TEXT: CARTOL’S EMPORIUM 
  OF USEFUL THINGS
  THE CATALOGUE OF SHINIES
  An unofficial supplement for use at the Edge of the Empire
  FANTASY FLIGHT GAMES
  STAR WARS
  ROLEPLAYING GAME
  
  2
  LEAD AUTHOR
  Audun ”Jegergryte” Løvlie
  CONTRIBUTORS
  For taking the time to read through it all and provide 
  insightful feedback and suggestions:
  Donovan Morningfire.
  For 
  inspiring 
  commentary 
  and 
  suggestions: 
  3WhiteFox3, 
  AluminiumWolf, 
  That 
  Blasted 
  Samophlange, LethalDose, Theo and Awaypturwpn.
  For inspiring material and contributing with 
  material of their own: Groove74 (for extensive 
  work on the YT-series), Boehm and cetiken 
  (attachment inspiration), jedimerc  and Darth 
  Pseudonym (starship attachments), Thebearisdriving 
  (armour attachment), Maveritchell (gear and 
  items), Cilionelle,  Sturn, Aservan, HappyDaze.
   
  And everyone else that I have forgotten, the 
  members of the FFG Community and the d20Radio 
  forums for being awesome and inspiring in their 
  own way.
  GRAPHIC DESIGN
  Inspired by and based on the work of EDGE 
  Studio, David Ardilla, and Chris Beck. Adjusted 
  by Audun “Jegergryte” Løvlie
  LAYOUT
  Audun ”Jegergryte” Løvlie
  ADDITIONAL CREDIT
  Aazlain for his Edge of the Empire font.
  EDITING AND PROOFREADING
  Casey Steven Ross
  LEGAL DISCLAIMER
  All trademarks and copyrights are the property 
  of LucasFilm Ltd. and Fantasy Flight Games. 
  This document is not intended for sale.
  ART
  Khairul Hisham: Cover image, YV-545 (page 42) 
  and images on pages: 4, 8, 12, 17, 21, 24, 31, 59.
   Used with permission.
  All other images used in this document are 
  courtesy of Wookieepedia. The images used in 
  this document are the property of their specific 
  creators and no infringement of their rights nor 
  permission to reuse such images is intended or 
  should be inferred.
  ”Cartol’s Emporium of Useful Things” by Audun Gabriel Løvlie is licensed under a Creative
  Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  Permissions beyond the scope of this license may be available at
  http://jegergryte.wordpress.com
  Version of this PDF: v1.0/February 2014
  Credits
  
  3
  Credits 
  2
  Introduction 
  4
  Acknowledgements 
  4
  Overview 
  5
   
  Food, Drink And Lodgings 
  5
   
  Trade, Gear And Weapons 
  6
  Hooks And Mysteries 
  8
  New Item Qualities 
  12
  Tools Of The Trade 
  13
  Mobe’s 
  13
   
  Blaster Pistol And Rifles 
  13
   
  Ranged Projectile Weapons 
  13
   
   
  New Species: Kyuzo 
  14
   
  Range Weapon Attachments 
  16
  Saish’trokk & Chuurdacca 
  19
   
  Melee Weapons 
  19
   
  Melee Weapon Attachments 
  20
  Tin-Tic And Pon-Din’s 
  22
   
  Exotic Weapons 
  22
   
  Poisons, Drugs And Medicine 
  23
   
  Oddities And Artefacts 
  24
  The Viser N’axan Bazaar 
  25
   
  Armour Types 
  25
   
  Armour Attachments 
  26
  Xentech 
  29
  Cartol’s Sundry Stash 
  31
  Vehicles And Starships 
  33
   
  Speeder Resale Lot 
  34
   
  Starship Resale Lot 
  36
   
  Corellian Engineering Corporation 
  36
   
  Gallofree Yards, Inc. 
  44
   
  Kuat Drive Yards 
  44
   
  Mendel Baudo 
  45
   
  Nubian Design Collective 
  45
   
  Sorosuub Corporation 
  46
   
  Surronian Hive Guild/Startech 
  46
   
  Suwantek Systems 
  47
   
  Theed Palace Space Vessel Engineering 
  47
  Starships Attachments 
  48
  House-Rules And Extras 
  50
   
  Cargo, Refitting And More 
  50
   
  Starship Accessories 
  50
   
  Starship Combat 
  51
  Crew & Adversaries 
  52
  CONTENTS
  
  4
  INTRODUCTION
  This is an unofficial, homebrewed supplement presenting 
  a new location for Game Masters (GMs) to use wherever 
  they want in the Star Wars galaxy. Cartol’s Emporium is 
  mobile, offers sanctuary, rest, entertainment and a wide 
  selection of services and goods. Cartol’s Emporium offers 
  starships, weapons and gear for your characters in the 
  Star Wars Edge of the Empire roleplaying game and will 
  be useful for the upcoming Age of Rebellion and Force & 
  Destiny RPGs. It is intended as a resource for groups of 
  cunning, down-on-his-or-her-luck, adventure seeking  free 
  traders, smugglers, bootleggers, freebooters, buccaneers, 
  scoundrels. For groups that have acquired more wealth 
  than they owe their loansharks or other benefactor, it’s 
  the perfect place to spend these resources on a new ship, 
  equipment, gear and weapons. More importantly, Cartol’s 
  Emporiumtt also provides an opportunity for new busi-
  ness and adventure.
  ACKNOWLEDGEMENTS
  Much of the content in this document is converted from or 
  inspired by earlier Star Wars RPGs. I’d be rude and incon-
  siderate if I did not thank all of you who have provided me 
  with thoughts, observations, comments, and inspiration. 
  That includes people on the Fantasy Flight Games forums, 
  d20radio forums and of course you Google+ guys. I’ve 
  been provided with encouragement and words of praise 
  for the various versions of this document, all of which was 
  not made by me alone. I’ve received help putting together 
  starships, received suggestions for solving new qualities – 
  not to forget all those guys on the Beta forum that came 
  with suggestions for attachments that I grabbed and tried 
  to figure out.
  Additionally I’ve been lucky to receive permission to use 
  images created by Khairul Hisham at the Star Wars Artists’ 
  Guild.
  A note on sources: The ships are conversions from Tramp Freighters, Pirates and Privateers (both WEG), RCR rulebook, SE rulebook, Starship of the Galaxy (both OCR 
  and SE), Scum and Villainy, Galaxy at War and Unknown Regions by WotC. Whereas equipment is primarily from Scum and Villainy and the Arms and Equipment Guide. 
  Furthermore all conversions have also been informed by wookiepedia where appropriate. Description of starships, weapons and gear can be found on www.wookiepedia.
  org or in the d6 or d20 source books from WEG and WotC respectively – where they appear in all their original glory.
  
  5
  “Welcome to Cartol’s Emporium of Useful 
  Things! Have a look in my catalogue and 
  let me know when you’re ready to spend 
  those hard earned credits of yours, I’ll 
  be over here tending to my shinies...”
  OVERVIEW
  Cartol’s Emporium - referred to only as the Emporium by 
  it’s inhabitants and customers - is an old Nebulon-B escort 
  frigate that travels the outer rim in search of customers, goods, 
  and salvage. It is operated mostly by a droid crew, but the 
  various cantinas, hotels and other facilities are run by a 
  selection of sentients the owner, Cartol, has allowed semi-
  permanent residency on his ship. Cartol himself spends 
  most of his time either in salvage operations, teaching 
  his apprentice the tricks of the trade, or personally taking 
  care of customers he finds sufficiently interesting.
   
  The Emporium has been modified extensively to 
  accommodate a rather large hangar bay for Cartol’s used 
  starship resale business. Most customers, on the other 
  hand, must instead dock at an attached, custom-made 
  docking ring connected to the ship’s mid-section. Cartol’s 
  Emporium is considered neutral ground by most pirates 
  and smugglers. The custom docking ring helps reinforce 
  this notion and also adds a welcome level of security 
  by physically separating visiting starships. If violence 
  should break out aboard ship, Cartol has a collection of 
  refurbished battle droids from the Clone Wars that will 
  put an end to most conflicts usually using non-lethal force, 
  unless Cartol deems more extreme measures needs to be 
  taken. If attacked in space, the Emporium has military-
  grade shields, but is only lightly armed and is therefore 
  quick to enter hyperspace and flee with everyone aboard 
  in order to avoid most conflicts.
   
  Cartol’s Emporium carries almost anything one 
  can imagine; weapons, clothes, luxury items, armour, 
  salvage, bits and pieces of scrap metal, parts for repairs and 
  modifications, exotic oddities from the unknown regions, 
  and droids in most shapes and sizes. Anything that can 
  be found in the outer rim can also, at one timer or another, 
  be found on Cartol’s Emporium. Cartol strives to keep a 
  good selection of wares aboard, even entire starships. 
  Other merchants provide much of the same, but they are 
  forced to specialise where Cartol is able to  generalise and 
  provide a wider variety of services.
  “... you can probably find a place to stay 
  at Yulu’s, just by Clear as Mud cantina.”
  Cartol’s Emporium has a range of cantinas, hotels and 
  even a casino. These supply customers with food, drink, 
  rest, and other types of clandestine entertainment. It’s 
  safe to say almost anything can be acquired and enjoyed 
  at Cartol’s Emporium, for the right price.
   
  While slave trade is not welcome, a few bounty 
  hunters still frequent the Emporium for upgrades and 
  relaxation. A few have also set up shop as a local bounty 
  hunter guild.
  FOOD, DRINK AND LODGINGS
  The main point of interest aboard Cartol’s Emporium is 
  of course Cartol’s Emporium of Useful Things. This shop 
  occupies the entire main hangar and some levels above 
  and below. It is filled with vehicles, vehicle parts, and 
  sundry gear and equipment. However, this is not the only 
  shop or bazaar on the Emporium.
  CLEAR AS MUD
  Clear as Mud is the largest cantina on the Emporium 
  and also houses the casino. It is usually busy, but there’s 
  always a free booth for those seeking privacy. The Clear As 
  Mud casino offers sabbacc tables, including an annual 
  tournament. Private quarters are also available for more 
  sensitive negotiations and dealings. The cantina is run by 
  a Wookiee man named Groomaw who is known for his 
  various styles of homebrewed ale, lager and stout beer sold 
  at the bar.
   
  Food and drink are on offer, but Groomaw’s 
  homebrews are the real draw here and are renowned 
  to be some of the best in the galaxy, if you can take it. 
  Usually sold in double pints for about $10 to $15, depending 
  on how much is left of the current batch, each brew has 
  an exquisite, unique flavour and aroma. If consumed, the 
  imbiber must make an Average [dd] Resilience check, 
  Cartol
  C
  artol is a jovial, thin, fragile looking elderly Quarren 
  merchant and scavenger with an idealist streak. He 
  believes anything can be repaired, put a price on and be 
  bartered with, or for. He meets new and old faces with 
  the same enthusiasm and interest for the trade … and 
  the stories. He can come across as somewhat confused 
  and distant, unless there is a story involved. A good story 
  makes Cartol happy and inclined to treat his customers 
  well. No stories results in his interest wandering and 
  prices rising, bad stories only makes him disappointed, 
  and he starts to ask ”can I see your ticket?”
  Cartol speaks with a slow, but intense voice, his old eyes 
  are keen and penetrating. He has an almost supernatural 
  ability to know what his customers needs (not wants), 
  before they know it, particularly if they tell a good and 
  interesting story.
  He is usually dressed in some outdated robe of Old 
  Republic fashion, worn over a utility suit smeared in oil 
  and grease.
  He’s an expert merchant and negotiator.
  
  6
  increasing by +d per additional portion, or become intoxicated. 
  Intoxicated characters lower their Strain Threshold by 2 for 
  each failed Resilience check and upgrade the difficulty of 
  all skill checks.
  VIO-CAR’S
  Vio-car’s is a small, expensive, posh hotel, with full service 
  and a deadpan staff owned by a Duro male named Kirred 
  Nielk. This hotel was originally set up and owned by Kiffar 
  woman known as Etirem Vio-car. She disappeared shortly 
  after the grand opening leaving an unsolved mystery as 
  to her final whereabouts. Nielk, the current owner, has 
  promised a reward to whoever finds her or discovers her 
  fate.
   
  Nielk is a big Duro, he moves slowly, talks slowly 
  and is always eating or drinking something. He has a vast 
  knowledge about food and drinks, but his true love is 
  of holo-dramas and current celebrity affairs. He has the 
  latest gossip about any of the current stars. A character 
  spending a week interacting with Nielk adds b to any 
  Knowledge or Social skill checks where current gossip 
  might play a role.
  Prices:
  Single room $30 per night
  Double room $55 per night
  Suite (up to six) $100 per night.
  Food, drinks and other consumables are also on offer, 
  prices vary with availability and stock.
  YULU’S
  Yulu’s has the largest and cheapest accommodations 
  available on the Emporium. It provides single, double and 
  group rooms at quite reasonable prices – however, food 
  and drinks are not offered, nor room service. Run by a 
  Bith woman named Yulu Beteen, this establishment is the 
  largest hotel aboard the Emporium. The staff is friendly 
  enough, but owner Yulu is an unctuous and greedy sentient, 
  focusing on profits at the expense of good service.
  Prices:
  Single room $15 per night
  Double room $20 per night
  Group room (three to five) $40 per night
  Group room (six to ten) $60 per night
  TRADE, GEAR AND WEAPONS
  MOBE’S
  Mobe’s is a neatly packed armoury of blasters and ranged 
  weapons. Mobe’s offers uncommon blasters, projectile 
  weapons, and a large collection of attachments. He 
  supplies the means to do it, as well as the service to do 
  it, for the right price. All ranged weapons and relevant 
  attachments found in the Edge of the Empire core 
  rulebook can be found here at any time for the listed 
  price, adjusted by the fluctuations in supply and demand 
  that affects Cartol’s Emporium from time to time. Mobe 
  himself is a silent and old Kyuzo man. He enjoys tinkering 
  with weapons, but dislikes talking about the weapons. 
  Any bragging and enthusiastic gushing will be met with 
  disinterest and polite rejection. While Mobe respects and 
  enjoys good craftsmanship, he despises gun nuts and 
  blaster fanatics.
   
  While he understands Basic perfectly well, he 
  prefers to speak in his native language, particularly 
  to annoy troublesome customers. Mobe also has a 
  workbench where customers may attach and modify 
  attachments for their weapons. For a mere $200 he will 
  lend them the space and tools, however parts must be 
  bought separately. This workbench contains superior 
  tools and therefore adds bb to any Mechanics checks 
  for modifying ranged weapon attachments.
  QOULROZ
  Qoulroz is assumed to be the name of an elderly Gand 
  bounty hunter, rumoured to be a disgraced Findsman. It 
  is also the name of his company of Gand bounty hunters. 
  They have an office and adjoining bar that primarily 
  serves the bounty hunter community. They offer various 
  gadgets and gear; basic armour, ammunition, binders, and 
  stun weapons. Food and drink are also on offer, however 
  the shop’s main attraction is the posting of both legal 
  and illegal bounties. Qoulroz also provides containment 
  facilities for bounties between pickup and delivery, for a 
  fee. Containment varies in cost based on availability, risk, 
  and Negotiation; however, the base cost for a cell is $75 
  per day. New leads on legal, listed bounties and illegal, 
  unlisted bounties can be found here.
   
  Qoulroz also maintains some law and order 
  aboard Cartol’s Emporium. Cartol doesn’t want fighting on 
  his ship, thus he has promised that anyone will be allowed 
  safe passage on-board as long as they do not disturb the 
  peace, even those with a price on their head. While many 
  bounty hunters find this protection to be troublesome, they 
  do uphold this rule as Qoulroz will hunt down and punish 
  any bounty hunter in violation of this rules. Most of the 
  time there is at least one Qoulroz hunter on Ringside and 
  one in the entry area to the ship proper. Bounty hunters 
  can also be seen elsewhere on Cartol’s Emporium, moving 
  silently about their business and avoiding anyone outside 
  their community. Other Gand will suffer a b in social 
  interaction with the Qoulroz or its employees. However, 
  any licensed non-Gand bounty hunter will receive b to 
  social skills when dealing with them.
  Buying used and inferior items
  U
  sed items bought on Cartol’s Emporium is usually 
  sold at full retail price with no Rarity adjust-
  ment, on the other hand, heavily used and worn 
  items - your basic Inferior quality items - can be 
  found as cheaply as at three quarters to half of 
  retail price.
  
  7
  RINGSIDE
  Ringside is the docking ring attached to the mid-section 
  of the main starship. The ring is a low-gravity habitat, 
  providing bb to Coordination and most Brawn checks 
  (EotE page 212), with four spokes connecting to Cartol’s 
  Emporium by lifts and stairs. Besides serving as a docking 
  bay, the ring is also equipped to do light repairs and minor 
  modifications to docked starships; such as modification 
  options, repairing hull trauma, but excluded adding 
  entirely new attachments. It is also on Ringside that 
  the most unscrupulous of traders and black marketeers 
  belong.
   
  Ringside offers no accommodation and officially 
  no one lives there. Refreshments from dispenser drinks and 
  prefab foodstuffs can be found from vending machines.
   
  Two sentients are rumoured to dwell on Ringside: 
  a dark green Twi’lek man called Twai-ek Torn and a Zabrak 
  woman named Noila. These two offer information to 
  anyone willing to pay. A successful Hard [ddd] Charm 
  or Negotiate check will add b to any subsequent 
  Knowledge (Underworld) check as long as talking with 
  Torn. Similarly, a successful Hard [ddd] Charm or 
  Negotiate check will provide b to any subsequent 
  Knowledge (Education) check from Noila. These two 
  vagabonds also help with the distribution and acquisition 
  of highly restricted and often illegal items, reducing an 
  item’s current rarity level aboard the Emporium by -1 per 
  bribe and successful Charm or Negotiate check, with a 
  minimum acceptable bribe of $100.
  SAISH’TROKK & CHUURDACCA
  Saish’trokk & Chuurdacca are an unlikely combination of a 
  female Trandoshan and a male Wookiee co-workers, quite 
  unique in the galaxy. These two create, modify, sell, and 
  buy all manners of close combat weaponry. If something 
  needs to be fixed, made, or modified; these two will fix 
  it, make it, or modify it. Neither is too interested in small 
  talk, and take offense at closed minded bigots, but have 
  intimate knowledge about the happenings on Cartol’s 
  Emporium.
   
  Saish’trokk & Chuurdacca have a smithy for 
  modification of melee weaponry that can be rented by 
  customers for $200. This smithy is equipped with the 
  best of tools and equipment, decreasing the difficulty 
  of any Mechanics checks by one when adding or modifying 
  attachments to melee weapons.
  TIN-TIC & PON-DIN’S
  Tin-tic & Pon-din’s is a small shop offering a variety of 
  goods. The owners aren’t interested in competing with 
  other stores’ prices, selling their wares with a slightly 
  higher mark-up. Tin-tic & Pon-din’s does not offer general 
  goods and stock items, but provides more exotic items 
  and artefacts for collectors. It’s run by owners Tin and 
  Pon, two Jawas who speak fluent and eloquent Basic, and 
  whose robes are stylishly blue and yellow. They do not 
  take kindly to insults, haggling, too many questions, or 
  loud behaviour. They are as likely to throw you out as to 
  deal business with you. The owners are often described 
  as moody and arrogant, except by those who show 
  knowledge, respect, and genuine interest in the history of 
  their wares. Any lengthy discussion with either Tin or Pon 
  provides b to any Knowledge (Lore) checks made while 
  in their presence.
  TRADER’S COMMONS
  Traders’ Commons is located in an old cargo hold with 
  turbolift access to the hangar bays. This market is open to 
  anyone with goods to trade. Trader’s Commons is run by 
  Joonaz, Cartol’s apprentice, who organizes stalls for small 
  time dealers. Trader’s Commons is the typical destination 
  for a crew to sell cargo and salvage on the open market. 
  Any Negotiation or Streetwise checks made to acquire 
  gear on Trader’s Commons receives either b for large 
  volume sales, or b for small, individual purchases. Any 
  Carousing (EotE page 151) receives up to b b or b b 
  to the Charm check, as above.
   
  The base price to rent a stall in Trader’s Commons 
  is $10 per day, modified by the Negotiation check, and 
  includes 10 Encumbrance worth of space to store cargo 
  crates. If additional space is required, it can be rented for 
  5 Encumbrance per $10.
   
  Transport of goods to and from a docked 
  starship can be arranged by Joonaz for a fee of $5 per 
  10 Encumbrance moved, with an additional $5 per 10 
  Encumbrance for loose items not already packed in 
  shipping crates or similar containers.
  Joonaz
  J
  oonaz is Cartol’s Gand apprentice, he organises 
  stalls for small time dealers in the Traders’ Com-
  mons and manages logistics and transport of goods 
  aboard the Emporium.
  Joonaz is a quiet and curious Gand. He refers to 
  himself only in third person ”Joonaz”, unless other 
  non-Quolroz Gand are aboard. These he will avoid 
  and if he interacts with them, he will only refer to 
  himself as Gand.
  Fluctuating supply
  N
  ew items usually cost full retail price, but adjusting Rar-
  ity up or down might be appropriate under some cir-
  cumstances. The Emporium suffers from a fluctuating 
  supply of goods, there is no regular delivery of goods, so 
  GMs should feel free to increase or decrease the Rarity 
  for all items as much as –4  to +4 depending upon re-
  cent trade, traffic and location of the Emporium. The GM 
  can randomise this after any lengthy journey away from 
  the Emporium by rolling two Force Dice where z sub-
  tract  and z add to Rarity, they also cancel each other 
  out. The roll needs to net one z or z to adjust Rarity. 
  
  8
  THE VISER N’AXAN BAZAAR
  The Viser N’axan Bazaar is where you find protective 
  gear in abundance on Cartol’s Emporium. The owner, Viser, 
  collects, buys, and makes quite a variety of armours. He 
  modifies them as well, for a steep price, but with a gleeful 
  smile. His Gamorrean partner, Durmugsh Grussom, works 
  the metal and alloys; creating, repairing, or reinforcing armour. 
  This unlikely pair works well together, even though Viser is 
  known to make snide remarks about his partner’s skill and 
  intelligence. Most armour bought at this vendor follow 
  normal rules, but typically Viser will try to sell Inferior quality 
  gear, an upgraded Hard [ccd] Cool or Discipline check 
  will allow a customer to notice the defects. If confronted 
  with the evidence Viser will apologise and replace the item 
  with standard version. Grussom has far more pride in his 
  workmanship and will try to prevent these sales, but is far 
  too often away from the customers and stuck working the 
  forge.
   
  The Viser N’axan Bazaar does not offer customers 
  the tools needed to make adjustments to their armour 
  themselves, however Viser will offer to have Grussom 
  make armour modifications for a price. The base cost for 
  this work is $250, modified by an opposed Hard [ddd] 
  Negotiation check. Adding attachments that also require 
  a Mechanics check have an additional $150 added to the 
  base cost.
  XENTECH
  XenTech is an unseemly and small shop run by Radier 
  Krow, a Weequay mechanic and computer specialist, 
  and Do’og Sevol, a Xexto cybernetics expert and medical 
  practitioner. XenTech is one of the more recent additions 
  to Cartol’s Emporium. They offer cybernetic replacements, 
  and sometimes enhancements.
   
  Do’og has several medical droids that helps him 
  attach cybernetic replacements. These droids and Do’og’s 
  medical skills were a welcome addition to the Emporium 
  as many fringers have started using Cartol’s Emporium as 
  a refuge for recuperation after close calls with imperials 
  and bounty hunters.
   
  They also offer some droids, mostly astromechs 
  or medical droids of some sort or another. They do have a 
  protocol droid in their shop, but this droid is mostly kept 
  deactivated for some reason, and they will not sell it.
   
  Krow and Sevol greets most customers with barely 
  hidden disinterest. Selling stims, datapads and comlinks 
  isn’t their idea of a good time, nor good business. Customers 
  who show interest, but in particular knowledge in one of 
  their fields of expertise will at once be treated favourably. Any 
  customer with 3 or more Ranks in Mechanics, Computers, 
  Medicine or Cybernetics, or who as part of a conversation 
  with Krow or Sevol passes a Hard [ddd] check with one 
  of those skills add b to any dealings with them, scoring 
  at least aa on the same check lowers the Rarity of 
  cybernetics by 2.
  There far too many shops, cantinas, and hotels on Cartol’s 
  Emporium to name them all, but these are some of the 
  most interesting ones. GMs should feel free to add in their 
  own locations, personalities, and other creations; such as 
  representatives of criminal cartels, illegal tech companies, 
  and even reputable businesses. The ship is also big enough 
  to allow a group of crafty pioneers to set up a base of 
  operations, if Cartol agrees
  HOOKS AND MYSTERIES
  “... yeah I remember she showed up, 
  setup shop and then, shortly after 
  Ringside was attached, she was gone. 
  Something about her was a bit off...”
  While Cartol’s Emporium hasn’t been around for very 
  long, some mystery has still managed to attach itself to 
  the ship’s history. The following mysteries and adventure 
  hooks are purposefully vague and open-ended. They 
  are meant as a means to create atmosphere and depth, 
  growing into smaller or larger story arcs depending upon 
  the needs of the GM. The stories are not secret and can 
  easily be overheard at any cantina, by any shop owner, or 
  by the people involved, as the GM wishes.
  Trade aboard Cartol’s Emporium
  T
  here is no real black market on the Emporium, 
  but both Negotiate and Streetwise can be used 
  interchangeably. Also both Black Market Contacts 
  and Know Somebody can benefit characters using 
  either skill as long as they’re aboard the Emporium. 
  The effects of the talents do not stack.
  
  9
  COMPOUND PERCEPTION
  Another mystery surrounds the group of Gand going by 
  the name Qoulroz, suspected to be some sort of bounty 
  hunter guild. It is common knowledge that all members 
  of this group are methane-breathing Gand and refer to 
  themselves simply as ‘Qoulroz’ and not ‘Gand’ or any 
  personal names of any other kind. It is speculated that 
  the group are all from the same family of Gand, but this 
  question has never been answered and no other Gand 
  seems willing to talk about this group. The Qoulroz keep 
  to themselves and only speak with other bounty hunters 
  and Cartol. They avoid Joonaz if at all possible, but he 
  is even more tight-lipped about the Qoulroz than other 
  Gand.
   
  What has been gleaned from Joonaz, though, is 
  that the Qoulroz are neither Findsmen nor bounty hunters. 
  They have few dealings with anyone aboard ship, although 
  they are seen from time to time entering Tin-tic & Pon-din’s, 
  usually leaving carrying some small box with unknown 
  contents. Neither Tin nor Pon have been willing to share 
  any information about their dealings.
   
  Anyone entering the Qoulroz facilities will meet 
  the expressionless faces of numerous Gand. One of 
  them will then direct bounty hunters to a bounty board 
  where bounties can be reviewed. Information usually 
  consists of target name, aliases, sightings and individual 
  or organisation the put out the bounty. Sometimes the 
  crimes or reasons for the bounty is also provided. The 
  Qoulroz do not provide the rewards, only the targets, 
  means of containment and information. Any Gand or not 
  obviously a bounty hunter entering, will be directed to 
  Clear as Mud cantina.
   
  Bounty hunters are greeted with respect and are 
  welcomed at the bar with a discount on the first drink.  
  Including the Qoulroz in a Carousing check grants non-
  Gand bounty hunters a b. Most jobs acquired through 
  the Qoulroz are in the vicinity of Cartol’s Emporium current, 
  or previous, location. They also focus on bounties for targets 
  wanted dead, or particularly troublesome targets that 
  require containment and live capture. Rumours has it that 
  this group of Gand prefers the most dangerous and difficult 
  targets, and so it is the only type of targets they provide 
  fellow hunters.
  DANGEROUS  BUSINESS
  One 
  mystery 
  aboard 
  Cartol’s 
  Emporium 
  is 
  the 
  disappearance of Etirem Vio-car. Shortly after she set up 
  her expensive hotel service, she disappeared. There are 
  those that blame the rival hotel owner, Yulu Beteen, but 
  Cartol does not believe that Beteen has anything to do 
  with the disappearance. Neither does Etirem’s partner 
  Kirred Nielk, who has promised an undefined reward for 
  clues and information that leads to the finding of Etirem 
  or discovering her fate.
   
  Vio-car was last seen on her way to the hangar bay 
  and where Cartol was known to be. It is unknown whether 
  Vio-car was going to talk to Cartol or if she was headed 
  to her transport, the Lethal Blossom a VCX-100 freighter, 
  for some errand. In any case, Cartol was contacted 
  beforehand, but Etirem never reached the hangar bay. 
  Cartol does not know why Etirem contacted him only that 
  she said she was coming down to the hangar bay.
   
  The Lethal Blossom is still aboard, but its defensive 
  systems have prevented anyone from entering without the 
  proper codes. Any attempt to slice or manually deactivate 
  the security system has so far resulted in three near fatal 
  and one fatal incident. Any further attempts has been 
  discouraged by Cartol, but he can be convinced given 
  enough incentive.
   
  To slice or manually deactivate the security system 
  require an upgraded Daunting [ccdd] Computers or 
  Skulduggery check. Due to the destruction the defensive 
  systems have caused there is ample reason to add up to 
  bb. Any number of t on the check results in weapons 
  powering up loudly, most likely causing Strain. If the net 
  result is at least f anti-personnel weaponry identical to a 
  heavy blaster pistol opens fire at any target engaged with 
  the transport with the following dice pool [cdd]. A net 
  result of zero s or f results in a warning of imminent 
  consequences. a results in either weapon deactivation 
  or a warning before opening fire, this allows an engaged 
  target to find cover. y should be used creatively, perhaps 
  the starship weapons open fire, or the shield is activated 
  causing any engaged target to be forced away receiving 
  falling damage equal to a Short or Medium range fall. x 
  should also be used creatively, depending on whether 
  it’s a success or not, it could ”recognise” the slicer as a 
  designated ”friend”, allowing him or her to continue, or 
  perhaps learn a clue about what might’ve happened to 
  Etirem.
   
  Another angle on this is to search the frigate. A quite 
  daunting task considering the size of Cartol’s Emporium. 
  Nonetheless many stories and rumours conclude that she 
  must be somewhere on the ship, whether dead or alive. 
  Perhaps she went looking for the DCU controlling Cartol’s 
  battle droid security force, suspected to lie deep in the 
  bowels of the engineering section.
  Docking fees and restocking
  D
  ocking with the Emporium on Ringside costs $85 per 
  day. Restocking of fuel and consumables comes at 
  additional cost of $25 x Crew and Passenger capacity x 
  Days since last restock.
  For a lucky few that are allowed to land in one of Cartol’s 
  Emporium’s hangar bays the docking fee is sometimes 
  waived.
  
  10
  MUDDY ALE AND STICKY CARDS
  Clear as Mud cantina is a den of activity both legal and 
  illicit. The roar of voices drowned by the latest Jizz tunes 
  from the Max Rebo Band or Figrin D’an and the Modal 
  Nodes blasting from a series of worn out speakers, 
  hammers whatever audio sensory organs the customer 
  has. Groomaw can usually be seen towering behind his 
  staff of Wookiees and Togorians.
   
  The centre room is a tumultuous and chaotic area 
  of dance, drinking and shouting. Beyond the bar in the 
  back, the entrance to the casino shines like a beacon to 
  any sabbacc player. During the annual tournament the 
  security increase and an alternate entrance is used by 
  the players. The tournament attracts players from around 
  the outer rim, but it cannot compete with the high stakes 
  game of The Wheel or Cloud City. Still, a competent player 
  can walk away with a good amount of cash, with some 
  luck. Playing sabbacc at the Clear Casino is usually an 
  entertaining experience. The dealers are well trained and 
  fast, and some dealers even let droids play. Participating in 
  a game of sabbacc requires at a minimum $50 for drinks 
  and $100 for the game. A game of sabbacc can either 
  be played using the guidelines in EotE (page 108) or the 
  Under a Black Sun adventure (page 27). Most players 
  are average, but there are some expert players that have 
  started frequent Clear Casino lately. Carousing in the 
  casino adds another $100 to the bill, but rumours and 
  stories are more substantial and plausible. Few job offers 
  will be made, but a promised meeting at Muddy is not 
  unusual, a meeting at the Glass on the other hand is.
   
  A few regulars frequent the Clear for games, 
  drinks and exchanges of information. Not all of these are 
  equally friendly and helpful. A few would probably see new 
  customers as easy marks for some agenda or another, for 
  further information see the chapter 6 Crew & Adversaries.
   
  Along the walls are booths and during what goes 
  for daytime there are tables around the floor. Carousing 
  here during daytime receives b to the check, but the lucky 
  carouser might get lucky and find a passenger or two that 
  needs transport quickly. During evening and night hours 
  any Carousing attempt in this area receives bbb due 
  to the throng of people dancing and drinking. Any jobs or 
  rumours picked up will mostly entail drug runs, drug deals 
  and names on drug dealers.
   
  To both sides of the bar there are door leading 
  further into the cantina. One is a second bar with more 
  booths, called Muddy, a lower volume on the speakers 
  and slightly more private. Many a shady deal and underhand 
  payment has been made there. Carousing here any time 
  of the day can result in adequately paid jobs that include 
  smuggling, theft, personal bounties and similar jobs. Usually 
  simpler and straight forward jobs usually with few complications.
   
  The other side door leads into a more private area 
  of the cantina, referred to as the Glass. There is a central 
  room with some booths and a small bar, but few sit by the 
  bar. This part of Clear as Mud is the place where the most 
  clandestine and shady deals goes down. Small and medium 
  sized rooms fully furnished, soundproofed and swept for 
  bugs regularly by Cartol’s security droids. Carousing 
  is not an option here, but Carousing elsewhere in the 
  cantina, or anywhere on the Emporium can lead you to 
  this place. There are two Wookiee guards by the entrance 
  at any time. These are not bouncers by the look if it, they 
  are armed with modified bowcasters.
  OLD MEN AND CONSCIENCE
  “Old man” is said to hide somewhere on Ringside where he 
  sells information and provides secrets for those that can 
  find him. He knows of the galaxies darkest most secrets, 
  including true stories concerning the Galactic Empire’s 
  most recent atrocities, the Rebellion’s current standing 
  on various worlds, and other events from the around the 
  galaxy. He accepts cash, but prefers future favours, stories 
  and information. Whether the ”old man” is a human, some 
  other species, or even a woman is unknown. There are 
  some that even suspect him to be a disguised droid. In 
  any case, he is paranoid, talks quickly, and prefers to keep 
  communications short. Most contact happens through a 
  communication device attached to a wall somewhere deep 
  in the maintenance ducts on Ringside. Finding the ”old 
  man” requires either a successful Daunting [dddd] 
  Streetwise check or Hard 
  [ddd] 
  Knowledge 
  (Underworld) check. Any one subsequent Knowledge 
  check then receives bbb when “old man” has been 
  given his payment. The base fee for his services is $200, 
  adjusted by a Hard [ddd] Negotiation check. Any 
  attempts to lie requires a Daunting [dddd] Deception 
  check with failure resulting in “old man” making life more 
  difficult for the customers aboard Cartol’s Emporium, 
  adding bb to any Carousing, trade or social checks for 
  the rest of their stay, up to one week.
   
  ”Old man” will provide information about anyone 
  aboard given the right incentive, but will not venture into 
  any tales about himself or his whereabouts. Nor will he 
  answer any questions concerning the mysteries on-board 
  Cartol’s Emporium, such as the disappearance of Etirem 
  Vio-car or the nature of the Qoulroz community. His 
  only answer to questions about these will be a regretful 
  sounding proverb, such as “some Banthas are better left 
  unshaved.”
   
  The exact nature of ”old man’s” activities is 
  intentionally left unknown and at the GM’s discretion. 
  Tarillion space station
  T
  arillion Station is a legendary space station located 
  somewhere in deep space in the vicinity to Aation 
  and the Gree Enclave. The station is said to be thousands 
  of years old, and to have harboured pirates, smugglers, 
  traders and even a religious cult. At some point in the 
  distant past it was the site of a large massacre of civlians 
  during a war between the Old Republic and some pow-
  erful invading empire.
  
  11
  Whether he is a droid, an actual old man, or something 
  else depends upon what the GM prefers. Furthermore, 
  ”old man’s” involvement with the disappearance of Etirem 
  or the nature of the Qoulroz is dependent upon the story 
  that the GM makes up for these. Some suggestions could 
  include:
  •	
  ”Old man” knows who killed or kidnapped Etirem, but 
  is either sworn to secrecy, has his own secrets that 
  he/it doesn’t want revealed, has been threatened to 
  silence on the matter.
  •	
  ”Old man” is protecting Etirem from enemies 
  suspected to be aboard Cartol’s Emporium.
  •	
  ”Old man” kidnapped Etirem for his own purposes.
  •	
  ”Old man” killed Etirem as revenge or for a reward 
  paid by some, as of yet unknown party.
  •	
  ”Old man” doesn’t know anything for certain, but 
  won’t admit it. He has his suspicions, which could 
  include the player characters.
  XENO-TECHNOLOGY?
  Krow and Sevol’s tech shop isn’t packed with outlandish, 
  strange or ancient technology, quite the opposite. Most of 
  what can be found there is somewhat dated, but neither 
  exotic or interesting for a xenologist. So the name of the 
  shop might seem misleading, as neither of them sell any 
  xeno-tech. At least not over the counter to anyone coming 
  in just asking. They do have a poster on their door however, 
  seen as one is leaving the place, where they express interest 
  in buying xeno-tech, for a fair price. Rumours around 
  the ship has it that the two of them have travelled much 
  of the Gree Enclave in the Veragi sector. It is generally 
  agreed upon that they are apprentices, or partners, of Kayn 
  Nebulous. They do not deny their knowledge of Kayn’s 
  work, but remain closemouthed about their relationship 
  to him. This, to their exasperation, leads of course only to 
  solidifying these rumours and beliefs.
   
  When Carousing aaa or x can be spent to 
  learn something about Kayn Nebulous, Radier Krow and 
  Do’og Sevol:
  •	
  When Krow and Sevol arrived they came on a ship, 
  which captain claimed to have been to Tarillion.
  •	
  Kayn Nebulous is an archaeologist, salvager and tech-
  expert living aboard Tarillion Station. He is legendary 
  among treasure hunters, explorers and salvagers. He has, 
  supposedly, found lost relics from the Great Library 
  on Ossus, a tooth from the Progenitor of Manaan and 
  the Legacy of Salovan Fische. Kayn travelled for years 
  in the unknown regions and wild space, but half a decade 
  ago he set up shop on Tarillion. Today rumours says 
  that he sells technology found, or stolen, all over the 
  galaxy. There are a few that claim that some of this 
  was given to him by the Gree.
  •	
  Krow 
  and 
  Sevol’s 
  cybernetic 
  and 
  medical 
  experimentations have resulted in a barely successful 
  attempt to allow computer operations by use of 
  the central nervous system through connectors in 
  cybernetic replacement limbs, akin to an astromech’s 
  data connector. The side effects so far has been that 
  Radier has lost his species ability to communicate with 
  pheromones, he’s partly paralysed from waist down 
  and is effectively blind for hours at a time. Still, various 
  cybernetic enhancements enables him to perform his 
  job through machines and cameras as well as by 
  using hands and computers, so even with this setback 
  he’s still an excellent droid mechanic and slicer.
  There are some rumours about genetic modifications 
  performed on Sevol by some Arkanian scientist. It 
  is said that Sevol sits on advanced blueprints stolen 
  from this Arkanian scientist of cybernetic and genetic 
  technology. Whether there is any truth to this remains to 
  be seen.
  •	
  G04-M3 is the designation of the protocol droid that 
  stands deactivated in their shop. Rumour on Cartol’s 
  Emporium range from the droid having an extremely 
  annoying attitude, to it being some sort of assassin 
  droid, and even some claim that it is in control of Krow 
  and Sevol. Stories tell of some customers attempting 
  to buy it and disappearing shortly afterwards.
  •	
  If the two of them possess any xeno-tech it is doubtful 
  that they are selling. No one has heard of such a sale, 
  but recently there was a rumour about them buying 
  some old relic from some spacer. Actually buying any 
  xeno-tech from Krow and Sevol requires negotiating 
  a deal. To even convince the two of them that you 
  ”know” that they have xeno-tech requires acquiring 
  some solid evidence or plausible story, and then 
  passing an upgraded Daunting [ccd] Negotiate 
  or Charm check. Even then they might not want to 
  trade unless they get ”something more” than credits. 
  This could include bartering for old technology, 
  information and treasure, to missions and errands 
  they want the potential customers to perform before 
  any trade can commence. A second upgraded Hard 
  [cdd] Negotiate or Charm check after the agreed 
  upon  errands or trades have been concluded, will, 
  if successful, result in Krow and Sevol agreeing to a 
  trade, offering what they are willing to part with.
  
  12
  NEW ITEM QUALITIES
  AUTO-FIRE FRIENDLY (PASSIVE)
  Weapons with this quality add b when firing auto-firing.
  AUTO-FIRE ONLY (PASSIVE)
  Weapons with this quality can only fire on auto-fire. These 
  weapons otherwise follow from normal auto-fire rules.
  BARBED (ACTIVE)
  Usable on bladed melee weapons only. An attacker 
  dealing at least 1 Wound with a weapon with the Barbed 
  quality can spend aa to deal an additional Wound to the 
  target at the start of every round for a number of rounds 
  equal to the weapon’s Barbed rating. This bleeding wound 
  will coagulate by itself in time, but an ally can spend an 
  action to heal it faster by making an Easy [d] Medicine 
  check. The victim can spend an action to heal the bleed 
  as well; however the Medicine check difficulty is increased 
  to Average [dd]. For each additional s generated on 
  the Medicine check, the duration of the barbed weapon’s 
  effect is reduced by 1.
  BLINDING (ACTIVE)
  An attacker that successfully hits and deals damage with 
  a weapon with the Blinding quality can spend aaa or 
  x to require all creatures within Short range immediately 
  make an Average [dd] Vigilance check. Additional aa 
  can be spent to increase the difficulty by +d. Failure on 
  this check results in the creature upgrading the difficulty 
  of all Perception and Vigilance checks three times and the 
  difficulty of all other checks twice. This effect lasts for a 
  number of rounds equal to the number of f generated. 
  Any number of t generated can be spent by the GM to 
  apply b to all checks made by affected creatures until the 
  end of their next turn.
  DOUBLE (PASSIVE)
  A melee weapon with this quality requires two hands to 
  wield, and can count as two weapons so as to qualify to 
  be used with the two-weapon fighting rules.
  DURABLE (PASSIVE)
  The item is extremely durable, requiring an attacker to 
  spend an additional a to trigger Sunder.
  FRAGILE (PASSIVE)
  This item is less durable than normal, any use of y to 
  damage item or an attacker using Sunder will move the 
  item from Functional to Moderately damage. Encumbrance 
  is decreased by 1 to a minimum of 0.
  HIGH-MAINTENANCE (PASSIVE)
  When reloading or when y or tttt are spent on a 
  combat check, the weapon is rendered inoperable until a 
  successful Average [dd] Mechanics check is made as an 
  action.
  HIGH-ENERGY CONSUMPTION (PASSIVE)
  This weapon runs out of ammo when ttt is spent on 
  a combat check.
  IMPROVED STUN SETTING (PASSIVE)
  Weapons with this quality add +2 to stun damage.
  QUIET (PASSIVE) 
  Mostly found on vibro-weapons and slugthrowers, this 
  quality is unavailable for blaster and most energy weapons. 
  Weapons with this quality make very little noise due to 
  some alternate firing mechanism such as compressed 
  gas or via a sound suppressive attachment. This quality 
  upgrades the difficulty of Perception checks to hear the 
  shot or activation of the weapon by one.
  REACH
  Weapons with this quality allow the user to attack targets 
  at Short range. Attacks at Short range with this weapon 
  suffer bb to the combat check.
  SHIELDED (PASSIVE)
  A weapon with this quality imposes bb to Perception 
  and Computers checks when using scanners to search for 
  weapons and other contraband.
  SLOW RELOAD (PASSIVE)
  This weapons requires 1 additional manoeuvre per rating 
  to reload.
  WEAK STUN SETTING (PASSIVE)
  When dealing stun damage, weapons with this quality 
  deal 3 less damage than normal.
  
  13
  TOOLS OF THE TRADE
  “... I have guns yes, also bows and 
  hammers, rope and boots. Have a look 
  over there, my assistant will help you if 
  you need any.”
  There is a good sized collection of vendors on Cartol’s 
  Emporium that offer gear, armour and weapons, however 
  there are some that provide expertise and services 
  beyond normal expectations. While the Trader’s Commons 
  can provide bulk deals, exotic items and all manners of 
  oddities, there are some shops and vendors that provide 
  that little extra. These are permanent residents of the 
  Emporium and for one reason or another, have decided to 
  settle on this frigate as it tours the rim for salvage, trade 
  and new worlds.
  MOBE’S
  Mobe’s primarily serves enterprising individuals that 
  would prefer a signature weapon attachment, but also 
  offers some stock made oddities not commonly found 
  elsewhere.
  Mobe is an elderly Kyuzo man and was amongst the first 
  to set up shop on Cartol’s Emporium. He understands 
  Basic perfectly well, but usually communicates using his 
  species’ native language using wild gesticulations and 
  pantomime. He has a deep love for firearms and his skills 
  in making and modifying weapons have long since become 
  legendary. He appears to have a good relationship with the 
  Qoulroz, but avoids the Saish’trokk and Chuurdacca.
   
  Blasters are the most common weapon in the galaxy. 
  They come in many types and shapes, with varying levels of 
  power, accuracy, and size. Mobe’s offers a wide selection of 
  the most common types and even some restricted weapons; 
  require licensing, paper work, and an extra fee.
  Mobe
  When haggling and trading with Mobe use the following 
  dice pools, these are his skills:
  Cool [dd]
  Discipline [ccdd]
  Negotiate [cd]
  BLASTER PISTOL AND RIFLES
  SUB-REPEATING BLASTER
  The sub-repeating blaster is a pistol sized auto-firing 
  death machine. While considered clumsy, inaccurate, and 
  low-powered, it can fill a small room with blaster bolts in 
  mere seconds. Most civilized planets and ports do not 
  allow these weapons in the hands of unlicensed citizens. 
  These weapons use standard power packs.
  Models include: Arakyd Industries ACP repeater gun. 
  BlasTech Industries SE-14r and Safidine Industries Repeating 
  Blaster.
  SPORTING BLASTER RIFLE
  The sporting blaster rifle is a fairly common sight on outer 
  rim planets, particularly among the more well off hunters. 
  While not as powerful as a standard issue blaster rifle, it 
  has a longer range and is more accurate. It is ideal for 
  hunting, being light weight and easily to carry. These 
  weapons use normal rifle power packs.
  Models include: Czerka FS-1 Farshot and Herloss HBt-4 
  Hunting Blaster.
  SNIPING BLASTER RIFLE, HIGH-POWERED
  These rifles are heavy, cumbersome, and pack an even 
  more brutal punch than stock sniper rifles. However, the 
  special blaster ammunition canisters are expensive and 
  hard to find. The cost is $95 for extra reloads, with a rarity 
  of 6 and Restricted. The high-powered sniper rifle needs 
  one prepare manoeuvre at the start of combat to power 
  up. After activating the rifle, further prepare manoeuvres 
  are not required. 
  SNIPING BLASTER RIFLE, STOCK
  These rifles are heavy, cumbersome, and powerful. Their 
  range is beyond any other rifle while still maintaining accuracy. 
  They use normal power packs for ammunition
  RANGED PROJECTILE WEAPONS
  BOWS
  Bows are no a common sight on civilized worlds, but 
  assassins and other fringe elements sometimes prefer 
  these silent death-bringers. Archaic and primitive bows 
  can be found and have a nostalgic appear, however they 
  are somewhat rarer than the modern compound bows. 
  There is also a rare type of bow that fire energy bolts or 
  arrows, similar to the bowcaster, but not as powerful.
  Name
  Skill
  Dam
  Crit
  Range
  Enc
  HP
  Price
  Rarity
  Special
  Sub-repeating 
  blaster
  Ranged 
  (light)
  6
  4
  Medium
  2
  2
  850 (R)
  6
  Auto-fire, Inaccurate 1
  Blaster rifle, 
  Sporting
  Ranged 
  (heavy)
  7
  3
  Extreme
  3
  3
  850
  5
  Accurate 1, Stun setting
  Sniping blaster rifle, 
  high-powered
  Ranged 
  (heavy)
  12
  2
  Extreme
  5
  3
  7,500 (R)
  8
  Accurate 1, Cumbersome 4, 
  Pierce 3, Prepare, Slow-Firing 1, 
  Vicious 1
  Sniping blaster rifle, 
  stock
  Ranged 
  (heavy)
  9
  3
  Extreme
  5
  4
  2,000 (R)
  6
  Accurate 1, Cumbersome 2, 
  Pierce 1, Slow-Firing 1
  
  14
  DART PISTOLS
  Dart pistols deal negligible damage, usually negated by 
  armour, and cannot inflict critical injuries. When activating 
  a critical with this weapon, the dart gun does not deliver 
  a critical injury and instead ignores up to 4 points of 
  soak. If the weapon then causes any damage, apply any 
  special ammunition effects. Dart pistols come in small 
  handheld versions, as well as attached to wrists or other 
  appendages. A fairly common feature of these weapons 
  is the ability to be easily be taken apart for transport and 
  secrecy. A normal handheld dart shooter imposes b to 
  Perception checks to detect and the detachable model 
  imposes bb to Perception checks to detect. Dart pistols 
  have limited ammo due to their simple construction and 
  small size. Darts are fairly common, rarity 3, and the base 
  price for ammunition is $5 per 10 darts. Darts of any type 
  consume 1 encumbrance per 20.
  Toxic Dart
  This dart applies one dose of Synthetic Standard Strength 
  Neurotoxin (EotE page 172) on a successful hit that deals 
  damage.
  Cost: $100 (R) per shot; Rarity 8.
  Knockout Dart
  This dart adds the Stun damage quality and applies one 
  dose of Synthetic Standard Strength Anaesthetic (EotE 
  page 172) on a successful hit that deals damage.
  Cost: $10 (R) per shot; Rarity 5.
  Acid Dart
  This dart adds the Burn 3 quality and increases the base 
  damage from 3 to 5. The Burn effect cannot be put out, 
  but a Hard [ddd] Resilience check negates 1 round of 
  the acid effect on a success, plus one round per additional 
  ss.
  Cost: $90 (R) per shot; Rarity 6.
  Tracer Dart
  This dart inserts a small tracking device onto armour, 
  clothing, or other gear. This effect is triggered by 
  spending a on a successful hit. A successful Average 
  [dd] Perception check is required to notice the device 
  when searching for it. Additionally, x can be spent to 
  add +dd to the difficulty of the Perception check. 
  Cost: $20 (R) per shot; Rarity 7.
  FLECHETTE LAUNCHERS
  These launchers come in various sizes from shoulder 
  mounted semi-cannons to large handheld mini-cannons. 
  While all versions are potent against infantry, the larger 
  versions can also carry anti-vehicle ordinance. Since these 
  weapons are universally restricted, they are very hard to 
  come by. Luckily for some, Mobe can acquire this for the 
  right price and the right kind of favour.
  Anti-personnel ammo for pistol costs $200 for 15 extra 
  shots, with the same rarity as the weapon.
  Anti-personnel ammo for launcher costs $250 for 10 
  extra shots, with the same rarity as the weapon.
  SLUGTHROWER PISTOLS AND RIFLES
  Each of these pistols and rifles use a different calibre of 
  ammunition, allowing investigators and law enforcement 
  to trace back to the type of weapon used based on the 
  injury inflicted. Slugthrower weapons are also less reliable 
  than modern blasters, but have the ability to use special 
  kinds of ammunition to customize their damage and 
  effect.
  Explosive Rounds
  The slugthrower weapon gains the Blast 5 quality until y 
  is spent to run out of ammo.
  Cost: $500 (R); Rarity: 6
  Mercy Rounds
  The slugthrower weapon gains Stun Damage (passive) 
  quality until y is spent to run out of ammo.
  Cost: $250; Rarity: 4
  Pyro Rounds
  The slugthrower weapon Burn 3 quality until y is spent 
  to run out of ammo.
  Cost: $250 (R); Rarity: 7
  NEW SPECIES: KYUZO
  Kyuzo hails from the planet Phatrong. The species largely kept to 
  themselves, but were known for producing skilled and honourable 
  warriors. Kyuzo warriors were renowned for their athletics prowess, being 
  extremely fast and adept at running and jumping.
  SPECIAL ABILITIES:
  •	
  Wound Threshold: 10 + Brawn
  •	
  Strain Threshold: 10 + Willpower
  •	
  Starting Experience: 90 XP
  •	
  Special ability: Kyuzo are superior athletes and receives +b 
  to Athletics checks when running and jumping. They also start 
  with one rank in the Dodge talent.
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  2 
  2 
  2 
  3 
  1 
  PRESENCE 
  
  15
  WRIST WEAPONS
  Wrist-mounted weapons are quiet and lethal at short 
  range. They are frequently found on the battle armour 
  of well-equipped bounty hunters. Some wrist-mounted 
  weapons, like the wrist-mounted dart gun, can be hidden 
  underneath a loose jacket or coat.
   
  Other wrist mounted weapons include a blade 
  shooter, miniaturized laser cannon, and rocket system. 
  Most wrist mounted weapons can be attached to most 
  types of armour for 1 hard point and a successful Average 
  [dd] Mechanics check. When attached, wrist-mounted 
  weapons cannot be involuntarily disarmed, though they 
  are still vulnerable to Sunder.
  WRIST MOUNTED DART SHOOTER
  This dart gun uses the same munitions as normal dart 
  guns. It can easily be worn underneath loose clothing with 
  no penalty or bonus.
  WRIST MOUNTED BLADE LAUNCHER
  This weapon fires sharpened blades that come in a variety 
  of shapes. The blades are commonly sold for $50 for a 
  2-shot clip. This weapon is large, bulky, and difficult to 
  reload.
  WRIST MOUNTED ROCKET SYSTEM 
  This weapon has a multitude of options in terms of 
  available munitions, as shown below. It is a common 
  addition to the arsenal of many bounty hunters and heavily 
  armoured mercenaries. Each type of rocket ammunition 
  has Encumbrance 1 per rocket, making carrying capacity 
  a priority. A special rocket bandoleer can be bought for 
  $100. Up to four rockets can be worn on a bandolier for 
  a total of Encumbrance 2.
  Explosive anti-personnel rocket
  Skill: Ranged (light)
  Range: Medium
  Damage: 8
  Critical: 4
  Qualities: Blast 6; Limited Ammo 1
  Cost: $400 (R)
  Rarity: 6
  Explosive anti-vehicle rocket
  Skill: Ranged (light)
  Range: Medium
  Damage: 10
  Critical: 4
  Qualities: Blast 10, Breach 1, Guided 1; Limited Ammo 1
  Cost: $1,500 (R)
  Rarity: 6
  Hollow-tip nerve toxin rocket
  Skill: Ranged (light)
  Range: Medium
  Damage: 5
  Critical: 4
  Qualities: Blast 2, Gas (creatures Engaged with target 
  Name
  Skill
  Dam Crit
  Range
  Enc HP
  Price
  Rarity Special
  Bows 
  Archaic/primitive 
  short bow
  Ranged 
  (heavy)
  4
  5
  Medium
  1
  0
  120
  6
  Cumbersome 3, Limited Ammo 1, 
  Pierce 1
  Archaic/primitive 
  Long bow
  Ranged 
  (heavy)
  5
  4
  Long
  3
  0
  200
  6
  Cumbersome 4, Limited Ammo 1, 
  Pierce 2
  Modern
  compound bow
  Ranged 
  (heavy)
  5
  5
  Medium
  2
  1
  250
  5
  Cumbersome 2, Limited Ammo 1, 
  Pierce 1
  Energy bow
  Ranged 
  (heavy)
  8
  4
  Long
  2
  2
  800
  6
  Pierce 2
  Dart pistols
  Hold-out dart 
  pistol
  Ranged 
  (light)
  3
  2
  Medium
  0
  1
  300
  4
  Inaccurate 1, Limited Ammo 2, Quiet 2, 
  Slow Reload 1; innate attachment: detachable 
  barrel (2 manoeuvres)
  Flechette weapons
  Flechette
  launcher
  Gunnery
  14
  4
  Long
  7
  1
  9,000 (R)
  8
  Blast 9, Cumbersome 4, Inaccurate 2, 
  Limited Ammo 5, Pierce 2, Slow-Firing 
  2, Slow Reload 2, Vicious 4
  Flechette pistol
  Ranged 
  (light)
  10
  4
  Medium
  3
  1
  4,500 (R)
  8
  Blast 7, Cumbersome 2, Limited Ammo 3, 
  Pierce 2, Slow-Firing 1, Vicious 3
  Wrist weapons 
  Wrist mounted 
  dart gun
  Ranged 
  (light)
  3
  2
  Medium
  0
  1
  600
  5
  Inaccurate 2, Limited Ammo 2, Pierce 
  2 (4 on critical hit), Quiet 2.
  Wrist mounted 
  blade launcher
  Ranged 
  (light)
  7
  4
  Medium
  1
  1
  1,200 (R)
  7
  Barbed 2, Inaccurate 1, Limited 
  Ammo 2, Slow reload 1
  Wrist mounted 
  rocket system
  Ranged 
  (light)
  Var-
  ies
  4
  Varies
  2
  1
  2,500 (R)
  7
  Limited Ammo 1, Special Ammo.
  Wrist mounted 
  laser gauntlet
  Ranged 
  (light)
  7
  2
  Medium
  1
  2
  2,000 (R)
  7
  High-energy consumption, Pierce 4, 
  Vicious 2, Slow Reload 1
  
  16
  suffer the effects of Synthetic Standard Strength 
  Neurotoxin, EotE page 172); Limited Ammo 1
  Cost: $800 (R)
  Rarity: 8
  Hollow-tip stun gas rocket
  Skill: Ranged (light)
  Range: Medium
  Damage: 6
  Critical: -
  Qualities: Blast 2, Gas (creatures Engaged with target 
  suffer the effects of SS Anaesthetic, EotE page 172), Stun 
  damage; Limited Ammo 1
  Cost: $600 (R)
  Rarity: 6
  Ionization blast rocket
  Skill: Ranged (light)
  Range: Medium
  Damage: 8
  Critical: -
  Qualities: Blast 6, Ion; Limited Ammo 1
  Cost: $500 (R)
  Rarity: 6
  Lumablast rocket
  Skill: Ranged (light)
  Range: Medium
  Damage: 6
  Critical: -
  Qualities: Blast 8, Blinding, Disorien 2, Stun damage; 
  Limited Ammo 1
  Cost: $400 (R)
  Rarity: 6
  WRIST MOUNTED LASER GAUNTLET
  The laser gauntlet packs a powerful punch and uses 
  special reloads priced at $110 for extra reloads. These 
  canisters contain enough ammunition for 3 shots.
  RANGE WEAPON ATTACHMENTS
  BAYONET ATTACHMENT 
  The bayonet attachment is a simple upgrade to attach 
  a short melee weapon to the long stock of a rifle. The 
  ranged weapon to which the bayonet is attached has its 
  Encumbrance increased by 1. The melee weapon to be 
  added must be purchased separately from among the 
  combat knife, vibroknife, or stun baton.
  Basic Modification: The rifle can be used as a melee 
  weapon, using the values of the attached melee weapon.
  Modification Options: 1 Weapon Quality (Barbed 2) Mod 
  (combat knife or vibroknife only).
  Hard Points Cost: 1
  Cost: $50, plus the cost of the attached melee weapon.
  Rarity: 3
  BRYAR CHAMBER
  This attachment allows the wielder of this weapon to 
  charge the firing chamber prior to shooting, resulting in a 
  greater overall discharge of energy.
  Basic Modification: The user can spend a manoeuvre 
  to increase base damage by 2, or two manoeuvres to 
  increase base damage by a total of 4. The weapon gains 
  the high-energy consumption quality when making use of 
  this ability.
  Modification Options: 1 Damage (+1) Mod, 2  Weapon 
  Quality (Accurate +1) Mod.
  Hard Point Cost: 2
  Cost: $1,400
  Rarity: 6
  BUILT-IN DEVICE
  This attachment is a small computer and miniature 
  receiver that can be hidden inside any weapon as a means 
  to be able to monitor the weapon’s whereabouts at all 
  times. Installing a built-in device requires a successful 
  Average [dd] Mechanics check. Tracking the location 
  of the weapon requires a successful Easy [d] Computers 
  check, provided the user knows the correct transmission 
  frequency. If the frequency is unknown, upgrade the 
  difficulty three times.
  Basic Modification: The device now transmits a tracking 
  signal for the owner to find his or her weapon.
  Modification Options: Security Lock (the owner can 
  lock the weapon with an encryption code requires a 
  successful upgraded Daunting [cddd] Computers 
  check to break); Self-destruct mechanism (Spend y on 
  a slicing attempt to activate or manually with timer; Skill: 
  Mechanics, Damage 10, Crit 4, Blast 7), Remote control 
  (use any modifications or change any setting by remote at 
  up to Long range as a manoeuvre.)
  Hard Point Cost: 2
  Cost: $2,500
  Rarity: 6
  Notes: A modification option can be purchased as a 
  basic modification. Each modification option costs $250.
  DETACHABLE BARREL
  An attachment often used by snipers and assassins, this 
  modified weapon is capable of being easily taken apart 
  for transport and put back together.
  This attachment requires a successful Hard [ddd] 
  Mechanics check to apply and can only be applied to 
  rifles.
  Basic Modification: When detached, the weapon’s 
  Encumbrance is decreased by 2, and increases the 
  difficulty for detecting the weapon once. Assembling and 
  disassembling a rifle requires 4 Manoeuvres.
  Modification 
  Options: 3 Reduce assembly and 
  disassembly time by 1 manoeuvre.
  Hard Point Cost: 1
  Cost: $1,550
  Rarity: 6
  DOUBLE BARRELLED
  A second barrel is mounted and attached to the weapon 
  along with a large energy capacitor. This attachment can 
  
  17
  be added to rifles and carbines and requires a successful 
  Hard [ddd] Mechanics check to apply.
  Basic Modification: Weapon Quality (Linked 1) Mod, 
  Weapon 
  Quality 
  (High-energy 
  consumption) 
  Mod, 
  Weapon Quality (Inaccurate +1) Mod.
  Modification Options: None.
  Hard Point Cost: 2
  Cost: $1,850 (R)
  Rarity: 7
  EXTENDED CARTRIDGE
  This attachment is for dart weapons only and increases 
  the ammunition limitation of the dart weapon.
  Basic Modification: Limited Ammo (+2) Mod.
  Modification Options: 2 Limited Ammo (+2) Mod,  1 
  Weapon Quality (Pierce +1) Mod.
  Hard Points Cost: 1
  Cost: $300
  Rarity: 4
  FEEDING MECHANISM
  This slugthrower rifle attachment replaces the normal clip 
  with a larger feeding mechanism allowing for greater rate 
  of fire at the expense of accuracy.
  Basic Modification: Weapon gains Auto-fire Quality, 
  Increase Cumbersome +1, Inaccurate +1.
  Modification 
  Options: Weapon Quality (Auto-fire 
  friendly) Mod, Reduce Weapon Quality (Inaccurate -1) 
  Mod.
  Hard Points Cost: 1
  Cost: $500
  Rarity: 5
  IMPROVED STUN CAPABILITIES
  This attachment increases the weapon’s stun setting at 
  the cost of reduced lethal damage.
  Basic Modification: Weapon Quality (Improved Stun 
  Setting) Mod.
  Modification Options: 2 increase stun damage (+1), 
  Hard Point Cost: 2
  Cost: $500
  Rarity: 5
  MAGENTIC HILT
  This attachment uses ferrous strips sewn into gloves or 
  armour to make it more difficult to disarm the weapon.
  Basic Modification: The difficulty to disarm the weapon 
  is increased by an additional a or t.
  Hard Point Cost: 1
  Cost: $450
  Rarity: 6
  RAPID RECYCLER
  This attachment replaces or expands the power recycler 
  in a weapon. It can be applied to blaster weapons only.
  Basic Modification: Weapon gains auto-fire setting.
  Modification Options: Weapon Quality (Auto-fire 
  friendly) Mod, 1 Damage +1 Mod, 2 Weapon Quality 
  (Pierce +1) Mod.
  Hard Point Cost: 2
  Cost: $900 (R)
  Rarity: 5
  RECONFIGURED FORM
  This attachment allows small ranged and melee weapons 
  to be modified to look like something else; such as a data 
  stylus, datapad, or other mundane item. The new form 
  must be a simple item and the weapon does not have the 
  actual capabilities of its new form. This attachment can be 
  used on small, one-handed weapons of no more than an 
  unmodified Encumbrance of 1. This attachment requires 
  a successful Daunting [dddd] Mechanics check to 
  apply.
  Basic Modification: The weapon looks like a data stylus, 
  datapad, or some other mundane item. Add bb to Hard 
  [ddd] Perception checks to identify it as a weapon. The 
  weapon’s Encumbrance increase to that of the disguised 
  item, if higher, and the weapon gains the Inaccurate 1 
  quality.
  Modification Options: 2 Increase b (+1) Mod, 
  Rudimentary functionality (as a datapad, stylus or similar), 
  Remove Quality (Inaccurate 1) Mod.
  Hard Point Cost: 1
  Cost: $2,000
  Rarity: 6
  RETRACTABLE STOCK
  The stock on a rifle may be made to be retractable or 
  a pistol may have its stock be entirely removable. This 
  may only be applied to blaster rifles, carbines, heavy 
  blaster pistols, blaster pistols, and slugthrowers. Folding 
  or extending the stock requires a Manoeuvre.
  Basic Modification (rifle): When the stock is folded, 
  the weapon can be fired using Ranged (light) skill and the 
  
  18
  effective range is reduced to Medium due to the weight 
  and instability of the weapon. The weapon also cannot 
  benefit from the aim manoeuvre. With an extended stock, 
  the rifle functions normally.
  Basic 
  Modification 
  (carbine): 
  The 
  weapon’s 
  Encumbrance is increased by 1. When the stock is folded, 
  the weapon follows normal rules. When the stock is 
  extended, the effective range of the weapon is increased 
  by 1 range band due to increased stability, but attacks at 
  increased range receive b.
  Basic Modification (pistol): The weapon’s Encumbrance 
  increases by 1. When the stock is extended it provides 
  Innate Talent (Sniper Shot), and can be fired using the 
  Ranged (heavy) skill.
  Modification Options: None
  Hard Point Cost: 1
  Cost: $150
  Rarity: 5
  ROTATING GALVEN COILS
  The weapon’s barrel is replaced with a large rotating set 
  of galven coil barrels. This attachment can only be added 
  to heavy blaster rifles, light repeating blasters, and heavy 
  repeating blasters. This attachment requires a successful 
  Hard [ddd] Mechanics check to apply.
  Basic Modification: Weapon gains the auto-fire only and 
  high energy consumption qualities. Add b to maintenance 
  checks and increase Encumbrance +1.
  Modification 
  Options: Weapon Quality (Auto-fire 
  friendly) Mod, 2 Weapon Quality (pierce +1), Remove 
  Quality (High-energy consumption) Mod.
  Hard Point Cost: 2
  Cost: $2,700
  Rarity: 7
  SONIC SILENCER/FLASH SUPPRESSOR
  This detachable attachment suppresses both noise and 
  flash on slugthrower weapons. This upgrade is easily 
  attached or removed with a Manoeuvre.
  Basic Modification: Weapon Quality (Quiet 1) Mod, 
  reduce damage 1.
  Modification Options: 3 Weapon Quality (Quiet +1) 
  Mod, 2 Damage +1 mods.
  Hard Point Cost: 0
  Cost: $500
  Rarity: 5
  TARGET MARKER
  This attachment adds a laser sight to ”paint” a target with 
  one or more coloured dots. The laser can be turned on or 
  off as an Incidental.
  Basic Modification: Accurate (+1) Mod, add b to 
  Stealth checks when turned on.
  Modification Options: 1 Accurate (+1) Mods.
  Hard Point Cost: 1
  Cost: $550
  Rarity: 6
  TARGETING SCOPE
  This attachment is a precision-ground glass magnifying 
  disk aligned with the weapon’s sights. It can be attached 
  to all rifles and pistols.
  Basic Modification: Innate Talent (True Aim Rank +1) 
  Mod.
  Modification Options: Innate Talent (Precise Aim Rank 
  +1) Mod.
  Hard Point Cost: 1
  Cost: $850
  Rarity: 5
  ATTACHED DART SHOOTER
  A dart gun is attached to the weapon adding silence and 
  versatility to the arsenal. It works in every way as a dart 
  pistol.
  Basic Modification: Increase Encumbrance by 1 and the 
  following secondary attack:
  Range: Short
  Damage: 3
  Critical: 3 (increase Pierce value to 4)
  Qualities: Pierce 2, deliver poison on an attack that deals 
  damage, Quiet 1, Limited Ammo 2
  Modification Options: Increase ammo capacity (+5) 
  mod
  Cost: $450
  Rarity: 6
  ATTACHED GRAPPLING SPIKE
  A grappling spike and a liquid cable dispenser is attached 
  to the weapon. The grappling spike can be fired up to 
  Medium range (50 metres) and attach itself to almost any 
  surface.
  Basic Modification: Increase Encumbrance by 1 and 
  add the following secondary attack:
  Range: Medium 
  Damage: 3 
  Critical: 4 
  Qualities: Ensnare 2, Pierce 1, Vicious 1
  Modification Options: Increase climb speed (add b or 
  other bonus to increase vertical movement) mod.
  Hard Point Cost: 2
  Cost: $600
  Rarity: 6
  WRIST CLAMP MAGNETIC HOLSTERING LOCK 
  The weapon is holstered by the wrist in a spring loaded 
  mechanism. Only blasters of Encumbrance 1 can receive 
  this attachment.
  Basic Modification: Innate talent (quick draw) Mod.
  Modification Options: 1 additional b to Perception 
  checks to notice weapon.
  Hard Point Cost: 1
  Cost: $250
  Rarity: 6
  Note: This attachment cannot be used in conjunction 
  with the similar armour attachment.
  
  19
  SAISH’TROKK & 
  CHUURDACCA
  If there is anywhere on Cartol’s Emporium where you can 
  find a large selection of melee weapons, it is here. Known 
  as Saish and Chu to their friends, these two are an odd 
  combination of partners hailing from two different species 
  with a long history of animosity between them: Trandoshan 
  and Wookiee, respectively. Saish’trokk and Chuurdacca 
  transcend these hateful traditions by not only working 
  together, but going so far as to become friends.
   
  These two joined Cartol’s Emporium long after it 
  embarked upon its travels, but were quickly allowed to set 
  up shop. Their shop is close to Trader’s Commons to draw 
  more foot traffic and for ease of access to the oddities 
  other shopkeepers have for sale.
  Saish has a particular fondness for melee weapons; 
  buying, selling and crafting the occasional custom weapon 
  for customers with the time and cash to hire his services. 
  Chu enjoys modifying weapons and discovering new and 
  improved methods for doing so. Both are competent 
  duellists and carry fierce reputations.
   
  Their shop has a wide selection and is kept fully 
  stocked. The shop provides the most commonly found 
  melee weapons from the corners of the galaxy, as well as 
  a few other oddities on display catering to collectors and 
  enthusiasts alike.
  Saish’trokk
  When haggling and trading with Saish use the following 
  dice pools, these are his skills:
  Cool [cc]
  Discipline [ccd]
  Negotiate [dd]
  Chuurdacca
  When haggling and trading with Chu use the following dice 
  pools, these are his skills:
  Cool [ccd]
  Discipline [dd]
  Negotiate [ddd]
  MELEE WEAPONS
  TRADITIONAL WEAPONS
  Simple bladed weapons, spears, swords, and axes, appear 
  in most galactic cultures. Some of these have been 
  modernized and are still in use today.
  AXES
  Most axes manufactured in the galaxy are equipped with 
  the cutting edge vibration technology. However, there are 
  still some, such as the Gamorreans, who cling to the old 
  ways and use hand crafted axes of superior craftsmanship. 
  While not as destructive as their modern day equivalents, 
  these simple weapons still cause grievous bodily harm 
  when wielded by a competent combatant. They come 
  in one-handed and two-handed variants. Some axes are 
  simple looking and utilitarian, while others are beautiful 
  and elegant works of craftsmanship, fit for ceremonies 
  and rituals, as well as combat.
  SPEARS
  Perhaps the oldest manufactured weapon, the spear 
  is simple to make and deadly in the hands of a skilled 
  combatant. The unpowered varieties are no match for 
  modern powered equivalents, nor most other modern 
  and powered melee weapons, but have a unique charm 
  to those who appreciate their history and are sometimes 
  wielded as a status symbol.
  SWORDS
  Swords of one type of another have existed for millennia. 
  Curved or straight, one-handed or two-handed, long 
  or short; swords come in countless variety, but all are 
  deadly. The unpowered modern swords vary in design 
  and look, but they are all unmatched tools in hand-to-
  hand combat. While many cultures consider these types 
  of weapons to be relics of a bygone era, some nobles and 
  collectors still carry these as a symbol of station, wealth 
  or skill. Additionally, some cultures keep the use of bladed 
  weapons in frequent use, such as the Ryyk blade of the 
  Wookiees and the Tehk’la blade of the Nagai. The Tehk’la 
  blades are knife-sized vicious blades, able to cause terrible 
  wounds. The Ryyk blades of the Wookiees come in a variety 
  of styles, both one-handed and two-handed, all custom made 
  by the user.
  POWERED AND VIBRO WEAPONS
  Vibration technology has made bladed weapons in 
  the modern day far more effective than their ancient 
  counterparts. While purists may choose the unpowered 
  and traditional styles, most serious melee combatants will 
  pick a variant enhanced with vibration technology. When 
  it comes to bludgeoning weapons, an equivalent powered 
  technology exists to make for brutal and dangerous weapons.
  UNCOMMON WEAPONS
  In addition to the bladed and bludgeoning weapons that 
  have become widespread throughout the galaxy, more 
  exotic forms of weaponry can be found.
  WHIPS
  These weapons come both in powered and unpowered 
  varieties. Mostly used by slavers and animal handlers, 
  Slugthrower attachments
  S
  lugthrower weapons as prestented in EotE are not very 
  customisable. While there are not many attachments 
  in this supplement usable with slugthrowers some are, or 
  could be if the GM allowed. For purposes of making it 
  enjoyable to specialise in that kind of weaponry a GM 
  could consider increasing the number of Hard Points 
  on the slugthrowers in the core rule book by 2 and 
  allowing certain existing attachments also be optional for 
  slugthrowers.
  
  20
  they are a rare sight in other situations. This weapon 
  can be effectively used to cause fear and pain without 
  inflicting any permanent damage. The unpowered varieties 
  may only cause minimal damage against an armoured 
  opponent, but an adept wielder can entangle and disarm 
  his opponent at a distance.
   
  An attacker may wield a whip so as to maximize 
  its damaging potential, increasing the base damage by 1, 
  but applying bb to check from the cumbersome method 
  of use. Powered whips generally cause more damage 
  with the addition of coursing electrical currents through 
  the whip. Most powered whips have two settings; one 
  for subjugation and pain, the other to maim and kill. A 
  powered whip set for subjugation reduces its base damage 
  by 1, but grants b to the wielder on Coercion checks.
  MELEE WEAPON ATTACHMENTS
  Chu has a wide selection of attachments for melee 
  weapons and can even do the work himself. He also has a 
  forge to craft new weapons and apply some of the more 
  extensive attachments and modifications that he offers to 
  reliable customers.
  BAYONET ATTACHMENT
  The bayonet attachment is a simple upgrade to attach 
  a short melee weapon to the long stock of a rifle. The 
  ranged weapon to which the bayonet is attached has its 
  Encumbrance increased by 1. The melee weapon to be 
  added must be purchased separately from among the 
  combat knife, vibroknife, or stun baton.
  Basic Modification: The rifle can be used as a melee 
  weapon, using the values of the attached melee weapon 
  and increasing the base damage by 1.
  Modification Options: 1 Weapon Quality (Barbed 2) 
  Mod (combat knife or vibroknife only).
  Hard Points Cost: 1
  Cost: $50, plus the cost of the attached melee weapon.
  Rarity: 3
  BESKAR’GAM BONDING
  Some melee weapons can be reinforced with the rare 
  beskar’gam ore to increase its hitting power. This 
  attachment requires a successful upgraded Daunting 
  [dddc] Mechanics check to apply.
  Basic Modification: Weapon Quality (Durable) Mod, 
  Add cumbersome 3 (or increase existing +1).
  Modification Options: 2 Damage (+1) Mod, Weapon 
  Quality (Cortosis) Mod, 3 Weapon Quality (Barbed +1: 
  may only be applied to bladed weapons) Mod.
  Hard Point Cost: 2
  Cost: $20,000
  Rarityttt: 8
  BUILT-IN DEVICE
  This attachment is a small computer and miniature 
  receiver that can be hidden inside any weapon as a means 
  to be able to monitor the weapon’s whereabouts at all 
  times. Installing a built-in device requires a successful 
  Average [dd] Mechanics check. Tracking the location 
  of the weapon requires a successful Easy [d] Computers 
  check, provided the user knows the correct transmission 
  frequency. If the frequency is unknown, upgrade the 
  difficulty three times.
  Basic Modification: The device now transmits a tracking 
  signal for the owner to find his or her weapon.
  Modification Options: Security Lock (the owner can 
  lock the weapon with an encryption code requires a 
  successful upgraded Daunting [dddc] Computers 
  Name
  Skill
  Dam Crit Range Enc HP
  Price
  Rarity Special
  Axes
  One-handed axe
  Melee
  +1
  4
  Engaged
  2
  2
  175
  3
  Cumbersome 2, Disorient 2
  Two-handed axe
  Melee
  +2
  4
  Engaged
  3
  2
  300
  4
  Cumbersome 3, Disorient 2, Vicious 1
  Spears 
  Long spear
  Melee
  +2
  4
  Engaged
  3
  1
  80
  4
  Pierce 2, Reach
  Swords
  Modern longsword
  Melee
  +2
  4
  Engaged
  1
  2
  150
  5
  Defensive 1
  Ryyk blade
  Melee
  +3
  3
  Engaged
  3
  3
  700 (R)
  7
  Cumbersome 3, Pierce 2, Vicious 2
  Tehk’la blade
  Melee
  +1
  2
  Engaged
  1
  2
  7,500
  9
  Barbed 2, Pierce 3, Vicious 1
  Vibrobayonet
  Melee
  +1
  2
  Engaged
  1
  0
  250
  4
  Pierce 2, Vicious 1. Innate attachment: Bayonet
  Vibrorapier
  Melee
  +2
  2
  Engaged 
  2
  3
  950
  5
  Defensive 1, Pierce 2, Quiet 1, Vicious 1
  Vibrosword, 
  double
  Melee
  +2
  2
  Engaged
  4
  3
  1,600
  6
  Cumbersome 2, Defensive 1, Double, Pierce 2, 
  Vicious 1, Innate attachment: Doubled
  Whips 
  Whip, neuronic
  Melee
  +2
  5
  Engaged
  2
  1
  700 (R)
  6
  Ensnare 4, Knockdown, Stun Setting
  Whip, normal
  Melee 
  +2
  -
  Short
  2
  0
  100
  4
  Ensnare 2, Knockdown, Stun Damage.
  Bludgeoning 
  Power hammer
  Melee
  +4
  4
  Engaged
  4
  2
  850
  5
  Concussive 1, Cumbersome 4, 
  Knockdown, Vicious 2
  Vibroknucklers
  Brawl
  +1
  2
  Engaged
  1
  1
  250
  5
  Disorient 4, Pierce 1, Vicious 1
  
  21
  check to break); Self-destruct mechanism (Spend y on 
  a slicing attempt to activate or manually with timer; Skill: 
  Mechanics, Damage 10, Crit 4, Blast 7), Remote control 
  (use any modifications or change any setting by remote at 
  up to Long range as a manoeuvre.)
  Hard Point Cost: 2
  Cost: $2,500
  Rarity: 6
  COLLAPSIBLE
  This is not so much an attachment as a remodelling of 
  the melee weapon. With a flick of the wrist, the small 
  metal box, cube, or cylinder unfolds into a full sized 
  vibrosword, vibroknife, vibro-axe, stun baton or similar. 
  This attachment requires a successful Hard [ddd] 
  Mechanics check to apply.
  Basic Modification: The weapon’s Encumbrance when 
  collapsed is decreased by 1 to a minimum of 0. When 
  unfolded, Encumbrance is as per usual. Attempts at 
  hiding the weapon receives b. Unfolding the weapon is 
  an Incidental.
  Modification Options: Decrease Encumbrance (-1; 
  minimum 0) Mod, Weapon Quality (Shielded) Mod.
  Hard Points Cost: Encumbrance of weapon -1, to a 
  minimum of 0.
  Cost: Twice weapon cost, in addition to the base cost of 
  purchasing the weapon
  Rarity: 5
  COUNTERWEIGHT
  A counterweight attached below the grip makes the 
  weapon easier to swing. Can only be applied to melee 
  weapons with the Cumbersome quality.
  Basic Modification: Reduces the Cumbersome rating by 1.
  Modification Options: Reduce Enumbrance by 1 to a 
  minimum of 1.
  Hard Point Cost: 1
  Cost: $350
  Rarity: 5
  DOUBLED
  A second blade or other striking surface is attached to the 
  opposite end of the weapon. The weapon now requires 
  two hands to wield.
  Basic Modification: Weapon Quality (Double) Mod, 
  Increase 
  Encumbrance 
  (+1) 
  Mod, 
  Gain/Increase 
  Cumbersome (2/+1) Mod.
  Modification Options: Weapon Quality (Defensive +1) Mod, 
  Reduce Cumbersome (-1) Mod.
  Hard Point Cost: 1
  Cost: Weapon base cost, plus an additional $100. 
  Rarity: 6 or same as weapon, whichever is higher.
  DURASTEEL BONDING
  Durasteel is applied in a thin layer upon any bladed melee 
  weapon’s striking surface. This reinforces the weapon’s 
  durability and power. This attachment requires a Daunting 
  [dddd] Mechanics check to apply.
  Basic Modification: Weapon Quality (durable) Mod.
  Modification Options: 1 Weapon Quality (Vicious +1) Mod, 
  1 Damage (+1) Mod.
  Hard Point Cost: 1
  Cost: $2,000
  Rarity: 6
  MAGENITC HILT
  This attachment uses ferrous strips sewn into gloves or 
  armour to make it more difficult to disarm the weapon.
  Basic Modification: The difficulty to disarm the weapon 
  is increased by an additional a or t.
  Hard Point Cost: 1
  Cost: $450
  Rarity: 6
  RECONFIGURED FORM
  This attachment allows small ranged and melee weapons 
  to be modified to look like something else; such as a data 
  stylus, datapad, or other mundane item. The new form 
  must be a simple item and the weapon does not have the 
  actual capabilities of its new form. This attachment can be 
  used on small, one-handed weapons of no more than an 
  unmodified Encumbrance of 1. This attachment requires 
  a successful Daunting [dddd] Mechanics check to 
  apply.
  Basic Modification: The weapon looks like a data stylus, 
  datapad, or some other mundane item. Add bb to Hard 
  [ddd] Perception checks to identify it as a weapon. The 
  
  22
  weapon’s Encumbrance increase to that of the disguised 
  item, if higher, and the weapon gains the Inaccurate 1 
  quality.
  Modification Options: 2 Increase b (+1) Mod, 
  Rudimentary functionality (as a datapad, stylus or similar), 
  Remove Quality (Inaccurate 1) Mod.
  Hard Point Cost: 1
  Cost: $2,000
  Rarity: 8
  REINFORCED MOLECULAR EDGE
  The edge of the weapon has been sharpened on a 
  subatomic level. This attachment can only be used on 
  edged melee weapons.
  Basic Modification: Weapon Quality (Sunder) Mod.
  Modification Options: 1 Weapon Quality (Pierce +1) 
  Mod, 1 Damage +1 Mod.
  Hard Point Cost: 2
  Cost: $1,600
  Rarity: 6
  TIN-TIC AND PON-DIN’S
  Tin-tic and Pon-din are two robed Jawas speaking fluent, 
  eloquent, and posh Basic. They sell various goods and 
  artefacts not offered by any of the other shops aboard 
  Cartol’s Emporium; scrolls, books, shiny stones, jewellery, 
  oddly shaped pieces of wood, strange old weapons, exotic 
  medicines, and even poison.
   
  Tin-tic is usually dressed in stylish yellow robes 
  with blue gloves. She speaks slowly and deliberately, has a 
  welcoming attitude, and is always eager to sell. For astute 
  customers that know what they want and are not window 
  shopping, she will answer customer’s probing questions, 
  refrain from speaking in her usual condescending tone, 
  and will show her best wares. Tin-tic has responsibility 
  over the more obviously practical tools, such as weapons 
  and instruction manuals.
   
  Medicine, exotic wares, and esoteric baubles 
  are left for Pon-din to take care of. Pon-din has a raspy 
  voice, speaking clearly and quickly. He is dresses opposite 
  Tin-tic with stylish blue robes and yellow gloves. Pon-din 
  usually sits far in the back of their den and rarely interacts 
  with customers. When he must speak with patrons, it is a 
  strain for him. He comes across as uninterested in selling, 
  buying, or informing clients. If he didn’t need the money, 
  Pon-don would not to have any customers at all.
   
  A common denominator of these two Jawa 
  proprietors is their increased attention and respect for 
  the customers who know what they are looking for, what 
  they are talking about, and are not going to waste Tin-tic 
  and Pon-din’s time.
  Tin-Tic
  When haggling and trading with Tin use the following dice 
  pools, these are his skills:
  Cool [ddd]
  Discipline [ccd]
  Negotiate [ccd]
  Pon-Din
  When haggling and trading with Pon use the following dice 
  pools, these are his skills:
  Cool [cdd]
  Discipline [ccc]
  Negotiate [ddd]
  EXOTIC WEAPONS
  CATHAR WARSTAFF
  These ancient weapons are double-bladed swords with 
  folding blades for storage when not in use.
  GARROTTE
  A garrotte is a simple, reinforced length of roe used by 
  assassins to strangle their foes. On a successful attack 
  with a garrotte, aa can be spent to deal Strain damage 
  instead of Wounds. On a successful attack with a garrotte, 
  aaa can be spent to gain Pierce 4 for the attack. A 
  creature hit by a garrotte begins to suffocate during the 
  next round, or continues to suffocate if already so afflicted. 
  For each round an attacker successfully uses a garrotte 
  against an opponent, he or she gains a cumulative b to 
  all subsequent combat checks with the garrotte.
  ttt can be spent on a combat check with a garrotte 
  to break the garrotte, rendering it useless.
  LIGHTFOIL
  The Lightfoil is a rare weapon, found most commonly in 
  the Tapani Sector where ”Saber Rakes” duel with these 
  for honour and other decadent values wealthy nobles 
  and romantics fight for. The lightfoils found today come 
  in various styles and qualities. Common to them all is 
  their fine craftsmanship and elegant hilts made of exotic 
  materials.
  When activated, a blade of energy appears, reminiscent 
  of the Lighsaber of the Jedi. Lightfoils come in many 
  different makes and models; some designed for swift 
  strikes, others with a more defensive design such as 
  reinforced basket hilts cross guards. No two are identical, 
  except for the occasional paired set of dual set blades.
  The Lightfoil uses the Lighsaber skill on attacks.
  MOLECULAR STILETTO
  This weapon has the appearance of a data stylus, and only 
  a successful Daunting [dddd] Perception check will 
  reveal its true nature. A perfect assassin’s tool, it is a good 
  emergency contingency for the scheming bureaucrat or 
  haunted criminal.
  
  23
  RAZOR DISC
  This is an-old fashioned thrown weapon of sharpened 
  steel. Razor discs come in many different shapes, but 
  all are razor sharp and usually have serrated edges. The 
  mysterious Zeison Sha culture used weapons like these in 
  conjunction with their formidable telekinetic abilities.
  WAN-SHEN
  Favoured by the Matukai, this blade is a rather large, 2 
  metres tall, halberd-like lightweight weapon. Both ends of 
  the Wan-Shen are effective as weapons; one end a blade 
  and the other end a bludgeoning staff. No two of these 
  weapons are alike, similar to the Lightfoil, but all Wan-
  Shen are embossed with complex decorative patterns and 
  crafted in a more personal way. The Wan-Shen isn’t used 
  for show, ceremony, or status, but is seen as a complex 
  signature reflecting the personality of the wielder. A 
  common modification is to make the weapon disassemble 
  easily into smaller parts, for ease of transport and storage.
  ZENJI NEEDLES
  Appearing as hair ornaments, these weapons come in 
  sets of two, three, or four. To identify these weapons for 
  that they are, as observer must succeed at a Daunting 
  [dddd] Perception check. A closer inspection of them, 
  if one is familiar with the nature and existence of these 
  weapons, adds b to the Perception check. These hair 
  needles are designed to be used as thrown weapons. If 
  used in melee, decrease the base damage by 1. Zenji 
  Needles will break by spending ttt or y when used 
  in melee.
  ZHABOKA
  An ancient ceremonial weapon of the Zabrak, this weapon 
  has evolved over time, maintaining its reputation as a 
  fearsome and deadly weapon in modern times. The 
  Zhaboka is similar to a double-bladed sword, but is much 
  lighter and its smaller blades allow a unique fighting 
  technique benefiting smaller and quicker combatants. 
  This weapon requires two hands to wield.
  POISONS, DRUGS AND MEDICINE
  MEDICAL MANUALS
  Two main types of medical manuals exist; the first covers 
  basic first aid, and the second covers life-saving treatment 
  guidelines.
  The basic first aid manual provides bb to all Medicine 
  checks used for healing Wounds.
  The life-saving treatment guidelines provide bb to all 
  Medicine checks used for healing Critical Injuries.
  Only one of these manuals may be used at any one time 
  and may only be used once per patient per injury.
  Price: $250 (basic first aid), $450 (life-saving treatment 
  guidelines).
  Rarity: 5
  Encumbrance: 1
  STUN RELIEF ADRENAL STIMPACK
  These stimpacks contain an assortment of chemicals to 
  heighten awareness, stimulate concentration, and numb 
  pain. These stimpacks do not heal Wounds, but instead 
  remove 5 Strain per application. They are limited in their 
  use as a typical stimpack would be with diminishing 
  returns after the initial use. The penalties for using 
  multiple stimpacks of different types is cumulative; for 
  example, using one standard stimpack and then using 
  one stun relief adrenal stimpack will heal 5 Wounds and 
  4 Strain. Excessive use of stun relief adrenal stimpacks 
  will also in incur long-term penalties, such as reduction 
  in Strain Threshold or additional Obligation (addiction), 
  though the precise definition of excessive use if left to 
  the GM’s discretion. Using a stun relief adrenal stimpack 
  requires a Manoeuvre.
  Price: $40
  Rarity: 4
  Encumbrance: 0
  SMELLING SALTS
  Produced in various forms, colours, and smells; this 
  medical substance is effective to rouse an individual from 
  an incapacitated and unconscious state. This is a fairly 
  Name
  Skill
  Dam
  Crit
  Range
  Enc HP
  Price
  Rarity Special
  Cathar 
  warstaff
  Melee
  +2
  3
  Engaged
  2
  2
  1,200
  7
  Defensive 1, Double, Vicious 2. 
  Innate attachment: Collapsible
  Garrotte
  Brawl
  3, special
  3
  Engaged
  0
  0
  50
  3
  See description
  Lightfoil, 
  defensive
  Lightsaber
  7
  2
  Engaged
  1
  0
  8,500 (R)
  9
  Defensive 1, Pierce 6, Sunder, Vicious 1
  Lightfoil, 
  offensive
  Lightsaber
  7
  2
  Engaged
  1
  0
  8,500 (R)
  9
  Accurate 1, Pierce 6, Sunder, Vicious 1
  Molecular 
  stiletto
  Melee
  +1
  2
  Engaged
  0
  0
  700 (R)
  7
  Pierce 4, Vicious 2
  Razor disc
  Ranged 
  (light)
  +1
  3
  Short
  1
  1
  550
  6
  Barbed 2, Pierce 1, Sunder
  Wan-Shen
  Melee
  +3
  3
  Engaged
  3
  3
  1,200
  7
  Defensive 1, Double, Pierce 2
  Zenji 
  needles
  Ranged 
  (light)
  +2
  2
  Short
  0
  0
  1,500 (R)
  7
  Fragile, Pierce 3, Vicious 1
  Zhaboka
  Melee
  +2
  3
  Engaged
  3
  3
  900
  7
  Barbed 3, Double, Pierce 2, Vicious 1
  
  24
  common substance, often found in a well stocked medical 
  bag carried by medics and doctors. One container of 
  smelling salts is small and is potent enough for numerous 
  uses.
  Using the smelling salts requires an action and will rouse 
  an individual from unconsciousness. Smelling salts also 
  removes any strain on the unconscious individual to one 
  point below his or her Strain Threshold. The smelling salts 
  can only be used once per scene per person. Further 
  attempts will be ineffectual.
  Price: $80
  Rarity: 4
  Encumbrance: 0
  TRUTH SERUM
  This substance is very rare and produces highly 
  unpredictable results. Truth serums are effective on most 
  species, but the results are not always as expected. This 
  substance needs to be ingested or injected directly into 
  the victim. Any attempts by recipient of the serum to 
  speak untruthfully requires a Cool or Discipline check. 
  The serum comes in various strength levels, which sets 
  the difficulty of the check, this is further upgraded by 
  the opponent’s Rank in either Presence or Willpower. 
  A successful Resilience check will add b to the drugged 
  character’s Cool or Discipline check.
  weak serum
  Hard [ddd] check
  Price: $1,500 (R)
  Rarity: 7
  Encumbrance: 0
  standard serum
  Daunting [dddd] check
  Price: $4,500 (R)
  Rarity: 7
  Encumbrance: 0
  strong serum 
  Formidable [ddddd] check
  Price: $7,500 (R)
  Rarity: 8
  Encumbrance: 0
  perfect serum
  Impossible [cdddd] check
  Price: $11,500 (R)
  Rarity: 11
  Encumbrance: 0
  x on a successful check will enable the recipient to twist 
  the truth, but not outright lie. 
  ODDITIES AND ARTEFACTS
  ANCIENT SCROLLS AND TOMES
  These artefacts vary widely in size, topic, and reliability, 
  but all share a high rarity and cost. Tomes and scrolls 
  will offer information on legends, myths, lost knowledge, 
  species, planets, and so on. These texts due, however, 
  suffer from not having the most up to date information 
  from modern technology.
  Price/Rarity: $200 to $2000/6 to 10
  Benefit: Ancient scrolls and tomes grant the reader b 
  to bb when making a Knowledge skill check in a field 
  related to the subject of the text; such as exotic species 
  for Knowledge (Xenology); Force traditions for Knowledge 
  (Lore); and Unknown Regions or Wild Space for Knowledge 
  (Outer Rim).
  CATHAR WAR MASK
  A very rare item, the Cathar war masks have been spread 
  all over the galaxy after the sacking of the planet of Cathar 
  many centuries ago. These masks were traditional to wear 
  during times of war and duels. Today, they catch a good 
  price in most auctions and collectors pay handsomely for 
  one of these masks.
  Aside from historical value, these masks are fearsome to 
  behold. Any Coercion checks made wearing one of these 
  is upgraded once. Leadership checks receive b in combat 
  where the enemy can see the wearer.
  Price/Rarity: $3,500/9(R)
  
  25
  HYPNOTIC CHARM
  These charms are usually made of some shiny metal 
  or pretty stone. Most of them are used by charlatans, 
  quacks and conmen to hypnotize or ”treat” some poor 
  impressionable soul from whatever ailment they can pass 
  off as believable. If the user of the charm succeeds on a 
  Skulduggery check opposed by target’s Vigilance, add b 
  to Charm, Deception or Negotiate checks with the target.
  There are also rumours of charms such as these with 
  supernatural properties. Such charms grant b to any 
  skill checks made in conjunction with the Influence Force 
  power.
  Price/Rarity: $200 to $500/5
  RESONATING CRYSTALS
  These crystals and gems comes in a variety of colours and 
  shapes. Most are no larger than 5 centimetres long and 
  half as wide. Their abilities are unknown to modern science, 
  but Force-sensitive beings will feel attracted to these 
  crystals. These crystals’ primary use is in constructing 
  a new lightsaber or lightfoil. Good quality crystals will 
  grant b to skill checks made in the construction of such 
  weapons, whereas poor quality crystals will impose b to 
  construction. Crystals of the purest quality will also provide 
  other tangible benefits to the weapon they inhabit, such 
  as the Accuracy, Defensive or Deflecting properties. Truly 
  unique and powerful crystals provide additional z or z 
  when activating force powers, or other uses of the Force 
  die at the GM’s discretion.
  Price: $7,000+/9(R).
  THE VISER N’AXAN BAZAAR
  Viser is a genuine Devaronian salesman, conman and, 
  oddly enough, an armour smith. He comes from a long 
  line of armour smiths; his great grandfather was once 
  the head of a large company based on Devaron, N’axan 
  Protective Inc. Shortly before the Clone Wars, the company 
  was dissolved. The exact cause and nature of the facts is 
  something no N’axan has ever spoken freely about.
   
  Viser is the last of the family line of smiths. Having 
  no offspring, he has taken on a Gamorrean apprentice 
  named Durmugsh Grussom. The two of them run shop 
  underneath the main hangar bay of Cartol’s Emporium. 
  Here they also make new armour, buy old and used 
  armour, and sell all that they can.
   
  Viser is a shrewd business man, and he is very 
  disappointed in Durmugsh’s ever-present sense of ethics. 
  He keeps Durmugsh with him, because he’s an extremely 
  competent metal worker and metallurgist, though you 
  would never hear Viser admit it publicly. Together they 
  are able to make and modify armours with a hefty profit, 
  as long as Viser manages to get to the customers before 
  Durmugsh. Durmugsh’s demeanour is usually friendly, 
  but he is a proud craftsman and will take any slight and 
  criticism of his work deeply personal; the result can either 
  be a proper beating, or a depressed Gamorrean not 
  willing to do any work at all.
   
  Besides the items listed below, any armour except 
  the personal deflector shield found in EotE (page 169) 
  can be bought at The Viser N’axan Bazaar.
  Viser N’axan
  When haggling and trading with Viser use the following 
  dice pools, these are his skills:
  Cool [ccd]
  Deception [ccd]
  Discipline [ddd]
  Negotiate [ddd]
  ARMOUR TYPES
  Below is a list of less common, and some rare, types of 
  armour that can be found at The Viser N’axan Bazaar.
  BESKAR’GAM ARMOUR
  These armours come in various models and are almost 
  exclusively of Mandalorian design and appearance. 
  Their distinctive look and reputation gives the wearer 
  of these armours an edge concerning social encounters, 
  granting b to Negotiation and Coercion against those who 
  respect or fear the Mandolorians and impose b or bb 
  to Negotiation and Coercion checks against who have 
  disdain for the ancient warrior culture.
  These armours usually also come with a Vacuum seal 
  attachment already in place, as presented below, without 
  any effect on listed hard points or cost.
  CLIMBSUIT
  These suits come with some combination of anti-friction 
  pads, suction cups, rope, and climbing karabiners. They 
  assist in climbing and reduce the risk of falling. The suits 
  are usually too bulky to combine with other armour, but 
  can be worn underneath heavy clothing, though their 
  Soak values do not stack.
  COMBAT SUIT
  The suits are heavily reinforced and padded suits of 
  armour that come with an open or closed helmet and small 
  emplacement points for grenades, ammo and a stimpack. 
  The design of the combat suit and the emplacement 
  points allows the wearer to produce such items for use to 
  an Incidental.
  COMMANDO SUIT
  Commando suits are dark, well-made protective suits of 
  armour complete with noise reduction fabrics, a polymer 
  Constructing Lightsabers
  C
  onstructing lighsabers is a lost art known only to those 
  Jedi that might have survived the Purge. Constructing 
  lightfoils isn’t much easier, but is possible. Whether the 
  construction should be a skill check, or a plot event is up 
  to the GM. The suggestions below assume a skill check is 
  involved, if this does not sit well with the GM or players, 
  then perhaps a reduction in construction time is  more 
  fitting, or some other limited benefit.
  
  26
  fabric which reduces light reflection, and a visored helmet. 
  An emplacement point has been placed in the throat for 
  used with a separately purchased activated comlink for 
  $250 credits.
  ENVIRONMENTAL ARMOUR
  A combination of combat and environmental protective 
  gear including a helmet with a built-in breath mask. This 
  armour comes in many variants, the most famous type 
  worn by Ubese bounty hunters.
  LIGHT BATTLE ARMOUR
  A much lighter variant of the medium battle armour, 
  this model has less protective material, but still enough 
  room for modifications to turn it into a formidable piece 
  protective equipment.
  MEDIUM BATTLE ARMOUR
  A much lighter variant of the heavy battle armour, this 
  model has less protective material, but still enough 
  room for modifications to turn it into a formidable piece 
  protective equipment.
  SHADOWSUIT
  This suit offers minimal protection against weaponry, but 
  is made from a highly specialized polymer that reflects 
  barely any light. It comes with a tight fitting hood and 
  facial mask.
  THINSUIT
  This suit is made of an ultra-thin, hyper elastic smart-
  material. It can be worn underneath other armour or 
  normal clothing. It protects equally well against cold and 
  hot environmental conditions, but is of little use against 
  radiation, flames, energy weapons or kinetic force.
  UTILITY SUIT
  A jumpsuit similar to that which most mechanics wear, the 
  utility suit comes in various version, som which can be 
  worn over or under other armour.
  ARMOUR ATTACHMENTS
  ABLATIVE COATING
  This attachment adds ablative material and technology to 
  increase energy dispersal for better protection. It increases 
  protection only against blaster, laser and other energy-
  based attacks, and does not reduce the kinetic energy 
  of slugthrowers and melee weapons. This attachment can 
  only be applied to battle armours, padded and laminate 
  armour, commando and combat suit, and environmental 
  armour.
  Basic Modification: Increase Soak against energy 
  attacks only (+1) Mod.
  Modification Options: None
  Hard Point Cost: 1
  Cost: $1,800
  Rarity: 8
  Notes: Cannot be combined with Kinetic dampeners or 
  Armorplast.
  ARMORPLAST
  This upgrade replaces durasteel and other defensive 
  material with modern high-tech Armorplast or similar 
  lightweight, high-cost materials. This attachment can 
  only be applied to battle armours, padded armour, 
  laminate armour, commando suits, combat suits, and 
  environmental armour.
  Basic Modification: Reduce encumbrance by 2 to a 
  minimum of 1.
  Type
  Defence Soak
  Price
  Enc HPs
  Rarity
  Special
  Beskar’gam, 
  medium
  1
  1
  30,000 (R)
  4
  3
  8
  Cortosis, Durable. Cannot receive the 
  Armorplast upgrade. Vacuum seal attached.
  Beskar’gam, 
  heavy
  1
  2
  35,000 (R)
  6
  4
  8
  Cortosis, Durable. Cannot receive the 
  Armorplast upgrade. Vacuum seal attached.
  Climb suit
  0
  1
  600
  4
  1
  5
  Upgrade climb checks once. Risk of falling 
  requires one more t than normal.
  Combat suit
  1
  1
  900
  3
  0
  3
  Has attachments for ammo, grenades and the like; 
  negate Enc for up to 2 grenades, 1 extra reloads 
  and 1 stimpacks.
  Commando suit
  1
  1
  1,800 (R)
  3
  2
  6
  Add b to stealth. Can be sealed like heavy 
  battle armour as per EotE beta book.
  Environment 
  armour
  1
  1
  2,200
  4
  2
  6
  Counts as Adverse Environment Gear and 
  breath mask in all environments.
  Light battle 
  armour
  1
  1
  1,500
  4
  2
  6
  Can be sealed like heavy battle armour as 
  per EotE beta book.
  Medium battle 
  armour
  1
  1
  2,500
  5
  3
  6
  Can be sealed like heavy battle armour as 
  per EotE beta book.
  Shadow suit
  0
  1
  1,200
  3
  0
  6
  Add bb to Stealth checks.
  Thinsuit
  0
  0
  600
  1
  0
  4
  Decrease Resilience difficulties for heat and cold 
  effects once. Ignore b from such effects also. Can 
  be worn underneath other clothes and armour.
  Utility suit
  0
  1
  250
  3
  0
  2
  Increase encumbrance threshold by 3
  
  27
  Modification Options: 1 Add/increase defence (+1) mod.
  Hard Point Cost: 1
  Cost: $1,500
  Rarity: 7
  Notes: Cannot be combined with Kinetic dampeners or 
  Ablative coating.
  BESKAR’GAM BONDING
  Some armour can be reinforced or have some of its 
  component parts replaced with the beskar’gam steel 
  for better and heavier protection. Only the heaviest of 
  armour types are capable of supporting this attachment. 
  This attachment requires a Formidable [ddddd] 
  Mechanics check to apply.
  Basic Modification: Durable, Increase Encumbrance by 1.
  Modification Options: 1 Increase Defence (+1) Mod, 
  Armour Quality (Cortosis) Mod.
  Hard Point Cost: 2
  Cost: $20,000 (R)
  Rarity: 9
  Notes: Cannot be combined with Armorplast, Kinetic 
  dampeners or Ablative coating.
  BIORESPONSIVE UNDERLAY
  A layer of bio-responsive material inside the armour 
  provides continuous injections of small amounts of a 
  specially tailored stim solution.
  Basic Modification: Remove 1 wound at the end of every 
  encounter. Additionally, when recovering from strain at 
  the end of combat, rolling either Discipline or Cool, each 
  x recovers 1 wound.
  Modification Options: Supportive underlay provides b 
  to Medicine checks to heal Critical Injuries, 2 Innate talent 
  (Second Wind +1) Mod.
  Hard Point Cost: 2
  Cost: $4,500
  Rarity: 7
  BODY GLOVE, ADVANCED
  An improved and very advanced climate controlled body 
  glove and breath mask allows operation in uncomfortably 
  cold or warm climates and toxic conditions.
  Basic Modification: Ignore up to b due to heat and cold, 
  ignore airborne toxins and gas due to integrated breath 
  mask (12 hours). Also has 2 hour re-breather capabilities 
  for water submersion and backup in case breath mask 
  fails.
  Modification Options: None
  Hard Point Cost: 1 (0 if replacing laminate or battle armour 
  body glove)
  Cost: $2,500
  Rarity: 5
  BODY GLOVE, BASIC
  This climate controlled body glove allows operation in 
  uncomfortably cold or warm climates. This is no substitute 
  for vacuum seals. For an additional $1000, a basic body 
  glove can be added without using a hard point in a 
  commando suit, heavy battle armour,  laminate armour, 
  medium battle armour, and light battle armour.
  Basic Modification: Ignore up to b from extreme climate 
  conditions due to heat or cold.
  Modification Options: None
  Hard Point Cost: 1 (0 if replacing laminate or battle 
  armour body glove).
  Cost: $1,000
  Rarity: 4
  EMERGENCY MEDICAL SUITE
  When triggered, these sensors will immediately initiate 
  a resuscitation attempt by injecting the wearer with a 
  sizeable quantity of stimulants and pain killers.
  Often used by loners and bounty hunters, this armour 
  attachment has proven invaluable to get that last little 
  edge in case of the worst.
  Base modifiers: The armour can store two stimpacks 
  inside a special compartment, connected to tubes and 
  injectors inside the armour. When the wearer suffers 
  damage that exceeds his or her Wound Threshold, the 
  system automatically injects the wearer with all stored 
  stimpacks. Reloading the stimpacks requires 3 manoeuvres.
  Modification options: 1 Increase stimpack storage (+1 
  stimpack) mod, 1 Improved dosage system (recipient of 
  stimpack injection can receives one more before reducing 
  the effect of the stimpack solution – applies only to 
  medical suite injections) Mod, 1 Improved stimpacks 
  (stimpacks heal +1 point), 1 Medical array (upgrade 
  medical tests on wearer once due to diagnostic readouts) 
  Mod.
  Hard Points: 2
  Cost: $12,500 credits
  Rarity: 8
  Notes: Modifications options for this attachment have 
  increased prices: Improved Dosage system costs $1,500; 
  Improved stimpacks costs $900; Medical Array $500.
  INSULATED UNDERLAY
  An insulated layer that protects organics from stun effects 
  and droids and cyborgs from ion damage
  Basic Modification for organics: Increase armour’s 
  Soak value against Stun and Ion attacks by +1.
  Modification Options: 1 Innate Talent (Resolve +1) Mod.
  Hard Point Cost: 1
  Cost: $2,500
  Rarity: 6
  
  28
  INTEGRATED EQUIPMENT
  Datapads, comlinks, tools, even weapons can be added to 
  the armour with this attachment. This upgrade includes 
  a small power-pack or series of micro-generators that 
  can power the equipment. Reloading the power system 
  requires a special power pack that costs twice the normal 
  reload amount for that particular weapon. Reloading also 
  reuires an action. Normal equipment will usually not run 
  out of power, but the GM may spend y or tttt to 
  have the equipment run prematurely out of power. Power 
  packs costs $40 credits for normal integrated gear, such 
  as datapads.
  The difficulty to attach a piece of equipment in this 
  manner is equal to d per total number of items installed. 
  Attaching a handheld comlink to the wrist or helmet of a 
  set of armour does not require this attachment.
  Basic Modification: Integrated power pack for 2 
  Encumbrance worth of equipment.
  Modification Options: 2 Add weapon emplacement 
  (+2 Encumbrance weapon only) Mod, 3 Add equipment 
  slots (+1 Encumbrance).
  Hard Point Cost: 1 (modifications requires further 1 hard 
  point per 2 Encumbrance)
  Cost: $5,500 (modifications have increased cost of $250 
  per mod instead of the normal $100)
  Rarity: 9
  Notes: Weapons attached in this way do not use 
  the normal ranged attack skills and instead use the 
  Gunnery skill. Also, the encumbrance value of integrated 
  equipment is reduced by -2 to a minimum of 1. Up to 3 
  pieces of equipment with 0 Encumbrance can be installed as a 
  single piece of equipment with Encumbrance 1.
  KINETIC DAMPENERS
  This attachment adds padding for increased kinetic 
  protection. Its protection works only against physical 
  melee weapon, slugthrowers, and falling damage. This 
  attachment can only be applied to battle armours, padded 
  armour, laminate armour, commando suits, combat suits, 
  and environmental armour.
  Basic Modification: Increase Soak versus kinetic attacks 
  (+1) Mod.
  Modification Options: None.
  Hard Point Cost: 1
  Cost: $1,200
  Rarity: 8
  Notes: Cannot be combined with Ablative coating or 
  Armorplast.
  RADIATION SHIELDING SYSTEM
  This shielding system protects the wearer from harmful 
  radiation.
  Basic Modification: Reduces the difficulty of Resilience 
  checks made to resist radiation and extreme heat (not 
  flames or fire) by d. Remove up to bb on checks made 
  due to extreme heat or radiation exposure.
  Modification Options: None
  Hard Point Cost: 1
  Cost: $4,500
  Rarity: 5
  STEALTH REFLEC POLYMER
  The armour is coated in a reflective polymer that hides 
  the wearer in a particular environment. When the wearer 
  is in the chosen environment type, such as snow-covered, 
  he or she gains the listed bonus.
  Basic Modification: Add bb to Stealth checks.
  Modification Options: None.
  Hard Point Cost: 1
  Cost: $2,800
  Rarity: 7
  Notes: Cannot be combined with Optical Camouflage 
  system (EotE page 126), or other armour/clothing already 
  possessing bonuses to the Stealth skill.
  SUBMERSIBLE SEALS
  This attachment is an advanced version of the body glove 
  and a toned-down version of vacuum seal, it includes a 
  breath mask with respiration tanks, re-breather, and 
  high-end pressure resistance. It also comes with fins and 
  small water-jets that can easily be installed. A successful 
  Average [dd] Mechanics check is needed to apply. This 
  attachment functions at a maximum depth of 100 meters 
  and has 12 hours respiration fuel, plus 3 hour emergency 
  re-breathers.
  Basic Modification: Reduce bb due to cold conditions 
  when submerged in water and treat water as normal 
  terrain. Add b to Athletics checks made to swim.
  Modification Options: 1 Increase Boost (additional b) Mod, 
  Water-jets (gain underwater speed 2) Mod, 2 Pressure-
  upgrade (+100 meter depth) Mod, Improved respiration 
  fuel storage (+8 hours respiration, +2 hours re-breather) 
  Mod.
  Hard Point Cost: 2
  Cost: $5,500
  Rarity: 6
  Notes: Some modifications have increased cost: Water-
  jets cost $900 and the pressure-upgrade costs $400.
  VACUUM SEALS
  This armour becomes a self-sustained, but limited, life-support 
  system protecting against vacuum and hazardous environments.
  Basic Modification: Wearer can spend 2 hours in vacuum 
  and other hazardous environments without adverse effects.
  Modification Options: 2 Increase air-supply (+1 hour) Mod, 
  Anti-Grav Manoeuvring system (negate b from heavy 
  
  29
  gravity) Mod, Zero-G ManSys (terrain is not counted as 
  difficult in Zero-G) Mod, Jets (gain speed 2 in the vacuum 
  of space only) Mod.
  Hard Point Cost: 2
  Cost: $5,000
  Rarity: 7
  Notes: Jets costs $1,200 to modify.
  WRIST CLAMP MAGNETIC HOLSTERING LOCK
  The attachment goes into the wrist of the armour, functioning 
  as a spring-loaded holster. Only hold-out blasters and similar 
  sized weapons can be holstered in this attachment.
  Basic Modification: Innate talent (quick draw) Mod.
  Modification Options: None.
  Hard Point Cost: 1
  Cost: $300
  Rarity: 6
  XENTECH
  As one enters XenTech the first thing seen is a protocol 
  droid. Its rusty, but a blue paint job is still visible. The 
  next thing one sees is a lot of robotic and cybernetic 
  limbs, hanging from the ceiling or laid out on a table. Then 
  you meet the goggled eyes of a Xexto, while one hear a 
  grumbling that is oddly attractive originating from inside 
  a large stack of computers and datapads.
   
  Radier Krow’s part of the shop is a large collection 
  of 
  datapads, 
  portable 
  computers 
  and 
  stationary 
  mainframes. He sits in the centre of it all, rarely blinking, 
  completely absorbed by the information and work he’s 
  performing. When not working on his computers, Krow 
  can be found repairing droids, assisted by other droids 
  and his cybernetic enhancements the result is always 
  impressive.
   
  The Xexto, Do’og, sits out front with several 
  medical droids that helps his work with the cybernetic 
  replacements. These droids and Do’og’s medical skills 
  are at anyone’s disposal, as long as they can pay for the 
  treatment.
   
  Together Krow and Sevol make new medical 
  tech, most of which work haphazardly and randomly, is 
  dangerous, but sometimes performs miracles. Most of 
  cybernetics they sell are repaired or salvaged cybernetic 
  limbs, but as supplies allow they will sometimes have 
  more recent models.
   
  XenTech 
  offers 
  all 
  regular 
  communications 
  technology, security and detection devices found in EotE 
  and AoR. They also sell any cybernetics with Rarity 5 or 
  below, which means Rarity 6+ needs a good Fluctuating 
  Supply check or a cooperative GM. Any cybernetics 
  bought from XenTech can be slightly more resistant to 
  Ion attacks, adding a circumstantial +1 Soak against Ion 
  attacks and has an increased cost of $500. When it comes 
  to medical equipment they sell it all, except Bacta tanks. 
  In addition to this they have some of their own creations 
  and other not so common items.
  Radier Krow
  When haggling and trading with Radier use the following 
  dice pools, these are his skills:
  Cool [ccd]
  Discipline [ccd]
  Negotiate [cdd]
  Do’og Sevol
  When haggling and trading with Do’og use the following 
  dice pools, these are his skills:
  Cool [cdd]
  Discipline [ccd]
  Negotiate [ccd]
  AUTO-INJECTOR BELT
  A collaborative effort of Do’og and Radier, the auto-
  injector belt is placed underneath all clothing and covers 
  the abdomen. It consists of a series of sensors, a micro 
  computer and three small injectors. When the computer 
  registers trauma, blood loss or damage to the area it 
  covers, it will automatically inject one stimpack into the 
  wearer. The drawback is that a rough fall, bumping into 
  someone and high levels of adrenalin can set if off: when 
  Strain reaches two third of Strain Threshold one injector 
  automatically injects its solution. When rolling tt or 
  more on a Coordination, Athletics, Brawl or Melee check 
  it injects one stimpack. Hot and humid conditions can 
  also cause the belt to be rendered non-functional.
  Refilling require 5 minutes of work, transferring the 
  content of a normal stimpack into the injector belt.
  Cost: $450
  Rarity: 5
  Encumbrance: 0
  CYBERGAUNTLETS
  Cybergauntlets is a creation of Radier’s. These gauntlets 
  can be considered as upgraded versions of Brass 
  Knuckles, increasing damage and gaining the appropriate 
  weapon qualities, however they run on a power supply that 
  needs regular maintenance to stay in working condition. 
  y on a Brawl check can be used to have the gauntlets 
  run out of power, however only ttt is needed if 1 hour 
  of maintenance, an Average [dd] Mechanics check, has 
  not been performed within the last 48 hours.
  Various versions has been made, common to them is that 
  they are large and slightly clunky, and they all have to be 
  used in pairs.
  Electro-gauntlets
  These gauntlets lets unarmed Brawl attacks cause Ion 
  damage at the flick of a switch.
  Cost: $350
  Rarity: 5
  Encumbrance: 1
  
  30
  Studded gauntlets
  These gauntlets lets support and reinforce adding Pierce 
  2 to unarmed Brawl attacks
  Cost: $550
  Rarity: 6
  Encumbrance: 2
  Seeker gauntlets
  These gauntlets come with a high-tech monocle accessory 
  and miniaturised repulsorlift technology. Brawl attacks 
  gain Accurate 2 quality.
  Cost: $750
  Rarity: 2
  Encumbrance: 1
  DATA ARCHIVES
  Data archives are data chips or downloaded information 
  and knowledge databases that can be put onto datapads 
  (see below).
   
  Archives come in various sizes; reasonable, 
  extensive, large and complete. Prices will vary on 
  subject and archive size, so the prices listed here are 
  only guidelines. Generally, archives aid Knowledge skills; 
  particularly education, core worlds, outer rim and lore. 
  Skills such as Knowledge (underworld) and Streetwise rely 
  too much on word of mouth and instantaneous current 
  events to be used here. Data archives may also be able 
  to aid other technical skill checks, such as Astrogation, 
  Computers, Mechanics, and Skulduggery at the GM’s 
  discretion.
  Using archives to aid a skill check increases the time 
  taken for the check. If used in a relaxed environment, 
  add at least one-quarter of any suggested time. If used in 
  structured play and during combat, add 5 rounds.
  Archive bonuses
  Reasonable Archive: Remove up to b
  Extensive Archive: Add b or remove b
  Large Archive: Add b or remove up to bb
  Complete Archive: Add bb or remove up to bbb
  Some archives can benefit more than 1 skill depending on 
  the specific subject and archive. Usually a data chip can 
  only hold one reasonable archive. Anything larger will be 
  prohibitively more expensive.
  Cost: prices will usually vary greatly depending on 
  content: reasonable ($750), extensive ($1,800), large 
  ($2,750), complete ($5,000).
  Rarity: 6 / 7 / 8 / 9. Archives on taboo subjects, such as 
  those related to Jedi, are Restricted.
  Encumbrance: 0
  MEDIC/STIM BANDOLEER
  This bandoleer is specially made to for stimpacks and 
  other types of injectors. It can fit up to 5 of these for 1 
  encumbrance worth. These injectors can be readied as an 
  Incidental instead of a Manoeuvre.
  Cost: $300
  Encumbrance: 0
  Rarity: 4
  NAVIGATION SENSORS
  Navigations sensors are long range direction-specific 
  sensors for use as a navigation aid when piloting planet-
  bound vehicles, particular speeder bikes and other high-
  speed vehicles. The sensors use various methods to map 
  the terrain in front of the speeder up to a range of 1 
  kilometre. The sensors can be installed on the speeder 
  with a clip-on, or held in hand. The basic models removes 
  b from Piloting (planet) checks due to terrain and natural 
  obstacles. More advanced models suggest alternate 
  routes in addition to warning about obstacles. Military 
  models also upgrade Piloting (planet) checks once. These 
  scanners are usually integrated in pilot helmets of military 
  and law enforcement.
  Civilian Model
  Cost: $2,200
  Encumbrance: 2
  Rarity: 6
  Military Model
  Cost: $3,500 (R)
  Encumbrance: 2
  Rarity: 7
  PORTABLE COMPUTERS
  These come in various sizes and with varied capabilities. 
  Usually they function as a data archive containing 
  information and construction software, however some 
  units can also be used to access computer networks, 
  even the holonet. Most portable computers access these 
  networks through hard-wire cable, but more expensive 
  models do so wirelessly. Portable computers are more 
  powerful than datapads, and bulkier than what slicers 
  usually use.
   
  A limited computer can contain 2 reasonably 
  sized archives for use with 1 or 2 knowledge skills. If also 
  equipped with wireless network accessing capabilities, it 
  can be used to search and slice networks remotely; add 
  bb to such checks.
   
  A standard computer can contain up to 4 
  reasonably sized archives or 2 extensive archives or 1 
  large archive. If also equipped with wireless network 
  accessing capabilities, it can be used to search and slice 
  networks remotely; add b to such checks.
   
  An advanced computer can contain up to 8 
  reasonable sized archives or 4 extensive archives or 2 
  large complete archives. If also equipped with wireless 
  network accessing capabilities, it can be used to search 
  
  31
  and slice networks remotely without penalty.
   
  All portable computers can implement any 
  acquired slicer gear or data breakers into its system with 
  an Average [dd] Computer check.
   
  The range of remotely and wirelessly accessing 
  networks depends on signal strength and intereference. 
  So anywhere from short range in densly populated and 
  high-tech areas to beyond extreme range.
  Limited Portable Computer
  Cost: $1,300 (add $150 for wireless network)
  Encumbrance: 1
  Rarity: 4
  Note: This portable computer has 1 slot for data chips which 
  can be used to add a reasonably sized archive per slot.
  Standard Portable Computer
  Cost: $1,950 (add $150 for wireless network)
  Encumbrance: 2
  Rarity: 5
  Note: This portable computer has 2 slots for data chips 
  which can be used to add a reasonably sized archive per 
  slot.
  Advanced Portable Computer
  Cost: $3,600 (add $150 for wireless network)
  Encumbrance: 2
  Rarity: 6
  Note: This portable computer has 3 slots for data chips 
  which can be used to add a reasonably sized archive per 
  slot.
  CARTOL’S SUNDRY STASH
  Aside from the standard sturdy clothing, survival gear, 
  and tools offered in EotE and AoR, Cartol also offers some 
  choice items not readily available at any given kiosk or 
  vendor in the galaxy.
  Cartol Kentar
  When haggling and trading with Cartol use the following 
  dice pools, these are his skills:
  Cool [ccdd]
  Discipline [ccc]
  Negotiate [cccd]
  CAMO-PONCHO
  This poncho comes in various types: snow, urban, jungle, 
  forest, wilderness, mountain, desert etc.
  Wearing a camo-poncho in its designed type of 
  environment upgrades Stealth checks once.
  Cost: $350
  Rarity: 5
  FIELD GEAR
  Field gear comes in three versions; backpack with essential 
  gear, utility belt, and a combined kit. This field gear adds 
  nothing to Encumbrance, but occupies the space that a 
  backpack and/or utility belt normally would.
  Field pack
  A field pack consists of two condensing canteens with 
  built-in water purification systems, a sunshield roll, a 
  week’s worth of concentrated rations, one glow rod, two 
  breath masks, twenty-four filters, twelve atmosphere 
  canisters, and a thermal cloak. If emptied this backpack 
  increases the wearers Encumbrance Threshold by 4. While 
  the backpack contains more than 4 Encumbrance worth 
  of gear, this is specially designed to fit into the backpack.
  Cost: $800 
  Rarity: 5
  Encumbrance: 0
  Field Belt
  A field belt consists of one condensing canteen with built-
  in water purification system, a sunshield roll, a week’s 
  worth of concentrated rations, one breath mask, twelve 
  filters. If emptied this utility belt increases the wearers 
  Encumbrance Threshold by 1. While the belt contains 
  more than 1 Encumbrance worth of gear, this is specially 
  designed to fit into the belt.
  Computer technology and Star Wars
  I
  n the Star Wars galaxy slicing computers and networks 
  using wireless technology is not necessarily an everyday 
  occurrence, particularly not in the Rebellion era. Usually 
  networks has to be connected to directly through a com-
  puter socket of some sort, as can be seen in the films. 
  On the other hand, it is not impossible to justify wireless 
  slicing, after all its your game; after all hypertransceivers 
  can get you on the HoloNet.
  
  32
  Cost: $400
  Rarity: 4
  Encumbrance: 0
  Field Kit
  Similar to a Backpack, the field kit also contains one 
  stimpack, one emergency medpack, macrobinoculars, ion 
  flares, and a liquid cable dispenser.
  Cost: $1,100
  Rarity: 6
  Encumbrance: 0
  GRAPPLING SPIKE GUN
  A favourite of thieves and assassins, this device fires a 
  grappling spike that attaches to virtually any surface. It can 
  also be used as a weapon using the Ranged (Light) skill. 
  When used to climb a surface, either add b or remove b 
  from the skill check.
  Range: Medium (maximum 60 meters of liquid cable in 
  dispenser)
  Damage: 3
  Critical: 5
  Qualities: Pierce 1, Vicious 1, Inaccurate 1 (when used 
  as weapon)
  Cost: $100
  Encumbrance: 1
  Rarity: 5
  GRAPPLING SPIKE LAUNCHER
  A favourite of thieves and assassins, this device fires a 
  grappling spike that attaches to virtually any surface. It can 
  also be used as a weapon using the Ranged (Heavy) skill. 
  When used to climb a surface, either add b or remove b 
  from the skill check.
  Range: Long (maximum 200 meters of liquid cable in 
  dispenser)
  Damage: 4
  Critical: 5
  Qualities: Pierce 1, Vicious 2, Inaccurate 1 (when used 
  as weapon)
  Cost: $300
  Encumbrance: 1
  Rarity: 6
  HOLSTERS AND SCABBARDS
  Pistols need holsters. These are usually strapped on the 
  leg, either as part of a belt or in the boots to conceal the 
  weapon.
  Holster, Concealed
  Some holsters are designed to wear under clothing to 
  conceal their presence, either on the back, chest, boot or 
  the like. These holsters add b to Perception checks made 
  to discover the weapon. These holsters are especially 
  compact and cannot hold anything larger than a normal 
  blaster pistol (maximum Encumbrance 1).
  Cost: $120
  Encumbrance: 0
  Rarity: 5
  Holster, Fitted
  These can be attached to a utility belt and as such can add 
  1 to the utility belt’s Encumbrance Threshold bonus. This 
  additional Encumbrance can be only used for carrying 
  pistols.
  Cost: $75
  Encumbrance: 0
  Rarity: 4
  Holster, Gunslinger
  A favourite holster of gunslingers and thugs who often 
  get into fights are the so-called quick-draw holsters. These 
  allow pistols be drawn as an Incidental, but holstering still 
  requires a manoeuvre. These holsters do not come in a 
  concealed variety.
  Cost: $250
  Encumbrance: 0
  Rarity: 5
  Scabbard, Rifle
  A favourite of riflemen and hunters, these holster are usually 
  slung across the back, out of the way when doing other 
  tasks. These holsters reduce the encumbrance of heavy 
  blaster rifle, rifles and carbines by 3.
  Cost: $150
  Encumbrance: 0
  Rarity: 5
  Scabbard, Sword
  Essential for the swordsman, these scabbards comes in 
  various types and sizes. They reduce the encumbrance of 
  sword and sword like weapons by 1.
  Cost: $100
  Encumbrance: 0
  Rarity: 5
  LIQUID CABLE DISPENSER
  This container holds a special liquid that solidifies upon 
  contact with either atmosphere or vacuum to form a 
  tough, lightweight, and flexible cable. The dispenser 
  contains enough liquid to reach up to Long range and the 
  solidified cable can support up to 50 Encumbrance. Once 
  used, the dispenser can be refilled.
  Cost: $25
  Rarity: 3
  Encumbrance: 0
  STANDARD RIG
  The standard rig is a utility belt filled with emergency 
  rations and other equipment soldiers need while in the 
  field, the standard Imperial Soldier Rig contains: Liquid 
  cable dispenser, grappling hooks, ion flares, concentrated 
  rations, spare comlink, water packs, 2 stim packs, 1 
  emergency medpack. If emptied the belt increases the 
  Encumbrance Threshold of the wearer by 2.
  Cost: $1,300 (R)
  Rarity: 6
  Encumbrance: 0
  
  33
  UTILITY HARNESS
  This harness is made up of a utility belt, straps and a 
  multitude of various sized pockets. It increases the wearers 
  Encumbrance Threshold by 2.
  Cost: $60
  Encumbrance: 0
  Rarity: 3
  JET PACK, HIGH-POWERED 
  Silhouette: 1
  Speed: 3
  Handling: -2
  System Strain Threshold: 3
  Skill: Pilot (planet)/Pilot (space)
  Cost: $7,500
  Rarity: 8
  Encumbrance: 4
  Notes: This jet pack functions in almost all respects as the 
  stock jet pack (EotE page 114), with some exception; it 
  can also be used in space. Additionally it produces a lot 
  of noise due to its rocket driven propulsion providing b to 
  any Perception checks. Also, due to its highly experimental 
  nature, it upgrades all difficulties once.
  JET PACK, STEALTH 
  Silhouette: 1
  Speed: 2
  Handling: 0
  System Strain Threshold: 3
  Skill: Pilot (planet)
  Cost: $6,500
  Rarity: 7
  Encumbrance: 3
  Notes: This jet pack functions in almost all respects as the 
  stock jet pack (EotE page 114), with one exception; it is 
  silent and produces no illumination from the jet boosters. 
  Using this jet pack adds b to Perception checks.
  VEHICLES AND STARSHIPS
  Cartol’s offers gear, weapons, armour and clothes, he also 
  has a collection of speeder bikes and swoops for sale, but 
  the main attraction is the starship resale lot.
   
  Most of the vehicle found below can be bought, 
  from time to time, at Cartol’s Emporium, except the 
  Silhouette 5 ships. These he sometime offers, but ships 
  of this size must be picked up somewhere else as the 
  Emporium isn’t large enough to fit so big vessels in its 
  hangar bays.
   
  The vehicle lot usually has a collection of speeders 
  for sale, both those found in the EotE and AoR rule book 
  and the ones presented below, but he usually has no more 
  than 15-20 speeders at any one time, and these are often 
  the same make.
   
  The starship lot usually has no more than 10, at 
  rare times when business is slow 15, freighters or various 
  makes and sizes, usually not two alike.
  While stock versions are presented below, few of the ships 
  Cartol sells are stock anymore. Usually they are damaged 
  and dented, modified in some way or another, and even 
  if he tries to fix them all, some are faulty with side effects, 
  adding one or more Bucket of Bolts qualities. Cartol will 
  not hide these defects, but he will certainly make an effort 
  to point out the good parts, like added attachments, 
  weapons or other facilities not common on the stock 
  version.
  Bucket of Bolts effects
  Worn out systems and fried connectors
  Add an automatic t to one or more skill checks using 
  using the starship’s system, affecting for instance pilot, 
  computers, mechanics or gunnery.
  Ripped mesh tape and rusty bolts
  Decrease Hull Trauma Threshold by up to 4.
  Exhausted generator couplings
  Poor power systems decrease System Strain Threshold by 
  up to 3.
  Fractured skeleton 
  Poorly maintained chassis reduces the armour by 1. 
  Repairing the damage 
  Most defects should be removable given time, money 
  and effort. Depending on the number and severity of the 
  defects, this will vary considerably. The difficulty should 
  be set by the GM, but nothing higher than Hard [ddd] 
  should be necessary. 
  Worn out systems and fried connectors
  Repair check cost $350xsilhouette per skill. Requires 14 
  hours of work per skill.
  Ripped mesh tape and rusty bolts
  Repair check cost $450xsilhouette per point of reduction. 
  Requires 16 hours of work per point.
  Exhausted out generator couplings
  Repair check cost $550xsilhouette per point of reduction. 
  Requires 12 hours of work per point.
  Fractured skeleton
  Repair check cost $1000xsilhouette. Requires 72 hours 
  of work per point.
  Jet packs and Stealth
  A
  s a suggestion one could rule that normal Jet packs 
  adds bb to Perception checks when used stealthily, 
  due to sound only. As long as sound can travel in the 
  given environment and no other noise will cancel the Jet 
  pack’s sound. Darkness does not supply concealment 
  bonuses, or at the very least decreased bonus.  
  
  34
  SPEEDER RESALE LOT
  “... you need planet bound transportation? 
  Really? In space? Oh, I might have something, 
  somewhere, behind those boxes over there, 
  by that defunct medical droid and those 
  sleeping Ryn...”
  BALUTAR-CLASS SWOOP
  Balutar-class Swoop
  Vehicle Type/Model: Swoop/Balutar-class 
  Manufacturer: MandalMotors 
  Maximum Altitude: One kilometre 
  Sensor Range: Close
  Crew: One pilot 
  Encumbrance Capacity: 3
  Passenger Capacity: 1 
  Cost/Rarity: $7,000 (new), $2,500 (used)/6 
  Customisation Hard Points: 2
  Weapons: None
  BESPIN MOTORS JR-4 SWOOP
  Bespin Motors JR-4 Swoop
  Vehicle Type/Model: Swoop/JR-41
  Manufacturer: Bespin Motors
  Maximum Altitude: 1 kilometre
  Sensor Range: Close
  Crew: One pilot
  Passenger Capacity: 0
  Encumbrance Capacity: 5
  Cost/Rarity: $10,000 (new), $4,000 (used)/5
  Customisation Hard Points: 2
  IKAS-ADNO R-2000 RAPTOR SPEEDER BIKE
  Ikas-Adno R-2000 Raptor Speeder Bike
  Vehicle Type/Model: Speeder Bike/R-2000 Raptor
  Manufacturer: Ikas-Adno
  Maximum Altitude: Fifty meters
  Sensor Range: Close
  Crew: One pilot
  Passenger Capacity: 0
  Encumbrance Capacity: 2
  Cost/Rarity: $12,000 (new), $8,000 (used)/3
  Customisation Hard Points: 2
  INCOM MVR-3 SPEEDER BIKE
  Incom MVR-3 Speeder Bike
  Vehicle Type/Model: Speeder bike/MVR-3
  Manufacturer: Incom
  Maximum Altitude: Fifty meters
  Sensor Range: Close
  Crew: One pilot
  Passenger Capacity: 1
  Encumbrance Capacity: 12
  Cost/Rarity: $7,000 (new), $2,000 (used)/4
  Customisation Hard Points: 2
  SILHOUETTE 
  2 
  SPEED 
  3 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  - 
  - 
  - 
  - 
  ARMOUR 
  1 
  SS TH RESHOLD  
  3 
  HT THRESHOLD  
  3 
  SILHOUETTE 
  2 
  SPEED 
  4 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  - 
  - 
  - 
  - 
  ARMOUR 
  0 
  SS TH RESHOLD  
  3 
  HT THRESHOLD  
  3 
  SILHOUETTE 
  2 
  SPEED 
  3 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  - 
  - 
  - 
  - 
  ARMOUR 
  0 
  SS TH RESHOLD  
  3 
  HT THRESHOLD  
  3 
  SILHOUETTE 
  2 
  SPEED 
  2 
  HANDLING 
  2 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  - 
  - 
  - 
  - 
  ARMOUR 
  1 
  SS TH RESHOLD  
  4 
  HT THRESHOLD  
  4 
  
  35
  MOBQUET FLARE-S SWOOP
  Mobquet Flare-S Swoop
  Vehicle Type/Model: Swoop bike/Flare-S
  Manufacturer: Mobquet
  Maximum Altitude: 1 kilometre
  Sensor Range: Close
  Crew: One pilot
  Passenger Capacity: 1
  Encumbrance Capacity: 4
  Cost/Rarity: $6,500 (new), $2,500 (used)/5
  Customisation Hard Points: 1
  MOBQUET OVERRACER SPEEDER BIKE
  Mobquet Overracer Speeder Bike
  Vehicle Type/Model: Speeder bike/Overracer
  Manufacturer: Mobquet
  Maximum Altitude: Twenty meters
  Sensor Range: Close
  Crew: One pilot
  Passenger Capacity: 0
  Encumbrance Capacity: 3
  Cost/Rarity: $10,000 (new), $2,500 (used)/4
  Customisation Hard Points: 2
  RAZALON FC-20 SPEEDER BIKE
  Razalon FC-20 Speeder Bike
  Vehicle Type/Model: Speeder bike/FC-20
  Manufacturer: Razalon
  Maximum Altitude: Five meters
  Sensor Range: Close
  Crew: One pilot
  Passenger Capacity: 0
  Encumbrance Capacity: 3
  Cost/Rarity: $4,000 (new), $1,000 (used)/5
  Customisation Hard Points: 2
  Notes: This vehicle is Quiet – adding b to Perception 
  checks to notice. It also has power for only 24 hours 
  before needing recharging.
  SILHOUETTE 
  2 
  SPEED 
  5 
  HANDLING 
  -3 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  - 
  - 
  - 
  - 
  ARMOUR 
  0 
  SS TH RESHOLD  
  2 
  HT THRESHOLD  
  2 
  SILHOUETTE 
  2 
  SPEED 
  4 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  - 
  - 
  - 
  - 
  ARMOUR 
  0 
  SS TH RESHOLD  
  3 
  HT THRESHOLD  
  4 
  SILHOUETTE 
  2 
  SPEED 
  3 
  HANDLING 
  1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  - 
  - 
  - 
  - 
  ARMOUR 
  0 
  SS TH RESHOLD  
  3 
  HT THRESHOLD  
  4 
  Staship statistics
  A
  s official stats will appear in time it is obvious that 
  the stats that appear below will become reduntant. 
  Which was part the original idea behind this supple-
  ment. However, the stats below could also be variants 
  of the starship model in question, in case a player group 
  or GM would like to have alternate modesl in their game 
  without having to conjure something by themselves.
  
  36
  STARSHIP RESALE LOT
  “... so you’re thinking about buying a new ship? I 
  can give you a discount in exchange for that heap 
  of metal you have out there, perhaps slap on 
  some better sensors so next time you won’t be 
  so surprised when the imperials appears, lasers 
  blazing.”
  CORELLIAN ENGINEERING CORPORATION
  BARLOZ-CLASS FREIGHTER
  Barloz-class Freighter
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  -2 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  15 
  HT THRESHOLD  
  22 
  Hull Type/Class: Medium freighter/Barloz.
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot/engineer/gunner
  Encumbrance Capacity: 130 (85 metric tons)
  Passenger Capacity: 4
  Consumables: Two months
  Cost/Rarity: $120,000 (new); $17,500 (used)/4
  Customization Hard Points: 5
  Weapons: Forward Mounted Medium Laser Cannon (Fire 
  Arc: Forward; Damage 6; Critical Hit 3; Range [Close]).
  CONSULAR-CLASS CRUISER
  Consular-class Cruiser
  Hull Type/Class: Light cruiser/Consular
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 18
  Navicomputer: Yes
  Sensor Range: Long
  Ship’s Complement: 2-8
  Encumbrance Capacity: 2,500 (1,000 metric tons)
  Passenger Capacity: 16 (varies with configuration)
  Consumables: Six months
  SILHOUETTE 
  5 
  SPEED 
  3 
  HANDLING 
  -2 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  1 
  1 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  20 
  HT THRESHOLD  
  40 
  Cost/Rarity: $1,250,000 (new); $400,000 (used)/7
  Customization Hard Points: 5
  Weapons: None
  REFITTED CHARGER C70 CONSULAR-CLASS CRUISER
  Refitted Charger c70 Consular Cruiser
  SILHOUETTE 
  5 
  SPEED 
  3 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  2 
  1 
  1 
  1 
  ARMOUR 
  5 
  SS TH RESHOLD  
  25 
  HT THRESHOLD  
  45 
  Hull Type/Class: Frigate/Modified Consular
  Manufacturer: Corellian Engineering Corporation 
  Hyperdrive: Primary: Class 1.5, Backup: Class 18
  Navicomputer: Yes
  Sensor Range: Long
  Ship’s Complement: 8
  Encumbrance Capacity: 3,000 (6,000 metric tons)
  Passenger Capacity: 20 troops
  Consumables: Six months
  Cost/Rarity: $1,650,000 (new); $700,000 (used)/7 (R)
  Customization Hard Points: 3
  Weapons: Three Dorsal and Two Ventral Turret Mounted 
  Twin Light Turbolaser Cannons (Fire Arc: All; Damage 9; 
  Critical Hit 3; Range [Medium]; Breach 2, Slow-firing 1, 
  Linked 1).
   
  Forward Mounted Twin Medium Laser Cannons 
  (Fire Arc: Front; Damage 6; Critical Hit 3; Range [Close]; 
  Linked 1).
  
  37
  G9 RIGGER
  G9 Rigger
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  -2 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  3 
  SS TH RESHOLD  
  10 
  HT THRESHOLD  
  16 
  Hull Type/Class: Freighter/G9
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 3
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot and on co-pilot/gunner
  Encumbrance Capacity: 110 (70 metric tons)
  Passenger Capacity: 6
  Consumables: One month
  Cost/Rarity: $85,000 (new); $45,000 (used)/4
  Customization Hard Points: 4
  Weapons: Forward Twin Light Laser Cannons (Fire Arc: 
  Forwards; Damage 5; Critical Hit 3; Range [Close]; Linked 1).
   
  Forward Mounted Turret Light Laser Cannons 
  (Fire Arc: Forward, Port, and Starboard; Damage 5; Critical 
  Hit 3; Range [Close]).
  HT-2200 MEDIUM FREIGHTER
  HT-2200 Medium Freighter
  SILHOUETTE 
  5 
  SPEED 
  2 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  2 
  0 
  0 
  1 
  ARMOUR 
  6 
  SS TH RESHOLD  
  21 
  HT THRESHOLD  
  49 
  Hull Type/Class: Transport/HT-2200
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 15
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot and one co-pilot/gunner
  Encumbrance Capacity: 1000 (800 metric tons)
  Passenger Capacity: 8
  Consumables: Three months
  Cost/Rarity: $240,000 (new); $110,000 (used)/6
  Customization Hard Points: 3
  Weapons: Dorsal and Ventral Turret Mounted Heavy 
  Laser Cannon (Fire Arc: All; Damage 6; Critical Hit 3; 
  Range [Short]).
  HWK-290
  HWK-290
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  0 
  ARMOUR 
  3 
  SS TH RESHOLD  
  13 
  HT THRESHOLD  
  16 
  Hull Type/Class: Light Courier/HWK-290
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 18
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot and one co-pilot/gunner
  Encumbrance Capacity: 25 (10 metric tons)
  Passenger Capacity: 2
  Consumables: Four months
  Cost/Rarity: $135,000 (new); $55,000 (used)/5
  Customization Hard Points: 4
  Weapons: Forward Twin Light Blaster Cannon (Fire Arc: 
  Forward; Damage 4; Critical Hit 4; Range [Close]; Linked 1).
  
  38
  KR-TB “DOOMTREADER”
  KR-TB “Doomtreader”
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  2 
  - 
  - 
  2 
  ARMOUR 
  4 
  SS TH RESHOLD  
  15 
  HT THRESHOLD  
  21 
  Hull Type/Class: Freighter/KR-TB
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 15
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot/gunner and 
  one astromech
  Encumbrance Capacity: 180 (100 metric tons)
  Passenger Capacity: 6
  Consumables: 1 Months
  Cost/Rarity: $350,000 (new); $70,000 (used)/6
  Customization Hard Points: 4
  Weapons: Forward Twin  Medium Laser Cannon (Fire Arc: 
  Forward; Damage 6; Critical Hit 3; Range [Close]; Linked 1).
  vcx-100
  VCX-100
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  15 
  HT THRESHOLD  
  20 
  Hull Type/Class: Light Freighter/VCX-100
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 15
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot and two gunners
  Encumbrance Capacity: 180 (110 metric tons)
  Passenger Capacity: 6
  Consumables: Two months
  Cost/Rarity: $110,000 (new); $40,000 (used)/5
  Customization Hard Points: 6
  Weapons: Dorsal Turret Mounted Twin Light Laser 
  Cannon (Fire Arc: All; Damage 5; Critical Hit 3; Range 
  [Close]; Linked 1).
   
  Forward Turret Mounted Twin Medium Laser 
  Cannon (Fire Arc: Forward, Port, and Starboard; Damage 
  6; Critical Hit 3; Range [Close]; Linked 1).
  vcx-350
  VCX-350
  Hull Type/Class: Light Freighter/VCX-350
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1, Backup: Class 11
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot, one  gunner
  Encumbrance Capacity: 290 (250 metric tons)
  Passenger Capacity: 8
  Consumables: Six months
  Cost/Rarity: $300,000 (new); $175,000 (used)/5
  Customization Hard Points: 4
  Weapons: Dorsal Turret Mounted Twin Medium Laser 
  Cannon (Fire Arc: All; Damage 6; Critical Hit 3; Range 
  [Close]; Linked 1).
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  2 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  18 
  HT THRESHOLD  
  26 
  
  39
  vcx-700
  VCX-700
  Hull Type/Class: Heacy Courier/VCX-700
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1, Backup: Class 12
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot and four gunners
  Encumbrance Capacity: 20 (5 metric tons)
  Passenger Capacity: 6
  Consumables: One months
  Cost/Rarity: $350,000 (new); $250,000 (used)/6
  Customization Hard Points: 3
  Weapons: Dorsal Turret Mounted Twin Heavy Laser Cannon 
  (Fire Arc: All; Damage 6; Critical Hit 3; Range [Short]; 
  Linked 1).
   
  Forward Quad Light Ion Cannon (Fire Arc: Forward; 
  Damage 5; Critical Hit 4; Range [Close]; Ion, Linked 3).
   
  Forward Auto-blaster Cannon (Fire Arc: Forward; 
  Damage 3; Critical Hit 5; Range [Close]; Auto-Fire).
   
  Forward Concussion Missile Launcher (Fire Arc: 
  Forward; Damage 6; Critical Hit 3; Range [Short]; Blast 
  4, Breach 4, Guided 3, Limited Ammo 8, Slow-Firing 1, 
  Linked 3).
  vcx-820
  VCX-820
  Hull Type/Class: Escort Freighter/VCX-8239
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot, six gunners
  Encumbrance Capacity: 15 (1 metric tons)
  Passenger Capacity: None
  Consumables: Six months
  Cost/Rarity: $450,000 (new); $300,000 (used)/7
  Customization Hard Points: 3
  Weapons: One Port and One Starboard Turret Mounted 
  Twin Heavy Laser Cannons (Fire Arc: Forward, Port and Aft 
  or Forward, Starboard and Aft; Damage 6; Critical Hit 3; 
  Range [Short]; Linked 1).
   
  One Forward, One Port and One Starboard Mounted 
  Auto-blaster Cannon (Fire Arc: Forward or Port or Starboard; 
  Damage 3; Critical Hit 5; Range [Close]; Auto-Fire).
   
  Forward Proton Torpedo Launcher (Fire Arc: Forward; 
  Damage 8; Critical Hit 2; Range [Short]; Blast 6, Breach 6, 
  Guided 2, Limited Ammo 16, Slow-Firing 1).
  YT-700
  YT-700
  Hull Type/Class: Freighter/YT-700
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 3, Backup: Class 20
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot
  Encumbrance Capacity: 115 (75 metric tons)
  Passenger Capacity: 4
  Consumables: Two months
  Cost/Rarity: $18,000 (used only)/3
  Customization Hard Points: 3
  Weapons: Dorsal Mounted Light Laser Cannon (Fire Arc: 
  All; Damage 5; Critical Hit 3; Range [Close]).
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  17 
  HT THRESHOLD  
  28 
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  2 
  - 
  - 
  2 
  ARMOUR 
  5 
  SS TH RESHOLD  
  19 
  HT THRESHOLD  
  27 
  SILHOUETTE 
  4 
  SPEED 
  2 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  0 
  - 
  - 
  0 
  ARMOUR 
  2 
  SS TH RESHOLD  
  10 
  HT THRESHOLD  
  17 
  
  40
  YT-1210/1210
  YT-1200
  Hull Type/Class: Light Freighter/YT-1200
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 16
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot/engineer
  Encumbrance Capacity: 150 (100 metric tons)
  Passenger Capacity: 4
  Consumables: Two Months
  Cost/Rarity: $100,000 (new); $25,000 (used)/4
  Customization Hard Points: 5
  Weapons: Dorsal Turret Mounted Light Laser Cannon 
  (Fire Arc: All; Damage 5; Critical Hit 3; Range [Close]).
  YT-1250
  YT-1250
  Hull Type/Class: Freighter/YT-1250
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 16
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot/engineer
  Encumbrance Capacity: 115 (80 metric tons)
  Passenger Capacity: 5
  Consumables: Three months
  Cost/Rarity: $120,000 (new); $30,000 (used)/8
  Customization Hard Points: 4
  Weapons: Dorsal Turret Mounted Twin Medium Laser 
  Cannon (Fire Arc: All; Damage 6; Critical Hit 3; Range 
  [Close]; Linked 1).
  YT-1760
  YT-1760
  Hull Type/Class: Small transport/YT-1760
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1, Backup: Class 15
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot/engineer
  Encumbrance Capacity: 35 (10 metric tons)
  Passenger Capacity: 8
  Consumables: Two months
  Cost/Rarity: $80,000 (new); $20,000 (used)/5
  Customization Hard Points: 5
  Weapons: Dorsal Turret Mounted Quad Laser Cannon 
  (Fire Arc: All; Damage 5; Critical Hit 3; Range [Close]; 
  Accurate 1; Linked 3).
  YT-1930
  YT-1930
  Hull Type/Class: Light freighter/YT-1920
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 12
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  2 
  SS TH RESHOLD  
  13 
  HT THRESHOLD  
  20 
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  -2 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  3 
  SS TH RESHOLD  
  14 
  HT THRESHOLD  
  20 
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  0 
  - 
  - 
  0 
  ARMOUR 
  2 
  SS TH RESHOLD  
  10 
  HT THRESHOLD  
  15 
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  17 
  HT THRESHOLD  
  24 
  
  41
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot/engineer
  Encumbrance Capacity: 280 (200 metric tons)
  Passenger Capacity: 6
  Consumables: Four months
  Cost/Rarity: $135,000 (new); $62,000 (used)/6
  Customization Hard Points: 6
  Weapons: Doral Turret Mounted Medium Laser Cannon 
  (Fire Arc: All; Damage 6; Critical Hit 3; Range [Close]).
  YT-2000
  YT-2000
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  2 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  16 
  HT THRESHOLD  
  23 
  Hull Type/Class: Light freighter/YT-2000
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: one pilot, one co-pilot/engineer, two gunners
  Encumbrance Capacity: 175 (115 metric tons)
  Passenger Capacity: 7
  Consumables: Three months
  Cost/Rarity: $150,000 (new), $45,000 (used)/7
  Customization Hard Points: 5
  Weapons: Dorsal and Ventral Turret Mounted Twin Light 
  Laser Cannon (Fire Arc: All; Damage 5; Critical Hit 3; 
  Range [Close]; Linked 1).
  YU-410
  YU-410
  Hull Type/Class: Light freighter/YU-410
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot, one engineer, 
  one sensor operator, and four gunners
  Encumbrance Capacity: 350 (250 metric tons)
  Passenger Capacity: 12
  Consumables: Two months
  Cost/Rarity: $200,000 (new); $80,000 (used)/5
  Customization Hard Points: 4
  Notes: Add b to concealing items in the cavernous cargo 
  bays.
  Weapons: Dorsal and Ventral Turret Mounted Twin Medium 
  Laser Cannon (Fire Arc: All; Damage 6; Critical Hit 3; 
  Range [Close]; Linked 1).
   
  One Port Turret and One Starboard Mounted 
  Twin Medium Laser Cannon (Fire Arc: Forward and Port or 
  Forward and Starboard; Damage 6; Critical Hit 3; Range 
  [Close]; Linked 1).
  YV-100
  YV-100
  Hull Type/Class: Light freighter/YV-100
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 3, Backup: Class 12
  Navicomputer: Yes
  Sensor Range: Medium
  Ship’s Complement: One pilot, one co-pilot/engineer
  Encumbrance Capacity: 225 (150 metric tons)
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  -2 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  17 
  HT THRESHOLD  
  27 
  SILHOUETTE 
  4 
  SPEED 
  2 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  18 
  HT THRESHOLD  
  25 
  
  42
  Passenger Capacity: 10
  Consumables: Six months
  Cost/Rarity: $150,000 (new); $50,000 (used)/6
  Customization Hard Points: 4
  Weapons: Forward Ventral Turret Mounted Twin Heavy 
  Blaster Cannon (Fire Arc: Forward, Port, and Starboard; 
  Damage 5; Critical Hit 4; Range [Close]; Linked 1).
   
  Dorsal Turret Mounted Twin Medium Laser Cannon 
  (Fire Arc: All; Damage 6; Critical Hit 3; Range [Close]; 
  Linked 1).
  YV-330
  YV-330
  Hull Type/Class: Freighter/YV-330
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1, Backup: Class 12
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one gunner
  Encumbrance Capacity: 25 (5 metric tons)
  Passenger Capacity: 6
  Consumables: One month
  Cost/Rarity: $230,000 (new); $100,000 (used)/5
  Customization Hard Points: 4
  Weapons: Forward Mounted Autoblaster Cannon (Fire 
  Arc: Forward; Damage 3; Critical Hit 5; Range [Close]; Auto-fire).
   
  Ventral Turret Mounted Twin Medium Laser 
  Cannon (Fire Arc: All; Damage 6; Critical Hit 3; Range 
  [Close]; Linked 1).
  YV-545
  YV-545
  Hull Type/Class: Light freighter/YV-545
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 15
  Navicomputer: Yes
  Sensor Range: Medium
  Ship’s Complement: One pilot, one co-pilot/engineer
  Encumbrance Capacity: 120 (80 metric tons)
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  3 
  SS TH RESHOLD  
  17 
  HT THRESHOLD  
  20 
  Passenger Capacity: 5
  Consumables: Three months
  Cost/Rarity: $120,000 (new), $35,000 (used)/6
  Customization Hard Points: 6
  Weapons: None.
  YV-664
  YV-664
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  16 
  HT THRESHOLD  
  22 
  Hull Type/Class: Light freighter/YV-664
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1, Backup: Class 12
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot, and one gunner
  Encumbrance Capacity: 170 (100 metric tons)
  Passenger Capacity: 6
  Consumables: Two months
  Cost/Rarity: $160,000 (new); $90,000 (used)/5
  Customization Hard Points: 5
  Weapons: Dorsal Turret Mounted Twin Light Laser 
  Cannon (Fire Arc: All; Damage 5; Critical Hit 3; Range 
  [Close]; Linked 1).
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  2 
  - 
  - 
  1 
  ARMOUR 
  3 
  SS TH RESHOLD  
  17 
  HT THRESHOLD  
  23 
  
  43
  YV-666
  YV-666
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  16 
  HT THRESHOLD  
  22 
  Hull Type/Class: Light freighter/YV-666
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 8
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot
  Encumbrance Capacity: 120 (80 metric tons)
  Passenger Capacity: 5
  Consumables: Four months
  Cost/Rarity: $150,000 (new); $70,000 (used)/5
  Customization Hard Points: 5
  Weapons: Forward Twin Light Laser Cannon (Fire Arc: Forward; 
  Damage 5; Critical Hit 3; Range [Close]; Linked 1).
  YZ-775
  YZ-775
  Hull Type/Class: Transport/YZ-775
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1, Backup: Class 12
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot, five gunners, 
  and one engineer
  Encumbrance Capacity: 400 (400 metric tons)
  Passenger Capacity: 14
  Consumables: Six months
  Cost/Rarity: $500,000 (new), $350,000 (used)/6
  Customization Hard Points: 4
  Weapons: Forward Dorsal Turret Mounted Twin Light Turbolaser 
  Cannon (Fire Arc: Forward, Port, and Starboard; Damage 
  9; Critical Hit 3; Range [Medium]; Breach 2, Slow-firing 1, 
  Linked 1).
   
  One Port and One Starboard Turret Mounted 
  Light Laser Cannon (Fire Arc: Forward, Port,  and Aft or 
  Forward, Starboard, and Aft; Damage 5; Critical Hit 3; 
  Range [Close]; Linked 1).
   
  Two Forward Proton Torpedo Tubes (Fire Arc: Forward; 
  Damage 8; Critical Hit 2; Range [Short]; Blast 6, Breach 6, 
  Guided 2, Limited Ammo 12, Slow-firing 1).
  yz-900
  YZ-900
  Hull Type/Class: Transport/YZ-900
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1, Backup: Class 14
  Navicomputer: Yes
  Sensor Range: Medium
  Ship’s Complement: One pilot, one co-pilot, three gunners, 
  one engineer
  Encumbrance Capacity: 500 (500 metric tons)
  Passenger Capacity: 14
  Silhouette disputes
  Some starship silhouettes are difficult to determine. For 
  instance the YV-666, YZ-775 and YZ-900 are all fairly 
  large ships, but still possibly within the Silhouette 4 
  category. If a GM feels Silhouette 5 is too large (or 4 too 
  small) and does not properly represent the ship as she or 
  he wants to portray the ship in her or his game, decrease 
  the Silhouette to 4 (or 5). Just remember to adjust both 
  Hull Trauma and Systems Strain and add/remove defence 
  values for the two additional defensive zones. One should 
  also consider adjusting Speed, Armour, Handling and/or 
  Sensor Range.
  SILHOUETTE 
  5 
  SPEED 
  3 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  2 
  1 
  1 
  1 
  ARMOUR 
  5 
  SS TH RESHOLD  
  23 
  HT THRESHOLD  
  32 
  SILHOUETTE 
  5 
  SPEED 
  3 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  2 
  1 
  1 
  2 
  ARMOUR 
  5 
  SS TH RESHOLD  
  28 
  HT THRESHOLD  
  37 
  
  44
  Consumables: Six months
  Cost/Rarity: $600,000 (new); $400,000 (used)/6
  Customization Hard Points: 5
  Weapons: One Dorsal Turret Mounted and One Forward 
  Twin Medium Laser Cannons (Fire Arc: All or Forward; 
  Damage 6; Critical Hit 3; Range [Close]; Linked 1).
   
  Forward Concussion Missile Launcher (Fire Arc: 
  Forward; Damage 6; Critical Hit 3; Range [Short]; Blast 4, 
  Breach 4, Guided 3, Limited Ammo 6, Slow-firing 1).
  GALLOFREE YARDS, INC.
  MaKa-EEKaI L4000 TRaNSPORT
  Maka-Eekai L4000 Transport
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  17 
  HT THRESHOLD  
  23 
  Hull Type/Class: Light transport/L4000
  Manufacturer: Gallofree Yards, Inc.
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot/engineer, 
  two gunners 
  Encumbrance Capacity: 270 (140 metric tons)
  Passenger Capacity: 9
  Consumables: Six months
  Cost/Rarity: $180,000 (new), $80,000 (used)/6
  Customization Hard Points: 5
  Weapons: One Port and One Starboard Turret Mounted 
  Twin Medium Laser Cannons (Fire Arc: Forward, Port, and 
  Aft or Forward, Starboard, and Aft; Damage 6; Critical Hit 3; 
  Range [Close]; Linked 1).
  YKL-37R Nova Courier
  YKL-37R Nova Courier
  Hull Type/Class: Courier/YKL-37R
  Manufacturer: Gallofree Yards, Inc.
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  16 
  HT THRESHOLD  
  25 
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot/engineer, 
  one gunner
  Encumbrance Capacity: 110 (60 metric tons)
  Passenger Capacity: 8
  Consumables: Two months
  Cost/Rarity: $150,000 (new), $45,000 (used)/6
  Customization Hard Points: 4
  Weapons: One Dorsal and One Ventral Turret Mounted 
  Medium Laser Cannons (Fire Arc: All; Damage 6; Critical 
  Hit 3; Range [Close]; Linked 1).
   
  Forward Concussion Missile Launcher (Fire Arc: 
  Forward; Damage 6; Critical Hit 3; Range [Short]; Blast 4, 
  Breach 4, Guided 3; Limited Ammo 6; Linked 1).
  KUAT DRIVE YARDS
  ESR Nebulon-R
  ESR Nebulon-R
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  2 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  0 
  ARMOUR 
  3 
  SS TH RESHOLD  
  13 
  HT THRESHOLD  
  17 
  Hull Type/Class: Courier Vessel/Nebulon-R 
  Manufacturer: Kuat Drive Yards 
  Hyperdrive: Primary: Class 3, Backup: Class 10 
  Navicomputer: Yes 
  Sensor Range: Long
  Ship’s Compliment: One pilot, one co-pilot and one gunner
  
  45
  Encumbrance Capacity: 35 (15 metric tons)
  Passenger Capacity: 5
  Consumables: Four months
  Cost/Rarity: $98,000 credits/6
  Customisation Hard Points: 5
  Weapons: One Forward and One Aft Twin Light Laser 
  Cannon (Fire Arc Forward; Damage 5; Critical 3; Range 
  [Close]; Linked 1).
  S40K Phoenix Hawk-class Light Pinnace
  S40K Phoenix Hawk-class Light Pinnace
  Hull Type/Class: Light Pinnace/Phoenix Hawk
  Manufacturer: Kuat Drive Yards (originally a subsidiary 
  of KDY called Kuat Systems Engineering)
  Hyperdrive: Primary: Class 2, Backup: Class 16
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, One co-pilot/engineer
  Encumbrance Capacity: 45 (20 metric tons)
  Passenger Capacity: 4
  Consumables: Two months
  Cost/Rarity: $112,000 (new); $22,500 (used)/4
  Customization Hard Points: 3
  Weapons: Dorsal Turret Mounted Twin Heavy Blaster Cannon 
  (Fire Arc: All; Damage 5; Critical Hit 4; Range [Close]; 
  Linked 1).
   
  Aft Twin Light Ion Cannon (Fire Arc: Aft; Damage 
  5; Critical 4; Range [Close]; Ion, Linked 1).
  MENDEL BAUDO
  BAUDO-CLASS STAR YACHT
  Baudo-class Star yacht
  Hull Type/Class: Star Yacht/Baudo
  Manufacturer: Mendel Baudo
  Hyperdrive: Primary: Class 2, Backup: Class 7
  Navicomputer: Yes
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  3 
  SS TH RESHOLD  
  11 
  HT THRESHOLD  
  18 
  Sensor Range: Short
  Ship’s Complement: One pilot
  Encumbrance Capacity: 50 (35 metric tons)
  Passenger Capacity: 8
  Consumables: One month
  Cost/Rarity: $400,000 (new), $250,000 (used)/7
  Customization Hard Points: 4
  Weapons: Forward Twin Light Laser Cannon (Fire Arc: Forward; 
  Damage 5; Critical Hit 3; Range [Close]; Linked 1).
  NUBIAN DESIGN COLLECTIVE
  FREEFALL-CLASS BOMBER
  Freefall-class Bomber
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  13 
  HT THRESHOLD  
  18 
  Hull Type/Class: Bomber/Freefall
  Manufacturer: Nubian Design Collective
  Hyperdrive: Primary: Class 2, Backup: Class 10
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one gunner, one navigator, 
  one bombardier
  Encumbrance Capacity: 40 (20 metric tons)
  Passenger Capacity: 10
  Consumables: Four weeks
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  3 
  SS TH RESHOLD  
  14 
  HT THRESHOLD  
  18 
  
  46
  Cost/Rarity: $70,000 (new), $18,000 (used)/7 (R)
  Customization Hard Points: 4
  Weapons: Forward Twin Light Laser Cannon (Fire Arc: Forward; 
  Damage 5; Critical Hit 3; Range [Close]; Linked 1).
   
  Ventrally Mounted Proton Bomb Chute (Fire Arc: 
  Down; Damage 7; Critical Hit 2; Range [Close]; Blast 7, 
  Breach 8, Limited Ammo 10).
  SCURRG H-6
  Scurrg H-6
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  -1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  10 
  HT THRESHOLD  
  15 
  Hull Type/Class: Bomber/Scurrg H-6
  Manufacturer: Nubian Design Collective
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One  pilot, one gunner, one navigator
  Encumbrance Capacity: 25 (10 metric tons)
  Passenger Capacity: 3
  Consumables: Two weeks
  Cost/Rarity: $150,000 (new), $80,000 (used)/8 (R)
  Customization Hard Points: 3
  Weapons: Forward Sextuple Medium Laser Cannons (Fire 
  Arc: Forward; Damage 6; Critical Hit 3; Range [Close]; Accurate 1, 
  Linked 5).
   
  Dorsal Turret Mounted Twin Light Laser Cannon 
  (Fire Arc: All; Damage 5; Critical Hit 3; Range [Close]; 
  Linked 1).
  SOROSUUB CORPORATION
  CUTLASS-9 PATROL FIGHTER
  Cutlass-9 Patrol Fighter
  Hull Type/Class: Starfighter/Cutlass 9
  Manufacturer: SoroSuub
  Hyperdrive: Primary: Class 2
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot
  Encumbrance Capacity: 8 (110 kilograms)
  Consumables: Two weeks
  SILHOUETTE 
  3 
  SPEED 
  3 
  HANDLING 
  1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  3 
  SS TH RESHOLD  
  9 
  HT THRESHOLD  
  13 
  Cost/Rarity: $140,000 (new); $65,000 (used)/6 (R)
  Customization Hard Points: 2
  Weapons: Forward Twin Medium Laser Cannon (Fire Arc: 
  Forward; Damage 6; Critical Hit 3; Range [Close]; Linked 1).
   
  Forward Concussion Missile Launcher (Fire Arc: 
  Forward; Damage 6; Critical Hit 3; Range [Short]; Blast 4, 
  Breach 4, Guided 3, Limited Ammo 8, Slow-firing 1).
  NESST LIGHT FREIGHTER
  Nesst Light Freighter
  Hull Type/Class: Light freighter/Nesst
  Manufacturer: SoroSuub
  Hyperdrive: Primary: Class 1, Backup: Class 9
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot
  Encumbrance Capacity: 250 (150 metric tons)
  Passenger Capacity: 4
  Consumables: One month
  Cost/Rarity: $30,000/3
  Customization Hard Points: 3
  Weapons: None.
  SURRONIAN HIVE GUILD/STARTECH
  CONQUEROR-CLASS ASSAULT SHIP
  Conqueror-class Assault Ship
  Hull Type/Class: Assault ship/Conqueror
  Manufacturer: Surronian hive guild (possibly Surronian 
  StarTech)
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  12 
  HT THRESHOLD  
  23 
  
  47
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  5 
  SS TH RESHOLD  
  16 
  HT THRESHOLD  
  19 
  Hyperdrive: Primary: Class 1, Backup: Class 10
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, and two gunners
  Encumbrance Capacity: 40 (25 metric tons)
  Passenger Capacity: 1
  Consumables: One month
  Cost/Rarity: $100,500 (new); $46,000 (used)/8
  Customization Hard Points: 4
  Weapons: One Forward and One Dorsal Turret Mounted 
  Twin Medium Laser Cannons (Fire Arc: Forward or All; 
  Damage 6; Critical Hit 3; Range [Close]; Linked 1).
   
  Aft Light Ion Cannon (Fore Arc: Aft; Damage 5; 
  Critical 4; Range [Close]; Ion).
  SUWANTEK SYSTEMS
  TL-1800
  TL-1800
  SILHOUETTE 
  4 
  SPEED 
  3 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  2 
  - 
  - 
  1 
  ARMOUR 
  3 
  SS TH RESHOLD  
  15 
  HT THRESHOLD  
  22 
  Hull Type/Class: Light freighter/TL-1800
  Manufacturer: Suwantek Systems
  Hyperdrive: Primary: Class 2, Backup: Class 10
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: One pilot, one co-pilot/engineer
  Encumbrance Capacity: 180 (110 metric tons)
  Passenger Capacity: 7
  Consumables: Three months
  Cost/Rarity: $28,000/6
  Customization Hard Points: 4
  Weapons: Forward Twin Light Laser Cannon (Fire Arc: Forward; 
  Damage 5; Critical Hit 3; Range [Close]; Linked 1).
  THEED PALACE SPACE VESSEL ENGINEERING
  MANTARIS-CLASS AMPHIBIOUS MEDIUM TRANSPORT
  Mantaris-class Amphibious Medium Transport
  SILHOUETTE 
  5 
  SPEED 
  3 
  HANDLING 
  0 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  0 
  0 
  0 
  ARMOUR 
  5 
  SS TH RESHOLD  
  21 
  HT THRESHOLD  
  34 
  Hull Type/Class: Amphibious medium transport/Mantaris
  Manufacturer: Theed Palace Space Vessel Engineering 
  Corps/Otoh Gunga Bongameken Cooperative
  Hyperdrive: Primary: Class 2, Backup: Class 8
  Navicomputer: Yes
  Sensor Range: Medium (space), Long (submerged under 
  water)
  Ship’s Complement: One pilot, one navigator/shield operator, 
  one communications/security officer, one engineer/gunner and 
  one Astromech.
  Encumbrance Capacity: 350 (250 metric tons)
  Passenger Capacity: 20
  Consumables: Two months
  Cost/Rarity: $280,000 (new); $105,000 (used)/7
  Customization Hard Points: 4
  Weapons: One forward and one aft firing concussion missile 
  launcher (Fire Arc: Forward or Aft; Damage 6; Critical 
  3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited 
  Ammo 8, Slow-firing 1).
  MODULAR DESIGN:
  The modular design of the Mantaris medium transport 
  allows it to increase cargo capacity or passenger capacity. 
  The cargo bay can also be fitted for wild life.
  Cargo Module: Increase encumbrance capacity by 150.
  Passenger Module: Increase passenger capacity by 30.
  Zoological Module: Adds a zoological handling system.
  
  48
  STARSHIPS ATTACHMENTS
  CONCEALED HANGAR BAY
  The hangar bay doors are no longer apparent to visual 
  inspection while closed, hidden behind camouflaged 
  panels. This attachment is a modification of the retrofitted 
  hangar bay module (EotE page 271).
  This attachment requires an upgraded Hard [cdd] 
  Mechanics check to apply.
  Base Modifiers: A successful Hard [ddd] Perception 
  check is required to detect the hidden hangar bay, with 
  additional s or a spent to reveal the shape and size of the 
  doors and the size of the bay. The doors open slower than 
  normal and require one round after activation. Open at 
  the beginning of the operators next turn.
  Modification Options: 1 Fast launch doors, the doors 
  open at the end of the current round, may be further 
  upgraded to open at the end of the operators current 
  turn; 1 Increases the difficulty of checks to detect the 
  weapon by +d; 1 Sensor baffling makes the difficulty 
  apply to sensors as well.
  Hard points Cost: 1
  Cost: $2,000 x Silhouette (R)
  Rarity: 6
  EXPERIMENTAL THRUSTERS
  This attachment grants the starship new and additional 
  prototype thrusters and manoeuvring jets for better 
  handling and manoeuvrability.
  This attachment requires a Hard [ddd] Mechanics 
  check to apply.
  Basic Modification: Enables a Silhouette 5 vehicle to execute 
  Evasive Manoeuvres, Stay on Target and Punch It as if it 
  were Silhouette 4. These manoeuvres cost 1 additional 
  System Strain to perform.
  If ttt are spent on a Piloting check, the vehicle’s 
  System Strain Threshold may be lowered by 5 until 
  repaired. Repairing this damage requires a successful 
  Hard [ddd] mechanics check, 12 hours’ time, and 
  spare parts worth $2,250.
  If ttttt or y are spent on a Piloting check, apply 
  the Vehicle Critical: Major System Failure (EotE pages 
  244-245) to sublight engines.
  Modification Options: 1 Increase Handling (+1) Mod, 
  Enable Silhouette 4 Action (Gain the Advantage; costs 2 
  system strain and upgrade Pilot check once) Mod.
  Hard points Cost: 2
  Cost: $30,000 (R)
  Rarity: 7
  HIDDEN WEAPON EMPLACEMENT
  One weapon is becomes undetectable to visual inspection 
  while not in use, hidden behind a panel or retractable 
  faring.
  This attachment requires an Average [dd] Mechanics 
  check to apply.
  Base Modifiers: A successful Hard [ddd] Perception 
  check is required to recognize that the vehicle has a hidden 
  compartment, with additional s or a spent to reveal the 
  presence and type of the weapon. The weapon gains the 
  Prepare 3 quality.
  Modification Options: 2 Weapon Quality (Prepare -1) 
  Mod; 1 Increases the difficulty of checks to detect the 
  weapon by one, 1 Sensor baffling makes the difficulty 
  apply to sensors as well.
  Hard points Cost: 1
  Cost: $8,900 (R)
  Rarity: 7
  IMPROVED SENSOR ARRAY
  The starship receives additional sensors and replaces the 
  main sensor array with a more powerful unit.
  Basic Modification: Increases the ships sensor range by 
  one (1) range band.
  Modification Options: 2 Additional Sensor Range Band 
  Mod, Improved Sensitivity: upgrade ability check when 
  using sensors.
  Hard points Cost: 1
  Cost: $6,800
  Rarity: 6
  Note: Only vehicles of Silhouette 5 or greater can receive 
  sensor range Extreme.
  MANOEUVREING JETS
  The 
  ship 
  receives 
  additional 
  retro-thrusters 
  and 
  manoeuvring jets for better handling.
  Basic Modification: Increase Handling (+1) Mod.
  Modification Options: 2 Increase Handling (+1) Mod, 
  2 Automated-manoeuvring jets (Remove b due to 
  environmental situation) Mod.
  Hard Points Cost: 1
  Cost: $2,500 x Silhouette
  Rarity: 4
  MICRO TRACTOR BEAM
  The starship is fitted with a series of small tractor beam 
  projectors that assists the pilot when in dogfights. This 
  attachment can only be used on starship of Silhouette 3 
  or greater.
  Basic Modification: Decrease Manoeuvrability (Add 
  b to opponent pilot’s check when attempting “Gain 
  
  49
  the Advantage”) Mod; This penalty is only applied to 
  opponent when the craft equipped with a Micro Tractor 
  Beam attempts the “Gain the Advantage” action.
  Modification 
  Options: 
  Debilitate 
  Manoeuvrability 
  (Downgrade opponents pilot’s check once when attempting 
  “Gain the Advantage”) Mod.
  Hard points Cost: 1
  Cost: $4,500 (R)
  Rarity: 7
  OVERSIZED WEAPON EMPLACEMENT
  A weapon normally too large to fit the vehicle has been 
  attached.
  Base Modifiers: Attach a weapon to a vehicle as if 
  the vehicle were one Silhouette larger, for installation 
  restrictions only. The weapon gains the Prepare 1 quality 
  and the Systems Strain Threshold of the vehicle is reduced 
  by 2.
  Modification Options: None.
  Hard Point Cost: 1
  Cost: As per attached weapon.
  Rarity: As per attached weapon.
  REDUNDANCY SYSTEMS
  A second power system has been added to the starship to 
  ensure a robust and improved system.
  Base Modifiers: Increase starship’s System Strain 
  Threshold by +2.
  Modification Options: 3 Increase System Strain 
  Threshold (+1) Mod.
  Hard Point Cost: 2
  Cost: $4,000 x Silhouette.
  Rarity: As per attached weapon.
  STEALTH/SENSOR MASKING SUITE
  This attachment consists of discrete sensor scrubbing 
  transmitters, coating the ship in a sensor dampening material 
  and adding heat sinks and blinders to the engines. Visual 
  light transmittance remains unaffected and the vehicle 
  can be identified from a visual inspection.
  Basic Modification: The starship becomes harder to 
  detect via sensors, increasing the difficulty of sensor scans 
  by +dd, if flying at a Speed no greater than 2 and at a 
  distance no closer than Short range.
  Modification Options: 2 advanced sensor masking (upgrade 
  sensor difficulty to detect once) Mods, 1 Increase sensor 
  masking (add bb to sensor checks to detect starship) Mod, 
  Improve masking (sensor masking can now be in effect up 
  to speed 4) Mod.
  Hard Point Cost: 2
  Cost: $7,000 x silhouette (R)
  Rarity: 7
  TARGETING JAMMER
  The vehicle is equipped with a jamming array that makes 
  it more difficult for opponents to target with weapons 
  systems.
  Basic Modification: When active, upgrade the difficulty 
  of combat checks directed at the vehicle. All skill checks 
  made to operate the vehicle’s sensors, however, suffer b 
  when this attachment is active. Activating this attachment 
  requires a Manoeuvre.
  Modification Options: When active, increase difficulty of 
  combat checks directed at the vehicle by +d, in addition to 
  base mod. Any skill checks made for maintenance, repair, or 
  operating sensors suffer bb.
  Hard Point Cost: 1
  Cost: $2,500
  Rarity: 5
  
  50
  HOUSE-RULES AND EXTRAS
  Most GMs will at one point or another meet challenges 
  and situations not present in the core rules, or perhaps 
  want to figure out how to do things not covered in the 
  rules. Below are presented some suggestions and ideas 
  for some issues the author of this document met early on.
  CARGO, REFITTING AND MORE
  CARGO
  The encumbrance system in FFG Star Wars might seem 
  confusing upon first glance. For Silhouette 3 and smaller 
  vehicles, the cargo capacity seems to fit with common 
  sense; but for larger vehicles and transports, the abstract 
  nature of the Encumbrance system can come across 
  as confusing. Presented here is a tweak to the current, 
  narratively driven encumbrance system to give a more 
  nuanced and granular feel to cargo capacity without 
  dramatically changing the basic FFG Star Wars system.
   
  Under the Encumbrance heading in the Gear 
  and Equipment chapter in the Edge of the Empire core 
  rulebook, cargo crates are specified as occupying between 
  4 - 7 Encumbrance in the cargo bay; however, the volume 
  of material held in such containers has not been detailed.
  House Rule: Cargo crates can hold a number of smaller 
  objects with a total Encumbrance value equal to 8 times 
  the Encumbrance of the cargo crate.
  LINKED WEAPON WITH SLOW-FIRING
  Some weapons have both the Linked quality and Slow-Firing. 
  If the GM allows it, a Gunner may perform a Hard [ddd] 
  Computers check as a Manoeuvre during combat to 
  “unlink” the weapons and that way let a Linked 1 cancel a 
  Slow-Firing 1 quality for that encounter only.
   
  This can also be done with a Linked 2 and Slow-
  Firing 2 weapon, and so on.
   
  An engineer can create this effect permanently 
  by spending $1000 in parts, a few hours of work and 
  performing a Hard [ddd] Mechanics check. Alternately 
  a Daunting [dddd] Mechanics check and $1500 lets 
  the engineer create a switch to let the gunner spend a 
  Manoeuvre to switch between firing modes in combat. 
  For each tt on this check  add Inaccurate +1 to the 
  weapon, a y will permanently upgrade all difficulties with 
  firing the weapon once. Additional y can destroy the 
  weapon.
  REFITTING AND CUSTOMISATION
  Some vehicles, such as the YT-1300, have many hard 
  points for new modifications; others suffer a dearth of 
  customization options. To help give players a broader 
  outlet for personalization of their starship, the following 
  house rule has been crafted.
  House Rule: Excess cargo capacity can be converted into 
  vehicle hard points at a rate show on the table below. A 
  vehicle can gain a maximum of 4 new hard points in this 
  manner.
  Silhouette Enc per CHP
  Cost
  3
  4
  10,000
  4
  20
  20,000
  5
  100
  35,000
  6
  500
  100,000
  STARSHIP ACCESSORIES
  Some modifications and additions for starships do not 
  occupy precious hard point space, requiring only credits, 
  work, time, and maybe a little cargo space.
  CARGO JETTISON SYSTEM
  The cargo bay, or multiple cargo bays, has been outfitted 
  with a jettison system to dump all cargo while in flight. 
  As a manoeuvre, an operator can dump a one or all cargo 
  bays. Additionally, all cargo bays gain a atmospheric sealing 
  mechanism which must be activated as another manoeuvre 
  before any cargo can be safely dumped while in vacuum 
  or other hazardous environments.
  Cost: $5,000 per cargo bay
  Notes: Noticing the dumped cargo from a moving 
  vehicle requires a successful Hard [ddd] Perception or 
  Computers check as an Incidental.
  CUSTOMISED SECURITY SYSTEM
  The starship has been modified with an external security 
  system. These come in various versions, some with 
  weapons others just with heightened security measures 
  for entry into the ship.
   
  The weaponised security system entails installing 
  a droid brain and some blasters. The most common 
  variant have the same damage as a heavy blaster pistol 
  and a range no further than Short range from the ship. 
  This can of course be upgraded at an additional cost.
   
  The security upgrade is a new and improved 
  computer system, boosted by a droid brain. This system 
  sets a difficulty to a Daunting [dddd] Computer check 
  when trying to slice the system to gain tentry to the 
  ship. Further upgrades of the system adds b and even 
  upgrades the diffuculty.
  Cost: Basic weaponised security system $5,000 ($1,500 
  for increased range up to Medium, $2,000 per additional 
  damage up to a maximum of 10); Security Upgrade 
  $3,000 ($1,000 per b up to a maximum of bbb, 
  $5,000 per difficulty upgrade up to a maximum of two 
  upgrades).
  HYPERTRANSCEIVER
  While most every starship has a communications systems 
  for real-time in-system communications and a long range 
  message functionality, real-time long range communications 
  to other star systems is a luxury few vessels come with 
  in stock configuration. The Hypertransceiver is an expensive 
  piece of equipment that can communicate across the vast, 
  interstellar distances of the galaxy. Hypertransceivers also 
  enable rudimentary access to the HoloNet, though not at 
  
  51
  the same depth as a military-grade HoloNet Transceiver. 
  A Hypertransceiver is a rare, sought-after commodity on 
  the fringe.
  Cost: $10,000 (R)
  Rarity: 8
  PASSENGER CONVERSION
  Some cunning starship captains wish to come across 
  greater opportunities to make a profit by shuttling people 
  on long, interstellar voyages instead of trading cargo with 
  volatile prices on the open market. A greater number 
  of passengers also carry the fringe benefit of the added 
  company of the galaxy’s most interesting individuals.
  Converting cargo space to passenger space requires little 
  work; however each passenger seat occupies 10 Encumbrance 
  worth of cargo space. This value accounts for additional 
  space taken up by extra air filters, food, and other necessary 
  amenities.
  Cost: $250 and 10 Encumbrance per passenger seat
  Converting space to shared bunks (2 passengers) or dormitory 
  facilities (4 passengers) also requires a minimal amount of 
  effort, but must be converted into a section consisting of 
  no less than groups of 4 passenger slots.
  Cost: $2,000 and 40 Encumbrance per residential unit
  More expensive, separate and comfortable passenger 
  conversions can also be made. These facilities require a 
  substantially higher price and commitment of starship 
  resources, dependent upon the level of luxury and 
  comfort desired.
  Cost: $2,500 and 15 Encumbrance per standard, single-
  occupant guest quarters
  Cost: $10,000 and 20 Encumbrance per stately, single-
  occupant guest quarters
  STARSHIP COMBAT
  The starship combat system presented in FFGs Star Wars 
  roleplaying game is dynamic, and abstract. With no need 
  for squares or rulers. However, it is a bit conservative when 
  it comes to options for pilots to perform.
   
  While the narrative should steer combat, and that 
  way decide defensive zones, bringing cannons around and 
  thus prevent abuse of the system’s mechanics. When the 
  pilot is flying down a narrow chasm this could prevent 
  pursuers from hitting the forward defensive zone.
   
  There are certain things the system still could 
  benefit from, if for no other reason than to make it easier 
  for players to understand their options. Would flying 
  through a minion squadron of TIE-fighters constitute a 
  bb environmental terrain hazard?
   
  Below are some new starship actions suggested 
  to be implemented unless players already have come up 
  with similar tactics while playing.
  DEFENSIVE SCREEN
  Pilot Only: Yes
  Silhouette: 1-5
  Speed: 3+
  Make a Pilot check using difficulties outlined in Table 
  7-3 (EotE core book page: 234) against an opponent 
  attacking or attempting Gain the Advantage against one 
  allied ship. s add b to enemy’s attacks on allied starship 
  until the end of acting ship’s next turn. Additional sss 
  or aa can be spent to upgrade combat checks against 
  defended allied ship by one. Any combat checks made by 
  defending ship adds b.
  Notes: Silhouette 3 and 4 starships/vehicles cannot gain 
  this benefit more than two allied ships. Silhouette 5 and 6 
  can only receive the benefits if 2 or more ships execute the 
  Action to a maximum of four allied ships, halve defence 
  bonuses and upgrades. Larger ships cannot benefit from 
  this Action.
  EVASIVE ACTION
  Pilot Only: Yes
  Silhouette: 1-5
  Speed: 2+
  Pick an enemy ship and make an opposed Pilot check, 
  s gives evading ship add b to combat checks against 
  evading ship. aaa can be spent to add one more b. 
  x can be spent to add upgrades the combat check at a one 
  for one basis. Any attacks originating from evading vehicle 
  receives an equal amount of setback dice (and upgrades) to 
  combat checks against any opponent.
  Note: This Action can be used in combination with 
  Evasive Manoeuvres, if starship is small and fast enough to 
  perform this Manoeuvre. Gain the Advantage will cancel 
  any upgrades as per the core rules.
  RUN THE BLOCKADE
  Pilot Only: Yes
  Silhouette: 1-6
  Speed: Any
  Make a Pilot check using difficulties outlined in Table 7-3 
  (EotE page 234) against an opponent who has successfully 
  used Suicidal Mynock against acting ship. s lets acting 
  starship attack any other target on the following turn. 
  f prevents acting ship from attacking any other target 
  for another turn.
  SUICIDAL MYNOCK
  Pilot Only: Yes
  Silhouette: 1-5
  Speed: Any
  Make a Hard [ddd] Pilot check and pick one enemy 
  ship.  s target ship may not attack any other starship 
  than the starship executing this action, until the end of 
  the starship performing this action’s next turn. Additional 
  aa or sss may increase the duration for another 
  round up to a total of three rounds.  The enemy’s weapons 
  not able to target the ship may attack other targets as 
  normal.  Any other ships that take the Suicidal Mynock 
  action against the same target becomes the only ship the 
  target may attack. A pilot may cancel this manoeuvre on 
  his or her turn as an Incidental.
  
  52
  CREW & ADVERSARIES
  The various personalities that can be found on the 
  Emporium has already been introduced in the previous 
  parts of the catalogue. In this section you will find stats for 
  Cartol and the rest, plus stats for generic adversaries and 
  other NPCs that can be enountered on the Emporium.
  Cartol Yatzai [nemesis]
  SOAK  V ALUE  
  3 
  W. THRE SHOLD 
  14 
  S. TH RESHOLD  
  15 
  0 0 
  M/ R DEFENC E  
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  4 
  3 
  4 
  4 
  3 
  4 
  PRESENCE 
  Skills: Astrogation 2, Charm 3, Cool 2, Deception 1, 
  Discipline 3, Mechanics 3, Melee 1, Negotiation 3, 
  Perception 2, Ranged (light) 2, Skulduggery 1, Stealth 1, 
  Streetwise 3, Knowledge (education) 2, Knowledge (outer 
  rim) 3, Knowledge (lore) 1, Knowledge (core worlds) 1, 
  Vigilance 2.
  Talents: Adversary 2, Black market contacts 1, Fine 
  tuning 2, Gearhead 2, Point blank shot 1, Spare clip, 
  Smooth talker (Negotiation),
  Abilities: Amphibious
  Equipment: Utility suit, robes (+1 soak), tool kit, datapad, 
  handheld comlink, Modified light blaster pistol (Ranged 
  [light]; Damage 5; Critical 3; Range [Medium]; Improved 
  stun setting; attachment: Improved stun capabilities 
  [upgraded +2 stun damage]).
  Chuurdacca [nemesis]
  SOAK  V ALUE  
  5 
  W. THRE SHOLD 
  16 
  S. TH RESHOLD  
  14 
  0 0 
  M/ R DEFENC E  
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  4 
  2 
  3 
  2 
  2 
  3 
  PRESENCE 
  Skills: Athletics 2, Brawl 1, Coercion 2, Cool 2, Mechanics 
  2, Melee 4, Resilience 2, Vigilance 3.
  Talents: Adversary 1, Frenzied Attack 2, Gearhead 1, 
  Inventor 1, Tinkerer (Ryyk blade).
  Abilities: Wookiee Rage.
  Equipment: Double bladed collapsible Ryyk blade (Melee; 
  Damage 8; Critical 3; Range [Engaged]; Cumbersome 3; 
  Defensive 1; Double; Pierce 2, Superior quality; Vicious 
  2; attachments: Collapsible; Doubled [upgraded]), heavy 
  clothing (+1 soak), handheld comlink, datapad, tool kit.
  Clear as Mud Cantina Bouncer [rival]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  5 
  W. THRE SHOLD 
  15 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  4 
  2 
  1 
  2 
  2 
  2 
  PRESENCE 
  Skills: Brawl 2, Coercion 2, Cool 1, Discipline 2, Ranged 
  (heavy) 2, Vigilance 1
  Abilities: Wookiee Rage
  Equipment: Shock gloves (Brawl; Damage 4; Critical 5; 
  Range [Engaged]; Stun 3), Bowcaster (Ranged [heavy]; 
  Damage 10; Critical 3; Range [Medium]; Cumbersome 3; 
  Knockdown), extra reloads.
  Clear as Mud Cantina Infochant [Rival]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  5 
  W. THRE SHOLD 
  15 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  3 
  4 
  3 
  3 
  4 
  PRESENCE 
  Skills: Computers 2, Deception 2, Knowledge (All) 2. 
  Perception 3, Vigilance 2
  Talents: Codebreaker 1
  Equipment: Modified Spukami Pocket Blaster pistol 
  (Ranged [light]; Damage 5; Critical 3; Range [Short]; 
  Accurate 1; Stun setting; attachment: Targeting marker), 
  Encrypted Datapad, throat-activated comlink.
  Clear as Mud Cantina Staff [minion]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  2 
  W. THRE SHOLD 
  5 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  3 
  2 
  3 
  3 
  4 
  PRESENCE 
  Skills: Charm, Cool, Negotiation, Perception, Vigilance
  Equipment: Uniform, datapad.
  Do’og Evol [Rival]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  3 
  W. THRE SHOLD 
  12 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  3 
  3 
  2 
  3 
  3 
  PRESENCE 
  Skills: Brawl 1, Computers 1, Cool 1, Coordination 1, 
  Cybernetics 3, Discipline 2, Knowledge (education) 3, 
  Medicine 4, Perception 1, Ranged (light) 2, Streetwise 1, 
  Knowledge (xenology) 2
  Talents: Bacta Specialist 2, Confidence 1, Surgeon 3, 
  
  53
  Inventor 1, Natural Doctor, Pressure Point.
  Abilities: Four arms (provides no mechanical benefit, 
  except can hold more than two one handed weapons, 
  however cannot attack with more than two at a time).
  Equipment: Modified Spukami Pocket Blaster pistol 
  (Ranged [light]; Damage 5; Critical 3; Range [Short]; 
  Accurate 1; Stun setting; attachment: Targeting marker), 
  medical kit, tool kit, heavy clothing (+1 soak), ear-piece 
  comlink, datapad.
  Drumughs Grussom [rival]
  0 1 
  M/ R DEFENC E  
  SOAK  V ALUE  
  7 
  W. THRE SHOLD 
  17 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  5 
  1 
  3 
  3 
  2 
  1 
  PRESENCE 
  Skills: Athletics 1, Brawl 4, Mechanics 4, Melee 3, 
  Perception 1, Vigilance 2.
  Talents: Adversary 1, Armour master, Gearhead, Jury 
  Rigged (armour), Tinkerer (armour).
  Abilities: Savage Warrior (gain Vicious +1 on all Brawl 
  and Melee checks [included in stats below])
  Equipment: Tool kit, Gamorrean amour smith attire 
  (+2 soak, jury rigged: +1 ranged defence); tool kit, 
  Two-handed axe (Melee; Damage 7; Critical l4; Range 
  [Engaged]; Cumbersome 3; Disorient 3; Vicious 2).
  Gambler, experienced [rival]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  3 
  W. THRE SHOLD 
  12 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  3 
  2 
  3 
  3 
  4 
  PRESENCE 
  Skills: Computers 1, Cool 3, Deception 1, Discipline 2, 
  Perception 1, Vigilance 1.
  Equipment: Sabbac deck, fashionable clothes, cred-chip, 
  holdout blaster (Ranged [light]; Damage 5; Critical 4; 
  Range [Short]; Stun setting).
  Gambler, professional [nemesis]
  SOAK  V ALUE  
  4 
  W. THRE SHOLD 
  13 
  S. TH RESHOLD  
  13 
  0 0 
  M/ R DEFENC E  
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  3 
  3 
  3 
  4 
  3 
  5 
  PRESENCE 
  Skills: Computers 2, Cool 4, Deception 3, Discipline 3, 
  Perception 2, Vigilance 3.
  Talents: Adversary 1
  Equipment: Sabbac deck, fashionable clothes, cred-chit, 
  holdout blaster (Ranged [light]; Damage 5; Critical 4; 
  Range [Short]; Stun setting).
  Groomaw [Nemesis]
  SOAK  V ALUE  
  6 
  W. THRE SHOLD 
  18 
  S. TH RESHOLD  
  13 
  0 0 
  M/ R DEFENC E  
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  6 
  3 
  3 
  2 
  2 
  2 
  PRESENCE 
  Skills: Athletics 2, Brawl 3, Coercion 2, Cool 2, Discipline 
  3, Knowledge (education) 1, Melee 1, Negotiation 1, 
  Perception 2, Ranged (heavy) 2, Streetwise 2, Vigilance 3
  Talents: Adversary 1, Feral Strength 2,
  Abilities: Wookiee Rage
  Equipment: Apron, handheld comlink, datapad, Modified 
  bowcaster (Ranged [heavy ]; Damage 10; Critical 4; Range 
  [Medium]; Cumbersome 3; Knockdown; attachment: 
  automatic re-cocker), Fists (Brawl; Damage 8; Critical 5; 
  Range [engaged]; Disorient 1; Knockdown).
  Joonaz [rival]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  3 
  W. THRE SHOLD 
  12 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  2 
  3 
  3 
  4 
  2 
  PRESENCE 
  Skills: Charm 1, Computers 3, Cool 1, Discipline 1, 
  Mechanics 2, Negotiation 2, Knowledge (outer rim) 1, 
  Ranged (heavy) 1, Streetwise 2, Vigilance 1.
  Talents: Black market contacts 2, Confidence 1, Gearhead 
  2, Know somebody 1, Utinni! 1.
  Abilities: Lungless.
  Equipment: Utility suit, heavy clothes (+1 soak), tool 
  kit, datapad, handheld comlink, Modified blaster carbine 
  (Ranged [heavy]; Damage 9; Critical 3; Range [Medium]; 
  Accurate 1; Stun setting; attachment: Bryar chamber 
  [spend 1 Manoeuvre to increase damage by 2 and be 
  subject to High-energy consumption quality]; Target 
  marker).
  
  54
  Kirred Nielk [rival]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  2 
  W. THRE SHOLD 
  11 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  1 
  2 
  3 
  3 
  3 
  3 
  PRESENCE 
  Skills: Charm 2, Cool 2, Deception 1, Negotation 3, 
  Ranged (light) 1.
  Talents: Talents
  Abilities: Abilities
  Equipment: Fashionable robes, handheld comlink, 
  datapad, CR-2 heavy blaster pistol (Ranged [light]; 
  Damage 7; Critical 4; Range [Medium]; Stun setting).
  Mission Provider, deceiver/pirate [rival]
  These NPCs usually have some nefarious agenda, looking 
  for targets to take advantage of in some way. They will 
  approach characters with offers of jobs, treasure or the 
  like, it’s all a deception of course.
  1 1 
  M/ R DEFENC E  
  SOAK  V ALUE  
  4 
  W. THRE SHOLD 
  12 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  3 
  2 
  3 
  2 
  2 
  PRESENCE 
  Skills: Charm 1, Coercion 2, Cool 2, Deception 3, 
  Discipline 2, Perception 2, Vigilance 2.
  Equipment: Fashionable, but outdated armoured clothing 
  (+1 soak, +1 defence), Modified heavy blaster pistol 
  (Ranged [light]; Damage 7; Critical 3; Range [Medium]; 
  Auto-fire, Accurate 2; Stun setting; attachments: Rapid 
  recycler; Targeting marker [upgraded]); throat-activated 
  comlink, datapad, cred-chip.
  Mission Provider, friendly [rival]
  These NPCs are friendly, potential allies and usually 
  honest - at least towards the group. They will offer all 
  manner of jobs.
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  3 
  W. THRE SHOLD 
  12 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  2 
  3 
  2 
  3 
  2 
  PRESENCE 
  Skills: Charm 2, Cool 1, Discipline 2, Negotation 2, 
  Perception 1, Vigilance 2.
  Equipment: Worn heavy clothing (+1 soak), Modified 
  blaster pistol (Ranged [light]; Damage 6; Critical 3; Range 
  [Medium]; Accurate 1; Stun setting; attachment: Target 
  marker), handheld comlink, datapad, cred-chip.
  Mission Provide, unfriendly [rival]
  These NPCs are unfriendly and unlikely allies. While they 
  are usually honest - at least towards the group - they 
  will easily gloss over important facts that could provide 
  trouble for the group. They will offer all manner of jobs.
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  3 
  W. THRE SHOLD 
  12 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  2 
  2 
  3 
  2 
  3 
  PRESENCE 
  Skills: Coercion 2, Cool 1, Deception 1, Discipline 2, 
  Negotation 1, Perception 1, Vigilance 2
  Equipment: Fashionable heavy clothing (+1 soak), 
  Modified blaster pistol (Ranged [light]; Damage 6; Critical 
  3; Range [Medium]; Auto-fire, Accurate 1; Stun setting; 
  attachment: Rapid Recycler; Target marker), handheld 
  comlink, datapad, cred-chip.
  Mobe [nemesis]
  SOAK  V ALUE  
  4 
  W. THRE SHOLD 
  16 
  S. TH RESHOLD  
  14 
  1 1 
  M/ R DEFENC E  
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  3 
  5 
  3 
  3 
  4 
  2 
  PRESENCE 
  Skills: Athletics 2, Brawl 3, Charm 2, Coercion 3, 
  Coordination 2, Discipline 2, Mechanics 4, Melee 1, 
  Negotiation 1, Perception 3, Ranged (heavy) 2, Ranged 
  (light) 5, Stealth 2, Streetwise 2, Knowledge (underworld) 
  2, Vigilance 2.
  Talents: Adversary 2, Black market contacts 1, Deadly 
  accuracy (ranged (light)), Dodge 2, Gearhead, Point blank 
  shot 1, Quick draw, Quick strike 1, Sniper shot 2,
  Abilities: Add b die to Athletics check for running and 
  jumping; Enhanced Nemesis Combat.
  Equipment: Modified heavy blaster pistol (Ranged 
  [light]; Damage 8; Critical 2; Range [Medium]; Accurate 1; 
  Durable, Improved stun setting, Shielded), Modified hold-
  out blaster (Ranged [light]; Damage 6; Critical 3; Range 
  [Short]; Accurate 2, Improved stun setting); Traditional 
  Kyuzo hat and armour (+1 soak, +1 defence), vibroknife, 
  comlink, datapad.
  Noila [rival]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  3 
  W. THRE SHOLD 
  12 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  4 
  2 
  3 
  3 
  2 
  PRESENCE 
  Skills: Charm 2, Deception 2, Knowledge (All) 3, 
  
  55
  Negotiation 1, Ranged (light) 2, Skulduggery 2, Streetwise 
  1, Vigilance 1.
  Abilities: Abilities
  Equipment: Nomad greatcoat (+1 soak), Tracker utility 
  vest, 
  encrypted 
  datapad, 
  modified 
  Sub-Repeating 
  Blaster Pistol (Ranged [lght]; Damage 7; Critical 4; Range 
  [Medium]; auto-fire; inaccurate 2; attachment: Blaster 
  actuating module), 2 Glop Grenades (Ranged [light]; 
  Damage -; Critical -; Range [Short]; Blast -; Ensnare 3), 
  handheld comlink.
  Pon-Din [Nemesis]
  SOAK  V ALUE  
  2 
  W. THRE SHOLD 
  11 
  S. TH RESHOLD  
  14 
  1 1 
  M/ R DEFENC E  
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  3 
  5 
  4 
  3 
  2 
  PRESENCE 
  Skills: Astrogation 3, Brawl 3, Cool 1, Deception 1, 
  Coercion 2, Coordination 2, Computers 2, Dicipline 3, 
  Knowledge (lore) 5, Melee 2, Perception 3, Ranged (light) 
  2, Skulduggery 2, Stealth 2, Knowledge (underworld) 3, 
  Vigilance 1, Knowledge (xenology) 5.
  Talents: Adversary 3, Frenzied attack 2, Knowledge 
  specialisation (Lore), Nobody’s fool 1, Researcher 1, 
  Respected scholar 2, Utinni! 1.
  Abilities: Silhouette 0
  Equipment: Garrotte (Brawl; Damage 4 (special); Critical 
  3; Range [Engaged]; Superior quality; see description), 
  Studded Gauntlets (Brawl; Damage 3; Critical 5; Range 
  [Enganged]; Disorient 3; Knockdown; Pierce 2), datapad, 
  holocron, handheld comlink, surveyor’s bag with various 
  obscure content, exotic material robes (+1 defence).
  Qoulroz Agent [rival]
  2 2 
  M/ R DEFENC E  
  SOAK  V ALUE  
  4 
  W. THRE SHOLD 
  13 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  3 
  3 
  2 
  3 
  3 
  1 
  PRESENCE 
  Skills: Coerce 2, Cool 2, Perception 1, Ranged (heavy) 2, 
  Streetwise 1, Vigilance 2
  Talents: Adversary 1.
  Abilities: Methane braether.
  Equipment: Medium battle armour (+1 soak, 1 defence; 
  attachments: armorplast [increase defence], basic body 
  glove; enhanced optics suite), Blaster rifle (Ranged 
  [heavy]; Damage 9; Critical 3; Range [Medium]; Accurate 
  1; Blast 5; Stun setting; attachment: Spread barrel [blast 
  5]; Target marker), Extra reloads, Utility harness, binders.
  Qoulroz Provider [nemesis]
  SOAK  V ALUE  
  5 
  W. THRE SHOLD 
  17 
  S. TH RESHOLD  
  14 
  1 1 
  M/ R DEFENC E  
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  3 
  4 
  3 
  3 
  4 
  2 
  PRESENCE 
  Skills: Athletics 1, Coerce 3, Cool 3, Deception 1, 
  Perception 2, Ranged (heavy 3), Ranged (light) 2, 
  Streetwise 3, Survival 1, Vigilance 3.
  Talents: Adversary 2, Armor mastery, Deadly accuracy 
  (ranged [heavy]), True aim 1.
  Abilities: Methane breater
  Equipment: Combat suit (+2 soak, 1 defence), Double 
  barrelled sniping blaster rifle (Ranged [heavy]; Damage 9; 
  Critical 3; Range [Extreme]; Accurate 1; Cumbersome 2; 
  High-energy consumption; Inaccurate 1; Linked 1; Pierce 
  1; Slow-firing 1; attachment: Target marker), Extra reloads, 
  Stimpack, 2 stun grenades (Ranged [light]; Damage 8; 
  Range [Short]; Disorient 3; Stun Damage; Blast 8; Limited 
  ammo 1), binders, Wrist mounted laser gauntlet (Ranged 
  [light]; Damage 7; Critical 2; Range [Medium]; Limited 
  ammo 3; Pierce 4; Vicious 2; Slow Reload 1), Utility 
  harness.
  Qoulroz Runner [minion]
  1 1 
  M/ R DEFENC E  
  SOAK  V ALUE  
  3 (4) 
  W. THRE SHOLD 
  7 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  3 
  2 
  3 
  3 
  1 
  PRESENCE 
  Skills: Coerce, Cool, Ranged (heavy), Streetwise, Vigilance.
  Abilities: Methance breather.
  Equipment: Light battle armour (+1 soak, 1 defence; 
  attachments: ablative coating [increase soak by +1 
  against energy attacks], basic body glove), Blaster carbine 
  (Ranged [heavy]; Damage 9; Critical 3; Range [Medium]; 
  Accurate 1; Stun setting; attachment: Target marker), 
  Extra reloads, Utility harness, binders.
  Radier Krow [Rival]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  4 
  W. THRE SHOLD 
  13 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  3 
  2 
  3 
  2 
  3 
  3 
  PRESENCE 
  Skills: Brawl 2, Computers 4, Cool 2, Dicsipline 2, 
  Knowledge (education) 2, Mechanics 4, Negotiation 1, 
  Perception 1, Ranged (heavy), Stealth 1, Streetwise 1, 
  
  56
  Knowledge (xenology) 2
  Talents: Bypass Security 1, Codebreaker 2, Defensive 
  Slicing 2, Inventor 2, Master Slicer, Jury Rigged (SKZ rifle: 
  critical)
  Abilities: Communicative Pheromones: Weequay can 
  communicate non-verbally with other members of their 
  species up to Medium Range - Radier has lost control of 
  this ability.
  Equipment: Modified SKZ blaster rifle (Ranged [heavy]; 
  Damage 8; Critical 3; Range [Long]; Auto-fire; Pierce 2, 
  Improved Stun setting; attachments: Rapid recycler [2 
  weapon quality pierce +1]; Improved stun capabilities 
  [+2 stun damage]), Extensively modified portable 
  computer (with outlaw tech databreaker impemented), 
  Heavy clothing (+1 soak), ear-piece comlink
  Saish’Trokk [nemesis]
  SOAK  V ALUE  
  5 
  W. THRE SHOLD 
  16 
  S. TH RESHOLD  
  13 
  0 0 
  M/ R DEFENC E  
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  5 
  3 
  2 
  3 
  3 
  2 
  PRESENCE 
  Skills: Athletics 1; Brawl 2; Coercion 2; Cool 2; Discipline 
  2; Mechanics 2; Melee 3; Perception 1; Vigilance 3.
  Talents: Feral Strength 1, Inventor 2, Jury Rigged (Power 
  hammer: critical).
  Abilities: Regeneration, Claws.
  Equipment: Claws (Brawl; Damage 5; Critical 3; Range 
  [Engaged]; Disorient 1; Knockdown), Power hammer 
  (Melee; Damage 10; Critical 3; Range [Engaged]; 
  Concussive 2; Cumbersome 4; Knockdown; Vicious 2; 
  attachment: weighted head (Concussive modification 
  option), heavy clothing (+1 soak), handheld comlink, 
  datapad, tool kit.
  Security droid, CE3B1 [minion]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  4 
  W. THRE SHOLD 
  8 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  3 
  2 
  2 
  1 
  1 
  PRESENCE 
  Skills: Perception, Ranged (heavy), Vigilance
  Abilities: Inorganic; Mechanical being.
  Equipment: Reinforced chassis (+2 soak), Modified 
  Blaster rifle (Ranged [heavy]; Damage 9; Critical 3; 
  Range [Long]; Auto-fire; Stun setting; attachment: Rapid 
  Recycler).
  Security droid, CE9B2 [rival]
  1 1 
  M/ R DEFENC E  
  SOAK  V ALUE  
  4 
  W. THRE SHOLD 
  17 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  3 
  2 
  3 
  2 
  1 
  PRESENCE 
  Skills: Cool 2, Leadership 1, Perception 2, Ranged (heavy) 
  2, Vigilance 2
  Abilities: Inorganic; Mechanical being; Security Tactics 
  (may spend a manoeuvre to direct one CE3B1 minion 
  group aboard Cartol’s Emporium, or within Medium range. 
  The group may perform an immediate free manoeuvre or 
  add b to their next check.)
  Equipment: Improved Reinforced chassis (+2 soak, +1 
  defence), Modified Blaster rifle (Ranged [heavy]; Damage 
  9; Critical 3; Range [Long]; Auto-fire; Stun setting; 
  attachment: Rapid Recycler).
  Tin-Tic [nemesis]
  SOAK  V ALUE  
  2 
  W. THRE SHOLD 
  12 
  S. TH RESHOLD  
  13 
  1 1 
  M/ R DEFENC E  
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  3 
  4 
  5 
  3 
  3 
  PRESENCE 
  Skills: Astrogation 2, Charm 1, Deception 2, Coordination 
  1, Computers 2, Dicipline 2, Medicine 2, Knowledge (lore) 
  4, Melee 3, Negotiation 2, Perception 3, Ranged (light) 
  2, Skulduggery 1, Stealth 2, Streetwise 2, Vigilance 2, 
  Knowledge (xenology) 4.
  Talents: Adversary 3, Frenzied attack 1, Knowledge 
  specialisation (Education), Lethal Blows 2, Researcher 2, 
  Utinni! 1.
  Abilities: Silhouette 0
  Equipment: Zenji needles (Ranged [light]/Melee; Damage 
  3/2; Critical 2; Range [Short]; Fragile; Pierce 3; Vicious 1), 
  Molecular stiletto (Melee; Damage 2; Critical 2; Range 
  [Engaged]; Pierce 4, Vicious 2), Stylish robes (+1 soak), 
  datapad, handheld comlink, various data cards, scrolls 
  and books in a surveyor’s bag, exotic material robes (+1 
  defence).
  
  57
  Trader’s Commons, trader [minion]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  3 
  W. THRE SHOLD 
  5 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  2 
  2 
  2 
  3 
  3 
  PRESENCE 
  Skills: Charm, Cool, Negotiate.
  Equipment: Heavy clothing (+1 soak), datapad, holdout 
  blaster pistol (Ranged [light]; Damage 5; Critical 4; Range 
  [Short]; Stun setting), handheld comlink.
  Trader’s Commons, merchant [rival]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  4 
  W. THRE SHOLD 
  13 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  3 
  2 
  2 
  3 
  3 
  4 
  PRESENCE 
  Skills: Charm 3, Cool 1, Deception 1, Negotiation 2, 
  Perception 2, Vigilance 1.
  Talents: Talents
  Equipment: Fashionable clothing (+1 soak), encrypted 
  datapad, holdout blaster pistol (Ranged [light]; Damage 
  5; Critical 4; Range [Short]; Stun setting), wristmounted 
  comlink.
  Twai-ek Torn [rival]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  3 
  W. THRE SHOLD 
  12 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  2 
  3 
  2 
  4 
  2 
  3 
  PRESENCE 
  Skills: Cool 2, Deception 1, Knowledge (All) 2, Negotiation 2, 
  Ranged (light) 1, Skulduggery 1, Streetwise 2, Vigilance 2.
  Talents: Talents
  Abilities: Abilities
  Equipment: Heavy clothing (+1 soak), Tracker utility 
  vest, encrypted datapad, modified X-30 Lancer Blaster 
  Pistol (Ranged [lght]; Damage 6; Critical 4; Range [Long]; 
  Accurate 1; Pierce 2; Superior), 2 stun grenades (Ranged 
  [light]; Damage 8; Range [Short]; Disorient 3; Stun 
  Damage; Blast 8; Limited ammo 1), handheld comlink.
  Viser N’axan [nemesis]
  SOAK  V ALUE  
  6 
  W. THRE SHOLD 
  15 
  S. TH RESHOLD  
  13 
  1 1 
  M/ R DEFENC E  
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  3 
  3 
  2 
  4 
  3 
  3 
  PRESENCE 
  Skills: Athletics 2, Brawl 3, Charm 2, Cool 2, Deception 2, 
  Mechanics 3, Melee 2, Perception 2, Ranged (light) 3, Stealth 3, 
  Streetwise 3, Knowledge (underworld) 3, Vigilance 2.
  Talents: Adversary 1, Armour master, Black market 
  contacts 2, Gearhead, Improved armour master, Point 
  blank shot 1, Quick draw, Tinkerer (padded armour).
  Abilities: Natural Curiosity (automatically produce a on 
  Perception checks)
  Equipment: Padded armour (+3 soak, +1 defence), 
  Blaster pistol (Ranged [light]; Damage 6; Range [Medium]; 
  Stun setting); comlink, datapad.
  Yulu Beteen [rival]
  0 0 
  M/ R DEFENC E  
  SOAK  V ALUE  
  2 
  W. THRE SHOLD 
  11 
   
  BRAWN 
  AGILITY 
  INTELLECT 
  CUNNING 
  WILLPOWER 
  1 
  2 
  2 
  4 
  3 
  3 
  PRESENCE 
  Skills: Cool 2, Knowledge (core worlds) 3, Discipline 1, 
  Negotiation 2, Ranged (heavy) 1.
  Talents: Researcher 1.
  Equipment: Stylish clothing, datapad, handheld comlink, 
  “Hammer” Slugthrower (Ranged [heavy]; Damage 8; 
  Critical 4; Range [Short]; Blast 6; Knockdown).
  
  58
  Cartol’s Emporium
  Cartol’s Emporium
  SILHOUETTE 
  6 
  SPEED 
  2 
  HANDLING 
  -2 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  2 
  2 
  2 
  2 
  ARMOUR 
  5 
  SS TH RESHOLD  
  40 
  HT THRESHOLD  
  61 
  Hull Type/Class: Modified Frigate/Nebulon-B
  Manufacturer: Kuat Drive Yards
  Hyperdrive: Primary: Class 1, Backup: Class 18
  Navicomputer: Yes
  Sensor Range: Long
  Ship’s Complement: 120
  Encumbrance Capacity: 1,000
  Silhouette Capacity: 160 (max silhouette: 4)
  Passenger Capacity: 1,000
  Consumables: Seven months
  Cost/Rarity: unknown/unique
  Customization Hard Points: 0
  Weapons: Two Port and Two Starboard Turret Mounted 
  Medium Turbolasers (Fire Arc: Forward, Aft and Port or 
  Forward, Aft and Starboard; Damage 10; Critical Hit 3; 
  Range [Long]; Breach 3, Slow-firing 1); Two Port, Two 
  Starboard, Two Forward, and Two Aft Light Laser Cannons 
  (Fire Arc: Port or Starboard or Forward or Aft; Damage 
  5; Critical 3; Range [Close]); One Forward, One Port, and 
  One Starboard Medium Tractor Beam Emitters (Fire Arc: 
  Forward or Port or Starboard; Damage -; Critical -; Range 
  [Short]; Tractor 4).
  The Lethal Blossom
  The Lethal Blossom
  SILHOUETTE 
  4 
  SPEED 
  4 
  HANDLING 
  1 
  DEF: FO RE/ PORT /ST ARBOARD/ AFT  
  1 
  - 
  - 
  1 
  ARMOUR 
  4 
  SS TH RESHOLD  
  19 
  HT THRESHOLD  
  20 
  Hull Type/Class: Modified VCX-100/Light Freighter
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 0.5, Backup: Class 12
  Navicomputer: Yes
  Sensor Range: Short
  Ship’s Complement: 1
  Encumbrance Capacity: 80
  Passenger Capacity: 6
  Consumables: Five months
  Cost/Rarity: unknown/unique
  Customization Hard Points: 2
  Customizations: Cargo conversion (80 enc = 4 HP); 1 
  Stately accommodation conversion (20 enc); Customised 
  external security system.
  Attachments: High-output Ion Turbine; Hyperdrive 
  Generator (fully upgraded); Improved Sensor Array; 
  Manoeuvring Jets; Redundancy Systems (fully upgraded); 
  Stealth/Sensor Masking Suite. 
  Weapons: Dorsal Turret Mounted Twin Heavy Laser 
  Cannon (Fire Arc: All; Damage 6; Critical Hit 3; Range 
  [Short]; Linked 1).
   
  Forward Turret Mounted Twin Heavy Laser 
  Cannon (Fire Arc: Forward, Port, and Starboard; Damage 
  6; Critical Hit 3; Range [Short]; Linked 1).
  
  59
  This is it! Cartol’s Emporium is off, but fear not it’s travels has only just started. From Corellia to Geonisis to Asation, 
  the Emporium will go wherever there is adventure, salvage and of course a market and goods. New customers, 
  vendors and wares are always welcome aboard the Emporium, so sign up on the hyper-list and you’ll get regularly 
  updated coordinates for the Emporium’s stops along the way as Cartol’s attempts to plan ahead.
  New offers, new jobs and new opportunities! 
  Cartol’s Emporium going where there’s business, because waiting for business is lazy!
  Cartol’s Database of Known Threats*: Captain Sien Dien has returned as the scourge of the 
  hyperspace lanes of the mid and outer rim.
  *(offering information about known threats along the hyperspace lanes)
  
  Cartol’s Emporium has been a labour of love for the past year and a half, or thereabouts. I hope 
  it provides you with options and ideas to improve or at least add to your game. Any and all 
  feedback is more than welcome, either directly at the blog or at jegergryte[at]gmail.com.
  If you enjoyed this catalogue there is more to come, I will be adding new stuff to the blog from 
  now on - be it new gear, weapons or starships, it will be put there (but don’t hold your breath). 
  This catalogue should now be considered complete.
  Other new stuff includes: surprises!
  Best wishes,
  Audun “Jegergryte” Løvlie.
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Misc/FFG - Cartol's Emporium of Useful Things (v1.0).pdf