evacuate
Desperate Rival or
Enemy
19
Repossess
Planetary Governor
20
Imperial Intelligence
UNFORESEEN
COMPLICATIONS
Nothing special
10
11
12
13
14
15
16
17
Weve got a good feeling about The Crew are confronted with
this; start the Heist with all
something utterly terrifying during
Light Side Destiny Points
the Heist; see F is for Fear
18
19
20
an A is for Artifact
proton torpedoes
tibanna gas
explosives
prototype weapons
antique weapons
10
11
12
counterfeit credits
13
14
blaster rifles
15
fine art
16
droids
17
medicine
18
food
19
spies
20
political prisoners
21
scientists or engineers
22
23
24
cattle
25
26
27
28
a preserved corpse
29
artificial organs
30
Rebel scum
can exert great influence over the lives of the fringer crew,
but they never the central protagonists. There is always a
Troubling Secret or Weakness which burdens the Jedi,
setting them aside from their fringer crew allies, and often
leading to their eventual demise or departure from the
story at large.
d10 Lightsaber
Species
Place of Exile
Troubling Secret
or Weakness
red
see X is for
Xenology
close relation to a N
is for Nemesis
green
Human
nomadic starship
related to a Crew's
Motivation
blue
Human
planet with
inhospitable
climate
related to a Crew's
Obligation
purple
Bothan
under the
Emperor's nose
orange/yellow Twi'lek
imprisoned
white
Rodian
remote caves
burdened by past
misdeeds
no lightsaber
Trandoshan
under an ocean
blind
no lightsaber
Gand
undetectable by
the Force
missing a limb
no lightsaber
Wookie
hiding in R is for
Ruins
tracked by bounty
hunters
10
no lightsaber
Ithorian
hidden by the
Rebel Alliance
face horribly
disfigured
K is for Knowledge
reviously on Triumph & Despair, I had taken a stab
at an aspect of the Star Wars Edge of the Empire
rules that I found a bit lacking. Namely, the overall utility
of the knowledge skills. I wanted to elevate them, give
more reasons to consider spending the XP on Knowledge
(Underworld) and not on something a little more crude and
obvious, such as the combat skills. I think I succeeded
there, and am happy with what I did. However, as both my
face-to-face and play-by-plus campaigns begin to really
gear up, I find that Ive created a mountain out of a
molehill and have something a little too cumbersome and
unwieldy to really use properly. So, back to the drawing
board!
the setup for the next sessions heist using the following
steps:
L is for Location
Location serves as a unique backdrop to your Star
Wars adventures. Most commonly used to set details
on a H is for Heist, these fantastical locations routinely
come into play time and again as Galaxy Masters scramble
together destinations for the Crew to voyage to, whispered
locales to be sought after, and feared domains to be
avoided.
Well designed sites are one of the handful of great
memories from roleplaying game sessions that can stick
with players for years to come. They remember that
village full of telepaths, the temple ruins full of rats in
the walls, and the star system of shattered moons.
To create a stunning Location for your Star Wars
roleplaying game, choose at least one selection from each
Column below, or roll 2d10 for a random result. Start
with a basic Description, establishing the foundations of
your setting. Embellish that framework with at least one
interesting Trait to make it stand out from the crowd and
grow into a more memorable scene. For more important
Locations, such as the setpiece to a major point in the
campaign, add one or two additional Traits, combining
the results as necessary.
2d10 DESCRIPTION
TRAITS
Mine
Streets or sewers
Private residence
Palatial estate
Primitive village
Wilderness
City slums
10
11
12
Asteroid(s)
13
14
Freighter convoy
15
16
Orbital platform
17
Armed starship
18
19
Scientific or medical
facility
facility
20
Factory or shipyard
M is for Maps
sing vivid language to engage your audience in the
theater of the mind can be an exquisite journey using
the beauty of prose. However, ethereal descriptions can
easily lend themselves to confusing and conflicting
information when shared among your roleplaying gaming
group. Mapping a scene in your roleplaying game can take
an unwieldy, cumbersome narrative and provide a
definitive view that is instantly grasped by all interested
parties. As they say, a picture is worth 1,000 words.
The two most important goals of your own maps should
be to provide both spatial relationships in the scene and to
open up interesting decision points for the Crew. Your
map does not have to be a work of art. In fact, oftentimes a
less detailed map with purposeful vagaries will prove to
be more beneficial as the unknown, nebulous details can
be filled in on-the-fly to align with the imaginations and
expectations of the Crew. Clarity and purpose are the
driving forces here. When drawing your maps, ask
yourself,
2?
These kinds of questions whet the Crews appetite for
exploration and insatiable curiosity. Listen to their
discussions and take a cue on the actual design by what
you hear your Crew talk about.
what then shall you map? Provided below for the Edge of
the Empire Alphabet is a starting list of randomized
interesting rooms found during any given heist and
practically begging to be explored. During this week and
moving beyond even that, Triumph & Despair will be
showing off a few examples of easy-to-make maps to get
your imagination jump started.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
Troop Barracks
Security Checkpoint
Turbo Elevator
Power Coupling
Repair & Maintenance Shop
Droid Storage
Turbolaser Control
Flight Deck
Observatory
Missile Bay
Ion Drive
Hyperdrive
Research Lab
Decontamination Bay
Prototype Lab
Labyrinthine Corridors
Grand Hall
Cult Temple
Arena
Sealed Vault
Library
Chasm
Service Tunnel
N is for Nemesis
he design of a Nemesis to the Crew, a true villain that
thwarts their every move and hounds them through the
entirety of the campaign, is one that should be approached
with great detail. A Nemesis is more than just a regular
thug to be defeated and forgotten. A Nemesis is a recurring
thorn in the Crews side and a major component to the
story that unfolds during your game. As such, this entry
into Edge of the Empire Alphabet has been broken up into
3 sections: Minion, Rival, and Villain. Using all of these
components will help Galaxy Masters create rich, diverse
antagonists that will challenge the players and make for
more memorable games. Each of these sections contains a
list of two different qualities. The Galaxy Master is
encouraged to selectively build up an opponent by using
the list of qualities needed to fit the level of complexity of
their adversary.
Each of the following six qualities may be determined
randomly by rolling 2d10, or simply chosen by the Galaxy
Master.
A very special thank you to Triumph & Despair author
Mark DesLauriers for his helpful suggestions in filling
out the columns.
Minion
Creating the most basic type of enemy is a simple affair of
determining the Species and one significant aspect of their
Personality or interesting part of their Appearance. For
simple Minion and Rival type enemies, only one selection
from the Species Column and Personality & Appearance
Column is necessary. For a full-blown Nemesis, Galaxy
Masters are encouraged to create a character with two
selections from the Personality & Appearance Column,
blending them together as needed to form a more complex
and interesting individual.
2d10 SPECIES
PERSONALITY &
APPEARANCE
Mon Calamari
cautious
Weequay
insightful
Defel
Ithorian
superstitious
Sullustan
Wookie
Gamorrean
dismissive
Gand
reckless
10
Trandoshan
calculating
11
Human
12
Droid
passionate
13
Rodian
Z is for Zealot
14
Gran
15
Twilek
16
Bothan
17
Quarren
xenophobic
18
Davaronian
diplomatic
19
Aqualish
dim-witted
20
open-minded
Rival
When more complexity is called for in an opponent, the
Galaxy Master is encouraged to apply additional details
and move towards a character with both more depth and
more danger. Using the table below, select the most
applicable, generalized description of the Nemesis role
in society from the Career Column. Then, select what
driving force motivates this character to action with an
item from the Destiny Column.
2d10 CAREER
DESTINY
Anarchy
Love
Family
Arms Dealer
Expertise
Planetary Governer
Fame
Galactic Senator
Non-human Rights
Mentor
Power
10
Religion
11
Crime Boss*
12
Bounty Hunter
Greed
13
Space Pirate
14
Con Artist
Human Destiny
15
Rival Smuggler
Former Nemesis
16
Droid Rights
17
Medical Doctor
Place of Origin
18
Celebrity
Local politics
19
Elite Pilot
Childhood Friend
20
Roll twice, the Nemesis leads a double life Pet or Droid Companion
Villain
Lastly, we come to Triumph & Despair. A truly
memorable villain goes through the story of the game
world in phases, not too unlike a dramatic arc. At the
introduction of the Nemesis, he or she uses one or more
powerful and unfair advantages to challenge and outright
defeat the Crew. A key word here is unfair: the Nemesis
has access to resources and abilities simply beyond the
pale of the Crew. A Nemesis that fights fair cannot
realistically pose a serious threat to a group of smart
players. As the campaign progresses, however, the Crew
will need to find the weaknesses or limitations of the
villain, their Achilles Heel. When this vulnerability is
found, the Crew can then exploit it to gain back the upper
hand when dealing with this Nemesis and prevail. This
level of detail and work is only useful to an antagonist that
vexes the Crew through several Heists. Reserve it for the
most special of enemies so as to have the most dramatic
impact.
To fill out the remainder of your Nemesis, select or roll
randomly for one of two options from both the Despair
Column to determine what means and methods the
Nemesis has to thwart the Crew. Then, select or roll
randomly for one or two points from the Triumph
2d10
DESPAIR
Beloved
Bodyguard
Ancient
Weapon
Artificial
Limb
Force
Sensitive
Hostage
Motivation.
10
Strong with
the Force
11
Terrifying
12
Hidden
Army
13
Clones
14
Cybernetic
15
Advanced
Shielding
16
Prototype
Weapon
17
Its a Trap!
18
Gadgeteer
19
Pet
20
Extra Limbs The Nemesis has extra arms and/or legs allowing him
or her to carry additional equipment and does not take
any Strain for taking a second Maneuver each turn.
2d10
TRIUMPH
Phobia
Gluttonous
Poor Health
Blackmail
Criminal
Duty
Addiction
Obsessive
10
Burned Bridges Poor decisions made in the Nemesis past have left
a wake of bitter enemies seeking retribution.
11
12
Missing Limb
Blind
14
Betrayal
15
Debt
16
Allergy
17
Envy
18
Vanity
19
Tell
20
Cheap
O is for Obstacles
n a Star Wars tale, Obstacles are composed of brief
challenges and interesting terrain features that can be
used either for or against the Crew. They create focal
points in action scenes, short-term goals to be reached and
milestones to be conquered. Unlike T is for its a Trap!,
dangerous obstacles are meant to be mostly neutral in
terms of added difficulty for the Crew. They are designed
to be either a boon or a bane, depending on the ambition
and creativity of your players.
To select an obstacle for any given scene; roll once on a
Force Die and once on a d10, consulting the charts below,
or simply choose one that best suits yor tastes. The
randomized results are intended to favor easy-toovercome obstacles and ones that can be weaponized;
while limiting the number of obstacles that hinder
movement or pose an unavoidable danger.
d10 .
1
..
An energy shield protects a
critical object from any attack.
10
d10 OO
the uncoordinated.
Planetary-scale communications
relays offer limited access to highranking officials.
uncoordinated.
8
10
P is for Planet
lanets are the ubiquitous destinations for all
interstellar travel. It is here, combined with the
information gained in K is for Knowledge, that a Galaxy
Master of any science fiction roleplaying game frames an
important location in their mythos. They are the
intergalactic villages the Crew retreats to after a
dangerous steading of the dungeon we call galaxy. With
billions and billions of planets scattered across the galaxy,
no two are identical, each one is a precious jewel in the
cosmic ocean.
Well, maybe not every planet. Though certainly, every
planet that we as storytellers are interested in. Use the
chart below to help guide your design of the planetary
bodies of importance in your Star Wars campaign;
planets, moons, large asteroid groups, and even man-made
celestial structures. Stellar objects with no real interesting
features or role in the tale should be ignored, invented on
the fly only when the needs arise. Take care to ensure that
each planet is special and unique in your galaxy. While a
Galaxy Master may choose to accept two planets with
identical base adjectives found here, that is only the
springboard from which the story will jump and take on
separate directions.
To use the chart, either choose one Dominant Feature
and one Primary Industry, or roll 2d20 for each column
to let the destiny and the magic of the dice choose for you.
These two simple factors combine into a strong statement
that is relatively easy to remember and gets immediately
into the interests of the Crew: what dangers are here?
what is interesting to do at this place?
When choosing a Dominant Feature, be sure to
understand that this is used to describe the planet in only
the most gross and overarching terms. Each planet has its
own subtleties, variances, and mysteries; hidden in the
cracks and crags, waiting to be discovered by your Crew.
artificially constructed
toxic atmosphere
tectonically unstable
oceanic
mountainous
10
forest or jungle
11
mixed, earth-like
12
open plains
13
wetlands
14
15
metropolitan
16
frozen
17
18
volcanic
19
highly irradiated
20
religious
financial
healthcare
academic
new colony
spaceport
agricultural
10
trade
11
abandoned / uninhabited
12
13
manufacturing
14
recreation
15
16
high tech
17
military
18
disaster
19
arts
20
Q is for Quirks
The Star Wars future was not showroom
shiny but dented and rusty, as if it had hard
use on the back roads on innumerable
galaxies. Lucas told an interviewer during
production in England that the Apollo
capsules may have looked brand new when
they soared away, but it was clear when
they returned that the interior was littered
with candy wrappers, empty Tang cans,
and other trash, just like the family station
wagon.
George Lucas: The Creative Impulse
by Charles Champlin
hen experiencing the suspended reality of a
roleplaying game, quirks are what the Galaxy
Master uses to bring the audience more fully into this
fictional universe. We find minor doodads and widgets
that have little mechanical effect on the game, but serve to
enhance verisimilitude and remind the players of the
setting. These quirks often only hint at their underlying
is glass.
0304
0506
is an elevator.
0708
is sprouting weeds.
0910
has a ghastly pit where animals are forced to fight each other.
1112
1314
1516
1718
1920
2122
2324
2526
27
2930
glowing energy conduits built into the walls, casting weird colors in the
room.
3132
3334
3536
3738
3940
broken windows.
4142
scorch marks.
4344
4546
4748
4950
5152
53-
54
trapped.
5556
5758
a large vestibule.
5960
61
62
R is for Ruins
uins and other dark dungeons are a great element for a
Galaxy Master to use to introduce a darker, gloomier
locale into a Heist. Ruins represent the shadowy places of
the galaxy that lie long forgotten and buried under the
trample of time.
Ruins most readily lend themselves to a slow, steady,
step-by-step exploration. By their very nature, ruins are
closed and cramped environments. Creatures are
frequently in Short and Engaged ranges with little
opportunity to move further without losing sight of their
target. Flowcharts and other types of maps can add a great
deal of tension and verisimilitude at the gaming table
while exploring the occasional dark ruin.
Ruins are typically abandoned or refurbished structures
that had a previous use in ages long past. Select an
original purpose for the ruins from the Function column,
or roll a d10 to determine this randomly. Ruins interesting
enough to explore at your game table should always have
some sort of creature or other powerful enemy making it
their lair. Choose or roll a d10 on the Guardian column to
determine what deadly threat protects this ruin and calls it
home. Lastly, make sure to use an interesting twist to every
d10 FUNCTION
1
cave
temple
derelect starship
tomb
fortress
prison
vault
palace
10
mine
d10 GUARDIAN
1
droids
force ghosts
Imperial
Rebel Alliance
pirates
10
d10 HOOKS
1
The ruins are a staging area for pirates, the Rebel Alliance, or the
forces of a N is for Nemesis
10
In ancient times, the ruins once served as something else entirely. Roll
again on the Function column to determine its former role
S is for Smugglers
Starships
he naming of a smugglers starship is a serious
endeavor, for likely it is a name that will recur
throughout the life of your Edge of the Empire campaign.
Care should be given here, avoiding any names that will
be too boring, too offensive, or too silly. A joke name
might be funny for half a game session, but will be terribly
tedious over the course of a full campaign.
Often, smugglers ship names are created by combining
a simple adjactive and noun, as is the case with that most
famous of smuggler ships, The Millenium Falcon. To
create your own ship name, roll once (2d10) on the
Adjective column and roll once (2d10) on the Noun
column; or simply choose a name that fits your taste.
Millenium
Falcon
Ebon
Hawk
Errant
Venture
Corellian
Harbinger
Jawas
Pride
Dark
Envy
Midnight
Star
Aeon
Hand
10
Silver
Hunter
11
Fiery
Sun
12
Vengeful
Rose
13
Nova
Thorn
14
Tempest
Lightning
15
Shadow
Gambit
16
Lucky
Queen
17
Storm
Blade
18
Gilded
Fox
19
Crescent
Lily
20
Righteous
Runner
5.
6.
7.
8.
9.
10.
7.
8.
9.
10.
U is for Utinni!
hat kind of random junk are those little Jawas
peddling? This chapter of the Edge of the Empire
Alphabet helps Galaxy Masters throw in some mundane
details to bring life and verisimilitude to poor merchants
just trying to make a buck. The phrase utinni is often
used by Jawas to call attention to something of interest.
Perhaps the next time your Fringer Crew is planet-side, a
weasely little trader will be screaming it at them, enticing
them to make poor purchases on shoddy equipment.
To create an item of sale, roll once (d10) on the Item
Type column for what the item is, and roll once (d10) on
the Descriptor column to determine is relative quality; or
select the traits you desire.
DESCRIPTOR
Droids
mint condition
Weapons
used
Speeder
used
Farming Equipment
salvaged
Workers/Slaves
salvaged
Medicine
salvaged
Food
junked
Animals
junked
10
Specialized Tools
restricted/illegal
V is for Vignette
vignette is a brief scene that drives home a single
theme or development. It is a side trek, usually
unrelated to any ongoing plots or serious character
development arcs in the campaign. Galaxy Masters are
encouraged to use vignettes on occasion to shake up the
game and throw something a little different in the mix.
Vignettes also provide a snapshot into the wider galactic
citizenry, adding a layer of verisimilitude by showing that
the interesting events of the universe do not always
revolve around the Crews interests, and often do not
involve the Crew at all.
To design a vignette, a Galaxy Master should roll a d10
five (5) times and consult the table below, or simply
choose the elements that suits his or her ideas best.
Vignettes are typically composed of a single person or
unified group of people selected from the Instigator
column performing a specific Action against a designated
Target. These three selections will create a mere
commonplace occurrence that has little interest to our
players or our stories. The mundane is elevated to the
tantalizing by adding two (2) selections from the last
column, Escalation, mixing the results together into a
d10 INSTIGATOR
ACTION
thug
attacks
Imperial officer
steals from
bounty hunter
harasses
poor citizen
interrogates
wealthy citizen
discovers
lynch mob
a Z is for Zealot
crime boss
races
10
smuggler
delivers something to
d10 TARGET
the Crew
a fellow smuggler
a poor civilian
a wealthy civilian
escaped convicts
innocent children
10
d10
SUPERFLUOUS
MEANS
DESCRIPTOR
METHOD
VULNERABILITY
extreme
destruction
starfighters
Death
space
station
Super
planetary extreme
destruction range
computer slicing
Ancient
torpedo
advanced
artificial
intelligence
the Force
Chaos
tractor
beam
affects
hyperspace
ion cannons
Shadow
laser
cannon
laser cannon
a traitor within
Hyperspace
crystal
affects the
Force
very slow
Dark
droid
affects
gravity
Star
Jedi or
undetectable
other
Force user
Graviton
army
indestructible sensor or
communications
disruptions
10
Electromagnetic
starship
psychic
sonic vibrations
boarding parties
X is for Xenology
hen encountering alien species, I want players to
have the same feeling of wonder and imagination at
my game table as I did the first time I saw the New Hope
cantina scene with its wild menagerie of unexplained
characters.
This chapter of Edge of the Empire Alphabet aims to
break the limitations of adhering to canon and create new
and unique aliens. In a galaxy of billions and billions of
stars, the diversity of intelligent lifeforms can be
incomprehensibly large. Its silly to think that only the few
dozen intelligent species in official Star Wars lore are
available for we Galaxy Masters to use. The various
aliens of Star Wars have always been, for me, a factor in
keeping Star Wars special and unique in the sci-fi genre.
We move away from the trite and unimaginative humanoid
aliens, people with a little make-up or rubber face masks,
and go towards beings that are truly different.
To generate the seed for a new alien species, roll at
least once (d10) on both the Major Features and the
Minor Features columns. Roll additional times, or simply
choose the features you desire, to fit the level of
complexity and strangeness that you desire from your
winged
furry
scaly
slithers
mottled skin
biped
horns
quadraped
tail
extra large
aquatic
extra small
insectoid
plant-like
exaggerated neck
10
rocky composition
exaggerated limbs
d10 THREAT
DESPAIR
TRIUMPH
Reduce your entire Obligation, no
matter the value
Your physical
health
The enemy is
too large or
strong
Your mental
health or free
will
An entire
planet
An entire
species
The galaxy
Nothing goes
unnoticed
The universe
We dont have
time
Intergalactic
travel
Its broken
Your friends
lives
The enemy is
too clever
Your familys
lives
The Force is
against us
10
The enemy is
indestructible
Z is for Zealots
2d10 NAME
of
the
ADJECTIVE NOUN
Sect
Bloody
Dragon
Brotherhood
Blessed
Icon
Cabal
Blind
Warrior
Faithful
Unnameable
Fire
Masters
Glorious
Father
Servants
Unconquered
Star
Congregation
Secret
Eternity
Knights
Sacred
Dawn
10
Society
Emperors
Legion
11
Order
Galactic
Sith
12
Protectors
Golden
Void
13
Kingdom
Holy
Hand
14
Followers
Divine
Justice
15
Temple
Ruby
Night
16
Students
Elder
Mother
17
Coven
Enlightened
Light
18
Church
Burning
Apocalypse
19
Sisterhood
Shining
Child
20
People
Terrible
Blade
The ideas of virtue and sin are different for each cult;
PATH TO
DAMNATION & SIN
gluttony
pacifism / peace
pride
truth / omniscience
cowardice
astral leviathans
mammals
serpents
personal combat
space travel
self-mutilation
lust / love
cannibalism
greed / money
species purity
10
false idols
physical pain
11
the Force
The Emperor
12
technology
ritual sacrifice
13
mercy
genocide
14
cybernetics
galactic annihilation
15
human dominance
resurrection / immortality
16
machine AI / droids
military conquest
17
species co-mingling
wrath
18
privacy
anarchy
19
sloth
20
envy
meditation
2d10
down the list and throw out any star systems that you think
your players will be a little too familiar with; for example
the Manaan System might be crossed out if an expert on
the Knights of the Old Republic video games is in your
Crew.
Without further ado, the Grand Star Wars Star System
List. (Back to A is for Astrogation)
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
Aaeton
Aaris
Aaro
Abar
Abbaji
AbBshingh
Abo Dreth
Abonshee
Abraxin
Abregado
Abridon
Abron
Acfren
Adari
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
Adega
Adras
A-Foroon
Agash
Agomar
Agora
Aiquin
Akrittar
Akuria
Alabash
Alashan
Alaspin
Alba
Albarrio
Albrae-Don
Aldivy
Aldo Spach
Aldraig
Aleen
Algara
Algunnis
Alis Point
AlkLellish
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
Alliga
Alluuvian
Allyuen
Almanian
Almar
Almaran
Alphoresis
Altair
Altawar
Althir
Altiria/Anarris
Altora
Altyr
Alurion
Alvorine
Alzar
Alzoc
Amaltanna
Amar
Amarin
Ambria
Ammuud
Amorris
61.
62.
63.
64.
65.
66.
67.
68.
69.
70.
71.
72.
73.
74.
75.
76.
77.
78.
79.
80.
81.
82.
83.
Ampliquen
Anantapar
Anarak
Ancathia
Anchoron
Andaran
Andasala
Ando
Andooweel
Andosha
Andowyne
Andron
Anemcoro
Ank KiShor
Annaj
Annoo
Anoat
Anorelga
Ansuroer
Antakaria
Antamont
Antared
Antemeridian
84.
85.
86.
87.
88.
89.
90.
91.
92.
93.
94.
95.
96.
97.
98.
99.
100.
101.
102.
103.
104.
105.
106.
Anthus
Anx Minor
Apatros
Aphran
Aplooine
Aquilaris
Arami
Arbular
Arcopola
Arda
Argai Minor
Argazda
Argo
Argoon
Argus
Aridinia
Aris Minor
Arkanis
Arkonne
Arkuda
Arorua
Artus
Arzid
107.
108.
109.
110.
111.
112.
113.
114.
115.
116.
117.
118.
119.
120.
121.
122.
123.
124.
125.
126.
127.
128.
129.
Asation
Ashas Ree
Ashkas-kov
Askaj
Ast Kikorie
Atchorb
Athiss
Ator
Atorra
Atrig
Atzerri
Aurea
Auril
Austan
Avenel
Averam
Avidich
Aviles
Avindia
Aweris
AX
Axum
Axxila
130.
131.
132.
133.
134.
135.
136.
137.
138.
139.
140.
141.
142.
143.
144.
145.
146.
147.
148.
149.
150.
151.
152.
Ayceezee
Azna
Aztubek
Azura
Azurbani
Azzameen
Baarstal
Babali
Baes Logia
Baffop
Bahalian
Bajic
Bakisian Drift
Bakkah
Bakrofsen
Bakura
Balfron
Balmorra
Baltimn
Bandomeer
Ban-Satir
Barab
Barison
153.
154.
155.
156.
157.
158.
159.
160.
161.
162.
163.
164.
165.
166.
167.
168.
169.
170.
171.
172.
173.
174.
175.
Baroonda
Barpine
Barseg
Barundi
Bassadro
Basteel
Batorine
Baummu
Bavva
Begeren
Beheboth
Belasco
Belderone
Belgaroth
Belial
Belkadan
Bellis
Belloria
Belnar
Belsavis
Belsmuth
Belthu
Bendeluum
176.
177.
178.
179.
180.
181.
182.
183.
184.
185.
186.
187.
188.
189.
190.
191.
192.
193.
194.
195.
196.
197.
198.
Bendone
Bengely
Bentora
Benwabula
Berchest
Berea
Berri
Berrun
Bes
Besberra
Besero
Beshka
Beshqek
Besn
Bestine
Bestine
Beta Olikark
Betha
Betshish
Bettel
Bettok
Bextar
B-Foroon
199.
200.
201.
202.
203.
204.
205.
206.
207.
208.
209.
210.
211.
212.
213.
214.
215.
216.
217.
218.
219.
220.
221.
Bhargebba
Biewa
Biitu
Bilbringi
Binaros
Birgis
Bisellia
Bissillirus
Bizikia
Bnach
Bnar
Bnish
Boden
Bodrin
Bofa
Bogden
Bogo Rai
Bolad
Bompreil
Bonadan
Boordii
Borao
Borcorash
222.
223.
224.
225.
226.
227.
228.
229.
230.
231.
232.
233.
234.
235.
236.
237.
238.
239.
240.
241.
242.
243.
244.
Borga
Borgo
Borkeen
Bormea
Bortras
Bosph
Bosthirda
Botajef
Both
Boztrok
Bpfassh
Brachi
Brachnis Chorios
Bragkis
Bravis
Breago
Breeka
Brella Temior
Brentaal
Bresan
Breshig
Bretta
Briahl
245.
246.
247.
248.
249.
250.
251.
252.
253.
254.
255.
256.
257.
258.
259.
260.
261.
262.
263.
264.
265.
266.
267.
Brigia
Brintooin
Brint-wo
Briston
Brodo Asogi
Brodogon
Brolsam
Bronsoon
Brosi
Btrilla
Buamlon
Buchich
Budpock
Bundim
Burna
Burnin Konn
Byblos
Byllura
Bysis
Byss
Caaraz
Caarimon
Cademimu
268.
269.
270.
271.
272.
273.
274.
275.
276.
277.
278.
279.
280.
281.
282.
283.
284.
285.
286.
287.
288.
289.
290.
Cadinth
Cadomai
Cal
Calgon
Calline
Callonia
Callos
Cal-Seti
Caluula
Camaria
Cambria
Camden
Camen
Camus
Canoliss
Cantras Gola
Capella
Caprioril
Capza
Cardellia
Cardooine
Carida
Carlixs Folly
291.
292.
293.
294.
295.
296.
297.
298.
299.
300.
301.
302.
303.
304.
305.
306.
307.
308.
309.
310.
311.
312.
313.
Carosus
Carrivar
Castell
Catarlo
Cathar
Catlia
Cato Neimoidia
Cattamascar
Cauldron Nebula
Cedre
Cegul
Celanon
Celwis
Cerilia
Ceriun
Cezith
C-Foroon
Chaastern
Chabosh
Chad
Chagri
Chandrila
Charis
314.
315.
316.
317.
318.
319.
320.
321.
322.
323.
324.
325.
326.
327.
328.
329.
330.
331.
332.
333.
334.
335.
336.
Charmath
Chashima
Chateuse
Chazwa
Chekria
Chelloan
Chenowei
Cheravh
Chhodos
Chirrion
Choah
Cholganna
Chorax
Chorra
Chortose
Chrellis
Christoph
Chromovon
Chundu
Churruma
Chuzalla
Cilare
Cilpar
337.
338.
339.
340.
341.
342.
343.
344.
345.
346.
347.
348.
349.
350.
351.
352.
353.
354.
355.
356.
357.
358.
359.
Cinnabar
Cioral
Cirius
Cirus
Clr
Clantaano
Clariv
Cmaoli Di
Codru
Camco
Chaf
Colsassa
Colu
Columex
Columus
Colunda
Comra
Concord Dawn
Constancia
Copero
Corbos
Corfai
Corjain
360.
361.
362.
363.
364.
365.
366.
367.
368.
369.
370.
371.
372.
373.
374.
375.
376.
377.
378.
379.
380.
381.
382.
Corlax
Cormit
Corrida
Corstris
Corulus
Corva Yag
Corvanni
Cotellier
Council
Coveway
Cowl Crucible
Coyn
Craci
Craeen
Crakull
Cranan
Credaan
Critoki
Crombach Nebula
Cron
Crustai
Cryon
Crystan
383.
384.
385.
386.
387.
388.
389.
390.
391.
392.
393.
394.
395.
396.
397.
398.
399.
400.
401.
402.
403.
404.
405.
Csaus
Csilla
Cvetaen
Cybloc
Dachat
Dactruria
Daermor
Dakot
Dakshee
Dalos
Daluba
Daluuj
Damendine
Danadine
Danchian Prime
Dandalas
Dandelo
Dandrian
DAnjon Nebula
Danos
Darada
Daranc
Darek
406.
407.
408.
409.
410.
411.
412.
413.
414.
415.
416.
417.
418.
419.
420.
421.
422.
423.
424.
425.
426.
427.
428.
Darepp
Darlyn Boda
Daronak
DarOr
Dartibek
Dathomir
Davirien
Deetta
Dega
Degan Gas Clouds
DeGerrillion
Deko Neimoidia
Delacrix
Delari
Delassin
Delemede
Delfii
Dellalt
Delmaas
Delphon
Delrakkin
Deltooine
Demesel
429.
430.
431.
432.
433.
434.
435.
436.
437.
438.
439.
440.
441.
442.
443.
444.
445.
446.
447.
448.
449.
450.
451.
Demigue
Demonsgate
Denab
Denarii Nebula
Denbo
Deneba
Dennogra
Denon
Denova
Deralia
Deretta
Derf
Derilyn
Dernatine
Derso
Dersonn
Desargorr
Desev
Desstious
Devaron
Devon
Deysum
Dian
452.
453.
454.
455.
456.
457.
458.
459.
460.
461.
462.
463.
464.
465.
466.
467.
468.
469.
470.
471.
472.
473.
474.
Dibrook
Din Nebula
Din Pulsar
Direllia
Ditaini
Divac
Divis
Diwor
Djurmo
Dles
Doldrums
Doli
Dolis
Dolla
Dolomar
Dolstan
Dom-Bradden
Donadus
Doneerso
Doniphon
Doornik
Dorenia
Dorsis
475.
476.
477.
478.
479.
480.
481.
482.
483.
484.
485.
486.
487.
488.
489.
490.
491.
492.
493.
494.
495.
496.
497.
Dorvalla
Dosuun
Dra
Draboon
Drackmar
Draukyze
Dravin
Dravione
Drayberia
Dremulae
Dresscol
Drexel
Drezzi
Drilbia
Drog
Dromund
Drong
Drongar
Dronseen
Drovian
Droxine
Drunost
Drurish
498.
499.
500.
501.
502.
503.
504.
505.
506.
507.
508.
509.
510.
511.
512.
513.
514.
515.
516.
517.
518.
519.
520.
Druulgotha
Dubrava
Dulvoyinn
Dur Sabon
Durace
Durgens Star
Durgeon
Duro
Durollia
Duroon
Durren
Duunir
Dvouran
Dweem
Dwor
Dzass
Ebaq
Eclipse
Eczar
Edonaaris
Edusa
Ehjenla
Eirrauus
521.
522.
523.
524.
525.
526.
527.
528.
529.
530.
531.
532.
533.
534.
535.
536.
537.
538.
539.
540.
541.
542.
543.
Elamposnia
Elatha
Elcorth
Elerion
Elliirad
Elom
Elrood
Elshandruu Pica
Embaril
Emmer
Empress Teta
Endelaan
Endex
Endoraan
Endregaad
Engebo
Engira
Ennth
Entana
Entralla
Entrus
Eol Sha
Eos
544.
545.
546.
547.
548.
549.
550.
551.
552.
553.
554.
555.
556.
557.
558.
559.
560.
561.
562.
563.
564.
565.
566.
Epidimi
Episol
Eredin
Erediss
Ereesus
Eriadu
Eridicon
Ermi
Ertegas
Erysthes
Escarte
Eshan
Essebra
Essesia
Ession
Estaria
Ethrani
Etti
Eva-T
Excarga
Exocron
Exodo
Explume Minor
567.
568.
569.
570.
571.
572.
573.
574.
575.
576.
577.
578.
579.
580.
581.
582.
583.
584.
585.
586.
587.
588.
589.
Faj
Fakir
Falang Minor
Faldos
Fallowan
Fangol
Far Indosa
Farbog
Farrfin
Farsellah
Faz
Fedje
Feena
Fegorosk
Fehern
Felacat
Feldwes
Felucia
Fenel
Fenion
Fere
Feriae
Ferionic Nebula
590.
591.
592.
593.
594.
595.
596.
597.
598.
599.
600.
601.
602.
603.
604.
605.
606.
607.
608.
609.
610.
611.
612.
Ferro
Ferros
Ferrous Aurora Nebula
Ferton
Fest
Feswe Minor
Feswe Prime
Fether
Filordis
Findris
Firrerre
Firro
Fislan
Fitomp
Fiviune
Fla Ren
Flankers
Flashpoint
Fligger
Florrum
Fluwhaka
Flyntaria
Fodro
613.
614.
615.
616.
617.
618.
619.
620.
621.
622.
623.
624.
625.
626.
627.
628.
629.
630.
631.
632.
633.
634.
635.
Folende
Forbelea
Fordon
Forscan
Forvand
Fostin
Freji
Freliq
Friijillis
Fromiria
Froswythe
Froz
Fusai
Fwatna
Fwillsving
Fyodos
Gaalt
Gaddria
Gaftikar
Gala
Galaan
Galand
Galidraan
636.
637.
638.
639.
640.
641.
642.
643.
644.
645.
646.
647.
648.
649.
650.
651.
652.
653.
654.
655.
656.
657.
658.
Galleefryn
Gallienis
Gallion
Galloa
Gallshebbis Prime
Galltine
Galsol
Galtea Binary
Galtea
Gam Timnisi
Gand
Gandan
Gandolo
Gandrossi
Gannaria
Ganthel
Gardaji Rift
Gargon
Garis
Garnib
Garqi
Garrthinius
Gastrula
659.
660.
661.
662.
663.
664.
665.
666.
667.
668.
669.
670.
671.
672.
673.
674.
675.
676.
677.
678.
679.
680.
681.
Gathus
Gaurick
Gazzari
Gbu
Gedi
Geedon
Geillia
Gelgelar
Generis
Geonosis
Gepparin
Geroon
Gerrard
Gerrenthum
Gestrex
Gevarno Cluster
Gharis
Ghorman
Ghorn
Ghothia
Giaca
Gibbela
Gigor
682.
683.
684.
685.
686.
687.
688.
689.
690.
691.
692.
693.
694.
695.
696.
697.
698.
699.
700.
701.
702.
703.
704.
Giju
Glade
Glakka
Glite-Ven
Glova
Gnithia
Godo
Goff
Goibniu
Golh
Golkus
Goluud
Gondagali
Goorla
Gorm
Gorno
Gosho
Gotoma
Govia
Graaldiin
Graland
Grathus
Gravlex Med
705.
706.
707.
708.
709.
710.
711.
712.
713.
714.
715.
716.
717.
718.
719.
720.
721.
722.
723.
724.
725.
726.
727.
Gree Baaker
Gree
Greeve
Griwstrick
Grizmallt
Gulvitch
Gunninga
Guter Wade
Guuko
Gwenee
Gwori
Gymelo
Gyndine
Gyuel
Had Abbadon
Haffrin
Hakassi
Halbara
Haldeen
Hallion
Halmad
Halowan
Handooine
728.
729.
730.
731.
732.
733.
734.
735.
736.
737.
738.
739.
740.
741.
742.
743.
744.
745.
746.
747.
748.
749.
750.
Hanod
Harda
Harloen
Harrandarr
Harrin
Harrods Planet
Haverling
Hazzard
Heffrin
Helix
Helska
Hemei
Hensara
Heptooine
Herios
Hermos
Herzob
Hethar
Hettitite
Hettsk
Hexus
Hidden Tegoor
High Chunah
751.
752.
753.
754.
755.
756.
757.
758.
759.
760.
761.
762.
763.
764.
765.
766.
767.
768.
769.
770.
771.
772.
773.
Hiit
Hiit
Hijado
Hijarna
Hilak
Hinakuu
Hinda
Hintivan
Hitaka
Hjaff
Hken
Hnemthe
Hok
Holador
Homon
Hook Nebula
Horos
Horthav
Horuset
Horuz
Houche
Hraki
Hrelac
774.
775.
776.
777.
778.
779.
780.
781.
782.
783.
784.
785.
786.
787.
788.
789.
790.
791.
792.
793.
794.
795.
796.
Hrill
Hrthging
Huldamun
Humbarine
Hyabb
Hyder
Hydra
Hynah
Hyrol Preen
Hysalria
Ifmix
Ifron
Ihopek
ILC-905
Iliabath
Illarreen
Illodia
Ilum
Indellian
Indrexu Spiral
Indu San
Iol
Ione
797.
798.
799.
800.
801.
802.
803.
804.
805.
806.
807.
808.
809.
810.
811.
812.
813.
814.
815.
816.
817.
818.
819.
Iope
Iotran
Iphigin
Iridium
Irmenu
Isde Naha
Isen
Iseno
Isht
Isiring
Isis
Ison
Issagra
Issor
Ithull
Ivatch
Ivax Nebula
Iyred
Iyuta
Jabiim
Jaemus
Jaguada
Jakelia
820.
821.
822.
823.
824.
825.
826.
827.
828.
829.
830.
831.
832.
833.
834.
835.
836.
837.
838.
839.
840.
841.
842.
Jaminere
Jamiron
Jandolhoon
Jandoon
Jangelle
Janguiren
Jankok
Janodral Mizar
Japrael
Jaresh
Jarvanam
Jatir
Javin
Jebble
Jendar
Jendorn
Jerijador
Jermac
Jerne
Jerrilek
Jerrist
Jexeria
Jhantoria
843.
844.
845.
846.
847.
848.
849.
850.
851.
852.
853.
854.
855.
856.
857.
858.
859.
860.
861.
862.
863.
864.
865.
Jhensrus
Jofoger
Joiol
Jomark
Joruna
Jostaar
Jovan
Julevian
Jumus
Junobia
Jurio
Jussafet
Jutrand
K749
Kabal
Kabray
KaDedus
Kadril
Kaelta
Kail
Kailion
Kaisa
Kalab
866.
867.
868.
869.
870.
871.
872.
873.
874.
875.
876.
877.
878.
879.
880.
881.
882.
883.
884.
885.
886.
887.
888.
Kalishik
Kalist
Kalki Nebula
Kalla
Kallidah
Kallistas
KalShebbol
Kalsunor
Kalzeron
Kamasto
Kamdon
Kamparas
Kanaver
Kant
Kaon
Karavis
Karazak
Karka
Karkaris
Karnst
Karstaxon
Karstens World
Kashi
889.
890.
891.
892.
893.
894.
895.
896.
897.
898.
899.
900.
901.
902.
903.
904.
905.
906.
907.
908.
909.
910.
911.
Kaski
Katalia
Kathol Outback
Kathol Rift
Kathol
Katraasii
Kattellyn
Kauron
Kazarak
Kazlin
Kebolar
Kedra
Keeara Major
Keedad
Kegan
Kejim
Kelada
Keldimar
Kelrodo-Ai
Kemal Station
Kemix
Kendamar
Keral
912.
913.
914.
915.
916.
917.
918.
919.
920.
921.
922.
923.
924.
925.
926.
927.
928.
929.
930.
931.
932.
933.
934.
Keresia
Kerest
KerigEn
Keskin
Kesmere
Kestel
Kestos Minor
Ketaris
Keyorin
Khar Delba
Kharzet
Kho Nai
Khoan
Khomm
Khomr
Khramboa
Khubeaie
Kiax Nebula
Kidar
Kidir
Kidron
Kiilaniri
Kile
935.
936.
937.
938.
939.
940.
941.
942.
943.
944.
945.
946.
947.
948.
949.
950.
951.
952.
953.
954.
955.
956.
957.
Kilmauls
Kimanan
Kindlabethia
Kings Galquek
Kip
Kir
Kirdo
Kirtarkin
Kiva
Kktkt
Klaatu
Klasse Ephemora
Kliaar
Knelchar
Knolstee
Kobals World
Kodai
Kogan
Kojash
Kojash
Kokash
Kol Huro
Kolanda Station
958.
959.
960.
961.
962.
963.
964.
965.
966.
967.
968.
969.
970.
971.
972.
973.
974.
975.
976.
977.
978.
979.
980.
Kolatill
Komnor
Koobi
Kooda
Koornacht Cluster
Koozebane
Korad
Korlings
Kormoran
Korness
Korphir
Korriz
Korteen
Koru Neimoidia
Kothlis
Kovor
Kowak
Krakes Planet
Krant
Kravos
Krayiss
Krevas
Krinemonen
981.
982.
983.
984.
985.
986.
987.
988.
989.
990.
991.
992.
993.
994.
995.
996.
997.
998.
999.
1000.
1001.
1002.
1003.
Kro Var
Kroctar
Krozurbia
Krykis
Krylon
Kuar
Kuat
KuBakai
Kumru
Kunas Eye
Kunas Fist
Kunas Horn
Kunas Tail
Kunas Tooth
Kuras
Kurluvion
Kursid
Kushibah
Kutag
Kuthic
Kwevron
Kyoloria
Kyrylls World
1004.
1005.
1006.
1007.
1008.
1009.
1010.
1011.
1012.
1013.
1014.
1015.
1016.
1017.
1018.
1019.
1020.
1021.
1022.
1023.
1024.
1025.
1026.
Laboi
Ladarra
Laerdocia
Lafra
Lamaro
Lamus
Lan
Landor
Langhesa
Lanjer
Lant
Lanteeb
Lanthrym
Lapez
Laramus
Leemurtoo
Lehon
Lenico
Lesu
Letaki
Lexrul
Lialic
Lianna
1027.
1028.
1029.
1030.
1031.
1032.
1033.
1034.
1035.
1036.
1037.
1038.
1039.
1040.
1041.
1042.
1043.
1044.
1045.
1046.
1047.
1048.
1049.
Licha In
Ligna
Lipsec
Lisal
Listehol
Little Capella
Liul
Livien
Lobaoc
Loedorvia
Loj
Lokondo
Lol
Lola Sayu
Lomabu
Lonatro
Longwind
Lorardia
Lorimax
Lorn
Lorpfan
Lorrd
Lotide
1050.
1051.
1052.
1053.
1054.
1055.
1056.
1057.
1058.
1059.
1060.
1061.
1062.
1063.
1064.
1065.
1066.
1067.
1068.
1069.
1070.
1071.
1072.
LoUran
Lucazec
Lucrenn
Lucrusia
Luj
Luptoom
Lur
Lusaanda
Lutrillia
Lybeya
Lythia
Lythos
Maar Shaddam
Maccent
Magars World
Magatesso
Mahrusha
Maill
Mairne
Majilop
Makem
Makthierse
Malachor
1073.
1074.
1075.
1076.
1077.
1078.
1079.
1080.
1081.
1082.
1083.
1084.
1085.
1086.
1087.
1088.
1089.
1090.
1091.
1092.
1093.
1094.
1095.
Malanose
Maldra
Malenstorr
Malkii
Mallordian
Malo
Malrev
Mamendin
Manaan
Mandalore
Mandell
Mannova
Mantan
Mantessa
Mantilorr
Mantooine
Manwess
Marcellus
Maridun
Markbees Star
Marmoth
Marranis
Marrovia
1096.
1097.
1098.
1099.
1100.
1101.
1102.
1103.
1104.
1105.
1106.
1107.
1108.
1109.
1110.
1111.
1112.
1113.
1114.
1115.
1116.
1117.
1118.
Maryo
Maryx Minor
Matacorn
Mataou
Matra
Mavva
Mawan
Maxet
Maya Kovel
Mayagil
Mazhar
Mazuma
MBardi
Mechis
Medepiest
Media
Melida/Daan
Melldia
Melneas World
Mendenbatt
Mephaas
Meridian
Merisee
1119.
1120.
1121.
1122.
1123.
1124.
1125.
1126.
1127.
1128.
1129.
1130.
1131.
1132.
1133.
1134.
1135.
1136.
1137.
1138.
1139.
1140.
1141.
Metellos
Mev
Mexeluine
Midani
Miglar
Mijos
Mika
Minashee
Mindor
Minkring
Minntaa
Minntooine
Mirgoshir
Mirial
Mirit
Mirnic
Misnor
Mistar
Mneon
Mobetta
Mogoshyn
Mon Gazza
Monadin
1142.
1143.
1144.
1145.
1146.
1147.
1148.
1149.
1150.
1151.
1152.
1153.
1154.
1155.
1156.
1157.
1158.
1159.
1160.
1161.
1162.
1163.
1164.
Monhudle
Monsua Nebula
Moog Mot
Moonus Mandell
Moorja
Moorjhone
Morath Nebula
Moravia
Mordis
Morgania
Morishim
Morobe
Morseer
Morvogodine
Moseum
Moshaw
Moskk
Mossak
Mosu
Mrisst
Mullan
Murk
Murkhana
1165.
1166.
1167.
1168.
1169.
1170.
1171.
1172.
1173.
1174.
1175.
1176.
1177.
1178.
1179.
1180.
1181.
1182.
1183.
1184.
1185.
1186.
1187.
Murninkam
Mustafar
Muunilinst
Mygeeto
Mylok
Myrkr
Nadhe
NahMalis
Nak Shimor
Naldar
Nalrith
Nam Chorios
Nam Priax
Namta
Nanta-Ri
Naplousea
Nara
Narigus
Narth
Nathas
Nathema
Ndian
Near Indosa
1188.
1189.
1190.
1191.
1192.
1193.
1194.
1195.
1196.
1197.
1198.
1199.
1200.
1201.
1202.
1203.
1204.
1205.
1206.
1207.
1208.
1209.
1210.
Neary
Nebula Forso
Necropolis
Nedij
Neelabi
Neelgaimon
Neimoidia
Neka
Nelfrus
Neree
Nerria
New Ator
New Bakstre
New Bornalex
New Brigia
New Canistel
New Heurkea
New Plympto
Nez Peron
Nezni
Nfolgai
Nharl
NharqisI
1211.
1212.
1213.
1214.
1215.
1216.
1217.
1218.
1219.
1220.
1221.
1222.
1223.
1224.
1225.
1226.
1227.
1228.
1229.
1230.
1231.
1232.
1233.
Nibiru
Nichen
Nicht Ka
Nierport
Nieuth
Nilash
Nildwab
Nimat
Nimgorrhea
Ninn
Nocto
Nodgra
Nomaria
Nopces
Noquivzor
Norat
Nord
Noremac
Norval
Noryath
Nothoiin
Notonia
Novolek
1234.
1235.
1236.
1237.
1238.
1239.
1240.
1241.
1242.
1243.
1244.
1245.
1246.
1247.
1248.
1249.
1250.
1251.
1252.
1253.
1254.
1255.
1256.
Novor
Nubus
Nulan
Nwarcol
Nyasko
Nyemari
Nzoth
Obana
Obica
Obinipor
Obran Cluster
Obtrexta
Ocsin
Odacer-Faustin
Odik
Odos
Oetrago
Ojom
Okyaab
Old Mankoo
Omman Minor
Omman
Omonoth
1257.
1258.
1259.
1260.
1261.
1262.
1263.
1264.
1265.
1266.
1267.
1268.
1269.
1270.
1271.
1272.
1273.
1274.
1275.
1276.
1277.
1278.
1279.
Omwat
Oon Tien
Ooo-temiuk
Oorn Tchis
Ootoola
Oovo
Opahz
Oplovis
Opoku
Oranessan
Orax
Ord Adinorr
Ord Bueri
Ord Cantrell
Ord Cestus
Ord Fanthal
Ord Hout
Ord Ibanna
Ord Lonesome
Ord Marsax
Ord Radama
Ord Sabaok
Ord Sedra
1280.
1281.
1282.
1283.
1284.
1285.
1286.
1287.
1288.
1289.
1290.
1291.
1292.
1293.
1294.
1295.
1296.
1297.
1298.
1299.
1300.
1301.
1302.
Ord Simres
Ord Torrenze
Ord Traga
Ord Zat
Ord Zynthar
Ordo
Oricho
Oricon
Orimanther
Orion
Orn Kios
Orooturoo
Orron
Orryxia
Orto
Oshetti
Osirrag
Oslumpex
Ossel
Osseriton
Otors Hub
Otranto
Ott
1303.
1304.
1305.
1306.
1307.
1308.
1309.
1310.
1311.
1312.
1313.
1314.
1315.
1316.
1317.
1318.
1319.
1320.
1321.
1322.
1323.
1324.
1325.
Ottabesk
Otunia
Outer Moddell
Ova
Ovise
Oznek
Ozu
Paarin Minor
Paecia
Paigu
Paklan
Pal Goral
Palaquin
Pallaxides
Paloma
PaLowick
Pammant
Panto
Pantora
Parada
Paradise
Parein
Parmel
1326.
1327.
1328.
1329.
1330.
1331.
1332.
1333.
1334.
1335.
1336.
1337.
1338.
1339.
1340.
1341.
1342.
1343.
1344.
1345.
1346.
1347.
1348.
Parmic
Parshoone
Parwa
Passic
Patch
Patriim
Patrolia
Pedd
Pedducis Chorios
Pegg
Peirs
Pelemax
Pembric
Pendal
Pengalan IV
Peppel
Peragus
Perave
Pervick
Phaeda
Phaegon
Phatrong
Phelarion
1349.
1350.
1351.
1352.
1353.
1354.
1355.
1356.
1357.
1358.
1359.
1360.
1361.
1362.
1363.
1364.
1365.
1366.
1367.
1368.
1369.
1370.
1371.
Phemis
Phindar
Phinels Folly
Pho Pheah
Phoebus
Phorliss
Phraetiss
Phu
Picutorion
Pii
Pil Diller
Piluvia
Pinett
Pinoora
Pinperu
Pinurquia
Pirik
Piroket
Pirol
Pitann
Pizkoss
Plesstil
Plunder Moon
1372.
1373.
1374.
1375.
1376.
1377.
1378.
1379.
1380.
1381.
1382.
1383.
1384.
1385.
1386.
1387.
1388.
1389.
1390.
1391.
1392.
1393.
1394.
Plympto
Poderis
Polanis
Polis Massa
Polith
Polmanar
Polneye
Pondut Station
Pondut Station
Port Jerrell
portions of the Ivax Nebula
Poseidenna
Pouffra
Povanaria
Praadost
Praesitlyn
Prakith
Prakith
Praven Prime
Presbalin
Prexiar
Pria
Prindaar
1395.
1396.
1397.
1398.
1399.
1400.
1401.
1402.
1403.
1404.
1405.
1406.
1407.
1408.
1409.
1410.
1411.
1412.
1413.
1414.
1415.
1416.
1417.
Prishardia
Protazk
Ptera
Pulassas Minor
Purnham
Pygorix
Pyolli
Pyria
Pyrshak
Qalydon
Qexis
Qi Lozar
Qiaxx
Qiilura
Qina
QMaere
Qnithian
Qualtrough
Quanducial
Quanton
Quarzite
Quelii
Quell
1418.
1419.
1420.
1421.
1422.
1423.
1424.
1425.
1426.
1427.
1428.
1429.
1430.
1431.
1432.
1433.
1434.
1435.
1436.
1437.
1438.
1439.
1440.
Quermia
Questal
Questal
Quintus
Qumock
Quooria
Quyste
Rachuk
Raddan
Ragnar
Ragnook
Ragoon
Rakaa
Rakrir
Ralla
Ralltiir
Ralltiir
Rampa
Randorn
Rangorah
Ranklinge
Ranroon
Raquish
1441.
1442.
1443.
1444.
1445.
1446.
1447.
1448.
1449.
1450.
1451.
1452.
1453.
1454.
1455.
1456.
1457.
1458.
1459.
1460.
1461.
1462.
1463.
Raspar
Ratamesh
Raxus Prime
Raxus
Raydonia
Reapers World
Recopi
Redcap
Redrish
Reecee
Reega
Reegian
Reena Minor
Refrax
Regalia
Regulan
Reibrin
Reibrin
Rekkiad
Reltooine
Reltooine
Rendili
Renigg
1464.
1465.
1466.
1467.
1468.
1469.
1470.
1471.
1472.
1473.
1474.
1475.
1476.
1477.
1478.
1479.
1480.
1481.
1482.
1483.
1484.
1485.
1486.
Rentalles
Repea
Reuss
Revkinn
Revyia
Reynon
Rezi
Rhelg
Rhen Var
Rhilithan
Rhinnal
Riddellia
Rim
Rimcee
Rindao
Rindia
Rindoon
Ringali Nebula
Rintonne
Rior
Rirsack
Risban
Rivvidu
1487.
1488.
1489.
1490.
1491.
1492.
1493.
1494.
1495.
1496.
1497.
1498.
1499.
1500.
1501.
1502.
1503.
1504.
1505.
1506.
1507.
1508.
1509.
Roccus
Rocrin
Rodis
Rogue Antar
Rokaria
Romar
Romik
Rotas
Rseik
Ruan
Rudrig
Rugosa
Ruhe
Ruisto
Ruuria
Ruweln
Rya
Rychel
Rydar
Ryloon
Ryvester
Ryvester
Saarn
1510.
1511.
1512.
1513.
1514.
1515.
1516.
1517.
1518.
1519.
1520.
1521.
1522.
1523.
1524.
1525.
1526.
1527.
1528.
1529.
1530.
1531.
1532.
Saberhing
Sabrixin
Saclas
Saclas
Sacorrian
Saffalore
Saffalore
Sagma
Saheelindeel
Saila Na
Saleucami
Salliche
Samarine
Samhar
Sanbra
Sanctuary
Sanrafsix
Sanyassa
Sapella
Sarapin
Sareet
Sargesso
Sarpazia
1533.
1534.
1535.
1536.
1537.
1538.
1539.
1540.
1541.
1542.
1543.
1544.
1545.
1546.
1547.
1548.
1549.
1550.
1551.
1552.
1553.
1554.
1555.
Sarrassia
Sartinaynian
Saruwen Station
Sathiemon
Saurton
Savareen
Savek
Sayblohn
Scipio
Sebiris
Sechar
Secundus Ando
Sedri
Seftek
Selaggis
Seline
Selitan
Sembla
Sembla
Sennatt
Septevorres
Seregar
Serenno
1556.
1557.
1558.
1559.
1560.
1561.
1562.
1563.
1564.
1565.
1566.
1567.
1568.
1569.
1570.
1571.
1572.
1573.
1574.
1575.
1576.
1577.
1578.
Sern Prime
Serpine
Sesid
Sespe
Sestria
Seswenna
Sevarcos
Sevari
Shadren
Shallow March
Shalm
Shaltin
Shalyvane
SharAck
Shatuun
Shaum Hii
Shawken
Shelkonwa
Shenio
Sheris
Sheris
Shiffrin
Shikar Straits
1579.
1580.
1581.
1582.
1583.
1584.
1585.
1586.
1587.
1588.
1589.
1590.
1591.
1592.
1593.
1594.
1595.
1596.
1597.
1598.
1599.
1600.
1601.
Shintel
Shogun
Shownar
Shramar
Shuldene
Shulstine
Shumari
Shusugaunt
Shuxl
Sibilaar
Sigil
Sikkem
Sikurd
Sileria
Simaril
Simcharser
Simento-Threk
Simpla
Sinjan
Sinsang
Sipsk
Sirdar
Sirpar
1602.
1603.
1604.
1605.
1606.
1607.
1608.
1609.
1610.
1611.
1612.
1613.
1614.
1615.
1616.
1617.
1618.
1619.
1620.
1621.
1622.
1623.
1624.
Sisk
Sistooine
Sixela
Skako
Skann
Skaross
Skeebo
Skine
Skor
Skustell Cluster
Skynara
Sloogaria
Sluis
Sluudren
Smarck
Soco-Jarel
Socorro
Solacton
Solaest
Solloops
Somavva
Sondarr
Sontor
1625.
1626.
1627.
1628.
1629.
1630.
1631.
1632.
1633.
1634.
1635.
1636.
1637.
1638.
1639.
1640.
1641.
1642.
1643.
1644.
1645.
1646.
1647.
Sooma
Sorderia
Sorjus
Sormahil
Sorrus
Sorrus
Spangled Veil Nebula
Spawn Nebula
Spefik
Spinax
Spindrift
Spintir
Spuma
Sriluur
Sronk
Ssikaat
Stalimur
Starswarm Cluster
Stend
Stenness
Stenos
Stensens Colony
Stic
1648.
1649.
1650.
1651.
1652.
1653.
1654.
1655.
1656.
1657.
1658.
1659.
1660.
1661.
1662.
1663.
1664.
1665.
1666.
1667.
1668.
1669.
1670.
Stieg
Stygian Caldera
Suarbi
Subterrel
Sullust
Sulorine
Sump
Sunaj
Suolriep
Surric
Suurja
Svolten
Swarquen
Swedlan
Swellen
Sy Myrth
Sy Myrth
Syboona
Symbia
Symbia
Syndaar
Syned
Syngia
1671.
1672.
1673.
1674.
1675.
1676.
1677.
1678.
1679.
1680.
1681.
1682.
1683.
1684.
1685.
1686.
1687.
1688.
1689.
1690.
1691.
1692.
1693.
Syvris
Taanab
Taborin
Tadra
Tahlboor
Talfaglio
Talir
Talofan
Talravin
Talu
Talvaria
Tamboon
Tammar
Tammuz-an
Tancon
Tandankin
Tandell
Tandgor
Tandun
Tangrene
Tanquilla Beach
Tanta Aurek
Tanta Besh
1694.
1695.
1696.
1697.
1698.
1699.
1700.
1701.
1702.
1703.
1704.
1705.
1706.
1707.
1708.
1709.
1710.
1711.
1712.
1713.
1714.
1715.
1716.
Tantara
Tanthior
Tantive
Tantra
Tarabba
Taral
Taratos
Taris
Tarkins Fang
Tarnith
Tarnoonga
Taroon
Tarsunt
Tasar
Taskeed
Tastiged
Te Hasa
Teagan
Teardrop
Teedio
Teevan
Tefau
Tegrat
1717.
1718.
1719.
1720.
1721.
1722.
1723.
1724.
1725.
1726.
1727.
1728.
1729.
1730.
1731.
1732.
1733.
1734.
1735.
1736.
1737.
1738.
1739.
Teilcam
Teke Ro
Telerath
Telos
Tenara
Tendo
Tepasi
Tergamenion
Terman
Tertiary Feswe
Tertiary Kesmere
Tervissis
Teth
Thalassian
Thandon Nebula
Thanium
Thanta Zilbra
Thape
Tharkos
Thassalia
The Cometwash
The Drift
The Marais
1740.
1741.
1742.
1743.
1744.
1745.
1746.
1747.
1748.
1749.
1750.
1751.
1752.
1753.
1754.
1755.
1756.
1757.
1758.
1759.
1760.
1761.
1762.
The Roil
The Veil
Thela
Thesme
Thila
Thisspias
Thoadeye
Thobek
Thobek
Tholaz
Tholaz
Tholian
Thomquizzar
Thonner
Thoran
Thorsgild
Thosa
Thovinack
Thracior
Threndria
Thrugii
Thule
Thurra
1763.
1764.
1765.
1766.
1767.
1768.
1769.
1770.
1771.
1772.
1773.
1774.
1775.
1776.
1777.
1778.
1779.
1780.
1781.
1782.
1783.
1784.
1785.
Thustra
Tibro
Tiems
Tierell
Tierfon
Tifnyl
Tiisheraan
Til
Till Chorios
Timbra Ott
Timja
Timora
Tinn
Tinoon
Tinuvia
Tion
Tirsa
Tirsa
Tisssharl
Tizon
Tizon
Tlnia
Tobali
1786.
1787.
1788.
1789.
1790.
1791.
1792.
1793.
1794.
1795.
1796.
1797.
1798.
1799.
1800.
1801.
1802.
1803.
1804.
1805.
1806.
1807.
1808.
Tocan
Todirium
Togominda
Tokmia
Tolig
Toprawa
Torina
Torize
Torolis
Torque
Tortali
Tothis
Tothis
Tovarskl
Tovosh
Tragrud
Tralfin
Tramanos
Tran Mariel
Tran Mariel
Trantor
Traptoforia
Trascor
1809.
1810.
1811.
1812.
1813.
1814.
1815.
1816.
1817.
1818.
1819.
1820.
1821.
1822.
1823.
1824.
1825.
1826.
1827.
1828.
1829.
1830.
1831.
Trasemene
Trassitan
Trenwyth
Tresidiss
Treskov
Trevi
Triellus
Triewahl
Triitus
Trindello
Trinovat
Triton
Trogan
Troos
Trosh
Trunska
Truuzdann
Tsoss Beacon
Tuerto
Tungra
Turak
Turcan
Tyrius
1832.
1833.
1834.
1835.
1836.
1837.
1838.
1839.
1840.
1841.
1842.
1843.
1844.
1845.
1846.
1847.
1848.
1849.
1850.
1851.
1852.
1853.
1854.
Tyshapahl
Tythe
Tython
Udnil
UDray
Uhltenden
Ulicia
Ulion
Unagin
Uogocor
Upekzar
Urdur
Urdur
Urkupp
Usta
Utapau
Utaruun
Utos
Utozz
Utrica
Utrost
Uukaablis
Uvena
1855.
1856.
1857.
1858.
1859.
1860.
1861.
1862.
1863.
1864.
1865.
1866.
1867.
1868.
1869.
1870.
1871.
1872.
1873.
1874.
1875.
1876.
1877.
Uviuy Exen
Uziel
Vaal
Vaathkror
Vactooine
Vagran
Vahaba
Valahari
Valc
Valfin
Vanaria
Vandos
Vandyne
Vannell
Vanquo
Varic
Varlinaar
Varn
Varonat
Varvrona
Vasar
Vasch
Vasha
1878.
1879.
1880.
1881.
1882.
1883.
1884.
1885.
1886.
1887.
1888.
1889.
1890.
1891.
1892.
1893.
1894.
1895.
1896.
1897.
1898.
1899.
1900.
Vasuuli
Vatleria
Vaxal
Vaynai
Vedis
Velanaria
Vellas Pavo
Vellity
Velus
Velx-Shel
Vendara
Vendrak
Venestria
Venir
Venjagga
Ventil
Ventooine
Ventruun
Ventrux
Veragi
Verde
Verisin
Verkuyl
1901.
1902.
1903.
1904.
1905.
1906.
1907.
1908.
1909.
1910.
1911.
1912.
1913.
1914.
1915.
1916.
1917.
1918.
1919.
1920.
1921.
1922.
1923.
Veronia
Vestar
Vestral
Vex
Viamarr
Vinsoth
Vinzen Neela
Virgillia
Virmeude
Virujansi
Vispil
Vizcarra
Vjun
Vo Tunbren
Vohai
Void Station
Vonak
Voorlach
Vor Deo
Vornax
Vorpaya
Vorzyd
Voss
1924.
1925.
1926.
1927.
1928.
1929.
1930.
1931.
1932.
1933.
1934.
1935.
1936.
1937.
1938.
1939.
1940.
1941.
1942.
1943.
1944.
1945.
1946.
Vosteltig
Vuchelle
Vulpter
Vulvarch
Vunakia
Vurdon Ka
Vuzsa
VV-99-7JE-2N71
Vvaw
Wakeelmui
Wakiza
Walinor
Waskiro
Wayland
Wehttam
Wellte-ir
Wenderal
Werncin
Wetyins Colony
Weytta
Whendyll
Whinndor
Widek
1947.
1948.
1949.
1950.
1951.
1952.
1953.
1954.
1955.
1956.
1957.
1958.
1959.
1960.
1961.
1962.
1963.
1964.
1965.
1966.
1967.
1968.
1969.
Wilpiet
Wodenstam
Wol Cabassh
Worrudu
Worxer
Wranag
Wrodi
Wroona
Wukkar
Wyloff
Wynth
Wyveral
Xagobah
Xal
Xandil
Xanlanner
Xantar
Xartun
Xilxash
Xiunsrus
Xochtl
Xxan
Xyquine
1970.
1971.
1972.
1973.
1974.
1975.
1976.
1977.
1978.
1979.
1980.
1981.
1982.
1983.
1984.
1985.
1986.
1987.
1988.
1989.
1990.
1991.
1992.
Yablari
Yagara
Yalln
Yarith
Yasilor
Ychthyton
YDar
Yerej
Yhuli
Yir Tangee
Yityl
Yllotat
Yoberra
Yoribuunt
Yors-B
Yout
Yrrna
Ythaac
YTrella
Yuga
Yulant
Yurb
Yutusk
1993.
1994.
1995.
1996.
1997.
1998.
1999.
2000.
2001.
2002.
2003.
2004.
2005.
2006.
2007.
2008.
2009.
2010.
2011.
2012.
2013.
2014.
2015.
Yuvern
Yvara
Yyrtan
Zaadja
Zabian
Zaddja
Zamael
Zandrax
Zarkis
Zeffliffl
Zephry
Zfell
Zhanox
Zhar
Zhina
Zhotta
Ziost
Zipthar
Zircon
Zolan
Zona Miki
Zorb
Zorbia
2016.
2017.
2018.
2019.
Ztrop
Zug
Zygerria
Zznza
Table of Contents
Title Page
Contents
A is for Astrogation
B is for Beasts
C is for Computer terminal
D is for Destiny
E is for Rogue events
F is for Fear
G is for Gadget
H is for Heists
I is for Illegal cargo
J is for Jedi master
K is for Knowledge
L is for Location
M is for Maps
N is for Nemesis
O is for Obstacles
2
3
6
11
15
17
27
29
33
41
46
49
52
58
62
69
82
P is for Planet
Q is for Quirks
R is for Ruins
S is for Smugglers Starships
T is for it's a Trap!
U is for Utinni!
V is for Vignette
W is for super Weapon
X is for Xenology
Y is for You're my only hope
Z is for Zealots
Appendix 1: Full of Stars
86
90
96
100
102
107
109
112
115
117
121
126