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Moridin
27 July 2001, 08:52 AM
Observations on Cloak of Deception (a Prequel-era novel by James Luceno)

Moridin's Observations

Star Wars is about action, adventure, heroism, and epic conflict. So whose bright idea was it to make a novel with heavy political influence? Whoever it was, they should be commended. Cloak of Deception, like Darth Maul: Shadow Hunter, is a fun one-shot novel that gives some backstory to the events in Episode I. While the Prequel-Era EU has been fairly lackluster so far, this is another quick read that doesn't really expand the universe much, but does give us some ideas on how things developed prior to the events of The Phantom Menace.

So what does this book do right? Well, for one, James Luceno is the master of the cameo. Similar to Steve Sansweet's "Connections" Con tour going on right now, James Luceno ties together characters from some of the most varied sources in the Star Wars universe. Jorus C'baoth, whose insane clone wreaked havoc in the Thrawn Trilogy, makes an appearance, as do Jedi like Vergere (from Rogue Planet and the Agents of Chaos duology), Master Anoon Bondara and his Padawan, Darsha Assant, as well as Hath Monchar from Darth Maul: Shadow Hunter all make appearances. And there's more, too; characters from Episode II are spread throughout the novel (no spoilers, as no one knows which ones are), and lots of Jedi Council members from Episode I actually have relevant parts in the book. I was very pleased to see the Jedi Council in action, doing what Jedi do best. Luceno even included characters from the Star Wars Tales comic books, which are technically Infinities work now. He's grabbed all corners of the Star Wars Galaxy and tied them together in a way that doesn't seem terribly unobtrusive, at least if you understand the references.

The action is pretty low in this book, as it does in fact deal with the political climate prior to Episode I. There is some good combat in the book, but it's not anything spectacular. I was impressed by the way Luceno handled turning what could have been pages upon pages of boring political dialogue into something readable. In fact, I would highly suggest this novel to anyone who enjoyed Episode I but didn't understand Darth Sidious' plan. It goes into a little more depth on that aspect, though the Sith remains behind the scenes for most of the book.

The new organization, the Nebula Front, and the Trade Federation are both fleshed out a lot more. It makes sense why a trade franchise is so heavily armed now, and why the heck they chose Naboo. If you liked the movie and don't care about these kinds of details, the book might not be for you. Me, I like to know as much as possible, and this really gives me insight into how the galaxy works. It certainly fleshes out the organization of the Galactic Republic, so it's definitely a plus for anyone running games in the Rise of the Empire era.

Overall, this books gets my approval. It's nothing outstanding, but it is a fun, quick read which many people will enjoy. Luceno proves himself a solid author once more, and his depth of knowledge of the Star Wars galaxy is impressive to say the least.

Armage's Observations

I'm normally a concise fellow, but I like deep plots with twists and turns. While Cloak was a relatively short book, it had an involving plot with conspiracies, political intrigue, and action rolled into one. And for good measure, James Luceno threw in cameos by characters such as Jorus C'baoth, Vergere, and Governor Tarkin. Still, I was ambivalent about reading this novel, since I have been avoiding Episode II spoilers like the plague, and some of my friends informed me that I should probably avoid Cloak of Deception.

The Phantom Menace provides a rich background for a story involving Jedi, but the true enemy (the Trade Federation) is still vaguely defined. Enter the Nebula Front, a terrorist/nationalist organization acting against the dominance of the Trade Federation in the Outer Rim Territories. Luceno brings us characters that are somewhat two-dimensional in that they fit the freedom fighter archetype rather well, but rarely go beyond that. Havac, the true "bad guy" in this story, has a few quirks to him, but on the whole the antagonists are rather bland. Again, since the focus of TPM is on the Sith, this is somewhat understandable.

Luceno also brings better definition to the Neimoidians. No longer are they solely the greedy cowards portrayed in the movies; instead, they have personal ambitions and are willing to risk some of what they have for more power. I also like the way he presents law enforcement in the Republic - more like a police force acting as part of the judicial branch of government.

There are a few drawbacks to Cloak of Deception, however. The politics of the Republic can get heavy at times, especially within the Senate chamber. Then again, the book jacket clearly states this, so don't buy it if you aren't prepared for this sort of thing. The Nebula Front seems shallow - but that leaves room for fan expansion, or even elaboration in future books. James Luceno may be back to write more books after Episode II, so I wouldn't be surprised to see this organization again. I personally had a few gripes with the technology (how were small-time terrorists able to get a hold of advanced technology like mimetic suits?) but it did not bother me too much.

Cloak of Deception is definitely worth a read, but it may not be a keeper. It isn't necessarily light on action, or heavy on political intrigue, but the balance of the two may not be your cup of tea. I did indeed enjoy it, and would give it four of five stars. It's a fun book that will sate your thirst for Episode II material - at least, for a while.

STATS for Cloak of Deception

Asmeru

Asmeru is a planet in the Senex sector, nearby the Rimma Trade Route. The planet was once a rich, populated world, but a drastic climate change forced most of the normal citizens off the planet. In the time since then, the deserted planet has become a haven for criminals looking for a place to hole up, and was used by the Nebula Front as a temporary base of operations. Additionally, genetically defective slaves produced on Karfeddion are exiled to Asmeru, and live barely civilized lives as farmers and other agricultural workers.

The planet is difficult to approach due to a gravitic sink that wreaks havoc on hyperdrives, as well as a dangerous minefield leftover from a prior conflict which makes approaching the world almost impossible unless you have a guide, or know the route in.

Asmeru (D6/D20)
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Gravity: Standard
Terrain: Ruined cities, mountains, plains
Length of Day: 23 standard hours
Length of Year: 370 local days
Sapient Species: Human, Asmeru slaves
Starports: None
Population: Unknown
Planet function: Exiled settlement
Government: None
Tech Level: Space (off-worlders), Feudal (Asmeru slaves)
Major Export: None
Major Imports: None

Boiny

Boiny is a Rodian terrorist who works with Captain Cohl. A somewhat more neurotic member of the crew, he is often a little awkward around the rest of the Nebula Front terrorists. Like most slicers, he is occasionally a little removed from reality, but he is there when it counts. His loyalty to Captain Cohl is unwavering, and he often goes to great lengths for his companions. A talented technician, Boiny is part mechanic, part weaponsmith for Captain Cohl's crew.

In the wake of their defeat at Dorvalla and their near-capture over Asmeru, only Boiny remained by Cohl's side, especially after Cohl agreed to help Havac pull together a team of assassins to kill Chancellor Valorum on Eriadu. However, when the Jedi Order caught wind of Cohl's activities, Havac was forced to take action to avoid discovery of his own plans. Havac's forces intercepted Cohl's people on Eriadu, and a firefight broke out. Boiny was shot and left for dead by Havac in the melee. Boiny managed to survive, just barely, but Boiny was shot again and killed while protecting Qui-Gon Jinn's back on Eriadu.

Boiny (D6)
Boiny
Type: Rodian Terrorist
DEX 3D+2
Blaster 5D+2, dodge 6D, melee combat 4D
KNO 2D
Languages 3D+1, streetwise: Nebula Front 5D, survival 2D+2
MEC 3D+1
Astrogation 6D+1, repulsorlift ops 5D, space transports 6D
PER 3D
Bargain 4D+2, con 5D, search 6D, sneak 4D
STR 3D+1
Brawling 4D+2
TEC 2D+2
Blaster repair 4D, demolitions 3D+1, security 4D, space transports repair 3D+2
CP: 9
Move: 10
Equipment: Mimetic armor, Field Disruptor, blaster pistol (4D), comlink, datapad


Boiny (d20)
Boiny: Male Rodian 3rd level Scout / 2nd level Soldier / 4th level Expert; Init +2; Defense 17; Spd. 10m; VP/WP: 39/12; Atk +9/+4 or +5/+5/0 ranged (3d6 or stun: 1d6/15, Blaster pistol), +9/+4 ranged (3d8/20, Field Disruptor), +7/+2 punch (1d3, unarmed); SQ Trailblazing; SV Fort +7, Ref +5, Will +6; SZ M; FP 2; Rep. 2; Str 10, Dex 14, Con 12, Int 15, Wis 11, Cha 10.
Equipment: Mimetic armor, Blaster pistol, Field Disruptor, comlink, datapad.
Skills: Astrogate +9, Computer Use +17, Demolitions +6, Disable Device +6, Hide +1, Knowledge (Slicing) +13, Knowledge (Nebula Front) +7, Listen +7, Move Silently +3, Pilot +8, Repair +11, Search +6, Sleight of Hand +1, Speak Basic, Speak Huttese, Speak Rodese, Speak Ryl, Spot +11, Survival +2, Treat Injury +6.
Feats: Alertness, Armor Proficiency (light), Armor Proficiency (medium), Cautious, Dodge, Gearhead, Skill Emphasis (computer use), Starship Operation (space transport), Track, Weapon Group (simple weapons), Weapon Group (blaster pistols), Weapon Group (blaster rifles), Weapon Group (heavy weapons), Weapon Group (vibro weapons).

Captain Arwen Cohl

Captain Arwen Cohl is a profesional mercenary who contracted work for the Nebula Front terrorist organization. On his home planet, he was regarded as something of a hero during the wars for the independance of his planet; however, following the conflict he was imprisoned for several years as a war criminal by his own people, which has embittered him towards the galaxy. He is an intelligent and hard man, whose methods are always efficient but rarely brutal. He has a dry sense of humor, but can be ruthless when dealing with his nemeses in the Trade Federation.

Captain Arwen Cohl (D6)
Captain Arwen Cohl
Type: Terrorist Cell Leader
DEX 3D
Blaster 5D+2, dodge 6D, melee combat 4D
KNO 3D
Intimidation 5D, languages 3D+1, streetwise: Nebula Front 6D+2, survival 5D, value 4D
MEC 3D
Astrogation 4D+2, repulsorlift ops 5D, space transports 5D+2
PER 4D
Bargain 6D+1, con 6D, forgery 4D+2, search 6D, sneak 5D
STR 3D
Brawling 4D+2
TEC 2D
Blaster repair 2D+2, demolitions 3D+2, first aid 3D
FP: 1
CP: 14
Move: 10
Equipment: Mimetic armor, heavy blaster pistol (5D), comlink


Captain Arwen Cohl (d20)
Captain Arwen Cohl: Male Human 5th level Soldier / 4th level Scoundrel; Init +1; Defense 16; Spd. 10m; VP/WP: 67/14; Atk +10/+5 or +6/+6/+1 ranged (3d8 or stun: 1d8/18, Blaster Pistol, Heavy), +8/+3 punch (1d3, unarmed); SQ Illicit Barter, Better Lucky Than Good, SV Fort +7, Ref +6, Will +4; SZ M; FP 2; DSP 1; Rep. 5; Str 11, Dex 13, Con 14, Int 10, Wis 15, Cha 12.
Equipment: Mimetic armor, heavy blaster pistol, comlink.
Skills: Appraise +2, Astrogate +4, Bluff +4, Computer Use +2, Demolitions +5, Diplomacy +4, Disable Device +2, Forgery +2, Gather Information +4, Intimidate +5, Knowledge(Nebula Front) +6, Listen +4, Move Silently +3, Pilot +5, Repair +2, Search +4, Sense Motive +6, Spot +8, Survival +4, Treat Injury +4.
Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Heroic Surge, Point Blank Shot, Precise Shot, Quick Draw, Sharp-eyed, Skill Emphasis (demolitions), Spacer, Weapon Focus (Blaster Pistol, Heavy), Weapon Group (simple weapons), Weapon Group (blaster pistols), Weapon Group (blaster rifles), Weapon Group (heavy weapons), Weapon Group (vibro weapons).

Corellian Lancet

This is the standard starfighter used by the Galactic Republic Judicial Department. The craft is a wingless, sleek starfighter with an upraised fin in the rear of the ship. It boasts a light armament, but is typically used for Coruscant-authorized actions which may call for starfighter engagement. Unlike the Republic Defender, the Corellian Lancet is used solely by the Coruscant-based Judicial Department, and is not sold to other worlds. Because it tends to be the symbol of Republic authority in space, criminals tend to flee when they spot one.

Corellian Lancet (D6)
Craft: Corellian Engineering Corporation LX-980 Lancet
Type: Judicial enforcement craft
Scale: Starfighter
Length: 14.1 meters
Skill: SF piloting: LX-980 Lancet
Crew: 1
Crew Skill: Space transports 3D, SS gunnery 3D, SS shields 3D
Passengers: 1
Cargo Capacity: 60 kilograms
Consumables: 1 week
Cost: Not Available For Sale
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 2D
Space: 9
Hull: 2D+2
Shields: 2D
Sensors:
Passive: 20/0D
Scan: 45/1D+1
Search: 85/2D+2
Focus: 4/4D
Weapons:
Two Laser Cannons (fire-linked)
Fire Arc: Front
Skill: SS gunnery
Fire Control: 1D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D


Corellian Lancet (d20)
Craft: Corellian Engineering Corporation LX-980 Lancet
Class: Starfighter
Cost: Not Available for Sale
Size: Tiny (14.1 meters)
Crew: 1 (Skilled +4)
Passengers: 1
Cargo Capacity: 60 kilograms
Consumables: 1 week
Hyperdrive: x2
Maximum Speed: Ramming
Defense: 22 (+2 Size, +10 Armor)
Shield Points: 60
Hull Points: 80
Damage Reduction: 5
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Attack Bonus: +8 (+2 size, +4 crew, +2 fire control)
Damage: 4d10x2
Range Modifiers: PB +0, S +0, M/L n/a

Dorvalla Space Corps Starfighter

As a major producer of lommite, Dorvalla if often set upon by pirates who raid convoys full of the valuable metal. Additionally, increased tension between the planet's government and the Trade Federation over payment for shipping lommite off the planet have only increased the tension felt by the mining world. The Dorvalla Space Corps consists of a few small squadrons of locally-built starfighters, with pilots who rotate out on shifts so that they can have other jobs while still leaving someone on duty. The starfighters are fixed-winged and blunt-nosed, resembling a bludgeon with a handle as opposed to the sleeker, more, artistic designs found throughout the cultural centers of the galaxy.

Dorvalla Space Corps Starfighter (D6)
Craft: Dorvalla DPD-1 Planetary Defense Starfighter
Type: Defense starfighter
Scale: Starfighter
Length: 16.2 meters
Skill: SF piloting: DPD-1
Crew: 1
Crew Skill: Varies widely
Passengers: None
Cargo Capacity: 85 kilograms
Consumables: 2 days
Cost: Not Available For Sale
Hyperdrive Multiplier: None
Maneuverability: 1D+2
Space: 8
Hull: 3D
Shields: 1D
Sensors:
Passive: 15/0D
Scan: 30/1D
Search: 65/2D
Focus: 3/3D
Weapons:
Two Laser Cannons (fire-linked)
Fire Arc: Front
Skill: SS gunnery
Fire Control: 1D+2
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D


Dorvalla Space Corps Starfighter (d20)
Craft: Dorvalla DPD-1 Planetary Defense Starfighter
Class: Starfighter
Cost: Not Available for Sale
Size: Tiny (16.2 meters)
Crew: 1 (Skilled +4)
Passengers: None
Cargo Capacity: 85 kilograms
Consumables: 2 days
Maximum Speed: Ramming
Defense: 22 (+2 size, +10 armor)
Shield Points: 20
Hull Points: 90
Damage Reduction: 5
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Attack Bonus: +9 (+2 size, +4 crew, +3 fire control)
Damage: 5d10x2
Range Modifiers: PB +0, S +0, M/L n/a

Eru "Havac" Matalis

Havac was a leader of the Nebula Front group who targeted Supreme Chancellor Valorum during the early stages of the troubles with the Trade Federation. A former holodocumentarian, he became a strong activist for alien rights to the point of becoming militant. He has a brilliant mind for tactics sometimes, but thinks more like a documentarian and less like a soldier. He is inept in combat, and loathes doing violence himself. He prefers to let his underlings handle the dirty work, but doesn't hesitate to exact revenge on those he sees as villains.

Eru "Havac" Matalis (D6)
Eru "Havac" Matalis
Type: Former Holodocumentarian
DEX 3D
Blaster 3D+2, dodge 4D+1
KNO 3D+2
Intimidation 6D, scholar: documentaries 5D, streetwise: Nebula Front 6D, value 4D+1
MEC 2D
Repulsorlift ops 2D+2
PER 3D+2
Bargain 7D+2, con 8D, disguise 5D, forgery 4D+2, search 5D+1, sneak 4D+2
STR 2D+2
Brawling 3D+1
TEC 3D
Computer programming/repair 3D
CP: 12
Move: 10
Equipment: Blaster pistol (4D), comlink, datapad


Eru "Havac" Matalis (d20)
Eru "Havac" Matalis: Human 3rd level Diplomat / 3rd level Scoundrel; Init 0; Defense 14; Spd. 10m; VP/WP: 15/10; Atk +3 or -1/-1 ranged (3d6 or stun: 1d6/15, Blaster pistol), +3 punch (1d3, unarmed); SQ Illicit Barter, Better Lucky Than Good, +2 to Disguise when you know that you are being observed and you try to act in character, +2 to Computer Use when trying to get news via electronic media, SV Fort +2, Ref +4, Will +6; SZ M; FP ; Rep. 2; Str 10, Dex 11, Con 10, Int 12, Wis 14, Cha 15.
Equipment: Blaster pistol, comlink, datapad
Skills: Bluff +13, Computer Use +3, Diplomacy +11, Disguise +7, Forgery +3, Gather Information +10, Hide +5, Intimidate +8, Knowledge (Alien Species) +5, Listen +4, Move Silently +5, Pilot +2, Profession (Holodocumentarian) +8, Search +3, Sense Motive +7, Speak Basic, Speak Huttese.
Feats: Persuasive, Sharp-eyed, Stealthy, Weapon Group (simple weapons), Weapon Group (blaster pistols), Skill Emphasis (bluff).

Field Disruptor

The Field Disruptor is a special kind of ion rifle designed specifically to bring down personal shields. In addition to functioning as a standard ion gun, the blast can be tuned to overwhelm most shields with ion energy for a short period of time. This device was used by Nebula Front agents to bring down a droideka's shields and then disable the droideka on the following round, in addition to several other functions. The standard ion rifle power pack, fully charged at 30 shots, functions equally as well on a field disruptor.

Field Disruptor (D6)
Model: Custom-Built Field Disruptor
Type: Illegal shield disabler
Scale: Character
Skill: Blaster: field disruptor
Cost: NAFS (equivalent Invisible market value: 3,500 credits)
Availability: 4, X
Ammo: 30
Range: 0-5/15/30
Damage: 4D (ionization)
Game Notes: When fired against an energy shield of 6D Character scale protection or less, the shield drops for one round. This expends 5 shots from the power pack.


Field Disruptor (d20)
Cost: 1,200
Damage: 3d8
Critical: 19-20
Range Increment: 30 meters
Weight: 3.6 kg
Stun Damage/Fort DC: -/DC 20
Type: Energy
Size: Medium
Group: Blaster Rifles
Game Notes: When fired against a shield of Huge size or less, the shield drops for one round. This expends 5 shots from the power pack.

The Hawkbat

The Hawkbat is Captain Arwen Cohl's personal ship. Originally a Tempest-class Gunship, the ship has been heavily upgraded in the area of weapons and shielding, though it still plods along at the slower speeds of a light freighter. While not incredibly speedy, the ship does perform rather well on strafing runs and quick hit-and-run attacks. When accompanied by starfighters, the Hawkbat is able to deliver a powerful pummeling to ships even as large as a Trade Federation Battleship. Despite only being the size of a light freighter, Captain Cohl's personal gunship is a much-feared sight, especially among those in slower, bulkier starships.

Hawkbat, The (D6)
Craft: Modified Tempest-class Gunship
Type: Gunship
Scale: Starfighter
Length: 41 meters
Skill: Space transports: Tempest Gunship
Crew: 3 (1 can coordinate); gunners:
Crew Skill: See Captain Cohl, Boiny, Rella
Cargo Capacity: 70 metric tons
Passengers: 5
Consumables: 2 months
Cost: Not available for sale
Hyperspace Multiplier: x2
Hyperspace Backup: x15
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 325; 950 kmh
Hull: 5D
Shield: 4D
Sensors:
Passive 20/1D
Scan 40/1D+2
Search 70/2D+1
Focus 4/3D
Weapons:
Four Double Turbolasers
Fire Arc: 2 right, 2 left
Crew: 1
Skill: SS gunnery
Fire Control: 1D+2
Space Range: 3-15/30/65
Atmosphere Range: 0.3-1.5/3.0/6.5km
Damage: 5D
Two Ion Cannons
Fire Arc: Front
Crew: Co-pilot
Skill: SS gunnery
Fire Control: 3D
Space Range: 1-3/5/8
Atmosphere Range: 100-300/500/800m
Damage: 4D (ion)


Hawkbat, The (d20)
Craft: Modified Tempest-class Gunship
Class: Transport
Cost: Not Available For Sale
Size: Small (41 meters)
Crew: 3 (Skilled +4); gunners: 5
Passengers: 5
Cargo Capacity: 70 metric tons
Consumables: 2 months
Hyperdrive: x2 (backup x15)
Maximum Speed: Attack
Defense: 19 (+1 size, +10 armor)
Shield Points: 150
Hull Points: 180
DR: 10
Weapon: Double Turbolaser x4
Fire Arc: Right (2), Left (2)
Attack Bonus: +9 (+1 size, +4 crew, +3 fire control)
Damage: 5d10x5
Range Modifiers: PB/S +0, M -2, L n/a
Weapon: Ion Cannon x2
Fire Arc: Front
Attack Bonus: +11 (+1 size, +4 crew, +6 fire control)
Damage: Special
Range Modifiers: PB -2, S +0, M/L n/a

Jorus C'baoth

Jorus C'baoth is an aged human Jedi Master with long white hair and a grizzled beard. He spent time on Coruscant during the conflict with the Trade Federation, and was a friend of Qui-Gon Jinn. In his later years, he went on to become a personal Jedi counsel to Supreme Chancellor Palpatine, but was killed during the Outbound Flight Project by future Grand Admiral Thrawn and his forces.

Jorus C'baoth (D6)
Jorus C'baoth
Type: Jedi Master
DEX 3D
Brawling parry 5D, dodge 6D, lightsaber 9D, melee combat 6D
KNO 4D
Bureaucracy: Republic 7D, cultures 5D, intimidation 7D+1, languages 5D+1, scholar: Jedi lore 10D, willpower 9D
MEC 3D
PER 4D
Bargain 7D+2, command 8D+1, con 7D+2, gambling 4D+2, persuasion 7D+2, search 6D+1, sneak 7D
STR 3D
Brawling 4D, stamina 5D
TEC 2D
Special Abilities:
Force Skills: Control 10D, sense 9D, alter 9D
Force Powers:
Control: Absorb/dissipate energy, accelerate healing, concentrate, control pain, detoxify poison, emptiness, enhance attribute, hibernation trance, reduce energy, remain conscious, resist stun, short-term memory enhancement
Sense: Combat sense, danger sense, instinctive astrogation, life detection, life sense, magnify senses, receptive telepathy, sense Force, sense path
Alter: Injure/kill, telekinesis
Control and Sense: Farseeing, lightsaber combat
Control and Alter: Accelerate another's healing, control another's pain, inflict pain, return another to consciousness
Control, Sense, and Alter: Affect mind, control mind, enhanced coordination, Force harmony
Sense and Alter: Dim other's senses
This character is Force-sensitive.
FP: 22
CP: 38
Move: 10
Equipment: Lightsaber (5D), Jedi robes


Jorus C'baoth (d20)
Jorus C'baoth: Male Human 16th level Jedi Consular; Init 0; Defense 19; Spd. 10m; VP/WP: 107/13; Atk +13/+8/+3 melee (5d8, Lightsaber), +12/+7/+2 punch (1d3, unarmed); SQ Healing, Jedi Master; SV Fort +11, Ref +7, Will +13; SZ M; FP 6; Rep. 11; Str 10, Dex 10, Con 13, Int 13, Wis 16, Cha 15.
Equipment: Personally crafted lightsaber, Jedi Robes.
Skills: Bluff +9, Diplomacy +15, Gather Information +7, Intimidate +11, Knowledge (Jedi Lore) +14, Knowledge (Galactic Republic) +10, Search +6, Sense Motive +9, Speak Basic, Speak Ithorese, Spot +9.
Force Skills: Affect Mind +8, Battlemind +5, Empathy +8, Enhance Ability +6, Enhance Senses +10, Farseeing +10, Force Defense +5, Force Push +3, Force Stealth +7, Friendship +7, Heal Another +7, Heal Self +7, Move Object +6, See Force +9, Telepathy +10.
Feats: Exotic Weapon Proficiency (lightsaber), Force-sensitive, Persuasive, Weapon Group (simple weapons), Weapon Group (blaster pistols) Skill Emphasis (diplomacy).
Force Feats: Alter, Burst of Speed, Control, Dissipate Energy, Force Mastery, Force Mind, Knight Mind, Master Mind, Prolong Force, Sense.

Mimetic Body Armor

The mimetic body armor functions as something of a stealth suit combined with protective layers to defend against attacks. While not terrible powerful in relation to most body armors, the special composition of the mimetic suit allows the user to avoid detection in the first place, something essential to the survivability of the terrorists who typically employ them. The suit is made of a special fabric which, when powered and instructed by a special visual sensor array, camouflages itself and the wearer by changing its appearance to mimic the backdrop against which it is set. This gives a sometimes-nauseating transparency effect to the wearer, and allows him to blend in with his surroundings without having to employ an ungainly and expensive personal cloaking device. The power cells on the suit are easily disrupted, though, and if the wearer takes any damage while the camouflage effect is active, the suit shuts down until the power cells can be recalibrated (a process taking roughly 10 minute). The power cells can work for up to 4 hours at a time on a full charge.

Mimetic Body Armor (D6)
Model: Triton Dynamics, Inc. Mimetic Body Armor
Type: Active camouflage armor
Scale: Character
Cost: 8,000; 400 (power cells)
Availability: 4, R
Game Notes: +5 bonus to hide and sneak rolls. No protection against non-visual detection methods. Provides +1D physical and energy protection to user, -1D DEX penalty.


Mimetic Body Armor (d20)
Cost: 2,800
Defense Bonus: +5
Maximum Dex Bonus: +3
Armor Check Penalty: -2
Speed (10m/6m): 10/6
Weight: 14.1 kg
Type: Medium
Notes: +5 equipment bonus to Hide checks, and +2 equipment bonus to Defense when camouflaging ability active.

Nebula Front Repulsortank

The Nebula Front holds the planet Asmeru lightly, but their armament does consist of some fairly well-crafted vehicles in addition to their normal armament. Apparently crafted by the same company that created the Tikiar starfighters, these repulsor-powered land patrols are more like armored skiffs than true tanks. Though posessing some weapons of enough power to damage other vehicles, their decks are lined with several character-scale repeating blasters mounted to the side railing of the craft, for use in quelling resistance afoot. Their hulls are shaped in bestial forms, resembling giant ocean-bound creatures of massive predators, an intimidating sight to those on the ground. Some observers present on Asmeru commented that the tanks strongly resembled prototypes being constructed by Baktoid Armor Workshop, but these reports are unconfirmed.

Nebula Front Repulsortank (D6)
Craft: Nebula Front Antipersonnel Tank
Type: Heavy anti-personnel repulsortank
Length: 13.1 meters
Scale: Speeder
Skill: Repulsorlift ops: BCW-2
Crew: 3, gunners: 9
Crew Skill: Repulsorlift ops 4D, vehicle blasters 4D+1
Cost: 41,000
Cover: Full
Cargo Capacity: 800 kilograms
Manuverability: 1D
Move: 60; 180 kmh
Body Strength: 4D
Weapons:
Two Blaster Cannons
Fire Arc: Front
Crew: 1
Skill: Vehicle blasters
Fire Control: 1D+2
Range: 20-80/300/800m
Damage: 5D
Seven Heavy Repeating Blasters
Fire Arc: 2 front, 2 right, 2 left, 1 back
Crew: 1
Scale: Character
Skill: Vehicle blasters
Fire Control: 0D
Range: 3-75/200/500
Damage: 6D


Nebula Front Repulsortank (d20)
Craft: Nebula Front Antipersonnel Tank
Class: Ground (Tank)
Cost: 41,000
Size: Huge (13.1 meters long, 4.5 meters tall)
Crew: 3 (Skilled +4); gunners: 9
Passengers: 10
Cargo Capacity: 800 kilograms
Speed: 60 m; max speed 180 kph
Defense: 13 (-2 Size, +5 Armor)
Hull Points: 180
DR: 5
Weapons:
Blaster Cannons x2
Fire Arc: Front
Attack Bonus: +5 (-2 size, +3 fire control, +4 crew)
Damage: 5d8
Range: 20 m
Heavy Repeating Blaster Cannons x7
Fire Arc: Front (2), Right (2), Left (2), Rear (1)
Attack Bonus: +4 (+4 crew)
Damage: 6d8
Range: 80 m

Rella

Rella was Arwen Cohl's female companion and partner in crime. If they had some romantic relationship in the past, by the time began perfoming missions for the Nebula Front, it was long behind them. Atractive by most human standards, Rella was often the sarcastic, if pessimistic, voice of caution compared to Captain Cohl's occasional recklessness. She was frequently heard to give biting, sarcastic comments during the most dangerous missions, but her loyalty to Cohl was undoubtedly stronger than her exterior indicated.

Rella (D6)
Rella
Type: Terrorist
DEX 3D+1
Blaster 5D+2, brawling parry 4D+1, dodge 6D, pickpocket 4D+2
KNO 2D+2
Astrogation 4D, intimidation 5D, languages 3D, streetwise: Nebula Front 5D+2, survival 3D+1
MEC 2D+2
Astrogation 6D+1, repulsorlift ops 5D, space transports 6D
PER 3D+1
Bargain 4D+2, con 5D, search 6D, sneak 4D
STR 3D
Brawling 4D+2, climbing/jumping 4D
TEC 3D
Blaster repair 4D, security 4D
CP: 10
Move: 10
Equipment: Blaster pistol (4D), field kit, comlink, datapad


Rella (d20)
Rella: Female Human 4th level Scout / 3rd level Soldier; Init +2; Defense 17; Spd. 10m; VP/WP: 46/12; Atk +8/+3 or +4/+4/-1 ranged (3d6 or stun: 1d6/15, Blaster pistol), +6/+1 punch (1d3, unarmed); SQ Trailblazing, Uncanny Dodge (Dex bonus to Defense), SV Fort +6, Ref +5, Will +4; SZ M; FP 2; Rep. 2; Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 14.
Equipment: Blaster pistol, Field Kit, Comlink, Datapad.
Skills: Astrogate +5, Bluff +6, Computer Use +4, Demolitions +2, Diplomacy +4, Disable Device +2, Disguise +3, Escape Artist +4, Gather Information +4, Hide +4, Intimidate +6, Knowledge (Nebula Front) +6, Listen +3, Move Silently +5, Pilot +7, Repair +3, Search +3, Sense Motive +3, Sleight of Hand +6, Speak Basic, Speak Rodese, Spot +5, Survival +3, Treat Injury +4, Tumble +4.
Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Blind-fight, Dodge, Nimble, Persuasive, Point Blank Shot, Starship Operation (space transport), Weapon Group (simple weapons), Weapon Group (blaster pistols), Weapon Group (blaster rifles), Weapon Group (heavy weapons), Weapon Group (vibro weapons).

Republic Judicial Department Battlecruiser

The Judicial Department employs several modified Corellian Cruisers which are designed to function as heavy assault ships in cases were peacekeeping by force is necessary. These ships are colored white instead of the neutral-red color of the Diplomatic Corps Cruisers, and are only rarely employed. As the galaxy descended into chaos just before the Clone Wars, the Republic Judicial Department comissioned more and more of the ships to be built. In fact, these cruisers were used just prior to the Battle of Naboo in order to fend of Nebula Front terrorist attacks just before the Trade Federation was granted an arms increase.

Republic Judicial Department Battlecruiser (D6)
Craft: Modified Corellian X-9000 Light Cruiser with Gunnery Pod
Type: Battlecruiser
Scale: Capital
Length: 115 meters
Skill: CS piloting: X-9000 transport
Crew: 4, gunners: 5
Crew Skill: Astrogation 3D, CS gunnery 4D, CS piloting 4D+2, CS shields 3D+1, sensors 3D+2, SS gunnery 3D+1
Passengers: 10
Cargo Capacity: 20 metric tons
Consumables: 2 months
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hypedrive Backup: x15
Maneuverability: 2D
Space: 5
Atmosphere: 450; 700 kph
Hull: 3D+2
Shields: 2D+1
Sensors:
Passive: 25/1D
Scan: 50/2D
Search: 75/2D+2
Focus: 3/3D
Weapons:
Five Turbolaser Cannons
Fire Arc: 1 front, 2 right, 2 left
Crew: 1
Fire Control: 2D
Space Range: 3-15/30/75
Atmosphere Range: 6-30/60/150km
Damage: 5D
Game Notes: Republic battlecruisers are equipped with a gunnery pod (quad laser cannon [scale: SF, 1-3/12/25, FC: 3D, damage: 5D], concussion missile launcher [2-12/30/60, FC: 3D, damage: 4D]) in addition to its complement of fixed weaponry. The battlecruiser also carries 2 standard 8-person escape pods.


Republic Judicial Department Battlecruiser (d20)
Craft: Modified Corellian X-9000 Light Cruiser
Class: Transport
Cost: Not Available For Sale
Size: Large (115m long)
Crew: 4 (Normal +2); gunners: 5
Passengers: 10
Cargo Capacity: 20 metric tons
Consumables: 2 months
Hyperdrive: x2 (backup x15)
Maximum Speed: Cruising
Defense: 19 (-1 size, +10 armor)
Shield Points: 360
Hull Points: 230
DR: 20
Weapon: Turbolasers x5
Fire Arc: Front (1), Right (2), Left (2)
Attack Bonus: +5 (-1 size, +2 crew, +4 fire control)
Damage: 5d10x5
Range Modifiers: PB -2, S/M +0, L n/a
Game Notes: Republic battlecruisers are equipped with a gunnery pod (quad laser cannon [Atk +7, Dmg 5d10x2, RM -2/+0/na/na], concussion missile launcher [Atk +7, Dmg 4d10x5, RM -2/+0/+0/n/a]) in addition to its complement of fixed weaponry. The battlecruiser also carries 2 standard 8-person escape pods.

Tikiar Fighter

This starfighter serves as the standard defense fighter for House Vandron of Karfeddion. Their design appears to be based on a bird of prey found on Karfeddion, the planet they are based off of; their cockpits slope forward like the beak of a massive bird, and at the base of their sleek fuselages are bits of the hull fashioned to resemble talons. The Tikiar fighter was comissioned by House Vandron with such a design so as to intimidate as much as to defend; Republic law forbid much military buildup, so like many nobles they hoped bluster and intimidation would be deterrents for most conflicts.

Tikiar Fighters (D6)
Craft: House Vandron Tikiar Fighter
Type: Defense starfighter
Scale: Starfighter
Length: 16.2 meters
Skill: SF piloting: DPD-1
Crew: 1
Crew Skill: Varies widely
Passengers: None
Cargo Capacity: 60 kilograms
Consumables: 2 days
Cost: 73,000 (new)
Hyperdrive Multiplier: None
Maneuverability: 1D+2
Space: 9
Hull: 3D
Shields: 2D+1
Sensors:
Passive: 15/0D
Scan: 30/1D
Search: 65/2D
Focus: 3/3D
Weapons:
Two Laser Cannons (fire-linked)
Fire Arc: Front
Crew: Pilot
Skill: SS gunnery
Fire Control: 1D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
Ion Cannons
Fire Arc: Front
Crew: Pilot
Skill: SS gunnery
Fire Control: 1D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Damage: 3D (ion)


Tikiar Fighters (d20)
Craft: House Vandron Tikiar Fighter
Class: Starfighter
Cost: 73,000 (new)
Size: Tiny (12.4 meters)
Crew: 1 (Skilled +4)
Passengers: 0
Cargo Capacity: 60 kilograms
Consumables: 2 days
Maximum Speed: Ramming
Defense: 22 (+2 Size, +10 Armor)
Shield Points: 90
Hull Points: 70
Damage Reduction: 5
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Attack Bonus: +8 (+2 size, +4 crew, +2 fire control)
Damage: 4d10x2
Range Modifiers: PB +0, S +0, M/L n/a
Ion Cannon
Fire Arc: Front
Attack Bonus: +10 (+2 size, +4 crew, +2 fire control)
Damage: Special
Range Modifiers: PB +0, S -2, M/L n/a

Vergere

Vergere is a Fosh Jedi Knight who accompanied the group of Jedi to Asmeru during the troubles between the Nebula Front and the Trade Federation. She was a prominent figure in the Jedi Order of the Galactic Republic, but vanished from the galaxy a few years after the Battle for Naboo. Obi-Wan Kenobi and Anakin Skywalker discovered that she had traveled to the remote planet of Zonoma Sekot and had then willing gone with a group known as the Far Outsiders. The Far Outsiders were actually advanced scouts for the Yuuzhan Vong invasion. When the invasion began, Vergere returned to the galaxy as a "familiar" to one of te Vong, only to discover that much had changed in her time away.

Vergere (D6)
Vergere
Type: Fosh Jedi Knight
DEX 3D+1
Dodge 4D, lightsaber 6D
KNO 3D
Intimidation 4D, investigation 6D+2, languages 4D, scholar: Jedi lore 7D+2
MEC 3D
PER 3D+2
Bargain 5D+1, con 5D+2, listen 5D, search 7D+2
STR 2D+2
Brawling 4D
TEC 2D+1
First aid 6D
Special Abilities:
Force Skills: Control 9D+2, sense 9D, alter 8D
Force Powers:
Control: Absorb/dissipate energy, accelerate healing, control pain, detoxify poison, emptiness, enhance attribute, hibernation trance, remain conscious, resist stun, short-term memory enhancement
Sense: Danger sense, instinctive astrogation, life detection, life sense, receptive telepathy, sense Force, sense path
Alter: Telekinesis
Control and Sense: Farseeing, lightsaber combat
Control and Alter: Acdelerate another's healing, control another's pain, return another to consciousness
Control, Sense, and Alter: Affect mind, enhanced coordination, Force harmony
-Healing Tears: Fosh have a unique healing fluid that is excreted from their tear ducts. It is more effective than even bacta, automatically reducing wound levels by one level (e.g. bringing Mortally Wounded to Incapacitated). However, it only works well against cellular infections - larger wounds, such as blaster bolts, can only be stabilized for 1D hours. One dose will fill a standard applicator bottle. The fluid is absorbed into the bloodstream on contact with the skin.
Story Factors:
-Hidden: Most Fosh prefer to stay on their homeworld. Thus, as their population is small, they have a reputation for being secretive.
This character is Force-sensitive.
FP: 6
CP: 23
Move: 10
Equipment: Lightsaber (5D), Jedi robes


Vergere (d20)
Vergere: Female Fosh 14th level Jedi Consular; Init +1; Defense 19; Spd. 10m; VP/WP: 74/11; Atk +11/+6 melee (4d8, Lightsaber), +10/+5 punch (1d3, unarmed); SQ Healing, Healing Tears; SV Fort +9, Ref +7, Will +11; SZ M; FP 6; Rep. 8; Str 10, Dex 12, Con 11, Int 14, Wis 15, Cha 14.
Equipment: Personally crafted lightsaber, Jedi Robes.
Skills: Bluff +4, Diplomacy +10, Escape Artist +3, Gather Information +9, Intimidate +4, Knowledge (Jedi Lore) +14, Listen +7, Search +7, Sense Motive +7, Speak Basic, Speak Cerean, Speak Shyriiwook, Spot +8, Survival +6, Treat Injury +11.
Force Skills: Affect Mind +4, Empathy +6, Enhance Ability +4, Enhance Senses +6, Farseeing +9, Force Stealth +4, Friendship +7, Heal Another +10, Heal Self +5, Move Object +6, See Force +8, Telepathy +6.
Feats: Exotic Weapon Proficiency (lightsaber), Force-sensitive, Nimble, Persuasive, Weapon Group (simple weapons), Weapon Group (blaster pistols).
Force Feats: Alter, Control, Dissipate Energy, Force Mind, Knight Mind, Master Mind, Sense.

XavierDrgn
14 March 2003, 04:56 PM
Thank you for this thread. im just now reading CoD and love the story line and the participants. its great to have stats now for them to use in my own campaign if i want.

agains thanks and nice job.

Yours in the Force
Xavier D'rgn:raised:

Prometheus
14 March 2003, 05:07 PM
Wow I also have to say thank you as well. That was an incredible review and the stats were awesome, thank you again for taking the time to make the post.

Do you happen to know if there are any images of the Dorvalla Space Corps Starfighter anywhere?

Tyrn
18 March 2003, 04:16 PM
Thanks for the review. I bought the book when but haven't got around to reading it was kind of hesitant but I will be sure to read it now.

Codym
19 March 2003, 01:15 AM
Nice review. My favourite of the prequel novels so far, and about my third fav of all the novels. Luceno is a great addition to writers of the EU (Hero's Trial is also quite good,) and I'm glad he'll be the one to finally kill off the NJO.

One question about the stats: Vergere's 14th Level seems a bit high, especially concidering she's only a lowly Knight during that book and that her levels are quite different on the WOTC site ( http://www.wizards.com/default.asp?x=starwars/article/sw20021219vergere ). My I enquire what lead to them?

Darth Fury
14 December 2003, 06:01 AM
Luceno did a very good job on this book its very difficult to telll a story to someone and create suspense when they already know whats going to happen to a large majority of the characters both protagonists and antagonists. But Luceno manages to create suspense around whats happening too and around Cohl and his Mercs and the Jedi become supporting characters to the plot around Cohl. Definitly a novel on par with Stackpole's and Zahn's work.
BTW nice work on the stats!!

Tossk
14 December 2003, 06:18 AM
Ow, my scrolly finger is sprained on that huge post, Moridin! Great reveiw, I really want to get that book for the details on the Trade Federation and the political end of the Star Wars Universe. Nice to see some new stats to play around with, as always! I have one little request, though. Would you mind posting the Sq/A of the starships? I've got a right brain full of ideas for these ships!:D

Ringlord816
12 January 2004, 12:07 PM
It is a great book. Thanks for the stats

Reverend Strone
12 January 2004, 03:22 PM
Yep- my favourite SW EU novel of them all. I sure hope we'll read more from that author in future. He certainly understands what I love about SW.

Good review too Moridin. I hadn't seen this thread before now and enjoyed reading it and your stats.

Reverend Strone
12 January 2004, 03:26 PM
Oh hey- what do you know? Look what I stumbled upon completely by chance two miutes after typing that last post-

"Del Rey has just confirmed the signing of author James Luceno to pen a new hardcover novel that will take place in the months leading up to the events of Episode III. The as-yet-untitled novel is scheduled for release in February 2005."

(From
TheForce.Net (http://theforce.net) )

Codym
12 January 2004, 07:47 PM
Originally posted by Reverend Strone
Oh hey- what do you know? Look what I stumbled upon completely by chance two miutes after typing that last post-

"Del Rey has just confirmed the signing of author James Luceno to pen a new hardcover novel that will take place in the months leading up to the events of Episode III. The as-yet-untitled novel is scheduled for release in February 2005."

(From
TheForce.Net (http://theforce.net) )

That's great news. Pity we have to wait so long for it.