Friday, October 31, 2025

The Companions
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Thursday, October 30, 2025

Interested in Being a Player?
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Wednesday, October 29, 2025

Our Core Game Rules
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

I wanted to write up a short article describing the game rules we will be using. I considered going with a newer version of the West End Games D6 system but in the end "as I usually do with all my tabletop games" I went with the original system for the D6 Star Wars game.

We use 100% 1st edition West End Games D6 Star Wars. We will be using the "Wild Die" when 1's and 6's are rolled. This is covered in the House Rules section. Experience will not be handed out like candy, leveling your skills will be somewhat slower than the newer editions of this game. I will be pretty flexable when it comes to character creation. I want my players to be happy with whatever character they create. We do focus on character backgrounds pretty hard here, I think that characters that have indepth backstories get played far better by players plus this also allows me to insert hooks in the campaign story that are specifically tied to specific characters.

I think the classic 1st edition D6 characters are less powerful that the newer 2nd edition characters but for me this makes more sense. It's like 1st edition compared to 5th edition in Dungeons & Dragons. The older systems just seem more down to earth and more realistic than the newer systems.

Our goal is to simply have an organic style of gameplay that focuses more on the story than about how fast characters can become more powerful.

Tuesday, October 28, 2025

Weequay Bandits
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

The Weequay Bandits are a notorious criminal crew, though not a large one, operating under the pragmatic and cunning leadership of Tex Ohnaka. Unlike Hondo's larger, more diverse gang, Tex's crew consists entirely of Weequays, bound together by the shared cultural traditions of their arid homeworld, Sriluur. This exclusivity is not a matter of prejudice but practicality, as it leverages the species' unique pheromonal communication, a form of silent and undetectable language. This gives them a significant advantage, allowing them to coordinate complex operations, ambushes, and escapes without a word spoken aloud, leaving outsiders confused and outmaneuvered.

The crew's members have left Sriluur for various reasons, but all adhere to the warrior culture of their people. They are a tough, stoic, and often brooding lot, used to the brutal conditions of their desert planet and viewing violence as a practical tool for survival. Loyalty within the Weequay Bandits is an intricate affair, intertwined with their polytheistic religion centered on the moon-god Quay. While a single Weequay is expendable for the good of the clan, Tex's success and constant payment of credits effectively serves as a form of offering and tribute to their gods, ensuring their steadfast, if quiet, allegiance. Each member carries a totem or fetish through which they believe their gods communicate, and any enterprise is often preceded by a ritualistic consultation of these objects, further reinforcing their spiritual bonds.

Visually, the bandits are a menacing and uniform sight. They prefer practical, hard-wearing attire, often with flashier accents of stolen trinkets, echoing their leader's taste. The men all wear their distinctive hair braids, one for each Sriluurian year spent away from their homeworld. They are masters of guerrilla tactics and ambush, often utilizing the harsh, backwater environments of the Outer Rim to their advantage. While Tex does the talking and deal-making, the bandits operate in grim, efficient silence, their teamwork almost supernatural due to their pheromonal communication. They specialize in small-scale but highly profitable heists, smuggling, and daring salvage operations, particularly around the industrial sector of Veridian Prime. They are tough, dangerous, and dedicated to the bottom line, a perfect reflection of their devious and pragmatic leader.

Monday, October 27, 2025

Tex Ohnaka
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

"What to do, what to do, what to do. I don't want to kill you... per se. In fact, you seem like decent fellows — This is just business, and once I get my money, we can go back to being best friends. It's very simple. Now if you would be so kind as to assist me in loading up your merchandise?"
―Tex Ohnaka

Tex Ohnaka is a Weequay pirate and self-proclaimed "businessman" who operates with the same charm and self-serving ambition as his famous cousin, Hondo, "Tex being Hondo's cousin on his sisters, brothers, nephews side of course". As the charismatic and pragmatic leader of the Weequay Bandits, Tex conducts his illicit enterprises on the fringes of the Outer Rim during the Galactic Empire's early days, around 18 BBY.

He frequently justifies his flexible morality by invoking his cousin's wisdom, often quoting, "That is the wonderful thing about a pirate's honor, conveniently it turns on and off as needed. This morning I am honorable, this afternoon I'm a scoundrel".

He views the Empire not with fear, but as a new and exciting source of opportunity, seeing Imperial crackdowns and supply shortages as nothing more than an excellent way to inflate the price of his ill-gotten goods. Tex maintains his reputation as a master of the double-cross and the long con, able to spin a web of promises and half-truths that leaves his partners impressed, entertained, and utterly fleeced.

His success comes not just from his cunning, but from his ability to read a situation and his unerring knack for finding the most profitable angle, whether that involves helping a nascent rebellion or betraying them. His personal ship, the Stolen Honor, is a heavily modified YG-4210 transport, a vessel originally designed for long-range exploration.

Tex, however, has retrofitted the old freighter to suit his piratical needs, replacing comfortable passenger cabins with secret smuggling compartments and reinforcing the hull with enhanced armor, all at the cost of speed. The ship's name is a winking reference to his own fluid ethics. With a crew consisting of a motley collection of loyal, if wary, sentients and droids, the Stolen Honor serves as both his mobile command center and his home. His crew's loyalty is bought not through fear, but because Tex is one of the few pirate captains who consistently pays on time, and his schemes, for all their danger, usually pay off handsomely.

Tex physically mirrors his cousin with a weathered, brown-skinned face and a penchant for expressive gestures that often distract from his true intentions. He prefers functional but flashier-than-necessary pirate attire, and his protective goggles are rarely off his forehead, prepared for a sudden escape or a dangerous salvage run. He is quick with a blaster pistol and an electrostaff, both weapons he uses with pragmatic efficiency.

However, his most potent weapon remains his silver tongue and his ability to disarm and deceive with a well-placed compliment or a charismatic anecdote. While his moral compass is entirely self-serving, he harbors a certain grudging respect for others who, like him, find a way to thrive in the galactic underworld under the thumb of the Empire. For Tex Ohnaka, business is an art form, and the galaxy is his ever-expanding canvas.

Sunday, October 26, 2025

R5-CLK "Clank"
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Player: NPC
Name: R5-CLK
Type: Astromech Droid
Move: 6
Size: One Meter Tall
Character Points: 1

Base Stats
Dexterity : 2D
Perception : 2D
Strength : 2D
Knowledge : 2D
Mechanical : 3D
Space Transport Operation: 3D+2
Starship Gunnery: 3D+1
Technical : 4D
Computer Programing: 4D+2
Space Transport Repair: 4D+1

Equipped With:
-Three wheeled legs (center leg retractable)
-Two retractable heavy grasping arms (left & right ― lifting at 2D)
-Retractable fine work heavy grasper arm (front)
-Extendable 0.3 meter long video sensor (360 degree rotation)
-Small electric arc welder (1D to 5D, as fitting situation, 0.3 meters range)
-Small circular saw (4D, 0.3 meter range)
-Video display screen
-Holographic projector/recorder
-Electro-shock prod (4D damage)
-Fire extinguisher
-Small (20 cm by 8 cm) internal “cargo” area
-Welder
-Circular Saw
-Sensor System
-Internal Commlink

Description: R5-CLK, commonly known as "Clank", is an R5-series astromech droid with masculine programming who was active during the Clone Wars, and the early years of the Galactic Empire.

Clank became a member of the crew of the Valkyrie several months ago after being "adopted" by Synergy. He is responsible for maintaining the Valkyrie, a modified YT-1300 light freighter.

Saturday, October 25, 2025

The Valkyrie
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

YT-1300p Transport
Craft: Corellian Engineering Corp. YT-1300p Transport
Droid: R5-CLK
Affiliation: General
Era: Rise of the Empire
Scale: Starfighter
Length: 26.7 meters
Skill: Space transports: YT-1300p
Crew: 1 (1 can coordinate), gunners: 1
Crew Skill: Varies widely
Passengers: 6; 9 (YT-1300p)
Cargo Capacity: 50 (YT-1300p)
Consumables: 2 months
Cost: 100,000 (new), 25,000 (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Space: 4
Atmosphere: 480; 800 kmh
Hull: 4D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D

Weapons:
1 Laser Cannon Turret
Fire Arc: Turret (Dorsal)
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/15/25
Atmosphere Range: 100-300/1.5/2.5km
Damage: 5D

1 Laser Cannon Turret
Fire Arc: Turret (Ventral)
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/15/25
Atmosphere Range: 100-300/1.5/2.5km
Damage: 5D

The YT-1300p passenger configuration makes full use of the saucer shaped hull to fit as much living space as possible, sacrificing room that would be typically reserved for cargo or machinery in favor of multiple passenger cabin modules, (5 cabin modules in the case of the Valyrie).

Greater escape pod capacity is also a requirement and two 6-person escape pods are built into the sides of the YT-1300p to accommodate the larger passenger complement. As a result truncated boarding ladders replaced the ramps used for standard access and egress.

Friday, October 24, 2025

Grevi D'Von
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Grevi D'Vonis is a Devaronian, a species known for their devilish appearance and wanderlust. His skin is a deep, crimson red, and it is marked with subtle scars and creases that hint at a life of conflict and cunning. The most striking features are the two large, curling horns that protrude from his forehead, their pale, bone-like color contrasting sharply with his skin. These horns are not just a mark of his species but appear well-worn, with nicks and imperfections that suggest they have been used in close-quarters brawls.

His eyes are a piercing, malevolent shade of red, a detail that seems to glow in the gloom of the back alleys and private offices where he conducts his business. His expression is often a cold, confident sneer, a permanent fixture that warns of his patience and complete lack of mercy. He is typically seen wearing expensive, form-fitting garments that suggest a man of means, his attire often a sharp, dark tunic that hides a surprising level of physical prowess beneath.

Grevi D'Vonis is not a native to Veridian. He arrived on the planet long before the full might of the Galactic Empire's occupation, initially operating a legitimate but struggling freight and salvage company. He specialized in recovering old Republic-era starships and components, but his real talent was in trafficking contraband and information on the side. He saw Veridian as a backwater with untapped potential, a strategic point on the fringes of the Core Worlds that was ripe for exploitation.

When the Empire began its heavy-handed takeover, many locals and businesses struggled, either crushed by new regulations or simply unable to compete with Imperial-backed corporations. While others lamented the changes, Grevi D'Vonis saw opportunity.

He had cultivated a network of contacts from his smuggling days—both on the streets of Capital City and within the corruptible lower ranks of the newly arrived Imperial forces. Instead of fighting the new regime, he embraced it "he knew if he wanted to operate in this region, he needed to make peace with the Imperial forces located on Veridian". He began providing "services" to the Imperials, securing supplies that were off-the-books and brokering deals that allowed officers to secretly line their pockets. Using this influence, he systematically eliminated his competition, either by having them disappear or by setting them up to be arrested by the very same officers who were on his payroll. He used the resulting power vacuum to build his own criminal organization, a syndicate known simply as "Black Skull Syndicate".

In 18 BBY, Grevi D'Vonis is one of the unchallenged masters of Veridian's criminal underworld. His organization, "Black Skull Syndicate", is feared not for its brute force but for its chilling efficiency and the anonymity of its leader. Most citizens and even many Imperial stormtroopers on the ground only know him by whispers and rumors, referring to him as "The Red Shadow". He is not a public figure and rarely gets his hands dirty personally anymore. His criminal empire operates through a network of proxies, street bosses, and indebted Imperial officers.

His crew is entirely made up of decommissioned B1 battle droids. D'Vonis acquired them from a shadowy source who salvaged them from old Separatist battlefields. While individually clumsy and prone to error, he has a massive number of them, allowing him to overwhelm opponents with sheer numbers. Their greatest advantage is their complete loyalty and their cheap maintenance. They have no families to threaten, no debts to pay, and no consciences to appeal to. They are simply an army of silent, obedient, and disposable muscle, a terrifying force in the hands of a clever tactician.

Grevi's organization funnels goods from off-world—luxury items, restricted tech, and forbidden texts—that Imperial regulations make unavailable. They thrive by preying on the nostalgia and hardship of Veridian's oppressed citizens. Grevi D'Vonis is a master manipulator who views the Empire as an incredibly useful tool. He understands that while the Empire's presence makes life difficult for many, it also creates the desperation and instability in which his brand of criminal enterprise thrives. He is a patient man who thinks in decades, not days, and he is building an empire that he believes will outlast any political regime.

As an information broker he values information and knows how to bargain to put himself one step ahead of his clients. Despite his firm underworld ties and inherent self-interest, he shows some small degree of compassion. He once carried a BlasTech DL-44 blaster pistol and pilots a ship named the Black Skull, "a modified Gozanti-class Cruiser" after his syndicate. Although he lost his BlasTech DL-44 when he got taken into custody, he later regained possession of it and now also uses a BlasTech DL-44 LE blaster pistol.

Grevi D'Vonis is a master manipulator who views the Empire as an incredibly useful tool. He understands that while the Empire's presence makes life difficult for many, it also creates the desperation and instability in which his brand of criminal enterprise thrives. He is a patient man who thinks in decades, not days, and he is building an empire that he believes will outlast any political regime.

Thursday, October 23, 2025

The Broken Sprocket Shop
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas
On the outskirts of the town of Jalath on Lothal, the Broken Sprocket Shop is a cluttered, grimy establishment that serves as a combination vehicle repair garage, secondhand parts dealer, and scrapyard for the rural populace.

It is housed in a low-slung, prefabricated steel structure, with its appearance reflecting years of wear and neglect, featuring rust-stained walls and a flickering holosign of a broken gear that barely functions.

Inside, the air is thick with the smell of ozone, hydraulic fluid, and cheap synth-coffee, and the floor is a chaotic obstacle course of salvaged machinery, discarded droid parts, and tangled wires. Despite the apparent disorganization, the owner, Jaxxon "Jax" K'harr, knows the exact location of every part.

Jax is a gruff, middle-aged human mechanic with perpetually grease-stained hands and a worn-down demeanor, a result of dealing with Imperial bureaucracy and the struggles of a failing agri-economy. Although he presents a cynical, weary exterior, Jax is a brilliant mechanic who can fix nearly anything with a few spare parts and a jury-rigged solution. He despises the Empire, which is evident from his past, having been dishonorably discharged for leaking information to a journalist.