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Welcome aboard the Errant Venture, gentlebeings! I am Nawara Ven,
quartermaster and majordomo for Booster Terrik, the owner and operator
of this great spacebound bazaar. Please ignore those burn marks on the wall
of the hangar; I assure you they’re nothing you should concern yourself with.
Allow me to give you the grand tour and perhaps find a place where you can
relax and spend a few credits on yourself. Everything a being could ever want
that can’t be found planetside is found aboard our ship, for a price. Just stay
with me and I assure you that we can help find what you’re interested in.
The Errant Venture is not your typi- Imperial forces away from Thyferra. In a
cal smugglerʼs den, that much is certain in brilliant tactical move, Booster commanded a
the minds of nearly all visitors. The sight of space station armed with the fire-control sen-
an Imperial II-class Star Destroyer is usually sors of over 300 proton torpedo and concus-
enough to send members of the fringe scat- sion missile launchers; an expert at bluffing, 3
tering in all directions, except when Booster Terrik convinced the captains of the Super Star
Terrik is at its helm. Traveling from system to Destroyer Lusankya and the Imperial-II Star
system and never staying in one place for long, Destroyer Virulence that he actually had laid
the Errant Venture has picked up a motley col- a trap, when in reality the fire control sensors
lection of smugglers, gamblers, mercenaries, were without their matching weaponry. Though
information brokers, and countless others who the Lusankya eventually broke free, the Viru-
operate outside New Republic law. With each lence surrendered to Booster who eventually
jump through hyperspace comes new denizens led the ship to aid in the Battle of Thyferra.
of the fringe, black market goods, dangerous Following the battle, Booster insisted
adventures, and countless other rare and valu- that the Virulence belonged to him, since the
able items that keep beings of all kinds coming captain had surrendered the ship not to the
back for more. New Republic, but to Terrik himself. Through
a long series of negotiations, Talon Karrde,
History of the Errant Venture General Airen Cracken, and Booster Terrik fi-
nally came to an agreement that allowed Terrik
The tale of the Errant Venture begins to keep the ship, though stripped of most of its
shortly after Coruscant fell to New Republic weaponry. Booster renamed the ship the Errant
forces at the hands of Rogue Squadron. Ysanne Venture, and hired over 200 Verpine techs to
Isard, then-ruler of the remnants of the Impe- refit and refurbish the damaged and decrepit
rial war machine, had fled to Thyferra where portions of the ship. The refit took over seven
her control of the Bacta Cartel had dealt a months, but once finished Booster had gained
crippling blow to the struggling New Republic command of a massive, floating smugglerʼs
military. In a series of battles, won through den, which had been a dream of his for years.
the cleverness and talent of several members Today, the Errant Venture is a common name
of Rogue Squadron and their associates, Isard on the tongues of most members of the space-
was ousted from her seat of power and Thy- faring fringe. Intimidating to its enemies, but
ferra was free to join the New Republic. a welcome sight for criminals and thrillseek-
During the final stages of the campaign, ers, the Errant Venture has become an icon of
Booster Terrik, a smuggler and information smugglers and free-traders everywhere, and
broker, who spent 5 hard years in the spice serves as a reminder for all members of the
mines of Kessel, cooperated with his future fringe that Booster Terrik outsmarted the New
son-in-law Corran Horn in an effort to draw Republic.
scrutiny from public officials, Booster can cre-
The Ship and its Crew ate a set of documents that no one will ques-
tion their validity. This comes in very handy
Boosterʼs dream of a mobile base of for his under-the-table dealings, as well as
operations and place of business has not been making him a good deal of money from those
everything he dreamed it would be. When the who wish to change lives for a while. Other
New Republic finished stripping the ship of its systems, such as communications and sensor
weaponry, the Errant Venture was reduced to equipment, give the ship other subtle advan-
ten turbolaser batteries, ten ion cannons, and tages –- when the systems are functional.
two tractor beams, a mere shadow of its former The ship was redesigned on the interior,
armament. Additionally, interior systems had but has always been plagued by technical diffi-
been damaged in combat, and faulty fire-con- culties. The ship is now sectioned off into three
trol modules on some of the weaponry have levels: Black Level, Blue Level, and Diamond
been a constant headache for Booster Terrik Level. These are the three commercial zones of
ever since acquiring the vessel. As a result of the ship, which are the most visited by traders
these problems, the ship takes a –3 Engines and merchants, as well as passengers simply 4
penalty to Maneuverability, and suffers losses along for the thrill, and some of the less savory
in fire control bonuses and turbolaser damage. members of Galactic society. Black Level, the
Despite repeated breakdowns and sys- lowest of the three, has been likened to Mos
tems failures, many pieces of Imperial military Eisley in many respects, as things there can
technology were left intact aboard the vessel. get a little rough; Blue Level is populated by
One of the big advantages for Booster and his merchants, traders, and thrillseekers, while the
crew is that the Imperial document fabrica- upper level, Diamond Level, houses the casi-
tion systems are still fully functional. These nos and the big spenders.
are excellent for forging legal documents and
identifications, because rather than being fake With a decreased armament and peril-
identification documents, they are real Imperial ously nonfunctional electronic equipment,
documents with false information. Combined Booster keeps several squadrons of uglies,
with a massive database of “dataphantoms,” or patchwork starfighters composed of vary-
identities which can be easily assumed without
Errant Venture
Craft: Kuat Drive Yards’ Heavily Modifed Imperial-II Star Destroyer; Class: Capital
Ship; Cost: Not Available for Sale; Size: Colossal (1,600m length); Initiative: -4
(+4 crew, -8 size); Crew: 4,780 (Skilled +4); Passengers: 30,000; Cargo Capacity:
49,000 metric tons; Consumables: 5 Years; Hyperdrive: x2 (backup x8); Maximum
Speed: Cruising (Average, 3 squares/action); Maneuvers: -7 (-8 size, +4 crew, -3
engine quality); Defense: 12 (-8 size, +10 armor); Hull Points: 700 (DR 60); Shield
Points: 200 (DR 60).
Weapon: Turbolaser (10); Fire Arc: 2 Front, 4 Left, 4 Right; Attack Bonus:
+1 (-8 size, +4 crew, +5 fire control); Damage: 4d10x5; Range Modifiers: PB -6, S
-4, M -2, L +0.
Weapon: Ion Cannon (10); Fire Arc: 2 Front, 4 Left, 4 Right; Attack Bonus:
+1 (-8 size, +4 crew, +5 fire control); Damage: 5d10x2; Range Modifiers: PB -6, S
-4, M/L N/A.
Weapon: Tractor Beam Projector (2); Fire Arc: Front; Attack Bonus: +1 (-8
size, +4 crew, +5 fire control); Damage: Special; Range Modifiers: PB -6, S -4, M -2,
L N/A.
The Errant Venture in the
New Jedi Order
During the events that led up to the peace accord between the New Republic and the
Imperial Remnant, Booster Terrik was able to make a deal with the New Republic Navy to
refit the entire ship using the best technicians the government had to offer in exchange for the
shipʼs use during a raid on an Imperial outpost. As a result, the ship was returned to nearly
new condition, with a full weapons compliment and all the shipʼs vital systems torn out and
replaced with state of the art units. Despite the new components, however, modifications to the
ship made by the smuggler prevented the Star Destroyer from being returned to absolutely top
condition, and some ships systems still functional erratically (giving a –1 Engines penalty to
Maneuverability, as well as less effective fire control). Additionally, after peace was made, the
New Republic paid to have the ship painted blood red from bow to stern, a vision that Booster
had planned for the ship but could never quite afford to have done.
With the Jedi on the run from the Yuuzhan Vong (and the Peace Brigade), the Errant
Venture serves as a floating sanctuary for most of the youngest Jedi students. Kam Solusar and
his wife, Tionne, are managing the small cluster of apprentices, while Jedi Knight Corran Horn
5
is remaining onboard in order to lie low following the events at Ithor. While Booster claims to
be put off by having the Jedi students on board, the fact that two of them are his grandchildren
softens his gruff exterior to a certain degree. The ship is making random jumps throughout the
galaxy, never straying close enough to an inhabited system to be spotted, and only staying in
the same place long enough to re-supply. Additionally, due to the increased need for security,
the two house starfighter squadrons have been released to fight independently of the vessel.
Only a select few can find the ship at any given moment, among them Luke Skywalker, Mara
Jade, Han Solo and Leia Organa Solo, and perhaps a handful of others.
ing parts of different starships, for the shipʼs found in some pirate fleets, is a pair of as-
protection from pirates and other raiders. The sault gunboats that cost Booster no small sum
X-Ceptor is an X-Wing cockpit with a pair of to procure. The craft are Cygnus Spaceworks
TIE Interceptor solar panels in the place of Alpha-class assault gunboats which were
the standard S-foils, while the Y-TIE consists originally developed for use in the Galactic
of a Y-Wingʼs cockpit, with TIE Fighter solar Adventure Hook:
panels in the place of the engine nacelles. Of
course, no two uglies are alike, and more often
Dangerous Cargo
than not even two of the same basic configu- As soon as the characters arrive
ration will vary widely in functionality. The aboard the Errant Venture, they have a
shipʼs two house squadrons, Glory Squadron chance encounter with Nawara Ven in the
and Honor Squadron, are permanently sta- cargo hold. As the characters disembark from
tioned aboard the Errant Venture, and are on their transport, astute heroes will overhear a
Boosterʼs payroll. The ship also makes use of conversation between the Twiʼlek quarter-
four mercenary squadrons, who swap in and master and a merchantʼs representative. The
out occasionally, are paid on a contractual ba- Errant Venture has just unloaded some very
sis and are rarely aboard the ship for more than hot cargo, either Imperial command codes,
a few months. a cache of Adegan Crystals (used in the
Aside from the starfighters housed creation of lightsabers), or some other item
aboard the vessel, several transports, shuttles, which coincides with the charactersʼ inter-
and other unconventional craft are often found ests. Further investigation reveals that Ven
in the Star Destroyerʼs docking bay. One of the acquired the items through a fellow Twiʼlek
chief defenses the Errant Venture has against named Duura, an information broker on
larger ships, such as the corvettes and cruisers Black Level.
Empire. Though never produced in so large a * These guns may be fixed to for-
number as to become common in the galaxy, ward-firing to be operated by the pilot.
assault gunboats were the Imperial response to This reduces the fire control bonus from
the more durable but slower craft used by the +4 to +2.
Rebel Alliance. Boosterʼs technicians keep the
pair as close to full efficiency as possible, as Assault Gunboat
they were far too costly to allow them to slip Craft: Cygnus Spaceworks Alpha Class
into disrepair. Xg-1 Starwing; Class: Starfighter; Cost:
n/a; Size: Tiny (15 meters); Initiative:
X-Ceptor Ugly +6 (+2 size, +4 crew); Crew: Skilled +4 (1
Class: Starfighter; Cost: 102.00 kCr; Size: pilot); Cargo Capacity: 100 kg; Consum-
Tiny (12.5m length); Initiative: +6 (+4 ables: 3 days; Hyperdrive: x1; Maximum
crew, +2 size); Crew: 1 (Skilled +4); Pas- Speed: Ramming (9 squares/action); Ma-
sengers: 0; Cargo Capacity: 90 kilograms; neuver: +6 (+2 size, +4 crew); Defense:
Consumables: 4 Days; Hyperdrive: x2; 22 (+10 armor, +2 size); Shield Points: 80
Maximum Speed: Ramming (Average, 9 (DR 5); Hull Points: 130 (DR 5). 6
squares/action); Maneuvers: +3 (+2 size, Weapon: Laser cannons (2 fire-
+4 crew, -3 engine quality); Defense: 22 linked); Fire Arc: Front; Attack Bonus: +8
(+2 size, +10 armor); Hull Points: 90 (DR (+2 size, +2 crew, +4 fire control); Dam-
10); Shield Points: 20 (DR 10). age: 4d10x2; Range Modifiers: PB +0, S
Weapon: Laser Cannon (4, fire- -2, M/L n/a.
linked); Fire Arc: Front; Attack Bonus: +9 Weapon: Ion cannons (2 fire-
(+2 size, +4 crew, +3 fire control); Dam- linked); Fire Arc: Front; Attack Bonus: +8
age: 5d10x2; Range Modifiers: PB -2, S (+2 size, +2 crew, +4 fire control); Dam-
-4, M/L N/A. age: 4d10x2; Range Modifiers: PB +0, S
-2, M/L n/a.
Y-TIE Ugly Weapon: Concussion missile
Class: Starfighter; Cost: 80.00 kCr; Size: launchers (2, 8 missiles each); Fire Arc:
Tiny (11.8m length); Initiative: +4 (+2 Front; Damage: 9d10x2; Missile Quality:
crew, +2 size); Crew: 1 or 2 (Normal Ordinary (+10).
+2); Passengers: 0; Cargo Capacity: 100
kilograms; Consumables: 4 Days; Hy- Additionally, Booster has hired several
perdrive: x2; Maximum Speed: Attack employees to act as a security force aboard
(Average, 8 squares/action); Maneuvers: the ship. Recognizing that with a ship full of
+0 (+2 size, +2 crew, -4 engine quality); scoundrels there was bound to be trouble, he
Defense: 22 (+2 size, +10 armor); Hull selected former crewmates and mercenaries
Points: 100 (DR 10); Shield Points: 30 (DR to fill out the ranks of an armed security team
10). to keep the peace in order to continue attract-
Weapon: Laser Cannon (2, 1 fire- ing more wealthy guests. These security team
linked in sets of 2); Fire Arc: Front; At- members are garbed in what appear to be old
tack Bonus: +6 (+2 size, +2 crew, +2 fire Imperial-style uniforms, but rather than the
control); Damage: 5d10x2; Range Modi- sterile gray and black colors of the past, the
fiers: PB +0, S -2, M/L N/A. torsos are now light green with yellow sleeves,
Weapon: Ion Cannon [Light] (1); and when combined with their yellow trousers
Fire Arc: Any*; Attack Bonus: +8 (+2 and green caps make them a somewhat sicken-
size, +2 crew, +4 fire control); Damage: ing sight to behold. Nevertheless, they stand
4d10x2; Range Modifiers: PB +0, S -2, out in a crowd and have been a relatively effec-
M/L N/A. tive means of keeping the peace. They do turn
a blind eye to many of the shady deals on the Adventure Hook:
ship, unless Booster specifically orders them to
take care of a situation, or if the situation pres-
Heroes for Hire
ents a danger to the ship or its wealthy guests. After the PCs have arrived aboard
the Errant Venture and gotten accustomed
Errant Venture Security Force Mem- to their surroundings, the situation involving
ber: Adult Male Human, Thug 3; Init +0 their encounter with Nawara Ven suddenly
(+0 Dex); Def 11 (+0 Dex, +1 Class); Spd seems more dangerous. While the characters
10m; VP/WP -/17; Atk +3 or -1/-1 ranged are onboard, a band of pirates boldly attack
(3d6, Blaster [Pistol]), +5 melee (1d3+2, the ship in an attempt to acquire that hot car-
punch), +5 melee (-, Stun Baton); SV Fort go shipment. If the characters react to help
+5, Ref +1, Will +1; SZ M; FP: 0; Rep: +0; fight off the pirates, Booster is impressed
Str 15, Dex 10, Con 14, Int 8, Wis 10, by their combat prowess and offers them
Cha 9. a three-month contract as members of the
Equipment: Blaster [Pistol], Com- mercenary squadrons aboard the ship. Fight-
link [Encrypted], Security Force Uniform, ing off pirate raids and Imperial attempts to 7
Stun Baton reclaim such a warship should provide ample
Skills: Intimidate +8, Profession time to plant further plot seeds, as well as
(Security Guard) +2, Read/Write Basic, keeping them busy for a while.
Sense Motive +2, Speak Basic
Feats: Armor Proficiency (light),
Point Blank Shot, Skill Emphasis (Intimi-
date), Toughness, Weapons Group Profi-
ciency (blaster pistols, simple weapons)