Item #85: July
CDI Terror Drone
Type: Core Defense Industries Terror Class Drone Starfighter
Scale: Starfighter
Length: 15.9 meters
Crew: 0
Crew Skills: Starfighter Piloting 7D, Starship Gunnery 6D+2, Repulsorlift Ops 6D, Tactics: Starfighter Combat 7D
Passengers: 0
Cargo Capacity: 150 kg
Cost: 350,000 (New); 150,000 (used)
Hyperdrive Multiplier: No
Hyperdrive Backup: No
Nav Computer: NA
Space: 9
Atmosphere: 350; 950 kmh
Maneuverability: 2D
Hull: 4D
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 50/2D
Search: 75/3D
Focus: 5/3D+2
Weapons:
Twin Light Tachyon Cannons (Fire Linked)
Scale: Starfighter
Fire Arc: Front
Fire Control: 4D
Space Range: 1-5/15/40
Atmosphere Range: 100-500/1.5/4km
Damage: 8D
Description: After the destruction of Alderaan a native of that world, Almek Obsidian, became somewhat
obsessive about military power, and set up Core Defense Industries (CDI) to supply defense to other worlds so the same could
never happen again. However the unbalanced nature of the industrialist and the corporation he founded, led to many headaches for
the fledgling New Republic, as the power weapons and vessels were sold to anyone without restriction, meaning that these state of
the art weapons of war were available to terrorists, pirates and other criminals. Fortunately, for the New Republic at least,
Almek Obsidian died after only a couple of years, and the absence of his genius, although unbalanced, hand at the helm meant that
CDI went into receivership shortly afterwards. The CDI Terror Class Drone Starfighter, incorporates a number of CDI's proprietary
technologies into one highly advanced autonomous starfighter package. The Terror has powerful Tachyon Cannons, on their own
independently moving arms, as well as fast maneuverable engines, allowing the vessel to match most other starfighters be they
manned or unmanned. The electronic drone brain is highly skilled, and allows the vessel to be left in a low power mode and only
activated when required, scrambling from its hangars in defense of a planet. For this reason the Terror has no Hyperdrive systems,
operating from starships, space stations or planetary surfaces, and is designed with defense in mind. The fighter sold in small
numbers as although its use saved lives, and it was cost effective in the long term, its high purchase price meant that the lives
of pilots in other vessels were cheap in comparison.
 |
Item #86: July
Karbaca's BFG Bowaster/Carbine
Type: Modified Bowcaster/Carbine
Skill: Bowcaster: BFG/C
Weight: 4.5 kg
Cost: 1650
Availability: 3,X
Body 2D+2
Ammo: 15
Range: 3-30/60/120
Damage: 6D+1
Game Notes: Karbaca had a thought...why not take the 'bow' out of bowcaster and make it easier to carry
as well? That's just what he did. It took some time to develope, but he put it together nicely. The body for the weapon has been
increased enough to make it fairly durable, being able to take nearly as much as it dishes out.
 |
Item #87: July
Draymak PDBC-x51 Blaster Cannon
Type: Portable Auto Double Blaster Cannon
Scale: Speeder
Skill: Vehicle Weapons
Weight: 375kg
Cost: 278,500
Availability: 4,X
Body: 3D+2
Fire Arc: Turret
Ammo: 300 or Unlimited
Range: 5-300/600/1.2km
Damage: 7D+2
Description: This little nasty is perfect for remote ops units needing a little extra punch is a quick
minute. This weapon has its own micro-repulsor units that allow it to be placed exactly where it is needed - even by one being.
Total setup time is 2 minutes for two beings, or 4 minutes for one. However, if a power supply is hooked up to the unit then
deployment time doubles, but then ammo becomes unlimited. It also comes in many different camouflage colors.
One thing to note is that this weapon can be set to auto with selected targets - up to 200 - placed in memory. They can be
changed as easily as data in a pocket computer. In fact, all information about targets and unit status is automatically uploaded
to a modified Microthrust Portable that comes with the unit.
  |
Item #88: July
Draymak BMG-9 Blaster Mini Gun
Type: Repeating Blaster
Scale: Character
Skill: Blaster
Weight: 7.25kg
Cost: 120,000
Availability: 3,X
Body: 3D+2
Ammo: 200
Range: 3-100/200/400
Damage: 6D+2
Game Notes: This weapon can be hooked up to a SCOMPLink (wired or wireless) in a helmet that adds +1D
to hit. Multiple targets can be selected and fired on (up to 5 at one time) with no multiple-action penalties. There is also an
upgrade that adds +2D to hit and costs an additional 15,000 to install.
Without powered armor the +2D targeting addition cannot be added or used, nor can the weapon be used to fire on five targets at
once - only 3 maximum.
Description: "Look out! Big gun comin' through!!" That's what the new BMG-9 says whenever someone appears
on the scene with one of these. It is designed for nothing more than killing and does that quite well. Compaired to other weapons
in its class it is much lighter and more "useable" by a single trooper than any other currently on the market. You don't even
have to be in powered armor, but it helps.
 |
Item #89: July
Draymak Scorge Gun
Type: Heavy Blaster Pistol/EMP Gun
Skill: Blaster: Scorge
Weight: 3kg
Cost: 8000
Availability: 4,X
Body: 3D
Ammo 75 (blaster), 10 (EMP gun)
Range: 3-30/60/100 (blaster), 2-10/20/40 (EMP gun)
Damage: 5D+2 (blaster), Special (EMP gun)
Game Notes: This is a new concept in weapons technology, but has been put together in a strong case
that allows both fuctions to work without affecting the other. In fact, both can be fired together for that extra punch. The
EMP burst requires a custom made charge cartridge that is reusable. Extra can be purchased with the weapon and are available in
various weapon shops throught the galaxy. The clip for the blaster requires tibanna but has enough for 300 shots before it needs
to be replaced (standard charge for 75 shots).
 |
Item #90: August/September
CEC DSE-30/M Starlight Class Deep Space Explorer
Type: Stock light freighter
Scale: Starfighter
Length: 63.5 meters
Crew: 5
Crew Skill: Astrogation 3D, (s)Space Transports: DSE-30 4D
Passengers: 30
Cargo Capacity: 200 MT
Consumables: 1 year
Cost: 782,500
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Space: 4
Atmosphere: 70; 100 kmh
Maneuverability: 0D
Hull: 8D
Shields: 1D
Sensors:
Passive: 30/1D
Scan: 60/2D+1
Search: 120/3D+2
Focus: 4/4D
Weapons:
2 Escort Quad Laser Cannon
Scale: Starfighter
Fire Arc: Turret
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7km
Damage: 5D
1 Concussion Missile Launcher
Scale: Starfighter
Fire Arc: Front
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 100/300/700
Damage: 7D
Description: The CEC DSE-30 is a holdover from a long gone era of galactic exploration. Originally
built to explore new space lanes and develop trade routes during the glory days of the Old Republic. Back then, CEC’s market
strategy fed upon new space lanes and dependable ships. The production of the DSE-30 design dwindled as expansion of the Republic.
Even if the most horrible of circumstances occur with deep space exploration, the ship’s two escape pods and a hypertransceiver
dramatically increase the survivability ratios for the crew.
Recently CEC officials have decided to pull this old design out of mothballs and start production again. The CEC DES-30/M
possesses upgraded weapons and engine systems. While its original exploration is no longer of great concern, growing instability
in the galaxy has led to the market for a long range transport with more space for cargo and personnel than the YT series
possesses. The extra space allotted to sensor and communications equipment (leftover from the original exploration specs) also
makes this ship popular as a covert communications and command ship for both Rebel and Imperial forces.
And, like the YT series, this ship can be upgraded and modified quite extensively to suit the needs of the owner.
 |
Item #91: August/September
Draymak XL-5 Air Speeder
Craft: XL-5 Air Speeder
Type: Air Speeder
Scale: Speeder
Length: 3.5 meters
Skill: Repulsorlift Ops: XL-5
Crew: 1
Passengers: 1
Cargo Capacity: 30kg
Cover: 1/4
Altitude Range: Ground level-4.0km
Cost: 22,600
Maneuverability: 3D+2
Move: 500; 950kmh
Body Strength: 3D+2
Shields: 1D+2
Weapons: None (can be added)
Description: Fast, maneuverable, sturdy, high-flying air speeder; designed to keep up with the fastest
swoop on the market. What more could you want out of a speeder like this? Only the best parts and materials were used in its
construction to give it that edge when it is needed most.
We've even added protective shielding for those unexpected events you might find your self in. Thoroughly tested for safety and
durability, this air speeder can handle the most extreme conditions and come out unscathed. And just for fun it comes in hundreds
of colors and designs to make it uniquely yours. As a final note, there are planty of modifications that can be made as well.
One of those modifications is a pressure shell that can be added for greater comfort and weather protection. Cost is 2500.
 |
Item #92: August/September
Draymak TR-15 Buster
Craft: TR-15 Buster
Type: Hover Missile Tank
Scale: Walker
Length: 12 meters
Skill: Repulsorlift Ops: TR-15, Vehicle Blasters, Missile Weapons
Crew: 1 + 1 Gunner
Passengers: 0
Cargo Capacity: 40kg
Cover: Full
Altitude Range: Ground - 100m
Cost: 150,000 (new), 100,000 (used)
Maneuverability: 4D
Move: 275; 800kmh
Body Strength: 4D
Shields: 2D
Weapons:
1 Guided Missile Turret (16 missiles)
Fire Arc: Turret
Scale: Walker
Skill: Missile Weapons
Fire Control: 3D
Range: 100-500/2.5/5km
Damage: 7D
2 Medium Blaster Cannons
Fire Arc: Turret (one left, one right)
Scale: Speeder
Fire Control: 2D
Range: 3-200/600/1200
Damage: 4D+2
Description: This tank can take out all kinds of speeders and walkers with a single punch. For the larger
walker scale vehicles, use two missiles instead of one. Luckily, for those few that get through this tank has two hidden
surprises waiting; two medium blaster cannons. Durable and protected, this tank will likely survive where others do not.
The Burner has an exceptionally manueverable and fast chassis, such that drivers have been known to race there walker scale
vehicles against there speeder driving compatriots. And sometimes win. The increased speed and manueverably means Burners can
dash to the front, unleash there missiles while evading fire, then fly back to the rear lines to reload in quick order. With the
high powered engines Draymack was even able to give the Burner heavier armor.
The cost of these improvements however, was in credits, and the Burner was priced out of the Frenzy buying market. It is
sometimes found in the armies of rich worlds or mercenaries, but not as common as the Frenzy.
 |
Item #93: August/September
Draymak AP-T Cannon
Type: Auto Pulse Blaster Cannon
Scale: Speeder
Fire Arc: Turret (rising)
Fire Control: 4D (see notes)
Skill: Vehicle Blasters
Weight: 300kg
Cost: 95,000
Availability: 4,X
Body: 3D+2
Ammo: Unlimited
Range: 20-400/800/1.6km
Damage: 8D+2 (speeder)/ 6D+2 (walker)
Description: You will never find a more powerful auto blaster cannon on the market. Plain and simple.
This weapon has been designed from the ground up with no expense spared in its development. It can be mounted on speeders
and walkers alike and is used to take out multiple targets after locking on to them via the improved targeting sensors that have
also be designed from the ground up. Exceptional targeting systems have been integrated and an expanded ability to acquire, and
then lock-on to as many as 30 targets at once, gives this little beauty some serious stopping power in a heavy war zone.
One important addition is the ability of the turret to raise up nearly a meter to give it a better firing arc. This feature is
normally controlled by the fire control computer, but can be adjusted manually if desired.
Game Notes: Fire Control, although better than average, degrades as more targets are added. For every
10 targets reduce Fire Control 1D. ie: 1 to 10 targets - FC = 4D, 11 to 20 targets - FC = 3D, 21 to 30 targets - FC = 2D,
31 to 40 targets - FC = 1D
 |
Item #94: August/September
Zentarian Hydra Launcher
Type: Grenade Launcher
Skill: Missile Weapons
Weight: 3.5kg
Cost: 5500
Availability: 2,X
Body: 2D+2
Ammo 6
Range: 30-200/400/800 meters
Damage: Grenade Type (see below)
Game Notes: Perhaps a bit old-fashioned, this greande launcher has a few not-so-obvious upgrades. First,
it is made from an extremely durrable alloy giving it more physical damage resistance than older models. Second, due to specially
constructed grenades and launching chemicals, the reach has been extended to nearly double that of other, more conventional
launchers. Sure, it only carries six grenades, but the easily changeable chamber and the variable grenade types make this launcher
a real winner in the battlefiled.
Grenade Types:
Type: Standard
Blast Radius: 3/7/10
Damage: 5D/4D/3D
Cost (per 6): 500
Type: High Explosive
Blast Radius: 4/8/12
Damage: 7D/6D/5D
Cost (per 6): 1200
Type: Incendiary
Blast Radius: 3/7/10
Damage: 5D/4D/3D
Cost (per 6): 1400
Note: Burning damage lasts for 3-5 rounds
Type: Mega-Blaster I
Blast Radius: 5/10/15
Damage: 6D/5D/4D
Cost (per 6): 2000
Type: Mega-Blaster II
Blast Radius: 5/10/15
Damage: 6D+2/5D+2/4D+2
Cost (per 6): 4000
Type: Power Net
Blast Radius: 10 (normal to large humanoid)
Damage: 6D (strength resistance roll to break free)
Cost (per 6): 300
Type: Breather
Blast Radius: 5/10/20
Damage: 5D (special)
Cost (per 6): 4000
Note: Anyone caught in the blast radius needs to roll Willpower against the damage of the grenade. Any
that fail the roll are overcome with fits of caughing and convulsions for up 10 minutes and cannot do anything else. Those that
make the roll will caugh excessively for the full 10 minutes, but only suffer -2D to all rolls for the duration.
Type: Death Breather
Blast Radius: 5/10/20
Damage: 6D (special)
Cost (per 6): 6000
Note: Anyone caught in the blast radius needs to roll Willpower against the damage of the grenade. Any
that fail the roll are overcome with fits of caughing and convulsions for up 10 minutes and cannot do anything else. At the end
of that time they must roll Strength against the same target number or die as the air is ripped out of their lungs. Those that
make the roll will caugh excessively for the full 10 minutes, suffer -2D to all rolls for the duration, but must also make the
same roll at the end of that time. If the roll is made they suffer no ill effects. If they fail they will be covered in lesions
and will be knocked unconscious. They will require medical attention or eventually die as their body slowly rots away.
 |
Item #95: August/September
Zentarian Sticky Grenade
Type: High Explosive
Skill: Grenade
Weight: 1.5kg
Cost: 1000
Availability: 4,X
Blast Radius: 5/12/24
Damage: 8D
Notes: This grenade has the unsusal characteristic of remote detonation up to 300 meters away. It comes
with a trigger mechanism. In addition to that the grenades most unique feature are energy spikes that shoot out from it when it
is set. Once set, the grenade can only be turned off with the remote. Any tampering will set it off as well as the end of the
maximum time limit of 20 minutes. It can be detonated any time during that period. One final note; the remote detonator has a
range indicator. The grenade will detonate, if activated, once the remote goes outside the maximum range. There is a 5 second
delay - just enough time for the user to get back within range.
 |
Item #96: October/November
KDY Graceful Space Transport
Craft: KDY Graceful Transport
Type: Space Transport
Scale: Starfighter
Length: 31.38 meters
Crew: 3 + 2 Stewards
Crew Skill: Varies
Passengers: 87
Cargo Capacity: 5 metric tons
Consumables: 1 month
Cost: 125,000 (new), 95,000 (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x8
Nav Computer: Yes
Space: 5
Atmosphere: 430; 750km
Maneuverability: 2D
Hull: 3D
Shields: 1D+2
Sensors:
Passive: 15/+2
Scan: 30/1D
Search: 60/2D
Focus: 3/3D
Weapons:
Two Dual Blaster Cannons
Scale: Starfighter
Fire Arc: Front (1 port, 1 starboard)
Crew: 1
Skill: Starship Gunnery
Fire Control: 2D+1
Space Range: 1-5/12/25
Atmosphere Range: 100-500/1.2/2.5km
Damage: 5D+2
Description: A well designed space transport from KDY, this ship boasts seating for 87 passengers, which
includes 25 1sr class seats. There are also twodual blaster cannons to port and starboard for protection from pirates.
Other versions of this craft include the removal of all the seating allowing for 75 metric tons of cargo to be transported.
 |
Item #97: October/November
KDY HAVx T3 Land Barge
Craft: Land Barge and Troop Transport
Type: Ground Vehicle
Scale: Walker
Length: 16 meters
Skill: Ground Vehicle Ops, Vehicle Weapons
Crew: 4
Passengers: 20 Troops or 10 troops and two speeder bikes
Cargo Capacity: 75kg
Cover: Full
Altitude Range: Ground
Cost: 30,000
Maneuverability: 1D
Move: 75;180kmh
Body: 4D
Shields: 1D
Weapons:
Two Blaster Cannons
Fire Arc: Turrets
Scale: Walker
Skill: Vehicle Weapons
Fire Control: 2D
Range: 5-300/600/1.2km
Damage: 5D
Description: Well designed with durability and reliability built in, this troop transport is capable
of getting into areas many other vehicles cannot. This is due to the height of the wheel design and the fact that the cockpit
has been mounted farther forward than what would be considered normal for such a vehicle. The twin turrets on top are designed
to take out other armored vehicles and other heavily armed troops with accuracy.
The back panel opens quickly to deploy troops into any hot spot as well as to allow up to two speeder bikes for quick scouting
missions.
 |
Item #98: October/November
Cybot Galactica Gaurdian Droid
Type: Second Degree Droid
Scale Character
Cost: 4000
Availability: 1
Dexterity 3D: Blaster 4D+2, Dodge 3D+2, Melee Combat 5D, Running 4D
Perception 3D: Search 3D
Strength 3D+2: Brawling Combat 5D
Knowledge 2D: Alien Species 2D, Intimidation 4D
Mechanical 2D: Communications 3D, Sensors 4D
Technical 1D:
Weight: 60kg
Height: 1.5 meters
Move: 13
Equipment:
-Four Legs
-Two visual/auditory sensor recorders: Human range
-Retractable Blaster: Damage: 3D, Range: 0-3/10/20
-Hinged Grasping Jaw: Retractable blade incisors, Damage: STR+2
 |
Item #99: October/November
Draymak SAR-1x Assault Rifle
Type: Heavy Assault Rifle
Scale Character/Speeder
Skill: Blaster: SAR-1x
Weight: 4.2kg
Cost: 8000
Availability: 2,X
Body: 3D+2 (unique composite alloy)
Ammo 100/15
Range: 3-75/150/300, 3-25/50/100
Damage: Blaster: 6D (C), Thermite Slug: 5D (S, .5 meter blast radius)
Game Notes: The scope adds +2D to the Blaster skill when aimed for at least one round. It also provides
range, bearing, altitude and current wind conditions to the selected target for optimum performance. The butt of the weapon
contains a small maintenance and repair kit for use in the field (can repair serious damage twice or light damage up to
four times before needing replacement). Note: The energy clip is inserted in the butt of the weapon behind the slug clip. Their
is also a readout behind the scope indicating the number of slugs and energy blasts remaining as well as indicationg when the
weapon needs to be cleaned.
 |
Item #100: December
Draymak 10-S Smart Slugthrower
Type: Slugthrower
Scale Character
Skill: Firearms: 10-S
Weight: 2.5kg
Cost: 50,000
Availability: 4,X
Body: 3D+2
Ammo 10
Range: 4-125/250/500
Damage: 5D+2
Game Notes: The projectile from this weapon can lock on to a target using sensors in the gun as well
as in the slug. Because of this the targets Dodge is reduced to 1/2 unless person is in a heat shielded suit that does not give
off heat of its own. The rounds used are armor effective and armor piercing. The slug will follow a target around corners if
it makes a Difficult Search roll on 5D. These slugs may be preset if target has been scanned, thereby avoiding the roll to
round corners. When the target is scanned, their Dodge is reduced to 1/4; non-scanned targets roll 1/2 their Dodge. The barrel
holds 10 rounds.
The weapon's sensors can be linked to a H.U.D. system in armor allowing the user to follow the slug to the target. Range is the
same as the maximum range of the pistol. For an extra 15,000 credits the projectiles can be partially guided by the firer adding
+1D to the Search roll.
Available Smart Slugs
| Name |
Cost (each) |
Damage |
Weight * |
| Draymak Killer B-Strd |
4000 |
5D+2 |
.07 |
| Draymak Killer B-1A |
5000 |
6D |
.1 |
| Draymak Killer B-1B |
6000 |
6D+1 |
" |
| Draymak Killer B-1C |
7000 |
6D+2 |
" |
| Draymak Killer B-2A |
9000 |
7D |
.2 |
| Draymak Killer B-2B |
11,000 |
7D+1 |
" |
| Draymak Killer B-2C |
14,000 |
7D+2 |
" |
These slugs do physical damage and affect armor normally. Must be special ordered.
* Weight due to large size. |
Available Sensor Packages
| Name |
Cost |
Search Skill |
Weight |
| Standard |
See weapon |
See weapon |
See weapon |
Draymak SSTSP 1A |
6000 |
6D |
+.2 |
Draymak SSTSP 1B |
8000 |
6D+1 |
" |
Draymak SSTSP 1C |
11,000 |
6D+2 |
" |
Draymak SSTSP 2A |
14,000 |
7D |
+.3 |
Draymak SSTSP 2B |
18,000 |
7D+1 |
" |
Draymak SSTSP 2C |
25,000 |
7D+2 |
" |
 |
Item #101: December
Stohkli Spray Stick
Type: Missile Weapon
Scale Character
Skill: Missile Weapons: Stokhli Spray Stick
Weight: 4kg
Cost: 5000
Availability: 2,R
Body: 2D
Ammo 12
Range: 2-10/50/100/200
Damage: 6D Stun
Game Notes: Web canister cost: 500. Entangled characters must make an opposed Strength roll to break
free (web has a STR of 6D).
 |
Item #102: December
Utilitech Metrocab
Craft: Utilitech Robo-Hack
Type: Automated Taxi
Scale: Speeder
Length: 6 meters
Skill: Repulsorlift Ops: Robo-Hack
Crew: 1 (Integrated Droid Module)
Passengers: 4
Cargo Capacity: 50kg
Cover: Full
Altitude Range: Ground to 1000 meters
Cost: 15,000
Maneuverability: 1D+2
Move: 105;300 kmh
Body: 3D (see droid module below)
Shields: 0D
Weapons: None
Description: Robo-Hacks are automated taxis jointly designed and manufactured by GoCorp and Utilitech.
Robo-hacks were literally modified passenger transports fitted with integrated droid modules. A common vehicle modified into a
Robo-hack was the GoCorp/Utilitech Metrocab, a six meter long enclosed landspeeder which could transport up to four passengers
and could attain speeds of up to 300 kilometers per hour. Accommodations consisted of backseats for the passengers, a pair of
speakers playing a broadcast and a snuff-pot for disposing of used cigarras. As in many cases, Robo-hacks often became worn and
battered.
When passengers enter a robo-hack, they announce their destination in the direction of the large auditory sensor in the front
wall. It is also equipped with a vocoder if further clarification is required. This is usually the extent of the conversation
since few robo-hacks have personality programming. Upon arrival at destination, the passenger pays by slotting a voucher into the
data port or placing local currency into a change slot. If a passenger tries to exit the craft without paying their fees, some
variants would seal both their doors and transport the violator to the nearest police station or would keep the violator inside
until they paid their fares.
The robo-hack's front compartment is sealed and contains the droid's cognitive module and performance circuitry. All robo-hacks
are linked to the main database of local roads and alleyways and are also equipped with a Central Learning Chip (CLC) which
gives them the ability to learn and remember shortcuts based on the time of day and regular traffic patterns. Robo-hacks are
also allowed to access municipal traffic control networks on most worlds for updates on weather conditions and accidents. Banks
of sensors above its forward headlights provide situational tracking data for high-speed lane changing while a panoramic optical
sensor in the back compartment serves as a rear view mirror.
History
A Robo-Hack.When they were first introduced centuries before 0 BBY, they were often cornered and blown apart by petty thief
gangs eager to get to the credits. In response, the later versions were covered with armor plating designed to make them resistant
to any form of small arms fire.
Since robo-hacks were more efficient than organic drivers and often cheaper to operate as well, they became a common sight on
a wide range of worlds stretching from the Core Worlds to the Outer Rim. Some robo-hacks have also been known to take
offworlders on the longest route to and from their destination to earn more money then it usually would.
Integrated Droid Module
DEXTERITY 1D/2D:
PERCEPTION 1D/2D: Con 5D
KNOWLEDGE 1D/2D: Streetwise: Local Shortcuts 6D
STRENGTH 2D/4D:
MECHANICAL 2D/4D: Repulsorlift Ops: Robo-Hack 6D
TECHNICAL 1D/2D:
SCALE: Speeder
EQUIPMENT:
-Armor Plating (+4D exterior and droid brain/credit compartment)
-Internal passenger compartment (seats 4)
-Heavy suspension repulsorlift motors
-Credit operation box
-Internal street map/database with uplink to local communication and transportation network
-Vocabulator panel
 |
Item #103: December
Draymak Double Blade Blaster
Type: Blaster
Scale Character
Skill: Blaster: DDBB
Weight: 3.5kg
Cost: 5000
Availability: 2,X
Body: 3D
Ammo 40 or 20
Range: 3-30/60/120
Damage: 6D or 7D
Game Notes: This is perhaps the deadliest blaster on the market today. With its double barrels and
double blades it tends to either blast apart or slice apart all of its victims. The weapon has two settings that can be set
manually or automatically through a scomp link to a helmet or other control system. Setting one fires one barrel at a time on a
rotating basis. The second setting fires both barrels at the same time creating the extra damage.
The blaster also is very durable. Following the Draymak line of blasters it can take plenty of punishment and function properly.
Regular cleanings are all that is needed to keep the weapon in top form.
The only drawback is the clip for the blaster. It has been custom designed to work exclusively with the weapon so it is not
easily obtainable. Normal cost for a replacement clip is 200 credits, which is recommended when first purchasing the blaster.
One final note; a scope may also be added to the weapon instead of the scomp link.
 |
Item #104: January
Zentarian Adoris Visor
Type: Armored Visor
Scale Character
Skill: Sensors
Weight: .8kg
Cost: 1000
Availability: 2,R
Body: 2D+2
Game Notes: Adds +2D to Sensor skill to detect targets in smoke, darkness and any bad weather. Utilizes
Infrared, Ultraviolet and Ultrasonic technologies to locate and track targets. May be integrated into any armored helmet at a
cost of 15% of the listed price.
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Item #105: January
Zentarian FCD-14 Full Combat Droid
Type: Fourth Degree Droid
Scale Speeder
Cost: 190,000
Availability: 4,X
Dexterity 3D: Blaster 9D+2, Dodge 6D+2, Missile Weapons 8D, Running 5D
Perception 3D: Search 6D
Strength 3D+2: Brawling Combat 5D
Knowledge 2D: Alien Species 4D, Intimidation 5D+2
Mechanical 2D: Communications 6D, Sensors 7D
Technical 1D:
Weight: 420kg
Height: 2.4 meters
Move: 14
Equipment:
-Two Legs
-Two Arms: Dual Repeating Blaster Cannons: Damage: 7D, Range: 3-100/200/400
-One internal, retractable missile launcher (back area opens): Damage: 8D, Ammo: 6, Range: 3-200/400/800
-Two visual/auditory sensor recorders: Human range
-Infrared Sensors
-Ultraviolet Sensors
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Item #106: January
Draymak X-105 Hover Tank
Craft: Hover Tank
Type: Hover Vehicle
Scale: Walker
Length: 12.5 meters
Skills: Repulsorlift Ops: X-105, Vehicle Blasters, Missile Weapons
Crew: 2
Passengers: 0
Cargo Capacity: 20kg
Cover: Full
Altitude Range: Ground to 50 meters
Cost: 95,000
Maneuverability: 2D+2
Move: 300; 550 kmh
Body: 6D
Shields: 2D
Weapons:
Twin Heavy Blaster Cannon
Scale: Walker
Fire Arc: Turret
Fire Control: 4D
Range: 5-2km/4km/8km
Blast Radius: 1-3/6/12
Damage: 8D
Two Heavy Repeating Blaster Cannons (fire linked)
Scale: Speeder
Fire Arc: Front
Fire Control: 3D
Range: 5-500/1km/2km
Blast Radius: 1/3/5
Damage: 7D
Description: This tank can pound any vehicle into scap metal in just a couple of hits. It can also take
down enemy fortifications with relative ease as it can traverse rough terrain easily and quickly to reach them. Who needs a
walker when a tank can do it all? That's what we thought as well when we designed it. The X-105 is the best in its class and then
some.
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Item #107: January
Zentarian Death Rifle
Type: Heavy Blaster Rifle
Scale Character/Speeder
Skill: Blaster: Death Rifle
Weight: 8kg
Cost: 15,000
Availability: 4,X
Body: 3D+2
Ammo 100/50
Range: 3-50/200/400 or 3-200/400/800
Damage: 7D/6D
Game Notes: This weapon can fire in normal mode or death mode for taking out speeders or heavily armored
troops. Its range is good in either mode and it is well built. The clip actually has dual capacity so that one setting does not
drain the shots of the other. A scope can be added for 1000 additional credits, but it is better utilized when integrated into a
HUD system of a helmet as it already has this feature installed.
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Item #108: January
Draymak HDS-Rex
Type: Long Range Heavy Blaster Pistol
Scale Character
Skill: Blaster: HDS-Rex
Weight: 3kg
Cost: 12,500
Availability: 4,X
Body: 4D
Ammo 75
Range: 3-50/100/200
Damage: 6D+2
Game Notes: Just a high-powered blaster that can take nearly as much damage as it dishes out with
extreme range other blasters in its class can't even touch. The scope can be used for those long distance shots requiring
precise hits (adds +1D to hit). Be sure to use Tibanna Gas or the number of shots will drop to 25 and the damage will be
reduced by -1D. The price, though high, is worth every credit. Nothing more need be said.
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Item #109: January
Draymak Exotique Space Transport
Type: Combat Space Transport
Scale: Starfighter
Length: 25 meters
Crew: 2
Crew Skills: Space Transports: Exotique
Passengers: 3
Cargo Capacity: 20 metric tons
Consumables: 4 months
Cost: 3,750,000
Availability: 4,X
Hyperdrive Multiplier: x.5
Hyperdrive Backup: x3
Nav Computer: Yes
Space: 12
Atmosphere: 1000; 1500 kmh
Maneuverability: 4D
Hull: 7D
Shields: 3D (+3D)
Sensors:
Passive: 35/1D
Scan: 70/2D
Search: 150/3D
Focus: 5/3D+2
Weapons:
Twin Light Tachyon Cannons (Fire Linked)
Scale: Starfighter
Fire Arc: Front
Fire Control: 4D
Space Range: 1-5/15/40
Atmosphere Range: 100-500/1.5/4km
Damage: 8D
Two Heavy Blaster Cannons (fire linked)
Scale: Starfighter
Fire Arc: Front
Fire Control: 3D
Space Range: .5-3/15/30
Atmosphere Range: 50-300/1.5/3km
Damage: 7D+2
Two Blaster Cannons (fire linked)
Scale: Starfighter
Fire Arc: Front
Fire Control: 3D
Space Range: .5-2.5/12/24
Atmosphere Range: 50-250/1.2/2.4km
Damage: 6D+1
Description: This space transport provides the best of both worlds in that it can haul cargo and take on
nearly any fight and win. All of its systems are designed to take tremendous amounts of punishment and continue to deliver
extreme performance. The shield system is one of those areas where Mon Calimari technology has been incorporated to improve
reliability and survivability. When one generator has been damaged or destroyed another can be brought online to replace it,
thereby maintaining full protection during a critical moment.
In addition to the shields all weapons have been given their own power supplies to keep from draining other systems and continue
to deliver maximum firepower. Included in this is a backup power supply that can be connected manually or electronically to any
one of the three weapons.
The obvious downside to all of this is the cost, but think of what is gained with redundant systems! No other ship on the market
has all of these features. Certainly no ship has the ability to protect its precious cargo in the same way as the Exotique can.
That is why we at Draymak, Inc. have given this ship our highest recommendation for versatility and survivability above every
other ship we have produced so far. However, don't take just our word in it. Come take a test flight and learn first-hand what it
can do for you.
As a bonus offer, a purchase of ten or more Exotique ships earns a 10% discount. Fifty plus earns a 20% discount.
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Item #110: January
Draymak TL-15
Type: Space Transport
Scale: Starfighter
Length: 35 meters
Crew: 3/skeleton: 1/+10
Crew Skills: Space Transports: TL-15
Passengers: 9
Cargo Capacity: 75 metric tons
Consumables: 6 months
Cost: 2,200,000
Availability: 4,X
Hyperdrive Multiplier: x.75
Hyperdrive Backup: x3
Nav Computer: Yes
Space: 11
Atmosphere: 930; 1300 kmh
Maneuverability: 3D+2
Hull: 6D
Shields: 3D (+3D)
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 130/3D
Focus: 4/3D+2
Weapons:
One Heavy Blaster Cannon
Scale: Starfighter
Fire Arc: Turret
Fire Control: 3D
Space Range: 1-10/20/40
Atmosphere Range: 100-1/2km/4km
Damage: 7D
Two Dual Heavy Blaster Cannons (sensor proofed)
Scale: Starfighter
Fire Arc: Turrets (1 dorsal, 1 ventral)
Fire Control: 3D
Space Range: 1-5/15/30
Atmosphere Range: 100-500/1.5/3km
Damage: 6D
Four Concussion Missile Launchers (4 missiles each, sensor proofed)
Scale: Starfighter
Fire Arc: 2 Front, 2 rear
Fire Control: 3D
Space Range: .5-1/3/7
Atmosphere Range: 50-100/300/700
Damage: 8D
Two Proton Torpedo Launchers (4 missiles each)
Scale: Starfighter
Fire Arc: Front
Fire Control: 3D
Space Range: .5-1/3/7
Atmosphere Range: 50-100/300/700
Damage: 9D
Description: A great space transport with plenty of room and creature comforts, this ship can also defend
itself quite well. The secret to its success are the two hidden blaster cannons and the aft concussion missile launchers. They
can surprise and would-be pirate and allow the ship that extra moment or two to make the jump into hyperspace.
In addition to comforts and weapons is the ample room for cargo in the forward section. The ship is also fast enough that those
chasing it will fall behind. An extra perk are the secret cargo holds for the discrete smuggler. The holds are sensor proofed
against the most detailed scans and hold a fair amount of cargo as well.
One last plus for the TL-15 is that it masks its hyperdrive engine to appear as one that is non-military and much slower. The
surprise factor is well worth the cost.
Click on each image below to view the full version.
Item #111: February
Menendahl Cybertronics Cybernetic Nexus Ring
Type: Cyborg Power Interface
Weight: 0.01kg
Cost: 5000
Availability: 4,R
Body: 2D
Description: For those cyborgs among our valued customers, may we suggest a Bith cybernetic nexus ring.
This expertly crafted design appears at first glance to be an ordinary signet ring. When the top is swung back, however, a
special chemically-coated monofilament fiber extends outward from this implant, expanding to a full meter in length. This fiber
has a standard energy jack connector at the end, allowing the wearer to interface with many local power sources. Ring also has
an extended power cord which can interface directly with cybernetic attachments, such as prosthetic arms and legs. Once so
connected, the nexus fiber core conducts a regulated flow of electrical current to a storage battery in the ring, or if the user
selects, the energy can be fed directly into the prosthetic. The ring contains an energy converter which adjusts the energy flow
to temporarily boost prosthetic performance.
Game Notes: If the user stores one hour's worth of energy, the prosthetic in question gets a +1D
Strength or Dexterity bonus for 10 minutes. No more than 15 minutes' worth of energy (use time; 1 1/2 hour charge time) can be
stored by the ring. However, if a complication is rolled while the "charged" prosthetic is in use, the cyborg suffers 4D stun
damage due to excessive energy feedback. If the user employs the nexus ring more than once per week, have the user make a
Moderate Willpower roll for each additional use. If the roll fails, the cyborg has developed a psychological need for the
boosted energy - if the user doesn't boost at least once a day, the character's Strength is considered to be reduced by -1D.
While boosted, however, the character uses their full Strength and gets the +1D bonus for using the nexus ring.
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Item #112: February
Draymak Saturns Ring
Type: Improved Cyborg Power Interface
Weight: 0.01kg
Cost: 12,500
Availability: 4,X
Body: 2D+2
Description: For those cyborgs among our valued customers, may we suggest a Bith cybernetic nexus ring.
This expertly crafted design appears at first glance to be an ordinary signet ring. When the top is swung back, however, a
special chemically-coated monofilament fiber extends outward from this implant, expanding to a full meter in length. This fiber
has a standard energy jack connector at the end, allowing the wearer to interface with many local power sources. Ring also has
an extended power cord which can interface directly with cybernetic attachments, such as prosthetic arms and legs. Once so
connected, the nexus fiber core conducts a regulated flow of electrical current to a storage battery in the ring, or if the user
selects, the energy can be fed directly into the prosthetic. The ring contains an energy converter which adjusts the energy flow
to temporarily boost prosthetic performance.
Once final note; this is the improved version that comes with an improved power regulation system.
Game Notes: If the user stores one hour's worth of energy, the prosthetic in question gets a +1D
Strength or Dexterity bonus for 10 minutes. No more than 15 minutes' worth of energy (use time; 1 1/2 hour charge time) can be
stored by the ring. However, if a complication is rolled while the "charged" prosthetic is in use, the cyborg suffers 4D stun
damage due to excessive energy feedback. Because this model has been improved, the user may safely use the nexus ring once per
day without the development of a psychological need for the boosted energy. In fact, the energy storage pass through system can
power all cybernetic components at once.
For a extra fee (with the right connection) a special EMP protective coating can be added that allows the ring to continue to
power all cybernetics for up to 5 rounds. The cost for this upgrade is likely to be 2000 to 4000 credits per round of coating
added, depending on your contact's abilities and resources.
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Item #113: February
Zentarian BD-3 Droid Sentry
Type: 4th Degree Droid
Scale Speeder
Cost: 25,500
Availability: 4,X
Dexterity 2D: Blaster 8D+2, Missile Weapons 8D
Perception 3D: Search 6D+1
Strength 4D (+4D/+3D):
Knowledge 1D: Alien Species 5D+2, Intimidation 5D+2, Tactics 5D
Mechanical 1D: Communications 6D, Repulsorlift Ops 8D (used for Dodge), Sensors 7D
Technical 1D:
Weight: 135kg
Height: 3.4 meters
Move: 11
Equipment:
-Four Auto Blaster Cannons: See below for details
-Four Mini-Missile Launcher Pods: See below for details
-Two Ultraviolet Sensors
-Two Visual/Auditory Sensor Recorders: human range
-Two Infrared Sensors
-Motion Detection Sensors: Adds +1D to Search for movement within 200 meters. Adds +2D to Search for movement within 50 meters
Weapons:
Four Auto Blaster Cannons (two sets fire-linked)
Scale: Speeder
Fire Arc: Turrets
Fire Control: 3D
Range: 3-300/600/1.2km
Blast Radius: 1-2/3/4
Damage: 5D (6D if all four are fire-linked)
Four Mini-Missile Launcher Pods (each holds 9 missiles)
Scale: Speeder
Fire Arc: Front
Fire Control: 3D
Range: 5-500/1km/2km
Blast Radius: 1/3/5
Damage: 7D (Add +1 pip for each additional missile fired per volley)
Game Notes: This droid is heavily armed and armored and poses a significant threat to any being within
range who is not authorized to be there. If one of the pods runs out of missiles it can reload it in 2 rounds. It carries
enough extra missiles to refill three pods. Also note that if it takes -3D damage it will detonate itself in 2 rounds causing
12D Speeder Scale damage in a 20 meter blast radius
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Item #114: February
Zentarian UTE Repulsor Truck
Craft: Repulsor Truck
Type: Repulsorlift Vehicle
Scale: Speeder
Cost: 1600
Length: 7.5 meters
Skills: Repulsorlift Ops
Crew: 1
Passengers: 2 (8 in an emergency)
Cargo Capacity: 800kg
Cover: 1/4
Altitude Range: 1 - 3 meters
Maneuverability: 1D
Move: 45; 90kmh
Body: 2D+1
Shields: 0D
Weapons: None
Description: Great little repulsor truck to haul cargo from ship to ship or wherever to wherever. They
are sturdy and well built. And, they last and are easy to repair. Great vehicle for the price.
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Item #115: February
Zentarian Trixter Air Speederbike
Craft: Air Speeder
Type: Speeder Bike
Scale: Speeder
Cost: 2450
Length: 2.4 meters
Skills: Repulsorlift Ops
Crew: 1
Passengers: 0
Cargo Capacity: 5kg
Cover: 1/4
Altitude Range: 1m - 2km
Maneuverability: 3D+2
Move: 250; 400kmh
Body: 2D+2
Shields: N/A
Weapons: None
Description: This is perhaps the fastest speederbike on the market today. It is truly in a class by
itself as it can keep pace with some swoops currently out there. If you live for the thrill of speed, then this bike is for
you.
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Item #116: February
Zentarian Arrow Courier
Type: Space Transport/Courier
Scale: Starfighter
Length: 22 meters
Crew: 1
Crew Skills: Space Transports: Arror, Starship Gunnery, Starship Shields, Repulsorlift Ops
Passengers: 1
Cargo Capacity: 4 metric tons
Consumables: 2 weeks
Cost: 850,000
Availability: 4,X
Hyperdrive Multiplier: x.5
Hyperdrive Backup: x3
Nav Computer: Yes
Space: 12
Atmosphere: 1100; 1350 kmh
Maneuverability: 4D+2
Hull: 3D
Shields: 2D
Sensors:
Passive: 35/1D
Scan: 70/2D
Search: 150/3D
Focus: 5/3D+2
Weapons:
Two Double Blaser Cannons (fire linked, retractable)
Scale: Starfighter
Fire Arc: Front
Fire Control: 2D+2
Space Range: 1-3/12/24
Atmosphere Range: 100-300/1.2/2.4km
Damage: 5D+1
Description: When you want to deliver something in a hurry, with safety in mind, this is the ship for
you. Built to be fast and maneuverable with added speed when it's really needed. Sure, it has weapons, but the idea is not to
get hit in the first place!
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Item #117: March and April
Zentarian Kick-Axe
Type: Vibro Melee Weapon
Weight: 1.2 kg
Cost: 450
Availability: 1,F
Body: 2D+1
Difficulty: 10
Damage: STR+2D+2
Thrown Range: 2-3/5/10 + Strength Modifier
Description: A really great hand ax and one that can be folded, packed away and concealed quite easily.
Adds +2 to all Hide rolls when folded.
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Item #118: March and April
Teramexer Bloom Grenade
Type: High Explosive
Scale Character/Speeder
Skill: Thrown Weapons: Bloom
Weight: 1.2kg
Cost: 800
Availability: 3,X
Body: 1D
Damage: 8D+2 (character)/6D+2 (speeder)
Thrown Range: 3-4/8/16 + Strength Modifier
Blast Radius: 4/6/10
Description: Want to devastate enemies and their vehicles? Then the Bloom Grenade is for you. Filled
with a plasma/chemical mixture, this grenade can destroy a speeder and its passengers with ease. Of course, anyone or anything
within range gets obliterated as well.
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Item #119: March and April
Draymak HD-500 Hunter Droid
Type: 4th Degree Droid
Scale Character
Cost: 9700
Availability: 4,X
Dexterity 2D: Blaster 9D+2, Melee Combat 7D, Missile Weapons 9D+2
Perception 3D: Search 7D+1, Sneak 7D
Strength 4D (+3D/+2D): Brawling Combat 7D
Knowledge 1D: Alien Species 5D+2, Intimidation 5D+2, Tactics 4D, Tactics: Small Unit 7D+2
Mechanical 1D: Communications 6D, Repulsorlift Ops 8D (used for Dodge), Sensors 7D
Technical 1D: Self Repair 5D
Weight: 86kg
Height: 1.8 meters
Move: 16
Equipment:
-Two Visual/Auditory Sensor Recorders: human range
-Two Visual/Auditory Sensor Recorders: ultraviolet/infrared range
-Two Legs
-Two Arms
-Blaster Rifle: Damage: 6D+2, Ammo: 50, Range: 3-50/150/300
-Hidden Space (left/right leg): holds one Zentarian Kick-Axe each
Game Notes: Compressed with technology near the bursting point, these combat droids are designed to be
used for small riots and for hunting down criminal gangs. They can also be used in more nefarious ways as well.
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Item #120: March and April
Teramexer PTG-9 Plasma/Thermite Grenade
Type: Anti-Personnel High Explosive
Scale Character
Skill: Thrown Weapons: PTG-9
Weight: 1kg
Cost: 9000
Availability: 4,X
Body: 1D
Thrown Range: 3-5/10/20 + Strength Modifier
Blast Radius: 4/8/15
Damage: 10D
Game Notes: This is perhaps the most deadly grenade you could ever own and use. Comparable to the
thermal detonator, but does not do as much damage to structures (-3D to Speeder scale, -5D to Walker scale). Does not affect
anything above Walker scale as it is designed for anti-personnel.
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Item #121: March and April
Zentarian RL12 Repulse-Fire
Craft: Repuslorlift Vehicle
Type: Speeder Racer
Scale: Speeder
Cost: 17,000
Length: 14.5 meters
Skills: Repulsorlift Ops
Crew: 1
Passengers: 1
Cargo Capacity: 20 kg
Cover: 1/2
Altitude Range: 1 meter to 10km
Maneuverability: 3D+2
Move: 330; 650kmh
Body: 3D
Shields: 1D+2
Weapons: None
Description: You want fast - this is it. You want maneuverability - you got it. No other vehicle will
do for thrill-seekers and enthusiasts. Sure, the cost is up there, but if you consider the extra security features added in,
then this is your vehicle. Be sure to contact your local dealer for additional features.

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Item #122: March and April
Draymak X-9 Probe Space Transport
Type: Combat Space Transport
Scale: Starfighter
Length: 68.5 meters
Crew: 4, gunners: 3, skeleton: 2/+10
Crew Skills: (s)Space Transports: X-9, Starship Gunnery, Starship Shields, Repulsorlift Ops
Passengers: 10
Cargo Capacity: 200 metric tons
Consumables: 2 years
Cost: 800,000,000
Availability: 4,X
Hyperdrive Multiplier: x.25
Hyperdrive Backup: x.5
Nav Computer: Yes
Space: 15
Atmosphere: 750; 1350 kmh
Maneuverability: 3D
Hull: 8D
Shields: 4D+2
Sensors:
Passive: 40/1D+2
Scan: 80/2D+2
Search: 120/3D+2
Focus: 5/4D+2
Weapons:
Double Turbolaser Cannon
Scale: Capitol Ship
Crew: 1 (gunner)
Fire Arc: Front
Fire Control: 3D+2
Space Range: 3-15/36/75
Atmosphere Range: 6-30/72/150 km
Damage: 8D
2 Pulse Phase Blaster Cannons (same location as Dual Pulse Ion Cannon)
Scale: Starfighter
Crew: 1 (gunner)
Fire Arc: 1 Front, 1 Rear
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2km/2.5km
Damage: 10D
Note: Each burst fires three shots from each cannon, hence the excessive damage listing
2 Dual Pulse Ion Cannons (same location as Pulse Phase Blaster Cannon)
Scale: Starfighter
Crew: 1 (gunner)
Fire Arc: 1 Front, 1 Rear
Fire Control: 4D
Space Range: 1-4/12/36
Atmosphere Range: 100-400m/1.2km/3.6km
Damage: 6D+2
2 Retractable Repeating Blaster Cannons
Scale: Walkerr
Crew: None (computer)
Fire Arc: turret
Fire Control: 7D+2
Atmosphere Range: 20/400/1.2km
Damage: 7D
Description: Large, fast, agile fighter/transport capable of kicking the frag out of nearly any enemy
that comes against it. The shields have 3D of backup and each weapon system has its own generators. The hyperdrive is
exceptional, as is the backup hyperdrive. The hull is tougher than a normal hull as it has an interlaced bio-coating that can
absorb 25% of all damage done to it (factored into the Hull Rating). The damage absorbed is filtered back into the weapon
systems for 1D of additional damage once every 15 hits to the hull. This extra energy can also be used to recharge the shields.
The hull also contains a sensor-cloaking quality that adds +2D to all Sensor skill rolls used to detect it and -2D to all Fire
Control systems used to lock on to it.
Note: This ship cannot be purchased by normal means. It must be special ordered and the buyer needs a special contact and
invitation to the facility.
The following additional features and items are included:
- Exceptional Security System: One Assassin Droid and one Security Droid, auto blasters at key points throughout vessel
(Fire Control: 5D+2 Damage: 8D), remote self-destruct range of 5 km, two HRB's on outside of ship that activate when anyone
other than boiscanned persons (Must have a Biocode Transmitter installed) come within 100 meters (Fire Control: 5D+2,
Damage: 8D). The HRB's work on the ground up to 150 meters only. Deadly gas released (if entrance to ship is gained)
throughout entire vessel (Difficult Stamina roll determines number of rounds before death). Electrochemical shock on all
floor plates (Damage: 6D+2, Imperial Royal Guard, Storm Commando, Zero-G and other similar types of armor are immune to
this). Bec-n-call up to 1000 meters.
- Damorind Securities Mod. S-3 Force Cage: Skill: Security (to assemble), Uses a
collapsible exoskeleton frame of synthetic ceramics, 2x4x2 meters. Can be assembled in 5 minutes. An easy Security roll is
necessary to properly assemble the device; if not assembled properly, the shock system will not work. The shock system may
be set for variable damage (1D-7D, stun or normal damage). Anyone confined within the cage must make an opposed roll against
the cage's Strength of 7D to break out. The outside frame rails are insulated to allow movement of the cage.
- UBRIKKIAN R-Tech Applications Man Trap (10 units): The person setting the man trap should
make a Hide roll to see how well the device is hidden; any potential target making a successful Perception or Search roll
will notice the trap. Anyone caught in the trap must make an opposed Strength roll -- the man trap's gravity setting is
variable, simulated by allowing the hunter to choose a Strength anywhere between 5D and 15D.
- Ikas-Ando 22-B Nightfalcons (4)
TYPE: Speeder Bike
SCALE: Speeder
LENGTH: 3.2 meters
SKILL: Repulsorlift Ops: Speeder Bike
CREW: 1
CREW SKILL: Varies Dramatically
PASSENGERS: 1
COVER: 1/4
CARGO CAPACITY: 4 kg
MOVE: 160; 460 kmh
MANEUVERABILITY: 3D+1
BODY: 1D+2
ALTITUDE RANGE: Ground - 20 meters
WEAPONS:
LASER CANNON
FIRE ARC: Front
SKILL: Vehicle Blasters
FIRE CONTROL: 2D
RANGE: 3-50/100/200
DAMAGE: 4D
- Zephyr-G Swoops (2)
Craft: Mobquet Swoops and Speeders Zephyr-G Swoop
Type: Swoop
Scale: Speeder
Length: 3.68m
Skill: Swoop operation: Zephyr-G
Crew: 1
Passengers: 0
Cargo Capacity: 35kg
Cover: 1/4
Altitude Range: Ground level-20m
Cost: 750 (used)
Maneuverability: 2D+1
Move: 125; 350kmh
Body Strength: 3D+1
Weapons: none
Description: The Zephyr-G is a utility Swoop by the Mobquet manufacturing company, designed as a practical cheap alternative
for Speeder Bikes, however the difficulty in controlling these powerful bikes has led to them being outlawed on most
civilized worlds. Although this has meant a lack of new models and spare parts, the Zephyr-G is still common on backwater
planets, where its speed and reliability makes it a popular choice for not only the racing and gang scenes, but also for
everyday work on farms and the like where it may be necessary to cover large distances as quickly as possible. The Zephyr-G
while not as popular as the Flare-S, still manages to be common throughout the frontier, and the low failure rate on parts
means that these rugged vehicles last for years without repairs even on some of the most hostile of planets.
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