TEXT: Free-traders and freebooters' Catalogue
  AN unofficial Fringers' supplement for the Edge of the empire
  Free-traders and Freebooters' Catalogue
  An unofficial Fringers' supplement for the Edge of the Empire
  2013-02-21
  Version 1.9.9.3
  1
  
  An introduction
  This unofficial chop-job supplement of starships, weapons and gear for Star Wars Edge of the Empire roleplaying
  game is aimed at the resourceful, down-on-his-or-her-luck, adventure seeking group of free-traders, bootleggers,
  freebooters, buccaneers,  picaroons... and so on. It has become an extensive supplement of transports, with a few
  weapons and some gear.
  A lot of the stuff herein is converted from or inspired by earlier Star Wars RPGs, but not everything. There'
  s a credit
  box thingy in the end, but I'
  d be rude and inconsiderate if I did not start by thanking all of you who have provided me
  with thoughts, observations, comments and inspiration. That includes people on the FFG forums, d20radio forum and
  the swrpgnetwork – and of course you G+ guys. I'
  ve been provided with encouragement and words of praise for this
  collection, all of which is not made by me alone. I'
  ve been helped putting together starships and 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.
  This catalogue is meant for the resourceful and aspiring free-traders and freebooters out there (the player group that
  is), with more wealth than their “handlers” need to know about – a good investment in a new ship (or big gun) can
  easily be a life-saver once that loan shark sleemo tries that double-cross you'
  ve been waiting for... just saying.
  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.
  2
  
  Table of Contents
  An introduction...............................................................2
  Tools of the trade...........................................................4
  New weapon Qualities.............................................4
  Ranged Weapons......................................................5
  Blasters................................................................5
  New “stock” blasters.....................................5
  Ranged projectile weapons................................5
  Bows...............................................................6
  Special Ammo......................................................6
  Dart ammo...........................................................6
  Slugthrower pistols.......................................6
  Slugthrower rifles...........................................6
  Dart pistols.....................................................6
  Flechette launchers........................................7
  Wrist rocket ammunition....................................7
  Wrist weapons...............................................7
  Melee Weapons.........................................................8
  Grappling suggestion 1.......................................8
  Grappling suggestion 2.......................................9
  Weapon Attachments.........................................9
  Armour.....................................................................13
  Armour Attachments........................................14
  Gear and equipment...............................................16
  Planetbound vehicles..................................................18
  Starships of the Fringe................................................19
  Corellian Engineering Corporation........................20
  Barloz-class freighter........................................20
  Consular-class Cruiser.......................................20
  Refittet Charger c70 Consular Cruiser............21
  G9 Rigger...........................................................21
  Gozanti Cruiser..................................................22
  HT-2200 medium freighter..............................22
  HWK-290............................................................23
  JumpMaster 5000............................................23
  KR-TB “Doomtreader”.......................................24
  YG-4210.............................................................24
  YT-700................................................................25
  YT-1000............................................................25
  YT-1210............................................................26
  YT-1250............................................................26
  YT-1760............................................................27
  YT-1930............................................................27
  YT-2000............................................................28
  YU-410..............................................................28
  YV-100..............................................................29
  YV-330..............................................................29
  YV-545..............................................................30
  YV-664..............................................................30
  YV-666..............................................................31
  YV-929..............................................................31
  YZ-775...............................................................32
  YZ-900...............................................................32
  Gallofree Yards, Inc................................................33
  Maka-Eekai L4000 Transport.........................33
  Kuat Systems Engineering...................................33
  S40K Phoenix Hawk-class..............................33
  Wayfarer-class Medium Transports...............34
  Nubian Design Collective......................................34
  Freefall-class Bomber......................................34
  J-type Star Skiff................................................35
  Scurrg H-6.........................................................35
  SoroSuub Corporation..........................................36
  Cutlass-9 Patrol Fighter..................................36
  Personal Luxury Yacht 3000..........................36
  Surronian Hive Guild/StarTech.............................37
  Surronian Conqueror-class assault ship........37
  Suwantek Systems...............................................37
  TL-1800.............................................................37
  Theed Palace Space Vessel Engineering............38
  Mantaris-class amphibious transport............38
  Starships Attachments.........................................38
  Cargo, refitting and more................................39
  Credits..........................................................................40
  3
  
  Tools of the trade
  Living on the fringe of civilised society and the oppression
  of the Galactic Empire takes courage, wits, guts and the
  right tools. While clothes can protect you from the
  climate, armour can protect you from an untimely death
  or serious bodily harm. A good blaster at your side can
  also prevent these situations from arising, but more likely
  it will help you out in the situation you find yourself when
  dealing with the scum of society. Be it the loan shark that
  enabled you to acquire your pride and joy or some other
  villainous character that demands recompense for a “late”
  delivery, the right tools may serve you as well as a
  winning smile.
  The following section will provide weapons, armour and
  attachments, that cannot be found in your average
  convenience weapons-dealer. Additionally some new
  weapons will be listed, converted from earlier incarnation
  of Star Wars roleplaying games. Also, some “new”
  attachments is included herein, with some modification to
  existing attachments found in Edge of the Empire. 
  A note on play-testing: These weapons, armours,
  attachments or ships have only received limited testing
  in-game by me. 
  New weapon Qualities
  Auto-fire friendly 
   
   (passive)
   
   
  These weapons are particular effective on the auto-fire
  setting, while very ineffective on single fire settings:
  Upgrades difficulty twice if not fired in auto-fire mode.
  Upgrade ability once when fired in auto-fire mode.
  These weapons still suffer normal auto-fire rules.
  Auto-fire only 
   
   (passive)
   
   
  Weapons with this quality can only fire on auto-fire. These
  weapons still suffer normal auto-fire penalties.
  Blinding
  This effect is similar to the critical injury result 116-120.
  Its effects last for 1 round per level. Costs 3 advantages
  to activate. It applies to 1 additional target within short
  range of the target per 1 additional advantage spent.
  Durable 
   
   (passive)
   
   
  The weapon is extremely durable. It is considered to have
  one more health level (4 instead of 3) when dealing with
  sunder and maintenance. For purposes of Mechanics
  checks this level can be considered an expendable Soak –
  i.e. it ignores the first sunder, but successive after the
  first is treated as normal. Encumbrance is increased by 1.
  Fragile 
   
   (passive)
   
   
  This weapon only has 2 health levels as opposed to the
  normal 3 (moderate and major only). Encumbrance is
  decreased by 1 to a minimum of 0.
  High-maintenance 
   
   (passive)
   
   
  When reloading or when 4 threats are rolled the user
  must make an average Mechanics check, failure means it
  is inoperable for the rest of the encounter.
  High-energy consumption 
   
   (passive)
   
   
  Increase damage by +1, also this weapon suffers from
  the same drawback as heavy blaster pistols, as per EotE.
  Improved stun setting 
   
   (passive)
   
   
  Add 1 boost die to stun checks.
  Inaccurate 
   
   (passive)
   
   
  The weapon adds 1 setback die per rank to the combat
  check.
  Limited range 
   
   (passive)
   
   
  When firing beyond short range this weapon upgrades
  the difficulty once per range band, i.e. 1 for medium, 2 for
  long, 3 for extreme. Cannot shoot beyond effective range
  as normal.
  Poor stun setting 
   
   (passive)
   
   
  Adds 2 setback dice to stun attacks only.
  Quiet 
   
   (passive)
   
   
  Weapons with this quality makes very little noise due to
  some alternate firing mechanism like air, gas or other
  sound suppressive attachment. This quality adds 1
  setback die to perception checks to hear the shot or
  activation.  Mostly found on vibro-weapons and
  slugthrowers.
  Reach 
   
   (passive)
   
   
  Disengaging from an opponent wielding a melee weapon
  with this quality requires 2 manoeuvres rather than the
  normal 1.
  Serrated 
   
   (active)
   
   
  Bladed melee weapons with this quality can increase
  damage by +1 per 2 advantages spent in this manner.
  Shielded 
   
   (passive)
   
   
  A weapon with this quality add 2 setback dice to
  perception/computer checks using scanners searching for
  weapons and other contraband.
  Slow reload 
   
   (passive)
   
   
  This weapons require 1 additional manoeuvre per rank to
  reload.
  Weak stun setting 
   
   (passive)
   
   
  Stun damage of weapon is 3 lower than weapons'
   lethal
  damage.
  4
  
  Ranged Weapons
  The most typical equipment is a ranged weapons, types
  varies, but ranged weapons are the most prevalent
  armament in the fringe. This section no longer include
  that many conversions – although some new “stock” or
  generic weapons are included for those that would like a
  sub-repeating blaster pistol or sporting blaster rifle.
  Blaster
   
   s
    
  Blasters are the most typical of the most prevalent type
  of weapon. They come in many types and shapes, some
  more powerful than others, some less accurate, large and
  small.
  Blasters comes in many colours and makes. While
  previous version of this supplement provided conversions
  of the RCR Arms & Equipment Guide. I have through play-
  testing and suggestions from certain persons I respect
  for their insight and competence in generating new and
  interesting material decided to remove it. While I'
  m no
  particular fan of Star Wars Sage Edition nor its
  perspective on weapons as generic, I have come to
  appreciate the notion, if for simplicity’s sake if nothing
  else.
  For the groups of players that would like signature
  weapons I had some earlier guidelines – which I never got
  to test (and received no feedback) so I'
  m trying to
  produce a different approach that doesn'
  t seem so
  Cumbersome (the previous guidelines where at least 3).
  This section now provides some ideas for generating your
  own signature weapon by other means than adding
  attachments.
  Weapon qualities are usually either already included in
  weapon stats or can be added through attachments. I
  think that some qualities could be added to stock version,
  at a price of course. Generally at GMs discretion, but use
  common sense.
  Option 1
  I propose that weapons can be bought with 2 additional
  qualities, where one provides an advantage, be it Burn or
  Accurate, but simultaneously it receives a disadvantage,
  like Inaccurate, Limited range or Weak stun setting.
  Generally these weapons' rarity should be increased 3 by
  default, but GMs should feel free to increase this at will.
  Furthermore costs should be at least doubled, or add 400
  – whichever is higher. 
  It should be noted that all heavy blasters are considered
  to have the high-energy consumption quality.
  Option 2
  If the group desires it – and the GM allows it – one could
  also argue that two characteristics of the weapon can be
  changed by an increment of 1; one favourably the other
  unfavourably – for instance increase damage 1, decrease
  range, decrease HP or increase (worsen) critical value by
  1. By default this should increase rarity by 2 and cost
  should be multiplied by 1.5.
  Option 3
  Another option is to buy a weapon with attachments
  already installed. The easiest way to go about this is to
  add the prices of weapon plus attachments, increase
  rarity by the attachment rarity, and there you are.
  This might seem pricey for someone who wants to buy it
  as a package, and would argue for a discount. For these
  pesky individuals I'
  d suggest that they add 75% of the
  attachment price, but increase rarity by 1 more than
  attachment rarity. 
  This should not be used in conjunction with the 
   
   two
    
  option mentioned above.
  Blaster rifles are always considered to have a Stock
  attachment, to add a retractable stock add price
  difference.
  New “stock” blasters
  Sub
    -
   
   repeating blaster
   
   
  Skill: Ranged (light)
  Range: Medium
  Damage: 6
  Critical: 4
  Qualities: Auto-fire 
  Hard Points: 2
  Cost: 950
  Encumbrance: 2
  Availability: 7, R
  S
    porting blaster rifle
   
   
  Skill: Ranged (heavy)
  Range: Long
  Damage: 7
  Critical: 3
  Qualities: Stun setting, accurate 1
  Hard Points: 3
  Cost: 900
  Encumbrance: 3
  Rarity: 6
  Ranged projectile weapons
  Old school guns, these weapons are rarely encountered
  anywhere but the outer rim region, or in the hands of
  collectors and weapon buffs. They are less effective than
  a modern blaster, but emit less sound and can be further
  silenced with attachments.
  5
  
  Bows
  A note on bows: Bows are not commonplace weapons in
  the Star Wars galaxy, not in the high-tech societies at
  least. Because of this the three older versions of bows
  presented below require the Bow skill. This skill is tied to
  Agility and otherwise function as the other ranged
  combat skill. This is certainly only a suggestion, hence
  ranged (heavy) is listed as an alternate skill.
  Archaic/primitive 
   
   short 
   
   bow
    
  Skill: Bow (agility)/ranged (heavy)
  Range: Medium
  Damage: +2
  Critical: 4
  Qualities: Pierce 1, Cumbersome 2
  Hard Points: n/a
  Cost: 75
  Encumbrance: 1
  Rarity: 2 / 8
  Archaic/primitive 
   
   long 
   
   bow
    
  Skill: Bow (agility)/ranged (heavy)
  Range: Long
  Damage: +2
  Critical: 4
  Qualities: Pierce 2, Cumbersome 3
  Hard Points: n/a
  Cost: 150
  Encumbrance: 2
  Rarity: 4 / 8
  Simple bow (i.e. modern/compound bow and arrow)
  Skill: Bow (agility)/ranged (heavy)
  Range: Medium
  Damage: +3
  Critical: 3
  Qualities: Pierce 2, Cumbersome 2
  Hard Points: 1
  Cost: 450
  Encumbrance: 2
  Rarity: 5
  Modern bow (i.e. energy bows; witches of Dathomir 
  types of bows [as per the clone wars series])
  Skill: Ranged (heavy)
  Range: Long
  Damage: 6
  Critical: 4
  Qualities: Pierce 2
  Hard Points: 2
  Cost: 700
  Encumbrance: 2
  Rarity: 8
  Slugthrower pistols
  For purposes of using this supplement all slugthrower
  pistols are considered to have 1 hard point.
  Slugthrower rifles
  Heavy and old. Usable without energy packs. For
  purposes of using this supplement all slugthrowers are
  considered to have 2 hard points.
  Dart pistols
  Dart pistols deal negligible damage, usually soaked by
  armour and the like. Neither do they cause normal critical
  damage. When scoring a critical hit with these babies,
  instead of rolling a critical, ignore up to 3 soak from
  armour and brawn derived soak. If the weapon then
  causes damage apply the ammo effect.
  Normal dart ammo cost about 5 credits per 10 shot.
  Hold-Out 
   
   Dart 
   
   Shooter
   
   
  Skill: Ranged (light)
  Range: Medium
  Damage: 3
  Critical: 3
  Qualities: Limited ammo 4, Slow reload 1, Special ammo
  delivery, Limited range, Quiet 2.
  Attachments: Detachable barrel (2  manoeuvres
  reassemble).
  Hard Points: 1
  Cost: 600
  Encumbrance: 0
  Rarity: 6
  Notes: Add 2 boost dice to attempts to hide, or 2
  setback dice to attempts to notice – circumstances
  dictate which, never apply both.
  6
  Special 
   
   Ammo
   
   
  Each slugthrower pistol and rifle uses different calibre
  of slugs, quarrels and the like that usually can be
  traced back to type of weapon. The basic damage for
  the weapons are with default ammo. However
  slugthrowers can be armed with special ammo that
  modify damage and effects:
  Explosive ammo: The slugthrower gains Blast 3, and 
  damage increases by 2. Cost: 10 x standard ammo 
  cost. Rarity: 6, R
  Mercy ammo: The slugthrower replaces normal 
  damage with stun damage. Cost: 5 x standard ammo 
  cost. Rarity: 4
  Pyro ammo: The slugthrower gains Burn 3.
  Cost: 5 x standard ammo. Rarity: 7, R
  Dart ammo
  Toxic dart apply the neurotoxin as per EotE page 114
  on a critical hit. Cost: 100 per shot; Rarity: 8, R.
  Knock-out dart apply the anaesthetic as per EotE
  page 114. Cost: 10 per shot; Rarity: 5, R.
  Acid dart causes a burn 3, damage is not base of dart
  gun, but 5 instead. This damage is internal, so it
  ignore armour soak completely. It cannot be put out
  as per normal burn, but a hard resilience check
  negates 1 round of the acid effect. Cost: 10 per shot;
  Rarity: 6, R.
  Tracer dart inserts a small tracking device on the
  armour or in clothing or gear. This only need a normal
  success and 1 advantage to get into effect, an
  average perception check searching for the device will
  notice it, a crit will increases the perception difficulty
  twice. Cost: 20 per shot; Rarity: 7, R.
  
  Flechette launchers
  Flechette launcher
  Skill: Ranged (heavy)
  Range: Long
  Damage: 10
  Critical: 4
  Qualities: Limited ammo 6, Slow reload 1. Blast 7 (1
  vehicle), Cumbersome 5, Vicious 2, Pierce 2, Limited
  range.
  Hard Points: 1
  Cost: 9,000
  Encumbrance: 8
  Rarity: 8, R
  Notes: Anti-personnel ammo cost 200 per canister. Anti-
  vehicle ammo cost 300 per canister and causes 2 vehicle
  scale damage – that is 20 character scale damage; Blast
  10 with vehicle against character scale.
  Flechette Smart Pistol
  Skill: Ranged (light)
  Range: Medium
  Damage: 8
  Critical: 4
  Qualities: Limited ammo 8, Blast 5, Vicious 1, Pierce 2,
  Cumbersome 2.
  Hard Points: 1
  Cost: 2,500
  Encumbrance: 3
  Rarity: 8, R
  Notes: Ammo cost 200 per 8-shot clip.
  Wrist weapons
  Wrist 
   
   mounted dart 
   
   gun
    
  Skill: Ranged (light)
  Range: Medium
  Damage: 3
  Critical: 4
  Qualities: Limited ammo 1, Pierce 2, Limited range, Quiet
  2.
  Hard Points: 1
  Cost: 900
  Encumbrance: 0
  Rarity: 6, R
  Notes: Can use the special dart ammo above. Normal
  ammo cost 10 for 10 quarrels.
  Wrist mounted blade launcher
  Skill: Ranged (light)
  Range: Medium
  Damage: 7
  Critical: 4
  Qualities: Limited ammo 2, Serrated, Limited range, Slow
  reload.
  Hard Points: 1
  Cost: 1,200
  Encumbrance: 1
  Rarity: 7, R
  Notes: Ammo costs 50 for a 2-shot clip.
  Wrist mounted rocket system
  Skill: Ranged (light)
  Range: Varies.
  Damage: See wrist rocket ammo above.
  Critical: 5
  Qualities: Limited ammo 1, Slow reload 2.
  Hard Points: 1
  Cost: 2,500
  Encumbrance: 2
  Rarity: 7, R
  Notes: Can be attached to armour for 1 HP and a hard
  mechanics check.
  7
  Wrist rocket ammunition
  Explosive Anti-personnel Rocket
  Range: Medium
  Damage: As per frag grenade.
  Qualities: As per frag grenade.
  Cost: 400
  Rarity: 6, R.
  Explosive Anti-vehicle Rocket
  Range: Long
  Damage: 3 (starship scale).
  Qualities: Blast 2, Breach 1, limited ammo 1, guided 1.
  Cost: 500
  Rarity: 6, R.
  Hollow-Tip Nerve Toxin Rocket
  Range: Medium
  Damage: 4
  Qualities: Blast Gas 2 (everyone Engaged with target
  suffer effects of neurotoxin page 114 EotE for 2
  rounds), limited ammo 1.
  Cost: 600
  Rarity: 8, R.
  Hollow-Tip Stun Gas Rocket
  Range: Medium
  Damage: 4
  Qualities: Blast Gas 2 (everyone Engaged with target
  suffer effects of aesthetic page 114 EotE for 2 rounds),
  limited ammo 1.
  Cost: 600
  Rarity: 6, R.
  Ionization Blast Rocket
  Range: Medium
  Damage: 8
  Qualities: Blast 6, Ion damage only, limited ammo 1.
  Cost: 400
  Rarity: 6, R.
  Lumablast Rocket
  Range: Medium
  Damage: 8
  Qualities: Blast 8, Stun damage, limited ammo 1,
  Blinding 2.
  Cost: 400
  Rarity: 6, R.
  
  Laser 
   
   g
    auntlet
   
   
  Skill: Ranged (light)
  Range: Medium
  Damage: 7
  Critical: 4
  Qualities: Limited ammo 3, Pierce 2, Vicious 2, Slow
  reload 1.
  Hard Points: 2
  Cost: 2,000
  Encumbrance: 1
  Rarity: 7, R
  Notes: Ammo costs 210 for a pack of 3-shot energy
  cells. Can be attached to armour for 1 HP and a hard
  mechanics check.
  Melee Weapons
  Power
   
    
   
   Hammer
   
   
  Damage: +4
  Critical: 4
  Qualities: Cumbersome 4, Concussive 2, Knockdown,
  Vicious 2. 
  Hard Points: 1
  Cost: 850
  Encumbrance: 5
  Rarity: 5, R
  T
    ypical modern longsword
   
   
  Damage: +2
  Critical: 4
  Qualities: Defensive 1
  Hard Points: 1
  Cost: 150
  Encumbrance: 1
  Rarity: 5
  Garrotte
  Damage: 3, Special
  Critical: 3
  Qualities: Special (see below), ensnare
  Cost: 50
  Encumbrance: 0
  Rarity: 3
  Notes: See either grappling suggestions for success and
  advantages:
  If successful and 2 advantages is rolled, the weapon deal
  strain damage, if 3 advantages: ignore any armour soak
  plus up to 2 soak from brawn (this is the only crit effect
  for this weapon). If no or not enough advantages (to
  activate crit or special effect) is rolled the attack is
  considered a miss. If successful: deal damage as stated
  above, additionally in the following round the target
  starts to suffocate, add weapon damage to suffocation
  rules (as per EotE page 140). The attacker receives a
  boost die the second round, and one additional die every
  other round he is successfully strangling his opponent. 3
  Threats on the attack roll breaks the garrotte in some
  way. This weapon only have one “wound level” - sunder
  will destroy it in one go.
  Ryyk Blade
  Damage: +3
  Critical: 2
  Qualities: Pierce 3, Vicious 2, Cumbersome 3
  Hard Points: 1
  Cost: 700 (not readily available for sale)
  Encumbrance: 4
  Rarity: 9, R
  Note: Could be considered as a two-handed weapon in
  some cases of smaller and/or weaker wielders. Designs
  vary, so this is up to GM for the individual blade. 
  Typical w
   
   hip
    
  Range: Short
  Damage: -
  Critical: -
  Qualities: Ensnare 2, Knockdown.
  Hard Points: 0
  Cost: 100
  Encumbrance: 2
  Rarity: 4
  Note: If striking with a whip to cause damage, a +1
  damage should apply, bear in mind that this weapon is
  not made for wounding, so I'
  d upgrade or increase
  difficulty, perhaps just add a setback die. GM discretion.
  Longspear
  Damage: +2
  Critical: 4
  Qualities: Pierce 1
  Hard Points: 1
  Cost: 80 (not readily available for sale)
  Encumbrance: 3
  Rarity: 6
  Molecular 
   
   s
    tiletto
   
   
  Damage: +1
  Critical: 2
  Qualities: Pierce 4, Vicious 1
  Hard Points: 0
  Cost: 700 
  Encumbrance: 0
  Rarity: 7, R
  Notes: Looks like a normal data stylus. Activating it
  produces a 30 cm long monomolecular blade from the tip.
  Great 
   
   f
   
   orce 
   
   p
    ike
    
  Damage: Like force pike
  Critical: Like force pike
  Qualities: Like force pike, Reach
  Hard Points: 2
  Cost: 700
  Encumbrance: 4
  Rarity: 6
  8
  Grappling suggestion 
   
   1
    
  When starting a grappling match make an opposed
  combat check the attacker using the brawl skill (if
  grappling weapons like garrotte – use the melee skill).
  The opposing character adds his brawl/brawn, or
  brawl/agility as difficulty as per the opposed skill check
  rules; or melee if the opponent is armed with a melee
  weapon.
  Success deals strain damage or lethal as per
  choice. 2 Advantages can be used activate the
  ensnare quality. A critical can forgo the critical roll and
  instead suffocate the target (or other as per GMs
  discretions). Critical also ignore all armour soak and up
  to 2 natural soak when dealing strain damage, ignoring
  armour soak only when dealing lethal damage.
  Each round both target and attacker must
  make an opposed melee/brawl check, success for the
  target means s/he is no longer immobilised, grappled
  or suffocating and comes loose. The defender can
  choose to use the Coordination skill instead.
  
  Vibroknucklers
  Damage: +1
  Critical: 3
  Qualities: Pierce 1, Vicious 1, Disorient 4.
  Hard Points: 1
  Cost: 200
  Encumbrance: 0
  Rarity: 4, R
  Notes: Cannot be disarmed. +1 boost die to hide/+1
  setback to notice.
  Vibrorapier
  Damage: +2
  Critical: 2
  Qualities: Pierce 2, Vicious 1, Defensive 1, Quiet.
  Hard Points: 2
  Cost: 950 
  Encumbrance: 2
  Rarity: 5, R
  Lightfoil
  Damage: 6
  Critical: 2
  Qualities: Defensive 1, Pierce 4, Sunder, Vicious 1.
  Hard Points: 0
  Cost: 4,500
  Encumbrance: 1
  Rarity: 9, R
  Vibrobayonet
  Damage: +1/+2
  Critical: 2
  Qualities: Pierce 2, Vicious 1
  Attachment:  Bayonet attachment
  Cost: 250
  Encumbrance: 2
  Rarity: 4, R
  Note: The first damage rating is for used detached from
  a firearm, the second is for when attached to firearm.
  Tehk'
  la Blade
  Damage: +1
  Critical: 3
  Qualities: Serrated, Pierce 3, Vicious 1.
  Hard Points: 2
  Cost: 8,500
  Encumbrance: 1
  Rarity: 8, R
  Neuronic 
   
   w
    hip
    
  Damage: 2 / 4
  Critical: 5
  Qualities: Ensnare 4, Stun damage, Knockdown
  Hard Points: 1
  Cost: 700
  Encumbrance: 2
  Rarity: 8, R
  Notes: Damage before / is normal damage, after is stun
  damage. Stun damage is applied every round ensnared
  (including original number of net successes). This weapon
  is useless against armour that provides 3 or more soak,
  and armour that provides 2 or more defence bonus. This
  weapon only need 2 advantages to disarm an opponent.
  Zenji Needles
  Range: Short
  Damage: +1/+2
  Critical: 2
  Qualities: Pierce 3, Vicious 1
  Hard Points: 0
  Cost: 1,500
  Encumbrance: 0
  Rarity: 7, R
  Notes: +1 damage is for melee, +2 is for thrown/ranged.
  Uses Ranged (light). 2 setback dice added to perception
  checks to notice/identify that these “hairpins” are
  weapons. Are sold in sets of three.
  Weapon Attachments
  Beskar'
  gam bonding
  Some melee weapons can be reinforced with beskar'
  gam
  for better and heavier hitting. Requires a Formidable
  Mechanics check to apply oneself.
  Basic Modification: Increase encumbrance 2, +1
  Damage,  Durable, Add cumbersome 3 (or increase
  existing +1).
  Modification Options: 0-2 Damage (+1) Mod, Weapon
  Quality (Cortosis) Mod, Weapon Quality (Serrated) Mod.
  Hard Point Cost: 2
  Cost: 20,000
  Rarity: 8
  Blaster Actuating Module
  As per EotE, basic modification except inaccurate quality
  replaces the sentence about the setback die.
  Bryar chamber
  This attachment allows a weapon to spend aiming
  manoeuvres to charge the firing chamber with more
  energy, thus increasing damage – instead of gaining
  boost die to attack.
  Basic Modification: If 1 aiming manoeuvre is spent this
  way increase damage by 2, if 2 manoeuvres are spent
  increase damage by 4. Weapon gains high-energy
  consumption and limited range qualities when making use
  of this ability.
  Modification Options: 0-2 Damage (+1) Mod, Weapon
  Quality (Accurate 1) Mod.
  Hard Point Cost: 2
  Cost: 1,200
  9
  Grappling suggestion 
   
   2
    
  When starting a grappling match make a competitive
  combat check the attacker using the brawl skill (if
  using a grappling weapon like garrotte – use the
  melee skill). The opposing character using his/her
  brawl/brawn, or brawl/agility as difficulty as per the
  opposed skill check rules; or melee if the opponent is
  armed with a melee weapon.
  Per remaining success the attacker has,
  deal strain/lethal strain damage plus brawn. Success
  and 2 advantages: target takes damage plus the
  attacker can activate the ensnare quality. A critical
  means the attacker can suffocate the target (or
  other as per GMs discretions). Critical also ignore all
  armour soak and up to 2 natural soak when dealing
  strain damage, ignoring armour soak only when
  dealing lethal damage.
  Each round both target and attacker must
  make a competitive melee/brawl check, success for
  the target means s/he is no longer immobilised,
  grappled or suffocating and comes loose. The
  defender can choose to use the Coordination skill
  instead.
  
  Rarity: 6, R
  Note: Two manoeuvres can be spent to increase damage
  once and gain 1 boost die on attack check.
  Built-in 
   
   device
   
   
  Any weapon type can install this. A small computer
  device, a miniature receiver and transmitter is hidden
  inside the weapon. Installing it oneself requires an
  Average Mechanics check. Accessing  the  computer
  requires an Easy computer check for anyone knowing the
  frequency. To find the correct frequency a Daunting
  computer check.
  Basic Modification: The device now transmits a tracking
  signal for the owner to find his or her weapon, as per
  difficulties above.
  Modification Options: Security Lock (the owner can lock
  the weapon – code required Daunting computer check);
  Self-destruct mechanism (Damage 7, Blast 3 – can be
  activated by Despair on slice attempt or manually with
  timer), Remote control (use the two aforementioned
  modifications by remote, plus change settings on the
  weapon – manoeuvre to use in combat)
  Hard Point Cost: 2
  Cost: 2,500
  Rarity: 5
  Notes: At GM approval the player may pick one of the
  modification options as the basic modification instead of
  the tracking device, which in turn makes the tracking
  device a modification option.
  Bayonet 
   
   attachment
   
    
  A simple upgrade where a short one handed melee
  weapon, for example vibroknife or stun baton, receives
  the ability to be attached to a rifle-type weapon.
  The ranged weapon – when the bayonet is attached –
  increases its encumbrance by 1. Can be added to: combat
  knife, vibroknife, stun baton.
  Basic Modification: The rifle can be used as a melee
  weapon. Damage for a vibroknife in this configuration is
  increased by +1. A stun baton enables the wielder to
  cause Brawn + Stun 4 with a successful melee attack.
  Modification Options: Weapon Quality (Serrated) Mod.
  Hard Points Cost: 1
  Cost: The cost of the melee weapon modified +50.
  Rarity: 3
  Double barrelled
  A second barrel is mounted and attached to the weapon
  along with a large energy booster. Can be attached to
  rifles and carbines.
  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: 1,350
  Rarity: 4
  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.
  Requires a Hard Mechanics check to apply oneself.
  Basic modification: The weapons encumbrance when
  collapsed is decreased by 1 to a minimum of 1, this is due
  to size, not weight. When unfolded encumbrance is as per
  usual. Attempts at hiding the weapon receives 1 boost
  die bonus. Add the Fragile quality to weapon.
  Modification Options: Decrease Encumbrance (-1;
  minimum 0) Mod, Remove Quality (Fragile), Weapon
  Quality (Shielded) Mod.
  Hard Points Cost: Encumbrance of weapon -2 – this 
  means that even weapons with no HP and low enough 
  encumbrance can be made collapsible – like combat 
  knives.
  Cost: Weapon cost x2 (in addition to weapon cost if
  bought this way).
  Rarity: 6
  Counterweight
  A counterweight attached below the grip makes the 
  weapon easier to swing. Melee weapon attachment.
  Basic modification: Reduces the cumbersome rating by 
  1.
  Modification Options: Weapon Quality (accurate 1) Mod, 
  Weapon Quality (Sunder) Mod.
  Hard Point Cost: 1
  Cost: 350
  Rarity: 5
  Detachable barrel
  The modified weapon is enabled to be taken apart and
  put together again easily. An attachment often used by
  snipers and assassins. Requires a Hard Mechanics check
  to apply oneself.
  Basic Modification: When detached, the weapon'
  s
  encumbrance is decreased by 1, and increases the
  difficulty for detecting the weapon once. Assembling a
  rifle again requires 4 manoeuvres, a pistol 3.
  Modification Options: 0-3 Decrease assembly time by 1
  (-1 manoeuvre to a minimum of 1 manoeuvre)
  Hard Point Cost: 1
  Cost: 1,250
  Rarity: 6, R
  10
  
  Double barrelled
  A second barrel is mounted and attached to the weapon
  along with a large energy booster. Can be attached to
  rifles and carbines.
  Requires a Hard Mechanics check to apply oneself.
  Basic Modification: Weapon Quality (Linked 1) Mod,
  Weapon Quality (High-energy consumption) Mod, Weapon
  Quality (Inaccurate 1) Mod.
  Modification Options:
  Hard Point Cost: 2
  Cost: 1,350
  Rarity: 7, R
  Durasteel Bonding
  Duralsteel is coated in a thin layer upon any bladed melee
  weapons business end/edge. This reinforces the weapons
  durability and potentially its striking power.
  Requires a Daunting Mechanics check to apply oneself.
  Basic Modification: Weapon Quality (durable) Mod.
  Modification Options: Weapon Quality (Vicious +1) Mod,
  Damage (+2) Mod, Weapon Quality (Serrated) Mod.
  Hard Point Cost: 1
  Cost: 2,000
  Rarity: 6
  Extended Cartridge
  For dart weapons only. This attachment increases the
  ammo limitation of the dart weapon.
  Basic Modification: Increase Ammo (+2) Mod.
  Modification Options: 0-2 Increase Ammo (2) Mod,
  Weapon Quality (pierce +1) Mod.
  Hard Points Cost: 1
  Cost: 1,500
  Rarity: 6
  Improved 
   
   S
    tun 
    C
    apabilities
   
   
  The weapons stun setting has been adjusted at the cost
  of lethal damage.
  Basic Modification: The damage of the weapon is
  reduced by 1, but counts as 3 higher when set to stun
  (i.e. a damage 7 weapons becomes 6 for lethal damage,
  but 9 for stun)
  Modification Options: 0-2 increase stun damage (+1),
  Weapon quality (improved stun setting) Mod.
  Hard Point Cost: 2
  Cost: 500
  Rarity: 5
  Magnetic pommel
  Combined with metal strips on gloves or built into armour
  this upgrade increases the cost to disarm the weapon to
  5 advantages/threats.
  Hard Point Cost: 1
  Cost: 750
  Rarity: 6
  Mono
   
   molecular
   
   -edge
   
   
  The edge of the weapon has been sharpened to a single
  molecule. Requires a Daunting Mechanics check to apply
  onself.
  Basic Modification: Damage +1 Mod.
  Modification Options: 0-2 Damage (+1) Mod, Weapon
  Quality (Pierce +2) Mod, Weapon Quality (sunder) Mod,
  Weapon Quality (Vicious +1) Mod.
  Hard Point Cost: 2
  Cost: 600
  Rarity: 6
  Sonic Silencer/Flash Suppressor
  This detachable attachment suppresses both noise and
  flash on slugthrower weapons only. This upgrade is not
  permanent.
  Basic Modification: Weapon Quality (Quiet 1) Mod,
  reduce damage 1.
  Modification Options: 0-3 Weapon Quality (Quiet +1)
  Mod, 0-2 Damage +1 mods.
  Hard Point Cost: 1 (only used when attached)
  Cost: 900
  Rarity: 5, R
  Rapid Recycler
  This attachment replaces or expands the recycler in the
  weapon in question. Can be applied to blaster weapons
  only.
  To apply oneself requires an Average Mechanics check.
  Basic Modification: Weapon gains auto-fire setting.
  Modification Options: Weapon Quality (Auto-fire friendly)
  Mod, Damage (+1) Mod.
  Hard Point Cost: 2
  Cost: 1,750
  Rarity: 5, R
  Reconfigured
   
    form
   
   
  Small ranged and melee weapons can be modified into
  look like something else, be it a data stylus, a datapad or
  something else. As a general rule it should be a simple
  item and it does not – usually – have the capabilities of
  the item it looks like.
  It can only be done to one handed smaller weapons,
  about encumbrance 1 – or 2 if the GM is feeling
  generous.
  Requires a Formidable Mechanics check to apply oneself.
  Basic Modification: The weapon looks like a datastylus
  or datapad, or some other mundane item. +2 setback
  dice perception checks to identify it as a weapon.
  Encumbrance becomes the 1 or the same as item
  disguised as – whichever is higher. Weapon becomes
  Inaccurate 1.
  Modification Options: 0-2 Increase Setback Die (+1)
  Mod, Rudimentary functionality (as a datapad, stylus or
  11
  
  similar), Remove Quality (Inaccurate 1) Mod.
  Hard Point Cost: 1
  Cost: 3,000
  Rarity: 8, R
  Retractable stock
  The stock on a rifle may be made retractable, or a pistol
  may have a removable stock attached. Applying this
  oneself requires an Average Mechanics check. This may
  only be applied to blaster rifle, carbine, heavy blaster
  pistol and blaster pistol, additionally also the two
  slugthrower variants. Folding or extending the stock
  requires 1 manoeuvre.
  Basic Modification: When applied to a rifle: when the
  stock is folded the weapon can be fired using Ranged
  (light) skill (GMs discretion) and the effective range is
  reduced to medium due to the weight and instability of
  the weapon, this also prevents it from gaining benefits
  from aiming manoeuvres. When extended the rifle is as
  per original stats.
  When applied to a carbine: the weapon'
  s encumbrance is
  increased by 1. When the stock is folded the weapon
  follow normal rules. When the stock is extended the
  effective range is increased by 1 range band due to
  increased stability.
  When applied to a pistol: The weapon'
  s encumbrance
  increases by 1. When attached the weapon increases its
  effective range by one range band due to increased
  stability. At GMs discretion it c
   
   an
     now be fired using
  Ranged (heavy) (GMs discretion).
  Modification Options: Weapon Quality (accurate 1) mod.
  Hard Point Cost: 1
  Cost: 150
  Rarity: 4
  Rotating Galven Coils
  The weapons barrel is replaced with a large rotating set
  of galven coil barrels. Can only be added to heavy blaster
  rifle, light, medium and heavy repeating blaster rifles.
  Requires a Hard Mechanics check to apply oneself.
  Basic Modification: Weapon becomes auto-fire only,
  adds 1 setback dice to maintenance, inaccurate 1,
  increase encumbrance 1, High-energy consumption.
  Modification Options: 0-2 Damage +1 Mods, Weapon
  Quality (pierce +2), Remove Quality (inaccurate) Mod,
  Weapon Quality (auto-fire friendly) Mod, Remove Quality
  (High-energy consumption) Mod.
  Hard Point Cost: 2
  Cost: 2000
  Rarity: 7, R
  S
    tock
    
  This attachment is similar to retractable or removable
  stock, except it'
  s a permanent addition to the weapon.
  Can only be added to carbines and pistols. Modification
  options can also be applied to rifles already with a stock.
  Basic Modification:  The weapon'
  s encumbrance
  increases by 1. When attached the weapon increases its
  effective range by one range band. Weapon is now fired
  using Ranged (heavy).
  Modification Options: Weapon Quality (accurate +1)
  Mod.
  Hard Point Cost: 1
  Cost: 75
  Rarity: 4
  Targeting scope, standard
  A monocular aligned with the weapon'
  s sights. Can be
  attached to rifles and pistols.
  Basic Modification: Innate Talent (True Aim) Mod.
  Modification Options: Weapon Quality (accurate 1) Mod.
  Hard Point Cost: 1
  Cost: 150
  Rarity: 4
  Underslung/attached [weapon]
  This attachment is a series of different attachments, from
  dart-guns, grappling spikes to grenade launchers.
  Requires an Easy Mechanics check to apply onself.
  Basic Modification: Basic weapon (see below), increase
  end by 1.
  Modification Options: Add a second weapon (cost see
  below), see specific weapon.
  Hard Point Cost: 2
  Cost: See below.
  Rarity: varies.
  Attached 
   
   Dart gun:
   
    
  Range: Short; 
  Damage: 3;
  Critical: 4;
  Qualities: Pierce 2, special ammo delivery (i.e. poison),
  limited ammo 5, Quiet 1.
  Cost: 350
  Rarity: 5
  Modification Options: Increase ammo capacity (+5) mod.
  Attached 
   
   Grapp
   
   l
   
   ing spike:
   
   
  Range: Medium (maximum 20-30 meters of liquid cable in
  dispenser as a guideline);
  Damage: 4 (if used as weapon);
  Critical: 4;
  Qualities: Pierce 1, Vicious 1, climbing is improved – look
  up climb rules for proper ideas, add at least 1 boost die).
  Cost: 400
  Rarity: 6
  Modification Options: Increase climb speed (add boost
  die or other bonus to increase vertical movement) mod.
  12
  
  Attached 
   
   Frag 
   
   Grenade launcher
   
   
  Range: Medium
  Damage: 8
  Critical: 4
  Quality: Blast 6, Limited ammo 2
  Cost: 3,550
  Rarity: 7, R
  Modification options: Increase range (long) Mod, 0-2
  Increase ammo capacity (+1) Mod.
  Notes: Cannot be added to anything smaller than carbine
  size weapons.
  W
    rist clamp magnetic holstering lock 
   
   
  The weapon is holstered by the wrist in a spring loaded
  mechanism.
  Only, hold-out blasters and similar sized weapons can
  receive this attachment.
  Basic Modification: Innate talent (quick draw) Mod.
  Modification Options:
  Hard Point Cost: 1
  Cost: 250
  Rarity: 7
  Armour
  Beskar'
  gam armour
  These comes in various models. Here is a medium and
  heavy version listed. You figure it out.
  Defence: 1/1
  Soak: 2/3
  Quality: Cortosis, Durable
  Attachments: Vacuum seal (basic only)
  Hard Points: 2/3
  Cost: 30,000
  Encumbrance: 5/7
  Rarity: 8, R.
  Notes: Cannot receive the Armorplast upgrade.
  While not covered with cortosis, beskar'
  gam has similar
  properties for game purposes.
  Climbsuit
  Defence: 0
  Soak: 1
  Hard Points: 1
  Cost: 600
  Encumbrance: 4
  Rarity: 5
  Notes: Upgrade climb checks once. Risk of falling requires
  one more threat than normal.
  C
    ombat Suit
   
   
  Defence: 1
  Soak: 1
  Hard Points: 0
  Cost: 500
  Encumbrance: 1
  Rarity: 1
  Notes: Has attachments for ammo clips, grenades and
  the like for ease of access – can store up to 4 extra
  reloads (or stim-packs) and 3 grenades.
  Leather 
   
   j
   
   erkin
   
   
  Defence: 0
  Soak: 1
  Hard Points: 1
  Cost: 300
  Encumbrance: 1
  Rarity: 6
  Light 
   
   b
    attle 
   
   a
    rmour
   
   
  Defence: 1
  Soak: 1
  Encumbrance: 4
  Hard points: 2
  Cost: 1,500
  Rarity: 6 
  Notes: Can be sealed like heavy battle armour as per
  EotE beta book.
  Medium 
   
   b
    attle 
   
   a
    rmour
   
   
  Defence: 1
  Soak: 1
  Encumbrance: 5
  Hard points: 3
  Cost: 2,500
  Rarity: 6 
  Notes: Can be sealed like heavy battle armour as per
  EotE beta book.
  Shadowsuit
  Defence: 0
  Soak: 1
  Hard Points: 1
  Cost: 700
  Encumbrance: 3
  Rarity: 6
  Notes: +1 Boost die to stealth.
  Thinsuit
  Defence: 0
  Soak: 0
  Hard Points: 0
  Cost: 900
  Encumbrance: 1
  Rarity: 4
  13
  
  Notes: This suit downgrades the resilience difficulties for
  heat and cold effects once. Ignores 1 setback die from
  such effects also. Can be worn underneath clothes and
  armour.
  Tracker Utility Vest
  Defence: 0
  Soak: 1
  Hard Points: 0
  Cost: 300
  Encumbrance: 2
  Rarity: 2
  Notes: Increase encumbrance threshold by 1.
  Utility 
   
   Suit
    
  Defence: 0
  Soak: 1
  Hard Points: 0
  Cost: 450
  Encumbrance: 3
  Rarity: 2
  Notes: Increase encumbrance threshold by 2.
  Armour Attachments
  Generally I think that most armours should have at least
  1 HP – the notable exception being Heavy clothing.
  Padded armour should be able to receive some
  attachments – if it makes sense, and for those
  circumstances should be considered to have 1 HP.
  A
    blative coating
   
   
  This attachment adds ablative material and tech to
  increase energy dispersal for better protection. It
  increases protection only against blaster, laser and other
  energy attacks, not including kinetic energy of
  slugthrowers and melee weapons.
  Requires a Daunting mechanics check to apply oneself.
  Basic Modification: Increase Soak versus Blasters only
  (+1) Mod.
  Modification Options: Increase Soak versus Blasters (+1)
  Mod, Add defence versus Blasters (+1) mod.
  Hard Point Cost: 1
  Cost: 1,400
  Rarity: 8, R.
  Notes: Cannot be combined with Kinetic dampeners.
  Armorplast
  This upgrade replaces durasteel and other defensive
  material with modern high-tech armourplast or similar
  lightweight, high-cost materials.
  Requires a Hard mechanics check to apply oneself.
  Basic Modification: Reduce encumbrance by 50% round
  down.
  Modification Options: Increase Soak (+1) Mod, Add
  defence (+1) mod.
  Hard Point Cost: 1
  Cost: 1,200
  Rarity: 8, R.
  Beskar'
  gam bonding
  Some armour can be reinforced or have some of its
  component parts replaced with beskar'
  gam for better and
  heavier protection. What types of armour that can benefit
  from this modification is up to the GM. For my group I'
  m
  limiting it to Laminate armour and heavy battle armour
  EotE. I'
  ve been considering Padded armour, and even
  armoured clothing, but decided against it, until I get some
  good feedback or arguments against. HP cost could be
  decreased if GM deems this to be ok.
  Requires a Formidable Mechanics check to apply oneself.
  Basic Modification: Increase encumbrance 2, +1 soak,
  Durable.
  Modification Options: Increase General Defence (+1)
  Mod, Armour Quality (Cortosis) Mod.
  Hard Point Cost: 2
  Cost: 20,000
  Rarity: 8
  Body glove
  Climate controlled body glove and breath mask allows
  operation in uncomfortably cold or warm climates and
  toxic conditions. This is no substitute for vacuum seals.
  Basic Modification: Ignore up to 1 setback dice 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: Increase insulation (ignore 1
  additional setback die) Mod, Increased air-supply (+6
  hours breath mask, +4 re-breather) Mod.
  Hard Point Cost: 1 (0 if replacing laminate or battle
  armour body glove)
  Cost: 1,800
  Rarity: 7
  Emergency medical suite 
  This emergency medial suite has several sensors and
  injectors fitted on crucial points inside the armour. 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.
  Requires a Daunting Mechanics check to apply oneself.
  Base modifiers: The armour can store two stim-packs
  inside a special compartment, connected to tubes and
  injectors inside the armour. When the wearer suffers
  damage that exceeds his wound threshold the system
  automatically injects the wearer with all stored stim-
  packs. Reloading the stim-packs requires 3 manoeuvres.
  Modification options: Increase stim-pack storage (+1
  stim-pack) mod, Improved dosage system Mod (recipient
  of stim-pack injection can receives one more before
  reducing the effect of the stim-pack solution – applies
  only to medical suite injections), Improved stim-packs
  (stim-packs heal +1 point), Medical array (upgrade medical
  tests on wearer once due to diagnostic readouts) Mod.
  Hard Points: 2
  Cost: 12,500 credits
  Rarity: 8
  Integrated Equipment
  Datapads, comlinks, tools, even weapons can be added
  to the armour with this attachment. This upgrade includes
  small power-pack or micro-generators that can power the
  equipment – these can also run out on despair or per
  their weapon description. Reloading these needs special
  power pack that cost double normal reloads to that
  particular weapon – reload also take a full round. Normal
  equipment will usually not run out of power, but the GM
  is free to use a despair (or three threats) if s/he feels like
  it. Power packs costs 40 credits for normal armour
  integrated gear, like datapads or the like.
  Depending on what and how much equipment attaching,
  the difficulty could range from Easy to Daunting for
  14
  
  Mechanics checks if doing it onself. GMs discretion.
  Attaching a handheld comlink to the wrist or helmet of an
  armour does not require this attachment.
  Basic Modification: Integrated power pack for 2 pieces
  of equipment (like a datapad and scanner goggles, or a
  tool set for slicing locks – basically 2 encumbrance worth
  of gear or so, halve encumbrance for purposes of
  calculating encumbrance after integration).
  Modification Options: 0-2 Add weapon emplacement (+2
  enc weapon only) Mod, 0-3 Add equipment slots (+1 enc).
  Hard Point Cost: 1 (modifications requires further 1 HP
  per 2 enc)
  Cost: 5,500 (modifications have increased cost of 250
  per mod instead of the normal 100)
  Rarity: 7.
  Notes: Weapons attached in this way, does not use the
  Agility characteristic for building dice pool, replace with
  intelligence. Alternately use the Gunnery skill. Furthermore
  upgrade the difficulty to hit once.
  Some equipment require 0 enc, I suggest that 2-3 of
  these equals 1 enc, but this is up to your GM and sound
  reasoning. Important: adding a handheld comlink to a
  helmet does not require this attachment.
  Kinetic dampeners
  This attachment adds padding for increased kinetic
  protection. Its protection works only against melee
  weapon (no lightsabers), slugthrowers and falling
  damage.
  Requires a Hard mechanics check to apply oneself.
  Basic Modification: Increase Soak versus Kinetic (+1)
  Mod.
  Modification Options: Increase Soak versus Kinetic (+1)
  Mod, Add defence (1) mod.
  Hard Point Cost: 1
  Cost: 1,200
  Rarity: 8, R.
  Notes: Cannot be combined with Ablative coating.
  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 1 difficulty die. Removes up to 2
  setback dice added to checks due to extreme heat or
  radiation exposure.
  Modification Options: None
  Hard Point Cost: 1
  Cost: 4,500
  Rarity: 4
  Stealth Reflec Polymer
  The armour is coated in a reflective polymer that
  obfuscates the wearer, choose camo-type: light or dark.
  For instance a dark black camouflage in a snow covered
  environment might not be such a good idea; in this case
  the wearer looses bonus and receives 1 setback die
  penalty.
  Requires a Hard Mechanics check to apply oneself.
  Basic Modification: +1 Boost die to skill (stealth) checks.
  Modification Options: 1 Skill (Stealth) Mod.
  Hard Point Cost: 1
  Cost: 2,500
  Rarity: 6, R
  Notes: The intention with this attachment is that if
  upgraded all the way, the wearer receives a 1 boost die
  and 1 ability die bonus.
  Submersible Seals
  An advanced version of the body glove, or a toned down
  version of vacuum seal, define it how you will. This
  attachment includes breath mask with respiration tanks,
  re-breather and high-end pressure resistance. It also
  comes with fins and small water-jets can easily be
  installed.
  Requires an Average Mechanics check to apply oneself.
  Basic Modification: Ignore 2 setback die due to cold
  when submerged in water. +1 Boost die to Athletics
  swim checks. Maximum depth: 100 meters. 12 hours
  respiration fuel, plus 3 hour emergency re-breathers.
  Modification Options: Increase Boost (1 additional die)
  Mod, Water-jets (gain speed 2) Mod, 0-2 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 instead of the usual 100 credits, pressure-
  upgrade cost 400.
  Vacuum Seals
  The armour becomes a self-sustained, but limited, life-
  support-system protecting  against vacuum  and
  hazardous environments.
  Requires an Average Mechanics check to apply oneself.
  Basic Modification: Wearer can spend time in vacuum
  and other hazardous environments without adverse
  effects. Got 10 hour air-supply.
  Modification Options: 0-2 Increase air-supply (+10 hour)
  Mod, Anti-Grav Manoeuvring system (negate setback dice
  from heavy gravity) Mod, Zero-G ManSys (terrain is not
  counted as difficult in Zero-G) Mod, Jets (gain speed 2)
  Mod.
  Hard Point Cost: 2
  15
  
  Cost: 5,000
  Rarity: 7.
  Notes: Modifications: Jets costs 1,200 credits to mod,
  instead of the normal 100 credits.
  W
    rist clamp magnetic holstering lock 
   
   
  The attachment goes into the wrist of the armour,
  basically 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:
  Hard Point Cost: 1
  Cost: 100
  Rarity: 5
  Gear and equipment
  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
  Climbing kit
  This kit contains gloves and pads covered in FrictionGrip.
  Removea up to 2 setback dice to climb checks.
  Cost: 350
  Encumbrance: 2
  Rarity: 4
  Notes: Cannot be used in conjunction with climb suit. 
  Additionally requires 1 round of preparation.
  Data archives
  Data archives are data chips or downloaded information
  and knowledge databases that can be put onto datapads
  (see below).
  Archives comes in various size; reasonable, extensive,
  large and complete. Prices will vary on subject and archive
  size, so prices here are only guidelines. Generally archives
  can aid knowledge skills; particularly education, core
  worlds, outer rim and lore. It would be pretty useless,
  perhaps, for knowledge (underworld), street wise and
  such skills. They can aid certain computer tasks, but this
  should be limited. Mechanics could perhaps also gain
  some limited benefit from an archive. This is up to GM
  discretion.
  As a general guideline using archives as aid for the
  aforementioned skills (and potentially others) should
  increase the time taken. For mechanics perhaps double it,
  but for research purposes and knowledge checks (not the
  ones done on the job and on the fly as they say) the time
  increase need not be so large. If used in the field, add at
  least a quarter of any suggested time, like 5 minutes at
  least – so approximately 5-8 rounds if used in structured
  play during  combat for aid  in  hacking  or
  dismantling/picking/deactivating a lock with the aid of a
  datapad and archive.
  Bonuses for archives:
  Reasonable: Remove 1 setback die.
  Extensive: +1 boost die
  Large: Upgrade ability once.
  Complete: Upgrade ability twice, downgrade 1 challenge
  die if appropriate.
  Some archives can benefit more than 1 skill, for example
  both education and core worlds, or education and
  mechanics, or lore and mechanics – it all depends on the
  specific subject and archive. Usually a datachip can only
  hold a reasonable archive – anything larger will be a lot
  more expensive.
  Cost: reasonable (950), extensive (2,000), Large (2,950),
  Complete (5,000). Feel free to increase or decrease
  depending on type of archive.
  Rarity: 6/7/8/9 (some might be restricted too –
  particularly Lore related and Force related).
  Encumbrance: 0 Datachip only. As per datapad if
  downloaded.
  Datapads
  These come in various sizes and with varied capabilities.
  Usually they function as a data archive containing
  information, but some units can also be used to access
  computer network, even the holonet, most can do this
  through cable, but more expensive ones can do it
  wireless.
  A cheap datapad 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 even slice networks – Add 2 setback dice to
  such checks.
  A reasonable datapad 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 even slice
  networks – Add 1 setback die to such checks.
  An expensive datapad can contain up to 8 reasonable
  sized archives or 4 extensive archives or 2 large archive
  complete archive. If also equipped with wireless network
  accessing capabilities it can be used to search and even
  slice networks without penalties.
  Cost: 1,000/1,750/3,500 (add 150 for wireless network)
  Encumbrance: 1/2/3
  Rarity: 4/5/6
  Notes: All datapads have slots for datachips (1/2/3) 
  16
  
  which can be used to add a reasonably sized archive per 
  slot.
  Field Gear
  This comes in three versions. One is a backpack with
  essential gear. The second is a utility belt, the third is a
  combined kit, slightly smaller than the Standard Rig that
  Imperial troops have.
  Field pack: 2 condensing canteen 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.
  Field belt: 1 condensing canteen with built-in water
  purification system, a sunshield roll, a week'
  s worth of
  concentrated rations, one breath mask, twelve filters.
  Field Kit: Same as Backpack plus: 1 stim packs, 1
  emergency medpack, macrobinoculars, ion flares, liquid
  cable dispenser.
  Cost: Field pack: 800 credits; Field belt: 400, Field Kit: 
  1,100
  Rarity: 5, 4, 6
  Encumbrance: -
  Notes: In my games I do not let a character carry more
  than 1 backpack or utility belt efficiently, by which I mean
  that if they do decide to carry more than one, the free
  encumbrance bonus is halved  when considering
  encumbrance threshold and penalties.
  Grapp
   
   l
   
   ing spike
   
   -gun
    
  The favourite of thieves and assassin, this device fires a
  grappling spike that attaches to virtually any surface. It
  can be used as a weapon.
  Range: Medium (maximum 20-30 meters of liquid cable in
  dispenser as a guideline);
  Damage: 4 (if used as weapon);
  Critical: 4;
  Qualities: Pierce 1, Vicious 1, Inaccurate 2 (when used as
  weapon), climbing is improved – add 1 boost die or
  remove 1 setback die.
  Cost: 400
  Rarity: 6
  Liquid cable dispenser
  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 for 20
  meters of cable that can support up to 500 kilograms. 
  Can be refilled.
  Cost: 25
  Rarity: 3
  Encumbrance: 0
  Holster, pistol
  Pistols needs holsters, these are usually strapped on the
  leg, either as part of a belt or in the boots to conceal the
  weapon. 
  1) These can be strapped to a utility belt and as such can
  add 1 to the utility belts' encumbrance bonus – for
  carrying weapons or weapon like items only. The holsters
  cannot normally hold grenades or knives, nor carbines and
  larger weapons.
  2) Some holsters are designed to wear under clothing to
  conceal their presence, either on the back, chest, boot or
  the like. These holsters add 1 boost die to hiding the
  weapon from visual perception checks. These usually cost
  a bit more. Cannot hold anything larger than a normal
  blaster pistol (encumbrance 1 or less pistols).
  3) The favourite holsters of gunslingers and thugs who
  often get into fights are the so-called quick-draw holsters.
  These let weapons be drawn as an incidental, but
  holstering still requires a manoeuvre. These does not
  come in a concealed variety for obvious reasons (see
  attachments for concealed quick draw possibilities).
  Cost: 1) 75; 2) 120; 3) 250
  Encumbrance: -
  Rarity: 3; 4; 4
  Navigation sensors
  Navigations sensors are long range direction-specific
  sensors for use as navigation aid when piloting planet
  bound vehicles, particular speeder bikes and other high-
  speed vehicles. The sensors uses 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 one hand. The basic models
  ignore 1 setback die to pilot (planet) checks due to terrain
  and natural obstacles. More advanced models suggest
  routes in addition to warning about obstacles. Military
  models also upgrade pilot (planet) checks once. These
  scanners are usually integrated in pilot helmets of law
  enforcement.
  Cost: 1,200
  Encumbrance: 2
  Rarity: 6 (add R for military models)
  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: 50
  Encumbrance: -
  Rarity: 3
  Note: Cannot be combined with utility belt, but can be
  combined with backpack.
  17
  
  Planetbound vehicles
  Bespin Motors JR-4 Swoop
  Vehicle Type: Swoop bike
  Vehicle Model: JR-4
  Manufacturer: Bespin Motors
  Maximum Altitude: 1 kilometre
  Crew: One pilot
  Passenger Capacity: 0
  Encumbrance Capacity: 5
  Cost: 10,000 (new), 4,000 (used)
  Silhouette: 2
  Sensor Range: Close
  Speed: 4
  Handling: -1
  Defence: 0/0
  Armour: 0
  Hull Integrity: 3
  Strain Threshold: 3
  Customisation Hard Points: 2
  Ikas-Adno R-2000 Raptor Speeder Bike
  Vehicle Type: Speeder Bike
  Vehicle Model: R-2000 Raptor
  Manufacturer: Ikas-Adno
  Maximum Altitude: Fifty meters
  Crew: One pilot
  Passenger Capacity: 0
  Encumbrance Capacity: 2
  Cost: 12,000 (new), 8,000 (used)
  Silhouette: 2
  Sensor Range: Close
  Speed: 3
  Handling: -1
  Defence: 0/0
  Armour: 0
  Hull Integrity: 3
  Strain Threshold: 3
  Customisation Hard Points: 2
  Incom MVR-3 Speeder bike
  Vehicle Type: Speeder bike
  Vehicle Model: MVR-3
  Manufacturer: Incom
  Maximum Altitude: Fifty meters
  Crew: One pilot
  Passenger Capacity: 1
  Encumbrance Capacity: 12
  Cost: 7,000 (new), 2,000 (used)
  Silhouette: 2
  Sensor Range: Close
  Speed: 2
  Handling: 2
  Defence: 0/0
  Armour: 1
  Hull Integrity: 4
  Strain Threshold: 4
  Customisation Hard Points: 2
  Mobquet Flare-S Swoop
  Vehicle Type: Swoop bike
  Vehicle Model: Flare-S
  Manufacturer: Mobquet
  Maximum Altitude: 1 kilometre
  Crew: One pilot
  Passenger Capacity: 1
  Encumbrance Capacity: 4
  Cost: 6,500 (new), 2,500 (used)
  Silhouette: 2
  Sensor Range: Close
  Speed: 5
  Handling: -3
  Defence: 0/0
  Armour: 0
  Hull Integrity: 2
  Strain Threshold: 2
  Customisation Hard Points: 1
  Mobquet 
   
   Overracer speeder bike
   
   
  Vehicle Type: Speeder bike
  Vehicle Model: Overracer
  Manufacturer: Mobquet
  Maximum Altitude: Twenty meters
  Crew: One pilot
  Passenger Capacity: 0
  Encumbrance Capacity: 3
  Cost: 10,000 (new), 2,500 (used)
  Silhouette: 2
  Sensor Range: Close
  Speed: 4
  Handling: -1
  Defence: 0/0
  Armour: 0
  Hull Integrity: 4
  Strain Threshold: 3
  Customisation Hard Points: 2
  Razalon FC-20 speeder bike
  Vehicle Type: Speeder bike
  Vehicle Model: FC-20
  Manufacturer: Razalon
  Maximum Altitude: Five meters
  Crew: One pilot
  Passenger Capacity: 0
  Encumbrance Capacity: 3
  Cost: 4,000 (new), 1,000 (used)
  Silhouette: 1
  Sensor Range: Close
  Speed: 3
  Handling: +1
  Defence: 0/0
  Armour: 0
  Hull Integrity: 4
  Strain Threshold: 3
  Customisation Hard Points: 2
  Notes: This vehicle is Quiet – adding 1 setback dice to 
  Perception checks to notice. It also has power for only 24 
  hours before needing recharging.
  18
  
  Starships of the Fringe
  19
  
  Corellian Engineering Corporation
  Barloz-class freighter
  Barloz-class freighter
  Hull Type: Medium freighter
  Ship Class: Barloz-class
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 2
  Passenger Capacity: 4
  Encumbrance Capacity: 140 encumbrance (85 metric
  tons)
  Consumables: 2 Months
  Cost: 120,000 (new); 17,500 (used)
  Silhouette: 4 (41 meters long)
  Sensor Range: Short
  Speed: 3
  Handling: -2
  Defence (shield): 1/1
  Armour: 4
  Hull Integrity: 19
  Strain Threshold: 13
  Customization Hard Points: 5
  Weapons:
  One
     medium 
   
   laser cannon
   
   
  Fire Arc: Forward
  Range: Close
  Damage: 6
  Critical: 3
  consular-class cruiser
  Consular-class Cruiser
  Hull Type: Space cruiser
  Ship Class: Consular-class
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 18
  Navicomputer: Yes
  Ship'
  s Complement: 2-8
  Passenger Capacity: 16 (varies with configuration)
  Encumbrance Capacity: 2,000 encumbrance  (1,000
  metric tons)
  Consumables: 6 months
  Cost: 1,250,000 (new); 400,000 (used)
  Silhouette: 5 (115 metres)
  Sensor Range: Long
  Speed: 3
  Handling: -2
  Defence (shield): 1/1/1
  Armour: 4
  Hull Integrity: 40
  Strain Threshold: 20
  Customization Hard Points: 4
  Weapons:
  None
  20
  
  Refitted Charger c70 Consular-class Cruiser
  Refitted Charger c70 Consular-class Cruiser
   
   
  Hull Type: Frigate
  Ship Class: Modified Consular-class
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1.5, Backup: Class 18
  Navicomputer: Yes
  Ship'
  s Complement: 8
  Passenger Capacity: 20 troops
  Encumbrance Capacity: 3,000 encumbrance  (6,000
  metric tons)
  Consumables: 6 months
  Cost: 1,650,000 (new); 700,000 (used)
  Silhouette: 5 (138,55 metres)
  Sensor Range: Long
  Speed: 3
  Handling: -1
  Defence (shield): 2/1/1
  Armour: 6
  Hull Integrity: 45
  Strain Threshold: 25
  Customization Hard Points: 1
  Weapons:
  5 twin light turbolaser cannons
  Fire arc: 3 dorsal turrets, 2 ventral turrets.
  Range: Medium
  Damage: 9
  Critical: 3
  Qualities: Breach 2, Slow-firing 1, Linked 1
  Twin p
   
   oint defence medium laser cannons
   
   
  Fire arc: Front
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  G9 Rigger
  G9 Rigger
  Hull Type: Freighter
  Ship Class: G9-class
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 3
  Navicomputer: Yes
  Ship'
  s Complement: 2 (1 pilot, 1 co-pilot)
  Passenger Capacity: 6
  Encumbrance Capacity: 110 encumbrance (70 metric
  tons)
  Consumables: 1 Months
  Cost: 85,000 (new); 45,000 (used)
  Silhouette: 4 (34,1 meters long)
  Sensor Range: Short
  Speed: 4
  Handling: -2
  Defence (shield): 1/1
  Armour: 3
  Hull Integrity: 18
  Strain Threshold: 12
  Customization Hard Points: 4
  Weapons:
  D
    ouble
   
    
   light
     
   laser cannon
   
   s
    
  Fire Arc: Forward
  Range: Close
  Damage: 5
  Critical: 3
  Qualities: Linked 1
  Light
   
    
   laser cannon
   
   s
    
  Fire Arc: Turret (forward, starboard, aft)
  Range: Close
  Damage: 5
  Critical: 3
  21
  
  Gozanti Cruiser
  Gozanti Cruiser
  Hull Type: Freighter
  Ship Class: Cruiser
  Manufacturer: Corellian Engineering Corporation (also:
  GalloFree Yards and others)
  Hyperdrive: Primary: Class 3, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 12
  Passenger Capacity: 12
  Encumbrance Capacity: 130 encumbrance (75 metric
  tons)
  Consumables: 1 Months
  Cost: 150,000 (new); 50,000 (used)
  Silhouette: 4 (41,8 meters long)
  Sensor Range: Medium
  Speed: 2
  Handling: -1
  Defence (shield): 2/1
  Armour: 5
  Hull Integrity: 22
  Strain Threshold: 17
  Customization Hard Points: 3
  Weapons:
  Four
     double medium 
   
   laser cannon
   
   s
    
  Fire Arc: 1 forward, port; 1 forwards, starboard; 1 aft,
  port; 1 aft, starboard
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  Two quad 
   
   laser cannon
   
   
  Fire Arc: 1 forward, port, starboard; 1 aft, port, starboard
  Range: Close
  Damage: 5
  Critical: 3
  Qualities: Accurate, Linked 3
  P
    roton torpedo tubes
   
   
  Fire Arc: Front
  Range: Short
  Damage: 8
  Critical: 2
  Qualities: Blast 6, Breach 6, Guided 2, Limited ammo 8,
  Slow-firing 1
  HT-2200 medium freighter
  HT-2200 medium freighter
  Hull Type: Transport
  Ship Class: HT-2200
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 15
  Navicomputer: Yes
  Ship'
  s Complement: 2
  Passenger Capacity: 8
  Encumbrance Capacity: 800 encumbrance (800 metric
  tons)
  Consumables: 3 Months
  Cost: 240,000 (new); 110,000 (used)
  Silhouette: 5 (54,8 meters long)
  Sensor Range: Medium
  Speed: 2
  Handling: -1
  Defence (shield): 2/1/1
  Armour: 6
  Hull Integrity: 50
  Strain Threshold: 30
  Customization Hard Points: 3
  Weapons:
  Two heavy
   
    
   laser cannon
   
   
  Fire Arc: 1 dorsal turret, 1 ventral turret
  Range: Short
  Damage: 6
  Critical: 3
  22
  
  hwk-290
  HWK-290
  Hull Type: Light freighter
  Ship Class: HWK-290
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 18
  Navicomputer: Yes
  Ship'
  s Complement: 1-2 (Pilot, co-pilot)
  Passenger Capacity: 2
  Encumbrance Capacity: 40 encumbrance (15 metric
  tons)
  Consumables: 3 months
  Cost: 135,000 (new); 55,000 (used)
  Silhouette: 4 (29 meters long)
  Sensor Range: Short
  Speed: 4
  Handling: 1
  Defence (shield): no.
  Armour: 3
  Hull Integrity: 20
  Strain Threshold: 15
  Customization Hard Points: 5
  Weapons:
  None
  Jumpmaster 5000
  JumpMaster 5000
  Hull Type: Scout ship
  Ship Class: JM-5K
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 3, Backup: Class 15
  Navicomputer: Yes
  Ship'
  s Complement: 1
  Passenger Capacity: 1
  Encumbrance Capacity: 70 encumbrance (50 metric
  tons)
  Consumables: 4 months
  Cost: 110,000 (new); 40,000 (used)
  Silhouette: 4 (20,1 meters long)
  Sensor Range: Short
  Speed: 4
  Handling: 0
  Defence (shield): 1/0
  Armour: 3
  Hull Integrity: 17
  Strain Threshold: 13
  Customization Hard Points: 4
  Weapons:
  Medium laser cannon
  Fire Arc: Front
  Range: Close
  Damage: 6
  Critical: 3
  23
  
  KR-TB “Doomtreader”
  KR-TB “Doomtreader”
  Hull Type: Freighter
  Ship Class: KR-TB
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 15
  Navicomputer: Yes
  Ship'
  s Complement: 3 (1 pilot, 1 co-pilot, 1 astromech)
  Passenger Capacity: 6
  Encumbrance Capacity: 180 encumbrance (100 metric
  tons)
  Consumables: 1 Months
  Cost: 350,000 (new); 70,000 (used)
  Silhouette: 4 (50 meters long)
  Sensor Range: Short
  Speed: 3
  Handling: -1
  Defence (shield): 2/2
  Armour: 4
  Hull Integrity: 21
  Strain Threshold: 15
  Customization Hard Points: 4
  Weapons:
  D
    ouble
   
    medium 
   
   laser cannon
   
   
  Fire Arc: Forward
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  YG-4210
  YG-4210
  Hull Type: Transport
  Ship Class: YG-4210
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 3, Backup: Class x22
  Navicomputer: Yes
  Ship'
  s Complement: 4
  Passenger Capacity: 12
  Encumbrance Capacity: 30 encumbrance (10 metric
  tons)
  Consumables: 1 year
  Cost: 40,000 (used)
  Silhouette: 4 (24 meters long)
  Sensor Range: Medium
  Speed: 2
  Handling: 0
  Defence (shield): no.
  Armour: 3
  Hull Integrity: 24
  Strain Threshold: 16
  Customization Hard Points: 4
  Weapons:
  Twin light blaster cannon
  Fire Arc: Partial turret (front, port, starboard)
  Range: Close
  Damage: 4
  Critical: 4
  Qualities: Linked 1
  24
  
  YT-700
  YT-700
  Hull Type: Freighter
  Ship Class: YT-700
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 20
  Navicomputer: Yes
  Ship'
  s Complement: 1
  Passenger Capacity: 4
  Encumbrance Capacity: 120 encumbrance (75 metric
  tons)
  Consumables: 2 months
  Cost: 18,000 (used only)
  Silhouette: 4 (21,7 meters long)
  Sensor Range: Short
  Speed: 2
  Handling: -1
  Defence (shield): no.
  Armour: 3
  Hull Integrity: 18
  Strain Threshold: 12
  Customization Hard Points: 4
  Weapons:
  One l
   
   ight laser cannon
   
   
  Fire Arc: Turret (all, dorsal)
  Range: Close
  Damage: 5
  Critical: 3
  YT-1000
  YT-1000
  Hull Type: Freighter
  Ship Class: YT-1000
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 3, Backup: Class 16
  Navicomputer: Yes
  Ship'
  s Complement: 2 (1 pilot, 1 co-pilot/engineer)
  Passenger Capacity: 4
  Encumbrance Capacity: 120 encumbrance (75 metric
  tons)
  Consumables: 2 Months
  Cost: 20,000 (used only)
  Silhouette: 4 (28 meters long)
  Sensor Range: Short
  Speed: 2
  Handling: -1
  Defence (shield): no.
  Armour: 3
  Hull Integrity: 19
  Strain Threshold: 14
  Customization Hard Points: 4
  Weapons:
  One l
   
   ight laser cannon
   
   
  Fire Arc: Turret (all, dorsal)
  Range: Close
  Damage: 5
  Critical: 3
  25
  
  YT-1210
  YT-1210
  Hull Type: Light Freighter
  Ship Class: YT-1210
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 16
  Navicomputer: Yes
  Ship'
  s Complement: 2 (1 pilot, 1 co-pilot/engineer)
  Passenger Capacity: 4
  Encumbrance Capacity: 150 encumbrance (100 metric
  tons)
  Consumables: 2 Months
  Cost: 25,000 (used only)
  Silhouette: 4 (28 meters long)
  Sensor Range: Short
  Speed: 3
  Handling: -2
  Defence (shield): no.
  Armour: 3
  Hull Integrity: 20
  Strain Threshold: 14
  Customization Hard Points: 5
  Weapons:
  One l
   
   ight laser cannon
   
   
  Fire Arc: Turret (all, dorsal)
  Range: Close
  Damage: 5
  Critical: 3
  YT-1250
  YT-1250
  Hull Type: Freighter
  Ship Class: YT-1250
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 16
  Navicomputer: Yes
  Ship'
  s Complement: 2 (1 pilot, 1 co-pilot/engineer)
  Passenger Capacity: 5
  Encumbrance Capacity: 120 encumbrance (80 metric
  tons)
  Consumables: 3 Months
  Cost: 120,000 (new); 30,000 (used)
  Silhouette: 4 (32,25 meters long)
  Sensor Range: Short
  Speed: 3
  Handling: -2
  Defence (shield): 1/1
  Armour: 3
  Hull Integrity: 20
  Strain Threshold: 16
  Customization Hard Points: 4
  Weapons:
  Twin medium laser cannon
  Fire Arc: Turret (all, dorsal)
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  26
  
  YT-1760
  YT-1760
  Hull Type: Small transport
  Ship Class: YT-1760
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1, Backup: Class 15
  Navicomputer: Yes
  Ship'
  s Complement: 1-2 (pilot, co-pilot/engineer)
  Passenger Capacity: 8
  Encumbrance Capacity: 30 encumbrance (10 metric
  tons)
  Consumables: 2 Months
  Cost: 80,000 (new); 20,000 (used)
  Silhouette: 4 (26,5 meters long)
  Sensor Range: Short
  Speed: 4
  Handling: 0
  Defence (shield): no.
  Armour: 3
  Hull Integrity: 20
  Strain Threshold: 16
  Customization Hard Points: 5
  Weapons:
  None.
  YT-1930
  YT-1930
  Hull Type: Transport/freighter
  Ship Class: YT-1930
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 2 (1 pilot, 1 co-pilot/engineer)
  Passenger Capacity: 6
  Encumbrance Capacity: 260 encumbrance (200 metric
  tons)
  Consumables: 4 months
  Cost: 135,000 (new); 62,000 (used)
  Silhouette: 4 (36,8 meters long)
  Sensor Range: Short
  Speed: 3
  Handling: 0
  Defence (shield): 1/1
  Armour: 4
  Hull Integrity: 24
  Strain Threshold: 17
  Customization Hard Points: 6
  Weapons:
  One m
   
   edium laser cannon
   
   
  Fire Arc: Turret (all, dorsal)
  Range: Close
  Damage: 6
  Critical: 3
  27
  
  YT-2000
  YT-2000
  Hull Type: Light freighter
  Ship Class: YT-2000
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 1-4 (1 pilot, 1 co-pilot/engineer, 2
  gunners)
  Passenger Capacity: 7
  Encumbrance Capacity: 185 encumbrance (115 metric
  tons)
  Consumables: 3 Months
  Cost: 150,000 (new), 45,000 (used)
  Silhouette: 4 (29,4 L; 21,6 W; 9,6 H – in meters)
  Sensor Range: Short
  Speed: 3
  Handling: +1
  Defence (shield): 2/1
  Armour: 4
  Hull Integrity: 22
  Strain Threshold: 15
  Customization Hard Points: 5
  Weapons:
  Two
     
   t
   
   win light laser cannons
   
   
  Fire Arc: Turret (all, dorsal and ventral)
  Range: Close
  Damage: 5
  Critical: 3
  Qualities: Linked 1
  YU-410
  YU-410
  Hull Type: Light freighter
  Ship Class: YV-410
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 8 (1 pilot, 1 co-pilot, 1 engineer, 1
  sensor operator, 4 gunners)
  Passenger Capacity: 12
  Encumbrance Capacity: 300 encumbrance (250 metric
  tons)
  Consumables: 2 months
  Cost: 200,000 (new); 80,000 (used)
  Silhouette: 4 (44 meters long)
  Sensor Range: Short
  Speed: 2
  Handling: -1
  Defence (shield): no.
  Armour: 5
  Hull Integrity: 26
  Strain Threshold: 18
  Customization Hard Points: 3
  Notes: +1 boost die to concealing items in the cavernous
  cargo bays.
  Weapons:
  Four twin medium laser cannons
  Fire Arc: 2 turrets (all), 2 partial turrets (1 front, port, 1
  front, starboard)
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  28
  
  YV-100
  YV-100
  Hull Type: Light freighter
  Ship Class: YV-100
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 3, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 2
  Passenger Capacity: 10
  Encumbrance Capacity: 180 encumbrance (150 metric
  tons)
  Consumables: 6 months
  Cost: 150,000 (new); 50,000 (used)
  Silhouette: 4 (46,5 meters long)
  Sensor Range: Medium
  Speed: 4
  Handling: 0
  Defence (shield): 2/1
  Armour: 4
  Hull Integrity: 25
  Strain Threshold: 19
  Customization Hard Points: 3
  Weapons:
  Twin heavy blaster cannon
  Fire Arc: Partial turret (front, starboard, port – fired from
  cockpit, ventral)
  Range: Close
  Damage: 5
  Critical: 4
  Qualities: Linked 1
  Twin medium laser cannon
  Fire Arc: Turret (all, dorsal)
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  YV-330
  YV-330
  Hull Type: Freighter
  Ship Class: YV-330
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 2 (pilot, gunner)
  Passenger Capacity: 6
  Encumbrance Capacity: 20 encumbrance (5 metric tons)
  Consumables: 1 month
  Cost: 200,000 (new); 100,000 (used)
  Silhouette: 4 (26 meters long)
  Sensor Range: Short
  Speed: 4
  Handling: +1
  Defence (shield): 2/1
  Armour: 3
  Hull Integrity: 25
  Strain Threshold: 20
  Customization Hard Points: 4
  Weapons:
  Autoblaster
  Fire Arc: Front (fired from cockpit)
  Range: Close
  Damage: 3
  Critical: 5
  Qualities: Auto-fire
  Twin medium laser cannon
  Fire Arc: Turret (ventral)
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  29
  
  YV-545
  YV-545
  Hull Type: Light freighter
  Ship Class: YV-545
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 15
  Navicomputer: Yes
  Ship'
  s Complement: 2 (pilot, co-pilot/engineer)
  Passenger Capacity: 5
  Encumbrance Capacity: 120 encumbrance (80 metric
  tons)
  Consumables: 3 months
  Cost: 120,000 (new), 35,000 (used)
  Silhouette: 4 (32 meters long)
  Sensor Range: Medium
  Speed: 4
  Handling: 1
  Defence (shield): 1/1
  Armour: 3
  Hull Integrity: 20
  Strain Threshold: 16
  Customization Hard Points: 5
  Weapons:
  None
  YV-664
  YV-664
  Hull Type: Light freighter
  Ship Class: YV-664
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 3 (pilot, co-pilot, gunner)
  Passenger Capacity: 6
  Encumbrance Capacity: 170 encumbrance (100 metric
  tons)
  Consumables: 2 months
  Cost: 160,000 (new); 90,000 (used)
  Silhouette: 4 (36 meters long)
  Sensor Range: Short
  Speed: 4
  Handling: 0
  Defence (shield): 1/1
  Armour: 4
  Hull Integrity: 22
  Strain Threshold: 15
  Customization Hard Points: 4
  Weapons:
  T
    win light laser cannon
   
   
  Fire Arc: Turret (all, dorsal)
  Range: Close
  Damage: 5
  Critical: 3
  Qualities: Linked 1
  30
  
  YV-664
  YV-66
   
   6
    
  Hull Type: Light freighter
  Ship Class: YV-666
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 8
  Navicomputer: Yes
  Ship'
  s Complement: 1
  Passenger Capacity: 5
  Encumbrance Capacity: 120 encumbrance (80 metric
  tons)
  Consumables: 4 months
  Cost: 150,000 (new); 70,000 (used)
  Silhouette: 4 (41 meters long)
  Sensor Range: Short
  Speed: 3
  Handling: +1
  Defence (shield): 1/1
  Armour: 4
  Hull Integrity: 20
  Strain Threshold: 15
  Customization Hard Points: 4
  Weapons:
  T
    win light laser cannon
   
   
  Fire Arc: Forward
  Range: Close
  Damage: 5
  Critical: 3
  Qualities: Linked 1
  YV-929
  YV-929
  Hull Type: Light freighter
  Ship Class: YV-929
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 4 (1 pilot, 3 gunners)
  Passenger Capacity: 6
  Encumbrance Capacity: 200 encumbrance (150 metric
  tons)
  Consumables: 3 months
  Cost: 250,000 (new); 100,000 (used)
  Silhouette: 4 (22 meters long)
  Sensor Range: Short
  Speed: 3
  Handling: 0
  Defence (shield): 2/2
  Armour: 5
  Hull Integrity: 18
  Strain Threshold: 15
  Customization Hard Points: 2
  Weapons:
  Twin medium ion cannon
  Fire Arc: Front
  Range: Short
  Damage: 6
  Critical: 4
  Qualities: Ion
  Triple blaster cannon
  Fire Arc: Front
  Range: Close
  Damage: 5
  Critical: 4
  Qualities: Auto-fire
  Four Double-concussion missile launchers
  Fire Arc: 2 front, 2 aft
  Range: Short
  Damage: 6
  Critical: 3
  Qualities: Linked 1, Blast 4, Breach 4, Guided 3, Limited
  ammo 10, Slow-firing 1
  Double light turbolaser cannons
  Fire Arc: Front
  Range: Medium
  Damage: 9
  Critical: 3
  Qualities: Breach 2, slow-firing 1, linked 1
  31
  
  YZ-775
  YZ-775
  Hull Type: Transport
  Ship Class: YZ-775
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 1-8 (1 pilot, 1 co-pilot, 5 gunners, 1
  engineer)
  Passenger Capacity: 14
  Encumbrance Capacity: 400 encumbrance (400 metric
  tons)
  Consumables: 6 months
  Cost: 500,000 (new), 350,000 (used)
  Silhouette: 4 (52 meters long)
  Sensor Range: Medium
  Speed: 3
  Handling: -1
  Defence (shield): 1/1
  Armour: 4
  Hull Integrity: 30
  Strain Threshold: 20
  Customization Hard Points: 2
  Weapons:
  Double heavy laser
   
    cannon
   
   
  Fire Arc: Partial turret (front, port and starboard; dorsal)
  Range: Short
  Damage: 6
  Critical: 3
  Qualities: Linked 1.
  Two twin light laser cannons
  Fire Arc: Partial turret (1 front, starboard, aft, 1 front,
  port and aft)
  Range: Close
  Damage: 5
  Critical: 3
  Qualities: Linked 1
  Two proton torpedo tubes
  Fire Arc: Front
  Range: Short
  Damage: 8
  Critical: 2
  Qualities: Blast 6, Breach 6, Guided 2, Limited ammo 12,
  Slow-firing 1
  Notes: Originally this had a light turbolaser cannon. This
  would require it to be silhouette 5. If you still want it to
  have a turbolaser, increase silhouette to 5 – or just slap it
  on as a replacement for the double heavy laser cannon.
  yz-900
  YZ-900
  Hull Type: Transport
  Ship Class: YZ-900
  Manufacturer: Corellian Engineering Corporation
  Hyperdrive: Primary: Class 1, Backup: Class 14
  Navicomputer: Yes
  Ship'
  s Complement: 2-8
  Passenger Capacity: 14
  Encumbrance Capacity: 500 encumbrance (500 metric
  tons)
  Consumables: 6 months
  Cost: 600,000 (new); 400,000 (used)
  Silhouette: 4 (54,4 meters long)
  Sensor Range: Medium
  Speed: 3
  Handling: 0
  Defence (shield): 1/1
  Armour: 4
  Hull Integrity: 32
  Strain Threshold: 20
  Customization Hard Points: 3
  Weapons:
  2 Double medium laser cannons
  Fire Arc: 1 turret, 1 front
  Range: Close (check stats)
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  Concussion missile launcher
  Fire Arc: Front
  Range: Short
  Damage: 6
  Critical: 3
  Qualities: Blast 4, Breach 4, Guided 3, Limited ammo 6,
  Slow-firing 1
  32
  
  Gallofree Yards, Inc.
  Maka-Eekai L4000 Transport
  Maka-Eekai L4000 Transport
  Hull Type: Light transport
  Ship Class: L4000 Light transport
  Manufacturer: Gallofree Yards, Inc.
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 4
  Passenger Capacity: 9
  Encumbrance Capacity: 280 encumbrance (140 metric
  tons)
  Consumables: 6 Months
  Cost: 180,000 (new), 80,000 (used)
  Silhouette: 4 (66 meters long)
  Sensor Range: Short
  Speed: 3
  Handling: 0
  Defence (shield): 1/1
  Armour: 4
  Hull Integrity: 22
  Strain Threshold: 15
  Customization Hard Points: 4
  Weapons:
  Two double laser cannons
  Fire Arc: Turrets (1 front, aft, port; 1 front, aft, starboard)
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  Kuat Systems Engineering
  S40K Phoenix Hawk-class Light Pinnace
  S40K Phoenix Hawk-class Light Pinnace
   
   
  Hull Type: Light Pinnace
  Ship Class: Phoenix Hawk-class light pinnace
  Manufacturer: Kuat Systems Engineering
  Hyperdrive: Primary: Class 2, Backup: Class 16
  Navicomputer: Yes
  Ship'
  s Complement: 1-2 (1 pilot, 1 co-pilot/engineer)
  Passenger Capacity: 4
  Encumbrance Capacity: 45 encumbrance (20 metric
  tons)
  Consumables: 2 Months
  Cost: 112,000 (new); 22,500 (used)
  Silhouette: 4 (19,2 meters long)
  Sensor Range: Short
  Speed: 2
  Handling: -1
  Defence (shield): 1/1
  Armour: 3
  Hull Integrity: 18
  Strain Threshold: 12
  Customization Hard Points: 2
  Weapons:
  Twin 
   
   heavy blaster
   
    cannon
   
   
  Fire Arc: Turret (all, dorsal)
  Range: Close
  Damage: 5
  Critical: 4
  Qualities: Linked 1
  Twin light ion cannons
  Fire Arc: Aft
  Range: Close
  Damage: 5
  Critical: 4
  Qualities: Linked 1, Ion
  33
  
  Wayfarer-class Medium Transport
  Wayfarer-class Medium Transports
  Hull Type: Medium transport
  Ship Class: Wayfarer-class transport
  Manufacturer: Kuat Systems Engineering
  Hyperdrive: Primary: Class 2, Backup: Class 14
  Navicomputer: Yes
  Ship'
  s Complement: 3
  Starship/vehicle Complement: 2 TIE or V-wing sized
  starfighters or airspeeders in cargo module.
  Passenger Capacity: 6
  Encumbrance Capacity: 350 encumbrance (220 metric
  tons)
  Consumables: 3 months
  Cost: 140,000 (new), 50,000 (used)
  Silhouette: 4 (82 meters long)
  Sensor Range: Short
  Speed: 3
  Handling: -1 (0 without module)
  Defence (shield): 1/1
  Armour: 4
  Hull Integrity: 30
  Strain Threshold: 15
  Customization Hard Points: 4
  Weapons:
  Quad
   
    
   l
   
   aser cannons
   
   
  Fire Arc: Partial turret (front, aft, port)
  Range: Close
  Damage: 5
  Critical: 3
  Qualities: Linked 3, accurate.
  Medium 
   
   double 
   
   laser cannon
   
   
  Fire Arc: Dorsal turret (all)
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  Alternate modules:
  Cargo Module: Ship'
  s complement: 2-4; Encumbrance: 
  500 encumbrance.
  Transport Module: Ship'
  s complement: 2-4; 
  Encumbrance: 120 encumbrance; Consumables 4 months;
  Passenger capacity: 40; Handling -2.
  Sensor Pod: Ship'
  s complement 4 (pilot, co-pilot, 2 
  sensor operators); Encumbrance: 60 encumbrance; 
  Sensor Range: Long; Handling -2.
  Nubian Design Collective
  freefall-class bomber
  Freefall-class Bomber
  Hull Type: Bomber
  Ship Class: Freefall-class bomber
  Manufacturer: Nubian Design Collective
  Hyperdrive: Primary: Class 2, Backup: Class 10
  Navicomputer: Yes
  Ship'
  s Complement: 4 (1 pilot, 1 gunner, 1 navigator, 1
  bombardier)
  Passenger Capacity: 10
  Encumbrance Capacity: 30 encumbrance (20 metric
  tons)
  Consumables: 4 weeks
  Cost: 70,000 (new), 18,000 (used)
  Silhouette: 4 (30 meters long)
  Sensor Range: Short
  Speed: 4
  Handling: -1
  Defence (shield): 1/1
  Armour: 4
  Hull Integrity: 18
  Strain Threshold: 13
  Customization Hard Points: 2
  Weapons:
  Twin light laser cannons
  Fire Arc: Front
  Range: Close
  Damage: 5
  Critical: 3
  Qualities: Linked 1
  Proton bomb chute
  Fire Arc: Ventral (only targets below)
  Range: Close
  Damage: 9
  Critical: 2
  Qualities: Blast 6, breach 6, limited ammo 10, Slow-firing 
  2
  34
  
  J-type star skiff
  J-type Star Skiff
  Hull Type: Star yacht
  Ship Class: J-type star skiff
  Manufacturer: Nubian Design Collective (in conjunction
  with Theed Palace Space Vessel Engineering Corps)
  Hyperdrive: Primary: Class 0.5, Backup: Class 10
  Navicomputer: Yes
  Ship'
  s Complement: 3 (Pilot, navigator, gunner)
  Passenger Capacity: 3
  Encumbrance Capacity: 15 Encumbrance (5 metric tons)
  Consumables: 1 month
  Cost: N/A (about 400,000 – random guess)
  Silhouette: 4 (29,2 meters L; 49,3 meters W)
  Sensor Range: Medium
  Speed: 3
  Handling: 1
  Defence (shield): 1/1
  Armour: 3
  Hull Integrity: 18
  Strain Threshold: 17
  Customization Hard Points: 2
  Attachments: Electronic countermeasures suite
  Weapons:
  Twin medium laser cannons
  Fire Arc: Front
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  Scurrg H-6
  Scurrg H-6
  Hull Type: Bomber
  Ship Class: Scurrg H-6 prototype bomber
  Manufacturer: Nubian Design Collective
  Hyperdrive: Primary: Class 2, Backup: Class 12
  Navicomputer: Yes
  Ship'
  s Complement: 3 (1 pilot, 1 gunner, 1 navigator)
  Passenger Capacity: 3
  Encumbrance Capacity: 20 encumbrance (10 metric
  tons)
  Consumables: 2 weeks
  Cost: 150,000 (new), 80,000 (used)
  Silhouette: 4 (22 meters long)
  Sensor Range: Short
  Speed: 4
  Handling: -1
  Defence (shield): 1/1
  Armour: 4
  Hull Integrity: 16
  Strain Threshold: 12
  Customization Hard Points: 2
  Weapons:
  Sextuple medium laser cannons
  Fire Arc: Front
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 5, accurate.
  Automated twin light laser cannon
  Fire Arc: Turret
  Range: Close
  Damage: 5
  Critical: 3
  Qualities: Linked 1
  35
  
  SoroSuub Corporation
  Cutlass-9 Patrol Fighter
  Cutlass-9 Patrol Fighter
  Hull Type: Starfighter
  Ship Class: SoroSuub Cutlass-9 Patrol Fighter
  Manufacturer: SoroSuub
  Hyperdrive: Primary: Class 2
  Navicomputer: Yes
  Ship'
  s Complement: 1
  Encumbrance Capacity: 10 encumbrance (110 kilograms)
  Consumables: 2 weeks
  Cost: 140,000 (new); 65,000 (used)
  Silhouette: 3
  Sensor Range: Short
  Speed: 3
  Handling: 1
  Defence (shield): 1/0
  Armour: 3
  Hull Integrity: 13
  Strain Threshold: 10
  Customization Hard Points: 2
  Weapons:
  Twin medium laser cannon
  Fire Arc: Front
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  Concussion missile launcher
  Fire Arc: Front
  Range: Short
  Damage: 6
  Critical: 3
  Qualities: Blast 4, Breach 4, Guided 3, Limited ammo 8, 
  Slow-firing 1
  Personal Luxury Yacht 3000
  Personal Luxury Yacht 3000
  Hull Type: Stock luxury freighter
  Ship Class: PLY-3000 yacht
  Manufacturer: SoroSuub Corporation
  Hyperdrive: Primary: Class 2, Backup: Class 14
  Navicomputer: Yes
  Ship'
  s Complement: 1-2
  Passenger Capacity: 10
  Encumbrance Capacity: 165 encumbrance (100 metric
  tons)
  Consumables: 1 months
  Cost: 250,000 (new), 150,000 (used)
  Silhouette: 4 (50 meters long)
  Sensor Range: Short
  Speed: 3
  Handling: +1
  Defence (shield): 1/1
  Armour: 3
  Hull Integrity: 25
  Strain Threshold: 16
  Customization Hard Points: 5
  Weapons: None.
  36
  
  Surronian Hive Guild/StarTech
  Surronian Conqueror-class assault ship
  Surronian Conqueror-class assault ship
  Hull Type: Assault ship
  Ship Class: Conqueror-class
  Manufacturer: Surronian hive guild (possibly Surronian
  StarTech)
  Hyperdrive: Primary: Class 1, Backup: Class 10
  Navicomputer: Yes
  Ship'
  s Complement: 3 (1 pilot, 2 gunners)
  Passenger Capacity: 1
  Encumbrance Capacity: 40 encumbrance (25 metric
  tons)
  Consumables: 1 Months
  Cost: 100,500 (new); 46,000 (used)
  Silhouette: 4 (28 meters long)
  Sensor Range: Short
  Speed: 4
  Handling: 0
  Defence (shield): 1/1
  Armour: 5
  Hull Integrity: 21
  Strain Threshold: 16
  Customization Hard Points: 3
  Weapons:
  Two double medium 
   
   laser cannon
   
   
  Fire Arc: 1 forward, 1 Turret (all, dorsal)
  Range: Close
  Damage: 6
  Critical: 3
  Qualities: Linked 1
  L
    ight ion cannons
   
   
  Fire Arc: Aft
  Range: Close
  Damage: 5
  Critical: 4
  Qualities: Ion
  Suwantek Systems
  TL-1800
  TL-1800
  Hull Type: Stock light freighter
  Ship Class: TL-1800 transport
  Manufacturer: Suwantek Systems
  Hyperdrive: Primary: Class 2, Backup: Class 10
  Navicomputer: Yes
  Ship'
  s Complement: 1-2
  Passenger Capacity: 7
  Encumbrance Capacity: 180 encumbrance (110 metric
  tons)
  Consumables: 3 months
  Cost: 28,000
  Silhouette: 4 (30 meters long)
  Sensor Range: Short
  Speed: 2
  Handling: +1
  Defence (shield): 2/1
  Armour: 4
  Hull Integrity: 20
  Strain Threshold: 17
  Customization Hard Points: 4
  Weapons:
  Twin light laser cannon
  Fire Arc: Front
  Range: Close
  Damage: 5
  Critical: 3
  Qualities: Linked 1
  External cargo pods: Increase encumbrance by 400
  encumbrance (400 metric tons). Silhouette increases to 5
  for purposes of targeting the ship. Can still perform
  silhouette 4 manoeuvres.
  37
  
  Theed Palace Space Vessel Engineering
  Mantaris-class amphibious medium transport
  Mantaris-class amphibious medium transport
   
   
  Hull Type: Amphibious medium transport
  Ship Class: Mantaris-class
  Manufacturer: Theed Palace Space Vessel Engineering
  Corps/Otoh Gunga Bongameken Cooperative
  Hyperdrive: Primary: Class 2, Backup: Class 8
  Navicomputer: Yes
  Ship'
  s Complement: 4 (pilot, navigator/shield operator, 
  communications/security officer, engineer/gunner), 1 
  Astromech.
  Passenger Capacity: 20
  Encumbrance Capacity: 350 encumbrance (250 metric
  tons)
  Consumables: 2 months
  Cost: 280,000 (new); 105,000 (used)
  Silhouette: 4 (98 meters long)
  Sensor Range: Medium (space), Long (water)
  Speed: 3
  Handling: -1 (space), +1 (water)
  Defence (shield): 1/0
  Armour: 5
  Hull Integrity: 27
  Strain Threshold: 17
  Customization Hardpoints: 4
  Weapons:
  Two Concussion Missile Launchers
  Fire Arc: 1 Front, 1 Aft.
  Range: Short
  Damage: 6
  Critical: 3
  Qualities: 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
  enc.
  Passenger Module: Increase passenger capacity by 30.
  Zoological Module: Adds a zoological handling system.
  Starships Attachments
  Experimental thrusters
  The ship receives new and additional prototype-thrusters
  and manoeuvring jets for better handling  and
  manoeuvrability.
  Requires a Daunting Mechanics check to apply oneself.
  Basic Modification: Enables silhouette 5 ships to
  execute silhouette 4 manoeuvres. Strain cost of such
  manoeuvres are increased by 1, if no strain cost it now
  costs 2 strain.
  If 3 Threats are rolled on a Pilot check the ship'
  s Strain
  Threshold is lowered by 2 until repaired (requires a Hard
  mechanics check, 12 hours, plus 2,500 credits worth of
  parts).
  If 5 Threats or 1 Despair are rolled on a Pilot check apply
  the Vehicle Critical: Major System Failure (118-126)
  applied to sublight engines always.
  Modification Options: 0-2 Increase Handling (+1) Mod.
  Hard points Cost: 3
  Cost: 25,000
  Rarity: 9, R
  Improved Sensor Array
  The ship receives additional sensors and replaces the
  main sensor array with a more powerful unit.
  Requires an Average Mechanics check to apply oneself.
  Basic Modification: Increases the ships sensor range by
  one (1) range band.
  Modification Options: 0-2 Additional Sensor Range Band
  Hard points Cost: 2
  Cost: 15,000
  Rarity: 8, R
  Note: Cannot be increased beyond Long for silhouette 3-
  4. Silhouette 5+ can receive sensor range Extreme. This
  also affects comm ranges.
  Manoeuvring
   
    Jets
   
   
  The ship receives additional retro-thrusters and
  manoeuvring jets for better handling.
  Requires a Hard Mechanics check to apply oneself.
  Basic Modification: Increase Handling (+1) Mod.
  Modification Options: 0-2 Increase Handling (+1) Mod, 0-
  2 Automated-manoeuvring jets (Remove 1 setback die
  due to environmental situation) Mod.
  Hard points Cost: 1
  Cost: 1,500 x Silhouette
  Rarity: 6
  Micro Tractor Beam
  The ship is fitted with a series of small tractor beam
  projectors that assists the pilot when in dogfights. Can
  only be attached on starfighters; silhouette 3.
  Requires an Average Mechanics check to apply oneself.
  Basic Modification: Decrease  Manoeuvrability (+1
  Setback die to opponent pilot'
  s check when opposing an
  attempted “Gaining Advantage”) Mod.
  Modification  Options: Debilitate Manoeuvrability
  (Downgrade opponents pilot'
  s check once when opposing
  an attempted “Gaining Advantage”) Mod – this is in
  addition to the basic boost mod.
  Hard points Cost: 1
  Cost: 4,500
  Rarity: 7, R 
  Clarification: This penalty is only applied to opponent
  when the craft equipped with a Micro Tractor Beam
  attempts a “Gaining Advantage” action.
  38
  
  Targeting Jammer
  The ship is equipped with a jamming array that makes it
  harder for opponents to target the ship. To activate this
  attachment requires a manoeuvre.
  Requires a Daunting Mechanics check to apply oneself.
  Basic Modification: Targeting Jammer: when active,
  upgrades the difficulty to be hit once. Using sensors
  when jammer is active suffers 1 setback die.
  Modification Options: Targeting Scrambler: when active
  increase difficulty to be hit by one die, in addition to base
  mod. This upgrade is quite extensive and make any
  maintenance and repair attempts suffer 2 setback dice,
  using sensors now suffer 2 setback dice.
  Hard point Cost: 1
  Cost: 2,500 x Silhouette
  Rarity: 7, R
  Cargo, r
   
   efitting and m
   
   ore
    
  Cargo
  If you'
  re like me, you find the encumbrance system in
  EotE to be slightly confusing. For silhouette 3 and smaller
  vehicles I can understand the cargo capacity making sort
  of sense, but for larger ships and transports, basically
  silhouette 4+, I find the notion slightly confusing. Now
  one way of doing this could be to make a scaled
  encumbrance system – but that entails a bit too much
  work and might confuse things further, even if what I
  present below sort of does this.
  Another way of going would be to introduce
  crates, cargo crates. Lets say a standard shipping crate
  consumes 10 encumbrance, but can fit, for instance 30
  encumbrance worth of equipment and goods? That is, if
  you just throw in lots of stuff in your cargo bay, its not
  going to room as much as if you tidily put full crates and
  stack them neatly. In this way the cargo crates sort of
  function like an oversized backpack that fits within the
  transport.
  In this case one has to make a decision when it
  comes to 0 encumbrance equipment like comlinks and the
  like. Off hand I'
  d say that 0 encumbrance gear and
  equipment consumes 1 encumbrance when put in groups
  of 5 10, 15 or more (depending on “actual” size”). That is,
  comlinks and power packs would need 10 to consume 1
  encumbrance, scanner goggles would need 5 to consume
  1 encumbrance, whereas stimpacks and toxins would
  need 10 or perhaps even 15 to consume 1 encumbrance.
  Basing this idea on the RCR Heros' Guide Web
  Enhancement: Commerce and the Shadow Wing I'
  m going
  to try to make some suggested guidelines.
  First off I'
  m deciding that the per metric ton
  value and listed amount for a tons, corresponds to the
  standard cargo crate that consumes 10 encumbrance
  from the starships cargo capacity. This reduces the cargo
  capacity of some starships across systems a bit, some
  more, some less.
  Originally I thought I'
  d make some weapons
  crates, and specific crates for specific types of gear, but
  that is too much work and the benefit is marginal. Instead
  I'
  m suggesting that weapons (and armour) stacked in
  crates consumes less encumbrance than when carried (or
  worn), a bit like the armour carried versus armour worn
  rule.
  Instead of carrying over the -3 encumbrance rule,
  I'
  d rather halve the encumbrance (round up) for stacking in
  crates. This shows that the weapons are neatly stacked,
  folded together where appropriate and fit into a crate. It
  also ensures that smaller weapons don'
  t consume 0
  encumbrance and become a point of argument when
  filling up or looting crates.
  Smaller crates could consume 5 encumbrance
  and have capacity for 15 encumbrance. Larger could
  consume 20 and have capacity for 60 encumbrance. One
  important point though is that these crates cannot fit
  into smaller than silhouette 4 ships. I'
  d hate to see
  someone argue that their Y-Wing can have room for some
  of these crates by pointing at encumbrance capacity. I'
  d
  actually argue that the ship need a proper cargo bay (or
  more) to have room for these.
  I have not tested this, nor is it likely I will in the
  near future, but its an idea I thought I'
  d share. The
  encumbrance ratio between what is consumed of the
  encumbrance capacity and how much the crate can fit
  should perhaps be tested. Any suggestions are welcome.
  Refitting and customisation
  As a suggested – and very untested – house rule for
  gaining more customisation hard points for your starship I
  present here a conversion list for reducing encumbrance
  for hard points. It is intentionally expensive:
  Silhouette 3 = 4 encumbrance for 1 HP, Cost 12,500
  Silhouette 4 = 25 encumbrance for 1 HP, Cost 25,000
  Silhouette 5 = 75 encumbrance for 1 HP, Cost 50,000
  Silhouette 6 = 100 encumbrance for 1 HP, Cost 100,000 
  The encumbrance price is based on the idea that even
  starfighters should have this refit ability – Like the TIE
  fighter. The original value was 10 – but then its only the
  Y-wing that can benefit from this house rule, which I'
  m
  not keen on.
  As a limitation on this, I'
  d suggest something like no more
  than halving the encumbrance capacity, or cannot gain
  more than half of base customisation HP or something
  along those lines. For the Action VI, with its 10,000
  encumbrance capacity, its obvious that some limitation
  should be put on this idea. For instance no more than
  silhouette size – this means that any silhouette 4 ship
  can add 4 and no more. With the encumbrance limitation,
  some ships, the Action VI being the prime example would
  still be able to add 66 HPs, the Mobquet only 4... The YT
  can, with this limitation add 3. For consistency across the
  ranges, I'
  d try the silhouette limitation vs ½ encumbrance
  limitation.
  Hangar bay
  Some transports can through extensive modifications be
  refitted to support a smaller ship to dock inside it. Various
  alternate solutions exists, like a “docking wheel” on the
  outside the will support multiple smaller starships, or
  function as a docking arm as a safety against crashing
  into really small hangar bays.
  Generally speaking these ships should be of a smaller
  silhouette – although by using old rpg sources or
  wookiepedia sound argument can be made about certain
  smaller transports being able to dock into larger
  transports, albeit of same silhouette. This is down to
  GMs and players to agree upon, but I'
  d say that transport
  docking inside transports of silhouette would need some
  damn good argument and the sacrifice of all available
  cargo space, at least.
  So, how to go about refitting. First off I'
  d say that if you
  want some silhouette 4 transport to have room for a
  39
  
  silhouette 3 fighter – barring meter size as per
  wookieepedia.org or d6/rcr/ocr/se sources (granted SE
  used size categories too I think) – Since the size
  difference is so small that should at least consume 20 to
  40 encumbrance per silhouette, so somewhere between
  60 and 120. Now this is a wide range. Let'
  s for argument
  say 30, that'
  s 90 encumbrance for a hangar bay inside
  your YT-1300 for your X-wing, TIE or Z-95. This is an easy
  way. It works, is pricey, but makes your transport that
  much more deadly.
  Great stuff. I'
  d still make it a rule that silhouette is not the
  final determining factor for what you can fit inside a craft,
  I mean cargo capacity goes a long way to keep the
  smaller vessels away – and I have yet to find a good way
  of adding more cargo space to a starship that I find
  logical.
  I'
  d say that for larger silhouettes, like 5, that comes
  without a hangar bay or options for this presented in lore
  and/or the game – I'
  d lower the price slightly – not that
  it'
  s needed, since most of those vessels have large cargo
  capacities, but this is up to you. I think 30 or 40 is a good
  price, less is cheap, more than 50 per silhouette is stupid.
  Now, when it comes to price in credits – aside from the
  bureaucratic creek you have to wade through, bribes to
  made, licenses to be acquired and then in the end paying
  someone to make it happen, its is going to be an
  enormous pile of creds. For the more custom made and
  not so legal places of starship modification the price
  should vary a lot – and so should the consequences. This
  sort of modification made by a “pirate crew” should have
  potential consequences, as should the HP for Enc
  conversion guidelines above.
  Anyway, price could be along side the notion above,
  about 1,000 credits per Enc removed/converted. At least.
  More for licensed operators.
  Credits
  T
    hanks to 
   
   FFG 
   
   forum 
   
   users:
   
    Groove74 (did good work on the YT-series), Boehm (for some nice ideas for attachments that inspired
  me a lot), cetiken (for some nice suggestions for melee weapon attachment), Sturn (for his work on the folding stock and providing
  ideas for particular models of weapons), jedimerc (for collaboration on some starship attachments and the other and related
  supplement that I'
  m working on), Thebearisdriving (for a real good idea for an armour attachment), 3WhiteFox3, AluminiumWolf,
  Donovan Morningfire, That Blasted Samophlange,  LethalDose, (for providing insightful commentary on suggestions).
  Thanks to d20 Radio forum user: Theo (for work and collaboration on the Wayfarer-class).
  Colour images and starship images are taken from Wookieepedia.org - except the YV-545.
  Additional images, including YV-545, provided by and the property of Khairul Hisham at SWAG.
  All trademarks and copyrights are the property of LucasFilm Ltd. and Fantasy Flight Games. This document is not intended for sale.
  Compiled, edited and converted by Audun «Jegergryte» Løvlie
  40
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Edge of the Empire/EotE - Free-Traders and Freebooters Catalogue.pdf