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Below is the text description of each item followed by an image.

Note that Hull Material and Body Material listings are currently blank as
this data is being worked on to add a new dimension to the game.


Item #1

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CEC Etti Light Transport
Type: Medium freighter
Scale: Capital Ship
Length: 125 meters
Crew: 5
Crew Skill: Varies widely
Skill(s): (s)Space Transports: Etti Light Transport, repulsorlift ops, sensors
Passengers: 50
Cargo Capacity: 2,000 metric tons
Consumables: 3 months
Cost: 425,000 (new), 200,000 (used)
Availability: 2,F
Nav Computer: Yes
Hyperdrive: x3 (limited to 4 jumps)
Hyperdrive Backup: x15
Maneuverability: 0D
Space: 3
Atmosphere: 260; 750 kmh
Hull: 3D
Hull Material: [GM: coming soon]
Shields: 1D
Sensors:
  Passive: 20/0D
  Scan: 30/1D
  Search: 40/2D
  Focus: 2/3D
Weapons: None
Description: The YV-260 Medium Transport is a transport manufactured by Corellian Engineering Corporation.

Measuring 125 meters in length, and possessing a blocky cockpit like others in the YV series, the YV-260 was produced during the last years of the Galactic Republic. Highly modifiable like most Corellian Engineering Corporation designs, the ship could be heavily militarized.

One notable YV-260 freighter was the Vengeance, which was one of several modified Corellian YV-260 freighters operated by the Bomu Clan. Modified for speed, enhanced weapons, heavier shields, and increased passenger capacity for prisoners and troops at the cost of cargo space, the Bomu Clan operated a small fleet of these ships while marauding as pirates in the Corporate Sector.
Game Notes: As already mentioned above, the YV-260 Light Transport can be heavily modified from this stock version. Most of the cargo space can be removed to add power, weapons, troops, etc. There are plenty of variables available.

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Item #2

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Greyman GCX-8 Bowshock Fighter and Drone
Type: Atmospheric System Fighter/Spotter Drone
Scale: Starfighter
Length: 12.8 meters/2.3 meters
Crew: 1
Skills: Computer Ops (for drone interface), Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Passengers: None
Cargo Capacity: 10kg
Consumables: 2 days
Cost: 245,000
Availability: 3,X
Nav Computer: Yes
Hyperdrive: None
Hyperdrive Backup: None
Maneuverability: 4D
Space: 12
Atmosphere: 475; 1200 kmh
Hull: 3D+2
Hull Material: [GM: coming soon]
Shields: 2D
Sensors:
  Passive: 30/1D
  Scan: 60/2D
  Search: 120/3D
  Focus: 15/4D
Weapons:
  Two Dual Special Heavy Blaster Cannons
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D
    Space Range: 3-30/60/120
    Atmosphere Range: 600-6km/12km/24km
    Damage: 7D+2
    Notes: Due to the power output of this weapon it can only be fired once every other round.
  Heavy Spitfire Blaster Cannon
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 3-25/50/100
    Atmosphere Range: 600-5km/10km/20km
    Damage: 6D+2 (x2)
  Two Ion Cannons (single shot or fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 2-12/24/48
    Atmosphere Range: 400-24km/48km/72km
    Damage: 4D+2 or 5D+2
Description: This mostly atmospheric fighter has been designed to be very fast and highly maneuverable in both atmosphere and space (when needed). In addition, the drone that interfaces directly with the fighter compliments the pilot in targeting and attacking enemy craft within 150 units of the ship. The drone takes commands directly from the pilot or through a set, pre-programmed combat action maneuvers designed to enhance the capabilities of the fighter and pilot so that the pilot can concentrate on the battle at hand. However, should the pilot need additional support for a special manuever or other action, he or she need do nothing more than communicate with the drone and provide orders to it as needed (the drone comes with two full combat droid brains). The fighter comes with two single or fire-linked ion cannons and a forward dual hyper-blaster cannon in addition to the main weapon.
Game Notes: The cockpit of the fighter can be enclosed in a retractable, reinforced duranium cover providing extra protection when needed. This adds +2D protection to the cockpit when used. See below for Orbital Combat Drone stats.

Orbital Support Drone
Type: Specialized Combat Drone
Degree: 4th
Scale: Walker (Starfighter with armor)
Cost: 58,000
Availability:
Dexterity 4D: Blaster 8D (in atmosphere), dodge 8D (in atmosphere)
Perception 4D: Search 7D
Strength 3D (+2D Starfighter scale armor):
Knowledge 3D: Tactics 7D, (s)tactics: starfighter combat 8D, (s)tactics: capitol ship combat 8D
Mechanical 2D: Communications 7D, computer ops 7D, repulsorlift ops 7D, sensors 8D, starfighter piloting 7D (in space), starship gunnery 7D (in space)
Technical 2D: Encryption 7D
Body Material: [GM: coming soon]
Height: 1.4 meters
Length: 2.2 meters (3 meters with weapon)
Weight: 130kg
Move: 24
Space: 4 (12 for short 3 round bursts every 30 seconds)

Equipment:
  -Strength Material: [GM: coming soon]
  -Blaster Cannon (see below)
  -Maneuvering Wings
  -Full Sensor Suite (see Sensors below)
  -Starfighter Database
  -Capitol Ship database
  -Atmosphere/Space Combat Tactics Database
  -GCX-8 Bowshock Direct Link: Encrypted, tight beam transmitted; Range: 200 units/250 km
  -Dual AA1 Verbo Droid Brain
Sensors (in units): Thermal, IR, UV, Motion, Hyperspace Tracking
  Passive: 75/1D
  Scan: 150/1D+2
  Search: 320/2D
  Focus: 5/3D
Sensors (in units): X-Ray, Sonic
  Passive: 30/1D
  Scan: 60/1D+2
  Search: 90/2D
  Focus: 10/3D
Sensors (in km): Thermal, IR, UV, Motion
  Passive: 20/1D
  Scan: 40/1D+2
  Search: 60/2D
  Focus: 5/3D
Sensors (in km): X-Ray, Sonic
  Passive: 10/1D
  Scan: 20/1D+2
  Search: 30/2D
  Focus: 3/3D
Weapon:
   Blaster Cannon
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 3-25/50/100
    Atmosphere Range: 600-5km/10km/20km
    Damage: 6D
Description: Intergral part of the GCX-8 Bowshock Fighter in all respects. Designed to integrate all systems, especially during combat, to allow the pilot exceptional detection and elimination of targets.
Game Notes: Must be attached to the fighter to get into space and return, otherwise maximum altitude is 100km. Also, the main drawback of this drone is the fact that it does not have shields for added protection. However, research is beig conducted in this area to see if protective shields can be added.

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Item #3

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Tagge Co. T-23c Tank Speederbike
Type: Heavy Speederbike
Scale: Speeder
Skills: Repulsorlift Ops or (s)Repulsorlift Ops: T-23c Tank
Length: 2.6 meters
Crew: 1
Passengers: 1
Cargo Capacity: 50kg (see Game Notes)
Consumables: 2 weeks
Cost: 35,000
Availability: 3,X
Maneuverability: 4D
Move Rate: 210; 600kmh
Altitude Range: 80km (120km with enclosure)
Cover: 3/4 (full with optional enclosure)
Body: 4D+2
Body Material: [GM: coming soon]
Shields: 2D
Sensors (in meters):
  Passive: 450/1D+1
  Scan: 900/2D+1
  Search: 1350/3D+1
  Focus: 100 4D+1
Weapons:
  Two Dual Retractable Military Blaster Cannons (fire-linked)
    Scale: Speeder
    Fire Arc: Front
    Skill: Vehicle Weapons
    Fire Control: 3D
    Range: 20-2.4km/4.8km/9.6km
    Damage: 6D+2
Description: The military version if this craft is depicted, but their is a civilian version that costs only 13,500 credits, has no weapons, is 20% slower, has no shields, a weaker body and has downgraded sensors.
Game Notes: The retractable/removeable canopy option comes with enough breathable gases to allow the owner to fly higher and maintain it for up to 8 hours. The cost for this addition is 1400 credits.

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Top View
Front View
Bottom View

Item #4

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KCS CVD-3 Combat Droid
Type: Combat Droid
Degree: 4th
Scale Character
Cost: 55,000 (standard)/85,000 (upgrade)
Availability: 3,X or 4,X (upgraded version)
Dexterity 5D: Acrobatics 9D, Blaster 9D, dodge 9D, melee combat 8D
Perception 4D: Search 8D, sneak 8D
Strength 4D: Brawling combat 7D, (A) martial arts 2D
Knowledge D: Tactics 7D, (s)tactics: small unit 8D
Mechanical 2D: Communications 6D, Repulsorlift Ops 7D, Sensors 6D
Technical 2D:
Body Material: [GM: coming soon]
Height: 1.95 meters
Weight: 90kg
Move: 12
Equipment:
  -Humanoid Frame: two arms, two legs
  -Dual AA1b Verbo Droid Brains: one is in its head, the other is in the chest
  -Tactical Database
  -Martial Arts Database
  -Acrobatics Database
  -Speeder Database
  -Armor Database
  -Species database
  -Sealed/Internal On/Off Switch
  -Shielded Power Supply/Backpack: Power supply has 6 rounds of EMP protection and 5 minutes of heavy radiation protection before it shuts down. Backpack used for mission specific items and gear.
  -Sound Dampeners: Adds +1D to Sneak
  -Shields: Forward facing only in a 90 degree arc. Adds +2D protection against energy weapons.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 75/1D
  Scan: 150/1D+2
  Search: 320/2D
  Focus: 15/3D
Description: KCS (Kabullo Combat Systems) is new on the combat droid scene with their latest model, the CVD-3 Combat Droid. This completely new design created from the core outword has produced some amazing results in simulated and even real combat situations. All the bugs have been worked out so that this, the public and military release of this droid, runs as smoothly as possible.
Maximum effort has been added to the creation and perfection of the CVD-3 so that there will be minimum effort in the field to operate and maintain this unit. The base model is highly efficient and effective in all areas of combat and has several databases added for that purpose. Note that the droid is fully capable of taking commands and overriding its primary programming as combat is never "by the book". So too, is the CVD-3. In addition, security and safety of fellow soldiers and civilians has been a top priority in the basic coding so that it will protect all it can within its means. The CVD-3 is fuly c apable of operating on its own or in squads (mixed beings or all droids) with efficiency.
Game Notes: Backpack is shielded from energy and physical weapons and adds +2D+2 to both categories to resist damage. The backpack can hold 8 pistol/rifle clips and 4 assault/heavy weapons clips and an additional 20kg of gear. The backpack can be upgraded to a larger version (additional 350 credits) that adds 4/2 additional clips and holds an additional 15kg of gear. The extra gear can be mission specific such as explosives, an extra weapon or two and clips, a few days food for living troops, or just about anything else.

Upgrades are listed below:

Strength 4D+1 (+2D): added armor does not cover entire droid. See secondary image for placement.
Weight: 125kg (added armor, improved servomotors and a larger backpack add the extra weight)
Move: 14
Equipment:
  -Improved Sound Dampeners: Adds +2D to Sneak
  -Improved Shields: Forward facing only in a 90 degree arc. Adds +2D/+1D protection.
Improved Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 80/1D
  Scan: 160/2D
  Search: 340/3D
  Focus: 20/4D

Notes: Shield Arm addition can be added instead of the typical armored arm. Cost is 475 credits and comes with a vibro-dagger that does Str+2D+2 damage. The plate is larger to better protect the droid.

Click on image for full size

CVD-3 Combat Droid Upgrade
Both versions for comparison

Item #5

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Draymak LKF-30 Inferno Armor
Type: Medium Armor
Powered: Yes
Protection: +3D+2/+2D+2/+2D (vs. fire/acid damage)
Protects the Following: All
Weight: 10kg
Body Material: [GM: coming soon]
Availability: 3,R
Cost: 2,800,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Repair Kit: Included repair kit is designed to actually replace damaged sections of armor with the use of very specific nanobots and extra armor and electronic material. Each 'patch' contains everything required for the repair and can only be used once. The repair process duration is normally 3-5 rounds for standard armor and increases to 10-15 rounds for electronics and other materials. The kit comes with 15 patches with each patch being about 8x8 cm square and 3 mm thick. Replacement patches come in sets of 5 and cost 4000 credits per set.
Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to five hours in liquid or vacuum.
Sensors: Life Form, Movement (front and rear)
   Passive: 30/+1D
   Scan: 60/+2D
   Search: 120/+3D
   Focus: 15/+4D
Sensors: UV, IR, Thermal
   Passive: 20/+2
   Scan: 40/+1D
   Search: 60/+1D+2
   Focus: 10/+2D
Weapon Systems: None
Shield System: Adds +2D to entire suit when active. Shield system can be repaired by patches.
Computer System:
  • 10 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 3D, Memory: 18D)
  • Programs:
    • ACCESS PLUS
      Availability: 2,R(X)
      Cost: 3000
      Slots: 2
      Game Notes: Adds +2D to Computer Ops and +1D+1 to Computer Program/Repair rolls. +2D may be added to computer spikes rated at 6D or less.
    • SUPER HOSTILITIES
      Availability: 3,X
      Cost: 8000
      Slots: 3
      Game Notes: Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs. 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 PLUS
      Availability: 3
      Cost: 4000
      Slots: 2
      Game Notes: Improved diagnosis of illnesses or wounds then gives treatment recommendations. Adds +2D to First Aid skill.
    • MULTIPLE PROGRAMS
      Availability: 2,F(R)
      Cost: 3000
      Slots: 1
      Game Notes: 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).
    • W. ROAD MAP PLUS
      Availability: 1,F
      Cost: 1500
      Slots: 2
      Game Notes: 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). Can make a route to your desired destination and will auto-update as needed based on current traffic patterns, accounting for time of day and weather factors.
    • SENSOR
      Availability: 3,R(X)
      Cost: 4000
      Slots: 2
      Game Notes: Adds +1D+2 to Search. If person has all sensors then it adds +2D+1 to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
    • TARGETING, MULTIPLE
      Availability: 3,R(X) Cost: 6000 Slots: 3 Game Notes: 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.
Description: This suit of armor is specially designed to enter fire and acid filled areas that other armor types would eventually melt in. The built-in fire and acid protection certainly adds to the cost, but it is worth the extra credits for the protection gained. Shields have also been added for an additional protection factor, though they are affected by acid more than fire.
Game Notes: In a strong acid area or the armor is directly sprayed, the effectiveness of the shields are reduced by 1 pip every 10 minutes or once every sprayed event - GM call. The repair system for the armor will repair every bit of damage sustained except for programs and other software melted by acid.

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Item #6

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Draymak Red Death Assault Blaster Rifle
Type: Heavy Blaster Rifle/Grenade Launcher
Scale: Character and Speeder
Skill: Blaster or (s)Blaster: Red Death
Weight: 6kg (9.5 fully loaded)
Cost: 98,000
Availability: 4,X
Body: 4D+2
Body Material: [GM: coming soon]
Ammo: 100 and 5
Targeting Bonus: +2D
Range: 3-175/350/700 and 5-140/280/520
Damage: 7D+2 and 5D
Blast Radius: None and 1-2/3/5
Description: The advantage of this rifle are the 5 missiles that come standard in the integrated launcher. They have a good range for as small as they are and produce a large amount of damage on impact. The missiles are both high explosive and armor piercing, specifically designed to take out small to medium speeders and tanks. They are also computer guided either through the on-board targeting system or through a HUD connection to an external armor system.

The weapon itself produces heavy damage to various troops and sports a better-than-average range. The assault rifle comes with a 2X sensor and a 2D scope, but they do not work together. The scope is used as standard with the sensor replacing the scope when armor systems are being used. The rifle is very durable, capable of withstanding plenty of damage and still function.
Game Notes: Missiles are Speeder scale and are computer guides from launch to target. Scope adds +2D to hit at all ranges while the sensor also adds +2D to hit. They are mutually exclusive to each other. A full clip of missiles costs 1300 credits. The standard tabanna gas clip costs 250 credits, but is rechargable.

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Item #7

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Nordian AD3 Enforcer Blaster Pistol
Type: Heavy Blaster Pstol
Scale: Character
Skill: Blaster or (s)Blaster: AD3 Enforcer
Weight: 3.2kg
Cost: 2200
Availability: 4,X
Body: 3D
Body Material: [GM: coming soon]
Ammo: 50 or 25
Targeting Bonus: +1D+2
Range: 3-20/40/80 or 3-15/25/50
Damage: 4D+2 or 6D+1
Description: This pistol is designed for security personnel, but has managed to find its way into the criminal world as well, where it excels at its name sake. The variable ammo setting can cause stun or lethal damage based on the circumstances. he weapon can be hooked to a HUD system or SCOMP Link. There is also an integrated laser sight.
Game Notes: The laser sight adds +1D to hit while the SCOMP Link and HUD system add +1D+2. Note that the HUD and SCOMP Link cannot be used concurrently.

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Item #8

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Draymak STI-27 Heavy Blaster Pistol
Type: Heavy Blaster Pistol
Scale: Character
Skill: Blaster or (s)Blaster: STI-27
Weight: 2.4kg
Cost: 392,000
Availability: X
Body: 5D+2
Body Material: 100-grade Beskar and 40-grade Adamantium [GM: test]
Ammo: 20
Targeting Bonus: +2D
Range: 3-18/36/72
Damage: 7D+2
Description: The STI-27 is unique in the blaster world in that every shot is silent and invisible to the naked eye. This, of course, makes this weapon highly illegal throughout the galaxy, yet highly desireable by criminals, military and civilians alike. However, this weapon is sold only to a very select group of individuals that are on an equally unique list. This purchasing list is so exclusive that it might as well be non-existent. An invite/sponsor is required.
Game Notes: The weapon is extremely tough and deadly and costs a small fortune (or pocket credits, depending on who you are) to own. The clip is small, but highly compact and uses nothing but tibanna gas to fill it. The weapon will do one of two things if the incorrect gas is used - explode immediately or simply not work until it is flushed out and completely cleaned. The weapon is designed without a scope in mind as it comes with an integrated sensor (+2D to hit). This weapon has been designed to allow it to be molecularly bonded, adding +2D to its Body, making it a work of art as well as a weapon. This process increases the cost dramatically.

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Item #9

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Zentarian 3G-87r Grenade Gatling Gun
Type: Auto Grenade Launcher
Scale: Character
Skill: Missile Weapons or (s)Missile Weapons: 3G-87r
Weight: 12kg (15kg with belt attached)
Cost: 25,500
Availability: 4,X
Body: 3D
Body Material: [GM: coming soon]
Ammo: 50 belt (see below)
Targeting Bonus: +1D
Range: 5-200/400/800
Damage: 5D (see below)
Description: Even though the 3G-87r is a gatling gun, the amount of grenades actually fired is half the true gatling weapon. However, this does not decrease the effectiveness of the weapon in the least. A sight is impracticle, but the 3G-87r does come with standard hard sights and a sensor targeting system that can connect to an armor HUD system. Adding a tripod increases stability.
Game Notes: The maximum number of grenades that can be fired per round is 5, but this can be accomplished every round until the ammo runs out. The 50 belt of ammo can be upgrades to a 100 belt, a 200 belt and a 1000 box (1000, 2000 and 10,000 credits respectively). The 200 belt and the 1000 box cannot be carried by one being. The genade gatling gun can use upgraded Speeder scale grenades that do 4D damage (1500 credits [50 belt] / 2500 credits [100 belt] / 5000 [200 belt] / 25,000 [1000 box]). There are high explosive grenades (700 credits [50 belt] / 1400 credits [100 belt] / 2800 [200 belt] / 7500 [1000 box]) available as well. They cause 5D+2 damage. Adding a tripod costs 250 credits and adds +2 to the Targeting Bonus to hit.

Notes: Speeder scale and high explosive grenades are armor piercing. Any being with 5D or greater Strength does not need a tripod to gain the +2 bonus to hit.

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Item #10

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KMD HB13 Holo-Binoculars
Type: Holo-Binoculars
Weight: 1.1kg
Cost: 1800
Availability: 1
Body: 2D (see below)
Body Material: [GM: coming soon]
Description: The Keltrik Mundex Drandar Corp (KMD) took the standard holo- binoculars and redesigned the entire system into a new and more effective unit. Not only do they work as digital binoculars, they also have an analog system that integrates into older recording systems. The binoculars can record up to 100 hours or voice, 45 hours of standard video and 30 hours of holovids, all internally. Once of the unique advantages is that they can also be SCOMP-Linked to an off-line storage device with military-grade encryption sent via tight-beam transmission to prevent eaves-dropping and interception.

We didn't stop there.

A mini laser targeting system has been added for guiding missiles to targets up to 3km away. This pair of holo- binoculars can also switch to thermal or ultraviolet for clear vision at night. There is also a security feature added that prevents unauthorized use. A special coating can be added the increases the protection of the holo-binoculars, making them even more durable.
Game Notes: Adds +2D to Search against targets 200-1200 meters away and +1D for targets 50-199 meters away. Has the capability to zoom in clearly targets up to 10km away. SCOMP-Link adds +2D to hit with weapons capable of receiving the link. The added security feature scans DNA and blood type, once touched, before activating automatically. Without authorization the binoculars are nothing more than a digital paper weight. The armored coating adds +1D to the Body rating and costs 700 credits. The binoculars come with a repair kit that allows Severe damage to be repaired up to 3 times, Light damage up to 6 times. The repair kit can even repair the armored coating up to 2 times. Replacement repair kits cost 850 credits. Additional off-line storage costs 100 credits per 1D of storage up to a maximum of 25D. The storage device has been designed to be able to clip to any utility belt with ease and in roughly the same size as two standard blaster clips placed side-by-side.

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