



Item #1Zentarian E-Pulse Chem-Plas CannonType: Blaster Cannon Skill: Blaster: E-Pulse Weight: 7kg Cost: 12,000 Availability: 4,X Body: 3D Ammo: 50 Range: 3-40/80/160 Blast Radius: 2 meters Damage: 7D Description: This cannon delivers a large punch to the point of melting weapons and armor together. Ammunition has a good chance of exploding when the weapon starts to melt due to the superheated chem-plas blast. Game Notes: There is a 1-2 in 6 chance of any weapon exploding when hit by this weapon. Draymak weapons are immune to this effect and will still function if hit. ![]() |
Item #2Draymak Auto Grenade LauncherType: Grenade Launcher Skill: Missile Weapons: DAGL Weight: 5kg (add 4kg for full drum) Cost: 8500 Availability: 4,X Body: 3D+2 Ammo: 24 Range: 5-100/200/400 Damage: As grenade Description: This launcher is unique in that it can fire grenades automatically much like an auto slugthrower in burst-fire mode. The drum design is what allows for the chain of grenades to pass easily to the weapon in rapid succession. Great for area coverage of a difficult hard target. Game Notes: The weapon can fire either one grenade at a time or up to three grenades per pull of the trigger. In burst-fire mode the user can fire a maximum of two bursts per round. Grenades can be loaded through the drum port individually if the drum is lost, damaged or unavailable. Also note that the launcher requires gas charges to fire the grenades in all modes and must be filled after every 200 rounds. Gas charges cost 25 credits and are available wherever weapons are sold. ![]() |
Item #3Zentarian Spinning Vibro-GauntletType: Melee Weapon Skill: Melee Combat Weight: 2kg Cost: 2400 Availability: 3,R Body: 2D+2 Ammo: N/A Range: .2 meters (.5m when extended) Damage: Str+3D+2 Description: Perhaps one of the nastiest melee weapons the spinning vibro-guantlet deals exceptional damage to any opponent it can bite into. Not only is it a vibro weapon, but the blades spin as well. When the user wants to surprise their enemy there is a special thumb button that activates the extention feature. The weapon immediately shoots out to half a meter for those slightly out of range strikes. The blades retract just as fast when needed. Game Notes: The only special feature that can be added to the already deadly weapon is a cortosis weave enabling the weapon to block lightsabres. ![]() |
Item #4Draymak HB-2 HyperblasterType: Heavy Blaster Skill: Blaster: HB-2 Weight: 4kg Cost: 16,800 Availability: 4,X Body: 3D+2 Ammo: 20 or 10 Range: 4-20/40/80 or 2-10/20/40 Damage: 7D or 8D Description: This rather large blaster is very powerful and very illegal. Even Imperial Bounty Hunters have a difficult time getting their hands on an HB-2. The extra damage burns off the small ammo capacity twice as fast, but delivers a punch like no other. Most targets get knocked down after flying back a few meters; rarely getting up. Game Notes: The weapon delivers so much energy with every round fired that the barrel needs to be replaced every third clip. If this is not done there is a 2 in 6 change of the weapon's barrel melting and the clip exploding moments later, usually killing the user (blast causes 1D damage at point-blank range for every round left in the clip). ![]() |
Item #5Draymak Dual-B BlasterType: Heavy Blaster Skill: Blaster: Dual-B Weight: 3.5kg Cost: 12,500 Availability: 4,X Body: 3D+2 Ammo: 100/50 Range: 3-20/40/80 Damage: 5D+2/6D+2 Description: This little beauty manages to take everyone by surprise that ends up on the discharge end. The weapon actually has two barrels that allow the weapon to fire twice every time the trigger is pulled. The best part is that the two barrels have various modes of firing making the cost worth it. Game Notes: Mode 1: Dual Fire - both barrels fire simultaneously causing the listed 6D+2 damage. Mode 2: Alternating Fire - Barrels alternate firing allowing two shots to be fired per pull of the trigger. Mode 3: Single Fire - Only the top barrel fires like any other standard heavy blaster. This weapon can be linked to a HUD system with the placement of the included sensor on the end of the top barrel adding +1D+1 to hit. Each weapon transmits a unique tight-beam signal that has a range of no more than 5 meters. This makes it very difficult to locate outside that range. Note too, that this blaster is specifically designed to work with the Auto Blaster program and as such adds a +1 bonus to all features included with that program. ![]() |
Item #6Cybot Galactica Search and Rescue DroidType: 5th Degree Droid Scale Speeder Cost: 12,500 Availability: 1 Dexterity 1D: Blaster: Cutting Torch 5D Perception 3D: Search 5D+2 Strength 5D: Lifting 6D, Stamina 6D Knowledge 1D: Alien Species 4D+2 Mechanical 2D: Hover Vehicle Ops 4D, Repulsorlift Ops 4D+2 Technical 0D: Weight: 165kg Height: 7 meters Move: 14 Equipment: -Audio and Video Sensors: human range -Infrared Sensors -Thermal Sensors -Two Heavy Duty Lifting Arms -Repulsorlift Engine: main drive -Two Rotary Hover Engines: backup drives -Life Form Scanner -Alien Species Database -Hard Radiation Shielding: Lasts for thirty minutes in extreme radiation and up to 4 hours in light radiation Description: If you need a rescue in the heart of a radiated dead zone then this is the droid for you. Built tough from the ground up, this unit can save lives in areas that would surely kill nearly all species that attempted such a feat. All sensor types are designed to be used in hard radiation and other toxic environments. This unit can take a beating in some of the worst environments and come out in perfect working order. Game Notes: The Strength 5D listed is Speeder scale and used for resistance against radiation and toxic substances. The Hard Radiation Shielding adds +2D against hard radiation and +3D against soft radiation. The rotary engines are used once the radiation has overcome the repulsorlift system and as a means of returning the droid so it can be repaired. These units can carry a small life pod attached to their underbelly that can provide protection for one human-sized being for up to 12 hours. This pod acts like a medical droid in all respects and is designed to analyze and then provide full medical treatment short of a bacta tank and a full medical facility. Comes with the following skills: First Aid 6D, (A) Medicine 3D, Alien Species 7D. The life pod costs 6750 credits and supplies must be replaced after every use for an additional 1000 credits. Note: As the life pod is expensive to buy and maintain, there are very few of them out there. ![]() |
Item #7Draymak Spider WalkerType: 4th Degree Droid Scale Speeder (due to power output and armor) Cost: 42,000 Availability: 4,X Dexterity 3D: (s) Blaster: Mini-Gun 9D, Dodge 7D, (s) Missile Weapons: Missile Launcher Pod 9D Perception 3D: Search 7D, (s) Search: Tracking 8D+2, Sneak 6D, (s) Sneak: Walls 7D Strength 3D (+3D/+2D): Knowledge 2D: (s) History: Military 6D, Tactics 6D+2, (s) Tactics: Squad 7D+2 Mechanical 1D: Technical 1D: Height: 3.5 meters Weight: 270kg Move: 8 (ground)/5 (non-metal walls or ceilings) Equipment: -Visual and Auditory Sensors: human range -Infrared Sensors -Ultraviolet Sensors -Life-Form Sensors -Ultrasonic Sensors -AA-1a Heuristic VerboBrain: Comes with a Military and Tactical database -Heavy Armor: Adds +3D/+2D speeder scale armor over the entire droid -Movement Sensors: Adds +1D to hit for any moving target within range -Six Clawed Legs: Used for normal ground movement and for walls and ceilings as long as they are not made of hard metal (such as blast doors) where the claws can't dig into the surface for grip. -Mini-Gun Blaster: Range: 3-100/200/400, Ammo: 1000, Damage: 7D+2 -Two Smart Missile Launcher Pods: Range: 5-300/600/1200, Ammo: 12, Damage: 5D (speeder scale) Description: The cost of these Spider Walkers is well worth it just to see them in action. They are powerful and deadly and built well for any climate. They have the most current droid brains available with tactical updates available every week for the life of the droid. And just in case you find yourself in an area where updates aren't available, the droid has heuristic programming allowing it to learn as it goes. Game Notes: Missiles transmit a tight-beam, scrambled signal back to the main unit for live range and target updates up to 2 seconds before impact. This also allows the missiles to adjust their course if needed to insure an accurate hit. Secondary weapons can be attached in place of the missile pods. They must be ordered in advance, but do not add to the cost unless the weapon is unusual or large (Note: the bigger the secondary weapon the less likely the spider walker can stay on walls or ceilings). Comes in any color scheme required by the customer. ![]() |
Item #8Draymak Blue Ice CruiserCraft: Personal Transport Type: Leisure Space Transport Scale: Starfighter Cost: 3,500,000 Availability: 4,X Length: 19 meters Width: 22 meters Skill: Space Transport: Blue Ice Crew: 1 Passengers: 6 Cargo Capacity: 400kg Consumables: 1 week Nav Computer: Yes Hyperdrive: x.5 Hyperdrive Backup: None Maneuverability: 4D Space: 13 Atmosphere: 1000; 1500 kmh Hull: 3D+2 Shields: 3D Sensors: Passive: 40/1D Scan: 80/2D Search: 120/3D Focus: 3/4D Weapons: 2 Blaster Cannons (fire-linked) Fire Arc: Forward Crew: Pilot Crew Skill: Starship Gunnery Fire Control: 3D+2 Space: 3-15/30/60 Atmosphere: 300-1.5km/3km/6km Damage: 6D+2 Description: Sleek, fast, agile; these are words that fit admirably when talking about the new Blue Ice Cruiser from Draymak, Inc. Nothing was spared when designing and building this ship. Even the seats convert to beds for that extra long voyage. This ship is for executives or those with lots of money to burn and is designed to fairy them quickly and safely to their destination. Not specifically designed for combat, this vessel can defend itself long enough for the pilot to escape into hyperspace. Game Notes: Certainly one of the fastest ships on the market, this one comes with computer jacks, a servant droid and entertainment modules in every seat with all the most current holovids. If it isn't on this ship, just request it and it will be if it can be squeezed in. Custom designs are welcome. One of the most requested modifications is adding two meters to the back end for a backup hyperdrive (x10) ![]() |
Item #9Draymak Powered Cybernetic ArmorType: Medium Powered Armor Weight: 8kg Cost: 1,850,000 Availability: 4,X Protection: +2D+2/+1D+2 Protects the Following: All. This armor has excellent expansion capabilities. A repair kit (8 uses at Light damage, 4 uses at Heavy damage) is included in the price. Powered: Controlled by built-in Computer Breath Mask: Filters must be replaced after 30 hours of continuous use. Long-Range Communication System: 75 km range. 12 scrambled channels. Scans all frequencies. Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D). Macrobinoculars: Adds +3D to Search for objects 100-500 meters away. Scomp-linked to three weapons and reduces ranges by one level. Example: long range becomes medium, medium becomes short Cybernetic Monitoring System: Continuously checks the status of all internal cybernetic systems of the wearer and sends the information to the HUD system of the helmet. Can be directly linked to those systems to allow the user to complete Light repairs in combat if they have the following skills at the levels indicated: First Aid 6D, (A) Medicine: Cybernetics 3D. The cost to add the cyberlink is 650,000 credits and involves minor cybernetic surgery. Sensors: IR, Motion, UV, Low-Light IR, UV Passive: 100 m/+2 Scan: 200 m/+1D Search: 300 m/+2D Low-Light, Motion Passive: 200 m/+2 Scan: 400 m/+1D+1 Search: 500 m/+2D Sealed Enviro System: Neuro Sensors in helmet monitor body activity 1.5 hrs LOX/Air Filtration system 60 minutes of survival time in space Comm. system with translator (+2D to Languages) and an external speaker Water/Gas sealed Electronically sealed 16 Slot Computer System: Four I/O ports with one dedicated to cybernetic interfaces Capabilities: (Power: 5D, Memory: 25D) Programs: Bi-Multiple Targeting: 4 slots; Five weapon systems with up to 14 targets per system. Adds +2D+2 to hit and requires a sensor on each weapon used. No scope allowed. Sensor Plus: 2 slots; Adds +2D to Search. If person has all sensors then it adds +3D to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves. Road Map: 1 slot; 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). Bounty Plus: 2 slots; Outlines person in blue. Gives known tactics used and recommends counter tactics to be used against them. 125,000 bounty capacity and adds +1D to the specialized skill of Tactics: Personal Combat due to the extensive bounty files available. The +1D bonus cannot be added until the program is loaded with bounties and is in active memory. Accessing: 2 slots; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less. Super Hostilities: 3 slots; Highlights all weapons in red, provides a list and gives details on features. Must be used with Bounty or Sensor. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present. Medic: 1 slot; Diagnoses illness or wound and gives treatment recommendations. Adds +1D to First Aid skill. Multiple Programs: 1 slot; 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). 4 Preset Programs: Full Battle Mode: All programs are on line; System Seals/LOX are on-line; Wrist Laser and Vibro-Shiv are on-line (Turbo projected grappling hook cannot be used); targets are pre-selected by priority (Matrix, Bounty and Hostilities determine all targets); Communication system is in scan mode. Combat Mode: Bi-Multiple Targeting, Matrix, Sensor Plus, Road Map, and Super Hostilities are on-line; all other programs are on standby; Wrist Laser, Vibro-Shiv and the Turbo Projected Grappling Hook are on-line; System Seals/LOX and Repulsor Pack are on standby; Communication system is in scan mode. Recon Mode: Matrix, Sensor Plus, Bounty Plus, Road Map, Super Hostilities and Multiple Programs are on-line; all other programs are on standby; Turbo Projected Grappling Hook is on-line; System Seals/LOX on standby; Repulsor Pack on-line; Communication system is in passive mode. Espionage Mode: Bi-Multiple Targeting, Matrix, Road Map, Bounty Plus, Super Hostilities, Sensor Plus, Multiple Programs and Accessing are on-line; all other programs in standby; Turbo Projected Grappling Hook is on-line; System Seals/LOX on standby; Communication system is in passive mode. Security System: Auto destruct of data and programs. Active virus for I/O ports. Self Destruct: Must be activated. Goes off in 1D6 rounds. 12D damage as Thermal Detonator Weapon/Non-Weapon Systems: Wrist Laser: 50 shot power pack. Uses Armor Weapons skill. Damage: 5D+2. Ranges: 3-10/25/50 Boot Vibro-Shiv: STR+3D Turbo Projected Grappling Hook: 30 meter lanyard, uses Missile Weapons skill (Range; 0-5/15/30), magnetic grappling "hook." Description: See image. This is a great example of powered armor and some of the many features that can be added to it. Additional weapons can be added, but is not recommended due to the extreme cost involved and the potential risk of damaging the electronic seal built into the armor. This armor cannot undergo molecular hardening as it would destroy several features during the intense process. ![]() ![]() |
Item #10Note: previously posted, but lost in the shuffleZentarian T4b Heavy Tank Craft: Tracked Ground Assault Tank Type: Assault Tank Scale: Walker Cost: 34,000 (new)/21,000 (used) Availability: 2,X Length: 10 meters Width: 10 meters Height: 6.25 meters Skill: Ground Vehicle Ops: Crew: 1 + 1 Gunner Passengers: None Cargo Capacity: 35kg Consumables: 3 days Maneuverability: 1D Move: 70;200 kmh Body: 5D Shields: 1D Sensors: Passive: 30/+1 Scan: 60/+2 Search: 120/+1D Focus: 3/+2D Weapons: Two Medium Blaster Cannons (fire-linked) Fire Arc: Turret Crew: Pilot Crew Skill: Vehicle Artillery Fire Control: 2D Range: 4-800/1.6/3.2km Damage: 7D 2 Concussion Missile Tubes Fire Arc: Turret Crew: Gunner Crew Skill: Missile Weapons Fire Control: 3D Ammo: 4 each Range: 5-500/1.0/2.0km Damage: 9D Description: Even though the T4b is tracked it carries quite a punch with its two heavy weapons. And tracks or not, this tank can move rather quickly when it needs to and carries strong armor protected by additional shielding. The Gunner sits directly behind the pilot, but has sensors and other equipment to make his job easier. Game Notes: Due to the fact that the Gunner operates the concussion missiles, they can fire at seperate targets without penalty. The launcher can be locked forward (reducing Fire Control to 1D) allowing the pilot to fire the weapon. ![]() |
Item #11Note: previously posted, but lost in the shuffleMechanical Universal Labor Eliminating (M.U.L.E.) Droid, Packtack 41LT-R Type: 2nd Degree Droid Scale Character Cost: 800 Availability: 1,F Dexterity 2D: Perception 3D: Search 3D+2 Strength 6D: Lifting 7D Knowledge 1D: Mechanical 3D: Repulsorlift Ops 4D+1 Technical 1D: Droid Programming 4D, Droid Repair 5D Height: 1.5 meters Weight: 150kg Move: 7 Equipment: -Heavy Lifting Claw -Large Storage Compartment (2 cu. meters) Protected by +1D Armor -One Repulsorlift Unit; Maximum altitude of 1 meter Description: A helpful droid to any scout or someone who likes to explore, the MULE droid is very helpful and can get around on nearly any terrain. The large storage compartment can hold samples or equipment so the owner doesn't have to. The droid also understands simple commands and eventually learns to anticipate what the owner might need. Game Notes: Droid skills may be combined with person doing repairs or operating the droid. ![]() |
Item #12Note: previously posted, but lost in the shuffleCraft: Type: Scale: Starfighter Cost: Availability: 4,X Length: meters Skill: Starfighter Piloting: Dragon Moth Crew: Passengers: Cargo Capacity: kg Consumables: Nav Computer: Yes Hyperdrive: x Hyperdrive Backup: x Maneuverability: Space: Atmosphere: kmh Hull: Shields: Sensors: Passive: / Scan: / Search: / Focus: / Weapons: Fire Arc: Crew: Crew Skill: Starship Gunnery Fire Control: Space: Atmosphere: Damage: Fire Arc: Crew: Crew Skill: Starship Gunnery Fire Control: Space: Atmosphere: Damage: Fire Arc: Crew: Crew Skill: Starship Gunnery Fire Control: Space: Atmosphere: Damage: Fire Arc: Crew: Crew Skill: Starship Gunnery Fire Control: Space: Atmosphere: Damage: Fire Arc: Crew: Crew Skill: Starship Gunnery Fire Control: Space: Atmosphere: Damage: Description: Game Notes: ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Item #13LifeLine TechMaster II Vacuum SuitType: Tech vacuum suit Skill: Survival: TechMaster II Protection: +2/+1 Protects the Following: All Weight: 4.5kg Cost: 1000 Availability: 1 Game Notes: Since it’s insulated, not heated, a character in space must make a Moderate stamina or Strength roll every hour or suffer a wound caused by the freezing cold. A heating system can be added for an additional 450 credits/ Source: Platt’s Smugglers Guide (pages 58-59) ![]() |
Item #14Koromondain PDS, Inc. Blast VestType: Personal Armor Protection: +1D/+1 Protects the Following: Torso Weight: 1.5kg Cost: 300 Availability: 1 Game Notes: Has numerous pockets for storing small items. Source: Rulebook (page 234) ![]() |
Item #15Ayellixe/Krongbing Textiles ShadowsuitType: Anti-Sensor Suit Protection: +0/+1 Protects the Following: All Weight: 2kg Cost: 600 Availability: 3 Game Notes: Adds +2D to sneak. Source: Rules of Engagement – The Rebel SpecForce Handbook (page 34), Arms and Equipment Guide (page 40) ![]() |
Item #16Corellian Bounty Hunter PowerSuitType: Light Bounty Hunter Armor Protection: +2D/+1D Protects the Following: Torso, Arms, Head, Groin and Upper Legs Skill: Powersuit Ops: BHA Weight: 4.5kg Cost: 2500 Availability: 2,R Game Notes: Source: Rulebook (page 234) ![]() |
