New Empire Sourcebook

This is an idea I've had kicking around for awhile now, and I think I've read enough of the NEw Jedi Order to start it working. Anyway, here's the first draft of the first part of the Second Galactic Empire.

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Star Wars:
New Empire Sourcebook

Chapter One

In the aftermath of the Yuuzhan Vong invasion, the galaxy tried to put the pieces back together. The Galactic Federation of Free Alliances accepted memberships from the Imperial Remnant, Chiss Federation, and even the P’w’eck Imperium. These disparate groups were brought together under the promise of freedom and unity for all.
This promise was short-lived.
The scars of the Vong Wars were slow to heal, leaving many refugees in need of work and shelter. The galactic economies were shattered, the military weary of war and in desperate need of refit, recruitment, and rest. The Jedi were even fewer in number, though their popularity was on the rise, and their jobs were made much easier by cooperation and sanction from the GFFA government. Even so, many could see that, unless the next few decades were handled with utmost delicacy, the entire galaxy would fracture.
That delicacy was not achieved.
Only one hundred and fifty years after the defeat of the Yuuzhan Vong, the GFFA began to fall apart. Local governments stopped receiving word from Senators, stopped reporting to Senators, or seceded outright. Tensions between the Chiss and P’w’eck rose, sparking a number of boarder conflicts and even a fistfight between the Chiss and P’w’eck Senators in the Senate Hall. Military installations cried for backup as pirates grew more and more brazen. . . backup which never came. Some of these same pirates were other military elements seeking desperately needed supplies that had been stolen, lost, or diverted for any number of reasons. Civilians begged for military aid, only to find that the military that was supposed to be aiding them were the ones pirating them in the first place. Slowly but surely, the GFFA tore itself apart.
The Imperial Remnant stepped in. Even before the GFFA officially began to dissolve, the Imperial Senator, Molad Yage, saw what was happening, and instructed the Remnant to prepare for the worst. As piracy by GFFA warships grew more and more common, Imperial Star Destroyers showed up to warn them off. When warnings were insufficient, Imperial Star Destroyers opened fire on GFFA warships for the first time since the Galactic Civil War.
People soon welcomed the sight of Imperial warships and stormtroopers, which promised some degree of safety in a rapidly less safe galaxy. Those who were long-lived enough to remember the Empire under Palpatine were far less sanguine about Imperial forces on their worlds. . . until they saw that they were indeed only keeping the peace, not enforcing it. Stormtroopers treated natives with the same respect they treated their superiors, and the Imperial officers seemed to genuinely care about the well-being of the citizens they had come to protect.
The Jedi Order, of course, was also on the front lines attempting to curtail the fall and reduce the damage. It was not uncommon at all for a small group of Jedi and an Imperial battlegroup to find themselves both on the trail of the same pirate fleet, or responding to the desperate pleas of a besieged world. Leary of each other at first, the Jedi and Imperials soon found themselves working together to preserve basic civilization in the face of a galaxy gone mad.
It took another fifty years, but they succeeded. The P’w’eck and Chiss, largely left to their own devices as the rest of the galaxy crumbled, were rudely awakened and brought to heel as the Second Galactic Empire, working in close concert with the Jedi, broke up their private little war and invited them to join the Empire as full citizens. The P’w’eck, who had been losing, readily accepted. The Chiss were still leary of rejoining the galactic community, but eventually decided that it was in everyone’s best interests.
It is now one thousand years after the Vong Wars, eight hundred years after the official formation of the Second Galactic Empire. It is a peaceful era, by and large, but there are still challenges for the Imperial Fleet, Jedi Knights, and common citizens to overcome. . .

Chapter Two
The State of the Galaxy

The Empire

Imperial Senator Molad Yage did not live to see the galaxy restored to order, but his successor, Felrad Gellon, did. (Ironically, the Imperial leadership consisted soley of the Council of Moffs and the Grand Admiral, none of whom were quite suited to lead a new Empire.) He became the First Emperor of the Second Galactic Empire, taking the basic structure of Palpatine’s New Order and modifying it to work in a kinder, more benevolent way.
Legal power was parceled out in a “tumble-down” sort of manner. The Emperor held ultimate legal authority, but only made large-scale dictates to address the basic needs of the whole galaxy. Moffs oversaw sectors, Planetary Governors oversaw individual inhabited worlds in each system, and local Mayors oversaw the towns and cities on those planets.
In the event of large-scale unrest, the Emperor has the power to designate a Priority Sector, an area crossing over the boarders of multiple individual sectors. A Priority Sector is overseen by a Grand Moff, who is usually a Fleet Admiral or Jedi Knight who’s fleet is tasked with removing the troublemakers.
The Emperor’s position is not strictly hereditary, though it is not uncommon for an Emperor (or Empress) to hand his title down to one of his children. However, there have been times when an Emperor has named someone else to be his successor, or even where the Emperor dies with no clear line of succession established. In the latter case, the Jedi Council selects a new Emperor, generally a person of high importance within the Imperial government, though Admirals, Grand Moffs, and Moffs have all been selected in the past. The one cardinal rule is that no Jedi or other Force-user may be selected as Emperor.
There is no Senate. . . their bickering, corruption, and divisiveness was what brought down the Old Repbulic, New Republic, and Galactic Federation.
The Imperial war machine is as strong as ever. . . Imperial III and Imperial IV-class Star Destroyers cruise the spacelanes, policing trade routes, defending worlds, and ferrying Jedi. AT-AT and AT-ST Walkers patrol the ground with more conventional vehicles and regular ground troops.
Balancing the might of his armies and starfleets, as well as his ultimate legal authority, is the moral authority and numbers of the Jedi Knights. . . and their corps. of stormtroopers.

The Jedi

As the New Republic disintegrated, the Jedi found themselves burdened with protecting the citizens of the galaxy. Sometimes they were called on to fend off pirates or other predators from systems suddenly bereft of New Republic military aid. Sometimes, they had to defend a system from the very New Republic warships that were supposed to be protecting it, as Captains and Admirals became warlords and tyrants.
As the Imperial Military stepped forward to offer similar protection to abandoned star systems, the Jedi found themselves more often then not working with Imperial troops. It became standard policy for a Jedi to attempt diplomacy and negotiation and, if those failed, lead Imperial troops into battle to secure peace.
Today, the Jedi are the ultimate moral authority in the Empire. The Order is guided by the Jedi Council, made up of the six wisest and most powerful Jedi of their time. The other six seats on the Council are held by various important figures in the Imperial government. . . the heads of the Internal Security Bureau, Imperial Intelligence, Magister of the Justice Committee, Grand Admiral of the Starfleet, Grand General of the Army, and the Emperor’s personal advisor and Council representative. The Council advises the Emperor on all matters, though he is not obligated to take their advice.
Though the Jedi seats on the Council are not strictly hereditary, there is almost always a Skywalker and Solo on the Council at any given time. Certain other powerful Jedi lineages, such as Horn, appear on the council more often then not.
Jedi in the Order are allowed, if not encouraged, to marry and have children. In fact, this is where most of the young initiates in the Order come from. Despite many rumors to the contrary, there are no “Jedi Eugenics” programs. . . powerful Jedi are not encouraged (or forced) to breed in attempts to make “super-Jedi.”
Jedi training is on a master-apprentice level. A Jedi Knight or Master is paired with a student, to whom he teaches everything he can. When ready, the apprentice is evaluated by the Council, and tested by various Council members to determine if he is appropriately capable in combat, able to negotiate diplomatically, wise enough to know which is needed, and noble enough to do the right thing. Once all these final tests are passed, the apprentice becomes a Jedi Knight, and may be assigned an apprentice of his own.
The Jedi mandate defines them as guardians of peace, but they are more often seen as the enforcers of peace. Jedi are sent to mediate disputes all over the galaxy. Most often, these are conflicts that either threaten to become violent, or already have turned violent. A Jedi or two (most often a Master or Knight and his apprentice, but some disputes are difficult and dangerous enough to require one or more Masters, or even Council members) are sent to attempt to negotiate a settlement. If these negotiations fail, the Jedi return to the Star Destroyer (or Destroyers) that brought them there, and return to the dispute in question backed up by walkers, TIE/V fighters, regular soldiers, and their own stormtroopers.
Some Jedi are assigned permanent or semi-permanent stations on a ship or within a fleet. Most notable of these is on the Imperial III-class Star Destroyer Voyager, which is scouring the remainder of the Unknown Regions and Wild Space under it’s Chiss command crew, brining those last remnants of the unknown to the knowledge of the galaxy at large.


As the Second Galactic Empire was formed, Imperial records were made available to the Jedi. Among many grisly discoveries was the exact nature of Order 66. As the Jedi and the Empire (two groups whom vast tracts of the galaxy had every reason to distrust) banded together to forge a new galactic civilization, it was decided that the Jedi needed more then just their moral authority and personal powers to safeguard the citizens of the galaxy against the might of the Empire should that might be turned against them. Funds were allocated for a cloning facility, owned and operated exclusively by the Jedi. It was here that a new generation of clone troopers would be born.
The Jedi created two sets of clones, from two different templates. The first was to be the average ground soldier, the Stormtrooper in white armor with a blaster rifle defending the galaxy alongside his Jedi Generals. The second was both a highly skilled commando and infiltrator/spy. The first template was taken from a GFFA infantryman, a skilled soldier named Kruvas Valcin. The second template was taken from an Imperial commando, Aeryn Sun. Together, these clone warriors safeguard the Jedi Order.


The Chiss joined the New Empire only two hundred years ago, but they have already made a name for themselves as brilliant officers. Many ships are captained by Chiss officers, and Chiss generals frequently lead ground offensives. There is a small number of Chiss Jedi. . . the outer fringes of the galaxy where the Chiss are from seems sparse with the midi-chlorians that encourage Force Sensitivity.


The P’w’eck are full members of the New Empire, policing their own realm with a certain autonomy but answering to Imperial laws. They still practice entechment to a certain degree, though mostly hidden from the Imperial investigators. While most enteched pilots are volunteers, a sizable minority are convicted criminals. Some very rich individuals pay the P’w’eck exorbitant fees to be enteched into Replica Droids that are a perfect match for their former selves. . . or into custom-made assassin droids. At least one horrifically violent serial killer is known to have been transferred into a revamped HK-series assassin droid by such a procedure. . . HK-Vaako is still thought to be at large somewhere in the galaxy.
The Chazrach, the reptoid shock troops used by the Yuuzhan Vong, were relocated to the P’w’eck Imperium as the Yuuzhan Vong themselves were being relocated to Zonama Sekot. Former slaves themselves, the P’w’eck took the Chazrach in and have been integrating them into their society. Even now, the Chazrach are adapting to their status as free beings.

Chazrach Species Traits
Ability Modifies: +2 Strength, -2 Dexterity, -2 Intelligence
Size: Medium
Natural Armor: A Chazrach’s tough, scaly hide provides them a +2 Natural Armor bonus to Defense.
Barely Sentient: The Chazrach had been enslaved by the Yuuzhan Vong and controlled by surge coral for unknown centuries, perhaps millennia. As a race, they had devolved into barely-sentient atavism, controlled only by the surge-coral implants their Yuuzhan Vong masters equipped them with. A Chazrach may never have an Intelligence score higher then 14. They also pay twice the normal skill point cost for ranks in the following skills: Astrogate, Computer Use, Craft (any technological), Disable Device, Knowledge (any technological), and Repair. They may also not take any feats that provide bonuses to these skills. They also take a –4 penalty to use any technological device.
Force-Blind: Like the P’w’eck, the Chazrach are Force-blind. They can never take the Force Sensitive feat.
Strengthened Mind: Ironically, the centuries of control by surge-coral have hardened the Chazrach’s minds against other forms of mental manipulation. They gain a +2 species bonus on Will saves.
Warrior Training: The centuries of warrior training the Chazrach has as the shock troops of the Yuuzhan Vong is still very much present in their subconscious. A Chazrach gains a +1 species bonus to attack rolls with all melee weapons.
Bonus Feats: Martial Arts, Ambidexterity.

Yuuzhan Vong

The Yuuzhan Vong have changed drastically since they took up residence on Zonama Sekot. Rediscovering the truths of who they are, they have given up their emphasis on pain and sacrifice. Rather, their outlook has shifted to embracing all aspects of life and death. . . a Yuuzhan Vong is as accepting of death as he is of life, and overcomes pain in service to the Unifying Force. The Yuuzhan Vong still prefer to use organic technology, but they are neither against nor incapable of using standard technology. Shapers use their knowledge to create truly symbiotic organic technology, rather then the “unnatural” creations more familiar from the Vong Wars.
Many pieces of Yuuzhan Vong biotechnology are still strictly forbidden by Imperial Law. Thud and Razor Bugs, venomous biots such as playerin bols and bo’tus, Ooglith Masquers, and many other such biots are outlawed. Ooglith Cloakers, however, are much sought-after by spacers looking for a resilient environment suit that doesn’t take up much space and is quick and easy to don. Likewise, while venomous amphistaffs were outlawed, shapers have produced unvenomed amphistaffs.
Yuuzhan Vong warriors still exist, and are still among the deadliest combatants in the galaxy. However, they have pledged themselves to the protection of life and the Force, and only fight to protect those ideals. When they do fight, however, they are tenacious combatants.
When a Yuuzhan Vong warrior comes of age, he ventures into the tampassi with nothing, not even the clothes on his back. Venturing deeper and deeper into the boras, he will eventually come across a grove of wild amphistaffs and vonduun crabs, living within the tampassi as part of it’s natural ecology, guided by Sekot’s consciousness. The warrior then meditates on how the amphistaff and vonduun crab have been assimilated into the natural order of Zonama Sekot as the Yuuzhan Vong themselves have been assimilated into the galaxy they tried to conquer. The warrior seeks his inner peace, his path and place in the galaxy. When Sekot senses the warrior has found this clarity, an amphistaff and vonduun crab join the warrior symbiotically. They will be his constant companions until he becomes one with the Force.
The Yuuzhan Vong have reforged their connection to the Force, with Sekot’s help. There have even been no small number of Yuuzhan Vong Jedi.
When a Force-Sensitive Yuuzhan Vong is born, he is educated in all aspects of Yuuzhan Vong society. He learns to manipulate biotechnology with shapers, studies religion and philosophy with priests, learns the art of combat from warriors, and studies negotiation and diplomacy with intendants. The Yuuzhan Vong Jedi then brings all these skills with him into his life as a Jedi, arguably the most important of which is his knowledge of how to construct an amphisaber.
An amphisaber is related to the amphistaff, but is only half as long. It’s head contains the spaces in which to mount organic components necessary to create a lightsaber blade. Surgically installing these components is a task even more demanding then constructing a traditional lightsaber, but the end result is a weapon with a traditional lightsaber blade at one end, and the versatility of an amphistaff at the other.

Yuuzhan Vong Species Traits
Ability Modifiers: +2 Strength, -2 Wisdom
Bonus Feat: While their de-emphasis of pain has led the Yuuzhan Vong to become less physically tough then they had been initially, the still retain an impressive resistance to pain. All Yuuzhan Vong gain Great Fortitude as a bonus feat.
Caste: Yuuzhan Vong still follow their old caste system. Depending on which caste a Yuuzhan Vong chooses to enter, he gains the following:

Warrior: A Yuuzhan Vong Warrior gains a +2 species bonus to Handle Animal and Intimidate checks.
Bonus Feat: Exotic Weapon Proficiency: Amphistaff

Shaper: A Yuuzhan Vong Shaper gains a +2 species bonus on Treat Injury checks, as well as Craft checks involving biotechnology.
Bonus Feat:

Priest: A Yuuzhan Vong Priest gains a +2 species bonus on Knowledge: Religion and Bluff checks.
Bonus Feat:

Intendant: A Yuuzhan Vong Intendant gains a +2 species bonus on Diplomacy and Gather Information checks.
Bonus Feat: Persuasive

Force-Sensitive: A Yuuzhan Vong Force-Sensitive selects any of the two above skill bonuses. For example, the could take the Warrior’s Handle Animal and the Shaper’s Craft bonuses.
Bonus Feat: Force-Sensitive

During the close of the Vong wars, Boba Fett reinvented the Mandalorians. Mostly using refugees who wanted to strike back at those who had obliterated their homes, Fett reclaimed a small bunker on Endor from the secretive group known as the Death Watch and began manufacturing the first new suits of Mandalorian armor seen in nearly a half a century. Outfitting and training his new band of warriors, the Mandalorians, like the Jedi, had been reborn, and once more engaged in galactic-scale violence.
Mandalorian warriors were instrumental in certain key engagements near the end of the Vong Wars. After peace was restablished, Fett and his new Mandalorians continued to operate out of the Death Watch Bunker on Endor. Highly sought after as mercenaries, the Mandalorians grew in numbers over the years, with the Jedi and GFFA looking anxiously over their shoulders.
The Mandalorians today are a band of elite mercenaries, always spoiling for battle. They are usually at odds with the Jedi, having been hired to do violence that the Jedi are intent on stopping. Very rarely, Mandalorians are found working with Jedi and Imperial troops. . . having been hired to defend a planet from attack while the Jedi and Empire arrive to end the conflict.
Mandalorian warriors are raised from birth to be the ultimate soldiers in the galaxy.

Template: Mandalorian
Mandalorian is a template that can be added to any human.
Special Qualities: Add the special quality Rapport: For every two allies with this quality, the character gains a +1 morale bonus to attack checks, to a maximum bonus of +5.
Feats: Add the feats Precise Shot and Armor Proficiency (Light, Medium, Heavy, Powered.)

The Ubese were not directly affected by the Vong Wars, though many Ubese soldiers and bounty hunters made good money venting their hatred for non-Ubese as members of collaborationist groups like the Peace Brigade. Heavy fines levied against the race by the GFFA after the war didn’t improve their attitude any.
In the last few decades, there has been a marked decrease in the number of Ubese seen in the galaxy at large. Many Ubese bodyguards and bounty hunters have unexpectedly terminated their contracts and supposedly returned to Uba IV. The Uba system has become a forbidden sector of space. . . no spacer or probe who has entered the system has returned, and HoloNet transmissions reveal nothing. The Moffs are currently debating the correct course of action to take, while rumors of a building Ubese war fleet can be heard in cantinas and tapcafs from Coruscant to Tatooine. . .

Ithor was devastated by an early battle in the Vong Wars. Deign Lian, second in command of the warfleet led by Shadao Shai, poisoned the world after his commander lost an honor duel with Jedi Corran Horn. The bacteriological agent he used ate away every organic thing on Ithor’s surface, generating substantial amounts of oxygen and flammable gases. When his ship tried to escape, it was destroyed by the combined New Republic and Imperial Remnant fleets. The burning ship ignited Ithor’s atmoshere, burning away the bacteria- and everything else. Only a few decades after settling on Zonama Sekot, Yuuzhan Vong shapers and Ithorian scientists began working to rebuild the scorched world.
The reconstruction is still incomplete. . . while many examples of Ithorian flora and fauna had been preserved offworld and aboard the escaping herd ships, many others were lost permanently. The surviving species were cloned and replaced on Ithor after powerful atmosphere processors had reestablished a close approximation of Ithor’s original atmospheric mixture. Where there was a significant ecological niche, shapers created an organism to fill it, using descriptions and memories of Ithorians to construct a creature that at least bore a passing resemblance to the one that was wiped out.
Ithor is still recovering, but herd ships still roam her skies and Ithorian ecologists still maintain the surface. The Mother Jungle is no more. . . but the Daughter Jungle is growing rapidly. As Ithor gave life to the Ithorian people, so to do the Ithorian people give life back to Ithor, which may one day be called upon to give life back to her people, becoming a new Mother Jungle. . . such is the cycle of life.

Chapter Three
The Second Galactic Empire

The Second Galactic Empire is organized much like the First Galactic Empire. It’s laws are strict, but fair, and all citizens can expect to be treated equally.
Power in the Empire works on a trickle-down system. The Emperor makes broad decisions for the galaxy at large, Moffs make decisions for individual sectors, Planetary Governors make decisions for their planets/systems, and local mayors make decisions for individual towns and cities.

The Emperor

The Emperor is the voice of ultimate legal authority in the Empire. His (or her) word is law, and none can contradict it. He makes decisions and sets laws for the entire Empire, dealing with military readiness, intergalactic trade and commerce, the settling of disputes, humanitarian concerns for natural disasters, exploration, etc., etc., etc. This is certainly not an easy job, and the Emperor has many aides and associates to help him carry it out. Still, the Emperor must be a person of great intelligence and willpower.

Empress Leia Naberrie
A political activist from Naboo named for one of the greatest political leaders in history, Leia Naberrie’s path to Empress was an interesting one to say the least. At the age of twelve, while in Naboo’s Legislative Youth program, she uncovered evidence of corruption among not only Naboo’s reigning Queen, but the Planetary Governor of Naboo and several neighboring star systems, as well as the Sector Moff himself. The information was so damaging she was even shot by the Moff’s personal bodyguards (later revealed to be Mandalorian mercenaries in counterfeit stormtrooper armor.) She carries the blaster scar to this day, just under her left collarbone. . . and the dresses she wears at her public appearances frequently leave the scar exposed.
After the dust from the investigations settled, Leia was elected to two terms as Naboo’s queen. After leaving rulership of her world to another, she was considering settling down and raising a family of her own. . . when duty called yet again. The new Sector Moff had come down with a rare neurological disease, which left him unable to form a complete sentence, let alone perform his duties. The Emperor, then Xinat Fel, appointed Leia Naberrie as Moff.
Ten years later, as the childless Fel lay dying, he named Leia as his successor. Leia Naberrie ascended to the Imperial throne.
The now forty-year old Empress’ reign has been characterized as the most boring in the history of the Second Galactic Empire. Even the interplanetary conflicts that seem to crop up every few years have been noticeably absent. Many believe that Empress Naberrie has ushered in a new age of peace and prosperity for the Empire. Some are even calling it a Golden Age. Some, mostly those with long lives and memories of the Clone Wars, Galactic Civil War, and the rise and fall and rise and fall of the New Republic/GFFA are waiting for the other shoe to drop.

The Council

The Emperor has a group of advisors to counsel him on all matters going on within his Empire that require his attention. These are all the highest ranking members of the Empire: The Grand Admiral of the Imperial Military, the Director of the ISB, Head of the Council of Moffs, Chief Negotiator of the Diplomatic Corps., Viceroy of Trade and Commerce, Professor of Education, and the Emperor’s personal Jedi advisor. All of them help the Emperor to make the decisions that shape the galaxy.

Grand Admiral Thix’Aht’Nuruodo (Xahtn)
Arguably the most brilliant military mind since fellow Chiss Grand Admiral Thrawn, Xahtn commands the Imperial military with discipline and strength. Usually commanding from the bridge of his flagship, the Super Star Destroyer Chimera, Xahtn does frequently shuttle to Coruscant to advise the Empress in person. And he makes it a point to always be personally involved whenever Jedi attempt to negotiate peaceful settlements to large-scale disputes. . . should military force be required, Grand Admiral Xahtn will be there to ensure it is carried out with discipline, power, precision, and artistry.

Lettaki Et’nu, Director of the Imperial Security Bureau
A female Twi’lek with bright red skin, Lettaki Et’nu would be the last being one would expect to be an Intelligence operative. Which was what made her the best Intelligence operative in Second Empire history. An expert at hiding in plain sight and getting all manner of useful information through clever conversation, encouraging the overuse of intoxicants, and seduction, Lettaki was instrumental in breaking up a Hutt smuggling ring trafficking in illegal Yuuzhan Vong biots, slaves, outlawed spice, and pretty much every other illegal trade good in the scandoc. Made all the more impressive considering it was her first assignment, Lettaki was promoted rapidly through the ranks. Taking over the ISB after the previous Director retired, she has made Imperial Intelligence an even more formidable organization than it was before, as well as cleaning up several less-then-scrupulous cells of intelligence operatives who still used interrogation droids, as well as other methods outlawed since the formation of the Second Galactic Empire.

Grand Moff Nethen Jericho
Nethen Jericho was appointed Moff of the Calaron Sector shortly before the Jerijador Bretheren were founded. The leaders of several small pirate crews banded together and formed the Jerijador Bretheren, and began to pillage their way through the Calaron Sector and the neighboring Portmoak, Mortex, Parmic, and Oplovis sectors. The five afflicted sectors were designated a Priority Sector, and command of the Imperial forces of all five sectors was given to Moff Leon Davik, who was promoted to Grand Moff. However, Grand Moff Davik proved incompetent to lead the Imperial Navy against the pirates, outwitted at every turn by the wily leaders of the Jerijador Bretheren, Captain Tac Corivin and Commodore Salin Barbossa. When the pirates attacked Dantooine’s capital, Gatica, and made off with millions of credits in loot as well as his wife, Moff Jericho had enough. He relieved Grand Moff Davik of command at blasterpoint, took command of the Imperial fleet, and scoured the stars for the Jerijador Bretheren. Upon finding them, he led the ground assault on their base, where he was gravelly wounded. Despite the best treatments in the galaxy, he had permanently lost the use of both legs. Refusing cybernetics, he uses a repulsorchair to move about. Awarded several commendations for defeating the Jerijador Bretheren, he was promoted to Grand Moff and Head of the Council of Moffs after the previous Head was killed in a shuttle accident.

Namgos A’kla, Chief Negotiator of the Diplomatic Corps.
Namgos A’kla is one of the few remaining Caamassi. The race has been slowly but surely dying out over the past thousand years, since the destruction of their homeworld near the end of the Clone Wars. Namgos herself has been a negotiator and diplomat since childhood, and manages the Imperial Diplomatic Corps. with compassion and serenity. While Jedi do most of the “crisis-management” negotiating in the Empire, Namgos considers the Diplomatic Corps. just as, if not more, important then the Jedi, as they are the ones who attempt to prevent crises from arising in the first place. Many Jedi negotiators study with Diplomatic Corps. representatives to hone their skills of negotiation and diplomacy, while the diplomats look to attain some Jedi calm in the face of roaring Wookiees and hissing Trandoshans.

Nun Namgin, Viceroy of Trade and Commerce
Nemoidians have long held key positions in Trade and Commerce in the Second Galactic Empire, and Nun Namgin is no exception. He guards his trade routes and shipping resources more diligently then he does his own offspring. The flow of money in the Empire is the flow of life, and damage to that flow could hurt, cripple, or kill the Empire. Not to mention crippling Nun’s own bank accounts.

Suraw Nadon, Professor of Education
One of the supervisors of the ongoing Ithorian Restoration Project, Suraw Nadon only recently accepted the post of Professor of Education. In the few months since he took the position, he has begun initiating education reforms, focusing on the importance of technology existing in harmony with a planet’s natural environment. He points to even seemingly barren worlds such as Esfandia, and the exceedingly delicate ecology that lives there, as reasons why no world should be simply exploited for it’s ores, organisms, or even seeming bareness. All worlds live, and all should be respected and treated delicately, lest countless organisms perish for our arrogance.

Jedi Master Nihls Valon
A dark and brooding man, Nihls Valon was only a Jedi Knight when he was sent to deal with a small rebellion on a distant Outer Rim world. The rebelling colony and the Imperial garrison it had been rebelling against ceased to exist shortly after Nihls Valon arrived, and the Jedi himself was missing and presumed dead. Nearly a decade later, he returned to known space, explaining that a small group of smugglers, delivering weapons to the rebels, had subdued the Jedi and held him in stasis, looking to either ransom him back to the Empire or sell him to some of the remaining anti-Jedi hate groups. Apparently, a hyperspace miscalculation spelled doom for the smugglers, and the ship was adrift for some eight years before the power in the stasis chamber failed and Nihls was freed. Effecting rudimentary repairs, he was able to limp the wrecked smuggler ship to the nearest habitable planet, though it took him over a year and truly profound Jedi hibernation to get him there. His resourcefulness and mastery of the Force earned him the title of Jedi Master. When Empress Naberrie assumed the throne, she selected Master Nihls as her personal Jedi advisor.
Nihls is considered the modern master of the lightsaber. His techniques are inscrutable even to the other master bladesbeings of the Order, and he has proved his capacity to defeat any three of them in a spar or duel. Even Master Sanda Skywalker is amazed by Master Valon’s mastery of the saber.

Imperial Security Bureau
After the death of Emperor Palpatine, COMPNOR (the Commission for the Preservation of the New Order) began to fragment and fall apart. Officers in the Imperial Navy realized they didn’t need to put up with the self-important nature of most COMPNOR officials, since COMPNOR no longer had the official backing of the Emperor. Many branches of COMPNOR were completely dissolved, their personnel redistributed to other areas. About the only COMPNOR branch to remain unscathed was the Imperial Security Bureau, or ISB. The ISB was rolled firmly under the control of the Imperial Military in response to Isanne Isard taking Imperial Intelligence almost completely independent of the Empire itself.
The ISB remained under the purview of the Imperial Military, while Imperial Intelligence remained a “civilian” organization, under the control of the Moff Council. As the GFFA began to fall apart, the ISB and Imperial Intelligence began coordinating their efforts to best decide where to place Imperial assets to protect the citizens of the galaxy. As the Second Galactic Empire rose to control the galaxy, the two entities were merged. Keeping the ISB name, the single, massive Intelligence machine keeps the Imperial Military, Moffs, Jedi, and even the Emperor himself apprised of all the relevant goings-on in the galaxy.
The ISB is organized into several bureaus, each of which has it’s own duties and branches.

The Operations Bureau engages in straightforward Intelligence gathering. When most people think of the ISB, they think of Operations. Spies on deep cover assignments, performing daring covert missions against legions of foes for the good of the Empire.

Surveillance: Maintaining watches on problem areas, keeping an eye out for suspicious activities, and monitoring communications for dangerous activity.

Investigation: Looking into suspicious activity picked up by Surveillance.

Enforcement: A pool of special forces operatives who can lend their assistance where needed, from local law enforcement to Jedi.

Renik: Still holding on to it’s mysterious name from the days of Palpatine’s Empire, Renik is in charge of identifying and dismantling enemy spy rings. This activity is also known as counterintelligence.

Diplomatic Services (DipSer): Diplomatic Services keeps a large staff of highly-trained diplomats, linguists, and other advisors, who can be dispatched to Moffs, Jedi, Admirals, Commanders, other Intelligence operatives, and anywhere else their skills are required to help smooth over rough situations. They have a longstanding rivalry with the Imperial Diplomatic Corps., who consider much of these “experts” training suspect.

The Analysis Bureau analyzes data sent to it by Operations, and collects it’s own data from streams outside Operations.

Media: The Media branch analyzes nearly all of the public transmissions that flow through the Empire (analyzing private transmissions is the purview of Surveillance, in Operations.) They examine the media broadcasts to discover if any of these signals are, in fact, coded transmissions between entities hostile to the Empire.

Signal: The Signal branch “let’s Media have the easy job.” While Media examines the message, Signal examines the medium through which the message is transmitted, looking for possible coded transmissions.

Cryptanalysis (Crypt): Cryptanalysis, or Crypt, cracks the codes of messages uncovered by Media or Signal. As a branch of Imperial Intelligence, Crypt had a rather bizarre reputation. Programmers and slicers of the highest caliber, the lignyots, as they called themselves, frequently sent practical joke scandocs to other branches of Intelligence. They frequently changed the location of the entrance to their offices or relocated entirely, leaving only puzzling scandocs behind to hint at their new location. Other Intelligence branches tend to react to this behavior as though it was actual enemy action. The lignoyts have quieted down quite a bit since they last relocated their offices, and within the week Infiltration had found it and left behind a care package. . . some two hundred Dantooine quenkers.

Tech: The Tech branch specializes in reverse engineering enemy equipment, and developing new technology to aid the Empire as a whole and the ISB in particular. Most of their focus currently is in adapting Yuuzhan Vong biotechnology to work with galactic standard technology. As such, a large number of Yuuzhan Vong shapers are found in the Tech branch. Rumors abound of their unnatural and unethical research, but all such rumors appear to be unfounded.

The Internal Organization Branch (IntOrg) is in charge of making sure the ISB runs smoothly, without any external or internal interference.

Internal Security (IntSec): The physical security of Intelligence personnel, material, and facilities falls under the purview of Internal Security. Internal Security operatives are the only Intelligence personnel to obviously carry weapons while within Intelligence facilities. They also keep a watch on the exterior of Intelligence facilities, hoping to spot and defuse potentially harmful situations.

Internal Counterintelligence (IntCon): Resembling the ISB in miniature, Internal Counterintelligence focuses on identifying and eliminating enemy spies or spy rings within the ISB. To accomplish this task, they have unprecedented access to data from all across the ISB, looking into pretty much any place they desire. Though data is heavily secured against access by parties outside IntCon, the agents themselves have no information security, meaning that any member of IntCon can look at the data of any other member of IntCon. This loose and informal operating structure, a holdover from Imperial Intelligence in the days of Palpatine, makes it virtually impossible for an enemy spy to operate within IntCon.

A companion to the HoloNet, the SpyNet is a secure holographic network allowing for instantaneous communication between the ISB and any branch, Bureau, or even field agent anywhere in the galaxy. The network is heavily secured against access or interferance by outside parties, and has an entire Bureau of the ISB dedicated to it’s maintenance and protection. Without the SpyNet, information can still be routed through regular HoloNet channels, but the operational security of those transmissions is decreased dramatically.

Clone Intelligence
Not exactly a part of the ISB, the Jedi maintain a separate intelligence network using some of their own clone troops. These agents work independently of the ISB, though can call upon assistance from the larger body if necessary. They report their findings only to the Jedi Council, however.

Imperial Military
When most people think of the Empire, they think of the Imperial Military. Fleets of wedge-shaped Star Destroyers, clouds of TIE Fighters, legions of armored troopers, massive walkers thundering across the terrain. . . these images simultaneously invoke feelings of romantic adventure and grave terror. Many beings join the Imperial Military to drive a massive AT-ET walker, pilot a TIE fighter, wrap themselves in heavy armor and assault the foes of the Empire in person, or command a massive Star Destroyer.
The Imperial military has not advanced as far as quickly as it did in Palpatine’s Empire, partly because of a more peaceful situation in galaxy, partly through a need to accommodate various alien races in the design of Imperial ships, and partly due to the existence of standing member-fleets, such as those maintained by the Chiss and P’w’eck. However, the military has had much more time to grow, becoming even larger then the Imperial fleet at the height of Palpatine’s Empire. The fleet also benefits from superior training programs and advanced equipment design. . . gone are the days of expendable fighters flown by expendable pilots. Veterans are common at all levels of the Imperial Fleet, and every fighter squadron in the Empire has at least one Ace in it’s ranks.
The ships, vehicles, and weapons themselves are also more sophisticated and powerful. Imperial-III and Imperial-IV class Star Destroyers, the workhorses of the Imperial fleet, would easily be matches for older Imperial and Imperial-II class ships. The backbone army vehicle, the All-Terrain Enforcement Transport, is even more thickly armored then it’s predecessor, the AT-AT, and boasts auxiliary turrets on it’s back and sides to protect it from attack where its main guns cannot be employed. An array of smaller and more specialized ground vehicles are also employed.
The common trooper has also received battlefield upgrades. Full-body armor with emergency personal shields protect the footsoldiers as fully as possible, while the best blaster weapons available give them the punch they need to get the job done.
Officers are trained to safeguard the lives of their men, accomplish the mission, and integrate all facets of their command to achieve their goal. The Army-Navy animosity has cooled to a sort of friendly rivalry.
The Imperial Military is under the direct command of the Emperor, though Jedi Knights are frequently aboard Navy vessels or leading Army troops into battle. The standard arrangement is that, if a Jedi fails to negotiate a peaceful solution, they lead the military in enforcing one.
Most military officers accept the help of the Jedi gratefully. A few are resentful of their interference. Some believe they have no place in military affairs.
The Imperial Military incorporates fleets from member-states such as the Chiss and P’w’eck Imperiums. The Chiss fleets have been nearly fully integrated into the Imperial fleet, to the point where a recruit is like as not to find himself serving on board a Chiss vessel as an Imperial one. The P’w’eck ships are another matter. Their design and construction has been tailored to the P’w’eck’s unusual body shape and physiology, and few other races are capable of operating their ships with a high degree of proficiency. Their life support systems are also fine-tuned to their reptilian, cold-blooded nature; the ships are generally too hot, too humid, and too dimly lit for mammalian species. One will generally only find P’w’eck on P’w’eck ships, with the exception of certain other large reptilian aliens, such as Trandoshans.
This looks very cool with the possibilty for being killer, more info please?
You did a great job on this. Thanks for putting it together and posting it. SOm adventured during this time would be really fun to play out.
I'm still adding and revising things. . . having finished The Unifying Force, I now have a very clear idea what's going on with the Yuuzhan Vong, Chazrach, etc.

Legacy, however, threw a bit of a wrench in it. . . I'm trying to decide if I want to work LEgacy into the continuity of keep going as is, disregarding pretty much everything after The Unifying Force.
I would work Legacy in.

Its easy to slot in the "Fel" family as the Imperial family, instead of the "Gellon" family. I would use the Gellon's as a lesser Imperial family (like a Shogun family to a Japanese dynasty).

You can assume that the GFFA freedom fighters created a separatists faction. Heck, you can even say they went hole hog on this and started Battle Droid Production, to protect their little slice of the galaxy.

The Jedi should be split between three groups, Light, Dark and Imperials. IF possible, create a prestige class to further define the Imperial Knights.

And to make the galaxy really interesting, have the Sith retain a wee-bit of the galaxy, and reintroduce Mandalorians as a "new" viable faction.
Actually, in my New Empire, the Sith are dead and gone. But there is a new group of Dark Jedi out there. . .

The Mandalorians made a comeback, as well, thanks to Boba Fett's cameo in "The Unifying Force." However, with the galaxy largely at peace, there's not much for them to do. Mostly they wind up at the wrong end of the Jedi/Imperial Military, as they get hired by one planet/system/group to do violence to another planet/system/group, or (more rarely) to defend a planet/system/group who's done bad things from the Empire/Jedi. Very rarely, they wind up on the same side as the Empire/Jedi, having been hired by a planet/system/group to defend themselves from violence instigated by another planet/system/group.

There aren't "Imperial Knights," per se. At least, not yet. My plan is to have more of a divison between the Jedi and the Empire. They are on the same side, but work more like the Executive/Legistlative branches of our government, checking and balancing each other. Jedi in this time frame are more the classic Jedi, like the ones we see in the prequels, though they are full members of the Empire and are granted their full moral authority. Though they are not "Imperial Knights," as part of their ultimate moral authority is the right and responsiblity to dethrone the Emperor, by force if necessary, should he start saying things like "And today is Imperially Decreed 'Kiss A Trandoshan Day!' Any person who does not kiss at least one Trandoshan today shall be spaced. And Twi'leks are offically outlawed. And all Wookiees and Ewoks are to be completely shaved, and only allowed to wear garments sewn from their own fur."
Added a paragraph to the P'w'eck Imperium, and added the Yuuzhan Vong.
Not bad. Not bad.
Ohhh, Vong Jedi. (Drools).
Added Chazrach species Traits.
Added Mandalorians, Ubese, and Ithor.
Renamed Chapter Two "The State of the Galaxy" and began work on Chapter Three "The Second Galactic Empire."
I showed the head of my local gaming group this because he was trying to write his own "Future Wars" Infinites campaign and my group already has characters ready for it. In a funny way, I based my character-a male member of a subgroup of Chagrians that had red skin that's an imperial jedi Le'on Khatrowen (I know, not your standard chagrian name) with his look based off of that for Darth Wyyrlok from the "Legacy" comics.

I can keep ya updated if you want ErikModi on how the game goes if that would help you with this?
Certainly, I'd love to hear what you guys do with it.

And bear in mind, this is still a work in progress. . . and I have some "creator proprietary" ideas on who's who and what's what. . . I don't know if they'll make it into the main document or just remain as nasty surprises for my group when we go here.
Finished off the Council members.
Will you be adding a starship section here? And if so,might I be so bold as to ask to make a joint effort with you to create said starship section?
I will certainly be making new Starships for the Second Galactic Empire, and welcome any assistance.

I only have a few rough ideas. . . Imperial III and Imperial IV class Star Destroyers, Super-II Class Star Destroyers, improved TIE fighters (more survivable then classic TIEs).
I'm at GenCon, so I won't be adding anything until I get back. But if any of you at the Con want to say hi, I'll be dressed up as The Crow all four days.
Added the ISB.

Imperial Military in the works.
Why do Mandalorians as a Template. I'd build them similar to the Naboo as Human with restrictions.
  • Racial Skill Points must be spent on a Craft (Weapons or Armor), Perform (Weapon Drill), Intimidate, Jump, Climb, or Tumble
  • Bonus Feat must be taken from the Soldier list
  • Gains Mandalorian as a bonus language
That is pretty interesting, are you going to pdf it?
Sadly, I don't have any capabilites for making pdfs. I do have the Word document that I copied and pasted to the boards. If someone else has the ability to make pdfs, I'd happily help them do so once the book is finished. Which will probably be another month or two.
Here's the quick and easy way I make pdf's. It's free. If you pull up your Word doc, the formatting may or may not be off but it's usually easy to fix. There's a save option to pdf.
Thanks. I'll fiddle around with it.
Added the Imperial Military. Next up is Chapter Four: The Jedi.
Added the first part of CHapter Four: The Jedi.
Not a bad little read with a few little things to help you along. Nice...
Well, it finally happened. Too many characters for one post. So, I'll start Chapter 4 below.

Chapter Four
The Jedi

The Jedi have been the guardians of peace and justice since the days of the Old Republic. That role has undergone drastic changes since those long-gone days. Nearly having been wiped out at least twice in history, the Jedi Order guards itself with wisdom, strength in the Force, and no small amount of paranoia. Jedi training is done the way it was in the older versions of the Jedi Order. . . one master to one apprentice. Masters and apprentices are typically dispatched across the galaxy, mostly resolving disputes that crop up across the galaxy, but also investigating criminal activity, tracking down Dark Side Force users, artifacts, sites, and creatures, exploring the few unknown regions that still exist in the galaxy, aiding in planetary reconstruction efforts that have been ongoing since the end of the Vong Wars, guarding Moffs, Grand Moffs, Admirals, Diplomatic consulars, ambassadors, and generally doing whatever they can to keep the galaxy safe. It’s a big job, and there are only a few thousand Jedi to do it.

The Jedi Council
Guiding the Jedi as a whole is the Jedi Council. The six wisest and most powerful Masters sit on the Council, with the remaining four positions filled by the head of the ISB, Magister of the Justice Committee, the Grand Admiral, and the Emperor’s personal advisor and representative. The Council guides the Jedi Order as a whole on all matters, assigns masters and apprentices, promotes apprentices to Knights and Knights to Masters, and advises the Emperor on the will of the Force. They are the ultimate moral authority of the Empire. Part of that authority is to dethrone the Emperor should it become necessary to do so.
Seats on the Council are not strictly hereditary, but there is almost always a Skywalker and Solo sitting on the Council at any given time. Certain other powerful Jedi lineages appear on the Council frequently, such as Horn, Durron, and Kristal.

Sanda Skywalker
The leader of the Jedi Council, Sanda Skywalker is still a handsome woman despite her age. At nearly sixty, she looks to be only in her late forties, and maintains herself with exercise and the Force. In her day, she was the best bladesbeing in the Order, and no one’s quite sure her day is up. The acknowledged Master of Soresu, her philosophy about life and the Force reflects her outlook on lightsaber combat. . . a Jedi must defend, never attack. She guides the Jedi to use their power with wisdom and responsibility, to strike only when necessary, and to regret the violence they must do for the good of the many.

Vedras Shai
The first ever Yuuzhan Vong to serve on the Jedi Council, Vedras Shai is regarded as the foremost military thinker of the Order. He understands the best way to apply physical force, martial prowess, troops and ships, and individual lightsabers to accomplish most any goal. His proficiency with military tactics as well as Battle Meditation has saved many a task force over the years. Despite his impressive tactical knowledge and personal martial prowess, he is a serene, impassive individual, evincing little or no emotion. His control and serenity, even in the face of battle and death, earned him his right to Mastery.

Linden Solo
Relatively young to hold a seat on the Council, the thirty-eight year old Linden has proven himself time and again with an insight into the deepest workings of the Force. Older, more experienced Masters look to Master Solo for his keen insights and unerring knowledge of the mysterious depths of the Force they can barely perceive. This understanding has carried Linden far in his Jedi career, and will doubtless carry him farther still. It is widely believed he will take leadership of the Council from Sanda Skywalker when she passes.

Toras Sebatyne
One of the few surviving Barabel, Toras and his family still bear the shame of responsibility of their ancestor, Saba Sebatyne. In act of rage, Saba destroyed the Yuuzhan Vong ship she saw departing her burned world. When the hull of the vessel split open, Saba realized the awful truth. . . the ship had carried the entire surviving planetary population. Only a small few Barabel survived the catastrophe. The species is still on the verge of extinction, another victim of the Vong Wars. Toras keeps the Barabel hunter’s spirit alive in the Jedi Order, teaching young Jedi how to hunt and survive in the wilderness without tools, and without using the Force. The mundane tasks teach his students self-reliance and the ways of the Living Force, which he refers to as “hunting the moment.”

Sibat Naroon
A Kel Dorian Jedi Master, Sibat Naroon brings another sense of clarity and certainty, along with his species’ sensibility for justice, to the Council’s deliberations.

Aayla Secura
Bearing no direct blood relation to the Clone Wars era Jedi of the same name, Aayla nevertheless has much in common with her namesake. She’s a formidable warrior, using her lithe and agile body to keep one step ahead of her opponents. She is tenacious, never letting go or giving up when she gets a hold of something important to her. And she foregoes traditional Jedi robes in favor of tight-fitting and scant halter tops and pants, prizing her freedom of movement.

The Jedi Order
The Jedi are trained from an early age, much in the way of the Jedi of the Old Republic. Many students are the children of other Jedi, as Force-Sensitivity tends to run strong in families. However, many potential students are discovered across the galaxy and brought to the Academy, and some children of Jedi parents are found to be unsuitable to become Jedi, desire to pursue another path, or even lack Force-Sensitivity completely. The Jedi Order does not force anyone to study it’s path, but they do ensure that any Force users they encounter are trained to properly restrain their powers, and resist the temptations of the Dark Side.
Young Jedi pupils are taught the basics of stretching out to the Force by Master Linden Solo, who only recently took training duties from Master Sanda Skywalker. The child pupils are trained in the basics of opening themselves to the Force and self-control and self-discipline, but spend most of their time learning the high moral responsibility to which a Jedi must hold himself. While they recite the Jedi Code each morning before they begin their lessons, most of their moral education is not directly tied to it’s words. It is only later, as they learn under their own Master, that they will come to relate the Jedi Code with all the other lessons they were taught.
Once the young students begin to mature, they are assigned to or chosen by the Master who will provide the katarn’s share of their education. As an apprentice to Master, the Jedi will learn the lessons that will serve him well as he undertakes his own career as a Jedi Knight.
Despite the honorific, not all who take on apprentices are Masters. Many Knights take on and educate apprentices before attaining Mastery themselves. Often, a Jedi’s training of their pupil will be a gateway to Mastery, not vice versa. A Jedi is always a Master to his apprentice, however, and may sometimes earn the old honorific “Master Jedi” from other Jedi, distinguishing between that and a true “Jedi Master.”. Being widely known in the order as “Master Jedi” is a sure sign that one will soon be known as a “Jedi Master.”

Since it’s inception under Luke Skywalker, the new Jedi Order has made many drastic changes from the Order as it was in the last days of the Old Republic. Some of these changes were simple accidents brought about through ignorance, others were deliberate changes to keep the new Jedi less vulnerable and aloof then the Jedi of yore. One of the accidental changes with consequences vastly more important and far-reaching then any had suspected, was allowing Jedi to marry and have families. Jedi at the height of the Old Republic were allowed no such attachments. In the modern Jedi Order, this policy has led to the rise of Jedi dynasties, bloodlines with their own unique strengths, and often weaknesses. The most powerful Jedi of any given generation invariably belong to the Skywalker, Solo, Durron, Horn, and Kristal bloodlines. Many others exist, however.

Millennia after it’s inception by arguably the most feared Sith Lord ever, the Skywalker bloodline still assumes it’s mantle of power and responsibility. Though many bear their famous name well, some Skywalkers have buckled under the pressure of living up to the legacy.
NOTES: Skywalkers gain the Force Sensitive feat for free at first level. When they spend a Force Point, they spend it as though they are two levels higher.

An offshoot of the Skywalker line, the Solo line has also established itself as one of the most powerful, as well as one of the most versatile, in the Order. Solos can be deep and insightful, brash and arrogant, ferocious, serene, focused. They can be unstoppable combatants, or peaceful negotiators. They can plumb the depths of the Dark Side, or rise to the heights of the Light. It is said that no two Solos are ever alike.
NOTES: Solos gain a +2 bloodline bonus to any one Force skill, and take a –2 penalty to any one other Force skill. They can combine levels in both Jedi Consular and Jedi Guardian classes.

The Durron lineage began with rage and hatred, and didn’t improve much. Atoning for his sins, the founder of the line, Kyp Durron, sought to suppress the Dark Side within, and prevent other Jedi from succumbing to it as well. His flirtation with the Dark Side (or perhaps the Sith spirit that corrupted him into it) left a mark on him and all his descendents, however. Though they fight against it, the Dark Side is within them all.
NOTES: Durrons automatically have one Dark Side point, which they cannot ever atone for. When resisting or countering a Dark Side skill, they gain a +4 bloodline bonus.

Corellians to the core, the Horn bloodline brings it’s sense of justice and recklessness to the Jedi Order.
NOTES: Horns may not use a telekinetic skill (Move Object, Force Grip, Force Strike, etc.) without spending a Force Point to do so. They gain a +4 bloodline bonus to any mind-affecting Force Skills (Affect Mind, Battlemind, Battle Meditation, etc.)

The Kristal line can arguably trace it’s lineage farther back then the venerable Skywalker line. Descended from the leaders of a group of Dark Jedi that broke off from the Sith between the Battle of Russan and the Rise of the Empire, the Kristal line broke off from this group during the Rebellion. The founder, Arric, constantly struggled against the Dark Side, which held great sway over him both from his early teachings and his own nature. Eventually finding a peace between the Light and the Dark, he went on to become a celebrated Jedi Master during the time of the Vong Wars. His descendants continue to serve the Jedi Order to this day. Their close tie with the Dark Side means that many Kristal Jedi are dangerously close to falling. It is a point of pride among the family, however, that no Kristal Jedi who has fallen to the Dark has been defeated. . . save by another Kristal Jedi who still serves the Light.
NOTES: Kristal Jedi gain the Inner Darkness feat for free at first level. Upon reaching 10th level, the character may select one skill which awards a Dark Side point upon use. The skill no longer awards Dark Side points when used by the character (though the use of the skill may lead to Dark Side points as normal.)

Clone Army
When the Jedi and the Empire began their collaboration, many records were released to the Jedi, some that even the Moffs and Grand Admiral hadn’t had access to. The Jedi learned of Order 66, the ultimate betrayal of the Jedi by their own supposedly loyal clone troops. As the Empire became the official ruling body of the galaxy, and the Jedi came under it’s auspices, the Jedi knew they would never put themselves in such a vulnerable position again. It was decided that the Empire’s stormtrooper corps., which had grown from that original clone army, would be turned over to the Jedi, to become a part of the Order itself. Working with Yuuzhan Vong shapers and Kaminoan cloners, the Jedi established their own cloning facility for creating their own loyal force. Jedi detractors were angered at this “Jedi army.” Others were relieved to see Jedi generals commanding loyal armies against the enemies of the people. . . even the people’s own government, should it become their enemy.
Clone troops serve aboard most Imperial Military vessels, keeping the Jedi apprised of the goings-on in the Imperial Fleet and Army. A large contingent of Clone troops is always present in the Jedi Temple on Coruscant, and the Jedi Academy on Ossus. No one is sure exactly how many troops reside in those temples, though estimates range from a few dozen to several thousand. The location of the cloning facility is a carefully guarded secret, and only Jedi and a few very select Yuuzhan Vong shapers and Kaminoan cloners are permitted to even know of it’s location, let alone work within it’s walls. A large backup force of troops is ready to deploy from several locations in the Core, Expansion Regions, and Mid and Outer Rims, as well as the Unknown Regions (which still bear their name, even though nearly half of it has been thoroughly mapped). These forces are made available by the Council to any Jedi they deem requires their aid.
There is also a network of clone intelligence operatives combing the galaxy. These are made up of the second, commando-model clone, based on the template of Imperial Commando Aeryn Sun. Clever use of disguise keeps these clone spies undercover. Again, no one knows how many clones comb the galaxy, spying and sending their findings back to their Jedi masters. There are even rumors of other clone models, made in secret and kept unknown, providing the Jedi with even more undetectable eyes and ears in the galaxy.

Clone Training
A clone is grown over the course of three years, gestating to near-adulthood in cloning cylinders. Flash-learning techniques ensure that each clone is educated to about the level of the average galactic citizen when they are decanted, as well as having received basic military discipline. Clones then spend the next two years in an in-depth training program for their assigned profession. Clone infantry troops are trained in large-scale facilities, several hundred clones to a “classroom.” Clone commando squads are trained in their own four-person teams, working together to form their unique bond as well as receiving individual training for their own area of specialty. Clone pilots are immediately separated into squadrons and assigned wingmen. Together they form a cohesive unit that allows the entire squadron to watch each other’s backs, defend strategic targets against vastly superior numbers, and deliver co-coordinated attacks to cripple enemy targets. Clone intelligence operatives receive highly specialized and accelerated training, assimilating the experience of decades of field work in only two years. These training programs are rigorous, sometimes harsh, and only available to clones. The programs have been painstakingly designed for the clone psyche, and would be worthless to or break any non-clone.
The following special qualities represent the different training different clones receive.

Clone Combat Conditioning: As clones raised and trained identically, you and your brothers tend to think alike. In battle, you are all exactly where you need each other to be, combining skills to devastating effect. For every two allied clones with this special quality within 40 meters, you gain a +1 bonus to attack rolls and saves, up to a maximum of +5. Thus, a group of nine clone soldiers would each have a +4 bonus to attack rolls and saves. If there are no allied clones with this special quality within 40 meters, you take a -1 penalty to attack rolls and saves, reflecting the fact that you are deprived of those allies being exactly where you need them to be.

Parts of a Whole: You and other members of a particular clone unit (generally a 4-clone commando squad) have received clone combat training far in advance of that of most clones. You and the clones you have been trained with are less a group then you are parts of a whole person. While in battle with the other members of your clone squad, you gain a +2 bonus to attack rolls, Defense, and saves for each member of your squad present (not including yourself.) Since this special quality represents intense training with these specific clones for literally all your life, only members of your clone squad count for this quality. In addition, if a member of your squad is killed, you and the other members of the squad lose 1 from Intelligence, Wisdom, or Charisma (player's choice) permanently, and take a permanent -1 penalty to attack rolls, Defense, and saves. A group no larger then four can be trained in this way.

Perfect Memory: A clone trained for Intelligence work has perfect recall of anything they see, hear, or experience.

Clone Pilot Conditioning: Clone Pilots work together as a whole with eerie precision. Clone pilots in a squadron gain a +1 morale bonus to all pilot checks for every two clone pilots active in the squadron, and gain a +1 morale bonus to attack rolls and defense if their designated wingman is active and flying with them. Unless circumstances are truly dire, a clone pilot never, ever leaves his wingman.

Chapter Five
The Fringe

While the Empire seeks to bring the galaxy under one rule, there are still those who live on the fringes of society, offering loyalty to no government or ideology other then theirs. Organized crime is still a large factor in the galaxy, and still run more often then not by a Hutt. Bounty Hunters work for both government bodies, private citizens, and crime syndicates, capturing or killing people for money. Smugglers ply the spacelanes on mission altruistic and nefarious, delivering everything from spice to weapons to food to medical supplies to those who can pay. Mercenaries make good money waging wars on behalf of planetary and system governments, and the galaxy once again hears the trembling bootsteps of the feared Mandalorians. And in their quiet corner of the galaxy, the Ubese seem to be up to something. . .

Since the Vong Wars, the Hutts have tried to keep their heads down and stay out of trouble. Their collaboration with the Vong has not been forgotten, and many of the worlds the fell to the Vong during that time bear deep grudges against the Hutts. However, their natural criminal proclivities know no restraining factor, and the Hutts are still the ringleaders of most of the organized crime in the galaxy. Smuggling runs, slave rings, extortion rackets, illegal spice mining. . . if there’s a law against it, the Huts will do it, for a price.
The largest crime syndicate in the galaxy is run by Harndo Jesada Desilijic. Harndo’s base of operations is unknown, but it is suspected that he was run out of Hutt space for making the Hutts look bad. It is said that there isn’t an illegal activity in the galaxy that Harndo doesn’t get a piece of in some way, shape, or form. He maintains a vast fleet of smuggler ships disguised as charter vessels, independent haulers, small-time shipping conglomerates, and galactic sightseeing tourships. He employs a large number of security professionals under various shell corporations, and numbers indicate that he has the largest private army in the galaxy, surpassing even the Mandalorians in raw manpower. Assassins work under his payroll more often then not, and it is rumored that many powerful figures in law enforcement have met their end at the hands of assassins paid for by Harndo. It is even rumored that two Jedi Knights investigating his organization, the Twi’lek Oma Desala and Trandoshan Zaseez Ozmak, were killed by Harndo’s assassins.

A small band of independent smugglers has so far managed to hold out against Harndo’s strong-arm tactics and ruthlessness. Harkening back to the romantic “glory days” of the smugglers trade in the late Rebellion/early New Republic era, these noble outlaws claim to do more to help the Imperial citizens in a day then the Empire itself does in a year. None doubt that their intentions are honorable. . . the only drugs they smuggle are legitimate but hard-to-obtain medical supplies, the closest they come to running slaves is offering cheap transport for migrant workers, and they carry foodstuffs far more often then weapons. Their enigmatic leader keeps to himself, and runs his organization efficiently and brilliantly. Still, many underworld figures wonder exactly how long Ardar Karrde and his organization can hold out against Harndo the Hutt’s criminal Empire.

Mercenaries, Bounty Hunters, and Assassins
Despite the Empire and the Jedi’s efforts to eliminate general lawlessness, there are still many illegal activities taking place in the galaxy, many of which require, at some point, force of arms. Finding individuals, let alone groups, of well-armed beings willing to slug it out with the Imperial Army and Navy, or worse yet, Jedi and their pet clones, is difficult. They can be found, however, and employed. . . for a price.
The Bounty Hunter’s Guild is recognized as an official arm of Imperial Law Enforcement. Bounty Hunters are called in to track down and arrest escaped fugitives, or to arrest wanted criminals who have proven themselves beyond the reach of conventional law enforcement officials, but not quite bothersome enough to bring in Jedi.
There is an underside to the Bounty Hunter’s Guild. A number of Bounty Hunters take contracts from underworld figures. Frequently, these contracts amount to assassinations, but occasionally an underworld boss will want someone brought in alive. Usually, the person being brought in live would very much rather it had been the other way.
Below even the underground Bounty Hunter Guild is the Assassin’s Guild. Technically, they don’t exist. They are in no way sanctioned by the Imperial government. But when someone needs someone else dead, the Assassin’s Guild is there to provide the service. They do not work cheap, but they are very efficient.

Probably the most famous group of mercenaries are the Mandalorians. Operating out of their secret bunker on Endor, the Mandalorians work for anyone who can afford their (some say exorbitant) fees. Usually, the Mandalorians are hired by a planet or system government that wishes to wage war on a rival planet or system. Such disputes are common enough to keep the Mandalorians quite busy, and quite rich, though many assert that the Mandalorians only use the money as a means of keeping score. Unless their employers have forked over a truly insane amount of money, the Mandalorians typically exit the conflict as soon as Imperial troops or Jedi show up. However, if they’ve been paid well, Mandalorians will tangle with Imperial troops, clones, and even Jedi Knights. Many individual Mandalorians are wanted across the galaxy for attacking and killing Imperial soldiers. The most infamous of these, Erebon Fett, wanted for the murder of seventeen Imperial officers, thirty-four Imperial soldiers, twenty clone troopers, and two Jedi Knights.
All Mandalorian children are raised in an atmosphere of strict military discipline. At the age of five, all children are subjected to “The Selecting.” The leaders and instructors of their particular Clan examine each child, determining which are fit for warriorhood and which are not. Those Selected begin basic training immediately. Those who are not are given a useful social role to begin training for, such as Armorer, Weaponsmith, Technician, Medic, or Bargainer. Though their training focuses on the profession chosen for them, all Mandalorians are taught how to fight, and expected to defend themselves and their fellow Mandalorians should either come under attack. (Thus, all Mandalorians, regardless of their profession, gain the Rapport Special Quality and the Armor Proficiency (Light, Medium, Heavy, Powered) feats.)
Those Selected to be Warriors are put through an even more rigorous training program. Nearly half of those Selected initially will wash out of Warrior training before their eighteenth birthday. On the day they turn eighteen, the remaining would-be Warriors are subjected to a final test. The specifics vary based on Clan and instructor, but will invariably be something to test all the required skills for Warriorhood. Nearly half of the remaining warriors will fail this test, as well. Those who succeed proudly wear the Mandalorian armor into battle as full Warriors.
When the Mandalorians are petitioned for a contract, the petition is sent to their base at the Death Watch Bunker on Endor. Bargainers are assigned to negotiate the particulars of the contract. Once the contract is accepted, Warriors are dispatched to fulfill it.
Despite the known base of the Mandalorians being the Death Watch Bunker on Endor, it is believed that the Mandalorians as a whole have left the Forest Moon and found a new homeworld, or perhaps returned to they mythical world of Mandalore. Available data does suggest that Endor does not support a large human population, but there is no accurate census of the Mandalorians, and there are those who believe the Death Watch Bunker extends deeper into the crust of the moon then any dare speculate.

Yuuzhan Vong
From their home on Zonoma Sekot, Yuuzhan Vong migrate through the galaxy, doing what they can to repair the scars of the war they persecuted against the galaxy. While they have no official standing as enforcers or soldiers, they can frequently be found aiding local law officers, planetary militias, and Imperial troops/Jedi. May people, however, still have very negative attitudes towards the Yuuzhan Vong.

For almost as long as they’ve been a force in the galaxy, the Ubese have hated every non-Ubese in it. At first simply interested in technology, then interested in building forbidden weapons with it, the Ubese were almost wiped out when a preemptive strike detonated their forbidden weapons. Since that day thousands of years ago, the Ubese have nursed an implacable hatred for all the non-Ubese in the galaxy. Until the last few decades, the Ubese seemed satisfied to vent their hatred as bounty hunters, assassins, mercenaries, and other such “anti-social” professions. Within the last few decades, however, the Ubese have been vanishing from the galaxy at large. It is assumed they have returned to the Uba system, which has become a forbidden zone. The Ubese apparently destroy any probe, spaceship, or anything else that enters their system. The Moffs are slowly growing nervous, and a debate frequently rages as to which would be the more harmful course of action. . . to send in a fleet of undeniable power to find out what’s going on, or ignore the Ubese and hope they aren’t building a Death Star or something equally terrible.
The debate has grown more fierce, since a routine check revealed that the world of Ubertica, where a small group of Ubese had been relocated to after that ancient disaster, had been scorched from orbit. Signs indicated that high-powered turbolasers had been used to systematically wipe out all life on the planet. It had long been known that those relocated to Ubertica, known as yrak pootzck Ubese by the “true” Ubese, had been hated by the “true” Ubese. No evidence exists, but it is still obvious that the Ubese were behind the destruction of the planet. Many say that it is only a matter of time before an Ubese warfleet pours out of the forbidden system, and people look back at the Mandalorian Wars of five thousand years ago as a taste of what’s to come.

Chapter Six
Technology of the New Empire

Technology in the galaxy has remained largely the same since the early days of the old Republic. The Mandalorian and Sith Wars fought five thousand years ago were fought with basically the same weapons. . . blasters, lightsabers, hyperspace-capable warships, droids. The last five thousand years has seen few, if any brand new technologies, though old technology has been refined. In fact, the only new technology in the galaxy is that brought in a thousand years ago by the Yuuzhan Vong. Yuuzhan Vong biotechnology is still being studied by shapers and scientists alike, struggling to learn it’s secrets and apply them to life in the galaxy. So far, only a few breakthroughs have been made in adapting Yuuzhan Vong biots to work with conventional technology.

Weapons remain much the same today as they have for thousands of years. The blaster still dominates as the ranged weapon of choice, though slugthrowers and other, more exotic arms can be found. Vibro-weapons still see use, though primarily as ceremonial weapons or backup arms to blasters. The lightsaber remains the symbol of the Jedi. And Yuuzhan Vong bring their amphistaffs to bear defending the people of the galaxy and Unifying Force.

Blasters remain the weapon of choice for soldiers, smugglers, bounty hunters, assassins, and pretty much anyone who requires firepower in an easy-to-use, easy-to-maintain package.

New Rule: Power Per Shot
Rather then list how many firings each weapon gains from a power pack, weapons have a “power per shot” rating. This shows how many “units” of power the weapon uses each time it’s fired from a standard power pack. A standard power pack contains 100 power.

BlasTech PT-22
The PT-22 has all but replaced the venerable DL-44 as the heavy blaster pistol of choice around the galaxy. Using a more compact power pack, this weapon is touted as the first true breakthrough in blaster technology in over two millennia, having the power of a heavy pistol without sacrificing range, accuracy, or capacity.
Weapon Type: Heavy Blaster Pistol
Proficiency Group: Blaster Pistol Cost: 1,000
Damage: 3d8 Critical: 20
Range Increment: 10m Weight: 1.5 kg
Fort DC: 15 Type: Energy
Multifire/Autofire: M Size: Medium
Hardness: 5 WP: 2 Break DC: 14
Availability: Prevalent, Licensed Era: New Empire
Power Per Shot: 1

Imperial Arms K-25
The K-25 is the standard-issue sidearm for all Imperial forces. It is found in the holsters of everyone from Grand Admiral Xahtn to the rawest recruit. Not as powerful as the PT-22, it features increased range and vastly improved power pack capacity, allowing it to fire twice as often as most pistols before requiring reload.
Weapon Type: Blaster Pistol
Proficiency Group: Blaster Pistol Cost: Not available for sale
Damage: 3d6 Critical: 20
Range Increment: 12m Weight: 1kg
Fort DC: 15 Type: Energy
Multifire/Autofire: M Size: Small
Hardness: 5 WP: 2 Break DC: 14
Availability: Common, Military Era: New Empire
Power Per Shot: .5

ST-12 Pistol
The ST-12 is the sidearm of the new Stormtrooper. Designed in conjunction with the new Stormtrooper armor, two of these pistols rest in specially-designed slots on the shoulders of the armor. Made to deliver a punch as well as be balanced enough to use one in each hand with a high degree of accuracy. The weapon also features an Scomp-link to the stormtrooper armor, further increasing accuracy.
Weapon Type: Blaster Pistol
Proficiency Group: Blaster Pistol Cost: Not available for sale
Damage: 2d12 Critical: 20
Range Increment: 12m Weight: 1kg
Fort DC: 15 Type: Energy
Multifire/Autofire: M Size: Small
Hardness: 5 WP: 2 Break DC: 14
Availability: Common, Military Era: New Empire
Power Per Shot: 1
Special: As a Move action, the pistol can be Scomp-linked to the Stormtrooper’s armor, providing a +2 Equipment bonus to attack checks.

ST-21 Rifle
The ST-21 rifle is the main weapon of the Stormtrooper. It features a selectable fire setting, allowing it to deliver powerful single shots to penetrate hardened targets or fill the air with a withering hail of blasterfire to cut down opposing troops.
Weapon Type: Blaster Rifle
Proficiency Group: Blaster Rifle Cost: Not available for sale
Damage: 4d8/2d6 Critical: 18-20/20
Range Increment: 20m Weight: 4kg
Fort DC: 15 Type: Energy
Multifire/Autofire: M/A Size: Medium
Hardness: 5 WP: 8 Break DC: 16
Availability: Common, Military Era: New Empire
Power Per Shot: 2/1
Note: This weapon has two fire modes. Changing modes is a move action. When in Single-Shot mode, the weapon deals 4d8 damage, and has a threat range of 18-20, loses the Mutlifire and Autofire options, and uses two power per shot. When in Automatic mode, the weapon deals 2d6 damage and has a threat range of 20, and uses one power per shot. When using the mutifire or autofire options with this weapon, the user gains an extra attack, in addition to the ones granted for using mutifire or autofire.

The lightsaber is still the symbol of the Jedi order, it’s glowing blade and distinctive hum bringing safety and security to people across the galaxy.
The basic lightsaber remains the same as it has for millennia. . . a single hilt and blade. Many Jedi, however, practice more esoteric forms of battle, using double-bladed lightsabers, paired lightsabers, or a single lightsaber and a short lightsaber.

Lightsaber Proficiency
The Exotic Weapon Proficiency feat provides proficiency with most all lightsabers. It covers standard lightsabers, double-bladed lightsabers, and any lightsaber equal to or lesser then the character’s size. For example, a Medium-sized character taking the Exotic Weapon Proficiency (Lightsaber) feat is proficient with double-bladed lightsabers, Medium-sized lightsabers, and Short Lightsabers. A Large-sized character taking the Exotic Weapon Proficiency (Lightsaber) feat is proficient with all these, as well as Great Lightsabers.

Lightsaber Size and Damage
A lightsaber at Medium size does 2d8 damage. For each size greater then medium a lightsaber is, add one to the die code of the saber. For each size smaller, subtract one. Thus, a Large lightsaber would do 2d10 damage, while a Small lightsaber does 2d6. Note that a Great Lightsaber still only does 2d8 damage, despite it’s Large size. . . it sacrifices damage for reach.

Weapon Type: Lightsaber
Proficiency Group: Exotic Cost: 3,000
Damage: 2d8 Critical: 19-20
Range Increment: - Weight: 1kg
Fort DC: - Type: Energy
Multifire/Autofire: - Size: Medium
Hardness: 5 WP: 2 Break DC: 14
Availability: Rare, Restricted Era: Any

Double-Bladed Lightsaber
Weapon Type: Lightsaber
Proficiency Group: Exotic Cost: 7,000
Damage: 2d8/2d8 Critical: 19-20
Range Increment: - Weight: 2kg
Fort DC: - Type: Energy
Multifire/Autofire: - Size: Medium/Large
Hardness: 5 WP: 2 Break DC: 14
Availability: Rare, Restricted Era: Any
Notes: This weapon is a double weapon. The wielder may attack with it as though attacking with a regular weapon and a light weapon. When only one blade is extended, it cannot be used as a double weapon. When both blades are extended, it’s size becomes large.

Great Lightsaber
Weapon Type: Lightsaber
Proficiency Group: Exotic Cost: 5,200
Damage: 2d10 Critical: 19-20
Range Increment: - Weight: 1.8kg
Fort DC: - Type: Energy
Multifire/Autofire: - Size: Large
Hardness: 5 WP: 2 Break DC: 14
Availability: Rare, Restricted Era: Any
Notes: Medium-sized characters require Exotic Weapon Proficiency (Great Lightsaber). Provides reach out to 4 meters.

Short Lightsaber
Weapon Type: Lightsaber
Proficiency Group: Exotic Cost: 7,000
Damage: 2d6 Critical: 19-20
Range Increment: - Weight: .5kg
Fort DC: - Type: Energy
Multifire/Autofire: - Size: Small
Hardness: 5 WP: 2 Break DC: 14
Availability: Rare, Restricted Era: Any

Unique to the Yuuzhan Vong Jedi, the Amphisaber is a melding of lightsaber and amphistaff. The amphisaber is a living creature, related to the amphistaff, but only half as long. The head of the creature is more rigid, forming a solid handle in which to surgically install the components necessary for a lightsaber blade. The rest of the body behaves like any other amphistaff, responding to it’s user’s hand movements to grow stiff as a staff, supple as a whip, and flatten it’s tail into a broad blade. The head contains spaces in which to install lightsaber components. When a Yuuzhan Vong Jedi is ready, he surgically grafts the parts required to the creature, creating an amphisaber. The process is much the same as creating a regular lightsaber, requiring rolls to imbue the crystal or crystals with the Force. The Craft rolls remain the same as those to Craft a conventional lightsaber, but also require a Treat Injury check at the same DCs (so that a 6th level Yuuzhan Vong Jedi would need to succeed at both a DC 10 Craft and DC 10 Treat Injury check to construct his amphisaber.) The knowledge of how to construct an amphisaber is only passed on to Yuuzhan Vong Jedi, as a symbol of their heritage, religion, and unique place in the galaxy.
Weapon Type: Amphisaber
Proficiency Group: Exotic Cost: 10,000
Damage: 2d8/* Critical: 19-20
Range Increment: - Weight: 3kg
Fort DC: - Type: Energy/*
Multifire/Autofire: - Size: Large
Hardness: 5 WP: 2 Break DC: 14
Availability: Rare, Restricted Era: New Empire
Notes: The non-lightsaber blade end of this weapon retains it’s damage reduction against lightsabers. The damage of the non-lightsaber end varies by weapon type: Spear 1d10 Slashing, Staff 1d6 Bludgeoning, Whip 1d6 Slashing. This weapon is a double weapon. The wielder may attack with it as though attacking with a regular weapon and a light weapon.

Still the weapon of choice for Yuuzhan Vong warriors, the amphistaff is no longer venomous, but is still a very capable melee weapon. The weapon can alter it’s form to be a quarterstaff, double-headed spear, or a whip.
Weapon Type: Amphistaff
Proficiency Group: Exotic Cost: 5,000
Damage: * Critical: 19-20
Range Increment: - Weight: 3kg
Fort DC: - Type: *
Multifire/Autofire: - Size: Large
Hardness: 5 WP: 2 Break DC: 14
Availability: Specialized, Restricted Era: New Empire
Notes: This weapon retains it’s damage reduction against lightsabers. When in all forms but whip, this is a double weapon. The wielder may attack with is as though attacking with a regular weapon and a light weapon. This weapon’s damage is dependant on it’s form: Spear 1d10/1d10 Slashing, Staff 1d6/1d6 Bludgeoning, Whip 1d8 Slashing

Other Yuuzhan Vong Weapons
The Yuuzhan Vong have a few other weapons held over from the Vong Wars that haven’t been outlawed.

A simple knife of sharpened chitin, this is the primary backup weapon of all Yuuzhan Vong.
Weapon Type: Knife
Proficiency Group: Simple Cost: 200
Damage: 1d6 Critical: 19-20
Range Increment: - Weight: 1kg
Fort DC: - Type: *
Multifire/Autofire: - Size: Small
Hardness: 5 WP: 2 Break DC: 14
Availability: Specialized, Restricted Era: New Empire

Smaller cousin to the amphistaff, the Tsaisi is primarily used by non-Warriors who need a little more protection then a coufee.
Weapon Type: Tsasi
Proficiency Group: Exotic Cost: 3,000
Damage: * Critical: 19-20
Range Increment: - Weight: 1.5kg
Fort DC: - Type: *
Multifire/Autofire: - Size: Medium
Hardness: 5 WP: 2 Break DC: 14
Availability: Specialized, Restricted Era: New Empire
Notes: This weapon retains it’s damage reduction against lightsabers. When in all forms but whip, this is a double weapon. The wielder may attack with is as though attacking with a regular weapon and a light weapon. This weapon’s damage is dependant on it’s form: Spear 1d8/1d8 Slashing, Staff 1d4/1d4 Bludgeoning, Whip 1d6 Slashing.

The Yuuzhan Vong’s first foray into blaster technology, this creature uses pieces of standard technology to generate blaster bolts. It creates it’s own blaster gasses as a digestive byproduct, and can charge it’s “power pack” simply through eating. It’s found a small but loyal niche with scouts, survivalists, big game hunters, and others who operate away from conventional supplies for extended periods of time.
Weapon Type: Blaster Pistol
Proficiency Group: Blaster Pistol Cost: 4,000
Damage: 3d6 Critical: 20
Range Increment: 10m Weight: 1.5 kg
Fort DC: 15 Type: Energy
Multifire/Autofire: M Size: Medium
Hardness: 5 WP: 2 Break DC: 14
Availability: Prevalent, Licensed Era: New Empire
Power Per Shot: 1
Notes: This weapon does not use a standard power pack. Rather, it can store up to 100 power at a time. The weapon recharges 2 power every hour, assuming it has access to suitable nutrition.

Mandalorian Armor and Weapons
The Mandalorians maintain their focus on warrior nature, and a warrior is only as good as his weapons. Mandalorians are known for crafting some of the most effective conventional weapons in the galaxy, and their armor is legendary for it’s protective qualities, utilitarian adaptations, and awe-inspiring design.

Mandalorian Armor
Mandalorian armor is manufactured specifically for it’s intended user, making it very comfortable and undemanding on it’s owner. It’s also loaded with extra equipment to make the wearer the most effective soldier on the battlefield. The plates are crafted from Mandalorian iron, allowing the armor to retain it’s damage reduction against lightsabers. Mandalorian weapons, however, are not usually so fortunate.
Armor Type: Powered Proficiency Group: Powered
Cost: Not available for sale Damage Reduction: 5
Maximum Dex Bonus: +4* Armor Check Penalty: -1*
Speed: 8m Weight: 20kg
Availability: Specialized, Restricted Era: New Empire
Notes: Equipped with Motion and Sonic sensors (+2 to Spot and Listen checks, respectively), infra-red sensors (allowing the user to see black-and-white images in darkness up to 20 meters), a comlink, and a broadband antenna (allowing the user to multiply a comlink’s range by 10.) The helmet also features a rangefinder that reduces range penalties by half. The suit also filters out harmful gasses, toxins, and organisms, and can even seal completely in the presence of a completely harmful or lack of atmosphere, drawing on a two-hour internal oxygen supply. The forearm gauntlets can mount a variety of weapons, customized by the user, but all feature a grappling line with a magnetic head that extends out to twenty meters. Jet Packs not standard.
*The armor is custom-made to perfectly fit it’s wearer. If anyone but the intended wearer dons the armor, the Max Dex Bonus is reduced to +2 and the Armor Check Penalty increases to –3. The armor cannot be customized or personalized further.

MandalArms TT-12 Pistol
Designed to function in pairs, but just as usable solo, these weapons are the favored sidearm of Mandalorian warriors. Many Mandalorians develop equal facility with both hands to use these light but powerful pistols to their utmost. The weapon has no stun setting, sacrificing versatility for penetrating power. Mandalorians rarely take prisoners, anyway.
Weapon Type: Blaster Pistol
Proficiency Group: Blaster Pistol Cost: 4,000+ (post-Rebellion era, for collectors)
Damage: 2d12 Critical: 19-20
Range Increment: 12m Weight: 1kg
Fort DC: - Type: Energy
Multifire/Autofire: M Size: Small
Hardness: 5 WP: 2 Break DC: 14
Availability: Specialized, Restricted Era: New Empire

MandalArms ML-12 Blaster Rifle
The primary weapon of Mandalorian warriors, this blaster feature impressive range, powerful shots, large capacity, and a rugged build. Mandalorians prefer single, targeted shots to volume of blaster shots, and this weapon reflects that preference for precision and finesse over brute force.
Weapon Type: Blaster Rifle
Proficiency Group: Blaster Rifle Cost: Not available for sale
Damage: 3d8+4 Critical: 18-20
Range Increment: 30m Weight: 6kg
Fort DC: 16 Type: Energy
Multifire/Autofire: M Size: Large
Hardness: 5 WP: 8 Break DC: 20
Availability: Specialized, Restricted Era: New Empire

MandalArms KX-34 AutoCarbine
While Mandalorians generally prefer to use single, targeted shots, or carefully controlled bursts of fire, sometimes the job just requires you to put as much blasterfire downrange as possible as quickly as possible. That’s where this weapon comes in. Using design elements from other rapid-fire weapons, the Mandalorians have designed what is probably the most accurate and devastating rapid-fire weapon yet.
Weapon Type: Blaster Rifle
Proficiency Group: Blaster Rifle Cost: Not available for sale
Damage: 3d6 Critical: 19-20
Range Increment: 14m Weight: 4kg
Fort DC: - Type: Energy
Multifire/Autofire: M/A Size: Medium
Hardness: 5 WP: 8 Break DC: 16
Availability: Specialized, Restricted Era: New Empire
Notes: The user gets halves all Multifire and Autofire penalties when using this weapon. When using the Multifire or Autofire options with this weapon, the user gains an additional attack, in addition to the ones granted by the multifire and autofire options.

MandalArms BT-22 Longrifle
This blaster is the weapon of choice for Mandalorian marksmen and snipers, who use it to devastating advantage on the battlefield. It’s said that a single Mandalorian with one of these rifles can do more with a single blaster shot then can be accomplished by ten AT-TE walkers.
Weapon Type: Blaster Rifle
Proficiency Group: Blaster Rifle Cost: Not available for sale
Damage: 3d6 Critical: 20
Range Increment: 50m Weight: 8kg
Fort DC: - Type: Energy
Multifire/Autofire: - Size: Medium
Hardness: 5 WP: 8 Break DC: 16
Availability: Specialized, Restricted Era: New Empire
Notes: When fired as a full round action, the threat range of this weapon increases to 18-20.
Added Clone Training.

OKay, where do I need to go from here? Is the Jedi chapter done, do you think, or is there more info you feel you need? If so, what would you like to see? If not, what should chapter five be?
When you get this put into pdf, let me know and I will post a link to the new fan based sourcebook thread here.
I don't know if I'll be getting it that far. . . I used to have a nifty program that printed a Word document to a pdf file, but I lost it when I had to reformat my harddrive.
Okay, what do you think so far? Have I done sufficient detail on what I've covered so far, or would you like me to expand certain sections? Are there things you feel you need to know that I'm not telling you? Do you think the chapters so far are complete, or would you like to see more added? What do you want to see in future chapters? What about this new era needs to be detailed that I haven't gotten to yet?

I'm thinking the next chapter is going to be about the Fringe, including smugglers, bounty hunters, Ubese, and Mandalorians.
I like it alot! I'm glad you added Legacy type of stuff, I plan on using your info when Star Wars Saga comes out.

It would be interesting to know what he Mando's are up to and the major mover and shakers of the underworld.
The next chapter is going to be the Fringe. Mandalorians as well as underworld crime figures will be portrayed.
Added the first part of Chapter Five: The Fringe.
Added the rest of CHapter Five: The Fringe.

I can't think of anything else to add for this chapter. . . is there information that you all think is missing? Do you need more detail about something? Please, let me know what you think.
I have two suggestions, One is to clarify whether or not the Mandalorian SQ Rapport stacks with Clone Conditioning, and Two: Don't try to conform with Legacy Era stuff, I like your continuity and I like Legacy as well, but you've already changed too many things to make this a Legacy Era Second Imperium Sorcebook, and I don't think you should try.
It never occured to me that the SQs would stack. Mandalorians are Mandalorians, they're an elite mercenary army. Clones are clones, the force upon which the Jedi can call when lightsabers and Force powers won't get the job done. I saw them as completely seperate, but I can see how some confusion might result, especially with the close ties Clones and Mandalorians have from the Prequel era. I'll look into describing in greater detail not only the clone training programs, but the Mandalorian "boot camp" to make it more clear that the qualities are completely seperate. Even if a Clone were to be accepted into a Mandalorian training center, it would probably be at a young enough age that he wasn't clone combat conditioned.

Also, thanks for your vote of support for my history version. I solidified it in my head before Legacy came out. I've given though to rewriting that history, but I'm a little attached to it, and the specifics of how the LEgacy Empire re-rose is vauge enough that I don't want to tackle it just yet. I'll be leaving my history in place, and maybe writing a "Legacy-friendly" alternate once a clearer picture of the LEgacy era is presented.
Well, I was more or less erring on the side that they should stack, the EU presents that the CT's were trained by their Mandalorian Drill Sergeants in the ways of the Mandalorian Supercommando; but it IS up to you.
These are new Mandalorians and new clones, a thousand years has passed since the Vong Wars, which puts it about a thousand a sixty past the Clone Wars. Mandalorians had nothing to do with the training programs for the new clones.

Oh, and I've added some bits to those same training procedures. Actually, almost completely rewritten the Clone and Mandalorian sections, respectively.
Added the Ubese.

I think the next chapter is going to be the Equipment section. Everything from amphisabers to AT-ET walkers to TIE/V Fighters to Imperial-III and -IV Star Destroyers.
Added the first few bits of the Technology of the Second Empire.