Scum and Villainy

Scum and Villainy

Scum and Villainy

I’m looking at the modules for ships (p118), and specifically in regards to the initial choice made during crew creation (p114) and crew advancement (p51). Each ship seems to have some modules listed as “Installed” and some listed as “Available” (or pre-checked/pre-listed but unchecked boxes on the sheets).

Taking the Stardancer (p122) as an example:

What does it mean that the Afterburners are available?

Can they be installed at any time for free?

Are they recommended starting modules?

If they are meant to already be in the crew’s possession, does that mean that other modules that aren’t listed on the sheet have to be purchased or otherwise aquired in order to be a legal pick for advancement?

A jumble of questions that all probably won’t need to be answered for me to work the rest out. Help appreciated!

4 thoughts on “Scum and Villainy”

  1. ‘Available’ means that it’s a standard part that everyone keeps in stock and can be acquired pretty much anywhere, anytime without much in the way of effort to find the thing.

    Other things, you might need to take a job to get the connections you need to even get access to it.

  2. Thanks! That cleared things up. If the crew ends up wanting a part that’s not listed as available (and aquires one through hijinks and/or tomfoolery) will they still have to invest the advancement to get it actually installed?

  3. Do whatever makes sense in the moment.

    There are four basic ways to ‘pay’ for a module. p51 fill the XP track, p118 CRED, p118 do a job, p185 Downtime activities (Long Term Project to permanently acquire an asset).

    The way that I look at it is, is that if they have the part, then they have the part. (There might still be an LT Project, or a Repair activity or sending the ship to drydock involved for the installation.)

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