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Below is the text description of each item followed by an image.

Note that Hull Material and Body Material listings are currently blank as
this data is being worked on to add a new dimension to the game.


Item #1

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Draymak LRSF-9G Krayt Dragon Fighter
Type: Long Range Fighter
Scale: Starfighter
Length: 7.4 meters
Crew: 1
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Starfighter Piloting or (s)Starfighter Piloting: LRSF-9G Krayt Dragon, Starship Gunnery, Starship Shields
Passengers: None
Cargo Capacity: 50kg
Consumables: 2 weeks
Cost: 1,450,000
Availability: 4,X
Nav Computer: Yes
Hyperdrive: x.5
Hyperdrive Backup: x5
Maneuverability: 4D
Space: 12
Atmosphere: 450; 1300kmh
Hull: 6D+2
Hull Material: [GM Note: Forthcoming...]
Shields: 3D
Backup Shields: 1D
Sensors:
  Passive: 50/1D+1
  Scan: 100/2D+1
  Search: 200/3D+1
  Focus: 10/4D+1
Weapons:
  4 Custom Heavy Blaster Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D+2
    Space Range: 1-25/50/75
    Atmosphere Range: 1-25km/50km/75km
    Damage: 7D+2
  2 Custon Heavy Proton Torpedo Launchers
    Scale: Starfighter
    Fire Arc: 1 fore, 1 aft
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 3D
    Space Range: 1-12/24/48
    Atmosphere Range: 100-1.2km/2.4km/4.8km
    Ammo: 6 each
    Damage: 10D
Description: Well built to last in any combat, the Krayt Dragon Fighter is a hard hitter and very fast. This gives it an edge against all fighter types and even many Capitol ships. Weapons are strong with a new design that delivers a larger punch at a much improved range. This fighter is even designed to out maneuver all other fighters in production today. As it comes with a super fast hyperdrive, there is no place it can't reach when needed.
Game Notes: Typical Draymak powerhouse with all the bells and whistles. The only addition worth mentioning is that the cockpit detaches and act as a mobile escape pod that targets the nearest life supporting planet or station, even an enemies if there are no other choices within range. Note however, that all data and classified systems will self-destruct on landing if the pod is in enemy territory. The damage caused in the destruction of these systems will not endanger the pilot in any way.

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Item #2

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Incom TXY-3 Fighter
Type: Long Range Fighter
Scale: Starfighter
Length: meters
Crew: 1
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Starfighter Piloting or (s)Starfighter Piloting: TXY-3, Starship Gunnery, Starship Shields
Passengers: None
Cargo Capacity: 40kg
Consumables: 1 week
Cost: 175,000
Availability: 2,X
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: None
Maneuverability: 3D+2
Space: 9
Atmosphere: 400; 1150kmh
Hull: 4D+2
Hull Material: [GM Note: Forthcoming...]
Shields: 2D
Sensors:
  Passive: 20/1D
  Scan: 40/2D
  Search: 80/3D
  Focus: 6/4D
Weapons:
  4 Heavy Blaster Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D
    Space Range: 1-15/30/45
    Atmosphere Range: 1-15km/30km/45km
    Damage: 5D+2
  1 Heavy Proton Torpedo Launchers
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 3D
    Space Range: 1-12/24/36
    Atmosphere Range: 100-1.2km/2.4km/3.6km
    Ammo: 8
    Damage: 10D
Description: Looking like a an "ugly", this completely new design takes the best elements from an X-Wing, Y-Wing and a TIE fighter, combining all of them into a ship that is agile, packs a strong punch and can escape a fight for another day or dodge incoming weapons fire.
Game Notes: In a pinch, this fighter can carry a cargo pod attached under the hyperdrive that allows it to bring emergency supplies into a combat zone. The pod holds 500kg and costs 3000 credits and 8000 to attach mounting brackets to the ship. The affect of having this attached is only apparent in atmosphere where its speed and maneuverability are reduced to 350; 1050kmh and 3D respectively. The pod can be released from the cockpit as it has repulsorlift capabilities that allow it to land safely and be reused. Maximum altitude for the drop is 5km.

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Item #3

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KDY DX-15 Heavy Repulsor Tank
Type: Heavy Assult Repulsor Tank (base model)
Scale: Walker
Skills: Repulsorlift Ops, Sensors, Vehicle Blasters
Length: 14.25 meters
Crew: 3, gunners 6; skeleton: 1/+10 (gunners 3/+10)
Passengers: 6 troops
Cargo Capacity: 300kg
Consumables: 2 weeks
Cost: 75,000
Availability: 3,X
Maneuverability: 2D
Move Rate: 200; 650kmh
Altitude Range: Ground; 2 meters - 30 meters
Cover: Full
Body: 5D
Body Material: >>>Classified<<< [GM Note: Forthcoming...]
Shields: 2D
Sensors:
  Passive: 350/1D
  Scan: 550/2D
  Search: 900/3D
  Focus: 30/4D
Weapons:
  Dual Heavy Laser Canon
    Scale: Walker
    Fire Arc: Turret
    Crew: 1 gunner
    Skill: Vehicle Blasters
    Fire Control: 2D
    Range: 50-800/1.6/3.2 km
    Damage: 6D
  2 Medium Blaster Canons (can be fire-linked)
    Scale: Walker
    Fire Arc: Turrets (port & starboard)
    Crew: 1 gunner each
    Skill: Vehicle Blasters
    Fire Control: 2D
    Atmosphere Range: 50-250/500/1 km
    Damage: 4D (4D+2 if fire-linked)
  3 Dual Blasters (two aft can be fire-linked)
    Scale: Speeder
    Fire Arc: Turrets (1 ventral forward, 2 dorsal aft)
    Crew: 1 gunner each
    Skill: Vehicle Blasters
    Fire Control: 2D+2
    Atmosphere Range: 10-200/500/1 km
    Damage: 5D (5D+2 if fire-linked)
Description: This tank has been designed for the express purpose of ferreting out Rebels wherever they hide. With al the adaptations available, it stands a good chance of doing just that.
Game Notes: See below for other modifications, specifically other weapons this tank is capable of mounting.

DX-16 Dual Repeating Blaster Canons (fire-linked)
Scale: Walker
Fire Arc: Turret
Crew: 1 gunner
Skill: Vehicle Blasters
Fire Control: 2D+2
Range: 50-800/1.6/3.2 km
Damage: 6D+2
Notes: If a target is fired on for more than one round then add 1D to the damage. Maximum of 3D can be added in this manner. The additional damage can also affect Starfighter scale at -3D (the entire bonus dice), but will not affect it until the third consistant round.

DX-17 Mega Blaster Canon
Scale: Walker
Fire Arc: Turret
Crew: 1 gunner
Skill: Vehicle Blasters
Fire Control: 3D
Range: 50-1.2/2.4/4.8 km
Damage: 7D+2
Notes: The Mega Blaster Canon is capable of firing every round, but it can also fire every other, every third and every fourth round for added damage. Every other round adds +1D to damage and increases range to 50-1.3/2.6/5.2 km. Every third round adds +2D to damage and increases range to 50-1.4/2.8/5.6 km. and every fourth round adds +3D to the damage and increases range to 50-1.6/3.2/6.4 km.

DX-18 Triple Missile Launchers (can be fire-linked)
Scale: Walker
Fire Arc: Turret
Crew: 1 gunner
Skill: Vehicle Blasters
Fire Control: 2D
Ammo: 15 each (45)
Range: 25-2km/4km/6km
Damage: 7D (1), 8D (2, 4D Starfighter scale), 9D (3, 5D Starfighter scale)

DX-19 Long Range Structure/Orbital Bombardment Canon
Scale: Starfighter
Fire Arc: Turret
Crew: 1 gunner
Skill: Vehicle Blasters
Fire Control: 3D
Range: 100-15km/30km/60km
Damage: 6D

Click on image for full size

DX-16 Heavy Repulsor Tank
DX-17 Heavy Repulsor Tank
DX-18 Heavy Repulsor Tank
DX-19 Heavy Repulsor Tank
Heavy Repulsor Tank Size Comparison

 

Item #4

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Arakyd Industries D-5 Construction Droid
Type: Construction/Demolotion Droid
Degree: 5th
Scale Speeder
Cost: 42,500
Availability: 2,F
Dexterity 3D: Dodge 5D, (s) plasma weapons: cutting torch 6D, (s) plasma weapons: welding torch 6D
Perception 2D: Search 4D
Strength 6D: Brawling combat 5D
Knowledge 1D:
Mechanical 1D: Sensors 4D
Technical 1D:
Body Material: [GM Note: Forthcoming...]
Height: 3.5 meters
Weight: 235kg
Move: 10
Equipment:
  -Two Humanoid Arms
  -Two Humanoid Legs
  -Moderate Droid Brain: Can follow fairly complex commands as related to construction and demolition. Can also attack and defend itself. However, the main purpose is to be able to dodge out of the way of falling debris or a swinging duracrete pillar or similar object, as construction zones can be dangerous.
  -Visual Sensor
  -Audio Sensor
  -Construction Database
  -Two Plasma Cutters: Damage: 4D, Range: 3 meters (arm length)
  -Two Plasma Welders: Damage: 4D, Range: 3 meters (arm length)
Sensors (in meters): Thermal, IR, UV
  Passive: 50/+1
  Scan: 75/+2
  Search: 100/1D
  Focus: 2/2D
Description: This is the newest in construction and demolition droids where the two types have been combined. Both construction tools and demolition tools have integrated into the design of the droid so that it can assist in both on any site as needed. The ability to dodge objects is mainly to assist the droid in survivability, though giving the droid this extra mobility is reflected in a higher cost.
Game Notes: The default setting is for construction. The demolition arms are stored on its back so that they can be exchanged at any time. The changeout process takes about five minutes. Both plamsa cutting arms and plasma welding arms can be used as weapons and cause the listed Speeder scale damage. The droid is also smart enough to defend itself from falling debris and any melee or ranged attacks. The droid can be modified for specific use [ask GM for details].

Click on image for full size


 

Item #5

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Wrokix Works Durabond 15L Light Combat Armor
Type: Light Armor
Powered: Partial
Protection: +2D/+1D
Protects the Following: All except neck, bicepts, groin and inner thighs to knees (see image & Game Notes below).
Body Material: [GM Note: Forthcoming...]
Weight: 4kg
Availability: 3,R
Cost: 39,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Self-contained Oxygen Supply: Helmet has enough oxygen for up to 1.5 hours in liquid or vacuum.
Sensors: Life Form, Movement (front and rear)
   Passive: 30/+1D
   Scan: 60/+2D
   Search: 120/+3D
   Focus: 15/+4D
Sensors: UV, IR, Thermal
   Passive: 20/+2
   Scan: 40/+1D
   Search: 60/+1D+2
   Focus: 10/+2D
Computer System:
  • 6 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 2D, Memory: 14D)
  • Programs:
    • Hostilities
      Availability: A-B,R(X)
      Slots: 2
      Description: Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs.
    • Medic
      Availability: A-C
      Slots: 1
      Description: Diagnoses illnesses or wounds and gives treatment recommendations. Adds +1D to First Aid skill.
    • Multiple Programs
      Availability: A-B,F(R)
      Slots: 1
      Description: Runs two programs simultaneously if slots and outputs are available. Uses 1 slot to operate but the programs it combines take up no slots (just one for the program itself).
    • Road Map
      Availability: A-C,F
      Slots: 1
      Description: Makes a map of past travels, locations and facilities. Can be plugged in to any spaceport for a download of directions. Will also mark where you are on the current map program running. Auto updates each time area is visited (program must be active).
    • Targeting
      Availability: A-B,F(R)
      Slots: 2
      Description: One weapon system and up to 6 targets. Adds +1D to hit and requires a sensor on the weapon being used. A scope may not be used with this program.
Description: Even though this armor isn't powered it provides good protection with the helmet and the upper abdoman carrying a powered systems for the wearer. The main system are the sensors, followed by the slotted computer system and then the LOX air system for emergencies when the standard breath filter isn't enough. All other systems rely on this power, but do not draw too much from it. Most of the sensor systems are housed in th helmet with a few sensors placed at various location on the armor so that it provides a complete 360 degree coverage.
Game Notes: The armor comes with a targeting sensor for a rifle, pistol or other weapon and adds +1D+1 to hit with that weapon. This sensor can be upgraded to provide an additional +1D to the Targeting program for an extra 2000 credits. Secondary, flexible plates can be added to the areas not covered by the armor for an additional 10,000 credits. Note that the plates do not add to the overall rating of the armor, they just provide protection to the areas that are not covered in the basic suit.

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Item #6

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BlasTech Industries 24-GPSR MkII
Type: Sniper Rifle
Scale: Character
Skill: Blaster or (s) Blaster: 24-GPSR
Weight: 4.8kg
Cost: 8500
Availability: 2,X
Body: 3D
Body Materials: [GM Note: Forthcoming...]
Ammo: 20 or 40 or 200 (see below)
Targeting Bonus: +2D
Range: 10-450/950/2km
Damage: 7D+1
Description: An improved weapon over similar types, the 24-GPSR does better damage, has better range and the capability to hold a rather large clip that provides plenty of extra shots. The construction materials have been improved as well so that this rifle can withstand a much greater beating and still function well. The cost includes a field repair/cleaning kit and regular maintenance for two standard years redeamable at any store where BlasTech is sold.
Game Notes: The targeting bonus is due to a 2x scope that is SCOMP capable. Without the link the scope will only add +1D to hit with the user losing the +1D movement bonus as well. The ammo clip comes with 20 shots as standard, but a 40 shot clip and a 200 shot clip are available for 150 and 500 credits respectively. The repair kit allows the owner to make up to 4 Light damage and 2 Severe damage repairs in the field before they have to purchase additional parts for the kit, which will cost 250 credits.

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Item #7

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Nordian GDH-31c Heavy Blaster Pistol
Type: Heavy Blaster Pistol
Scale: Character/Speeder
Skill: Blaster or (s) Blaster: GDH-31c
Weight: 3.5kg
Cost: 34,000
Availability: 4,X
Body: 4D
Body Materials: [GM Note: Forthcoming...]
Ammo: 200/100
Targeting Bonus: +1D+2
Range: 3-25/50/100
Damage: 7D+2/5D+2
Description: Nordian has outdone themselves with this heavy, deadly weapon. This powerful hand-held pistol has been designed to take down speeders and small tanks with one or two well-placed shots. The only drawback to this small powerhouse is that its maximum range is limited to just above 100 meters, where it disintegrates quickly.
Game Notes: The Body is extra tough on this pistol as it is designed to be used heavily and take whatever punishment it gets doled out. Space clips are unique to this weapon so the cost is naturally increased to 350 credits each, using spin-sealed tabanna gas. Note that, in Speeder scale, the shots listed are half that available when in Character Scale.

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Item #8

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Zentarian Blue Thunder Heavy Rifle
Type: Heavy Firearm
Scale: Character
Skill: Firearms or (s) Firearms: Blue Thunder
Weight: 4.25kg
Cost: 4500
Availability: 2,X
Body: 3D+1
Body Materials: [GM Note: Forthcoming...]
Ammo: 100 Belt
Targeting Bonus: +1D
Range: 3-30/75/150
Damage: 6D (fa)/5D+1 (bf)
Description: The Blue Thunder rifle is a quality weapon that carries a drum of rounds for continuous fire. The weapon can also fire in burst mode when needed, or to conserve ammo. The shell of this rifle has been improved so that it is much more durable in the field.
Game Notes: The listed damage is for full-auto. Damage in burst-fire more is 5D+1. Replacement/extra clips cost 175 credits. As with any firearm, various types of ammo are available.

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Item #9

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Draymak B2 Plasma Projectile Blaster
Type: Plasma Blaster
Scale: Character
Skill: Blaster or (s) Blaster: B2 Plasma
Weight: 2.5kg
Cost: 35,500
Availability: 4,X
Body: 4D
Body Materials: Cortosis and...[GM Note: Forthcoming...]
Ammo: 50
Targeting Bonus: +1D
Range: 3-25/50/75
Damage: 7D+2
Description: Unusual but deadly, yet it has qualities that put it in a category of its own. The projectile of this weapon is actually a semi-solid plasma ball containing small amounts of Cabirium to help maintain the shape of the projectile. The plasma ball is provided extra energy by two cross-polar electrical charges as it leaves the firing chamber. This gives the ball a blue white appearance that crackles with energy as it travels along the fired path to the designated target. Because of the coalescing plasma and electricity the projectile becomes ionized with a layer of negatively charged particles covered by a layer and positively charged particles. Once this reaches the target the two layers collide and interact with deadly results. However, as the plasma is directed, the mass of energy continues forward, through armor and flesh. Personal shields that have energy and/or physical blocking capabilities will stand a slim chance at reducing the damage, but will not stop it completely.
Game Notes: Personal shields reduce damage by -1D per 'D' of protection given.
Example: if the target has +2D Physical and +1D Energy shields the damage is reduced by -3D. Strength is rolled as if they are not wearing armor.
The +1D Targeting Bonus is from an integrated targeting sensor system that, if linked to a HUD or SCOMP system, gives the user an additional +1D to hit. Note that cartridge refills of the plasma and cabirium cost 1800 credits each.

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Item #10

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zZip Product Concepts Ltd. Fire Lamps
Type: Expensive Table Lamp
Weight: 1.2kg
Cost: 50 to 275,000
Availability: 2,F
Body: 1D to 3D
Body Materials: [GM Note: Forthcoming...]
Description: The Fire Lamp can glow any color desired with all of them able to switch colors randomly or manually and can be set on a timed pattern as well. There is also a holo-chronometer that projects directly above the lamp if desired. The price range varies greatly as there are 'cheap' models with artificial light to actual grams of corusca stone that are enhanced to provide additional light that flickers naturally. Each fire lamp ranges in size from 0.1 meter tall to .4 meters tall.
Game Notes: The owner must be the one that certifies the corusca stones are real even though all of them come with Authenticity Seals and Officially Certified documentation.
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