The New Jedi Order
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Making a Full Recovery

A Companion to The New Jedi Order Sourcebook


Here's a special Jedi goodie, exclusive to our website. You might already know that The New Jedi Order Sourcebook brought the events of the first nine novels of that Del Rey series to the Star Wars Roleplaying Game. The sourcebook covered everything from the first novel, R.A. Salvatore's Vector Prime, through Troy Denning's Star By Star.

In December 2001, the first e-book of The New Jedi Order was released - the short story Recovery, also by Troy Denning. That tale wasn't a part of The New Jedi Order Sourcebook, but now we're bringing it to your campaign at last. The article below details characters, equipment, locations, and plot points from Recovery, ready for use in your Star Wars game.

Amid the chaos and carnage that is The New Jedi Order era, Recovery follows the exploits of Han Solo and the seriously injured Leia Organa Solo as they avoid assassins on Corellia and make their way back to Coruscant to face off against the anti-Jedi contingent within the Senate. During the course of their adventures, Han, Leia and C-3PO encounter danger in the Coronet Medcenter, aboard the Millennium Falcon, and in the skies above Coruscant.

Coronet Medcenter
The Coronet Medcenter is the best medical facility on Corellia, even rivaling the legendary hospitals on Rhinnal for patient care. Han Solo, worried that his wife's legs might require amputation following the severe injuries inflicted on her by Yuuzhan Vong warriors, admitted Leia to the Coronet complex under an assumed name. Leia showed signs of healing while in a therapeutic coma, but Roxi Barl and her hired thugs arrived to finish the job that Warmaster Tsavong Lah had started. Following the altercation, Governor-General Thrackan Sal-Solo kicked the Solos off Corellia for good.

Leia stayed in the Coronet Medcenter's isolation ward, found on the top floor of the complex's Recuperation building. The floor can only be reached through a secure turbolift, and, upon exiting the lift, all visitors must undergo chemical and radiation decontamination before being allowed to pass through the decon airlock. Hundreds of rooms line the corridors of the isolation ward, watched over by MD droids at monitoring stations positioned at corridor intersections. Each room can be sealed by entering the appropriate quarantine code at the right monitoring station.

Patients in need of more urgent care can be found in the isolation ward's bacta tank parlors, floating in transparisteel silos filled with the translucent healing fluid. Repulsor chairs and cybernetic exercise braces also help rehabilitate injured patients.

Coronet Medcenter Bacta Tank
Due to an under-the-table arrangement with the Xucphra Corporation on Thyferra, the Coronet Medcenter boasts some of the highest-quality bacta found anywhere in the Core. Patients at the Coronet Medcenter recover much faster than do those in lesser facilities. Of course, the Coronet doctors charge much more for their treatments, which has sparked a string of hospital thefts and created a black market for premium bacta.

Cost: 200,000 (for full tank), 2,700 (for 12 hours of treatment); Weight: 500kg; Capacity: 300 liters; Vitality Points Restored: 5 per hour; Wound Points Restored: 2 per hour.
*1 liter Coronet bacta = 180 credits, 2kg.

Bacta Tank (Typical)
Cost: 100,000 (for full tank), 1,500 (for 12 hours of treatment); Weight: 500kg; Capacity: 300 liters; Vitality Points Restored: 3 per hour; Wound Points Restored: 1 per hour.
*1 liter typical bacta = 100 credits, 2kg.

Portable Bacta Tank (Typical)
"Transport, not treatment" is the principle behind the small, coffin-sized bacta tanks used to move critically injured people between full-service medical facilities. Intended only for short-term use - the fluid in the tanks must be drained and cleaned every twelve hours - portable bacta tanks are often seen aboard infirmary speeders and other rapid-response vehicles. The tank floats on a repulsorlift carriage and can plug into a medical station via data umbilicals. At Thrackan Sal-Solo's request, the tank that bore Eelysa away from Corellia was filled with generic bacta, not the premium Coronet strain.

Cost: 100,000; Weight: 170kg; Capacity: 100 liters; Vitality Points Restored: 1 per hour; Wound Points Restored: 0.25 per hour.

Repulsor Chair
Floating repulsor chairs are used in medcenters to transport patients to and from the operating theater. Outside of the hospital environment, repulsor chairs are occasionally seen among those who have damaged their legs and cannot accept cybernetic limb replacements. General Veers of the Imperial Army required permanent use of a repulsor chair following the injuries he sustained in the Battle of Hoth, while Leia Organa Solo needed only the temporary loan of a chair until her wounded legs could heal.

A typical repulsor chair is controlled via a touchpad on the armrest. Most have magnoclamps on the bottom to secure the chair to the hospital floor (or to anchor it to a starship's deck during transit).

Craft: Go-Corp Accron repulsor chair; Class: Speeder (ground); Crew: 1; Size: Medium (1.1 meters long); Initiative +0; Passengers: None; Maneuver: +0; Cargo Capacity: none; Defense: 10*; Ground Speed: 5m; Shield Points: 0; Max Velocity: 25 km/h; Hull Points: 10 (DR 2); Cost: 4,000 (new), 1,500 (used).
Weapon: None.
*A repulsor chair provides one-quarter cover to its pilot.

Cybernetic Exercise Braces
Used by physical therapists to get patients' arms and legs working again, cybernetic exercise braces are powered exoskeletons. A full bracing rig fits around the legs, arms, and torso and supports the wearer in a standing position. The movement of the brace's armature is controlled by the wearer's own muscle movements and can be switched to settings of varying responsiveness. Half-braces are used by those with only upper- or lower-body injuries; Leia Organa Solo used a lower-body cybernetic brace on the Cinnabar Moon to rehabilitate her injured legs.

Cybernetic exercise braces are found in medcenters and medical supply stores, where they can be purchased and used as an unorthodox substitute for powered armor. A healthy wearer of functional cybernetic braces receives a +2 equipment bonus to Strength if she also possesses the Powered Armor Proficiency feat. If the braces aren't powered or are damaged in such a way as to hamper their mobility, the wearer suffers a -2 penalty to Strength and Dexterity.

Type: Genetech G&B Cybernetic Exercise Braces; Cost: 3,500; Damage Reduction: 4; Maximum Dex Bonus: +0; Armor Check Penalty: -5; Speed (10 m): 8; Speed (6 m): 4; Weight: 15 kg

Roxi Barl
Roxi Barl was one of the better "independent contractors" in the Corellian sector - that term being a CorSec euphemism for assassin, legbreaker, and all-around thug. Roxi and her sister Deli schemed for years to get rich, and they nearly succeeded when Deli married the vice-president of fleets for CorDuro Shipping. Her husband's fractional ownership of the Kuat Drive Yards corporation made Deli a multimillionaire, but when the man filed for divorce - leaving Deli with nothing - Roxi killed him in revenge. Her actions brought her to the attention of Victor Pomt, chief of staff for the Kuati senator Viqi Shesh. Pomt hired her to murder a comatose Leia Organa Solo in the Coronet Medcenter, where Roxi learned that no Corellian is better in a firefight than Han Solo.

Roxi Barl: Female Human Noble 2/Soldier 6; Init +6 (+2 Dex, +4 Improved Initiative); Defense 18 (+2 Dex, +6 class); Spd 10 m; VP/WP 41/10; 1Atk +7/+2 melee (1d6 crit 20, punch), +10/+5 ranged (3d4+1, hold-out blaster or 3d8+1, light repeating blaster); SQ Favor x1, inspire confidence; SV Fort +5; Ref +4; Will +5; FP 3; DSP 4; Rep +3; Str 11, Dex 15, Con 10, Int 11, Wis 13, Cha 14.
Equipment: Light repeating blaster, hold-out blaster in hidden sleeve holster, falsified ID chip.
Skills: Astrogate +6, Bluff +10, Computer Use +6, Intimidate +12, Knowledge (Corellia) +7, Knowledge (criminal organizations) + 7, Listen +2, Pilot +6, Read/Write Basic, Repair +2, Speak Basic, Spot +2, Treat Injury +5.
Feats: Alertness, Armor Proficiencies (light, medium, heavy), Dodge, Improved Initiative, Martial Arts, Mobility, Point Blank Shot, Quick Draw, Weapon Group Proficiencies (simple weapons, blaster pistols, blaster rifles, heavy weapons, vibro weapons).

Staff Chief Pomt
Chief of staff for Senator Viqi Shesh, Victor Pomt was a sour-faced bureaucrat responsible for keeping the senator's calendar - and dirtying his hands arranging Shesh's bribes and covert assassinations. After the fall of Duro, Pomt helped Senator Shesh drum up support for the Senate's Peace Vote (also known as the Appeasement Vote), which would have turned the Jedi over to the Yuuzhan Vong. At the same time, he hired assassin Roxi Barl to eliminate Leia Organa Solo, hoping to bury all evidence linking Viqi Shesh to the collaborationist CorDuro corporation. Pomt met a fitting end when another of Shesh's agents was hired to silence him.

Victor Pomt: Male Human Diplomat 5; Init +0; Def 11 (+1 class); Spd 10 m; VP/WP 0/10; Atk +2 melee (1d3-1, punch), +2 ranged; SV Fort +1; Ref +1; Will +4; FP 1; DSP 2; Rep +1; Str 8, Dex 10, Con 10, Int 15, Wis 14, Cha 12.
Equipment: Comlink, code cylinder, datapad containing Viqi Shesh's schedule.
Skills: Appraise +7, Bluff +11, Computer Use +8, Gather Information +7, Intimidate +2, Knowledge (New Republic government) +9, Knowledge (Kuat) +10, Profession (bureaucrat) +10, Read/Write Basic, Speak Basic.
Feats: Persuasive, Run, Weapon Group Proficiencies (simple weapons, blaster pistols).

Governor-General Thrackan Sal-Solo
Han Solo's cousin through Han's father's side, Thrackan Sal-Solo is the newly elected governor-general of the Corellian sector. His confrontation with Han and Leia in the Corellian medical facility marks the first time that he and his cousin have crossed paths since the Corellian insurrection, during which Thrackan kidnapped Han's children and tried to use the Centerpoint Station superweapon to extort the New Republic. For his part in that failed revolution, Thrackan earned a sentence to the Dorthus Tal correctional facility on Sacorria.

The arrival of the Yuuzhan Vong - and the New Republic's urgent need to reactivate Centerpoint - resulted in the commutation of Thrackan's prison sentence. Despite the fact that his subsequent actions at Centerpoint Station brought about the destruction of the Hapan armada through "friendly fire," Thrackan wiped out a good portion of the Yuuzhan Vong invasion fleet. Those who remembered him as a hero for standing up to the New Republic during the Corellian Crisis now hailed him as a fearless warrior. In short order, Thrackan received enough votes to head up the Centerpoint political party, and, following the fall of Duro, he replaced Marcha of Mastigophorous as governor-general of the Corellian sector. In the short time since, he has put all his efforts into rearming Centerpoint Station (which has sat silent since the Hapan disaster) to serve as a bulwark against Yuuzhan Vong aggression.

Thrackan Sal-Solo: Male Human Noble 4/Scoundrel 5; Init +0; Def 18 (+5 class); Spd 10 m; VP/WP 32/11; Atk +6/+1 melee (1d3, punch) or +6/+1 ranged (3d4, hold-out blaster); SQ Lucky (1/day), Precise Attack +1, Favor +2, Command +2, Illicit Barter, Inspire Confidence, Resource Access, Coordinate +1, Skill Emphasis (Profession [Corellian bureaucrat]); SV Fort +2; Ref +6; Will +5; FP 1; DSP 7; Rep +10; Str 11, Dex 11, Con 11, Int 14, Wis 14, Cha 17.
Equipment: Comlink, hold-out blaster.
Skills: Astrogate +5, Bluff +12, Computer Use +6, Diplomacy +9, Forgery +4, Gather Information +5, Intimidate +5, Knowledge (alien species) +3, Knowledge (Corellian law enforcement) + 2, Knowledge (Corellian streetwise) +4, Knowledge (cultures) +5, Listen +1, Move Silently +3, Pilot +4, Profession (Corellian bureaucrat) +18, Read/Write Basic, Search +5, Sense Motive +7, Speak Basic, Spot +2.
Feats: Armor Proficiency (light), Expertise, Fame, Quick Draw, Starship Operation (space transports), Weapon Group Proficiencies (simple weapons, blaster pistols).

Eelysa
Eelysa was a special Jedi, by anyone's reckoning. Born to non-Force-sensitive parents on Coruscant after the Emperor's apparent demise aboard the second Death Star, she was highly attuned to the Force. It was the perceptive Eelysa who first sensed Master Skywalker's unease when he suffered the impact of a vision received during the mass murders caused by Kueller, some seventeen years before the Yuuzhan Vong thrust into the galaxy.

Years later, Eelysa was chosen by Master Skywalker to undertake a series of dangerous, years-long intelligence missions on behalf of the Jedi. The two did not always agree on matters of the Force, but Skywalker trusted Eelysa and her judgment.

Though trusted, Eelysa was always something of a maverick, and so it came to no one's surprise that during her mission to Barab I, she took the Barabel Saba Sebatyne as her apprentice. (Saba would in turn train her own son, Tesar Sebatyne, as well as the Hara sisters. For more information about Saba, refer to page 140 of The New Jedi Order Sourcebook.)

Eelysa's missions were not precise, specifically targeted assignments that she would complete for Master Skywalker and then await further instructions. They were usually complicated and covert, fraught with danger, and often took years to complete. In the dozen or so years she operated in this capacity on behalf of the Jedi, NRI estimates that she went on perhaps five missions. She worked against the Diversity Alliance, broke slave rings in the Outer Rim, and is suspected to have been involved in matters concerning the enigmatic Chiss.

Though allied with the Wild Knights in that her apprentice Saba leads that maverick group, Eelysa did not typically operate with the fighter squadron. Critically injured in combat against Yuuzhan Vong warriors on Corellia after the fall of Duro, Eelysa received a series of bacta treatments and recuperated in time to return to her spy mission in and around Coronet … only to fall victim to a voxyn.

Eelysa: Female Human Jedi Guardian 12; Init +3; Defense 21 (+3 Dex, +8 class); Spd 10 m; VP/WP 106/16; Atk +13/+8/+3 melee (4d8+1, lightsaber) or +15/+10/+5 ranged (3d6, blaster pistol); SQ Jedi Knight; SV Fort +11, Ref +11, Will +7; SZ M; FP 4; DSP 0; Rep +7; Str 13, Dex 15, Con 14, Int 16, Wis 13, Cha 9. Challenge Code F.
Equipment: Lightsaber.
Skills: Astrogate +7, Computer Use +6, Craft (lightsaber) +4, Disguise +8, Gather Information +7, Knowledge (Corellian underworld) +7, Pilot +8, Read/Write Basic, Read/Write Selonian, Speak Barabel, Speak Basic, Speak Chiss, Speak Selonian, Tumble +7.
Force Skills: Affect Mind +10, Battlemind +11, Deflect (attack -3, defense +2), Enhance Ability +11, Farseeing +5, Force Push +10, Heal Self +8, Move Object +10.
Feats: Blind-Fight, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Martial Arts, Weapon Group Proficiency (blaster pistols).
Force Feats: Alter, Block, Burst of Speed, Control, Knight Defense, Lightsaber Defense, Sense.

The Wild Knights
Born of a need to serve the galaxy but not from within the ranks of Skywalker's Order, the Wild Knights are a rogue group of starfighter pilots similar in many regards to Kyp Durron's infamous Dozen. Led by the maverick Jedi Saba Sebatyne, the pilots are all Force-sensitive warriors of considerable skill.

Jedi Master Kyp Durron

Saba has trained a handful of Force-users in an unorthodox manner as Jedi Knights, and these maverick Jedi fly missions throughout the galaxy in marginally maintained Y-wings, Howlrunners, and other fighters. Though several of the Wild Knights lost their lives in combat against the Yuuzhan Vong during the events of the novel Star by Star, the group is still a potent force for good.

Izal Waz
Izal Waz is a paradox: addict and adept, pilot and pariah. He is a capable Arcona freighter pilot, captain of the dilapidated YT-1300 freighter Sureshot, and a skilled warrior. His natural affinity in the ways of the Force led him to the Jedi praxeum at Yavin 4. There, however, he succumbed to his species' propensity for salt addiction, stealing and consuming months' worth of salt in the space of a few days. After less than four months of training under Kenth Hamner's tutelage, Izal Waz fled Yavin 4.

Though ashamed of his admitted weakness, Izal still believed he was destined to become a Jedi. It was the unorthodox Barabel Jedi Saba Sebatyne who took Izal as a pupil, teaching him the ways of the light side and even guiding him in the construction of his own lightsaber. Over the years, he and his Barabel allies, along with various other Jedi "misfits," have become a guerrilla force for good. Izal works tirelessly to redeem himself, but he continues to be haunted by his sodium chloride habit.

Izal was crucial to the success of the Solos' escape from the Coronet Medcenter after the fall of Duro, and he also served as a ship's gunner in several battles thereafter against the Yuuzhan Vong. Though several of his team members perished in action against the Yuuzhan Vong, Izal Waz - thus far - has survived to fight another day.

Izal Waz: Male Arcona Jedi Guardian 4; Init +3; Defense 18 (+3 Dex, +4 class, +1 natural); Spd 10 m; VP/WP 30/15; Atk +5 melee (2d8+1, lightsaber), or +0 ranged (3d6, blaster pistol); SQ Addict, claws; SV Fort +4, Ref +4, Will -1*; SZ M; FP 2; DSP 1; Rep +1; Str 12, Dex 16, Con 7,* Int 16, Wis 13, Cha 12. Challenge Code: C.
Equipment: Lightsaber, tattered pilot's tabard.
Skills: Astrogate +7, Computer Use +6, Knowledge (starfighter tactics) +4, Pilot +12, Read/Write Arconese, Read/Write Basic, Speak Arconese, Speak Barabel, Speak Basic.
Force Skills: Battlemind +9, Deflect (attack -4, deflect +1), Enhance Ability +9, Force Push +7, Move Object +7.
Feats:
Blind-Fight, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Weapon Group Proficiency (blaster pistols).
Force Feats: Alter, Burst of Speed, Control, Sense. * Izal's Constitution and Will suffer penalties due to his salt addiction.

The Barabel
Dark, humid Barab I wasn't formally surveyed until twenty years before the Battle of Yavin and didn't become a member of the Galactic Empire for another six years after that. So it was with some surprise that visitors to Barab found that the Barabel knew all about "great warriors from beyond the clouds" who carried "longknives of living light" and could be trusted to settle any dispute.

The truth behind that legend took some time to emerge. Many centuries ago, a Jedi explorer and his retainers stumbled across the Barab system and explored the cloud-shrouded little world circling its red-dwarf sun. On Barab, they found two great clans of the reptilian Barabel preparing for a devastating war and took it upon themselves to mediate the conflict. Who the Jedi explorer was has been lost to history: Barab remained uncharted and unknown during the days of the Republic. But the Barabel didn't forget: When warriors from beyond the clouds finally returned, they were prepared to accept whatever wise counsel might be offered.

The Barabel couldn't know that Emperor Palpatine's dark agents had hunted the Jedi to near-extinction. The new arrivals were ruthless, profit-minded corporate scouts from Planetary Safaris, and they saw Barab's species as ideal subjects for trophy hunts. Planetary Safaris surveyed the Barab system, but the survey omitted the fact that the system contained intelligent life. For five years, decadent big-game hunters descended on Barab, paying Planetary Safaris huge sums to hunt not only the nocturnal beasts known as Shenbit bonecrushers but also bands of Barabel warriors.

One Barabel clan leader, Shaka-ka, refused to stand by while her people were slaughtered. She organized the Barabel into armies of irregulars and attacked the hunters' ships and expeditions. When Planetary Safaris complained to the Albanin sector moff, he dispatched Captain Osted Alater and the Star Destroyer Crusader's Shield to restore order. But Captain Alater discovered what Planetary Safaris had been up to; he sent his troops to protect the Barabel and ensured that Barab was admitted to the Empire. Working with Shaka-ka, he then established a modest spaceport, Alater-ka, to accommodate ship traffic.

Alas for the Barabel, they soon found that captains like Osted Alater were rare in the Empire. The Barabel's reputation as fierce fighters attracted Imperial Intelligence recruiters, shockboxing promoters, and mercenary guilds, all of which set up shop in the grim city of Alater-ka to lure Barabel off-world. The New Republic wrested the planet from Imperial control after the Battle of Endor, but the years of callous treatment had left the Barabel touchy and hostile toward the galaxy. The Barabel have gained an unsavory reputation as thugs and soldiers-of-fortune, and Barab has become one of the New Republic's more volatile and less-trusted member worlds.

Into this volatile situation stepped Eelysa, the Coruscani Jedi who had trained with Luke Skywalker at Yavin 4's Jedi academy. Eelysa was engaged in a lengthy assignment to the remote corners of the galaxy, searching for species whose Force abilities hadn't been discovered or investigated. She found the Barabel's reverence for the Jedi particularly intriguing, sensing the will of the Force behind it. On Barab, she discovered the warrior Saba Sebatyne and took her as an apprentice - a course of action she neglected to report to Master Skywalker.

Eelysa left Barab after the Diversity Alliance began fomenting rebellion against the New Republic, but Saba continued her work, training her son Tesar Sebatyne and his hatchmates Bela Hara and Krasov Hara. Saba also became the leader of a corps of Force-sensitive followers, including the Arcona Izal Waz. Her starfighter squadron, the Wild Knights, battled the Yuuzhan Vong in a number of engagements. Tesar and the two Haras helped a wounded Eelysa escape Corellia with Han Solo and Leia Organa Solo, then joined Anakin Solo's Jedi team in infiltrating a Vong worldship at Myrkr. Of the three Barabel Jedi, only Tesar survived the mission.

A Master's Mistake
Luke Skywalker knew of the Barabel's reverence for the Jedi, having experienced it firsthand in a tapcafe on New Cov. But he disagreed with Eelysa that the species might have Jedi talents, worried about their reputation for aggression, violence and mean-spiritedness. Eelysa argued that if a Wookiee (Lowbacca) could embrace the Jedi Code, some Barabel might as well. Later, Skywalker would admit that his position was in error: despite their unconventional training, the quartet of Barabel Jedi he came to know did the Order proud.

Barabel are impressive warriors, with needle-sharp teeth and claws and black keratin scales that can absorb considerable amounts of damage. (They can also shed their tails if need be, which has been the undoing of many a startled foe.)

The Barabel evolved from nocturnal predators and are avid hunters, loving nothing so much as a stealthy pursuit in darkness. On Barab, they hunt in small packs of hatchmates. Hatchmates who learn to hunt together develop extremely strong bonds and come to know each other so well that they can seem psychic as they pursue their prey. It was this bond, Eelysa saw, that augured well for their ability as Jedi - and indeed, Tesar Sebatyne and the Haras were able to meld their minds with an ease and effectiveness that some human Jedi Masters would have had trouble matching. The Barabel Jedi were also able to lend that strength to the other Jedi on the mission to Myrkr, proving their worth as far more than just fierce fighters.

Barabel social structures remain alien and mysterious to humans. The intricacies of family are confusing to non-Barabel, and their personalities are a baffling mix. A Barabel's word is bond, and while hatchmates form extremely close bonds, they do not mourn in a Human sense and might even take offense at others' attempts to comfort them in times of loss. Barabel enraptured by the hunt find odd things amusing, and non-Barabel compatriots have to get used to the sound of their hissing laughter even as things go badly awry in the heat of battle.

For stats on the Barabel Jedi who join Anakin's strike force in Star By Star, see pages 145 through 147 of The New Jedi Order Sourcebook.

Cinnabar Moon Retreat
Until Eelysa determined that their base's security had been compromised, the Wild Knights used the recently abandoned Cinnabar Moon Retreat in the otherwise empty Craeen system as their headquarters. Though no longer professionally maintained, the Retreat is still resplendent in most amenities. However, its complement of wading, exercise, and recuperative pools and saunas have, for the most part, been allowed to dry. Typically, only the subterranean pools are frequented.

Abandoned in the wake of the incoming Yuuzhan Vong invasion, the moon on which the spa is located was chosen for its stunning, naturally occurring mercury flows. The various natatoriums are completely sealed from the potentially poisonous environment but fitted with soaring transparisteel windows to afford guests breathtaking views.

The Retreat proper consists of seven levels. The two lowest levels consist of a trio of natural subterranean geothermal springs, fitted for clients' use. Levels 3 through 5 include small shops and restaurants, as well as more specific services for which the Retreat was renowned: The Ando mud baths were particularly popular with the stuffy Corulag crowd. The top two levels of the Retreat consist of the various rooms and suites used by guests; the Solos made their temporary home in the old bridal suite while operating with the Wild Knights.

Some visitors to the moon avoided the pampered decadence of the Retreat and endeavored to participate in guided tours conducted aboard modified cloud cars. The silver-and-gray modified Storm IVs are fitted with a pilot's station and a rear-facing viewing chair, affording the passenger a unique view of the Cinnabar Moon's mercury flows. Han and Leia Solo pilot such a craft (Cinnabar Moon Cloud Car 53) while fleeing their foes through the skylanes of Coruscant.

Cinnabar Moon Cloud Car
Craft: Bespin Motors Storm IV (Modified); Class: Air (Speeder); Cost: 22,500 (new); Size: Huge (7 meters); Crew: 1; Passengers: 2; Cargo Capacity: 10 kilograms; Speed: 350m (max. speed 1,000 km/h); Altitude: 100 kilometers; Defense: 11 (-2 size, +3 armor); Hull Points: 30 (DR 5).
Weapons: None.





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