GURPS - Star Wars - Encyclopedia Galactica - vol 2 - 1e

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DISCLAIMER: ...............................................................................................................................................3
Project Coordinator: ..............................................................................................................................3
INTRODUCTION ........................................................................................................................................3
A LONG, LONG, TIME AGO, IN A GALAXY FAR, FAR, AWAY......................................................................3
DISCLAIMER: ...............................................................................................................................................3
ABOUT GURPS:..........................................................................................................................................4
ABOUT THE PROJECT TEAM:........................................................................................................................4
Project Coordinator: ..............................................................................................................................4
Project Team members and collaborators:.............................................................................................4
BACKGROUND TO THIS WORLDBOOK:..........................................................................................................5
MATHEMATICAL, SCIENTIFIC AND GURPS BOOKS NOTATIONS & CONVENTIONS..........5
SCIENTIFIC NOTATIONS:..............................................................................................................................5
GURPS REFERENCES:.................................................................................................................................5
THE STAR WARS WORLD BOOK PREMISE.......................................................................................6
SPACE TRAVEL..........................................................................................................................................6
INTERSTELLAR TRANSIT AUTHORITY:.........................................................................................................6
Hyperdrive:.............................................................................................................................................7
HYPERDRIVE SCIENCE:................................................................................................................................7
HYPERSPACE NAVIGATION 101:..................................................................................................................7
STELLAR MAPPING:.....................................................................................................................................9
KNOWN FEATURES AND SPATIAL HAZARDS .................................................................................................9
LOCATIONS OF INTEREST AND GALACTIC LANDMARKS........................................................10
Nespis VIII ............................................................................................................................................10
Nyarikan Nebula...................................................................................................................................10
Phosphura Belt Nebula......................................................................................................................... 10
Quintar Nebula ..................................................................................................................................... 10
Ringali Nebula...................................................................................................................................... 11
Sand Crab Nebula.................................................................................................................................11
Shadow Academy.................................................................................................................................. 11
Silver Station......................................................................................................................................... 11
ThonBoka (StarCave)............................................................................................................................11
HYPERSPACE LANES AND HYPEROUTES.......................................................................................12
Nanthri Route........................................................................................................................................ 12
Perlemian Trade Route......................................................................................................................... 12
Trade Spine...........................................................................................................................................12
REGIONS, SECTORS AND SUBSECTORS...........................................................................................12
Ninth Quadrant..................................................................................................................................... 12
Noonian sector......................................................................................................................................12
Orus sector............................................................................................................................................ 12
Pentastar Alignment..............................................................................................................................12
Quanta sector........................................................................................................................................13
Quelii sector..........................................................................................................................................13
Rachuk sector........................................................................................................................................13
Rayter sector.........................................................................................................................................13
Ringali Shell.......................................................................................................................................... 13
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Senex sector ..........................................................................................................................................13
Sern sector ............................................................................................................................................13
Sesswenna sector ..................................................................................................................................13
Shasfath Cluster....................................................................................................................................14
Sluis sector............................................................................................................................................14
Sombure sector .....................................................................................................................................14
Sumitra sector.......................................................................................................................................14
Tion Hegemony.....................................................................................................................................14
Tragan sector........................................................................................................................................14
Trax sector............................................................................................................................................ 14
Tungra sector........................................................................................................................................14
Vallusk Cluster...................................................................................................................................... 14
Varvenna sector....................................................................................................................................14
Velcar Free Commerce Zone................................................................................................................14
Wornal sector........................................................................................................................................ 15
Wyl sector .............................................................................................................................................15
Xappyh sector .......................................................................................................................................15
Yushan sector........................................................................................................................................15
STAR SYSTEMS & STELLAR BODIES ................................................................................................15
Nodgra system.......................................................................................................................................15
Oseon system.........................................................................................................................................15
Ottega system........................................................................................................................................15
Ottethan system.....................................................................................................................................16
Pakuuni system .....................................................................................................................................16
Paradise system ....................................................................................................................................16
Parmel system....................................................................................................................................... 16
Parmic system....................................................................................................................................... 16
Pii system.............................................................................................................................................. 16
Poviduze system.................................................................................................................................... 17
Prindaar system....................................................................................................................................17
Polith system.........................................................................................................................................17
Ptera system..........................................................................................................................................17
Pyria system..........................................................................................................................................17
Rachuk system....................................................................................................................................... 17
Rafa system...........................................................................................................................................17
Reegan system.......................................................................................................................................17
Renatasia system................................................................................................................................... 17
Ringneldia system .................................................................................................................................18
Roche system......................................................................................................................................... 18
Ropagi system.......................................................................................................................................18
Roti-Ow system .....................................................................................................................................18
Roundtree system ..................................................................................................................................18
Ruan system ..........................................................................................................................................18
Semag system........................................................................................................................................19
Sepan system......................................................................................................................................... 19
Shesharile system..................................................................................................................................19
Soruus system........................................................................................................................................19
Stenness node........................................................................................................................................19
Tandell system....................................................................................................................................... 19
Tao-Grant system.................................................................................................................................. 19
Taroon system.......................................................................................................................................20
Tarsunt system ......................................................................................................................................20
Tau Sakar system ..................................................................................................................................20
Teilcam system...................................................................................................................................... 20
Terrijo system .......................................................................................................................................20
3
Teta system (Empress Teta system).......................................................................................................20
Thokosia system.................................................................................................................................... 20
Thrynka system .....................................................................................................................................21
Tingel Arm ............................................................................................................................................ 21
Tinn system ...........................................................................................................................................21
Triitus system ........................................................................................................................................ 21
Trulalis system......................................................................................................................................21
Tyrius system.........................................................................................................................................21
Udine system.........................................................................................................................................21
Uvena system ........................................................................................................................................ 21
Vellakiya system....................................................................................................................................21
Venjagga system ...................................................................................................................................21
Vento system .........................................................................................................................................21
Viridia system .......................................................................................................................................22
Vondarc system..................................................................................................................................... 22
Woldona system ....................................................................................................................................22
Xorth system..........................................................................................................................................22
Yavin system.......................................................................................................................................... 22
Yllotat system........................................................................................................................................22
Yrrna system .........................................................................................................................................22
Y'Toub System.......................................................................................................................................22
Yulant system ........................................................................................................................................22
Yyrtan system ........................................................................................................................................22
Zi'Dek system........................................................................................................................................23
MAINSTREAM WORLDS........................................................................................................................23
BACKWATER WORLDS & MOONS.....................................................................................................67
BIBLIOGRAPHY & REFERENCES.......................................................................................................67
Cinematography: ..................................................................................................................................67
Literature:.............................................................................................................................................68
Gaming:................................................................................................................................................68
Disclaimer:
Project Coordinator:
R. Jason Kidd
Introduction
A long, long, time ago, in a galaxy far, far, away…
The Emperor has been dead for a little over 25 years, Grand Admiral Thrawn for 20
years. The forces of the Galactic republic are in a truce with the Empire, a shadow of its past
might. Since the end of the rebellion, the Galactic Republic as constantly striven to outwit, outrun
and outgun the Empire. Now, they seem to be winning and the balance of power appears to be
shifting in the Republic’s favor. Yet, unbeknownst to Galactic Republic forces, the Empire plots
and prepares another offensive. Under the powerful leader ship of a student of Grand Admiral
Thrawn and of an Imperial Bastard, the Empire is not yet destroyed and plans revenge against
the « Rebellion ».
Disclaimer:
The material contained in this book is drawn from the works of George Lucas, his
collaborators and other Sci-fi authors who have helped the Star Wars phenomenon to grow since
its birth in the late 70s. Most of the material referred to in this book is owned under copyright
4
laws by George Lucas (Lucasfilms Ltd) and/or/either 20th Century Fox. ALL NAMES,
TRADEMARKS AND LOGOS USED IN THIS BOOK ARE USED WITHOUT PERMISSION
EITHER GIVEN OR IMPLIED BY THE COPYRIGHT OWNERS.
About GURPS:
GURPS is a registered trademark of Steve Jackson Games Inc. All reference to their
works used in this book are used without their permission (but I do hope I get their blessings….)
given or implied. If you’ve made it this far, you know about GURPS and Steve Jackson Games
Inc. You are familiar with their works and the wonderful RPG system they have created. You
know what it’s about and you like it…. As I do! What you long for are a Space Opera setting
based on Star Wars. Well, here it is…
About the Project Team:
Project Coordinator:
The project coordinator and principal author is Francis Martel, from Montreal, Canada.
Francis is 30 years old and lives with his wife Stephanie and their son Marc-Antoine...And a
shape shifting red dragon that currently poses as the household cat, Willy.
Francis has been gaming since he was about 15, which means he’s been deranged for
15 years already! His interests, as far as gaming goes, are mostly centered on role-playing
games (GURPS, Battletech, AD&D, Travelers) and strategic gaming (Advanced Squad Leader,
Starfleet Battles, Wooden Ships & Iron Men...). Computers also take a lot of his free time (His
wife constantly wages war against his 3 computers...)
Francis currently work for ConnecTalk Inc, an IT consulting firm based in Montreal, with
offices in the USA (NJ). His role is to develop IT solutions for the customers. In short, he
establishes the layout of the solution (servers, routers, data links, firewalls, OS, etc.) and source
out all the material, manpower and software required to implement the solution.
Project Team members and collaborators:
Thomas Kathmann:
Thomas is from Germany, and lives in Berlin. Thomas is 29 years old and currently
works as a software developer in the Health Care industry. Thomas is a general SF fan and a
RPG tabletop gamer. A lot of the technical features of spaceships have been designed and
revised because of his numerous discussions and commentaries on the Star Wars technologies
and on how to handle them in this book.
Michael Siersleben:
Another collaborator from Germany, Michael has worked hard in providing the information
in the Campaigning section, the cinematic section and in developing the Jedi Martial Art style.
Michael is 28 years old and lives in Braunschweig with his fiancée, Kathrin. Michael currently
works as a gym instructor (Tae-Kwon-Do, Self-Defense, Thairobic, Aerobic, Fitness) but plans to
finish university in German and English literature, as well as in Greek philosophy.
R. Jason Kidd
Jason is from the US, and currently lives in Pittsburgh, Pennsylvania with his wife
Melanie. He is 26 years old and is currently working as a musician in a "rock" band and as a
photographer. Jason has been gaming since he was twelve and has been a Star Wars fanatic
most of his life. Jason has been a major inspiration and a major source of information in regards
to the alien races and he is the principal author for the GURPS Star Wars Alien Races
supplement. Jason’s talent also found expression in the design of almost all of the covers of the
GURPS Star Wars line of supplements.
5
The GURPS community worldwide:
Mostly those on the GURPS Star Wars Project mailing list and some of the listeners on
the GURPS newsgroup, for their insights, suggestions, recommendations and overall support and
assistance.
Background to this worldbook:
Welcome to the worlds of Star Wars within GURPS. First of all, we have to tell you that
this worldbook might not be about the Star Wars that you know and might not be what you expect
to find. This world book is designed with the idea of playing the Star Wars universe in a “realistic”
fashion, not in a cinematic space opera type. To that purpose, the Star Wars technologies
depicted in this book have been “modified” to reflect a more real science approach: In this book,
the Storm trooper armor cannot be pierced by Ewok arrows. In this book, it’s not possible to
navigate a speeder bike going 500mph through a dense forest. In this book, people usually die
when hit by a blaster shot, and in this book Storm trooper usually hit what they aim for....
For those of you that prefer the cinematic space opera approach, see the annexes at the
end of this book. We have developed the basic rules and guidelines to help you run cinematic
GURPS Star Wars adventures.
So, you say, what will I find in this book and what period does it cover?
We have decided to concentrate our efforts on the period some years after episode VI,
Return of the Jedi. Our setting takes place about 20 years after the reign of Grand Admiral
Thrawn, as depicted in the novel trilogy written by Timothy Zahn. Most of the information
contained in this book as been designed by the authors and may not reflect current canonicals
and other official sources on the Star Wars universe, namely books recently published that may
take place during our chosen time period. .
A great deal of effort as been made to make sure that this gaming supplement respects
the flavor of the Star Wars genre and its spirit. We hope we have succeeded.
Mathematical, Scientific and GURPS books notations & conventions
The following mathematical and scientific constants have been used in the design of this book:
Scientific Notations:
A pc = parsec = 3.26 light-years or 19.234x1012 miles.
A ly = light-year = 5.9x1012 miles.
A cf = cubic feet = 1 x 1 x 1 feet or 1728 cubic inches.
A cy = cubic yard = 3 x 3 x 3 feet or 27cubic feet.
Mach 1 = the speed of sound at sea level, or 760mph.
sV = Spherical volume = 4/3piR3
GURPS References:
The GURPS Star Wars Worldbook is NOT a game in itself. Ownership of the following
GURPS source book is required:
GURPS Basic 3rd edition (B)
The following GURPS books and associated GURPS Star Wars supplementary material
was used in designing this book. Page references expressed in this book reflect the standard SJ
Games/GURPS page notification scheme.
GURPS Compendium I (CI)
GURPS Martial Arts (MA)
6
GURPS Space 1st edition (S)
GURPS Ultra-Tech and Ultra-Tech2 (UT and UT2)
GURPS Vehicles 2nd Ed. (V)
GURPS Star Wars Technical Manual (SWT)
GURPS Star Wars Encyclopedia Galactica (SWE)
GURPS Star Wars Alien Races (SWA)
The Star Wars World book Premise
Today, an uneasy truce exists between the democratic Galactic Republic and the
dictatorial new order of the Galactic Empire. The known universe has been split between the two
superpowers, each watching closely every move made by its neighbor. The Galactic Republic
controls some 70% of the worlds and galactic territories, the Empire controls about 20%, with the
other 10% being neutral sovereign nations or independent worlds stuck in the neutral zone
dividing the two greater realms.
Mon Mothma has retired from active politics some five years ago, and Leia Organa-Solo
is the current Chief-Of-State, in a 4th mandate from the Galactic Senate. Jedi Master Luke
Skywalker stands as head of the Order of Jedi, and watches over the current state of affaires
from the Jedi Academy on Dagobah. Other known figures have either retired or stepped out of
active politics and are content to finish their lives in anonymity.
Some trade does exist between the two superpowers. It is mostly routed through the
sovereign nations and neutral planets of the neutral zone. Both Empire and Galactic Republic
enforces strict control of traffic to and from the other realm. Travel between the superpower is
strongly discouraged by administrative authorities in place. Thus, smugglers and privateers
handle most trade and travel between the Galactic Republic and the Empire.
The current atmosphere is one of mistrust and both superpowers are actively engaged in
a great cold war. Spies are numerous on both sides of the frontier and military “maneuvers”
along the frontiers are quite common. Diplomatic incidents such as border patrol fighting,
territorial disputes, resources raids, terrorism and undercover operations happen all the time,
making the border a very hot place to be. Farther from the frontline of the cold war, life is easier
and quite peaceful. Citizens can live their lives in peace, each under the auspices of its
government’s watchful eye...
Space Travel
Interstellar Transit Authority:
The Interstellar Transit Authority is a permanent non-profit organization whose role is to
regulate and maintain the conventions for use of stellar coordinates and mapping conventions
regarding the use of hyperspace. The ITA was created some thousands of years ago and as
always been respected by every nations and governments. The ITA is responsible for the
seeding, maintenance and update of the Hyperspace beacon network covering the galaxy. It
owns a fleet of Nebula-class frigate to act as engineering centers and defense platforms.
The Interstellar Transit Authority is based on Nekor (260L), in the Neutral Zone. From
there, the ITA Permanent Council and Assembly make their rulings about interstellar travel laws,
and regulates the price of fuel production and distribution across known space.
Each of the major nations (Republic, Empire, Shindaarni, Bakuran) has a permanent
representative on the council, is allowed a number of votes equal to the number of star system
they represents and owns a Veto right on the council’s decisions. The smaller nations (Djemsok,
Sventor or groups of less than 10 star systems) are allowed a voting representative in the
assembly, with a number of votes equal to the number of star system it represents. Rulings made
by the Council and the Assembly is final and must be obeyed by every nations.
7
Hyperdrive:
The Hyperdrive is the only known way to travel between star systems without spending
years doing it (like with sub light engines). The mechanics of faster-than-light travel are described
in the stellar mapping section.
Travel Speed & Time:
Hyperspace travel times and speeds are described in detail in the Stellar Mapping &
Astrogation Chapter. The basic level of speed is called H1 (Hyperdrive level 1) and represents
the “typical” speed / time used when traveling in hyperspace. Ship’s Hyperdrive can be designed
and built to increase this base speed. These augmented drives are classified according to their
increments of the H1 drive, from H2 to H10. Each increment in scale of the base speed will
reduce required travel time.
The Hyperdrive design is similar to the one found in GURPS Vehicles 2nd edition. Each
hyperdrive motivator’s speeds are based on the number of tons that are carried across
hyperspace.
Hyperdrive Class Time Factor Legality Class
H1 Standard 1
H2 Reduced by 10% 1
H3 Reduced by 20% 1
H4 Reduced by 30% 1
H5 Reduced by 40% 1
H6 Reduced by 50% 1
H7 Reduced by 60% 1
H8 Reduced by 70% 2
H9 Reduced by 80% 2
H10 Reduced by 90% 2
Hyperdrive Science:
Space travel is handled through the use of Hyperspace. Hyperspace is a parallel
dimension to ours. In this dimension, channels exist in which the speed of light is not the ultimate
limit. With the help of the Hyperdrive motivator, spaceships “jump” through the barrier between
worlds and enter those lanes. Traveling through Hyperspace is tricky, and is subject to two major
laws. The first law is that ships must travel through the Hyperspace lanes. With the help of
navigational computers and a network of beacons, the pilot can calculate the nearest lane that
will propel him in his desired direction of travel. There are some very rare individuals or races that
have a natural knack for hyperspace navigation: Those are highly praised as navigator and
usually are worth a lot to ships captains. Jedi also have the ability to instinctively calculate
hyperspace jumps by using their Force abilities. Lanes vary greatly in size and performance, with
some no longer than 1 light years and others requiring weeks in transit. Traveling through
hyperspace is defined below.
The second law of Hyperspace travel is gravity: For some unknown reason, gravity plays
a major role in the direction of travel and the capacity of a ship to enter Hyperspace. Thus,
navigational computer must take account the gravitational field of stellar bodies before “jumping”
the spaceship into Hyperspace. Special spaceships, called Interdictor, have been designed with
large gravity generator. Those ships disrupt the lanes and can bring a traveling spaceship
prematurely out of Hyperspace, or block one from jumping into hyperspace. The results of an
unwanted or premature sortie out of hyperspace usually result in damage to the hyper drive
system.
Hyperspace Navigation 101:
8
The following section describes the steps required to successfully perform a hyperspace
jump. Although it seems complicated, this process is greatly assisted by Astromech droids and
Navigation computers.
The time required to perform the necessary calculations is equal to 20 minutes less
success on the astrogation skill roll (minimum 5 minutes).
1. Distance to cover between A and B.
2. Knowledge/frequency of use of the “lane” between A and B.
3. Consistency and occupancy of the real-space between points A and B.
4. Speed used over the H1 base.
The effect of the space-time continuum in hyperspace acts very differently than in our
own dimension/continuum. In hyperspace, travel-time is influenced by travel-distance in a way
that makes the “miles per hours” references seems faster at longer distance.
Below 10pc 2hrs x distance in pc 6pc = 12hrs
From 11pc to
100pc 20hrs + 1hr x distance in pc 75pc = 95hrs = 3.95days
From 101pc to
1000pc 120hrs + [1hr x distance in pc divided by
4] 600pc = 270hrs =
11.25days
Over 1001pc 370hrs + [1hr x distance in pc divided by
50] 5000pc = 470hrs =
19.58days
Then, the actual knowledge about the lane must be accounted for. For well-traveled
lanes, the government will have seeded hyperspace beacons that relay the required information
to the ship’s hyperdrive computer. On less traveled lanes or new routes, word-of-mouth
information or commercial databases must be used to account for the lack of automated beacons.
Major lane or known commercial lane: Less 30%
Secondary lane: Less 20%
Hyperspace beacon present: Less 10% (also adds +2 to astrogation roll)
Standard lane, used on an on-and-off basis: Standard time
Uncharted lane, used by “bush pilots” and smugglers: Increases time by 25%
Unknown or unexplored lane: Increases time by 50%
After that, the forehand knowledge of that lane by either pilot and/or navigator must be
taken into account. Although a lane is considered uncharted, a pilot that travels it twice a week
will have the edge over a first time pilot/navigator.
Pilot/Navigator has previous and extensive knowledge of that lane: Less 30%
Pilot/Navigator has previous but limited knowledge of that lane: Less 20%
Pilot/Navigator has only hearsay knowledge about that lane: Standard time
Pilot/Navigator has no information or records about that lane: increases time by 25%
The amount of elements strung along the way in real-space also influences time because
of the gravity fields generated by such deep space objects:
For each stars crossed: Increases time by 0.5%
For each “anomaly” (black holes, supernova, nebula) crossed: Increases time by 1% to 5%,
depending on the anomaly (i.e. black holes are far more dangerous to navigation than nebulas)
And finally, the type of hyperdrive must be taken into account to complete the calculations for the
hyperspace jump.
Class-1 Hyperdrive: Standard time
Class-2 Hyperdrive: Less 10%
9
Class-3 Hyperdrive: Less 20%
Class-4 Hyperdrive: Less 30%
Class-5 Hyperdrive: Less 40%
Class-6 Hyperdrive: Less 50%
Class-7 Hyperdrive: Less 60%
Class-8 Hyperdrive: Less 70%
Class-9 Hyperdrive: Less 80%
Class-10 Hyperdrive: Less 90%
Stellar Mapping:
The stellar mapping system has been in use for over a thousand years. All nations abide
by the system and regularly exchange navigational data to update the maps and charts on a
regular basis.
The Interstellar Transit Authority regulates the usage of stellar coordinates and mapping
conventions. The current system is represented by a series of numbers and letters, each
representing certain information about the star system in question. Example:
World Name
(Coruscant) Region (Core
Worlds) Sector (Coruscant) System
(Coruscant) Race (Humans)
Star Type (MIV7) World map code #
(088) Map coordinates
(045G) Bases (S4B1)
# planets (6) Code (Green ,
Amber, Red)
088-COR-CW-045G-S4B1
The sequence is as follows:
Planet Number - Planet Name – Sector Name – Galactic Coordinates – Starport type – Bases
type.
In our example, we are using Coruscant, capitol of the Galactic Republic. The code
sequence means that Coruscant is planet #88 in the database, located at galactic coordinates
grid #G in quadrant 45, in the Core Worlds (CW). Furthermore, Coruscant is equipped with a
class-5 spaceport (top of the line orbital and ground facilities without shipyards), and is a major
military depot for that sector.
DC Deep Core CW Core Worlds
IR Inner Rim CO The Old Colonies
ER Expansion Region MR Mid Rim
CT Centrality OR Outer Rim
CR Colonial Rim BP Bakuran Protectorates
NT Neutral Zone SA Shindaarni Alliance
HS Hutt Space SR Sventorii Autonomous Region
DF Djemsok Federation WS Wild Space (Beyond the galactic rim)
Information on worlds in the Star Wars universe can be found in the GURPS Star Wars
Encyclopedia Galactica. Visit the GURPS Star Wars Project web page for more information.
Known features and spatial hazards
Although it’s a huge galaxy, the fact that it is well traveled makes the notification of spatial
phenomenon rather simple. One only has to notify the Interstellar Transit Authority, and the next
10
engineering ship will update the beacon network accordingly. Among the most notable features
known to traveler, the following are spectacular sights or grave dangers:
Badlands:
The badlands are an area about 350 cubic parsec located in the Mid Rim Territories
(borders sector O in the 300 to 310 region). The badlands are a huge cloud of gases in a
constant state of plasma fusion. It generates plasma fires of incredible magnitude, sometimes
hot and big enough to swallow an Imperial Star Destroyer whole.
Certain paths exist to the 3 planets located inside the badlands proper. These paths are
not traveled often and are usually reserved to crazy bush pilots. No official carrier lands on any of
the Three Sisters has the badlands planets are commonly known.
Of course, the difficulty of traveling to the badlands makes it a perfect area for pirate and
smuggler’s bases.
Cloak of the Sith nebula:
This huge cloud of proto-stars sits in Imperial space, in the Outer Rim Territories (around
132L). It is a spectacular sight due to its monstrous size (many cubic parsec). The Cloak of the
Sith nebula always wreck havoc with the electronics of ships, often disabling those traveling to
close to its borders.
Locations of Interest and Galactic Landmarks
Nespis VIII
Once located at the node of the six remaining Auril systems near the Cron Drift, the now-
destroyed Nespis VIII was a huge derelict space city. One of the largest of the ancient
spaceports, Nespis VIII began its life as a remote beacon-point during the early days of
hyperspace travel. Over thousands of years the beacon became a sprawling city, with a vast
diversity of architectural styles and historical relics from nearly every period of space travel,
including centuries-old murals of the Great Sith War. The city remained well- preserved in the
vacuum of space and was abandoned long before the start of the Clone Wars. Six years after the
Battle of Endor, Luke Skywalker freed Kam Solusar from the Dark Side of the Force while at
Nespis VIII. Later that year (after the destruction of the command base on the fifth moon of Da
Soocha), New Republic leaders established their new base at the remote space city, and Leia
Organa Solo's third child Anakin was born there. Soon after, the Emperor fired a Galaxy Gun
projectile at Nespis VII as the New Republic scrambled to abandon their base. Though the first
shot was unsuccessful, a second projectile utterly destroyed the ancient space city. [DE2, EE]
Nyarikan Nebula
The Nyarikan Nebula is a navigation hazard lying near the Garos system. Its presence has made
travel to the Garos system relatively uncommon. [SWAJ]
Phosphura Belt Nebula
Located near several major trade lanes, the Phosphura Belt Nebula is a mass of greenish clouds
randomly charged with electromagnetic bursts. It is a serious navigation hazard, and is home to
the highly-organized Phosphura Belt Pirates. The space station Zirtran's Anchor drifts near the
nebula. [SWAJ]
Quintar Nebula
Found on few star charts, the Quintar Nebula is a thick mass of colorful, swirling clouds that can
blind sensors and ionize flight-control systems. Tron Nixx, the navigator for Drek Drednar's pirate
crew, used the Force to chart a safe route through the Nebula, where he discovered the hidden
world of Taraloon. [SWAJ]
摘要:

1GGUURRPPSSSSttaarrWWaarrssEEnnccyyccllooppeeddiiaaGGaallaaccttiiccaa11ssttEEddiittiioonnDISCLAIMER:...............................................................................................................................................3ProjectCoordinator:........................................

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