Ok, it's been a while since I checked in and it seems this post has generated quite a bit of interest! Let me start answering questions in no particular order.
First, for those asking about the books. They're now out of print, but I can find them online pretty easily. Search 'Star Wars d20 core rulebook pdf' and go to the scribd link..in my google, it's the fifth one down. Simply download the pdf from there and you're good to go.
The reason for the starting Jedi ban has a couple of different reasons. First, I've played in a number of different groups where everyone wanted to be a Jedi. I mean really...who doesn't want to play a light saber swinging swashbuckler? These parties, however, are very one-dimensional and typically do poorly in more diverse situations. The other reason...well, what can I say? I prefer Jedi learning to be on-camera instead of something that took place when they were kids. Gives me a lot more leverage for unique opportunities and tests given by their Masters. It's a policy that my old GM used to use extensively and I tend to agree with it. This also gives you the opportunity to fully flesh out your character as a person, and not just a light saber and a bunch of cool force powers. Trust me, I've seen that too.
Since most will not have all of the books I would prefer everyone start out, at least, with core book classes and core book races. If your character should die and you roll up another one then we will revisit that then...Neti, in particular, are difficult for new players to understand exactly what they're doing, shifting sizes from round to round and generally saying something along the lines of, "Nyah! The same rules apply to everyone BUT me!"
Now, the party is going to be an envoy for the Republic on their own so you will need at least one skilled pilot to get them into and out of Sith space. You will also need at least one skilled diplomat, to talk around reluctant resistance force. A scoundrel on the ground will be handy for sneaking into places they're not really wanted, while a tech specialist can do the same thing but on computers. Scouts and Soldiers will also be needed as body guards once the specialist crew is on the ground, though there's nothing to prevent them from being a specialist themselves...Both, for example, have piloting as a class skill, and could take computer use to act as a slicer. Also...make sure at least one character has some knowledge of demolitions!
Your characters are going to be first level, and since I can't monitor everyone's dice rolls yet I'm going to assign you a set of ability points with the option to add to them. Your six standard ability scores are 17, 15, 14, 13, 10, and 8. You will also have five 'bonus points' that you may apply toward them, though you may not boost your abilities above 18 unless racial modifiers put you above the cap. (A wookiee, for example, could put his highest ability score, 17, into STR, add on one bonus point and come out with a final STR score of 22.) You may also use bonus points to buy an extra feat (like, say, force sensitive), gain an extra 4 skill points, or start play with an additional 500 credits or the equivalent amount of gear. Be sure to document where you're using your bonus points, I will be checking behind you!
As a party you will have access to a Phoenix-class Light pinnacle starship, as seen on pg 72 of starships of the galaxy, but with extended crew quarters large enough to house the entire party. As you continue to grow in levels this ship will be replaced by better ships, don't worry... Rewards, as they say, follow results.
Now, for some extended backstory. It's been five years since Lord Hoth's army was destroyed along with the Brotherhood of Darkness at the distant planet of Ruusan, and both the Sith Empire and the Republic are reeling from the actions of that day. The Sith Empire was always naturally fragmented, held together only by the force of personality of powerful Lords of the Sith. With those personalities gone, the Sith Empire has begun to split up along lines of loyalty to those that remain. Overzealous admirals label themselves Dark Lords of the Sith though they lack their Lord's abilities with the Force and go on crusades of conquest, while on other worlds individual Dark Force adepts begin to come out of the woodwork...bastard by blows of the Dark Lords, arisen to power now that the institution that was holding them down has collapsed upon itself. Crime, too, is rising...as black market enterprises begin to charge exorbitant prices for basic needs of life for residents on beleaguered worlds.
In short, Chaos reigns in the former Sith Empire.
The Republic has begun sending out small parties of experienced diplomats, hoping to find a solution that will destroy what is left of the Sith empire and incorporate it peacefully into the fold of the Republic. They do not have the troops to conquer every new warlord popping up, so it will have to be the people of the worlds that are so isolated that do it. These teams will face stiff opposition by the blank-faced Sith warriors, dark-side force wielders, criminals profiteering from the chaos as well as what Sith did not make it to Ruusan. The hero's goal, at least to start out, is to meet up with rebel cells on the former Sith slave world of Krugen III, the third and only habitable world around the gas giant Krugen in the Veria system. The world was once home to a nomadic people known as the Ver, who traveled the savannas of their world atop quadrupedal mounts they called the Talaxia.
Nearly a thousand years ago, though, the idyllic life was wiped out by a furious battle above their world. The Republic lost it's battle, and their former policy of leaving primitive worlds alone was ignored by the Sith. The Sith landed in force, rounded up the natives, and forced them to build factories to produce munitions for the ever growing Sith Empire. This is not, however, a sad story about the Ver. Their entire race was declared extinct nearly 800 years ago after an uprising and the harsh Sith retribution. Now, the world is supported by prisoners of war and slaves from within the Sith Empire, sent to work until they die at their stations from malnutrition and overwork. Recent captives, though, speak of a great Republic victory...the Sith empire is fracturing, and the entire munitions works are ripe for revolt.
The heroes have been issued disguises to hide themselves as factory workers and Sith Soldiers, hoping to meet up with a particular Republic colonel that seems to be organizing most of the smaller groups into something that could seriously challenge the Sith presence on the planet. Col Brandsen needs weapons, and aid, if he is to see his rebellion take place. The only question is...will the new heroes be an aid, or will their very presence give away the nascent rebellion and doom the residents to another hundred years of servitude?