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Saga Edition RPG Omnibus

Galactic Republic: Difference between revisions

(Created page with "{{DISPLAYTITLE:Galactic Republic}}<!-- --><div id="kotor" class="topdiv"><!-- -->{{referencetag|book=Knights of the Old Republic|page=166}}<!-- --><p class="single nomargin">The Galactic Republic has known times of prosperity, of great upheaval, of hopelessness, and of renewal. But the half century following the Great Sith War is a favorite of historians for a good reason: it has all of those things—often at the s...")
 
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--><h4 class="headline">Army Personnel</h4><!--
--><h4 class="headline">Army Personnel</h4><!--


--><p class="single nomargin">[[Republic_Army_(archetypes)#brigadier|Republic&nbsp;Army&nbsp;Brigadier]], [[Republic_Army_(archetypes)#officer|Republic&nbsp;Army&nbsp;Officer]], [[Republic_Army_(archetypes)#reconcommando|Republic&nbsp;Army&nbsp;Recon&nbsp;Commando]], [[Republic_Army_(archetypes)#trooper|Republic&nbsp;Army&nbsp;Trooper]], [[Republic_Army_(archetypes)#elitetrooper|Republic&nbsp;Army&nbsp;Elite&nbsp;Trooper]]</p><!--
--><p class="single nomargin">[[Republic_Army_(archetypes)#brigadier|Republic&nbsp;Army&nbsp;Brigadier]], [[Republic_Army_(archetypes)#officer|Republic&nbsp;Army&nbsp;Officer]], [[Republic_Army_(archetypes)#recon|Republic&nbsp;Army&nbsp;Recon&nbsp;Commando]], [[Republic_Army_(archetypes)#trooper|Republic&nbsp;Army&nbsp;Trooper]], [[Republic_Army_(archetypes)#elite|Republic&nbsp;Army&nbsp;Elite&nbsp;Trooper]]</p><!--


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[[Category:Lore]]
[[Category:Lore]]
[[Category:Encyclopedia Galactica]]
[[Category:Encyclopedia Galactica]]
[[Category:Glactic Faction]]
[[Category:Galactic Faction]]
[[Category:Knights of the Old Republic]]
[[Category:Knights of the Old Republic]]

Latest revision as of 23:52, 18 May 2025

     Knights of the Old Republic, page 166.

The Galactic Republic has known times of prosperity, of great upheaval, of hopelessness, and of renewal. But the half century following the Great Sith War is a favorite of historians for a good reason: it has all of those things—often at the same time!

     The Republic prioe to the Great Sith War retains trappings of the past, both in fashion and behavior. Archaic wardrobe is in vogue during a brief revival that spans much of the Republic. Wealth coalesces in tghe hands of the few, including the Tapani dynasties and families with such names as Adasca, Zentine, Vanjervalis, and Draay. And the Republic sees the Jedi order as a lifleline to the past, as a force for good.

     The Great Sith War changes everything. This “internal squabble over Jedi beliefs,” as reporters first characterize it, takes untold lives and damages over 25% of the Republic’s infrastructure. Though the Great Sith War begins seemingly as an internal conflist within the Empress Teta system, the chaos spreads outward from the Deep Core at an incredible rate. When the Mandalorians join the war, the Republic nearly finds itself overwhelmed, and attacks on Coruscant and other important worlds drive the real danger of this war home. While the Republic lets the Jedi deal with their traitorus comrades, the Republic military battles Mandalorians on one front and Krath warriors on another, trying to keep from being torn apart. After years of grueling conflict where worlds are leveled and the Republic is placed on the brink of total destruction, the tide turns, and eventually, with the help of the Jedi, the Republic wins the day.

     The results of the Great Sith War are devastating. Entire worlds have been blasted back to pre-hyperspace technology levels. Entire sectors vanish from communications channels, and go for months at a time without any news of their survival reaching the central systems of the Republic. Trade routes blazed over millennia require redevelopment at every stop. Piracy is rampant. The Republic, just as much a financial compact as a deliberative institution, fails to deliver on the basic premises of its creation.

The Restoration (3,995-3,966 BBY)

A decade-long postwar depression ends when business—the driver of much in the Republic—comes to its rescue. With both rich and poor suffering, the Senate has to act—and it does. The brainchild of economist Herron Morvis, the Coruscant Financial Exchange Establishment Act (the first of the so-called Commercial Protectorate Acts) restores the capital markets by making a simple bargain. Corporations listing their shares on the Coruscant Financial Exchange receive guarantees of protection on all trade routes within the Republic. A rejuvenated Republic Navy, raised on investment taxes, provides that protection. The Navy of the Sith War had been weak, eclipsed in some sectors by private space forces. The new force would have the mission—and the power—to keep the goods flowing.

     Firms are quick to sign on, and even dynastic families float their holdings on the exchange. Corporations shed their security budgets altogether, relying on the Republic to defend spacelanes with its Hammerhead cruisers and state-of-the-art Inexpugnable tactical-command ships. The Restoration period is a rewarding time for many.

     Efforts to play the system for profit weaken the Republic strategically. The accession of Taris into the Republic is the final, fatal straw. When Mandalorian attacks on nonaligned worlds increase, executives with operations on Taris bribe Senators to bring the planet into the Republic. Even though it is improved, the Navy is too weak to protect such a distant world. Some, such as rising star Saul Karath, see the dangers, but the Admiralty, delighted with its additional funding, pays no heed. So when the Zayne Carrick affair causes civil order on Taris to collapse, the Mandalorians see their chance and launch a surprise invasion of the Republic. Defenses on the Outer Rim crumble.

The Mandalorian Wars (3,965-3,960 BBY)

Finger-pointing at home coincides with desperate (and unsuccessful) moves on the frontier, including the tactic of positioning military units near cities. Mandalorian forces push into the Outer Rim and then further inward, reaching critical worlds along hyperspace routes and either seizing them or making holding those worlds a huge drain on Republic resources. As the Republic scrambles to deal with a continued Mandalorian threat, many in the Republic see echoes of the Great Sith War in current events. Though the Republic is pushed back during the early campaigns, losing Taris, Serroco, and other worlds almost immediately, the fighting intensifies and the Republic wins important battles at Iridonia and Ithor, bolstering their own supply lines as well as improving their troops’ morale.

     A solid advantage in the Mandalorian Wars arrives only when a Jedi Knight calling himself Revan comes to the Republic’s aid. Revan is so successful that the Republic yields operational control of its forces to him. With Revan’'s final defeat of the Mandalorians at Malachor V, many in the Republic had cause to hope that the postwar lessons from the Great Sith War might restore prosperity faster than before. The Republic is stunned when two of their great Jedi leaders take the ships under their command and vanish into the Unknown Regions under the pretense of hunting down the last of the Mandalorians. Though surprised, the Republic begins to regroup and rebuild quickly, and as curiosity over their missing fleet turns to concern there is an ever-palpable tension nearly everywhere in the Republic.

The Jedi Civil Wars (3,959-3,956 BBY)

Revan, having fallen to the Dark Side, returns to the Republic as an invader at the head of a massive Sith Armada. The Republic, barely having recovered from the Mandalorian Wars, loses several battles in rapid succession as the Sith Empire carves out a large chunk of the galaxy for its own. Other Republic worlds, sensing a shift in power and dissatisfied with the performance of the Republic in the last two wars, secede and join the Sith Empire voluntarily. Treachery is not limited to the Jedi. For many, the worst comes when Admiral Karath turns traitor, rupturing the Navy between loyal and Sith factions.

     For several years the Sith Empire grows, pitting the Republic against its former allies and comrades in every battle. Unlike fights against the nomadic Mandalorians, the Republic cannot force the Sith into retreat, as many of its members fight to defend their homeworlds with no intention of leaving. The Jedi Civil War is very much a battle between two well-established and entrenched forces, though fortunately the Republic has the aid of the Jedi in this war. After a Jedi strike force captures the enemy commander, Darth Revan, and then sets him on a path of redemption, Darth Malak takes control of the Sith Empire. His willingness to destroy the Republic’s infrastructure is unlike the care Revan showed for preserving the worlds he conquered, and many battles mirror the mutually assured destruction so often seen in the Great Sith War.

     Revan’'s redemption breaks the Sith domination, but the citizens of the Republic see only hardships ahead. With Sith survivors warring with the shattered Jedi Order, Republic worlds struggle to restore their civilization for the second time in half a century. This era teaches the lesson that the protection of the Jedi Order is no free ride for the Republic.

The Dark Wars (3,955-3,951 BBY)

When the Sith Empire shatters into many smaller domains, the Republic finally has a chance to rebuild and take the offensive. While its enemies squabble among themselves, the Republic puts shipyards into service, quickly rebuilding the Navy in a matter of just over a year. At last able to police and patrol outlying sectors, the Republic can finally make the galaxy safe for its citizens once more. Skirmishes with Sith warlords continue, but thanks to excellent strategic planning and leadership the Republic topples one Sith dictator after another, reclaiming lost territories piecemeal. By the time the last of the Stih are wiped out, the Republic is once again at nearly its full strength.

Using the Republic

The wartime periods of the Great Sith War, the Mandalorian Wars, and the Jedi Civil War allow ample opportunities for military campaigns ranging from limited engagements to operations spanning multiple worlds at once. Combined operations using the Republic Navy and Army provide for interesting interactions between members of those services—as do joint efforts with Jedi. A campaign using the Republic does not have to be about major wars, but there are plenty to choose from.

     Following the Great Sith War and the Jedi Civil War, the Republic is eager to reestablish a credible role in galactic affairs. The military works to keep order, nobles seek to extend their influence, and bounty hunters and scoundrels are out to make a quick credit. These postwar eras are ideal for Gamemasters looking to craft campaigns with less Jedi and Sith involvement.

     Many adventures can be found by exploring the two major facets of the Republic: the military, and the body politic.

The Republic Navy

When the Commercial Protectorate Acts directly ties its fortunes to the trade of the galaxy, the Navy finally has a worthy mandate and abundant resources. In a few decades, the Navy goes from being an antiquated, irrelevant institution to an organizing feature of Republic life.

     The direct linkage between commerce and the Naval budget chafes the old-timers; Sith War veteran Orley Vanicus likens it to “running a protection racket.” This is partially true; protecting more trade routes means more tax revenues, which means more ships to protect more trade routes. It becomes a recipe for disaster during the Mandalorian Wars. But in the meantime, more ships to command means more career opportunities—making the Navy a respectable calling indeed. Even Admiralty Plaza on Coruscant, once considered a retirement home for spacers, becomes a popular post1ng sought by many.

     Gamemasters can promote the spirit of the Navy in these times by giving players opportunities to work with or join the Navy. With the Rendili yards turning out a Hammerhead-class cruiser every ten days during the years before the Mandalorian Wars, postings become available faster than they can be filled. Given the tougher life of the ground-pounders, it should not be uncommon to find players initially aiming for elite trooper turning toward ace pilot, instead. Money—and advancement—are in the stars!

Joining the Navy

Characters join the Navy through one of three paths: as commissioned officers, as crew recruits, or through provisional ratings.

     Officers come from the Naval Academy at Coruscant and from the satellite schools focusing on particular specialties. The Corellian Academy, for example, produces many of the Navy’s shipwrights and engineers, and a Duro orbital facility specializes in tactical networking.

     Most beings aboard the Navy’s ships and working its shipyards are noncommissioned crew members. Most join through local recruiting centers. Signing bonuses are awarded in times of great need, but the desirability of the Navy is such that compulsory naval service is not needed, even when the Navy is under Sith control.

     Rarely, in times of danger, merchant space captains are granted provisional ratings to serve on Republic bridges. However, such ratings can be revoked in peacetime—a practice that causes other spacers to hold the service in disdain.

The Republic Armies

Unlike the “Grand Army of the Republic,” the Republic Armies—plural—of this period are a chaotic agglomeration of planetary militias and mercenary forces united by Republic funding and an institutional inferiority complex.

     Until Revan, no single field marshal commands all ground forces. Rather, all generals take direction from the Defense Ministry on Coruscant. The lack of local coordination frequently puts the true command of surface forces in the hands of the Navy, which provides spacelift. During wartime, more soldiers are in transit aboard ships than are on the ground.

     The result is a parochial body that bears signs of its piecemeal origins. Units are known not by uniform designations, but by their original nomenclatures—and not all units of the same type are created equal. The Ralltiir Corps contains brigade-sized groups such as the Telerath 2nd and the Serroco Colonial—but it also contains smaller units such as Graayson’s Company, which reports directly to Corps Command because of the agreement under which it entered Republic service.

     Unsurprisingly, the institution exerts little political influence, but the Navy has expressed little desire to take control of the ground forces as marines. Beyond the culture clash, which often manifests itself violently, the biggest expense of the Army—the vehicles hauled on ships—would be added to the Naval budget. “We’d rather rent than own,” Admiral Veltraa once said.

Joining Up

With pay and conditions far worse than in the Navy, surface units suffer from recruiting problems. The Republic addresses this by contracting with existing local militias and mercenary groups, buying some out entirely. It also offers healthy signing bonuses for dangerous duties.

     Service is not compulsory—outside the areas the Sith take over in the Jedi Civil War—but some irregular units use “recruiting” methods that the Defense Ministry would rather not know about.

Army Organization

Army structures can have local and historical eccentricities, but some elements are common:

     Squad: Teams of 8 to 12 soldiers led by a sergeant and a corporal, squads are the basic building block of Army operations. Regardless of specialty or duration of service, squad members are known as troopers and regarded as equal in rank.

     Battalion: Groups of 25 to 40 squads organized under a major, battalions are the level at which specialization occurs. A 400-member laser artillery battalion travels with its own assigned equipment and vehicles, as well as a 20-member headquarters unit. Specialist battalions are frequently reassigned to other corps, leaving them with no true home.

     Brigade: Brigades combine four to nine battalions with a headquarters battalion run by a brigadier, resulting in a force ranging between 1,000 and 5,000 strong. The typical force for raids and occupation, brigades work together in larger landing operations, with command and control handled, as often as not, by the navy that transported them.

     Corps: Corps comprise all forces within an area and are named for the planets where their headquarters are based. A general leads each corps, although the office is weak relative to that of other eras. Infrequently at the front, generals relay commands from the Defense Ministry to the brigadiers on the scene. Direct superiors of irregular units (former mercenary groups and single-species militias) in their command, they lose time to bureaucratic and provisioning headaches. Therefore, promotion past brigadier is rarely sought.

     No ranks of lieutenant, captain, and colonel officially exist—partially to prevent confusion with the Navy—but they can be found vestigially in the irregular native units, as well as in such strange titles as commandant, Gray Chieftain, and Grand Xenog.

The Senate

The Republic of this era provides noble heroes with a wide variety of places to polish their skills and find adventure. Local leadership takes many interesting forms on the planets of the Republic, but the greatest politicians aspire to serve in one place: the Galactic Senate.

     The Galactic Senate undergoes many changes after the Sith War. It had met for years in ancient stonework chambers, but after Exar Kun kills Vodo Siosk-Baas on the Senate floor, Senators order the construction of a secure high-tech facility with no reminders of that fateful day. Attitudes modernize as well, with Senators taking more interest in trade with the Commercial Protectorate Acts. The “age of the staffer” begins, with Senators cultivating large entourages of young educated beings who deal with the pleas of corporate lobbyists.

     In this era, the length of Senators’ terms and the methods of choosing them are set by individual systems. Some are lifetime appointments chosen by local potentates; others, such as Senator Graw of Ithor, face frequent trips home to stand for reelection. Thus, staffing for a Senator is not just a lucrative and educational experience for a young noble; it can also involve extensive travel. Senators from planets occupied during the Mandalorian Wars keep their seats, and some, such as Goravvus of Taris, actively organize resistance movements.

     As bruising as the battles for committee assignments are, nothing in the Senate tests a noble like the campaign for Chancellor. Once elected to a four-year term by his colleagues, a Chancellor of this era must manage (or attempt to manage) a bureaucracy of ministries devoted to defense, internal security, economic development, and jurisprudence. The Chancellor frequently calls upon Jedi to fulfill assignments of state and to perform investigations on behalf of oversight committees.