Fringe Characters
Alternate Rules
Starships
Character Generation Guide
Aliens + Creatures
Tarn Nabico Soldier 8/Elite Trooper 4
Leader Soldier 4
Troop Soldier 2
Talon Karrde Scoundrel 5/Noble 4
Aves Scoundrel 3/Scout 3
Chin Fringer 5
Axillian Drell Scoundrel 4/Scout 3
Transport Pilot Scout 3
Liat Tsayv
Zuckuss
4-Lom
Dengar
Bossk
Errant Venture
Point Total / Bounty
Starships
Speed: Speed is important in a fight and many ships have faster ships so they can track down their enemies or escape them. Increasing speed is difficult and costly. Modifying official speed is fairly simple. Modifying my house rules speed is more difficult and the total speed upgrade is 5. When a repair roll is failed the ship suffers a -1 penalty to speed for 2 weeks or until a repair check is made with a DC of 13.
Defense: Increasing Defense is a fairly simple, but expensive, proposition. Many ships that see lots of combat or fly in dangerous areas have improved defense to protect them from the many hazards. Increasing Defense is done automatically. Defense can only be increased by 5. For every increase of one it costs two thousand credits.
Shields: Shields are a difficult system to work with but are not that expensive to fix-up. Most ships have increased shields. A failed repair roll shuts the shields down until they are fixed with a repair check with a DC of 16. The shield point total can only be increased by a maximum of 50 points. Adding 5 points costs one thousand credits and requires a repair check with DC of 15 for each additional 5 points attempted at a time add 2 to the DC.
Hull: Increasing a ships hull is very easy and only requires the mechanic to weld extra bulkheads onto the ship. A ships hull points may be doubled from original. Every 10 hull points costs 3000 credits.
Damage Reduction: Increasing a ships Damage Reduction is a simple task and is similar to increasing a ships hull points. A ships Damage Reduction Rating may be increased by a total of 5 points. A failed repair check decreases the ships Damage Reduction Rating by one.
Maneuver: Increasing a ships maneuver rating is fairly easy but making a mistake is very bad for the ship. Many smuggler ships have increased maneuverability to better avoid being captured by authorities. A ships maneuver may only be increased by a maximum of 3. Failing a repair check decreases a ships maneuverability by 1.
Damage Dice: Many pirates and bounty hunters modify their weapons so that they add an extra punch to their shots. Modifying weapons is chancy and can cause the weapons to backfire. A weapon can gain up to 3 additional dice of damage. Failing a repair check causes the weapon to short until a repair check with DC of 12 is made.
Damage Multiplier: For an even greater punch some bounty hunters and mercenaries hook their weapons up to a larger generator allowing an even greater flow of energy into the weapons and given them heavy fire power. This often overloads the weapons cooling system and limits the fire rate of the weapon but the greater damage often makes it worth it. Failing a repair check causes the weapon’s fan to blow and costs 500 credits to fix and a repair check with DC of 15. When using a modified weapon it must rest one round after being fired more than twice in a round. A weapon’s modifier may only be increased once.
Range: Increasing the range of weapons is cheap but doesn’t provide a great bonus to the weapon’s performance. Fighters appreciate this upgrade but many larger ships will barely notice the difference. Each range modifier may be increased by a total of two. Each +1 bonus costs 500 credits and requires a repair check with a DC of 10.
Defense: Increasing Defense is a fairly simple, but expensive, proposition. Many vehicles that see lots of combat or operate in dangerous areas have improved defense to protect them from the many hazards. Increasing Defense is done automatically. Defense can only be increased by 5. For every increase of one it costs one thousand credits.
Hull Points: A vehicles hull is very similar to a spaceships and adding some heavier metal on it provides a stronger frame for the vehicle. A vehicles hull points may be doubled and every 5 hull points costs 1000 credits.
Damage Reduction: A vehicles Damage Reduction Rating can be increased by using a better quality of metal in the hull. A vehicle’s Damage Reduction Rating may be increased by a total of 5 points. A failed repair check decreases the ships Damage Reduction Rating by one.
All weapon modifications require a repair:weapons check using my house rules.
Damage Dice: Many pirates and bounty hunters modify their weapons so that they add an extra punch to their shots. Modifying weapons is chancy and can cause the weapons to backfire. A weapon can gain up to 3 additional dice of damage. Failing a repair check causes the weapon to short until a repair check with DC of 12 is made.
Range: A weapon’s range is fairly easy to increase it just requires that the weapon gain a larger amount of energy to create a stronger laser shot. Failing a repair roll causes the weapon to lose 5m of range. A weapon’s range can only be increased by a total of 20m.
Range: A weapon’s range is fairly easy to increase it just requires that the weapon gain a larger amount of energy to create a stronger laser shot. Failing a repair roll causes the weapon to lose 5m of range. A weapon’s range can only be increased by a total of 20m.
Critical: Increasing a weapon’s critical range requires that the mechanic focus the laser beam very tightly so it’s power arrives close together. Increasing a weapon’s critical range is difficult and expensive. Failing a repair roll causes the weapon’s parts to fuse and destroys the weapon. A weapon’s critical range can only be increased by two.
Qom Qae/Qom Jha: The Qom Qae and Qom Jha are flying, reptile creatures. The Qom Qae tend to nest on cliff sides while the Qom Jha tend to live in caves. Both are fast but weak and aren’t very common.
Vratix: The Vratix are native to Thyffera and make bacta. The Vratix have extremely powerful hind legs that allow them to jump higher than humans and other species. The Vratix have a need to make bacta and willfully submit to the corporations that make bacta.
Togorian: Togorians are a feline spieces. They are incredibly fast and agile and are very dangerous. Little is known about the togorians as they mostly keep to their home planet. Usually only females leave the planet but occasionally a male will too.
Devaronian: Devaronians are red skinned and have two horns on their heads. They look very dangerous although that is not always the case. They are very tough though because of the enviroment of their homeworld.
Gotal: Gotals are furry humanoids with two small horns on their head. The horns give the gotals extra sensory perceptions. Gotals are intelligent but tend to miss a lot of what goes on around them.
Hutt: Hutts are long slimy creatures. They are considered to be criminals and have founded many strong criminal empires. Most Hutts prefer to stay out of the action themselves but a few have been caught in situations and fought back
Vornskrs
Ysallimari
Borrat
Mynock
Light Defender
Incom Scooper
Skipray Blastboat
Wild Karrde
Last Resort
Pulsar Skate
Mist Hunter
Punishing One
Hound’s Tooth
Pirate’s Life
Warning: Not all information is completely correct. Some information on characters or specific ships may be false. All characters use the official rules except for the armor rules which I made up still apply.
Defense: 18 Move: 10m VP/WP: 66/14 Init: +6
Attacks: Blaster Rifle +15/+10/+5 (3D8 19-20 40m), Unarmed +15/+10/+5 (1D6+2 20) Vibroblade +15/+10/+5 (2D6+2 20), Frag Grenade +14/+9/+4 (4D6/2D6 4m)
Str 15, Dex 15, Con 14, Wis 13, Int 12, Cha 10
Fort: +12, Refl: +6, Will: +6
Skills: Climb +12, Demolitions +15, Intimidate +10, Hide +8, Jump +10, Move Silently +7, Treat Injury +6
Defense: 15 Move: 10m VP/WP: 26/12 Init: +2
Attacks: Blaster Rifle +7 (3D8 19-20 40m) Unarmed +5 (1D6+1 20), Frag Grenade +6 (4D6/2D6 4m)
Str 13, Dex 14, Con 12, Wis 13, Int 12, Cha 10
Skills: Climb +6, Demolitions, +6, Hide +5, Jump +4, Treat Injury +5
Feats: Soldier Feats, Dodge, Point Blank Shot, Weapon Focus: Blaster Rifle, Martial Artist
Equipment: Blaster Rifle, 3 Frag Grenades, 2 Power Packs, Macrobinoculars
Defense: 14 Move: 10m VP/WP: 12/12 Init: +2
Attacks: Blaster Rifle +5 (3D8 19-20 40m) Unarmed +3 (1D6+1 20), Frag Grenade +4 (4D6/2D6 4m)
Str 13, Dex 14, Con 12, Wis 13, Int 12, Cha 10
Skills: Climb +4, Demolitions, +4, Hide +3, Jump +2, Treat Injury +3
Feats: Soldier Feats, Dodge, Weapon Focus: Blaster Rifle, Martial Artist
Equipment: Blaster Rifle, 1 Frag Grenades, 2 Power Packs, Macrobinoculars
Talon Karrde ran the largest smuggling organization before he retired. He is now a liaison between the Imperials and New Republic but is still fairly influential in his old organization. Karrde’s organization was primarily a smuggling outfit but after Grand Admiral Thrawn began cloning troops Karrde reformatted his group to be an intelligence gathering outfit. Karrde made a lot of money through a link Luke Skywalker set up for Karrde to get money out of in return for his information. Karrde rarely has a permanent base for his organization after Thrawn chased him off several planets.
To become a member of Karrde’s organization the character must meet the following requirements.
BAB +3
Skills: Gather Information 6 ranks, Bluff 5 ranks, and must be trilingual
Feats: Dodge, Point Blank Shot,
Special: They must apply and Karrde must approve their joining.
Defense: 20 Move: 10m VP/WP: 45/14 Init: +2
Attacks: Blaster Rifle +8/+3 (3D8 19-20 40m)
Str 13, Dex 15, Con 14, Wis 16, Int 17, Cha 18
Fort: +4, Refl: +7, Will: +9
Skills: Astrogate +6, Bluff +16, Diplomacy +16, Gather Information +12, Knowledge (law) +10, Knowledge (business) +8, Knowledge (Streetwise) +13, Pilot +10, Survival +10
Feats: Noble Feats, Scoundrel Feats, Starship Operation: Space Transport, Dodge, Point Blank Shot, Mobility, Rapid Shot
Equipment: Blaster Rifle, 2 power packs, Electrobinoculars, Datapad, Wild Karrde, Comlink
Languages: Basic, Trade Language, Rodian, Bothan, Ryl, Shyriiwook (understand only)
Defense: 19 Move: 10m VP/WP: 34/12 Init: +2
Attacks: +6/+1 Blaster Pistol (3D6 20 10m)
Str 15, Dex 15, Con 12, Int 12, Wis 13, Cha 14
Fort +4, Refl +7, Will +4
Skills: Astrogate +11, Gather Information +6, Bluff +5, Pilot +11, Knowledge (Streetwise) +9, Repair +6, Hide +5
Feats: Scoundrel Feats, Scout Feats, Dodge, Point Blank Shot, Starship Operation: Transports, Starship Dodge: Transports, Spacer
Eqipment: Blaster Pistol, Comlink, Datapad, 3 power packs, Last Resort
Languages: Basic, Rodian, Shyriiwook (understand only)
Defense: 17 Move: 10m VP/WP: 23/11 Init: +2
Attacks: +5 Blaster Pistol (3D6 20 10m)
Str 13, Dex 14, Con 11, Int 13, Wis 13, Cha 12
Fort +4, Refl +5, Will +2
Skills: Gather Information +5, Bluff +6, Hide +7, Handle Animal +12, Ride +10
Feats: Fringer Feats, Dodge, Point Blank Shot, Skill Emphasis: Handle Animal
Equipment: Blaster Pistol, 2 power packs, Comlink, Datapad
Languages: Basic, Rodian, Huttese (understand only)
The Nova Star Pirates are a fairly large group of pirates that operate near the outer rim. They inhabit an asteroid belt around the planet Mendoza. The main base is inside an asteroid that has been hollowed out. they have small observation posts scattered throughout the asteroid field so they can observe any intruders. Some of the smaller asteroids have self destruct mechanisms so they can be used as weapons. The Nova Star Pirates are feared wherever they are known. The Pirates are led by Axillian Drell. The fleet consists of the Pirate’s Life, 4 Incom Light Defenders, and 24 Z-95’s.
To become a Nova Star Pirate the character must meet the following requirements.
BAB +3
Intimidation 4 ranks
Pilot 6 ranks
Knowledge (streetwise) 4 ranks
Feats: Starship Operation
Defense: 20 Move: 10m VP/WP: 65/14 Init: +2
Attacks: Blaster Pistol +9/+4 (3D6 20 10m), Vibroblade +9/+4 (2D6 20)
Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 10
Fort. +5 Refl +8 Will +4
Skills: Astrogate +5, Bluff +7, Gather Information +7, Knowledge (Streetwise) +11, Pilot +13, Survival +8, Intimidate +7
Feats: Scout Feats, Scoundrel Feats, Starship Operation: Transport, Dodge, Point Blank Shot, Weapon Focus: Blaster Pistol
Z-95 Pilot Soldier 3
Defense: 15 Move: 10m VP/WP: 24/11 Init: +2
Attacks: +5 Blaster Pistol (3D6 20 10m)
Str 12, Dex 15, Con 11, Int 12, Wis 12, Cha 10
Fort: +4, Refl +3, Will +2
Skills: Astrogate +8, Pilot +11, Repair +5, Intimidate +4, Knowledge (Streetwise) +6
Feats: Soldier Feats, Starship Operations: Starfighter, Starship Dodge: Starfighter, Weapon Focus: Triple Blasters, Weapon Focus: Concussion Missiles
Equipment: Flight Suit, Blaster Pistol, Power Pack, Z-95
Defense: 16 Move: 10m VP/WP: 19/11 Init: +2
Attacks: +5 Blaster Pistol (3D6 20 10m)
Str 12, Dex 15, Con 11, Int 12, Wis 12, Cha 10
Fort: +4, Refl +3, Will +2
Skills: Astrogate +8, Pilot +11, Repair +5, Intimidate +4, Knowledge (Streetwise) +6
Feats: Soldier Feats, Starship Operations: Transport, Starship Dodge: Transport, Spacer, Weapon Focus: Laser Cannon
Equipment: Flight Suit, Blaster Pistol, Power Pack, Incom Light Defender
Mirax Terrik-Horn
Mirax is married to Corran Horn, they have a daughter and a son. Mirax was a smuggler who worked for the Rebels before marrying Corran. She is now mostly an information broker but she still loves to fly the pulsar skate.
Mirax Terrik Scoundrel 6/Scout 2
Defense: 21 Move: 10m VP/WP: 50/12 Init: +2
Attacks: Blaster Rifle +7/+2 (3D8 19-20 40m)
Str 13, Dex 15, Con 12, Wis 14, Int 15, Cha 16
Fort: +5, Refl: +9, Will: +6
Skills: Astrogate +12, Bluff +10, Diplomacy +8, Gather Information +10, Knowledge (business) +8, Knowledge (Corellia) +13, Knowledge (Streetwise) +13, Pilot +15, Survival +10
Feats: Scout Feats, Scoundrel Feats, Starship Operation: Space Transport, Spacer, Point Blank Shot, Starship Dodge, Heroic Surge, Rapid Shot
Equipment: Blaster Rifle, 2 power packs, Pulsar Skate, Comlink, Datapad
Languages: Basic, Trade Language, Rodian, Ryl
Liat is Mirax’s copilot and a Sullustan. Liat is a competent pilot and very at home in the cockpit. Liat is resourceful and always on task.
Liat Tsayv Scout 5
Defense: 18 Move: 10m VP/WP: 20/11 Init: +2
Attacks: Blaster Pistol +5 (3D6 20 10m)
Str 15, Dex 16, Con 11, Wis 14, Int 12, Cha 12
Fort: +3, Refl: +6, Will: +5
Skills: Astrogate +10, Gather Information +10, Knowledge (business) +5, Pilot +10, Survival +8, Listen +6, Climb +6
Feats: Scout Feats, Scoundrel Feats, Starship Operation: Space Transport, Spacer, Starship Dodge
Equipment: Blaster Pistol, 2 power packs, Comlink, Datapad
Languages: Basic, Sullustese
Zuckuss is a decent bounty hunter who briefly allied himself with the rebellion. He and 4-Lom left the rebellion after they learned that they weren’t going to make any money that way. Zuckuss briefly partnered with Boba Fett and Bossk. He is currently partners with the droid bounty hunter 4-Lom. Zuckuss has a small ability with the force.
Zuckus Soldier 4/Force Adept 3/Bounty Hunter 2
Defense: 22 Move: 10m VP/WP 78/15 Init: +3
Attacks: +14/+9/+4 Blaster Rifle (3D8 20 40M), +13/+8/+3 Blaster Pistol (3D6 20 10M), +12/+7/+2 Vibroblade (2D6 20), +13/+8/+3 Frag Grenade (4D6/2D6 2M) +13/+8/+3 Stun Grenade (4M)
Str 14, Dex 16, Con 15, Wis 12, Int 13, Cha 12
Fort: +10 Refl: +9 Will: +7
Skills: Astrogate +7, Gather Information +6, Intimidate +10, Move Silently +5, Pilot +14, Demolitions +6, Escape Artist +4, Jump +4, Listen +4, Repair +6, Survival +7, Empathy +5, Farseeing +7, See Force +3, Telepathy +3
Feats: Soldier Feats, Force Adept Feats, Weapon Focus: Blaster Rifle, Starship Operation: Transport, Point Blank Shot, Dodge, Rapid Shot, Precise Shot, Target Bonus +1, Sneak Attack +1D6
Equipment: Blaster Rifle, Blaster Pistol, 3 Frag Grenades, 2 Stun Grenades, Security Kit, 5 power packs, 2 Binders, Mist Hunter
4-Lom was a former protocol droid who had his core programming changed so that he was no longer restricted from hurting living beings. 4-Lom applied his quick thinking and logic abilities to hunting down people for money. 4-Lom is a fearsome bounty hunter because he has no feelings.
4-Lom Diplomat 1/Soldier 4
Defense: 14 Move: 10m VP/WP 43/13 Init: +1
Attacks: +5 Blaster Rifle (3D8 20 40M)
Str 12, Dex 14, Con 13, Wis 15, Int 18, Cha 15
Fort: +5 Refl: +2 Will: +5
Skills: Appraise +5, Bluff +5, Computer Use +5, Diplomacy +8, Gather Information +5, Knowledge (all) +4, Search +5, Spot +6
Feats: Soldier Feats, Skill Emphasis (Diplomacy), Point Blank Shot, Ambidexterity, Two Weapon Fighting
Equipment: Blaster Rifle (2), Security Kit, 3 power packs, 2 Binders
Dengar is a former swoop racer. He became a bounty hunter after he lost control of his swoop in a race against Han Solo. The crash wounded him grievously. Dengar flys his ship Punishing One. He is only a mildly successful bounty hunter.
Dengar Scout 4/Soldier 3
Defense: 18 Damage Reduction: 5 Move: 10m VP/WP 55/14 Init: +5
Attacks: +7/+2 Blaster Rifle (3D8 20 40M), +7/+2 Blaster Pistol (3D6 20 10M), +7/+2 Vibroblade (2D6 20), +7/+2 Frag Grenade (4D6/2D6 2M) +7/+2 Stun Grenade (4M)
Str 15, Dex 14, Con 14, Wis 14, Int 13, Cha 10
Fort: +6 Refl: +4 Will: +4
Skills: Astrogate +7, Gather Information +6, Intimidate +9, Move Silently +9, Pilot +10, Demolitions +10, Escape Artist +4, Jump +4, Listen +4, Repair +10, Survival +7, Disable Device +10
Feats: Soldier Feats, Scout Feats, Weapon Focus: Blaster Rifle, Starship Operation: Starfighter, Point Blank Shot, Dodge, Rapid Shot, Precise Shot, Starship Dodge: Starfighter, Improved Initiative
Equipment: Blaster Rifle, Blaster Pistol, 3 Frag Grenades, 2 Stun Grenades, Armor, Security Kit, 5 power packs, 2 Binders, Punishing One
Bossk is a trandoshan bounty hunter and was going to take over control of the bounty hunter’s guild before Boba Fett helped break it up. Bossk has carried a grudge against Boba Fett for many years after being doubled crossed by him several times. Bossk is fairly stupid but very dangerous.
Bossk Soldier 6/Bounty Hunter 4
Defense: 17 Move: 10m VP/WP 83/16 Init: +5
Attacks: +12/+7/+2 Blaster Rifle (3D8 20 40M), +11/+6/+1 Blaster Pistol (3D6 20 10M), +13/+8/+3 Vibroblade (2D6+3 20), +11/+6/+1 Frag Grenade (4D6/2D6 2M) +11/+6/+1 Stun Grenade (4M)
Str 17, Dex 14, Con 16, Wis 12, Int 10, Cha 10
Fort: +9 Refl: +5 Will: +5
Skills: Astrogate +7, Gather Information +6, Intimidate +13, Move Silently +6, Pilot +13, Demolitions +8, Escape Artist +4, Jump +4, Listen +4, Repair +6, Survival +7
Feats: Soldier Feats, Scout Feats, Weapon Focus: Blaster Rifle, Starship Operation: Transport, Point Blank Shot, Dodge, Rapid Shot, Precise Shot, Improved Initiative, Sneak Attack +2D6, Target Bonus +2
Equipment: Blaster Rifle, Blaster Pistol, 3 Frag Grenades, 2 Stun Grenades, Security Kit, 5 power packs, 2 Binders, Hound’s Tooth
Some characters might want to make their own group of smugglers, pirates, or mercenaries. These groups can be beneficial to everybody involved but not everybody can form their own successful group just like that. Forming a group costs lots of money and requires complete dedication. If a character forms a group they will have less time to spend adventuring and traveling. Still if the character wants to form a group the following guidelines should help. Some of this will help the character and other parts will help the GM organize what happens. While much of this is important most of it can be taken care of out of game. The GM should remember that letting a character form this group will give him people he can call on when he gets in trouble and should plan adventures to take this into account.
Base: All groups need a base to stage from. If the base is very remote less people will be willing to work for you but you will have less problem with law enforcement officials. On the flip side having your base on a heavily populated world will guarantee you employees but you will have lots of law enforcement officials watching you. Many pirate bases and smuggler hide outs are based in asteroid fields. The asteroid fields protect them from scrutiny and routes can be mapped to allow save passage. Smaller asteroids can also be fitted with security features.
Name:While the name of your group may sound trivial it is an important part of your group. The name should describe the group and be original. Nobody is going to work for the mercenary group called the Fighting Nerfs. A really good name may attract people to join the group because of how strong it sounds and if it sounds like a good name.
Members: The most important part of a character’s group is of course the members. Acquiring members is a fairly difficult process. Of course if the character has made a name for him or herself they will have an easier time of this than others would. When establishing a group the character should have at least a small group of people that will work for him. Once the character has that group they should perform small missions and eventually they will become better known. Whenever the group does something noticeable a few people should try to apply to the group. The character is the final judge on whether or not somebody can join his group.
Pay: All of the members of a group are going to get paid. Nobody works for free so the character needs to remember that. The character can choose to pay a salary to the members or pay them for every operation they run. Smaller groups will probably prefer a commission for each run since they will take many runs. Larger groups will want a salary since they are going to get less runs. Here are guidelines for pay: Lvl 1-3 1000 bi-weekly, 400 a run; Lvl 4-6 1500 bi-weekly, 600 a run; Lvl 7-9 2000 bi-weekly, 800 a run; Lvl 10-12 2500 bi-weekly, 1000 a run.
Missions: The members of your group will not be willing to go on a run just because you tell them to. Some members will demand extra if the mission has more risk than normal. For example a smuggler would have no problem running a load of spice to a lightly patrolled area, but they aren’t going to be happy if they are sent to take the same load to Coruscant because of the heavy patrols and it’s the center of the Empire. On the opposite side none of your members are going to ask for less pay when they go on an easy mission, but they will probably be willing to take less if that’s the original offer. Remember that pay is based on the danger of the mission.
Forming a guild is much more difficult than making up a group. Members of a guild have to pay dues and they expect to get something for what they pay. Members of a guild will probably get some sort of special medical care, and discounts on equipment and in the case of smugglers on goods. The guild should be somewhat democratic and allow members to air their complaints. Guilds will generally be for smugglers and bounty hunters but it is conceivable that there would be a guild for mercenaries.
Base: A guild will definitely have a home base and will be much different than a groups base. Guilds are more accepted and will probably be in an easily accessible place. Members will want to have easy access and be able to get in and out without trouble.
Members: Members of a guild will generally be characters who are good at what they do but not great. They generally need help with costs because they can’t get the stuff themselves. Guilds allow members to find jobs and get cheaper equipment. At first a guild will start off slowly but eventually more and more people will here about it and come to join it. For this reason most guilds will want to be on a well known planet so the word gets around.
Dues: Most guilds will require that a member will pay a certain percentage off of every run or mission they get paid on. The average is about 10% but may be either higher or lower depending on what the guild offers. If the members only work sporadically the guild will probably require a certain amount a year which would be close to 1000 a year.
Services: The whole point of a guild is that the members get a special benefit from joining and paying the dues. The services depend on the guild type and will be explained later in this section.
Smuggler’s Guild: A smuggler’s guild will offer discounts on spices, bacta, and weapons that are needed in certain areas. The guild will always have a place for a few ships of the higher ranking members to land. Most guilds will also have a dock where ships can be repaired and modified. Guilds will usually only charge for the materials and have hired mechanics do the work. Many guilds will also have a special trading center where the smugglers can tell others what they have and try to sell or buy what they need.
Bounty Hunter’s Guild: A bounty hunter’s guild will have exclusive bounties that it gives to its members and help stop competition. Younger members will often be paired with an experienced bounty hunter to help them learn the trade. The better guilds have docking facilities for the bounty hunters to work on their ships. Many of the guilds will have weapons that the members may borrow or get cheaper than normal. Many also have a weapons maker in their employ that can modify weapons for the members.
Mercenary’s Guild: Mercenary’s guilds are rare because most mercenaries work in a group but a few like to work for no one. These guilds will offer training facilities and obstacle courses and weapon ranges for the members to keep their skills up. Many also have areas for practicing missions. Guilds will either form small teams among the members and keep them together or assign the groups randomly for each mission. Some guilds will provide the members with weapons and other equipment needed for the mission. The better guilds will have transports to drop off and pick up the teams.
The Errant Venture is Booster Terrik’s Imperial Mark II Star Destroyer. The ship has less weapons then a normal star destroyer but is still a formidable vessel. The Errant Venture functions as a moving den for smugglers and other fringe characters. Many people visit the Errant Venture. It has facilities for fixing and upgrading ships, areas for buying and selling goods, and of course rooms that passengers can rent. The ship travels wherever Booster feels like taking it. The following is a list of the costs for visiting the Errant Venture. Landing Berth - 1000 credits, Blue Level room - 1000 credits, Red Level room - 2000 credits, Gold Level room - 5000 credits. Booster’s friends are able to stay aboard the Diamond Level for free, but few are awarded this privilege. All sales aboard must pay Booster a 5% commission fee. While staying aboard the Errant Venture is expensive it is well kept up and many people can be found aboard the ship.
Booster Terrik
Booster is a well known smuggler and a respected man. He took care of Wedge Antilles when his parents were killed. He has a mechanical eye. Hal Horn captured him and sent him to Kessel for five years.
Booster Scoundrel 9
Defense: 20 Move: 10m VP/WP 56/15 Init: +5
Attacks: +8/+3 Blaster Rifle (3D8 20 40M), +8/+3 Blaster Pistol (3D6 20 10M)
Str 16, Dex 14, Con 15, Wis 14, Int 15, Cha 13
Fort: +5 Refl: +8 Will: +5
Skills: Astrogate +12, Gather Information +13, Intimidate +14, Move Silently +6, Pilot +19, Escape Artist +4, Jump +4, Listen +4, Repair +6, Survival +7, Knowledge (law) +6, Knowledge (streetwise) +12
Feats: Scoundrel feats, Starship Operation: Transport, Starship Operation: Capital, Starship Dodge: Transport, Spacer, Skill Emphasis: Pilot, Skill Emphasis: Gather Information, Improved Initiative
Equipment: Blaster Rifle, Blaster Pistol, Comlink, Datapad, Errant Venture
Craft: Kuat Drive Yards Imperial II Star Destroyer
Class: Capital
Cost: Not available for sale
Size: Colossal (1600 m long)
Crew: Minimum 5,545 Maximum 40000 (Normal +2)
Passengers: 5,000
Cargo Capacity: 45,000 metric tons
Consumables: 2 years
Hyperdrive: x1 (backup x10)
Maximum Speed: Attack (Alternate 7)
Defense: 19 (-6 size +15 armor)
(Optional) Maneuverability: -3
Shield Points: 350
Hull Points: 800
DR: 30
Weapon: Double Turbolaser Cannons (10)
Fire Arc: 4 front, 3 right, 3 left
Attack Bonus: +2 (-8 size +2 crew +8 fire control)
Damage: 4D10x5
Range Modifiers: PB -6, S -4, M -2, L +0
Weapon: Ion Cannons (10)
Fire Arc: 2 front, 3 right, 3 left, 2 aft
Attack Bonus: +2 (-8 size +2 crew +8 fire control)
Damage: Special
Range Modifiers: PB -6, S -4, M -2, L +0
Weapon: Tractor Beam Projectors (2)
Fire Arc: 1 left, 1 right
Attack Bonus: +2 (-8 size +2 crew +8 fire control)
Damage: Special
Range Modifiers: PB -6, S -4, M -2, L +0
In their line of work it is very common for Fringe types to get a bounty placed on their head. Their are many ways to earn a bounty and the more you do the higher the bounty. Following is a guide to determine whether a character earns a bounty or not. The system counts up the total number of “points” the character has earned and the bounty is based on that. Some crimes instantly earn the character a bounty while others require an accumulation to merit a bounty. If a character gains more “points” than on the list estimate the bounty.
Crime / Points
Smuggling / 2
Murder / 3
Attacking Imperials / 5
Aiding Criminals / 2
Aiding Rebels / 4
Resisting Arrest / 2
3 / 500
4 / 750
5 / 1250
6 / 2000
7 / 3000
8 / 5000
Smugglers, bounty hunters, pirates, and mercenaries are never content with the shape of their ship and are constantly rigging the systems for quicker responses or upping the power of the weapons and shields. Few ships are left in their normal condition and almost any used ship the characters purchase is bound to be modified to some extent. Modifying a ship is tricky work and messing up could hurt the ship instead of helping it. Following are simple rules to modifying your ships and vehicles. The rules apply for both my modified rules and the official rules. A character may pay a mechanic to perform these tasks for him but the cost is doubled.
Hyperdrive: Many smugglers want faster hyperdrives so they are able to get their loads from one place to another faster and take on another load. Increasing the speed of a hyperdrive is costly and dangerous. To decrease a hyperdrive’s speed below 1 requires a mechanic with repair skill of over 15 ranks. A failure to modify the hyperdrive results in a 50% failure rate of the hyperdrive until it is fixed which requires a repair check with DC of 15. A Hyperdrive must be changed one multiplier at a time.
Change / Cost / DC
x4-x3 / 1000 / 13
x3-x2 / 2000 / 15
x2-x1 / 4000 / 19
x1-x1/2 / 8000 / 25
Change / Cost / DC
Cruising-Attack / 3000 / 13
Attack-Ramming / 4000 / 16
+1 / 1000 / 12
+2 / 1500 / 14
+3 / 2500 / 16
+4 / 3500 / 18
+5 / 4500 / 20
Change / Cost / DC
+1 / 1000 / 10
+2 / 1500 / 13
+3 / 2500 / 15
+4 / 3500 / 16
+5 / 4500 / 18
Change / Cost / DC
+1 / 1000 / 14
+2 / 1500 / 16
+3 / 2500 / 18
All weapon modifications require a repair:weapons check using my house rules.
Fire Control: Increasing a weapons fire control is a very useful upgrade and is not difficult if you know what you are doing. Modifying a ships fire control requires the mechanic to make the weapons platform more stable or adding a better targeting system. A weapon’s fire control may only be increased by a total of 3.
Change / Cost / DC
+1 / 500 / 14
+2 / 750 / 16
+3 / 1250 / 17
Die Increase / Cost / DC
+1 / 1000 / 12
+2 / 1750 / 15
+3 / 2500 / 18
Increase / Cost / DC
0-x1 / 1000 / 13
x1-x2 / 2500 / 15
x2-x3 / 4000 / 17
x3-x4 / 6000 / 19
x4-x5 / 8000 / 21
x5-x6 / 10000 / 23
All weapon modifications require a repair:vehicles check using my house rules.
Speed: A vehicles speed is a delicate thing to mess with but the improvements are cheap and very useful. Failing a repair check causes the engine to break down until a repair check with a DC of 16 is made. A vehicles speed may be increased by a total of 10m.
Increase / Cost / DC
+2m / 500 / 12
+4m / 750 / 14
+6m / 1000 / 16
+8m / 1250 / 18
+10m / 1500 / 20
Change / Cost / DC
+1 / 1000 / 10
+2 / 1500 / 13
+3 / 2500 / 15
+4 / 3500 / 16
+5 / 4500 / 18
Fire Control: Increasing a weapons fire control is a very useful upgrade and is not difficult if you know what you are doing. Modifying a ships fire control requires the mechanic to make the weapons platform more stable or adding a better targeting system. A weapon’s fire control may only be increased by a total of 3.
Change / Cost / DC
+1 / 500 / 14
+2 / 750 / 16
+3 / 1250 / 17
Die Increase / Cost / DC
+1 / 1000 / 12
+2 / 1750 / 15
+3 / 2500 / 18
Increase / Cost / DC
+4m / 500 / 10
+8m / 750 / 12
+12m / 1250 / 15
+16m / 1500 / 17
+20m / 1750 / 19
All weapon modifications require a repair:weapons check using my house rules.
Damage Dice: Many pirates and bounty hunters modify their weapons so that they add an extra punch to their shots. Modifying weapons is chancy and can cause the weapons to backfire. A weapon can gain up to 3 additional dice of damage. Failing a repair check causes the weapon to short until a repair check with DC of 12 is made.
Die Increase / Cost / DC
+1 / 300 / 12
+2 / 500 / 15
+3 / 750 / 18
Increase / Cost / DC
+2m / 100 / 10
+4m / 150 / 12
+6m / 200 / 15
+8m / 300 / 17
+10m / 450 / 19
Minimum / Cost / DC
20-19 / 500 / 16
19-18 / 1000 / 18
18-17 / 1500 / 20
17-16 / 2250 / 25
Verpine: The verpine are an insectoid race. Their great vision allows them to be good mechanics. They are also good with computers. Many verpine joined the rebellion and act as mechanics.
* +2 Int, -2 Cha. The Verpine are smart but they are withdrawn and aloof.
* Medium-size. As Medium-size creatures the verpine have no special abilities or penalties due to their size.
* Verpine base speed is 10m.
* Verpine gain a +4 bonus to repair checks. Verpine have good vision which allows them to clearly see the problems with mechanical things.
* Verpine gain a +2 bonus to computer use checks. Verpine have a natural aptitude when using computers.
* Automatic Language: Verpin
* +2 Dex, -4 Str. The Qom’s are fast and agile but very weak.
* Small. As small creatures, Qom gain a +1 size bonus to their Defense, a +1 size bonus to attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than human’s use, and their lifting and carrying limits are three-quarters of those Medium-size characters.
* Qom base speed is 6m, 20m when flying.
* The Qom may not use any weapons but they may use natural weapons. Two claws 1D6 and Beak 1D8.
* The Qom gain a +2 bonus to Survival and Hide checks because of the difficulty of their existence.
* The Qom communicate telepathically and can talk to any Force-User. If the Qom is a Force-User it may communicate to anybody.
* +2 Con, -2 Cha. Vratix are tough but not very friendly.
* Medium-size. As Medium-size creatures, Vratix have no special abilities or penalties because of their size.
* Vratix base speed is 10m.
* Vratix gain a +4 bonus to jump because of their powerful legs. All maximum jump distances are doubled.
* Hive Mind. All Vratix that work together share what they know with other Vratix. If one Vratix is aware of an attack all are. When making a knowledge check any Vratix within 100 miles can help the other by making the knowledge check instead of the original.
* Automatic Language: Basic, Vratix
* +2 Strength, -2 Intelligence, -2 Charisma, Most togorians are strong but not too bright or friendly.
* Medium-size. As Medium-size creatures, Vratix have no special abilities or penalties because of their size.
* Togorian base speed is 12m.
* Togorians gain a +4 bonus to all survival checks, because they are natural hunters.
* A Togorian base unarmed attack does 1D6 damage because of their claws. If the Togorian takes Martial Artist its unarmed attack damage becomes 1D8.
* Automatic Language: Togorian
* +2 Constitution, -2 Charisma. Devaronians are tough but fearsome looking.
* Medium-size. As Medium-size creatures, Vratix have no special abilities or penalties because of their size.
* Devaronian base speed is 10m.
* Devaronians gain a +2 bonus to all fortitude saves because of their tough skin.
* Automatic Language: Devaronian
* +2 Intelligence, -2 Wisdom. Gotals are intelligent but not too observant.
* Medium-size. As Medium-size creatures, Vratix have no special abilities or penalties because of their size.
* Gotal base speed is 10m.
* Gotals gain a +4 bonus to Sense Motive because their horns give them a special sensing ability.
* Automatic Language: Gotal
* -2 Dexterity, +2 Constitution, +2 Intelligence, -2 Charisma
* Large-size. As Large-size creatures Hutts suffer a -1 penalty to attack and defense rolls, they also suffer a -4 penalty to hide checks.
* Hutt base speed is 6m
* Hutts gain a +3 bonus to all Will saves.
* Hutts have a damage reduction rate of 5
* Automatic Languages: Huttese, Basic
There are many creatures throughout the galaxy. Most are not very well known but have very powerful effects.
The Vornskrs are carnivorous dogs who hunt by sensing the force. The Vornskrs are native to the planet Mykr. Vornskrs can be trained but the process is difficult and dangerous.
Vornskr Hunter 2: Init +3, Defense: 15 (+3 dex, +2 size), Spd: 15m, VP/WP: 20/11, Atk.: +6/+1 Melee (Claw 1D6+3 20), +4 Melee (Bite 1D8+3 19-20), SQ: Survival +10 for track against Force Sensitive characters or creatures, SV: Fort. +5 Refl. +9, Will +4, Sz: S
Rep: 1, Str 16, Dex 17, Con 11, Int 9, Wis 6, Cha 6
Challenge Code: C
Skills: Hide +5, Move Silently +7, Search +4, Listen +4, Survival +8
Feats: Track
The Ysallimari are native to Mykr and create a bubble of space in which the force cannot be used. This ability is an evolution used to protect them from the Vornskr. Ysallimari are incredibly slow.
Ysallimari Animal 1: Init: -2, Defense: 9 (-3 Dex, +2 size), Spd: 4m, VP/WP: -/8, Atk: - SQ: Creates a force bubble with radius of 20’. Force skills and feats cannot be used inside and may not affect anything inside the bubble, SV: Fort +1, Refl -1, Will +2, Str 6, Dex 5, Con 8, Int 6, Wis 7, Cha 6
Challenge Code: A
Skills: Survival +6, Hide +10
The Borrat is a large burrowing animal that lives on Coruscant. Nobody knows whether it is native or was transported there. The borrat uses its sharp claws to dig through walls and create networks of tunnels. The borrat is vicious and very dangerous.
Borrat Predator 4: Init +2, Defense: 13 (+2 dex, +1 size), Spd: 12m, VP/WP: 32/14, Atk.: +7/+2 Melee (Claw 1D8+3 20), +4 Melee (Bite 1D10+3 19-20), SV: Fort. +7 Refl. +8, Will +4, Sz: M
Rep: 3, Str 16, Dex 15, Con 14, Int 7, Wis 6, Cha 6
Challenge Code: C
Skills: Survival +5, Hide +4, Climb +6, Spot +5
The mynock is a flying rat that lives in space. The mynock attaches to spaceships and sucks the power out of them. Mynock can be found anywhere and are completely useless.
Mynock Pest 2: Init +2, Defense: 15 (+3 dex, +2 size), Spd: 30m, VP/WP: -/9, Atk.: +4 melee (attach see SQ) SQ: When the mynock makes a successful attach attack it is treated as an ion attack, each round the mynock is attached is considered another ion hit. SV: Fort. +5 Refl. +9, Will +4, Sz: S
Rep: 1, Str 10, Dex 17, Con 9, Int 7, Wis 6, Cha 6
Challenge Code: A
Skills: Survival +5
Hoverscout
The hoverscout is a small landspeeder that holds several people and moves quickly. It was designed to aid Imperial Scout units when surveying a new planet or moving around on cluttered planets. Many hoverscouts have been stolen by mercenary units as fast assault vehicles. Several smuggler groups use them to move merchandise around on the ground.
Craft: SoroSuub EZ-40 Landspeeder
Class: Speeder
Cost: 25,000 (new), 17,500 (used)
Size: Large (5m long)
Crew: Varies (1, 1 gunner)
Passengers: 2
Cargo Capacity: 20 kg (500 kg without passengers)
Ground Speed: 120 m (max. speed 395 km/h)
Altitude: up to 4m
Defense: 17 (+2 size, +5 armor)
Hull Points: 25
DR: 5
Weapon: Laser Cannon
Fire Arc: Turret
Attack Bonus: +6 (+2 size, +4 fire control)
Damage: 5D6
Range: 100m
Baudo Class Yacht
The Baudo Class Yacht is a sleek, fast transport. It is commonly used as a pleasure ship but a few smugglers use it to transport their freight.
Craft: Corellian Baudo Class Yacht
Class: Transport
Cost: 450,000 (new), 300,000 (used)
Size: Small (45 m long)
Crew: 2, 1 gunner(Skilled +4)
Passengers: 8
Cargo Capacity: 150 metric tons
Consumables: 3 weeks
Hyperdrive: x1.5
Maximum Speed: Ramming (Alternate 9)
Defense: 21 (+1 size +10 armor)
(Optional) Maneuverability: +3
Hull Points: 150
Shield Points: 50
DR: 10
Weapon: Quad Laser
Fire Arc: Turret
Attack Bonus: +11 (+1 size +4 crew +6 fire control)
Damage: 6D10x2
Range Modifiers: PB +0, S +0, M/L n/a
The Incom Light Defender is designed for escort duty and protecting remote planets. The ship lacks enough weaponry to pose a threat to any military craft but it is able to deal with most smugglers and small pirate ships. Used mostly on smaller planets for leading visitors to where they are supposed to be.
Craft: Incom Light Defender
Class: Transport
Cost: 450,000 (new), 300,000 (used)
Size: Small (45 m long)
Crew: 2, 1 gunner(Skilled +4)
Passengers: 8
Cargo Capacity: 150 metric tons
Consumables: 3 weeks
Hyperdrive: x1.5
Maximum Speed: Ramming (Alternate 9)
Defense: 21 (+1 size +10 armor)
(Optional) Maneuverability: +3
Hull Points: 150
Shield Points: 50
DR: 10
Weapon: Laser Cannon (2)
Fire Arc: Turret
Attack Bonus: +9 (+1 size +4 crew +4 fire control)
Damage: 4D10x2
Range Modifiers: PB +0, S +0, M/L n/a
The Incom Scooper was originally designed for mining operations. The scooper was able to come low to the ground and had a tractor beam that would pull or drop stuff directly into the hold. Many smugglers and pirates have modified this ship to fit their needs. Smugglers have generally boosted the ship’s speed and use the scooper to pull in over drop points, drop the merchandise, and get out of there before authorities can catch them. Pirates add armaments so the ship can defend itself before picking up drops in battle zones. The pirates on the raided ship fill a box with stolen goods and drop the box while the scooper picks it up.
Craft: Incom Mine Scooper
Class: Transport
Cost: 700,000 (new), 300,000 (used)
Size: Small (50 m long)
Crew: 6, 1 gunner(Skilled +4)
Passengers: 8
Cargo Capacity: 500 metric tons
Consumables: 2 months
Hyperdrive: x2
Maximum Speed: Attack (Alternate 5)
Defense: 21 (+1 size +10 armor)
(Optional) Maneuverability: +0
Hull Points: 300
Shield Points: 100
DR: 10
Weapon: Small Tractor Beam
Fire Arc: Turret
Attack Bonus: +7 (+1 size +4 crew +2 fire control)
Damage: Special
Range Modifiers: PB +0, S +0, M/L n/a
Weapon: Asteroid Buster
Fire Arc: Turret
Attack Bonus: +5 (+1 size +4 crew +0 fire control)
Damage: 2D10x2
Range Modifiers: PB +0, S +0, M/L n/a
The skipray is a faster maneuverable fighter/transport. It is small but can carry a decent amount of goods. It is commonly used by small smuggling operation. It is also a common choice for affluent teenagers who wish to travel the stars.
Craft: Skipray Blastboat
Class: Fighter
Cost: 300,000 (new), 150,000 (used)
Size: Small (25 m long)
Crew: 1 (Skilled +4)
Passengers: 3
Cargo Capacity: 5 metric tons
Consumables: 2 months
Hyperdrive: x2
Maximum Speed: Attack (Alternate 7)
Defense: 21 (+1 size +10 armor)
(Optional) Maneuverability: +4
Hull Points: 150
Shield Points: 75
DR: 5
Weapon: Laser Cannon
Fire Arc: Front
Attack Bonus: +7 (+1 size +4 crew +2 fire control)
Damage: 4D10x2
Range Modifiers: PB +0, S +0, M/L n/a
Weapon: Concussion Missile
Fire Arc: Front
Attack Bonus: +7 (+1 size +4 crew +2 fire control)
Damage: 7D10x2
Range Modifiers: PB +0, S/M/L n/a
The Wild Karrde is Talon Karrde’s personal ship. It is heavily modified to carry 6 Z-95 headhunters and has 6 turbolasers aboard. The ship’s base is a medium transport. The Wild Karrde has been Karrde’s ship for most of his career and has seen much action.
Craft: Modified Medium Transport
Class: Transport
Cost: not for sale
Size: Small (50 m long)
Crew: 6, 6 gunner(Skilled +4)
Passengers: 50
Cargo Capacity: 500 metric tons
Consumables: 2 months
Hyperdrive: x1
Maximum Speed: Attack (Alternate 7)
Defense: 21 (+1 size +10 armor)
(Optional) Maneuverability: +2
Hull Points: 250
Shield Points: 100
DR: 10
Weapon: Turbolaser (6)
Fire Arc: 2 front, 2 right, 2 left
Attack Bonus: +11 (+1 size +4 crew +6 fire control)
Damage: 4D10x5
Range Modifiers: PB +0, S +0, M/L n/a
Karrde gave Aves the Last Resort when he retired. Aves is a skilled captain and his crew performs well under him. He is known for putting the ship through hard turns and quick moves that the ship wasn’t designed to make.
Craft: Modified Small Transport
Class: Transport
Cost: not for sale
Size: Small ( 45m long)
Crew: 6, 4 gunners (Skilled +4)
Passengers: 25
Cargo Capacity: 150 metric tons
Consumables: 3 months
Hyperdrive: x1
Maximum Speed: Ramming (Alternate 10)
Defense: 21 (+1 size +10 armor)
(Optional) Maneuverability: +4
Hull Points: 200
Shield Points: 75
DR: 10
Weapon: Turbolaser (4)
Fire Arc: 2 right, 2 left
Attack Bonus: +11 (+1 size +4 crew +6 fire control)
Damage: 4D10x5
Range Modifiers: PB +0, S +0, M/L n/a
The Pulsar Skate was originally owned by Booster Terrik but when he retired he gave it to his daughter Mirax. The ship is now crewed by Mirax and Liat Tsayv. The ship is almost as fast as the Millennium Falcon in hyperspace but decidedly better looking.
Craft: Modified Corellian Baudo Class Yacht
Class: Transport
Cost: not for sale
Size: Small (45 m long)
Crew: 2, 2 gunners(Unique)
Passengers: 8
Cargo Capacity: 150 metric tons
Consumables: 3 weeks
Hyperdrive: x.6
Maximum Speed: Ramming (Alternate 10)
Defense: 21 (+1 size +10 armor)
(Optional) Maneuverability: +4
Hull Points: 150
Shield Points: 75
DR: 10
Weapon: Quad Laser (2)
Fire Arc: Turret
Attack Bonus: +7 (+1 size +6 fire control)
Damage: 6D10x2
Range Modifiers: PB +0, S +0, M/L n/a
The Mist Hunter is Zuckuss’s ship. Zuckuss has added heavier armor and weapons to the ship and has made it into a battle transport. The ship is capable of fighting off most starfighters and still has room for passengers or prisoners.
Craft: Modified Mini-Transport
Class: Transport
Cost: not for sale
Size: Small ( 21m long)
Crew: 2(Unique)
Passengers: 3
Cargo Capacity: 50 metric tons
Consumables: 3 weeks
Hyperdrive: x1
Maximum Speed: Ramming (Alternate 10)
Defense: 21 (+1 size +10 armor)
(Optional) Maneuverability: +3
Hull Points: 200
Shield Points: 75
DR: 10
Weapon: Turbolaser (2)
Fire Arc: Turret
Attack Bonus: +7 (+1 size +6 fire control)
Damage: 4D10x5
Range Modifiers: PB +0, S +0, M/L n/a
Weapon: Ion Cannon
Fire Arc: Front
Attack Bonus: +3 (+1 size +2 fire control)
Damage: Special
Range Modifiers: PB +0, S +0, M/L n/a
The Punishing One is a modified scout fighter. It is maneuverable and quick but still has room to haul 2 prisoners. Dengar has outfitted most of the ship’s weaponry and has made it a more powerful ship.
Craft: Modified Corellian Scout
Class: Starfighter
Cost: not for sale
Size: Tiny (19m long)
Crew: 1(Unique)
Passengers: 2
Cargo Capacity: 500 kg
Consumables: 1 week
Hyperdrive: x1.5
Maximum Speed: Ramming (Alternate 9)
Defense: 21 (+1 size +10 armor)
(Optional) Maneuverability: +5
Hull Points: 100
Shield Points: 75
DR: 5
Weapon: Laser Cannon (3 fire-linked)
Fire Arc: Front
Attack Bonus: +6 (+2 size +4 fire control)
Damage: 5D10x2
Range: PB +0 S -2 M -4 L -6
Weapon: Ion Cannon
Fire Arc: Front
Attack Bonus: (+2 size +4 fire control)
Damage: Special
Range: PB +0 S -2 M -4 L -6
The Hound’s Tooth is Bossk’s ship. It is a heavily modified heavy transport. It has heavy firepower and is extremely tough. It is fast but has poor maneuverability. The Hound’s Tooth is well known and people know to stay away when they see it.
Craft: Modified Heavy Transport
Class: Transport
Cost: not for sale
Size: Small ( 67m long)
Crew: 1(Unique)
Passengers: 15
Cargo Capacity: 200 metric tons
Consumables: 2 months
Hyperdrive: x2
Maximum Speed: Attack (Alternate 6)
Defense: 20 (+0 size +10 armor)
(Optional) Maneuverability: +1
Hull Points: 300
Shield Points: 75
DR: 10
Weapon: Turbolaser (6)
Fire Arc: 3 right, 3 left
Attack Bonus: +4 (+0 size +4 fire control)
Damage: 4D10x4
Range: PB +0 S +0 M -2 L -4
Weapon: Ion Cannon (2)
Fire Arc: Front
Attack Bonus: +4 (+0 size +4 fire control)
Damage: Special
Range: PB +0 S +0 M -2 L -4
Weapon: Tractor Beam
Fire Arc: Front
Attack Bonus: +4 (+0 size +4 fire control)
Damage: Special
Range: PB +0 S +0 M -2 L -4
The Pirate’s Life is Axellian Drell’s flagship. It is heavily armored and armed. The ship is capable of taking out ships much larger than it is. The ship has many special features that make it an extremely capable ship. It can also carry 8 starfighters.
Craft: Modified Medium Transport
Class: Transport
Cost: not for sale
Size: Small ( 55m long)
Crew: 10, 11 gunners(Skilled +4)
Passengers: 50
Cargo Capacity: 200 metric tons
Consumables: 2 months
Hyperdrive: x2
Maximum Speed: Ramming (Alternate 8)
Defense: 21 (+1 size +10 armor)
(Optional) Maneuverability: +2
Hull Points: 250
Shield Points: 100
DR: 10
Weapon: Turbolaser (6)
Fire Arc: 3 right, 3 left
Attack Bonus: +9 (+1 size, +4 crew, +4 fire control)
Damage: 4D10x4
Range: PB +0 S +0 M -2 L -4
Weapon: Ion Cannon (4)
Fire Arc: 2 front, 1 left, 1 right
Attack Bonus: +9 (+1 size, +4 crew, +4 fire control)
Damage: Special
Range: PB +0 S +0 M -2 L -4
Weapon: Tractor Beam
Fire Arc: Front
Attack Bonus: +9 (+1 size +4 fire control, +4 crew)
Damage: Special
Range: PB +0 S +0 M -2 L -4