The Republic Archives
Selected Entries from the 1152 Edition


Ablative Armor

Ablative plating is an inexpensive material used as armor against blaster fire. It consists of a microscopic latticework of energy-dissipating synthetic fibers laid against a heat-resistant plate. When struck by blaster fire, the latticework melts away, preventing whatever is armored from taking the brunt of the shot. Ablative armor is not reusable, and must be replaced or restored after it has taken too many hits.

Ablative armor was initially intended for use by Republic infantry troops as a cost-saving measure to replace personal deflector shields. However, the weight of the armor combined with the potential cost of restoring it between every military skirmish saw the project sidelined. Ablative plating instead found a new life in the starship manufacturing industry.

Ship deflector shield generators are heavy, expensive, and draw massive amounts of energy. For starships that are unlikely to see combat, ablative plating is a far more sensible defense option. It draws no power and only requires maintenance if it is actually hit by blaster fire. Most civilian vessels, and even some military shuttles, are equipped with ablative armor.


Aggressive Reconnaissance-170 Heavy Starfighter

The Incom/Subpro Aggressive Reconnaissance-170 (ARC-170) heavy starfighter is the latest addition to the fighter arsenal of the Republic Defense Force. The vessel is designed to fill the role between the lumbering BTL Y-wing bomber and the lightly armored, more maneuverable Z-95 Headhunter. The fighter is heavily armed and armored, and features a hyperdrive and room for multiple crew; a squadron of ARC-170s is intended to be capable of running an operation without the use of a carrier or capital ship.

Despite this, no ARC-170 squadron in the Defense Force is currently fully staffed. Each fighter seats three, yet most squadrons only have a single pilot flying every ship. Early production problems caused the craft to suffer a slow rollout, which in turn delayed training. Z-95 pilots complain that the craft is sluggish to fly, and many refuse to transfer from the Headhunter fighters they currently use. The need to recruit and train several entirely new pilots has caused the ARC-170's first year of service to closer resemble a limited test run.


Alderaan

The Core World of Alderaan is a wealthy planet; and a destination for connoisseurs of art, music, wine, and culture. It is also one of the premier providers of armaments for the Republic Defense Force. The weapons and armor that are exported from Alderaan are as elegant and striking as the architecture found in its major cities.

The military technology of Alderaan is exclusively an export; the citizens of the planet live peacefully, and those who do not serve in a military capacity do not own weapons themselves. Even the local police often patrol without firearms. Nevertheless, opponents within the Republic see Alderaan's position as a threat. There exists a faction in the Senate which feels Alderaan holds too much power due to the Republic's reliance on their weapon and armor manufacturing. This group has pushed to disarm Alderaan and have its armaments spread more evenly across major Republic worlds, though any such legislation is unlikely to pass during the current Chancellor's term.

Notable figures hailing from the world of Alderaan include Bail Organa, Chancellor of the Galactic Senate, and Obi-Wan Kenobi, a prominent general in the Republic Defense Force.


Alderaanian Amberwing Dove

The amberwing dove is native to, and the national bird of, the planet Alderaan. It can be found in most temperate regions of the planet, nesting in trees along the coastline of Alderaan's many lakes. It is named for the underside of its wings, which consist of amber-colored feathers that reflect the light of Alderaan's picturesque sunsets.

Amberwing doves are protected by law; the Royal House forbids capturing the creatures to keep as pets, and killing a young amberwing dove carries a hefty fine. However, collecting the feathers of one—provided they were shed naturally—is perfectly legal, and the reflective underwing feathers are a popular souvenir for tourists visiting Alderaan.

Selected as the national bird hundreds of years ago to symbolize the planet's peaceful nature, the amberwing dove has recently been adopted as a logo by the political party which wishes to see a return to the "good old days"—a time when Alderaan did not manufacture weapons and armor for the Republic.


Auditory Simulator

In the early days of space warfare, it was discovered that the silence of space was extremely disorienting to pilots. A ship—whether friend or foe—streaking by the cockpit without making a sound was considered incredibly frustrating, and pilots of starfighters and other small ships reported frequently losing their bearings while in flight.

To alleviate this issue, auditory simulators were integrated into the cockpits of combat vessels. These devices worked in tandem with a ship's sensor package to create a suite of sounds that matched the events outside the ship's viewport. Passing vessels, the firing of laser cannons, and distant explosions were now accompanied by audio feedback.

Auditory simulators are now a standard component of every starship. Simulator banks are filled with approximations of real-world sounds. Certain weapons, such as the devastating seismic charge, can temporarily disrupt auditory simulators, causing them to "blank out" for a handful of seconds before simulating the explosive shockwave of the charge. A common prank among pilots involves replacing all the sounds in a wingmate's auditory simulator databank with humorous nonsense. This is completely harmless and easily reversed, as auditory simulator databanks can update on the fly by downloading data from other nearby ships.


Cave Crawlers

Legendary monstrosities referred to by the locals as "cave crawlers" prowl the darker corners of Had Abaddon's cave networks. Local biologists speculate that they evolved on the planet's surface in a past age when the climate was more hospitable to organic life, fleeing to their current subterranean home when conditions above ground became intolerable.

Averaging 2 meters in height and ranging anywhere from 2-5 meters in length, the crawlers are insectile, roaming the caverns on eight limbs. Their eyes, which presumably had a function once upon a time, are now milky white and blind; they hunt via sound, the chittering made by their mandibles a form of echolocation.

When miners came to Had Abaddon in force, they drove the crawlers from most of the surface caverns. They now exist only in the lower depths—those explorers foolhardy enough to explore these areas tend not to return.


The Clone Army

The clone army has no identifiable goal, no constitution or manifesto. Shadowy figures lead it, but the rank and file are the same few beings recreated thousands of times over. Where the Confederacy gathered the resources for such a creation, and who was fabulously wealthy enough to pay for it, remains unknown. One thing is clear: the clones and their masters have an all-consuming vendetta against the Republic.

Clone soldiers are believed to be artificially aged in order to meet the rate of turnover necessitated by their violent profession. A byproduct of this process seems to be mental instability, which manifests itself most horribly in their suicide blitzes on enemy starships. No clone soldier has ever been captured alive; it seems there's a deadman's switch embedded in each individual trooper's skull, one that's not implanted but grown there. If a clone is captured by the Republic, his head eats itself apart. If he's recovered by his own, he is recycled, ground into fuel for weapons or sent back to his masters for research.


Compression Coil

When flying through deep space, it's best that no engine parts break, but chief among those parts is the compression coil. A relatively small device, it controls the output of coolant into the inner workings of a ship's sublight and hyperdrive engines, preventing catastrophic meltdowns that would otherwise incinerate the spacecraft. It's possible for a ship to fly at very slow speeds with a damaged or absent coil, but not for long.

Unfortunately for pilots and engineers the galaxy over, the compression coil is one of the engine parts that most easily breaks. It's recommended that long space flights carry at least one backup in case of emergencies, and a dedicated patching kit if that's not possible.


Corellian Slip

The "Corellian Slip" is a popular nickname for an aerobatic space combat maneuver used when a starfighter pilot cannot shake a pursuing enemy craft. In the maneuver, their wingman or another member of the squadron flies headfirst at their fellow pilot, "slipping" to the side at the last second to shoot—and hopefully destroy—their squadmate's pursuer.

As the legend goes, the Corellian Slip was invented by a street criminal in the city of Coronet. Working as a getaway driver, he would use the slip maneuver in his landspeeder to assist his crew in evading police pursuit. The maneuver was eventually translated into space combat, where it remains in use to this day.

Though somewhat simple to use in the vacuum of space, the Corellian Slip is extremely difficult to perform in thick atmospheres. The smooth drifting required on the part of the oncoming pilot is simply not possible under high air resistance. A variation of the maneuver, the Inverted Corellian Slip, instead sees the other pilot in the equation—the one being pursued by the enemy—snap-rolling out of the way at the last second to give their squadmate a clear shot.

The Inverted Corellian Slip is far more difficult than the standard maneuver, as it requires immense amounts of coordination and trust between pilots as well as comparatively fast reflexes. It is technically "banned" by the Republic Defense Force Starfighter Corps—squadron leaders are authorized to write up any pilot who performs the Inverted Slip during training or combat.


Coruscant

Coruscant is the capital of the Galactic Republic, a major trade and transport hub, and undoubtedly the most populous planet in the galaxy. Nearly its entire surface is covered in one interconnected cityscape; the layers and unique districts of this "duracrete jungle" have been slowly constructed over thousands of years.

Due to its position along the intersection of several major hyperspace routes, Coruscant has been the capital of galactic civilization for nearly all of recorded history. Though it is technically several thousand light years from the galactic core, the standard galactic coordinate system marks Coruscant as the center point on the map.

Coruscant is extremely well defended at all times. A massive planetary shield and a sizable complement of Venator-class Star Destroyers protect the planet from outside invasions. The citizens of Coruscant do not fear galactic war, as they assume that it would be impossible for even the most well-equipped of invaders to take the planet. History is on their side; Coruscant has never successfully been captured by a military invasion. It has only changed hands as the result of diplomatic agreements or treaties.


The Coruscant Underworld

Skyscrapers and towering megastructures ensure that the surface of the planet Coruscant sits untouched by natural light. Beneath each distinct district of the planet, unique cultures of perpetual nightlife have formed. The most famous of these is "the Underworld," the surface region beneath Coruscant's capital city. The government and police, for the most part, dare not venture into these lower levels. Territory is instead controlled by various gangs, and sections of the Underworld change hands constantly as a result of turf wars. The economy is fueled by illicit activity. Drugs can be purchased over the counter at most Underworld cantinas and bars, and it is common to find people on the street openly offering their services as an assassin.

Many residents of the upper levels question why someone would ever choose to live in the Underworld. The most common answer is that it is extremely cheap. Housing is often free, as there are thousands of abandoned apartments available at any time, and squatter's rights are respected in the Underworld. Employment is also not hard to come by, as any given city block has over a dozen bars, all of which are constantly hiring dancers, bartenders, and bouncers.

However, this does not mean the Underworld is safe for everyone. Many upper city residents who are down on their luck will try to make it in the Underworld. Some will also venture down to the Underworld as a thrill-seeking measure when they find themselves bored of the high-class establishments most of Coruscant has to offer. This has a tendency not to end well; upper city residents who venture down to the Underworld are statistically likely to return home in a body bag.


Dictat-Class Battle Cruiser

The Dictat-class Battle Cruiser is a medium-sized capital ship used by the clone forces. Measuring just under a kilometer from stem to stern, it shares none of the aesthetic concerns displayed by its Republic equivalent, the Victory-class Star Destroyer; it is in effect a series of flying rectangles. What it lacks in beauty it makes up in firepower—it carries ten quad turbolaser batteries, fifty double turbolaser batteries, and forty proton torpedo tubes, as well as a starfighter complement.

The simple nature of the Dictat-class's design is advantageous for the clone army, which lacks a centralized shipyard. The ships do not require any specialized dry-dock facility like the Star Destroyers of the Republic; they can simply be assembled in deep space.

The class's inaugural ship, the Dictat, was constructed by cold-welding several shipping containers together, affixing engines to the rear of the structure, and carving out interior rooms. Though the construction process has become more refined, the aesthetics of the Dictat-class remain the same. Known as the death-box by its enemies, the Dictat-class is ugly, cheap, and effective.


Disruption Flare

The power pack of a blaster is unlikely to run out in the middle of a firefight. Most power packs can fire several hundred rounds before needing to be replaced. In a shootout, heat maintenance is a much higher concern. Firing a blaster too quickly will cause it to "lock up" until it can dissipate the waste heat it has generated.

The disruption flare is designed to cause enemy blasters to lock up. When activated, it sends out a pulse of energy in all directions. This radiation is harmless to sentient life forms, but is enough to overload the firing components of a blaster. This causes the gun's safety mechanism to believe it has overheated and enter a venting phase. In this venting phase, the gun cannot be fired for several seconds.

However, disruption flares are not foolproof. They do not actually overheat a blaster, but simply trick the gun into thinking it has overheated. Thus, it is possible to make a blaster immune to disruption flares by disconnecting its safety mechanism. Doing so is dangerous; the risk of injury during the disconnection process is extremely high, and blasters with no overheat safety can quickly reach dangerous temperatures while in use.


Electroshock Net Cartridge

The electroshock net cartridge is a small plastic cylinder containing a bundle of highly conductive filaments and a single-use power cell. When fired from a specialized type of pistol colloquially referred to as a "stun gun," the electroshock net cartridge acts as a long-range method of incapacitating a potential attacker by disrupting muscle functions via electric charge.

Upon impact, the cartridge releases the bundle of filaments contained within, forming a "net" around the target. The power cell then discharges, delivering a painful jolt of electricity. Stun guns are commonly carried as self-defense weapons by those uncomfortable carrying a lethal blaster. They are also issued to police forces, and electroshock cartridge launchers are sometimes attached to military weapons for use as a non-lethal backup option of dealing with targets.

Attempts have been made to do away with stun guns and cartridge launcher attachments, and instead integrate a stun function into blasters themselves. However, the technology faces significant barriers. Integrated cartridge launchers are too bulky and must be reloaded after every shot. "Stun beam" technology is currently in development, but has not seen widespread release due to its tendency to short out. This has the unfortunate result of either frying the rest of the blaster's components, or backfiring and stunning the user instead of the target.


Electrostave

The electrostave is a melee weapon designed to discharge harmful bursts of energy into opponents. The electrostave's distinguishing feature is its dual-tipped nature—it is a lengthy staff gripped in the center, with electrical emitters at both ends. A jolt from an electrostave is not lethal, merely painful. However, repeated hits from the weapon have been known to cause cardiac arrest or temporary paralysis in targets.

The double-sided nature of the electrostave makes it extremely difficult to wield successfully; an inexperienced user is just as likely to shock themselves as they are an opponent. It is considered flashy and impractical by many users of melee weapons when compared to a vibrosword or force pike. They are therefore not in widespread use throughout the galaxy. Nevertheless, some still swear by them; electrostaves are perhaps most well-known for being wielded by the referees of the fighting pits on Nar Shaddaa.


Escape Pod

Space travelers hope the worst never comes, but when it does, they make sure to carry enough lifeboats to get to safety. Escape pods are extremely short-range spacecraft designed to carry a few inhabitants to safety from a disabled or endangered ship.

Typically, pods are fired by explosive bolts—they carry no fuel of their own and are not capable of controlled flight. Those who use them are advised to do so only when in range of an inhabited planet's gravity well or a nearby rescue vessel. Spacers frequently tell horror stories of those who left their stranded ships in an escape pod only to find themselves on the surface of a deadly wasteland—or, worse, floating endlessly through the far reaches of space.


The Force

The galaxy's self-appointed "guardians of peace and justice" seem to possess a power to manipulate the physical world and influence the minds of others. The Jedi Order attributes this power to what they call the "Force," a mystical energy field connecting every living thing in the universe.

Outside of the Jedi Order, theories abound as to what this Force actually is. Some believe the Jedi to be telling the truth. Though these individuals do not display any powers of the Jedi themselves, they have nevertheless formed the Church of the Force. This religious movement enjoys some popularity in the Mid and Outer Rim regions, and its members are dedicated to promoting values such as peace, serenity, and balance through the worship of this so-called Force.

In the Core regions of the galaxy, where organized religion is far less common, skepticism abounds. Many explanations for what a Jedi's "Force powers" actually consist of can be found across the holonet. Some critics decry the Jedi as master manipulators who essentially perform elaborate stage illusions. Still others, such as noted anti-Jedi critic Krilo Varansi, explain away Jedi abilities as being tricks of technology. Telekinesis, Varansi suggests in his book "The Cybernetic Jedi," is achieved with implanted tractor beam projectors. The book also posits that the Jedi's supposed mind control powers are achieved via dispersal of airborne mind-affecting drugs.


The Galactic Confederacy

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The Galactic Senate: Elections and Terms

The Galactic Senate operates on a five-year cycle. Every fifth year, senators and those wishing to become senators campaign on worlds all across the Republic in the hopes of winning their planet's senator selection process. All the while, behind the scenes, a second election is brewing. Within the Senate halls, deals are made and favors are traded as a handful of senators campaign for the role of Supreme Chancellor.

Any candidate for Chancellor could theoretically lose their place in the Senate during the upcoming public election. Thus, the most popular Chancellor candidates are typically senators with years of experience, very secure seats, and a high likelihood of winning their reelection campaigns. Inexperienced senators do not generally bother making a bid for Chancellor, much less find themselves victorious in doing so.

The vote for Chancellor is held in the first session of a new Senate, and is conducted in an instant runoff format, with each senator ranking their top six Chancellor candidates. The winner is sworn in the following day.

Senators and the Chancellor share the same term length of five years, although the Chancellorship carries with it a three-term limit. A position in the Senate carries no such limits on length. Opponents of this policy argue that it unfairly favors longstanding incumbents, though no real effort has been made to change the rule.


The Galactic Senate: Planetary Senate Elections

Though instant runoff elections are the standard way of appointing a planet's senator, not every planet selects their representative via the same process. The Constitution of the Galactic Republic has several templates by which new member planets can choose to operate, but many worlds forgo these suggestions in favor of an election method which respects their tradition.

For example, the senator from Trandosha is chosen by a tournament of hand-to-hand combat. Each election year, the incumbent senator returns to their home planet to face the winner of the tournament. The victor is appointed to the Galactic Senate. In ancient Trandoshan history, these tournaments to select a leader were deathmatches; the Corellia Conventions forbid this, and Trandosha has adjusted their combat tournaments accordingly.

On Alderaan, the senator selection process honors the planet's history as a monarchy. A member of the royal family (other than the current monarch) runs for the planet's Senate seat, and by tradition they do so unopposed on the ballot. This echoes Alderaan's past, where leaders were simply appointed or born into ruling roles. The direct appointment of senators is forbidden in the Constitution, though Alderaan's roundabout way of "appointing" a senator technically is not.


Geckar Outfitters Survivalist Campsite Supply Kit

The Geckar Outfitters Survivalist Campsite Supply Kit, more commonly referred to as "The GO Bag," is a popular product among spacers, traders, and explorers. The kit is based off the Republic Defense Force's Emergency Shelter Pack, and is intended as a compact and lightweight solution for camping and survival on a variety of habitable worlds.

The kit includes self-inflating pillows, reflective blankets, compact bedrolls, and a collapsible tent for the purpose of constructing a campsite. There are also ration bars, powdered drinks, and energy paste. The kit's most famous component is the patented "Canned Fire," a disc-shaped can that creates a campfire when punctured.

The kit is sold in a sealed and compressed package, intended only to be opened when all of its components are actually needed. However, on less settled worlds, it is common for merchants to open the kits and sell the items individually at a markup. Geckar Outfitters has condemned this practice, but outside of Republic space there is little they can do to enforce their wishes. Piecemeal "GO Bags" are a common sight in the Outer Rim, and it is not unusual to find a single self-inflating pillow or a lone Canned Fire rolling loosely at the bottom of a smuggler's knapsack.


Had Abbadon

The world of Had Abbadon is the fourth planet of the Had system, which lies near the outer edge of the Mid Rim. It was first settled over 400 years ago when explorers found an underground lake of fluid extremely similar to bacta. A "gold rush" to exploit the fluid fizzled out as quickly as it began when it was discovered the fluid was not nearly as effective as bacta at healing injuries. Now, the fluid is mostly used by local doctors as a cheap bacta alternative for treating minor wounds.

Though the surface of Had Abbadon is technically habitable, its harsh conditions ensure only the poorest of residents live on the many small communities dotting the landscape. The upper layer of the atmosphere is known to wreak havoc on communications, and anyone wishing to send a message offworld must pay to use one of several signal-boosting towers erected on the surface by the well-to-do communities of Had Abbadon's cave system.

Beneath Had Abbadon's crust, a network of caves and dried up riverbeds snake together to form a massive maze. This is where the majority of Had Abbadon's population lives, although cost of living is much higher in the underground settlements. Over the centuries, communities have formed in certain sections of the cave network, only to later abandon their settlements and move on. These "ghost caverns" are the subject of many local legends, and there are a handful of HoloNet sites dedicated to the mythology of the creatures that supposedly lurk in the oldest tunnels.


The Hapes Cluster

The sector of space known as the Hapes Cluster is a massive grouping of star systems located in the Inner Rim between Tanaab and Onderon. The star systems of the Cluster are densely packed, impeding hyperspace navigation. For centuries, the dozens of worlds contained within the Hapes Cluster remained unexplored by the Republic; no ship that entered the cluster ever made it back out.

First contact with the Hapans, the cluster's native sentient species, occurred only 40 years ago. The Hapes Consortium, the governing body of the Cluster, still remains politically separated from the Republic. The culture of the region is extremely isolationist, and no one has ever seen a Hapan outside of the Hapes Cluster. Though it is now possible to safely travel in and out of the Cluster—provided one uses a sufficiently advanced navicomputer—it is still rarely visited by Republic citizens.

The under-explored nature of this sector of space has birthed many myths and legends about what is contained within. Beautiful women, endless riches, gorgeous landscapes, and free-flowing alcohol are all said to be abundant on the capital world of Hapes. It is considered by many to be a heavenly paradise locked away among the stars. Those who venture in to the cluster still tend not to return; whether this is by choice is unknown, but it only fuels speculation about what may lie inside the Hapes Cluster.


Holonet

The Hyperspace Information, Communication, and Relay Network Act established the creation of what is now called the holonet. It is a free and open communications network maintained, but not controlled, by the Galactic Republic. Republic member systems, independent worlds, and outlaw ship crews alike all make use of this method of near-instantaneous intergalactic communication.

All civilized planets and star systems contain holonet "nodes" which send packets of data into space. For deep-space operation away from settled worlds, most starships and starfighters are also outfitted with holonet nodes. When a message is ready to be sent across the holonet, a node will bounce the data to a holonet port. This port then tight-beams the data into hyperspace, where it can be received by any number of other holonet ports before being delivered to the holonet node nearest its intended recipient.

Across the galaxy, this process occurs hundreds of millions of times per second, whether for the purpose of sending a point-to-point message or looking up information stored in one of the Republic's digital "libraries" such as this one.

The decentralized mesh network of holonet nodes and ports is nearly impossible to hack, infiltrate, or bring down. Communications disruption is still possible, and involves flooding a system's holonet nodes with "junk" data so that actual calls and communications cannot get through. To avoid falling victim to this in a time of war, the Republic Defense Force maintains a secondary priority network of nodes and ports only accessible with special equipment.


Hyperdrive Classification

As hyperdrive technology evolved and became more advanced, a classification system to differentiate hyperdrives was deemed necessary. The hyperdrive class system rates any given hyperdrive against the theoretical ideal: a Class One. A ship equipped with a Class Three hyperdrive, for example, will take three times as long to travel a given distance as a ship equipped with a Class One might take.

When the classification system was invented, Class One was a theoretical maximum: the nonexistent "fastest possible hyperdrive" that all other hyperdrive classes became based around. Since then, Class One hyperdrives have been constructed in laboratory conditions, though they have not yet been installed on an actual starship. The fastest ships in the Republic Defense Force use Class Two hyperdrives; most civilian vessels are equipped with Class Three or Four hyperdrives.


Hyperlanes

Hyperlanes are predetermined routes through hyperspace that connect explored star systems. Travel through hyperspace is inherently dangerous, and mapped hyperspace routes that are known to be relatively safe help mitigate the risks that this form of transportation carries.

Despite the existence of hyperlanes, navicomputers are still needed for safe hyperspace travel. A hyperlane route is imprecise, and simply considered a guide to point travelers in the right direction. Navicomputers refine the route of a hyperspace jump, accounting for the movement of stars, planets, and other objects throughout space. Successful hyperspace jumps have been made without the assistance of a navicomputer, relying only on the loose guidance of a hyperlane. However, modern space vehicles have safety measures in place to prevent pilots from attempting this.

The job of mapping hyperlanes is extremely risky. The Galactic Republic employs a band of highly skilled astronavigators to both maintain current hyperlanes—that is, verify they are still safe to use—and map new ones. The job pays extremely well, but a few times each year an astronavigation voyage will depart on an uncharted hyperspace jump and never be heard from again.


Hyperspace Madness

Myths about the side effects of hyperspace travel are as old as the technology itself. Misconceptions can be found all across the holonet— some suggest that frequent hyperspace travel can alter the rate at which a pilot ages, or cause genetic mutations in travelers. The most popular urban legend surrounding hyperspace travel is the idea of "hyperspace madness."

It has long been believed that staring at the swirling blue corridor of hyperspace can slowly drive someone insane. Like most legends, this has a basis in reality. Observing the hyperspace tunnel can cause headaches and motion sickness, which is why most vessels have their viewports dimmed during hyperspace voyages. However, there is no evidence suggesting that staring into hyperspace will drive someone to insanity. Please note: any pills or supplements claiming to stave off the effects of "hyperspace madness" have no actual medical use, and have not been approved by the Health Services Agency of the Galactic Republic.