Wednesday May 4th, 2026, 0500 Hours / Outer Rim Sector Transmissions
Good morning blog readers and may the Force be with you! As we cross the Wednesday meridian, the Captain feels a sense of absolute readiness; the coffee is strong at the desk, the subspace frequencies are clear, and the creative forge is locked onto the lawless fringes of the Outer Rim Galaxies. Today, we are tapping into Encryption Code: OpenD6-Delta to deliver an essential tactical readout for all the kindred, smugglers, and blockade runners navigating the stars. Whether you are running rare cargo or evading planetary patrols, these new fleet assets and specialized character archetypes are fully calibrated for your next sector run under the classic Star Wars D6 / OpenD6 rulesets.
๐ The New Starship: The Manta-Class Blockade Runner
Built for beating planetary blockades and outrunning Sector Rangers, this ship trades heavy turrets for raw speed, spoofed transponders, and reinforced cargo holds.
Craft: Corellian Engineering Corporation Custom Manta-Class Long-Range Scout/Runner
Scale: Starfighter (but with Space Transport capacity)
Length: 34 meters
Skill: Space Transports: Manta-Class
Crew: 1 (Can coordinate with a co-pilot or astromech)
Passengers: 4
Cargo Capacity: 75 metric tons (includes hidden shielded compartments)
Consumables: 3 months
Hyperdrive Multiplier: x1 (Backup: x12)
Nav Computer: Yes
Maneuverability: 2D+2
Space: 8
Atmosphere: 365; 1,050 kmh
Hull: 4D
Shields: 2D
Weapons:
2 Twin Laser Cannons (Fire Linked)
Fire Arc: Front/Left or Front/Right
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2km/2.5km
Damage: 4D+2
1 Sensor-Jamming Suite
Fire Arc: All
Skill: Sensors
Effect: Used to spoof transponders or break target locks; adds +2D to defensive rolls when active.
๐ Outer Rim Archetypes (Star Wars D6 / OpenD6)
To crew a ship like the Manta-Class, you need specialists who know how to survive the lawless fringes of the galaxy. Here are three fresh templates ready for character generation:
1. The Rim Merchant Prince (The Face & The Wallet)
You aren't just a merchant; you are a high-stakes investor in illegal tech and rare spice. You know every shadow-port coordinator from here to the Core.
DEXTERITY 3D: Blaster 4D, Dodge 4D
KNOWLEDGE 4D: Business 5D+1, Value 5D, Streetwise 4D+2, Planetary Systems 4D+1
MECHANICAL 3D: Space Transports 4D, Starship Shields 3D+2
PERCEPTION 3D+2: Bargain 5D, Con 4D+2, Persuasion 4D
STRENGTH 2D+1: Brawling 3D
TECHNICAL 2D: Computer Programming/Repair 3D
Equipment: Spiffy 1920s-style vintage data-pad, concealed blaster pistol (3D+2), 2,000 Credits in secure chits, forged merchant license.
2. The Star Chaser Pilot (The Speed Demon)
You view the galaxy through a viewport at lightspeed. If a ship has an engine, you can make it dance through an asteroid field.
DEXTERITY 3D+1: Blaster 4D, Vehicle Blasters 3D+2
KNOWLEDGE 2D: Streetwise 3D, Navigation 3D
MECHANICAL 4D: Space Transports 5D+2, Starship Gunnery 4D+1, Starship Shields 4D, Astrogation 5D
PERCEPTION 2D+2: Gambling 3D+2, Sneak 3D
STRENGTH 2D+1: Stamina 3D
TECHNICAL 3D: Space Transports Repair 4D+2, Starship Weapon Repair 3D+2
Equipment: Flight suit, modified heavy blaster (4D), multi-tool, lucky gaming dice.
3. The Outer Rim Hedge-Tech (The Miracle Worker)
You fix hyperdrives with hydro-spanners and luck. You don't care about factory specifications; you make things work when the alarms are screaming Yellow Alert.
DEXTERITY 2D+2: Blaster 3D+2, Dodge 3D+1
KNOWLEDGE 2D+1: Technology 4D
MECHANICAL 3D: Sensors 4D, Communications 3D+2
PERCEPTION 2D+2: Search 3D+2
STRENGTH 3D: Lifting 4D, Brawling 3D+2
TECHNICAL 4D: Space Transport Repair 6D, Computer Programming/Repair 5D, Droid Repair 4D+2, Security 5D
Equipment: Laser welder, portable diagnostic scanner, box of "acquired" spare parts, grease-stained overalls.
๐ The Verpine Pivot: Bio-Tech of the Outer Rim
Fellow gamers, it’s time to look at the Outer Rim from an entirely different angle. In standard Star Wars lore, the insectoid Verpine are famous for high-tech manufacturing—like their legendary work on the B-Wing—building ships that often sport a distinct organic or gyroscopic silhouette. But if you want to push the boundaries of your Heroes of the Rim game, we are introducing a variant that takes their design philosophy to its absolute limit: a specialized lineage of Verpine who utilize "Manta" Bio-Ships.
These aren't your typical metal hulls. This unique tech paths into living, breathing starships that flex and regenerate, completely changing how players interact with their fleet assets. To crew a vessel that is literally alive, you need a very specific type of specialist. Below is the full breakdown of the Verpine race, followed by the biological templates and the living stat block ready for your table.
๐ The Verpine Manta-Class Bio-Cruiser
Since standard Verpine ships are metal, this rare variant utilizes a lost "Hive-Ship" technology or a unique "Sekotan-Hybrid" lineage grown on the living planet Zonama Sekot. It features an organic, flexible design that reacts to its pilot's neural impulses.
Craft: Slayn & Korpil / Sekot "Manta" Bio-Corvette
Type: Living Scout/Transport
Scale: Starfighter (Large)
Length: 45 Meters
Skill: Space Transports: Manta Bio-Ship
Crew: 1 (Pilot links directly via headset or organic radio waves)
Passengers: 6
Cargo Capacity: 40 Metric Tons (The organic cargo hold physically "grips" the crates to secure them)
Consumables: 6 Months (The ship filters and recycles its own water and air)
Hyperdrive Multiplier: x1 (The ship "jumps" by folding space; the transition causes mild nausea to non-Verpine passengers)
Maneuverability: 3D (It flexes and banks like a living creature)
Space: 8
Atmosphere: 365; 1,050 kmh
Hull: 3D+2 (Regenerates 1 pip of damage per hour)
Shields: 2D (Organic energy dispersion matrix)
Weapons:
2 Plasma-Spitter Cannons (Fire-Linked)
Fire Arc: Front
Skill: Starship Gunnery
Damage: 5D (Burns through standard hull armor)
1 Grasping Tendril
Fire Arc: Ventral
Skill: Starship Gunnery (Tractor Beam equivalent)
Damage: 4D (Uses ship's muscular strength to hold targets)
๐ Verpine Outer Rim Archetypes (Star Wars D6 / OpenD6)
To crew a living vessel like the Manta-Class Bio-Cruiser, you need specialized Verpine who understand how to interface with organic tech and survive the lawless fringes of the galaxy. Here are three fresh templates ready for character generation:
1. The Verpine Swarm-Broker (The Face & The Wallet)
You manage the high-stakes trade of illegal tech and organic ship components. While humans find your twitchy, insectoid movements hard to read, your organic telecommunication network gives you a massive advantage in every shadow-port market.
DEXTERITY 2D: Blaster 3D, Dodge 3D
KNOWLEDGE 3D: Business 4D+1, Value 4D, Streetwise 3D+2, Planetary Systems 3D+1
MECHANICAL 2D: Space Transports: Manta Bio-Ship 3D, Starship Shields 2D+2
PERCEPTION 3D+1: Bargain 4D+1, Con 3D+2, Persuasion 3D+2
STRENGTH 1D+2: Brawling 2D
TECHNICAL 3D: Computer Programming/Repair 4D
Special Abilities: Organic Telecommunication, Technical Aptitude (+2 pips to Technical checks), Microscopic Vision.
Equipment: Datapad, concealed hold-out blaster (3D), 2,000 Credits in secure chits, a legitimate trade permit from the Roche Hive.
2. The Hive-Chaser Pilot (The Neural Flier)
You don't just fly the Manta Bio-Cruiser; you interface with it. Using your natural radio waves to connect with the ship's neural grid, you make the living hull flex, bank, and dive through asteroid fields like a true predator.
DEXTERITY 2D+2: Blaster 3D+2, Dodge 3D+2
KNOWLEDGE 1D+2: Navigation 2D+2, Streetwise 2D+1
MECHANICAL 3D+2: Space Transports: Manta Bio-Ship 5D, Starship Gunnery 4D+2, Starship Shields 4D, Astrogation 4D+2
PERCEPTION 2D: Gambling 2D+2, Sneak 2D+1
STRENGTH 1D+1: Stamina 2D
TECHNICAL 2D+2: Space Transports Repair 3D+2
Special Abilities: Organic Telecommunication, Technical Aptitude (+2 pips to Technical checks), Microscopic Vision.
Equipment: Modified flight harness, heavy blaster pistol (4D), organic neural-interface headset, lucky asteroid fragment.
3. The Roche Hedge-Tech (The Bio-Weaver)
You don't care about standard Corellian factory specifications. You use your microscopic vision and a hydro-spanner to patch a living ship's neural pathways or weld its hull plating while the alarms are screaming. You "feel" the ship's engine stress in your antennae before the console even flashes.
DEXTERITY 2D: Blaster 3D, Dodge 2D+2
KNOWLEDGE 1D+2: Technology 3D
MECHANICAL 2D+1: Sensors 3D+1, Communications 2D+2
PERCEPTION 2D: Search 3D
STRENGTH 1D+2: Lifting 2D+1, Brawling 2D
TECHNICAL 4D+1: Space Transports Repair: Manta Bio-Ship 6D, Computer Programming/Repair 5D, Starship Weapon Repair 4D+2, First Aid (Bio-Ship Core) 5D
Special Abilities: Organic Telecommunication, Technical Aptitude (+2 pips to Technical checks), Microscopic Vision.
Equipment: Laser welder, diagnostic scanner calibrated for living tissue, jar of nutrient gel for organic hull repair, grease-stained flight jacket.
๐ Sector Update: Enter the Trianii (Teroni) Rangers
Fellow gamers, the Outer Rim is far too vast for just one specialized species. As we scan the sector for other unique races that your players can encounter or create, our long-range sensors have picked up a transmission from a fiercely independent culture.
It appears your comms officer might have garbled the initial transmission—the legendary "cat folk" Rangers of the Star Wars galaxy are the Trianii, though they are often misheard as the "Teroni" in the rougher Outer Rim dialects. Unlike standard factions, these advanced, acrobatic feline warriors answer to no one, maintaining their own independent space force to fight off the greedy Corporate Sector Authority (CSA). If a player wants to break away from the usual smuggler archetypes and play a disciplined warrior with an attitude, the Trianii are the perfect fit.
๐ The Race: Trianii (The "Teroni")
The Trianii are bipedal felines known for their incredible balance, prehensile tails, and fiercely independent spirit. They are culturally sophisticated but deadly warriors when their territory is threatened.
Type: Feline Scout/Ranger
D6 Attribute Dice: 12D
DEXTERITY: 2D / 4D
KNOWLEDGE: 1D+1 / 4D
MECHANICAL: 1D+1 / 4D
PERCEPTION: 2D / 4D+2
STRENGTH: 2D / 4D
TECHNICAL: 1D+1 / 3D+2
Special Abilities:
Prehensile Tail: A Trianii can use their tail to lift small objects (under 2kg) or anchor themselves in zero-g. It gives them a +1D bonus to Climbing/Jumping or acrobatics checks.
Feline Balance: They are natural gymnasts. Any time they make a Dexterity check involving balance or landing safely, they get a +2 pip bonus.
Claws: Their retractable claws add +1D to Brawling damage.
Keen Senses: Trianii have excellent eyesight and hearing, granting a +1D bonus to Search checks involving visual or auditory tracking.
Captain's Note: If your player specifically wants to be a "Teroni" (custom name), you can keep all these stats and just say they are a lost colony of the Trianii that settled in the Outer Rim!
๐น The Archetype: Trianii Ranger
This character is not just a soldier; they are a folk hero. Trianii Rangers operate outside standard Republic or Imperial jurisdiction, often acting as marshals in the lawless zones bordering the Corporate Sector.
DEXTERITY 4D: Blaster 5D, Dodge 5D, Brawling Parry 4D+2, Acrobatics 5D
KNOWLEDGE 2D+2: Survival 4D, Alien Species 3D+2, Planetary Systems 3D
MECHANICAL 3D+1: Space Transports 4D+1, Starship Gunnery 4D, Sensors 3D+2
PERCEPTION 3D: Search 4D+1, Sneak 4D, Command 3D+2
STRENGTH 3D: Brawling 4D (Claws), Stamina 3D+2, Climbing/Jumping 4D
TECHNICAL 2D: First Aid 3D, Security 3D
Equipment: RX4 Patrol Armor (+1D physical/+2 energy, optimized for mobility), Trianii Pulse Rifle (5D damage, slightly better range than a standard blaster rifle), Utility Belt (grappling hook, ration bars, datapad with "Wanted" bounties).
๐ The Ship: RX4 Patrol Craft
The Trianii Rangers don't fly generic freighters; they fly the RX4, a ship designed specifically for interception and border patrol.
Craft: Trianii RX4 Patrol Ship
Type: System Patrol/Interdiction
Scale: Starfighter
Length: 28 meters
Crew: 1 Pilot, 1 Gunner (Can be flown by 1)
Passengers: 2 (Prisoner cells included)
Cargo Capacity: 10 Metric Tons
Consumables: 1 Month
Hyperdrive Multiplier: x2
Maneuverability: 2D+1
Hull: 4D
Shields: 2D
Weapons:
3 Heavy Laser Cannons (Fire Linked)
Fire Arc: Front
Skill: Starship Gunnery
Damage: 5D+2
1 Ion Cannon
Fire Arc: Turret (Dorsal)
Skill: Starship Gunnery
Damage: 4D (Used for disabling smugglers)
๐ Sector Update: The Scavengers of the Rim – Project Barnacle
Fellow gamers, while some factions in the Outer Rim fight with shiny starfighters or state-of-the-art bio-cruisers, others survive on pure, unadulterated grit and what the Empire throws away. Imperial logistics relies on dumping thousands of tons of military refuse into deep space. To the untrained eye, it is worthless debris. To a crew of hyperactive Squibs, it is a literal gold mine.
Today, we are opening Encryption Code: OpenD6-Garbage-Bravo to take a look at a highly unusual organic salvage vessel operating right under the Emperor's nose, supplying the Rebel Alliance with repurposed Imperial technology. But the ship isn't the only thing hiding a massive secret—its captain is a stone-faced, unusually tall Squib who speaks in a smooth, deeply intimidating human baritone and completely refuses to haggle.
๐ The Bio-Ship: The Barnacle
The Barnacle is a grotesque, heavily modified Slayn & Korpil / Sekot hybrid bio-scow. Its outer hull consists of a thick, rocky, chitinous shell covered in wrinkled, vacuum-sealed flesh. It mimics the sensory signature of a dead, drifting space carcass or a low-density asteroid. It specializes in drifting silently up to Imperial Star Destroyer wreckages, latching onto the hull with organic teeth, and physically ripping out salvaged electronics, weapon components, and starship plating.
Craft: Slayn & Korpil / Sekot Hybrid Bio-Scow (Class: Manta-Waste)
Scale: Capital (Small) / Starfighter (Large)
Length: 65 meters
Skill: Space Transports: Bio-Scow
Crew: 6 Squibs (Plus 1 very unusual Captain)
Passengers: 2
Cargo Capacity: 600 metric tons of raw junk (Includes heavily lead-shielded, organic secret compartments to hide weapons and tech intended for the Rebellion).
Consumables: 6 months (The ship absorbs biological waste to regenerate fresh oxygen, water, and fuel-sacs).
Hyperdrive Multiplier: x2 (Backup: None—the organic hyperdrive relies on the Captain's strange intuition to guide jumps safely through space anomalies).
Maneuverability: 1D (Bulky, awkward, and slow until its biological thrusters erupt).
Space: 3
Hull: 4D+2 (Thick, bone-like outer armor that slowly auto-regenerates hull points overnight).
Shields: 1D (Organic, energy-dispersing outer membrane).
Weapons System:
2 Heavy Salvage Tractor Beams
Fire Arc: Front / Ventral
Skill: Ship Tractor Beams
Fire Control: 2D
Space Range: 1-5/15/30
Damage: 5D (Used to latch The Barnacle onto massive wreckages, yank garbage containers out of orbit, or hurl heavy debris at attackers).
1 Heavy Plasma-Cutter Beam
Fire Arc: Front
Skill: Starship Gunnery
Space Range: 1-3/5/10
Damage: 6D (Short range only; designed to cut apart reinforced Star Destroyer armor plates, but can shred pirate hulls instantly).
๐ The Crew of The Barnacle (Star Wars D6 / OpenD6 Stats)
Captain "Macemillian" (Jedi Master Mace Windu in Hiding)
To his crew, he appears to be an unusually tall, blue-furred, stone-faced Squib who speaks in a smooth, deeply intimidating human baritone. He never haggles—a trait his crew finds deeply disturbing for a Squib. He survives by using a permanent, shatterpoint-infused Force Illusion spell to disguise his true human identity from the Empire and his own crew. He keeps a "heavy industrial glow-rod" (his hidden purple lightsaber) clipped to his utility belt.
DEXTERITY 3D (Effectively 4D): Brawling 5D, Dodge 6D, Melee Weapons 7D
KNOWLEDGE 4D: Streetwise 5D, Tactics: Fleet 6D, Scholar: Jedi Lore 8D
MECHANICAL 2D: Space Transports 3D, Sensors 4D
PERCEPTION 4D (Effectively 5D): Command 7D, Hide/Sneak 6D, Investigate 6D
STRENGTH 3D (Effectively 5D): Brawling 6D, Stamina 6D
TECHNICAL 2D: Lightsaber Repair 5D, First Aid 4D
Special Force Powers (Disguised): Permanent Illusion (Any creature looking directly at him must make an opposed Perception check against his Control/Sense roll of 8D to see through his tiny, furry Squib form).
Character Quote: "I am a simple scavenger looking for high-value junk. Do not make me step on you."
"Grees" – The Chief Tractor Beam Operator
A hyperactive, pink-furred Squib who considers salvage to be the highest art form in the galaxy. He is utterly convinced that "Macemillian" is a tactical genius who can literally "sniff out" the best Imperial trash dumps in the sector (completely unaware the Captain is using the Force).
DEXTERITY 4D: Blaster 5D, Dodge 4D+2
KNOWLEDGE 2D: Value (Garbage) 6D, Streetwise 4D
MECHANICAL 4D: Starship Tractor Beams 7D, Space Transports 5D
PERCEPTION 3D: Bargain 6D+2, Con 5D
STRENGTH 1D+1: Climbing/Jumping 3D
TECHNICAL 3D+2: Salvage Rigging 6D, Armor Repair 4D+1
Character Quote: "Look at that Star Destroyer trash chute open! It's beautiful! Dibs on the scorched hyperdrive coils!"
"Slythor" – The Bio-System Mechanic
Slythor manages The Barnacle’s internal biological health. He spends his days feeding processed scrap metal into the fuel-sacs and keeping the ship's air-filtering lungs clear. He assumes the Captain's perpetually grumpy demeanor is a sign of noble, royal breeding back on Skor II.
DEXTERITY 3D: Dodge 4D, Pickpocket 5D
KNOWLEDGE 2D: Organic Technology 5D, Languages 3D+2
MECHANICAL 2D+1: Starship Shields 4D
PERCEPTION 3D: Sneak 5D, Search 4D+2
STRENGTH 1D+2: Stamina 3D
TECHNICAL 5D: Bio-Ship Repair 7D, Cybernetics 6D, Computer Programming 5D+2
Character Quote: "The port-side lung is coughing up black smoke again, Cap. We need to feed it some high-grade Imperial synthetic oil to clear its tubes!"
4. "Blix" – The Sensor Specialist & Look-Out
Blix has bright crimson fur and oversized ears that constantly twitch. He uses The Barnacle’s organic sensor-nodes to sniff out Imperial patrols before they spot the scow. He thinks Captain Macemillian’s ability to predict Imperial movement is just "impeccable merchant intuition."
DEXTERITY 3D+1: Blaster 4D, Dodge 4D+1
KNOWLEDGE 2D+2: Planetary Systems 4D, Value (Electronics) 5D+1
MECHANICAL 4D: Sensors 6D+2, Communications 5D, Astrogation 4D+1
PERCEPTION 3D: Search 5D, Sneak 4D
STRENGTH 1D+2: Stamina 3D
TECHNICAL 3D+1: Sensor Repair 5D, Computer Programming 4D+2
Character Quote: "I’ve got a faint biological spike on the long-range arrays, Cap. Either an Imperial Star Destroyer just dumped its galley waste, or a patrol is dropping out of hyperspace. Let's get to sorting!"
5. "Chomp" – The Heavy Loader & Trash Boxer
Chomp is unusually stocky for a Squib, sporting thick grey-blue fur and a permanent scowl he copies from the Captain. He handles the physical labor in the cargo bay, operating the heavy exoplanetary lifters and shoving Imperial scrap into the ship’s digestive fuel-sacs.
DEXTERITY 3D: Blaster 4D, Brawling Parry 4D+2
KNOWLEDGE 1D+2: Streetwise 3D, Value (Heavy Metals) 4D+2
MECHANICAL 2D+1: Exo-Spouter/Repulsorlift Operation 5D
PERCEPTION 2D: Gambling 4D
STRENGTH 4D: Brawling 5D, Lifting 6D, Stamina 5D+1
TECHNICAL 2D: Armor Repair 3D, Machinery Repair 4D
Character Quote: "Out of the way, squeakers! This TIE Fighter wing section isn't going to stack itself. Cap says the Rebels pay double for pristine solar panels!"
6. "Skrap" – The Infiltration & Boarding Scavenger
Skrap is a tiny, nimble, yellow-furred Squib who loves squeezing into dangerous places. Equipped with a plasma torch, she crawls through the shredded hull-breaches of dead Imperial ships to cut out high-value tech before the junk scow activates its main tractor beams.
DEXTERITY 4D+2: Dodge 6D, Pickpocket 5D+1, Melee Combat (Plasma Torch) 5D
KNOWLEDGE 2D: Value (Military Tech) 5D, Survival (Zero-G) 4D
MECHANICAL 2D: Jetpack Operation 4D
PERCEPTION 3D+1: Hide 5D, Sneak 6D, Search 5D
STRENGTH 1D+1: Climbing/Jumping 4D
TECHNICAL 4D: Security (Lockpicking) 6D, Demolitions (Salvage Charges) 5D
Character Quote: "The airlocks on this wrecked Lambda shuttle are sealed tight, but give me two minutes with my torch and I'll have the navigation core ripped right out for the Captain."
7. "Pip" – The Haggler & Underworld Liaison
Pip has pristine white fur and wears a tiny, oil-stained top hat. While the Captain refuses to bargain, Pip handles all the talking when selling salvaged junk to scrap dealers or covert Rebel agents. He is utterly terrified of Macemillian but respects his commanding presence.
DEXTERITY 3D: Blaster 4D, Dodge 4D
KNOWLEDGE 3D: Bureaucracy 4D+2, Business 6D, Value (All Categories) 6D+1
MECHANICAL 2D: Repulsorlift Operation 3D
PERCEPTION 4D+1: Bargain 7D, Con 6D, Persuasion 6D, Forgery 5D
STRENGTH 1D: Stamina 2D+2
TECHNICAL 2D+2: Computer Repair 3D
Character Quote: "Now listen here, my fine Corellian friend! This hyperdrive motivator only has minor plasma scoring! For you, a special price—plus you cover the port fees, yes?"
๐ Conclusion: Midweek Mission Log Ready
With a crew of seven fully locked and loaded, The Barnacle has every single base covered for an unforgettable OpenD6 campaign run. You’ve got a hidden Jedi Master masking his presence, a tractor beam virtuoso, an organic systems mechanic keeping the ship breathing, a razor-sharp sensor eye, a heavy lifter packing the bay, a fearless hull crawler ripping out tech, and a master bargainer to seal the credits. It’s a perfect storm of chaotic Squib energy and deep-space survival.
Whether you are prepping these assets to surprise your own blog readers or dropping them directly into your next tabletop OpenD6 gaming session, The Barnacle is ready to fly.
๐ฌ Hit the Comments!
Fellow gamers, where should we take The Barnacle next? Do you want to take a look inside the secret, lead-shielded cargo hold where the crew hides high-value Imperial weapons for the Rebel Alliance, or should we map out a quick D6 encounter chart for the tension that drops when an Imperial Customs corvette pulls them over for a surprise inspection?
Let the Captain know in the comments below which blueprint we should build next!
PRODUCT IDENTITY & LEGAL
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / Striped Coast Studios: The custom Manta-Class variant ships, the specific profile and concept of The Barnacle hybrid bio-scow, the unique character configurations of Captain "Macemillian" and his Squib crew, and all original campaign setting elements for the Outer Rim Galaxies.
Open D6 System: Mechanics referenced from the D6 System are used under the Open Game License (OGL v1.0a). Star Wars Elements: All Star Wars terms (Corellian Engineering Corporation, Verpine, Trianii, Squibs, Mace Windu, Corporate Sector Authority, Outer Rim, etc.) remain the property of Lucasfilm Ltd. and The Walt Disney Company. This report is a non-commercial fan work. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.




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