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Mines & Explosives | Jet Packs, Rocket Packs, Repulsor Packs and Boots

To be used during Character Creation and as a Reference afterward

MINES AND EXPLOSIVES

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. PERSONNEL MINES
A. STRD 2,X 300 5D 2
B. DISRUPTOR T-34 3,X 600 6D "
2. VEHICLE MINES (Speeder scale)
A. TXL LIGHT THUNDER 2,X 500 6D 3.5
B. TXL THUNDER CLAP (strd) 2,X 900 7D 4
All have a blast radius of 3-5/10/20 meters.
3. EXPLOSIVE CHARGE/REMOTE
A. STRD 2,F 100 1D .2
Range for remote detonation is 400 meters.
4. DETONITE
A. STRD 3,X 500/kg 1D/kg 1
Detonite does Speeder scale damage.
5. THERMITE
A. STRD 3,X 900/kg 4D/kg 1
Thermite does Speeder scale damage.
6. THERMAL DETONATORS (Here they are Psycho)
A. Light Character 3,X 1500 9D "
Skill: Thrown Weapons, Throwing Range: 3-4/7/12, Blast Radius: 0-2/8/12/20, Damage: 9D/7D/4D/1D.
B. Medium Character 3,X 2000 10D "
Skill: Thrown Weapons, Throwing Range: 3-4/7/12, Blast Radius: 0-2/8/12/20, Damage: 10D/8D/5D/2D.
C. Heavy Character 3,X 3500 11D "
Skill: Thrown Weapons, Throwing Range: 3-4/7/12, Blast Radius: 0-2/8/12/20, Damage: 11D/9D/6D/3D.
D. Light Speeder 3,X 3000 9D "
Skill: Thrown Weapons, Throwing Range: 3-4/7/12, Blast Radius: 0-2/8/12/20, Damage: 9D/7D/4D/1D.
E. Medium Speeder 3,X 5000 10D "
Skill: Thrown Weapons, Throwing Range: 3-4/7/12, Blast Radius: 0-2/8/12/20, Damage: 10D/8D/5D/2D.
F. Heavy Speeder 4,X 7000 11D "
Skill: Thrown Weapons, Throwing Range: 3-4/7/12, Blast Radius: 0-2/8/12/20, Damage: 11D/9D/6D/3D.
G. Light Walker 4,X 6000 9D "
Skill: Thrown Weapons, Throwing Range: 3-4/7/12, Blast Radius: 0-2/8/12/20, Damage: 9D/7D/4D/1D.
H. Medium Walker 4,X 8000 10D "
Skill: Thrown Weapons, Throwing Range: 3-4/7/12, Blast Radius: 0-2/8/12/20, Damage: 10D/8D/5D/2D.
I. Heavy Walker 4,X 10,000 11D "
Skill: Thrown Weapons, Throwing Range: 3-4/7/12, Blast Radius: 0-2/8/12/20, Damage: 11D/9D/6D/3D.
J. Light Starfighter 4,X 9000 9D "
Skill: Thrown Weapons, Throwing Range: 3-4/7/12, Blast Radius: 0-2/8/12/20, Damage: 9D/7D/4D/1D.
K. Medium Starfighter 4,X 11,000 10D "
Skill: Thrown Weapons, Throwing Range: 3-4/7/12, Blast Radius: 0-2/8/12/20, Damage: 10D/8D/5D/2D.
L. Heavy Starfighter 4,X 13,000 11D "
Skill: Thrown Weapons, Throwing Range: 3-4/7/12, Blast Radius: 0-2/8/12/20, Damage: 11D/9D/6D/3D.
7. ANTI-GRAV FIELD BOMBS
A. XG-A1 (strd) 3,X 400 6D 8
B. XG-A2 4,X 800 7D "
8. IMPERIAL LIFT MINES (Speeder Scale)
A. DR-X55 (strd) 3,X 1000 4D 8
B. DR-X60 4,X 1200 5D "
C. DR-X70 4,X 2000 6D "
See Cracken's Rebel Field Guide for complete information.
9. DEFENDER ION MINES (Starfighter Scale)
A. STRD 4,X 200,000 10D Ionization 450 Tons
These orbiting Ion Cannon Mines come with 5D Fire Control.
10. NEGATIVE/POSITIVE POWER COUPLER EXPLOSIVE
A. STRD 3,R 100 8D/6D/4D 1
Blast Radius: 2-5/10/15. This item is very unstable and requires a Moderate Demolitions roll to set. Failure causes detonation. Will automatically explode in three rounds even if the roll was successful.
11. PROTON MINE
A. MERR-SONN LX-4 3,X 6000 6D 2
Moderate Demolitions roll required to set sensors. Failure causes premature detonation. Blast Radius: 3-10/15/20 meters.
12. PLASTICENE THERMITE GEL
A. Gatrellis PT Cube 4,X 1000 p/kg 10D (see below) 1
A .5 kg cube burns for three rounds doing 10D each round. A 1.0 kg cube burns for six rounds doing 10D each round. Ignition by detonation can be achieved by remote delay. A character must make a demolitions skill roll to correctly set the gel; the difficulty is based on how reinforced the target is. Light doors: Very Easy. Reinforced bulkheads: Very Difficult. Takes two rounds to set.
13. GRENADES
A. CONCUSSION 2,R 200 5D 1
B. BlasTech NACHT-5 (Lt. Smoke) A-C 25 N/A "
Range: 3-7/20/40. Smoke Radius: 0-3 Meters. Lasts for 5+1D6 rounds.
C. HEAVY SMOKE 2,R 175 4D "
Range: 3-7/20/40. The smoke produced covers a 10 x 10 Meter area and lasts for 5 +2D6 rounds.
D. LIGHT STUN 2,F 250 4D "
May be set to go off on impact or from 5-45 seconds. The grenades are rechargeable. Range: 3-10/20/40. Blast Radius: 0-2/4/6/8.
E. MEDIUM STUN 2,F 350 5D "
May be set to go off on impact or from 5-45 seconds. The grenades are rechargeable. Range: 3-10/20/40. Blast Radius: 0-3/5/6/10.
F. HEAVY STUN 2,R 450 6D 1.2
May be set to go off on impact or from 5-45 seconds. The grenades are rechargeable. Range: 3-10/20/40. Blast Radius: 0-3/6/8/12.
G. SONIC SCREAMER 3,X 300 +5 To Target # "
H. FLASH 3,R 200 4D 1
Damaging blast radius is only 4 meters but is point-blank and short range only. Flash area of effect is 20 meters. Blind for 1D6 rounds.
I. EMP (Electromagnetic Pulse) 3,X 2450 5D "
Creates an EMP burst in a 20 meter radius that disrupts all unprotected equipment for 6-10 rounds.
J. MERR-SONN GLOP 2 275 N/A "
Damage (STR of glop): 6D/5D/3D. Blast Radius: 0-1/3/5. Range: 3-7/30/60.
K. G.A. ELECTRONET RGL-80 3,R 2000 See below 1.2
Skill: Missile Weapons; Grenade Launcher. Ammo: 5 (force-fed magazine with power generator; attaches to grenade magazine holder). Fire Rate: 1/2 (power generator can only control one at a time). Range: 10-250/350/500. Damage: 1D-10D (stun or normal). This is a wire-guided grenade that launches a sticky webbing (one meter diameter at terminus). The damage can be set for each grenade and be either stun or normal. G.A. is short for Golon Arms.
L. IMPACT WEBBING 2,F 250 5D (see below) 2
Skill: Grenade. Ammo: 10 tube. Range: 0-3/6/15. Blast Radius: 0-2 meters or being/creature engulfed. Damage: 5D (strength of webbing). Small round sphere the size of a marble. Easily breakable upon impact. NOTE: When the webbing comes in contact with air it expands and engulfs whatever it hits. This does not do damage. To break free, the target has to make a Strength roll higher then the damage roll. Each tube of webbing comes with a small stick of releasing catalyst good for 10 uses.
M. SEEKER BOMB 3,X 6000 5D+Special 1
Programmed micro droid brain. Owner must have a special tight-beam transmitter installed in a replacement cybereye (2000/5000/10,000 for the transmitter, 1500/3250/7500 for the eye) so the bomb may be guided to a target (out to maximum range). If LOS is broken, tight-beam signal is jammed or the explosive reaches maximum range, the bomb detonates immediately. Range: 3-25/50/100. Damage: 5D/4D/3D plus 3D burning damage for 2 rounds following detonation. Explosion radius is for a normal grenade.
14. GRENADES PER CASE
A. BOX OF 12 See Type See Type See Type 12+
15. GRENADES PER CRATE
A. BOX OF 48 (4 Cases) " " " 48+

JET/ROCKET/REPULSOR PACKS AND BOOTS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. JET PACKS
A. STRD (10 bursts) 2,F 250 N/A 4
B. TK BLASTER (14) 2,F 500 " 4.5
C. THRUSTER-6 (20) 3,F(R) 750 " 5
All of the above can carry a single passenger 100 meters horizontally or 70 meters vertically. After every two bursts the engine must cool for one round. May carry up to 75 kg of cargo or another passenger, but distance is halved.
2. ROCKET PACKS
A. Nordian Hushpack JR-T1 2,R 500 N/A 5
Skill: Rocket Pack Ops. Each burst permits horizontal flight up to 450 meters and vertical lift up to 250 meters. Carries enough fuel for 10 bursts, but the pack must cool for one round after each use. The repulsorlift generator allows the pack to hover and has a Move of 15 (cannot be used in conjunction with the rocket blast). The repulsor unit can operate continuously for a maximum of 10 minutes; it must cool for twice as long as it was operating.
B. GRESHNOHR DRPV-78 3,R 600 " 5.5
Skill: Rocket Pack Ops. Each burst permits horizontal flight up to 475 meters and vertical lift up to 275 meters. Carries fuel for 12 bursts, but the pack must cool for one round after each use. The repulsorlift generator allows the pack to hover and has a Move of 15 (cannot be used in conjunction with the rocket blast). The repulsor unit can operate continuously for a maximum of 10 minutes; it must cool for twice as long as it was operating. The pilot is required to wear a helmet with this unit or run the risk of loosing his or her head.
3. REPULSOR PACKS
A. STRD 2,R 1000 N/A 3
105 meters per move/300 kmh. Up to 2.5 hrs per charge.
B. NORDIAN REPULSE 12A 3,R 1200 " 3.5
120 meters per move/345 kmh. Up to 3 hrs per charge.
C. ZENTARIAN SLIP-STREAM 3,R 1400 N/A 3
130 meters per move/370 kmh. Up to 3.5 hrs per charge.
4. JUMP BOOTS
A. STRD 3,R 400 N/A 1.5
20 meters per move. A minimum and a maximum of two moves may be made per round. Up to 2 hrs per charge.
B. Nordian JB-12 3,R 600 N/A 1.6
25 meters per move. A minimum and a maximum of two moves may be made per round. Up to 2 hrs per charge.
C. Zentarian Jumper S1 3,R 900 N/A 1.8
30 meters per move. A minimum and a maximum of two moves may be made per round. Up to 2.25 hrs per charge.
D. Zentarian Jumper S2 3,R 1300 N/A 2
35 meters per move. A minimum and a maximum of two moves may be made per round. Up to 2.5 hrs per charge.
E. Zentarian Jumper S3 3,R 1700 N/A 2.2
40 meters per move. A minimum and a maximum of two moves may be made per round. Up to 2.75 hrs per charge.


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