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Below are the items from previous months, starting with August of 2015

Item #406: August, 2015

Dellak Scimitar LG Fighter
Type: Long Range Fighter
Scale: Starfighter
Skills: Starfighter Piloting, Starship Gunnery, Starship Shields, Repulsorlift Ops
Length: 18.9 meters
Crew: 1 with droid
Passengers: 0 or 1
Cargo Capacity: 65kg
Consumables: 5 weeks
Cost: 840,000
Availability: 3,X
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x10
Space: 13
Atmosphere: 900;1300 kmh
Maneuverability: 4D
Hull: 4D+2
Shields: 3D
Sensors:
   Passive: 20/1D+2
   Scan: 40/2D
   Search: 80/3D
   Focus: 4/4D
Weapons:
  2 Turbolaser Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 3D
    Space Range: 3-25/50/100
    Atmosphere Range: 300-2.5km/5km/10km
    Damage: 7D
  3 Laser Cannons (2 are fire-linked)
    Scale: Starfighter
    Fire Arc: 2 Forward, 1 Aft turret
    Skill: Starship Gunnery
    Crew: Pilot (forward), Droid (aft)
    Fire Control: 3D
    Space Range: 3-15/30/60
    Atmosphere Range: 300-1.5km/3km/6km
    Damage: 5D+2 (forward) and 5D (aft)
Description: Tough and fast, this fighter is well designed to do take on space combat with ease. Many craft cannot reach speeds this fighter can and stay in one piece. The main weapons - Turbolaser Cannons are specially designed for this ship. They are powerful, but do not drain power away from other critical systems as they have there own power supplies.
Game Notes: Droid has a specific Starship Gunnery and Starfighter Piloting skill specifically modified at the factory to fly this fighter. Stats below. May also conduct repairs if not firing the weapon. The Scimitar comes with a small automatic galley directly behind the pilot allowing him or her to eat during long flights. Waste is also removed and processed during longer flights.

Pilot Droid: R2D5
Type: Industrial Automaton R2 Astromech Droid (Upgraded)
DEXTERITY 1D:
PERCEPTION 2D:
STRENGTH 1D:
KNOWLEDGE 1D:
MECHANICAL 2D: Astrogation 6D, Starfighter Piloting 4D, (s)Starfighter Piloting: Dellak Scimitar LG 5D+1, Starship Gunnery 4D, (s)Starship Gunnery: Dellak Scimitar LG 5D+1
TECHNICAL 2D: Computer Programming 4D, Starfighter Repair 5D, (s)Starfighter Repair: Dellak Scimitar LG 6D

Equipped with:
-Three wheeled legs (center leg retractable) with magnetic base
-Retractable heavy grasping arm (lifting 2D)
-Retractable fine work grasping arm
-Extendable 0.3 meter long video sensor (360 degree rotation)
-Small electric arc wielder (1D-5D situation dependant), 0.3 meter range
-Small circular saw (4D), 0.5 meter range
-Video display screen
-Holographic projector/recorder
-Fire extinguisher
-20cm x 8cm internal cargo area
-Additional tools & attachments
Move: 6
Size: 1 meter
Cost: 4500
Notes: The astrometric database has been reduced from 10 to 5 stored hyperdrive coordinates to make room for additional skill software.

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Item #407: August

Benethelkian, Ind. Artemis Heavily Armed Transport
Type: Super Heavy Transport
Scale: Capitol Ship
Skills: Capitol Ship Piloting, Capitol Ship Gunnery, Capitol Ship Shields, Communications, Repulsorlift Ops, Sensors
Length: 890 meters
Crew: 250
Passengers: 0-30 (standard, but see below)
Cargo Capacity: 2,000,000 MT (see below)
Consumables: 4 years
Cost: 850,000,000
Availability: 2,X
Nav Computer: Yes
Hyperdrive: x2
Hyperdrive Backup: x12
Maneuverability: 1D+2
Space: 6
Atmosphere: 375; 700 kmh
Hull: 5D+2
Shields: 2D
Backup Shields: 2D
Sensors:
   Passive: 35/1D
   Scan: 70/2D
   Search: 140/3D
   Focus: 4/4D
Weapons:
  44 Turbolasers
    Scale: Capitol Ship
    Fire Arc: Turret
    Skill: Capitol Ship Gunnery
    Fire Control: 2D+2
    Space Range: 3-15/35/75
    Atmosphere Range: 6-30/70/150 km
    Damage: 6D
  56 Heavy Blaster Cannons
    Scale: Starfighter
    Fire Arc: Turret
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5km
    Damage: 5D+2
  6 Medium Ion Cannons
    Scale: Capitol Ship
    Fire Arc: Turret
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 1-3/9/40
    Atmosphere Range: 100-300/900/4 km
    Damage: 4D+2
Description: The Artemis is perhaps the most heavily armed and armored large bulk freighter on the market today. In fact, it comes with over 40 turbolasers, over 55 heavy blaster cannons and 6 medium ion cannons to aid in its own protection. This freighter does not need an escort as it can carry up to a dozen fighters - just in case. Even the hull of this ship has been increased to withstand a typical pirate attack and survive long enough to jump into hyperspace and escape.
Accomodations on this freighter are actually quite luxurious and spacious as the designers wanted this feighter to pull double duty for thise wishing to travel discretely, but in style. Each Passenger Pod Quarters can hold up to 15 beings each of various species and can even accomodate those that require various types of atmospheres and varying gravity.
Game Notes: Passenger pods come in three sizes: 5, 10 and 15 passenger based on the total capacity required. Note that these ship are not built on a massive scale so that their full functions can remain mostly unknown, thereby providing some anonimity to their passengers. The ship is capable of adding additional passenger pods at the expense of cargo based on the size of the pod. 5 Passenger: 1000 mt (cost: 60,000); 10 passenger: 2500 mt (cost: 100,000), 15 passenger: 5000 mt (cost 150,000). The maximum number of additional pods is 10, regardless of size.
Each Fighter Pod can hold and support three large fighters and their crews and launch from the side of the freighter. Fighter Pods costs 100,000 each and take up 6000 mt of cargo space. The maximum number of Fighter Pods is 4.

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Item #408: August

Moon-Zhag Rocketboard
Type: Riding Swoop
Scale: Speeder
Length: 1.7 meters
Skills: (s)Repulsorlift Ops: Rocketboard
Crew: 1
Passengers: None (1 in an emergency)
Cover: None
Cargo Capacity: 3kg
Consumables: None
Cost: 13,000
Availability: 2,F
Maneuverability: 4D
Move Rate: 250; 650kmh
Body: 2D
Shields: None (up to 2D can be added)
Altitude Range: Ground - 550 meters
Sensors: (linked to goggles for HUD display)
   Passive: 100m/+2
   Scan: 200m/1D
   Search: 300m/2D
   Focus: 15m/3D
Weapons: None (one can be added)
Description: Super fast for a racing board, the Rocketboard is actually designed for slaffing, but can be used for any kind of outdoor fun.
Game Notes: The board does not provide any cover, but can be maneuvered to block shots from low angles. Shields of up to 2D may be added, but the extra weight will reduce speed to 220; 600kmh and maneuverability to 3D. However, there are engine upgrades that can compensate for the losses. The cost is 2200 credits for the speed compensation and an extra 500 for the maneuverability package. Also, nearly any small weapon can be modified so that it can be mounted on the speeder. GM has final say on what weapon can be added.

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Item #409: August

Cybot Galactica D6L8 Worker Droid
Type: 5th Degree
Scale Character
Cost: 2400
Availability:
Dexterity 2D: Dodge 4D
Perception 3D: Search 7D, sneak 7D
Strength 7D: Lifting 9D, stamina 8D
Knowledge 1D:
Mechanical 1D:
Technical 1D:
Weight: 115kg
Height: 1.95 meters
Move: 10
Equipment:
  -Two Humanoid Arms and Legs
  -AA3c Verbobrain: understands basic commands
  -Strength: Designed to lift and carry 500kg for extended time
  -Two Audio Sensors: Human range
  -Two Video Sensors: Human range and thermal.
  -Holocam: Automaticaly records everything it does. Chip needs to be replaced every 2 weeks.
Sensors (in meters): Thermal, IR
  Passive: 35/1D
  Scan: 70/1D+1
  Search: 120/1D+2
  Focus: 3/2D
Description: High quality worker droid designed for use in nearly any condition and in nearly every work site. The droid has been designed to take a beating and continue working.
Game Notes: The AA3c Verbobrain can be upgraded so that the droid not only understands more complex commands, but can, with the addition of a vocabulator, speak and interact with its owners in a limited fashion.

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Item #410: August

Moon-Zhag All-Weather Combat Armor
Type: Medium Powered Armor
Powered: Yes
Protection: +3D+2/+2D+2/+1D to Str and all skills
Protects the Following: All
Weight: 11 kg
Availability: 3,R or X
Cost: 2,800,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by 1/2 (-2D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to four hours in liquid or vacuum.
Helmet H.U.D.: Helmet can display suit status and weapon status if the SCOMP Link is used.
2 Spot Lamps: 20,000 candle power lamps, one on each side of the helmet will illuminate through thick smoke up to 40 meters; 75 meters with no interference. These lamps may also be switched to infrared (hence the image).
Sensors: UV, IR, Thermal
   Passive: 30/+1D
   Scan: 60/+2D
   Search: 120/+3D
   Focus: 15/+4D
Sensors: Movement (front and rear)
   Passive: 20/+2
   Scan: 40/+1D
   Search: 60/+1D+2
   Focus: 10/+2D
Computer System:
  • 9 Slot Computer System: Two I/O ports with active virus protection and program self-destruct
  • Capabilities: (Power: 2D, Memory: 16D)
  • Programs:
    • Accessing: Slots: 1; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
    • Bounty: Slots: 2; 50,000-bounty capacity. Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them.
    • Hostilities: Slots: 2; Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs.
    • Mupltiple Programs: Slots: 1; 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).
    • Road Map: Slots: 1; 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).
    • Sensor: Sots: 1; 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.
    • Targeting, Multiple: Slots: 3; 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.
    • Medic: Slots: 1; Diagnoses illnesses or wounds and gives treatment recommendations. Adds +1D to First Aid skill.
Description: Simple, yet effective armor for any environment. It is also lighter than other armor while providing the same protection. The HUD works well and is completely integrated with the SCOMP Link which can be shared with up to three weapons.
Game Notes: The main computer system can be upgraded to 12 slots with 3D Power and 20D Memory.

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Item #411: August

Draymak Doregindal's Pounder
Type: Heavy Blaster/Sniper Rifle
Scale: Speeder
Skill: Blaster or (s) Blaster: Doregindal's Pounder
Weight: 6.5 kg
Cost: 48,000
Availability: 4,X
Body: 3D+2
Ammo: 100
Fire Control: 1D+1
Range: 3-300/600/1200
Damage: 6D
Description: This is really just a simple long range heavy blaster rifle that can be used as a sniper rifle with high damage. Easy to maintain.
Game Notes: Replacement clips cost 1000 each. The scope adds +1D to hit in addition to the Fire Control bonus. This weapon is capable of damaging Walker scale vehicles at -2D.

Click on image for full size
 
 

Item #412: August

Moon-Zhag APM-93x
Type: Anti Personnel Mine
Scale: Character
Skill: Blaster Artillery
Weight: 45kg
Cost: 58,500
Availability: 3,X
Body: 2D+1
Ammo: See below
Range: 5-30/70/140 (of mines only)
Damage: 5D-7D (see below)
Blast Radius: 0-3/5/10/20
Sensors (distance is in meters):
  Passive: 350/1D
  Scan: 500/2D
  Seach: 750/3D
  Focus: 20/4D
Description: The main unit houses a droid brain in order to launch the mines properly and to control bearing and range to the acquired targets. The body of the APM-93x also has a repulsorlift engine to allow the mine to adjust its altitude from 1 meter to 50 meters, depending on the terrain. The droid brain controls how many mines will be launched at any given time and how far each will travel up to the maximum range of each mine (each mine has a small repulsorlift motor that carries a charge to allow the explosive to reach its destination). Damage is based on the number of mines near a particular target or group of targets.
Game Notes: There are a total of six sides with two half-panels per side for a total of 12 panels. Each panel holds 24 mines for a total of 288 mines. Each mine causes 5D damage individually, but up to 6 mines may be placed in the same blast radius for variable damage up to 7D (add +1 pip damage per extra mine). Note also that each mine beyond the first adds +1 to each segment of the blast radius. i.e. two mines have a damage of 5D+1 and a blast radius of 0-4/6/11/21 while 6 mines do 7D damage with a blast radius of 0-9/11/16/26.
Once all mines have been ejected, and if the main unit is still operational, the APM-93x will return to its launch point or it can be set to self-destruct (remotely detonated, if desired - controled by tight-beam transmission), causing 8D Speeder scale damage with a blast radius of 0-3/5/10/15 meters. Each mine costs 100 credits so refilling the main unit will cost a total of 28,800 credits.

The Droid Brain comes with the following stats:
Perception 2D:
  (s)Search: Tracking 6D
Knowledge 2D:
  Tactics 5D
Mechanical 2D:
  Mine Launching 5D (accuracy added from the repulsorlift ops skill in pips: 5D+5)
  Repulsorlift Ops 5D
  Sensors 5D
Technical 2D:
  Demolitions 5D (used to set the time, distance and movement sensor for detonation)

Click on image for full size
 
 

Item #413: August

Zentarian Belter E3 Electro Firearm
Type: Electric Slugthrower
Scale: Character
Skill: Firearms
Weight: 1.8kg
Cost: 780
Availability: 3,R
Body: 2D
Ammo: 10
Fire Control: None
Range: 3-15/45/120
Damage: 3D+(1D to 5D stun)
Description: This would be just another firearm if it weren't for the extra shock damage this weapon can deliver. The nice feature is the shock portion is variable - less for smaller beings and more for larger beings. As a general rule, this firearm has a good take-down ratio and delivers quite a punch.
Game Notes: The red slider on the side adjusts the amount of electric shock the target receives when the bullet hits. The shock will work on all forms of armor except those that have been protected against electric shock. The rounds are caseless so there is nothing to pick up after firing the Belter E3. Extra ammo costs 75 per 10 rounds. Extra empty clips cost 15 credits each.

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Item #414: August

Merr-Sonn Silver Slammer
Type: Blaster Pistol
Scale: Character
Skill: Blaster
Weight: 1kg
Cost: 600
Availability: 2,R or X
Body: 2D
Ammo: 100
Fire Control: +2
Range: 3-10/30/120
Damage: 4D+1
Description: The Silver Slammer from Merr-Sonn is an improved blaster pistol that comes with a small laser sight and attachable 100 candle power light. The pistol does more damage than a standard blaster pistol in the same class and is actually lighter. The grip is exceptional and can be custom fitted to nearly any beings hand or paw. The weapon comes with a hair trigger for that extra shot when needed, but can be turned off with the flick of a slidding switch just above the trigger.
Game Notes: The laser sight can be upgraded so that it adds a +1D to hit instead of +2 pips. Cost is 100 credits.

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Item #415: August

Dormean Systems Advanced Cochlear Implant
Type: Cybernetic Implant
Weight: .02mg
Cost: 25,000
Availability: 2,F
Body: N/A
Cyber Point Cost: .02
Description: The ACI-128P implant is perfect for those that have lost there sense of hearing or balance due to damage to the inner ear. The improved features include auto dampening of loud noises and automatic filtering of background noise when communicating. However, these features are adjustable or can be turned off based on the owners needs.
Game Notes: The implant only adds .1 Cyber Points, but provides the owner with perfect balance adding 1D to Acrobatics and Dodge. Perception may also be boosted so that the user gains a +1D to that skill as well. Should the ACI-128P get damaged the opposite is true: -1D to Acrobatics, Dodge and Perception and -1D to Initiative until the damage is repaired or the implant is replaced. If both ears have the device installed the user gains the following advantages: +2D to Acrobatics, Dodge and Perception and +1D to Initiative. Should either one get damaged the opposite is true: -2D to Acrobatics, Dodge and Perception and -1D to Initiative until the damage is repaired or the implant is replaced.
The power supply for the ACI-128P comes from the small electrical output of a beings body so that it never needs replacement unless damaged. Surgery will cost about 2000 credits and will require the owner to rest for three days in order for the mind and body to adjust to the device. Under normal conditions this implant should last 150-200 years.

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Item #416: September

Nordian CSX 600 Corvette
Type: Picket Ship
Scale: Capitol Ship
Length: 122 meters
Crew: 65, gunners: 27; skeleton: 18/+10
Skills: Astrogation, Capitol Ship Gunnery, Capitol Ship Piloting, Capitol Ship Shields, Communications, Repulaorlift Ops, Sensors, Starship Gunnery
Passengers: 50
Cargo Capacity: 2000 mt
Consumables: 2 years
Cost: 4,800,000
Availability: 2,X
Nav Computer: Yes
Hyperdrive: x.75
Hyperdrive Backup: x10
Maneuverability: 2D
Space: 8
Atmosphere: 620; 1100kmh
Hull: 5D+2
Shields: 3D
Sensors:
  Passive: 40/1D
  Scan: 80/2D
  Search: 100/3D
  Focus: 6/4D
Weapons:
  7 Double Turbolaser Cannons
    Scale: Capitol Ship
    Fire Arc: 3 dosal (front), 2 ventral (front), 2 aft (rear)
    Skill: Capitol Ship Gunnery
    Crew: 1
    Fire Control: 2D+2
    Space Range: 3-15/35/75
    Atmosphere Range: 6-30/70/150 km
    Damage: 6D
  6 Heavy Blaster Cannons
    Scale: Starfighter
    Fire Arc: Turret
    Skill: Starship Gunnery
    Crew: 2
    Fire Control: 3D+2
    Space Range: 3-15/30/60
    Atmosphere Range: 3-15/30/60km
    Damage: 6D
  3 Heavy Ion Cannons
    Scale: Capitol Ship
    Fire Arc: 2 Forward, 1 Aft
    Skill: Capitol Ship Gunnery
    Crew: 2
    Fire Control: 3D
    Space Range: 3-12/30/80
    Atmosphere Range: 3-12/30/80km
    Damage: 5D
Description: The CSX 600 Corvette is a standard site for smaller military fleets and planetary governments looking for a way to patrol their systems and keep them secure. The picket ship is the perfect tool for such things and can be used to transport important dignitaries safely to their destination. The weapons systems are fully integrated into the ship and are designed for sustained use if needed. Accomodations for passengers are above standard and provide ample space for extra luggage or special items. There is a central dining area amd a medical bay with 10 beds and three bacta tanks for emergencies. There is also a small repair bay for droids and other small items.

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Item #417: September

Zentarian Zephyr-class Medium Bulk Transport
Type: Bulk Transport
Scale: Capitol Ship
Length: 87.9 meters
Crew: 4; 4 gunners; skeleton: 1/+5
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Space Transports, Starship Gunnery, Starship Shields
Passengers: 6
Cargo Capacity: 4000 mt
Consumables: 1 year
Cost: 2,200,000
Availability: 2,F, R or X
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x12
Maneuverability: 2D
Space: 7
Atmosphere: 540; 980kmh
Hull: 5D+2
Shields: 2D
Sensors:
  Passive: 30/1D
  Scan: 60/2D
  Search: 90/3D
  Focus: 5/4D
Weapons:
  8 Heavy Blaster Cannons
    Scale: Starfighter
    Fire Arc: Turret (4 front, 4 rear)
    Skill: Starship Gunnery
    Crew: 2
    Fire Control: 3D+2
    Space Range: 3-15/30/60
    Atmosphere Range: 3-15/30/60km
    Damage: 6D
Description: The interior of this ship is highly customizable and may hold additional cargo or other items as needed or desired by the owner. Passenger quarters can be removed and replaced with cargo storage areas, a small medbay or extra food/water storage. The list is quite large for variable modifications that can be added and modified. Even the bridge can be set up for two as pilot and co-pilot should additional weapons be added.
Game Notes: All weapons are retractable and hidden. Locating them requires a Difficult Sensor roll when not deployed.

Click on images for full size

Zephyr-class Deck Plans
 
 

Item #418: September

Moon-Zhag DLX-12 (A and B) Assault Speeder
Type: Combat Speeder
Scale: Walker
Skills: Repulsorlift Ops, Vehicle Weapons
Length: 4.5/6 meters
Crew: 2/2 + 1 gunner
Passengers: None
Cargo Capacity: 100kg/140kg
Consumables: 2 weeks
Cost: 290,000/330,000
Availability: 3,X
Maneuverability: 2D+2
Move Rate: 180; 350kmh
Hull: 5D+2
Shields: 2D+2
Sensors (in meters):
  Passive: 300/1D
  Scan: 600/2D
  Search: 1200/3D
  Focus: 50/4D
Weapons:
  Heavy Laser Cannon
    Scale: Walker
    Fire Arc: Front
    Skill: Vehicle Weapons
    Fire Control: 2D
    Range: 50-500/1.5/3 km
    Damage: 6D
  2 Medium Laser Cannons (fire linked)
    Scale: Walker
    Fire Arc: Front
    Skill: Vehicle Weapons
    Fire Control: 2D
    Range: 50-350/1.2/2.4 km
    Damage: 5D
  * Heavy Repeating Blaster Rifle
    Scale: Character
    Fire Arc: Turret
    Skill: Vehicle Weapons
    Fire Control: 1D+1
    Range: 3-75/250/600
    Damage: 8D
Description: Tough tank in any environment with long range weapons and perhaps the best sensors in a walker-sized vehicle.
* Game Note: The listed HRBR is the default. This weapon is removeable and can be switched out with other types of weapons capable of being mouted to a vehicle hard point.

The extended version has enough space for a top-side gunner operating an extra turreted weapon.

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Item #419: September

Zherenfer B-8 Spider Assault Droid
Type: 4th Degree
Scale Speeder
Cost: 105,000
Availability: 2,X
Dexterity 2D: Blaster 8D, dodge 8D
Perception 3D: Search 7D, sneak 5D
Strength 6D+2:
Knowledge 2D: Tactics 7D, (s) tactics: small unit 8D
Mechanical 4D:
Technical 2D:
Weight: 350kg
Height: 2.1 meters
Move: 30; 120kmh
Equipment:
  -Tactical Database
  -Vehicle Database
  -ACCA-Combat VerboBrain
  -Assault Shielding: Adds +2D+2 to Strength against all weapon types
  -Dual Quad Blaster Cannons (may be fire linked)
    Scale: Speeder
    Fire Arc: Turrets
    Skill: Blaster
    Fire Control: 2D
    Range: 5-300/600/1.2 km
    Damage: 5D/5D+1/5D+2/6D (single turret), 5D+1/6D/6D+2/7D+1 (both turrets)
    Blast Radius: 1-2/3/5
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 350/1D
  Scan: 700/1D+2
  Search: 1400/2D
  Focus: 25/3D
Description: Turrets provide Y-Axis while body mount provides X-Axis. This is a very durable automated attack speeder with very powerful blasters used mostly for taking out other vehicles and some fighters or air speeders.
Game Notes: Well built for combat. Can be repaired in the field with a Vehicle Tool Kit and spare parts that are widely available as the sale of the parts is not as restricted as the sale of the complete assault droid.

Click on images for full size

Zherenfer B-8 Spider Assault Droid Backside
 
 

Item #420: September

Moon-Zhag AGBS-32a Anti-Gravity Battle Suit
Type: Light Armor
Powered: Yes
Protection: +2D/+1D
Protects the Following: All
Weight: 7 kg
Availability: 3,X
Cost: 2,500,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
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.
Repulsorlift System: Move Rate: 24; 150kmh, Charge Duration: 9 hrs. It takes 1.5 hours to fully charge the system. The internl power supply is not capable of charging this system. It must be hooked up to an external power supply.
Sensors: Movement (front and rear)
  Passive: 50/+1D
  Scan: 100/+2D
  Search: 200/+3D
  Focus: 15/+4D
Sensors: UV, IR, Thermal
  Passive: 35/+2
  Scan: 70/+1D
  Search: 140/+1D+2
  Focus: 10/+2D
Computer System:
  • 12 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 2D, Memory: 15D)
  • Programs:
    • Accessing: Slots: 1; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
    • Bounty: Slots: 2; 50,000-bounty capacity. Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them.
    • Hostilities: Slots: 2; Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs.
    • Mupltiple Programs: Slots: 1; 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).
    • Road Map: Slots: 1; 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).
    • Sensor: Sots: 1; 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.
    • Targeting, Multiple: Slots: 3; 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.
    • Medic: Slots: 1; Diagnoses illnesses or wounds and gives treatment recommendations. Adds +1D to First Aid skill.
Description: This suit comes with the most durable, quiet and long-lasting repulsorpack currently on the market. The owner can, if undetected, fly into any location very quietly, barely disturbing and dust in the area. The extralong charge life has been improved over previous models fo up to a 9-hour fight if needed. The light weight of the armor and repulsorpack give it an additional bonus to maneuverability.
Game Note: Upgrades for the Computer Programs are available. Add +1D to Powersuit Ops due to the light weight of the armor.

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Item #421: September

Nordian Z10-X Heavy Blaster Rifle
Type: Heavy Blaster Rifle
Scale: Character
Skill: Blaster
Weight: 4.5kg
Cost: 2000
Availability: 2,X
Body: 2D+2
Ammo: 100
Fire Control: 1D (due to laser sight)
Range: 3-75/150/300
Damage: 5D+1
Description: Good damage for a weapon in this class with an added bonus of armor and a laser sight and range-finder scope. The weapon also comes with a 2000 candle power spot light for night ops.
Game Notes: A sensor can be placed on the weapon instead of the scope to make it compatable with HUD systems and SCOMP links.

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Item #422: September

Draymak Agrivator 23-B Blaster Pistol
Type: Fire Blaster
Scale: Character
Skill: Blaster
Weight: 2kg
Cost: 5000
Availability: 3,X
Body: 2D+1
Ammo: 50 or 20
Fire Control: 1D (see game notes)
Range: 3-10/30/120 or 3-7/15/60
Damage: 4D+1 or 7D
Description: This blaster carries a limited supply of highly flamable Plasma/Thermite Gel. This can actually be added to each blaster shot fired, but reduces range to nearly half. However, this increases damage by almost double.
Game Notes: The gel will cover a 2 meter radius area upon impact and cannot be put out by normal means. The gel causes excessive burns to the target each round it is active for a total of 5 rounds. Damage per round is as follows: 7D/6D/5D/4D/3D and then it goes out. This extra damage usually kills a humanoid or smaller being. Larger beings may survive, but will be badly scarred. Adding the gel reduces the number of shots available to 20. The barrel must be replaced after every 100 shots or it will melt and possibly explode on a 1 on the Wild Die for every round after the 100th. The scope adds the +1D Fire Control if used.

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Item #423: September

Draymak Circular Arm Vibroblade
Type: Vibroblade
Scale: Character
Skill: Melee Weapons
Weight: 2kg
Cost: 1400
Availability: 2,R or X
Body: 3D+2
Difficulty: Easy
Damage: Str+3D+1
Description: This is the round version of a vibrobladed weapon that still does the same damage. It does not have the reach of those types of weapons, but comes with much more control. It is also easier to handle, being less deadly to the user. The forearm brace is adjustable for comfort. Many colors and sizes are available.
Game Notes: With power turned off (trigger switch similar to a blaster) the weapon does Str+2D.

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Item #424: September

Zentarian Culminator Z-9 Heavy Blaster Rifle
Type: Heavy Blaster Rifle
Scale: Character
Skill: Blaster
Weight: 3.5kg or up to 5.5kg with all mods
Cost: 2000 plus extra for mods
Availability: 2,X
Body: 2D+2
Ammo: 125
Fire Control: see below
Range: 3-30/100/300
Damage: 5D+2
Description: Even though the cost is a bit high, this standard looking heavy blaster rifle comes with many add-ons that improve the weapon's fuctionality greatly. A scope or sensor can be added that provides additional targeting; a muzzle on the tip of the barrel lowers the volume of the weapon without reducing its effectiveness; a grenade launcher can be placed under the barrel adding additional destructive power and by default, the weapon comes with a removable laser sight on the front of the rifle.
Game Notes: The items listed below are all optional except the laser sight, which is included in the base price. This rifle is fully capable of being integrated with a HUD or SCOMP link.
  • Z-9sc Scope:
    Cost: 200
    Bonus: Adds +1D to hit. Cannot be used with a sensor.
  • Z-9s Sensor:
    Cost: 350
    Bonus: Adds +2D to hit. Cannot be used with a scope or a laser sight.
  • Z-9m Muzzle:
    Cost: 250
    Bonus: Reduces the hearing distance to half.
  • Z-9gl Grenade Launcher:
    Cost: 440
    Fire Control: Uses rifle attachments, if any
    Range: 5-50/150/300
    Blast Radius: 2-3/4/5
    Damage: 5D or by grenade type
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Item #425: September

Phaeroh Adrenaline Amplifer Belt
Type: Adrenaline Amplifer
Scale: Character
Skill: First Aid
Weight: 1kg
Cost: 25,000
Availability: 4,R or X
Body: 2D
Description: This model is the improved version as compaired to the one sold nearly 1000 years prior. Designed to give the wearer boosted adrenaline for short periods of time to assist in either attacking or defending in combat or to do something very quickly. The effect does not last very long.
Game Notes: The effect provides +2D to Perception and Strength and adds +4 to the users Move Rate. This lasts for 3-5 rounds per dose and should not be used more than once per 2 hours. If more than one use in 2 hours roll the users Stamina. If they beat a Difficult roll they do not feel any adverse effects. If they fail the roll their Perception and Strength are reduced by 1D after the usual effects for the next 12 hours. Another use will automatically give them a heart attack and put them in a coma for at least 9-24 days (6+3D6) - 1/2 that with a bacta treatment. The belt reservoirs need to be refilled after every 10 uses at a cost of 5000 credits.

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Item #426: October-November

Accoon ACSA-1276 Medium Transport
Type: Medium Transport Freighter
Scale: Starfighter
Length: 134 meters
Height: 43 meters
Crew: 6, gunners: 4, skeleton: 2/+5
Skills: Communications, Repulsorlift Ops, Sensors, Space Transports, Starship Gunnery, Starship Shields
Passengers: 12
Cargo Capacity: 9000 mt
Consumables: 6 months
Cost: 548,000
Availability: 2,R or X
Nav Computer: Yes
Hyperdrive: x2
Hyperdrive Backup: x13
Maneuverability: 2D
Space: 7
Atmosphere: 350; 900kmh
Hull: 4D+1
Shields: 3D
Backup Shields: 2D
Sensors:
  Passive: 30/1D
  Scan: 70/2D
  Search: 140/3D
  Focus: 6/4D
Weapons:
  2 Quad Blaster Cannons
    Type: Heavy Laser Cannon
    Scale: Starfighter
    Fire Arc: Turret (Aft: 320 degrees, Front: 300 degrees)
    Crew: 1
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 2-9/25/60
    Atmosphere Range: 200-900/2.5km/6km
    Blast Radius: 1-3/5/8
    Damage: 5D+2
Description: Accoon has created their best transport yet with the ACSA-1276. This ship can haul large amounts of variable cargo and protect it along the way with two quad blaster cannons mounted as turrets. There is on the dorsal surface just forward of the engines and one on the ventral surface below and slightly aft of the bridge. The cargo area comes with heating and coolant tanks for those special cargo types along with the ability to quickly adapt to unusual cargo containers that may require special gasses and gravity to be transported safely. The design is such that anything can be transported that will fit inside the hull.

The crew and passenger section just aft of the bridge has ample space for several types of recreational activities, while the piloting of the ACSA-1276 has been made as simple as tecnologically possible so that, in the event of a disaster, only two beings are required to pilot the ship.

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Item #427: October-November

Draymak Zinnaklia KT-0 Ultra Fighter
Type: Space Superiority Starfighter
Scale: Starfighter
Skills: Communications, Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Length: 7.4 meters
Height: 2.3 meters
Crew: 1
Passengers: None
Cargo Capacity: 35kg (rear hatch)
Consumables: 2 weeks
Cost: 1,375,000
Availability: 3,X
Nav Computer: Yes
Hyperdrive: x.75
Hyperdrive Backup: None
Maneuverability: 4D+2 (see Game Notes)
Space: 12
Atmosphere: 480; 1310kmh
Hull: 4D
Shields: 2D
Sensors:
  Passive: 25/1D
  Scan: 50/2D
  Search: 100/3D
  Focus: 4/4D
Weapons:
  One Heavy Laser Cannon
    Scale: Starfighter
    Fire Arc: Ventral Turret
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-5/20/40
    Atmosphere Range: 100-500/2km/4km
    Damage: 5D+2
  2 Laser Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-5/12/24
    Atmosphere Range: 100-500/1.2km/2.4km
    Damage: 5D
Description: Fast, very fast. This fighter will win against any fighter in its class in a straight head-to-head race. The weapons it carries make sure it can hold its own in a fight. Capable of extreme turns and very tight maneuvers.
Game Notes: The special maneuvering thrusters placed on the port and starboard sides of this fighter allow it to make turns in space and atmosphere that are impossible to other fighters. This allows the KT-0 to get behind other fighters in a hurry to take the kill shot. Its speed also allows it to dodge most, if not all, capitol ship weapons. Even though the Zinnaklia can jump to hyperspace (the fastest military hyperdrive) it does not have enough space onboard for a backup hyperdrive without compromizing speed and maneuverability.

Click on image for full size

Zinnaklia KT-0 Rear View
 
 

Item #428: October-November

AG Systems DT-5 Speeder Racer
Type: Racing Speeder
Scale: Speeder
Skills: Repulsorlift Ops
Length: 6.4 meters
Crew: 1
Passengers: None
Cargo Capacity: 15kg
Consumables: 3 days
Cost: 65,000
Availability: 3,F or R
Maneuverability: 4D+1
Move Rate: 450; 975kmh
Altitude Maximum: 1 meter to 10 km
Hull: 4D
Shields: 1D
Sensors: in meters
  Passive: 300/D
  Scan: 600/D
  Search: 1200/D
  Focus: 25/D
Weapons: None (one can be added)
Description: One of the fastest speeders on the market and one with the highest altitude limit, the DT-5 is a true racing speeder. This one however, is as agile as a swoop. Sure, it's longer and wider than most swoops, but this one can reach near low orbit and still function. Also, one of the benefits is the option to pressurize the cabin allowing the speeder to reach double its altitude limit. It can also be fitted with a weapon making this racing speeder a very fast attack speeder in a pinch.
Game Notes: Increasing the maximum altitude from 10km to 20km for the craft requires a sealed pressure cabin replace the standard one with additional oxygen tanks added. This upgrade costs 4500 credits and takes one week to complete. The weapon may be any type that can be modified to fit on a speeder.

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Item #429: October-November

Phaeroh KLR-15 Heavy Assault Droid
Type: 4th Degree
Scale Speeder
Cost: 580,000
Availability: 4,X
Dexterity 4D: Armor weapons 8D, blaster 9D, dodge 9D, melee combat 9D
Perception 4D: Search 7D, (s) search: tracking 9D
Strength 7D: Brawling combat 9D, stamina 9D
Knowledge 3D: Tactics 7D
Mechanical 2D: Computer Ops 7D, Repulsorlift Ops 8D, Sensors 7D
Technical 1D:
Weight: 255kg
Height: 3.8 meters
Move: 16
Equipment:
  -AA1-HT6s VerboBrain: This is the advanced, combined huristic and tactical main computer system for the droid
  -Tactical Database
  -Vehicle Database
  -Starfighter Database
  -Space Transport Database
  -Capitol Ship Database
  -Speeder Armor: Adds +2D to the Strength rating (already included)
  -Move Increase: Adds +4 to the droids move rate (already included)
  -Repulsorlift System: Move: 120; 300kmh. Maxium Altitude: 600 meters; Space Speed of 2
  -Shields: Adds +1D to Strength on the ground and allows the droid to function in space for extended periods of time
  -Blaster Cannon (one in each arm)
    Scale: Speeder
    Fire Control: 2D
    Space Range: 1-2/7/10
    Atmosphere Range: 3-80/250/600
    Ammo: 500
    Blast Radius: 3 meters
    Damage: 7D
  -Plasma/Ion/Thermite Cannon (one in each arm)
    Scale: Speeder
    Fire Control: 2D
    Space Range: 1-5/12/24
    Atmosphere Range: 3-100/300/900 or 3-50/150/450 (thermite added)
    Ammo: 400 or 300 (thermite added)
    Blast Radius: 5 meters
    Damage: 7D+2 or 9D+2 (thermite added, burns for 3 rounds at -1D per round)
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 200/1D
  Scan: 400/1D+2
  Search: 800/2D
  Focus: 25/3D
Description: Tough, agile, intelligent, dangerous; these are a few words that properly describe the KLR-15 Assault Droid. The armor is tougher that a standard droid in that it can take quite a few hard hits and still keep coming. It has two weapons installed in each arm - a blaster cannon and a plasma cannon. Both are deadly and both have been taken from speeders after being modified to fit in the arms of the droid. It has also beed equipped with a huristic processor and tactical computer so that it can be fully autonomous, allowing it to remain in the field for several weeks at a time and learning every second it is out there. The installed sensors are military grade. The repulsorlift unit can lift the droid and an extra 500kg with ease. In a pinch, and based on mission parameters, the repulsor unit can lift an additional 200kg, but at a reduced speed and altitude.
Also, the droid just happens to be in direct competition with the best assault droid Draymak has produced so far, though not as deadly...yet.
Game Notes: The droid is difficult to modify, but it is possible. The Difficulty level is Very Difficult for weapons and Heroic for its primary programming. Additional weapons can be added if a Very Difficult Armor Weapons and Moderate Engineering: Energy Weapons roll is made. The armor is Speeder scale and is more difficult to increase. A Heroic Armor Repair roll and a Difficult Engineering: Armor roll are both required to make any changes to the armor.
This droid also has the ability to pick up any weapon and use it whether it is an energy weapon or a melee weapon. it can also fight without any weapons if needed.

Click on image for full size
 
 

Item #430: October-November

Draymak DG-9XL Ghost Armor
Type: Medium Stealth Armor
Powered: Yes
Protection: +3D/+2D/+1D Dexterity and all skills
Protects the Following: All
Weight: 9kg
Availability: 4,X
Cost: 9,500,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
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: The suit has enough oxygen for up to seven hours, including liquid or vacuum.
Move Increase: Adds +1 to the wearers Move Rate to allow faster insertion and extraction from a target area.
Sensor Baffle System: Adds +5 to all Sensor rolls to detect the wearer. This system works in concert with all other systems.
Heat Shield System: Reduces the heat signature of the armor by releasing heat slowly and through a cooling system that is linked to the sensors in order to determine the correct dispersion temperature. This effectively adds +2D to Sensor rolls to detect the wearer through a heat signature.
Sound Dampening System: Adds +2D to Sneak. And also helps reduce other sounds eminating from the armor.
Armor Variable Color System: Adds +15 to the Sensor roll to detect the wearer. This system works in concert with all other systems.
Sensors: Movement (front and rear), Hard/Soft Radiation, Life
   Passive: 80/+2
   Scan: 160/+1D
   Search: 320/+1D+2
   Focus: 15/+2D
Sensors: IR, UV, Thermal, Ultrasound
   Passive: 30/+1D
   Scan: 60/+2D
   Search: 120/+3D
   Focus: 10/+4D
Computer System:
  • 11 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 3D, Memory: 20D)
  • Programs:
    • Accessing: Slots: 1; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
    • Bounty: Slots: 2; 50,000-bounty capacity. Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them.
    • Hostilities: Slots: 2; Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs.
    • Multiple Programs: Slots: 1; 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).
    • Road Map: Slots: 1; 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).
    • Sensor: Sots: 1; Adds +1D to Search. If person has all sensors then it adds +2D to Search. Sensor types: IR, UV, X-Ray (not required), Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
    • Targeting, Multiple: Slots: 3; 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.
    • Medic: Slots: 1; Diagnoses illnesses or wounds and gives treatment recommendations. Adds +1D to First Aid skill.
Description: Designed specifically to avoid detection in any hostile environment, the DG-9XL Ghost Armor can avoid most, if not all, forms of detection. In fact, if the wearer enables all features and moves half their normal pace they will remain undetected. Only the best sensor operators stand a chance at locating this armor. The armor comes with good protection and improved Dexterity.
Game Note: As long as the wearer does not run, this armor will keep them concealed from almost all forms of detection, even while attacking an intended target.

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Item #431: October-November

Zentarian Cryo-Blaster
Type: Cryogenic Freeze Blaster
Scale: Character
Skill: Blaster
Weight: 3.5kg
Cost: 12,500 (400x3 for cartridges)
Availability: 4,X
Body: 2D+2
Ammo: 20
Fire Control: None
Range: 5-20/40/80
Damage: 7D/4D/1D
Description: This weapon is best used at point-blank and short range as its effectiveness lessens considerably over any distance beyond 20 metes. After 20 shots all 3 cryo cartridges need to be replaced and they are not cheap.
Game Notes: Should the weapon ever be hit in the center where the beam formation chamber resides or one of the cryo cartridges, the weapon will instantly explode with a force equal to that of a small thermal detonator. Blast Radius: 0-3/5/7/12, Damage: 8D/7D/5D/3D. Everything in the blast radius will also be frozen solid and will eventually shatter (1-3 rounds).

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Item #432: October-November

Draymak AL-12z Blaster Rifle
Type: Specialized Heavy Blaster Rifle
Scale: Speeder
Skill: (s) Blaster: AL-12z (required to use correctly)
Weight: 5.5kg
Cost: 486,000
Availability: 4,X
Body: 4D+2
Ammo: 300
Fire Control: 2D
Range: 3-200/400/800
Damage: 8D
Description: Accurate, deadly and sturdy are but a few of the descriptive words used to describe this weapon. The AL-12z is the most deadly rifle on the market and it can destroy, with ease, any speeder it encounters. This rifle has also been known to take on walkers and win. The price is high, but the results of what it is capable of are spectacular.
Game Notes: This weapon is so specialized that it will instantly adapt itself to the armor, cybernetics and bioware of the owner. In fact, it will be so integrated that its systems will automatically register with the HUD of armor and any other internal systems that it detects so that the weapon can be more easily used. The AL-12z blaster rifle is the perfect choice for the AutoFire program. Once purchased and touched, the circuits in the rifle scan for DNA in the owner. The file biolocks the weapon so that no other being will be able fire it unless a DNA/voice/retina scan and voice order to do so are confirmed by the original owner who must still be alive.

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Item #433: October-November

Nordian 93-xb Shotgun Firearm
Type: Repeater Shotgun
Scale: Characater
Skill: Firearms
Weight: 4kg
Cost: 1500
Availability: 3,R or X
Body: 2D+1
Ammo: 40 barrel
Fire Control: None
Range: 3-10/20/40
Damage: 5D (+1 for each shot against same target)
Description: This is a single shot, semi-auto and an autofire shotgun capable of unleashing tremendous damage on a single or multiple targets.
Game Notes: The weapon can fire one shot, three shots or 9 shots with a pull of the trigger. The Full Auto setting empties the magazine very quickly, but can take down up to three targets at a time as long as they are not more than 2 meters apart. Semi-auto fires three rounds per pul of the trigger and allows the user to attack up to three targets - one shot each. The clip can be set to automatically drop out when empty so another can be loaded more quickly. Several types of rounds are available such as High Explosive (6D, 0.5 meter blast radius), Armor Piercing (5D ignores armor up to medium) and KnockDown (5D stun only).

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Item #434: October-November

Draymak Claymore EMP Cannon Turret
Type: Remote Cannon Turrent
Scale: Speeder/Character
Skills: Computer Ops, Demolitions, Sensors
Weight: 95kg
Cost: 170,000
Availability: 4,X
Body: 4D (Speeder scale)
Ammo: 100 (cm), 100 (emp)
Fire Control: 3D+2
Range: S2 (5-20/40/80), S3 (5-25/50/100), S4 (5-30/60/120), S5 (5-40/80/160)
Blast Radius: CM: 2-4/10/20 (cone shape 0-15 meters wide), EMP: 3-5/10/15
Damage: CM 7D, EMP (3D + Special)
Sensors (in meters): IR, UV, Thermal, Ultrasound
   Passive: 100/+1D
   Scan: 200/+2D
   Search: 400/+3D
   Focus: 20/+4D
Description: The pop-up Claymore EMP turret is very reliable and durable and is capable of operating on its own with the built-in droid brain. The claymore and EMP grenades it launches provide the turret with a good protective range. The main purpose of the turret is to protect an area from ground forces when there are no defenders available.
Game Notes: EMP Special Damage: affects all unprotected electronic equipment by shorting it out for 3-18 rounds. The droid brain is designed to report that it is running low on ammunition once 15 rounds are left of either the claymore or the EMP grenades. Extensive orders can be programmed into the droid to cover nearly any situation it may encounter. The unit can also be remotely monitored so that orders can be verbal instead of programmed. The turret is powered by a mini fusion generator designed to last up to three years.

Computer Brain
Dexterity 0D: Self Weapons 8D
Perception 3D (used for detecting targets): Search 8D, (s) search: tracking 9D
Knowledge 4D: Tactics 8D

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Item #435: October-November

Phaeroh DT-Z97 Deployable Tactical Display Panel
Type: Portable Battlefield Display Panel
Scale: Character
Required Skills: Command, Computer Ops, Tactics
Weight: 14kg
Cost: 8000
Availability: 2,F or R
Body: 4D or 2D (see below)
Description: This is a portable Command Center that allows any Commander from any size unit to link up the beings under their command and monitor their progress within a 50km radius.
Game Notes: The unit can display vital statistics for up to 200 beings with details of up to 8 squad members that need to be watched closely wherever they are on the grid. Power to run the unit lasts up to one month. All data can be stored securely with Command Encryption.

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Item #436: December

Hiigaran Assault Corvette
Type: Assault Corvette
Scale: Capitol Ship
Length: 132 meters
Crew: 38; 14 gunners, skeleton: 16/+10
Skills: Astrogation, Capitol Ship Gunnery, Capitol Ship Piloting Capitol Ship Shields, Repulsorlift Ops, Sensors, Starship Gunnery
Passengers: 6
Cargo Capacity: 1000 mt
Consumables: 6 months
Cost: 74,000,000
Availability: 3,X
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x10
Maneuverability: 2D+2
Space: 8
Atmosphere: 370; 1050kmh
Hull: 6D+2
Shields: 3D
Sensors:
  Passive: 30/1D+2
  Scan: 40/2D
  Search: 80/3D
  Focus: 6/4D
Weapons:
  2 Dual Super Heavy Blaster Cannons
    Scale: Starfighter
    Fire Arc: Turret (1 dorsal, 1 ventral)
    Skill: Starship Gunnery
    Crew: 4
    Fire Control: 3D
    Space Range: 1-20/40/80
    Atmosphere Range: 100-2km/4km/8km
    Damage: 6D (combined for 6D+2)
  6 Blaster Cannons (retractable)
    Scale: Capitol Ship
    Fire Arc: Turret
    Skill: Capitol Ship Gunnery
    Crew: 1
    Fire Control: 2D+1
    Space Range: 1-5/10/20
    Atmosphere Range: 100-500/1km/2km
    Damage: 4D
Description: Even though this is a capitol ship by its sheer size, it was actually designed to be more like a starfighter; providing better maneuverability, better shields and a much better hull in order to take on its primary targets - starfighters and bombers. The main weapons are very fast and, even though they are large in appearance, track multiple targets in order to move from one to the next as quickly as possible. Sensors are also designed to pick up incoming fighters and bombers more quickly using passive mode so as not to give away its position until the last moment. The other, smaller, capitol weapons are mostly for defense against incoming fighters and smaller capitol ships, but can be used against larger ships even though they are not as effective.
Game Notes: The ship has room for up to 6 passengers, but creature comforts are at a minimum as large power cells are required to fire its massive weapons and allow the ship its speed and maneuverability. The thick hull also minimizes storage and other features that would otherwise be available. However, there is a small medical bay with three beds and a bacta tank. A medical droid is the main providor of care for any injured unless a member of the crew has medical skills. There is also a small armory aboard for use against bording parties and the like.

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Item #437: December

Kaiser LT-09 Turbo Fighter
Type: Heavy Starfighter
Scale: Starfighter
Length: 9.6 meters
Crew: 1
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starhip Shields
Passengers: None
Cargo Capacity: 35kg
Consumables: 3 weeks
Cost: 490,000
Availability: 4,X
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x15
Maneuverability: 4D
Space: 9 (14 for 4 rounds every 15 rounds)
Atmosphere: 400; 1150kmh (485; 1400kmh for 4 rounds every 15 rounds)
Hull: 3D+1
Shields: 2D
Backup Shields: 2D
Sensors:
  Passive: 12/1D
  Scan: 25/1D+2
  Search: 50/2D
  Focus: 3/3D
Weapons:
  2 Turbolasers (fire-linked)
    Scale: Capitol Ship
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D
    Space Range: 3-12/30/70
    Atmosphere Range: 300-1.2km/3km/7km
    Damage: 5D
  2 Blaster Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2km/2.5km
    Blast Radius: 4m
    Damage: 4D+2
  2 Heavy Blaster Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Rear
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-4/15/30
    Atmosphere Range: 100-400/1.5km/3km
    Blast Radius: 5m
    Damage: 5D+2
  2 Triple Concussion Missile Launchers
    Scale: Starfighter
    Fire Arc: Front
    Skill: Missile Weapons
    Fire Control: 3D+1
    Space Range: 2-10/20/50
    Atmosphere Range: 200-1km2km/5km
    Ammo: 2 in each tube (12 total)
    Blast Radius: 12m
    Damage: 8D (+1 for each additonal missile per target)
Description: Fast and deadly for its size, the LT-09 can take on capitol ships and will as long as it doesn't get hit. The turbolaser systems are vulnerable to damage and tend to short out easily without constant maintenance. However, when they are working they are very deadly.
Game Notes: Any damage received has a 30% chance to shut down the turbolasers. Repairs are one Difficulty highter due to the complexiy of the systems that keep the turbolasers operational. There is the option of adding one meter to the length of the fighter (cost: 57,000) in order to add an astromech droid to make in-flight repairs and keep the ship fully functional more often and reduce the chance of damage to the turbolasers from 30% to 10%.

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Item #438: December

Phaeroh Tangor Combat Speeder
Type: Combat Speeder
Scale: Speeder
Skills: Repulsorlift Ops, Vehicle Weapons
Length: 3.4 meters
Crew: 1
Passengers: None (1 in a pinch)
Cargo Capacity: 20kg
Consumables: 2 days
Cost: 35,000
Availability: 4,X
Maneuverability: 4D
Move Rate: 150; 430kmh
Altitude Range: .5m - 2km
Cover: 1/4
Hull: 4D+2
Shields: 1D+2
Sensors (in meters):
  Passive: 200/1D
  Scan: 450/2D
  Search: 1000/3D
  Focus: 25/4D
Weapons:
  2 Double-Barrel Blaster Cannons (fire-linked)
    Scale: Speeder
    Fire Arc: Front
    Skill: Vehicle Weapons
    Fire Control: 3D
    Range: 1-400/800/1.6km
    Damage: 5D+2
  6 Concussion Missile Launchers (can be fire-linked)
    Scale: Speeder
    Fire Arc: Front
    Skill: Vehicle Weapons
    Fire Control: 3D
    Ammo: 3 per side (6 total)
    Range: 10-500/1/2km
    Blast Radius: 10 meters
    Damage: 7D
Description: The Tangor Combat Speeder is the latest in combat ready vehicles for military applications. It comes with speed and maneuverability and a good, hard armor shell to protect it when on missions. The shields are not the best, but making room was tough to do considering all the other features. The weapon systems are high quality and allow the speeder to take out fairly large targets when needed with the speed survive another day.
Game Notes: The concussion missiles can be fired singly, in pairs or two groups of three. Damage increases by +2 for each additional missile used to hit the same target. Structures hit by two or more missiles subtract 2 pips from their barrier rating. Every extra missile subtracts an additional 2 pips.

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Item #439: December

Phaeroh MA-15 Mechanical/Assassin Droid
Type: 4th Degree
Scale Character
Cost: 78,000
Availability: 4,X
Dexterity 4D: Blaster 7D, dodge 7D, melee combat 7D
Perception 3D: Search 7D, sneak 7D
Strength 4D: Brawling combat 7D
Knowledge 3D: Communications 5D, Tactics 7D
Mechanical 4D: Repulsorlift ops 6D
Technical 1D: Repulsorlift repair 6D,
Height: 2.2 meters
Weight: 83kg
Move: 10
Equipment:
  -AA-1 Huristic Verbobrain: Designed to learn from and adapt to all experiences. Cannot be wiped normally. Memories stored in sealed, encrypted and EMP protected (15 rounds) area deep inside the chest area. EMP protection degrades at half the normal rate due to a specially created coating and hardening against such an attack.
  -Armor: Add +2D/+1D to Strength to resist damage.
  -Maintenance Database
  -Speeder Database
  -Tactical Database
  -Two Arms, Two Legs
  -4 Small Specialized Arms: Used to conduct maintenance on facilities and vehicles of all types.
  -Sealed on/off switch. Cannot be shut down by normal means, though a Jedi could do so if given two rounds to find the correct location.
  -Secret Compartment: large enough to hold one kilogram of weight and/or mass (ie. grenade, thermal detonator, detonite, etc.)
  -Tight Beam Transceiver: Relays encrypted, compressed messages every 2-3.5 hours when on assignment. Not normally detected as the signal is usually piggy-backed onto other, less critical communication frequencies when they are available.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 75/1D
  Scan: 150/1D+2
  Search: 320/2D
  Focus: 5/3D
Description: All of these models are highly specialized maintenance droids that have the ability to be assassin droids when needed. When on a mission they can send transmissions at any interval they deem "safe", but normally allow the set range to be used. The droid is fully capable of fighting without weapons, but can use any blaster it comes across should the need arise.
Game Notes: The feet of the droid can be magnitized when needed to perform its duties, be they mainetenance or assassination.

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Item #440: December

Phaeroh Ind. LSA-34x Light Scout Armor
Type: Powered Light Armor
Powered: Yes, partial only
Protection: +2D/+1D/-1
Protects the Following: Protects all except; arms and upper legs both front and back, hips and buttock, lower legs in back
Weight: 5kg
Availability: 3,R or X
Cost: 16,500
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to three hours in liquid or vacuum. Suit is pressure sealed against the vacuum of space and under water or other liquid
Sensors: Life Form, Movement (front and rear)
   Passive: 50/+1D
   Scan: 100/+2D
   Search: 250/+3D
   Focus: 15/+4D
Sensors: UV, IR, Thermal
   Passive: 25/+2
   Scan: 50/+1D
   Search: 100/+1D+2
   Focus: 10/+2D
Computer System:
  • 10 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 2D, Memory: 16D)
  • Programs:
    • Access: Slots: 1, Game Notes: Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
    • Bounty: Slots: 2, Game Notes: 50,000-bounty capacity. Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them.
    • Hostilities: Slots: 2, Game Notes: Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs.
    • Medic: Slots: 1, Game Notes: Diagnoses illnesses or wounds and gives treatment recommendations. Adds +1D to First Aid skill.
    • Multiple Programs: 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).
    • Road Map: Slots: 1, 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).
    • Sensor: Slots: 1, Game Notes: 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.
    • Targeting: Slots: 2, Game Notes: One weapon system and up to 6 targets. Adds +1D to hit and requires a sensor on the weapon being used. A scope may not be used with this program.
Description: A simple design that is both asthetically pleasing and functional with basic scouting features at a resonable price.
Game Note: Price includes a Repair Kit that has 9 uses: 4 Light, 3 Moderate and 2 Severe damage. Dexterity enhancements can be added for 3500 credits to remove the -1 reduction to Dexterity.

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Item #441: December

Phaeroh Ind. MCA-18s Medium Comat Armor
Type: Powered Medium Armor
Powered: Yes, partial only
Protection: +2D+2/+1D+2/-2
Protects the Following: Protects all except; upper arms, hips and upper legs, both front and back
Weight: 7.5kg
Availability: 3,X
Cost: 46,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to four hours in liquid or vacuum. Suit is pressure sealed against the vacuum of space and under water or other liquid.
Sensors: Life Form, Movement (front and rear)
   Passive: 60/+1D
   Scan: 120/+2D
   Search: 300/+3D
   Focus: 20/+4D
Sensors: UV, IR, Thermal
   Passive: 30/+2
   Scan: 60/+1D
   Search: 120/+1D+2
   Focus: 15/+2D
Weapon Systems:
  • 2 Blaster Rifles (fore-arm mounted)
    Model: Phaeroh HDK-Z12 Modified Blaster Rifles
    Type: Heavy Blaster Rifle
    Scale: Character
    Skill: Armor Weapons
    Fire Control: +2
    Ammo: 200
    Range: 3-100/200/400
    Damage: 5D+1
    Game Notes: The blaster rifles are concealed, but the thickness of the arm guards will likely give them away if the opponent is skilled in observation. Note that the weapons have gyros and mini-repulsors built into them to help compensate for the weight. Both weapons are linked to the armors' HUD System, adding a small amount of fire control.
Computer System:
  • 12 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 3D, Memory: 20D)
  • Programs:
    • Access: Slots: 1, Game Notes: Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
    • Bounty: Slots: 2, Game Notes: 50,000-bounty capacity. Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them.
    • Hostilities: Slots: 2, Game Notes: Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs.
    • Medic: Slots: 1, Game Notes: Diagnoses illnesses or wounds and gives treatment recommendations. Adds +1D to First Aid skill.
    • Multiple Programs: 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).
    • Road Map: Slots: 1, 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).
    • Sensor: Slots: 1, Game Notes: 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.
    • Targeting: Slots: 2, Game Notes: One weapon system and up to 6 targets. Adds +1D to hit and requires a sensor on the weapon being used. A scope may not be used with this program.
Description: A simple design that is both asthetically pleasing and functional with basic combat features at a resonable price.
Game Note: Price includes a Repair Kit that has 9 uses: 4 Light, 3 Moderate and 2 Severe damage. This armor also comes with two custom-made blaster rifles designed for this armor. Each weapon can store enough energy and tybanna gas for 200 shots before it needs to be replaced. Dexterity enhancements can be added for 7500 credits to remove the -2 reduction to Dexterity.

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Item #442: December

Draymak Gorgon HBF-13 Battle Rifle
Type: Super Heavy Rifle
Scale: Character to Starfighter
Skill: (s)Blaster: Gorgon HBF-13
Weight: 6.5kg
Cost: 385,000
Availability: 4,X
Body: 4D+1
Ammo: 300 (c)/200 (s)/100 (w)/50 (sf)
Range: 3-200/400/800
Damage: 8D+2 (c)/7D+1 (s)/6D (w)/4D (sf)
Blast Radius: 3 meters
Description: Heavy plasma blast encased in gasious/semi-solid thermite gel, encased in an ion shell, give this weapon a deadly, deadly bite. The only thing it can't damage in some way are capitol ships.
Game Notes: Minimum Strength required to carry and fire this weapon is 4D. Don't expect to find this weapon easily as it is in a very limited production run - you order it and it gets made. Draymak Corporation will build one of these to suit whatever species buys it. That being said, some of the largest species will end up paying 25% more for the increase in size. Clips cost 1200 for standard size and 2100 for the larger size. The repair kit is included and will be able to take care of nearly all damage sustained up to 15 times, regardless of severity, before needing replacement. Cost of a replacement repair kit is 9000 credits for the smaller weapon and 12,500 for the larger one. Custom made to the individual with integrated holographic sites give a +2D modifier to hit.

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Item #443: December

Moon-Zhag TK-154 Blaster Carbine
Type: Blaster Carbine
Scale: Speeder
Skill: Blaster
Weight: 5kg
Cost: 28,000
Availability: 4,X
Body: 3D+1
Ammo: 100
Fire Control: 1D+2
Range: 3-75/150/350
Damage: 5D+1
Description: A powerful weapon in a small package, the TK-154 delivers a punch that can take out speeders and beings with relative ease. It is also easy to clean and replace damaged parts.
Game Notes: As noted above, the TK-154 causes Speeder scale damage. The repair kit that comes with this weapon can repair any damage sustained, short of replacing the entire blaster, up to 10 times. A replacement repair kit will cost 1200 credits.

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Item #444: December

Phaeroh Arms BBC-10 Blaster Carbine
Type: Blaster Carbine
Scale: Character
Skill: Blaster
Weight: 3kg
Cost: 6000
Availability: 3,X
Body: 3D
Ammo: 100
Fire Control: 1D+2
Range: 3-50/100/300
Damage: 6D+1
Description: A powerful weapon in a small package, the BBC-10 delivers a punch that can take out characters and those in armor with relative ease. It is also easy to clean and replace damaged parts.
Game Notes: The repair kit that comes with this weapon can repair any damage sustained, short of replacing the entire blaster, up to 8 times. A replacement repair kit will cost 250 credits.

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Item #445: December

Draymak KPR-6SW Kinetic Plasma Rifle
Type: Super Heavy Dual Blaster
Scale: Speeder/Walker
Skill: (s)Blaster: KPR-6 (required)
Weight: 15kg
Cost: 475,000
Availability: 4,X
Body: 5D
Ammo: 1000/300
Range: 3-300/600/1200 (k)/3-200/400/800 (p)
Blast Radius: 2 meters/6 meters
Damage: 7D/9D and 7D (w)
Description: This is a specially designed weapon for those in assault or very heavy powered armor only. The weapon requires great strength outside of powered armor so that only the largest of species can wield it properly without additional assistance. Damage from this weapon is extreme and destroys most everything in a 5 meter radius from the point of impact. If both ammo types are fired simultaniously the weapon can penetrate Walker scale armor effectively.
Game Notes: The weapon requires a Strength of 5D outside of powered armor and only the largest of species can wield it properly in that fashion. Even a wookiee and a houk will find this weapon difficult and unwieldy to operate. The Walker scale damage will be reduced to 7D when both types of ammo are fired together with targeting equal to the plasma range. The plasma has been stabalized by a thermite/ion outer shell to give it the extreme range of over 800 meters (some targets have been hit out to 1200 meters, but damage was significantly reduced - 4D or less). Suit assisted servos, HUD and tracking software give a 2D+2 to hit.
The repair kit that accompanies this rifle can repair and replace much of the damage sustained to it up to 12 times before replacement is required. The cost of said replacement is 15,800 credits.

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Item #446: January-February, 2016

Nova Combat Ships BD-X4319 Heavy Fighter
Type: Heavy Fighter/Light Freighter
Scale: Starfighter
Length: 18.5 meters
Crew: 1
Skills: Astrogation, Missile Weapons, Repulsorlift Ops, Starfighter Piloting, Starship Gunnery, Starship Shields
Passengers: 1
Cargo Capacity: 800kg
Consumables: 1 month
Cost: 795,000
Availability: 4,X
Nav Computer: Yes
Hyperdrive: x.5
Hyperdrive Backup: x7
Maneuverability: 3D+1
Space: 11
Atmosphere: 435; 1250kmh
Hull: 6D+2
Shields: 4D+1
Sensors:
  Passive: 30/1D
  Scan: 60/2D
  Search: 120/3D
  Focus: 7/4D
Weapons:
  2 Super Heavy Blaster Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Forward
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D
    Space Range: 2-30/60/100
    Atmosphere Range: 200-3km/6km/10km
    Damage: 7D
  2 Long-Range Missile Launchers
    Scale: Starfighter
    Fire Arc: 1 forward, 1 aft
    Skill: Missile Weapons
    Crew: Pilot
    Fire Control: 3D
    Space Range: 5-30/60/120
    Atmosphere Range: 500-3km/6km/12km
    Ammo: 6 long-range missiles each
    Damage: 9D
Description: The BD-X4319 is new, powerful, sleek and expensive. All signs point to a more experienced company, but no one knows who that could be, and no one is talking. The weapons have extended range and exceptional damage as do the missile launchers. The hyperdrive is fast and the sublight drives are right on par with the fastest military fighters currently on the market. How they made that happen is a carefully guarded company secret. This fighter is quite amazing in its versatility, form and function. It better be for the price!
Game Notes: Nova Combat Ships is a new corporation on the market that is suddenly producing top-of-the-line fighters. The ship can haul a fair amount of cargo and food, and carry an extra being as a guest that does not help pilot the ship or fire weapons, but they can sit above the pilot in the cockpit and observe all the action if so desired. Both pilot and guest share a double bunk directly behind the cockpit. Next to that is an Autochef and a Hygiene area. There is also a small lounge connected behind the Autochef and hygiene area right before the cargo hold followed by a loading ramp in the rear of the ship between the main engines. The loading ramp also acts as the main entrance to the ship, but there is an emergency exit directly above the cockpit. Note that the cockpit can also be used as an escape pod (for 2) should the ship take terminal damage.

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Item #447: January-February

Juzuura Mining Ship
Type: Asteroid Mining Vessel
Scale: Capitol Ship
Length: 225 meters
Crew: 15, plus 12 harvester droids
Skills: Astrogation, Repulsorlift Ops, Capitol Ship Gunnery, Capitol Ship Piloting, Capitol Ship Shields
Passengers: 10
Cargo Capacity: 100,000 MT
Consumables: 1 year
Cost: 9,855,000
Availability: 1,F
Nav Computer: Yes
Hyperdrive: x2
Hyperdrive Backup: x17
Maneuverability: 1D
Space: 5
Atmosphere: 295; 850kmh
Hull: 8D
Shields: 4D
Sensors:
  Passive: 100/1D
  Scan: 200/1D+2
  Search: 400/2D+1
  Focus: 30/3D+1
Weapons:
  8 Cable Lock Systems (not normally used as weapons)
    Scale: Capitol Ship
    Fire Arc: 4 Forward (2 up, 2 dwn), 4 Aft (2 up, 2 dwn)
    Skill: Capitol Ship Gunnery
    Fire Control: 4D
    Space Range: 1/4/8
    Atmosphere Range: 50-100/400/800
    Ammo: 8 Cables (fully retractable and reusable)
    Damage: 8D
Description: This mining ship is quite typical of other mining ships except for two items. The first item being the Cable Lock System. These 8 cables fire from the front and back of the ship at 45 degree angles. They are used to lock onto asteroids in order to conduct mining in the specific asteroid the ship is attached to or on nearby asteroids. What helps do the mining is the second feature - Harvesters.

The Harvesters detach from the underside of the ship - there are 10 of them - and move to designated coordinates to begin the mining process. Each harvester is piloted by a mining droid specifically designed to fit in and pilot the pods. They have a maximum range of 100,000km and will mine an area until the pod is full, return to the ship, unload their cargo and return to their designated area and start the same process again. They will continue until they are told to stop or the area is completely mined out. The ship comes with two extra mining droids so regular maintenance can be done without interrupting the work.

Game Notes: In an emergency, both unique systems can be used as defensive weapons to attack a nearby ship or whatever is causing the disruption. The cable locks have been known to dissuade a space slug or two (though not the largest ones). The harvesters can "bite" a ship or creature, causing up to 5D Capitol Ship damage. The droid pilots use (s) Capitol Ship Gunnery: Mining Laser 5D to attack the intended target. They can also clamp onto the target with magnetic/clawed "feet" in order to cause further damage with the mining laser. This feat requires Capitol Ship Piloting 5D to "hit" their target.

The Juzuura Mining Ship can also clean its external systems through use of a built-in jet wash system. It must be noted that this system uses lots of pressurized and sterile water and bio-degradable chemicals and must be used in an atmosphere to be effective (the ship is capable of landing on a planet, though it does not normally do so as it is fully capable of unloading its cargo in space).

As the ship spends most of its time mining and in deep space, there are plenty of games installed in the ships lounge area to keep the crew entertained. More games and holovids can be downloaded each time the ship lands on a planet or docks at a space station that is at least at Spaceport level technology. There is also an exercise area in the center of crew storage with ample room to allow nearly any species to workout, which includes various weapons (set to stun or with a non-damaging sensor attached).

There are cabins for an additional 10 passengers at 2 to a room in bunks. Passengers share two hygiene rooms as the crew has their own. Cost of the ship includes five years of maintenance and upgrades. The escape pods (three per side, below the bridge area) hold 6 beings each with enough food and water to support all of them for up to 2 weeks - three weeks at near starvation level. Each is also equipped with a homing beacon, two hunting blasters with two extra clips each and 6 breath masks with 4 replacement cartridges each.

Note that there is a larger version of this ship in the works. The main differences are the number of harvesters - 14 instead of 10 - that add 50 meters to the length, 40,000 MT to the cargo hold and 1,600,000 credits to the cost. The crew compliment has to be increased to 20 while the harvester droid compliment will increase to 17. The larger version will be available in six months.

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Juzuura Mining Ship: Harvesters Deployed
 
 

Item #448: January-February

Phaeroh ERZ-12 Hoverbike
Type: Speederbike
Scale: Speeder
Skills: Repulsorlift Ops
Length: 1.4 meters
Crew: 1
Passengers: None
Cargo Capacity: 5kg
Consumables: 3 days
Cost: 3500
Availability: 2,F
Maneuverability: 3D
Move Rate: 195; 560kmh
Altitude Range: .5 - 1400 meters
Cover: 1/4
Body: 2D+2
Shields: None
Sensors:
  Passive: 100/+2
  Scan: 300/1D
  Search: 400/1D+2
  Focus: 40/2D+1
Weapons: None
Description: A simple design for a simple, but reliable speederbike. The ERZ-12 is fast and maneuverable for its size and it can hold a 1400 meter altitude for the entire charge, as the bike does not use fuel. The speeder also comes with sensors to allow the driver to avoid a crash and scan ahead for whatever the owner is looking for. This speeder can also outrun the Ikas-Ando 22-C NightFalcon.
Game Notes: Recharge time is 5 hours for a 16 hour run-time.

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Item #449: January-February

Cybot Galactica K-964 Light Reconnaissance Drone
Type: 2nd Degree
Scale Starfighter
Cost: 44,000
Availability: 2,R
Dexterity 1D:
Perception 3D: Search 7D
Strength 5D:
Knowledge 3D: Planetary Systems 7D, Tactics 6D, Technology 7D
Mechanical D: Astrogation 6D, Communications 6D, Repulsorlift Ops 6D, Sensors 8D, Space Transports 7D
Technical D: Encryption 7D
Height: 1.5 meters
Length: 4.7 meters
Weight: 125kg
Space: 8
Atmosphere: 365; 1050 kmh
Equipment:
  -Galactic Database
  -System Database
  -Planetary Database
  -Ship Database
  -Vehicle Database
  -Tactical Database
  -Power Supply Recognition Sensors
  -Sensor Reflective Coating: Adds +2D to detect the drone in space and atmosphere
  -Silent Running Systems: This entails running on batteries (up to 196 hours) and Passive Sensors only. Both of these combined adds +3D for any sensor system to be able to detect the drone. The drone will transmit data once in any 24 hour period and do so randomely and in encrypted burst mode to avoid detection and decryption
Sensors: Thermal, IR, UV, Life Form, Radiation, Power Sources
  Passive: 275/1D (specific targets only)
  Scan: 150/2D
  Search: 320/3D
  Focus: 15/4D
Description: This is a special droid that is normally released in a system and then flies to the designated target. Once there it turns off all non-essential systems and enters Silent Running Mode. This prevents most sensor systems from being able to detect it. It is still nearly imposible to detect even while moving about in this mode. The drone can be recovered as it is capable of going back into space to be picked up.
Game Notes: The sensor packages can be improved or modified to detect specific targets only. This allows a stay time of 220 hours as additional systems can be shut down. The droid brain can be upgraded as needed or desired improving its skill base. Note that non-essential systems can be removed to allow the droid to become an emergency drop pod for one human-sized being. This process takes about 35 minutes to complete and is a one-way trip.

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Item #450: January-February

Moon-Zhag 1060 Light Armor
Type: Female Light Armor (there is a male version, same stats)
Powered: Yes
Protection: +1D+1/+2
Protects the Following: All
Weight: 3.5kg (includes helmet)/4kg (male version with helmet)
Availability: 3,R
Cost: 9000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
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 (with helmet) has enough oxygen for up to two hours in liquid or vacuum.
Description: This armor is light and flexible, allowing full movement range. The helmet adds additional features.
Game Note: The helmet connects to the armor when worn allowing SCOMPLinked weapons to display there status and that of the rest of the armor. The link for weapons provides +1D to hit if the weapon has a sensor attached to the tip. This provides full system status and diagnostics to determine errors or just basic system status for information. Upgrades are not possible with the exception of a cortosis weave added to protect against lightsabers and blasters (damage reduction of 30% per hit, 20% goes to recharging the armors' powered systems with all excess power bleeding off slowly).

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Item #451: January-February

Phaeroh Spectral Sniper Rifle
Type:Sniper Rifle
Scale: Character
Skill: Blaster
Weight: 6kg
Cost: 58,000
Availability: 3,X
Body: 3D
Ammo: 30
Fire Control: 1D (rear spike)/2D (front mini-repulsor)
Range: 5-300/600/1200
Damage: 7D or 6D (see below)
Blast Radius: 1 meter
Description: What makes this sniper rifle special is the dual-natured silencer on the barrel. Not only does this device act as a silencer, but it can also change the visual spectrum of the blaster bolts the weapon shoots. Both of these combined reduces the damage of the weapon, so that was the first improvement made before the silencer/ spectral color mod was added.
Game Notes: The silencer/color change system takes 1D away from the base damage, but only when it is attached and active. Yes, the system can be turned off allowing the weapon to be fired normally. The rear spike, mini-repulsor and scope added together provide up to 2D+2 Fire Control.

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Item #452: January-February

Draymak EG-201 Shocker Gauntlet
Type: Gauntlet
Scale: Character
Skill: Brawling Combat
Weight: 1 kg (1) / 2kg (2)
Cost: 4500
Availability: 2,R
Body: 3D
Ammo: 30
Range: Touch
Damage: 1D-6D Stun
Description: Designed for Shock Boxing and personal defense, the EG-201 is perfect for those times when killing a subject is not an option. The glove can be used up to 30 times (default damage setting of 5D) before needing a recharge.
Game Notes: Recharge time is one hour. The damage is variable from 1D to 6D. Damage from 1D-2D: 50 charges; 3D-4D: 40 charges; 5D: 30 charges; 6D: 20 charges. Note that shock damage is transfered to target if a weapon is held and used in the gloved hand (not recommended for long term use as glove is not designed to hold a weapon).

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Item #453: January-February

KJ Enterprises Drill Buzzer Special Grenade Launcher (DBSGL)
Type: Grenade Launcher
Scale: Character/Speeder/Walker/Starfighter
Skill: (s) Firearms: DBSGL
Weight: 5kg
Cost: 6500
Availability: 3,R or X
Body: 3D
Ammo: 18 drum
Fire Control: 1D
Range: 5-75/150/300
Damage: 5D (c) / 3D (s) / 0D (w) / 0D (sf) - each (see below)
Blast Radius: 5 meters (see below)
Description: The durasteel spinning tips can penetrate almost any substance, even at maximum range. Once they do, the user can explode the grenade(s) whenever they want to (must be within 300 meters). The grenade(s) can be set to explode on contact as well. Damage is increased should additional grenades be used on a target or specific area. The grenades may also be used to blast through barriers if enough of them are used and they are all within 2 meters of each other.
Game Notes: Damage is increased by adding additional grenades. See table below for number of grenades and the damage they cause. Note that all grenades fired will explode in sequence after 20 minutes if no action is taken. Grenades will also explode if a being tries to remove them. Replacement drums cost 50 credits each while a full drum costs 2700 (each grenade is 150).

# of
Grenades
Character
Damage
Speeder
Damage
Walker
Damage
Starfighter
Damage
1 5D 3D
2 5D+1 3D+1
3 5D+2 3D+2
4 6D 4D
5 6D+1 4D+1
6 6D+2 4D+2 2D
7 7D 5D 2D+1
8 7D+1 5D+1 2D+2
9 7D+2 5D+2 3D
10 8D 6D 3D+1
11 8D+1 6D+1 3D+2
12 8D+2 6D+2 4D 1D
13 9D 7D 4D+1 1D+1
14 9D+1 7D+1 4D+2 1D+2
15 9D+2 7D+2 5D 2D
16 10D 8D 5D+1 2D+2
17 10D+1 8D+1 5D+2 3D+1
18 10D+2 8D+2 6D 4D

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Item #454: January-February

Kevix DZR-9x Auto Crossbow
Type: Missile Weapon
Scale: Character
Skill: Missile Weapons
Weight: 3kg
Cost: 1200
Availability: 2,R
Body: 3D+2
Ammo: 12 clip
Fire Control: 1D Scope
Range: 2-20/40/80
Damage: 4D or variable
Description: This is a very powerfull auto crossbow that can fire all of its bolts in a few short seconds, if needed. Normal firing mode is actually semi-auto firing two bolts back-to-back. The bolts can be upgraded and there are several other types that can be used. See the list below for additional types.
Game Notes: Note that the typical bolt will not even pierce stormtrooper armor, but all of the other types can, even with reduced damage.

Available Bolts:

Bolt Type Damage Notes
Explosive 4D Affects Stormtrooper armor at 3D damage.
Acid 4D Affects all armor types, lasts for three rounds.
High Explosive L1 5D+1 Very volatile. Affects all armor types except those with energy shields.
High Explosive L2 5D+2 Very volatile. Affects all armor types except those with energy shields.
High Explosive L3 6D+1 Very volatile. Affects all armor types except those with energy shields.
High Explosive L3e 6D Very volatile. Loaded with Metal fragments and plasma energy balls. Affects all armor types, even those with energy shields.
Phosphorus 7D Lasts for 5 rounds. Affects all armor types. Affects energy shields, not physical shields.
Web 3D Spreads over the same area as the standard grenade - 5 meters. Can entangle up to three targets if they are less than two meters apart. Strength of at least 4D required to break free.
Tracker None Upon impact this bolt splits into a 5-pointed star and sticks to the designated target. From there it sends out a tight-band, intermittent, encrypted signal that has a range of 5 kilometers. The signal is Very Difficult to detect with sensors, but the bolt is easy to detect visually. A Weapon Variable Color System can be added to help hide the tracker, but is very cost prohibitive (2000+ credits per tracker bolt), adding +10 to visual scans to detect it.

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Item #455: January-February

Quelloforin Dabel Shield
Type: Personal Shield
Scale: Speeder (strength only)
Skill: (s) Brawling Combat: Personal Shield
Weight: 3kg
Cost: 578,000
Availability: 2,R
Body: 5D Speeder scale
Description: Made from the strongest known materials, this expanding shield protects and covers the user with exceptional strength and area. It is also the lightest shield ever produced that incorporates a microthin layer of corusca stone with an underweave of cortosis. The shield will actually produce a glow in random locations on the surface due to the corusca stone. This shield is considered a work of art in some circles, hence the high cost.
Game Notes: The corusca stone inlay is what gives this shield its Speeder scale strength. That and the cortosis also provides the ability to reflect 50% of all blaster bolts fired at it. The other 50% are absorbed by the shield (due to the cortosis), allowing it to discharge the energy when the shield is used to strike a target. Maximum damage is 6D Character scale and can only be used after absorbing 8 shots (this includes all energy types). There is an indicator on the back that shows the owner how much of a charge the shield has collected. The user can also select damage given from 3D to 6D, but cannot discharge again until a full charge has been collected. The only real drawback is the fact that the reflected bolts will go off in random directions, but no more than a 60 degree angle from the original shot. There is a 25% chance the reflected bolt will hit the shooter (which includes speeder and walker scale weapons), but damage will be reduced by 1D (partial absorption). The owner must have at least 3D Strength to be able to stand against Speeder scale weapons and 4D Strength against Walker scale weapons.
Smaller shields are available for smaller species, as are larger ones for larger species. Reduce cost by 20-30% for smaller versions (unless you are a zilkin - 75% reduction) and increase cost by 20-30% for larger versions.

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Item #456: March-April

Gray Man Medium Cargo Transport
Type: Cargo Transport
Scale: Starfighter
Length: 67 meters
Crew: 4; gunners: 3, skeleton: 2/+5
Skills: Astrogation, Repulsorlift Ops, Space Transports, Starship Gunnery, Starship Shields
Passengers: 6
Cargo Capacity: 30,000 mt
Consumables: 6 months
Cost: 980,000
Availability: 2,R or X
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x13
Maneuverability: 2D+2
Space: 9
Atmosphere: 310; 950 kmh
Hull: 4D+2
Shields: 2D+2 (3D+1)
Sensors:
  Passive: 40/1D
  Scan: 80/2D
  Search: 160/3D
  Focus: 5/4D
Weapons:
  6 Heavy Laser Cannons (hidden)
    Scale: Starfighter
    Fire Arc: Turrets (2 forward, 2 central, 2 aft)
    Skill: Starship Gunnery
    Crew: 1
    Fire Control: 3D
    Space Range: 3-15/30/60
    Atmosphere Range: 300-1.5km/3km/6km
    Damage: 5D
Description: This cargo transport is fast, sleek and equipped with plenty of luxuries for any long journey (see Game Notes for specifics). The Heavy Laser Cannons are typical except that they can all retract into hidden compartments along the ships hull. This is actually a design to help make then even faster in atmosphere so as to avoid enemies and deliver the cargo.
Game Notes: The Heavy Laser Cannons are located in the following places: 2 forward; one dorsal, 1 ventral; 2 center, 1 dorsal, 1 ventral; 2 aft, 1 dorsal, 1 ventral. As all weapons can be hidden, this adds +10 to any sensor roll used to detect them. The forward section of the ship is better shielded than the the rest for those unexpected asteroid fields or an emergency escape through pirates or other un-friendlies. Below is a list of luxuries included in the price.

  1. Personal Storage for Crew and Passengers: 200kg extra for each being that is not in their private quarters.
  2. Large Gym: Everyone aboard can workout together or on their own schedule. There is an artificial gravity running platform and other items designed to accommodate any species.
  3. Medical Bay: A bacta tank, three medical pods/beds and a medical droid are ready to go when needed.
  4. Galley: A fully equipped food dispenser unit and cold storage for fresh food stuffs is available at all times. The six month limit is extendable by up to 1 month by adding fresh food.
  5. Private Crew & Passenger Quarters: Every crew member and every passenger has a private suite with a small refresher and work space that comes complete with hologames and personal storage. All rooms are secured through maglocks that require personal codes and hand prints to enter.
  6. Secret Shielded Storage: There are two area to either side of the ship just aft of the Emergency Transport that can be accessed through a registered hand print. Both areas are shielded and protected by sensor baffles (rating or 26). Each compartment can hold an additional 300kg of equipment. [GM Notes: These compartments and their locations are not told to anyone who buys the ship, but they are coded to the owner as they make the purchase. They must be discovered by accident by locating the cover plate for the hand scanner (Very Difficult Search roll or Heroic Perception roll). These secret cargo holds are placed here to spite the Empire. This also means that this ship will NOT be sold to any Imperial for any reason.]
  7. Forward Ejection Pod: The entire bridge and front of the ship can eject and enter hyperspace in an emergency. The hyperdrive speed is only x5, but allows escape from attackers instead of being blown up. This hyperdrive is set to continuously update so that it can almost immediately launch into hyperspace once detached from the main hull. The launch time is less than one minute and is uautomatically programmed to head to the nearest habitable planet. The pod does not have a backup hyperdrive or weapons, but does have the following:

    Emergency Transport
    Scale: Starfighter
    Length: 14 meters
    Crew: 2, skeleton: 1/+5
    Skills: Astrogation, Repulsorlift Ops, Space Transports, Starship Shields
    Passengers: 6
    Cargo Capacity: 35kg each (survival gear)
    Consumables: 2 months (does not include survival gear)
    Availability: 2,F
    Nav Computer: Yes
    Hyperdrive: x5
    Maneuverability: 3D
    Space: 5
    Atmosphere: 180; 370 kmh
    Hull: 4D
    Shields: 2D
    Sensors:
      Passive: 20/1D
      Scan: 40/1D+2
      Search: 80/2D+1
      Focus: 3/3D
     
  8. Emergency Space Suits: One suit for every member of the crew and every passenger. All suits include a repair kit and carry enough oxygen for 20 hours.
  9. Crew/Passenger Lounge: Connected to the Galley. Able to seat all crew and passengers at the same time. Hologame consoles and holovid displays for watching favorite shows and for displaying current coordinates for planning. Can be used as emergency quarters or extra medical beds with the Med-Q Package installed (add 12,000 credits) that adds 6 beds using the existing lounge chairs and other seats.
  10. Maintenance Droid Holding Area: Large enough to hold four maintenance droids and the facilities to conduct repairs. Four are included in the price. Information below.

    Cybot Galactica LE-series Repair Droids
    Type: 5th Degree Droid
    Scale: Character
    Cost: 12,800 (new), 6500 (used)
    Availability: 2
    Dexterity 1D:
    Perception 1D:
    Strength 2D:
    Knowledge 2D:
    Mechanical 2D: Astrogation 2D+1 Communications 3D Sensors 3D
    Technical 2D: Capital Ship Repair 4D Computer Program/Repair 5D Space Transports Repair 3D
    Personality Matrix: Complex
    Weight: 65kg
    Height: 1.7 meters
    Move: 7
    Equipment:
      -Humanoid Body
      -Visual/Audio Sensors (human range)
      -Vocabulator Speech/Sound System
    Description: Originally intended to combine a protocol droid with the utility of an astromech. Easily modified to suit individual needs.

    Click on image for full size

     
  11. Speederbike Storage and Repair Bay: Can hold up to three speederbikes, allowing one to be repaired at a time. Speederbikes are not included in the base price, but can be added. The recommended speeders follow.

    Thermite Repulsorbike
    Craft: Small Repulsorbike
    Type: Personal Repulsorbike
    Scale: Speeder
    Length: 2.2 meters
    Skill: Repulsorlift Ops: Speeder Bike
    Crew: 1
    Passengers: 0
    Cargo Capacity: 20kg
    Cover: 1/4
    Altitude Range: Ground level-35m
    Cost: 4800
    Maneuverability: 3D+1
    Move: 400; 750kmh
    Body Strength: 3D
    Weapons: None (comes with one forward hard mount for a small weapon)
    Description: Compaired to other, similar speeder bikes, the Thermite Bike is small and relatively quick. Because of the speed attainable it can even keep up with some swoops. In order to do this the bike comes with a very powerful engine giving it a higher price than normal.

    Click on image for full size


    or this one...

    Zentarian 75-XR
    Type: Speederbike
    Scale: Speeder
    Skill: Repulsorlift Ops: 75-XR
    Length: 1.6 meters
    Crew: 1
    Passengers: 0 (1 in a pinch)
    Cargo Capacity: 45kg
    Cover: 1/4
    Cost: 9000
    Maneuverability: 3D+1
    Move: 200/450 kmh
    Body Strength: 2D+2
    Altitude Range: Grnd - 10km
    Sensors: None
    Weapons: None
    Description: When you need to get around in a megopolis and do it with style, you need to choose the 75-XR. This sporty little speederbike can be your main mode of transport on a warm enening out or it can be used to get to the latest party on the other side of the city. Another added bonus that is included in the price is a custon paint job so that you can stand out even more when you arrive at your destination.

    The vehicle can be linked to area or city traffic patterns and maps to assist in locating a particular store with the latest fashions, all the while staying safe traveling there.

    Click on image for full size


    or this one...

    Phaeroh ERZ-12 Hoverbike
    Type: Speederbike
    Scale: Speeder
    Skills: Repulsorlift Ops
    Length: 1.4 meters
    Crew: 1
    Passengers: None
    Cargo Capacity: 5kg
    Consumables: 3 days
    Cost: 3500
    Availability: 2,F
    Maneuverability: 3D
    Move Rate: 195; 560kmh
    Altitude Range: .5 - 1400 meters
    Cover: 1/4
    Body: 2D+2
    Shields: None
    Sensors:
      Passive: 100/+2
      Scan: 300/1D
      Search: 400/1D+2
      Focus: 40/2D+1
    Weapons: None
    Description: A simple design for a simple, but reliable speederbike. The ERZ-12 is fast and maneuverable for its size and it can hold a 1400 meter altitude for the entire charge, as the bike does not use fuel. The speeder also comes with sensors to allow the driver to avoid a crash and scan ahead for whatever the owner is looking for. This speeder can also outrun the Ikas-Ando 22-C NightFalcon.
    Game Notes: Recharge time is 5 hours for a 16 hour run-time.

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Item #457: March-April

KDY CV-350 Pod Transport Ship
Type: Specialized Space Transport/Drop Ship
Scale: Starfighter
Length: 36.3 meters
Width: 16 meters
Height: 8.9 meters
Crew: 4
Skills: Astrogation, Repulsorlift Ops, Space Transports, Starship Shields
Passengers: 0 or by carried pod
Cargo Capacity: 200kg (for crew), variable (carried, see below)
Consumables: 2 months (for crew), variable (carried, see below)
Cost: 70,000
Availability: 1,F
Nav Computer: Yes
Hyperdrive: x2
Hyperdrive Backup: x15
Maneuverability: 1D
Space: 5
Atmosphere: 245; 600 kmh
Hull: 3D+2
Shields: 2D
Sensors:
  Passive: 20/1D
  Scan: 40/1D+1
  Search: 80/1D+2
  Focus: 5/2D
Weapons: None
Description: This ship has been designed around the pods that it carries. There are very limited crew amenities such as a hologame console that doubles as a table in the lounge/mess hall, being rather small. There are also two double bunk rooms and a shared hygiene area. The remainder of the upper deck allows access to the engineering section that also contains a small storage area for spare parts.
The lower deck connects to whatever type of pod the ship is carrying with the areas forward and aft of the pod used to carry extra supplies for the type in question. See Game Notes for the various pod types.
The pod can be ejected in an emergency and act as an excape pod that is capable of soft-landing on nearly all habitable planets through the use of small ion drives, repulsorlift engines and parachutes. Use of this feature is one way only. Also, the entire "head" of the CV-350 can detach and also act as an escape pod. The added benefit (not always, but depending on circumstances) of utilizing the contents of the forward storage area is a plus.
Game Notes: The various pod types follow. Note that not all pod types can be listed as the variables are nearly endless.
  1. Type: MBPIII-1 Bacta Pod
    Scale: Starfighter
    Length: 19.5 meters
    Height: 3.9 meters (ext), 3.4 meters (int)
    Width: 4.8 meters (ext), 4.3 meters (int)
    Cost: 70,000
    Availability: 2
    Weight: 26.5 tons
    Space: 4
    Atmosphere: 165; 370 kmh
    Equipment:
      -4 Bacta Tanks
      -2 2-1B Medical Droids
      -1 Biobed
      -1 Medical Hoverpod: used to move patients when needed
      -2 Droid Charging Stations
      -Extra Supplies: Based on the length of stay
    MBPIII-1 Bacta Pod

  2. Type: ORP5-1 Surgical Pod
    Scale: Starfighter
    Length: 19.5 meters
    Height: 3.9 meters (ext), 3.4 meters (int)
    Width: 4.8 meters (ext), 4.3 meters (int)
    Cost: 80,000
    Availability: 2
    Weight: 26.5 tons
    Space: 4
    Atmosphere: 165; 370 kmh
    Equipment:
      -3 Surgical Droids
      -2 2-1B Medical Droids
      -3 Surgical Biobeds
      -1 Life Support Biopod
      -1 Medical Hoverpod: used to move patients when needed
      -2 Droid Charging Stations
      -Extra Supplies: Based on the length of stay
    ORP5-1 Surgical Pod

  3. Type: PRPIII-1 Recovery Pod
    Scale: Starfighter
    Length: 19.5 meters
    Height: 3.9 meters (ext), 3.4 meters (int)
    Width: 4.8 meters (ext), 4.3 meters (int)
    Cost: 55,000
    Availability: 2
    Weight: 26.5 tons
    Space: 4
    Atmosphere: 165; 370 kmh
    Equipment:
      -4 Two Bed Recovery Rooms
      -1 MedTech Station
      -2 Refreshers
      -Supply Storage Area
      -Extra Supplies: Based on the length of stay
    PRPIII-1 Recovery Pod

  4. Type: PTPII-1 Personnel Pod
    Scale: Starfighter
    Length: 19.5 meters
    Height: 3.9 meters (ext), 3.4 meters (int)
    Width: 4.8 meters (ext), 4.3 meters (int)
    Cost: 45,000
    Availability: 2
    Weight: 26.5 tons
    Space: 4
    Atmosphere: 165; 370 kmh
    Equipment:
      -20 Double Bunk Beds
      -Lounge Area
      -Storage Lockers
      -2 Refreshers
    PTPII-1 Personnel Pod

  5. Type: MPTP-1 Military Personnel Transport Pod
    Scale: Starfighter
    Length: 19.5 meters
    Height: 3.9 meters (ext), 3.4 meters (int)
    Width: 4.8 meters (ext), 4.3 meters (int)
    Cost: 35,000
    Availability: 2
    Weight: 26.5 tons
    Space: 4
    Atmosphere: 165; 370 kmh
    Equipment:
      -44 Troop Seats
      -6 Refreshers
      -Small Storage Lockers
    MPTP-1 Military Personnel Transport Pod

  6. Type: MPP-1 Prison Pod
    Scale: Starfighter
    Length: 19.5 meters
    Height: 3.9 meters (ext), 3.4 meters (int)
    Width: 4.8 meters (ext), 4.3 meters (int)
    Cost: 50,000
    Availability: 2
    Weight: 26.5 tons
    Space: 4
    Atmosphere: 165; 370 kmh
    Equipment:
      -6 Individual Cells: Come with bed and refresher
      -2 Refreshers
      -First Aid Containers
      -Guard Station
      -Storage Lockers
    MPP-1 Prison Pod
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Item #458: March-April

Aratech Basic Speederbike
GM Note: This item, though not new, is very common. See below for information.
Type: Speederbike
Scale: Speeder
Skills: Repulsorlift Ops
Length: 3.4 meters
Crew: 1
Passengers: None
Cargo Capacity: 10kg
Consumables: 3 days
Cost: 900 (used only)
Cover: 1/4
Altitude Range: Ground-25 meters
Availability: 1,F
Maneuverability: 1D+2
Move Rate: 200; 580 kmh
Body: 2D
Shields: None Sensors: None
Weapons: None
Description: This is actually and older model speeder that can still be found on many backwater worlds throughout the galaxy. Repair parts are still plentiful and are cheap for the owner to buy. The speederbike is also easy to repair.
Game Notes: Parts for this speederbike cost 50% less that standard and repairs are one level lower than newer models. However, it tends to break down at the most inapropriate times and places regardless of how easy it is to repair. Owners tend to keep a backpack full of spare parts and a repair kit attached to it for just such an occasion.

There is a new version due to arrive on the market in the next several months that mimics this design completely. In fact, all those that still own the older model will be asked to turn theirs in for a 15% discount and a bag of spare parts for the new one.

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Item #459: March-April

Moon-Zhag TW-15cxl Tank Walker
Type: 4th Degree
Scale Walker
Cost: 167,000
Availability: 2,X
Dexterity 2D: Blaster 7D, dodge 4D
Perception 3D: Search 6D
Strength 6D: Includes armor
Knowledge 2D: Communications 4D, Tactics 6D, (s) tactics: small unit 7D
Mechanical 3D: Sensors 5D, Vehicle Weapons 7D
Technical 1D: Demolition 7D
Height: 3.5 meters
Weight: 680kg (500kg empty)
Move: 16; 30 kmh
Equipment:
  -A1-VerboBrain
  -Tactical Database
  -Vehicle Database
  -Tight-beam Boosted and Encrypted Comlink: Has a range of 70 km, or low-orbit
  -Heavy Laser Cannon
    Fire Arc: Front (head turret)
    Crew: 1 (droid brain)
    Skill: Vehicle Weapons
    Fire Control: 2D
    Range: 50-500/1.5/3 km
    Damage: 6D
  -Heavy Repeating Blaster Cannon
    Scale: Speeder
    Fire Arc: Front (head turret)
    Crew: 1 (droid brain)
    Skill: Vehicle Weapons
    Fire Control: 2D
    Range: 3-200/400/800
    Damage: 5D
  -Mine Laying Device
    Scale: Walker
    Fire Arc: Ventral Dispersal Arm
    Crew: 1 (droid brain)
    Ammo: 200
    Skill: Demolition
    Blast Radius: 0-5/10/20
    Damage: 7D
    Notes: Can set and lay one mine every minute. Mines can be set to motion activated (0-10 meters), timed (up to 1 hour) or touch (run over/stepped on)
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 275/1D
  Scan: 550/1D+2
  Search: 1020/2D
  Focus: 75/3D
Description: Built heavy and relatively fast for its size, the TW-15cxl Tank Walker can take on large vehicles and other walkers and win. It also has the capability of laying mines to either protect a base, hold a position or prepare an area for offensive attack. It is also capable of extended operations and is fully autonomous, thinking and acting on its own based on original orders should communications be lost.
Game Notes: Capable of self-destruct as a last resort if it deems that is the only alternative. Blast Radius: 40 meters, Damage: 10D. Any unused mines add +1 damage and .5 meters to the blast radius per every three remaining.

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Item #460: March-April

Nordian DXS-151L Medium Combat Armor
Type: Medium Combat Armor
Powered: Yes
Protection: +3D+2/+2D+2
Protects the Following: All
Weight: 14kg
Availability: 4,X
Cost: 2,450,500
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies. Can also decrypt communications with a +1D+1 to the Communications skill.
Flash Protection: Reduces the effects of bright flashes by 1/2 (-2D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to five hours in liquid or vacuum.
EMP Protection: Lasts for 7 rounds. Must be replaced
Pressure Sealed: Designed for vacuum or up to 500 meters in water
Thermally Balanced Body Glove: Keeps the body temperature constant and helps protect against the vacuum of space and the pressure and temperature of water
Helmet H.U.D. Display Link: All systems are linked to the helmet for monitoring. Also contains a 1 hour backup emergency air supply.
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 System:
  • Retractable Spikes
    Type: Vibrospikes
    Scale: Character
    Skill: Melee Combat or Armor Weapons
    Range: 1 meter
    Damage: Str+3D
    Game Notes: Extend and activate in the same action. Retract and deactivate the same way.
Flight System:
  • Repulsor Assisted Flight System
    Type: Repulsor/Glide System
    Scale: Character
    Skill: Powersuit Ops
    Move Rate: 25: 85kmh (repulsor), 15; 45 kmh (glider)
    Altitude Range: Ground to 10 km
    Game Notes: Wings extend and activate in the same action and allow instant gliding. Turning on the repulsor system requires another action, but activates in the following round. Both can be activated in the same round to work together. The charge will last for 16 hours before requiring a recharge of 4 hours. Also, partial charges can be used at the rate of 1 hour = 4 hours operational time.
Computer System:
  • 16 Slot Computer System: Three I/O ports (one in each hand)
  • Capabilities: (Power: 3D, Memory: 24D)
  • Programs:
    • Access Plus: Slots: 2. 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.
    • Auto Fire: Slots: 3. Must be used with powered armor. Must be used with all sensors and the Sensor, Bounty and Hostilities programs. Program will automatically make the users armor draw a predesignated weapon from its holster (after a hostile target has been detected) and fire a preprogrammed number of times. The person in the armor need not have seen the target for this to work. Program uses all onboard sensors +3D to locate and shoot at targets (viable targets are those on bounty list or have visible hostile intentions toward the user like pointing a weapon at the user). If targets Perception roll does not beat the programs Sensor +3D roll then the user gets an auto attack free and can respond normally (attack acts as a free action). If the targets roll beats the programs roll then the user can't Dodge or otherwise counter any return fire or actions against the target until the following round. Recommended for targets wanted dead only.
    • Bounty Plus: Slots: 3. Outlines being 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 (s) 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.
    • Brawler Plus: Slots: 2. Adds +1D to Brawling Combat. Adds +1 to Tactics: Personal Combat. Requires Strength and Dexterity Boosters (not included in price) to be installed in the armor (if armor contains +1D or better boosted Strength and Dexterity this requirement is not needed).
    • Hostilities, Super: Slots: 3. 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.
    • Martial Artist, Grey: Slots: 3. Adds +2 to (A) Martial Arts and +1D+1 to (s) Tactics: Personal Combat. The user of this program must have a minimum of 5D in Brawling Combat (computer/armor skills will not work, but cybernetic ones will). Requires Strength and Dexterity Boosters (not included in price) to be installed in the armor (if armor contains +1D or better boosted Strength and Dexterity this requirement is not needed).
    • Medic Plus: Slots: 2. Improved diagnosis of illnesses or wounds and gives treatment recommendations. Adds +2D to First Aid skill.
    • Melee Master: Slots: 3. Adds +2D to Melee Combat after one round. Must be used with movement sensors and the Sensor and Matrix programs. Requires Dexterity Boosters (not included in price) to be installed in the armor (if armor contains +1D or better boosted Dexterity this requirement is not needed).
    • Multiple Programs: Slots: 1. 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).
    • Road Map: Slots: 1. 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).
    • Sensor Plus: Slots: 2. Same as Sensor program above but adds +1D+2/+2D+1 to Search.
    • Targeting, Dual: Slots: 3. Two weapon systems and up to 10 targets per system. Adds +2D to hit and requires a sensor on each weapon used. A scope may not be used with this program.
Description: Really good armor with plenty of protection and extras to make it worth the price. See the dealer for additional options available if ordered in advance.
Game Notes: The Nordian DXS-151L can be upgraded with a better computer system and an additional weapon system. Other modifications can be added with the exception of stealth, as this would more than double the cost and require a complete system tear-down and re-build to integrate it properly, thus adding an additional 25% to the total cost. However, the stealth system can be installed if ordered in advance and only doubles the price of the armor. There are restrictions as to the maximum ability of the stealth system [see GM for particulars].

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Item #461: March-April

Gozelli Arms Double-Barrel Med. Repeater/Sniper Rifle (DB-MRSR)
Type: Medium Repeater
Scale: Character
Crew: 2 (for carry and setup only)
Skill: (s) Blaster: DB-MRSR
Weight: 19kg
Cost: 57,000
Availability: 3,X
Body: 3D+2
Ammo: 4000 (connected to power supply)
Fire Control: 2D (special scope compensates for weapon movement)
Range: 5-400/800/1.6 km
Damage: 8D (sniper), 8D (+1 for every extra shot fired at the same target, max of 10 shots per round)
Blast Radius: 2 meters
Description: Extra heavy repeating blaster rifle designed to take down a single target with accuracy or several targets in an area. Requires two beings of humanoid size to carry the weapon, but a houk or larger being can operate the weapon alone. The rifle, when assembled, is 2 meters long.
Game Notes: Every extra shot fired in repeater mode adds +1 to the target number. A minimum of three shots must be fired in this mode. The weapon comes with a special hair trigger mode that allows both barrels to fire simultaniously causing 8D+2 damage to the target. The weapon cannot be fired in repeater mode when both barrels are engaged. The blaster rifle can be set to overload. This process takes 20 seconds and causes 16D damage in a 20 meter radius much like a thermal detonator.

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Item #462: March-April

Drangano XL-12 Assault Rifle
Type: Assault Rifle
Scale: Character
Skill: Blaster
Weight: 3.5kg
Cost: 1600
Availability: 2,X
Body: 3D
Ammo: 100
Fire Control: 1D
Range: 3-30/100/300
Damage: 5D+1
Description: The XL-12 Assault Rifle is a stable weapon produced from a new company just getting on the market. The weapon is good quality and will be mass-produced once orders are made. However, there are several custom modifications that can be added to the assault rifle to make it even better and mostly hand produced. The additions to the rifle make it much more expensive, but well worth the cost for a quality weapon. Note that the energy clip is standard.
Game Notes: Note that the XL-12 accepts standard additions such as a laser pointer, scope (already comes with a scope that adds +1D to hit, replaceable) and sound suppressor. Additions that can be custom added are as follows:
  1. Scope: any type, but must be modified to fit. +5% to cost.
  2. Sensor: to be used with armor programs. Does not allow a Sound Suppressor to be used. +2% to cost.
  3. Laser Pointer: any type, must be modified to fit. +3% to cost.
  4. Sound Suppressor: any type, but must be modified to fit. Does not allow a Sensor to be used. +3% to cost.
  5. Grenade Launcher: any type, but must be modified to fit. Can be used with a laser pointer. +5% to cost.
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Item #463: March-April

Drangano XL-45 Assault Rifle
Type: Assault Rifle
Scale: Character
Skill: Blaster
Weight: 3.7kg
Cost: 1900
Availability: 2,X
Body: 3D+1
Ammo: 100
Fire Control: 1D+1
Range: 3-40/120/340
Damage: 5D+2
Description: The XL-45 Assault Rifle is a stable weapon produced from a new company just getting on the market. The weapon is good quality and will be mass-produced once orders are made. However, there are several custom modifications that can be added to the assault rifle to make it even better and mostly hand produced. The additions to the rifle make it much more expensive, but well worth the cost for a quality weapon. Note that the energy clip is standard.
Game Notes: Note that the XL-45 accepts standard additions such as a laser pointer (already has a laser pointer/designator, replaceable), scope (already comes with a scope that adds +1D to hit, replaceable) and sound suppressor. Additions that can be custom added are as follows:
  1. Scope: any type, but must be modified to fit. +5% to cost.
  2. Sensor: to be used with armor programs. Does not allow a Sound Suppressor to be used. +2% to cost.
  3. Laser Pointer: any type, must be modified to fit, original must be removed. +3% to cost.
  4. Sound Suppressor: any type, but must be modified to fit. Does not allow a Sensor to be used. +3% to cost.
  5. Grenade Launcher: any type, but must be modified to fit. Must remove original laser pointer. Can be used with a laser pointer (just not the original). +5% to cost.
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Item #464: March-April

Drangano XL-57a Assault Rifle
Type: Assault Rifle
Scale: Character
Skill: Blaster
Weight: 3.7kg
Cost: 2200
Availability: 2,X
Body: 3D+2
Ammo: 100
Fire Control: 1D+2
Range: 3-40/120/340
Damage: 6D
Description: The XL-57a Assault Rifle is a stable weapon produced from a new company just getting on the market. The weapon is much better quality that the XL-12 and the XL-45 and will be mass-produced once orders are made. However, there are several custom modifications that can be added to the assault rifle to make it even better and mostly hand produced. The additions to the rifle make it much more expensive, but well worth the cost for a quality weapon. Note that the energy clip is standard.
Game Notes: Note that the XL-57a accepts standard additions such as a scope and sound suppressor. It already comes with a laser pointer and cannot accept under-barrel mounts. Additions that can be custom added are as follows:
  1. Scope: any type, but must be modified to fit. +5% to cost.
  2. Sensor: to be used with armor programs. Does not allow a Sound Suppressor to be used. +2% to cost.
  3. Sound Suppressor: any type, but must be modified to fit. Does not allow a Sensor to be used. +3% to cost.
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Item #465: March-April

BioTech Industries Cryo Case
Type: Biomatter Containment Case
Scale: Speeder
Skill: (A) Medicine: Biogenetics (required for other than transport)
Weight: 6kg empty
Cost: 178,000
Availability: 4,R
Body: 4D (speeder scale armor)
Description: Designed to hold and carry one individual specimine in a sealed, maintainable environment. The sealed container power supply is designed to last for 6 months to guarantee delivery to almost any location. The container can hold up to 20kg of nearly any material (alive, dead or inert) and comes with a dedicated repulsorlift engine to compensate for the weight so that one humanoid can carry the case easily.
Game Notes: The case is armored enough to protect the specimine from falls up to 100 meters and even blaster fire. Sustained fire will eventually break through the outer shell.

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