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Welcome aboard the Errant Venture, gentlebeings! I am Nawara Ven,
quartermaster and majordomo for Booster Terrik, the owner and operator
of this great spacebound bazaar. Please ignore those burn marks on the wall
of the hangar; I assure you they’re nothing you should concern yourself with.
Allow me to give you the grand tour and perhaps find a place where you can
relax and spend a few credits on yourself. Everything a being could ever want
that can’t be found planetside is found aboard our ship, for a price. Just stay
with me and I assure you that we can help find what you’re interested in.
The Errant Venture is not your typi- Imperial forces away from Thyferra. In a
cal smugglerʼs den, that much is certain in brilliant tactical move, Booster commanded a
the minds of nearly all visitors. The sight of space station armed with the fire-control sen-
an Imperial II-class Star Destroyer is usually sors of over 300 proton torpedo and concus-
enough to send members of the fringe scat- sion missile launchers; an expert at bluffing, 3
tering in all directions, except when Booster Terrik convinced the captains of the Super Star
Terrik is at its helm. Traveling from system to Destroyer Lusankya and the Imperial-II Star
system and never staying in one place for long, Destroyer Virulence that he actually had laid
the Errant Venture has picked up a motley col- a trap, when in reality the fire control sensors
lection of smugglers, gamblers, mercenaries, were without their matching weaponry. Though
information brokers, and countless others who the Lusankya eventually broke free, the Viru-
operate outside New Republic law. With each lence surrendered to Booster who eventually
jump through hyperspace comes new denizens led the ship to aid in the Battle of Thyferra.
of the fringe, black market goods, dangerous Following the battle, Booster insisted
adventures, and countless other rare and valu- that the Virulence belonged to him, since the
able items that keep beings of all kinds coming captain had surrendered the ship not to the
back for more. New Republic, but to Terrik himself. Through
a long series of negotiations, Talon Karrde,
History of the Errant Venture General Airen Cracken, and Booster Terrik fi-
nally came to an agreement that allowed Terrik
The tale of the Errant Venture begins to keep the ship, though stripped of most of its
shortly after Coruscant fell to New Republic weaponry. Booster renamed the ship the Errant
forces at the hands of Rogue Squadron. Ysanne Venture, and hired over 200 Verpine techs to
Isard, then-ruler of the remnants of the Impe- refit and refurbish the damaged and decrepit
rial war machine, had fled to Thyferra where portions of the ship. The refit took over seven
her control of the Bacta Cartel had dealt a months, but once finished Booster had gained
crippling blow to the struggling New Republic command of a massive, floating smugglerʼs
military. In a series of battles, won through den, which had been a dream of his for years.
the cleverness and talent of several members Today, the Errant Venture is a common name
of Rogue Squadron and their associates, Isard on the tongues of most members of the space-
was ousted from her seat of power and Thy- faring fringe. Intimidating to its enemies, but
ferra was free to join the New Republic. a welcome sight for criminals and thrillseek-
During the final stages of the campaign, ers, the Errant Venture has become an icon of
Booster Terrik, a smuggler and information smugglers and free-traders everywhere, and
broker, who spent 5 hard years in the spice serves as a reminder for all members of the
mines of Kessel, cooperated with his future fringe that Booster Terrik outsmarted the New
son-in-law Corran Horn in an effort to draw Republic.
with a massive database of “dataphantoms,” or
The Ship and its Crew identities which can be easily assumed without
scrutiny from public officials, Booster can cre-
Boosterʼs dream of a mobile base of ate a set of documents that no one will ques-
operations and place of business has not been tion their validity. This comes in very handy
everything he dreamed it would be. When the for his under-the-table dealings, as well as
New Republic finished stripping the ship of its making him a good deal of money from those
weaponry, the Errant Venture was reduced to who wish to change lives for a while. Other
ten turbolaser batteries, ten ion cannons, and systems, such as communications and sensor
two tractor beams, a mere shadow of its former
armament. Additionally, interior systems had Maneuverability: 1D
been damaged in combat, and faulty fire-con- Space: 5
trol modules on some of the weaponry have Hull: 7D
been a constant headache for Booster Terrik Shields: 2D
ever since acquiring the vessel. As a result of Sensors:
these problems, the ship takes a –3 Engines Passive: 75/1D+2
4
penalty to Maneuverability, and suffers losses Scan: 150/3D+2
in fire control bonuses and turbolaser damage. Search: 300/5D
Despite repeated breakdowns and sys- Focus: 8/6D+2
tems failures, many pieces of Imperial military Weapons:
technology were left intact aboard the vessel. Turbolasers (60)
One of the big advantages for Booster and his Fire Arc: 4 Batteries Front, 4
crew is that the Imperial document fabrica- Batteries Left, 4 Batteries Right
tion systems are still fully functional. These Fire Control: 2D+2
are excellent for forging legal documents and Space Range: 3-15/36/75
identifications, because rather than being fake Atmosphere Range: 6-30/72/
identification documents, they are real Imperial 150 km
documents with false information. Combined Damage: 4D
Errant Venture
Ion Cannons (60)
Craft: Kuat Drive Yards’ Heavily Fire Arc: 4 Batteries Front,
Modifed Imperial-II Star Destroyer 3 Batteries Left, 3 Batteries
Type: Star Destroyer Right, 2 Batteries Back
Scale: Capital ship Fire Control: 3D+2
Length: 1,600 meters Space Range: 1-10/25/50
Skill: Capital Ship Piloting: Star De- Atmosphere Range: 2-20/50/
stroyer 100 km
Crew: 4,780 Damage: 5D
Crew Skill: Capital Ship Gunnery 4D,
Capital Ship Piloting 4D+2, Capital Tractor Beam Projectors (10)
Ship Shields 4D+1 Fire Arc: 6 Front, 2 Left, 2
Passengers: 30,000 Right
Cargo Capacity: 49,000 metric tons Fire Control: 3D+2
Consumables: 5 years Space Range: 1-5/15/30
Cost: Not for sale Atmosphere Range: 2-10/30/60
Hyperdrive Multiplier: x2 (backup x8) km
Nav Computer: Yes Damage: 6D
The Errant Venture in the
New Jedi Order
During the events that led up to the peace accord between the New Republic and the
Imperial Remnant, Booster Terrik was able to make a deal with the New Republic Navy to
refit the entire ship using the best technicians the government had to offer in exchange for the
shipʼs use during a raid on an Imperial outpost. As a result, the ship was returned to nearly
new condition, with a full weapons compliment and all the shipʼs vital systems torn out and
replaced with state of the art units. Despite the new components, however, modifications to the
ship made by the smuggler prevented the Star Destroyer from being returned to absolutely top
condition, and some ships systems still functional erratically (giving a –1 Engines penalty to
Maneuverability, as well as less effective fire control). Additionally, after peace was made, the
New Republic paid to have the ship painted blood red from bow to stern, a vision that Booster
had planned for the ship but could never quite afford to have done.
With the Jedi on the run from the Yuuzhan Vong (and the Peace Brigade), the Errant
Venture serves as a floating sanctuary for most of the youngest Jedi students. Kam Solusar and
his wife, Tionne, are managing the small cluster of apprentices, while Jedi Knight Corran Horn
5
is remaining onboard in order to lie low following the events at Ithor. While Booster claims to
be put off by having the Jedi students on board, the fact that two of them are his grandchildren
softens his gruff exterior to a certain degree. The ship is making random jumps throughout the
galaxy, never straying close enough to an inhabited system to be spotted, and only staying in
the same place long enough to re-supply. Additionally, due to the increased need for security,
the two house starfighter squadrons have been released to fight independently of the vessel.
Only a select few can find the ship at any given moment, among them Luke Skywalker, Mara
Jade, Han Solo and Leia Organa Solo, and perhaps a handful of others.
equipment, give the ship other subtle advan- X-Ceptor is an X-Wing cockpit with a pair of
tages –- when the systems are functional. TIE Interceptor solar panels in the place of
The ship was redesigned on the interior, the standard S-foils, while the Y-TIE consists
but has always been plagued by technical diffi- of a Y-Wingʼs cockpit, with TIE Fighter solar
culties. The ship is now sectioned off into three panels in the place of the engine nacelles. Of
levels: Black Level, Blue Level, and Diamond Adventure Hook:
Level. These are the three commercial zones of
the ship, which are the most visited by traders
Dangerous Cargo
and merchants, as well as passengers simply As soon as the characters arrive
along for the thrill, and some of the less savory aboard the Errant Venture, they have a
members of Galactic society. Black Level, the chance encounter with Nawara Ven in the
lowest of the three, has been likened to Mos cargo hold. As the characters disembark from
Eisley in many respects, as things there can their transport, astute heroes will overhear a
get a little rough; Blue Level is populated by conversation between the Twiʼlek quarter-
merchants, traders, and thrillseekers, while the master and a merchantʼs representative. The
upper level, Diamond Level, houses the casi- Errant Venture has just unloaded some very
nos and the big spenders. hot cargo, either Imperial command codes,
a cache of Adegan Crystals (used in the
With a decreased armament and peril- creation of lightsabers), or some other item
ously nonfunctional electronic equipment, which coincides with the charactersʼ inter-
Booster keeps several squadrons of uglies, ests. Further investigation reveals that Ven
patchwork starfighters composed of vary- acquired the items through a fellow Twiʼlek
ing parts of different starships, for the shipʼs named Duura, an information broker on
protection from pirates and other raiders. The Black Level.
course, no two uglies are alike, and more often Space: 7
than not even two of the same basic configu- Atmosphere: 350; 1,000 kmh
ration will vary widely in functionality. The Hull: 3D
shipʼs two house squadrons, Glory Squadron Shields: 0D+2
and Honor Squadron, are permanently sta- Sensors:
tioned aboard the Errant Venture, and are on Passive: 25/0D
Boosterʼs payroll. The ship also makes use of Scan: 50/1D
four mercenary squadrons, who swap in and Search: 75/2D
out occasionally, are paid on a contractual ba- Focus: 3/4D
sis and are rarely aboard the ship for more than Weapons:
a few months. Laser cannons (4 fire-linked)
Aside from the starfighters housed Fire Arc: Front
aboard the vessel, several transports, shuttles, Fire Control: 1D+2
and other unconventional craft are often found Space Range: 1-3/12/25
in the Star Destroyerʼs docking bay. One of the Atmosphere Range: 100-300/1.2
chief defenses the Errant Venture has against km/2.5 km 6
larger ships, such as the corvettes and cruisers Damage: 5D
found in some pirate fleets, is a pair of as-
sault gunboats that cost Booster no small sum
to procure. The craft are Cygnus Spaceworks Y-TIE Ugly
Alpha-class assault gunboats which were Craft: Y-TIE Ugly
originally developed for use in the Galactic Type: Modified starfighter
Empire. Though never produced in so large a Scale: Starfighter
number as to become common in the galaxy, Length: 11.8 meters
assault gunboats were the Imperial response to Skill: Starfighter Piloting: Y-TIE Ugly
the more durable but slower craft used by the Crew: 1-2
Rebel Alliance. Boosterʼs technicians keep the Crew Skill: Starfighter Piloting 3D, Star-
pair as close to full efficiency as possible, as ship Gunnery 2D+2, Starship Shields
they were far too costly to allow them to slip 2D+2
into disrepair. Passengers: 0
Cargo Capacity: 100 kg
X-Ceptor Ugly Consumables: 4 days
Craft: X-Ceptor Ugly Cost: Not available
Type: Modified starfighter Hyperdrive Multiplier: x2
Scale: Starfighter Nav Computer: Yes
Length: 12.5 meters Maneuverability: 1D+2
Skill: Starfighter Piloting: X-Ceptor Ugly Space: 6
Crew: 1 Atmosphere: 330; 950 kmh
Crew Skill: Starfighter Piloting 4D, Star- Hull: 3D+1
ship Gunnery 3D+2, Starship Shields Shields: 1D
3D+1 Sensors:
Passengers: 0 Passive: 15/0D
Cargo Capacity: 90 kg Scan: 35/1D
Consumables: 4 days Search: 50/2D
Cost: Not available Focus: 4/3D
Hyperdrive Multiplier: x2 Weapons:
Nav Computer: Yes Laser cannon (2, 1 fire-linked in sets
Maneuverability: 3D+1 of 2)
Fire Arc: Front Weapons:
Fire Control: 1D Laser cannons (2 fire-linked)
Space Range: 1-3/12/25 Fire Arc: Front
Atmosphere Range: 100-300/1.2 Fire Control: 2D
km/2.5 km Space Range: 1-3/12/25
Damage: 5D Atmosphere Range: 100-300/1.2
km/2.5 km
Light ion cannon (1) Damage: 4D
Fire Arc: Turret or front*
Fire Control: 2D Ion cannons (2 fire-linked)
Space Range: 1-3/7/36 Fire Arc: Front
Atmosphere Range: 100-300/700/ Fire Control: 2D
3.6 km Space Range: 1-3/7/36
Damage: 4D Atmosphere Range: 100-300/700/
3.6 km
* These guns may be fixed to forward-fir- Damage: 4D 7
ing to be operated by the pilot. This
reduces the fire control bonus from 2D Concussion missile launchers (2)
to 1D. Fire Arc: Front
Fire Control: 1D+1
Space Range: 1-3/7/13
Assault Gunboat Atmosphere Range: 100-300/700/
Craft: Cygnus Spaceworks Alpha Class 1.3 km
XG-1 Starwing Damage: 9D
Type: Assault gunboat
Scale: Starfighter
Length: 15 meters Additionally, Booster has hired several
Skill: Starfighter Piloting employees to act as a security force aboard
Crew: 1 the ship. Recognizing that with a ship full of
Crew Skill: Starfighter Piloting 4D, Star- scoundrels there was bound to be trouble, he
ship Gunnery 3D+2, Starship Shields selected former crewmates and mercenaries
3D+1 to fill out the ranks of an armed security team
Passengers: 0 to keep the peace in order to continue attract-
Cargo Capacity: 100 kg ing more wealthy guests. These security team
Consumables: 3 days members are garbed in what appear to be old
Cost: Not available Imperial-style uniforms, but rather than the
Hyperdrive Multiplier: x1 sterile gray and black colors of the past, the
Nav Computer: Yes torsos are now light green with yellow sleeves,
Maneuverability: 2D and when combined with their yellow trousers
Space: 8 and green caps make them a somewhat sicken-
Atmosphere: 365; 1,050 kmh ing sight to behold. Nevertheless, they stand
Hull: 4D+1 out in a crowd and have been a relatively effec-
Shields: 2D+2 tive means of keeping the peace. They do turn
Sensors: a blind eye to many of the shady deals on the
Passive: 25/0D ship, unless Booster specifically orders them to
Scan: 50/1D take care of a situation, or if the situation pres-
Search: 75/2D ents a danger to the ship or its wealthy guests.
Focus: 3/4D
Errant Venture Security Force Member Errant Venture Security Force Captain
Type: Security Guard Type: Weequay Security Guard Captain
DEXTERITY 2D DEXTERITY 2D
Blaster 3D, Brawling Parry 3D+2, Melee Blaster 5D, Brawling Parry 5D+1, Melee
Combat 3D+2, Melee Parry 4D Combat 6D, Melee Parry 5D+1
KNOWLEDGE 1D+2 KNOWLEDGE 1D+2
Intimidation 4D+1 Intimidation 4D
MECHANICAL 1D+2 MECHANICAL 1D+2
PERCEPTION 2D PERCEPTION 1D+1
STRENGTH 3D+1 Sneak 2D+2
Brawling 5D STRENGTH 4D
TECHNICAL 1D+1 Brawling 7D+1, Climbing/Jumping 5D+2
Character Points: 3 TECHNICAL 1D+1
Move: 10 Security 3D
Equipment: Blaster pistol, en- Force Points: 1
crypted comlink, Security Force Character Points: 6 8
uniform, stun Move: 10
baton Equipment: Blaster pistol, encrypted
comlink, stun baton
Black Level