Item #129: June
Consolidated Learning Systems Synoptic Teacher
Type: Subconscious Teaching System
Weight: 1kg
Cost: 10,500
Availability: 3
Body: 1D
Description: Learning should always be challenging and, whenever possible, enjoyable. Now it can be less
time-consuming than ever before. From Consolidated Learning 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.
Game Notes: A variety of pre-designed information learning modules are available on a wide veriety of
subjects. Transference proceedure takes between 15-30 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. The user may gain a benefit from a data module only once. 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 |
+1D/+2D/+3D |
200/400/800 |
|
Alien Species |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
300/600/1200 |
|
Bureaucracy |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
250/500/1000 |
|
Business |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
250/500/1000 |
|
Culinary Arts |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
200/400/800 |
|
Cultures |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
200/400/800 |
|
Intimidation |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
300/600/1200 |
|
Languages |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
300/600/1200 |
|
Law Enforcement |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
250/500/1000 |
|
Planetary Systems |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Scholar |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
300/600/1200 |
|
Streetwise |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Survival |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Tactics |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
|
Technology |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
|
Value |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
|
Willpower |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
500/1000/2000 |
|
| Mechanical |
Astrogation |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
|
Beast Riding |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Blaster Artillery |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Capital Ship Gunnery |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Capital Ship Piloting |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
|
Capital Ship Shields |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Communications |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Ground Vehicle Ops |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Hover Vehicle Ops |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Jet/Rocket Pack Ops |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Powersuit Ops |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
|
Repulsorlift Ops |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Sensors |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Space Transports |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Starfighter Piloting |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
500/1000/2000 |
|
Starship Gunnery |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Starship Shields |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Swoop Ops |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
300/600/1200 |
|
Vehicle Weapons |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Walker Ops |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
|
| Technical |
Armor Repair |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
|
Blaster Repair |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Capital Starship Repair |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Capital Starship Weapon Repair |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
|
Computer Programming/Repair |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
|
Demolition |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
|
Droid Programming |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
500/1000/2000 |
|
Droid Repair |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
500/1000/2000 |
|
Firearms Repair |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
200/400/800 |
|
First Aid |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Ground Vehicle Repair: |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
200/400/800 |
|
Hover Vehicle Repair |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
200/400/800 |
|
Jet/Rocket Pack Repair |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
200/400/800 |
|
Melee Weapon Repair |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
200/400/800 |
|
Missile Weapon Repair |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Repulsorlift Repair |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Security |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Space Transports Repair |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Starfighter Repair |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
|
Starship Weapon Repair |
1/2/3 |
E/M/D |
+1D/+2D/+3D |
300/600/1200 |
|
Walker Repair |
1/2/3 |
M/D/VD |
+1D/+2D/+3D |
400/800/1600 |
 |
Item #130: June
Draymak RGC-1
Type: Magnetic Projectile Weapon
Skill: Firearms: RGC-1
Weight: 3.5kg
Cost: 9000
Availability: 2,X
Body: 3D
Ammo: 50
Range: 3-100/200/400
Damage: 6D+2 (5D+2)
Description: This high-powered railgun is similar to many other weapons in its class. The difference
is in the muzzle velocity and the armored outer shell. Both have been increased through high-tech polymers and super-conducting
magnets combined with enhanced frictionless surfaces. The weapon can be set for single, semi-auto and automatic fire manually
or through the integrated scomp-link.
Game Notes: The damage listed in paranthesis is reduced when hitting armor such as that worn by
Stormtroopers or that of other similar high-tech polymer armor. The scope adds +1D to hit if the user aims for a minimum of one
round.
 |
Item #131: June
Draymak RGC-3
Type: Enhanced Magnetic Projectile Weapon
Skill: Firearms: RGC-3
Weight: 3.7kg
Cost: 11,000
Availability: 2,X
Body: 3D+1
Ammo: 50 and 1
Range: 3-100/200/400, 5-50/100/200
Damage: 6D (5D)/7D and 5D
Description: This high-powered railgun is similar to many other weapons in its class. The difference
is in the muzzle velocity and the armored outer shell. Both have been increased through high-tech polymers and super-conducting
magnets combined with enhanced frictionless surfaces. The weapon can be set for single, semi-auto and automatic fire manually
or through the integrated scomp-link. A single-shot grenade launcher comes with the weapon, but may be removed if desired. The
scope aids in locking on to a target. Perhaps the most unusual feature is that the clip is loaded from the top.
Game Notes: The secondary damage includes the energy encapsulation allowing the projectile to affect
all types of armor normally, allowing the projectile full damage capability. The primary damage is without the addition of the
energy encapsulation. The additional energy module must be recharged after every 50 shots. That listed in paranthesis is reduced
damage when hitting armor such as that worn by Stormtroopers or that of other similar high-tech polymer armor. The third damage
listed is for the optional grenades for the launcher. The scope adds +1D to hit if the user aims for a minimum of one round.
The price includes 2 Energy Modules and 2 HE Mini-Grenades
 |
Item #132: June
Zentarian RPZ Multi-Droid
Type: 4th Degree Droid
Scale Character
Cost: 17,500
Availability: 2,R
Dexterity 3D: Melee Combat 5D, Blaster 7D, Dodge 8D, Running 5D
Perception 3D: Search 3D+1
Strength 3D (+2D Armor): Brawling Combat 5D
Knowledge 2D: Planetary Systems 5D, Tactics 3D+2
Mechanical 2D: Astrogation 5D, Starfighter Piloting 3D, Space Transports 3D
Technical 2D: Computer Prog./Repair 4D, Security 4D, Self Repair 4D, Starfighter Repair 5D*
Weight: 95kg
Height: 1.8 meters
Move: 12
Equipment:
-Two Humanoid Arms: Act as Heavy lifting arms (lifting at STR+1D). Hands are designed to work on both large and small items
similar to a repair droid, replacing the extra arms of an R2 astromech and an R4 pilot droid as well.
-Enhanced Legs: designed for use in all environments, they include magnetic feet and enhanced strength for jumps up to 30 meters
in any direction (can only be used once every other round).
-AA-1 Verbobrain
-Security Database
-Tactical Database
-Ship Repair Database
-Small Nav Computer: can hold up to 3 jumps
-Stun Blaster: built into left arm; Damage: 4D+2, Range: 3-30/60/120
-Vibroblade: built into right arm; Damage: STR+3D, Range: 1 meter
-Buzz Saw: Located in the right arm this tool, if used as weapon, has a range of 2 meters and causes STR+1D+1
-Extendable .3 meter long video sensor (360 degrees)
-Small electric arc welder; 1D-5D Variable Damage (.3 m rng)
-Video display screen
-Holographic Projector/Recorder
-Fire extinguisher
-Starship interface jacks (5)
-Internal Cargo Area (20 cm by 8 cm)
*If acting in a Co-Pilot capacity, may attempt starship repairs while in flight.
Game Notes: This newly designed droid has multiple functions to compensate for the cost of owning
several droids at once. The RPZ Multi-Droid combines the Astrogation skills of an R2 unit, the repair skills of an R4 unit and
the security skills of a K4 unit. This reduces cost without loosing functionalty.
 |
Item #133: June
Nordian WGS-8 Wheeled Ground Speeder
Craft: Wheeled Speeder
Type: Ground Speeder
Scale: Speeder
Cost: 14,500
Length: 8 meters
Skills: Ground Vehicle Ops: WGS-8, Repulsorlift Ops, Vehicle Blasters
Crew: 1
Passengers: 0
Cargo Capacity: 15kg
Cover: Full
Altitude Range: Ground
Maneuverability: 2D
Move: 150;325 kmh
Body: 3D+1
Shields: 1D
Weapons:
2 Heavy Blaster Cannons (fire-linked)
Scale: Speeder
Crew: Pilot
Fire Arc: Front
Fire Control: 3D
Range: 3-300/600/1.2km
Damage: 6D
2 Medium Blaster Cannons (fire-linked)
Scale: Speeder
Crew: Pilot
Fire Arc: Front
Fire Control: 3D
Range: 3-150/300/500
Damage: 4D+2
Description: Ground locked this vehicle may be, but being quick and agile makes up for it. Since it is
repulsor assisted it has the ability to attack targets in the air as it moves forward, using its larger weapon for better range.
The repulsor system also helps stabilize the cockpit when moving over rough terrain. The pilot is fully protected inside the
shell of the vehicle with an added shield system for addition coverage.
 |
Item #134: June
Draymak SR3 Kraken Fighter
Type: Snub Attack Fighter
Scale: Starfighter
Length: 12 meters
Crew: 1
Crew Skills: Starfighter Piloting: Kraken, Starship Gunnery, Starship Shields, Repulsorlift Ops
Passengers: 0
Cargo Capacity: 10kg
Consumables: 1 week
Cost: 865,000
Availability: 4,X
Hyperdrive Multiplier: x1
Hyperdrive Backup: None
Nav Computer: Yes
Space: 13
Atmosphere: 800; 1250 kmh
Maneuverability: 4D
Hull: 4D
Shields: 2D
Sensors:
Passive: 20/1DD
Scan: 40/2D
Search: 80/3D
Focus: 4/4D
Weapons:
2 Heavy Blaster Cannons (fire-linked)
Scale: Starfighter
Crew: Pilot
Fire Arc: Front
Fire Control: 3D+2
Space Range: 3-15/36/75
Atmosphere Range: 6-30/72/150 km
Damage: 8D
2 Medium Blaster Cannons (fire-linked)
Scale: Starfighter
Crew: Pilot
Fire Arc: Front
Fire Control: 3D+2
Space Range: 1-10/20/40
Atmosphere Range: 1-20/40/80km
Damage: 7D
Description:
 |
Item #135: July
Zentarian U99 Double Pistol
Type: Heavy Blaster Pistols
Skill: Blaster: U99
Weight: 2.2 kg (each)
Cost: 2200
Availability: 2,X
Body: 2D+2
Ammo: 100
Range: 3-25/75/150
Damage: 4D+2
Description: These weapons are actually designed to work together for maximum affect. They are linked
to each other and may also be linked to a HUD System for exceptional targeting capabilities. Most pistol weapons are notorious
for weak targeting - not so with the U99-TS. Come in for a test fire and find out for your self.
Game Notes: When fired together these weapons add +2 to hit any target within range. If linked to a HUD
system through the internal SCOMP-Link they add +2D to hit. One unique feature for the U99's is that if one pistol jams the other will increase its fire rate
(from single to burst or burst to full auto) to compensate until the other blaster is back up. Note however, that the second
weapon must be within 3 meters for this to work. The link to a HUD system also allows voice commands in order to change weapon
settings.
 |
Item #136: July
Draymak G6 Heavy Blaster Carbine
Type: Blaster Carbine
Skill: Blaster: G6
Weight: 3.5kg
Cost: 4500
Availability: 4,X
Body: 3D+2 (+1D+1 armor)
Ammo: 125 or variable
Range: 3-75/150/300
Damage: 5D or variable
Description: This weapon is by far the toughest weapon on the market. The sturdy outer casing
of the weapon can withstand a direct hit from a heavy blaster and still function! Not only that, but the weapon has several
damage levels that can be set that utilize variable amounts of ammunition.
Game Notes: The armor is made from a rare metal alloy found on only two planets in the known galaxy
so far. As for the variable damage and ammo used, the blaster carbine can be set for 5D (125), 5D+1 (110), 5D+2 (100), 6D (80),
6D+1 (70), 6D+2 (60) and 7D (50). A scope (250 credits or special) or a sensor (300 credits) can be added to the weapon. The
standard scope adds +1D to hit for every round spent aiming to a maximum of +3D. The sensor allows the weapon to be SCOMP-linked
to armor HUD systems or cybernetics adding +1D or +2D respectively. Certain armor programs can increase this bonus.
 |
Item #137: July
Draymak XL-12 Auto Slugthrower
Type: Slugthrower
Skill: Firearms: XL-12
Weight: 3kg (+1 for ammo)
Cost: 950
Availability: 2,X
Body: 3D
Ammo: 45
Range: 2-30/60/90
Damage: 4D (BF)/5D (FA)
Description: This auto slugthrower 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.
Game Notes: The laser sight adds +2 to hit. For an extra 300 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).
 |
Item #138: July
Zentarian Security Droid
Type: 4th Degree Droid
Scale Character
Cost: 12,000 (10,000 if 50+ ordered)
Availability: 4,X
Dexterity 3D: Blaster 7D+2, Dodge 6D
Perception 3D: Search 7D
Strength 5D: Lifting 5D
Knowledge 2D: Tactics 5D, (s) Tactics: Squad 7D
Mechanical 1D:
Technical 1D:
Weight: 85kg
Height: 1.9 meters
Move: 12
Equipment:
-Repeating Blaster Rifle: 6D (Range: 3-50/150/300; fires three shots with no penalty)
-Two Auto-Balance Legs
-Two Auto-Balance Arms
-Tactical Database
-Security Database: Covers local laws and ordnances
-Local Map Database: Covers cities and areas around them
-Acoustic signaler
-Energy Shield Generator (+2D vs. Energy Weapons)
Game Notes: Great for military installations or certain manufacturing facilities that require heavy
security.
 |
Item #139: July
Zentarian Brisa 3d Swoop Bike
Craft: Swoop
Type: Swoop Bike
Scale: Speeder
Cost: 18,000 (new), 16,000 (used)
Length: 3.7 meters
Skill: Swoop Ops
Crew: 1
Passengers: 1
Cargo Capacity: 20kg
Cover: 1/4
Altitude Range: 1 - 50 meters
Maneuverability: 4D
Move: 260; 700 kmh
Body: 3D
Shields: 1D
Weapons: None
Description: Swoops are a very advanced development in repulsorlift vehicles - they achieve incredibly
high speeds through a combination of repulsorlift and ion engine power, while completely sacrificing any protection. This version
of the typical swoop takes advantage of some limited protection by adding shields to a reinforced body.
They are much more difficult to pilot than speeder bikes, but in the hands of an expert, are much more effective, especially in
high speed chases and the like. They are also highly maneuverable. Swoop racing is popular throughout the Known Galaxy and this
swoop is no different in that regard.
Game Notes: A helmet and body glove are required to use this vehicle at or near its maximum velocity.
If this rule is not followed there is a 66% chance the pilot will be pulled off unless they have 3D+2 Strength or more. Even
then it is a Difficult role to keep hold of the handles at those speeds.
 |
Item #140: August-November
Zentarian E-Pulse Chem-Plas Cannon
Type: Blaster Cannon
Skill: Blaster: E-Pulse
Weight: 7kg
Cost: 12,000
Availability: 4,X
Body: 3D
Ammo: 50
Range: 3-40/80/160
Blast Radius: 2 meters
Damage: 7D
Description: This cannon delivers a large punch to the point of melting weapons and armor together.
Ammunition has a good chance of exploding when the weapon starts to melt due to the superheated chem-plas blast.
Game Notes: There is a 1-2 in 6 chance of any weapon exploding when hit by this weapon. Draymak weapons
are immune to this effect and will still function if hit.
 |
Item #141: August-November
Draymak Auto Grenade Launcher
Type: Grenade Launcher
Skill: Missile Weapons: DAGL
Weight: 5kg (add 4kg for full drum)
Cost: 8500
Availability: 4,X
Body: 3D+2
Ammo: 24
Range: 5-100/200/400
Damage: As grenade
Description: This launcher is unique in that it can fire grenades automatically much like an auto
slugthrower in burst-fire mode. The drum design is what allows for the chain of grenades to pass easily to the weapon in rapid
succession. Great for area coverage of a difficult hard target.
Game Notes: The weapon can fire either one grenade at a time or up to three grenades per pull of the
trigger. In burst-fire mode the user can fire a maximum of two bursts per round. Grenades can be loaded through the drum port
individually if the drum is lost, damaged or unavailable. Also note that the launcher requires gas charges to fire the grenades
in all modes and must be filled after every 200 rounds. Gas charges cost 25 credits and are available wherever weapons are sold.
 |
Item #142: August-November
Zentarian Spinning Vibro-Gauntlet
Type: Melee Weapon
Skill: Melee Combat
Weight: 2kg
Cost: 2400
Availability: 3,R
Body: 2D+2
Ammo: N/A
Range: .2 meters (.5m when extended)
Damage: Str+3D+2
Description: Perhaps one of the nastiest melee weapons the spinning vibro-guantlet deals exceptional
damage to any opponent it can bite into. Not only is it a vibro weapon, but the blades spin as well. When the user wants to
surprise their enemy there is a special thumb button that activates the extention feature. The weapon immediately shoots out
to half a meter for those slightly out of range strikes. The blades retract just as fast when needed.
Game Notes: The only special feature that can be added to the already deadly weapon is a cortosis
weave enabling the weapon to block lightsabres.
 |
Item #143: August-November
Draymak HB-2 Hyperblaster
Type: Heavy Blaster
Skill: Blaster: HB-2
Weight: 4kg
Cost: 16,800
Availability: 4,X
Body: 3D+2
Ammo: 20 or 10
Range: 4-20/40/80 or 2-10/20/40
Damage: 7D or 8D
Description: This rather large blaster is very powerful and very illegal. Even Imperial Bounty Hunters
have a difficult time getting their hands on an HB-2. The extra damage burns off the small ammo capacity twice as fast, but
delivers a punch like no other. Most targets get knocked down after flying back a few meters; rarely getting up.
Game Notes: The weapon delivers so much energy with every round fired that the barrel needs to be
replaced every third clip. If this is not done there is a 2 in 6 change of the weapon's barrel melting and the clip
exploding moments later, usually killing the user (blast causes 1D damage at point-blank range for every round left in the
clip).
 |
Item #144: August-November
Draymak Dual-B Blaster
Type: Heavy Blaster
Skill: Blaster: Dual-B
Weight: 3.5kg
Cost: 12,500
Availability: 4,X
Body: 3D+2
Ammo: 100/50
Range: 3-20/40/80
Damage: 5D+2/6D+2
Description: This little beauty manages to take everyone by surprise that ends up on the discharge end.
The weapon actually has two barrels that allow the weapon to fire twice every time the trigger is pulled. The best part is that
the two barrels have various modes of firing making the cost worth it.
Game Notes: Mode 1: Dual Fire - both barrels fire simultaneously causing the listed 6D+2 damage.
Mode 2: Alternating Fire - Barrels alternate firing allowing two shots to be fired per pull of the trigger.
Mode 3: Single Fire - Only the top barrel fires like any other standard heavy blaster.
This weapon can be linked to a HUD system with the placement of the included sensor on the end of the top barrel adding +1D+1
to hit. Each weapon transmits a unique tight-beam signal that has a range of no more than 5 meters. This makes it very difficult
to locate outside that range. Note too, that this blaster is specifically designed to work with the Auto Blaster program and as
such adds a +1 bonus to all features included with that program.
 |
Item #145: August-November
Cybot Galactica Search and Rescue Droid
Type: 5th Degree Droid
Scale Speeder
Cost: 12,500
Availability: 1
Dexterity 1D: Blaster: Cutting Torch 5D
Perception 3D: Search 5D+2
Strength 5D: Lifting 6D, Stamina 6D
Knowledge 1D: Alien Species 4D+2
Mechanical 2D: Hover Vehicle Ops 4D, Repulsorlift Ops 4D+2
Technical 0D:
Weight: 165kg
Height: 7 meters
Move: 14
Equipment:
-Audio and Video Sensors: human range
-Infrared Sensors
-Thermal Sensors
-Two Heavy Duty Lifting Arms
-Repulsorlift Engine: main drive
-Two Rotary Hover Engines: backup drives
-Life Form Scanner
-Alien Species Database
-Hard Radiation Shielding: Lasts for thirty minutes in extreme radiation and up to 4 hours in light radiation
Description: If you need a rescue in the heart of a radiated dead zone then this is the droid for you.
Built tough from the ground up, this unit can save lives in areas that would surely kill nearly all species that attempted such
a feat. All sensor types are designed to be used in hard radiation and other toxic environments. This unit can take a beating
in some of the worst environments and come out in perfect working order.
Game Notes: The Strength 5D listed is Speeder scale and used for resistance against radiation and toxic
substances. The Hard Radiation Shielding adds +2D against hard radiation and +3D against soft radiation. The rotary engines are
used once the radiation has overcome the repulsorlift system and as a means of returning the droid so it can be repaired. These
units can carry a small life pod attached to their underbelly that can provide protection for one human-sized being for up to 12
hours. This pod acts like a medical droid in all respects and is designed to analyze and then provide full medical treatment
short of a bacta tank and a full medical facility. Comes with the following skills: First Aid 6D, (A) Medicine 3D, Alien
Species 7D. The life pod costs 6750 credits and supplies must be replaced after every use for an additional 1000 credits.
Note: As the life pod is expensive to buy and maintain, there are very few of them out there.
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Item #146: August-November
Draymak Spider Walker
Type: 4th Degree Droid
Scale Speeder (due to power output and armor)
Cost: 42,000
Availability: 4,X
Dexterity 3D: (s) Blaster: Mini-Gun 9D, Dodge 7D, (s) Missile Weapons: Missile Launcher Pod 9D
Perception 3D: Search 7D, (s) Search: Tracking 8D+2, Sneak 6D, (s) Sneak: Walls 7D
Strength 3D (+3D/+2D):
Knowledge 2D: (s) History: Military 6D, Tactics 6D+2, (s) Tactics: Squad 7D+2
Mechanical 1D:
Technical 1D:
Height: 3.5 meters
Weight: 270kg
Move: 8 (ground)/5 (non-metal walls or ceilings)
Equipment:
-Visual and Auditory Sensors: human range
-Infrared Sensors
-Ultraviolet Sensors
-Life-Form Sensors
-Ultrasonic Sensors
-AA-1a Heuristic VerboBrain: Comes with a Military and Tactical database
-Heavy Armor: Adds +3D/+2D speeder scale armor over the entire droid
-Movement Sensors: Adds +1D to hit for any moving target within range
-Six Clawed Legs: Used for normal ground movement and for walls and ceilings as long as they are not made of hard
metal (such as blast doors) where the claws can't dig into the surface for grip.
-Mini-Gun Blaster: Range: 3-100/200/400, Ammo: 1000, Damage: 7D+2
-Two Smart Missile Launcher Pods: Range: 5-300/600/1200, Ammo: 12, Damage: 5D (speeder scale)
Description: The cost of these Spider Walkers is well worth it just to see them in action. They are
powerful and deadly and built well for any climate. They have the most current droid brains available with tactical updates
available every week for the life of the droid. And just in case you find yourself in an area where updates aren't available,
the droid has heuristic programming allowing it to learn as it goes.
Game Notes: Missiles transmit a tight-beam, scrambled signal back to the main unit for live range and
target updates up to 2 seconds before impact. This also allows the missiles to adjust their course if needed to insure an
accurate hit.
Secondary weapons can be attached in place of the missile pods. They must be ordered in advance, but do not add to the cost
unless the weapon is unusual or large (Note: the bigger the secondary weapon the less likely the spider walker can stay on
walls or ceilings). Comes in any color scheme required by the customer.
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Item #147: August-November
Draymak Blue Ice Cruiser
Craft: Personal Transport
Type: Leisure Space Transport
Scale: Starfighter
Cost: 3,500,000
Availability: 4,X
Length: 19 meters
Width: 22 meters
Skill: Space Transport: Blue Ice
Crew: 1
Passengers: 6
Cargo Capacity: 400kg
Consumables: 1 week
Nav Computer: Yes
Hyperdrive: x.5
Hyperdrive Backup: None
Maneuverability: 4D
Space: 13
Atmosphere: 1000; 1500 kmh
Hull: 3D+2
Shields: 3D
Sensors:
Passive: 40/1D
Scan: 80/2D
Search: 120/3D
Focus: 3/4D
Weapons:
2 Blaster Cannons (fire-linked)
Fire Arc: Forward
Crew: Pilot
Crew Skill: Starship Gunnery
Fire Control: 3D+2
Space: 3-15/30/60
Atmosphere: 300-1.5km/3km/6km
Damage: 6D+2
Description: Sleek, fast, agile; these are words that fit admirably when talking about the new Blue
Ice Cruiser from Draymak, Inc. Nothing was spared when designing and building this ship. Even the seats convert to beds for that
extra long voyage. This ship is for executives or those with lots of money to burn and is designed to fairy them quickly and
safely to their destination. Not specifically designed for combat, this vessel can defend itself long enough for the pilot to
escape into hyperspace.
Game Notes: Certainly one of the fastest ships on the market, this one comes with computer jacks, a
servant droid and entertainment modules in every seat with all the most current holovids. If it isn't on this ship, just request
it and it will be if it can be squeezed in. Custom designs are welcome. One of the most requested modifications is adding two
meters to the back end for a backup hyperdrive (x10)
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Item #148: August-November
Draymak Powered Cybernetic Armor
Type: Medium Powered Armor
Weight: 8kg
Cost: 1,850,000
Availability: 4,X
Protection: +2D+2/+1D+2
Protects the Following: All. This armor has excellent expansion capabilities. A repair kit (8 uses at
Light damage, 4 uses at Heavy damage) is included in the price.
Powered: Controlled by built-in Computer
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 75 km range. 12 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D).
Macrobinoculars: Adds +3D to Search for objects 100-500 meters away. Scomp-linked to three weapons and
reduces ranges by one level. Example: long range becomes medium, medium becomes short
Cybernetic Monitoring System: Continuously checks the status of all internal cybernetic systems of the
wearer and sends the information to the HUD system of the helmet. Can be directly linked to those systems to allow the user to
complete Light repairs in combat if they have the following skills at the levels indicated: First Aid 6D, (A) Medicine:
Cybernetics 3D.
The cost to add the cyberlink is 650,000 credits and involves minor cybernetic surgery.
Sensors: IR, Motion, UV, Low-Light
IR, UV
Passive: 100 m/+2
Scan: 200 m/+1D
Search: 300 m/+2D
Low-Light, Motion
Passive: 200 m/+2
Scan: 400 m/+1D+1
Search: 500 m/+2D
Sealed Enviro System:
Neuro Sensors in helmet monitor body activity
1.5 hrs LOX/Air Filtration system
60 minutes of survival time in space
Comm. system with translator (+2D to Languages) and an external speaker
Water/Gas sealed
Electronically sealed
16 Slot Computer System: Four I/O ports with one dedicated to cybernetic interfaces
Capabilities: (Power: 5D, Memory: 25D)
Programs:
Bi-Multiple Targeting: 4 slots; Five weapon systems with up to 14 targets per
system. Adds +2D+2 to hit and requires a sensor on each weapon used. No scope allowed.
Sensor Plus: 2 slots; Adds +2D to Search. If person has all sensors then it
adds +3D to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio
waves.
Road Map: 1 slot; Makes a map of past travels, locations and facilities. Can
be plugged in to any spaceport for a download of directions. Will also mark where you are on the current map program running.
Auto updates each time area is visited (program must be active).
Bounty Plus: 2 slots; Outlines person in blue. Gives known tactics used and
recommends counter tactics to be used against them. 125,000 bounty capacity and adds +1D to the specialized skill of Tactics:
Personal Combat due to the extensive bounty files available. The +1D bonus cannot be added until the program is loaded with
bounties and is in active memory.
Accessing: 2 slots; Adds +1D to Computer Program/Repair rolls. The +1D may be
added to computer spikes rated at 7D or less.
Super Hostilities: 3 slots; Highlights all weapons in red, provides a list and
gives details on features. Must be used with Bounty or Sensor. Adds +1D to the targeting sensor of the current weapon in hand to
help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
Medic: 1 slot; Diagnoses illness or wound and gives treatment recommendations.
Adds +1D to First Aid skill.
Multiple Programs: 1 slot; Runs two programs simultaneously if slots and
outputs are available. Uses 1 slot to operate but the programs it combines take up no slots (just one for the program
itself).
4 Preset Programs:
Full Battle Mode: All programs are on line; System Seals/LOX are on-line;
Wrist Laser and Vibro-Shiv are on-line (Turbo projected grappling hook cannot be used); targets are pre-selected by priority
(Matrix, Bounty and Hostilities determine all targets); Communication system is in scan mode.
Combat Mode: Bi-Multiple Targeting, Matrix, Sensor Plus, Road Map, and Super
Hostilities are on-line; all other programs are on standby; Wrist Laser, Vibro-Shiv and the Turbo Projected Grappling Hook are
on-line; System Seals/LOX and Repulsor Pack are on standby; Communication system is in scan mode.
Recon Mode: Matrix, Sensor Plus, Bounty Plus, Road Map, Super Hostilities and
Multiple Programs are on-line; all other programs are on standby; Turbo Projected Grappling Hook is on-line; System Seals/LOX on
standby; Repulsor Pack on-line; Communication system is in passive mode.
Espionage Mode: Bi-Multiple Targeting, Matrix, Road Map, Bounty Plus, Super
Hostilities, Sensor Plus, Multiple Programs and Accessing are on-line; all other programs in standby; Turbo Projected Grappling
Hook is on-line; System Seals/LOX on standby; Communication system is in passive mode.
Security System: Auto destruct of data and programs. Active virus for I/O ports.
Self Destruct: Must be activated. Goes off in 1D6 rounds. 12D damage as Thermal Detonator
Weapon/Non-Weapon Systems:
Wrist Laser: 50 shot power pack. Uses Armor Weapons skill. Damage: 5D+2. Ranges: 3-10/25/50
Boot Vibro-Shiv: STR+3D
Turbo Projected Grappling Hook: 30 meter lanyard, uses Missile Weapons skill (Range;
0-5/15/30), magnetic grappling "hook."
Description: See image. This is a great example of powered armor and some of the many features that
can be added to it. Additional weapons can be added, but is not recommended due to the extreme cost involved and the potential
risk of damaging the electronic seal built into the armor. This armor cannot undergo molecular hardening as it would destroy
several features during the intense process.
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Item #149: August-November
Note: previously posted, but lost in the shuffle
Zentarian T4b Heavy Tank
Craft: Tracked Ground Assault Tank
Type: Assault Tank
Scale: Walker
Cost: 34,000 (new)/21,000 (used)
Availability: 2,X
Length: 10 meters
Width: 10 meters
Height: 6.25 meters
Skill: Ground Vehicle Ops:
Crew: 1 + 1 Gunner
Passengers: None
Cargo Capacity: 35kg
Consumables: 3 days
Maneuverability: 1D
Move: 70;200 kmh
Body: 5D
Shields: 1D
Sensors:
Passive: 30/+1
Scan: 60/+2
Search: 120/+1D
Focus: 3/+2D
Weapons:
Two Medium Blaster Cannons (fire-linked)
Fire Arc: Turret
Crew: Pilot
Crew Skill: Vehicle Artillery
Fire Control: 2D
Range: 4-800/1.6/3.2km
Damage: 7D
2 Concussion Missile Tubes
Fire Arc: Turret
Crew: Gunner
Crew Skill: Missile Weapons
Fire Control: 3D
Ammo: 4 each
Range: 5-500/1.0/2.0km
Damage: 9D
Description: Even though the T4b is tracked it carries quite a punch with its two heavy weapons. And
tracks or not, this tank can move rather quickly when it needs to and carries strong armor protected by additional shielding.
The Gunner sits directly behind the pilot, but has sensors and other equipment to make his job easier.
Game Notes: Due to the fact that the Gunner operates the concussion missiles, they can fire at seperate
targets without penalty. The launcher can be locked forward (reducing Fire Control to 1D) allowing the pilot to fire the weapon.
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Item #150: August-November
Note: previously posted, but lost in the shuffle
Mechanical Universal Labor Eliminating (M.U.L.E.) Droid, Packtack 41LT-R
Type: 2nd Degree Droid
Scale Character
Cost: 800
Availability: 1,F
Dexterity 2D:
Perception 3D: Search 3D+2
Strength 6D: Lifting 7D
Knowledge 1D:
Mechanical 3D: Repulsorlift Ops 4D+1
Technical 1D: Droid Programming 4D, Droid Repair 5D
Height: 1.5 meters
Weight: 150kg
Move: 7
Equipment:
-Heavy Lifting Claw
-Large Storage Compartment (2 cu. meters) Protected by +1D Armor
-One Repulsorlift Unit; Maximum altitude of 1 meter
Description: A helpful droid to any scout or someone who likes to explore, the MULE droid is very
helpful and can get around on nearly any terrain. The large storage compartment can hold samples or equipment so the owner
doesn't have to. The droid also understands simple commands and eventually learns to anticipate what the owner might need.
Game Notes: Droid skills may be combined with person doing repairs or operating the droid.
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Item #151: August-November
Note: previously posted, but lost in the shuffle
Dragon Moth Heavy Assault Gunship
Craft: Modified Dark Star Ind. HAG-1 Gunship
Type: Modified Heavy Assault Gunship
Scale: Capital Scale (due to power output & armament power)
Cost: 2,500,000
Availability: 4,X
Length: 34.4 meters
Skill: Space Transports: Dragon Moth
Crew: 3, gunners: 3, skeleton: 1/+10
Passengers: 0
Cargo Capacity: 10 mt
Consumables: 3 months (fuel varies upon usage & stores configuration)
Nav Computer: Yes
Hyperdrive: x.75
Hyperdrive Backup: x2
Maneuverability: +2D+2 (+3D+2 in atmosphere)
Space: Standard Cruise - 6, Max. Cruise - 9, Burner - 11, Baffled - 2
Atmosphere: Standard Cruise - 330; 950 kmh, Max. Cruise - 400; 1,150 kmh, Burner - 435; 1,250 kmh, Baffled - 225; 650 kmh
Hull: 6D
Shields: 3D
Backup Shields: 1D+2
Sensors:
Passive: 40/+1D
Scan: 80/+2D
Search: 100/+3D
Focus: 5/+4D
Weapons:
Turbolaser Cannon
Fire Arc: Front
Scale: Capitol Ship
Crew: 1
Crew Skill: Capital Ship Gunnery
Fire Control: +2D+1
Space: 3-15/35/75
Atmosphere: 300-1.5/3.5/7.5km
Damage: 4D+2
4 Heavy Laser Cannons (fire-linked by pairs)
Fire Arc: Front
Crew: 1
Crew Skill: Starship Gunnery
Fire Control: +3D
Space: 3-15/35/75
Atmosphere: 300-1.5/3.5/7.5km
Damage: 6D
Quad Laser Cannon
Fire Arc: Front
Crew: Co-Pilot
Crew Skill: Starship Gunnery
Fire Control: +3D
Space: 1-3/12/25
Atmosphere: 100-300/1.2/2.5km
Damage: 6D
Double Laser Cannon
Fire Arc: Turret
Crew: Pilot
Crew Skill: Starship Gunnery
Fire Control: +3D
Space: 1-3/12/25
Atmosphere: 100-300/1.2/2.5km
Damage: 5D
4 Medium Ion Cannons (fire-linked by pairs)
Fire Arc: Front
Crew: 1
Crew Skill: Starship Gunnery
Fire Control: +3D+2
Space: 1-5/15/30
Atmosphere:100-500/1.5/3km
Damage: 5D
6 Proton Torpedo Launchers
Fire Arc: Front
Crew: 1
Crew Skill: Starship Gunnery
Fire Control: +2D
Space: 1/3/7
Atmosphere: 50-100/300/700
Damage: 9D
2 Mine Layers
Fire Arc: Aft
Crew:
Crew Skill: Starship Gunnery
Fire Control: +0D
Space: 1/3/7
Atmosphere: 50-100/300/700
Damage: varies per mine type used
6 External Weapon Hardpoints
Fire Arc: varies per weapon type used
Crew: Pilot, Co-Pilot or Gunner
Crew Skill: Starship Gunnery
Fire Control: varies
Space: varies
Atmosphere: varies
Damage: varies
Description:
Game Notes:






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Item #152: August-November
LifeLine TechMaster II Vacuum Suit
Type: Tech vacuum suit
Skill: Survival: TechMaster II
Protection: +2/+1
Protects the Following: All
Weight: 4.5kg
Cost: 1000
Availability: 1
Game Notes: Since it’s insulated, not heated, a character in space must make a Moderate stamina or
Strength roll every hour or suffer a wound caused by the freezing cold. A heating system can be added for an additional 450 credits/
Source: Platt’s Smugglers Guide (pages 58-59)
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Item #153: August-November
Koromondain PDS, Inc. Blast Vest
Type: Personal Armor
Protection: +1D/+1
Protects the Following: Torso
Weight: 1.5kg
Cost: 300
Availability: 1
Game Notes: Has numerous pockets for storing small items.
Source: Rulebook (page 234)
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Item #154: August-November
Ayellixe/Krongbing Textiles Shadowsuit
Type: Anti-Sensor Suit
Protection: +0/+1
Protects the Following: All
Weight: 2kg
Cost: 600
Availability: 3
Game Notes: Adds +2D to sneak.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 34), Arms and Equipment Guide (page 40)
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Item #155: August-November
Corellian Bounty Hunter PowerSuit
Type: Light Bounty Hunter Armor
Protection: +2D/+1D
Protects the Following: Torso, Arms, Head, Groin and Upper Legs
Skill: Powersuit Ops: BHA
Weight: 4.5kg
Cost: 2500
Availability: 2,R
Game Notes:
Source: Rulebook (page 234)
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