TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Alien Species 
   
  Balosar 
  Home Planet: Balosar 
  Attribute Dice: 12D 
  DEXTERITY 2D/4D+2 
  KNOWLEDGE 1D/3D+2 
  MECHANICAL 1D+2/4D+1 
  PERCEPTION 1D+1/4D 
  STRENGTH 1D/3D+2 
  TECHNICAL 1D+1/4D 
  Special Abilities: 
  Antennapalps: A Balosar’s  
  antennapalps are sensitive to  
  sound and provide a +1D  
  bonus to search by sound. 
  Poison Resistance: +1D to  
  stamina to resist poisons. 
  Story Factors: 
  Moral Ambiguity: Con and bargain  
  rolls made against a Balosar gain a +1D+1 bonus, 
  if promising profit or power. 
  Move: 10/12 
  Size: 1.6 meters tall on average 
  Source: Ultimate Alien Anthology (pages 17-18), 
  Scum and Villainy (page 154) 
   
  Barabel 
  Home Planet: Barab I 
  Attribute Dice: 12D 
  DEXTERITY 2D/4D 
  KNOWLEDGE 1D/2D+1 
  MECHANICAL 1D/3D 
  PERCEPTION 1D+1/4D+2 
  STRENGTH 3D/5D 
  TECHNICAL 1D/2D+1 
  Special Abilities: 
  Natural Body Armor: The  
  black scales of the Barabel act  
  as armor, providing a +2D  
  bonus against physical attacks, and a +1D bonus 
  against energy attacks. 
  Radiation Resistance: Because of the proximity of 
  their homeworld to its sun, the Barabel have 
  evolved a natural resistance to most forms of 
  radiation. They receive a +2D bonus when 
  defending against the effects of radiation. 
  Vision: Barabels can see infrared radiation, giving 
  them the ability to see in compete darkness, 
  provided there are heat differentials in the 
  environment. 
  Story Factors: 
  Jedi Respect: Barabels have a deep respect for Jedi 
  Knights, even though they have little aptitude for 
  sensing the Force. They will almost always yield to 
  the commands of a Jedi Knight (or a being that 
  represents itself believably as a Jedi). Naturally, 
  they are enemies of the enemies of Jedi (or those 
  who impersonate Jedi). 
  Reputation: Barabels are reputed to be fierce 
  warriors and great hunters, and they are often 
  feared. Those who know of them almost always 
  steer clear of them. 
  Move: 11/14 
  Size: 1.9-2.2 meters tall 
  Source: Ultimate Alien Anthology (pages 18-19), 
  Alien Anthology (pages 58-59), Galaxy Guide 4: 
  Alien Races (pages 17-19), The Thrawn Trilogy 
  Sourcebook (pages 139-140), Dark Force Rising 
  Sourcebook (pages 84-85), Scum and Villainy 
  (pages 154-155) 
   
  Blood Carver 
  Home Planet: Batorine 
  Attribute Dice: 12D 
  DEXTERITY 2D/4D+2 
  KNOWLEDGE 1D+1/3D+2 
  MECHANICAL 1D+2/4D+1 
  PERCEPTION 1D/3D+2 
  STRENGTH 1D+2/4D 
  TECHNICAL 1D+1/4D 
  Special Abilities: 
  Sneak Attack: If a Blood  
  Carver faces an opponent who  
  is unable to defend himself  
  effectively from his attack, he can  
  strike a vital spot for 1D of extra  
  damage. This extra damage  
  applies only to brawling and  
  melee attacks or ranged attacks within 10 meters, 
  and against opponents that have discernible 
  anatomies. 
  Move: 12/14 
  Size: 2 meters tall on average 
  Source: Ultimate Alien Anthology (page 25), Scum 
  and Villainy (page 6) 
   
  Clawdite 
  Home Planet: Zolan 
  Attribute Dice: 12D 
  DEXTERITY 2D/4D 
  KNOWLEDGE 1D/4D 
  MECHANICAL 1D/4D 
  PERCEPTION 2D/4D+1 
  STRENGTH 1D/3D+2 
  TECHNICAL 1D/4D 
  Special Skills: 
  
  P
  d
  d
  s
  c
  b
  b
  p
  a
  to
  m
  S
  S
  c
  C
  s
  d
  o
  th
  tr
  c
  u
  M
  S
  S
  G
  a
   
  F
  H
  A
  D
  K
  M
  P
  S
  T
  S
  A
  +
  Perception: S
  developed th
  degree, allow
  hape, and 
  coloration of 
  be used to al
  body. This sk
  prerequisite o
  at 5D or grea
  o any Con: 
  member of a
  Special Abili
  Skin-Changer
  color, texture
  Clawdite to 
  pecies of th
  does not allo
  or other app
  he texture a
  ransformatio
  changer will 
  unconscious,
  Move: 10/12 
  Size: 1.5 to 1.
  Source: Ultim
  Gamer Maga
  and Villainy (
  Falleen 
  Home Planet
  Attribute Dic
  DEXTERITY 2
  KNOWLEDGE
  MECHANICA
  PERCEPTION
  STRENGTH 2
  TECHNICAL 
  Special Abili
  Attraction Ph
  +1D for eac
  Shapeshift (A
  heir skin-cha
  wing them to
  texture of t
  f their eyes. T
  lter specific 
  kill counts as
  of the Con: d
  ater. The Sha
   Disguise die
  a different hu
  ities: 
  r: Clawdites
  e, and shape
   mimic tha
  he same gen
  ow Clawdite
  endages, bu
  and patterns 
  on is quite
   revert to its
  , dying, or de
  .9 meters tal
  mate Alien 
  azine Issue 1
  (page 7) 
  t: Falleen 
  ce: 13D 
  2D/4D  
  E 2D/4D+2  
  AL 2D/4D  
  N 2D+1/4D+
  2D+1/4D+2
  2D/4D  
  ities: 
  heromones: 
  ch hour of c
  (A): Some C
  anging talent
  o change the
  their hair, a
  This fine con
   portions of 
  s an Advance
  disguise skill
  apeshift skil
  e rolls mad
  umanoid spe
  s are able t
  e of their ski
  at of anoth
  neral physic
  es to genera
  ut they are a
   of skin-tight
   painful, a
  s normal for
  ead. 
  ll 
  Anthology (
  10 (pages 10
   
  +2  
    
  +1D to Pe
  continuous p
  Clawdites ha
  ts to a great
  e length, colo
  as well as t
  ntrol can ev
  the Clawdite
  ed skill, with
  l specializatio
  l adds its di
  e to imitate
  cies. 
  to change t
  ins, allowing
  her humano
  al shape. Th
  ate extra lim
  able to imita
  t clothing. T
  and the ski
  rm if stunne
  (pages 38-39
  02-104), Scu
  ersuasion an
  preparation 
  ave 
  ter 
  or, 
  he 
  en 
  e’s 
  h a 
  on 
  ice 
  e a 
  he 
  g a 
  oid 
  his 
  mbs 
  ate 
  he 
  in-
  ed, 
  9), 
  um 
  nd 
  in 
  m
  m
  at
  co
  Am
  +
  St
  Fa
  th
  lim
  M
  Si
  So
  th
  Al
  (p
   
  G
  H
  At
  D
  KN
  M
  PE
  ST
  TE
  meditation to
  more than +3
  ttempt mus
  ompleting m
  mphibious: 
  1D to Swimm
  tory Factors
  alleen are ra
  he Imperial 
  mited travel 
  Move: 9/12  
  ize: 1.7-2.4 m
  ource: Alien
  he Empire S
  lien Antholo
  pages 72-73)
  Gand 
  Home Planet
  ttribute Dice
  EXTERITY 1
  NOWLEDGE
  MECHANICAL
  ERCEPTION
  TRENGTH 2
  ECHNICAL 1
  o enhance e
  3D for any o
  st be mad
  meditation. Ch
  May breathe
  ming  
  s: 
  arely seen th
  blockade i
  to and from 
  meters  
  n Encounter
  Sourcebook 
  ogy (pages 
  , Scum and V
  : Gand  
  e: 12D  
  1D+1/4D  
  E 1D/4D  
  L 1D+1/4D  
  N 1D/4D+2  
  D/5D  
  1D/4D+2  
  efforts. This 
  one skill atte
  de within o
  hanges skin 
  e water for 
  roughout the
  in their sys
   their homew
  rs (page 46)
   (pages 95-
  56-58), Alie
  Villainy (pag
  may total n
  empt and th
  one hour o
   color  
  up to 12 hrs
  e galaxy sinc
  stem severe
  world.  
  , Shadows o
  -96), Ultimat
  en Antholog
  ge 8) 
  no 
  he 
  of 
  s., 
  ce 
  ely 
  of 
  te 
  gy 
  
  Special Abilities:  
  Ammonia Breathers: Most Gands do not respire. 
  However, there is a small number of Gands that 
  are of older evolutionary stock and do respire in 
  the traditional sense. These Gands are ammonia 
  breathers and find other gases toxic to their 
  respiratory system--including oxygen.  
  Exoskeleton: The ceremonial chemical baths of 
  some findsmen initiations promote the growth of 
  pronounced knobby bits on a Gand’s exoskeleton. 
  The bits on a Gand’s arms or legs can be used as 
  rough, serrated weapons in close-quarter combat 
  and will do Strength+1 damage when brawling.  
  Eye Shielding: Most Gands have a double layer of 
  eye-shielding. The first layer is composed of a 
  transparent keratin-like substance: the Gand 
  suffers no adverse effects from sandstorms or 
  conditions with other airborne debris. The Gands’ 
  second layer of eye protection is an exceptionally 
  durable 
  chitin 
  that 
  can 
  endure 
  substantial 
  punishment. For calculating damage, this outer 
  layer has the same Strength as the character.  
  Findsman Ceremonies: Gands use elaborate and 
  arcane rituals to find prey. Whenever a Gand uses 
  a ritual (which takes at least three hours) he gains 
  a +2D to track a target.  
  Mist Vision: Having evolved on a mist-enshrouded 
  world, Gands receive a +2D advantage to 
  Perception and relevant skills in environments 
  obscured by smoke, fog, or other gases.  
  Natural Armor: Gands have limited clavicular 
  armor about their shoulders and neck, which 
  provides +2 physical protection to that region (they 
  are immune to nerve or pressure point strikes to 
  the neck or shoulders.)  
  Regeneration: Many Gands-particularly those who 
  have remained on their homeworld or are of one 
  of the very traditional sects- can regenerate lost 
  limbs. Once a day, a Gand must make a Strength 
  or stamina roll: a Very Difficult roll results in 20 
  percent regeneration; a Difficult roll will result in 10 
  percent regeneration, a Moderate roll will not assist 
  a Gand’s accelerated healing process, and the 
  character must wait until the next day to roll.  
  Reserve Sleep: Most Gands need only a fraction of 
  the sleep most living beings require. They can 
  “store” sleep for times when being unconscious is 
  not desirable. As such, the Gand need not make 
  stamina rolls with the same frequency as most 
  characters for purposes of determining the effects 
  of sleep-deprivation. Unless otherwise stated, this 
  is an assumed trait in a Gand.  
  Ultraviolet Vision: Gand can see in the ultraviolet 
  color spectrum.  
  Martial Arts: Some Gand are trained in a 
  specialized form of combat developed by a band of 
  findsman centuries ago. The tenets of the art are 
  complex and misunderstood, but the few that have 
  been described. Two techniques are described 
  below. There are believed to be many more. 
  “Piercing Touch” Description: The findsman can 
  use his chitinous fist to puncture highly durable 
  substances and materials. Difficulty: Very Difficult 
  Effect: If the character rolls successfully (and is not 
  parried or dodged), the strike does STR+2D 
  damage and can penetrate bone, chitin, and 
  assorted armors. “Striking Mist” Description: The 
  findsman can sneak close enough to an opponent 
  to prevent the victim from dodging or parrying the 
  blow. Difficulty: Difficult Effect: If the character rolls 
  successfully, and rolls a successful sneak versus 
  his opponent’s Perception, the findsman’s strike 
  cannot be dodged or parried. The Gand must 
  declare whether they are striking to injure or 
  immobilize the victim prior to making the attempt. 
  Move: 10/12 
  Size: 1.6-1.9 meters  
  Source: Alien Encounters (page 56), Ultimate Alien 
  Anthology (pages 62-63), Alien Anthology (pages 
  75-76), Scum and Villainy (pages 8-9) 
   
  Houk 
  Home Planet: Lijuter 
  Attribute Dice: 12D 
  DEXTERITY 1D/3D 
  KNOWLEDGE 1D/3D 
  MECHANICAL 1D/3D 
  PERCEPTION 1D/3D+1 
  STRENGTH 2D+1/5D+2 
  TECHNICAL 1D/3D 
  Story Factors: 
  Belligerence: For most  
  Houk, violence is  
  often the only means to  
  achieving a desired end.  
  Most Houk are generally  
  regarded as brutes who cannot be trusted. 
  Imperial Experiment Subjects: Many Houk have 
  disappeared after being taken custody by Imperial 
  science teams. 
  Move: 8/10 
  Size: 2.0-2.6 meters tall 
  Source: Galaxy Guide 12 – Aliens: Enemies and 
  Allies (pages 41-43), Ultimate Alien Anthology 
  (page 73), Scum and Villainy (pages 155-156) 
   
   
   
  
  J
  H
  A
  D
  K
  M
  P
  S
  T
  S
  T
  A
  c
  2
  T
  S
  T
  fl
  u
  to
  M
  S
  S
  S
  A
  (
  3
   
  R
  H
  s
  A
  D
  K
  M
  P
  S
  T
  Jawa 
  Home Planet
  Attribute Dic
  DEXTERITY 
  KNOWLEDGE
  MECHANICA
  PERCEPTION
  STRENGTH 1
  TECHNICAL 
  Special Abili
  Technical Apt
  At the time of
  character cre
  2D for ever
  Technical ski
  Story Factors
  Trade Langu
  lexible 
  trad
  unintelligible
  o be unintell
  Move: 8/10 
  Size: 0.8-1.2 m
  Source: Alien
  Sourcebook 
  Anthology (
  pages 11-12)
  35), Scum an
  Ryn 
  Home 
  Plan
  omewhere i
  Attribute Dic
  DEXTERITY 
  KNOWLEDGE
  MECHANICA
  PERCEPTION
  STRENGTH 1
  TECHNICAL 
  t: Tatooine 
  ce: 12D 
  1D/4D 
  E 1D/3D+1 
  AL 2D/4D+2 
  N 1D/3D 
  1D/2D+2 
  2D/4D+2 
  ities: 
  titude:  
  f  
  eation only, 
  ry 1D they 
  lls. 
  s: 
  uage: Jawas
  de 
  langua
   to other spe
  ligible. 
  meters tall 
  n Encounters
  (pages 
  pages 80-8
  ), Gamer Ma
  nd Villainy (p
  net: 
  Unkno
  in the Core) 
  ce: 12D 
  1D+2/4D 
  E 1D+1/4D 
  AL 1D/4D 
  N 2D/4D 
  1D/4D 
  1D/4D 
   Jawa chara
  place in r
  s have deve
  age 
  which 
  ecies - when
  s (page 74), 
  75-77), 
  Ul
  1), Secrets 
  agazine Issu
  pages 9-10) 
  own 
  (belie
   
  acters recei
  repair-orient
  eloped a ve
  is 
  virtua
  n Jawas wan
   The Star Wa
  timate 
  Ali
   of Tatooi
  e 3 (pages 3
  eved 
  to 
  ive 
  ed 
  ery 
  ally 
  t it 
  ars 
  en 
  ne 
  32-
  be 
  Sp
  M
  be
  so
  of
  M
  ch
  co
  la
  M
  ga
  m
  Pr
  gr
  D
  Su
  an
  pa
  of
  St
  Ba
  de
  O
  hy
  ch
  M
  Si
  So
  Sc
   
  To
  H
  At
  D
  KN
  M
  PE
  ST
  TE
  Sp
  pecial Abilit
  Musical Beak
  eaks like mu
  o adept that 
  f many droi
  Moderate Pe
  heck, 
  thou
  ommunicate
  anguage. 
  Musical Aptitu
  ain a +2 pip
  music (singing
  rehensile Ta
  rip items or
  exterity attri
  upporting he
  nd requires 
  ast the first w
  f themselves
  tory Factors
  ad Reputat
  espised as th
  Odor: Ryn ha
  ygiene, 
  wh
  haracteristic 
  Move: 10/12 
  ize: Unlisted
  ource: Ultim
  cum and Vill
  oydarian 
  Home Planet
  ttribute Dice
  EXTERITY 2
  NOWLEDGE
  MECHANICAL
  ERCEPTION
  TRENGTH 1
  ECHNICAL 1
  pecial Abilit
  ties: 
  k: The Ryn c
  usical instrum
   they can im
  ids (R2 unit
  erception: M
  ugh 
  a 
  Ryn
  e unless he 
  ude: Ryn hav
  p bonus to a
  g, playing ins
  il: A Ryn can
  r individuals
  ibutes equa
  eavy weights
  a Moderate 
  when they a
  s or another b
  s: 
  tion: Ryn 
  hieves and c
  ave supersti
  hich 
  leads 
   odor that ot
  d (Medium) 
  mate Alien An
  lainy (pages 
  : Toydaria 
  e: 12D 
  2D+1/5D 
  E 1D+1/4D 
  L 1D+2/4D+
  N 1D/3D+2 
  D/3D 
  1D+1/4D 
  ties: 
  can play the
  ments. Some
  mitate the ton
  ts, etc.). Th
  Musical instr
  n 
  will 
  be 
  knows the d
  ve a talent fo
  any skill roll
  struments, e
  n use its long
  s with both 
  al to the Ry
  s with their t
   stamina ro
  are supportin
  being. 
  are almos
  on-men. 
  itions regard
  them 
  to 
  thers find un
  nthology (pa
   10-11) 
  +1 
  eir perforate
  e Ryn becom
  nal language
  his requires 
  ruments sk
   
  unable 
  t
  droid’s bina
  or music, an
  ls that involv
  etc.). 
  g, strong tail t
  Strength an
  yn’s own -1D
  tails is painfu
  ll each roun
  ng the weigh
  st universal
  ding person
   
  possess 
  pleasant. 
  ages 133-134
  ed 
  me 
  es 
  a 
  kill 
  to 
  ry 
  nd 
  ve 
  to 
  nd 
  D. 
  ul, 
  nd 
  ht 
  lly 
  nal 
  a 
  4), 
  
  Force Resistance: Toydarians are resistant to Force 
  powers that utilize the Sense skill, and receive a 
  +3D bonus to any Perception or Control rolls made 
  to resist these powers.  Any Sense powers used 
  against a Toydarian that do not grant a resistance 
  roll have their Sense difficulty increased by +10. 
  Move: 6/8 (Ground), 18/20 (Flight) 
  Size: 0.9 to 1.5 meters tall 
  Source: Ultimate Alien Anthology (pages 164-165), 
  Alien Anthology (pages 107-108), Scum and Villainy 
  (pages 11-12) 
   
  Ubese 
   “True” 
  Home Planet: Uba IV 
  Attribute Dice: 12D 
  DEXTERITY 2D/4D+2 
  KNOWLEDGE 1D/3D 
  MECHANICAL 1D/2D+2 
  PERCEPTION 2D/4D+2 
  STRENGTH 1D/3D 
  TECHNICAL 2D/4D 
  Special Abilities:   
  Type II Atmosphere Breathing: “True Ubese” 
  require adjusted breath masks to filter and breath 
  Type I atmospheres. Without the masks, Ubese 
  suffer a -1D penalty to all skills and attributes.  
  Technical Aptitude: At the time of character 
  creation only, “true Ubese” characters receive 2D 
  for every 1D they place in Technicalskills.  
  Survival: “True Ubese” get a +2D bonus to their 
  survivalskill due to the harsh conditions they are 
  forced to endure on their homeworld.  
  Move: 8/11 
  Size: 1.75-2.25 meters tall 
   
   
  Yrak Pootzck 
  Home Planet: Uba IV 
  Attribute Dice: 12D 
  DEXTERITY 2D/4D 
  KNOWLEDGE 1D+1/3D+2 
  MECHANICAL 1D/3D 
  PERCEPTION 1D+2/4D 
  STRENGTH 1D+2/3D+1 
  TECHNICAL 1D+1/4D 
  Special Abilities:   
  Increased Stamina: Due to the relatively low 
  oxygen content of the atmosphere of their 
  homeworld, yrak pootzck Ubese add +1D to their 
  staminawhen on worlds with Type I (breathable) 
  atmospheres.  
  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) 
   
  Wroonian 
  Home Planet: Wroona 
  Attribute Dice: 12D 
  DEXTERITY 2D/4D+2 
  KNOWLEDGE 2D/4D 
  MECHANICAL 2D/4D+2 
  PERCEPTION 2D/4D+2 
  STRENGTH 2D/3D+2 
  TECHNICAL 2D/3D+2 
  Story Factors:   
  Capricious: Wroonians 
  are rather spontaneous 
  and 
  carefree. 
  They 
  sometimes do things 
  because they look like 
  fun, 
  or 
  seem 
  challenging. Wroonians are infamous for taking up 
  dares or wagers based on their spontaneous 
  actions.  
  Pursuit 
  of 
  Wealth: 
  Wroonians 
  are 
  always 
  concerned 
  with 
  their 
  personal 
  wealth 
  and 
  belongings. The more portable wealth they own, 
  the better. While they’re not overtly greedy, almost 
  everything they do centers around acquiring 
  wealth and the prestige that accompanies it.  
  Move: 10 
  Size: 1.7-2.2 meters tall 
  Source: Alien Encounters (page 107), Scum and 
  Villainy (page 156) 
   
   
   
  
  S
   
  C
  C
  A
  E
  S
  T
  S
  L
  S
  C
  C
  3
  C
  C
  C
  M
  S
  A
  H
  S
  S
  P
  S
  S
  F
  W
  2
  F
  S
  F
  S
  A
  D
  Io
  F
  S
  F
  S
  A
  D
  Starships
  Clutch Ugly
  Craft: Custom
  Affiliation: G
  Era: Rebellio
  Source: Scum
  Type: Space 
  Scale: Starfig
  Length: 6.2 m
  Skill: Starfigh
  Crew: 1 
  Crew Skill: S
  3D+2, starshi
  Cargo Capac
  Consumable
  Cost: 45,000 
  Maneuverab
  Space: 6 
  Atmosphere
  Hull: 2D 
  Shields: 1D 
  Sensors: 
  Passive: 15/0
  Scan: 30/1D 
  Search: 50/2D
  Focus: 3/3D 
  Weapons: 
  2 Laser Cann
  Fire Arc: Fron
  Skill: Starship
  Fire Control: 
  Space Range
  Atmosphere R
  Damage: 5D 
  on Cannon 
  Fire Arc: Fron
  Skill: Starship
  Fire Control: 
  Space Range
  Atmosphere R
  s 
  Damage: 3D 
  y Fighter 
  m Modified T
  General 
  on 
  m and Villain
   superiority s
  ghter 
  meters 
  hter piloting: 
  Starfighter pil
  ip shields 2D
  city: 25 kilog
  es: 1 day 
  (used) 
  bility: 3D+2 
  : 330; 900 km
  D 
  D 
  nons (fire-lin
  nt 
  p gunnery 
  2D 
  : 1-5/15/25 
  Range: 1-500
   
  nt 
  p gunnery 
  1D 
  : 1-3/12/25 
  Range: 1-300
  TIE Fighter 
  ny (page 67) 
  starfighter 
   TIE 
  loting 4D, sta
  D+2 
  rams 
  mh 
  nked) 
  0/1.5/2.5 km 
  0/1.2/2.5 km 
   
  arship gunnery 
  X
  Cr
  Af
  Er
  So
  Sc
  Ty
  Sc
  Le
  Sk
  Cr
  Cr
  4D
  Ca
  Co
  Co
  H
  Na
  M
  Sp
  At
  H
  Sh
  Se
  Pa
  Sc
  Se
  Fo
  W
  4 
  Fi
  Sk
  Fi
  Sp
  At
  Da
   
   
   
   
  X-TIE Ugly 
  raft: Incom 
  ffiliation: Ge
  ra: Rebellion
  ource: Crac
  cum and Vill
  ype: Patchw
  cale: Starfigh
  ength: 12.5 m
  kill: Starfight
  rew: 1 plus a
  rew Skill: St
  D+2, starship
  argo Capaci
  onsumables
  ost: 60,000 (
  Hyperdrive M
  av Compute
  Maneuverabi
  pace: 9 
  tmosphere: 
  Hull: 4D 
  hields: 1D 
  ensors:  
  assive: 25/1D
  can: 50/1D 
  earch: 75/2D
  ocus: 4/3D+
  Weapons:  
   Laser Cann
  ire Arc: Front
  kill: Starship 
  ire Control: 3
  pace Range:
  tmosphere R
  amage: 6D 
  T-65B X-win
  eneral 
  n 
  cken’s Thre
  lainy (page 6
  work starfight
  hter 
  meters 
  ter piloting 
  astromech 
  tarfighter pilo
  p shields 3D 
  ity: 110 kilog
  s: 1 week 
  (used) 
  Multiplier: x
  er: Uses astro
  ility: 3D+1 
   365; 1,050 k
  D 
  D 
  1 
  nons (fire-link
  t 
   gunnery 
  3D 
   1-3/12/25 
  Range: 100-30
  ng-TIE Fighter 
  eat Dossier  (page 144
  67) 
  ter 
  oting 5D, sta
   
  grams 
  1.5 
  omech with 
  kmh 
  ked) 
  00/1.2/2.5 km
  arship gunne
  ), 
  ry 
   10 jumps 
  m 
  
  Corellian B-Wing “Ugly” 
  Threat Dossier (page 140), 
  rs 
  ng 
  r piloting 5D, starship gunnery 
  : 65 kilograms 
  r: x2 
  wo jumps 
  re: 330; 750 kmh 
  D 
  /0D 
   
  y Turbolaser Cannon 
  icle blasters/starship gunnery 
  /15/30 
  300/1.2/2.5 km 
  ornet Interceptor  
   Hornet Interceptor 
  ire 
  emy Sourcebook (pages 
   
  ting: Hornet 
  ll: Starfighter piloting 4D, starship gunnery 
  Capacity: 80 kilograms 
  000 (used) 
  re: 400; 1,150 kmh 
   
  /0D 
   
  Weapons: 
  arged Laser Cannons (fire linked)* 
  unnery 
  /14/27 
  400/1.4/2.7 km 
  ore than three times in a dogfight, 
  ate Weapon Configuration: 
  unnery 
  /15/25 
  300/1.5/2.5 km 
  Craft: Average Corellian/B-wing “C-wing ugly” 
  Affiliation: General 
  Era: New Republic 
  Source: Cracken’s 
  Scum and Villainy (page 66) 
  Type: Patchwork starfighter 
  Scale: Starfighter 
  Length: 16.9 mete
  Skill: Starfighter piloti
  Crew: 1, gunners: 1 
  Crew Skill: Starfighte
  4D+2, starship shields 3D+1 
  Passengers: 6 
  Cargo Capacity
  Consumables: 1 week 
  Cost: 110,000 credits 
  Hyperdrive Multiplie
  Nav Computer: Limited to t
  Maneuverability: 1D+1 
  Space: 6 
  Atmosphe
  Hull: 2D 
  Shields: 2
  Sensors:  
  Passive: 30
  Scan: 50/1D 
  Search: 75/2D
  Focus: 4/4D+1 
  Weapons:  
  Anti-Infantr
  Fire Arc: Turret 
  Scale: Speeder 
  Crew: 1 
  Skill: Veh
  Fire Control: 2D 
  Space Range: 1-5
  Atmosphere Range: 100-
  Damage: 4D 
   
  H
  Craft: Modified Tenloss
  Affiliation: General 
  Era: Rise of the Emp
  Source: The Jedi Acad
  126-128), Scum and Villainy (page 125) 
  Type: Space superiority starfighter 
  Scale: Starfighter 
  Length: 14 meters
  Skill: Starfighter pilo
  Crew: 1 
  Crew Ski
  4D+1 
  Cargo 
  Consumables: 5 days 
  Cost: 75,000 (new), 32,
  Maneuverability: 3D+2 
  Space: 9 
  Atmosphe
  Hull: 1D+2 
  Shields: 2D+2
  Sensors: 
  Passive: 20
  Scan: 40/1D 
  Search: 65/2D
  Focus: 3/3D 
  2 Turbo-ch
  Fire Arc: Front 
  Skill: Starship g
  Fire Control: 2D 
  Space Range: 1-4
  Atmosphere Range: 100-
  Damage: 10D 
  *Once fired m
  the turbo-charged laser cannons rupture on a wild 
  die roll of one, causing 6D damage to the ship 
  itself. 
  Altern
  2 Laser Cannons (fire linked) 
  Fire Arc: Front 
  Skill: Starship g
  Fire Control: 1D 
  Space Range: 1-3
  Atmosphere Range: 100-
  Damage: 5D+2 
   
  
  S
  C
  A
  E
  S
  S
  T
  S
  L
  S
  C
  C
  P
  C
  C
  C
  M
  S
  A
  H
  S
  P
  S
  S
  F
  N
  c
   
  G
  C
  A
  E
  S
  a
  T
  S
  L
  S
  C
  C
  P
  C
  C
  C
  H
  Service Shu
  Craft: Gallofr
  Affiliation: G
  Era: Rise of t
  Source: Gala
  Scum and Vil
  Type: Orbital
  Scale: Starfig
  Length: 18 m
  Skill: Space t
  Crew: 1 
  Crew Skill: S
  Passengers: 
  Cargo Capac
  Consumable
  Cost: 36,000 
  Maneuverab
  Space: 2 
  Atmosphere
  Hull: 1D+1 
  Sensors: 
  Passive: 10/1
  Scan: 15/1D+
  Search: 20/2D
  Focus: 1/2D+
  Note: Service
  cargo. 
  Gymsnor-3 
  Craft: Corelli
  Affiliation: G
  Era: Rise of t
  Source: Pira
  and Villainy (
  Type: Light fr
  Scale: Starfig
  Length: 34.1 
  Skill: Space t
  Crew: 1 
  Crew Skill: V
  Passengers: 
  Cargo Capac
  Consumable
  Cost: 38,000 
  Hyperdrive M
  uttle 23K 
  ree Yards Se
  General 
  the Empire 
  axy Guide 7:
  llainy (page 
  l service shu
  ghter 
  meters 
  transports: S
  Space transpo
   6* 
  city: 1 metric
  es: 1 day 
  (new), 20,00
  bility: 1D 
  : 225; 650 km
  D 
  +2 
  D 
  +2 
  e shuttle can
   Light Freig
  iSpace Gyms
  General 
  the Empire 
  ates & Privat
  (page 62) 
  reighter 
  ghter 
   meters 
  transports: G
  Varies widely
   4 
  city: 95 metr
  es: 1 month 
  (new), 19,00
  Multiplier: x
  rvice Shuttle
   Mos Eisley 
  98) 
  uttle 
  ervice Shuttl
  orts 4D 
  c ton* 
  00 (used) 
  mh 
  n hold either 
  ghter 
  snor-3 Freigh
  teers (pages
  Gymsnor-3 fre
  y 
  ric tons 
  00 (used) 
  x2 
  e 23K 
  (pages 30-3
  le 23K 
   passengers 
  hter 
  s 62-63), Scu
  eighter 
  1), 
   or 
  um 
  Na
  Sp
  At
  H
  Sh
  Se
  Pa
  Sc
  Se
  Fo
  W
  La
  Fi
  Sk
  Fi
  Sp
  At
  Da
   
  K
  Cr
  Af
  Er
  So
  Pr
  Ty
  Sc
  Le
  Sk
  Cr
  Cr
  Pa
  Ca
  Co
  Co
  H
  H
  Na
  M
  Sp
  At
  H
  Sh
  av Compute
  pace: 4 
  tmosphere: 
  Hull: 5D 
  hields: 1D 
  ensors: 
  assive: 15/0D
  can: 30/1D 
  earch: 45/2D
  ocus: 3/3D 
  Weapons: 
  aser Cannon
  ire Arc: Turre
  kill: Starship 
  ire Control: 1
  pace Range:
  tmosphere R
  amage: 4D 
  Kazellis Ligh
  raft: Kazellis
  ffiliation: Ge
  ra: Rise of th
  ource: Stoc
  rivateers (pa
  ype: Light fre
  cale: Starfigh
  ength: 28 m
  kill: Space tr
  rew: 1, gunn
  rew Skill: Va
  assengers: 8
  argo Capaci
  onsumables
  ost: 50,000 (
  Hyperdrive M
  Hyperdrive B
  av Compute
  Maneuverabi
  pace: 5 
  tmosphere: 
  Hull: 4D 
  hields: 2D 
  er: Yes 
   280; 800 km
  D 
  D 
  n 
  et 
   gunnery 
  1D+2 
   1-3/12/25 
  Range: 100-30
  ht Freighte
  s Corporation
  eneral 
  he Empire 
  ck Ships (p
  age 61), Scum
  eighter 
  hter 
  eters 
  ransports: Ka
  ners: 1 
  aries widely 
  8 
  ity: 100 metr
  s: 2 months 
  (new), 23,000
  Multiplier: x2
  Backup: x12 
  er: Yes 
  ility: 2D 
   350; 1,000 k
  mh 
  00/1.2/2.5 km
  er  
  n Light Freig
  pages 29-31
  m and Villain
  azellis freigh
   
  ric tons 
  0 (used) 
  2 
   
  kmh 
  m 
  ghter 
  1), Pirates 
  ny (page 62) 
  hter 
  & 
   
  
  S
  P
  S
  S
  F
  W
  Q
  F
  S
  F
  S
  A
  D
   
  Y
  C
  T
  A
  E
  S
  T
  S
  L
  S
  C
  C
  P
  C
  C
  C
  H
  H
  N
  M
  S
  A
  H
  S
  S
  P
  S
  S
  F
  W
  Sensors: 
  Passive: 20/1
  Scan: 50/2D 
  Search: 70/2D
  Focus: 4/3D 
  Weapons: 
  Quad Laser 
  Fire Arc: Turr
  Skill: Starship
  Fire Control: 
  Space Range
  Atmosphere R
  Damage: 4D 
  YT-1250 Lig
  Craft: Corell
  Transport 
  Affiliation: G
  Era: Rise of t
  Source: Scum
  Type: Light fr
  Scale: Starfig
  Length: 35 m
  Skill: Space t
  Crew: 2 
  Crew Skill: V
  Passengers: 
  Cargo Capac
  Consumable
  Cost: 120,000
  Hyperdrive M
  Hyperdrive B
  Nav Compute
  Maneuverab
  Space: 5 
  Atmosphere
  Hull: 4D 
  Shields: 1D+
  Sensors: 
  Passive: 10/0
  Scan: 25/1D 
  Search: 40/2D
  Focus: 2/3D 
  Weapons: 
  D 
  D+1 
  Cannon 
  et 
  p gunnery 
  /12/25 
  2D 
  : 1-3
  Range: 100-3
  ght Freight
  lian Enginee
  General 
  the Empire 
  m and Villain
  reighter 
  ghter 
  meters 
  transports: Y
  Varies widely
   5 
  city: 80 metr
  es: 3 months
  0 (new), 30,0
  Multiplier: x
  Backup: x16
  er: Yes 
  bility: 1D 
  : 280; 800 km
  +1 
  D 
  D 
  300/1.2/2.5 km
  ter 
  ering Corpor
  ny (pages 64
  YT-1250 
  y 
  ric tons 
   
  000 (used) 
  x2 
  6 
  mh 
  m 
  ration YT-12
  -65) 
  250 
  La
  Fi
  Cr
  Sk
  Fi
  Sp
  At
  Da
   
  YT
  Cr
  tra
  Af
  Er
  So
  (p
  En
  64
  Ty
  Sc
  Le
  Sk
  Cr
  Cr
  Pa
  Ca
  Co
  Co
  H
  H
  Na
  M
  Sp
  At
  H
  Sh
  aser Cannon
  ire Arc: Turre
  rew: 1 
  kill: Starship 
  ire Control: 2
  pace Range:
  tmosphere R
  amage: 4D+
  T-1930 Lig
  raft: Corelli
  ansport 
  ffiliation: Ge
  ra: Rebellion
  ource: Wre
  page 
  98), 
  nhancement
  4/66) 
  ype: Light fre
  cale: Starfigh
  ength: 35 m
  kill: Space tr
  rew: 2 
  rew Skill: Va
  assengers: 6
  argo Capaci
  onsumables
  ost: 110,000 
  Hyperdrive M
  Hyperdrive B
  av Compute
  Maneuverabi
  pace: 6 
  tmosphere: 
  Hull: 4D 
  hields: 2D 
  n 
  et 
   gunnery 
  2D 
   1-3/12/25 
  Range: 100-30
  +1 
  ht Freighte
  an Engineer
  eneral 
  n 
  etched Hive
  Starships 
  t (page 3), S
  eighter 
  hter 
  eters 
  ransports: YT
  aries widely 
  6 
  ity: 200 metr
  s: 4 months 
   (new), 50,00
  Multiplier: x2
  Backup: x12 
  er: Yes 
  ility: 1D+2 
   330; 950 km
  00/1.2/2.5 km
  er 
  ring Corpora
  s of Scum 
  of 
  the 
  G
  Scum and V
  T-1930 
   
  ric tons 
  00 (used) 
  2 
   
  mh 
  m 
  ation YT-193
   and Villain
  Galaxy 
  We
  Villainy (page
  30 
  ny 
  eb 
  es 
  
  S
  P
  S
  S
  F
  W
  T
  F
  C
  S
  F
  S
  A
  D
   
  C
  C
  A
  E
  S
  a
  T
  S
  L
  S
  C
  C
  P
  C
  C
  C
  H
  H
  N
  M
  S
  A
  H
  S
  S
  P
  S
  S
  F
  Sensors: 
  Passive: 10/0
  Scan: 25/1D 
  Search: 40/2D
  Focus: 2/3D 
  Weapons: 
  Twin Heavy L
  Fire Arc: Turr
  Crew: 1 (co-p
  Skill: Starship
  Fire Control: 
  Space Range
  Atmosphere R
  Damage: 4D 
  Conqueror 
  Craft: Surron
  Affiliation: G
  Era: Rebellio
  Source: Pira
  and Villainy (
  Type: Assaul
  Scale: Starfig
  Length: 28 m
  Skill: Space t
  Crew: 2, skel
  Crew Skill: V
  Passengers: 
  Cargo Capac
  Consumable
  Cost: 100,500
  Hyperdrive M
  Hyperdrive B
  Nav Compute
  Maneuverab
  Space: 7 
  Atmosphere
  Hull: 4D 
  Shields: 2D 
  Sensors: 
  Passive: 20/1
  Scan: 35/1D+
  Search: 80/2D
  Focus: 2/3D  
  D 
  D 
  Laser Canno
  et 
  pilot) 
  p gunnery 
  2D 
  : 1-3/12/25 
  Range: 100-3
   Assault Sh
  nian Conquer
  General / Emp
  on 
  ates & Privat
  (pages 62-64
  t ship  
  ghter  
  meters 
  transports: C
  leton: 1/+5 
  Varies, typica
   1 
  city: 25 metr
  es: 1 month  
  0 (new), 46,0
  Multiplier: x
  Backup: x10
  er: Yes  
  bility: 2D  
  : 350; 1,000 k
  D  
  +1  
  D+1  
  on 
  300/1.2/2.5 km
  hip 
  ror-class Ass
  pire 
  teers (pages
  ) 
  Conqueror as
  ally 3D-5D 
  ric tons  
   
  000 (used) 
  x1  
  0  
  kmh  
  m 
  sault Ship 
  s 74-75, Scu
  ssault ship 
  um 
  W
  2 
  Fi
  Sk
  Fi
  Sp
  At
  Da
  2 
  Fi
  Cr
  Sk
  Fi
  Sp
  At
  Da
   
  Y
  Cr
  Af
  Er
  So
  G
  Ty
  Sc
  Le
  Sk
  Cr
  Cr
  sp
  Pa
  Ca
  Co
  Co
  H
  H
  Na
  M
  Sp
  At
  H
  Sh
  Se
  Pa
  Sc
  Se
  Fo
  Weapons:  
   Ion Cannon
  ire Arc: Front
  kill: Starship 
  ire Control: 3
  pace Range:
  tmosphere R
  amage: 4D  
   Double Las
  ire Arc: Turre
  rew: 1 (or fro
  kill: Starship 
  ire Control: 2
  pace Range:
  tmosphere R
  amage: 5D 
  164 Slave T
  raft: Y164 Th
  ffiliation: Ge
  ra: Rise of th
  ource: Scum
  uide 9 - Frag
  ype: Medium
  cale: Capital
  ength: 90 m
  kill: Space tr
  rew: 13, gun
  rew Skill: As
  pace transpo
  assengers: 1
  argo Capaci
  onsumables
  ost: 245,000 
  Hyperdrive M
  Hyperdrive B
  av Compute
  Maneuverabi
  pace: 1 
  tmosphere: 
  Hull: 3D 
  hields: 1D 
  ensors: 
  assive: 10/0D
  can: 25/1D 
  earch: 45/3D
  ocus: 3/4D 
  ns (fire-linke
  t 
   gunnery 
  3D  
   1-3/7/36 
  Range: 100-30
  ser Cannons
  et 
  om cockpit) 
   gunnery 
  2D (0D if fired
   1-3/12/25 
  Range: 100-30
  Transport 
  halassian Sla
  eneral 
  he Empire 
  m and Villa
  gments from 
  m slave trans
  l 
  eters 
  ransports: Y1
  nners: 2 
  strogation 3D
  orts 4D 
  12,400 (slave
  ity: 10 metric
  s: 1 month 
   (new), 122,0
  Multiplier: x3
  Backup: x25 
  er: Yes 
  ility: 1D 
   210; 600 km
  D 
  D 
  d) 
  00/700/3.6 km
  s (fire separa
   
  d from cockp
  00/1.2/2.5 km
  ave Transpor
  ainy (page 
   the Rim (pa
  sport 
  164 slave tran
  D+2, starship
  es) 
  c tons 
  000 (used) 
  3 
   
  mh 
  m  
  ately) 
  pit)  
  m  
  rt 
  127), Galax
  age 7) 
  nsport 
  p gunnery 3D
  xy 
  D, 
  
  Weapons: 
  2 Quad Laser Cannons 
  Fire Arc: Turret 
  Crew: 1 
  Scale: Starfighter 
  Skill: Starship gunnery 
  Fire Control: 2D 
  Space Range: 1-3/12/25 
  Atmosphere: 100-300/1.2/2.5 km 
  Damage: 5D 
   
  Kaloth Battlecruiser 
  Craft: Kaloth-style Battlecruiser 
  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 
  Passengers: 75 (troops) 
  Cargo Capacity: 6,540 metric tons 
  Consumables: 6 months 
  Cost: Not available for sale (estimated 1.3 million) 
  Hyperdrive Multiplier: x2.5 
  Hyperdrive Backup: x18 
  Nav Computer: Yes 
  Maneuverability: 1D 
  Space: 6 
  Atmosphere: 330; 950 km/h 
  Hull: 5D 
  Shields: 1D+2 
  Sensors:  
  Passive: 40/1D 
  Scan: 80/2D 
  Search: 100/3D 
  Focus: 5/4D 
  Weapons:  
  44 Turbolaser Batteries 
  Fire Arc: 10 front, 15 left, 15 right, 4 back 
  Crew: 3 
  Skill: Capital ship gunnery 
  Fire Control: 3D 
  Space Range: 3-15/35/75 
  Atmosphere Range: 700-3/7/15 km 
  Damage: 3D+2 
  24 Laser Cannons 
  Fire Arc: 8 front, 8 left, 8 right 
  Crew: 3 
  Scale: Starfighter 
  Skill: Starship gunnery 
  Fire Control: 2D+2 
  Space Range: 1-3/12/25 
  Atmosphere Range: 200-600/2.4/5 km 
  Damage: 4D 
  2 Tractor Beam Projectors 
  Fire Arc: Front 
  Crew: 10 
  Skill: Capital ship gunnery 
  Fire Control: 3D 
  Space Range: 1-5/15/30 
  Damage: 4D 
  Carried Craft: 12 starfighters (typically uglies) 
   
  Errant Venture 
  Craft: Heavily modified Kuat Drive Yards Imperial 
  II Star Destroyer 
  Affiliation: Booster Terrik (smuggler) 
  Era: New Republic 
  Source: The New Jedi Order Sourcebook (page 
  117), Scum and Villainy (pages 127-128) 
  Type: Star Destroyer 
  Scale: Capital 
  Length: 1,600 meters 
  Skill: Capital ship piloting: Star Destroyer 
  Crew: 4,780 
  Crew Skill: All appropriate skills at 4D 
  Passengers: 30,000 
  Cargo Capacity: 49,000 metric tons 
  Consumables: 5 years 
  Cost: Not for sale (estimated value is 145 million 
  credits) 
  Hyperdrive Multiplier: x1 
  Hyperdrive Backup: x8 
  Nav Computer: Yes 
  Maneuverability: 1D 
  Space: 6 
  Hull: 7D+1 
  Shields: 2D+2 
  Sensors: 
  Passive: 50/1D 
  Scan: 100/3D 
  Search: 200/4D 
  
  F
  W
  1
  F
  S
  F
  S
  A
  D
  1
  F
  S
  F
  S
  A
  D
  2
  F
  S
  F
  S
  A
  D
   
  S
  C
  A
  E
  S
  &
  T
  S
  C
  P
  C
  C
  C
  s
  m
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Focus: 6/4D+
  Weapons: 
  10 Turbolase
  Fire Arc: 4 rig
  Skill: Capital 
  Fire Control: 
  Space Range
  Atmosphere R
  Damage: 5D 
  10 Ion Canno
  Fire Arc: 4 rig
  Skill: Capital 
  Fire Control: 
  Space Range
  Atmosphere R
  Damage: 4D 
  2 Tractor Be
  Fire Arc: Fron
  Skill: Capital 
  Fire Control: 
  Space Range
  Atmosphere R
  Damage: 6D 
  StarForge S
  Craft: Astero
  Affiliation: G
  Era: Old Rep
  Source: Scum
  & Privateers (
  Type: Planeto
  Scale: Capita
  Crew: 1,850 
  Passengers: 
  Cargo Capac
  Consumable
  Cost: Not av
  abacc game
  more) 
  +2 
  ers 
  ht, 4 left, 2 fr
  ship gunnery
  4D 
  : 3-15/36/75 
  Range: 6-30/
  ons 
  ht, 4 left, 2 fr
  ship gunnery
  4D 
  : 1-10/25/50 
  Range: 2-20/
  ams 
  nt 
  ship gunnery
  4D 
  : 1-5/15/30 
  Range: 2-10/
  Station 
  id-based spa
  General 
  public 
  m and Villain
  (pages 110-1
  oid station 
  al 
   10,000 
  city: 25 millio
  es: Unlimited
  vailable for 
  es to cover b
  ront 
  y 
  /72/150 km 
  ront 
  y 
  /50/100 km 
  y 
  /30/60 km 
  ace station 
  ny (pages 12
  113) 
  on metric ton
  d 
   sale (some
  bets of 1,000
  29-130), Pirat
  ns 
  etimes lost 
  0,000 credits 
  tes 
  in 
   or 
  H
  Na
  Sp
  H
  Sh
  Se
  Pa
  Sc
  Se
  Fo
  W
  5 
  Fi
  Sk
  Fi
  Sp
  At
  Da
  Ca
  up
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hyperdrive M
  av Compute
  pace: 1 
  Hull: 10D 
  hields: 4D 
  ensors: 
  assive: 30/0D
  can: 40/1D 
  earch: 50/1D
  ocus: 2/2D 
  Weapons: 
   Turbolaser
  ire Arc: Turre
  kill: Capital s
  ire Control: 2
  pace Range:
  tmosphere R
  amage: 7D 
  arried Craft
  p to a dozen
  Multiplier: x6
  er: Yes 
  D 
  D+2 
  r Batteries 
  et 
  ship gunnery
  2D 
   3-15/36/75 
  Range: 6-30/7
  t: 600 starfigh
  n bulk freight
  6 
  y 
  72/150 km 
  hters, 60 spa
  ers. 
  ace transport
   
  ts, 
  
  D
   
  K
  T
  C
  D
  K
  B
  4
  M
  C
  P
  C
  S
  T
  C
  re
  E
  -W
  -2
  E
  M
  S
  C
  S
   
  R
  T
  D
  K
  P
  M
  A
  re
  s
  P
  S
  T
  C
  tr
  Droids 
  K-Series Spa
  Type: Indus
  Control Droid
  DEXTERITY 
  KNOWLEDGE
  Bureacuracy 
  4D+2 
  MECHANICA
  Communicat
  PERCEPTION
  Command 3D
  STRENGTH 1
  TECHNICAL 
  Computer 
  p
  epair 5D, spa
  Equipped W
  Walking loco
  2 hand appe
  Equipment: 
  Move: 10 
  Size: Tall 
  Cost: 5,500 c
  Source: Scum
  RX Pilot Dro
  Type: Industr
  DEXTERITY 
  KNOWLEDGE
  Planetary sys
  MECHANICA
  Astrogation 
  epulsorlift o
  tarship gunn
  PERCEPTION
  STRENGTH 1
  TECHNICAL 
  Computer 
  ransports rep
  aceport Co
  strial Autom
  d 
  1D 
  E 3D 
   6D, languag
  AL 2D 
  tions 3D, spa
  N 3D 
  D+2 
  1D 
  3D 
  programmin
  ace transpor
  With: 
  omotion 
  endages 
  Comlink, da
  redits 
  m and Villain
  oid 
  rial Automat
  1D+2 
  E 1D 
  tems 4D 
  AL 3D 
  4D, 
  capita
  operation 4
  nery 3D+2 
  N 1D 
  1D 
  2D 
  programmin
  pair 3D 
  ontrol Droid
  maton K-seri
  ges 6D, plan
  ace transport
  ng/repair 
  6D
  rt repair 5D 
  atapad 
  ny (page 96) 
  ton RX-series
  al 
  ship 
  pi
  4D, space t
  ng/repair 
  3
  d 
  ies Spacepo
  netary system
  ts 4D 
  D, 
  machine
   
  s Pilot Droid 
  iloting 
  4D+
  transports 5
  3D+2, 
  spa
  ort 
  ms 
  ery 
   
  +2, 
  5D, 
  ace 
  Eq
  -3
  -R
  -V
  M
  Si
  Co
  So
   
  1
  Ty
  D
  En
  KN
  Sc
  M
  PE
  Se
  ST
  Cl
  TE
  Co
  Eq
  -Q
  -Im
  -T
  -2
  -R
  -B
  -H
  be
  -B
  sk
  M
  Si
  Co
  So
   
   
   
   
   
   
  quipped Wi
  3 claw appen
  Repulsorlift e
  Vocabulator 
  Move: 10 (hov
  ize: 1.2 mete
  ost: 7,300 cr
  ource: Scum
  1-17 Minin
  ype: Roche 
  EXTERITY 2
  nergy weapo
  NOWLEDGE
  cholar: geolo
  MECHANICAL
  ERCEPTION
  earch 5D 
  TRENGTH 4
  limbing 4D+
  ECHNICAL 2
  omputer pro
  quipped Wi
  Quadanium s
  mproved sen
  Two tool app
  2 fusion lante
  Retractable g
  Buzzsaw (2D
  Heavy plasm
  eam is 6 me
  Blowtorch (3
  kill) 
  Move: 7 
  ize: 1 meter 
  ost: 3,500 (n
  ource: Scum
  ith: 
  ndages 
  engine 
  ver) 
  er tall 
  redits 
  m and Villainy
  ng Droid 
  11-17 Series 
  2D 
  ons 3D, mele
  E 2D 
  ogy 4D 
  L 1D 
  N 2D 
  D 
  +2 
  2D 
  ogramming/r
  ith: 
  shell (+1D p
  nsors (+2 to 
  pendages 
  erns 
  grasper arm 
  D damage, us
  ma jet (7D, us
  ters long by 
  3D damage
   tall, 1 meter
  new), 2,650 (
  m and Villainy
  y (page 96) 
   Mining Droid
  ee combat 2D
  repair 2D+2 
  physical, +1 e
   search, infra
  ses melee co
  ses energy w
  3 meters wid
  e, uses ene
  r long 
  (used) 
  y (page 156)
  d 
  D+2 
   
  energy) 
  ared vision) 
  ombat skill) 
  weapons ski
  de) 
  ergy weapon
  ) 
  ill, 
  ns 
  
  8
  T
  D
  K
  M
  M
  P
  S
  S
  T
  E
  -H
  -V
  -H
  k
  4
  -P
  in
  M
  S
  C
  S
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8D8 Smelte
  Type: Roche 
  DEXTERITY 
  KNOWLEDGE
  MECHANICA
  Machinery op
  PERCEPTION
  STRENGTH 4
  Stamina 6D 
  TECHNICAL 
  Equipped W
  Humanoid b
  Vocabulator 
  Heat-resistan
  kevlex chass
  4,000 degrees
  Protected p
  nfrared visio
  Move: 7 
  Size: 1.65 me
  Cost: 2,500 (n
  Source: Scum
  er Droid 
   8D8 Smeltin
  1D 
  E 1D 
  AL 2D 
  peration 4D 
  N 2D 
  4D 
  1D 
  With: 
  body (two arm
   
  nt durasteel 
  sis (+1D a
  s resistance)
  photorecepto
  n) 
  eters tall 
  new), 1,800 
  m and Villain
  ng Operator 
  ms, two legs
   molecularly
  against phys
  ) 
  ors (-1D to
  (used) 
  ny (page 157
  s, head) 
  y bonded w
  sical damag
  o search pl
  7) 
  ith 
  ge, 
  lus 
  J9
  Ty
  D
  KN
  Al
  4D
  M
  PE
  Ba
  ST
  TE
  Se
  Eq
  -T
  ra
  -B
  -O
  -A
  -T
  la
  M
  Si
  Co
  So
  Th
  d2
  (p
   
   
   
   
   
   
   
   
   
  9 Worker D
  ype: Roche J
  EXTERITY 2
  NOWLEDGE
  lien species 
  D+1 
  MECHANICAL
  ERCEPTION
  argain 4D+2
  TRENGTH 1
  ECHNICAL 1
  ecurity 5D+1
  quipped Wi
  Two 
  photo
  ange) 
  Bipedal locom
  Olfactory sen
  Arjan vocabu
  TransLang II
  anguages) 
  Move: 10 
  ize: 1.9 mete
  ost: 1,200 (n
  ource: Cyna
  he DarkStryd
  20 Core Rule
  page 157) 
  Drone 
  J9 Worker D
  2D 
  E 4D 
   5D+1, bure
  L 1D 
  N 3D 
  2, sneak 4D  
  D 
  1D 
  1  
  ith: 
  oreceptors/vi
  motion 
  nsors (+1D to
  ulator 
  I Communic
  ers 
  new), 900 (us
  abar’s Fantas
  der Campaig
  ebook (page
  Drone 
  eaucracy 5D+
  deo 
  senso
  o odor-based
  cations mod
  sed) 
  stic Technol
  gn - Boxed S
  e 375), Scum
  +2, language
  ors 
  (Verpin
  d search rolls
  dule (+2D t
  logy – Droid
  Set (page 86
  m and Villain
  es 
  ne 
  s) 
  to 
  ds, 
  6), 
  ny 
  
  C
   
  S
  T
  P
  D
  P
  S
  S
  B
  S
  Im
  o
  im
  a
  jo
  S
  D
  e
  ta
  e
  M
  S
  S
  A
  a
  V
   
  N
  T
  P
  D
  T
  P
  S
  S
  Creature
  Spice Spide
  Type: Subter
  Planet of Ori
  DEXTERITY 
  PERCEPTION
  Search 9D  
  STRENGTH 4
  Brawling: imp
  Special Abili
  mpaling: Th
  one of its h
  mpalement 
  additional +
  ostling. A c
  Strength roll t
  Drain Energy
  energy from 
  akes 1D dam
  energy draine
  Move: 15  
  Size: 2.4-6.8 m
  Source: Alie
  Academy So
  and the Oute
  Villainy (page
  Nadir Spide
  Type: Astero
  Planet of Ori
  DEXTERITY 4
  Thrown weap
  PERCEPTION
  Search 6D, sn
  STRENGTH 3
  s 
  er 
  rranean pred
  igin: Kessel 
  1D  
  N 8D  
  4D  
  pale 5D , sta
  ities:  
  e spice spid
  hundreds o
  causes ST
  +2 damage 
  character m
  to break free
  y: The spice
  living beings
  mage per tu
  ed. 
  meters wide
  en Anthology
  ourcebook (p
  er Rim Wor
  e 184) 
  er 
  id predator 
  igin: Resh 93
  4D 
  pons: acid sp
  N 3D 
  neak 6D+1 
  3D+1 
  dator 
   
  amina 6D+2 
  der can impa
  of dagger-lik
  TR+1D dam
  per turn fr
  must make 
  e.  
  e spider feed
  s. Each impa
  urn from hav
  e  
  y (pages 45-
  pages 123-1
  rlds (page 8
  376 
  pray 4D+2 
    
  ale its prey o
  ke legs. Ea
  mage, plus 
  rom addtion
   an oppos
  ds by draini
  aled charact
  ving his or h
  -46), The Je
  24), Geono
  85), Scum an
  on 
  ach 
  an 
  nal 
  ed 
  ng 
  ter 
  her 
  edi 
  sis 
  nd 
  Br
  Sp
  Bi
  Ac
  a 
  m
  ro
  w
  M
  Si
  So
   
  C
  Ty
  D
  PE
  ST
  Sp
  En
  st
  Fl
  Si
  su
  co
  at
  M
  Si
  So
   
   
   
   
   
   
   
   
  rawling: bite
  pecial Abilit
  ite: STR+1 d
  cid Spray: On
   jet of highl
  meters. The v
  ound until it’
  with a medpa
  Move: 20 (wa
  ize: 1.6-3 me
  ource: Scum
  omet Myno
  ype:  Parasit
  EXTERITY 3
  ERCEPTION
  TRENGTH 1
  pecial Abilit
  nergy Drain
  tarships.  
  light: Mynock
  ilicon life for
  urvive in th
  ommon My
  tmosphere. 
  Move: 9, 1 (sp
  ize: 1.5 mete
  ource: Scum
  e 4D 
  ties:  
  damage. 
  nce per day
  ly corrosive 
  victim suffer
  s washed of
  ac). 
  alking or clim
  eters wide  
  m and Villainy
  ock   
  te 
  3D  
  N 1D  
  D  
  ties:  
  n: survive b
  ks who drain
  rms: Silicon-
  he vacuum
  ynock are a
  pace units pe
  ers wide, 0.5
  m and Villainy
  , a Nadir spi
  acid with a
  rs 3D acid d
  ff or treated 
  mbing) 
  y (page 184)
  by draining 
  n enough en
  -based life fo
  m of space
  also able t
  er turn)  
   meters tall 
  y (page 219)
  der can spew
  a range of 1
  damage eve
  (Easy first ai
  ) 
  energy from
  ergy can fly. 
  orms and ca
  , but unlik
  to survive 
  ) 
  w 
  10 
  ry 
  id 
  m 
    
  an 
  ke 
  in 
  
  Equipment Upgrading 
  Beyond the modifications listed on pages 60-62 of 
  the Star Wars Roleplaying Game Second Edition 
  Revised 
  and 
  Expanded, 
  as 
  well 
  as 
  other 
  supplements, gear can be modified with various 
  upgrades.  Any stock piece of equipment usually 
  has one standard upgrade slot left by the 
  manufacturer.   
   
  Gaining upgrade slots: 
  To gain additional upgrade slots you may either 
  strip a piece of gear, or increase the size of its 
  housing.   
   
  Stripping gear: 
  Stripping  gear requires a eight hours, and 
  Moderate Technical roll or associated skill roll (i.e., 
  blaster 
  repair, 
  armor 
  repair, 
  computer 
  programming/repair, etc.).  Also, there is a 
  materials cost of 50% of the original item cost.  If 
  the skill roll fails, then the gear is not successfully 
  stripped, and it no longer functions properly.  The 
  character may make another attempt to restore the 
  gear to working order and strip it requiring an 
  additional one hour of work and an additional cost 
  with a Moderate difficulty.   A successful attempt at 
  stripping the gear allows for a single upgrade slot. 
   
  Stripping weapons: 
  Weapons can be stripped in one of five ways 
  Damage: Reduce the damage by -1D.   
  Range: Reduce the range by 10% 
  Design: The design of the weapon can be 
  modified so that it greatly varies from its original 
  intended operation.  The difficulty of the weapon 
  would then increase by +5. 
  Stun Setting: A weapon with a stun setting may 
  have that function removed to gain an upgrade 
  slot. 
   
  Stripping armor: 
  Armor may be stripped in one of two ways 
  Defensive materials: Armor can have sections of 
  defensive padding and some rigid materials 
  removed.  Doing so will reduce the armor’s 
  physical damage resistance by -2, and its energy 
  resistance by -1 
  Joint bracing:  Armor generally makes use of 
  more fragile, but more flexible material to cover 
  the joints.  Such joint materials can be removed 
  and replaced with more rigid materials to house 
  the upgrade components.  The armor maintains its 
  defensive abilities by the Dexterity penalties 
  increase by 2 pips. 
   
  Equipment size: 
  A piece of gear may receive an upgrade point by 
  increasing its size.  By changing the housing of the 
  datapad, blaster, etc., the equipment cost is now 
  doubled.  However, increasing the size has no 
  bearing on the effectiveness of the equipment.  If 
  armor undergoes this change it simply becomes 
  bulkier, and increases the Dexterity penalty by 2 
  pips.  Weapons that are increased in size incur a 
  +2 to the weapon’s difficulty.  No piece of gear can 
  gain more than one upgrade slot by increasing size. 
   
  Universal Upgrades: 
  The following upgrades may be added to weapons, 
  armor, or any piece of gear such as datapads, 
  glowrods, etc. (unless otherwise specified in the 
  upgrade’s description).   
   
  Cheater 
  Skill: computer programming/repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 500 
  Availability: 2, X 
  Upgrade slot cost: 1 
  Game Notes: Cheaters are devices that aid in 
  games of chance, often installed in comlinks, 
  credit chips, or sabbac cards.  They add +2 to any 
  gambling roll.  However, each use of a cheater 
  requires 
  a 
  hide 
  roll 
  versus 
  an 
  opponent’s 
  Perception check.  Further, anyone who beats the 
  character’s gambling roll by 10 or more, realizes 
  that the character is cheating, though they may not 
  realize how.  Such NPCs will likely demand to 
  search the character, or relieve the character of 
  their 
  equipment, 
  possessions, 
  or 
  breathing 
  privileges.   
  Source: Scum and Villainy (page 40) 
   
  Cloaked 
  Skill: computer programming/repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 750 
  Availability: 2, F 
  Upgrade slot cost: 1 
  Game Notes: Cloaking a piece of equipment 
  installs sensor baffles to distort the equipments 
  energy signatures.  Also, the equipment itself is 
  modified to be more camouflaged, or allow it to be 
  hidden in a more inconspicuous location on the 
  body.  Anyone attempting to search a character 
  with a cloaked piece of equipment receives a -
  1D+2 penalty to their search or sensors roll to 
  detect the equipment.  Note that even cloaked 
  equipment is obvious when it is in use.  Armor 
  given a cloaked upgrade does not assist in sneak 
  rolls, but only provides a bonus to conceal the 
  armor and make it less conspicuous or appear as 
  normal clothing. 
  Source: Scum and Villainy (page 40) 
   
  Droidification 
  Skill: droid repair (to install) 
  Difficulty: to install: Difficult 
  Cost: 2,000 
  Availability: 3, F 
  Upgrade slot cost: 2 
  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 
  equipment from which it was built, or it may 
  conceal itself as a normal piece of equipment.  
  While being concealed as normal equipment, it 
  requires a Difficult Perception or search check to 
  recognize that the equipment is unusual.   
  The droidefied equipment uses the following 
  statistics: 
  DEXTERITY 1D+1 
  KNOWLEDGE 1D 
  MECHANICAL 1D 
  PERCEPTION 1D 
  Search 2D 
  STRENGTH 1D 
  TECHNICAL 1D 
  Equipped With: 
  -One photoreceptor 
  -One auditory receptors 
  Story Factors: 
  Basic Programming: programmed only for the 
  most 
  menial 
  or 
  basic 
  of 
  tasks. 
  Such 
  programming is often out of place in other 
  settings where more specialized droids would 
  be used, such as starship engineering bays, 
  medical suites and battlefields. They can be 
  upgraded with improved programming and 
  more attachments and equipments at an 
  additional cost. 
  Restricted Vocabulary: The basic unit can only 
  reply 
  with 
  the 
  words 
  “affirmative” 
  or 
  “negative”, despite any question asked or 
  situation encountered. 
  Move: 4 
  Size: Varies 
  The droidefied equipment may have an added 
  +1D to a single skill that is specifically associated 
  with its use.  For example, a droidefied datapad 
  may gain a +1D to computer programming/repair. 
  Only equipment can be droidefied.  Armor, 
  vehicles, and weapons may not be droidefied. 
  Source: Scum and Villainy (page 40) 
   
  Dual Gear 
  Skill: computer programming/repair or blaster 
  repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 1,000 
  Availability: 1 
  Upgrade slot cost: 1 
  Game Notes: One piece of equipment can be hard 
  wired into another piece of equipment as an 
  upgrade.  However, it is impossible to place a 
  larger piece of gear into a smaller piece (you may 
  not cram an E-Web blaster into a lightsaber).  Dual 
  gear may function as either component piece 
  without penalty.  For example, a glowrod and 
  blaster may either shoot or illuminate.  However, it 
  may not perform both functions simultaneously.  
  You must pay full price for both pieces of gear that 
  you are combining into a single piece of dual gear. 
  Source: Scum and Villainy (page 41) 
   
  Electrograpple Handle 
  Skill: computer programming/repair or blaster 
  repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 1,000 
  Availability: 2, F 
  Upgrade slot cost: 1 
  Game 
  Notes: 
  An 
  electrograpple 
  handle 
  is 
  essentially a magnetized section of the equipment 
  that is designed to fly towards a specially attuned 
  grapple gauntlet (the cost of which is included in 
  the upgrade).  A pice of equipment with an 
  electrograpple handle can be retrieved by a 
  character wearing the attuned grapple gauntlet as 
  an action, so long as the item is within 6 meters.  If 
  the equipment is held or strapped down then the 
  gauntlet allows a Strength check of 3D to rip it free.  
  This type of upgrade is most often used on 
  weaponry, whereby a character may throw down a 
  weapon to prove he is disarmed, and then retrieve 
  his weapon. 
  Source: Scum and Villainy (page 41) 
   
  Environmental Sealing 
  Skill: computer programming/repair or blaster 
  repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 400 
  Availability: 2 
  Upgrade slot cost: 1 
  Game 
  Notes: 
  Environmental 
  sealing 
  places 
  gaskets, coatings, nonreactive materials, and seals 
  throughout a piece of equipment to ensure that it 
  does not fail because of certain environmental 
  conditions.  The equipment may work normally 
  after being placed in a vacuum, underwater, after 
  being packed with sand, or in a snowstorm.  It 
  does not take damage from corrosive or toxic 
  atmospheres, extreme temperatures, radiation, or 
  most building fires (the equipment is not immune 
  to fire-based damage, explosions, or attack).   
  Source: Scum and Villainy (page 41) 
   
  Extra Power Source 
  Skill: computer programming/repair or blaster 
  repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 200 
  Availability: 1 
  Upgrade slot cost: 1 
  Game Notes: An extra power source will allow a 
  device to function twice as long as it normally 
  would.  If it is a weapon that exclusively uses 
  power packs (and not blaster gas), then it may be 
  fired twice as many times without a recharge.  It is 
  possible to perform this modification more than 
  once.  Each time the cost of the additional upgrade 
  is the same.     
  Source: Scum and Villainy (page 41) 
   
   
  
  Memory Upgrade 
  Skill: computer programming/repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 4,000 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: Any piece of gear that has databanks 
  can increase its storage capacity.  The basic 
  memory can be doubled by this upgrade.  An 
  advanced upgrade is also available that quadruples 
  the storage space.  The advanced memory 
  upgrade doubles the number of upgrade points, 
  requires is Very Difficult to install, and costs 16,000.  
  This upgrade may not be used on droids, as they 
  have different upgrade guidelines available in 
  Cynabar’s Fantastic Technology. 
  Source: Scum and Villainy (page 41) 
   
  Miniaturized 
  Skill: computer programming/repair or appropriate 
  weapon repair skill (to install) 
  Difficulty: to install: Moderate  
  Cost: 500 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: Equipment with the miniaturized 
  upgrade weighs half as much.  A melee weapon 
  that is miniaturized has its damage reduced by 1D.   
  Source: Scum and Villainy (page 41) 
   
  Miniaturized 
  Skill: computer programming/repair or blaster 
  repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 500 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: Equipment with the miniaturized 
  upgrade weighs half as much.  A melee weapon 
  that is miniaturized has its damage reduced by 1D.   
  Source: Scum and Villainy (page 41) 
   
  Recognition System 
  Skill: computer programming/repair or blaster 
  repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 200 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: Equipment with a recognition system 
  can identify its owner and will not function for 
  anyone else.  Fooling a recognition system takes 
  one minute and a Very Difficult computer 
  programming/repair roll.  The owner of the 
  equipment with this upgrade can deactivate it as 
  an action before passing it to an ally.  Optionally, 
  the recognition system can have a code phrase 
  that allows anyone to deactivate it.    
  Source: Scum and Villainy (page 41) 
   
   
   
  Remote Activation 
  Skill: computer programming/repair or blaster 
  repair (to install) 
  Difficulty: to install: Easy  
  Cost: 500 
  Availability: 1 
  Upgrade slot cost: 0 
  Game Notes: This upgrade allows a piece of 
  equipment to be activated with a signal from a 
  comlink or similar device.  Though this is usually 
  associated with explosives or security systems, a 
  remote activator can be used to activate a droid, a 
  fusion lantern, or other such devices.  It can also 
  set a computer to start running a certain program, 
  or start a holoprojector to start playing a particular 
  recording.  Activating the remote is one action 
  (which includes entering the activation command 
  code) per piece of gear activated.  The range of the 
  activation is determined by the comlink or other 
  communication device used.  Any comlink can be 
  used to activate the equipment, sending a signal 
  with a specific doe along al specific frequency.  A 
  character who is aware of the remote activation 
  can attempt to find the frequency with a Very 
  Difficult security roll. 
  Source: Scum and Villainy (page 41) 
   
  Secret Compartment 
  Skill: computer programming/repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 600 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: Like storage capacity (see below), 
  this upgrade allows a piece of equipment to carry a 
  smaller piece of gear within it.  However, the gear 
  carried within the compartment is concealed.  It 
  takes a Very Difficult Perception or search roll to 
  notice the compartment.   
  Source: Scum and Villainy (pages 41-42) 
   
  Silverplate 
  Skill: 
  computer 
  programming/repair, 
  melee 
  weapons repair, armor repair, or blaster repair 
  Difficulty: to install: Moderate  
  Cost: 2,500 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: Silverplate is a tough chroming 
  process that adds a layer of material (usually a 
  dallorian alloy) over the surface of a piece of 
  equipment.  In addition to giving the gear a stylish 
  look, it also adds a +1D to the body strength of the 
  item.   The silverplate may be applied to weapons, 
  general equipment, and armor.  Any silverplate 
  applied to armor does not grant any additional 
  armor bonus to the wearer, but only preserves the 
  functionality of the armor when taking damage.  
  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 
  Skill: computer programming/repair or blaster 
  repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 300 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: Any equipment that is designed to be 
  held in a single hand can be spring-loaded.  
  Readying a spring-loaded piece of equipment  
  Source: Scum and Villainy (page 42) 
   
  Storage Capacity 
  Skill: computer programming/repair or blaster 
  repair (to install) 
  Difficulty: to install: Easy  
  Cost: 100 
  Availability: 1 
  Upgrade slot cost: 0 
  Game Notes: The upgrade allows gear to carry 
  smaller items of gear within or on it.  However, this 
  is an obvious compartment and offers no 
  concealment.  Equipment with the storage 
  capacity upgrade can hold multiple items that are 
  reasonably smaller than the piece of gear, insofar 
  as the total weight is less than the equipment with 
  the storage capacity.    
  Source: Scum and Villainy (page 42) 
   
   
  Weapon Upgrades 
   
  Bayonet Ring 
  Skill: appropriate weapon repair roll (to install) 
  Difficulty: to install: Easy  
  Cost: 100% of weapon cost 
  Availability: 1 
  Upgrade slot cost: 0 
  Game Notes: A bayonet ring is a simple ring 
  attached to a small melee weapon (such as a 
  vibrodagger or knife).  The weapon cannot have a 
  bipod or required to have any sort of mount while 
  in use.  The most common combination is to use a 
  vibrodagger on a balster rifle, however it is possible 
  to have combinations such as s stun baton on a 
  grenade launcher.  The melee weapon’s damage 
  increases by +2 when used as a bayonet.  
  Mounting or removing the melee weapon counts 
  as an action. 
  Source: Scum and Villainy (page 42) 
   
  Bipod 
  Skill: blaster repair (to install) 
  Difficulty: to install: Easy  
  Cost: 100 
  Availability: 2 
  Upgrade slot cost: 0 
  Game Notes: A bipod is a two-legged attachment 
  that allows the barrel to be steadied while firing.  
  Preparing the bipod for use counts as an action.  
  Should a character move once the bipod has been 
  readied, then the bipod must be readied for use 
  again after the move.   If the bipod is used for one 
  round of aiming, the character receives and 
  additional +1D to blaster. 
  Source: Scum and Villainy (page 43) 
   
  Double Trigger 
  Skill: blaster repair (to install) 
  Difficulty: to install: Easy  
  Cost: 800 
  Availability: 2 
  Upgrade slot cost: 0 
  Game Notes: A weapon with a double trigger may 
  treat one trigger as a safety, with the second trigger 
  being a hair-trigger that fires with the minutest 
  pressure.  Weapons with a double trigger gain an 
  additional +2 when aimed. 
  Source: Scum and Villainy (page 43) 
   
  Ion Charger 
  Skill: melee weapon repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 3,000 
  Availability: 2, F 
  Upgrade slot cost: 1 
  Game Notes: An ion charger encases a melee 
  weapon with an ion field that flares in strength 
  when the weapon strikes a target.  This causes the 
  weapon to deal 3D of ion damage in addition to its 
  physical damage.   
  Source: Scum and Villainy (page 43) 
   
  Ion Charger 
  Skill: melee weapon repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 3,000 
  Availability: 2, F 
  Upgrade slot cost: 1 
  Game Notes: An ion charger encases a melee 
  weapon with an ion field that flares in strength 
  when the weapon strikes a target.  This causes the 
  weapon to deal 3D of ion damage in addition to its 
  physical damage.   
  Source: Scum and Villainy (page 43) 
   
  Missile Load 
  Skill: demolitions (to install) 
  Difficulty: to install: Moderate  
  Cost: 3,000 
  Availability: 2, X 
  Upgrade slot cost: 1 
  Game Notes: A missile load involves dismantling a 
  standard thrown grenade and converting it into an 
  explosive that can be launched from a missile 
  launcher.  This allows the grenade to keep its 
  normal blast radius, but increases its damage by 
  50%.  A converted grenade may not be thrown after 
  this modification. 
  Source: Scum and Villainy (page 43) 
   
  Neutronium Reinforcement 
  Skill: melee weapon repair (to install) 
  Difficulty: to install: Moderate  
  
  Cost: 250 
  Availability: 2, F 
  Upgrade slot cost: 1 
  Game Notes: Neutronium is a heavy alloy that is 
  most often used to make armor and to reinforce 
  starship hulls.  However, it can be used to harden a 
  cutting surface of a melee weapon.  Any melee 
  weapon that receives a neutronium reinforcement 
  gains an additional +2 damage as well as +1D to 
  its body strength.    
  Source: Scum and Villainy (page 43) 
   
  Overload Switch 
  Skill: blaster repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 3,000 
  Availability: 2, X 
  Upgrade slot cost: 1 
  Game Notes: An overload switch allows an energy 
  weapon to build a feedback loop that causes it to 
  explode.  When activated (as an action), the 
  weapon 
  becomes 
  an 
  improvised 
  grenade.  
  Calculate the damage of the blast based on the 
  damage code of the weapon.  (Let X represent the 
  damage of the weapon, and calculate from that as 
  a base.) 
  Damage: X+1D/X/X-1D/X-2D 
  Blast Radius: 02/4/6/10 
  Example: If a character puts an overload switch on 
  a heavy blaster pistol with a damage of 5D, then 
  the damage would be 6D/5D/4D/3D.  
  Source: Scum and Villainy (page 43) 
   
  Pulse Charger 
  Skill: blaster repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 2,000 
  Availability: 3, X 
  Upgrade slot cost: 1 
  Game Notes: A pulse charger forces more blaster 
  gas and power through a blaster’s blast chamber 
  on any given shot. When a blaster has this upgrade 
  it gains a +1 for every D the blaster has in its 
  damage code.  Example: a blaster with 5D damage 
  would then roll 5D damage, and then add +5 to 
  the roll.  The additional damage comes at a cost.  
  First, the blaster is no longer as accurate, and 
  incurs a -1 penalty to the character’s blaster roll for 
  every 2D of damage, rounded up (i.e., a 5D blaster 
  would incur a -3 penalty).  Second, the blaster uses 
  its ammunition twice as fast as before. 
  Source: Scum and Villainy (page 43) 
   
  Rangefinder 
  Skill: blaster repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 200 
  Availability: 2, F 
  Upgrade slot cost: 1 
  Game 
  Notes: 
  All 
  ranged 
  weapons 
  with 
  a 
  rangefinder installed may decrease the difficulty of 
  firing at medium and long range.  All shots made at 
  a target at medium range has a standard difficulty 
  of Easy, and all targets at long range have a 
  difficulty of Moderate when the weapon is aimed 
  for one round.  
  Source: Scum and Villainy (page 43) 
   
  Rapid Recycler 
  Skill: blaster repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 500 
  Availability: 2, F 
  Upgrade slot cost: 1 
  Game Notes: A blaster with a rapid recycler allows 
  the blaster to fire a three-shot burst with each 
  trigger squeeze.  For each successful blaster roll, 
  instead of rolling damage once, the rapid recycler 
  allows a character to make three damage rolls.  
  The initial damage follows the weapon’s standard 
  damage roll.  The additional two damage rolls have 
  a standard damage of 3D+2.    
  Source: Scum and Villainy (page 44) 
   
  Retractable Stock 
  Skill: blaster repair (to install) 
  Difficulty: to install: Easy  
  Cost: 500 
  Availability: 2 
  Upgrade slot cost: 0 
  Game Notes: When a retractable stock is in use, 
  the character gains a +1D bonus to his or her 
  blaster roll when aiming for one round.    (If the 
  retractable stock is used to upgrade a blaster pistol, 
  the pistol then requires 1 upgrade slot and is 
  Moderate to install.) 
  Source: Scum and Villainy (page 44) 
   
  Slinker 
  Skill: firearm repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 1000 
  Availability: 2, F 
  Upgrade slot cost: 1 
  Game Notes: Slinkers may only be installed on a 
  slugthrower or other projectile weapon.  Once a 
  weapon has a slinker installed, it no longer fires 
  normal ammunition, and slinker ammunition 
  doubles the ammo cost.  Slinkers are equipped 
  with simple sensors and targeting computers.  
  Sliniker ammunition is programmed to fly around 
  obstacles to strike targets. In game terms, any 
  target that has cover does not receive a bonus for 
  being under cover to avoid an attack.  However, 
  this does not apply to targets that have total cover.   
  Source: Scum and Villainy (page 44) 
   
  Targeting Scope 
  Skill: blaster repair (to install) 
  Difficulty: to install: Easy  
  Cost: 100 
  Availability: 1 
  Upgrade slot cost: 0 
  
  Game Notes: A character receives a +1D bonus for 
  aiming for a full round when using a targeting 
  scope. 
  Source: Scum and Villainy (page 44) 
   
  Low Light Targeting Scope 
  Skill: blaster repair (to install) 
  Difficulty: to install: Easy  
  Cost: 1000 
  Availability: 2 
  Upgrade slot cost: 0 
  Game Notes: A character receives a +1D bonus for 
  aiming for a full round when using a targeting 
  scope.  A low light scope ignores all penalties from 
  darkness. 
  Source: Scum and Villainy (page 44) 
   
   
  Armor upgrades 
   
  Aquatic Adaptation 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 500 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: These are gaskets and pressure 
  adaptations that allow the armor to function at 
  deep sea depths.  Also, the aquatic adaptation 
  allows for breathable air to be separated from the 
  components of water.  Further, armor is adapted 
  with small maneuvering jets that provide a +1D 
  bonus to all swimming rolls.   
  Source: Scum and Villainy (page 45) 
   
  Armorplast 
  Skill: armor repair (to install) 
  Difficulty: to install: Easy  
  Cost: 900 
  Availability: 3 
  Upgrade slot cost: 0 
  Game Notes: The armorplast adaptation replaces 
  the normal protective plates.  The armorplast is 
  lightweight and much less encumbering.  An armor 
  receiving the armorplast upgrade, reduces its 
  Dexterity penalty by two pips.  This cannot reduce 
  the Dexterity penalty lower than 0. 
  Source: Scum and Villainy (page 45) 
   
  Climbing Claws 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 200 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: These retractable claws are mounted 
  on the arms and legs, and enhances the climbing 
  skill by +1D.  Additionally, these claws may be 
  used as impromptu weapons.  When a character 
  makes a successful brawling attack with the 
  climbing claws, they do STR+1D damage. 
  Source: Scum and Villainy (page 45) 
  Diagnostics System 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 500 
  Availability: 1 
  Upgrade slot cost: 1 
  Game Notes: The diagnostics system is a set of 
  sensor packages that allows the user to monitor 
  any damage done to the armor.  As a result of the 
  information in the damage report, the character 
  receives a +2 bonus to any armor repair rolls to 
  repair the damaged armor.  Further, this bonus will 
  also apply to any first aid rolls to any damage the 
  character has taken while wearing the armor.   
  Source: Scum and Villainy (page 45) 
   
  Environmental Systems 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 600 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: The internal survival systems provide 
  either hot-weather resistance or cold-weather 
  resistance.  In order to receive protection against 
  both hot and cold weather, the wearer would need 
  to install both as separate upgrades.  The 
  protection systems can provide the ability to avoid 
  all ill effects from temperature extremes from as 
  low as -30ºC to as high as 100º C. 
  Source: Scum and Villainy (page 45) 
   
  Gyros 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 250 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: The gyros provide a stabilizing 
  element for anyone utilizing this upgrade.  The 
  gyros provide a +1D+2 bonus to avoid falling or 
  being knocked prone.   
  Source: Scum and Villainy (page 46) 
   
  Helmet Package 
  Skill: armor repair (to install) 
  Difficulty: to install: Easy  
  Cost: 4000 
  Availability: 2 
  Upgrade slot cost: 0 
  Game Notes: When a helmet is equipped with a 
  helmet 
  sensor 
  package, 
  it 
  provides 
  two 
  advantages.  First, it provides a +2D bonus to all 
  Perception checks in low light environments.  
  Second, it provides a hands-free internal comlink.  
  Source: Scum and Villainy (page 46) 
   
  Holoshroud 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 5000 
  Availability: X, R 
  
  Upgrade slot cost: 1 
  Game Notes: A holoshroud package contains a 
  series of holographic projectors at key points of the 
  armor.  The projectors create a holographic image 
  that moves as the armor moves, making the 
  illusion difficult to penetrate.  The holographic 
  image must be the same approximate size and 
  shape of the armor.  Though the holoshroud can 
  only store one image at a time, the image can be 
  changed 
  with 
  a 
  Moderate 
  computer 
  programming/repair roll and an hour of work.  
  Though the holoshroud may aid in hiding objects 
  underneath the image (a +2D to all hide rolls), it 
  will not withstand scrutiny.  If anyone studies the 
  image for an entire round, they may make a 
  Moderate Perception or search roll to detect that 
  the image is a deception.  Further, the holoshroud 
  has no substance and cannot provide any tactile, 
  auditory, or olfactory sensations.  The holoshroud 
  contains enough power for an entire hour of 
  concealment.  However, this may be extended by 
  upgrading the armor further with an additional 
  power pack.   
  Source: Scum and Villainy (page 46) 
   
  Integrated Equipment 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 200 for 1 piece of equipment, 500 for 2, 1,000 
  for 5  
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: Integrated equipment attaches 
  another piece of equipment to the armor.  The 
  equipment must be significantly smaller than the 
  armor itself (i.e, one could attach a datapad or 
  macrobinoculars, though not a refresher booth).  
  Some weapons such as small blasters or vibro 
  knives may be integrated into the armor.  The 
  equipment is constantly ready for use and need not 
  be drawn or prepared before being used.  Once 
  the 
  suit 
  has 
  been 
  outfitted 
  for 
  integrated 
  equipment, it becomes easier to add additional 
  pieces of equipment.  (The price for up to five 
  pieces of equipment has be listed.)  It is 
  particularly easy to swap out pieces of equipment 
  that have been attached to the armor, and only 
  requires 20 minutes and an Easy armor repair roll. 
  Source: Scum and Villainy (page 46) 
   
  Integrated equipment 
  Skill: armor repair (to install) 
  Difficulty: to install: Difficult  
  Cost: 2000 for 10 pieces of equipment. 
  Availability: 2 
  Upgrade slot cost: 2 
  Game Notes: This upgrade package is exactly the 
  same as one to five pieces of equipment, but the 
  additional slots and difficulty to install allow the 
  wearer to integrate 10 pieces of equipment.  
  Source: Scum and Villainy (page 46) 
   
  Internal Generator 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 1000 
  Availability: 2 
  Upgrade slot cost: 1 
  Game 
  Notes: 
  An 
  internal 
  generator 
  allows 
  integrated equipment or other upgrades to have a 
  near continuous reserve of power from a 
  miniaturized portable fusion generator.  However, 
  the largest drawback to this upgrade is its 
  unmistakable power signature.  Anyone making a 
  sensors roll, or using any hand-held or vehicle 
  scanners will gain a +2D to detect a character with 
  this upgrade.   
  Source: Scum and Villainy (page 46) 
   
  Jump Servos 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 100 
  Availability: 1 
  Upgrade slot cost: 1 
  Game Notes: Servos installed into key areas of the 
  armor allows for a slight advantage in making 
  jumps.  A character whose armor has this upgrade 
  receives an added +2 to all jumping rolls.  
  Source: Scum and Villainy (page 46) 
   
  Powered Exoskeleton 
  Skill: armor repair (to install) 
  Difficulty: to install: Difficult  
  Cost: 4,000 
  Availability: 2, F 
  Upgrade slot cost: 2 
  Game Notes: This upgrade modifies the nature of 
  the armor, and converts it into a powersuit, which 
  will then require the powersuit operation skill.  The 
  conversion adds +2 to all Strength based skill rolls. 
  Source: Scum and Villainy (page 46) 
   
  Radiation Shielding 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 400 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: The radiation shielding treats the 
  armor with a radiation reflective coating, which 
  insulates the wearer against moderate radiation 
  zones.  If in a heavy radiation zone, or if the wearer 
  takes damage from any radiation attack, the 
  wearer may add +1D to his Strength roll to resist 
  the radiation damage. 
  Source: Scum and Villainy (page 46-47) 
   
   
  Rangefinder 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 500 
  Availability: 2, F 
  Upgrade slot cost: 1 
  
  Game Notes: The rangefinder armor upgrade 
  works in the same way as for the weapon 
  rangefinder upgrade (see above), but only for 
  weapons integrated into the armor itself (see 
  below).   
  Source: Scum and Villainy (page 47) 
   
  Ready Harness 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 500 
  Availability: 1 
  Upgrade slot cost: 1 
  Game Notes: The ready harness is a series of clips, 
  straps, and hooks distributed about the armor to 
  accommodate weapons and equipment.  They 
  make equipment easily accessible and distribute 
  the weight of the equipment to easily suit the 
  comfort of the wearer, allowing the wearer to carry 
  more equipment than ordinarily possible.    
  Source: Scum and Villainy (page 47) 
   
  Repulsorlift 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 1000 
  Availability: 2 
  Upgrade slot cost: 1 
  Game Notes: Similar to repulsorlifts on vehicles, 
  the repulsorlift upgrade allows a wearer of the 
  upgraded armor to hover, fly, and maneuver one 
  meter above the ground.  When employing the 
  repulsorlifts, the character must use repulsorlift 
  operations to maneuver.  This may be used as a 
  reaction skill.  The repulsorlift may be used for 10 
  rounds without recharging. 
  Source: Scum and Villainy (page 47) 
   
  Shadowskin 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 5000 
  Availability: 2, F 
  Upgrade slot cost: 1 
  Game Notes: This upgrade consists of sound 
  dampeners, as well as a dark coating, providing an 
  audio and visual camouflage. Anyone wearing 
  armor with the shadowskin upgrade, receives a +5 
  bonus to his sneak skill rolls. 
  Source: Scum and Villainy (page 47) 
   
  Shadowskin reflec 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 20,000 
  Availability: R, X 
  Upgrade slot cost: 1 
  Game Notes: This is an advanced variant of the 
  Shadowskin.  It was first introduced by the Grand 
  Army of the Republic, and was later used in 
  occasional Imperial missions.  There are few 
  samples of this upgrade in existence due to its 
  prohibitive cost.  Though, the upgrade gives the 
  wearer a +10 bonus to his sneak skill.  
  Source: Scum and Villainy (page 47) 
   
  Shield Generator 
  Skill: armor repair (to install) 
  Difficulty: to install: Difficult  
  Cost: 5000 
  Availability: 2, F 
  Upgrade slot cost: 2 
  Game Notes: Small shield generators can be 
  installed on heavy armor.  For the standard shield 
  upgrade, it adds an additional +2 to the armor’s 
  strength, providing protection against physical and 
  energy damage.  A shield generator is able to 
  provide the protective field for 10 rounds.  If the 
  wearer takes any damage, then the shields are 
  blown, and can only be reactivated after a 
  Moderate armor repair roll.   
  Source: Scum and Villainy (page 47) 
   
  Heavy Shield Generator 
  Skill: armor repair (to install) 
  Difficulty: to install: Very Difficult  
  Cost: 10,000 
  Availability: 2, X 
  Upgrade slot cost: 3 
  Game Notes: Small shield generators can be 
  installed on heavy armor.  For the standard shield 
  upgrade, it adds an additional 1D+2 to the armor’s 
  strength, providing protection against physical and 
  energy damage.  A shield generator is able to 
  provide the protective field for 10 rounds.  If the 
  wearer takes any damage, then the shields are 
  blown, and can only be reactivated after a 
  Moderate armor repair roll.   
  Source: Scum and Villainy (page 47) 
   
  Shock Web 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 6000 
  Availability: 2, F 
  Upgrade slot cost: 1 
  Game Notes: A shock web encases an armor’s 
  surface with a stunning electrical charge.  Should 
  an opponent come in direct contact with the 
  armor, or should the wearer make a successful 
  brawling attack, then the target suffers 4D stun 
  damage.  The shock web can be activated for up to 
  20 
  minutes 
  without 
  recharging. 
   
  However, 
  whenever the armor discharges its stun damage, it 
  reduces the power supply of 1 minute’s worth of 
  power. 
  Source: Scum and Villainy (page 47) 
   
  Vacuum Seals 
  Skill: armor repair (to install) 
  Difficulty: to install: Easy  
  Cost: 2000 
  Availability: 1 
  Upgrade slot cost: 0 
  
  Game Notes: Airtight gaskets used to seal joints in 
  armor, in addition to simple life support allows the 
  armor’s wearer to survive for 10 hours in the 
  vacuum of space or other hostile environments.    
  Source: Scum and Villainy (page 47) 
   
  Weapon Mounts 
  Skill: armor repair (to install) 
  Difficulty: to install: Moderate  
  Cost: 1000 
  Availability: 2, F 
  Upgrade slot cost: 1 
  Game Notes: Armor can add equipment using the 
  Integrated 
  Equipment 
  upgrade, 
  but 
  weapon 
  mounts allow weapons to be added more 
  effectively.  The number of weapon mounts 
  depends on whether it is light, medium, or heavy 
  armor.  Light armor allows for 2 weapon 
  emplacements, medium armor allows for 3 
  emplacements, and heavy armor is allotted 4 
  emplacements.  Any weapon that requires two 
  hands to operate is assumed to require 2 
  emplacements.   
   
  The cost of the upgrade is calculated separately 
  from the cost of the weapon itself.  Once a weapon 
  is integrated into the armor, it can no longer be 
  hand-fired.  To install or change out a weapon, it 
  requires  10 minutes and an Easy armor repair roll.   
   
  Weapons are considered to be obvious to the 
  casual observer, unless the wearer has designed 
  them to be concealed, in which case, the upgrade 
  cost is multiplied by 3.  When the weapon is 
  concealed, it requires a Very Difficult Perception or 
  search roll to notice the weapon emplacements. 
  Source: Scum and Villainy (page 47 
   
   
  Armor 
   
  Beskar’gam Light Armor 
  Type: Military armor 
  Scale: Character 
  Cost: 33,500 (3,500 to characters in a Mandalorian 
  culture) 
  Availability: 4 
  Upgrade Slots: 2 
  Game Notes: Grants +2D physical, +1D energy, -
  1D Dexterity and related skills.  Provides a +1D to 
  intimidation. 
   
  The 
  Beskar’gam 
  armor 
  is 
  extraordinarily rare outside of Mandalorian culture.   
  Source: Scum and Villainy (page 48) 
   
  Beskar’gam Medium Armor 
  Type: Military armor 
  Scale: Character 
  Cost: 37,000 (7,000 to characters in a Mandalorian 
  culture) 
  Availability: 4 
  Upgrade Slots: 2 
  Game Notes: Grants +2D+1 physical, +1D+1 
  energy, 
  -1D+1 
  Dexterity 
  and 
  related 
  skills.  
  Provides a +1D to intimidation.  The Beskar’gam 
  armor 
  is 
  extraordinarily 
  rare 
  outside 
  of 
  Mandalorian culture.   
  Source: Scum and Villainy (page 48) 
   
  Beskar’gam Heavy Armor 
  Type: Military armor 
  Scale: Character 
  Cost: 45,000 (15,000 to characters in a Mandalorian 
  culture) 
  Availability: 4 
  Upgrade Slots: 2 
  Game Notes: Grants +2D+2 physical, +1D+2 
  energy, 
  -1D+2 
  Dexterity 
  and 
  related 
  skills.  
  Provides a +1D to intimidation.  The Beskar’gam 
  armor 
  is 
  extraordinarily 
  rare 
  outside 
  of 
  Mandalorian culture.   
  Source: Scum and Villainy (page 48) 
   
  AV-1S (Scout) 
  Model: GTU AV-1S Armor 
  Type: Powersuit 
  Skill: Powersuit operation 
  Cost: 7,500 
  Availability: 3, F 
  Game Effect:  
  Basic 
  Suit: 
  +1D 
  energy, 
  +1D+1 
  physical 
  protection, -1D Dexterity and all related skills. 
  Enhanced Strength: +1D to Strength for all skills, 
  including melee and unarmed combat damage. 
  Repulsorlift Engine: Move of 20, flight ceiling of 100 
  meters. Maneuver rolls are made with the 
  powersuit operation skill. 
  Infrared Imaging Module: Ranged up to 200 
  meters, allows vision based on heat. 
  Starlight Imaging: Magnifies available light for 
  excellent 
  low-light 
  vision 
  (no 
  penalties 
  for 
  darkness except in absolute darkness, but sudden 
  flashes of light can cause 4D stun damage if the 
  user does not make a Moderate Perception roll to 
  close his or her eyes in time). 
  Power Lamp: 100 meter range. 
  Multi-channel 
  Comm 
  Unit: 
  Includes 
  comlink 
  encoder, ranged up to 50 kilometers, and external 
  amplifier. 
  Macrobinoculars: 
  Standard 
  rules 
  as 
  for 
  macrobinoculars. 
  5 Sureseal Patches: Automatic patches against suit 
  leaks. 
  Bio-Readout: Informs wearer of his/her physical 
  condition. 
  Environment Scanner: Scans air for breathability 
  and toxins and detects harmful radiation. 
  
  Game Notes: Can operate for 36 hours without 
  replenishing supplies and takes 5 minutes to put 
  on. 
  Source: 
  Galladinium’s 
  Fantastic 
  Technology 
  (pages 80-81), Arms and Equipment Guide (pages 
  44-45), Scum and Villainy (page 48) 
   
  AV-1C (Combat) 
  Model: GTU AV-1C Power Suit 
  Type: Powersuit 
  Skill: Powersuit operation 
  Cost: 12,000 
  Availability: 4, X 
  Game Effect:  
  Battle Suit: +2D physical and energy, -1D to 
  Dexterity and all related skills. 
  Strength Enhancement: +2D to Strength and 
  related skills, but any failed Strength or related roll 
  strips the servos, causing a full malfunction of the 
  suit for 1D rounds; also roll 1D, if the result is 1-2, 
  the wearer suffers 4D stun damage from arcing 
  electricity. 
  Repulsorlift Engine: Move of 20, flight ceiling of 100 
  meters. Maneuver rolls are made with the 
  powersuit operation skill. 
  Infrared Imaging Module: Ranged up to 200 
  meters, allows vision based on heat. 
  Starlight Imaging: Magnifies available light for 
  excellent 
  low-light 
  vision 
  (no 
  penalties 
  for 
  darkness except in absolute darkness, but sudden 
  flashes of light can cause 4D stun damage if the 
  user does not make a Moderate Perception roll to 
  close his or her eyes in time). 
  Power Lamp: 100 meter range. 
  Multi-channel 
  Comm 
  Unit: 
  Includes 
  comlink 
  encoder, ranged up to 50 kilometers, and external 
  amplifier. 
  Macrobinoculars: 
  Standard 
  rules 
  as 
  for 
  macrobinoculars. 
  5 Sureseal Patches: Automatic patches against suit 
  leaks. 
  Bio-Readout: Informs wearer of his/her physical 
  condition. 
  WITS: Allows the wearer to link two weapons into 
  the suit’s battle computer, getting +1D to hit for 
  each weapon. 
  Game Notes: Can operate for 24 hours without 
  replenishing supplies and takes 10 minutes to put 
  on. 
  Source: Galladinium’s Fantastic Technology (page 
  81), Arms and Equipment Guide (page 44), Scum 
  and Villainy (page 48) 
   
   
  Koromondain Half-Vest 
  Model: Modified Koromondain PDS, Inc. Mk 45 
  Protective Vest 
  Type: Protective vest 
  Cost: 250 
  Availability: 1 
  Game Notes: +1D+2 from physical; +2 from 
  energy attacks to torso front and back. 
  Source: Gundark’s Fantastic Technology (page 
  56), Galaxy Guide 10: Bounty Hunters (page 87), 
  Scum and Villainy (page 49) 
   
  Krail 210 Personal Armor 
  Model: Krail Armory Model 210 Personal Armor 
  Type: Personal battle armor 
  Skill: Powersuit operation: Krail 210 armor 
  Cost: 16,300 (26,000 with all modifications) 
  Availability: Basic suit is “X” on most planets; 
  modified suit is unique 
  Game Effect:  
  Basic Suit: +1D to Strength for energy attacks, +2D 
  to physical attacks (Modified version: +2D to 
  Strength for energy attacks, +3D to physical 
  attacks); -1D to Dexterity and related skills. Suit has 
  a Move of 16, with movement rolled on powersuit 
  operation skill 
  Power Suit: +1D to lifting. 
  Sensor Pod: +1D to search. 
  Sealed Enviro Filter: Filter system can block out 
  harmful molecules, or in case of insufficient or 
  deadly atmosphere, the suit can completely seal, 
  drawing upon a two-hour internal supply of 
  oxygen. 
  Jet Pack: Has a Move of 100 meters horizontally, 70 
  meters vertically. Uses jet pack operation skill, base 
  difficulty is Ease, modified by obstacles. Has 20 
  charges, can expend up to two per round. 
  Integral Internal Line Slinger: 20-meter range. Can 
  attach to grappling or magnetic hooks. Uses missile 
  weapons skill. 
  Winch: Capable of lifting 100 kg (Modified version 
  only). 
  Internal Dual Force Blades: STR+3D damage, 
  Moderate 
  melee 
  combat 
  difficulty 
  (Modified 
  version only). 
  Source: Galaxy Guide 9: Fragments from the Rim 
  (page 31), Scum and Villainy (page 49) 
   
  Shadowsuit 
  Model: Ayellixe/Krongbing Textiles Shadowsuit 
  Type: Anti-sensor suit 
  Cost: 600 
  Availability: 3 
  Game Notes: Adds +2D to sneak. 
  
  Source: Rules of Engagement – The Rebel 
  SpecForce Handbook (page 34), Arms and 
  Equipment Guide (page 40), Scum and Villainy 
  (page 49) 
   
   
  Weapons 
   
  Subrepeating Blaster Pistol 
  Model: Czerka 5-18 Light Repeater 
  Type: Light repeating blaster 
  Scale: Character 
  Skill: Blaster: repeating blasters 
  Ammo: 100 
  Cost: 750 
  Availability: 2, X 
  Range: 3-30/100/250 
  Damage: 6D 
  Game notes: Retractable stock adds +1D when 
  aimed for one round.   
  Source: Scum and Villainy (page 49) 
   
  High Powered Blaster Sniper Rifle 
  Model: Torvent 9-16 Alpha 
  Type: Blaster sniper rifle 
  Scale: Character 
  Skill: Blaster: blaster rifles 
  Ammo: 100 
  Cost: 2000 
  Availability: 2, R or X 
  Fire Rate: 1 
  Range: 1-25/100/250 
  Damage: 6D 
  Game Notes: When using the rifle’s targeting 
  scope, reduce all Long Range or precision shot 
  difficulty levels to Moderate. 
  Source: Scum and Villainy (page 50) 
   
  Deck-Sweeper 
  Model: Merr-Sonn Deck Sweeper Stunning Blaster 
  Type: Stunner 
  Scale: Character 
  Skill: Blaster: deck-sweeper 
  Ammo: 5 
  Cost: 500 (power packs: 10) 
  Availability: 2, X 
  Fire Rate: 1/2 
  Range: 3/5/10 
  Damage: 6D stun 
  Game Notes: Everyone within a 45-degree arc of 
  the shooter’s front is hit with a successful use. 
  Characters within five meters of the blast cannot 
  attempt to dodge; characters six to ten meters 
  away may attempt to dodge, though all attempts 
  are at -1D penalty. 
  Source: Gundark’s Fantastic Technology (page 
  31), Pirates & Privateers (pages 42-43), Arms and 
  Equipment Guide (page 17), Scum and Villainy 
  (page 50) 
   
  RGL-80 Electronet Grenade 
  Model: Golan Arms RGL-80 Electronet Grenade 
  Type: Antipersonnel wire-guided grenade 
  Scale: Character 
  Skill: Missile weapons: grenade launcher 
  Ammo: 
  5 
  (force-fed 
  magazine 
  with 
  power 
  generator; attaches to grenade magazine holder) 
  Cost: 2,000 (magazine) 
  Availability: 2, F 
  Fire Rate: 1/2 (power generator can only control 
  one activated net at a time) 
  Range: 10-250/350/500 
  Damage: 1-10D (variable stun or normal damage) 
  Source: Galaxy Guide 10: Bounty Hunters (pages 
  82-83), Gundark’s Fantastic Technology (page 43), 
  Scum and Villainy (page 50) 
   
  Micro-Grenade Launcher 
  Model: Locris Syndicates Model MGL-1 
  Type: Micro-grenade launcher 
  Scale: Character 
  Skill: Missile weapons: grenade launcher 
  Ammo: 30 (magazine) 
  Cost: 2,500; 1,000 (micro-grenade magazine) 
  Availability: 3, F 
  Fire Rate: 1 
  Range: 3-25/100/200 
  Blast Radius: 0-2/4/6 
  Damage: 4D/3D/2D (fragmentation; other micro-
  grenades are available) 
  Game Notes: This micro-grenade launcher has a 
  computerized fire control system. If the character 
  can make a Moderate Perception roll (this is a free 
  action and doesn’t count as a skill use, so there are 
  no penalties), the character can add +1D to hit 
  when the weapons is fires; if the character is firing 
  at the same target repeatedly, the character 
  automatically gets the +1D for the second and 
  following shots. 
  Source: Galaxy Guide 10: Bounty Hunters (page 
  84), Gundark’s Fantastic Technology (pages 36-37), 
  Rules of Engagement – The Rebel SpecForce 
  Handbook (page 65), Scum and Villainy (page 50) 
   
  Neural Inhibitor 
  Model: Mennotor DAS-430 Neural Inhibitor 
  Type: Portable rail gun 
  Scale: Character 
  Skill: Firearms: rail gun 
  Ammo: 240 
  Cost: 5,000 (rifle), 4,000 (pistol); 750 (ammo) 
  Availability: 4, R or X 
  Fire Rate: 4 
  
  Range: 3-20/50/150 (rifle), 3-10/25/50 (pistol) 
  Damage: 3D+1 (from impact), 6D (stun damage 
  from neurotoxins) 
  Game Notes: If the neurotoxin achieves an 
  unconscious result, the victim must make a 
  Difficult stamina rolls after five minutes to revive. 
  After another five minutes, the difficulty is reduced 
  to Moderate. After another two minutes, the 
  difficulty to revive is Easy. Targets weighing over 
  150 kilograms reduce the difficulty to revive by one 
  level (Difficult becomes Moderate) and make 
  stamina rolls at four minutes, three minutes and 
  one minute; targets over 300 kilograms reduce the 
  difficulty to revive by two levels (Difficult becomes 
  Easy) and make stamina rolls at two minutes, one 
  minute and one minute. 
  Source: Galaxy Guide 10: Bounty Hunters (pages 
  83-84), Gundark’s Fantastic Technology (page 19), 
  Scum and Villainy (page 50) 
   
  Pulse Rifle 
  Model: Corondexx VES-700 Pulse Rifle 
  Type: Pulse rifle 
  Scale: Character 
  Skill: Blaster: pulse rifle 
  Ammo: 15 (power pack), unlimited (power 
  generator), super-conducting filaments must be 
  replaced every 20 shots) 
  Cost: 5,000; 200 (power pack), 300 (super-
  conducting filaments) 
  Availability: 4, X 
  Range: 1-10/20/30 
  Damage: 6D/5D/3D 
  Game Notes: Character selects a target: the target 
  and all beings in the cone of fire and within one 
  meter radius of the target take full damage. All 
  targets within 15º wither way of the target take 3D 
  damage. 
  If 
  filaments 
  aren’t 
  changed 
  when 
  scheduled, roll 2D for the first shot after the 
  “change time”, add +1 for each additional shot. On 
  a total of 7 or higher, the pulse rifle’s overload 
  circuits cut in and shut the weapon down, but the 
  overload has caused 250 credits of damage 
  (Moderate blaster repair total to fix). If the total is 
  100 or higher, the overload circuits have failed and 
  the weapon explodes in the user’s hands, causing 
  9D damage in a two meter blast radius. 
  Source: Galaxy Guide 10: Bounty Hunters (pages 
  84/86), Gundark’s Fantastic Technology (page 34), 
  Scum and Villainy (page 50) 
   
  GRS-1 Snare Rifle 
  Model: Merr-Sonn Munitions GRS-1 Snare Rifle 
  Type: Non-lethal hunting weapon 
  Scale: Character 
  Skill: Firearms: GRS-1 snare rifle 
  Ammo: 12 
  Cost: 1,100 
  Availability: 2, F, R or X 
  Fire Rate: 1 
  Range: 3-10/30/60 
  Damage: Special 
  Notes: A snare rifle fires a burst of shockstun mist, 
  as well as a liquid spraynet. A character hit by this 
  weapon is assumed to be effected by both attacks. 
  The shockstun mist forces a character attempt a 
  Difficult Strength roll. Failure indicates that the 
  character is knocked unconscious for 5D minutes. 
  In addition, the liquid spraynet covers a target, 
  entangling him. A character thus ensnared suffers a 
  -1D penalty to all attack rolls, a -2D penalty to his 
  Dexterity score, and can only move at half of his 
  Move score. The fibers of a spraynet are hard to 
  break, and resist damage as if they have an 
  effective Strength score of 4D+2. 
  Source: Gamer Magazine, Scum and Villainy (page 
  51) 
   
   
  Equipment 
   
  Squib Battering Ram 
  Model: Fegegrish Heavy Industrial Battering Ram 
  Type: Structural weakener 
  Skill: Demolitions 
  Cost: 3,500 
  Availability: 3 
  Game 
  Notes: 
  Device 
  batters 
  through 
  solid 
  obstacles, effectively doing 6D damage against the 
  body of a wall or door. 
  Source: Galladinium’s Fantastic Technology (page 
  57), Pirates & Privateers (page 48), Ultimate Alien 
  Anthology (page 151), Scum and Villainy (page 52) 
   
  ABC Scrambler 
  Model: Albastro corp, TX921q scrambler 
  Type: rocket safeguard device 
  Cost: 3000 
  Availability: 3, F 
  Game Notes: An ABC scrambler uses an array of 
  audio, biological, and chemical signals to confuse 
  missile guidance systems. It provides a +1D bonus 
  to avoid missile launcher, and propelled grenade 
  attacks. 
  Source: Scum and Villainy (page 52) 
   
  Force Cage 
  Model: Damorind Securities Model S-3 
  Type: Humanoid portable containment system 
  Skill: Security (to assemble) 
  
  Cost: 7,000 
  Availability: 3 
  Game Notes: As Easy security roll is necessary to 
  properly assemble the device; if not assembled 
  properly, the shock system does not work. The 
  shock system may be set for variable damage (1D-
  7D, stun or normal damage). Anyone confined 
  within the cage must make an opposed roll against 
  the cage’s Strength of 7D to break out. 
  Source: Galaxy Guide 10: Bounty Hunters (page 
  89), Gundark’s Fantastic Technology (page 70), 
  Scum and Villainy (page 52) 
   
   
  Lock Breaking Kit 
  Model: Individual manufacture; many types 
  Type: Security code de-scrambler 
  Skill: Security: lockpicking 
  Cost: 8,000 (if purchased through legitimate 
  agent), 16,000+ (black market price) 
  Availability: 4, R or X 
  Game Notes: Adds +2D to a user’s security skill 
  when attempting to open an electronically sealed 
  entryway. 
  Source: Pirates & Privateers (page 49), Rules of 
  Engagement – The Rebel SpecForce Handbook 
  (page 45), Scum and Villainy (page 52) 
   
  Man Trap 
  Model: Ubrikkian R-TechApp Man Trap 
  Type: Localized gravity enhancer 
  Cost: 8,000 
  Availability: 3, F 
  Game Notes: The person setting the man trap 
  should make a hide roll to see how well the device 
  is hidden; any potential target making a successful 
  Perception roll will notice the trap. Anyone caught 
  by the trap must make an opposed Strength roll – 
  the man trap’s gravity setting is variable, simulated 
  by allowing the hunter to choose a Strength 
  anywhere between 5D and 15D. 
  Source: Galaxy Guide 10: Bounty Hunters (page 
  90), Gundark’s Fantastic Technology (page 71), 
  Scum and Villainy (page 52) 
   
  Spacer’s Chest 
  Model: SoroSuub Wanderer Space Chest 
  Type: Spacer’s chest 
  Cost: 200 credits 
  Availability: 1 
  Game Notes: A rectangular, 1 meter long chest, 
  with handles on each face. It can be locked with 
  an electronic combo-lock (Moderate to pick), 
  sealed against vacuum, and is quite durable: 6D 
  Strength. 
  Source: Platt’s Smugglers Guide (page 46), 
  Gundark’s Fantastic Technology (pages 76-77), 
  Pirates & Privateers (pages 47-48), Scum and 
  Villainy (page 52) 
   
   
   
   
  Ship and Vehicle Equipment 
   
  Amphibious seals 
  Model: Mon Cal aquaseal package 389-D 
  Cost: 4,000 
  Availability: 2 
  Game Notes: This upgrade allows a ship to 
  function as a submarine in addition to performing 
  as a space vehicle.  Pressure seals and special 
  engine protection prevents water from damaging 
  critical components, as well as allows the ship to 
  endure the high water pressure.  However, the ship 
  may only move one tenth its atmosphere speed.  
  This upgrade also allows a ship to land in a body of 
  water. 
  Source: Scum and Villainy (page 56) 
   
  Anti-Boarding system 
  Model: Sienar systems securilock system 
  Type: starship security package 
  Cost: 20,000 
  Availability: 2, F 
  Game Notes: The Anti-Boarding system is a series 
  of cameras, blast doors, and armaments that help 
  contain or repel unwanted visitors without the 
  crew putting themselves in harm’s way.  The 
  package creates security checkpoints on the ship 
  that contains a blast door, security camera, and a 
  blaster rifle turret.  Commonly the security 
  checkpoints are located at engineering, the bridge, 
  and by docking rings.  Once the system has been 
  armed, it will consider unfamiliar life forms to be 
  hostile intruders.  Most ship administrators or crew 
  can enable or disable the system from the bridge.  
  Since most ships are powered down or disabled 
  once boarded, the security system has a separate 
  shielded power system that allows it to operate 
  once the rest of the ship has been disabled.  
  • 
  Security blast doors have a body strength of 7D. 
  • 
  The automatic rifle uses the following statistics: 
  Scale: Character 
  Crew: 0 
  Ammo: 50 
  Body: 3D 
  Fire Control: 5D 
  Range: 3-7/35/50 
  Damage: 5D 
  • 
  Security camera system allows the crew to 
  make Perception or search checks from the 
  bridge or security stations. 
  Source: Scum and Villainy (page 56-57) 
   
  Light Auxiliary Generator 
  Model: Czerka 392-VT generator 
  Cost: 2,000 
  Weight: 10 metric tons 
  Availability: 1 
  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 
  rerouted.  Auxiliary generators also allow some 
  limited systems to remain operational when the 
  engine has been shut down or destroyed.  
  Source: Scum and Villainy (page 57) 
   
  Medium Auxiliary Generator 
  Model: Czerka 881-K generator 
  Cost: 5,000 
  Weight: 30 metric tons 
  Availability: 2 
  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 two selected systems 
  to remain at full power while power is being 
  rerouted.  Auxiliary generators also allow some 
  limited systems to remain operational when the 
  engine has been shut down or destroyed.  
  Source: Scum and Villainy (page 57) 
   
  Heavy Auxiliary Generator 
  Model: Sienar systems class-C auxiliary booster 
  Cost: 10,000 
  Weight: 60 metric tons 
  Availability: 2, F 
  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 two selected systems 
  to remain at full power while power is being 
  rerouted.  Heavy auxiliary generators also allow 
  some most systems to remain operational when 
  the engine has been shut down or destroyed.  
  Source: Scum and Villainy (page 57) 
   
  Backup Battery 
  Model: Corellian Engineering Corp. Lifesaver 
  Emergency Battery 
  Type: Backup battery 
  Cost: 10,000 
  Weight: 1 metric ton 
  Availability: 2 
  Game Notes: This backup battery is marketed as a 
  life support system fail-safe, allowing up to an 
  hour’s extra survival in the event of a catastrophic 
  power failure. Ordinarily, life support fails while 
  running silent in only a few minutes, due to lack of 
  power, but the backup battery allows the ship to 
  lurk in space for an extended period. 
  Source: Pirates & Privateers (page 40), Scum and 
  Villainy (page 57) 
   
  Baffled Drive 
  Model: Rendili StarDrive WhisperThrust 
  Type: Baffled realspace drive 
  Scale: Starfighter 
  Cost: 100,000 minimum on the black market 
  Weight: 20 metric tons; extra tank: 2 metric tons 
  vailability: 4, X 
  Game Notes: The Whisper is a highly illegal baffled 
  realspace drive used on stealthy military starships. 
  The Whisper allows a ship to move in space while 
  running silent at a base speed of 2. Cautious 
  movement is no more detectable than drifting; 
  Cruise movement adds +5 to the sensor operator’s 
  roll; High Speed adds +10; All-Out movement adds 
  +15. A WhisperThrust engine has a limited storage 
  capacity for the necessary gases to move: enough 
  to move 100 spacial units. An extra or replacement 
  tank costs 7,000 credits. Synthesizing the necessary 
  fuel requires 120 liters of pin-sealed tibanna gas 
  and 2 kilos of high-grade hyperbarides and a 
  standard 
  power 
  generator. 
  The 
  fuel-refining 
  process takes roughly three standard days. 
  Source: Pirates & Privateers (pages 39-40), Scum 
  and Villainy (page 57) 
   
  Cockpit Ejection System 
  Model: Kuat Drive Yards Ejection Package 
  Cost: 8,000 
  Availability: 3 
  Game Notes: This upgrade can outfit starfighters 
  and freighters to separate a cockpit from the rest of 
  a ship’s fuselage in the event of the ship’s 
  destruction.  The separated cockpit functions as an 
  escape pod.  Once the ship is destroyed, the pilot 
  must make a Difficult space transport piloting or 
  starfighter piloting roll.  If the roll succeeds, the 
  escape pod/cockpit is able to successfully escape 
  the blast.  If the roll fails, then those within the 
  escape pod take 4D damage. 
  Source: Scum and Villainy (page 57) 
   
  Comm Jammer 
  Model: IntelStar Silencer Comm Jammer 
  Type: Communications jammer 
  Skill: Communications 
  Cost: 5,000 plus installation costs 
  Availability: 2, R 
  Game 
  Notes: 
  While 
  any 
  ship 
  use 
  their 
  communications 
  array 
  to 
  jam, 
  this 
  communications jammer uses a ship’s transmitters 
  to flood communications frequencies with static. 
  However, comm. jammers have extremely high 
  power demands and can only be used for short 
  duration; basic jammers can operate for 10 combat 
  rounds before requiring recharging (which takes 
  an additional 10 rounds). In addition, for each fire 
  arc that is being jammed, subtract one round from 
  the operating time (focused jamming subtracts 5 
  rounds from the overall operating time). A ship 
  being 
  jammed 
  must 
  make 
  an 
  opposed 
  
  communications roll against the jamming ship’s 
  communications operator. The jamming ship gains 
  bonus dice to jam, based on how many firing arcs 
  are being jammed: 
  Fire Arcs Jammed 
  Communications Bonus 
  All arcs  
   
  - 
  Three arcs 
   
  +1D 
  Two arcs 
   
  +2D 
  One arc  
   
  +3D 
  Focused jamming 
  +4D 
  Source: Pirates & Privateers (page 39), Scum and 
  Villainy (page 57) 
   
  Cotterdam Universal Airlock 
  Model: TaggCo. Cotterdam Universal Airlock 
  Type: Ship-to-ship airlock 
  Cost: 3,500 
  Availability: 2 
  Game Notes: One of the older and more proven 
  universal spacelocks is a “cotterdam”. This is a 
  flexible tube with an interior ladder/walkway with 
  a multi-lock ring on the extended end. The multi-
  lock ring houses three sets of pressure, chemical, 
  magnetic, 
  and 
  mechanical 
  surface-to-surface 
  sealing methods. 
  Source: Pirates & Privateers (page 49), Scum and 
  Villainy (page 57) 
   
  Environmental Filters 
  Model: Arakyd “Easebreathe” Filter System 
  Cost: 8,000 
  Availability: 2, F 
  Game Notes: Generally, this type of upgrade is 
  used on luxury transports or yachts where a 
  number of passengers will require different 
  environmental conditions.  It separates the 
  passenger 
  compartments 
  as 
  individual 
  environmentally 
  sealed 
  and 
  controlled 
  units 
  allowing a passenger from a warm moist 
  environment to be located next door to a 
  passenger from a dry and cold environment.  The 
  various passages and rooms of the ship can also be 
  controlled.  This system can be used offensively 
  against hijackers or other unwanted guests.  
  Making a Moderate computer programming/repair 
  roll will allow the crew on the bridge to flood a 
  selected compartment with radiation, pump out 
  the air from a compartment, etc.   
  Source: Scum and Villainy (page 58) 
   
  Fuel Converters – See Galaxy Guide 6: Tramp 
  Freighters (page 42) 
   
  Grappler Mag 
  Model: Starfire Inc. Heavy Tow Grappler 
  Cost: 1000 
  Availability: 1 
  Game Notes: Grappler mags allow one ship to tow 
  another similar to a tractor beam.  The grapler mag 
  is a simple tow cable with a grappling hook 
  magnetic clamp at the end.  The grapler mag has a 
  space range of 1.  However, the mag may be used 
  without the power signatures of a tractor beam, 
  and thus allowing the device to be used with much 
  less chance of being noticed.  A ship can power 
  down and make a grappling attack on another ship 
  without notice until it has been clamped.   
  Source: Scum and Villainy (page 59) 
   
  Hard Points 
  Model: Alliance Missile Mount 
  Cost: 8,000 
  Availability: 3, X 
  Game Notes: Hardpoints allow an external missile 
  mount or a small external cargo carrier.  An 
  external cargo carrier can hold up to one week’s 
  worth of consumables and costs 500 each.  Missile 
  mounts may carry a single torpedo, missile, mine, 
  bomb, etc.  The number of hardpoints a ship may 
  carry is determined by the ship’s size.  The starship 
  may have one hardpoint for every 10 meters of 
  length without penalty.  The ship may carry twice 
  that number, but when the payload or cargo is 
  affixed the ship has its move rating by one-half.   
   
  The external cargo or payload mounts are 
  particularly vulnerable to attack.  Whenever the 
  ship takes damage, it loses half of the payload or 
  cargo mounts.   
   
  When the hardpoints do not have the mounts 
  affixed they are Very Difficult to notice, however 
  the external payload or cargo mounts are obvious 
  when affixed.   
  Source: Scum and Villainy (page 59) 
   
  Hidden Cargo Hold - See Galaxy Guide 6: 
  Tramp Freighters (page 42) 
   
  Holding Cells 
  Model: Grizal Defense Systems 7K4H-Pacifier 
  Cost: 1000 (up to 25% of passengers), 5,000 (up to 
  50% of passengers), 10,000 (up to 75% of 
  passengers) 
  Availability: 3, X 
  Game Notes: Brigs or detention blocks are 
  standard on larger ships, but this upgrade allows 
  smaller 
  ships 
  to 
  convert 
  their 
  passenger 
  compartment into similar cells.  Each cell installs 
  10D strength walls and blast doors, and external 
  locks (requiring a Heroic security roll to break open 
  from the inside).  Each cell also has a small port 
  that allows food to be passed from the jailer to the 
  captive.  The port also allows the jailer to make 
  ranged attacks into the cell if the captive needs to 
  be neutralized.   
  Source: Scum and Villainy (page 60) 
   
   
  
  Interrogation Chamber 
  Model: Imperial Isolation Chamber 
  Cost: 10,000 
  Availability: 3, X 
  Game Notes: It is first required to have at least one 
  holding cell.  The base cost covers converting one 
  holding cell into an interrogation chamber.  The 
  only official use of an interrogation chamber is for 
  a military agency to deprive a prisoner of sensory 
  data and allow for give them a distorted sense of 
  time.  This allows the character to make a 
  persuasion or intimidation skill roll  once every six 
  hours against a captive.  Unofficially, these 
  chambers are often used for torture, which adds a 
  +1D+2 to the any roll attempting to extract 
  information from a character.  However, use of a 
  torture chamber will automatically give any a 
  character a Dark Side point. 
  Source: Scum and Villainy (page 60) 
   
  Personalized Controls 
  Model: Dalbar Micro Electronics MF-518 
  Cost: 1,000 
  Availability: 2 
  Game Notes: Personalized controls provide a 
  customized layout and responsiveness of ships 
  controls to a single character.  That one character 
  gains a +2 bonus to any use of the ships controls 
  whether it is piloting, computer use, astrogation, 
  starship guns, etc.  However, any other character 
  using those same controls get a -2 penalty.  
  Source: Scum and Villainy (page 60) 
   
  Plasma Punch 
  Model: Drever Corporation’s Phoenix Plasma 
  Punch 
  Type: Variable setting 
  cutter 
  Scale: Starfighter 
  Cost: 5,000 
  Availability: 2, X 
  Damage: 6D 
  Game 
  Notes: 
  The 
  Plasma Punch can be 
  set to cut a circle from 
  3 centimeters to 3 
  meters in diameter. 
  Given time, the Punch is able to cut through any 
  material on the market, including quadranium and 
  magnetically sealed hatches. It is very power 
  consumptive, however; the unit can only be 
  activated twice, for up to ten minutes each, before 
  its batteries are drained. Recharges take 6 hours. 
  The tool has a very limited range, 0-2 meters, and is 
  impractical as a ship-to-ship weapon. 
  Source: Pirates & Privateers (page 48), Scum and 
  Villainy (page 60) 
   
  Reinforced Keel 
  Model: Romdro Inudstries “Grond” Hull Ram 
  Cost: 4000 
  Availability: 3, X 
  Game Notes: Reinforced keels are only useful 
  when a ship attempts to ram another.  The 
  reinforced hull allows the attacking ship to reduce 
  its damage by half.  Additionally, the target ship 
  receives an additional +1 pip of damage for every 
  1D of damage dealt.  However, the pips are added 
  after damage has been rolled.  (For example, if a 
  ship was taking 4D damage, the roll would come to 
  11, then the additional 4 pips would be added for a 
  total of 15).  
  Source: Scum and Villainy (page 60-61) 
   
  Security Bracing 
  Model: Grizal Defense Systems KLR-001P 
  Cost: 2000 
  Availability: 2 
  Game Notes: This upgrade is a series of bulkheads 
  and clamps specially designed to protect a 
  compartment of a ship when a starship takes 
  damage.  Only escape pod sections and passenger 
  sections can be reinforced with security bracing.  
  Those within the secured compartment take one 
  half the normal passenger damage when a ship is 
  damaged or destroyed.  See page 112 of the Star 
  Wars Roleplaying Game, Second Edition Revised 
  and Expanded rulebook for more information on 
  passenger damage. 
  Source: Scum and Villainy (page 61) 
   
  Sensor Baffling 
  Model: Arakyd Nightshadow anti-sensor treatment 
  Type: Sensor countermeasure coating 
  Scale: Starfighter or capital 
  Cost: 20,000 per starfighter scale Hull die (ignore 
  pips); 50,000 per capital scale Hull die (ignore pips) 
  Availability: 4, X 
  Game Notes: A ship treated with this material adds 
  to a sensor operator’s difficulty to detect the ship. A 
  light treatment adds 1D to the difficulty. A heavy 
  treatment (a second coat) adds 2D. Additional 
  treatments are futile, since the treatment does 
  nothing to prevent the detection of engine exhaust, 
  a primary method of detecting ships. The type of 
  vessel affects how well the ship can be “stealthed” 
  – blunt, angular ships, 500 meters or more in 
  length, or more than 5D Hull (either capital or 
  starfighter scale) can only be “baffled” up to 1D of 
  protection. Slender, rounded off ships (smaller 
  Mon Calamari vessels foe example) are easier to 
  baffle, due to their natural design. 
  Source: Pirates & Privateers (page 38), Scum and 
  Villainy (page 61) 
   
   
  
  Sensor Mask 
  Model: Fabritech Vanish 2 Military Sensor Masking 
  System 
  Type: Sensor countermeasure masking system 
  Scale: Starfighter or capital 
  Cost: 150,000 per Hull die; 300,000 per capital ship 
  Hull die 
  Availability: 4, X 
  Game Notes: When activated, the sensor mask 
  adds 2D to enemy sensor operator’s difficulty to 
  detect and identify. Current masking technologies 
  offer a maximum of 3D of sensor protection. Such 
  items are practically impossible to locate, and are 
  often considerably more expensive than the 
  market norm. 
  Source: Pirates & Privateers (pages 38-39), Scum 
  and Villainy (page 61) 
   
  Tractor Clamp 
  Model: Seinar Systems G-51 Gripper 
  Cost: 15,000 
  Availability: 3, X 
  Game Notes: Tractor Clamps are often used in 
  conjunction with plasma torches to board ships.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  To secure a tractor clamp, an attacking ship will 
  draw in a target ship in with a tractor beam.  Once 
  the ships are adjacent, the attacking ship will 
  activate a tracking clamp.  It is an extremely short 
  range, but strong tractor beam (with a damage 
  code of 7D).  Once the clamp is engaged, a 
  boarding tube is extended to allow for easy 
  boarding with the security of knowing that the 
  target ship will not disengage.    
  Source: Scum and Villainy (page 61) 
   
  Workshop 
  Model: Tepes Modular 87-C Workshop 
  Cost: 3,000 
  Weight: 5 metric tons (of cargo space for a work 
  area) 
  Availability: 2 
  Game Notes: The workshop is a section of 
  benches, tools, plasma cutters, and series of tools 
  that cannot be matched by simple handheld tools.  
  The Workshop allows the characters to do repairs 
  to armor, weapons, equipment, etc.  Because of 
  the advanced nature of the tools available, 
  characters receive an additional +2 bonus to all 
  rolls made to repair or modify equipment, 
  weapons, armor, etc. within the shop. 
  Source: Scum and Villainy (page 61) 
   
   
   
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD6/Misc/SWD6 - Scum and Villainy.pdf