Vous êtes sur la page 1sur 33

Alien Species sensing the Force.

They will almost always yield to

the commands of a Jedi Knight (or a being that
Balosar represents itself believably as a Jedi). Naturally,
they are enemies of the enemies of Jedi (or those
Home Planet: Balosar
who impersonate Jedi).
Attribute Dice: 12D
Reputation: Barabels are reputed to be fierce
KNOWLEDGE 1D/3D+2 warriors and great hunters, and they are often
MECHANICAL 1D+2/4D+1 feared. Those who know of them almost always
PERCEPTION 1D+1/4D steer clear of them.
STRENGTH 1D/3D+2 Move: 11/14
TECHNICAL 1D+1/4D Size: 1.9-2.2 meters tall
Special Abilities: Source: Ultimate Alien Anthology (pages 18-19),
Antennapalps: A Balosar’s Alien Anthology (pages 58-59), Galaxy Guide 4:
antennapalps are sensitive to Alien Races (pages 17-19), The Thrawn Trilogy
sound and provide a +1D Sourcebook (pages 139-140), Dark Force Rising
bonus to search by sound. Sourcebook (pages 84-85), Scum and Villainy
Poison Resistance: +1D to (pages 154-155)
stamina to resist poisons.
Story Factors: Blood Carver
Moral Ambiguity: Con and bargain Home Planet: Batorine
rolls made against a Balosar gain a +1D+1 bonus, Attribute Dice: 12D
if promising profit or power. DEXTERITY 2D/4D+2
Move: 10/12 KNOWLEDGE 1D+1/3D+2
Size: 1.6 meters tall on average MECHANICAL 1D+2/4D+1
Source: Ultimate Alien Anthology (pages 17-18), PERCEPTION 1D/3D+2
Scum and Villainy (page 154) STRENGTH 1D+2/4D
Barabel Special Abilities:
Home Planet: Barab I Sneak Attack: If a Blood
Attribute Dice: 12D Carver faces an opponent who
DEXTERITY 2D/4D is unable to defend himself
KNOWLEDGE 1D/2D+1 effectively from his attack, he can
MECHANICAL 1D/3D strike a vital spot for 1D of extra
PERCEPTION 1D+1/4D+2 damage. This extra damage
STRENGTH 3D/5D applies only to brawling and
TECHNICAL 1D/2D+1 melee attacks or ranged attacks within 10 meters,
Special Abilities: and against opponents that have discernible
Natural Body Armor: The anatomies.
black scales of the Barabel act Move: 12/14
as armor, providing a +2D Size: 2 meters tall on average
bonus against physical attacks, and a +1D bonus Source: Ultimate Alien Anthology (page 25), Scum
against energy attacks. and Villainy (page 6)
Radiation Resistance: Because of the proximity of
their homeworld to its sun, the Barabel have Clawdite
evolved a natural resistance to most forms of Home Planet: Zolan
radiation. They receive a +2D bonus when Attribute Dice: 12D
defending against the effects of radiation. DEXTERITY 2D/4D
Vision: Barabels can see infrared radiation, giving KNOWLEDGE 1D/4D
them the ability to see in compete darkness, MECHANICAL 1D/4D
provided there are heat differentials in the PERCEPTION 2D/4D+1
environment. STRENGTH 1D/3D+2
Story Factors: TECHNICAL 1D/4D
Jedi Respect: Barabels have a deep respect for Jedi Special Skills:
Knights, even though they have little aptitude for
m to
o enhance e efforts. This may total non
m than +3 3D for any oone skill atteempt and th he
Perception: Shapeshift
P S (A Some Clawdites
(A): C haave
atttempt musst be mad de within one o hour ofo
developed th
heir skin-cha anging talentts to a greatter
coompleting meditation.
m Ch
hanges skin color
degree, allowwing them to o change the e length, colo or,
Ammphibious: May breathe e water for up to 12 hrss.,
shape, and texture of their t a well as the
hair, as
+1D to Swimm ming
coloration off their eyes. This
T fine con ntrol can even
Sttory Factorss:
b used to allter specific portions of the Clawdite
be e’s
Faalleen are raarely seen throughout the e galaxy sinc
body. This skkill counts ass an Advance ed skill, with
he Imperial blockade iin their sysstem severe
th ely
prerequisite o the Con: disguise
of d skilll specializatio
mited travel to and from their homew world.
a 5D or grea
at ater. The Sha apeshift skill adds its diice
M 9/12
too any Con: Disguise die e rolls made to imitate e a
Siize: 1.7-2.4 meters
member of a different hu umanoid species.
Soource: Alien n Encounterrs (page 46), Shadows of o
Special Abiliities:
he Empire Sourcebook
S (pages 95--96), Ultimatte
Skin-Changer r: Clawditess are able to t change the
Allien Antholo ogy (pages 56-58), Alie en Antholog gy
color, texturee, and shape e of their skiins, allowing ga
(ppages 72-73), Scum and V Villainy (pagge 8)
Clawdite to mimic tha at of anoth her humano oid
species of th he same gen neral physical shape. Th his
does not alloow Clawdite es to genera ate extra lim mbs
o other appendages, bu
or ut they are able
a to imitaate
thhe texture and
a patterns of skin-tightt clothing. The
trransformatio on is quite painful, and a the skiin-
changer will revert to itss normal forrm if stunne ed,
unconscious, , dying, or deead.
Move: 10/12
Size: 1.5 to 1..9 meters talll
Source: Ultimmate Alien Anthology (pages ( 38-399),
Gamer Maga azine Issue 10 1 (pages 10 02-104), Scu um
a Villainy (page
and ( 7)

Home Planett: Falleen
Attribute Dicce: 13D
H Planet: Gand
Atttribute Dice
M L 1D+1/4D
Special Abiliities: PE
Attraction Phheromones: +1D to Pe ersuasion annd TRENGTH 2D/5D
+1D for eacch hour of continuous
c p
preparation in TE
Special Abilities: Martial Arts: Some Gand are trained in a
Ammonia Breathers: Most Gands do not respire. specialized form of combat developed by a band of
However, there is a small number of Gands that findsman centuries ago. The tenets of the art are
are of older evolutionary stock and do respire in complex and misunderstood, but the few that have
the traditional sense. These Gands are ammonia been described. Two techniques are described
breathers and find other gases toxic to their below. There are believed to be many more.
respiratory system--including oxygen. “Piercing Touch” Description: The findsman can
Exoskeleton: The ceremonial chemical baths of use his chitinous fist to puncture highly durable
some findsmen initiations promote the growth of substances and materials. Difficulty: Very Difficult
pronounced knobby bits on a Gand’s exoskeleton. Effect: If the character rolls successfully (and is not
The bits on a Gand’s arms or legs can be used as parried or dodged), the strike does STR+2D
rough, serrated weapons in close-quarter combat damage and can penetrate bone, chitin, and
and will do Strength+1 damage when brawling. assorted armors. “Striking Mist” Description: The
Eye Shielding: Most Gands have a double layer of findsman can sneak close enough to an opponent
eye-shielding. The first layer is composed of a to prevent the victim from dodging or parrying the
transparent keratin-like substance: the Gand blow. Difficulty: Difficult Effect: If the character rolls
suffers no adverse effects from sandstorms or successfully, and rolls a successful sneak versus
conditions with other airborne debris. The Gands’ his opponent’s Perception, the findsman’s strike
second layer of eye protection is an exceptionally cannot be dodged or parried. The Gand must
durable chitin that can endure substantial declare whether they are striking to injure or
punishment. For calculating damage, this outer immobilize the victim prior to making the attempt.
layer has the same Strength as the character. Move: 10/12
Findsman Ceremonies: Gands use elaborate and Size: 1.6-1.9 meters
arcane rituals to find prey. Whenever a Gand uses Source: Alien Encounters (page 56), Ultimate Alien
a ritual (which takes at least three hours) he gains Anthology (pages 62-63), Alien Anthology (pages
a +2D to track a target. 75-76), Scum and Villainy (pages 8-9)
Mist Vision: Having evolved on a mist-enshrouded
world, Gands receive a +2D advantage to Houk
Perception and relevant skills in environments Home Planet: Lijuter
obscured by smoke, fog, or other gases. Attribute Dice: 12D
Natural Armor: Gands have limited clavicular DEXTERITY 1D/3D
armor about their shoulders and neck, which KNOWLEDGE 1D/3D
provides +2 physical protection to that region (they MECHANICAL 1D/3D
are immune to nerve or pressure point strikes to PERCEPTION 1D/3D+1
the neck or shoulders.) STRENGTH 2D+1/5D+2
Regeneration: Many Gands-particularly those who TECHNICAL 1D/3D
have remained on their homeworld or are of one Story Factors:
of the very traditional sects- can regenerate lost Belligerence: For most
limbs. Once a day, a Gand must make a Strength Houk, violence is
or stamina roll: a Very Difficult roll results in 20 often the only means to
percent regeneration; a Difficult roll will result in 10 achieving a desired end.
percent regeneration, a Moderate roll will not assist Most Houk are generally
a Gand’s accelerated healing process, and the regarded as brutes who cannot be trusted.
character must wait until the next day to roll. Imperial Experiment Subjects: Many Houk have
Reserve Sleep: Most Gands need only a fraction of disappeared after being taken custody by Imperial
the sleep most living beings require. They can science teams.
“store” sleep for times when being unconscious is Move: 8/10
not desirable. As such, the Gand need not make Size: 2.0-2.6 meters tall
stamina rolls with the same frequency as most Source: Galaxy Guide 12 – Aliens: Enemies and
characters for purposes of determining the effects Allies (pages 41-43), Ultimate Alien Anthology
of sleep-deprivation. Unless otherwise stated, this (page 73), Scum and Villainy (pages 155-156)
is an assumed trait in a Gand.
Ultraviolet Vision: Gand can see in the ultraviolet
color spectrum.
Jawa Sppecial Abilitties:
Home Planett: Tatooine
H Musical
M Beakk: The Ryn c can play the eir perforate ed
Attribute Dicce: 12D beeaks like mu usical instrumments. Some e Ryn becom me
o adept that they can im mitate the ton nal language es
KNOWLEDGE E 1D/3D+1 off many droiids (R2 unitts, etc.). Th his requires a
MECHANICA AL 2D/4D+2 Moderate
M Peerception: M Musical instrruments sk kill
PERCEPTION N 1D/3D chheck, thou ugh a Ryn n will be unable to t
1D/2D+2 coommunicate e unless he knows the droid’sd binary
Special Abiliities: Musical
M ude: Ryn havve a talent fo
Aptitu or music, an nd
Technical Apttitude: ga
ain a +2 pip p bonus to a any skill rollls that involvve
A the time off
At music
m (singingg, playing insstruments, etc.).
character creeation only, Jawa chara acters receiive Prrehensile Tail: A Ryn can n use its long
g, strong tail to
2 for everry 1D they place in repair-orient
2D r ed grrip items orr individualss with both Strength an nd
Technical skills. Dexterity attriibutes equa al to the Ryyn’s own -1D D.
Story Factorss: Suupporting he eavy weightss with their tails
t is painfu
Trade Langu uage: Jawass have deve eloped a ve ery annd requires a Moderate stamina roll each roun nd
fllexible trad de langua age which is virtua ally paast the first when
w they aare supportin ng the weigh ht
unintelligible to other speecies - whenn Jawas want it off themselvess or another b being.
too be unintellligible. Sttory Factorss:
Move: 8/10 Baad Reputattion: Ryn are almosst universallly
Size: 0.8-1.2 meters
m tall deespised as thhieves and con-men.
Source: Alienn Encounterss (page 74), The Star Wa ars Odor:
O Ryn ha ave superstiitions regard ding person nal
Sourcebook (pages 75-77), Ultimate Alien hyygiene, wh hich leads them to possess a
Anthology (pages 80-81), Secrets of Tatooine chharacteristic odor that otthers find unpleasant.
(pages 11-12)), Gamer Ma agazine Issue 3 (pages 32-
3 Move:
M 10/12
3 Scum an
35), nd Villainy (p pages 9-10) Siize: Unlistedd (Medium)
Soource: Ultim mate Alien An nthology (pa ages 133-134 4),
Ryn Sccum and Villlainy (pages 10-11)


Home Plan
H net: Unkno own (belie
eved to be
H Planet: Toydaria
somewhere in i the Core)
e: 12D
Atttribute Dice
Attribute Dicce: 12D
M L 1D+2/4D+ +1
pecial Abilitties:
Force Resistance: Toydarians are resistant to Force Yrak Pootzck
powers that utilize the Sense skill, and receive a Home Planet: Uba IV
+3D bonus to any Perception or Control rolls made Attribute Dice: 12D
to resist these powers. Any Sense powers used DEXTERITY 2D/4D
against a Toydarian that do not grant a resistance KNOWLEDGE 1D+1/3D+2
roll have their Sense difficulty increased by +10. MECHANICAL 1D/3D
Move: 6/8 (Ground), 18/20 (Flight) PERCEPTION 1D+2/4D
Size: 0.9 to 1.5 meters tall STRENGTH 1D+2/3D+1
Source: Ultimate Alien Anthology (pages 164-165), TECHNICAL 1D+1/4D
Alien Anthology (pages 107-108), Scum and Villainy Special Abilities:
(pages 11-12) Increased Stamina: Due to the relatively low
oxygen content of the atmosphere of their
Ubese homeworld, yrak pootzck Ubese add +1D to their
staminawhen on worlds with Type I (breathable)
Move: 8/12
Size: 1.75-2.25 meters tall
Source: Alien Encounters (page 162), Shadows of
the Empire Sourcebook (pages 99-100), Ultimate
Alien Anthology (pages 172-174), Alien Anthology
(pages 108-110), Scum and Villainy (pages 12-13)

Home Planet: Wroona
Attribute Dice: 12D
“True” TECHNICAL 2D/3D+2
Home Planet: Uba IV Story Factors:
Attribute Dice: 12D Capricious: Wroonians
DEXTERITY 2D/4D+2 are rather spontaneous
KNOWLEDGE 1D/3D and carefree. They
MECHANICAL 1D/2D+2 sometimes do things
PERCEPTION 2D/4D+2 because they look like
STRENGTH 1D/3D fun, or seem
TECHNICAL 2D/4D challenging. Wroonians are infamous for taking up
Special Abilities: dares or wagers based on their spontaneous
Type II Atmosphere Breathing: “True Ubese” actions.
require adjusted breath masks to filter and breath Pursuit of Wealth: Wroonians are always
Type I atmospheres. Without the masks, Ubese concerned with their personal wealth and
suffer a -1D penalty to all skills and attributes. belongings. The more portable wealth they own,
Technical Aptitude: At the time of character the better. While they’re not overtly greedy, almost
creation only, “true Ubese” characters receive 2D everything they do centers around acquiring
for every 1D they place in Technicalskills. wealth and the prestige that accompanies it.
Survival: “True Ubese” get a +2D bonus to their Move: 10
survivalskill due to the harsh conditions they are Size: 1.7-2.2 meters tall
forced to endure on their homeworld. Source: Alien Encounters (page 107), Scum and
Move: 8/11 Villainy (page 156)
Size: 1.75-2.25 meters tall
X Ugly

Clutch Ugly
y Fighter

Crraft: Incom T-65B X-win ng-TIE Fighter

Craft: Custom
C m Modified TIE
T Fighter
Afffiliation: Geeneral
Affiliation: G
Erra: Rebellion n
Era: Rebellio on
Soource: Crac cken’s Thre eat Dossier (page 144 4),
Source: Scumm and Villainny (page 67)
cum and Villlainy (page 6 67)
Type: Space superiority starfighter
Tyype: Patchw work starfightter
Scale: Starfigghter
Sccale: Starfighhter
Length: 6.2 meters
Leength: 12.5 meters
Skill: Starfighhter piloting: TIE
Skkill: Starfightter piloting
Crew: 1
Crrew: 1 plus astromech
Crew Skill: Starfighter
S pilloting 4D, sta
arship gunne
Crrew Skill: Sttarfighter pilo oting 5D, staarship gunnery
3D+2, starshiip shields 2DD+2
D+2, starship p shields 3D
Cargo Capaccity: 25 kilograms
Caargo Capaciity: 110 kilog grams
Consumable es: 1 day
Coonsumabless: 1 week
Cost: 45,000 (used)
Coost: 60,000 (used)
Maneuverab bility: 3D+2
Multiplier: x1.5
Space: 6
Na av Compute er: Uses astro omech with 10 jumps
Atmosphere : 330; 900 km
M ility: 3D+1
Hull: 2D
Sppace: 9
Shields: 1D
Attmosphere: 365; 1,050 k kmh
H 4D
Passive: 15/0D
Shhields: 1D
Scan: 30/1D
Search: 50/2DD
Paassive: 25/1D D
Focus: 3/3D
Sccan: 50/1D
earch: 75/2D
Se D
2 Laser Cann nons (fire-lin
Foocus: 4/3D+1
F Arc: Fron
Fire nt
Skill: Starship p gunnery
4 Laser Cann nons (fire-link ked)
F Control: 2D
Fiire Arc: Frontt
Space Range: 1-5/15/25
kill: Starship gunnery
Atmosphere R
Range: 1-500
0/1.5/2.5 km
Fiire Control: 3D
Damage: 5D
pace Range: 1-3/12/25
on Cannon
F Arc: Fron
Fire nt Attmosphere Range:
R 100-30 00/1.2/2.5 km
Skill: Starship p gunnery Da amage: 6D
F Control: 1D
Space Range: 1-3/12/25
Atmosphere R
Range: 1-300
0/1.2/2.5 km
Damage: 3D
Corellian B-Wing “Ugly” Source: The Jedi Academy Sourcebook (pages
126-128), Scum and Villainy (page 125)
Type: Space superiority starfighter
Scale: Starfighter
Length: 14 meters
Skill: Starfighter piloting: Hornet
Crew: 1
Crew Skill: Starfighter piloting 4D, starship gunnery
Cargo Capacity: 80 kilograms
Consumables: 5 days
Craft: Average Corellian/B-wing “C-wing ugly” Cost: 75,000 (new), 32,000 (used)
Affiliation: General Maneuverability: 3D+2
Era: New Republic Space: 9
Source: Cracken’s Threat Dossier (page 140), Atmosphere: 400; 1,150 kmh
Scum and Villainy (page 66) Hull: 1D+2
Type: Patchwork starfighter Shields: 2D+2
Scale: Starfighter Sensors:
Length: 16.9 meters Passive: 20/0D
Skill: Starfighter piloting Scan: 40/1D
Crew: 1, gunners: 1 Search: 65/2D
Crew Skill: Starfighter piloting 5D, starship gunnery Focus: 3/3D
4D+2, starship shields 3D+1
Passengers: 6
Cargo Capacity: 65 kilograms
Consumables: 1 week
Cost: 110,000 credits
Hyperdrive Multiplier: x2
Nav Computer: Limited to two jumps
Maneuverability: 1D+1
Space: 6
Atmosphere: 330; 750 kmh
Hull: 2D
Shields: 2D Weapons:
Sensors: 2 Turbo-charged Laser Cannons (fire linked)*
Passive: 30/0D Fire Arc: Front
Scan: 50/1D Skill: Starship gunnery
Search: 75/2D Fire Control: 2D
Focus: 4/4D+1 Space Range: 1-4/14/27
Weapons: Atmosphere Range: 100-400/1.4/2.7 km
Anti-Infantry Turbolaser Cannon Damage: 10D
Fire Arc: Turret *Once fired more than three times in a dogfight,
Scale: Speeder the turbo-charged laser cannons rupture on a wild
Crew: 1 die roll of one, causing 6D damage to the ship
Skill: Vehicle blasters/starship gunnery itself.
Fire Control: 2D Alternate Weapon Configuration:
Space Range: 1-5/15/30 2 Laser Cannons (fire linked)
Atmosphere Range: 100-300/1.2/2.5 km Fire Arc: Front
Damage: 4D Skill: Starship gunnery
Fire Control: 1D
Hornet Interceptor Space Range: 1-3/15/25
Craft: Modified Tenloss Hornet Interceptor Atmosphere Range: 100-300/1.5/2.5 km
Affiliation: General Damage: 5D+2
Era: Rise of the Empire
Service Shu
uttle 23K Na av Compute er: Yes
Craft: Gallofrree Yards Service Shuttle
C e 23K Sppace: 4
Affiliation: G
General Attmosphere: 280; 800 km mh
Era: Rise of the
t Empire Hull:
H 5D
Source: Gala
axy Guide 7: Mos Eisley (pages 30-31), Shhields: 1D
Scum and Villlainy (page 98) Seensors:
Type: Orbitall service shu
uttle Paassive: 15/0DD
Scale: Starfig
ghter Sccan: 30/1D
Length: 18 meters
m earch: 45/2D
Se D
Skill: Space transports:
t Service Shuttlle 23K Foocus: 3/3D
Crew: 1 Weapons:
Crew Skill: Space
S transpo
orts 4D Laaser Cannon n
Passengers: 6* Fiire Arc: Turre
Cargo Capaccity: 1 metric c ton* kill: Starship gunnery
Consumable es: 1 day Fiire Control: 1D+2
Cost: 36,000 (new), 20,00 00 (used) pace Range: 1-3/12/25
Maneuverab bility: 1D Attmosphere Range:
R 00/1.2/2.5 km
100-30 m
Space: 2 Da amage: 4D
Atmosphere : 225; 650 km
Hull: 1D+1 Kazellis
K Ligh
ht Freighte
Passive: 10/1D
Scan: 15/1D+ +2
Search: 20/2D
Focus: 1/2D+ +2
Note: Service e shuttle can
n hold either passengers or

Gymsnor-3 Light Freig

Crraft: Kazelliss Corporationn Light Freigghter

Afffiliation: Geeneral
Erra: Rise of th
he Empire
ource: Stoc
So ck Ships (p pages 29-31 1), Pirates &
Prrivateers (paage 61), Scum m and Villainny (page 62)
ype: Light fre
Ty eighter
cale: Starfigh
Sc hter
Craft: CorelliiSpace Gymssnor-3 Freigh
C hter ength: 28 meters
Affiliation: G
General kill: Space trransports: Ka
Sk azellis freigh
Era: Rise of the
t Empire Crrew: 1, gunn ners: 1
Source: Piraates & Privatteers (pagess 62-63), Scu
um Crrew Skill: Va aries widely
a Villainy (page
and ( 62) assengers: 8
Type: Light frreighter Caargo Capaciity: 100 metrric tons
Scale: Starfig
ghter Coonsumabless: 2 months
Length: 34.1 meters Coost: 50,000 (new),
( 23,000
0 (used)
Skill: Space transports:
t G
Gymsnor-3 freeighter Hyperdrive
Multiplier: x2
Crew: 1 Hyperdrive
Backup: x12
Crew Skill: Varies
V widelyy Naav Compute er: Yes
Passengers: 4 Maneuverabi
M ility: 2D
Cargo Capaccity: 95 metrric tons pace: 5
Consumable es: 1 month Attmosphere: 350; 1,000 k kmh
Cost: 38,000 (new), 19,00 00 (used) Hull:
H 4D
Hyperdrive M
Multiplier: x
x2 hields: 2D
S Laaser Cannon n
Passive: 20/1D Fiire Arc: Turre
Scan: 50/2D Crrew: 1
Search: 70/2D
D+1 kill: Starship gunnery
Focus: 4/3D Fiire Control: 2D
Weapons: pace Range: 1-3/12/25
Quad Laser Cannon Attmosphere Range:
R 100-30
00/1.2/2.5 km
F Arc: Turret
Fire Da amage: 4D+ +1
Skill: Starship
p gunnery
F Control: 2D
Fire YT
T-1930 Light Freighte
Space Range: 1-3/12/25
Atmosphere R
Range: 100-3
300/1.2/2.5 km
Damage: 4D

YT-1250 Lig
ght Freightter

Craft: Corelllian Enginee

C ering Corporration YT-12
Affiliation: G
General Crraft: Corellian Engineerring Corpora ation YT-193
Era: Rise of the
t Empire tra
Source: Scumm and Villain ny (pages 64-65) Afffiliation: Geeneral
Type: Light frreighter Erra: Rebellionn
Scale: Starfig
ghter Soource: Wre etched Hives of Scum and Villain ny
Length: 35 meters
m page 98), Starships of the Galaxy
(p G Weeb
Skill: Space transports:
t Y
YT-1250 Ennhancementt (page 3), S Scum and Villainy
V (page
Crew: 2 644/66)
Crew Skill: Varies
V widelyy Tyype: Light freeighter
Passengers: 5 Sccale: Starfigh
Cargo Capaccity: 80 metrric tons Leength: 35 meters
Consumable es: 3 months Skkill: Space trransports: YT
Cost: 120,000 0 (new), 30,0 000 (used) Crrew: 2
Hyperdrive M
Multiplier: x
x2 Crrew Skill: Va aries widely
Hyperdrive B
Backup: x16
6 Paassengers: 6
N Compute
Nav er: Yes Caargo Capaciity: 200 metrric tons
Maneuverab bility: 1D Coonsumabless: 4 months
Space: 5 Coost: 110,000 (new), 50,00 00 (used)
Atmosphere : 280; 800 km
mh Hyperdrive
Multiplier: x22
Hull: 4D Hyperdrive
Backup: x12
Shields: 1D++1 Naav Compute er: Yes
Sensors: Maneuverabi
M ility: 1D+2
Passive: 10/0D Sppace: 6
Scan: 25/1D Attmosphere: 330; 950 km mh
Search: 40/2D
D Hull:
H 4D
Focus: 2/3D Shhields: 2D
S Weapons:
Passive: 10/0D 2 Ion Cannon ns (fire-linked)
Scan: 25/1D Fiire Arc: Frontt
Search: 40/2D
D kill: Starship gunnery
Focus: 2/3D Fiire Control: 3D
Weapons: pace Range: 1-3/7/36
Twin Heavy Laser
L Cannoon Attmosphere Range:
R 100-3000/700/3.6 km
F Arc: Turret
Fire Da amage: 4D
Crew: 1 (co-ppilot) 2 Double Lasser Cannonss (fire separa ately)
Skill: Starship
p gunnery Fiire Arc: Turre
F Control: 2D
Fire Crrew: 1 (or fro
om cockpit)
Space Range: 1-3/12/25 kill: Starship gunnery
Atmosphere R
Range: 100-3
300/1.2/2.5 km
m Fiire Control: 2D
2 (0D if firedd from cockp pit)
Damage: 4D pace Range: 1-3/12/25
Attmosphere Range:
R 100-3000/1.2/2.5 km
Conqueror Assault Sh
hip Da amage: 5D

Y164 Slave Transport


Crraft: Y164 Thhalassian Slaave Transporrt

Craft: Surron
C nian Conquerror-class Asssault Ship Afffiliation: Geeneral
Affiliation: G
General / Emppire Erra: Rise of th
he Empire
Era: Rebellioon Soource: Scum m and Villa ainy (page 127), Galax xy
Source: Pira
ates & Privatteers (pagess 74-75, Scu um Guide 9 - Frag gments from the Rim (pa age 7)
a Villainy (pages
and ( 62-64) Tyype: Medium m slave transsport
Type: Assault ship Sccale: Capitall
Scale: Starfig
ghter Leength: 90 meters
Length: 28 meters
m Skkill: Space trransports: Y1
164 slave tran
Skill: Space transports:
t C
Conqueror asssault ship Crrew: 13, gun nners: 2
Crew: 2, skelleton: 1/+5 Crrew Skill: Asstrogation 3DD+2, starship p gunnery 3D
Crew Skill: Varies,
V typicaally 3D-5D sp
pace transpo orts 4D
Passengers: 1 Paassengers: 12,400
1 (slave
Cargo Capaccity: 25 metrric tons Caargo Capaciity: 10 metric c tons
Consumable es: 1 month Coonsumabless: 1 month
Cost: 100,500 0 (new), 46,0 000 (used) Coost: 245,000 (new), 122,0 000 (used)
Hyperdrive M
Multiplier: x
x1 Hyperdrive
Multiplier: x33
Hyperdrive B
Backup: x10
0 Hyperdrive
Backup: x25
N Compute
Nav er: Yes Naav Compute er: Yes
Maneuverab bility: 2D Maneuverabi
M ility: 1D
Space: 7 Sppace: 1
Atmosphere : 350; 1,000 kmh
k Attmosphere: 210; 600 km mh
Hull: 4D Hull:
H 3D
Shields: 2D Shhields: 1D
Sensors: Seensors:
Passive: 20/1D Paassive: 10/0DD
Scan: 35/1D+ +1 Sccan: 25/1D
Search: 80/2DD+1 earch: 45/3D
Se D
Focus: 2/3D Foocus: 3/4D
Weapons: Fire Arc: 8 front, 8 left, 8 right
2 Quad Laser Cannons Crew: 3
Fire Arc: Turret Scale: Starfighter
Crew: 1 Skill: Starship gunnery
Scale: Starfighter Fire Control: 2D+2
Skill: Starship gunnery Space Range: 1-3/12/25
Fire Control: 2D Atmosphere Range: 200-600/2.4/5 km
Space Range: 1-3/12/25 Damage: 4D
Atmosphere: 100-300/1.2/2.5 km 2 Tractor Beam Projectors
Damage: 5D Fire Arc: Front
Crew: 10
Kaloth Battlecruiser Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-5/15/30
Damage: 4D
Carried Craft: 12 starfighters (typically uglies)

Craft: Kaloth-style Battlecruiser Errant Venture

Affiliation: Pirates
Era: Old Republic
Source: Scum and Villainy (page 126), Galaxy
Guide 9 - Fragments from the Rim (page 61)
Type: Modified archaic battlecruiser
Scale: Capital
Length: 307 meters
Skill: Capital ship piloting: Kaloth battlecruiser
Crew: 1,240, gunners: 224, skeleton: 540/+15
Craft: Heavily modified Kuat Drive Yards Imperial
Passengers: 75 (troops)
II Star Destroyer
Cargo Capacity: 6,540 metric tons
Affiliation: Booster Terrik (smuggler)
Consumables: 6 months
Era: New Republic
Cost: Not available for sale (estimated 1.3 million)
Source: The New Jedi Order Sourcebook (page
Hyperdrive Multiplier: x2.5
117), Scum and Villainy (pages 127-128)
Hyperdrive Backup: x18
Type: Star Destroyer
Nav Computer: Yes
Scale: Capital
Maneuverability: 1D
Length: 1,600 meters
Space: 6
Skill: Capital ship piloting: Star Destroyer
Atmosphere: 330; 950 km/h
Crew: 4,780
Hull: 5D
Crew Skill: All appropriate skills at 4D
Shields: 1D+2
Passengers: 30,000
Cargo Capacity: 49,000 metric tons
Passive: 40/1D
Consumables: 5 years
Scan: 80/2D
Cost: Not for sale (estimated value is 145 million
Search: 100/3D
Focus: 5/4D
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
44 Turbolaser Batteries
Nav Computer: Yes
Fire Arc: 10 front, 15 left, 15 right, 4 back
Maneuverability: 1D
Crew: 3
Space: 6
Skill: Capital ship gunnery
Hull: 7D+1
Fire Control: 3D
Shields: 2D+2
Space Range: 3-15/35/75
Atmosphere Range: 700-3/7/15 km
Passive: 50/1D
Damage: 3D+2
Scan: 100/3D
24 Laser Cannons
Search: 200/4D
Focus: 6/4D+
F +2
1 Turbolase
10 ers
F Arc: 4 right, 4 left, 2 frront
Skill: Capital ship gunneryy
F Control: 4D
Space Range: 3-15/36/75
Atmosphere R
Range: 6-30//72/150 km
Damage: 5D
1 Ion Canno
10 ons
F Arc: 4 right, 4 left, 2 frront
Skill: Capital ship gunneryy
F Control: 4D
Space Range: 1-10/25/50
Atmosphere R
Range: 2-20//50/100 km
Damage: 4D
2 Tractor Beams
F Arc: Fron
Fire nt Hyperdrive
Multiplier: x6
Skill: Capital ship gunneryy Na av Compute er: Yes
F Control: 4D
Fire Sppace: 1
Space Range: 1-5/15/30 Hull:
H 10D
Atmosphere R
Range: 2-10//30/60 km Shhields: 4D
Damage: 6D Seensors:
Paassive: 30/0DD
StarForge S
Station Sccan: 40/1D
Craft: Asteroid-based spa
C ace station earch: 50/1D
Se D+2
Affiliation: G
General Foocus: 2/2D
Era: Old Reppublic Weapons:
Source: Scumm and Villainny (pages 1229-130), Pirattes 5 Turbolaserr Batteries
& Privateers (pages
( 110-1
113) Fiire Arc: Turre
Type: Planeto oid station kill: Capital ship
Sk s gunneryy
Scale: Capitaal Fiire Control: 2D
Crew: 1,850 pace Range: 3-15/36/75
Passengers: 10,000 Attmosphere Range:
R 6-30/7
72/150 km
Cargo Capaccity: 25 millio
on metric tonns Da amage: 7D
Consumable es: Unlimitedd Caarried Craftt: 600 starfigh
hters, 60 spa
ace transportts,
Cost: Not avvailable for sale (some etimes lost in upp to a dozenn bulk freighters.
sabacc game es to cover bets
b of 1,000
0,000 credits or
Droids Eqquipped Wiith:
3 claw appen ndages
K-Series Spa
aceport Co
ontrol Droid
d -R
Repulsorlift engine
Type: Indusstrial Autom
T maton K-seriies Spacepo ort
M 10 (hovver)
Control Droidd
Siize: 1.2 meteer tall
Coost: 7,300 crredits
Soource: Scum m and Villainyy (page 96)
Bureacuracy 6D, languagges 6D, plan netary system
MECHANICA AL 2D 11-17 Minin
ng Droid
Communicat tions 3D, spa
ace transportts 4D
Command 3D
Computer p
programmin ng/repair 6D D, machine ery
epair 5D, spaace transporrt repair 5D
Equipped W
Walking loco omotion
2 hand appe endages
Equipment: Comlink, daatapad
Move: 10 Tyype: Roche 11-17 Series Mining Droid d
Size: Tall DEXTERITY 2D 2
Cost: 5,500 credits Ennergy weapo ons 3D, meleee combat 2D D+2
Source: Scumm and Villain
ny (page 96) KNNOWLEDGE E 2D
Sccholar: geoloogy 4D
R Pilot Dro
M L 1D
Seearch 5D
Cllimbing 4D+ +2
Coomputer pro ogramming/rrepair 2D+2
Eqquipped Wiith:
Quadanium shell
s (+1D pphysical, +1 energy)
mproved sen nsors (+2 to search, infra
ared vision)
Two tool app pendages
2 fusion lante
Retractable grasper
g arm
Buzzsaw (2D D damage, usses melee co ombat skill)
Heavy plasm ma jet (7D, usses energy weapons
w skiill,
Type: Industrrial Automatton RX-seriess Pilot Droid
T beeam is 6 meters long by 3 meters wid de)
Blowtorch (3 3D damage e, uses ene ergy weapon ns
Planetary systems 4D Move:
M 7
MECHANICA AL 3D Siize: 1 meter tall, 1 meterr long
Astrogation 4D, capita
al ship piiloting 4D+ +2, Coost: 3,500 (n
new), 2,650 ((used)
reepulsorlift operation
o 4
4D, space transports
t 5
5D, Soource: Scum m and Villainyy (page 156))
starship gunn nery 3D+2
Computer programminng/repair 3D+2,
3 spa
trransports reppair 3D
8D8 Smelte
er Droid J9
9 Worker Drone

Type: Roche 8D8 Smeltin

T ng Operator
Machinery opperation 4D Tyype: Roche J9J Worker D Drone
Stamina 6D Allien species 5D+1, bure eaucracy 5D++2, languagees
Equipped W
M L 1D
Humanoid bodyb (two arm
ms, two legss, head) PEERCEPTION N 3D
Vocabulator Baargain 4D+2 2, sneak 4D
Heat-resistan nt durasteel molecularlyy bonded with STTRENGTH 1D
kevlex chasssis (+1D against
a physsical damag
4,000 degreess resistance)) Se
ecurity 5D+1 1
Protected photorecepto
p ors (-1D too search pllus Eqquipped Wiith:
nfrared vision) -T
Two photo oreceptors/video senso ors (Verpin ne
Move: 7 ra
Size: 1.65 me eters tall -B
Bipedal locom motion
Cost: 2,500 (nnew), 1,800 (used) -O
Olfactory sennsors (+1D too odor-based
d search rollss)
Source: Scum m and Villain
ny (page 157
7) -A
Arjan vocabu ulator
TransLang III Communic cations moddule (+2D to t
M 10
Siize: 1.9 meteers
Coost: 1,200 (n
new), 900 (ussed)
Soource: Cyna abar’s Fantasstic Technollogy – Droid
Thhe DarkStryd der Campaiggn - Boxed Set
S (page 86 6),
d220 Core Rule ebook (page e 375), Scum
m and Villain
page 157)
Creature s

Spice Spide

Brrawling: bite
e 4D
pecial Abilitties:
Biite: STR+1 damage.
Type: Subterrranean pred
T dator Accid Spray: Onnce per day, a Nadir spider can spew w
Planet of Oriigin: Kessel a jet of highlly corrosive acid with a range of 10 1
DEXTERITY 1D meters.
m The victim
v sufferrs 3D acid damage
d every
PERCEPTION N 8D ound until it’s washed offf or treated (Easy first aiid
Search 9D with
w a medpa ac).
4D Move:
M 20 (waalking or clim
Brawling: imp pale 5D , sta
amina 6D+2 eters wide
Siize: 1.6-3 me
Special Abiliities: ource: Scum
So m and Villainyy (page 184))
mpaling: The spice spid
Im der can impa ale its prey on
one of its hundreds
h o dagger-lik
of ke legs. Ea ach Comet Myno
mpalement causes ST TR+1D dam mage, plus an Ty ype: Parasitte
additional + damage per turn frrom addtion
+2 nal DEXTERITY 3D 3
ostling. A character
c m
must make an opposed PE ERCEPTION N 1D
Strength roll to
t break freee. STTRENGTH 1D
Drain Energyy: The spice e spider feed
ds by draining Sppecial Abilitties:
energy from living beingss. Each impa aled charactter Ennergy Drain n: survive b by draining energy from m
akes 1D dam mage per tu urn from havving his or her
h sttarships.
energy draine ed. Fllight: Mynock ks who drainn enough energy can fly.
Move: 15 Siilicon life forrms: Silicon--based life fo
orms and ca
Size: 2.4-6.8 meters
m wide e su
urvive in th he vacuum m of space, but unlik ke
Source: en Anthologyy (pages 45--46), The Je
Alie edi coommon Myynock are a also able to t survive in
Academy Soourcebook (p pages 123-124), Geonosis attmosphere.
and the Oute er Rim Worrlds (page 85),
8 Scum an nd Move:
M pace units pe
9, 1 (sp er turn)
Villainy (page e 184) Siize: 1.5 mete ers wide, 0.5 meters tall
Soource: Scum m and Villainyy (page 219))
Nadir Spide
Type: Asteroid predator
Planet 376
of Oriigin: Resh 93
Thrown weap pons: acid sp
pray 4D+2
Search 6D, sn
neak 6D+1
Equipment Upgrading armor undergoes this change it simply becomes
bulkier, and increases the Dexterity penalty by 2
Beyond the modifications listed on pages 60-62 of
pips. Weapons that are increased in size incur a
the Star Wars Roleplaying Game Second Edition
+2 to the weapon’s difficulty. No piece of gear can
Revised and Expanded, as well as other
gain more than one upgrade slot by increasing size.
supplements, gear can be modified with various
upgrades. Any stock piece of equipment usually
has one standard upgrade slot left by the Universal Upgrades:
manufacturer. The following upgrades may be added to weapons,
armor, or any piece of gear such as datapads,
Gaining upgrade slots: glowrods, etc. (unless otherwise specified in the
To gain additional upgrade slots you may either upgrade’s description).
strip a piece of gear, or increase the size of its
housing. Cheater
Skill: computer programming/repair (to install)
Stripping gear: Difficulty: to install: Moderate
Stripping gear requires a eight hours, and Cost: 500
Moderate Technical roll or associated skill roll (i.e., Availability: 2, X
blaster repair, armor repair, computer Upgrade slot cost: 1
programming/repair, etc.). Also, there is a Game Notes: Cheaters are devices that aid in
materials cost of 50% of the original item cost. If games of chance, often installed in comlinks,
the skill roll fails, then the gear is not successfully credit chips, or sabbac cards. They add +2 to any
stripped, and it no longer functions properly. The gambling roll. However, each use of a cheater
character may make another attempt to restore the requires a hide roll versus an opponent’s
gear to working order and strip it requiring an Perception check. Further, anyone who beats the
additional one hour of work and an additional cost character’s gambling roll by 10 or more, realizes
with a Moderate difficulty. A successful attempt at that the character is cheating, though they may not
stripping the gear allows for a single upgrade slot. realize how. Such NPCs will likely demand to
search the character, or relieve the character of
Stripping weapons: their equipment, possessions, or breathing
Weapons can be stripped in one of five ways privileges.
Damage: Reduce the damage by -1D. Source: Scum and Villainy (page 40)
Range: Reduce the range by 10%
Design: The design of the weapon can be Cloaked
modified so that it greatly varies from its original Skill: computer programming/repair (to install)
intended operation. The difficulty of the weapon Difficulty: to install: Moderate
would then increase by +5. Cost: 750
Stun Setting: A weapon with a stun setting may Availability: 2, F
have that function removed to gain an upgrade Upgrade slot cost: 1
slot. Game Notes: Cloaking a piece of equipment
installs sensor baffles to distort the equipments
Stripping armor: energy signatures. Also, the equipment itself is
Armor may be stripped in one of two ways modified to be more camouflaged, or allow it to be
Defensive materials: Armor can have sections of hidden in a more inconspicuous location on the
defensive padding and some rigid materials body. Anyone attempting to search a character
removed. Doing so will reduce the armor’s with a cloaked piece of equipment receives a -
physical damage resistance by -2, and its energy 1D+2 penalty to their search or sensors roll to
resistance by -1 detect the equipment. Note that even cloaked
Joint bracing: Armor generally makes use of equipment is obvious when it is in use. Armor
more fragile, but more flexible material to cover given a cloaked upgrade does not assist in sneak
the joints. Such joint materials can be removed rolls, but only provides a bonus to conceal the
and replaced with more rigid materials to house armor and make it less conspicuous or appear as
the upgrade components. The armor maintains its normal clothing.
defensive abilities by the Dexterity penalties Source: Scum and Villainy (page 40)
increase by 2 pips.
Equipment size: Skill: droid repair (to install)
A piece of gear may receive an upgrade point by Difficulty: to install: Difficult
increasing its size. By changing the housing of the Cost: 2,000
datapad, blaster, etc., the equipment cost is now Availability: 3, F
doubled. However, increasing the size has no Upgrade slot cost: 2
bearing on the effectiveness of the equipment. If Game Notes: Droidification is a lengthy and
involved process of turning a normal piece of gear
into a functioning droid. The modified equipment
can either act as a droid with access to the Electrograpple Handle
equipment from which it was built, or it may Skill: computer programming/repair or blaster
conceal itself as a normal piece of equipment. repair (to install)
While being concealed as normal equipment, it Difficulty: to install: Moderate
requires a Difficult Perception or search check to Cost: 1,000
recognize that the equipment is unusual. Availability: 2, F
The droidefied equipment uses the following Upgrade slot cost: 1
statistics: Game Notes: An electrograpple handle is
DEXTERITY 1D+1 essentially a magnetized section of the equipment
KNOWLEDGE 1D that is designed to fly towards a specially attuned
MECHANICAL 1D grapple gauntlet (the cost of which is included in
PERCEPTION 1D the upgrade). A pice of equipment with an
Search 2D electrograpple handle can be retrieved by a
STRENGTH 1D character wearing the attuned grapple gauntlet as
TECHNICAL 1D an action, so long as the item is within 6 meters. If
Equipped With: the equipment is held or strapped down then the
-One photoreceptor gauntlet allows a Strength check of 3D to rip it free.
-One auditory receptors This type of upgrade is most often used on
Story Factors: weaponry, whereby a character may throw down a
Basic Programming: programmed only for the weapon to prove he is disarmed, and then retrieve
most menial or basic of tasks. Such his weapon.
programming is often out of place in other Source: Scum and Villainy (page 41)
settings where more specialized droids would
be used, such as starship engineering bays, Environmental Sealing
medical suites and battlefields. They can be Skill: computer programming/repair or blaster
upgraded with improved programming and repair (to install)
more attachments and equipments at an Difficulty: to install: Moderate
additional cost. Cost: 400
Restricted Vocabulary: The basic unit can only Availability: 2
reply with the words “affirmative” or Upgrade slot cost: 1
“negative”, despite any question asked or Game Notes: Environmental sealing places
situation encountered. gaskets, coatings, nonreactive materials, and seals
Move: 4 throughout a piece of equipment to ensure that it
Size: Varies does not fail because of certain environmental
The droidefied equipment may have an added conditions. The equipment may work normally
+1D to a single skill that is specifically associated after being placed in a vacuum, underwater, after
with its use. For example, a droidefied datapad being packed with sand, or in a snowstorm. It
may gain a +1D to computer programming/repair. does not take damage from corrosive or toxic
Only equipment can be droidefied. Armor, atmospheres, extreme temperatures, radiation, or
vehicles, and weapons may not be droidefied. most building fires (the equipment is not immune
Source: Scum and Villainy (page 40) to fire-based damage, explosions, or attack).
Source: Scum and Villainy (page 41)
Dual Gear
Skill: computer programming/repair or blaster Extra Power Source
repair (to install) Skill: computer programming/repair or blaster
Difficulty: to install: Moderate repair (to install)
Cost: 1,000 Difficulty: to install: Moderate
Availability: 1 Cost: 200
Upgrade slot cost: 1 Availability: 1
Game Notes: One piece of equipment can be hard Upgrade slot cost: 1
wired into another piece of equipment as an Game Notes: An extra power source will allow a
upgrade. However, it is impossible to place a device to function twice as long as it normally
larger piece of gear into a smaller piece (you may would. If it is a weapon that exclusively uses
not cram an E-Web blaster into a lightsaber). Dual power packs (and not blaster gas), then it may be
gear may function as either component piece fired twice as many times without a recharge. It is
without penalty. For example, a glowrod and possible to perform this modification more than
blaster may either shoot or illuminate. However, it once. Each time the cost of the additional upgrade
may not perform both functions simultaneously. is the same.
You must pay full price for both pieces of gear that Source: Scum and Villainy (page 41)
you are combining into a single piece of dual gear.
Source: Scum and Villainy (page 41)
Memory Upgrade Remote Activation
Skill: computer programming/repair (to install) Skill: computer programming/repair or blaster
Difficulty: to install: Moderate repair (to install)
Cost: 4,000 Difficulty: to install: Easy
Availability: 2 Cost: 500
Upgrade slot cost: 1 Availability: 1
Game Notes: Any piece of gear that has databanks Upgrade slot cost: 0
can increase its storage capacity. The basic Game Notes: This upgrade allows a piece of
memory can be doubled by this upgrade. An equipment to be activated with a signal from a
advanced upgrade is also available that quadruples comlink or similar device. Though this is usually
the storage space. The advanced memory associated with explosives or security systems, a
upgrade doubles the number of upgrade points, remote activator can be used to activate a droid, a
requires is Very Difficult to install, and costs 16,000. fusion lantern, or other such devices. It can also
This upgrade may not be used on droids, as they set a computer to start running a certain program,
have different upgrade guidelines available in or start a holoprojector to start playing a particular
Cynabar’s Fantastic Technology. recording. Activating the remote is one action
Source: Scum and Villainy (page 41) (which includes entering the activation command
code) per piece of gear activated. The range of the
Miniaturized activation is determined by the comlink or other
Skill: computer programming/repair or appropriate communication device used. Any comlink can be
weapon repair skill (to install) used to activate the equipment, sending a signal
Difficulty: to install: Moderate with a specific doe along al specific frequency. A
Cost: 500 character who is aware of the remote activation
Availability: 2 can attempt to find the frequency with a Very
Upgrade slot cost: 1 Difficult security roll.
Game Notes: Equipment with the miniaturized Source: Scum and Villainy (page 41)
upgrade weighs half as much. A melee weapon
that is miniaturized has its damage reduced by 1D. Secret Compartment
Source: Scum and Villainy (page 41) Skill: computer programming/repair (to install)
Difficulty: to install: Moderate
Miniaturized Cost: 600
Skill: computer programming/repair or blaster Availability: 2
repair (to install) Upgrade slot cost: 1
Difficulty: to install: Moderate Game Notes: Like storage capacity (see below),
Cost: 500 this upgrade allows a piece of equipment to carry a
Availability: 2 smaller piece of gear within it. However, the gear
Upgrade slot cost: 1 carried within the compartment is concealed. It
Game Notes: Equipment with the miniaturized takes a Very Difficult Perception or search roll to
upgrade weighs half as much. A melee weapon notice the compartment.
that is miniaturized has its damage reduced by 1D. Source: Scum and Villainy (pages 41-42)
Source: Scum and Villainy (page 41)
Recognition System Skill: computer programming/repair, melee
Skill: computer programming/repair or blaster weapons repair, armor repair, or blaster repair
repair (to install) Difficulty: to install: Moderate
Difficulty: to install: Moderate Cost: 2,500
Cost: 200 Availability: 2
Availability: 2 Upgrade slot cost: 1
Upgrade slot cost: 1 Game Notes: Silverplate is a tough chroming
Game Notes: Equipment with a recognition system process that adds a layer of material (usually a
can identify its owner and will not function for dallorian alloy) over the surface of a piece of
anyone else. Fooling a recognition system takes equipment. In addition to giving the gear a stylish
one minute and a Very Difficult computer look, it also adds a +1D to the body strength of the
programming/repair roll. The owner of the item. The silverplate may be applied to weapons,
equipment with this upgrade can deactivate it as general equipment, and armor. Any silverplate
an action before passing it to an ally. Optionally, applied to armor does not grant any additional
the recognition system can have a code phrase armor bonus to the wearer, but only preserves the
that allows anyone to deactivate it. functionality of the armor when taking damage.
Source: Scum and Villainy (page 41) Likewise, it protects against damage that is
targeting the armor itself, and not the wearer (such
as when the armor may have been removed).
Source: Scum and Villainy (page 42)
Spring Loaded again after the move. If the bipod is used for one
Skill: computer programming/repair or blaster round of aiming, the character receives and
repair (to install) additional +1D to blaster.
Difficulty: to install: Moderate Source: Scum and Villainy (page 43)
Cost: 300
Availability: 2 Double Trigger
Upgrade slot cost: 1 Skill: blaster repair (to install)
Game Notes: Any equipment that is designed to be Difficulty: to install: Easy
held in a single hand can be spring-loaded. Cost: 800
Readying a spring-loaded piece of equipment Availability: 2
Source: Scum and Villainy (page 42) Upgrade slot cost: 0
Game Notes: A weapon with a double trigger may
Storage Capacity treat one trigger as a safety, with the second trigger
Skill: computer programming/repair or blaster being a hair-trigger that fires with the minutest
repair (to install) pressure. Weapons with a double trigger gain an
Difficulty: to install: Easy additional +2 when aimed.
Cost: 100 Source: Scum and Villainy (page 43)
Availability: 1
Upgrade slot cost: 0 Ion Charger
Game Notes: The upgrade allows gear to carry Skill: melee weapon repair (to install)
smaller items of gear within or on it. However, this Difficulty: to install: Moderate
is an obvious compartment and offers no Cost: 3,000
concealment. Equipment with the storage Availability: 2, F
capacity upgrade can hold multiple items that are Upgrade slot cost: 1
reasonably smaller than the piece of gear, insofar Game Notes: An ion charger encases a melee
as the total weight is less than the equipment with weapon with an ion field that flares in strength
the storage capacity. when the weapon strikes a target. This causes the
Source: Scum and Villainy (page 42) weapon to deal 3D of ion damage in addition to its
physical damage.
Source: Scum and Villainy (page 43)
Weapon Upgrades
Ion Charger
Bayonet Ring Skill: melee weapon repair (to install)
Skill: appropriate weapon repair roll (to install) Difficulty: to install: Moderate
Difficulty: to install: Easy Cost: 3,000
Cost: 100% of weapon cost Availability: 2, F
Availability: 1 Upgrade slot cost: 1
Upgrade slot cost: 0 Game Notes: An ion charger encases a melee
Game Notes: A bayonet ring is a simple ring weapon with an ion field that flares in strength
attached to a small melee weapon (such as a when the weapon strikes a target. This causes the
vibrodagger or knife). The weapon cannot have a weapon to deal 3D of ion damage in addition to its
bipod or required to have any sort of mount while physical damage.
in use. The most common combination is to use a Source: Scum and Villainy (page 43)
vibrodagger on a balster rifle, however it is possible
to have combinations such as s stun baton on a Missile Load
grenade launcher. The melee weapon’s damage Skill: demolitions (to install)
increases by +2 when used as a bayonet. Difficulty: to install: Moderate
Mounting or removing the melee weapon counts Cost: 3,000
as an action. Availability: 2, X
Source: Scum and Villainy (page 42) Upgrade slot cost: 1
Game Notes: A missile load involves dismantling a
Bipod standard thrown grenade and converting it into an
Skill: blaster repair (to install) explosive that can be launched from a missile
Difficulty: to install: Easy launcher. This allows the grenade to keep its
Cost: 100 normal blast radius, but increases its damage by
Availability: 2 50%. A converted grenade may not be thrown after
Upgrade slot cost: 0 this modification.
Game Notes: A bipod is a two-legged attachment Source: Scum and Villainy (page 43)
that allows the barrel to be steadied while firing.
Preparing the bipod for use counts as an action. Neutronium Reinforcement
Should a character move once the bipod has been Skill: melee weapon repair (to install)
readied, then the bipod must be readied for use Difficulty: to install: Moderate
Cost: 250 a target at medium range has a standard difficulty
Availability: 2, F of Easy, and all targets at long range have a
Upgrade slot cost: 1 difficulty of Moderate when the weapon is aimed
Game Notes: Neutronium is a heavy alloy that is for one round.
most often used to make armor and to reinforce Source: Scum and Villainy (page 43)
starship hulls. However, it can be used to harden a
cutting surface of a melee weapon. Any melee Rapid Recycler
weapon that receives a neutronium reinforcement Skill: blaster repair (to install)
gains an additional +2 damage as well as +1D to Difficulty: to install: Moderate
its body strength. Cost: 500
Source: Scum and Villainy (page 43) Availability: 2, F
Upgrade slot cost: 1
Overload Switch Game Notes: A blaster with a rapid recycler allows
Skill: blaster repair (to install) the blaster to fire a three-shot burst with each
Difficulty: to install: Moderate trigger squeeze. For each successful blaster roll,
Cost: 3,000 instead of rolling damage once, the rapid recycler
Availability: 2, X allows a character to make three damage rolls.
Upgrade slot cost: 1 The initial damage follows the weapon’s standard
Game Notes: An overload switch allows an energy damage roll. The additional two damage rolls have
weapon to build a feedback loop that causes it to a standard damage of 3D+2.
explode. When activated (as an action), the Source: Scum and Villainy (page 44)
weapon becomes an improvised grenade.
Calculate the damage of the blast based on the Retractable Stock
damage code of the weapon. (Let X represent the Skill: blaster repair (to install)
damage of the weapon, and calculate from that as Difficulty: to install: Easy
a base.) Cost: 500
Damage: X+1D/X/X-1D/X-2D Availability: 2
Blast Radius: 02/4/6/10 Upgrade slot cost: 0
Example: If a character puts an overload switch on Game Notes: When a retractable stock is in use,
a heavy blaster pistol with a damage of 5D, then the character gains a +1D bonus to his or her
the damage would be 6D/5D/4D/3D. blaster roll when aiming for one round. (If the
Source: Scum and Villainy (page 43) retractable stock is used to upgrade a blaster pistol,
the pistol then requires 1 upgrade slot and is
Pulse Charger Moderate to install.)
Skill: blaster repair (to install) Source: Scum and Villainy (page 44)
Difficulty: to install: Moderate
Cost: 2,000 Slinker
Availability: 3, X Skill: firearm repair (to install)
Upgrade slot cost: 1 Difficulty: to install: Moderate
Game Notes: A pulse charger forces more blaster Cost: 1000
gas and power through a blaster’s blast chamber Availability: 2, F
on any given shot. When a blaster has this upgrade Upgrade slot cost: 1
it gains a +1 for every D the blaster has in its Game Notes: Slinkers may only be installed on a
damage code. Example: a blaster with 5D damage slugthrower or other projectile weapon. Once a
would then roll 5D damage, and then add +5 to weapon has a slinker installed, it no longer fires
the roll. The additional damage comes at a cost. normal ammunition, and slinker ammunition
First, the blaster is no longer as accurate, and doubles the ammo cost. Slinkers are equipped
incurs a -1 penalty to the character’s blaster roll for with simple sensors and targeting computers.
every 2D of damage, rounded up (i.e., a 5D blaster Sliniker ammunition is programmed to fly around
would incur a -3 penalty). Second, the blaster uses obstacles to strike targets. In game terms, any
its ammunition twice as fast as before. target that has cover does not receive a bonus for
Source: Scum and Villainy (page 43) being under cover to avoid an attack. However,
this does not apply to targets that have total cover.
Rangefinder Source: Scum and Villainy (page 44)
Skill: blaster repair (to install)
Difficulty: to install: Moderate Targeting Scope
Cost: 200 Skill: blaster repair (to install)
Availability: 2, F Difficulty: to install: Easy
Upgrade slot cost: 1 Cost: 100
Game Notes: All ranged weapons with a Availability: 1
rangefinder installed may decrease the difficulty of Upgrade slot cost: 0
firing at medium and long range. All shots made at
Game Notes: A character receives a +1D bonus for Diagnostics System
aiming for a full round when using a targeting Skill: armor repair (to install)
scope. Difficulty: to install: Moderate
Source: Scum and Villainy (page 44) Cost: 500
Availability: 1
Low Light Targeting Scope Upgrade slot cost: 1
Skill: blaster repair (to install) Game Notes: The diagnostics system is a set of
Difficulty: to install: Easy sensor packages that allows the user to monitor
Cost: 1000 any damage done to the armor. As a result of the
Availability: 2 information in the damage report, the character
Upgrade slot cost: 0 receives a +2 bonus to any armor repair rolls to
Game Notes: A character receives a +1D bonus for repair the damaged armor. Further, this bonus will
aiming for a full round when using a targeting also apply to any first aid rolls to any damage the
scope. A low light scope ignores all penalties from character has taken while wearing the armor.
darkness. Source: Scum and Villainy (page 45)
Source: Scum and Villainy (page 44)
Environmental Systems
Skill: armor repair (to install)
Armor upgrades Difficulty: to install: Moderate
Cost: 600
Aquatic Adaptation Availability: 2
Skill: armor repair (to install) Upgrade slot cost: 1
Difficulty: to install: Moderate Game Notes: The internal survival systems provide
Cost: 500 either hot-weather resistance or cold-weather
Availability: 2 resistance. In order to receive protection against
Upgrade slot cost: 1 both hot and cold weather, the wearer would need
Game Notes: These are gaskets and pressure to install both as separate upgrades. The
adaptations that allow the armor to function at protection systems can provide the ability to avoid
deep sea depths. Also, the aquatic adaptation all ill effects from temperature extremes from as
allows for breathable air to be separated from the low as -30ºC to as high as 100º C.
components of water. Further, armor is adapted Source: Scum and Villainy (page 45)
with small maneuvering jets that provide a +1D
bonus to all swimming rolls. Gyros
Source: Scum and Villainy (page 45) Skill: armor repair (to install)
Difficulty: to install: Moderate
Armorplast Cost: 250
Skill: armor repair (to install) Availability: 2
Difficulty: to install: Easy Upgrade slot cost: 1
Cost: 900 Game Notes: The gyros provide a stabilizing
Availability: 3 element for anyone utilizing this upgrade. The
Upgrade slot cost: 0 gyros provide a +1D+2 bonus to avoid falling or
Game Notes: The armorplast adaptation replaces being knocked prone.
the normal protective plates. The armorplast is Source: Scum and Villainy (page 46)
lightweight and much less encumbering. An armor
receiving the armorplast upgrade, reduces its Helmet Package
Dexterity penalty by two pips. This cannot reduce Skill: armor repair (to install)
the Dexterity penalty lower than 0. Difficulty: to install: Easy
Source: Scum and Villainy (page 45) Cost: 4000
Availability: 2
Climbing Claws Upgrade slot cost: 0
Skill: armor repair (to install) Game Notes: When a helmet is equipped with a
Difficulty: to install: Moderate helmet sensor package, it provides two
Cost: 200 advantages. First, it provides a +2D bonus to all
Availability: 2 Perception checks in low light environments.
Upgrade slot cost: 1 Second, it provides a hands-free internal comlink.
Game Notes: These retractable claws are mounted Source: Scum and Villainy (page 46)
on the arms and legs, and enhances the climbing
skill by +1D. Additionally, these claws may be Holoshroud
used as impromptu weapons. When a character Skill: armor repair (to install)
makes a successful brawling attack with the Difficulty: to install: Moderate
climbing claws, they do STR+1D damage. Cost: 5000
Source: Scum and Villainy (page 45) Availability: X, R
Upgrade slot cost: 1 Internal Generator
Game Notes: A holoshroud package contains a Skill: armor repair (to install)
series of holographic projectors at key points of the Difficulty: to install: Moderate
armor. The projectors create a holographic image Cost: 1000
that moves as the armor moves, making the Availability: 2
illusion difficult to penetrate. The holographic Upgrade slot cost: 1
image must be the same approximate size and Game Notes: An internal generator allows
shape of the armor. Though the holoshroud can integrated equipment or other upgrades to have a
only store one image at a time, the image can be near continuous reserve of power from a
changed with a Moderate computer miniaturized portable fusion generator. However,
programming/repair roll and an hour of work. the largest drawback to this upgrade is its
Though the holoshroud may aid in hiding objects unmistakable power signature. Anyone making a
underneath the image (a +2D to all hide rolls), it sensors roll, or using any hand-held or vehicle
will not withstand scrutiny. If anyone studies the scanners will gain a +2D to detect a character with
image for an entire round, they may make a this upgrade.
Moderate Perception or search roll to detect that Source: Scum and Villainy (page 46)
the image is a deception. Further, the holoshroud
has no substance and cannot provide any tactile, Jump Servos
auditory, or olfactory sensations. The holoshroud Skill: armor repair (to install)
contains enough power for an entire hour of Difficulty: to install: Moderate
concealment. However, this may be extended by Cost: 100
upgrading the armor further with an additional Availability: 1
power pack. Upgrade slot cost: 1
Source: Scum and Villainy (page 46) Game Notes: Servos installed into key areas of the
armor allows for a slight advantage in making
Integrated Equipment jumps. A character whose armor has this upgrade
Skill: armor repair (to install) receives an added +2 to all jumping rolls.
Difficulty: to install: Moderate Source: Scum and Villainy (page 46)
Cost: 200 for 1 piece of equipment, 500 for 2, 1,000
for 5 Powered Exoskeleton
Availability: 2 Skill: armor repair (to install)
Upgrade slot cost: 1 Difficulty: to install: Difficult
Game Notes: Integrated equipment attaches Cost: 4,000
another piece of equipment to the armor. The Availability: 2, F
equipment must be significantly smaller than the Upgrade slot cost: 2
armor itself (i.e, one could attach a datapad or Game Notes: This upgrade modifies the nature of
macrobinoculars, though not a refresher booth). the armor, and converts it into a powersuit, which
Some weapons such as small blasters or vibro will then require the powersuit operation skill. The
knives may be integrated into the armor. The conversion adds +2 to all Strength based skill rolls.
equipment is constantly ready for use and need not Source: Scum and Villainy (page 46)
be drawn or prepared before being used. Once
the suit has been outfitted for integrated Radiation Shielding
equipment, it becomes easier to add additional Skill: armor repair (to install)
pieces of equipment. (The price for up to five Difficulty: to install: Moderate
pieces of equipment has be listed.) It is Cost: 400
particularly easy to swap out pieces of equipment Availability: 2
that have been attached to the armor, and only Upgrade slot cost: 1
requires 20 minutes and an Easy armor repair roll. Game Notes: The radiation shielding treats the
Source: Scum and Villainy (page 46) armor with a radiation reflective coating, which
insulates the wearer against moderate radiation
Integrated equipment zones. If in a heavy radiation zone, or if the wearer
Skill: armor repair (to install) takes damage from any radiation attack, the
Difficulty: to install: Difficult wearer may add +1D to his Strength roll to resist
Cost: 2000 for 10 pieces of equipment. the radiation damage.
Availability: 2 Source: Scum and Villainy (page 46-47)
Upgrade slot cost: 2
Game Notes: This upgrade package is exactly the Rangefinder
same as one to five pieces of equipment, but the Skill: armor repair (to install)
additional slots and difficulty to install allow the Difficulty: to install: Moderate
wearer to integrate 10 pieces of equipment. Cost: 500
Source: Scum and Villainy (page 46) Availability: 2, F
Upgrade slot cost: 1
Game Notes: The rangefinder armor upgrade prohibitive cost. Though, the upgrade gives the
works in the same way as for the weapon wearer a +10 bonus to his sneak skill.
rangefinder upgrade (see above), but only for Source: Scum and Villainy (page 47)
weapons integrated into the armor itself (see
below). Shield Generator
Source: Scum and Villainy (page 47) Skill: armor repair (to install)
Difficulty: to install: Difficult
Ready Harness Cost: 5000
Skill: armor repair (to install) Availability: 2, F
Difficulty: to install: Moderate Upgrade slot cost: 2
Cost: 500 Game Notes: Small shield generators can be
Availability: 1 installed on heavy armor. For the standard shield
Upgrade slot cost: 1 upgrade, it adds an additional +2 to the armor’s
Game Notes: The ready harness is a series of clips, strength, providing protection against physical and
straps, and hooks distributed about the armor to energy damage. A shield generator is able to
accommodate weapons and equipment. They provide the protective field for 10 rounds. If the
make equipment easily accessible and distribute wearer takes any damage, then the shields are
the weight of the equipment to easily suit the blown, and can only be reactivated after a
comfort of the wearer, allowing the wearer to carry Moderate armor repair roll.
more equipment than ordinarily possible. Source: Scum and Villainy (page 47)
Source: Scum and Villainy (page 47)
Heavy Shield Generator
Repulsorlift Skill: armor repair (to install)
Skill: armor repair (to install) Difficulty: to install: Very Difficult
Difficulty: to install: Moderate Cost: 10,000
Cost: 1000 Availability: 2, X
Availability: 2 Upgrade slot cost: 3
Upgrade slot cost: 1 Game Notes: Small shield generators can be
Game Notes: Similar to repulsorlifts on vehicles, installed on heavy armor. For the standard shield
the repulsorlift upgrade allows a wearer of the upgrade, it adds an additional 1D+2 to the armor’s
upgraded armor to hover, fly, and maneuver one strength, providing protection against physical and
meter above the ground. When employing the energy damage. A shield generator is able to
repulsorlifts, the character must use repulsorlift provide the protective field for 10 rounds. If the
operations to maneuver. This may be used as a wearer takes any damage, then the shields are
reaction skill. The repulsorlift may be used for 10 blown, and can only be reactivated after a
rounds without recharging. Moderate armor repair roll.
Source: Scum and Villainy (page 47) Source: Scum and Villainy (page 47)

Shadowskin Shock Web

Skill: armor repair (to install) Skill: armor repair (to install)
Difficulty: to install: Moderate Difficulty: to install: Moderate
Cost: 5000 Cost: 6000
Availability: 2, F Availability: 2, F
Upgrade slot cost: 1 Upgrade slot cost: 1
Game Notes: This upgrade consists of sound Game Notes: A shock web encases an armor’s
dampeners, as well as a dark coating, providing an surface with a stunning electrical charge. Should
audio and visual camouflage. Anyone wearing an opponent come in direct contact with the
armor with the shadowskin upgrade, receives a +5 armor, or should the wearer make a successful
bonus to his sneak skill rolls. brawling attack, then the target suffers 4D stun
Source: Scum and Villainy (page 47) damage. The shock web can be activated for up to
20 minutes without recharging. However,
Shadowskin reflec whenever the armor discharges its stun damage, it
Skill: armor repair (to install) reduces the power supply of 1 minute’s worth of
Difficulty: to install: Moderate power.
Cost: 20,000 Source: Scum and Villainy (page 47)
Availability: R, X
Upgrade slot cost: 1 Vacuum Seals
Game Notes: This is an advanced variant of the Skill: armor repair (to install)
Shadowskin. It was first introduced by the Grand Difficulty: to install: Easy
Army of the Republic, and was later used in Cost: 2000
occasional Imperial missions. There are few Availability: 1
samples of this upgrade in existence due to its Upgrade slot cost: 0
Game Notes: Airtight gaskets used to seal joints in Game Notes: Grants +2D+1 physical, +1D+1
armor, in addition to simple life support allows the energy, -1D+1 Dexterity and related skills.
armor’s wearer to survive for 10 hours in the Provides a +1D to intimidation. The Beskar’gam
vacuum of space or other hostile environments. armor is extraordinarily rare outside of
Source: Scum and Villainy (page 47) Mandalorian culture.
Source: Scum and Villainy (page 48)
Weapon Mounts
Skill: armor repair (to install) Beskar’gam Heavy Armor
Difficulty: to install: Moderate Type: Military armor
Cost: 1000 Scale: Character
Availability: 2, F Cost: 45,000 (15,000 to characters in a Mandalorian
Upgrade slot cost: 1 culture)
Game Notes: Armor can add equipment using the Availability: 4
Integrated Equipment upgrade, but weapon Upgrade Slots: 2
mounts allow weapons to be added more Game Notes: Grants +2D+2 physical, +1D+2
effectively. The number of weapon mounts energy, -1D+2 Dexterity and related skills.
depends on whether it is light, medium, or heavy Provides a +1D to intimidation. The Beskar’gam
armor. Light armor allows for 2 weapon armor is extraordinarily rare outside of
emplacements, medium armor allows for 3 Mandalorian culture.
emplacements, and heavy armor is allotted 4 Source: Scum and Villainy (page 48)
emplacements. Any weapon that requires two
hands to operate is assumed to require 2 AV-1S (Scout)
emplacements. Model: GTU AV-1S Armor
Type: Powersuit
The cost of the upgrade is calculated separately
Skill: Powersuit operation
from the cost of the weapon itself. Once a weapon
is integrated into the armor, it can no longer be Cost: 7,500
hand-fired. To install or change out a weapon, it Availability: 3, F
requires 10 minutes and an Easy armor repair roll. Game Effect:
Basic Suit: +1D energy, +1D+1 physical
Weapons are considered to be obvious to the protection, -1D Dexterity and all related skills.
casual observer, unless the wearer has designed Enhanced Strength: +1D to Strength for all skills,
them to be concealed, in which case, the upgrade
including melee and unarmed combat damage.
cost is multiplied by 3. When the weapon is
concealed, it requires a Very Difficult Perception or Repulsorlift Engine: Move of 20, flight ceiling of 100
search roll to notice the weapon emplacements. meters. Maneuver rolls are made with the
Source: Scum and Villainy (page 47 powersuit operation skill.
Infrared Imaging Module: Ranged up to 200
meters, allows vision based on heat.
Armor Starlight Imaging: Magnifies available light for
excellent low-light vision (no penalties for
Beskar’gam Light Armor darkness except in absolute darkness, but sudden
Type: Military armor
flashes of light can cause 4D stun damage if the
Scale: Character
Cost: 33,500 (3,500 to characters in a Mandalorian user does not make a Moderate Perception roll to
culture) close his or her eyes in time).
Availability: 4 Power Lamp: 100 meter range.
Upgrade Slots: 2 Multi-channel Comm Unit: Includes comlink
Game Notes: Grants +2D physical, +1D energy, - encoder, ranged up to 50 kilometers, and external
1D Dexterity and related skills. Provides a +1D to
intimidation. The Beskar’gam armor is
Macrobinoculars: Standard rules as for
extraordinarily rare outside of Mandalorian culture.
Source: Scum and Villainy (page 48) macrobinoculars.
5 Sureseal Patches: Automatic patches against suit
Beskar’gam Medium Armor leaks.
Type: Military armor Bio-Readout: Informs wearer of his/her physical
Scale: Character condition.
Cost: 37,000 (7,000 to characters in a Mandalorian
Environment Scanner: Scans air for breathability
Availability: 4 and toxins and detects harmful radiation.
Upgrade Slots: 2
Game Notes: Can operate for 36 hours without Koromondain Half-Vest
replenishing supplies and takes 5 minutes to put Model: Modified Koromondain PDS, Inc. Mk 45
on. Protective Vest
Source: Galladinium’s Fantastic Technology Type: Protective vest
(pages 80-81), Arms and Equipment Guide (pages Cost: 250
44-45), Scum and Villainy (page 48) Availability: 1
Game Notes: +1D+2 from physical; +2 from
AV-1C (Combat) energy attacks to torso front and back.
Model: GTU AV-1C Power Suit Source: Gundark’s Fantastic Technology (page
Type: Powersuit 56), Galaxy Guide 10: Bounty Hunters (page 87),
Skill: Powersuit operation Scum and Villainy (page 49)
Cost: 12,000
Availability: 4, X Krail 210 Personal Armor
Game Effect: Model: Krail Armory Model 210 Personal Armor
Battle Suit: +2D physical and energy, -1D to Type: Personal battle armor
Dexterity and all related skills. Skill: Powersuit operation: Krail 210 armor
Strength Enhancement: +2D to Strength and Cost: 16,300 (26,000 with all modifications)
related skills, but any failed Strength or related roll Availability: Basic suit is “X” on most planets;
strips the servos, causing a full malfunction of the modified suit is unique
suit for 1D rounds; also roll 1D, if the result is 1-2, Game Effect:
the wearer suffers 4D stun damage from arcing Basic Suit: +1D to Strength for energy attacks, +2D
electricity. to physical attacks (Modified version: +2D to
Repulsorlift Engine: Move of 20, flight ceiling of 100 Strength for energy attacks, +3D to physical
meters. Maneuver rolls are made with the attacks); -1D to Dexterity and related skills. Suit has
powersuit operation skill. a Move of 16, with movement rolled on powersuit
Infrared Imaging Module: Ranged up to 200 operation skill
meters, allows vision based on heat. Power Suit: +1D to lifting.
Starlight Imaging: Magnifies available light for Sensor Pod: +1D to search.
excellent low-light vision (no penalties for Sealed Enviro Filter: Filter system can block out
darkness except in absolute darkness, but sudden harmful molecules, or in case of insufficient or
flashes of light can cause 4D stun damage if the deadly atmosphere, the suit can completely seal,
user does not make a Moderate Perception roll to drawing upon a two-hour internal supply of
close his or her eyes in time). oxygen.
Power Lamp: 100 meter range. Jet Pack: Has a Move of 100 meters horizontally, 70
Multi-channel Comm Unit: Includes comlink meters vertically. Uses jet pack operation skill, base
encoder, ranged up to 50 kilometers, and external difficulty is Ease, modified by obstacles. Has 20
amplifier. charges, can expend up to two per round.
Macrobinoculars: Standard rules as for Integral Internal Line Slinger: 20-meter range. Can
macrobinoculars. attach to grappling or magnetic hooks. Uses missile
5 Sureseal Patches: Automatic patches against suit weapons skill.
leaks. Winch: Capable of lifting 100 kg (Modified version
Bio-Readout: Informs wearer of his/her physical only).
condition. Internal Dual Force Blades: STR+3D damage,
WITS: Allows the wearer to link two weapons into Moderate melee combat difficulty (Modified
the suit’s battle computer, getting +1D to hit for version only).
each weapon. Source: Galaxy Guide 9: Fragments from the Rim
Game Notes: Can operate for 24 hours without (page 31), Scum and Villainy (page 49)
replenishing supplies and takes 10 minutes to put
on. Shadowsuit
Model: Ayellixe/Krongbing Textiles Shadowsuit
Source: Galladinium’s Fantastic Technology (page
Type: Anti-sensor suit
81), Arms and Equipment Guide (page 44), Scum
Cost: 600
and Villainy (page 48)
Availability: 3
Game Notes: Adds +2D to sneak.
Source: Rules of Engagement – The Rebel Equipment Guide (page 17), Scum and Villainy
SpecForce Handbook (page 34), Arms and (page 50)
Equipment Guide (page 40), Scum and Villainy
(page 49) RGL-80 Electronet Grenade
Model: Golan Arms RGL-80 Electronet Grenade
Type: Antipersonnel wire-guided grenade
Weapons Scale: Character
Skill: Missile weapons: grenade launcher
Ammo: 5 (force-fed magazine with power
Subrepeating Blaster Pistol
generator; attaches to grenade magazine holder)
Model: Czerka 5-18 Light Repeater
Cost: 2,000 (magazine)
Type: Light repeating blaster
Availability: 2, F
Scale: Character
Fire Rate: 1/2 (power generator can only control
Skill: Blaster: repeating blasters
one activated net at a time)
Ammo: 100
Range: 10-250/350/500
Cost: 750
Damage: 1-10D (variable stun or normal damage)
Availability: 2, X
Source: Galaxy Guide 10: Bounty Hunters (pages
Range: 3-30/100/250
82-83), Gundark’s Fantastic Technology (page 43),
Damage: 6D
Scum and Villainy (page 50)
Game notes: Retractable stock adds +1D when
aimed for one round.
Micro-Grenade Launcher
Source: Scum and Villainy (page 49)
Model: Locris Syndicates Model MGL-1
High Powered Blaster Sniper Rifle Type: Micro-grenade launcher
Model: Torvent 9-16 Alpha Scale: Character
Type: Blaster sniper rifle Skill: Missile weapons: grenade launcher
Scale: Character Ammo: 30 (magazine)
Skill: Blaster: blaster rifles
Cost: 2,500; 1,000 (micro-grenade magazine)
Ammo: 100
Availability: 3, F
Cost: 2000
Availability: 2, R or X Fire Rate: 1
Fire Rate: 1 Range: 3-25/100/200
Range: 1-25/100/250 Blast Radius: 0-2/4/6
Damage: 6D Damage: 4D/3D/2D (fragmentation; other micro-
Game Notes: When using the rifle’s targeting grenades are available)
scope, reduce all Long Range or precision shot
Game Notes: This micro-grenade launcher has a
difficulty levels to Moderate.
Source: Scum and Villainy (page 50) computerized fire control system. If the character
can make a Moderate Perception roll (this is a free
Deck-Sweeper action and doesn’t count as a skill use, so there are
Model: Merr-Sonn Deck Sweeper Stunning Blaster no penalties), the character can add +1D to hit
Type: Stunner when the weapons is fires; if the character is firing
Scale: Character at the same target repeatedly, the character
Skill: Blaster: deck-sweeper automatically gets the +1D for the second and
Ammo: 5 following shots.
Cost: 500 (power packs: 10) Source: Galaxy Guide 10: Bounty Hunters (page
Availability: 2, X 84), Gundark’s Fantastic Technology (pages 36-37),
Fire Rate: 1/2 Rules of Engagement – The Rebel SpecForce
Range: 3/5/10 Handbook (page 65), Scum and Villainy (page 50)
Damage: 6D stun
Game Notes: Everyone within a 45-degree arc of Neural Inhibitor
the shooter’s front is hit with a successful use. Model: Mennotor DAS-430 Neural Inhibitor
Characters within five meters of the blast cannot Type: Portable rail gun
attempt to dodge; characters six to ten meters Scale: Character
away may attempt to dodge, though all attempts Skill: Firearms: rail gun
are at -1D penalty. Ammo: 240
Source: Gundark’s Fantastic Technology (page Cost: 5,000 (rifle), 4,000 (pistol); 750 (ammo)
31), Pirates & Privateers (pages 42-43), Arms and Availability: 4, R or X
Fire Rate: 4
Range: 3-20/50/150 (rifle), 3-10/25/50 (pistol) Scale: Character
Damage: 3D+1 (from impact), 6D (stun damage Skill: Firearms: GRS-1 snare rifle
from neurotoxins) Ammo: 12
Game Notes: If the neurotoxin achieves an Cost: 1,100
unconscious result, the victim must make a Availability: 2, F, R or X
Difficult stamina rolls after five minutes to revive. Fire Rate: 1
After another five minutes, the difficulty is reduced Range: 3-10/30/60
to Moderate. After another two minutes, the Damage: Special
difficulty to revive is Easy. Targets weighing over Notes: A snare rifle fires a burst of shockstun mist,
150 kilograms reduce the difficulty to revive by one as well as a liquid spraynet. A character hit by this
level (Difficult becomes Moderate) and make weapon is assumed to be effected by both attacks.
stamina rolls at four minutes, three minutes and The shockstun mist forces a character attempt a
one minute; targets over 300 kilograms reduce the Difficult Strength roll. Failure indicates that the
difficulty to revive by two levels (Difficult becomes character is knocked unconscious for 5D minutes.
Easy) and make stamina rolls at two minutes, one In addition, the liquid spraynet covers a target,
minute and one minute. entangling him. A character thus ensnared suffers a
Source: Galaxy Guide 10: Bounty Hunters (pages -1D penalty to all attack rolls, a -2D penalty to his
83-84), Gundark’s Fantastic Technology (page 19), Dexterity score, and can only move at half of his
Scum and Villainy (page 50) Move score. The fibers of a spraynet are hard to
break, and resist damage as if they have an
Pulse Rifle effective Strength score of 4D+2.
Model: Corondexx VES-700 Pulse Rifle Source: Gamer Magazine, Scum and Villainy (page
Type: Pulse rifle 51)
Scale: Character
Skill: Blaster: pulse rifle
Ammo: 15 (power pack), unlimited (power Equipment
generator), super-conducting filaments must be
replaced every 20 shots) Squib Battering Ram
Cost: 5,000; 200 (power pack), 300 (super- Model: Fegegrish Heavy Industrial Battering Ram
conducting filaments) Type: Structural weakener
Availability: 4, X Skill: Demolitions
Range: 1-10/20/30 Cost: 3,500
Damage: 6D/5D/3D Availability: 3
Game Notes: Character selects a target: the target Game Notes: Device batters through solid
and all beings in the cone of fire and within one obstacles, effectively doing 6D damage against the
meter radius of the target take full damage. All body of a wall or door.
targets within 15º wither way of the target take 3D Source: Galladinium’s Fantastic Technology (page
damage. If filaments aren’t changed when 57), Pirates & Privateers (page 48), Ultimate Alien
scheduled, roll 2D for the first shot after the Anthology (page 151), Scum and Villainy (page 52)
“change time”, add +1 for each additional shot. On
a total of 7 or higher, the pulse rifle’s overload ABC Scrambler
circuits cut in and shut the weapon down, but the Model: Albastro corp, TX921q scrambler
Type: rocket safeguard device
overload has caused 250 credits of damage
Cost: 3000
(Moderate blaster repair total to fix). If the total is Availability: 3, F
100 or higher, the overload circuits have failed and Game Notes: An ABC scrambler uses an array of
the weapon explodes in the user’s hands, causing audio, biological, and chemical signals to confuse
9D damage in a two meter blast radius. missile guidance systems. It provides a +1D bonus
Source: Galaxy Guide 10: Bounty Hunters (pages to avoid missile launcher, and propelled grenade
84/86), Gundark’s Fantastic Technology (page 34),
Source: Scum and Villainy (page 52)
Scum and Villainy (page 50)
Force Cage
GRS-1 Snare Rifle Model: Damorind Securities Model S-3
Model: Merr-Sonn Munitions GRS-1 Snare Rifle Type: Humanoid portable containment system
Type: Non-lethal hunting weapon Skill: Security (to assemble)
Cost: 7,000 Ship and Vehicle Equipment
Availability: 3
Game Notes: As Easy security roll is necessary to Amphibious seals
properly assemble the device; if not assembled Model: Mon Cal aquaseal package 389-D
properly, the shock system does not work. The Cost: 4,000
shock system may be set for variable damage (1D- Availability: 2
7D, stun or normal damage). Anyone confined Game Notes: This upgrade allows a ship to
within the cage must make an opposed roll against function as a submarine in addition to performing
the cage’s Strength of 7D to break out. as a space vehicle. Pressure seals and special
Source: Galaxy Guide 10: Bounty Hunters (page engine protection prevents water from damaging
89), Gundark’s Fantastic Technology (page 70), critical components, as well as allows the ship to
Scum and Villainy (page 52) endure the high water pressure. However, the ship
may only move one tenth its atmosphere speed.
Lock Breaking Kit This upgrade also allows a ship to land in a body of
Model: Individual manufacture; many types water.
Type: Security code de-scrambler Source: Scum and Villainy (page 56)
Skill: Security: lockpicking
Cost: 8,000 (if purchased through legitimate Anti-Boarding system
agent), 16,000+ (black market price) Model: Sienar systems securilock system
Availability: 4, R or X Type: starship security package
Game Notes: Adds +2D to a user’s security skill Cost: 20,000
when attempting to open an electronically sealed Availability: 2, F
entryway. Game Notes: The Anti-Boarding system is a series
Source: Pirates & Privateers (page 49), Rules of of cameras, blast doors, and armaments that help
Engagement – The Rebel SpecForce Handbook contain or repel unwanted visitors without the
(page 45), Scum and Villainy (page 52) crew putting themselves in harm’s way. The
package creates security checkpoints on the ship
Man Trap that contains a blast door, security camera, and a
Model: Ubrikkian R-TechApp Man Trap blaster rifle turret. Commonly the security
Type: Localized gravity enhancer checkpoints are located at engineering, the bridge,
Cost: 8,000 and by docking rings. Once the system has been
Availability: 3, F armed, it will consider unfamiliar life forms to be
Game Notes: The person setting the man trap hostile intruders. Most ship administrators or crew
should make a hide roll to see how well the device can enable or disable the system from the bridge.
is hidden; any potential target making a successful Since most ships are powered down or disabled
Perception roll will notice the trap. Anyone caught once boarded, the security system has a separate
by the trap must make an opposed Strength roll – shielded power system that allows it to operate
the man trap’s gravity setting is variable, simulated once the rest of the ship has been disabled.
by allowing the hunter to choose a Strength • Security blast doors have a body strength of 7D.
anywhere between 5D and 15D. • The automatic rifle uses the following statistics:
Source: Galaxy Guide 10: Bounty Hunters (page Scale: Character
90), Gundark’s Fantastic Technology (page 71), Crew: 0
Scum and Villainy (page 52) Ammo: 50
Body: 3D
Spacer’s Chest Fire Control: 5D
Model: SoroSuub Wanderer Space Chest Range: 3-7/35/50
Type: Spacer’s chest Damage: 5D
Cost: 200 credits • Security camera system allows the crew to
Availability: 1 make Perception or search checks from the
Game Notes: A rectangular, 1 meter long chest, bridge or security stations.
with handles on each face. It can be locked with Source: Scum and Villainy (page 56-57)
an electronic combo-lock (Moderate to pick),
sealed against vacuum, and is quite durable: 6D Light Auxiliary Generator
Strength. Model: Czerka 392-VT generator
Source: Platt’s Smugglers Guide (page 46), Cost: 2,000
Gundark’s Fantastic Technology (pages 76-77), Weight: 10 metric tons
Pirates & Privateers (pages 47-48), Scum and Availability: 1
Villainy (page 52) Game Notes: Auxiliary generators allow a starship
to better regulate power at times of peak usage. If
gamemasters are using optional rules for rerouting
power control found in The Far Orbit Project (page
25, then this upgrade allows one selected system
to remain at full power while power is being Cost: 100,000 minimum on the black market
rerouted. Auxiliary generators also allow some Weight: 20 metric tons; extra tank: 2 metric tons
limited systems to remain operational when the vailability: 4, X
engine has been shut down or destroyed.
Game Notes: The Whisper is a highly illegal baffled
Source: Scum and Villainy (page 57)
realspace drive used on stealthy military starships.
Medium Auxiliary Generator The Whisper allows a ship to move in space while
Model: Czerka 881-K generator running silent at a base speed of 2. Cautious
Cost: 5,000 movement is no more detectable than drifting;
Weight: 30 metric tons Cruise movement adds +5 to the sensor operator’s
Availability: 2 roll; High Speed adds +10; All-Out movement adds
Game Notes: Auxiliary generators allow a starship
+15. A WhisperThrust engine has a limited storage
to better regulate power at times of peak usage. If
gamemasters are using optional rules for rerouting capacity for the necessary gases to move: enough
power control found in The Far Orbit Project (page to move 100 spacial units. An extra or replacement
25, then this upgrade allows two selected systems tank costs 7,000 credits. Synthesizing the necessary
to remain at full power while power is being fuel requires 120 liters of pin-sealed tibanna gas
rerouted. Auxiliary generators also allow some and 2 kilos of high-grade hyperbarides and a
limited systems to remain operational when the standard power generator. The fuel-refining
engine has been shut down or destroyed.
process takes roughly three standard days.
Source: Scum and Villainy (page 57)
Source: Pirates & Privateers (pages 39-40), Scum
Heavy Auxiliary Generator and Villainy (page 57)
Model: Sienar systems class-C auxiliary booster
Cost: 10,000 Cockpit Ejection System
Weight: 60 metric tons Model: Kuat Drive Yards Ejection Package
Availability: 2, F Cost: 8,000
Game Notes: Auxiliary generators allow a starship Availability: 3
to better regulate power at times of peak usage. If Game Notes: This upgrade can outfit starfighters
gamemasters are using optional rules for rerouting and freighters to separate a cockpit from the rest of
power control found in The Far Orbit Project (page a ship’s fuselage in the event of the ship’s
25, then this upgrade allows two selected systems destruction. The separated cockpit functions as an
to remain at full power while power is being escape pod. Once the ship is destroyed, the pilot
rerouted. Heavy auxiliary generators also allow must make a Difficult space transport piloting or
some most systems to remain operational when starfighter piloting roll. If the roll succeeds, the
the engine has been shut down or destroyed. escape pod/cockpit is able to successfully escape
Source: Scum and Villainy (page 57) the blast. If the roll fails, then those within the
escape pod take 4D damage.
Backup Battery Source: Scum and Villainy (page 57)
Model: Corellian Engineering Corp. Lifesaver
Emergency Battery Comm Jammer
Type: Backup battery Model: IntelStar Silencer Comm Jammer
Cost: 10,000 Type: Communications jammer
Weight: 1 metric ton Skill: Communications
Availability: 2 Cost: 5,000 plus installation costs
Game Notes: This backup battery is marketed as a Availability: 2, R
life support system fail-safe, allowing up to an Game Notes: While any ship use their
hour’s extra survival in the event of a catastrophic communications array to jam, this
power failure. Ordinarily, life support fails while communications jammer uses a ship’s transmitters
running silent in only a few minutes, due to lack of to flood communications frequencies with static.
power, but the backup battery allows the ship to However, comm. jammers have extremely high
lurk in space for an extended period. power demands and can only be used for short
Source: Pirates & Privateers (page 40), Scum and duration; basic jammers can operate for 10 combat
Villainy (page 57) rounds before requiring recharging (which takes
an additional 10 rounds). In addition, for each fire
Baffled Drive arc that is being jammed, subtract one round from
Model: Rendili StarDrive WhisperThrust the operating time (focused jamming subtracts 5
Type: Baffled realspace drive rounds from the overall operating time). A ship
Scale: Starfighter being jammed must make an opposed
communications roll against the jamming ship’s Game Notes: Grappler mags allow one ship to tow
communications operator. The jamming ship gains another similar to a tractor beam. The grapler mag
bonus dice to jam, based on how many firing arcs is a simple tow cable with a grappling hook
magnetic clamp at the end. The grapler mag has a
are being jammed:
space range of 1. However, the mag may be used
Fire Arcs Jammed Communications Bonus without the power signatures of a tractor beam,
All arcs - and thus allowing the device to be used with much
Three arcs +1D less chance of being noticed. A ship can power
Two arcs +2D down and make a grappling attack on another ship
One arc +3D without notice until it has been clamped.
Focused jamming +4D Source: Scum and Villainy (page 59)
Source: Pirates & Privateers (page 39), Scum and
Hard Points
Villainy (page 57) Model: Alliance Missile Mount
Cost: 8,000
Cotterdam Universal Airlock Availability: 3, X
Model: TaggCo. Cotterdam Universal Airlock Game Notes: Hardpoints allow an external missile
Type: Ship-to-ship airlock mount or a small external cargo carrier. An
Cost: 3,500 external cargo carrier can hold up to one week’s
Availability: 2 worth of consumables and costs 500 each. Missile
mounts may carry a single torpedo, missile, mine,
Game Notes: One of the older and more proven
bomb, etc. The number of hardpoints a ship may
universal spacelocks is a “cotterdam”. This is a carry is determined by the ship’s size. The starship
flexible tube with an interior ladder/walkway with may have one hardpoint for every 10 meters of
a multi-lock ring on the extended end. The multi- length without penalty. The ship may carry twice
lock ring houses three sets of pressure, chemical, that number, but when the payload or cargo is
magnetic, and mechanical surface-to-surface affixed the ship has its move rating by one-half.
sealing methods.
The external cargo or payload mounts are
Source: Pirates & Privateers (page 49), Scum and
particularly vulnerable to attack. Whenever the
Villainy (page 57) ship takes damage, it loses half of the payload or
cargo mounts.
Environmental Filters
Model: Arakyd “Easebreathe” Filter System When the hardpoints do not have the mounts
Cost: 8,000 affixed they are Very Difficult to notice, however
Availability: 2, F the external payload or cargo mounts are obvious
Game Notes: Generally, this type of upgrade is when affixed.
used on luxury transports or yachts where a Source: Scum and Villainy (page 59)
number of passengers will require different
environmental conditions. It separates the Hidden Cargo Hold - See Galaxy Guide 6:
passenger compartments as individual Tramp Freighters (page 42)
environmentally sealed and controlled units
allowing a passenger from a warm moist Holding Cells
environment to be located next door to a Model: Grizal Defense Systems 7K4H-Pacifier
passenger from a dry and cold environment. The Cost: 1000 (up to 25% of passengers), 5,000 (up to
various passages and rooms of the ship can also be 50% of passengers), 10,000 (up to 75% of
controlled. This system can be used offensively passengers)
against hijackers or other unwanted guests. Availability: 3, X
Making a Moderate computer programming/repair Game Notes: Brigs or detention blocks are
roll will allow the crew on the bridge to flood a standard on larger ships, but this upgrade allows
selected compartment with radiation, pump out smaller ships to convert their passenger
the air from a compartment, etc. compartment into similar cells. Each cell installs
Source: Scum and Villainy (page 58) 10D strength walls and blast doors, and external
locks (requiring a Heroic security roll to break open
Fuel Converters – See Galaxy Guide 6: Tramp from the inside). Each cell also has a small port
Freighters (page 42) that allows food to be passed from the jailer to the
captive. The port also allows the jailer to make
Grappler Mag ranged attacks into the cell if the captive needs to
Model: Starfire Inc. Heavy Tow Grappler be neutralized.
Cost: 1000 Source: Scum and Villainy (page 60)
Availability: 1
Interrogation Chamber Reinforced Keel
Model: Imperial Isolation Chamber Model: Romdro Inudstries “Grond” Hull Ram
Cost: 10,000 Cost: 4000
Availability: 3, X Availability: 3, X
Game Notes: It is first required to have at least one Game Notes: Reinforced keels are only useful
holding cell. The base cost covers converting one when a ship attempts to ram another. The
holding cell into an interrogation chamber. The reinforced hull allows the attacking ship to reduce
only official use of an interrogation chamber is for its damage by half. Additionally, the target ship
a military agency to deprive a prisoner of sensory receives an additional +1 pip of damage for every
data and allow for give them a distorted sense of 1D of damage dealt. However, the pips are added
time. This allows the character to make a after damage has been rolled. (For example, if a
persuasion or intimidation skill roll once every six ship was taking 4D damage, the roll would come to
hours against a captive. Unofficially, these 11, then the additional 4 pips would be added for a
chambers are often used for torture, which adds a total of 15).
+1D+2 to the any roll attempting to extract Source: Scum and Villainy (page 60-61)
information from a character. However, use of a
torture chamber will automatically give any a Security Bracing
character a Dark Side point. Model: Grizal Defense Systems KLR-001P
Source: Scum and Villainy (page 60) Cost: 2000
Availability: 2
Personalized Controls Game Notes: This upgrade is a series of bulkheads
Model: Dalbar Micro Electronics MF-518 and clamps specially designed to protect a
Cost: 1,000 compartment of a ship when a starship takes
Availability: 2 damage. Only escape pod sections and passenger
Game Notes: Personalized controls provide a sections can be reinforced with security bracing.
customized layout and responsiveness of ships Those within the secured compartment take one
controls to a single character. That one character half the normal passenger damage when a ship is
gains a +2 bonus to any use of the ships controls damaged or destroyed. See page 112 of the Star
whether it is piloting, computer use, astrogation, Wars Roleplaying Game, Second Edition Revised
starship guns, etc. However, any other character and Expanded rulebook for more information on
using those same controls get a -2 penalty. passenger damage.
Source: Scum and Villainy (page 60) Source: Scum and Villainy (page 61)

Plasma Punch Sensor Baffling

Model: Drever Corporation’s Phoenix Plasma Model: Arakyd Nightshadow anti-sensor treatment
Punch Type: Sensor countermeasure coating
Type: Variable setting Scale: Starfighter or capital
cutter Cost: 20,000 per starfighter scale Hull die (ignore
Scale: Starfighter pips); 50,000 per capital scale Hull die (ignore pips)
Cost: 5,000 Availability: 4, X
Availability: 2, X Game Notes: A ship treated with this material adds
Damage: 6D to a sensor operator’s difficulty to detect the ship. A
Game Notes: The light treatment adds 1D to the difficulty. A heavy
Plasma Punch can be treatment (a second coat) adds 2D. Additional
set to cut a circle from treatments are futile, since the treatment does
3 centimeters to 3 nothing to prevent the detection of engine exhaust,
meters in diameter. a primary method of detecting ships. The type of
Given time, the Punch is able to cut through any vessel affects how well the ship can be “stealthed”
material on the market, including quadranium and – blunt, angular ships, 500 meters or more in
magnetically sealed hatches. It is very power length, or more than 5D Hull (either capital or
consumptive, however; the unit can only be starfighter scale) can only be “baffled” up to 1D of
activated twice, for up to ten minutes each, before protection. Slender, rounded off ships (smaller
its batteries are drained. Recharges take 6 hours. Mon Calamari vessels foe example) are easier to
The tool has a very limited range, 0-2 meters, and is baffle, due to their natural design.
impractical as a ship-to-ship weapon. Source: Pirates & Privateers (page 38), Scum and
Source: Pirates & Privateers (page 48), Scum and Villainy (page 61)
Villainy (page 60)
Sensor Mask To secure a tractor clamp, an attacking ship will
Model: Fabritech Vanish 2 Military Sensor Masking draw in a target ship in with a tractor beam. Once
System the ships are adjacent, the attacking ship will
activate a tracking clamp. It is an extremely short
Type: Sensor countermeasure masking system
range, but strong tractor beam (with a damage
Scale: Starfighter or capital code of 7D). Once the clamp is engaged, a
Cost: 150,000 per Hull die; 300,000 per capital ship boarding tube is extended to allow for easy
Hull die boarding with the security of knowing that the
Availability: 4, X target ship will not disengage.
Game Notes: When activated, the sensor mask Source: Scum and Villainy (page 61)
adds 2D to enemy sensor operator’s difficulty to
detect and identify. Current masking technologies
Model: Tepes Modular 87-C Workshop
offer a maximum of 3D of sensor protection. Such Cost: 3,000
items are practically impossible to locate, and are Weight: 5 metric tons (of cargo space for a work
often considerably more expensive than the area)
market norm. Availability: 2
Source: Pirates & Privateers (pages 38-39), Scum Game Notes: The workshop is a section of
and Villainy (page 61) benches, tools, plasma cutters, and series of tools
that cannot be matched by simple handheld tools.
The Workshop allows the characters to do repairs
Tractor Clamp to armor, weapons, equipment, etc. Because of
Model: Seinar Systems G-51 Gripper the advanced nature of the tools available,
Cost: 15,000 characters receive an additional +2 bonus to all
Availability: 3, X rolls made to repair or modify equipment,
Game Notes: Tractor Clamps are often used in weapons, armor, etc. within the shop.
conjunction with plasma torches to board ships. Source: Scum and Villainy (page 61)