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Contents

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

will be covered later in K is for Knowledge.


Upon entering a star system, roll a Force Die. A result
if oo indicates a random E is for rogue Event.
Each day of hyperspace travel takes up 1 day of ingame time and 100 credits in supplies and fuel per
Hyperdrive Class of the starship. The minimum travel time
between two systems is 1 day (100 credits in supplies and
fuel).

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

long as expected, using 10% less time and


resources per Advantage.moon.
Threat: The journey takes longer than
expected, using 10% more time and
resources per Threat.moon.
Triumph: The journey takes only half as
long as expected. In addition, the starship
emerges from hyperspace in a hidden
location, such as within the shadow of an
overlooked moon.
Despair: Critical hyperdrive malfunction.
The crew may fly at sublight speeds to a
shipyard in the system and pay 500 credits
for repairs, or spend 1 day and 50 credits
in supplies adrift in space and attempt to
repair the hyperdrive themselves with a
successful Hard (ddd) Mechanics check.

Appendix 1: Full of Stars

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

as well as the Attacks column. Some entries have


notations written with the Edge of the Empire ruleset in
mind, however they were intended to be generic enough to
apply to almost any roleplaying game system. Attack and
damage values have been left purposefully vague, or even
entirely absent, to encourage a wide range of challenges
your new beast is capable of presenting as the Galaxy
Master tweaks the numbers to fit the story he or she
wishes to tell.

d10 SIZE & SILHOUETTE

PRIMARY MOVEMENT

Swarm of tiny creatures


(Silhouette 0)

Walk (bipedal)

Very small, size of a cat


(Silhouette 0)

Walk (quadrepedal)

Half the size of a man


(Silhouette 0)

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

Humongous in all ways


(Silhouette 3)

Slow; Each Maneuver costs 2 Strain. Roll


another Primary Movement.

10

Gargantuan, larger than a


house (Silhouette 4)

Fast; Maneuvers never cost Strain. Roll


another Primary Movement.

d10 DEFENSES

ATTACKS

invisible; all enemies are


treated as Blinded

Tail Stinger; Accurate 2 and Pierce 3

resistant to Force powers

Sweeping Tail; Autofire and Knockdown

resistant to blasters

Claws ; Linked 1 and Vicious 3

resistant to explosives

Bite ; swallows enemies whole on a


Triumph (Ensare 20)

resistant to melee
weapons

Horns ; Pierce 5 and Knockdown

dangerous aura (spikes,


heat, etc.)

Energy Discharge ; (fire breath,


electricity, etc.); Blast 5 and Burn 5

multiple heads

Tentacles ; Autofire and Ensnare 2

fits through small


openings

Attack is also poisonous ; gain Stun and


roll for another attack

enhanced senses

Attack is also poisonous ; gain Disorient 3


and roll for another attack

10

accelerated healing

Attack is also destructive ; gain Sunder


and roll for another attack

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

some other means of detection has alerted authorities to


the Fringer Crews activities, whereas a showing of
Advantage erases all evidence of any tampering.
As always, feel free to simply use this chart as
inspiration to design the computer terminal of your choice
that best fits your H is for Heist design.

d10 DIFFICULTY BENEFIT


1

Easy

view security camera feed

Easy

reprogram security droids

Average

disable automated defenses

Average

incriminating evidence or embarrassing documents


related to a high ranking official or a N is for
Nemesis

Hard

the location of valuable I is for Illegal Goods

Hard

open a reinforced door leading to a secret area

Daunting

A clue to the Location where an A is for Artifact


can be found

Daunting

unlock a hidden locker with a beneficial item, such


as a stimpack

Formidable

open/close an emergency bulkhead

10

Formidable

gain a valuable clue to solving a puzzle

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

Destroy/Kill an exiled J is for Jedi

Condemn

your parents

Confront

your siblings

Teach/Train an evil N is for Nemesis

Rescue

a new P is for Planet

Stop

a close friend or lover

Discover

a shameful past

Avenge

a W is for Super Weapon

Redeem

the Empire

10

Create

the Rebel Alliance

A characters Destiny can be represented in a long-term


roleplaying game by using the classic 5-step arc of
dramatic structure. Dramatic structure is way of
categorizing and analyzing the five major steps taken in
almost every classical literary work. This developmental
arc can then be applied to the characters of any
roleplaying game, though the Star Wars setting is
particularly well-suited. This post advocates using the
standard 5-step dramatic arc to chronicle the meaningful
progress and development of your roleplaying game
characters.

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.

Resolution In this scene, the all


conflicts and tensions remaining from the
Falling Action are resolved, creating
normality, conclusion, and closure for the
character and a release of tension and
anxiety.

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

will the characters progress towards their Destinies,


though all at different and unpredictable rates. The
campaign will then conclude around the time the Galaxy
Master has envisioned as each character concludes their
story and fulfills their Destiny.
Galaxy Masters are not only encouraged to rely on
player input in designing these scenes, but many times will
be forced to include the others at the table in a
collaborative, world-building process. Occasionally,
multiple characters will have their scene up at the same
time, forcing the Galaxy Master and the players to get
creative and start weaving the threads of the campaigns
plot lines together in new and potentially unexpected
ways. Ideally, these special sessions will breed surprise
twists and lead the story in interesting new directions that
could not have been predicted.
Once a character concludes all five steps of their
dramatic arc, their story is finished. For a shorter
campaign, go with a 3-step arc for all characters, merging
Rising Action and Falling Action with the remaining
steps. Campaigns can end when one or all players have
had their characters destiny fulfilled.
The probabilities behind these die rolls indicate that
about once every 4 sessions any given character will have
a scene, independent of the number of characters in the
Crew. Thus, the average 3-step short arc lasts 14 sessions

(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.

Example Destiny Arc


Character: Leia Organa
Motivation: Ambition, Love
Introduction
In this session, the competing love interests
of Leia Organa (Colonist) are revealed to
us as we see Han Solo (Smuggler) and
Luke Skywalker (Fringer) expressing their
initial attractions to the princess in the
backdrop of their H is for Heist to break an
Alderaanian noble out of a dangerous L is
for Location, an Imperial detention cell.
Rising Action
In this session, the suitors Han and Luke
verbally spar and focus their efforts on
winning Leias affections while working
with the Rebellion to explore the icy
wastelands of the P is for Planet, Hoth.
Climax / the Big Reveal
In this session, Luke is the centerpiece of
the adventure as he undergoes his J is for
Jedi training, an action that further
advances his own dramatic arc. Leias arc

has simultaneously been called upon,


however, and with the dramatic Climax
scene. It is here that the Galaxy Master
reveals their sibling relationship, a major
shake-up to the love story.
Falling Action
In this session, Han and Leia expound upon
and develop their close feeling with one
another while hiding in F is for Fear from
Imperial forces on the cloud city of Bespin.
Resolution
In this scene, Hans Obligation (Debt to
the Hutts) catches up with him and he is
caught by a N is for Nemesis, an elite
bounty hunter named Boba Fett. Leias
dramatic arc is called upon for a final time
and it is here that she is finally able to tell
Han her true feelings of love.

E is for rogue Events


ne of the best games Ive played this year has been
Faster Than Light (FTL). Its a definitively roguelike indie video game. If it were a tabletop roleplaying
game, we might describe the gameplay as an ultra-deadly
sandbox. I love the level of challenge and exploration that
is inherent in this style of game. With that in mind, I dont
see any reason why Star Wars Edge of the Empire
couldnt support a campaign set into a rogue-like system
full of unlimited exploration of the billions and billions of
stars within the galaxy. As the player explores the galaxy
under the ever-present threat of an advancing enemy fleet
of starships, star systems are discovered, enemy ships
destroyed, merchants traded with, weapons upgraded, and
alien civilizations are met. The game portrays a true sense
of accomplishment and meaningful progress, as fun new
features of the game are constantly being unlocked as the
player explores interesting new branches within the
games random events.
To successfully create a fun, engaging campaign in this
way, several key new House Rules and guidelines need to
be created. Ill be using the tag rogue event with posts
that are aimed specifically at this style, although as a

general statement most of the Edge of the Empire


Alphabet blog posts fit in perfectly with the randomness
and exploratory nature of a rogue-like game.
The first rogue-like post of any real substance will be
my first Rogue Event. Rogue Events will be my
interpretation of the top 100 random events that are able to
be discovered in FTL that are most suitable for use in an
Edge of the Empire campaign.

For an up-to-date list of Rogue Events, check out:


http://triumphdespair.wordpress.com/rogue-events/

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

terrifying entity as the focal point for their design.

d10 TYPE

EASY (d)

Sith Lord

Jedi Padawan

Imperial Navy

Flight of TIE Fighters

B is for Beast

Pack of Mynocks

W is for Super Weapon weapon can instantly kill any creature

Torture

A stranger is tortured

Bounty Hunter

Apprentice

Imperial Army

Squad of Stormtroopers

Threat to Obligation

Failure worsens Obligation

Threat to Motivation

Failure harms Motivation

10

T is for its a Trap!

No threat of lasting harm

d10 TYPE

HARD (ddd)

Sith Lord

Jedi Knight

Imperial Navy

Nebulon-B Frigate

B is for Beast

Sarlaac Pit

W is for Super
Weapon

weapon can instantly destroy any starship

Torture

You are tortured

Bounty Hunter

Journeyman

Imperial Army

AT-ST scout walkers

Threat to
Obligation

Failure worsens Obligation and adds an


additional challenge

Threat to
Motivation

Failure destroys Motivation

10

T is for its a
Trap!

Threat of permanent damage

d10 TYPE

FORMIDABLE (ddddd)

Sith Lord

J is for Jedi Master

Imperial Navy

Star Destroyer

B is for Beast

Pack of Rancors

W is for Super
Weapon

weapon can instantly destroy any planet

Torture

A loved one is tortured

Bounty Hunter

Elite

Imperial Army

AT-AT Invasion Division

Threat to
Obligation

Failure destroys all hope of ever reducing


Obligation

Threat to
Motivation

Failure twists Motivation accomplishes the


opposite goal

10

T is for its a Trap! Threat of sudden death

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.

Handheld Tools (Roll 3x d10)


d10 MATERIAL ADJECTIVE NOUN
1

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

When a Galaxy Master needs to move to a larger scale


than simple handheld tool, he or she can then reference the
Minor Starship Systems table below. This table is a
simple, random list of 100 different systems within a
typical starship piloted by the Crew. The table can be
used commonly to describe the starship systems that
smoke, explode, and sends sparks across the deck in an
interesting and exciting manner whenever the starship

takes any System Strain. Though none of these systems in


and of themselves are critical to a starships routine
function, describing their breakdown as the starship is
stressed and damaged can create a much more compelling
roleplaying scene.
This chart has been provided to Triumph & Despair by
our first guest writer, Andrew Murray.

Minor Starship Systems (Roll


d100)
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.

Aft power conduits


Reactor coolant lines
Engine coolant lines
Life support lines
Turret servos
Atmospheric sensor
Hull plate connectors
Hull plate connectors
Port hull strut
Power feeds
Outboard power adaptors
Power converter modular
housing
Flight control connecters
Fuel drive pressure stabilizer
Hyperspace integrator
Thrust vector magnet
Port circuitry bay
De-gausser

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.

Port superstructure frame


Starboard resonator shaft
Fuel igniters
Adaptive power regulator
Scanner tubes
Magnetic clamp
Power supply inductor
Aft wiring trunk
Bow wiring trunk
Magnetic turbine
Static discharge vent
Bow power conduits
Fuel atomizer cone
Hyperdrive manifold

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.

Lastly, each Heist takes place at a unique setting that


inspires awe, terror, or wonder; see L is for Location.
Examples of Heists can be seen throughout the Star
Wars films:

rescue Han Solo from Jabbas


Palace
smuggle goods for Jabba the
Hutt, try not to dump cargo at
the first sign of the Imperials
rescue Princess Leia from the
Imperial Death Star
escort Rebel Alliance
transports past an Imperial
blockade at Hoth
covertly destroy the shield
generator on Endor
smuggle cargo through the
Kessel Run in under 12
parsecs
deliver Han Solo to the highest
bidder

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

Its Your Idea!

12

Collect Bounty(alive)

A Community in Need

13

Collect Bounty (dead or alive)

Rebel Alliance (local cell)

14

Investigate / Reconnaissance

Rebel Alliance
(Command)

15

Salvage

Old Friend or Loved One

16

Discover

Imperial Military

17

Assassinate

Pirates

18

Evacuate

Desperate Rival or
Enemy

19

Repossess

Planetary Governor

20

Roll Twice, combining into a complex


Heist

Imperial Intelligence

2d10 INSIDE INFORMATION

UNFORESEEN
COMPLICATIONS

Nothing special

Betrayal! A spy or traitor reveals


themselves during the Heist

We can gamble while were


there

T is for its a Trap!

The Location is under siege

An old N is for Nemesis shows up


to cause trouble

The Location is hidden

A friend or loved one becomes


endangered during the Heist

The Client is wealthy; +500


credits profit

The Heist draws the attention of


organized crime

Weve got someone on the


inside

Innocent civilians become involved,


perhaps as hostages

Will benefit a friend or loved


one

Authorities are tipped off. Upgrade


all enemy Vigilance and Perception
checks

We can ride local B is for


Beasts

An unexpected hostile military


presence is in the area

10

We have the security codes

Ive got a bad feeling about this.


The Crew may not spend Destiny
Points during the Heist

11

Will reduce one of our


Obligations

Something about the Heist turns


out to be far more dangerous than
previously thought

12

We have forged permits

A moral quandary crops up


affecting a Crew Members
Motivation

13

We can use ground vehicles

A strict time limit prohibits


regaining Strain outside of combat

14

It leads to an A is for Artifact

Pulling off this Heist will increase


the Crews Obligation(s)

15

This will deal a setback to a


hated N is for Nemesis

The Heist needs to be secret and


the Client wont pay for sloppy
work

16

Its only lightly guarded

The Client is just a proxy. The real


patron is something far less savory

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

Most people avoid it or are


afraid

A weird cult is involved, such as a


Z is for Zealot

19

The Location is abandoned

A rival Crew of smugglers,


scoundrels, and/or bounty hunters
are on the job as well

20

Roll twice, adding both results

Roll twice, adding both results

I is for Illegal Cargo


hen designing (H is for) Heists, a Galaxy Master
will often need a bit of inspiration for a type of
illicit contraband to be smuggled by the Crew. This cargo
and the profit to be made moving it through the galaxy is
the basic motivation to a wide variety of Heists, which we
have already shown have a firm standing in the Star Wars
films.
To generate Illegal Cargo from the table below, roll
three d10s and add their values. The types of goods have
been organized so as to have certain items appear more or
less often. Feel free to edit this table to suit your own
needs, or simply ignore the dice rolling and choose a
cargo type that interests you and fits well with your
intended Heist.
If you have additional ideas for types of contraband,
please share with us all in the Comments below.

3d10 ILLEGAL CARGO


3

an A is for Artifact

stimsticks or other nacotics

stimsticks or other nacotics

proton torpedoes

tibanna gas

explosives

prototype weapons

antique weapons

10

military data / plans

11

an item that blackmails an important figure

12

counterfeit credits

13

stormtrooper helmets and armor

14

blaster rifles

15

fine art

16

droids

17

medicine

18

food

19

spies

20

political prisoners

21

scientists or engineers

22

young of an exotic creature

23

a dangerous B is for Beast

24

cattle

25

an unknown, still living person frozen in carbonite

26

Jawas; see U is for Utinni!

27

Wookies or other enslaved species

28

a preserved corpse

29

artificial organs

30

Rebel scum

J is for Jedi master


or over a thousand generations, the Jedi Knights were
the guardians of peace and justice in the Old Republic.
Now they are all but extinct, a relic of a bygone era. The
few remaining Jedi alive have been scattered to the far
corners of the galaxy. Encountering a fully trained Jedi
Master, not just a Force-sensitive adept, is the stuff of
legends whose impact leaves a fringer crew forever
changed.
To create a Jedi Master, roll a d10 four times and
consult the four columns on the table below; or simply
choose an option to your liking. While the signature
weapon of a Jedi is indisputably a Lightsaber, which can
be of a variety of hues, many have either lost their weapon
fleeing the clutches of the Empire, or rely on less
confrontational means of solving their disputes. Jedi can
be of any living Species. Droids may not ever become
Jedi, and Humans tend to be the most commonly
encountered Jedi. All Jedi whom have survived into this
era and seen the rise of the Empire have a unique or
unusual means to have escaped their destruction, often by
hiding in a remote Place of Exile where none would think
to look. Jedi can play important roles within the story and

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

left the Galaxy

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

doesn't have long to


live

orange/yellow Twi'lek

imprisoned

searching for his/her


lost children

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!

Its alright, I know a guy.


Knowledge skills are a vital tool at the disposal of the
Crew, an invaluable part of their livelihood and one that
cannot be ignored. All too often, knowledge skills are
used exclusively to recall bits of information in an
encyclopedic fashion. While this is very useful during a
tense heist when the Crew cannot access computerized

databanks, it falls far short of the true potential of this set


of skills; core worlds, outer rim, and underworld. These
skills form the foundation of how a Crew sniffs out
successful heists and discards the duds. How a Crew is
able to avoid a trap, and how they are able to maximize
their profits. These three knowledge skills are used at the
end of every session in a sandbox style campaign to seed
the upcoming heists to be used during the next gaming
session.
Knowledge (Lore) will be elevated and expounded
upon in a future Edge of the Empire Alphabet article, A is
for Artifacts.
In a sandbox-style campaign, each heist begins and is
finished in the span of exactly one session. In the hands of
a skilled Galaxy Master, the Edge of the Empire ruleset
enables a quick-paced style of play that can explore an
entire contained, complete adventure in one session with
no trouble. When we take this idea and merge it with the
easy-to-use Edge of the Empire Alphabet random tables,
we can create a system that promotes real choices for the
players in terms of story, while at the same time making
the Galaxy Masters job easier with the combination of
random and player-driven impetus that goes to form the
next heist.
At the end of each heist, Galaxy Masters can spend
about 5 minutes to make some quick rolls and determine

the setup for the next sessions heist using the following
steps:

1. Each participating player makes a Hard


(ddd) Knowledge check; their choice of
either core worlds, outer rim, or underworld.
2. A successful check allows that character to
track down an old acquaintance, a rumor,
word on the streets, or some other means of
finding a new lead for a job. An unsuccessful
check nets nothing. If no one in the Crew
can find a heist, the Galaxy Master will assign
a heist of his own devising with two
Unforeseen Consequences and with the
lowest monetary reward possible; 3,000
credits base fee.
3. Players whom have discovered a heist on
their own must then roll 2d10 twice to
determine the heists Action and Client, as set
forth in H is for Heists.
4. A successfully discovered heist with any

Advantage has multiple angles and an


additional piece of Inside Information. A
successfully discovered heist with any Threat
is a trap, perhaps the result of some sort of
betrayal, and has an additional Unforseen
Complication.
5. A successfully discovered heist with
Triumph has one Unforeseen Consequence
become known in advance. However, a
discovered heist with Despair indicates that
the Crew has made their presence a little too
well known, has alerted the local authorities
to their disreputable dealings, and
immediately bestows one Crew Member with
5 Obligation.
6. The clients offering heists can have a range
of monetary reward to offer. One of the
biggest advantages to having multiple heists
available is the ability to pick and choose the
most lucrative of leads. For each discovered
heist, roll a Force Die. On a result of two
Dark Points, the heist offers a base reward or
3,000 credits. On one Dark Point the base

reward is 3,500; on one Light Point the


reward is 4,500 credits, and on two Light
Points the reward jumps up to a sizeable
5,000 credits. Each of these rewards can be
modified by the Negotiation skill, using rules
as written.
7. A smuggling or delivery heist done with a
Ghtroc 720 freighter earns a bonus 500
credits base reward due to its increased cargo
capacity. Likewise, the Firespray System
Patrol Craft earns 500 credits less on such
heists due to its limited cargo capacity.
8. A heist found via Knowledge (Core Worlds)
must be located in a star system in the core
worlds, and likewise for Knowledge (Outer
Rim). A heists discovered via the Knowledge
(Underworld) skill can be located anywhere
in the galaxy. The star system location can
then be located on the Galaxy Map via
random dice rolls.
9. Lastly, the Crew decide on which lead to
follow up on, jump to hyperspace, and play
that heist during the next gaming session.

During the time between, the Galaxy Master


fills out the remaining details of the heist,
including if any Crew will advance in their D
is for Destiny.

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.

Examples of interesting Locations have an established


history and can be seen throughout the Star Wars films:

the swampy Wilderness of


Dagobah, a natural Jedi
training ground due to being
Strong in the Force.
the monolithic Military
Outpost of the Death Star,
doomed to soon Explode and
be destroyed
the Uncharted Star System of
Hoth, its icy surface slick or
otherwise treacherous
the heavily fortified armed
starship Star Destroyer named
Executor

2d10 DESCRIPTION

TRAITS

Mine

The inhabitants of this location are clones

Streets or sewers

Tiny B is for Beasts scurry in the walls or


under the floors

Private residence

The location will soon explode or


otherwise be destroyed

Temple or other religious Stellar phenomena make this location very


site
difficult to access

Palatial estate

Strong in the Force; Force users are


treated as 1 Force Rating higher

Primitive village

The footing is uneven, slick, or otherwise


treacherous

Wilderness

One type of common technology doesnt


function (shields, blasters, ion, etc.)

City slums

The location is heavily fortified

10

Place of vice; bar,


casino, or brothel

This place has an inhospitable climate

11

Uncharted Star System

All records of this location have been


erased

12

Asteroid(s)

This place is in an area of inhospitable


terrain

13

Uncharted Star System

Large portions of the location are badly


damaged

14

Freighter convoy

This place is surrounded by a huge


junkyard

15

Colony ship, luxury


cruiser, or other civilian
craft

Sight is obscured here by dense clouds,


fog or darkness

16

Orbital platform

Hidden from the Force; Force users


receive are treated as 1 Force Rating
lower

17

Armed starship

T is for its a Trap!

18

Military outpost or prison The location is underwater or floating

19

Scientific or medical
facility

The inhabitants of this place are telepathic

facility
20

Factory or shipyard

Roll twice, combining the results

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,

What pieces are involved here? Where


are the decision points? What parts of this

environment can be used in creative ways?


How does this space relate to the other
regions in this Heist?
Exploration is fun. A fundamental part of human
experience is to have a spark of curiosity and a drive to
explore the unknown. When possible, add in a few tricks
or mysteries onto your maps, such as a substitution cipher
or other puzzle. Solving these puzzles should always net
the Crew a small reward, often in the form of greater
knowledge or understanding about the maps environment
itself.

The map above is one created to represent a typical star


system in the Star Wars universe. It clearly shows the
spatial relationships of the celestial bodies and various
astronomical phenomena (plants, comet, nebula cloud,
binary star) in the area. It also offers a very simple coded
message describing those phenomena in general terms.
Examining this map, the Crew immediately grasp various
decisions that they must make: Where to jump into?
Where is our target? Are there any interesting planets?
Etc. All this is done with a bare-bones, minimal effort on
the part of the Galaxy Master; who aims to work smarter,
not harder.
This next map shows the general arrangement between
areas in the drive section of a Nebulon-B Escort Frigate.
Exact size and dimensions are meaningless and
unimportant; what matters are the relationships between
the spaces and how they interact with each other. We see
that the overall size of each deck shrinks the further down
one goes. There are a few interesting connections here,
Room #2 spans both Level 4 and Level 5, for example,
leading one to wonder what kinds of reasons might we
have in having such a vertical space. Is this a shortcut? A
hiding place? And whats with the dotted line on Level

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.

Now that you have a sense of purpose behind your maps,

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.

Bridge (Command Center)


Security Command
Brig/Prison
Armory
Medical Bay
Communications
Briefing Room
War Room
Fitness
Cantina
Officer Quarters
Galley
Storage Hold
Crew Quarters

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

38. Interstellar Communications


Bay
39. Magnetic Dynamo
40. Throne Room
41. Meditation Chamber
42. Inner Sanctum

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

vocal quirk, such as a stutter

Ithorian

superstitious

Sullustan

distinctive dress, usually of high


quality

Wookie

appreciably older or younger than


the Crew

Gamorrean

dismissive

Gand

reckless

10

Trandoshan

calculating

11

Human

hideous facial feature

12

Droid

passionate

13

Rodian

Z is for Zealot

14

Gran

distinctive scar or tattoo

15

Twilek

unique accessory, heirloom, or


armor

16

Bothan

distinctive hair style or color

17

Quarren

xenophobic

18

Davaronian

diplomatic

19

Aqualish

dim-witted

20

a strange new alien; see X is for


Xenology

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

a hidden J is for Jedi master

Anarchy

Imperial Intelligence / Inner Circle

Love

Information Broker / Spymaster

Family

Arms Dealer

Expertise

Planetary Governer

Fame

Galactic Senator

Non-human Rights

Military Leader (Rebel Alliance)

Mentor

Military Leader (local)

Power

10

Military Leader (Imperial)

Religion

11

Crime Boss*

Support the Empire

12

Bounty Hunter

Greed

13

Space Pirate

Overthrow the Empire

14

Con Artist

Human Destiny

15

Rival Smuggler

Former Nemesis

16

Professor or non-medical doctor

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

Column, to represent the means and methods by which the


Crew may turn the tables on the Nemesis and achieve
victory. When in doubt, roll a Force Die and let the
number of pips shown indicate to you how many elements
from each column to use.

2d10

DESPAIR

Unassuming No one believes the crew. All skill checks made to


sway others against the Nemesis are downgraded

Beloved

The difficulty of all skill checks made to interact with


the local populace is upgraded.

Bodyguard

The Nemesis has one or more henchmen of Rival


quality that never leaves his or her side.

Ancient
Weapon

The Nemesis bears an ancient weapon of power and


quality unmatched in the modern age. The weapon
gains the Accurate 3 quality, Vicious 3 quality, and
has a Critical value one lower than normal (minimum
1)

Swordsman When making a Melee skill check, the Nemesis gains


3 Boost die.

Artificial
Limb

Cybernetic enhancements give the Nemesis a rating of


7 in the Brawn and/or Agility characteristics.

Force
Sensitive

The Nemesis is secretly Force Sensitive, gaining


access to one Force Power and increasing his or her
Force Rating by 2.

Hostage

The Nemesis holds a hostage in a secure location who


is strongly connected to at least one Crew Members
Motivation.

Motivation.
10

Strong with
the Force

When the Galaxy Master uses a Destiny Point on the


Nemesis turn to upgrade a skill check, that skill check
is upgraded twice.

11

Terrifying

The mere mention of this Nemesis is terrifying. All


Discipline or Cool checks made to resist fear are
Formidable (ddddd) difficulty, upgraded thrice.

12

Hidden
Army

The Nemesis has covert power and control over a


large military force.

13

Clones

The Nemesis utilizes clones or another means to


endlessly sacrifice others for his protection.

14

Cybernetic

Cybernetic enhancements give the Nemesis a rating of


7 in the Intellect and/or Cunning characteristics.

15

Advanced
Shielding

The Nemesis and/or his or her primary starship has an


advanced shielding system and increases Defense by
4.

16

Prototype
Weapon

The Nemesis bears an advanced new prototype


weapon. The weapon deals an extra Wound on attacks
that hit and gains the Superior, Sunder, and
Knockdown qualities.

17

Its a Trap!

Always one step ahead, the Crew are subject to a T is


for its a Trap! whenever confronting this Nemesis.

18

Gadgeteer

This Nemesis has an assortment of mechanics tricks


up his or her sleeve at all times. As a Maneuver, he or
she can create a single-use item that replicates the
effect of any equipment.

19

Pet

The Nemesis has an unassuming, non-humanoid pet


that is used either as a distraction and for spying, or it
is a ferocious B is for Beast.

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

The Nemesis has an unnatural fear of a certain


object and must make a Formidable (ddddd)
difficulty Discipline or Cool check or suffer 3
Setback dice when confronted by this object.

Gluttonous

Overindulgence and sloth plague this Nemesis, and


he or she takes 2 Strain for every Maneuver taken.

Poor Health

The Nemesis fails all Resilience checks and has a


Brawn characteristic of 1.

Blackmail

There is some secret out in the Galaxy that makes


this Nemesis susceptible to crippling blackmail.

Criminal

The Nemesis has a hidden past of crime that he or


she has fled and is wanted by authorities.

Duty

The Nemesis has a crippling addiction to a harmful


substance or self-destructive behaviorand must
make Discipline checks to resist temptation.

Addiction

The Nemesis has a crippling addiction to a harmful


substance or self-destructive behaviorand must
make Discipline checks to resist temptation.

Obsessive

Obsession clouds the thoughts of this Nemesis and


he or she finds their judgment hindered.

10

Burned Bridges Poor decisions made in the Nemesis past have left
a wake of bitter enemies seeking retribution.

11

Overconfidence The Nemesis has one or more missing limbs,


severely restricting his or her mobility and ability to
manipulate equipment and weapons.

12

Missing Limb

The Nemesis has one or more missing limbs,


severely restricting his or her mobility and ability to

severely restricting his or her mobility and ability to


manipulate equipment and weapons.
13

Blind

The Nemesis is blind, but has adapted somewhat to


the condition. He or she adds 3 Setback dice to all
skill checks that require sight and also upgrades the
difficulty of Vigilance and Perception checks
twice.

14

Betrayal

A close ally or friend will betray this Nemesis at a


most inopportune time, providing the Nemesis
enemies with valuable aid or information.

15

Debt

The Nemesis has mounting debt, no doubt from his


or her sinister activities. Bounty Hunters and other
collection personnel hound the Nemesis every
move.

16

Allergy

A particular substance has a strange reaction with


this Nemesis. While at Engaged range to the
substance, the Nemesis is disoriented. If the
Nemesis is tricked into consuming the substance,
he or she is stunned and takes 10 Strain.

17

Envy

The Nemesis is envious of the Crew and can be


easily duped under the guise of gaining access to
their personal equipment, close friends, family, or
lifestyle.

18

Vanity

The Nemesis places far too much importance on


his or her personal appearance and looks and must
succeed on a Formidable (ddddd) difficulty
Discipline check when attempting an action that
puts those things in danger, or else refuse to do that
action.

19

Tell

The Nemesis has a noticeable tell such as a facial


twitch. He or she automatically fails all Cool and
Deceit checks.

20

Cheap

Corners were cut and shortcuts taken. All of this


Nemesis starships and equipment gain the

Nemesis starships and equipment gain the


Inferior quality.

*Treat Species rolls of 02 10 as Hutt.

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

Static forcefield emplacements


offer cover and light.

..
An energy shield protects a
critical object from any attack.

A monolithic C is for Computer


terminal soars high above and
offers cover.

Huge dynamos wreak havoc on


This space has strange gravity,
nearby electronics and offer cover. either very high or very low,
forcing all to adjust their tactics
accordingly.

Great obelisks of an unusual


material (obsidian, sandstone,
glass, carbonite, diamond, etc.)
hold clues to an ancient mystery
and offer cover.

The blast door to this room has


been sealed shut, but why?

Vertical power conduits protrude


up like a wall of steel tubes,
offering cover.

The floor is uneven, slick, or


otherwise treacherous.

Metal crates full of I is for Illegal


goods create a maze in the holding
bay, as well as offering cover.

Broken lights cause shifting


shadows to conceal the stealthy.

Moving machinery snags at


clothing and can pin down the
clumsy, as well as offering cover.

Burning incense fills the room


with smoke and Setback.

A mundane architectural feature


A blast shield or bulkhead bars
such as deep vestibules or floor-to- the way.
ceiling columns offers an easy
means to gain cover.

A small, ground based service


vehicle can used for cover or hotwired and driven around.

A short elevator or industrial


hydraulic lift spans between
areas of two different heights,
the higher of which offers a
tactical advantage.

10

The room is full of steam or some


other harmless gas that obscures
sight and grants concealment.

An oil slick makes moving


through the room hazardous for
the uncoordinated.

Shifting and alternating


forcefields isolate parties on all
sides.

sight and grants concealment.

d10 OO

the uncoordinated.

A damaged combat droid can be


re-powered and reprogrammed for
one final task.

Arcs of electricity shock anyone


who comes near a
malfunctioning or damaged G is
for Gadget.

Planetary-scale communications
relays offer limited access to highranking officials.

A pair of automated blaster


turrets shoot anything that
moves.

A heavy blaster turret sits idle,


perhaps on a watchtower or some
other high elevation, waiting for
someone to jump in and fire.

This area is filled with a toxic


gas, testing the Resilience of all
living creatures.

A C is for Computer terminal can


be sliced to allow the user to
control a small, inconspicuous
mouse droid for reconnaissance.

This area is inundated with high


doses of radiation, testing the
Resilience both droids and living
creatures.

Industrial robotic arms here are


used to do a heavy or dangerous
task, such as loading starship
missiles, and can be used to the
Crews advantage.

Something in the room causes it


to be either extremely hot, such
as an ion furnace, or extremely
cold, such as leaking cryogenic
gasses.

An innocent civilian walks in during The room is dominated by a


the middle of the action.
dangerous industrial process,
such as a garbage compactor.

Forcefields separate this area from


a danger, such as the cold vacuum
of space.

A burning oil slick fills the room


full of smoke, sears the unwary,
and makes moving through the
room hazardous for the

uncoordinated.
8

Broken power conduits crackle


with electricity, high temperature
plasma, high pressure gas, or
starfighter fuel.

A bottomless pit (no rails)


creates a deadly hazard.

A section of the room is a


depressurization or hyperbaric
chamber.

A horrible B is for Beast is


nearby.

10

Volatile gas tanks have been


carelessly left about. One stray
blaster shot will cause them to
explode.

A powerful magnetic field pulls


metal weapons free from their
owners hands and wreaks
havoc on Droids.

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.

2d10 DOMINANT FEATURE


2

artificially constructed

toxic atmosphere

tectonically unstable

asteroid belt or group of small moons; no atmosphere

oceanic

hot and arid

overly large; high gravity

mountainous

10

forest or jungle

11

mixed, earth-like

12

open plains

13

wetlands

14

very small; low gravity

15

metropolitan

16

frozen

17

jovian / gaseous planet

18

volcanic

19

highly irradiated

20

roll twice, combining the results

2d10 PRIMARY INDUSTRY


2

religious

financial

healthcare

academic

administration or species homeworld

new colony

spaceport

agricultural

10

trade

11

abandoned / uninhabited

12

mining and natural resources

13

manufacturing

14

recreation

15

primitive civilization; only Rarity 1 items available

16

high tech

17

military

18

disaster

19

arts

20

roll twice, combining the results

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

cause. Astute Galaxy Masters will take care to listen in on


the Crews discussions of these clues; taking the
projected hopes, dreams, and fears of the players and
building upon that to reassure, surprise, and/or delight.
Quirks are most enjoyable when scattered about
randomly, creating strange and unexplained scenes. To do
so, simply roll a d100 and consult the table below.
Oftentimes, however, the results will come back a little
too bizarre and require the guiding hand of a Galaxy
Master to select a quirk of their choice, aligning the story
back on track.
Unlike T is for its a Trap! and O is for Obstacles,
Quirks should never directly harm anyone.

d100 The floor


0102

is glass.

0304

is covered in rusting industrial or mining equipment.

0506

is an elevator.

0708

is sprouting weeds.

0910

has a ghastly pit where animals are forced to fight each other.

1112

is made of metal grating.

1314

has moving hydraulic service platforms used to lift vehicles for


maintenance.

1516

has deep immersion pits where scores of workers toil endlessly at


some task.

1718

is broken apart as technicians remove a section and begin splicing


electrical wires.

1920

is covered in scorch marks.

2122

opens to a tubular shaft that grants access to secret or restricted


area.

2324

spans multiple levels through stairs, ladders, or chutes.

2526

gently spirals upward, encompassing multiple floors.

27

shows the tell-tale signs of an infestation of insects, rodents, or other


vermin.

Against the wall is seen


28

a huge wrap-around glass viewport.

2930

glowing energy conduits built into the walls, casting weird colors in the
room.

3132

broken droids leaning against the walls.

3334

starship flight plans and hyperspace routes on glass paneling.

3536

someone drinking against one corner.

3738

a damaged piece of equipment spitting harmless sparks.

3940

broken windows.

4142

scorch marks.

4344

large stone idols leftover from a lost ancient civilization.

4546

shelves full of mechanical tools; see G is for Gadget.

4748

unintelligible, static-filled transmissions are heard coming out of an old


comm system.

4950

gigantic engines or turbines.

5152

a shortcut or secret passageway to another area.

53-

a beautifully crafted masterwork weapon; well lit, locked, and

54

trapped.

5556

huge window looks out over a different area.

5758

a large vestibule.

5960

moving holographic projections of ships patrolling a star system.

61

a static holographic projection of nearby structures.

62

Rebel terrorist graffiti defacing a solemn symbol of peace and order.

From the ceiling hangs


63-64 low beams or bulkheads to hinder those of excessive height.
65-66 a large hose from which a pilot or technician refuels a vehicle.
67-68 an alarm klaxon that is either distracting or focuses Vigilance.
69-70 patriotic banners.
71-72 giant industrial pipes.
73-74 a rotating, flashing light warning of a minor technical problem.
75-76 a crack dripping water.
77-78 several rusting steel cages.
79-80 a broken communications antenna.
81-82 a catwalk or ledge.
83

a squadron of snub fighters on struts.

In the middle of the room


84 a mouse bot scurries on floor. It is afraid of everything.
85 some sort of foul dish of food is bubbling on a countertop stove. It is
totally gross.
86 is a rotting animal carcass, stinking up the place. It is totally gross.
87 a handcuffed prisoner is being escorted by local authorities.
88 a spiced out, weird alien lounges languidly; see X is for Xenology.
89 someone has left out copious B is for Booze.
90 is a living wild animal, native to this region, but not overtly hostile.
91 workers welding steel plates together.
92 a gonk droid waddles.
93 an R5 droid fixes stuff.
94 is a filthy pile of garbage. It is totally gross.
95 is a lively band, playing music straight out of the cantina.
96 is an interpreter droid who would be only too pleased to help.
97 is a life-sized hologram of a beautiful, exotic dancer.
98 two creatures play a holographic board game.
99 are glass displays showing flight plans.
00 is a Jawa trying to sell you something; see U is for Utinni!

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

ruin to make it unique and surprising. Pick an unexpected


twist to add to the ruins from the Hooks column, or let the
fate and the dice determine your path by rolling a d10.

d10 FUNCTION
1

cave

temple

derelect starship

lower levels of a city

tomb

fortress

prison

vault

palace

10

mine

d10 GUARDIAN
1

droids

force ghosts

J is for Jedi master

Imperial

horrible B is for Beasts

T is for its a Trap!

Rebel Alliance

native aliens; see X is for Xenology

pirates

10

Multiple factions; roll twice

d10 HOOKS
1

The ruins were constructed by a civilization or race now thought to be


extinct

The ruins are the home of a legendary, near-extinct B is for Beast

The ruins contain valuable I is for Illegal goods

The ruins contain or help lead to an A is for Artifact

A powerful being is imprisoned in the ruins

The ruins are a secret repository for lost knowledge

The ruins are a forgotten armory

The ruins are only accessible for a brief period of time

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.

2d10 Adjective Noun


2

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

T is for its a Trap!


raps provide nasty surprises for the Crew that turn a
situation of Triumph into one of Despair. In contrast
with O is for Obstacles, traps are specifically placed in
an encounter as a threat to the Crew alone and are not
likely to be able to be used to their advantage. Take care
to select traps that do favor NPCs and slant the odds
against the Crew, such as using a trap that penalized
ranged combat checks with melee-focused enemy
combatants. These sudden dangers should be used only for
scenes of very high tension and high stakes, or as a way to
add more challenge to an already difficult scene. As the
Galaxy Master upgrades a purple Difficulty Die to a red
Challenge Die, so too can that Galaxy Master upgrade a
mediocre level of threat to a truly terrifying scene. When
using T is for its a Trap, be sure to also consider how F
is for Fear might also play into the narrative of your story.
Ideally, when these traps are revealed, the Crew should
all feel their stomachs drop out beneath them and panic
begin to flush across their faces. Traps put the Crew into
some serious trouble.
The traps presented here are organized by what scale
the encounter is taking place: either the Personal Scale or

the Starship Scale. To add a trap into your scene, either


choose one trap listed below or roll a single d10 and
determine the trap randomly.

d10 Traps (Starship Scale)

1. This area has a hidden minefield. At the end


of each round, each starship is attacked by a
magnetic mine that acts as a hit from a
Guided 3, Damage 10, Breach 6 attack.
2. A gas cloud fills the area and obscures
sensors, adding 3 Setback Dice to all
combat skill checks at Short Range or
further.
3. This area is filled with an asteroid field.
When moving, each starship must succeed at
a Piloting check with a Difficulty equal to its
Speed and upgraded a number of times equal
to one-half of its Silhouette or take Hull
Damage equal to 8 + number of failures as it
rocketed by collisions.
4. An Imperial Nebulon-B Frigate enters the

5.

6.

7.

8.
9.

10.

system from hyperspace. See stat block.


A roiling ion storm sweeps through the
system, disabling one major system on each
starship (ie. shields, hyperdrive, weapons,
etc.) until taken in for repairs.
Three swarms of four mynocks each are
released from their nest in a nearby planetary
body.
A flight of six Y-Wings piloted by pirates
appear from hyperspace. The pirates attempt
to disable the Crews starship for capture.
See stat block.
A hidden explosive deals a sudden Vicious 5
Critical Hit to the Crews starship.
A natural gravity well inhabits the area. At
the start of combat, each starship is treated as
if it had been hit by a Tractor 8 attack.
A person whom was once thought an ally is
now revealed as a hidden traitor, becoming a
powerful N is for Nemesis.

d10 Traps (Personal Scale)

1. An obscuring cloud of fog or smoke in this


area grants concealment (EotEB p.138) to
ranged combat checks.
2. Toxic gas fills the area. At the start of each
round, each creature must make a
Formidable (ddddd) Resilience check and
take 1 Strain for each failure (ignores Soak).
3. Heavy doors close or giant boulders tumble
to isolate the Crew from one another with
impassable terrain.
4. This area has a hidden minefield. When
moving, each character must succeed at an
Hard (ddd) Perception check take Wounds
equal to 8 + number of failures as they step
on the mines.
5. This area has hidden pit traps. When moving,
each character must succeed at an Hard
(ddd) Coordination check fall prone and
take Strain equal number of failures.
6. A trapdoor or sinkhole opens, sending
characters into a dungeon or R is for Ruin

7.

8.

9.

10.

located in a lower level, possibly inhabited


by a B is for Beast which is now angered by
the disturbance.
This are is covered in slick terrain (mud, ice,
etc.) and adds 3 Setback Dice on all combat
skill checks at Engaged Range.
Imperial authorities have been tipped off and
a squad of Imperial Stormtroopers (equal
to twice the Crew in number) move in to
make an arrest.
A number of Slavers equal to the number of
Crew appear from hiding try and carry off
weak or unconscious Crew.
A person whom was once thought an ally is
now revealed as a hidden traitor, becoming a
powerful N is for Nemesis.

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.

d10 ITEM TYPE

DESCRIPTOR

Droids

mint condition

Industrial Equipment used

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

unique combination of shenanigans.

d10 INSTIGATOR

ACTION

thug

attacks

local law enforcement protects

Imperial officer

steals from

bounty hunter

harasses

poor citizen

interrogates

wealthy citizen

discovers

lynch mob

begs for help from

a Z is for Zealot

gambles a high-stakes game against

crime boss

races

10

smuggler

delivers something to

d10 TARGET

ESCALATION (roll twice)

the Crew

an A is for Artifact is involved

the Crews starship

in the middle of a wild parade

an ally or other close


relation

quickly turns into a chase scene

a fellow smuggler

I is for Illegal goods are involved

a poor civilian

the same subject as a Crew Members


Obligation is involved

a wealthy civilian

the same subject as a Crew Members


Motivation is involved

escaped convicts

has an encrypted code that leads to a


reward

a cantina or other nearby


building

the encounter threatens to cost the Crew


a great many credits

innocent children

has unavoidable Imperial entanglements

10

roll twice, the action


affecting both targets

a lovers scorn is drawn

W is for super Weapon


super weapon is an antagonist and Nemesis given the
form of a terrifying object. It is a means to inspire
fear and trepidation on the galactic scale fueled by the
accumulated wealth, anxieties, and nightmares of a trillion
worlds.
Super weapons are the ultimate display of both power
and hubris. They are designed by highly focused minds,
flawed by deep-rooted neuroses. Super weapons are also
a projection of a society, proudly showing their most
advanced technologies built, in vain, to alleviate their
crippling insecurities.
Everything about a super weapon must be over the top
and larger than life. They are always described in the most
extreme way possible, often with one or more
Superfluous Descriptors. These monikers need not even
be accurate. the need only inspire fear, wonder, and awe
in those that gaze upon them.
Though the ideals behind them are quite radical, the
basis of functionality and purpose to a super weapon is
always grounded in a relatively simple idea. The Means
and Method of a super weapon are easy to grasp, in
contrast to the often ignored technological details, so as to

be immediately understood in a story. They often represent


a very basic idea, magnified to a truly galactic scale.
Lastly, all super weapons must inevitably face their
own downfall in the form of an exploitable Vulnerability.
This weakness has the most dramatic impact when used to
mirror the personality flaws of the super weapons
designer, such as the Death Star being destroyed by
insignificant snub fighters to reflect Grand Moff Tarkins
apathy towards those he deemed beneath him.
To generate a new Super Weapon, roll at least 4d10 on
the table below for a random assortment of a least one
selection from each of the four columns. Or, simply select
as many choices from the Superfluous Descriptor,
Means, Method, and Vulnerability categories that fit the
unique, new technological terror you have constructed.

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

requires costly fuel or


other upkeep

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

aliens. Embrace any seemingly contradictory results and


find a creative way for this creature to come into being.

d10 MAJOR FEATURES MINOR FEATURES


1

winged

furry

more than 2 arms

scaly

slithers

mottled skin

biped

horns

quadraped

tail

extra large

aquatic

extra small

insectoid

exaggerated facial feature

plant-like

exaggerated neck

10

rocky composition

exaggerated limbs

Y is for Youre my only


hope
here are certain special times when the needs of the
story must impose upon the Crew a horrible, worstcase scenario with terrifying, overwhelming challenges.
Often, the Galaxy Master will use these seemingly
hopeless situations as the basis for an entire Star Wars
roleplaying game campaign. In contrast to W is for super
Weapons, Y is for Youre my only hope dooms the Crew
with Nightmare Difficulty that is even more over-the-top,
punishingly unfair, often beyond the control of mankind,
and have no identifiable weaknesses.

Some examples of hellish, mind-numbing despair include:

A trinary star system has become sentient and


seeks universal annihilation.
The Emperor himself has taken a personal
interest in your capture, sending a massive
Imperial armada to hound your every move.
An invasive xenomorphic species has

colonized the bodies of the inhabitants of


your homeworld, including all of your
friends and family. The planet is now offlimits and under quarantine.
The Rodian homeworld is merely the outer
shell of a dormant astral leviathan. It
awakens.
The massive black hole at the center of the
galaxy swells to an order of magnitude
larger, consuming much of the inner core. It
continues to grow at an alarming rate.
A supernatural being from beyond the
universe deems the intelligent life in this
galaxy unworthy to live.
An interstellar cloud of nanites (or robotic
arms) seeks to break down every elementary
particle in the universe in order to construct
even more nanites.

To generate your very own hopeless scenario, either


choose elements from the table below, or decide randomly

by rolling 4d10. One die determines what deeply


treasured object or ideal is in danger via the Threat
Column. Two dice determine what combination of
insurmountable obstacles stop any would-be heroes via
the Despair Column. Lastly, one die determines the
amazing reward granted unto the Crew, whether it be
known or not during this quest, if they should succeed in
defeating such a monumental challenge via the Triumph
Column.

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

The target is too Complete your D is for Destiny


small

An entire
planet

We are too few

Vast wealth; at least 100,000


credits

An entire
species

They are too


many

Utter defeat of an N is for


Nemesis

The galaxy

Nothing goes
unnoticed

Gain a host of powerful allies

The universe

We dont have
time

The pieces needed for


constructing your own L is for
Lightsaber

Intergalactic
travel

Its broken

An ancient A is for Artifact

Your friends
lives

The enemy is
too clever

Experimental starship technology,


such as a cloaking device

Your familys
lives

The Force is
against us

An advanced personal starfighter,


such as a TIE Avenger

10

All sentient life

The enemy is
indestructible

Virtually indestructible armor or a


powered suit

Z is for Zealots

Hokey religions and ancient weapons


are no match for a good blaster at your
side, kid.
iding in the dark corners of your Star Wars universe
are a myriad assortment of religious fanatics and
cults. Each of them are backwards, strange, and deadly.
Many can be found leading villages of primitive
civilizations at the galaxys edge, or preaching their
dogma to the masses on the busy streets of a core world. Z
is for Zealots provides a way for Galaxy Masters to step
out of the rational and dip their toes into the mad.
When a bizarre cult is needed, this is the place to look.
Try not to get hung up on the Force and Force traditions
from previous Star Wars media when designing zealots, as
this is creating something distinctly different in style and
occupies a different storytelling niche altogether than the
honorable, fallen Jedi. These cults are not necessarily
magical or supernatural, though perhaps they have control

of a powerful A is for Artifact which grants them such


powers. These groups of fanatics are weird, scary,
dangerous, and maybe even a little depressing in their
mania.
To create a cult of zealots, one must design a name, a
principle path to enlightenment, and a principle sin to rail
against. Cult names tend to take on the format Name of
the Adjective Noun; so to create a new cult, simply
choose or roll 2d10 three times and consult the table
below.
Thanks go out to In Places Deep for their hard work
that inspired the naming section of this entry.

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;

however, the vast majority of cults that should be designed


extol core values which most would find repugnant and
then label many norms of society as vice. While not all
cults follow this generalization, the ones that dont do so
tend to make for boring stories, and are not worth our
consideration. Choose or roll 2d10 once for both the Path
to Damnation & Sin and the Path to Salvation &
Enlightenment from the table below.

PATH TO
DAMNATION & SIN

PATH TO SALVATION &


ENLIGHTENMENT

gluttony

pacifism / peace

pride

truth / omniscience

cowardice

astral leviathans

mammals

serpents

the poor & unemployed

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

hunger / extreme fasting

20

envy

meditation

2d10

Appendix 1: Full of Stars


n preparation for any future sandbox-style Star Wars
roleplaying game campaigns, I created a list of all the
star systems named in official Star Wars products,
including those from the very expansive Expanded
Universe, and harvested approximately two-thousand
names. A drop in the bucket compared to the 400 billion
stars in the Milky Way galaxy, perhaps, but still a massive
volume of text for anyone to slog through.
Use these star system names if you want to add some
Star Wars flavor to your game and need to create the name
of a new star system on the spot. Ignore the canon
placement of star systems dictated by the Expanded
Universe. Thats all flim-flam and you dont need to
change your Galaxy to fit the vision of some Star Wars
comic book from the 80's or wherever the canon is coming
from. The only information that can really be relied on at
the gaming table and have everyone on the same page is
that presented in the three Star Wars movies.
I also removed all of the named planets from the movies
for those of us using this list in our roleplaying games to
generate unknown planets. No need for me to tell you
about Alderaan or Hoth, for example. Make sure to pare

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

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