Background: Born on the planet Alderaan, Gandolv, spent his early years enjoying life and taking crazy risks; that some how always paid off,
and sometimes just barely. People started to talk about Gandolv like he had Jedi powers or skills, and they all waited for the
Jedi to come and take Gandolv away. Which never happened, but they waited for it to happen none the less. Gandolv spent most of
his time flying, and when he wasn't doing that he was studying about piloting. He spent hundreds of hours piloting ground
speeders, speeder bikes, airspeeders, slaff boarding, and anything else he could get his hands on. When Gandolv was 17 he applied
to the Alderaan Royal Naval Academy and was accepted. He graduated with above average grades, but number one in his class for his
He was assigned to the Alderaan Royal Family, as one of their military escort pilots. Throughout the next year Gandolv worked closely with Fleet Captain Antillies and Senator Bail Organa. It was after that time spent under Captain Antillies command that Gandolv was approached by Senator Organa and told the truth about how things had come to be. Shocked and angered by what he had just learned he threw his flight helmet across the room, almost hitting Captain Antillies. Then the Senator told him about the rebellion and asked him to join in helping restore the republic. Gandolv agreed and has been working ever since to do his part to restore the Republic and the faded glory of that fine establishment.
Most recently, Gandolv having earned the rank of Captain and status of Squadron Commander (his Squadron is located at Dantooine), along with two other Y-Wing Longprobes under his command; began a series of missions to find a lost Old Republic Base called Tembora Research Station. The goal of this mission is to find other rebel hide-outs and base sites. Since this research station was from the clone wars and was "lost" in the bureaucratic shuffle; this old base is now perfect for the rebellion as a new hidden base. Gandolv and his men have been searching for the past month. They have just come off rest time and have re-commenced their search 2 days ago, when they hyperspaced into one of the possible areas when their sensors go off. They have found it!
After they flew in and were on their way out to report, they are suddenly attacked by a capital ship that just appeared in the area. They make a combined attack run on the ship and then peal off so that at least one of the Longprobes can report back in. A few minutes have passed when Gandolv realizes the now lightly damaged unknown capital ship has destroyed the other two Longprobes. Gandolv begins to fly closer to the moon in order to loose the capital ship.
Physical Description: Handsome, fair skinned, with traits very known to Alderaan citizens.
Personality: Disciplined, likeable, outspoken and confident sometimes almost too much so; especially about his flying capabilities with Starfighters.
Objective(s): To do his best; to protect members of the Royal Alderaan Family; to do whatever he can to help with the Alderaan Rebellion division.
Quotes: "Watch your six!", "Hold on, gonna shake'm!", "That's right baby, role right into my sights and say good night!", "You Imperial Scum!"
Template: Brash Pilot
Prestige Classes: Officer: 5L / Starfighter Ace: 4L Character Name: Captain Gandolv Tydarr
Height: 1.85 m
Weight: 65 kg
Force Sensitive: No
Force Points: 1
Dark Side Points: 0
Character Points: 30
Extra Character Points: 55
Cyber Points: 0
Lightening Reflexes: +2 to PER for all initiative rolls
Quick Draw: May draw and use a single hand held weapon in one action phase. No multiple action penalties are incurred.
Resistance Rank: Navy O-4: Commander
Resistance Title: Fighter Commander
Resistance Pay: 900 Bi-Weekly (currently in Imperial Credits)
* As schools cost Character Points, half of all earned points will go towards payback
Current CP Payback Amount: 0
Type: Wrist Chronometer
Description: A chronometer with a number of useful additions, it is a miniaturized "one tool does it all" device. Of course, utility and miniaturization come at a price, but the convenience is worth it.
Each watch maintains Standard Galactic Time, in addition to keeping up to 50 different local time-keeping methods and time zones. The basic unit also has alarm, stopwatch and countdown functions. it is water-sealed down to 20 meter depths.
There are many options that can be added to the chronometer. The thermo-sensor will tell the wearer what the temperature is. The gravity sensor informs the wearer of the local gravity (in relation to standard gravity). The atmosphere sensor will do a complete analysis of the immediate atmosphere and will scan for large concentrations of potentially lethal gases. The COM link has a range of two kilometers. The droid linkup (requires COM link) allows constant COM linked communication with one particular droid; any responses by the droid can be heard audibly or displayed on the chronometer's view screen.
VTR-5 Flechette Pistol
Type: Pistol Firearm
Skill: Firearms: VTR-5
Description: Light weight firearm; Cannot penetrate armor unless special rounds are used.
Type: Portable computer workstation
Skill: Depends on model, see Game Notes
Weight: 1-3 kg
Standard Gauntlet: Is a standard datapad with holographic projection capability, minimal computer interface, and communications link-up. Combines best elements of a COM link, holonet capable computer, and digital holocam.
Shipboard-Gauntlet: A new type of Gauntlet-Comp, this item is beginning to appear on tramp freighters and naval ships alike. If the Ship-Gauntlet has remote access to the data core of a starship, it can be used to diagnose system malfunctions and damage. An Easy sensors roll will provide basic readouts relating to damage. A Moderate sensors roll is required to isolate specific malfunctions and/or damage. The Gauntlet will further provide a recommendation as to the repair that grants a +1D to Repair skills. Of course, if the ship has been radically upgraded or altered, the Gauntlet may actually provide a penalty to Repair rolls depending upon the GMs discretion. And of course, there are some Gauntlets that have been modified to remote-pilot ships...
Type: Modified R5 Astromech
Manufacturer: Industrial Automaton Pilot Droid
Height: 1 m
Weight: 50 kg
Force Points: 0
Character Points: 0
Extra Character Points: 0
Dexterity 1D: Dodge 3D
Strength 1D (+2D/+1D):
Mechanical 2D: Astrogation 5D, Sensors 2D, Repulsorlift Ops 4D, Starfighter Piloting 3D
Technical 2D: Computer Prog./Repair 4D, Starfighter Repair 5D*, Space Transports Repair 3D
-Visual photoreceptors (Human range, infrared, ultraviolet)
-Kalibac Mechro-II brain
-Wide-band radio receiver
-Retractable heavy grasper arm (+1D to lifting)
-Retractable fine manipulator arm
-Extendable .3 meter long video sensor (360 degrees) -Three wheeled legs (one retractable)
-Small electric welder (1D to 5D damage, 0.3 meter range)
-Small circular saw (4D damage, 0.3 meter range)
-Internal Cargo Area (20 cm by 8 cm)
*If acting in a Co-Pilot capacity, may attempt starship repairs while in flight.
Capsule: The R5 Pilot was designed specifically to pilot fighter or freighters, and was marketed as a space transports and repulsorlift maintenance unit. This droid is popular among Rebel and privateer groups and can hold three hyperspace jump coordinates in memory.
Craft: Koensayr BTL-A4 Y-Wing
Type: Modified Long-Probe Heavy Fighter
Length: 16 meters
Skill: Starfighter Piloting: Y-Wing
Crew: 1 + 1 astromech droid
Cargo Capacity: 80 kg
Consumables: 3 weeks
Cost: 100,000 (new), 78,000 (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x6
Nav Computer: Yes (Astromech droid; holds 3 jumps)
Atmosphere: 350; 1000 kmh
2 Taim & Bak KX5 Laser Cannons (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmospheric Range: 100-300/1.5/2.5 km
2 ArMek SW-4 Ion Cannons (Fire-Linked)
Fire Arc: Front or Back
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1-3/7/36
Atmospheric Range: 100-300/700/3.6 km
2 Arakyd Flex Tube Proton Torpedo Launchers (4 Torpedoes each)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1/3/7
Atmospheric Range: 50-100/300/700 meters
-Other payloads can be: 20 Bombs or can be modified to hold 10 Proton Torpedoes
-Life Support/Ejection System: Life Support Yes / Ejection System Yes
-Power System: Thiodyne O3-R Cryogenic Power Cells and Ionization Reactor
-Propulsion System: Two Koensayr R200 Ion Fission Engines (Rated at 250 KTU)
-Countermeasures: 20 Chaff Bursts or 13 Flares
-Sensor Systems: Fabritech Ans-5d Unit with one Long Range Phased Tachyon Detection Array model# PA-9r and one Short Range Primary Threat Analysis Grid model# PG-7u
-Targeting Computer: Fabritech Anc-2.7 Tracking Computer and SI 5g7 "Quickscan" Vector Imaging System
-Flight Control System: Subro NH-7 Flight Control Avionics Package
Leadership: When using his Command skill to combine the actions of his subordinates (for more information, see the Star Wars Role playing Game, 2nd Edition - Revised and Expanded, pages 82-83), the officer's combined action bonus is doubled to +2D per every three characters combining, instead of +1D.
Resource Contact: Starting at 2nd level, the Officer can call in favors from a special contact. The contact must be generated by the GM, with the Officer's player suggesting what sort of contact he would like to have. The maximum value of supplies or resources available through this contact is equal to the Officer's class level x the number of dice he has in his Perception score (dropping pips) x 100,000 credits. For example, a 3rd level Officer with a Perception score of 3D+2 could have up to 900,000 credits worth of supplies or resources available (3 x 3 x 100,000). These supplies or resources can include weapons, vehicles, repair costs or any other equipment. This total is the maximum value of supplies available to the Officer at any given time. Although no specific time limits are assigned, the Officer should still attempt to return any and all equipment borrowed within a reasonable amount of time. If any amount of borrowed equipment that is lost or destroyed, its value is counted as a permanent penalty to the Officer's maximum value; unless it is replaced. Though the contact might accompany the Officer on adventures (GM's Discretion), he will provide information, supplies or resources and expert skills. The more powerful the contact, the less time he will have to spare the Officer. An Officer can call upon the same contact more than once per adventure.
Requisition Supplies: At 3rd level, an officer can requisition supplies for individual missions/ adventures. The maximum value of the assigned supplies is equal to the officer's class level x the number of dice he has in his Perception score (dropping pips) x 1,000 credits. For example, a 3rd level officer with a Perception score of 3D+2 could have up to 9,000 credits worth of supplies (3 x 3 x 1,000). These supplies can include weapons, vehicles, or any other equipment. This total is the maximum value of supplies available to the officer at any given time.
Skill Bonus: At 4th and 8th levels, the officer gains a +1D skill bonus to one of the following skills: Command, Computer Programming/Repair, Con, Intimidation, Investigation, Languages, Persuasion, Scholar (any), Tactics, and Willpower.
Tactics: Starting at 5th level, an officer can use his tactical expertise to direct his allies during a battle. By taking an action to do so, the officer can grant any one ally (not including himself) within range (see below) a bonus to either attack skill rolls or Defense skill rolls. The supplied bonus is a number of pips equal to the Officer's level. The bonus lasts a number of rounds equal to 1D plus the number of dice in the officer's Perception rating. The officer can also grant the same bonus to a number of allies equal to the number of dice in his Command skill rating (including himself), but he can do nothing else in the round that he activates this ability. In this case, the bonus lasts a number of rounds equal to the number of dice in the officer's Perception rating.
Starfighter Defense: Starting at 1st level, Starfighter ace gains a bonus equal to her Starfighter ace level in pips to all Starfighter Piloting skill rolls made to dodge incoming attacks.
Starship Focus: At 2nd level, a Starfighter ace gains a bonus on all Starfighter Piloting skill rolls. This bonus equals +1 pip for each level she has in the Starfighter ace prestige class.
Familiarity: At 3rd level, a Starfighter ace gains a +1D bonus to all Starfighter Piloting and Starfighter Repair skill checks when used on a starfighter type that she designates as familiar. This same bonus is applied to the Starfighter ace's Starship Gunnery skill rolls when piloting the specified fighter craft. At 5th level, this bonus increases to +2D. The Starfighter ace must have operated the specified starfighter for at least 3 months, and she can only be familiar with one ship at a time, even if she has levels in another prestige class that grants this ability.
Starfighter Evasion: At 4th level, a Starfighter ace may attempt a Starfighter Piloting skill roll to lessen the damage dealt by a successful hit against the starfighter-class vehicle she is piloting. The difficulty of her Starfighter Piloting skill roll is equal to the total of the attack roll that hit her ship. If successful, the damage from that attack is reduced by half before it is applied against her ship's Hull rating. A Starfighter ace can attempt a single Starfighter Evasion check once per round.