Item Links

Item 1  Item 2  Item 3  Item 4  Item 5  Item 6  Item 7  Item 8  Item 9  Item 10

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


Item #1

Back to Top

Draymak Eucanniken Heavy Assault Ship
Type: Heavy Assault Ship
Scale: Starfighter
Length: 36.5 meters
Crew: 3
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Passengers: 1 or 3 in emergencies
Cargo Capacity: 175kg
Consumables: 3 weeks
Cost: 7,500,000
Availability: X (Special Order)
Nav Computer: Yes
Hyperdrive: x.75
Hyperdrive Backup: x6
Maneuverability: 4D
Space: 9
Atmosphere: 400; 750kmh
Hull: 7D
Shields: 4D
Backup Shields: 3D
Sensors:
  Passive: 25/1D
  Scan: 50/2D
  Search: 75/3D
  Focus: 10/4D
Weapons:
  Super Heavy Enhanced Blaster Cannon
    Scale: Starfighter or Capitol Ship
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D
    Space Range: 1-25/50/100
    Atmosphere Range: 1km-25km/50km/100km
    Damage: 7D or 5D
    Note: Weapon can only be fired in Capitol Ship scale mode once every other round as it needs time to build up a full charge.
  Two Heavy Blaster Cannons (can be fire linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Co-Pilot
    Fire Control: 3D
    Space Range: 1-20/40/80
    Atmosphere Range: 100-20km/40km/80km
    Damage: 6D or 6D+2 (fire linked)
  Two Medium Blaster Cannons (can be fire linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starfighter
    Crew: Co-Pilot or Integrated Droid Gunner
    Fire Control: 3D
    Space Range: 1-18/36/72
    Atmosphere Range: 100-18km/36km/72km
    Damage: 5D+1 or 6D (fire linked)
  Three Blaster Cannons (can be fire linked)
    Scale: Starfighter
    Fire Arc: 2 Front, 1 Rear
    Skill: Starship Gunnery
    Crew: Co-Pilot or Integrated Droid Gunner
    Fire Control: 3D
    Space Range: 1-18/36/72
    Atmosphere Range: 100-18km/36km/72km
    Damage: 5D or 5D+2 (fire linked)
  Two Dual Heavy Spitfire Blasters (fire linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Co-Pilot or Integrated Droid Gunner
    Fire Control: 3D+2
    Space Range: 2-15/30/60
    Atmosphere Range: 2-15km/30km/60km
    Damage: 5D, 5D+1, 5D+2 or 6D (based on the number of hits per weapon)
  4 Boosted Concussion Missiles
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot, Co-Pilot or Integrated Droid Gunner
    Fire Control: 4D
    Space Range: 1-4/15/30
    Atmosphere Range: 1-4km/15km/30km
    Damage: 8D
  4 Boosted Proton Torpedoes
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Co-Pilot or Integrated Droid Gunner
    Fire Control: 4D
    Space Range: 1-3/6/14
    Atmosphere Range: 1-3/6km/14km
    Damage: 9D
  Two Heavy Ion Cannons (can be fire linked)
    Scale: Starfighter
    Fire Arc: Turret, Limited (360 by +20/-20)
    Skill: Starship Gunnery
    Crew: Co-Pilot or Integrated Droid Gunner
    Fire Control: 3D+2
    Space Range: 1-10/20/30
    Atmosphere Range: 1-10km/20km/30km
    Damage: 5D or 5D+2 (fire linked)
Description: "The best range, the best damage, the best targeting and the most weapons on one single fighter ever."
-Talon Karde

This assault ship has everything a fighter and gunner would want in a vessel of this type. Though large and seemingly bulky and slow, this fighter will surprise even the most avid pilot. It is by no means slow or unprotected and can take plenty of direct hits and keep going when it has to. Sure, the cost is high, but look at what you get for the amount of credits. Plenty. The test pilots that put this fighter through it rigors swear by it in a close-in fight. The best part is the ability of this ship to take on a capitol ship and even the odds enough for it to escape or allow others to do so should the need arise.
The ship can also participate in hit-and-run attacks quite effectively. Prepared for long flights with a small crew area directly behind and below the cockpit, allowing the pilot or co-pilot to rest fully. There's even a small holo table for some long days or nights on patrol.

Click on image for full size


 

Item #2

Back to Top

Gray Man Thulltec Fighter
Type: Assault Fighter
Scale: Starfighter
Length: 7.2 meters
Crew: 1
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Passengers: None
Cargo Capacity: 50kg
Consumables: 2 weeks
Cost: 5,000,000
Availability: 4,X
Nav Computer: Yes
Hyperdrive: x.5
Hyperdrive Backup: None
Maneuverability: 4D
Space: 12
Atmosphere: 450; 1300kmh
Hull: 3D
Shields: 4D
Backup Shields: 2D
Sensors:
  Passive: 20/1D+1
  Scan: 40/2D+1
  Search: 80/3D+1
  Focus: 10/4D+1
Weapons:
  Two Dual Super Heavy Blaster Cannons (fire linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-20/40/80
    Atmosphere Range: 1-20km/40km/80km
    Damage: 6D+2
  Two Heavy Blaster Cannons (fire linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-15/30/60
    Atmosphere Range: 1-15km/30km/60km
    Damage: 5D+2
Description: Fast and deadly, this new fighter will give any space transport or capitol ship a run for the money. Very sleek and well crafted to take advantage of even atmospheric maneuverability allowing for incredible speed. The backup shield generators are also exceptional, given the small size of thie craft. The only real drawback - and it's not much of one - is the fact that it has no backup hyperdrive. Adding 3-5 meters just to add one isn't worth the cost and would actually reduce maneuverability.
Game Notes: There are no upgrades available. As with all other Grey Man products, this ship is never sold to Imperials or those sympathetic to them. How this is proven is not known, but so far, not a single fighter/transport has been sold to the Empire or one of its agents. Note that this fighter cannot be located by standard methods.

Click on image for full size


 

Item #3

Back to Top

Nordian (formerly Corusmotors) Hi-Flyer Speeder Bike, Mk II
Type: Speeder Bike
Scale: Speeder
Skill: Repulsorlift Ops or (s) Repulsorlift Ops: Hi Flyer
Length: 2.5 [2.6] meters
Crew: 1
Passengers: 0
Cargo Capacity: 15kg [17kg]
Cover: 1/4
Altitude Range: Ground level-5km
Cost: 12,300 [17,000]
Maneuverability: 3D [3D+2]
Move: 300; 750kmh [325; 800kmh]
Body: 3D
Sensors:
  Passive: 25/1D
  Scan: 50/1D+2
  Search: 120/2D
  Focus: 6/3D
Weapon:
  Dual Blaster Cannons
    Fire Arc: Front
    Fire Control: 2D+2 [3D]
    Range: 3-300/600/1.2km [3-350/700/1.4km]
    Damage: 4D+2 [5D]
Description: Although speeder bikes are very popular on the frontier worlds, their low altitude range makes them impractical for densely populated worlds like Coruscant or Kuat, where buildings can not only be accessed at the ground level but at landing ports many hundreds of meters from the ground. Repulsor lift vehicles such as aircabs provide transport for the majority of people, but for the young, and the young at heart, Nordian (formerly Corusmotors) re-introduced the Hi-Flyer; a speederbike with every upgrade and improvement available. The military version comes with more powerful blaster cannons and a speed and maneuverability upgrade (noted in [] above).

Click on image for full size


 

Item #4

Back to Top

Incom Tx-9500 "Star Spray" Air-Speeder, Mk II
Type: Air Speeder
Craft: Tx-9500 "Star Spray" Air-Speeder
Scale: Speeder
Skill: Repulsorlift Ops or (s) Repulsorlift Ops: Tx-9500
Length: 9.2 meters
Crew: 1
Passengers: 0
Cargo Capacity: 80kg
Cover: Full
Cost: 105,000 (new), 65,000 (used)
Altitude Range: Ground level-78km
Maneuverability: 3D+2
Move: 620; 1600 kmh
Body: 4D
Sensors:
   Passive: 65/1D
   Scan: 130/1D+2
   Search: 250/2D
   Focus: 10/3D
Weapons:
  Twin Laser Cannons (fire linked)
    Fire Arc: Front
    Skill: Vehicle Blasters
    Fire Control: 2D+1
    Range: 50-400/800/1.5km
    Damage: 5D
  Twin Spitfire Laser Cannons (fire linked)
    Fire Arc: Front
    Skill: Vehicle Blasters
    Fire Control: 2D+2
    Range: 50-450/900/1.8km
    Damage: 5D+2
  Concussion Missile (x6)
    Fire Arc: Front
    Scale: Walker
    Skill: Missile Weapons
    Fire Control: 2D
    Range: 100-250/600/1.2km
    Damage: 7D+1
Description: The Star Spray Airspeeder Mk II is the improved military air speeder designed to fill the role of both airspeeders and cloud cars, creating a speeder capable of even greater speed, and a higher altitude range, letting it help to control the airspace around planets, and attack ground targets. However the great cost has caused this vehicle to have the same small market the Mk I had, but the governments and military forces who have purchased them, have reported many successful missions completed by these speeders. Their ability to hit small targets combined with the punch to take out targets such as walkers has proven them to be an asset, and they have also reported limited, but greater success against starfighters. The Star Spray Mk II's handling and speed in an atmosphere still far exceeds that of any Starfighter, and the punch of their concussion missiles allows them to cause significant damage against any non military vessels they may have to engage. The Star Spray Mk II has been purchased is large quantities by planetary governments and resistance cells across the galaxy, but remains available on the open market, one of the few military vehicles used by either side in the Galactic Civil War that is.
Game Notes: This version has less room for the pilot and his gear and does not allow a passenger. However, Removing the concussion missile system will allow a specially adapted pod to be added that can carry a humanoid passenger. This modification takes three days to install after removal of the weapons system with the passenger pod adding and additional cost of 10,000 credits. The pod also reduces maneuverability to 3D and reduces speed to 580; 1500 kmh; though still fast in any measure of speed. The passenger cannot assist the pilot in any way while in the pod.

Click on image for full size


 

Item #5

Back to Top

Draymak Powered Heavy Bounty Hunter Armor, Mk II
Type: Improved Modified Heavy Powered Armor
Weight: 22kg
Cost: 1,450,000+
Availability: 4,X
Protection: +3D+1/+2D+1
Protects the Following: All. This armor has excellent expansion capabilities. A repair kit 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: 65 km range. 12 scrambled/encrypted 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 to reduce ranges by one level. Example: long range becomes medium, medium becomes short
Sensors: IR, Motion, UV, Low-Light, Thermal
  IR, UV
    Passive: 150 m/+2
    Scan: 300 m/+1D
    Search: 400 m/+2D
  Low-Light, Motion, Thermal
    Passive: 250 m/+2
    Scan: 500 m/+1D+1
    Search: 650 m/+2D
Sealed Enviro System:
  Neuro Sensors in helmet monitor body activity
  1.75 hrs LOX/Air Filtration system
  75 minutes of survival time in space
  Comm. system with translator (+2D to Languages [does not include all languages]) and an external speaker
  Water/Gas sealed
Self Destruct: Must be activated. Goes off in 1D6 rounds. 12D damage as Thermal Detonator
15 Slot Computer System: Three I/O ports
  Capabilities: (PWR: 5D, MEM: 22D)
  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; Repulsor Pack is in standby; System Seals/LOX are on-line; Wrist Laser, Dual Retractable Vibroblades 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, Auto Fire and Super Hostilities are on-line; all other programs are on standby; Wrist Laser, Dual Retractable Vibroblades, 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 and Dual Retractable Vibroblades are 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, Auto Fire and Accessing are on-line; all other programs in standby; Turbo Projected Grappling Hook and Dual Retractable Vibroblades are on-line; System Seals/LOX on standby; Repulsor Pack on standby; Communication system is in passive mode.
  Security System: Auto destruct of data and programs. Active virus for I/O ports.
Weapon/Non-Weapon Systems:
  • Dual Retractable Vibroblades: STR+3D
  • Wrist Blaster: 50 shot power packs. Uses Armor Weapons skill. Damage: 5D. Ranges: 3-25/50/150
  • Boot Vibro-Shivs: STR+2D+2
  • Turbo Projected Grappling Hook: 30 meter lanyard, uses Missile Weapons skill (Range; 0-3/10/20), magnetic grappling "hook" and self-setting piton.
Description: See new image. This is another a great example of powered armor along with many features that can be added to it. Still very cool and improved high-tech.
Game Notes: Comes with Self Destruct: Must be activated. Goes off in 1D rounds or can be set for up to 5 minutes. 10D damage as small Thermal Detonator

Click on image for full size


 

Item #6

Back to Top

Draymak Dual Vibroblade Sword, Mk II
Type: Melee Weapon
Scale: Character
Skill: Melee Weapon Combat
Weight: 3kg
Cost: 5500
Availability: 2,R
Body: 3D+2
Damage: Str+3D+2
Description: These weapons are designed and crafted to be perfectly balanced so that two can be used by those skilled in dual weapon use. This version has an added bonus to the hilt that allows it to be tuned to the users DNA to prevent anyone else from turning the power on. This reduces the weapons damage by 2D+2 or STR+1D.

Click on image for full size


 

Item #7

Back to Top

Nordian XL-12 Mk II Auto Slugthrower
Type: Slugthrower
Scale: Character
Skill: Firearms: XL-12
Weight: 3kg (+1 for ammo)
Cost: 3250
Availability: 2,X
Body: 3D+2
Ammo: 10, 15 or 30C (see below)
Range: 2-40/80/120
Damage: 4D+2 (BF)/5D+2 (FA)
Description: This is the upgrades version of the original XL-12. As with the first of the series, this version comes with an intergral laser sight that increases the ability to hit any target. It is also durable, easy to maintain and lighter than most other weapons of the same type. Due to the standard ammo used in this weapon it is affective against all modern types of armor with no reduction in damage.
Game Notes: The integrated dual-laser sight adds +1D to hit. For an extra 500 credits the laser sight can be upgraded to a beam that cannot be scattered by modern technology (trade secret, any attempt to discover this results in the immediate destruction of the weapon and all ammo in it). The beam has a Very Difficult Difficulty to disperse it under normal conditions. In heavy smoke the Difficulty is reduced to Difficult. The Mk II fires only AP/EX rounds specially made for it. Any other round, whether it fits in the clip or not, jams the weapon and forces the owner to repair it. The different amount of ammo listed is for the standard clip, extented clip and the special Curved Clip that holds extra rounds in a large, curved extention that actually wraps around the users hand. A full clip of 10 rounds costs 200 credits, 15 rounds - 250 credits. The Curved Clip is unique to this weapon, holds 30 rounds (30C) and costs 450 credits.

Click on image for full size


 

Item #8

Back to Top

Draymak Bam-Bam Mini Heavy Assault Cannon, Mk II
Type: Heavy Weapon
Scale: Speeder
Skill: Blaster: Bam-Bam
Weight: 6kg
Cost: 252,000 (12,000 per clip, 2 required, see below)
Availability: 4,X
Body: 3D+2
Targeting Bonus: +1D+1
Ammo: 24 (dual clips)
Range: 3-30/60/120
Damage: 9D
Blast Radius: 2/4/8 (6/12/24 after effects, see below)
Description: The Bam-Bam listed here is the improved version with added armor protection and slightly better range with greater stabalization. This weapon has been named for the unique sound and double explosion it produces each time it is fired. The Draymak Bam-Bam encapsulates the spectral-chemical charge with a special ionic-plasma coating each time the weapon is fired. The discharge of the ionic-plasma hitting the charged capsule is what causes the sound. There is nothing quite like it on the market today. The price reflects the new technology involved in the construction and improvements with the Mark II.
Game Notes: This is the "Bam-Bam" of weapons. The explosion from the impact is colorful and impressive. The ion and plasma mix for the "shell" helps it penetrate shields and armor with ease. The secondary or main blast of this weapon disrupts power similar to an EM pulse, melts everything in the radius like a thermal detonator and shreds it all much the same as a salad being tossed.
What gets left behind is a statically charged area three times the size of the original blast that lingers for several rounds (1D+2), temporarily disrupting communications and power. The projectile from this weapon will explode at the maximum range listed even if it does not impact anything. Basically, the ion and plasma coating erodes the shell as it travels, destroying the outer layer and releasing the special mixture inside on impact.
The scope adds +1D+1 to hit and displays weapon statistics to the user. Improved stability adds +1D to hit as well.
The replacement clips must be purchased in pairs as they are physically linked together. Refilling the ion/plasma chamber must be done after every four clips at a cost of 5000 credits.

Click on image for full size


 

Item #9

Back to Top

Durlek Arms 704cx Assault Auto-Rifle
Type: Assault Auto-Rifle
Scale: Character
Skill: Firearms
Weight: 7kg (does not include full drum)
Cost: 25,000
Availability: 2,X
Body: 3D
Ammo: 200 Drum
To Hit Bonus: +1 to +10
Range: 2-75/150/300
Damage: 7D (+1-10)
Description: This is a very powerful firearm created from a relatively new company that has only been in the weapons market for 5 years. This is their first production weapon on the market and it's a good on. The ammo drum holds 200 rounds and is easily released in one of two way: either by the flick of a small switch near the trigger or the auto release feature built in when the weapon is attached to armor systems through the SCOMP link. The auto-rifle is light for a weapon of this type that makes it easier to wield. The damage against a single target is also quite devastating as it mirrors an auto cannon. The digital target sight links to the sensor in front, just above the six barrels. This adds an ever-increasing bonus to hit the target and additional damage when it is really needed.
Game Notes: The drum, when full, adds 3kg to the overall weight of the rifle. Damage for this weapon can be aimed at a single target (+1 to +10 for 1-10 rounds fired) or split between 2 to 10 separate targets. The operator must decide how many rounds per target and they must be within a 45 degree arc in front of the owner. Note that there is a ammo pack available for this weapon that allows belt-fed firing that holds up to 1200 rounds. The pack, when full, weighs 18kg and cannot be used by anyone with less than 3D+1 Strength.

Click on image for full size


 

Item #10

Back to Top

Tellard Wrist HoloComp, Mk I
Type: Holographic Wrist Computer
Weight: .8kg
Cost: 8500
Availability: 1,F
Body: 2D (+2D armor)
Power: 2D
Memory: 10D
Description: The wrist computer has been upgraded and improved with full holo-imaging and recording capabilities while decreasing its overall size. The computer can be removed for repairs or upgrades and is completely water and electric shock proof (does not include EMP, see Game Notes below). The computer unit is tough and well armored so that it can be used in the harshest conditions. The unit comes with several upgradeable features and additions and comes with regular hardware and software updates made available throughout the galaxy.

Standard features include: Chronometer (keeps track of up to 300 different time zones and planetary systems/governments), Owners Bioscans (records up to 2 different records & monitors current health levels), Life-Form Scan up to 75 meters in all directions (capable of transmitting data to external storage device up to 5 meters away, tight-beam, encrypted), Holorecording up to 5 hours (includes audio, can transmit this data to external storage device up to 5 meters away, tight-beam, encrypted), External Storage Device (Power: 0D, Memory: 30D, scrambled & encrypted, DNA and retina scan enabled), ID Storage (includes pilot and ship credentials, IPKC licenses and all others ID types, these items can be official and transmittable upon request up to 5 meters away or just shown on the holo-display), Audio Recording up to 30 hours and Standard Video Recording up to 10 hours (both data types can be transmitted to the external storage device up to 5 meters away, tight-beam, encrypted). Also has a standard computer interface port and can be used as a Scrambled/Encrypted Comlink (15 channels, 60km range in open areas or 45km range in tight, urban areas, if relayed from a ship/city/spaceport/space station comm system, unit can show standard holoimages). Unit can also connect to a military command system and display tactical information for use in military engagements. Holo-emitter comes with an armored, retractable cover.

Game Notes: The HoloComp can be upgraded once a month or when upgrades become available. Hardware upgrades are much less frequent and require the owner to come into an authorized dealer location for the upgrade. EMP shielding can be added to the unit at a cost of 1000 credits per round of protection up to 8 rounds. Owner basic repair kits are avaialble for 400 credits each. Below are upgrades available in additional to the standard upgrade schedule.
  1. Bec-n-Call: Small hardware and software packages (one for the wrist computer and one for the owners vessel) that allows the user to contact their ship over a tight-beam, encrypted frequency and have it start up all systems, conduct minimal systems tests, then fly to the users location up to 5km away.
    HoloComp Pkg Cost: 1000
    Space Transport/Starfighter Pkg Cost: 5000
    Installation Time: HoloComp - 1 hour, Ship - 2 days
    Note: Duration between startup and arrival times vary by location and conditions, but generally takes up to 5 minutes. Owners ship must be kept in standby status for this system to work properly.
  2. Micro Shield System: Can be used in brawling/melee combat and ranged combat, this shield helps protect the user from physical and energy weapons for a short period of time.
    Shield Size: Variable (.25 to 1.25 meter diameter, see Note below) Shield Pkg Cost: 3000
    Installation Time: 2 hours
    Note: Shield battery is in addition to the standard HoloComp battery. Shield duration is based on default capacity and size. Charge time for shield use is 30 minutes.
      Shield Size: .25 meters; Duration: 10 rounds
      Shield Size: .5 meters; Duration: 8 rounds
      Shield Size: .75 meters; Duration: 6 rounds
      Shield Size: 1 meter; Duration: 4 rounds
      Shield Size: 1.25 meters; Duration: 2 rounds
  3. External Storage: Power: 1D; Memory: 80D (scrambled & encrypted, DNA, retina scan, voice print and finger print enabled)
    Cost: 2500
    Installation/Setup Time: 2 hours
    Note: None of the security features are required except a verbal password if the owner so chooses, but the data will always be scrambled and encrypted. Can be worn on a standard utility belt, magnetically clipped to armor, hooked to a bandilero or placed in a backpack.
  4. Computer Interface Port: Scrambled and Encrypted, this port allows access to all non-secure and secure access terminals throughout the galaxy. This includes buildings, ships, street terminals and other places.
    Cost: 300
    Installation Time: 30 minutes
    Note: The HoloComp comes with a standard computer interface, but does not provide any security, hence the upgrade.
  5. Improved Comlink: Scrambled and encrypted, 20 channels, rotates through all channels and all know fequencies once every second. Ranges: 70km open, 55km urban.
    Cost: 400
    Installation Time: 15 minutes
    Notes: Comes with a rechargable ear bud (lasts 50 hours on one 15 minute charge, port is on HoloComp in ear bud storage compartment). Can use HoloComp speaker instead of ear bud for more private conversations.
  6. White Noise Generator: Blocks out all sound external of the bubble it creates around those within.
    Cost: 300
    Installation Time: 15 minutes
    Notes: Default diameter of bubble is three meters, but can be expanded up to 5 meters if needed.
Click on image for full size

Back to Top