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Armor | Armor Weapons | Armor Weapon Ammo | Blaster Artillery | Equipment for Speeders | Equipment for Walkers | Equipment for Space Transports and Starfighters | Equipment for Capitol Ships | Equipment for Planets

To be used during Character Creation and as a Reference afterward

ARMOR

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. VESTS
A. PROTECTIVE VEST 2 200 +1D/+1 2
Protects back only.
B. MODIFIED KOROMONDIAN PDS, Inc. MK 45 3 250 +1D+2/+2 "
Protects torso only.
C. BLAST VEST 2 400 +1D/+2 3
Protects entire torso.
D. CORONDEXX BLAST VEST 3 600 +1D/+2 "
Protects torso only. Power cells project an ablative power screen that adds the listed protection. Vest can store six standard power cells. Cells are drained in 10 minutes of continuous operation. In place of power cells, the vest has power jacks allowing a small capacitor to be charged from a portable power generator. Requires one hour to charge. The capacitor can power the vest for two minutes of continuous use.
2. HELMETS
A. PROTECTIVE HELMET 2 200 +1D/+1 1
Protects the head.
B. BLAST HELMET 2,F 250 +1D/+2 2
Protects the following: Head and Neck. A breath mask can be added for an extra 75 credits.
3. ESPO
A. AUTHORITY RIOT (N.P.) LIGHT ARMOR 3,R(X) 10,000 +1D+2/+2/-2 7
Protects the following: All
Helmet protection: +2D/+1D. Armor is waterproofed and climate-controlled.
4. CORELLIAN TECHNOLOGIES
A. STRD LIGHT ARMOR 2,R 8000 +2D/+1D 5
Protects the following: Head, Chest, Shoulders, Shins and Groin. This armor has a fair amount of expansion capabilities including Dexterity Enhancements, but can't be powered. A repair kit (8 uses) is included in the price.
B. A3AA PERSONAL DEFENSE MODULE 3,X 8500 +2D/+1D/-1D 3.5
Protects the following: All
Micro Nozzle Spray System: Cloud reduces the damage of all blaster bolts by -2D. Sprays a mixture of refined courenth, with trace amounts of ves. The cloud around the suit effectively disperses laser bolts in a 5 meter diameter. This lasts for four minutes. An optional adjustment permits the module to generate a continuous 30 degree forward-facing cone of dispersal, making rapid movement possible in the face of concentrated enemy fire. Normally sold only to Imperial Hunters.
C. 611 COMBAT LIGHT ARMOR 3,F(R) 5000 +2D/+1D 6
Protects the Following: Head and Torso
One flaw of this particular armor is the weight of the material. The armor severely handicaps any efforts at swimming. Add +10 to the difficulty number of any Swimming rolls made while wearing this armor.
5. SALUS CORPORATION
A. LIGHT STALKER M1-10 3,R 8000 +2D/+2D/-2D 10
Protects the Following: Head, Torso, Arms and Legs
Heaviness: Due to the suit's weight, the skills Hide, Sneak and Swimming cannot be used while wearing this armor.
Sensors: Sensor Pod and Targeting Computer; provides +1D to Search, and +1D to weapons skill rolls.
Weapon Systems:
1. Duo-Flechette Rifle: Mounted on left forearm. Uses Missile Weapons skill. Damage: 5D. Range: 3-10/30/60
2. Vibro-shiv (retractable) in right gauntlet: STR +2D
Weapon Capture System:
1. Tangler Gun: Mounted on right forearm. Uses Missile Weapons skill. Damage: 5D stun. Range: 5-10/30/60
6. MALGON
A. LIGHT X5 (PWRD) MODIFIED LIGHT ARMOR 3,X 60,000 +2D/+2D/-2D 13
Protects the Following: Head, Torso, Arms and Legs
Powered: Provides energy to weapons and other systems.
Heaviness: Due to the suit's weight and bulk the following skills cannot be used: Hide, Sneak and Swimming.
Strength: Servos in the arms and torso provide a +1D to Lifting skill rolls and +1D to Melee Combat and Brawling damage.
Sensors: Sensor Pod in helmet provides +1D to Search.
Weapon System:
1. Flame Projectors: Mounted on left and right forearms. Uses Armor Weapons skill. Damage: 5D. Creates a cone one meter wide, variable one meter to five meters long.
7. DRAYMAK BOUNTY HUNTER
A. LIGHT BOUNTY HUNTER (N.P.) 3,R 2000 +2D/+1D/-2 8
Protects the following: Head, Neck, Torso, Shoulders, Arms, Front and Back of Legs, Buttocks and Groin.
This armor has excellent expansion capabilities (see Lt. Bounty Hunter Pwrd for sample). A repair kit (8 uses) is included in the price.
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Macrobinoculars: Add +2D to Search for objects 100-500 meters away.
B. LIGHT BOUNTY HUNTER (PWRD) 3,R 20,000 +2D/+1D/-1 9
Protects the following: Head, Neck, Torso, Shoulders, Arms, Front and Back of Legs, Buttocks and Groin.
This armor has excellent expansion capabilities. A repair kit is included in the price.
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Flash Protection: Reduces the effects of bright flashes by one half.
Macrobinoculars: Add +2D to Search for objects 100-500 meters away. Scomp-linked to one weapon to reduce ranges by one level.
Example: long range becomes medium, medium becomes short.
Sensors: IR, UV, Low-Light
IR, UV Low-Light
Passive: 100 m/+1 Passive: 200 m/+1
Scan: 200 m/+2 Scan: 400 m/+1D
Search: 300 m/+1D Search: 600 m/+2D
4 Slot Computer System with two I/O ports:
Capabilities: (PWR: 3D, MEM: 10D)
Programs:
Targeting: 2 slots
Sensor: 1 slot
Road Map: 1 slot
Medical: 1 slot
Multiple Programs: 1 slot
Security System: Auto destruct of data and programs. Active virus for I/O ports.
Weapon System:
1. Wrist Laser: 20 shot power pack. Uses Armor Weapons skill. Damage: 4D. Ranges: 3-5/25/50.
C. MEDIUM BOUNTY HUNTER (N.P.) 3,X 16,000 +2D+1/+1D+1/-1D 9
Protects the following: Head, Neck, Torso, Shoulders, Arms, Front and Back of Legs, Buttocks and Groin.
This armor has excellent expansion capabilities (see Med. Bounty Hunter Pwrd for sample). A repair kit (8 uses) is included in the price.
Dexterity Enhancement (+1; Controlled by built-in Computer)
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Flash Protection: Reduces the effects of bright flashes by one half.
Macrobinoculars: Add +2D to Search for objects 100-500 meters away. Scomp-linked to one weapon to reduce ranges by one level.
Example: long rng becomes medium, medium becomes short)
Sensors: Low-Light
Passive: 160 m/+1
Scan: 280 m/+1D
Search: 560 m/+2D
D. MEDIUM BOUNTY HUNTER (PWRD) 3,X 80,000 +2D+1/+1D+1 11
Protects the following: Head, Neck, Torso, Shoulders, Arms, Front and Back of Legs, Buttocks and Groin.
This armor has excellent expansion capabilities (see below for sample). A repair kit (8 uses) is included in the price. Powered (Controlled by built-in Computer)
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Flash Protection: Reduces the effects of bright flashes by one half.
Macrobinoculars: Add +2D+1 to Search for objects 100-500 meters away. Scomp-linked to two weapons to reduce ranges by one level.
Example: long rng becomes medium, medium becomes short).
Sensors: IR, Low-Light, Motion, UV
IR, UV Low-Light, Motion
Passive: 100 m/+2 Passive: 200 m/+2
Scan: 200 m/+1D Scan: 400 m/+1D
Search: 300 m/+1D+1 Search: 600 m/+1D+1
8 Slot Computer System with two I/O ports
Capabilities: (PWR: 4D, MEM: 14D)
Programs:
Multiple Targeting: 3 slots: Three weapon systems and up to 12 targets per system. Adds +2D+1 to hit and requires a sensor on each weapon used. A scope may not be used with this program.
Sensor: 1 slot: Adds +1D to Search. If person has all sensors then it adds +2D 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: 1 slot: 50,000-bounty capacity. Outlines person in blue. Gives known tactics used and recommends counter tactics to be used against them.
Hostilities: 2 slots: Highlights all weapons in red, provides a list and gives details on features. Must be used with Bounty or Sensor programs.
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).
Security System: Auto destruct of data and programs. Active virus for I/O ports.
Self Destruct: Must be activated. Goes off in 1D6 rounds. 10D damage as Thermal Detonator.
Weapon Systems:
1. Dual Retractable Vibroblades: STR + 3D+3
2. Wrist Laser: 25 shot power pack. Uses Armor Weapons skill. Damage: 5D. Ranges: 3-5/25/50
8. CRESHALDYNE INDUSTRIES
A. BIOLOGICAL BLAST VEST 2 30,000 +1D to +3D 3
For complete information on this item see datasheet one at the end of this section.
B. RIOT (Cresh Luck Armor) LIGHT ARMOR 2,F 500 +2D/+1D 4
Protects the following: Torso, Front of Legs.
Infrared Motion Sensor Array: Has a range of 30 meters. An alarm is triggered when any mass over 10 kg is detected traveling in excess of 1 meter per second (this alarm can be external audio or can be run into a blast helmet for interior audio or visual).
C. SCOUT (Camo Armor) LIGHT ARMOR 2,F 1500 +1D/+2 5
Protects the following: Torso, Arms, Legs
Camo Field: +1D to the difficulty of Search or Perception rolls for those trying to spot the wearer if the wearer remains motionless.
9. LOCRIS SYNDICATE
A. PERSONAL PROTECTION SUIT (Smasher Armor) (PWRD) 3,F(R) 1550 +1D/+1D 6.5
Protects the following: All
Powered: Contains Servo Enhancers which add +2D to Brawling, Climbing/Jumping, Lifting, and damage in Strength-related attacks.
10. SPACE SUITS
A. HEAVY ARMORED SPACE SUIT (N.P.) 3,R 2500 +2D+2/+1D+2/-2D 25
Protects the following: All.
This armor has excellent expansion capabilities (see Armored Space Suit Pwrd for sample).
A repair kit (8 uses) is included in the price.
Flash Protection: Reduces the effects of bright flashes by one half.
Macrobinoculars: Add +3D to Search for objects 100-500 meters away. Scomp-linked to one weapon to reduce ranges by one level.
Example: long range becomes medium, medium becomes short.
Long Range Comm. System: 50 km range in atmosphere, 175 km range in space. Has an external speaker as well.
Radiation Shielding: Able to withstand up to one hour in soft radiation and up to 15 minutes in hard radiation.
Mini Fusion Generator: To power Microthrusters and LOX system.
Fully Sealed Enviro System (for space):
1. 5 hr LOX/Air Filtration System
2. Microthruster System for movement in space only: 50 meters per move, 60 kmh
11. RIOT SHIELDS
A. Drearian Defense Active VI 3,R 500 4D (stun) 2
Difficulty to use: Easy. If the PC/NPC makes the skill roll, the user has blocked incoming attacks from one facing. The shield has a Strength of 4D. If used as a melee weapon, it causes STR+2 damage, as well as 4D stun. Using the firing notch adds one level to the difficulty of firing blasters, but the character is protected by the shield. The stun charge lasts for one hour of consecutive use.
12. REFLEC BODY GLOVES
A. SYNCRONICS ENVC-370 3,X 4000 +0/+1D 2
This energy-displacement suit adds +1D to Strength when resisting damage form blaster attacks as long as the person hit was at the weapon's medium or long range. The suit can absorb 5 blasts before being destroyed. If the wearer is wounded (or worse) as the result of an energy blast, the suit is destroyed.
13. A/KT TUFF 1 COMBAT JUMPSUIT
A. LIGHT COMBAT JUMPSUIT 2 500 +1D/+2 2.5
For complete information on this item see datasheet two at the end of this section.
14. GTU AV SERIES' POWERSUITS
A. AV-1S SCOUT (light) 2,F 7500 +1D+1/+1D/-1D 6
For complete information on this item see datasheet three at the end of this section.
B. AV-1C COMBAT (medium) 2,X 12,000 +2D/+2D/-1D 12
For complete information on this item see datasheet four at the end of this section.
C. AV-1A ASSAULT (heavy) 2,X 50,000 +2D+2/+2D+2/-2D 20
For complete information on this item see datasheet five at the end of this section.
15. PRIMEWORLD EXPLORATION
A. FARSTRYDER-4 "Brawn" 2,F(R) 15,000 +4D/+3D 50
Skill: Powersuit Ops: Farstryder-4
Consumables: 3 months
Cargo Capacity: 60 kg
Move: 14 ground, 70 flying
Altitude Range: Ground – 100m
Weapons:
Light Repeating Blaster (shoulder mounted)
Fire Arc: Front
Skill: Blaster; Repeating Blaster
Fire Control: 1D
Range: 3-50/120/300
Damage: 6D
The top of Primeworld's Farstryder line, the Brawn suit is designed to provide for long-term single man exploration of unfamiliar terrain. The Brawn can be adapted for specific terrain, adding 5 to it's ground rate, and 20 to the flying rate. However, it's primary use is not speed or combat, and it has a number of devices to aid it in it's primary function, exploration. The body glove keeps it's wearer comfortable in a range of temperatures from -60 to +130 degrees Celsius. The air filtration system can provide breathable air from just about any oxygen containing compound. The suit has macrobinoculars built in, as well as a geiger counter, metal detectors, heat and motion sensors, video and audio recorders, and constant environmental readouts.
B. FARSTRYDER-5 "Brawn Plus" 2,R 25,000 +4D/+3D 60
Skill: Powersuit Ops: Farstryder-5
Consumables: 3 months
Cargo Capacity: 60 kg
Move: 14 ground, 70 flying
Altitude Range: Ground Level - 400 meters
Weapons:
Light Repeating Blaster (shoulder mounted)
Fire Arc: Front and 15º left
Skill: Blaster; Repeating Blaster
Fire Control: 2D
Range: 3-50/120/300
Damage: 6D+1
The top of Primeworld's Farstryder line, the Brawn Plus suit is designed to provide for long-term single man exploration of unfamiliar terrain. The Brawn can be adapted for specific terrain, adding 6 to it's ground rate, and 25 to the flying rate. However, it's primary use is not speed or combat, and it has a number of devices to aid it in it's primary function, exploration. The body glove keeps it's wearer comfortable in a range of temperatures from -60 to +130 degrees Celsius. The air filtration system can provide breathable air from just about any oxygen containing compound. The suit has macrobinoculars built in, as well as a geiger counter, metal detectors, heat and motion sensors, video and audio recorders, and constant environmental readouts.

ARMOR WEAPONS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. ANTIPERSONNEL NET GUNS
A. CONNER APNG3 2,R or X 750 5D (stun)/5D 3
B. NORDIAN NG-C9 2,X 950 5D+1 (stun)/5D+1 "
C. PANDING ASTRONOTICS A2 3,X 1200 5D+2 (stun)/5D+2 "
Notes: The above net guns, often mounted on forearm armor, fire a single net that can ensnare a Human-sized opponent. A single line keeps the net attached to the gun after firing. If the net successfully ensnares an opponent the attacker can, on following rounds, release an electrical charge through the line, into the net and into the target, causing 5D+ damage. An opponent can work free of the net by making an opposed Strength roll greater that the stun damage.
Skill: Missile Weapons. Ammo: 1. Range: 3-10/19/25. Replacement nets cost 100/250/500.
2. DUO-FLECHETTE RIFLES
A. SALUS DF-D1 2,R or X 1000 5D 2
B. RODIAN TUHKN-20 3,X 2000 5D+2 "
C. NORDIAN DFR-12K 3,X 3000 6D+1 2.5
Notes: This weapon fires twin cartridges filled with slivered shrapnel flechettes out its stubby double barrel. It is a powerful weapon at short ranges, but is not terribly accurate at longer ranges. Skill: Armor Weapons. Ammo: 5. Range: 3-10/30/60.
3. ELECTRIC FIELDS
A. Corellian Personal Defense "BIG SHOCK" A-B,X 1600 3D 1
B. CONNER P-DEF10 3.X 2000 3D+1 "
C. PANDING EF-347 3,X 2500 3D+2 "
D. RODIAN GX-15a 3,X 3500 4D "
E. NORDIAN DVL-3 3,X 4500 4D+1 1.2
Notes: The "Big Shock" is a webbed lacing applied to armor surfaces to generate an electrical field that does damage to those touching the wearer. Electrical damage can be delivered if the wearer touches an opponent (tackling or punching him and doing the electrical damage along with brawling damage), or if an opponent strikes the wearer in hand-to-hand or melee combat. The shock is enough to short out most vibro-weapons. Electrical shock lacing must be used on powered armor, as normal armor cannot fulfill this weapon's power requirements unless fitted with unwieldy generators or power cells. Since the shock lacing coats the outer surfaces of the armor, it rarely harms the wearer. However, if used in wet conditions, the shock lacing inflicts its damage on the wearer as well as an opponent. In any case, shock lacing applied too close to other powered armor systems like weapons and sensors often short circuits those systems, especially in wet conditions.
4. MINI-MISSILE LAUNCHERS
A. SoroSuub FIRESTORM-1 3,X 1500 See Ammo 2
Ammo: 3. Range: 0-2/8/12/20.
B. SoroSuub FIREBALL 3,X 2500 " "
Ammo: 3. Range: 0-3/9/12/22.
C. RODIAN Mini-M12 3,X 3500 " 2.3
Ammo: 4. Range: 0-3/10/13/26.
D. NORDIAN GRINDER V-6 3,X 5000 " "
Ammo: 4. Range: 0-3/10/15/30. Fires missiles with incendiary warheads. The missiles have no guidance system and must be aimed directly at a target. SoroSuub's Fireball missile package is a similar version of the Firestorm 1, but the mini-missiles have small guidance packages which lock onto targets acquired through a targeting sensor package in an armored suit's helmet.
5. MINI-TORPEDO LAUNCHERS (underwater only)
A. MON CAL DEFENSES 3,R or X 1250 See Ammo 3
Ammo: 3. This weapon fires a self-propelled underwater torpedo with an explosive charge that detonates on impact. The torpedo must be aimed and will not adjust its course if the target moves. However, the torpedo's firing and guidance systems can be rigged to a sensor tracking package to acquire and follow a particular target with the proper tools and guidance system components. Due to its size, this weapon can only be fitted to heavy power armor adapted for use in aquatic environments.
B. RODIAN DEFCON-Zero 3,X 1500 " "
Ammo: 3. This weapon fires a self-propelled underwater torpedo with an explosive charge that detonates on impact. The torpedo must be aimed and will not adjust its course if the target moves. However, the torpedo's firing and guidance systems can be rigged to a sensor tracking package to acquire and follow a particular target with the proper tools and guidance system components. Due to its size, this weapon can only be fitted to heavy power armor adapted for use in aquatic environments.
C. NORDIAN MTL-TORCH 3,X 2000 " 3.2
Ammo: 4. This weapon fires a self-propelled underwater torpedo with an explosive charge that detonates on impact. The torpedo must be aimed and will not adjust its course if the target moves. However, the torpedo's firing and guidance systems can be rigged to a sensor tracking package to acquire and follow a particular target with the proper tools and guidance system components. Due to its size, this weapon can only be fitted to heavy power armor adapted for use in aquatic environments.
6. MINI PROTON TORPEDO LAUNCHERS
A. SoroSuub DEATHBALL L3a 2,X 1500 See Ammo 2
Ammo: 5. Range: 0-2/8/12/20.
B. SoroSuub DEATHBALL M4 2,X 2500 " "
Ammo: 5. Range: 0-3/9/12/22. Comes with a sensor package which adds +1D to hit and follows the target.
C. RODIAN MEGABLASTER 2,X 3500 " 2.2
Ammo: 6. Range: 0-3/10/13/26. Comes with a sensor package which adds +1D to hit and follows the target.
7. TANGLER GUNS
A. SALUS DF-D1 2,F 900 2D/4D stun 2
B. RODIAN TG-12 2,F 1100 2D/4D+1 stun "
C. NORDIAN FTG C-14 2,R 1400 2D/4D+2 stun 2.2
Notes: Fires a triple strand of durawire weighted at each of the three ends. The spinning wires ensnare opponents, causing 4D+ stun damage. The impact of the weights causes 2D+ damage as well (all damage above 2D is due to spikes and small electrical charges released on impact).
An opponent can work free of the tangler by making an opposed Strength roll greater than the stun damage. This weapon is available as a short, wide-barreled sidearm with a folding stock and retractable sight for those who want to use the tangler without having to mount it on armor. Extra clips (five tanglers) cost 25/65/130.

ARMOR WEAPON AMMO

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. MINI-MISSILES
A. SoroSuub STORM 3,X 100 5D/4D/3D/2D .4
B. SoroSuub DESTROYER A-12 3,X 200 6D/4D/3D/2D .5
C. RODIAN MM-50a 3,X 300 6D/5D/3D/2D "
D. NORDIAN MINIBLASTER A-47 3,X 500 6D/5D/4D/2D "
All missiles except A above, have small guidance systems. These systems work in conjunction with sensors packages for armor helmets.
2. MINI-TORPEDOES
A. SoroSuub TORP E-9 3,X 100 6D .4
Range: 3-30/120/350
B. SALUS 40-L 3,X 200 6D+1 "
Range: 3-30/120/350
C. RODIAN MT-31A 3,X 300 6D+2 "
Range: 3-30/125/360
D. NORDIAN MT DL-589 3,X 500 7D
Range: 3-30/125/360
E. ZENTARIAN M-107 3,X 700 7D+1 .5
Range: 3-35/130/370
3. MINI PROTON TORPEDOES
A. SoroSuub PROTON I 3,X 200 5D/4D/3D/2D .3
B. SoroSuub PROTON II 3,X 300 6D/4D/3D/2D "
C. RODIAN PT-15 3,X 500 6D/5D/3D/2D .4
D. NORDIAN PT 137-D 3,X 700 6D/5D/4D/2D "
Notes: Blast Radius: 0-2/4/8/12. All missiles except A above (which must be aimed directly at a target), have small guidance systems. The guidance system works in conjunction with sensors packages found in the launchers and in some types of armor.

BLASTER ARTILLERY

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. ANTI-VEHICLE TOWERS (Speeder Scale)
A. ATGAR 1.4 FD P-TOWER 3,R 8000 2D+2 N/A
TYPE: Light Anti-Vehicle Laser Cannon
CREW: 4
BODY: 2D
RANGE: 10-500/2 KM/10 KM
FIRE RATE: 1/2
FIRE CONTROL: 1D
BLAST RADIUS: Target
B. SPEIZOC v-188 PENETRATOR 3,X 30,000 7D/5D+2/3D+2 "
TYPE: Heavy Anti-Vehicle Cannon
CREW: 8
BODY: 3D+1
RANGE: 50-600/5km/25km
FIRE RATE: 1/3
FIRE CONTROL: 1D
BLAST RADIUS: 20m
2. ANTI-ORBITAL ION CANNONS (Capitol Ship Scale)
A. ATGAR T-47 SHOCKER 3,X 10,000 8D Ionization "
TYPE: Light Surface-to-Space Anti-Orbital Cannon
CREW: 15
BODY: 3D
RANGE: Atmosphere-60/150/300km
FIRE RATE: 1/1
FIRE CONTROL: 3D
BLAST RADIUS: Target Vessel
B. KDY c-100 P-DEFENDER 3,X 15,000 10D Ionization "
TYPE: Medium Surface-to-Space Anti-Orbital Cannon
CREW: 20
BODY: 4D
RANGE: Atmosphere-90/175/400km
FIRE RATE: 1/1
FIRE CONTROL: 4D
BLAST RADIUS: Target Vessel
C. KDY v-150 PLANET DEFENDER 3,X 20,000 12D Ionization "
TYPE: Heavy Surface-to-Space Anti-Orbital Cannon
CREW: 27
BODY: 5D
RANGE: Atmosphere-100/150 KM/2 Space Units
FIRE RATE: 1/1
FIRE CONTROL: 5D
BLAST RADIUS: Target Vessel
3. ESPO MORTAR (CSA)
A. ESPO GRENADE MORTAR 3,R(X) 3500 as grenade "
TYPE: Anti-Infantry Grenade Launcher
AMMO: 100
CREW: 1
BODY: 4D
RANGE: 25-100/500/1km
FIRE RATE: 5
FIRE CONTROL: 1D
BLAST RADIUS: as grenade

EQUIPMENT FOR SPEEDERS, WALKERS, SPACE TRANSPORTS, STARFIGHTERS AND CAPITOL SHIPS

SPEEDERS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. SENSORS
A. EPR 2 500 N/A 10
B. FST 2 900 " 20
C. DER 2,F 1100 " 30
D. CGT 3,R 2500 " 70
E. HSI 2,R 3500 " 60
F. LFI 2,F 1000 " 40
2. SENSOR JAMMERS SKILL BONUS
A. MERR/SONN K-12 JAMMER 2,R(X) 2000 +1D 45
Add the +1D bonus to Communications.
3. SECRET CARGO COMPARTMENTS
A. CONCEALED 2,F(R) 200+ N/A VAR
Moderate Difficulty to notice. All prices are based on a standard size (GM's discretion) speeder and increase with larger versions.
B. HIDDEN 3,R(X) 400+ " "
Difficult Difficulty to notice. All prices are based on a standard size (GM's discretion) speeder and increase with larger versions.
C. SCANNER RESISTANT 3,X 1000+ " "
Very Difficult Difficulty to notice. All prices are based on a standard size (GM's discretion) speeder and increase with larger versions.
4. REFRIGERATION EQUIPMENT
A. STRD 2 100 N/A 25
5. ENVIRONMENTAL CONVERTERS
A. STRD 2 4000 N/A 500
6. WEAPONSDAMAGE
A. LINKED WEAPONS 2 100 N/A N/A
B. BLASTER CANNON 2,F 1000 See Below 500
Fire Control: 1D. Damage: 1D
C. LASER CANNON 2,R 1500 See Below 1T
Fire Control: 2D. Damage: 2D
D. LIGHT ION CANNON 2,F 1000 See Below 500
Fire Control: 1D. Damage: 2D
E. GOLON ARMS TWIN TY .8 (LZ .8) 3,X 12,000 3D "
TYPE: Light Anti-Infantry Battery
CREW: 3
BODY: 2D (3D for fixed version)
RANGE: 30-400/2km/12km
FIRE RATE: 6/1
FIRE CONTROL: 1D+1
BLAST RADIUS: 5m
F. ESPO GRENADE MORTAR 3,R(X) 3500 as grenade "
TYPE: Anti-Infantry Grenade Launcher
AMMO: 100
CREW: 1
BODY: 4D
RANGE: 25-100/500/1km
FIRE RATE: 5
FIRE CONTROL: 1D
BLAST RADIUS: as grenade

WALKERS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. SENSORS
A. EPR 2 750 N/A 15
B. FST 2 1400 " 25
C. DER 2,F 1700 " 35
D. CGT 3,R 3500 " 75
E. HSI 2,R 5500 " 65
F. LFI 2,F 2000 " 45
2. SENSOR JAMMERS SKILL BONUS
A. MERR/SONN KSJ-34 JAMMER 2,R(X) 3500 +1D 50
Add the +1D bonus to Communications.
3. SECRET CARGO COMPARTMENTS
A. CONCEALED 2,F(R) 450+ N/A VAR
Moderate Difficulty to notice.
B. HIDDEN 3,R(X) 800+ " "
Difficult Difficulty to notice.
C. SCANNER RESISTANT 3,X 2000+ " "
Very Difficult Difficulty to notice.
4. PASSENGER CONVERSION
A. STRD 2 300 N/A 5T
WEAPONS DAMAGE
A. LINKED WEAPONS 2 100 N/A N/A
B. BLASTER CANNON 2,F 1000 See Below 500
Fire Control: 1D
Damage: 1D
C. LASER CANNON 2,R 1500 See Below 1T
Fire Control: 2D
Damage: 2D
D. LIGHT ION CANNON 2,F 1000 See Below 500
Fire Control: 1D
Damage: 2D
E. GOLON ARMS TWIN TY .8 (LZ .8) 3,X 12,000 3D "
TYPE: Light Anti-Infantry Battery
CREW: 3
BODY: 2D (3D for fixed version)
RANGE: 30-400/2km/12km
FIRE RATE: 6/1
FIRE CONTROL: 1D+1
BLAST RADIUS: 5m
F. ESPO GRENADE MORTAR 3,R(X) 3500 as grenade "
TYPE: Anti-Infantry Grenade Launcher
AMMO: 100
CREW: 1
BODY: 4D
RANGE: 25-100/500/1km
FIRE RATE: 5
FIRE CONTROL: 1D
BLAST RADIUS: as grenade

SPACE TRANSPORTS AND STARFIGHTERS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. SENSORS TONS
A. EPR 2 5000 N/A 1T
B. FST 2 9000 " 2T
C. DER 2,F 11,000 " 3T
D. CGT 3,R 25,000 " 7T
E. HSI 2,R 35,000 " 6T
F. LFI 2,F 10,000 " 4T
2. SENSOR JAMMERS SKILL BONUS
A. MERR/SONN DR-45 JAMMER 2,R(X) 20,000 +1D 5T
Add the +1D bonus to Communications
3. SENSOR DECOYS
A. STRD 2,R 1000 N/A 3
4. ADDITIONAL FUEL CELLS
A. STRD 2 500 " .1
5. SOLID FUEL CONVERTER
A. STRD 2 8000 " 5
6. SCOOPS
A. STRD 2 15,000 " 15
7. SOLAR CONVERTERS
A. STRD 2 12,000 N/A 10
Takes 6-8 hours to charge one cell within a system; 8-14 hours outside a system (based on the type of sun the converters are closest to).
8. TRACTOR BEAM
A. STRD 2,R 8000 STR 3D 15
Fire Control: 1D
9. SECRET CARGO COMPARTMENTS
A. CONCEALED 2,F 200 N/A Variable
Moderate Difficulty to notice.
B. HIDDEN 3,R 400 " "
Difficult Difficulty to notice.
C. SCANNER RESISTANT 3,X 1000 " "
Very Difficult Difficulty to notice.
10. AUTOMATIC CARGO JETTISON
A. STRD 2,F 1000 N/A 2
11. PASSENGER CONVERSION
A. STRD 2 400 N/A 10/1
12. REFRIGERATION EQUIPMENT
A. STRD 2 100 N/A .05
13. ESCAPE EQUIPMENT
A. STRD 1 1200 N/A 5
14. REPLACEMENT NAV COMPUTER
A. STRD 2 1200 N/A .5
15. ENVIRONMENTAL CONVERTERS
A. STRD 2 4000 N/A 4
16. WEAPONSTONS
A. LINKED WEAPONS 2 1000 N/A N/A
B. GOLAN ARMS BL-13c 3,X 10,000 2D 1
TYPE: Light Blaster Cannon
SCALE: Starfighter
CREW: 1
FIRE RATE: 1
ATMOSPHERE RANGE: 100-400/900/1.4km
SPACE RANGE: 1-4/9/14
FIRE CONTROL: 1D
C. MERR/SONN HUNTER-X 3,X 20,000 3D 2
TYPE: Medium Blaster Cannon
SCALE: Starfighter
CREW: 1
FIRE RATE: 1
ATMOSPHERE RANGE: 100-500/1KM/1.7km
SPACE RANGE: 1-5/10/17
BLAST RADIUS: 2m
FIRE CONTROL: 2D
D. GOLAN ARMS DLD-5 3,X 40,000 4D 3
TYPE: Heavy Blaster Cannon
SCALE: Starfighter
CREW: 1
FIRE RATE: 1
ATMOSPHERE RANGE: 100-600/1.5km/2km
SPACE RANGE: 1-6/15/20
BLAST RADIUS: 2m
FIRE CONTROL: 2D+2
E. GOLAN ARMS LC-12 3,X 12,000 3D 2
TYPE: Light Laser Cannon
SCALE: Starfighter
CREW: 1
FIRE RATE: 1
ATMOSPHERE RANGE: 100-250/1km/2km
SPACE RANGE: 1-2.5/10/20
BLAST RADIUS: 3m
FIRE CONTROL: 1D
F. GOLAN ARMS LCa-6 3,X 15,000 4D 3
TYPE: Medium Laser Cannon
SCALE: Starfighter
CREW: 1
FIRE RATE: 1
ATMOSPHERE RANGE: 100-300/1.2km/2.5km
SPACE RANGE: 1-3/12/25
BLAST RADIUS: 4m
FIRE CONTROL: 2D
G. MERR/SONN Z-19 3,X 30,000 5D 4
TYPE: Heavy Laser Cannon
SCALE: Starfighter
CREW: 1
FIRE RATE: 1
ATMOSPHERE RANGE: 100-350/1.5km/3km
SPACE RANGE: 1-3.5/15/30
BLAST RADIUS: 5m
FIRE CONTROL: 2D+2
H. MERR/SONN CLMS-2D 3,X 50,000 See Missile 3
TYPE: Light Concussion Missile Launcher
SCALE: Starfighter
CREW: 1
FIRE RATE: 1
ATMOSPHERE RANGE: 100-200/800/1.5km
SPACE RANGE: 1-2/8/15
BLAST RADIUS: 2m
FIRE CONTROL: 2D
CAPACITY: 8
I. CONCUSSION MISSILES
STRD 3,X 10,000 8D .03
STARBOLT 3,X 24,000 12D .04
J. GOLAN ARMS PTL-Al 3,X 50,000 See Torpedo 1
TYPE: Light Proton Torpedo Launcher
SCALE: Starfighter
CREW: 1
FIRE RATE: 1
ATMOSPHERE RANGE: 50-100/300/700
SPACE RANGE: 1/3/7
BLAST RADIUS: 3m
FIRE CONTROL: 2D
CAPACITY: 10
K. PROTON TORPEDOES 3,X 800 9D .02
TYPE: Standard Proton Torpedo
SCALE: Starfighter
ATMOSPHERE RANGE: 50-100/300/700
SPACE RANGE: 1/3/7
BLAST RADIUS: 3m

CAPITOL SHIPS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. SENSORS
A. EPR 2 5,000,000 N/A 10T
B. FST 2 9,000,000 " 20T
C. DER 2,F 11,000,000 " 30T
D. CGT 3,R 25,000,000 " 70T
E. HSI 2,R 35,000,000 " 60T
F. LFI 2,F 10,000,000 " 40T
2. SENSOR JAMMERS SKILL BONUS
A. MERR/SONN CSJ-25 2,R(X) 300,000 +1D 50T
Add the +1D bonus to Communications.
3. SENSOR DECOYS
A. STRD 2,R 1000 N/A 3
4. ADDITIONAL FUEL CELLS
A. STRD A-C 50,000 " 1
5. SOLID FUEL CONVERTER
A. STRD 2 800,000 " 50
6. SCOOPS
A. STRD 2 1,500,000 " 150
7. SOLAR CONVERTERS
A. STRD 2 1,200,000 N/A 100
8. TRACTOR BEAM (FC: 1D)
A. STRD 2,R 800,000 STR 4D 150
9. SECRET CARGO COMPARTMENTS
A. CONCEALED 2,F 20,000+ N/A VAR
Moderate Difficulty to notice.
B. HIDDEN 3,R 40,000+ " "
Difficult Difficulty to notice.
C. SCANNER RESISTANT 3,X 100,000+ " "
Very Difficult Difficulty to notice.
10. AUTOMATIC CARGO JETTISON
A. STRD 2,F 100,000 N/A 20
11. PASSENGER CONVERSION
A. STRD 2 40,000 N/A 20/1
12. REFRIGERATION EQUIPMENT
A. STRD 2 10,000 N/A .5
13. ESCAPE EQUIPMENT
A. STRD 2 120,000 N/A 50
14. REPLACEMENT NAV COMPUTER
A. STRD 2 120,000 N/A 5
15. ENVIRONMENTAL CONVERTERS
A. STRD 2 400,000 N/A 40
16. WEAPONS DAMAGE
A. LINKED WEAPONS 2 10,000 N/A N/A
B. GOLAN ARMS BL-7zxC 3,X 100,000 2D 10
TYPE: Light Blaster Cannon
SCALE: Capitol Ship
CREW: 1
FIRE RATE: 1
ATMOSPHERE RANGE: 100-400/900/1.4km
SPACE RANGE: 1-4/9/14
BLAST RADIUS: Target vessel
FIRE CONTROL: 1D
C. MERR/SONN HUNTER-XC 4,X 200,000 3D 20
TYPE: Medium Blaster Cannon
SCALE: Capitol Ship
CREW: 1
FIRE RATE: 1
ATMOSPHERE RANGE: 100-500/1km/1.7km
SPACE RANGE: 1-5/10/17
BLAST RADIUS: Target vessel
FIRE CONTROL: 2D
D. GOLAN ARMS DLD-5C 4,X 400,000 4D 30
TYPE: Heavy Blaster Cannon
SCALE: Capitol Ship
CREW: 1
FIRE RATE: 1
ATMOSPHERE RANGE: 100-600/1.5km/2km
SPACE RANGE: 1-6/15/20
BLAST RADIUS: 2m
FIRE CONTROL: 2D+2
E. GOLAN ARMS LM-1C 3,X 120,000 3D 20
TYPE: Light Laser Cannon
SCALE: Capitol Ship
CREW: 1
FIRE RATE: 1
RANGE (A/S): 100-250/1km/2km
1-2.5/10/20
BLAST RADIUS: 3m
FIRE CONTROL: 1D
F. GOLAN ARMS LCr-3C 4,X 150,000 4D 30
TYPE: Medium Laser Cannon SCALE: Capitol Ship CREW: 1 FIRE RATE: 1 RANGE (A/S): 100-300/1.2KM/2.5KM 1-3/12/25 BLAST RADIUS: 4m FIRE CONTROL: 2D
G. MERR/SONN Z-19C 4,X 300,000 5D 40
TYPE: Heavy Laser Cannon SCALE: Capitol Ship CREW: 1 FIRE RATE: 1 RANGE (A/S): 100-350/1.5KM/3KM 1-3.5/15/30 BLAST RADIUS: 5m FIRE CONTROL: 2D+2
H. MERR/SONN LCMS-2C 4,X 5,000,000 See Missile 30
TYPE: Light Concussion Missile Launcher SCALE: Capitol Ship CREW: 1 FIRE RATE: 1 RANGE (A/S): 200-1KM/2KM/5KM 2-10/20/50 BLAST RADIUS: 2m FIRE CONTROL: 2D CAPACITY: 16
I. CONCUSSION MISSILES 3,X 1,000,000 8D .1
J. GOLAN ARMS PTL-C 3,X 5,000,000 See Torpedo 10
TYPE: Light Proton Torpedo Launcher SCALE: Starfighter CREW: 1 FIRE RATE: 1 RANGE (A/S): 50-100/300/700 1/3/7 BLAST RADIUS: 3m FIRE CONTROL: 2D CAPACITY: 20
K. PROTON TORPEDOS 3,X 800 9D .02
The above listed weights may be reduced (for Space Transports/Starfighters and Capitol Ships) by increasing the base price as follows:
Wt ReductionCost Increase: ST and SF / CS
x26%/4%
x2.510%/7%
x315%/10%
x420%/13%

PLANETARY SYSTEMS AND EQUIPMENT

All items are Death Star scale except as noted

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. PLANETARY DEFENSE SHIELDS
A. STRD 3,R(X) 2,000,000,000 1D (see below) N/A
Maximum rating in layers for entire planet: 5D. Special areas may go as high as 10D (Cities, Bases, etc..). When planetary shields are up no ship can enter or leave the planet.
2. WEATHER MODIFICATION/CONTROL SYSTEM
A. STRD 2 750,000,000 N/A N/A
3. SENSORS
A. EPR 2 6,000,000 N/A N/A
B. FST 2 10,000,000 " "
C. DER 2,F 12,000,000 " "
D. CGT 3,R 30,000,000 " "
E. HSI 2,R 40,000,000 " "
F. LFI 2,F 15,000,000 " "
G. S JAMMER 3,R 25,000,000 " "
4. SOLAR CONVERTERS
A. STRD 2 12,000,000 N/A N/A
5. TRACTOR BEAMS DAMAGE
A. STRD (FC: 1D) 3,R(X) 8,000,000 3D STR N/A
6. HEATING/REFRIGERATION SYSTEMS
A. STRD 2 1,000,000 N/A N/A
7. ENVIRONMENTAL CONVERTERS
A. STRD 2 6,000,000 N/A N/A
8. FUSION REACTOR SYSTEMS
A. STRD 2,R 25,000,000 N/A N/A
9. INNER-CITY MASS TRANSIT SYSTEMS
A. STRD 2 900,000,000 N/A N/A
10. FOOD STORAGE FACILITIES
A. STRD 1 40,000,000 N/A N/A
11. WASTE DISPOSAL SYSTEMS
A. STRD 1 200,000,000 N/A N/A
12. SECURITY SYSTEMS
A. STRD (covers 500 cells) 2,F(R) 6,000,000 VAR N/A
B. SECURTEC ONE (1000) 3,R 10,000,000 " "
C. SECURTEC TWO (5000) 3,R(X) 35,000,000 " "
D. SECURTEC THREE (10,000) 3,R(X) 50,000,000 " "
13. DETENTION BLOCKS
A. STRD 2,F 5,000,000 N/A N/A
Each Block contains 200 cells and one Security Station.
14. WEAPON SYSTEMS DAMAGE
A. ATGAR D-7 SHOCKER 3,X 60,000 8D Ionization N/A
TYPE: Light Surface-to-Space Anti-Orbital Cannon
SCALE: Capitol Ship
CREW: 15
BODY: 3D
ATMOSPHERE RANGE: 60km/150km/300km
FIRE RATE: 1/1
FIRE CONTROL: 3D
BLAST RADIUS: Target Vessel
B. KDY c-100 P-DEFENDER 3,X 100,000 10D Ionization "
TYPE: Medium Surface-to-Space Anti-Orbital Cannon
SCALE: Capitol Ship
CREW: 20
BODY: 4D
ATMOSPHERE RANGE: 90km/175km/400km
FIRE RATE: 1/1
FIRE CONTROL: 4D
BLAST RADIUS: Target Vessel
C. KDY v-150 PLANET DEFENDER 3,X 160,000 12D Ionization "
TYPE: Heavy Surface-to-Space Anti-Orbital Cannon
SCALE: Capitol Ship
CREW: 27
BODY: 5D
RANGE: Atmosphere-100km/150km/2 Space Units
FIRE RATE:1/1
FIRE CONTROL:5D
BLAST RADIUS: Target Vessel
D. COMAR C-104 DUAL TRACKER 3,X 30,000 4D "
TYPE: Medium Surface-to-Air Anti-Atmospheric Gun
SCALE: Starfighter
CREW: 2
BODY: 2D
RANGE: 20-400/2km/12km
FIRE RATE: 1/3
FIRE CONTROL: 3D
BLAST RADIUS: Target Vessel
E. COMAR G-003 TRI-TRACKER 3,X 50,000 5D "
TYPE: Medium Surface-to-Air Anti-Atmospheric Gun
SCALE: Starfighter
CREW: 2
HULL: 2D
RANGE: 20-600/3km/16km
FIRE RATE: 1/3
FIRE CONTROL: 4D
BLAST RADIUS: Target Vessel
F. COMAR K-750 QUAD-TRACKER 4,X 80,000 6D "
TYPE: Heavy Surface-to-Air Anti-Atmospheric Gun
SCALE: Starfighter
CREW: 3
HULL: 3D
RANGE: 30-800/4km/19km
FIRE RATE: 1/3
FIRE CONTROL: 4D+2
BLAST RADIUS: Target Vessel
G. LORONAR SYSTEM A1 3,X 400,000 5D "
TYPE: Medium Turbolaser Battery
SCALE: Capitol Ship
CREW: 4
BODY: 3D
RANGE: Atmosphere-100/200km/3 Space Units
FIRE RATE: 2/1
FIRE CONTROL: 1D
BLAST RADIUS: Target Vessel
H. LORONAR SYSTEM I 3,X 800,000 6D "
TYPE: Heavy Turbolaser Battery
SCALE: Capitol Ship
CREW: 5
BODY: 4D
RANGE: Atmosphere-100/250km/5 Space Units
FIRE RATE: 2/1
FIRE CONTROL: 1D+1
BLAST RADIUS: Target Vessel
15. ANTICONCUSSION FIELDS
A. STRD 3,X 1,200,000,000 +3D N/A
The rating is added to the planets shields. Any damage a structure with this device receives is reduced by one level regardless of protection.


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