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

Item #1

Zentarian Genesis Luxury Yacht
Type: Private Yacht
Scale: Starfighter
Length: 32.5 meters
Width: 28.4 meters
Height: 7.2 meters
Crew: 12; 1 pilot, 1 co-pilot, 1 sensor operator, 1 communications operator, 8 other
Skills: astrogation, communications, sensors, space transports, starship gunnery, starship shields, repulsorlift ops
Passengers: 12
Cargo Capacity: 250 metric tons
Consumables: 1 year
Cost: 18,300,000
Availability: 2,R
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x7
Maneuverability: 2D+2
Space: 8
Atmosphere: 365; 1050kmh
Hull: 5D+2
Shields: 3D
Backup Shields: 3D
Sensors:
  Passive: 35/1D
  Scan: 70/2D
  Search: 110/3D
  Focus: 6/4D
Weapons:
  Dual Blaster Cannon
    Scale: Starfighter
    Fire Arc: Turret (ventral, retractable)
    Skill: Starship Gunnery
    Crew: Co-Pilot
    Fire Control: 2D
    Space Range: 1-12/24/36
    Atmosphere Range: 100-1.2km/2.4km/3.6km
    Damage: 5D
  Medium Blaster Cannon
    Scale: Starfighter
    Fire Arc: Turret (dorsal, retractable)
    Skill: Starship Gunnery
    Crew: Pilot or Co-Pilot
    Fire Control: 2D+1
    Space Range: 1-10/20/30
    Atmosphere Range: 50-1km/2km/3km
    Damage: 4D+2
Description: Words cannot do justice to this space yacht. Almost everything you can imagine has been packed into the frame and interior of this craft leaving no additional room for modifications. This ship is truly for the elite or those with more money than they know what to do with.
Game Notes: Passengers each have their own quarters with a refresher included. There is also a full lounge area with integrated game tables. There is also a chef droid and an autochef and a fresh food preparation area next to the lounge. On the way to the bridge is another refresher and then a set of storage lockers for tools and other equipment. Next to the loading ramp is an area that contains 24 emergency evac suits. Beyond that and behind the bridge is a small armory across from another storage locker. The four escape pods are centrally located and hold six beings each with enough food and water for three weeks.

The following are additional features that can be added, but there are many more available:
  • -Sun Room
  • -Exercise Room
  • -Large Lounge and Cantina: includes a Sabbacc table and several other games (think 10 Forward from Star Trek's Enterprise). All games and the bar area are operated by droids.
  • -Holovid Theater: Shows the most current holo's available and gets automatically updated for the first 5 years when in a system with a Standard Class or better space port.
  • -Droid Repair Shop
  • -Tech Shop
  • -Small Repair Shop
  • -Temperature controlled Massaging Seats
  • -Bantha Leather Seats: this can be changed out for any other type of seat cover desired
  • -Holovid Access Station with Display Panel
  • -Small Bar: can be stocked with anything the owner wants
  • -Planetary-wide Communications System
  • -Emergency Communication Services (link must be provided by planetary government, normally available on Core World, Inner Rim and Mid-Rim planets for a small fee)
  • -Frazium Security System: Comes with automatic pop-up, turreted, blaster miniguns.
    Damage: 5D+2
    Range: 3-100/200/400
    Ammo: 300 [proper permits are required]
    Notes: Vehicle Shock Protection (activation is manual or voice controlled, external damage caused is 6D stun or 5D normal [proper permits are required]), Auto Safety (will automatically transport vehicle and occupants to the nearest security station or government facility if ordered, security system [droid brain: see below for skills] will also detect life signs of occupants without orders and take to nearest medical facility), Command Lockdown (locks all systems from access without security release code)
  • -Auto-pilot: Level IV; able to understand complex verbal commands, integrated with droid brain. This feature is for non-hyperspace travel.
Click on image for full size

Zentarian Genesis Luxury Yacht, Obtuse

Item #2

Moon-Zhag TLS-4K Transport
Type: Medium Transport
Scale: Capitol
Length: 128.5 meters
Crew: 170; skeleton: 36 (+15)
Skills: Astrogation, Capitol Ship Gunnery, Capitol Ship Piloting, Capitol Ship Shields, Communications, Sensors
Passengers: 50
Cargo Capacity: 50,000 mt
Consumables: 1 year
Cost: 3,000,000 (new)/1,750,000 (used)
Availability: 2,F
Nav Computer: Yes
Hyperdrive: x2
Hyperdrive Backup: x12
Maneuverability: 1D
Space: 6
Atmosphere: 275; 800kmh
Hull: 6D
Shields: 3D
Sensors:
  Passive: 20/1D
  Scan: 40/2D
  Search: 80/3D
  Focus: 5/4D
Weapons:
  Dual Blaster Cannon
    Scale: Capitol Ship
    Fire Arc: Ventral turret
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 3-12/24/48
    Atmosphere Range: 100-2.4km/4.8km/9.2km
    Damage: 5D
  Blaster Cannon
    Scale: Capitol Ship
    Fire Arc: Dorsal turret
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 2-10/20/40
    Atmosphere Range: 40-2km/4km/8km
    Damage: 4D+1
Description: Nice Transport that comes with a full crew and two weapons to help protect itself. The inside boasts lots of ammenities for the long journeys the crew will always find themselves on.
Game Notes: The crew racks are only double per room, but each room have a table that functions as a hologame table and two chairs. There is also a large storage area the two share, but lots of space for personal items.

Click on image for full size


Item #3

Zentarian Tig-4 Heavy Swoop
Type: Swoop
Scale: Speeder
Skills: Swoop Ops
Length: 1.7 meters
Crew: 1
Passengers: None
Cargo Capacity: 15kg
Consumables: 3 days
Cost: 38,000
Availability: 2,R
Maneuverability: 4D
Move Rate: 330; 950kmh
Altitude Range: .5 to 75 meters
Cover: 1/4
Body: 3D
Shields: 1D
Sensors (in meters):
  Passive: 500/1D
  Scan: 1000/2D
  Search: 1500/3D
  Focus: 50/4D
Description: "You want an engine with a seat, then this is the swoop for you." That is the now famous quote about the Tig-4 swoop that made it popular amoung the young and those with nothing to lose. The Tig-4 is perhaps the fastest swoop on the market, and rightly so. Maximum speed can be reached in moments. In fact, this swoop is so fast that a helmet and pressure suit are included in the price.
Game Notes: The shields ar not powerful as they are only designed to block debris and other small objects in the flight path of the swoop. However, they do assist in blocking weapons fire and add the shield rating to the swoop Strength roll to resist damage from the front only.

Click on image for full size


Item #4

Nordian TBL-9 Worker Droid
Type: 5th Degree
Scale Character
Cost: 2700
Availability: 1
Dexterity 2D: Dodge 5D, (s) melee weapons: cutting torch 5D+2
Perception 2D: Search 6D
Strength 4D: Brawling combat 5D, lifting 5D, stamina 6D
Knowledge 2D:
Mechanical D: sensors 4D
Technical D: Any repair skill (pick one) 4D+2, janitor 3D
Height: 1.8 meters
Weight: 75kg
Move: 10
Equipment:
  -AA-3 Worker Verbobrain
  -Two Humanoid Arms and Legs
  -Two Visual Sensors: slightly higher and lower than human range and low-light vision (can see twice as far as a human in dim light)
  -Two Auditory Sensors: 20% m ore accurate that human norms
  -Mechanical Equipment Database
  -Droid Repair Database
  -Cutting Torch (can be used as a weapon in an emergency)
    Skill: (s) Melee weapons: cutting torch
    Range: 0-.2/.4/.6
    Damage: 4D
  -Tool Mounts: The droid has two hands that can have various tools attached to them   -Improved Rust Inhibitor: The droidís metal components are extra resistant to rust and corrosion   -Personality Matrix: Simple (can be upgraded to Complex for an extra 900 credits)
Sensors (in meters): Thermal, IR, UV
  Passive: 50/+2
  Scan: 75/1D
  Search: 125/1D+2
  Focus: 10/2D+1
Description: This worker droid has been designed to assist in the repair of nearly and system and can be purchased with the required skills to do the work. In addition, the droid is capable of having additional repair skills added for 500 credits each. The cutting tourch can be used as a weapon (stats above) and its hands can be replaced with all the required tools covering all repair-type skills. Most tools adapted to the droid can be purchased for a little as +10% of the base cost of the tool. The added parts are guaranteed for 40 years.
Game Notes: All repair skills added start at 2D and can be increased by 1D, up to a maximum of 9D, for 200 credits below 5D and 300 credits from 5D to 7D and 450 credits above 7D.

Click on image for full size


Item #5

Draymak Dark Storm Heavy Armor
Types: Scout, Commando, Infiltrator
Powered: Yes
Protection: +2D+2/+2D+2, +3D+2/+3D+2, +4D+2/+4D+2
Protects the Following: All
Weight: 9kg, 12kg, 16kg
Availability: 4,X
Cost: 4,000,000 (scout), 6,500,000 (commando), 11,000,000 (infiltrator)
Breath Mask: Filters must be replaced after 30 hours of continuous use. Carry 2 extra filters each.
Repair Kit: Capable of repairing 8 Light damage, 6 Moderate damage and 4 Severe damage levels before requiring replacement. Replacement cost is 2500 credits.
Long-Range Encrypted Communication System: 65km/70km/75km range. 15/18/22 scrambled channels. Scans all known frequencies.
Improved Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Self-Contained Oxygen Supply: Suit has enough oxygen for up to 5 (S), 6 (C), 8 (I) hours in liquid or vacuum.
Sensors (in meters): Life Form, Movement (360 degrees)
   Passive: 300/+2 (S), 200/+1D (C), 250/+1D+1 (I)
   Scan: 600/+1D (S), 400/+1D+1 (C), 500/+2D (I)
   Search: 1200/+3D (S), 800/+2D (C), 1000/+2D+2 (I)
   Focus: 30/+4D (S), 20/+1D+1 (C), 25/+2D (I)
Sensors (in meters): UV, IR, Thermal
   Passive: 100/+1D (all)
   Scan: 200/+1D (all)
   Search: 400/+1D+2 (all)
   Focus: 20/+2D (all)
Weapon System (not integrated in the armor except when using the sensor):
  • Draymak Modifiable Heavy Blaster Rifle
    Model: Grudge X-09 HBR
    Type: Heavy Blaster Rifle
    Scale: Character (special)
    Skill: Blaster or (s) Blaster: X-09
    Ammo: 100 (10 special)
    Range: 3-100/200/400
    Damage: 6D (special)
    Game Notes: This weapon is specifically designed with on-the-fly modifications in mind. A scope, a targeting sensor, a reversable clip, a silencer and a grenade launcher come with the weapon. The sensor and the scope cannot be used together. The Special items above indicate 10 super shots from each clip that cause Speeder scale damage at +1D each. This is accomplished through a unique valve that, once set, releases 10% of the clip's charge be pull of the trigger. This can only be used for 10 shots before it must cool for 20 seconds - plenty of time to flip the clip.
  • Scope:
      Targeting Bonus: +2D
      Time to Attach: 2 actions
      Notes: Range is reduced by one level; ie.: Long becomes Medium, Medium becomes Short, etc. Note that the scope must be calibrated once it has been removed and placed back on the weapon. This process takes 2-5 rounds to complete.
  • Targeting Sensor:
      Targeting Bonus: 2D+2
      Time to Attach: 1 action
      Notes: Does not reduce range modifiers, but allows targeting through the armor's HUD display.
  • Reversible Clip:
      Time to Insert: 1 action
      Time to Flip: 2 actions
      Notes: This clip is attached to another clip by design so that it can be flipped once expended. Both clips hold 100 tibanna filled rounds. Standard clips can be used, but only hold 50 rounds each and cancel out the special Speeder scale shots as they require tibanna gas to work properly.
  • Silencer:
      Reduces the sound of the weapon to almost nothing beyond short range, but reduces damage by 1D. Range is not affected. There is a much more expensive silencer available for 1800 credits that does not reduce damage.
  • Grenade Launcher:
      Time to Attach: 2 actions
      Ammo: 5
      Range: 5-200/400/800
      Damage: 5D (or by grenade type)
    Notes: A unique grenade launcher that has been specifically created for this weapon containing a clip that hold 5 grenades. The clip can hold any type of standard grenade in any order desired. The HUD system allows the owner to know which type of grenade will be fired next.
Click on image for full size


Computer System (same for all):
  • 14 Slot Computer System: Three I/O ports
  • Capabilities: (Power: 2D, Memory: 18D)
  • Programs:
    • Access Plus
        Availability: 2,R or X
        Cost: 3000
        Slots: 2
        Game Notes: Adds +2D to Computer Ops and +1D+1 to Computer Program/Repair rolls. +2D may be added to computer spikes rated at 6D or less.
    • Bounty Plus
        Availability: 2,R
        Cost: 4000
        Slots: 3
        Game Notes: Outlines being 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 (s) 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.
    • Brawler Plus
        Availability: 3,R
        Cost: 3000
        Slots: 2
        Game Notes: Adds +1D to Brawling Combat. Adds +1 to Tactics: Personal Combat. Requires Strength and Dexterity Boosters (not included in price) to be installed in the armor (if armor contains +1D or better boosted Strength and Dexterity this requirement is not needed).
    • Hostilities, Super
        Availability: 3,X
        Cost: 2500
        Slots: 3
        Game Notes: Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs. 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 Plus
        Availability: 1
        Cost: 4000
        Slots: 2
        Game Notes: Improved diagnosis of illnesses or wounds and gives treatment recommendations. Adds +2D to First Aid skill.
    • Multiple Programs, Tri-
        Availability: 4,X
        Cost: 15,000
        Slots: 2
        Game Notes: Runs three 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: 1,F
        Cost: 1000
        Slots: 1
        Game Notes: 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).
    • Sensor Plus
        Availability: 3,R or X
        Cost: 5000
        Slots: 2
        Game Notes: Adds +1D+2 to Search. If person has all sensors then it adds +2D+1 to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
    • Targeting, Multiple
        Availability: 3,R or X
        Cost: 700
        Slots: 3
        Game Notes: Three weapon systems and up to 12 targets per system. Adds +2D+1 to hit and requires a sensor on each weapon used. A scope may not be used with this program.
Description: As a set, the Dark Storm line is perhaps the best example of interchangable armor on the market. Nearly any section can be replaced or changed out so that the wearer can take on any required role. This flexibility extends to the main weapon as well, with many variable modifications added to allow a more complete system for the soldier. The protection provided changes, but the similarities do not.
Game Notes: Every section of the armor can be exchanged with every section of any another type, to include the helmets. The oxygen canisters can be switched out as well. Options available are upgraded sensors, upgraded computer systems with additional programs and improved HUD systems in the helmets. GM Note: Upgrades and Options will be provided at time of purchase.

Click on image for full size


Item #6

Xymeah Strata Pocket Knife
Type: Stiletto-Action Pocket Knife
Scale: Character
Skill: Melee Combat or Thrown Weapons
Weight: .1kg
Cost: 100
Availability: 1
Body: 2D
Difficulty: 10
Range: 1-3/5/7 +Str modifier
Damage: Str+2 or 3D+2
Description: A typical stiletto knife that has a very specific weight so that it can also be thrown if needed.
Game Notes: The blade snaps into position once the switch control lever is pressed. This same lever allows it to snap back into the handle to be put away.

Click on image for full size


Item #7

Xymeah Strata Hunting Knife
Type: Lightweight Combat Blade
Scale: Character
Skill: Melee Combat or Thrown Weapons
Weight: .2kg
Cost: 200
Availability: 2
Body: 2D+1
Difficulty: 12
Range: 1-3/6/8 +Str modifier
Damage: Str+1D or 4D+1
Description: Unlike a typical combat blade, this weapon can be used effectively in hand-to-hand and thrown at a potential target with ease, causing more damage than the pocket knife.
Game Notes: The blade snaps into the sheath and locks with a soft click. It can be easily removed with the press of the orange button on the opposite side of the pommel. With practice, the owner will be able to draw and use the weapon with one swift action (without learning Quickdrawn). Should the owner already have the Innate ability of Quickdraw, they get a bonus of +1D to Intimidation for such a fast draw. The blade also comes in a vibro-blade variant that costs 500 credits, does Str+2D+1 damage held or 4D+1 damage when thrown. The Diffculty increases to 15, but that can be reduced back to 12 if the owner learns the (s) Melee Combat: Strata Combat Blade Specialization.

Click on image for full size


Item #8

Xymeah Strata Plasma Knife
Type: Plasma Blade
Scale: Character
Skill: Melee Combat or Thrown Weapons
Weight: .15kg
Cost: 450
Availability: 2,F
Body: 2D+2
Difficulty: 15
Range: 1-4/7/10 +Str modifier
Damage: Str+3D or 5D+1
Description: This is the ultimate blade for melee combat...period.
Game Notes: This blade is powered by a small plasma cell attached to a very powerful battery that provides the weapon the ability to be used for a very long time before needing replacement. The blade can retract and protrude just as quickly as the pocket knife. The plasma cell costs 125 credits, while the battery will cost only 75 credits.

Click on image for full size


Item #9

Draymak Psycho Special Heavy Blaster Pistol
Type: Super Heavy Blaster Pistol
Scale: Speeder
Skill: Blaster
Weight: 4kg
Cost: 76,000
Availability: 4,X
Body: 3D Ammo: 30
Range: 3-75/150/300
Damage: 6D
Description: This weapon has been specially designed for Psycho and those like him who want lots of power in a small package and do not care about the innocent life forms in the galaxy that find themselves on the business end of this pistol. And yes Psycho, this is a perfect description of you...

>>>Excuse me?! This weapon is barely powerful enough for Spike! Draymak, you best be fixin' this weapon or you whole company in on my list!<<<
-Psycho


Game Notes: None needed.

Click on image for full size


Item #10

Draymak Synoptic Teacher II
Type: Improved Subconscious Teaching System
Weight: 1kg
Cost: 100,000
Availability: 3,F
Body: 1D+1
Description: Learning should always be challenging and, whenever possible, enjoyable. Now it can be less time-consuming than ever before. From Draymak comes the latest in direct learning transfer. The synoptic teacher is a comfortable and safe way of absorbing information with a higher degree of active data retention than with traditional methods. The synoptic teacher works by transferring data directly to the brain at a subconscious level. The process is totally painless and the user can relax, learning effortlessly.
Need to pick up a few pointers on astral navigation? Or how about a refresher course on Bocce? Try the synoptic teacher from CLS. Getting an education was never easier.
Note that this version is greatly improved from the previous one as the company was bought out by Draymak just 6 months ago in order to push it up a notch. The Draymak Synoptic Teacher II does just that.
Game Notes: A variety of pre-designed information learning modules are available on a wide veriety of subjects. The transference proceedure takes between 20-50 minutes. Depending on the level of module content, its degree of technical or cultural sophistication, the user must make an Easy to Very Difficult Perception roll to effectively absorb the material. A successful roll means the user gains +1D to +3D in that given skill or skill specialization if the character's skill level is below 5D. Above 5D is now possible, but the Difficulties increase as does the cost of each module. Also, the maximum skill level that can be added to is 7D. Any skill above 7D cannot be helped in this manner. In addition, a bonus of either +1D or +2D is all that will be added to a skill above 5D. The user must now make a Moderate to Heroic Perception roll to absorb the material for skills above 5D. The user may gain a benefit from a data module only once below or above 5D.
The only skills available with this method are Knowledge, Mechanical and Technical skills.

Currently Available Modules

Attribute Module Level Difficulty Bonus Cost
Knowledge Agriculture 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Alien Species 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Bureaucracy 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 250/500/1000 (x3 above 5D)
Business 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 250/500/1000 (x3 above 5D)
Culinary Arts 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Cultures 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Intimidation 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Languages 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Law Enforcement 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 250/500/1000 (x3 above 5D)
Planetary Systems 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Scholar 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Streetwise 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Survival 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Tactics 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Technology 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Value 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Willpower 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 500/1000/2000 (x3 above 5D)
Mechanical Astrogation 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Beast Riding 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Blaster Artillery 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Capital Ship Gunnery 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Capital Ship Piloting 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Capital Ship Shields 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Communications 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Ground Vehicle Ops 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Hover Vehicle Ops 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Jet/Rocket Pack Ops 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Powersuit Ops 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Repulsorlift Ops 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Sensors 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Space Transports 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Starfighter Piloting 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 500/1000/2000 (x3 above 5D)
Starship Gunnery 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Starship Shields 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Swoop Ops 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Vehicle Weapons 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Walker Ops 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Technical Armor Repair 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Blaster Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Capital Starship Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Capital Starship Weapon Repair 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Computer Programming/Repair 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Demolition 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Droid Programming 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 500/1000/2000 (x3 above 5D)
Droid Repair 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 500/1000/2000 (x3 above 5D)
Firearms Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
First Aid 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Ground Vehicle Repair: 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Hover Vehicle Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Jet/Rocket Pack Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Melee Weapon Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Missile Weapon Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Repulsorlift Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Security 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Space Transports Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Starfighter Repair 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Starship Weapon Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Walker Repair 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)

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