9 Dasch Delothrea: Dark Warrior/Assassin

Dark Warrior/Assassin


Original Stats | Current Stats | Equipment | Ship

Background: Dasch is the illegitimate son of Tapani Lord Bal Jaset, a product of a liaison between Bal and his mother (Tempest Leoclad) - one of his household domestic staff. He has his mother’s platinum blonde hair with her good looks and his father’s eyes.

He is the oldest surviving twin as his sister and mother died in child birth due to unforeseen complications. Dasch was adopted and raised by one of his mother’s oldest friends (Menzemii Delothrea) until the age of five. That is when Bal learned of his son's existence and sent assassins to kill him.

The assassins slaughtered his adopted family as if they were animals. By blind luck Dasch hid and survived the attack. He was found wondering the streets by one of his neighbors. Now alone, he was taken to an orphanage.

As luck would have it, the orphanage was run by the Covert Activities Cadre (CAC) who started training those in there charge to be future operatives from a young age. He received the best combat training available and honed his skills in covert operations, assassination and espionage.

By the age of eighteen, very few of the orphans had survived the training. Those that did were put through a final testing process.

The instructor entered his barracks on the last day and fired a weapon into the air. "Here is your assignment. Kill the nearest being and drag his/her body outside. Anybody not outside in two minutes will be terminated."

A massive brawl erupted. The survivors dragged their dead classmates outside. The chief instructor acted very pleased to see the results. "Take a look around. These beings are not your friends any more than they are your competition. Even less of you will survive the next exercise."

All the surviving trainees were led into another room, the door swiftly closed behind them. The instructor gave a quick speech. "Today’s the day to see if you’re going to complete the training or not. Each of you will draw a number. Numbers one and two will enter the cage at the same time and fight two minutes. The winner will fight numbers three and four; the winner of that round will fight numbers five, six and seven. The winner of that fight meets the final four. Now take a number and choose your fate."

*  *  *

~I entered the cage as number two. I held my own, but was fading fast. I was about to be killed by one of the other trainees when the chief instructor called STOP.~

"Bravo! What a terrific performance! You have exceeded my expectations! I have decided to break the rules and keep all three of you! Well done."

Dasch and the other two survivors were led from the cage and taken to the medbay where wounds were tended to.

*  *  *

After a few days in the medbay they were taken to meet the chief instructor for dinner. After a few minutes of pre- dinner conversation an unknown man entered the room. The chief instructor introduced the man as Keeper, head of the CAC.

“At first I was angry that the chief had violated the rules, but when she showed the holo’s of your training sessions and the final test, I could see why she made her decision. He raised his glass in silent salute to the chief. He then raised his glass to me and the two other candidates. “Well done to the three of you.” He quoted the services motto. “Primo Victoria (First Victory)!”

Dinner stayed uneventful though the food and the wine were exquisite; better than the slop he had been eating during his training. The only exception came when the trainees were instructed in savior faire and etiquette with food and drinks (namely various wines).

"You will be allowed a short leave then given your first assignments. Good luck to you."

*  *  *

After the short leave (three days) I was assigned my first mission. For the next six years I posed as a smuggler and a pirate traveling around the Tapani Sector where I learned every hyperspace route within the entire sector. During this period I carried out the odd non-sanctioned assassination and was paid handsomely, amassing a small fortune in the process.

The proceeds from these assassinations were used to set up investments in businesses, legitimate and not so legitimate, both inside and outside the Tapani sector.

During one of the not so legitimate dealings I did some work with an arms dealer. He wanted some competition distracted for a period of time to prevent them from bidding on a contract. I was happy to oblige. Upon completion of the job, rather than credits, he offered to pay me in weapons. Whilst credits were nice, I could always use a steady supply of weapons. I agreed to the deal. He also had contacts with various weapons manufacturers and weapon smiths - a rather useful contact to have.

At the completion of this assignment I returned to base and, after another short period of leave, received another assignment to Procopia, the sector capital. I was tasked with monitoring the other Houses' activities. I had half a dozen run-ins with the several merc’s and House assassins, as well as the ISB. I evaded then all and managed to assassinate a House Macetti minor noble and frame the ISB for the crime. As a result, I created a small rift between the two. The act, hopefully, would help House Melantha gain favor with the Empire and shift the negative spotlight to House Mecetti.

*  *  *

During his time on Procopia Dasch had been approached via intermediaries and was recruited into a rebel cell. He realized that, no matter what he did, he could not stop House Macetti – or any other House – from ascending to power, as it looked like that would happen based on clues he had discovered during his tenure as a smuggler/pirate. So, whatever he discovered not only went to his Masters in the CAC, but to his rebel contacts as well. Shortly after he joined one of the other members reported that several pirates had been killed and their ships taken. This was Dasch’s first warning that something was off.

Eventually his masters got suspicious of him double-dipping, but were unable to prove anything. However, the attack on Festival Season happened and House Macetti took over due mostly to the heroics of its leader, Bod'e Leobund. After finding out that all the pirates had been killed, Dasch immediately thereafter broke into the archives of the CAC and destroyed records of his existence and his ops and nearly got caught in the process. He decided at that moment that he needed to get out of the Tapani sector as fast as he could manage. He made contact with his rebel associates and had them help make the arrangements.

Unbeknownst to him, the two others he contacted were under surveillance. He arrived too late, only to find that security forces were already there. He watched as his rebel friends’ dead bodies were being dragged out by the beings in unmarked armor. At the time, he was unsure of who was responsible. At a guess...it was either the Empire or House Macetti.

He activated his encrypted comlink. "This is Stiletto. Wheel and Ratchet are dead. Initiated Haven's self-destruct. Heading to Sanctuary. Need coordinates for an out, ASAP." He then sent the message in burst mode to avoid detection then promptly decoyed the comlink. Blending into the crowd, Dasch slipped away like he was taught many years earlier and awaited contact while not taking a direct course to his Sanctuary. He traveled around for a few hours, making sure he wasn’t being followed, before actually heading there in the city's Works district.

The location had been selected due mostly to the maze of passageways, being very easy to get lost if you didn’t know the area. Within the maze Dasch selected a specific site for his secret abode he called Sanctuary, as it came with multiple entrances and exits. With some of the credits he had earned he installed a complete surveillance system covering all entries and exits as well as all routes to and from Sanctuary that led to the city proper. Dasch also tried to cover any surveillance locations where he could be watched.

Sometime later he managed to leave the sector without incident. He traveled to a place his two rebel contacts suggested and make contact with another rebel cell. He did so. This allowed him access to a larger cell that eventually led him to a group called Second Fleet. After a few days they finally allowed him to join as a civilian contractor and introduced him to a very large human by the name of Harry. He was also a civilian contractor and enjoyed it. He remained mostly free of the military Chain-of-Command and got paid handsomely for his work.

Harry informed Dasch that there would be a large op coming up shortly that both of them would be involved with. The chicken factor for the mission had been given as ‘very high’, which lit up Harry’s face with a big smile.

Shortly after that Dasch received a request to come to the Hujinn in a shuttle and wait for the final briefing to take place.

Physical Description: Dasch is of average height he has his mother’s platinum blonde hair as well as her good looks. He also has his father’s eyes.

Personality:The trials and the training Dasch went through produced a highly efficient operative and a very skilled assassin. He is cold calculating and extremely dangerous to those who cross him.

Objective(s): To get justice for his dead adopted mother and to end Bode's dominion over his homeland by any means necessary.

Quote(s): “Secrets are not my concern. Keeping them is.”
“It's not my place to ask. I believe in something greater than myself. A better galaxy. A galaxy without sin.”

Template: Dark Warrior
Character Name: Dasch Delothrea
Alias(es): Dasch Jaset (see below for additional)
Prestige Classes: Ninja Assassin, L3 / Master Duelist, L2
Gender: Male
Species: Human
Age: 35
DOB: 39.5 BBY
Eyes: Black
Hair: Black
Skin: Medium
Height: 1.7 meters
Weight: 68kg
Force Sensitive: No
Force Points: 1
Dark Side Points: 3
Character Points: 10
Extra Character Points: 281
Cyber Points: 9
Move: 12
Place of Birth: House Melantha, Tapani Sector
Homeworld: Shella
City: Lentemera
ATA: 23%

Dexterity 4D [7D]: Acrobatics 5D [+3D], blaster 9D [+3D, +1D], blind fighting 5D [+3D], dodge 7D+2 [+3D], firearms 7D [+3D], melee combat 7D [+3D, +1D], running 4D [+3D]
Perception 4D [7D]: Bargain: 4D [+3D], command 4D [+3D], con 5D [+3D], (s) con: disguise 6D [+3D], forgery 4D [+3D], hide 4D [+3D], investigation 4D [+3D], persuasion 5D [+3D], search 5D [+3D], sneak 4D+2 [+3D]
Strength 3D [6D]: Brawling combat 6D [+3D], climbing/jumping 4D [+3D], (As) martial arts: systema 8D+1, [T] stamina 7D [+3D], swimming 3D [+3D]
Knowledge 3D: Alien species 3D, [Ts] biochemistry: exotic poisons 6D, bureaucracy 5D, cultures 3D, intimidation 4D, languages 3D, planetary systems 5D, (s) scholar: poetry 4D, (s) scholar: military history 4D, survival 4D, tactics 6D+2, willpower 7D
Mechanical 2D: Astrogation 4D, communications 3D, computer ops 4D, powersuit ops 4D, repulsorlift ops 3D, sensors 3D, space transports 4D, starship gunnery 4D, starfighter Piloting 4D
Technical 2D: First aid 4D, security 5D, demolitions 4D

Talents:
Additional Aliases:
Torian Caldera
Tharan Cedarax
Felix Jaso
Tharon Grell
Akaavi Vek
Guss Jorgan
Malavai Quinn
Koth Shan

Emergency use Only

Eckard Temple
Tyresius Marr
Xalek Wilsaam
Vector Pierce
Nikola Drelik

Special Abilities:
Ambidexterity

Innate Abilities:
Ambidextrous
Quickdraw
Lightning Reflexes
Veteran under Fire

Cybernetics:
Dexterity Enhancement: Adds 3D to Dexterity and all associated Skills
Strength Enhancement: Adds 3D to Strength and all associated Skills
Speedware Enhancement: Adds 3D to Perception and all associated Skills

(A) Martial Arts: Systema:
Dasch knows the following Martial Arts: Systema maneuvers: Flawless Counter, Debilitating Strike, No Fall, Soft Fall, Surprise Attack and Attack Flurry

For every 1D that a character improves Systema martial art, that character gains a special maneuver described below. In addition to those listed below, the following martial arts skills are acceptable for selection by Systema combatants: Blind fighting, Instant Stand, Instant Wound, Multiple Strikes, and Silent Strike. Characters must declare which martial arts technique they are attempting to use prior making the required skill roll unless otherwise indicated.

Systema Martial Arts

Skill Name What it does Difficulty Description
Flawless Counter The character can counter a melee attack to perfection. Difficult If the character makes the required skill roll, his next attack (which must be a hand-to-hand attack) is automatically successful.
Debilitating Strike The character is trained to target vital areas such as nerve clusters, breathing tubes, blood vessels or the throat of the Opponent. Moderate A character using this maneuver may target Vital Areas to strike at. If the character is successful in making his skill roll, his opponent may take no other actions this round due to shock of the strike.
No Fall The character is trained to turn a normal fall into a backflip and land standing or crouched. Difficult If the character is tripped or falling, she may use this technique to flip and land standing up. The character may then react as normal for the remainder of the round.
Soft Fall The character is trained to use his martial arts talent to soften a fall of up to 20 meters. Difficult If the character makes the required skill roll, he may soften the impact of falling by up to 5D.
Surprise Attack The character is trained to alter body language so as not to give away an attack. Moderate If the character makes the required skill roll, they may attack their opponent without giving any warning, causing their opponent to suffer -2D to all reaction rolls. If the character waits for one additional round before attacking, they automatically gain that round's initiative over their opponent as well.
Attack Flurry The character is trained to make many attacks in quick succession, using elegant maneuvers and overwhelming the opponent with multiple blows in a short amount of time. Moderate If the character makes the moderate roll then he/she hits the opponent with 2 attacks, however moderate +5 on attack is achieved he/she manages to land 2 plus an additional 1 for 3 hits, if moderate +10 result is achieved then he manages to land 2 base +2 additional for 4 hits , if a moderate +15 result is achieved 2 base +3 additional hits for a total of 5 hits.
Rain of Blows The character is trained to launch an astonishing number of attacks within a single moment, striking over and over with elegant, flowing techniques that kept their opponents off balance and disoriented from the overwhelming number of attacks. Moderate May make up to 5 additional attacks with -2 penalty for the first additional for each additional after the first additional apply an additional +1 ( first no penalty, 2nd -2 , 3rd – 3, 4th -4, 5th -5) must state how many attacks he/she intends to Make that round.

If dice roll meets target number for Difficult or higher, then blow has additional effects.

Difficult target loses -2 to initiative
Very Difficult -2 initiative -2 attack rolls
Heroic -3 initiative, -2 attack rolls, -2 defensive rolls
Heroic +5 -5 initiative -3 attack rolls -3 defensive rolls
Heroic +10 -5 initiative -5 attack rolls -5 defensive rolls
Heroic +15 May not act this turn, -10 to initiative, -5 to attack rolls, -5 to defensive rolls in the following turn

Successive Strike The character is trained to rain down a flurry of painful blows on his opponents' weak spots by concentrating their attacks with deadly accuracy using the hands and legs in combination. Difficult If the character successful makes the required skill roll he/she may make an additional attack, the first five additional attacks are make with no penalties as long as they keep hitting and additional attacks after the first five are made with a -1D to roll per attack.


Assassinations:
Thadd the Butcher: Underboss Pyke syndicate: 300,000 Dead, Bonus: 75,000 for completion within the specified time frame
Kievan Bol: Xucphra corporation: 400,000; 1,000,000 kuat drive stock, 500k in Sienna fleet systems stock
Elan Koth: Slaver: 200,000 Imperial credits

Prestige class Bonuses:

Ninja Assassin: Level 3

1. Exceptional Resources
2. Skill Bonus
3. Skill Bonus

Exceptional Resources: A Ninja Assassin has access to a multitude of resources. Once per day, the Ninja Assassin can make a Knowledge check to use these resources. The value of the resources gained equal the Ninja Assassin’s level x the total of his Knowledge rolls x 1,000. Thus, a 4th level Ninja Assassin who rolls an 11 on his Knowledge check would gain 44,000 credits' worth of resources (4 x 11 x 1,000 = 44,000). These resources can take any form the Ninja Assassin chooses (with the GM’s permission) and are his to do with as he wishes. The resources gained arrive within 1D hours (barring his/her ability to send/receive communication).
Skill Bonus: At 2nd through 9th levels, the Ninja Assassin gains a +1D skill bonus to any one of the following skills (due to his intense studies and physical training): Acrobatics, Blind Fighting, Contortion, Dodge, Melee Combat, Pick Pocket, Running, Thrown Weapons, Hide, Persuasion, Sneak, Brawling Combat, Climbing/Jumping, Stamina, Cultures, Intimidation, Languages, Scholar, Tactics, First Aid, Technology, (A) Martial Arts, (AS) Martial Arts: Hapan, (AS) Martial Arts: Echani, (AS) Martial Arts: Jala'ishi, (AS) Martial Arts: K'tara, (AS) Martial Arts: K'thri, (AS) Martial Arts: Republic Senate Guard, (AS) Martial Arts: Dajitte, and Willpower. This skill bonus is permanent.

Master Duelist: Level 2

1. Range Weapon Focus +1D
2. Melee Weapon Focus +1D

Ranged Weapon Focus: Starting at 1st level, the Master Duelist may choose any one ranged weapon as their weapon focus. Whenever she uses this weapon in combat, she adds a +1D bonus to all attack rolls. At 7th level, this bonus increases to +2D.
Melee Weapon Focus: Starting at 2nd level, the Master Duelist may choose any one melee weapon as their weapon focus. Whenever she uses this weapon in combat, she adds a +1D bonus to all attack rolls. At 8th level, this bonus increases to +2D.

Contacts:
The Red Corsair: Pirate Leader, lives outside Tapani Sector
Ardun Kale: Arms Dealer
Note: Does not know their true identities or their current status.

Tapani Rebel Cell Members:
Tiger Eye
Obsidian
Star Opal
Member 1 Codename: Wheel, Status: Dead
Member 2 Codename: Rachet, Status: Dead
Member 3 Codename: Legate, Status: Unknown
Member 4 Codename: Chance, Status: Unknown
Member 5 Codename: Sabre, Status: Unknown

Equipment:
  1. 2 Fenriss Arms Compact Blaster Pistols (see below)
  2. 2 Fenriss Arms Sonic Disruptor Pistols (see below)
  3. Fenriss Arms Heavy Sniper Rifle (see below)
  4. Fenriss Arms Blaster Carbine (see below)
  5. 2 Fenriss Arms Black Raven Heavy Silenced Pistols (see below)
  6. Fenriss Arms Skorpion (see below)
  7. Kaminoan Dart Gun (see below)
  8. Force Blade (see below)
  9. 2 Modified Vibroshiv’s (see below)
  10. Numax Black Paw Full Combat Armor (see below)
  11. Utility Belt: High tension cable and grappling hooks, concentrated rations, spare comlink, spare encrypted comlink, water pouches (2), blaster power packs or magazines for weapons (can hold a total of 4)
  12. Aquata Breather
  13. Lock Breaking Kit
  14. Security Kit
  15. Shadow Suit
  16. Snooper Goggles
  17. Shadow Cloak
  18. Disguise Kit
  19. Corellidyne CQ-3.9x holographic disguiser
  20. 6 Rebaxan Columni MSE-6 General Purpose "Mouse" Droids (see below)
  21. 6 Arakyd Industries DRK-1 “Dark Eye” Probe Droids (see below)
  22. 6 Arakyd Industries DSK-1 “Deathstrike” Seeker Droids (see below)
  23. 4 Colicoid Infiltrator Series Assassin Droids (see below)
  24. 6 Droideka Series Destroyer Droids (see below)
  25. Geentech/Industrial Automaton 2-1B Medical Droid
  26. Industrial Automaton R2 Astromech Droid
  27. 2 Industrial Automaton R4 Astromech Droids
  28. Modified Cybot Galactica K-3PO Human-Cyborg Relations Protocol Droid (see below)
  29. Friday: Modified Cybot Galactica K-3PO Human-Cyborg Relations Protocol Droid (see below)
  30. Custom Baudo-class Star Yacht “The Raven’s Flight” (see below)
  31. Zentarian D9 Racing Speeder (see below)
Credits: 2500 on person, 250,000 credits are in secret, sensor proof compartment in ships quarters, 250,000 credits in Bank on Shella under an alias (Darian Hyllis), 100,000 in dropbox on Corellia, 100,000 in dropbox on Tauber, 100,000 in dropbox on Giju, 100,000 in bank on Barnaba under alias (Malavai Fletcher), 1,000,000 KDY stock and 500,000 in Seinar Fleet Systems stock in secret, sensor proof compartment in ships quarters

Sanctuaries:

  1. Sanctuary One: Location: Procopia in The Works District
  2. Sanctuary Two: Location: Thyferra in a Mon Calamari DeepWater-class light freighter under water
  3. Sanctuary Three: Location: Soterios in a desert canyon, within a cave complex

Equipment Descriptions:

Fenriss Arms Compact Blaster Pistol
Model: Fenriss Arms Compact Blaster Pistol
Type: Compact blaster pistol
Scale: Character
Skill: Blaster: blaster pistols
Cost: 500 (power packs: 75)
Availability: 4,R
Ammo: 50
Range: 3-10/25/60
Damage: 4D or 6D (drains 2 rounds, mode change takes an action)

Click on image for full size
 
Fenriss Arms Sonic Disruptor Pistol
Model: Standard Sonic Disruptor Pistol
Type: Anti-personnel weapon
Scale: Character
Skill: Blaster: sonic disruptor
Cost: 1000
Availability: 4,X
Ammo: 10
Fire Rate: 2 (per round)
Range: 3-4/8/12
Damage: 4D Stun (Special, alternate fire mode)
Special: a target within 4 meters may not dodge. A target 8-12 meters away may attempt to dodge with a -2D applied to the roll.
Alternate Fire Mode: Wide angle shot hits all targets in a 45-degree cone. Targets within 4 meters may not dodge; targets in the cone 5-12 meters away may attempt to dodge with a -2D applied to the roll.
Game Notes: After 10 shots, the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor; however sonic weapons may not be deflected with a lightsaber. Any character taking damage from an aural blaster suffers a -2D penalty on Perception based rolls for the rest of the round and the next as their ears need to recover. This weapon ignores most armor types unless the armor is fitted with sound dampening.

Click on image for full size
 
Kaminoan Dart Gun
Model: Kaminoan Saber Dart Hunting Rifle
Type: Saber Dart Hunting Rifle
Scale: Character
Skill: Firearms or (s) Firearms: Rifle
Cost: 850 (used); (each dart costs 15)
Availability: 2,R
Ammo: 10
Range: 3-75/200/500
Damage: 2D (see below)

Although the Saber Darts themselves cause little damage, they are used to deliver toxins; the standard toxin used of Kaminoan Saber Darts does 8D damage and takes effect in mere seconds, although tranquilizers and other chemicals can be used instead.

Specialist Sniper Scope: +2 Perception in the following vision mode IR/Thermal/ Low light, +3D to hit when using the scope with an additional +1D for each an additional round -2 rounds max (total, 5D to Hit).

Description: The Kaminoan Saber Dart Gun, is a hunting weapon from the planet Kamino, and fires small darts coated with toxic chemicals. Used by the Kaminoans to hunt underwater because of the unreliability of blaster weaponry in that environment, they have become popular off-world, although very hard to get hold of.

The high cost of using a Saber Dart Gun, doesn't deter the Bounty Hunters who love the flexibility and accuracy of this weapon, and although the Kaminoan Dart Toxin is a dangerous chemical, many users of this weapon love to make their own, to allow them to take down especially dangerous opponents.

Click on image for full size
 
Fenriss Arms Heavy Sniper Rifle
Model: Fenriss Arms Heavy Sniper Rifle
Type: Sniper Rifle
Scale: See below
Skill: Blaster
Weight: 7kg
Cost: 15,500
Availability: 4,X
Ammo: 18
Range: 3-150/500/1000 (ion/shield breaker), 3-250/600/1200 (strd/pulsed)
Damage: See below

Standard: 9D (CS)/6D (S)/4D (W); 1, 2 and 3 rounds per shot respectively
Ionic: 9D Character vs. Droids, 2 rounds per shot
Shield Breaker: 6D Character vs shield or energy shield strength, 3 rounds per shot
Pulsed Energy: 7D Stun, 2 rounds per shot out to 1200 meters

Notes: The rifle comes with an integral sound suppressor: -2D to Perception to detect the sound of the weapon firing. Also reduces damage by -1D from the above listed damages.

Specialist Sniper Scope: +2D to Perception in the following vision mode IR/Thermal/Low light, +1D to hit when using the scope, with an additional +1D for each additional round used to aim up to +3D max.

Click on image for full size
 
Fenriss Arms Blaster Carbine
Model: Fenriss Arms Blaster Carbine
Type: Fixed-stock, short blaster Carbine
Scale: Character
Skill: Blaster
Weight: Not available for sale
Cost: 900
Availability: 3,X
Fire Rate: single or 3 round burst
Ammo: 100
Range: 3-40/125/325
Damage: 5D (ss), 6D (bf)
Game Notes: If the range-finding scope is used for one round of aiming, the user receives an additional +1D to hit.

Click on image for full size
 
Fenriss Arms Black Raven Heavy Pistol
Model: Black Raven HP
Type: Modified Slugthrower Pistol
Scale: Character
Skill: Firearms
Cost: Modified version not for sale
Availability: 4,R
Ammo: 15
Range: 3-10/30/60
Damage: 3D+2 (4D+2 without silencer/fss)
Game Notes: Integral silencer and flash suppression system. -2D to oppositions Perception vs audio and visual detection.

Click on image for full size

Black Raven Heavy Pistol
 
Fenriss Arms Skorpion
Model: LJ-76a
Type: Assault Rifle
Scale: Character
Skill: Firearms
Cost: 1800
Availability: 2,F
Ammo: 50
Range: 3-30/60/120 meters
Damage: 4D (ss), 5D+1 (bf), 6D (fa)
Game Note: Regular rounds do not affect modern armor, to include a blast vest. Armor piercing rounds affect armor normally and cost 100 credits per clip.

Click on image for full size
 
Tokata Force Blade
Model: Tokata M-4X Force Blade
Type: Melee Weapon
Scale: Character
Skill: Melee Combat
Cost: 6500
Availability: 4,R
Difficulty: 12
Damage: STR+2D
Note: The power source of the sword is a standard small unit power cell and must be changed after about one year of normal use.

Click on image for full size
 
Modified Vibroshiv
Model: Tokata Durex-12 Vibroshiv
Type: Melee Weapon
Scale: Character
Skill: Melee Combat
Cost: 8500
Availability: 4,R
Difficulty: 12
Damage: STR+2D
Game Notes: In addition to normal damage, the Vibroshiv inflicts 5D stun damage from electrical shock.

Click on image for full size
 
Black Paw Full Combat Armor
Original Manufacturer: Numax
Model: Black Paw
Type: Medium Combat Armor
Scale: Character
Skills: Power Suit Ops, Armor Weapons
Cost: 1,550,000
Availability: 4,X
Weight: 14kg
Cost: 1,550,000
Protection: +3D/+2D (no minuses, gyro stabilized compensation)
Protects the Following: All. This armor has excellent expansion capabilities. A repair kit (8 uses at Light damage, 4 uses at Moderate damage) is included in the price.
Powered: Controlled by built-in Computer
Repulsorpack: 100; 275kmh
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 150 km range. 14 scrambled channels (can rotate randomly). Scans all frequencies.
Descrambling Unit: Special hardware and program attached to the long-range communication system that adds +2D to Communications and Scanner Ops to be able to descramble other communication signals that have been detected.
Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D).
Macrobinoculars: Adds +2D to Search for objects 50-299 meters away. Adds +3D to Search for objects 300+ meters away. Scomp-linked to three weapons and reduces ranges by one level. Example: long range becomes medium, medium becomes short
Search Light: 10,000 candle power glowrod allows clear sight in dark environments up to 200 meters; 50-100 meters in smoke or fog; 20-40 meters in heavy smoke
Sensors: IR, Motion, UV, Low-Light, X-Ray and Ultrasound
IR, UV, Electrical Signals
Passive: 100 m/+2
Scan: 200 m/+1D
Search: 300 m/+2D
Life, Low-Light, Motion, Radio Waves, Ultrasound
Passive: 150 m/+2
Scan: 300 m/+1D+1
Search: 600 m/+2D
Hard/Soft Radiation
Passive: 300 m/+1D
Scan: 600 m/+2D
Search: 1200 m/+3D
X-Ray
Passive: 20 m/+1D
Scan: 40 m/+2D
Search: 50 m/+3D
Sealed Enviro System:
Neuro-sensors in helmet monitor body activity
4 hrs LOX/Air Filtration system
3 hours survival time in space
Comm. system with translator (+2D to Languages) and an external speaker
Water/Gas sealed
Electronically sealed (does not protect against EMP)
Fire Proof
14 Slot Computer System: Three I/O ports with one dedicated to cybernetic interfaces
Capabilities: (Power: 4D, Memory: 20D)
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).
  • Matrix: 3 slots; Allows user to see electron flow in cables and behind walls. Makes a blue print after studying for two rounds. After three continuous rounds of combat, program will add +1D to hit (anticipated tactics). After five continuous rounds of combat, program will add +2D to hit (anticipated tactics).
4 Preset Programs:
  • Full Battle Mode: All programs are on line; System Seals/LOX are on-line; Wrist Laser and Vibroblade 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, Vibroblade 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 three rounds. 10D damage as Thermal Detonator
Weapon/Non-Weapon Systems:
Concealable Wrist Laser: 50 shot power pack. Uses Armor Weapons skill. Damage: 5D, Range: 3-10/25/50
Retractable Arm Vibroblade: STR+3D
Concealable Turbo Projected Grappling Hook: 50 meter lanyard, uses Missile Weapons skill (Range; 0-5/20/50), magnetic and standard grappling hook. Capable of lifting the user and all gear - up to 350kg
Description: Well-built medium combat armor that provides good protection and comes with some advanced weapons and an internal computer system. The completely sealable environmental system is just as good as that found in heavier armor for that added bonus at a reasonable price.

Click on image for full size
 
Aquata Breather
Model: A99 Aquata Breather
Type: Breathing device
Scale: Character
Cost: 350
Availability: 2
Weight: .2kg
Game Notes: Provides up to 2 hours of breathable air through its mouthpiece. The A99 has advanced filters to allow it to function underwater, in a vacuum, and in certain poisonous environments.

Click on image for full size
 
Lock Breaking Kit
Model: Individual manufacture; many types
Type: Security code de-scrambler
Skill: Security or (s) Security: Lock Picking
Cost: 8000 (if purchased through legitimate agent), 16,000+ (black market price)
Availability: 4, R or X
Game Notes: Adds +2D to a user’s security skill when attempting to open an electronically sealed entryway.
 
Security Kit
Type: Typical security kit
Skill: Security
Cost: 750, 1500 (master craft)
Availability: 2, R or X
Game Notes: A security kit is a set of special tools for bypassing electronic and mechanical locks. This item gives it user a +1D bonus on security rolls. It also provides a +1D bonus on any repair rolls relating to security systems. A master craft security kit provides a +2D bonus and contains a comlink that monitors frequencies typically used by silent alarms, so the user can know if such an alarm has been triggered at any point during the operation.
 
Shadow Suit
Model: Ayellixe/Krongbing Textiles Shadowsuit
Type: Anti-sensor suit
Cost: 600
Availability: 3
Game Notes: Adds +2D to sneak

Click on image for full size
 
Snooper Goggles
Model: VidGraph Peer Macrobinoculars
Type: Low-light image-magnification sensor
Skill: Sensors
Cost: 300
Availability: 2, X in some systems
Game Notes: Add +2D to search in low light. All modes have an Easy sensors difficulty at short range, increasing one level per range band. Search and other Perception-based rolls may be increased when using macrobinoculars by +3D when used to find something more than 50 meters away, at the gamemaster’s discretion.
 
Shadow Cloak
Model: Shadow cloak
Type: Disguise field
Scale: Character
Skill: Con: disguise
Cost: 10,000
Availability: 3,R
Game Notes: This device, when worn, distorts the wearer’s voice until it cannot be recognized, even to a voice reader. It also creates as static “black field,” which generates a field of blackness over the wearer’s entire body. This makes the subject featureless to all eyes and sensors. A shadowcloak grants a +6D bonus to any con: disguise skill checks made to conceal a character’s identity. An opposed search roll can be attempted against the wearer’s con: disguise skill if an observer wishes to identify the subject.
The downside is that a subject cannot walk around without being identified, but must instead remain stationary. The device can maintain its black field for an hour, after which it must cool down and recharge for 4 hours.
 
Disguise Kit
Type: Typical disguise kit
Skill: Con: disguise
Cost: 500
Availability: 2,R
Game Notes: This kit contains an easily hidden voice distorter, prosthetics, pigments, and contact lenses. It allows humanoids to pass for a member of some other humanoid species of similar size, adding a +1D bonus to any con: disguise skill rolls.
 
Corellidyne CQ-3.9x Holographic Disguiser
Model: Corellidyne CQ-3.9x
Type: Holographic image disguiser
Cost: 25,000
Availability: 4,X
Game Notes: This small unit can be worn on a belt and projects an holographic image over an existing real world object or living creature. Its memory capacity can store only a single holographic image and it can operate for 2 minutes before recharging, though it’s possible to hook it up to a larger power supply.
The holoprojection is almost perfect and even moves as the item or person shrouded moves. It takes a Difficult search roll to detect a fake, though sensors, cameras and droids get a +2D bonus to detect it.
 
Security Kit
Type: Typical security kit
Skill: Security
Cost: 750, 1,500 (mastercraft)
Availability: 2,R or X
Game Notes: A security kit is a set of special tools for bypassing electronic and mechanical locks. This item gives it user a +1D bonus on security rolls. It also provides a +1D bonus on any repair rolls relating to security systems. A mastercraft security kit provides a +2D bonus and contains a comlink that monitors frequencies typically used by silent alarms, so the user can know if such an alarm has been triggered at any point during the operation.
 
K-3PO Human-Cyborg Relations Droid
Type: Modified Cybot Galactica 3PO Human-Cyborg Relations Droid
DEXTERITY 1D:
PERCEPTION 2D: Hide 5D, search 6D, sneak 5D
STRENGTH 3D:
KNOWLEDGE 3D: Cultures 6D, languages 10D intimidation 5D, tactics 4D
MECHANICAL 2D:
TECHNICAL 2D: Computer programming/repair 3D, demolitions 5D

Equipped with:
-Humanoid body (two arms, two legs, head)
-Two visual and audial sensors – human range
-Vocabulator speech/sound system
-AA-1 VerboBrain
-TransLang III Communications module with over seven million languages
-Encrypted comlink
-Locked access (the droid’s shut-down switch is secured or internally located)
-Improved telescopic sensor package (+2 to search. The droid’s visual sensors include a long-range capability)
-Infrared vision (can see in the dark up to 30 meters)
-Motion sensors (+2 to search rolls against moving targets)
-Sonic sensors (+2 to search rolls that involve sound)
Move: 10
Size: 1.8 meters tall
Cost: 39,500 (new, modified)

Click on image for full size
 
X2-C3
Type: Industrial Automaton R4-G8 Astromech Droid
DEXTERITY 1D: Blaster 3D
PERCEPTION 2D+2:
STRENGTH 2D:
KNOWLEDGE 1D: Planetary systems 2D+2
MECHANICAL 1D+1: Astrogation 5D, space transports 5D+2
TECHNICAL 2D: Computer programming/repair 3D+2, security 3D+2, space transport repair 5D*, starfighter repair 4D+2*
Equipped With:
-Video sensor with infrared vision
-Internal comlink
-Two tracked legs and a wheel locomotion
-Small storage area (holds 10 Kg)
-2 medium arms for varied tools (retractable)
Move: 7
Size: 1.2 meters tall
*Astromech droids, if acting in co-pilot capacity, may attempt starship repair while in flight

Click on image for full size
 
X2-C4
Type: Industrial Automaton R4-G9 Astromech Droid
DEXTERITY 1D: Blaster 3D
PERCEPTION 2D+2:
STRENGTH 2D:
KNOWLEDGE 1D: Planetary systems 2D+2
MECHANICAL 1D+1: Astrogation 5D, space transports 5D+2
TECHNICAL 2D: Computer programming/repair 3D+2, security 3D+2, space transport repair 5D*, starfighter repair 4D+2*
Equipped With:
-Video sensor with infrared vision
-Internal comlink
-Two tracked legs and a wheel locomotion
-Small storage area (holds 10 Kg)
-2 medium arms for varied tools (retractable)
Move: 7
Size: 1.2 meters tall
*Astromech droids, if acting in co-pilot capacity, may attempt starship repair while in flight

Click on image for full size
 
R2-KT
Type: Industrial Automaton R2 Astromech Droid
DEXTERITY 1D:
PERCEPTION 1D:
STRENGTH 1D:
KNOWLEDGE 1D:
MECHANICAL 2D: Astrogation 5D, starfighter piloting 3D, space transports 3D
TECHNICAL 2D: Computer programming/repair 4D, starfighter repair 5D*
Equipped With:
-Three wheeled legs (center leg retractable)
-Retractable heavy grasping arm (lifting at 2D)
-Retractable fine work heavy grasper arm
-Extendable 0.3 meter long video sensor (360 degree rotation)
-Small electric arc welder (1D to 5D, as fitting situation, 0.3 meters range
-Small circular saw (4D, 0.3 meter range)
-Video display screen
-Holographic projector/recorder
-Fire extinguisher
-Small (20 cm by 8 cm) internal “cargo” area
-Some additional small tools and equipment
Move: 5
Size: One meter tall
Cost: 4,525 (new)
*Astromech droids, if acting in co-pilot capacity, may attempt starship repair while in flight

Click on image for full size
 
2-1B Medical Droid
Type: Geentech/Industrial Automaton 2-1B Medical Droid
DEXTERITY 1D:
PERCEPTION 3D: (A) Injury/ailment diagnosis 6D
STRENGTH 1D:
KNOWLEDGE 2D: Alien Species 5D
MECHANICAL 2D: (A) Bacta tank operation 5D
TECHNICAL 3D: First Aid 6D, (A) Medicine 9D
Equipped With:
-Computer interface tether (5 meters long). When connected to medical mainframe, adds +2D to all medical skills)
-Medical diagnostic computer
-Analytical computer
-Surgical attachments
-Hypodermic injectors (4D stun damage)
Move: 4
Size: 1.5 meters tall
Cost: 4300 (new)

Click on image for full size
 
MSE-6 General Purpose "Mouse" Droid
Type: Rebaxan Columni MSE-6 General Purpose "Mouse" Droid
DEXTERITY 2D
PERCEPTION 1D
STRENGTH 1D
KNOWLEDGE 1D
MECHANICAL 1D
TECHNICAL 1D
Equipped With:
-Electro-photoreceptor
-Auditory sensors
-Holocam
-Treads
-Retractable heavy manipulator (+2D to lifting)
-Retractable fine manipulator (+1D to lifting)
-One skill matrix programmed with one of the following skills: bureaucracy 3D, sensors 3D, hide 3D, search 3D, armor repair 3D, blaster repair 3D, capital ship repair 3D, capital ship weapon repair 3D, computer programming/repair 3D, droid programming 3D, droid repair 3D, security 3D, starfighter repair 3D
Move: 5
Size: 0.3 meters
Cost: 350 credits

Click on image for full size
 
DRK-1 “Dark Eye” Probe Droid
Type: Arakyd Industries DRK-1 “Dark Eye” Probe Droid
DEXTERITY 3D: Blaster 4D, dodge 5D
PERCEPTION 3D: Hide 7D, search 10D, sneak 6D
STRENGTH 1D:
KNOWLEDGE 3D: Scholar: Jedi lore 6D, survival 7D
MECHANICAL 1D:
TECHNICAL 1D:
Equipped With:
-Anti-scan shell (scan-absorbing shell provides a +1D+1 bonus to hide skill rolls)
-Comlink
-Improved sensor package (+2 bonus to all search skill rolls)
-Infrared vision (the droid can see in the dark up to 30 meters)
-Laser cannon (5D damage, range: 3-30/100/300)
-Low light vision (the droid can see twice as far as a human in dim light)
-Motion sensors (+2 bonus to search checks against moving targets)
-Recording unit (the droid can record and play back up to 5 minutes of footage)
-Self-destruct system (the droid will self-destruct/explode under predetermined circumstances)
-Sonic sensors (+2 bonus to search checks that involve sound)
-Stun blaster (4D stun damage, range: 3-10/30/120)
-Poison dart needler (range 3-10/30/60, see below for other details)
-Telescopic vision (the droid’s visual sensors include a longrange capability)
-Weapon mounts (the droid has three appendages that have weapons attached to them)
Equipment Notes:
Poison Dart Needler: This needler gun is loaded with darts that contain a paralytic poison. The darts inflict no damage, but if used against an unarmored target (or an unarmored portion of a target (see the rules for called shots, SWD6, page 91), they inject their poison. The target of such an attack must succeed at a Difficult Strength check or be paralyzed and unable to move for 1D x 40 minutes (40-240 minutes). No ammunition total is listed, so assume the needler gun carries enough darts for ten shots.
Move: 16
Size: .3 meters

Click on image for full size
 
DSK-1 “Deathstrike” Seeker Droid
Type: Arakyd Industries DSK-1 “Deathstrike” Seeker Droid
DEXTERITY 5D: Blasters 7D
PERCEPTION 3D: Hide 9D, Search 6D, sneak 6D
STRENGTH 2D:
KNOWLEDGE 3D: Intimidation 8D, tactics 5D
MECHANICAL 1D:
TECHNICAL 3D:
Equipped With:
-Comlink
-Locked access (the droid’s shut-down switch is secured or internally located)
-Repulsorlift unit
-Low-light vision (can see twice as far as a human in dim light)
-Infrared vision (can see in the dark up to 30 meters)
-360 degrees vision
-Six blaster pistols (4D)
-Two groups of 3 fire-linked hold-out blasters (3D damage each)
-6 stabilized weapon mounts
Move: 16
Size: 0.4 meter diameter
Cost: 18,000

Click on image for full size
 
Friday
Type: Modified Cybot Galactica 3PO Human-Cyborg Relations Droid
Class: 2
DEXTERITY 2D: Dodge 5D, Blasters 6D, melee combat 5D, melee parry 4D+2
PERCEPTION 4D: Con 6D, hide 6D+1, investigation 6D, search 6D, sneak 6D+1
STRENGTH 2D:
KNOWLEDGE 3D: Cultures 4D languages 8D, value 6D tactics 5D
MECHANICAL 2D+1: Communications 5D+1, sensors 5D+1
TECHNICAL 3D: Computer programming/repair 5D, security 6D Demolitions 3D
Equipped With:
-Humanoid body (head, two arms, two legs)
-Encrypted comlink-Locked access (the droid's shut-down switch is secured or internally located)
-Improved telescopic sensor package (+2 to search. The droid's visual sensors include a long-range capability)
-Infrared vision (can see in the dark up to 30 meters)
-Motion sensors (+2 to search rolls against moving targets)
-Sonic sensors (+2 to search rolls that involve sound)
-Information recording and coded retrieval/broadcast system
-Heavy Armor (+4D against physical damage, +4 against energy damage)
-Vocabulator speech/sound system
-Broad-band antenna receiver
-AA-1 VerboBrain processor-TransLand III communication/protocol module. The droid's vocabulator speech/sound system makes the droid capable of reproducing virtually any sound it hears or is programmed to reproduce
-Light Repeater blaster rifles (5D, 3-30/100/300)
-Vibroblades (STR+3D+1)
Move: 10
Size: 1.8 meters
Personality: Complex
Cost: 10,000+

Click on image for full size
 
Colicoid Infiltrator Series Assassin Droid
Type: Class 4
DEXTERITY 3D+2: Blasters 5D, blasters: blaster rifle 6D, melee combat 5D+2, melee parry 5D
PERCEPTION 3D: Hide 5D, search 5D, sneak 5D
STRENGTH 3D+2: Climbing/jumping 4D
KNOWLEDGE 2D: Intimidation 5D+2
MECHANICAL 2D: Space transports 4D
TECHNICAL 2D: Computer programming/repair 3D
Equipped With:
-Light body armor (+1D physical, +1 energy)
-Two blaster rifles (5D, 3-30/100/300)
-Two vibroblades (STR+3D+1)
-Four stabilized weapon mounts
-Locked access (the droid's shut-down switch is secured or internally located)
-Improved sensor package (+2 to all search skill rolls)
-Infrared vision (can see in the dark up to 30 meters)
-Telescopic vision (visual sensors include long-range capability)
-Forcefield projector (+3D to Strength to resist damage)
-Grappling spike launcher
-Holographic image disguiser
-Silence bubble generator
Move: 12
Size: 1.6 meters
Personality: Complex
Cost: 47,500

Click on image for full size
 
Droideka Series Destroyer Droid
Type: Class 4
DEXTERITY 3D: Blaster: heavy repeating blaster 8D+2
PERCEPTION 1D: Search 3D+2
STRENGTH 3D: Brawling 7D+1
KNOWLEDGE 1D:
MECHANICAL 1D:
TECHNICAL 1D:
Equipped With:
-Two mounted heavy repeating blasters (8D damage, range: 3-75/200/500)
-Body armor (+1D to Strength to resist damage)
-Defensive shields (+3D to Strength to resist damage)
-Remote processor (500 Km range)
Move: 4 walking, 25 in "wheel mode"
Size: 1.5 meters
Personality: Complex
Cost: 9000

Click on image for full size
 

Ravens Flight

Manufacturer: Mendel Baudo
Type: Modified Stock Light Freighter
Craft: Baudo-class Star Yacht
Scale: Starfighter
Length: 45 meters
Crew: 1
Passengers: 8
Cargo Capacity: 30 MT
Consumables: 1 month
Cost: 900,000+
Hyperdrive: x1 (Vandangante style booster @ x0.5, lasts for 5 uses before replacement is required)
Hyperdrive Backup: x7
Nav Computer: Yes (Standard Charts)
Maneuverability: 3D [5D+2] with lateral thrusters +1D+2, Sensor Dampening System +2D
Space: 10 (12 with Slam Overdrive: lasts up to 5 rounds)
Atmosphere: 415; 1200 kmh
Hull: 4D
Shields: 3D
Sensors:
  Passive: 30/1D+1
  Scan: 60/2D+1
  Search: 90/3D+1
  Focus: 5/4D
Weapons:
  2 Twin Heavy Laser cannons (retractable in a hidden senor proof compartment)
    Scale: Starfighter
    Fire Arc: 1 Ventral 1 Dorsal turret
    Crew: 1
    Crew Skill: Starship Gunnery
    Fire Control: 2D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 5D

  4 x Laser Cannon Fire linked (Retraceable in hidden sensor proof Compartment)
    Scale: Starfighter
    Fire Arc: Front (2 Right 2 Left)
    Crew: 1
    Crew Skill: Starship Gunnery
    Fire Control: 2D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 7D

  Proton Torpedo Launcher
    Scale: Starfighter
    Fire Arc: Front
    Crew: 1
    Crew Skill: Starship Gunnery
    Fire Control: 2D+1
    Space Range: 1/3/7
    Atmosphere Range: 50-100/300/700m
    Ammo: 4 torpedoes
    Damage: 9D

Carried Cargo: Stored in various equipment lockers

Anti-shock blankets x2, Blaster Repair Kit, Breath
Masks x17 (34 replacement filters)
Crate hooks x6
Droid customization kit
Flitter Vacuum suit x5
Fusion cutters x3
Glow Rods x10
Hydrospanners x5
Laser Welder x3
Macrobinoculars x2
Med diagnostic scanner x2
Medkit x10
Medpacs x 50
FastFlesh Medpacs x20
MK-11 Droid diagnostic
Portable clip recharger
Power packs x15
Power Prybar x5
Power Scanner x5
Servodriver x5
Starship Toolkits x5
Survival Packs x17
Synthrope Dispensers x6: 20 meters each
Vacuum Suits x8
1 Bacta Tank
2 Bio Beds

Description: As a sporting yacht, the ship was mostly used as a pleasure vehicle by affluent beings. Baudos were not beloved by most bulk freighter pilots, who disliked being passed on the spacelanes.
Baudo-class yachts were equipped with a powerful sublight drive for good speed in normal space. The single laser cannon in the standard version of the yacht was not only installed for looks-several precise hits could make pirates change their minds.

Other Equipment On Board:
K3PO Protocol droid
4 Astromech droids
2-1B Medical Droid

Notes:

Sensor Mask +2D to detect the ship
Sensor Baffling +2D to detect the ship (2nd application)
The ship's hull has a matte-black fiberplast layer that rendered it almost invisible against a background of stars.
The ships engines had been retooled to burn a special tibanna isotope, designated TibannaX, whose exhaust turned dark a millisecond after fusion.
The ships view ports utilized blast-tinting technology.
Hyperdrive Cutout: Allows ship to escape gravity wells, real or artificial.
Energy dampeners
Static jammers
The ability to mimic solar fluctuations or cosmic radiation on many sensors

Click on image for full size
 

Modified Zentarian D9 Racing Speeder

Type: Racing/Combat Speeder
Scale: Speeder
Skill: (s) Repulsorlift Ops: D9
Length: 6.4 meters
Crew: 1
Passengers: 1
Cargo Capacity: 35kg (see below)
Cover: 1/4
Cost: 19,000 (new), 13,000 (used)
Maneuverability: 3D
Move: 350; 780 kmh
Body: 3D+1
Altitude Range: Ground to 400 meters
Sensors:
  Passive: 20/1D
  Scan: 40/1D+1
  Search: 80/1D+2
  Focus: 3/2D
Weapons:
  
    Dual Heavy Blasters (Fire Linked)
    Scale: Speeder
    Fire Arc: Front
    Fire Control: 2D
    Range: 3-200/400/800
    Damage 5D+1
Description: This is a fast speeder that can out run almost all others and maintain that speed for long periods of time. This version is highly upgradeable to include speed, armor, weapons, sensors, cargo and maneuverability. Various upgrade packages are available, some only on the black market.

Click on image for full size