Reference Book: Star Wars Saga Edition Scum and Villainy
Whether you need to find someone, keep yourself hidden, cheat at Games of Chance, or be ready with a surprise in a fight, you can make the difference with Equipment not found in the bright stores of the Core Worlds. Even if you prefer to keep yourself on the right side of the law, you might want to enhance that simple Heavy Blaster Pistol with a few legal, if expensive, add-ons. This section is about making sure you have the right tools for your jobs, even if you have to ignore a few rules to get them.
- 1 Equipment Upgrades
- 2 Outlaw Tech
- 3 Outlaw Starships
- 4 Starship Codex
Equipment Upgrades[edit | edit source]
Main Article: Equipment Upgrades
No self-respecting bounty hunter uses off-the-rack components, and after a few years in the field neither do most commandos. Anyone with extensive experience, from smugglers to customs agents to adventurers, knows they might live or die by how well their gear works. Often, it's not that you need a brand new piece of gear; you just need the Equipment you have to work better. That's where Equipment Upgrades come in; they provide ways for you to get the most out of every kilogram you carry. Even if you don't strictly need to upgrade your Equipment, having a unique collection of tools and gadgets helps to build a reputation in a galaxy where it's best to get your foes to stand down without firing a shot.
Outlaw Tech[edit | edit source]
Assassins, bounty hunters, and privateers have special needs, so they have special equipment to match. In addition to the upgrades described in this chapter, your outlaw might find use for other unusual gear.
Armor[edit | edit source]
|LIGHT ARMOR||COST||ARMOR BONUS TO REFLEX DEFENSE||EQUIPMENT BONUS TO FORTITUDE DEFENSE||MAXIMUM DEX BONUS||WEIGHT||AVAILABILITY|
|Light Beskar'gam||33500||+5||+2||+3||10 kg||Licensed, Rare|
|MEDIUM ARMOR||COST||ARMOR BONUS TO REFLEX DEFENSE||EQUIPMENT BONUS TO FORTITUDE DEFENSE||MAXIMUM DEX BONUS||WEIGHT||AVAILABILITY|
|GTU AV-1S Scout Armor||15000||+7||+2||+2||18 kg||Military|
|Krail 210 Personal Armor||16300||+7||+1||+3||17 kg||Military|
|Medium Beskar'gam||37000||+8||+2||+2||17 kg||Restricted, Rare|
|HEAVY ARMOR||COST||ARMOR BONUS TO REFLEX DEFENSE||EQUIPMENT BONUS TO FORTITUDE DEFENSE||MAXIMUM DEX BONUS||WEIGHT||AVAILABILITY|
|GTU AV-1C Combat Armor||25000||+9||+4||+1||25 kg||Restricted, Rare|
|Heavy Beskar'gam||45000||+10||+4||+1||32 kg||Restricted, Rare|
Ranged Weapons[edit | edit source]
|EXOTIC WEAPON||SIZE||COST||DAMAGE||STUN SETTING||RATE OF FIRE||WEIGHT||TYPE||AVAILABILITY|
|Deck Sweeper3||Large||5000||-||YES (Only, 3d6)||S||4.5 kg||Energy||Restricted|
|Neural Inhibitor1||Medium||4200||1d6||NO||S||1 kg||Piercing||Illegal|
|Pulse Rifle3||Medium||5000||2d8||NO||S||2.5 kg||Energy||Illegal|
|GRENADE||SIZE||COST||DAMAGE||STUN SETTING||RATE OF FIRE||WEIGHT||TYPE||AVAILABILITY|
|Electronet1||Medium||2000||-||YES (Only, 3d8)||S||5 kg||Energy (Stun)||Restricted|
|PISTOL||SIZE||COST||DAMAGE||STUN SETTING||RATE OF FIRE||WEIGHT||TYPE||AVAILABILITY|
|Subrepeating Blaster||Medium||750||3d6||NO||A||2 kg||Energy||Military|
|SIMPLE WEAPON||SIZE||COST||DAMAGE||STUN SETTING||RATE OF FIRE||WEIGHT||TYPE||AVAILABILITY|
|Squib Battering Ram||Large||3500||5d10||NO||S||10 kg||Energy||Military|
|RIFLE||SIZE||COST||DAMAGE||STUN SETTING||RATE OF FIRE||WEIGHT||TYPE||AVAILABILITY|
|Micro Grenade Launcher1,3||Medium||2500||Special||Special||S||3 kg||Varies||Illegal|
|Snare Rifle||Medium||1200||-||YES (Only, 1d6)||S||5 kg||Bludgeoning||Licensed|
|Sniper Blaster Rifle2||Large||2000||3d10||NO||S||8 kg||Energy||Military|
General Equipment[edit | edit source]
The below lists some of the common equipment used by fringers and outlaws.
|ABC Scrambler||3000||2 kg|
|Force Cage||7000||25 kg|
|Lock Breaking Kit||8000||4 kg|
|Man Trap||8000||19 kg|
|Spacer's Chest||200||10 kg|
Outlaw Starships[edit | edit source]
Unless they are "Local Trouble" who restrict their questionable activities to a single planet, criminals end up needing a Starship at some point in their careers.
Luckily, characters living in the lawless shadows of the galaxy have a slew of starship options to help them get out of (Or into) trouble.
We've Been Through a lot Together[edit | edit source]
Main Article: Starship-Linked
Sometimes, a Starship is more than just a means of transportation. Sometimes, it's part of a character's Destiny. In fact, for some characters, it's the focal point of their Destiny, which might otherwise be nothing more than to wander aimlessly from one jam to another. No matter how humble (Or downright ramshackle) a Starship might appear, if it's the Destiny of a character to be linked with that ship, it can accomplish amazing things.
Hunks of Junk[edit | edit source]
Main Article: Used Starships
Some Starships aren't reliable. They are, in fact, notoriously unreliable. They require constant maintenance and might have systems failing in the middle of battle. A GM might decide a Starship is Unreliable for any reason: he or she might require a Starship to be Unreliable as the price of making it part of a character's Destiny (See Starship-Linked); a Starship might have been modified one too many times; or, it might not be receiving the maintenance it requires. Whatever the reason, once a Starship is unreliable, it causes problems.
Fringe Modifications[edit | edit source]
See also: Starship Modifications
When you live on the fringes of galactic society, you need a Starship that skirts the law as much as you do. This is obvious with smugglers, pirates, and bounty hunters, but anyone who occasionally travels through space controlled by less-than-friendly forces welcomes the edge a personalized starship provides. Some after-market kits are available in legal shipyards, and anyone with the credits can find someone willing to add a system or two off the books, but the most extensive "Unofficial" Starship Modifications are the work of outlaw techs operating out of shadow ports.
The rules presented here are fully compatible with those from Starships of the Galaxy, but shorter and simplified in nature. If these rules are enough to satisfy your need for Starship Modifications, they work fine on their own. However, if you find your desire to personalize starship is just barely scratched by this section, take a look at Starships of the Galaxy and its dozens of additional options.
Emplacement Points[edit | edit source]
Emplacement Points are the heart of the Starship Modification system. Systems have size, bracing, and power requirements that must be met to add them to a Starship. To represent the numerous factors that combine to limit how many systems a single Starship can have, Emplacement Points are used. Each modification or new system has a rating in emplacement points to represent how hard it is to add to an existing Starship.
The full emplacement system of Starship Modification is detailed in Starships of the Galaxy, and everything presented here is compatible with that book. You can still use this system by itself using a few simple rules presented here, but the modifications listed in Starships of the Galaxy are also appropriate to ships for bounty hunters, smugglers, privateers, and assassins. These rules are kept intentionally basic in this book, since they are already presented in full elsewhere. Many popular upgrades- such as improved Hyperdrives, Navicomputers, Jammers, Docking Guns, Space Mines, Cargo Jettison Systems, Cloaking Devices, and Smuggler's Compartments- are found in Starships of the Galaxy.
Unless otherwise noted, stock ships have one unused Emplacement Point. (Ships built by the Corellian Engineering Corporation instead have five unused Emplacement Points). A ship can have its systems crammed into a smaller space to gain five more Emplacement Points, but doing so makes it Unreliable (See Used Starships). If you lack the Emplacement Points to support a system you can still install it, but it takes more time and costs more credits as you add the subsystems to enable your new gear to function. For every Emplacement Point you lack for a system, add +2 days to the installation time, +5 to the Mechanics check DC to install it, and +20% to the system cost.
The base time needed to add a modification or system is 1 day + 1 day per Emplacement Point the system uses, modified by the ship's size (Space Transport x2, Capital Ship x5, Space Station x10). Proper installation requires a Mechanics check. The base DC for such a check is 20 + 1 for each point of emplacement a system or modification uses.
Cost Modifiers[edit | edit source]
It costs more to improve or modify shipwide systems on larger Starships. Thus, each size of Starship has a Cost Modifier, which is applied to the base cost of Starship Systems added to Starships of that size. Any time a system lists its price as a base price, you multiply it by the Cost Modifier for the size ship you are adding it to.
Some equipment costs the same amount regardless of the ship's size. These types of modifications list a cost without noting it as a base cost.
|STARSHIP SIZE||COST MODIFIER|
A note on Cost[edit | edit source]
All costs given in this chapter are, by necessity, approximate. The Star Wars galaxy is a vast market, and it's impossible to create a system that realistically represents the thousands of factors that could affect a major purchase's final cost. As a result, a GM should feel free to modify these prices up or down by as much as the adventure requires or the GM's own preferences require. (All players need to know is how much it costs to add a desired new system, not all the economic implications of any particular cost.)
Starship Systems[edit | edit source]
A starship's systems can be upgraded, replaced, and modified repeatedly throughout its operational lifetime.
Emplacement Points: This is the number of Emplacement Points required to install the system in a starship without incurring an additional cost or time delay.
Availability: Some Starship Modifications have limited availability or are strictly regulated, as described in Restricted Items. A system that is normally available without restriction is listed as being Common.
Size Restriction: Some systems can be placed only in Starships of a given size range. Although systems are normally limited to ships of a given size or larger, some systems can function only in smaller ships.
Cost: Sometimes a Starship Modification has a flat cost or weight. Often the cost and/or weight is determined by multiplying a base number by the starship's cost factor, which is determined by its size. If a cost is listed as the base, you must multiply it by a Cost Modifier based on the size of the Starship (Found on table above). If the cost is just listed as a number of credits, it doesn't matter what size Starship you add the system to.
|STARSHIP MODIFICATION||EMPLACEMENT POINTS||AVAILABILITY||SIZE RESTRICTION||COST|
|Anti-Boarding Systems||5||Restricted||Colossal or Larger||20000 (Base)|
|Reinforced Keel||2||MilidStarship Codextary||Colossal or Larger||4000 (Base)|
|Reinforced Keel, Boarding||4||Military||Colossal or Larger||10000 (Base)|
|Security Bracing||2||Common||Colossal or Larger||2000 (Base)|
|Amphibious Seals||2||Common||-||4000 (Base)|
|Auxiliary Generators +2||2||Common||-||2000 (Base)|
|Auxiliary Generators +4||3||Common||Gargantuan or Larger||5000 (Base)|
|Auxiliary Generators +6||4||Licensed||Colossal or Larger||10000 (Base)|
|Backup Battery||0||Licensed||-||10000 (Base)|
|Baffled Drive||1||Military||Colossal or Larger||100000 (Base)|
|Cockpit Ejection System||2||Common||Gargantuan or Colossal||8000|
|Cotterdam||1||Licensed||Colossal or Larger||3000|
|Environmental Filters||2||Licensed||Gargantuan or Larger||2000 (Base)|
|Fuel Converters||1||Licensed||Colossal or Larger||2400 (Base)|
|Hidden Cargo Hold (25% of Cargo)||1||Illegal||-||2000 (Base)|
|Hidden Cargo Hold (50% of Cargo)||2||Illegal||-||5000 (Base)|
|Hidden Cargo Hold (75% of Cargo)||4||Illegal||-||10000 (Base)|
|Holding Cells (25% of Passengers)||1||Military||-||1000 (Base)|
|Holding Cells (50% of Passengers)||2||Military||-||2000 (Base)|
|Holding Cells (75% of Passengers)||4||Military||-||5000 (Base)|
|Interrogation Chamber||0||Illegal||Colossal or Larger||10000|
|Personalized Controls||0||Common||Colossal or Smaller||1000|
|Plasma Punch||1||Military||Colossal or Larger||25000|
|Plasma Torch||1||Military||Colossal or Larger||6000|
|Sensor Baffling||0||Military||-||20000 (Base)|
|Sensor Decoy||1||Restricted||-||2000 (Base)|
|Sensor Mask||1||Illegal||Gargantuan or Larger||150000 (Base)|
|Workshop||1||Common||Gargantuan or Larger||3000 (Base)|
Starship Codex[edit | edit source]
The following Starships are good examples of the kinds of vessels found in the shadows of the galaxy. They are often found in the hands of pirates, bounty hunters, smugglers, and scum of every description.
|Conqueror-Class Assault Ship||CL 11||Colossal|
|Corellian YT-1250 Freighter||CL 7||Colossal|
|Corellian YT-1930 Transport||CL 8||Colossal|
|Gymsnor-3 Light Freighter||CL 7||Colossal|
|Kazellis-Class Light Freighter||CL 8||Colossal|
Uglies[edit | edit source]
See also: Junker Vehicle Template
Uglies are Starfighters created by bolting parts of different Starfighter designs together. They are never built from scratch in their "Ugly" configurations, and they are rightly shunned by any legitimate naval power. However, given that Starfighters are built in modular parts and that much of the common technology in the Star Wars universe uses a centuries-old set of standardized sizes and connections, it becomes more practical than it would first appear to create such hybrid designs.
Uglies are generally found in the hands of pirates, slavers, smugglers, and other groups that have the ability to steal Starship parts (Or buy them off the Black Market) but lack the resources to purchase or maintain conventional Starfighters. Many Uglies are created when a pirate fleet hijacks several large cargo ships and discovers they have the cockpits of one Starfighter type, and the engines of another. Others are built as one-off designs by techs trawling through the junk from Sandcrawlers or space graveyards and old starship battlefields. Most, however, are the result of having a mismatched group of second-hand fighters and none of the spare parts needed to repair them, so outlaw techs patch together working parts from whatever source they have on hand.
Because of their piecemeal nature, all uglies are Unreliable, even when receiving proper maintenance.
|C-Wing Ugly Fighter||CL 8||Gargantuan|
|Clutch Ugly Fighter||CL 8||Huge|
|X-TIE Ugly Fighter||CL 9||Gargantuan|