Hemophage Dark Warrior


Original Stats | Current Stats | Martial Arts Abilities | Bloodfury Speeder Bike | Elite Trooper Class Notes | Master Duelist Class Notes

Background: Escaped an Imperial experimental facility. The Empire is hunting her down with every available agent. Annika is sterile due to all the experimentation and exposure she underwent during her incarceration with the Empire and she will die in about 5 years unless a cure for the infection can be found.

Annika Song started out as a happy young woman and ended up a genetically created soldier. She was quickly captured by the Empire and was used as a test subject for a secret Imperial research project to create a new generation of stormtrooper. She was exposed to a genetically modified virus. Many of the test subjects died during the transformation process from normal human to genetically modified human. Others were destroyed due to unforeseen mutations like sensitivity to light or an unnatural craving for human blood. In Annika the Empire's hopes have come to fruition; a stable transformation. She was then implanted with cybernetics to achieve their goals. But before she could be indoctrinated she escaped killing the researchers and destroying a large portion of the research facility.

While making her escape from the facility she stumbled upon the prototype armory. Here she acquired all of her weapons, including a pair of cortosis swords and two unique blasters.

Once off the planet she jumped around from system to system trying to keep one step ahead of the Empire. One night while acquiring another transport, Annika met up with someone offering her something she needed in exchange for her services. Had it not been for the attack on both of them and her subsequent rescue of the being that made the offer, she might not have believed him.

With that she promptly fled the planet and joined the Resistance to fight the Empire. Before she knew it she was being sent to Mon Calamari to help crew a ship and was told that she would make a perfect addition to a Special Ops team. Once integrated into the group she would be able to return to base and receive all the sorely needed training.

That was two weeks ago...

The captain of the transport ship announced that they had arrived in the Mon Cal system and would be off-loading shortly - a ship called the Hujinn and a Captain by the name of Ki Drayson.

Physical Description: Tall, slender and athletic. Blonde hair and brown eyes.
Personality: Quite reserved, doesn't speak much at all.
Objective(s): To find a cure that will prolong her life past the four years she has left. To make the Empire pay for what they did to her.
Quotes: "Unarmed, not yet you're not." "I hate the Empire with every fiber of my being and I'll kill every single one of them, almost as quickly as they'll try and kill me."

Template: Hemophage Dark Warrior
Prestige Classes/Levels: Elite Trooper: 1st Level, Master Duelist: 1st Level
Character Name: Annika Song
Gender: Female
Species: Genetically Modified Human
Age: 27
DOB: 102.6.14 (-32 BBY)
Height: 1.99m
Weight: 83kg
Force Sensitive: No
Force Points: 2
Dark Side Points: 0
Character Points: 8
Extra Character Points: 0 *
Cyber Points: 9
Move: 10 (13)
Home Planet: Unknown

Attribute Dice: 20D [natural maximums listed in brackets]
DEXTERITY 4D (6D) [5D]: Acrobatics 5D (7D), [T] Blaster 12D+2 (14D+2), [T] Dodge 7D+1 (9D+1), Firearms 5D+1 (7D+1), (s) Firearms: Railgun 8D (10D), Grenade 6D+1 (8D+1), (As) Martial Arts: Dydekka 6D*, [T] Melee Combat 11D+1 (13D+1), [Ts] Melee Combat: Sword 11D+2 (13D+2), Missile Weapons 5D+1 (7D+1), Running 6D+1 (8D+1), Thrown Weapons 4D+1 (6D+1)
PERCEPTION 3D (+2)[4D+2]: Bargain 3D, Command 5D, Con 3D, Forgery 3D, Hide 5D+1, Persuasion 3D+2, Search 4D+1, Sneak 5D+2, (s) Sneak: Urban 6D
STRENGTH 4D (5D) [5D]: [T] Brawling Combat 10D (12D), Climbing/Jumping 5D+1, Lifting 5D+2, Stamina 8D, Swimming 4D+1
KNOWLEDGE 3D+2 [4D+2]: Alien Species 4D+1, Bureaucracy 4D, Intimidation 4D, Languages 3D+2, (s) Law Enforcement: Imperial 3D+2, Planetary Systems 4D, Power Suit Ops 4D, Streetwise 4D, Survival 7D+1, Tactics 4D+1, (s) Tactics: Ground Assault 4D+1, (s) Tactics: Imperial 4D+1, (s) Tactics: Resistance 4D+1, (s) Tactics: Squad 5D, (s) Technology: Weapons 3D+2, Value 4D, Willpower 5D, Zero-G Ops 4D+1
MECHANICAL 3D+1 [4D+1]: Astrogation 3D+1, Blaster Artillery 4D, Communications 3D+2, Powersuit Ops 3D+1, Repulsorlift Ops 3D+1, Sensors 4D, Space Transports 3D+1, Swoop Ops 3D+1, Vehicle Blasters 4D
TECHNICAL 2D [4D]: Armor Repair 2D, Blaster Repair 3D, Computer Program/Repair 3D+1, Demolition 4D, First Aid 7D, Ground Vehicle Repair 2D+1, Hover Vehicle Repair 2D+1, (A) Medicine 3D, (As) Medicine: Cybernetics 2D, Missile Weapon Repair 3D, Repulsorlift Repair 2D+1, Security 6D
Note: * Can be used with firearms, melee and unarmed combat.

Military Service: Army
Resistance Rank: SFO-2: Spec Ops Senior Lieutenant
Resistance Title: Senior Lieutenant
Resistance Pay: 500 bi-weekly. Added to base pay when on a mission: 200 bi-weekly Combat pay and 60 bi-weekly Hazard pay (all pay currently in Imperial Credits)
Pay Deductions: 100 (for food, misc.)
* As schools cost Character Points, half of all earned points will go towards payback
CP Payback Amount: 37

Resistance Schools:
Total Training Time: 64 weeks
  1. Basic Training: 8 weeks
  2. Infantry: 12 weeks
  3. NCO Leadership I: 3 weeks
  4. Heavy Weapons: 10 weeks
  5. Corpman/Demolitions: 12 weeks
  6. Marine: 8 weeks
  7. Guerilla: 8 weeks
  8. Leadership I: 3 weeks
Talents: Special Abilities:
Cybernetics:
  1. Dexterity Enhancement: Adds +2D to Dexterity and all skills. This system is also specially coated to appear like normal flesh when scanned. A thorough scan will detect it for what it is.
  2. Strength Enhancement: Adds +1D to Strength and all skills. This system is also coated to appear like flesh when scanned. A thorough scan will detect it for what it is.
  3. Move Increase: Adds +3 to move rate.
  4. Cybernetic Eyes (both): Adds +1D to hit with any ranged weapon. Also provides UV, IR, Thermal and Electrobinocular Vision (adds +1D to Search for objects 50-100 meters away, also adds +2D for objects 100-300 meters away, reduces ranges by one as well.)
  5. Clone Commando Implant: Allows bacta optimization. Katarn-class Armor, or armor designed for the implants, is required in order to use the Clone Commando Implants. Bacta Optimization: Partially due to special implants in the Clone Commandos and partially due to the design of the armor Clone Commandos could heal damage virtually instantly. When a Bacta Canisters is connected to the armor it allows a Clone Commando to make a healing test with instantaneous results, this may be done as often as new Bacta Canisters are available. Anyone without Clone Commando implants may use the Armor as a mobile Bacta Tank but gain no extra advantage from the Bacta Optimization.
Equipment:
  1. Black Talon Combat Armor see below
  2. Two Custom Draymak TZX-12 Heavy Blaster Pistols see below
  3. Zentarian Railer see below
  4. Draymak M7 Heavy Blaster Rifle see below
  5. Draymak G6 Heavy Blaster Carbine see below
  6. Draymak M-321 Mk IV Overkill see below
  7. Zentarian Hydra Launcher see below
  8. Golan Arms FC1 Flechette Launcher see below
  9. Merr-Sonn W-90 concussion rifle see below
  10. Draymak D-45 Heavy Sniper Rifle see below
  11. 2 Cortosis Swords (parry lightsabres): Str+2D
  12. Thermal Detonator w/ CoolCase (Damage: 10D/8D/6D/3D, Range: 3-4/7/12, Blast Radius: 0-2/8/12/20)
  13. 2 Knives: Str+2 (poison or other liquid reservoir, up to 5 uses; compass in one; monomolecular wire in the other)
  14. Form Fitting Body Armor: +1D+1/+2
  15. Draymak Energy Absorption Shield System (DEASS): Will absorb 20 points of damage for up to 5 minutes before it needs to be recharged. There are two ways to recharge it. First: insert a blaster power pack, which instantly drains the pack and allows 2 more minutes of protection. Second: set it into a standard charging unit for 10 minutes.
  16. Small Backpack (low profile)
  17. Camo Fatigues: 5 sets with low visibility rank insignia
  18. Dress Uniform: with rank insignia
  19. Utility Belt: 10 meters syntherope, 2 grappling hooks, 3 days rations, 2 small bottles, spare military comlink, 4 pistol clips, 2 x Quick-Draw Holsters, glow rod, vibroknife
  20. Backpack: small tent, 10 blaster rifle clips, 5 blaster pistol clips, bacta cartridges: 4 (single use), 1 weeks rations, 10 water packs, 2 biotech fastflesh medpacs, macrobinoculars
  21. Cybernetic Emergency Repair Kit: can repair a -1D Wound level up to 5 times or a -2D Incapacitated level twice before being used up.
  22. Hope And Halo Equipment: breathing equipment, repulsorlift harnesses
  23. R6-H5 Astromech Droid see below
  24. Bloodfury Speeder Bike see below
Credits: 22,250 (on Hujinn), 15,000 (in secret account)

Martial Arts Abilities

Name Effect Difficulty Description
Whirlwind Attack The character is trained to attack multiple enemies at close range. Very Difficult When surrounded at close range, characters who are trained to use this technique to eliminate nearby threats. If the character's skill roll is successful, he may attack up to 3 enemies within arm's reach using the martial arts skill roll as his attack roll for each opponent (no multiple action penalty).
Surprise Attack The character is trained to alter body language so as not to give away an attack. Difficult If the character makes the required skill roll, she may attack her opponent without giving any warning, causing her opponent to suffer -2D to all reaction rolls. If the character waits for one additional round before attacking, she automatically gains that round's initiative over her opponent as well.
Precise Strike The character can strike at weak points with ease. Difficult A character can make a "called shot" with no penalty to his attack roll. Additionally, he may make a search roll (at no multiple action penalty) to find chinks in armor, weak points, etc.
Precise Shot The character can shoot at weak points with ease. Difficult A character can make a "called shot" with no penalty to his attack roll. Additionally, he may make a search roll (at no multiple action penalty) to find chinks in armor, weak points, etc.
Rapid Shot Deliver multiple shots Moderate If roll successful character can make a second attack with no multi-action penalties +and a third shot with multi action penalties
Multiple Strikes Deliver multiple strikes Moderate If roll successful character can make second attack with no multi-action penalties
Spinning Kick Perform a powerful kick Moderate Adds +1D to the damage roll if skill roll exceeds difficulty number. Failure means character is off- balance and opponent may make an additional attack with no penalties.
Silent Strike Sneak up on target and kill or render unconscious Difficult Must be within arms reach of the target. Character must declare a stunning or killing attack prior to the attempt. Success indicates that the target is neutralized.
Hilt Blow The character can use the hilt of a sword to strike a stunning blow. Easy If the character makes the required skill roll, she may attempt to strike an opponent with the hilt of her Sword, causing that character to be stunned for the remainder of the round.

Mecha Empathy:

Willpower Difficulty: Moderate, modified by the complexity of the weapon.
Time to Use: One round
Effect: The Hemophage can feel his or her way around the inner workings of a technological weapon, seeking out specific malfunctions, learning how to operate the weapon, and finding imperfections or potential modifications that could improve or enhance the weapon's performance at least temporarily. The difficulty for this ability is modified by the complexity of the weapon.
Successful use of this power enables the Hemophage to operate the weapon in question as if he or she had the applicable skill at his or her default skill level; in other words, it allows the Hemophage to make his or her dice rolls with no negative modifiers for unskilled operation of otherwise specialized skills. The character can also use this power to enable himself or herself to make repair skill rolls under circumstances that he or she would normally be unable to do so, as well as design equipment for practical use with a minimum of quality components.

Black Talon Combat Armor

Model: Modified Katarn-Class Clone-Commando Armor, Mk I
Type: Personal Battle Armor
Protection: +2D+2/+1D+2/-2 penalty to Dexterity and related skills.
Helmet: tactical display option allowing battle view of troop positions (maximum range of 25km).
-Filtration Mask: Blocks most harmful molecules in the atmosphere.
-Scrambled Long-Range Comlink: Using tongue control can be easily and quickly flipped between channels. Can reach low-orbit and comes with burst transmission capability.
-HUD (Heads Up Display) with a 360 degree view of the wearers surroundings.
-Low light enhanced ir/macro binoculars sensor pod: +2D to Perception in darkness and/or against moving targets ahead with +1D to both sides, +3 search 50-100m, +2D search 100-200m.
-1 hour emergency air supply
-Tactical Spot-lamp: 30-meter range with helmet.
Under-Suit: Thermally balanced Zero-G vacuum suit.
Survival Pack: Reconfigurable for multiple mission profiles, from hostile environments to hard vacuum.
Backpack Cartridges: Easily deployed explosives, detonators, Bacta cartridges and ammunition is quickly available from the lower part of the backpack.
Bacta Optimization: Partially due to special implants in the Clone Commandos and partially due to the design of the armor, Clone Commandos could heal damage virtually instantly. When a Bacta Canister is connected to the armor it allows a Clone Commando to make a healing test with instantaneous results, this may be done as often as new Bacta Canisters are available. Anyone without Clone Commando implants may use the Armor as a mobile Bacta Tank but gain no extra advantage from the Bacta Optimization.
Optional Oxygen Supply: Normal operational time in space is 1 hour. Additional O2 canisters can be added for a longer stay in space, if needed.
Environmental Kits:

Arctic:
Rugged body glove, which provided camouflage, and provided thermal insulation.
Powerful heating and personal environment units, and an airtight fabric oversuit for additional protection from the cold.
Breather hood enveloped the faceplate and fed into the suit liner.
White heated pants with pockets.
Terrain-grip boots.
Built-in polarized snow goggles.
The chest plate is constructed of a plastoid composite armor. Near the center are all of the controls for the completely self-sufficient troopers' life support systems. These include an external temperature monitor, power cell monitor, and controls for the suit's heater. The backpack houses the main heating unit, main power cell, communications unit, and a homing beacon.

Desert:
Advanced cooling systems in both the helmet and suit that offers them protection from the relentless heat
Heat-reflective coating worn over a temperature-control body glove.
The helmet features automatic polarized lenses

Aquatic:
Replaces the Standard armor plates with Light weight version
Pressure Sealed to 10 Atmospheres
Two-piece environmental body glove that provides protection from uncomfortable temperature extremes, or toxic-water environments
Re-breather that allows wearer to stay underwater for more than an hour
The armor was more flexible than standard armor, preserving and even increasing a trooper's underwater dexterity
Back-mounted propulsion unit and a pair of propulsion boots with snap-down flippers

Swamp:
Replaces the Standard armor plates with Light weight version.
Sealed suit and body glove, custom re-breather, emergency flotation package, and enhanced viewfinder provided a greater chance of survival in dangerous swamps.

Volcanic:
Replaces the Standard armor plates with heavier version designed to withstand extremely high temperatures, including some direct contact with volcanic magma (shielding).
Advanced cooling systems in both the helmet and suit that offers them protection from the relentless heat.

Radiation:
Replaces the Standard armor plates with a version designed to withstand lethal Grade 5 radiation for several hours.
The suit also consists of a one-piece wrap-around backpack unit that contains a heat and radiation cooling unit with energy source and portable environment unit.
Their helmets are stress reinforced with automatic polarizing lenses, an integrated comlink and breathing filters.
The view plate contains macrobinoculars with blast shield and UV sensors. Under the armor the trooper is enclosed in a black two-piece temperature controlled and radiation sealed body glove.
Also the armor is able to provide protection against biological and chemical exposure as well as radiation.

Zero G:
Standard armor vacuum sealed, with a re-breather unit and a back-mounted jetpack. This system had no built-in weapons, and just relied on what the trooper carried in-hand. While it has much less mobility in space, it does have the advantage of being lighter, smaller and easier to move in small spaces, such as inside ships or bases that don't have atmosphere or gravity.

Description: Perhaps the best version of Clone/Storm Trooper Armor ever made, the Katarn-Class Armor was deployed for the Clone-Commandos during the Clone Wars.
This armor is more expensive and provides better protection than standard clone armor due to the special composition of its armor plates. It is also optimized for easy bacta insertion by hand held dispensers. It was often highly customized by the clone commandos who wore it.
Mark II Katarn armor was reinforced against Verpine shatter guns and EMP weaponry, following recommendations made by Omega Squad after their tour on Qiilura.
Interchangeable armor plates and specialist equipment for all environments.



2 Custom Draymak TZX-12 Heavy Blaster Pistols

Type: Prototype Heavy Blaster Pistols
Weight: 2.5kg each
Body: 3D
Ammo: 125
Range: 3-30/60/120
Fire Control: 1D
Damage: 5D+2



Draymak M-321 Mk IV Overkill - Military

Type: Tactical Beam Generator
Weight: 6kg
Body: 2D+1
Ammo: 15
Range: 3-75/250/500
Blast Radius: 0-1/2/4
Damage: 6D+2
Description: This rifle can be used as both a front line weapon or a sniper rifle. It can clear troops like no other rifle on the market. In fact, this weapons design and construction is so highly secret that the weapon will self-destruct if it is tampered with in any way other than cleaning.
Game Notes: Self-Destruct Damage: 6D+2 (speeder scale), Blast Radius: 1/2/4



Zentarian Railer

Type: Portable Rail Gun
Skill: Firearms: Railer
Weight: 7.5kg. Each clip weighs 1.5kg each
Cost: 3000
Body: 2D
Ammo: 60
Range: 3-125/250/500
Damage: 6D+2
Game Notes: One clip of standard ammo holds 60 rounds and costs 425 credits. A full clip has a weight of 1.5kg and a legal code of 3,R.



Draymak M7 Heavy Blaster Rifle

Type: Dual Blaster Rifle
Skill: Blaster: M7
Weight: 4kg
Cost: 6000
Availability: 4,X
Body: 3D+2 (+1D+1 armor)
Ammo: 110 or 55
Range: 3-85/175/350
Damage: 5D+2 or 7D+1
Description: This weapon is equal to the G6 in toughness as it has been given the same armor coating. The sturdy outer casing of the weapon can withstand a direct hit from a heavy blaster and still function! This weapon comes with an extra barrel to increase damage or the rate of fire.
Game Notes: The armor is made from a rare metal alloy found on only two planets in the known galaxy so far. A scope or a sensor can be added to the weapon and is included in the cost. The standard scope adds +1D to hit for every round spent aiming to a maximum of +3D. The sensor allows the weapon to be SCOMP-linked to armor HUD systems or cybernetics adding +1D or +2D respectively. Certain armor programs can increase this bonus. The weapon can fire twice per pull of the trigger with no penalties if both barrels are used. Damage is not increased, but a single target can be struck twice.


Draymak G6 Heavy Blaster Carbine

Type: Blaster Carbine
Skill: Blaster: G6
Weight: 3.5kg
Cost: 4500
Availability: 4,X
Body: 3D+2 (+1D+1 armor)
Ammo: 125 or variable
Range: 3-75/150/300
Damage: 5D or variable
Description: This weapon is by far the toughest weapon on the market. The sturdy outer casing of the weapon can withstand a direct hit from a heavy blaster and still function! Not only that, but the weapon has several damage levels that can be set that utilize variable amounts of ammunition.
Game Notes: The armor is made from a rare metal alloy found on only two planets in the known galaxy so far. As for the variable damage and ammo used, the blaster carbine can be set for 5D (125), 5D+1 (110), 5D+2 (100), 6D (80), 6D+1 (70), 6D+2 (60) and 7D (50). A scope (250 credits or special) or a sensor (300 credits) can be added to the weapon. The standard scope adds +1D to hit for every round spent aiming to a maximum of +3D. The sensor allows the weapon to be SCOMP-linked to armor HUD systems or cybernetics adding +1D or +2D respectively. Certain armor programs can increase this bonus.



Zentarian Hydra Launcher

Type: Grenade Launcher
Skill: Missile Weapons
Weight: 3.5kg
Cost: 5500
Availability: 2,X
Body: 2D+2
Ammo: 6
Range: 30-200/400/800 meters
Damage: Grenade Type (see below)
Game Notes: Perhaps a bit old-fashioned, this grenade launcher has a few not-so-obvious upgrades. First, it is made from an extremely durable alloy giving it more physical damage resistance than older models. Second, due to specially constructed grenades and launching chemicals, the reach has been extended to nearly double that of other, more conventional launchers. Sure, it only carries six grenades, but the easily changeable chamber and the variable grenade types make this launcher a real winner in the battlefield.

Grenade Types:
Type: Standard
Blast Radius: 3/7/10
Damage: 5D/4D/3D
Cost (per 6): 500



Golan Arms FC1 Flechette Launcher

Type: Flechette Launcher
Skill: Missile Weapons
Weight: 6kg
Cost: 800 Credits (Anti-Personnel Canister = 100 Credits; Anti-Vehicle Canister = 200 Credits)
Availability: 2,F,R or X
Ammo: 6 per canister
Range: 5-25/100/250 Meters
Blast Radius: 0-1/3/5 Meters
Damage: Anti-Personnel = 6D/5D/3D; Anti-Vehicle (Speeder scale) = 5D/4D/3D
Note: The Anti-Personnel has several options: 1) Normal Dispersal or 2) Fire 2 mines (canisters) that can bounce off surfaces - detonate after 1.5 seconds or on impact.
Game Notes: The FC1 Flechette Launcher is a four barrel weapon that features the range of a rifle while having the advantages and effectiveness of grenades. This shoulder-launched weapon holds one canister per barrel, and two canisters in a reserve chamber. Due to this configuration, a trooper can load the weapon with multiple canister types; the trooper can select the desired canister (not in the reserve chamber) by lightly tapping on the trigger. For maximum effectiveness (and dispersal) the canisters should not be programmed to detonate on impact (else performance is considerably lowered), but instead be targeted to detonate 0.10 meters ahead of the target. The user using the range finder must manually program each canister's range at which it will detonate, however, in a predicament the user can have the canister detonate on contact.

This weapon is a widely employed among the Corporate Sector Authority's security forces. Other users of the FC1 include the Empire, as well as the Rebels. Two different types of canisters are fielded by this weapon which is designed to swat multiple targets in close proximity. Anti-Personnel Canisters are small globes containing hundreds of flechettes that are capable of terminating an entire section (squad) of soldiers in a single well-placed shot. Upon reaching the target or desired distance the globes detonate, affecting an area of ten meters in diameter. Therefore, the FC1 is excellent for eliminating clustered groups or improving the odds of hitting a single target.

Anti-Vehicle Canisters which are larger in size are deployed to the target via an 11 centimeter long missile with a shaped charge. This charge concentrates the razor-sharp flechettes in an area no larger than five meters in diameter. These flechettes are powerful enough to tear through ten centimeters of durasteel armor plating - enough to destroy lightly armored repulsorcraft or snowspeeders. After passing through the vehicle's armor, the flechettes proceed to destroy internal electronic systems, flight equipment, power generators, weapons and unfortunate crew members. In short, the damage inflicted is catastrophic.



Merr-Sonn W-90 Concussion Rifle

Type: Blaster Rifle
Scale: Character
Skill: Blaster: W-90 Concussion Rifle
Ammo: 25
Cost: 1,000
Availability: 2,X
Range: 3-50/150/450
Damage: 5D



Draymak D-45 Heavy Sniper Rifle

Type: Sniper Rifle
Scale: Ch/Sp/Wa
Skill: Blaster: D-45
Ammo:50/25/10
Cost: 15,500
Weight: 7kg
Availability: 4,X
Range: 3-150/500/1000, 3-250/600/1200, 3-400/800/1600
Damage: 9D (Character)/6D (Speeder)/4D (Walker)
Game Notes: This sniper rifle is the most powerful on the market today. With the flick of a switch this weapon can change from killing beings to destroying speeders and even small walkers. The only drawback is the limited amount of ammo for larger targets.



R6-H5 Astromech Droid

Programmed Gender: Female
Type: Modified Industrial Automaton R6 Astromech Droid
DEXTERITY 1D:
KNOWLEDGE 1D:
MECHANICAL 4D: Astrogation 6D, Space Transports 4D, Starfighter Piloting 6D, Sensors 6D, Starship Gunnery 6D, Starship Shields 6D, Communications 6D
PERCEPTION 2D: Search 4D
STRENGTH 1D:
TECHNICAL 2D: Computer Programming/Repair 5D, Space Transports Repair 6D, Starfighter Repair 6D*, Starship Engineering 5D
* Astromech droids, if acting in co-pilot capacity, may attempt starship repairs while in flight.
Equipped With:
  Three wheeled legs (one retractable)
  Retractable heavy grasper arm (lifting skill at 2D)
  Retractable fine work grasper arm
  Extendable 0.3 meter long video sensor (360 rotation)
  Small electric arc welder (1D to 5D damage, 0.3 meter range)
  Small circular saw (4D damage, 0.3 meter range)
  Video display screen
  Holographic projector/recorder
  Fire extinguisher
  Acoustic signaler
  Small (20cm. by 8 cm.) internal "cargo" area
  Repulsorlift Drive
  10 jump memory capacity
  Energy Shield Generator: +2D vs. Energy Weapons
  Internal Military Comlink (16 scrambled channels, 60 standard channels, frequency scanner)
Move: 6
Size: 1 meter



Bloodfury Speeder Bike

Craft: Sienar Bloodfury Military Speeder Bike
Type: Speeder Bike
Scale: Speeder
Length: 2.9 meters
Skill: Repulsorlift Ops: Speeder Bike
Crew: 1
Passengers: 0
Cargo Capacity: 50kg
Cover: 1/4
Altitude Range: Ground level-15m
Cost: 2400 used only
Maneuverability: 2D+2
Move: 200; 250kmh
Body Strength: 3D+1
Weapons:
   Twin Laser Cannons
      Fire Arc: Front
      Skill: Vehicle Blasters
      Fire Control: 2D
      Range: 3-50/120/250
      Damage: 6D
Description: The Bloodfury is an upgrade of the Bloodfin Speeder Bike also from Sienar, after the Bloodfin failed to attract the military sales it was originally designed for, and with upcoming large purchases for the Clone Troopers, and later Storm Trooper armies, Sienar redesigned the Bloodfin into a real military speeder bike. With twin laser cannons capable of doing significant damage to a target, the already high speed of the Bloodfin and additional armor and maneuverability, the Bloodfury made a very powerful combat bike. However the high cost and difficulty to manufacture in the quantities required for the Clone Troopers meant that the design lost out on this lucrative contract to Aratechs' design. The Bloodfury was sold to other military purchasers in limited quantities before the design was eventually dropped, these few bikes have continued to retain a high value and are considered to be among the best speeder bikes available, even if they are becoming increasingly hard to acquire parts for.



Prestige Classes

Elite Trooper

Ranged Weapon Focus: Starting at 1st level, the elite trooper chooses any one ranged weapon as their weapon focus. Whenever she uses this weapon in combat, she adds a +1D bonus to all attack rolls. At 6th level, this bonus increases to +2D.

Master Duelist

Ranged Weapon Focus: Starting at 1st level, the Master Duelist may choose any one ranged weapon as their weapon focus. Whenever she uses this weapon in combat, she adds a +1D bonus to all attack rolls. At 7th level, this bonus increases to +2D.