Star Wars Imperial Power Campaign Home How To Join Our Heroes House Rules New Items -Previous New Items Character Data Galaxy Info Creatures Bounties Antagonists Psycho Syte Links Site Updates Archives


Home Page
House Rules, Page 1
House Rules, Page 2
House Rules, Page 3
House Rules, Page 4
Character Data
Previous Items TOC


Page 1 | Page 2 | Page 3 | Page 4 | Page 5 | Page 6 | Page 7 | Page 8 | Page 9 | Page 10 | Page 12


Below are the items from previous months, starting with May-June of 2016

Item #466: May-June 2016

Grey Man FA-36b Fighter/Troop Transport
Type: Fighter Transport
Scale: Capitol Ship (due to power output)
Length: 42 meters
Crew: 3, gunners: 1, skeleton: 2/+5
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Passengers: 40 troops
Cargo Capacity: 50 tons (troops and gear)
Consumables: 3 months (does not include troops)
Cost: 485,000
Availability: 4,X
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x9
Maneuverability: 3D
Space: 10
Atmosphere: 415; 1200 kmh
Hull: 5D+2
Shields: 3D+2
Backup Shields: 3D
Sensors:
  Passive: 35/1D
  Scan: 70/2D
  Search: 150/3D
  Focus: 8/4D
Weapons:
  2 Turbo Laser Cannons (fire-linked)
    Scale: Capitol Ship
    Fire Arc: Forward
    Skill: Starship Gunnery
    Crew: Pilot or Gunner
    Fire Control: 2D
    Space Range: 3-40/80/160
    Atmosphere Range: 6-8km/16km/32km
    Damage: 7D+2
  2 Heavy Repeating Blaster Cannons (can be fire-linked)
    Scale: Starfighter
    Fire Arc: Turret (front, up [20 degrees], down [120 degrees])
    Skill: Starship Gunnery
    Crew: Pilot or Gunner
    Fire Control: 3D
    Space Range: 3-20/40/60
    Atmosphere Range: 300-2km/5km/10km
    Damage: 5D (6D if fire-linked)
  Heavy Repeating Blaster Cannon
    Scale: Starfighter
    Fire Arc: Aft Partial Turret (up [15 degrees], down [45 degrees], left & right [35 degrees])
    Skill: Starship Gunnery
    Crew: Gunner only
    Fire Control: 3D
    Space Range: 3-20/40/60
    Atmosphere Range: 300-2km/4km/8km
    Damage: 5D
Description: Very capable fighter an troop transport into heavy weapons fire areas. Designed to get your troops on the ground and into combat before they get wounded or killed. The weapons integrated with the ship are very capable of taking on small Capitol Ships for short durations if called for. The FA-36b is also perfect for space transport (small or extra large) protection duty. The rear heavy repeater can lay down weapons fire while the ship is on the ground to help protect its troops as they discharge from the craft and enter battle or set up a defensive area. Even though the listed consumables is listed for the crew only, there is ample storage for the troops to bring extra supplies with them - weapons, ammo, explosives, food or other types of equipment - whatever they might need on a mission.
Game Notes: While very agile and tough, this fighter is not on the Open Market or the Black Market and is very difficult to locate and purchase. As with any other Grey Man product, this ship is never to be sold to Imperials. How this is proven is not known, but so far, not a single fighter/transport has been sold to the Empire or one of its agents.

Click on image for full size
 
 

Item #467: May-June

Zentarian HKT-12ax "The Huntress" Assault Ship
Type: Medium Assault Ship
Scale: Capitol Ship
Length: 168 meters
Width: meters
Height: meters
Crew: 56, 28 gunners, skeleton: 22/+10
Skills: Astrogation, Capitol Ship Gunnery, Capitol Ship Piloting, Capitol Ship Shields, Communications, Computer Ops, Repulsorlift Ops, Sensors, Starship Gunnery
Passengers: 80 (troops)
Cargo Capacity: 8000 mt
Consumables: 8 months
Cost: 68,000,000
Availability: 3,X
Nav Computer: Yes
Hyperdrive: x.75
Hyperdrive Backup: x10
Maneuverability: 3D
Space: 8
Atmosphere: 365; 1050kmh
Hull: 7D
Shields: 4D
Backup Shields: 3D
Sensors:
  Passive: 40/1D
  Scan: 80/2D
  Search: 120/3D
  Focus: 8/4D

Carried Craft:
4 Small Fighters (owners choice)
1 Small Shuttle (owners choice)

Weapons:
  6 Dual Turbolasers
    Scale: Capitol Ship
    Fire Arc: Turret
    Skill: Capitol Ship Gunnery
    Fire Control: 2D
    Space Range: 3-30/60/120
    Atmosphere Range: 3-6/12/24km
    Damage: 7D
  16 Heavy Laser Cannons
    Scale: Starfighter
    Fire Arc: Turret (6 L, 6 R, 2 F, 2 A)
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 3-20/40/80
    Atmosphere Range: 300-2km/4km/8km
    Damage: 6D
Description: This assault ship has been designed to do what others in its class cannot - close flast, attack hard, drop troops if required, and exit the scene before taking any real damage. The turbo lasers are the same size as those found on Star Destroyers and the like, which gives the ship plenty of protection when entering a battle. It also carries 16 heavy laser cannons that can be concealed for an additional surprise. The 4 fighters and single shuttle carried are required to be smaller than the norm as the egress/exit is between the sensor/shield pylons protruding from the front of the vessel. There is a smal repair bay behind the ships to effect repairs. When landed, the ship has two ramps that lower to allow all carried troops to exit quickly while at the same time afforded some cover from above.

The shuttle can carry up to 20 troops for an early deployment when the need arrises. Also, the ship has seperate crew and troop quarters along with a seperate mess hall for each. Every possible comfort has been squeezed into both the crew and troop quarters to make long travel times as pleasant as can be done for a military ship. The medical bay comes with 3 bacta tanks, 3 2-1B medical droids, 2 surgical droids and 10 recovery bio-beds when needed. When the ship gets damaged it carries 10 repair droids to take care of most of it. At the very bottom of the ship behind the two exit ramps are 12 fifteen-being escape pods; enough for all crew members and troops and even a few droids or extra gear, if time allows.

Game Notes: Well worth the credits for a ship as large as this one that can land on the surface and deploy troops to any hot spot.

GM Note: There were deck plans for this ship, but they are too small due to a size increase by the GM.

Click on image for full size
 
 

Item #468: May-June

Phaeroh HT-RS32x Speederbike
Type: Air Speeder
Scale: Speeder
Skills: Repulsorlift Ops
Length: 1.68 meters
Crew: 1
Passengers: None
Cargo Capacity: 20kg
Consumables: 3 days
Cost: 21,000
Availability: 2,F
Maneuverability: 3D+2
Move Rate: 295; 850kmh
Cover: 1/4
Altitude Range: .5 meters to 7 km
Body: 2D+1
Shields: None
Sensors (in meters):
  Passive: 150/1D
  Scan: 300/1D+2
  Search: 600/2D+1
  Focus: 35/3D
Weapons: None
Description: Fast and agile, the Phaeroh HT-RS32x Speederbike is built to out run many of the swoops on the market and most of the speederbikes as well. The only drawbacks are the lack of shields and a weak hull to protect the rider.
Game Notes: The lack of shields and body is due to the large ion engines required to push this speederbike to swoop speeds. However, it compensates for this with excellent sensors and maneuverability.

Click on image for full size
 
 

Item #469: May-June

Phaeroh 0M-N1 "Omni" Combat/Security Droid
Type: 4th Degree
Scale Character
Cost: 49,000
Availability: 3,X
Dexterity 5D: Blaster 8D, dodge 8D, (A) martial arts 4D, melee combat 8D, running 9D, thrown weapons 8D
Perception 4D: Search 7D, sneak 7D
Strength 7D: Climbing/jumping 9D
Knowledge 3D: Planetary systems 7D, tactics 7D, (s) tactics: capitol ship 6D, (s) tactics: ground assault 7D, (s) tactics: small unit 8D(s) tactics: starfighter 6D
Mechanical 3D: Ground vehicle ops 6D, hover vehicle ops 6D, repulsorlift ops 8D, walker ops 7D
Technical 1D: Security 7D
Height: 2.2 meters
Weight: 170kg
Move: 14
Personality: Complex
Gender: Female
Equipment:
  -Humanoid Design: Two arms and two legs
  -Dual AA-1 Verbobrains: Secondary resides in the head, main resides in the chest.
  -Improved Articulated Joints: Gives the droid the ability to jump and climb much better than a humanoid. Also allows for faster movement.
  -Secure On/Off Switch: Hidden inside the droid to make shutting it down much more difficult.
  -Martial Arts Database
  -Military Database
  -Tactical Database
  -Vehicle Database
  -Space Transport Database
  -Starfighter Database
  -Capitol Ship Database
  -Alien Species Database
  -Planetary Systems Database
  -Strength Increase: Added to the droids frame and already factored in.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 100/1D
  Scan: 200/1D+2
  Search: 400/2D
  Focus: 25/3D
Description: Specially designed for the military that needs a little extra support or for those special missions where the agent tends to end up dead.
Game Notes: Comes with all known databases that would involve any military organization in any way, with the exception of a logistical database. The droid can jump every round as far as its Move rate and in any direction.

Click on image for full size
 
 

Item #470: May-June

Moon-Zhag LMMA-N35 Light Armor
Type: Light Melee Armor
Powered: Yes
Protection: +3D+2/+1D/+1D to Strength and all skills/+1D to Dexterity and all skills
Protects the Following: All
Weight: 7.5kg (dense alloys)
Availability: 2,R
Cost: 1,835,000
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 two hours in liquid or vacuum.
Sensors (in meters): Life Form, Movement (front and rear), Radio, Ultrasound
   Passive: 50/+1D
   Scan: 100/+2D
   Search: 200/+3D
   Focus: 25/+4D
Sensors (in meters): UV, IR, Thermal, Ultrasound, Hard/Soft Radiation
   Passive: 30/+2
   Scan: 60/+1D
   Search: 120/+1D+2
   Focus: 20/+2D
Sensors (in meters): Electrical, X-Ray
   Passive: 25/+2
   Scan: 50/+1D
   Search: 100/+1D+2
   Focus: 15/+2D
Weapon Systems: None
Computer System:
  • 10 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 2D, Memory: 14D)
  • Programs:
    • Martial Artist, Black: Slots: 4; Adds +3 to (A) Martial Arts and +2D to (s) Tactics: Personal Combat. The user of this program must have a minimum of 6D in Brawling Combat (computer/armor skills will not work, but cybernetic ones will).
    • Matrix: Slots: 3; Allows user to see electron flow in cables and behind walls. Makes a blue print after studying for two rounds. After three continuous rounds of combat, program will add +1D to hit (anticipated tactics). After five continuous rounds of combat, program will add +2D to hit (anticipated tactics).
    • 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.
    • Multiple Programs, Tri-: Slots: 2; Runs three 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).
    • Sensor: Slots: 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.
Description: Well built and tough to boot, this armor can keep you alive in a close-quarters combat situation where you might face several opponents at once and allow you to move on afterwords. The armor is made from dense, yet light, alloys to provide both protection and freedom of movement. It does this well. The built-in extras and the addition of several programs ensure the best survivability of the being inside.
Game Note: The Strength and Dexterity improvements also provide the wearer with +2 to their Move rate. This armor cannot be upgraded in any way without tearing it down to its individual components and completely replacing each one. The cost on this is at best 40% of the total cost of the armor for each component replaced. However, the being making the purchase can pay extra to have improved or additional items added before delivery. That will reduce costs considerably.

Click on image for full size
 
 

Item #471: May-June

Moon-Zhag Assault GL-X58 Grenade Launcher
Type: Heavy Grenade Launcher
Scale: Character
Skill: Missile Weapons or (s) Missile Weapons: GL-X58
Weight: 5kg
Cost: 5000
Availability: 3,X
Body: 3D+1
Ammo: 8 drum
Fire Control: 1D
Range: 5-400/800/1.6km
Damage: By grenade type (see below)
Blast Radius: By grenade type (see below)
Description: One of the best in automattic grenade launchers as it comes with a fully replaceable drum for on-the-fly re-loads. It's a tough weapon and good for rapid deployment of a wall of explosions. The launcher comes with a repair kit for field repairs should it get damaged.
Game Notes: This grenade launcher can fire many types of grenades though they need to be specially made to fit the launcher. Below is a list of the various types with two images and a description. The second shows some detail and other instructions required to activate the projectile when not in launcher form. Add 10-20% to the cost of each grenade that will be converted for use in the launcher. The repair kit has enough supplies in it to fix 4 Severe, 6 Moderate and 8 Light damage levels. Extra drums (empty) cost 35 credits each.

Click on image for full size



AGL-01 Frag
Type: Fragmentation Grenade
Scale: Character
Skill: Missile Weapons or Grenade if thrown
Weight: 1kg
Cost: 150
Availability: 2,X
Range: See the GL-X58 above
Damage: 5D
Blast Radius: 1-4/7/10
Description: Basic frag grenade.
Game Notes: Add 12% to the cost to convert this grenade to a launcher type.


AGL-02 Gas
Type: Gas Grenade
Scale: Character
Skill: Missile Weapons or Grenade if thrown
Weight: 1kg
Cost: 100
Availability: 2,X
Range: See the GL-X58 above
Damage: 3D + 5D neurotoxin
Blast Radius: 1-3/5/7 (initial blast), 1-5/10/15 (cloud, no wind)
Description: A smaller initial blast followed by a large cloud of toxic gas that required a Very Difficult Strength roll. Failure (no armor filters) causes 5D damage to the target. Even success causes heavy caughing and -2D to all actions for the next 3-5 rounds after the cloud dissipates.
Game Notes: Add 10% to the cost to convert this grenade to a launcher type.


AGL-03 Stun
Type: Stun Grenade
Scale: Character
Skill: Missile Weapons or Grenade if thrown
Weight: 1.2kg
Cost: 140
Availability: 2,X
Range: See the GL-X58 above
Damage: 5D Stun
Blast Radius: 1-4/7/10
Description: Designed to be thrown as it has a handle attached, this grenade can inflict a lot of stun on all targets in the blast zone.
Game Notes: Add 12% to the cost to convert this grenade to a launcher type.


AGL-04 Acid
Type: Acid Grenade
Scale: Character
Skill: Missile Weapons or Grenade if thrown
Weight: 1.2kg
Cost: 175
Availability: 2,X
Range: See the GL-X58 above
Damage: 6D (sustained for 3 rounds, -1D per round)
Blast Radius: 1-4/7/10
Description: There is no difference in damage except for long range, which reduces the effect by -1D. The grenade sprays acid for a full round.
Game Notes: The damage is sustained for four rounds, but is reduced by -1D each round after the first. Note that the contained acid affects all skin and armor types except those that are specifically protected against acid damage or against high levels of radiation. Add 15% to the cost to convert this grenade to a launcher type.


AGL-05 EMP-Pulse
Type: EMP Grenade
Scale: Character/Speeder
Skill: Missile Weapons or Grenade if thrown
Weight: 1.3kg
Cost: 200
Availability: 3,X
Range: See the GL-X58 above
Damage: Pulse lasts for 10 rounds
Blast Radius: 1-4/7/10
Description: Electromagnetic pulse damage affects everything in range from character equipmentto to the vehicles they drive.
Game Notes: The pulse lasts long enough that most protection will be removed before the grenade stops pulsing. Add 15% to the cost to convert this grenade to a launcher type


AGL-06 Cluster
Type: Cluster Grenade
Scale: Chacter
Skill: Missile Weapons or Grenade if thrown
Weight: 1.4kg
Cost: 450
Availability: 3,X
Range: See the GL-X58 above
Damage: 5D + 4D
Blast Radius: 1-4/7/10 then 5-8/12/16
Description: This grenade explodes and then it explodes again for extra damage in a larger radius.
Game Notes: Add 15% to the cost to convert this grenade to a launcher type.
 
 

Item #472: May-June

Draymak FX-32 Assault Rifle
Type: Slug Thrower
Scale: Character
Skill: Firearms or (s) Firearms: FX-32
Weight: 4.6kg
Cost: 8500
Availability: 4,X
Body: 4D
Ammo: 30 (per clip) or 40 (per clip, modified)
Fire Control: +2
Range: 3-30/100/300
Damage: 5D+2 (affects modern armor at -1D)
Description: A well designed slug thrower that can withstand plenty of abuse before needing to be repaired. The standard double clips can be extended to 50 rounds each (no longer curved). When both clips are in sync the damage and the number of rounds fired is accelerated and is greatly improved (listed damage) during full auto use. One clip at a time can be used for burst mode and semi-auto when desired. The rifle can accept a sensor on the barrel (HUD interface) that does not interfere with the silencer.
Game Notes: This weapon comes in two versions. Stats for the second one are below.

Draymak FX-32agl Assault Rifle
Type: Slug Thrower
Scale: Character
Skill: Firearms or (s) Firearms: FX-32, and Missile Weapons
Weight: 4.8kg
Cost: 8900
Availability: 4,X
Body: 4D
Ammo: 20 (per clip) or 40 (per clip, modified)
Fire Control: +2
Range: 3-30/100/300, 5-100/200/400
Damage: 5D+2 (affects modern armor at -1D), 5D or by grenade type
Description: A well designed slug thrower that can withstand plenty of abuse before needing to be repaired. The smaller double clips can be extended to 50 rounds each (no longer curved). When both clips are in sync the damage and the number of rounds fired is accelerated and is greatly improved (listed damage) during full auto use. One clip at a time can be used for burst mode and semi-auto when desired. The rifle can accept a sensor on the barrel (HUD interface) that does not interfere with the silencer.
Game Notes: The grenade launcher can only hold one grenade at a time, but a minor modification will allow an extended clip that can hold up to 3 grenades of any type. The cost is only 300 credits for the modification that includes the new clip.

Click on image for full size
 
 

Item #473: May-June

Draymak XT-MMFL3 MaxMelter
Type: Plasma/Electric Rifle
Scale: Character to Walker
Skill: (s) Blaster: MaxMelter
Weight: 5kg
Cost: 17,800
Availability: 4,X
Body: 4D
Ammo: 200 (chemical cartridge)
Fire Control: 1D
Range: 2-40/80/120
Damage: 10D/8D/6D
Description: The XT-MMFL2 is a deadly weapon. Humanoid species are killed almost instantly with speeder and walker sized vehicles heavily damaged and then destroyed after a short period of time. The damage caused is created by a thermally heated, ion charged, plasma bolt mixed with super-conductive electricity to formthe blast. Even though it does not look cohesive, it is. The small discharges along the bolts path are bits of electrical energy escaping in the form of sparks that reduce the range of the blast, not the damage caused by it.
Game Notes: Damage listed is not range-based, but scale-based only. There is no change in damage the farther this weapon fires. The settings on the weapon can change the scale and the damage inflicted. The small dial changes the scale from Character, to Speeder, to Walker. The larger dial increases or reduces the overall damage inflicted. The damage range is from 3D to 10D Character scale, 1D to 8D Speeder scale and 1D to 6D Walker scale (note that there are two extra dial settings when in Walker scale, these can be ignored as they do not produce extra damage). The dials can be pushed manually or, when connected through a SCOMP link, automatically selected. The replaceable cartridge costs 450 credits. There is a small dial under the the stock behind the rear grip that allows the weapon to be manually overloaded after a specific turn pattern is entered. The green indicator will flash once and then change to red. The owner has exactly 15 seconds to withdraw before the weapon explodes causing 10D Walker scale damage in a 20 meter radius. The blast will last for three rounds melting everything in range to slag.

Click on image for full size
 
 

Item #474: May-June

Blackfire X-3 Blaster Rifle
Type: Multi-Blaster
Scale: Character/Speeder
Skill: Blaster or (s) Blaster: X-3
Weight: 4kg
Cost: 7800
Availability: 3,X
Body: 3D+1
Ammo: 80/40 and 40 or 80
Fire Control: +1 pip/+1D
Range: 3-30/100/300 (cb), 3-200/400/800 (sb) and 2-20/50/100 (cst), 5-150/300/600 (sst)
Damage: 7D/5D and 6D/4D
Description: The X-3 rifle has two modes of operation. The first is the heavy blaster rifle mode. The weapon can be fired with or without use of the scope, but using the scope adds +1D to hit. The weapon has a targeting computer that adds +1 pip when in rifle mode. When used with the scope the addition to hit is +1D+1. The second is the sniper rifle mode. This mode requires use of the scope. There is also an extention leg to steady the weapon and the barrel extends an additional .28 meters for sniper ranges. The weapon, in either mode, can fire blaster bolts or, with the simple flick of a switch, change over to slug thrower mode. Note that the blaster mode and the slug thrower mode use the same clip design and must be changed out to accommodate the ammo type selected. In slug thrower mode all fired shells are collected in a special holding tube that cools them down before placing them back in the clip behind the un-fired shells. This keeps the ammo clip from exploding and leaves nothing behind. The X-3, when in slug mode, can fire in semi-auto, burst fire and full auto with either the flip of a switch or, if connected via SCOMP Link, through tongue or mental command if a cybernetic link is available.
Game Notes: There is a larger slug thrower ammo clip that holds 80 rounds that costs 150 credits empty. The loaded cost of the clip depends on the type of ammo in it, but accepts all types of standard slug thrower ammo currently available.

Click on image for full size

X-3 Blaster Rifle Features
 
 

Item #475: May-June

Bank of the Core Credit Chip Reader
Type: Single Chip Reader
Scale: Character
Skill: None
Weight: .05kg
Cost: 20
Availability: 1
Body: 1 pip
Description: This device is used to read the contents of an open, unencrypted credit chip (unless the owner has the code) and is not designed for any other purpose. Comes with a hardened protective cover.
Game Notes: This item is too basic to modify without destroying it. The protective cover adds +2D to the Strength roll to resist damaging the device.

Click on image for full size
 
 

Item #476: July-August

Moon-Zhag Asteroid-09 Cargo Transport
Type: Large Cargo Transport
Scale: Starfighter
Length: 94 meters (110 meters with rear landing gear deployed)
Width: 74 meters (86 meters with side landing gear deployed)
Crew: 10, skeleton: 3/+5
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Space Transports, Starship Gunnery, Starship Shields
Passengers: 6 (up to 60 additional, see below)
Cargo Capacity: 35,000 metric tons
Consumables: 6 months
Cost: 1,480,000
Availability: 2,R
Nav Computer: Yes
Hyperdrive: x2
Hyperdrive Backup: x8
Maneuverability: 2D
Space: 7
Atmosphere: 350; 1000kmh
Hull: 6D+2
Shields: 4D
Backup Shields: 3D
Sensors:
  Passive: 40/2D
  Scan: 70/3D
  Search: 100/4D
  Focus: 20/5D
Weapons: None (see Game Notes below)
Description: Each large container held in the front of the ship can hold up to 10,000 mt. This can be almost anything including life form containers and housing containers for guests being transported long distances. Once each container is locked into place all available liquids and gasses can be accessed and sent through a filtering system allowing three times the normal duration. However, each unit can remain self-contained at the request of the passenger(s) or the being paying the fair. Note that there is no direct access to any of the three external containers (see below). Should emergency access be required, the being or beings will be required to exit the ship, move along the railing and enter a container through a special hatch on the top center of each (not available for standard bulk containers). There is a small, five-person pressurization chamber inside that allows access. In an emergency all three containers can be released, one at a time. There are two large access doors at the rear of the ship that give way to another, smaller cargo bay. This one can hold up to 5000 metric tons and can function similar to the added containers. It also provides access to the rest of the ship and functions as the main egress and exit for the vessel. The ship has no weapons on purchase, but several may be added quite easily as the ship has been designed to incorporate them (see Game Notes below for compete information). The hull has exceptional strength and comes with powerful shields to help protect its crew, passengers and cargo. There is room for the crew and up to 6 passengers in the main hull of the ship with multiple creature comforts available for all, to include a full medical bay.
Game Notes: Availability rating due to the possible addition of several weapons. Each of the three cargo containers that are front loaded can be passenger containers as well. Each one can be built to hold 10 passengers in comfort. A special modification allows the containers to connect to each other and to the main part of the ship. The passenger pods can all connect to power, air and water/liquids in order to be filtered for extended journeys. All three containers, cargo or passenger, can be jettisoned immediately in an emergency. The passenger pods can be programmed to seek out the nearest habitable planet and used as make-shift escape pods. If they are not in range of a suitable planet they will still head off in the direction of a nearby system. The passenger crates have enough food and water to last got up to 4 months for 10 beings of humanoid size or smaller. The cargo pods will land on the nearest planet if one is in range. If not, they will float in space along the last trajectory.

The medical bay comes with one bacta tank and one 2-1B medical droid. The bay also has four biobeds. The lounge also functions as the galley and entertainment area. All seats and tables can retract to allow other retracted equipment to come out and be used as a full-sized gym. This same area can be used for target practice and an emergency hold for cargo or beings. All quarters have their own refresher, personal storage and entertainment center.
GM Note: There are four hidden storage areas that can be used to smuggle contraband, but there location isn't on the plans for the ship and no company that sells them is told about the spaces. Each owner must discover them on their own. Once discovered, each space can hold up to 200kg and is actually sensor proofed (target number is 26 to discover them).
As weapons can be added, it must be noted that this proceedure is actually quite simple to do. There are already 4 Hard Points (HPs) for heavy, 4 HPs for medium and 6 HPs for light Starfighter scale weapons. Two retractable Heavy Repeating Blaster Rifles may also be installed for use on the ground against personnel or large creatures. Note that the type and power of each weapon added will require its own power supply(s) to operate properly (space has already been allocated). The cost and functionality of each weapon selected is up to the individual owner to determine.

Click on image for full size
 
 

Item #477: July-August

Nova Combat Ships K36 Modular Fighter/Shuttle
Type: Modular Fighter/Shuttle
Scale: Starfighter
Length: 39.5 meters
Crew: 5, gunners 6, skeleton 2/+10
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Passengers: 16 (troops, variable)
Cargo Capacity: 50 tons (variable)
Consumables: 4 months (variable)
Cost: 2,500,000
Availability: 4,X
Nav Computer: Yes
Hyperdrive: x.5
Hyperdrive Backup: x8
Maneuverability: 3D
Space: 10
Atmosphere: 435; 1200kmh
Hull: 6D
Shields: 3D
Backup Shields: 3D
Sensors:
  Passive: 40/1D+2
  Scan: 80/2D+2
  Search: 120/3D+2
  Focus: 8/4D+2
Weapons:
  Heavy Turbolaser Cannon (retractable)
    Scale: Capitol Ship
    Fire Arc: Front
    Crew: 2
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 3-20/40/80
    Atmosphere Range: 6-40/80/160km
    Damage: 5D
  2 Dual Laser Cannons (retractable)
    Scale: Starfighter
    Fire Arc: Front
    Crew: 1
    Skill: Starship Gunnery
    Fire Control: 2D+1
    Space Range: 3-15/30/60
    Atmosphere Range: 6-30/60/120km
    Damage: 6D
  4 Blaster Cannons (fire-linked, retractable)
    Scale: Starfighter
    Fire Arc: Turret (2 forward dorsal, 1 aft ventral, 1 aft dorsal)
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 3-12/24/48
    Atmosphere Range: 6-24/48/96km
    Damage: 5D
Description: This incredibly designed fighter/transport is perhaps the top-of-the-line from Nova Combat Ships. The ship is sleek like a fighter yet large enough to carry supplies and troops like a transport. The K36 is also very fast, tough in a fight and carries what many would view as an illegal hyperdrive. In fact, the sale of this craft is specifically set for military and planetary governments only.

The variable amounts listed for passengers, cargo capacity and consumables is unique to this ship. There are special modules that can be moved about inside (or removed all together) that allow all three statistics to be altered to conform to the needs of the owner. The stats above are set to the default amounts.
Game Notes: See table below for variable settings.

Passengers Cargo Capacity Consumables
Default 16 Troops 50 Tons 4 Months
Option 1 14 Troops 52 Tons 4 Months, 2 Weeks
Option 2 12 Troops 54 Tons 4 Months, 4 Weeks
Option 3 10 Troops 56 Tons 5 Months, 1 Week
Option 4 18 Troops 48 Tons 3 Months, 3 Weeks
Option 5 20 Troops 46 Tons 3 Months, 1 Week
Option 6 22 Troops 44 Tons 2 Months, 4 Weeks
Option 7 18 Troops 46 Tons 5 Months
Option 8 20 Troops 42 Tons 6 Months
Option 9 22 Troops 38 Tons 7 Months

Note that additional troops, gear and consumables can be added at the cost of cargo space. The cargo space cost is roughly 2 tons per 2 troops and 2 weeks rations.

Click on image for full size
 
 

Item #478: July-August

Zentarian Mini-D Combat Speederbike
Type: Military Speederbike
Scale: Speeder
Skills: Repusorlift Ops
Length: 2.3 meters
Crew: 1
Passengers: None
Cargo Capacity: 20 kg
Consumables: 1 week
Cost: 23,400
Availability: 2,X
Maneuverability: 4D+2
Move Rate: 160; 460kmh
Altitude Range: Ground to 5km
Cover: 1/4
Body: 2D+2
Shields: None
Sensors:
  Passive: 150/1D
  Scan: 300/2D
  Search: 600/3D
  Focus: 30/4D
Weapons:
  2 Heavy Blasters (fire-linked)
    Scale: Speeder
    Fire Arc: Forward
    Skill: Vehicle Blasters
    Fire Control: 1D+2
    Range: 3-250/500/1.2 km
    Damage: 5D+2
Description: Light and fast, this speeder is capable of taking on other speeders, personnel and even the occational walker. The weapons are well integrated and are linked to a fire control system that is highly accurate given the constant movement of the speeder during combat situations. Cargo space is limited, but can hold extra ammo or survival gear.
Game Notes: The Mini-D is highly maneuverable and easy to repair with parts being readily available. A vehicle repair kit is required to work on the speeder, but jury-rigging can be down on a temporary basis with the target number lowered by -2 due to the ease with which they are built.

Click on image for full size
 
 

Item #479: July-August

Nordian Zackel T-1 Swoop
Type: Swoop
Scale: Speeder
Skills: Swoop Ops
Length: 3.2 meters
Crew: 1
Passengers: None
Cargo Capacity: 35kg
Consumables: 2 weeks
Cost: 34,000
Availability: 2,R
Maneuverability: 3D+2
Move Rate: 400; 1150kmh
Altitude Range: Ground to 10km (20km if canopy added)
Cover: 1/4 (full if canopy added)
Body: 3D
Shields: 1D
Sensors: (in meters)
  Passive: 250/1D
  Scan: 500/2D
  Search: 1000/3D
  Focus: 50/4D
Weapons: None (can be added)
Description: A fast yet durable swoop, the T-1 can race with the fasted and keep up. Also boasts a fair amount of storage space for rations and other gear that most swoops do not have.
Game Notes: An armored canopy can be added for 1200 credits that provides full cover and allows the swoop to reach double its normal altitude limit. Using 5kgs of storage space for oxygen allows the swoop to stay aloft for several hours at a time (5 hours max). The T-1 is capable of adding two fire-linked weapons that can be either Speeder scale or Character scale. The two weapons fire forward only, but a 3-use chaff system (380 credits) can be added to the rear section for some additional protection.

Click on image for full size
 
 

Item #480: July-August

Phaeroh Longhorn SAU Droid
Type: 5th Degree
Scale Speeder
Cost: 38,500
Availability: 2,F
Dexterity 2D: Dodge 6D, (s) melee combat: shock prod 7D
Perception 4D: Search 7D, sneak 6D
Strength 7D: Brawling combat 9D, swimming 9D
Knowledge 3D: Alien species 7D
Mechanical 2D: Computer Ops 7D, sensors 6D
Technical 2D: First Aid 7D, (A) Medicine 3D
Height: 4.25 meters
Weight: 535kg
Move: 13 / 55; 195kmh (in water)
Equipment:
  -Four Legs: used for getting around on land and in water or other liquids.
  -Two Heavy Manipulator Arms: used to grasp objects. Have a Strength of 5D and can be used as weapons.
  -Two Powerful Directional Search Lamps: can be used in luquid or on land.
  -Shock Prod: Range: 1/3/5, Damage: 5D (6D in liquid that conducts electricity)
  -Bio Pod: attached to the back of the droid. Used to store collected samples. Can be used as an emergency life pod, but is extremely cramped. Being cannot be larger than a humanoid and has only enough air to reach the surface - about 45 minutes total air time at maximum depth. Note that to pod is pressurized to the last known depth before launching.
  -Living Organism Database: used to recognize various types of life forms.
  -Medical Database: used to determine sentience and damage level, if any.
  -Emergency Bouy/Beacon: Can be released any time the droid runs into trouble or it locates a downed being that will need immediate assistance. Can broadcast a message with details once the pod reaches the surface when under water. May also be released on land. Range of transmission is 50km.
Sonar/Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 175/1D
  Scan: 350/1D+2
  Search: 620/2D+1
  Focus: 75/3D+1
Sensors (in meters): Pressure
  Passive: 100/1D
  Scan: 250/2D
  Search: 400/3D
  Focus: 60/3D+2
Description: Very useful for exploration of oceans and other bodies of water as well as other liquids. The droid is well protected against corrision and other elements that it comes into contact with. The sensor buoys are very useful in locationg the droid should it wander off course or when it locates a being or creature that needs to be rescued, or has already been rescued by the droid (depends on circumstances).
Game Notes: Due to the size of this droid it has been designed to collapse to half its normal dimensions for easier transport, though its weight remains the same. When travelling in liquid the droid can fold it legs up so that it can travel faster with much less drag.

Click on image for full size
 
 

Item #481: July-August

Phaeroh Industries Plasmorphian Flex Armor
Type: Light Armor
Powered: Yes, partially (pressurized for vacuum)
Protection: +1D+2/+1D
Protects the Following: All
Weight: 4.5kg
Availability: 3,R
Cost: 68,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Repair Kit: The repair kit comes with enough materials to fix Light damage 4 times, Moderate damage 3 times and Severe damage 2 times before requiring supplies. Replacement cost is 1000 credits.
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 1.5 hours in liquid or vacuum.
Sensors: Life Form, Movement (front and rear)
   Passive: 40/+1D
   Scan: 80/+2D
   Search: 160/+3D
   Focus: 20/+4D
Sensors: UV, IR, Thermal
   Passive: 20/+2
   Scan: 40/+1D
   Search: 60/+1D+2
   Focus: 10/+2D
Weapon Systems:None
Computer System:
  • 8 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 3D, Memory: 16D)
  • Programs:
    • Access
      Availability: 2,R or X
      Cost: 1800
      Slots: 1
      Game Notes: Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
    • Medic Plus
      Availability: 1
      Cost: 4000
      Slots: 2
      Game Notes: Improved diagnosis of illnesses or wounds and gives treatment recommendations. Adds +2D to First Aid skill.
    • Multiple Programs
      Availability: 2,F or R
      Cost: 3000
      Slots: 1
      Game Notes: Runs two programs simultaneously if slots and outputs are available. Uses 1 slot to operate but the programs it combines take up no slots (just one for the program itself).
    • Road Map Plus
      Availability: 2,F
      Cost: 2000
      Slots: 2
      Game Notes: Makes a map of past travels, locations and facilities. Can be plugged in to any spaceport for a download of directions. Will also mark where you are on the current map program running. Auto updates each time area is visited (program must be active). Can make a route to your desired destination and will auto-update as needed based on current traffic patterns, accounting for time of day and weather factors.
    • Sensor Plus
      Availability: 3,R or X
      Cost: 5000
      Slots: 2
      Game Notes: Adds +1D+2 to Search. If person has all sensors then it adds +2D+1 to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
    • Targeting, Multiple
      Availability: 3,R or X
      Cost: 700
      Slots: 3
      Game Notes: Three weapon systems and up to 12 targets per system. Adds +2D+1 to hit and requires a sensor on each weapon used. A scope may not be used with this program.
Description: Designed to be light and very flexible, the armor allows near fluid movement of all joints and does not affect the users natural skills in any way. This is especially difficult to accomplish with near form-fitting thickness. The flex armor cannot be worn under other types of armor due mostly to the power ring around the neck. Not only does this provide power, but houses the computer and communication systems. Don't be fooled into thinking this area is vulnerable as an extra layer of armor has been place around the ring so that it actually resists damage slightly better than the remaining areas. Sensors are concentrated in the helmet, but there are extra sensors placed all over the armor to provide the user with the best possible range and accuracy given the limited space for such items.
Game Note: Bonus damage resistance for the ring is +2/+1. No weapons can be added to the armor. The computer system can be upgraded to a 12 slot, 4D Power and 20D Memory system simply by replacing the ring. This upgrade will cost the owner and additional 8000 credits and requires four hours and a microtronics tool kit (Computer Program/Repair of at least 6D) to complete the process. If someone else does the work then add at least another 2000 credits. This armor comes in all varieties of camouflage colors at no extra cost. The suit can also attach to external oxygen tanks to extend water or vacuum time.

Click on image for full size
 
 

Item #482: July-August

Moon-Zhag Arborensis Heavy Blaster Pistol
Type: Heavy Blaster Pistol
Scale: Character
Skill: Blaster
Weight: 2.3kg
Cost: 6500
Availability: 4,X
Body: 3D
Ammo: 100
Fire Control: 0D
Range: 3-50/100/200
Damage: 6D+2
Description: The first thing of note about this pistol is the name. The Arborensis is a fierce creature found on many worlds (due to transplanting) and has a long range acid attack in addition to being very agile and fast. The Arborensis Heavy Blaster Pistol has been designed with that creature in mind. Most beings do not expect such damage from a small blaster, so it is quite a surprise to those that find they are the target of such a weapon. This pistol delivers on range, ammo, damage and durability, yet it is a simple design with simple features. It is also easy to clean and repair and comes with a fully stocked repair and cleaning kit.
Game Notes: The price is high due to the high damage, long range and large clip capacity for this weapon. The repair kit comes with tools and enough material to fix Light 6 times, Moderate 4 time and Severe 3 times before replacement is required. For an additional 2000 credits a hair-trigger can be added that allows two shots to be fired for every pull of the trigger with no minuses.

Click on image for full size
 
 

Item #483: July-August

Merr-Sonn R-X1X Modular Blaster
Type: Mudular Blaster
Scale: Character
Skill: Blaster or (s) Blaster: R-X1X
Weight: 3.5kg (base only, see below)
Cost: 4700
Availability: 3,X
Body: 2D+2
Ammo: 100 (base only, see below)
Fire Control: 0D (base only, see below)
Range: 3-20/40/80 (base only, see below)
Damage: 5D (base only, see below)
Description: This heavy baster pistol comes with a complete set of add-ons that turn it into a blaster carbine, a blaster rifle and a sniper rifle. The additional pieces change the amount of ammo, damage and other features as they are added and or removed.
Game Notes: The standard heavy blaster pistol is the base unit. The make a blaster carbine just add the extended barrel. A scope is optional. The make the blaster rifle just add the padded stock with the extended barrel. A scope is optional, but recommended. The sniper tip can be added in order to use the sensor feature. The sniper rifle requires the extended barrel, padded stock, scope, folding dual mount legs and added sensor/range tip. The scope isn't required if the sensor is turned on as targeting information is uplinked to a HUD system. The blaster rifle and sniper rifle can incorporate a booster stock that adds extra heated plasma to each shot fired giving the blast more damage (+1D), but sacrificing some range. Rifle range with boosted stock: 3-70/140/280. Range without boosted stock: 3-90/170/320. Sniper rifle range with boosted stock: 3-150/300/600. Sniper rifle range without boosted stock: 3-175/350/700. The blaster carbine range is 3-50/100/250. The sensor extention may also be added for HUD capabilities.

Click on image for full size
 
 

Item #484: July-August

Moon-Zhag "Thumper" AXR-15 Heavy Blaster Pistol
Type: Special Heavy Blaster Pistol
Scale: Character/Speeder
Skill: Blaster or (s) Blaster: AXR-15
Weight: 3kg
Cost: 28,500
Availability: 3,X
Body: 3D+2
Ammo: 50 or 20
Fire Control: 1D (laser sight)
Range: 3-20/40/80
Damage: 5D+1 or 7D+2
Description: The AXR-15 "Thumper" got its nickname from the loud thump it makes when it is set to include the additional chemical discharge. This discharge is highly compressed tibanna gas, charged ions and thermite. When fired, not only does it cause a loud sound, but the target of the shot also feels the extra blast, receiving extra damage. The owner of this weapon is required to be strong in order to hold the weapon steady when firing it. Comes with a laser sight.
Game Notes: The owner of this weapon must have at least 3D+2 Strength to fire the pistol normally. Even one pip less negates the Fire Control bonus, but the blaster can still be fired. Below 3D Strength the owner receives a -1D to hit. In addition, there is a 1-3 in 6 chance every time it is fired that the blaster will fly out of the shooters hand hitting the user in the face and causing 3D damage (a full-faced helmet will negate this). The extra chemical charge must be replaced every other clip at a cost of 1200 credits per cartridge (the cartridge sits below and behind the laser sight and can be snapped on and removed similar to changing a clip). Pressing the orange button on the side twice releases the clip. Pressing it three times releases the cartridge. This is automatic if attached to a HUD system and will disable the orange button.

There is a collector's version of this weapon that is made from Mandalorian Iron with a thin coating of neutronium and corusca stone on it for further protection. The cost for this version of the weapon is outlandish at 2,500,000 credits, but provides an additional +3D+1 to its Body rating and adds another kilogram to the weight.

Click on image for full size
 
 

Item #485: July-August

Nordian Hydro-ZZ Blast Grenade
Type: Acid Grenade
Scale: Character
Skill: Grenade
Weight: 1.1kg
Cost: 1200
Availability: 3,X
Blast Radius: 1-3/5/8
Damage: 5D + 4D burn
Description: This handy item is simply a grenade with an explosive kick to spray acid out as far as possible in order to affect as many targets as possible. This type of grenade affects droids as well as all humanoids.
Game Notes: The acid burns for 1-6 additional rounds based on distance (GM to determine length). Range can be increased to that of a standard grenade if 20 grams of thermite is added to the inide area between the frangmentation layer and the acid cylinder. This has the additional affect of increasing damage by +1D. The cost is 150 credits per five grams of thermite.

Click on image for full size
 
 

Item #486: September-December

Brykom D8 Cruiser
Type: Cruiser
Scale: Capitol Ship
Length: 580 meters
Crew: 750
Skills: Astrogation, Capitol Ship Gunnery, Capitol Ship Piloting, Capitol Ship Shields, Communications, Sensors
Passengers: 550 troops, 80 VIPs
Cargo Capacity: 17,000 mt
Consumables: 1.5 years
Cost: 30,000,000
Availability: 4,X
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x8
Maneuverability: 2D
Space: 7
Atmosphere: 260; 890 kmh
Hull: 6D+1
Shields: 3D
Sensors:
  Passive: 50/1D
  Scan: 80/2D+2
  Search: 160/3D+2
  Focus: 5/4D
Weapons:
  14 Heavy Turbolasers
    Scale: Capitol Ship
    Fire Arc: Turret (4 front, 4 left, 4 right, 4 aft)
    Skill: Capitol Ship Gunnery
    Crew: 4
    Fire Control: 3D+2
    Space Range: 3-20/40/80
    Atmosphere Range: 6-40/80/160 km
    Damage: 6D
  12 Medium Turbolasers
    Scale: Capitol Ship
    Fire Arc: Turret (3 front, 3 left, 3 right, 3 aft)
    Skill:
    Crew: 3
    Fire Control: 3D+1
    Space Range: 3-15/36/75
    Atmosphere Range: 6-30/72/150 km
    Damage: 5D
  8 Heavy Ion Cannons
    Scale: Capitol Ship
    Fire Arc: Turret (2 front, 2 left, 2 right, 2 aft)
    Skill: Capitol Ship Gunnery
    Crew: 2
    Fire Control: 2D+1
    Space Range: 1-10/25/50
    Atmosphere Range: 2-20/50/100 km
    Damage: 3D+2
  8 Skyline Missile Launchers
    Scale: Capitol Ship
    Fire Arc: Guided (2 forward, 2 left, 2 right, 2 aft)
    Skill: (s) Missile Weapons: Skyline
    Crew: 1
    Fire Control: 3D+2
    Space Range: 5-20/50/100
    Atmosphere Range: 10-40/100/200 km
    Ammo: 20 each
    Blast Radius: 2-10/20/40
    Damage: 11D
  4 Tractor Beam Projectors
    Scale: Capitol Ship
    Fire Arc: Turret (1 forward, 1 left, 1 right, 1 aft)
    Skill: Capitol Ship Gunnery
    Crew: 1(2), 2(2), 4(6)
    Fire Control: 3D+1
    Space Range: 1-5/15/30
    Atmosphere Range: 2-10/30/60 km
    Damage: 6D
Description: Long and rather thin in its appearance, the Brykom D8 Cruiser's looks is misleading in its power and versatility. Even though a smaller craft, this cruiser has the same firepower as an Imperial Star Destroyer of a smaller size. In this it is well suited to escort supply ships and other, less defended vessels. Also, because it is smaller it has the ability to surprise those who would attack its charges. Many a pirate has been shown the error of their choice before being consigned to a fruitless death.

The Brykom D8 Cruiser comes with little in the way of creature comforts with the exception of the 80 VIPs it is capable of supporting and protecting. As this is a strong secondary role, the Brykon often finds itself carrying out transport duties for various dignitaries and others of importance.
Game Notes: The stats for this vessel are stronger than most ships of this size. The noted powerful addition of the Skyline Missile Launchers provides substantial fire power when needed. These missiles are the next generation following the proton torpedo. They have added range, fire control and damage that makes them formidable in any engagement. Having a heavy load of compressed explosive provides a 40 meter blast radius that can reach other, smaller ships such as fighters. Should it be used on the surface of a planet it is just as deadly.

Click on image for full size


 
 

Item #487: September-December

Zentarian Zeekla Speed Fighter
Type: Attack Starfighter
Scale: Starfighter
Length: 6.2 meters
Crew: 1
Skills: Communications, Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Passengers: None
Cargo Capacity: 25kg
Consumables: 1 week
Cost: 750,000
Availability: 4,X
Nav Computer: No
Hyperdrive: No
Hyperdrive Backup: No
Maneuverability: 4D+2
Space: 12
Atmosphere: 450; 1300kmh
Hull: 4D+2
Shields: 2D+2
Sensors:
  Passive: 15/1D
  Scan: 30/2D
  Search: 60/3D
  Focus: 4/4D
Weapons:
  2 Micro Turbolasers (fire-linked)
    Scale: Starfighter
    Fire Arc: Forward
    Skill: Starship Gunnery
    Fire Control: 3D+2
    Space Range: 3-12/30/60
    Atmosphere Range: 6-24/60/120 km
    Damage: 7D+2
  4 Improved Proton Torpedo Launchers (mounted on rear wings)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Ammo: 1 each
    Space Range: 1/4/9
    Atmosphere Range: 50-100/400/900 km
    Blast Radius: 6 meters
    Damage: 9D+2
Description: Sleek and very fast, the Zentarian Zeekla Speed Fighter is ahead in nearly all aspects of its design and capabilities than any other planetary fighter out there. It boasts the best weapons and sensors ever developed for a craft of this size and, even though it does not have hyperspace capability, it can outrun any fighter currently in existance. Well worth the cost for any planetary government or military organization as all the parts required are provided for a complete overhaul right out of the factory.
Game Notes: The four torpedoes and the mounts that hold them are optional. If not selected, the price is reduced to 650,000 credits.

Click on image for full size


 
 

Item #488: September-December

Phaeroh Spider Pathfinder 650t
Type: Troop Transport/Scout Walker
Scale: Walker
Skills: Walker Ops: Spider Pathfinder
Length: 23 meters
Height: 11 meters
Crew: 3
Passengers: none or up to 20 (see below)
Cargo Capacity: 750kg to 5 mt
Consumables: 4 weeks up to 6 months
Cost: 150,000
Availability: 4,R or X
Maneuverability: 1D
Move Rate: 105; 300kmh
Altitude Range: Ground
Cover: Full
Body: 5D
Shields: 2D
Sensors:
  Passive: 500/1D
  Scan: 1000/2D
  Search: 2000/3D
  Focus: 75/4D
Weapons:
  2 Blaster Cannons
    Scale: Walker
    Fire Arc: Turret (1 left front, 1 right front)
    Skill: Vehicle Blasters
    Fire Control: 3D
    Range: 3-400/800/1.6 km
    Damage: 4D+1
Description: A well designed and fully customizable walker that can traverse thr roughest, most dangerous terrain with ease; the Phaeroh Spider Pathfinder 650t is more than a scout walker. The legs are powerful enough to allow the vehicle to drop from a ship as high as 50 meters without any damage so that the "mother" ship does not have to land to deploy the scout. The Pathfinder 650t comes with multiple configuration options that allow each owner the ability to customize the vehicle to their liking. The listed price is for the default walker.
Game Notes: Default configuration is set for 20 troops and has 10 weapon ports per side to allow each trooper to fire from cover. This setup is the easiest to modify. Available modifications are listed below.

Available Modifications:
  1. Armor Upgrades
    -Body Increase of +1
     Cost: 5000
    -Body Increase of +2
     Cost: 10,000
    -Body Increase of +1D
     Cost: 18,000
  2. Shield Upgrades
    -Shield Increase of +1
     Cost: 6000
    -Shield Increase of +2
     Cost: 12,000
    -Shield Increase of +1D
     Cost: 20,000
  3. Leg Strength Upgrades
  4. -Leg Strength Increase of +1
     Cost: 8000
     Note: Able to drop up to 100m with no damage
    -Leg Strength Increase of +2
     Cost: 16,000
     Note: Able to drop up to 200m with no damage
    -Leg Strength Increase of +1D
     Cost: 28,000
     Note: Able to drop up to 500m with no damage
  5. Landing Booster Rockets
    -Under Carrage Booster System
     Cost: 9500  Notes: Prevents damage to the legs when dropped from any height up to 10km. Once used they must be replaced. Replacement cost: 7000.
  6. Weapon Upgrades
  7. -Damage Increase of +1
     Cost: 3000 each
    -Damage Increase of +2
     Cost: 7000 each
    -Damage Increase of +1D
     Cost: 15,000 each
    -Range Increase of +25/+50/+100 meters
     Cost: 2000 each
    -Range Increase of +50/+100/+200 meters
     Cost: 4000 each
    -Range Increase of +100/+200/+400 meters
     Cost: 8000 each
  8. Additional Weapons
  9. -Rear Blaster Cannon Turret
     Cost: 10,000
     Note: Same stats as listed weapons -Dorsal Blaster Cannon Turret  Cost: 8500
     Note: Same stats as listed weapons
  10. Engine/Powered Leg Joint Upgrades
  11. -Move Increase of +10; +20
     Cost: 6000
    -Move Increase of +15; +30
     Cost: 12,000
    -Move Increase of +25; +50
     Cost: 20,000
  12. Sensor Upgrades
  13. -Passive: +10
     Scan +20
     Search +40
     Cost: 2000
    -Passive: +20
     Scan +40
     Search +80
     Cost: 5000
    -Passive: +50
     Scan +100
     Search +200
     Cost: 10,000
    -Passive: +100
     Scan +200
     Search +400
     Focus +5
     Cost: 15,000
    -Passive: +300
     Scan +600
     Search +1200
     Focus +15  Cost: 25,000
  14. Luxury Cabin
    -Owners Suite
     Double Bed
     Refresher
     Desk/Game Center
     4 Large Storage Lockers
     Cost: 35,000
     Note: Vehicle can support two cabins maximum
  15. Passenger Cabin
    -6 Coffin Beds - 3 per side
     Refresher
     Desk/Game Center
     6 Small Storage Lockers
     Cost: 23,000
     Note: Vehicle can support two cabins maximum
  16. Troop Support
    -Half Loadout
     10 Troops
     Gear Storage: 50kg each
     Cost: 12,000
    -Full Loadout
     20 Troops
     Gear Storage: 50kg each
     Cost: 24,000
  17. Emergency Ejection Seats
    -Crew
     Cost: 3000 (3)
    -Passengers/Troops
     Cost: 5000 (10)/10,000 (20)
Click on image for full size


 
 

Item #489: September-December

Aeon T4 Air Assault Droid
Type: 4th Degree
Scale Speeder
Cost: 98,000
Availability: 4,X
Dexterity 5D: Blaster 9D, dodge 9D
Perception 4D: Search 7D, (s) search: tracking 9D, sneak 7D
Strength 6D+2:
Knowledge 4D: Tactics 7D, (s) tactics: small unit 8D, (s) tactics: ground 8D
Mechanical 3D: Communications 7D, repulsorlift ops 9D, sensors 7D
Technical 3D: Droid programming 6D, droid repair 6D, (s) droid repair: self 8D
Height: 1.5 meters
Weight: 106kg
Move: 25 or 90; 260kmh
Equipment:
  -2 Dual Heavy Repeating Blaster Cannons
   Scale: Speeder
   Fire Arc: 180 degree circle (turns for angles)
   Skill: Blaster
   Range: 3-250/500/1000
   Damage: 7D+2
  -Heavy Blaster Cannon
   Scale: Speeder
   Fire Arc: Turret (dorsal)
   Skill: Blaster
   Range: 3-200/400/800
   Damage: 6D+2
  -Repulsorlift System
   Move Rate: 20 or 125; 360 kmh
   Altitude Range: 1 to 175 meters
  -Dual AA-1 Verbo Brains
  -Huristic Processors: Can learn from every encounter and adapt its tactics
  -Military Vehicle Database
  -Civilian Vehicle Database
  -Species Database
  -Tactical Database
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 250/1D+1
  Scan: 500/2D+2
  Search: 1000/3D+2
  Focus: 30/4D+1
Description: A deadly and powerful assault droid that is used most often on the battle field to hunt down enemy units that are difficult to find or well protected. However, due to the droids makeup, many have been purchased for individual use as security droids for bases or private facilities. A few have been placed on large, private vessels as well.
Game Notes: Can repair itself up to 5 times from as much as Severe damage, but this takes time. Light takes 2 minutes, Moderate takes 10 minutes, Severe takes 25 minutes. Severe damage causes all non- essential systems to shut down while repairs are carried out. During this time the droid appears completely shut down.

Click on image for full size


 
 

Item #490: September-December

Zentarian FXM-36 Assault Armor
Type: Medium Assault Armor
Powered: Yes
Protection: +4D+1/+3D+1/+1D+1/+1D+1
Protects the Following: All
Weight: 12 kg
Availability: 4,X
Cost: 6,500,000
Breath Mask: Filters must be replaced after 40 hours of continuous use.
Long-Range Communication System: 75km range. 18 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.
Repair System: The suit can repair Light and Moderate damage each up to 5 times. Severe damage must be repaired by the wearer or an armorer. The repair solutions, must be replaced after all are expended. The cost for this is 20,000 credits.
Sensors: Life Form, Movement (front and rear)
   Passive: 45/+1D
   Scan: 90/+2D
   Search: 180/+3D
   Focus: 16/+4D
Sensors: UV, IR, Thermal
   Passive: 30/+2
   Scan: 60/+1D
   Search: 120/+1D+2
   Focus: 12/+2D+1
Weapon Systems:
  • 2 Heavy Blasters (one in each forearm)
    Type: Modified Heavy Blaster Rifle
    Scale: Character
    Skill: Armor Weapons
    Ammo: 100 each
    Range: 3-100/200/400
    Damage: 6D
    Game Notes: Has been modified to not only fit on the forearms of this armor, but also to deliver increased damage at the same range as other hand-held blaster rifles. The internal clip is rechargable and takes 20 minutes via the suits power supply. This feature must be activated to charge the weapons' clips. Note that the blaster gas needed to fire both weapons must be replaced after 400 shots total, as it supplies both.
Computer System:
  • 14 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 2D+2, Memory: 18D)
  • Programs:
    • B. Access Plus
      Availability: 2,R or X
      Cost: 3000
      Slots: 2
      Game Notes: Adds +2D to Computer Ops and +1D+1 to Computer Program/Repair rolls. +2D may be added to computer spikes rated at 6D or less.
    • F. Bounty Plus
      Availability: 2,R
      Cost: 4000
      Slots: 3
      Game Notes: 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.
    • I. Brawler Plus
      Availability: 3,R
      Cost: 3000
      Slots: 2
      Game Notes: 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).
    • L. Hostilities, Super
      Availability: 3,X
      Cost: 2500
      Slots: 3
      Game Notes: Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
    • R. Medic Plus
      Availability: 1
      Cost: 4000
      Slots: 2
      Game Notes: Improved diagnosis of illnesses or wounds and gives treatment recommendations. Adds +2D to First Aid skill.
    • V. Multiple Programs, Tri-
      Availability: 4,X
      Cost: 15,000
      Slots: 2
      Game Notes: Runs three programs simultaneously if slots and outputs are available. Uses 1 slot to operate but the programs it combines take up no slots (just one for the program itself).
    • W. Road Map
      Availabiliy: 1,F
      Cost: 1000
      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).
    • Z. Sensor Plus
      Availability: 3,R or X
      Cost: 5000
      Slots: 2
      Game Notes: Adds +1D+2 to Search. If person has all sensors then it adds +2D+1 to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
    • AD. Targeting, Multiple
      Availability: 3,R or X
      Cost: 700
      Slots: 3
      Game Notes: Three weapon systems and up to 12 targets per system. Adds +2D+1 to hit and requires a sensor on each weapon used. A scope may not be used with this program.
Description: Great armor at a great price with plenty of extras wrapped around a powered system that gives the wearer an extra edge.
Game Note: This suit of armor has been designed for both male and female of all known humanoid species. It can be custom made for any species, but the cost increases for this based on the physical build of the species. The cost of the custom made suit is automatically increased by 30% minimum.

Click on image for full size


 
 

Item #491: September-December

Draymak VX3L-A2 Blaster Grenade Rifle
Type: Blaster Rifle/Grenade Launcher
Scale: Character
Skill: Blaster/Missile Weapon
Weight: 5kg
Cost: 8500
Availability: 4,X
Body: 4D
Ammo: 150/8
Fire Control: 1D+2/1D
Range: 3-75/200/400 or 5-275/425/600
Damage: 6D+2/5D (or by grenade type)
Blast Radius: na or 0-2/4/6/10
Description: This is a very effeective weapon and can take quite a bit of punishment before it needs to be repaired or cleaned, especially in a combat situation when it is needed most.
Game Notes: Can go without repair up to -2D damage. Does not need to be cleaned after every use, but it is recommended that it be done anyway to keep it in tip-top shape.

Click on image for full size


 
 

Item #492: September-December

Draymak PK247 HRBR
Type: Heavy Repeating Blaster Rifle
Scale: Character
Skill: Blaster or (s) Blaster: PK247
Weight: 4.5kg
Cost: 17,800
Availability: 4,X
Body: 4D+1
Ammo: 200
Fire Control: 1D+2
Range: 3-200/400/600
Damage: 7D+2 (3 rnds)
Description: Every pull of the trigger releases three rounds that fly towards the intended target with great speed and accuracy. The weapon can fire in single shot mode, if desired, in order to be used as a sniper rifle in a pinch. The extra round capacity is due to tibanna gas clips that has doubled the normal capacity of the weapon. In fact, nothing else will allow the weapon to fire. The rifle canbe connected to a HUD system in armor or with goggles if no armor is worn. With a small amount of modification, the weapon can be connected to a vehicle.
Game Notes: Clips of tibanna gas cost double that of a standard clip.

Click on image for full size


 
 

Item #493: September-December

Draymak AZ-3 Fusion Cutter
Type: Energy Melee Weapon
Scale: Speeder
Skill: (s) Melee Combat: AZ-3 (required)
Weight: 1kg
Cost: 85,000
Availability: 4,X
Body: 5D+2 (see below)
Range: Up to 1 meter
Damage: 7D
Description: A solid plasma fusion blade that can cut almost anything except a lightsaber.
Game Notes: The Body is unusually high for this type of weapon due to the special alloy used in its constraction. Battery can last up to 4 years before replacement is required. Battery cost is 7000.

Click on image for full size


 
 

Item #494: September-December

Draymak BZ-4 Fusion Claw
Type: Energy Melee Weapon
Scale: Speeder
Skill: (s) Melee Combat: BZ-4 (required)
Weight: 1.3kg
Cost: 100,000
Availability: 4,X
Body: 5D+2 (see below)
Range: Up to 1.3 meters
Damage: 7D+2
Description: Three solid plasma fusion blades that can cut almost anything except a lightsaber.
Game Notes: The Body is unusually high for this type of weapon due to the special alloy used in its constraction. Battery can last up to 4 years before replacement is required. Battery cost is 8000.

Click on image for full size


 
 

Item #495: September-December

Gimblecorp "Second Chance" Revitalization Collar
Credit and Stats Link:
Raptor Squad: Gimblecorp "Second Chance" Revitalization Collar
Type: Life Saving Device
Scale: Character
Skills: Computer Programming/Repair (to set up), First Aid, Strength
Weight: 1kg
Cost: 3000 (Price varies by size and species needs)
Availability: 1
Body: 2D (see below)
Description: Important Features:

1-Stylish Design fits into almost any Wardrobe
2-Easily Customizable
3-Battery Life of up to 4 Standard Years

The device is advertised to administer up to "3 life saving bursts of energy to vital parts of the anatomy of over 3 million beings". The device runs off of a Blovidium-IV battery that has an average life span of four years.

The device constantly monitors the vital statistics of the wearer, and when heart functions cease for more than 15 seconds, it initiates an electrical charge to "jump start" the wearers system. If the first jolt proves unsuccessful, it will administer two subsequent charges.

PROS:
Provides a Life-Sustaining Burst of Energy
Potential to Delay Expiration
Easily Customizable and Fashionable

CONS:
Cost
Questionable Durability-Direct Blow can Disable Unit

Game Notes: An EASY first aid roll is needed to calibrate the collar to the wearers specifications. When a character is "killed" while wearing the collar, the player may make up to (3) straight STRENGTH rolls. The target #s needed are as follows:

First Roll: 20
Second Roll: 25
Third Roll: 30

If the character succeeds in hitting the target # on any of the rolls, they are upgraded to "Mortally Wounded" status for 2D minutes. If they beat any of the numbers by more than 10, then they are upgraded to "Incapacitated".

Note that there is an armored version that adds +1D to the Strength roll of the collar to resist being disabled. The cost increases to 4000 credits for the added protection.

Click on image for full size
 
 

Item #496: January-March, 2017

Zentarian Genesis Luxury Yacht
Type: Private Yacht
Scale: Starfighter
Length: 32.5 meters
Width: 28.4 meters
Height: 7.2 meters
Crew: 12; 1 pilot, 1 co-pilot, 1 sensor operator, 1 communications operator, 8 other
Skills: astrogation, communications, sensors, space transports, starship gunnery, starship shields, repulsorlift ops
Passengers: 12
Cargo Capacity: 250 metric tons
Consumables: 1 year
Cost: 18,300,000
Availability: 2,R
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x7
Maneuverability: 2D+2
Space: 8
Atmosphere: 365; 1050kmh
Hull: 5D+2
Shields: 3D
Backup Shields: 3D
Sensors:
  Passive: 35/1D
  Scan: 70/2D
  Search: 110/3D
  Focus: 6/4D
Weapons:
  Dual Blaster Cannon
    Scale: Starfighter
    Fire Arc: Turret (ventral, retractable)
    Skill: Starship Gunnery
    Crew: Co-Pilot
    Fire Control: 2D
    Space Range: 1-12/24/36
    Atmosphere Range: 100-1.2km/2.4km/3.6km
    Damage: 5D
  Medium Blaster Cannon
    Scale: Starfighter
    Fire Arc: Turret (dorsal, retractable)
    Skill: Starship Gunnery
    Crew: Pilot or Co-Pilot
    Fire Control: 2D+1
    Space Range: 1-10/20/30
    Atmosphere Range: 50-1km/2km/3km
    Damage: 4D+2
Description: Words cannot do justice to this space yacht. Almost everything you can imagine has been packed into the frame and interior of this craft leaving no additional room for modifications. This ship is truly for the elite or those with more money than they know what to do with.
Game Notes: Passengers each have their own quarters with a refresher included. There is also a full lounge area with integrated game tables. There is also a chef droid and an autochef and a fresh food preparation area next to the lounge. On the way to the bridge is another refresher and then a set of storage lockers for tools and other equipment. Next to the loading ramp is an area that contains 24 emergency evac suits. Beyond that and behind the bridge is a small armory across from another storage locker. The four escape pods are centrally located and hold six beings each with enough food and water for three weeks.

The following are additional features that can be added, but there are many more available:
  • -Sun Room
  • -Exercise Room
  • -Large Lounge and Cantina: includes a Sabbacc table and several other games (think 10 Forward from Star Trek's Enterprise). All games and the bar area are operated by droids.
  • -Holovid Theater: Shows the most current holo's available and gets automatically updated for the first 5 years when in a system with a Standard Class or better space port.
  • -Droid Repair Shop
  • -Tech Shop
  • -Small Repair Shop
  • -Temperature controlled Massaging Seats
  • -Bantha Leather Seats: this can be changed out for any other type of seat cover desired
  • -Holovid Access Station with Display Panel
  • -Small Bar: can be stocked with anything the owner wants
  • -Planetary-wide Communications System
  • -Emergency Communication Services (link must be provided by planetary government, normally available on Core World, Inner Rim and Mid-Rim planets for a small fee)
  • -Frazium Security System: Comes with automatic pop-up, turreted, blaster miniguns.
    Damage: 5D+2
    Range: 3-100/200/400
    Ammo: 300 [proper permits are required]
    Notes: Vehicle Shock Protection (activation is manual or voice controlled, external damage caused is 6D stun or 5D normal [proper permits are required]), Auto Safety (will automatically transport vehicle and occupants to the nearest security station or government facility if ordered, security system [droid brain: see below for skills] will also detect life signs of occupants without orders and take to nearest medical facility), Command Lockdown (locks all systems from access without security release code)
  • -Auto-pilot: Level IV; able to understand complex verbal commands, integrated with droid brain. This feature is for non-hyperspace travel.
Click on image for full size

Zentarian Genesis Luxury Yacht, Obtuse

 
 

Item #497: January-March

Moon-Zhag TLS-4K Transport
Type: Medium Transport
Scale: Capitol
Length: 128.5 meters
Crew: 170; skeleton: 36 (+15)
Skills: Astrogation, Capitol Ship Gunnery, Capitol Ship Piloting, Capitol Ship Shields, Communications, Sensors
Passengers: 50
Cargo Capacity: 50,000 mt
Consumables: 1 year
Cost: 3,000,000 (new)/1,750,000 (used)
Availability: 2,F
Nav Computer: Yes
Hyperdrive: x2
Hyperdrive Backup: x12
Maneuverability: 1D
Space: 6
Atmosphere: 275; 800kmh
Hull: 6D
Shields: 3D
Sensors:
  Passive: 20/1D
  Scan: 40/2D
  Search: 80/3D
  Focus: 5/4D
Weapons:
  Dual Blaster Cannon
    Scale: Capitol Ship
    Fire Arc: Ventral turret
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 3-12/24/48
    Atmosphere Range: 100-2.4km/4.8km/9.2km
    Damage: 5D
  Blaster Cannon
    Scale: Capitol Ship
    Fire Arc: Dorsal turret
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 2-10/20/40
    Atmosphere Range: 40-2km/4km/8km
    Damage: 4D+1
Description: Nice Transport that comes with a full crew and two weapons to help protect itself. The inside boasts lots of ammenities for the long journeys the crew will always find themselves on.
Game Notes: The crew racks are only double per room, but each room have a table that functions as a hologame table and two chairs. There is also a large storage area the two share, but lots of space for personal items.

Click on image for full size


 
 

Item #498: January-March

Zentarian Tig-4 Heavy Swoop
Type: Swoop
Scale: Speeder
Skills: Swoop Ops
Length: 1.7 meters
Crew: 1
Passengers: None
Cargo Capacity: 15kg
Consumables: 3 days
Cost: 38,000
Availability: 2,R
Maneuverability: 4D
Move Rate: 330; 950kmh
Altitude Range: .5 to 75 meters
Cover: 1/4
Body: 3D
Shields: 1D
Sensors (in meters):
  Passive: 500/1D
  Scan: 1000/2D
  Search: 1500/3D
  Focus: 50/4D
Description: "You want an engine with a seat, then this is the swoop for you." That is the now famous quote about the Tig-4 swoop that made it popular amoung the young and those with nothing to lose. The Tig-4 is perhaps the fastest swoop on the market, and rightly so. Maximum speed can be reached in moments. In fact, this swoop is so fast that a helmet and pressure suit are included in the price.
Game Notes: The shields ar not powerful as they are only designed to block debris and other small objects in the flight path of the swoop. However, they do assist in blocking weapons fire and add the shield rating to the swoop Strength roll to resist damage from the front only.

Click on image for full size


 
 

Item #499: January-March

Nordian TBL-9 Worker Droid
Type: 5th Degree
Scale Character
Cost: 2700
Availability: 1
Dexterity 2D: Dodge 5D, (s) melee weapons: cutting torch 5D+2
Perception 2D: Search 6D
Strength 4D: Brawling combat 5D, lifting 5D, stamina 6D
Knowledge 2D:
Mechanical D: sensors 4D
Technical D: Any repair skill (pick one) 4D+2, janitor 3D
Height: 1.8 meters
Weight: 75kg
Move: 10
Equipment:
  -AA-3 Worker Verbobrain
  -Two Humanoid Arms and Legs
  -Two Visual Sensors: slightly higher and lower than human range and low-light vision (can see twice as far as a human in dim light)
  -Two Auditory Sensors: 20% m ore accurate that human norms
  -Mechanical Equipment Database
  -Droid Repair Database
  -Cutting Torch (can be used as a weapon in an emergency)
    Skill: (s) Melee weapons: cutting torch
    Range: 0-.2/.4/.6
    Damage: 4D
  -Tool Mounts: The droid has two hands that can have various tools attached to them   -Improved Rust Inhibitor: The droid's metal components are extra resistant to rust and corrosion   -Personality Matrix: Simple (can be upgraded to Complex for an extra 900 credits)
Sensors (in meters): Thermal, IR, UV
  Passive: 50/+2
  Scan: 75/1D
  Search: 125/1D+2
  Focus: 10/2D+1
Description: This worker droid has been designed to assist in the repair of nearly and system and can be purchased with the required skills to do the work. In addition, the droid is capable of having additional repair skills added for 500 credits each. The cutting tourch can be used as a weapon (stats above) and its hands can be replaced with all the required tools covering all repair-type skills. Most tools adapted to the droid can be purchased for a little as +10% of the base cost of the tool. The added parts are guaranteed for 40 years.
Game Notes: All repair skills added start at 2D and can be increased by 1D, up to a maximum of 9D, for 200 credits below 5D and 300 credits from 5D to 7D and 450 credits above 7D.

Click on image for full size


Item #500: January-March

Draymak Dark Storm Heavy Armor
Types: Scout, Commando, Infiltrator
Powered: Yes
Protection: +2D+2/+2D+2, +3D+2/+3D+2, +4D+2/+4D+2
Protects the Following: All
Weight: 9kg, 12kg, 16kg
Availability: 4,X
Cost: 4,000,000 (scout), 6,500,000 (commando), 11,000,000 (infiltrator)
Breath Mask: Filters must be replaced after 30 hours of continuous use. Carry 2 extra filters each.
Repair Kit: Capable of repairing 8 Light damage, 6 Moderate damage and 4 Severe damage levels before requiring replacement. Replacement cost is 2500 credits.
Long-Range Encrypted Communication System: 65km/70km/75km range. 15/18/22 scrambled channels. Scans all known frequencies.
Improved 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 5 (S), 6 (C), 8 (I) hours in liquid or vacuum.
Sensors (in meters): Life Form, Movement (360 degrees)
   Passive: 300/+2 (S), 200/+1D (C), 250/+1D+1 (I)
   Scan: 600/+1D (S), 400/+1D+1 (C), 500/+2D (I)
   Search: 1200/+3D (S), 800/+2D (C), 1000/+2D+2 (I)
   Focus: 30/+4D (S), 20/+1D+1 (C), 25/+2D (I)
Sensors (in meters): UV, IR, Thermal
   Passive: 100/+1D (all)
   Scan: 200/+1D (all)
   Search: 400/+1D+2 (all)
   Focus: 20/+2D (all)
Weapon System (not integrated in the armor except when using the sensor):
  • Draymak Modifiable Heavy Blaster Rifle
    Model: Grudge X-09 HBR
    Type: Heavy Blaster Rifle
    Scale: Character (special)
    Skill: Blaster or (s) Blaster: X-09
    Ammo: 100 (10 special)
    Range: 3-100/200/400
    Damage: 6D (special)
    Game Notes: This weapon is specifically designed with on-the-fly modifications in mind. A scope, a targeting sensor, a reversable clip, a silencer and a grenade launcher come with the weapon. The sensor and the scope cannot be used together. The Special items above indicate 10 super shots from each clip that cause Speeder scale damage at +1D each. This is accomplished through a unique valve that, once set, releases 10% of the clip's charge be pull of the trigger. This can only be used for 10 shots before it must cool for 20 seconds - plenty of time to flip the clip.
  • Scope:
      Targeting Bonus: +2D
      Time to Attach: 2 actions
      Notes: Range is reduced by one level; ie.: Long becomes Medium, Medium becomes Short, etc. Note that the scope must be calibrated once it has been removed and placed back on the weapon. This process takes 2-5 rounds to complete.
  • Targeting Sensor:
      Targeting Bonus: 2D+2
      Time to Attach: 1 action
      Notes: Does not reduce range modifiers, but allows targeting through the armor's HUD display.
  • Reversible Clip:
      Time to Insert: 1 action
      Time to Flip: 2 actions
      Notes: This clip is attached to another clip by design so that it can be flipped once expended. Both clips hold 100 tibanna filled rounds. Standard clips can be used, but only hold 50 rounds each and cancel out the special Speeder scale shots as they require tibanna gas to work properly.
  • Silencer:
      Reduces the sound of the weapon to almost nothing beyond short range, but reduces damage by 1D. Range is not affected. There is a much more expensive silencer available for 1800 credits that does not reduce damage.
  • Grenade Launcher:
      Time to Attach: 2 actions
      Ammo: 5
      Range: 5-200/400/800
      Damage: 5D (or by grenade type)
    Notes: A unique grenade launcher that has been specifically created for this weapon containing a clip that hold 5 grenades. The clip can hold any type of standard grenade in any order desired. The HUD system allows the owner to know which type of grenade will be fired next.
Click on image for full size


Computer System (same for all):
  • 14 Slot Computer System: Three I/O ports
  • Capabilities: (Power: 2D, Memory: 18D)
  • Programs:
    • Access Plus
        Availability: 2,R or X
        Cost: 3000
        Slots: 2
        Game Notes: Adds +2D to Computer Ops and +1D+1 to Computer Program/Repair rolls. +2D may be added to computer spikes rated at 6D or less.
    • Bounty Plus
        Availability: 2,R
        Cost: 4000
        Slots: 3
        Game Notes: 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
        Availability: 3,R
        Cost: 3000
        Slots: 2
        Game Notes: 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
        Availability: 3,X
        Cost: 2500
        Slots: 3
        Game Notes: Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
    • Medic Plus
        Availability: 1
        Cost: 4000
        Slots: 2
        Game Notes: Improved diagnosis of illnesses or wounds and gives treatment recommendations. Adds +2D to First Aid skill.
    • Multiple Programs, Tri-
        Availability: 4,X
        Cost: 15,000
        Slots: 2
        Game Notes: Runs three 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
        Availability: 1,F
        Cost: 1000
        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 Plus
        Availability: 3,R or X
        Cost: 5000
        Slots: 2
        Game Notes: Adds +1D+2 to Search. If person has all sensors then it adds +2D+1 to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
    • Targeting, Multiple
        Availability: 3,R or X
        Cost: 700
        Slots: 3
        Game Notes: Three weapon systems and up to 12 targets per system. Adds +2D+1 to hit and requires a sensor on each weapon used. A scope may not be used with this program.
Description: As a set, the Dark Storm line is perhaps the best example of interchangable armor on the market. Nearly any section can be replaced or changed out so that the wearer can take on any required role. This flexibility extends to the main weapon as well, with many variable modifications added to allow a more complete system for the soldier. The protection provided changes, but the similarities do not.
Game Notes: Every section of the armor can be exchanged with every section of any another type, to include the helmets. The oxygen canisters can be switched out as well. Options available are upgraded sensors, upgraded computer systems with additional programs and improved HUD systems in the helmets. GM Note: Upgrades and Options will be provided at time of purchase.

Click on image for full size


 
 

Item #501: January-March

Xymeah Strata Pocket Knife
Type: Stiletto-Action Pocket Knife
Scale: Character
Skill: Melee Combat or Thrown Weapons
Weight: .1kg
Cost: 100
Availability: 1
Body: 2D
Difficulty: 10
Range: 1-3/5/7 +Str modifier
Damage: Str+2 or 3D+2
Description: A typical stiletto knife that has a very specific weight so that it can also be thrown if needed.
Game Notes: The blade snaps into position once the switch control lever is pressed. This same lever allows it to snap back into the handle to be put away.

Click on image for full size


 
 

Item #502: January-March

Xymeah Strata Hunting Knife
Type: Lightweight Combat Blade
Scale: Character
Skill: Melee Combat or Thrown Weapons
Weight: .2kg
Cost: 200
Availability: 2
Body: 2D+1
Difficulty: 12
Range: 1-3/6/8 +Str modifier
Damage: Str+1D or 4D+1
Description: Unlike a typical combat blade, this weapon can be used effectively in hand-to-hand and thrown at a potential target with ease, causing more damage than the pocket knife.
Game Notes: The blade snaps into the sheath and locks with a soft click. It can be easily removed with the press of the orange button on the opposite side of the pommel. With practice, the owner will be able to draw and use the weapon with one swift action (without learning Quickdrawn). Should the owner already have the Innate ability of Quickdraw, they get a bonus of +1D to Intimidation for such a fast draw. The blade also comes in a vibro-blade variant that costs 500 credits, does Str+2D+1 damage held or 4D+1 damage when thrown. The Diffculty increases to 15, but that can be reduced back to 12 if the owner learns the (s) Melee Combat: Strata Combat Blade Specialization.

Click on image for full size


 
 

Item #503: January-March

Xymeah Strata Plasma Knife
Type: Plasma Blade
Scale: Character
Skill: Melee Combat or Thrown Weapons
Weight: .15kg
Cost: 450
Availability: 2,F
Body: 2D+2
Difficulty: 15
Range: 1-4/7/10 +Str modifier
Damage: Str+3D or 5D+1
Description: This is the ultimate blade for melee combat...period.
Game Notes: This blade is powered by a small plasma cell attached to a very powerful battery that provides the weapon the ability to be used for a very long time before needing replacement. The blade can retract and protrude just as quickly as the pocket knife. The plasma cell costs 125 credits, while the battery will cost only 75 credits.

Click on image for full size


 
 

Item #504: January-March

Draymak Psycho Special Heavy Blaster Pistol
Type: Super Heavy Blaster Pistol
Scale: Speeder
Skill: Blaster
Weight: 4kg
Cost: 76,000
Availability: 4,X
Body: 3D Ammo: 30
Range: 3-75/150/300
Damage: 6D
Description: This weapon has been specially designed for Psycho and those like him who want lots of power in a small package and do not care about the innocent life forms in the galaxy that find themselves on the business end of this pistol. And yes Psycho, this is a perfect description of you...

>>>Excuse me?! This weapon is barely powerful enough for Spike! Draymak, you best be fixin' this weapon or you whole company is on my list!<<<
-Psycho


>>>Not to worry Psycho. We've got the next gen version coming up soon that is sure to please. We also have a case of thermals coming your way. Enjoy them as a gift from us for failing to meet your high standards.<<<
-Draymak Corp. President


Game Notes: None needed.

Click on image for full size


 
 

Item #505: January-March

Draymak Synoptic Teacher II
Type: Improved Subconscious Teaching System
Weight: 1kg
Cost: 100,000
Availability: 3,F
Body: 1D+1
Description: Learning should always be challenging and, whenever possible, enjoyable. Now it can be less time-consuming than ever before. From Draymak comes the latest in direct learning transfer. The synoptic teacher is a comfortable and safe way of absorbing information with a higher degree of active data retention than with traditional methods. The synoptic teacher works by transferring data directly to the brain at a subconscious level. The process is totally painless and the user can relax, learning effortlessly.
Need to pick up a few pointers on astral navigation? Or how about a refresher course on Bocce? Try the synoptic teacher from CLS. Getting an education was never easier.
Note that this version is greatly improved from the previous one as the company was bought out by Draymak just 6 months ago in order to push it up a notch. The Draymak Synoptic Teacher II does just that.
Game Notes: A variety of pre-designed information learning modules are available on a wide veriety of subjects. The transference proceedure takes between 20-50 minutes. Depending on the level of module content, its degree of technical or cultural sophistication, the user must make an Easy to Very Difficult Perception roll to effectively absorb the material. A successful roll means the user gains +1D to +3D in that given skill or skill specialization if the character's skill level is below 5D. Above 5D is now possible, but the Difficulties increase as does the cost of each module. Also, the maximum skill level that can be added to is 7D. Any skill above 7D cannot be helped in this manner. In addition, a bonus of either +1D or +2D is all that will be added to a skill above 5D. The user must now make a Moderate to Heroic Perception roll to absorb the material for skills above 5D. The user may gain a benefit from a data module only once below or above 5D.
The only skills available with this method are Knowledge, Mechanical and Technical skills.

Currently Available Modules

Attribute Module Level Difficulty Bonus Cost
Knowledge Agriculture 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Alien Species 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Bureaucracy 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 250/500/1000 (x3 above 5D)
Business 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 250/500/1000 (x3 above 5D)
Culinary Arts 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Cultures 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Intimidation 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Languages 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Law Enforcement 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 250/500/1000 (x3 above 5D)
Planetary Systems 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Scholar 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Streetwise 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Survival 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Tactics 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Technology 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Value 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Willpower 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 500/1000/2000 (x3 above 5D)
Mechanical Astrogation 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Beast Riding 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Blaster Artillery 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Capital Ship Gunnery 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Capital Ship Piloting 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Capital Ship Shields 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Communications 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Ground Vehicle Ops 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Hover Vehicle Ops 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Jet/Rocket Pack Ops 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Powersuit Ops 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Repulsorlift Ops 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Sensors 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Space Transports 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Starfighter Piloting 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 500/1000/2000 (x3 above 5D)
Starship Gunnery 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Starship Shields 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Swoop Ops 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Vehicle Weapons 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Walker Ops 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Technical Armor Repair 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Blaster Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Capital Starship Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Capital Starship Weapon Repair 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Computer Programming/Repair 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Demolition 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Droid Programming 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 500/1000/2000 (x3 above 5D)
Droid Repair 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 500/1000/2000 (x3 above 5D)
Firearms Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
First Aid 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Ground Vehicle Repair: 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Hover Vehicle Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Jet/Rocket Pack Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Melee Weapon Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 200/400/800 (x3 above 5D)
Missile Weapon Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Repulsorlift Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Security 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Space Transports Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Starfighter Repair 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+3D 400/800/1600 (x3 above 5D)
Starship Weapon Repair 1/2/3 E/M/D (M/D/VD above 5D) +1D/+2D/+3D 300/600/1200 (x3 above 5D)
Walker Repair 1/2/3 M/D/VD (D/VD/H above 5D) +1D/+2D/+32:49 PM 3/6/2017D 400/800/1600 (x3 above 5D)

Click on image for full size
 
 

Item #506: April-July

Gray Man KT-40X Space Transport
Type: Space Transport / Blockade Runner
Scale: Starfighter
Length: 45.5 meters
Crew: 10; Pilot, co-pilot, 6 gunners, pilot droid or gunnery droid
Skills: Astrogation, Communications, Missile Weapons, Repulsorlift Ops, Sensors, Space Transports, Starship Gunnery, Starship Shields
Passengers: 8
Cargo Capacity: 75 mt
Consumables: 5 months
Cost: 1,800,000 (new), 1,000,000 (used)
Availability: 4,X
Nav Computer: Yes (Imperial)
Hyperdrive: x.75
Hyperdrive Backup: x9
Maneuverability: 3D+2
Space: 9
Atmosphere: 450; 1200kmh
Hull: 6D
Shields: 3D+2
Backup Shields: 3D
Sensors:
  Passive: 20/1D
  Scan: 40/2D
  Search: 80/3D
  Focus: 6/4D
Weapons:
  2 Dual Heavy Laser Cannons
    Scale: Starfighter
    Fire Arc: Turret (dorsal, ventral)
    Skill: Starship Gunnery
    Crew: 1
    Fire Control: 2D+2
    Space Range:
    Atmosphere Range:
    Damage: 7D
  2 Quad Laser Cannons (can be fire-linked)
    Scale: Starfighter
    Fire Arc: Turret (dorsal)
    Skill: Starship Gunnery
    Crew: 1 (co-pilot or R2 unit)
    Fire Control: 3D
    Space Range:
    Atmosphere Range:
    Damage: 6D+2
  3 Concussion Missile Launchers, Mk II
    Scale: Starfighter
    Fire Arc: 2 Forward (dorsal, can be fire-linked), 1 Aft (ventral)
    Skill: Missile Weapons
    Crew: Pilot, co-pilot or R2 unit
    Fire Control: 4D
    Space Range: 1-4/9/18
    Atmosphere Range: 100-400/900/1.8 km
    Ammo: 10 each
    Blast Radius: 7 meters
    Damage: 10D
  Heavy Proton Torpedo Launcher
    Scale: Starfighter
    Fire Arc: Forward (below bridge)
    Skill: Missile Weapons
    Crew: Pilot or Gunner
    Fire Control: 4D
    Space Range: 1-3/6/12
    Atmosphere Range: 50-300/600/1.2 km
    Ammo: 8
    Blast Radius: 10 metes
    Damage: 10D+2
Description: Need to run a blockade on a planet that needs supplies? The Gray Man KT-40X can do the job admirably. Built for power and running blockades, this freighter can do it all. Designed from the ground up, the KT-40X has very thick hull plating, excellent shields with backup, plenty of weapons and the power to run them all at full strength. As with all Gray Man products, no Imperial agents, operatives or others working with the Empire can purchase these ships, nor have they been able to so far.
Game Notes: Complete background check and testing required in order to purchase. Comes with lots of additional ifeatures that can be added and modified at the time of purchase for a discounted rate, or later at the standard rate.

Click on image for full size

Gray Man KT-40X Rear Oblique
 
 

Item #507: April-July

Draymak Metalpick Heavy Fighter
Type: Heavy Fighter
Scale: Starfighter
Length: 24.3 meters
Crew: 2; pilot, co-pilot/gunner
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Passengers: None
Cargo Capacity: 100kg
Consumables: 2 weeks
Cost: 6,000,000
Availability: 4,X
Nav Computer: Yes (Imperial)
Hyperdrive: .75
Hyperdrive Backup: x12
Maneuverability: 4D+2
Space: 14
Atmosphere: 485; 1400 kmh
Hull: 5D
Shields: 4D
Sensors:
  Passive: 20/1D
  Scan: 40/2D
  Search: 80/3D
  Focus: 6/4D
Weapons:
  2 Super Heavy Laser Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front (30 degree left/right, 10 degree up. 15 degree down)
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-20/40/80
    Atmosphere Range: 10-200 km.400 km/80 km
    Damage: 7D+2
  2 Dual Heavy Laser Cannons
    Scale: Starfighter
    Fire Arc: Turret (dorsal, ventral)
    Skill: Starhip Gunnery
    Fire Control: 3D
    Space Range: 1-15/30/60
    Atmosphere Range: 10-150 km/300 km/600 km
    Damage: 7D
Description: Super fast and super deadly, the Metalpick "picks" out the competition and eliminates it with all of its specially designed engines, weapons and power systems. The increased maneuverability comes from micro-gravitic thrusters specially build for this fighter.
Game Notes: All weapons are capable of being easiy replaced or exchanged for other weapon types such as concussion missiles or proton topedoes. The rear turret can even be loaded with a proton bomb launcher. The cockpit can be ejected and allows survival in space for up to 2 weeks as all food and other required needs are included in the design.

Click on image for full size

Metalpick Front, Side, Top View
 
 

Item #508: April-July

Mezzo Works Sancturian Adder
Type: Combat Speederbike
Scale: Speeder
Skills: Repulsorlift Ops, Sensors, Vehicle Weapons
Length: 4.4 meters
Crew: 1
Passengers: None (1 in an emergency)
Cargo Capacity: 20kg
Consumables: 3 days
Cost: 65,000
Availability: 3,X
Maneuverability: 4D+2
Move Rate: 160; 460 kmh
Altitude Range: Ground to 150 meters
Cover: 1/4 to 1/2 (depending on configuration)
Body: 3D+2
Shields: 1D
Sensors (in meters):
  Passive: 250/1D
  Scan: 500/2D
  Search: 1000/3D
  Focus: 50/4D
Weapons:
  2 Heavy Blaster Cannons (fire-linked)
    Scale: Speeder
    Fire Arc: Front
    Skill: Vehicle Weapons
    Fire Control: 2D
    Range: 25-350/800/1600
    Damage: 5D+2
Description: This combat speeder is a new and exciting venue for Mezzo Works. The reason for this is that the company has stuck with combat droids for military applications since they started business. The vehicle has been thoroughly tested in combat and proven many times over that it can do well and last for the duration. The Sancturian Adder is quite easy to repair and replacing parts can be done in the field if needed. The weapons can also be replaced or switched out with very little down time. The weapons to be added must be modified either in the field of in a shop to fit the Adder, but even this process is quite minimal.
Game Notes: Image shows cannon-sized slug ammunition, but is not fitted with them by default. However, this feature can be added if desired. Almost any type of weapon can be modified to fit this speeder with a Moderate Blaster Repair roll and about 20 minutes with a speeder repair kit.

Click on image for full size
 
 

Item #509: April-July

Seinar Fleet Systems 8V Series Ship Droid
Type: 5th Degree
Scale Character
Cost: 8500
Availability: 2,F
Dexterity 1D:
Perception 1D: Search 5D
Strength 3D: Stamina 5D
Knowledge 2D: Planetary systems 3D
Mechanical 3D: Astrogation 5D, sensors 5D, space transports 5D (can be replaced with Starfighter Piloting 5D), starship shields 5D
Technical 2D: Space transport repair 5D (can be replaced with Starfighter Repair 5D), starship weapon repair 5D
Height: 1.6 meters
Weight: 70kg
Move: 9
Equipment:
  -AA-3 Droid Brain
  -Basic planetary database
  -Two Humanoid Sensors: Human range, but capable of UV, Thermal and IR
  -Two Humanoid Arms
  -Two Humanoid Legs
  -Ship Systems Repair Database: Adds +1D to all ship related repair rolls
  -Personality Matrix: Simple
  -Magnetic Feet: used to conduct external maintenance when in space
Sensors (in meters): Thermal, IR, UV, Motion
  Passive: 75/1D
  Scan: 150/1D+2
  Search: 320/2D
  Focus: 5/3D
Description: A classic ship droid design with a not-so-classic internal complete overhaul from the base frame on up. The effectiveness of this older model was well known when it first came out so Seinar decided to take something old and make it into something new. The droids capabilities have been added to even though it looks the same as those from 1000+ years ago. This model has a useful strength increase to its frame that allows it to lift over seven times its own weight when needed or required. The personality has also been upgraded, but not too much. The droids tend to get personality quirks over an extended period, but regular memory wipes keep them friendly and curtious as they work. Another useful feature is the ability to see into the infared, thermal and ultraviolet spectrums. This allows them to see minute cracks or leaks in ship systems, but also gives them the ability to locate a living being that may be trapped under debris. And, though not specifically designed for rescues, this droid is fully capable of doing so.
Game Notes: The V8 Series Ship Droid is capable of lifting 490kg and moving up to 410kg with ease, though anything beyond that for any length of time longer than 10 minutes will drain its power completely. The power cell will last about 45 minutes when carrying 310-410kg; 12 hours with 220-309kg; 65 hours with 150-219kg and up to 245 hours with anything less than 150kg. Charging the droid uses a standard charging outlet and takes only 2 hours for a full change. Note that the Personality Matrix can be upgraded by replacing the AA-3 Droid Brain with an AA-2 or AA-1 Droid Brain. This also allows the droid to have additional or improved skills added to its programming. Anything above 5D will cost double the listed price and may not be increased beyond 8D in any skill that is added. Those skills it already has may be increased to a maximum of 10D.

Click on image for full size
 
 

Item #510: April-July

Wrokix Works Argus 34p Medium Armor
Type: Medium Powered Armor
Powered: Yes
Protection: +3D/+2D+1
Protects the Following: All
Weight: 12kg
Availability: 2,X
Cost: 795,000
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 half (-2D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to four hours in liquid or vacuum.
HUD System: Designed to use all carried weapons and monitor all armor systems, to include the built-in Stokhli Spray Arm. Adds +1D to hit will all held weapons, due mostly to the powered systems within. If the held weapon has a sensor on it that can link to the HUD System then the armor adds +2D to hit. The spray arm has a sensor built into it.
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: 80/+1D+2
   Focus: 10/+2D
Weapon Systems:
  • Stokhli Spray Arm
    Model: Spray Arm System
    Type: Stunning Spray Net
    Scale: Character
    Skill: Missile Weapons or Armor Weapons
    Ammo: 5 cartridges
    Range: 10-25/50/100
    Damage: 2D to 6D Stun
    Game Notes: This adapted version of the ever-popular Stokhli Spray Stick operates in a similar manner by shooting a mist to an optimum range of 50 meters and a maximum range of up to 100 meters. A thumb trigger adjusts the range finder to set how quickly the net forms, a dial sets the width of the net and a control button alters the intensity of the stun charge. As the net wraps around its target, it delivers a stun charge. The strength of the net combined with the powerful electrical stun is generally able to completely immobilize a being or creature.
    This weapon adds 2kg to the armor's overall weight and holds five spraymist cartridges, with each cartridge producing 300 meters of netting. The cartridge cost is considerably high at 9000 credits each. Also note that, should the armor lose power, the spray arm will still function (self-contained), but subtracts 1D from all To Hit rolls due to the heavy kickback from firing the weapon that the powered armor compensates for.
Description: This armor is versitile even though it does not have a larger computer system added to it. It does have an internal HUD System that compensated for this. There are sensors built-in and it offers good protection. The added Stokhli Spray Arm adds a nice capture system for targets or enemies wanted alive. The cost is reasonable as compaired to other types of medium armor.
Game Notes: A computer system can be added to this armor after purchase, but the cost increases by 20% due to modifications that are required to integrate it into the armor. A few other items can be added, but they are 30% more expensive.

Click on image for full size
 
 

Item #511: April-July

Phaeroh Industries FL61-ICE Assault Rifle
Type: Assault Rifle
Scale: Character
Skill: Firearms
Weight: 4.5kg
Cost: 12,500 (clips: 100 or 150 for extended)
Availability: 2,R
Body: 2D+2
Ammo: 50 or 75 (extended clip)
Range: 1-75/150/300
Damage: 5D+2 ss, 6D bf, 6D+2 fa
Blast Radius: 1 meter (only for exploding rnds)
Description: This versitle assault rifle can get the job done in a tight situation. The weapon can be linked to armor HUD systems for even greater versatility and functionality. For starters, an adjustable and reversable scope comes with the weapon even though it cannot be used with the supplied HUD sensor. The targeting screen can also display the scope data for those that prefer a different method. There is a nighttime glowrod attached near the front of the weapon. There is also a green targeting laser for more accurate shots. In addition, a special silencer barrel has been added that suppresses the sound only partially, thereby adding to the length of time it can last and still reduce the overall sound to half the distance detectable for other similar weapons. The clip can be set to auto-release or manual, whichever works better for the owner. A clip capacity readout is included on the small status screen just before the scope. The weapon can also accept extented clips to add additional firepower when needed. The stock can be extended up to .2 meters to allow the weapon to rest more effectively against larger species shoulders.
Game Notes: Scope adds +1D to hit. Targeting Sensor also adds +1D to hit, but cannot be used with the scope. The Laser targeting sensor can be used with both the scope and the Sensor and adds an additional +2 to hit. The scope and the glowrod can be flipped over to the opposite side to allow for left or right-handed beings. The silencer adds +2/+4/+8 to audible Perception checks to hear the weapon and lasts up to 400 rounds. The display or HUD system indicates when the suppressor needs to be replaced. The display will also let the user know that the clip will be ejected shortly when being fired at less than 5 rounds. Exploding rounds cost double the listed price and cause the same damage as standard rounds, but have a blast radius of 1 meter. Exploding armor piercing rounds cost three times the standard cost and cause -1D damage, but ignore armor and have a 1.5 meter blast radius.

Click on image for full size
 
 

Item #512: April-July

Decanto LRZ41 Long Range Laser Rifle
Type: Laser Sniper Rifle
Scale: Character
Skill: Blaster or (s) Blaster: LRZ41
Weight: 5kg
Cost: 24,500
Availability: 3,X
Body: 3D+1
Ammo: 40, 30, 20 or 10
Range: 3-350/700/1400
Damage: 6D, 6D+1, 6D+2, 7D
Description: Decanto is new to the galactic market and has managed to produce a sturdy blaster rifle for their first official entry. Sleek and well designed, this weapon can hit a target as far as 1.4km away with ease. Maintenance isn't required nearly as oftenDamage for this weapon is adjustable, but uses more energy to do so.
Game Notes: 6D damage allows 40 shots, 6D+1 allows 30, 6D+2 allows 20 and 7D allows 10 shots. The slidebar on the side allows for manual damage adjustment. The stock is adjustable. This weapon can be attached to a HUD system if desired. The flip-out display adjusts to the user and gives weapon and target status updates in real time. This also allows for fine tuning for more accurate shooting in various weather conditions and at night as the scope, targeting laser and IR/UV sensors are integrated into the lower barrel. Sensors from armor can be transmitted to the barrel and override the default for more accurate targeting as well. This adds +2 to any to hit rolls for being integrated with armor systems. Note that the clip (not shown) is mounted on the opposite side of the weapon and is automatically ejected when empty, though this feature can be overridden if needed.

Click on image for full size
 
 

Item #513: April-July

Phaeroh Sabel m-70 Heavy Slug Thrower
Type: Heavy Slug Thrower Pistol
Scale: Character
Skill: Firearms
Weight: 2.5kg
Cost: 4000
Availability: 2,R or X
Body: 2D+2
Ammo: 30
Range: 3-25/50/100
Damage: 5D+2
Description: This is not your typical firearm. It uses a little bit of PFM to encapsulate the round in a special plasma shield that allows the projectile to penetrate all types of armor, except those with active energy shields, causing standard damage. As this process is unique, it is only available on this weapon type for now. Other weapons will come out in the future that showcase this type of round.
Game Notes: The weapon causes 5D+2 damage with the micro-plasma shield active. Without the micro-plasma shield the weapon does 4D+1 damage and cannot penetrate most modern armor, but affects it at -1D. Fully loaded clips cost 250 credits each and can only be purchased from the manufacturer or an authorized dealer.

Click on image for full size
 
 

Item #514: April-July

Draymak Killer Psycho Special Heavy Blaster Pistol
Type: Super Killer Heavy Blaster Pistol
Scale: Walker
Skill: Blaster or (s) Blaster: DKPSHBP
Weight: 5.4kg
Cost: 900,000
Availability: 4,X (automatic death sentance just for carrying it)
Body: 4D
Ammo: 20 (clips cost 80,000 each)
Range: 3-20/40/80
Blast Radius: 3 meters
Damage: 7D+2
Description: Power. Death. Destruction. Just what Psycho ordered. The most concentrated blaster beam ever created. The casing is made from corusca stone and Mandalorian iron composite. Any other substance melts after the first shot.
Game Notes: This weapon is only available to Psycho for the listed price. Multiply the cost for anyone else by 10.

>>>Now THAT'S a weapon!!! I'm droolin' all over myself right now... Draymak, you get to stay off my list...for now.<<<
-Psycho


Click on image for full size
 
 

Item #515: April-July

Draymak Personal Plasma Shield
Type: Personal Energy Shield
Protection: +1D/+3D
Weight: 1kg
Cost: 65,000
Availability: 2,R
Body: 3D+2
Description: Perfect for those times when protection is paramount, the Draymak Personal Plasma Shield delivers. Works very well against energy discharge weapons, but still manages to provide protection against physical/kinetic weapons as well. The charge lasts for several minutes in order to give the wearer a chance to escape. The device is worn on the users wrist for easy maneuvering.
Game Notes: The shield can be used as a weapon as well, giving STR+2D in damage. The charge lasts for 5 minutes. Each charge takes 10 minutes to reach full capacity. The power storage device can be recharged up to 200 times before it needs replacement. New charger cells cost 3000 credits each.

Click on image for full size
 
 

Item #516: August-September

Gray Man Ultra Courier

Type: Space Transport/Courier
Model: ZBX-12 CT
Scale: Starfighter
Length: 8.2 meters
Crew: 1
Skills: Astrogation, communications, repulsorlift ops, sensors, space transports, starship gunnery, starship shields
Passengers: None
Cargo Capacity: 160kg (130kg for package, 30kg for pilot, see Game Notes below)
Consumables: 2 weeks
Cost: 175,000
Availability: 2,R (X in most Imperial systems)
Nav Computer: Yes
Hyperdrive: x.5
Hyperdrive Backup: x20
Maneuverability: 4D+2
Space: 14
Atmosphere: 400; 1400kmh
Hull: 3D
Shields: 1D
Sensors:
  Passive: 12/1D
  Scan: 24/2D
  Search: 48/3D
  Focus: 4/4D
Weapons: None
Description: This is the fastest, most maneuverable courier on the market. If you need to deliver a small package or a message fast, and you need it there yesterday, then this is the ship for you. Nothing even comes close.
Game Notes: This is the fastest courier on the market even though it is nearly impossible to own one. No modifications can be done to this vessel with the exception of modifying the cargo area to be an emergency, one being transport carrier. This modification will cost at least 50,000 credits and require the being to wear a pressure/waste removal suit and oxygen most of the time (pauses for food and liquids every four hours is allowed), though the container is heated for the ride. The maximum travel time in such a container is no more than two weeks. The being riding in the container cannot be larger than humanoid or weigh more than 130kgs.

Click on image for full size

Ultra Courier Cockpit
 
 

Item #517: August-September

Bespin Motors "Thunder VII" Cloud Enforcer

Type: Sub-Orbital Patrol Boat (w/ Articulated Cloud Car Tug)
Scale: Speeder
Length: 11.8 meters
Crew: 3 (2 twin car, 1 tug)
Skills: Repulsorlift Ops, Vehicle Weapons
Passengers: None
Cargo Capacity: 150kg (weapons storage, 15kg for crew)
Consumables: 2 days
Cost: 80,000
Availability: 2,R
Maneuverability:
Space: 5 (limited to sub-orbital)
Atmosphere: 400; 1150 kmh
Body: 4D
Shields: 2D
Sensors: In meters
  Passive: 500/1D
  Scan: 1000/2D
  Search: 2000/3D
  Focus: 80/4D
Weapons:
  2 Double Blaster Cannons
    Scale: Speeder
    Fire Arc: Front
    Crew: 1 each (pilot & co-pilot)
    Skill: Vehicle Weapons
    Fire Control: 2D
    Space Range: N/A
    Atmosphere Range: 50-400/900/3km
    Damage: 5D+2
  2 Dual Heavy Laser Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front (+/-30 degrees up and down)
    Crew: 1 (pilot *)
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5km
    Damage: 6D+2
Description: This unique design, most notably for cloud mining facilities, has been fitted with dual blaster cannons on each forward car that are controlled by the pilot and co-pilot from each pod. They have beed improved in many ways and are easier to fire and hit their targets.
Game Notes: The addition of the tug potion allows the twin pod cars to reach the upper atmosphere easily so that it can defend its charges to greater effect. THe tug portion of the ship can actually detach and attack by itself, though this is not often done. The weapons on the tug are the Dual Heavy Laser Cannons. This portion of the ship is also fully capable of space flight, though it lacks a hyperdrive. Note that all three crew members are pilots, co-pilots and gunners when the two craft are attached. The crew must be trained on coordinated fighting as the tug adds to the abilities already possessed by the crew. The course, provided upon purchase, gives the crew the (s) Repulsorlift Ops: Thunder VII skill at their base Attribute plus one pip and allows then to use the Coordinated Attack table.

Click on image for full size
 
 

Item #518: August-September

Bloodfury II Speederbike

Type: Military Speederbike
Scale: Speeder
Skills: Repulsorlift Ops
Length: meters
Crew: 1
Passengers: 1 (in emergency only)
Cargo Capacity: 30kg
Consumables: 1 day
Cost: 4000 (new only, see below)
Availability: 2,F
Altitude Range: Ground level-50m
Cover: 1/4
Maneuverability: 3D+1
Move: 250; 450kmh
Body: 3D+2
Shields: 1D
Sensors:
  Passive: 400/1D
  Scan: 800/1D+2
  Search: 1600/2D+1
  Focus: 50/3D
Weapons:
  Dual Laser Cannon
    Scale: Speeder
    Fire Arc: Front
    Skill: Vehicle Weapons
    Fire Control: 2D+1
    Range: 3-70/140/280
    Damage: 6D+1
Description: The Bloodfury II is a complete overhaul and rebuild of the original Bloodfury Speeder Bike. Sienar redesigned the Bloodfurry into a powerful and improved military speeder bike. With a dual laser cannon that is capable of increased damage to any target. The high speed of the Bloodfurry with added armor and maneuverability make a very powerful combat bike. The addition of light shields add to the driver's protetion. The cost is still high, but manufacturing difficulties associated with the Bloodfurry have been streamlined in order to compete with Aratech. Parts are readily available as several military and para-military groups have opened large contracts for additional bikes. With the weapons removed, the speederbike is also great for civilian markets and the racing scene due to the high speed of the bike. The cost without the weapons is 3000 credits. Industrious mechanics can add increased power to the engines and add up to 20% capacity to the speed and maneuverability of the vehicle.
Game Notes: The Bloodfury II weapons do not have to be purchased and then removed as the vehicle comes in both versions. Shields can be upgraded to 1D+2 for an addtional 700 credits in both models.

Click on image for full size
 
 

Item #519: August-September

Phaeroh Industries DH-3 Security Droid

Type: 4th Degree
Scale Character
Cost: 95,000
Availability: 3,X
Dexterity 5D: Blaster 9D, dodge 9D, melee combat 9D
Perception 4D: Search 7D, sneak 7D
Strength 6D (+3D/+3D): Brawling combat 9D
Knowledge 3D: Tactics 7D+2, (s) tactics: small unit 8D+2
Mechanical 1D: Computer Ops 7D
Technical 4D: Computer program/repair 7D, (s) computer program/repair: DH-3 8D
Height: 2 meters
Weight: 100kg
Move: 12
Personality Matrix: Complex
Equipment:
  • Humanoid Body: Two arms and two legs with finger didgits from olding weapons and other items
  • Humanoid Vsion: Can see in the standard human visual spectrum, but has the ability to see IR, Thermal, UV, Ultrasound and radio waves.
  • Sealed Systems: All systems are sealed agains water and electrical shock. Droid disablers do not work on this droid. Ion weapons do half damage.
  • Secured/Internal Lock: The droid is protected from deactivation by not having a shut off switch at all. The only way to deactivate the droid is a security phrase set up when purchased, destroy it or prevent it from charging, which takes about 4 weeks.
  • Bio Computer Systems: The droids computer systems are partially biomater in order to provide a quicker responce time. This system works directly with the Self-Security System. Note that this feature also prevents memory wipes unless deactivated - again, through a security phrase set up at the time of purchase.
  • Self-Security System: Programming inside the droid protects it from overrides that directly or indirectly try to re-program is main computer core, personality matrix or security features. This gives the droid an additional +3D to resist any intrusion into its internal systems that is unauthorized.
  • Tactical Database: Adds +1D to Tactics and any Specialization.
  • Melee Combat Database: Adds +1D to all Melee Combat attack and defense rolls.
  • Brawling Combat Database: Adds +2D to Brawling Combat attack and Defense roll.
  • Base Security Database: Allows this droid to provide near-instant security to any base it is placed in. Adds +1D to Computer Ops, Security and (s) Tactics: Small Unit
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 90/1D
  Scan: 180/1D+2
  Search: 360/2D
  Focus: 10/3D
Description: This is a special request from an exclusive client. The base models have been extensively tested and all that was learned from those tests is the production model DH-3 Sec Droid. All systems have been through every test imaginable to make sure they can stand up to nearly any intruder. Their special programming allows them to be nearly invulnerable to overrides and memory wipes.
Game Notes: The owner is required to set security phrases when purchased or the droid will not shut down or follow commands from its owner. However, once set up, the owner has complete control over all aspects and functions of the droid. The droid comes with a special weapon that is integrated into its systems. Should this weapon get destroyed, the droid can use whatever is available as a weapon, including almost all other types of weapons. It is even strong enough to carry some Speeder scale weapons.

DH-3 Heavy Blaster Carbine
Type: Heavy Blaster Carbine
Scale: Character
Skill: Blaster
Weight: 4.5kg
Cost: N/A (included in cost)
Availability: See droid
Body: 3D+2
Ammo: 100
Range: 3-50/200/350
Damage: 6D+1
Description: Designed especially for the DH-3 Droids use, this weapon is fully integrated into its systems. Once special feature is lockout when the droid releases the weapon. This prevents it from being used by other droid an any other species.
Game Notes: The droid lockout requires a Very Difficult Computer Program/Repair roll to bypass the lockout for 2 minutes, followed by a Difficult Blaster Repair roll to disable the feature. Once disabled the weapon can be used normally.

Click on image for full size
 
 

Item #520: August-September

Barkaberus AT-6 Light Armor

Type: Light Armor
Powered: No
Protection: +1D/+2
Protects the Following: All
Weight: 3 kg
Availability: 2,F
Cost: 15,000
External Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies.
Sensors: Life Form, Movement (360 degrees), Thermal
   Passive: 30/+1D
   Scan: 60/+2D
   Search: 90/+3D
   Focus: 12/+4D
Description: This light armor can be worn under loose clothing, but not under other types of armor as it is too bulky. The sensors for this armor are actually worn on the wrist and are integrated into the control computer.
Game Notes: The display from the control computer can be linked to a retinal display device or linked to a helmet with HUD display. The armor has a small power supply that keeps the owner's body temperature a set level so it can be worn in nearly any weather condition. However, it is not intended to keep the wearer from freezing to death on a planet such as Hoth or on a volcanic planet. Basically no extreme temperatures for extended periods longer than one hour.

Click on image for full size
 
 

Item #521: August-September

Tsuboi EE Blade

Type: Plasma Energy Blade
Scale: Character
Difficulty: 9
Skill: Melee Combat or (s) Melee Combat: EE Sword
Weight: 1.3kg
Cost: 2500
Availability: 3,R
Body: 3D
Damage: STR+3D+2 (blade), STR+1D (tip)
Description: Self-contained plasma energy blade that can be extended out to one meter. The difference with this bladed energy weapon is that it is not as difficult to use as a standard vibroblade due to the semi-protected area on one side of the blade. This actually adds to stability as well so that the user can strike with the pointed tip or just better accuracy.
Game Notes: The better stability translates into +1D to hit with the blade or the tip when thrusting.

Click on image for full size
 
 

Item #522: August-September

Motherland Ballistic Auto Cannon

Type: Auto Cannon Firearm
Scale: Character
Skill: Firearms
Weight: 5kg
Cost: 1500
Availability: 2,R
Body: 2D+2
Ammo: 200 belt clip
Range: 3-80/160/350
Damage: 5D+2
Description: A powerful firearm designed to take down lots of soldiers at a time as long as they are not in modern armor. The weapon does have AP rounds built for those times when armor penetration is required.
Game Notes: Standard clips cost 200 credits while AP clips cost 450 credits each. AP does the same damage, but ignores armor up to Heavy (-1D) and Assault (-2D) armor.

Click on image for full size
 
 

Item #523: August-September

DDC Light Anti-Aircraft Cannon

Manufacturer: Drearian Defense Conglomerate
Type: Anti-Aircraft Cannon
Scale: Starfighter
Skill: Blaster Artillery
Weight: 5mt
Cost: 125,000
Availability: 2,X
Body: 5D
Ammo: Unlimited
Fire Control: 2D
Range: 50m-10km/20km/40km
Damage: 4D+1
Description: This weapon is used against aircraft and causes light damage. It is designed to be mounted in place to become a permanent base or stronghold defense system. However, there is a special modification that allows it to be removed and relocated should the need arise.
Game Notes: The mobile modification weighs 500kg and costs 12,000 credits. This can be purchased with the weapon or at a later time.

Click on image for full size
 
 

Item #524: August-September

DDC Heavy Anti-Aircraft Cannon

Manufacturer: Drearian Defense Conglomerate
Type: Anti-Aircraft Cannon
Scale: Starfighter
Skill: Blaster Artillery
Weight: 15mt
Cost: 250,000
Availability: 2,X
Body: 5D+2
Ammo: Unlimited
Fire Control: 3D
Range: 50m-20km/40km/80km
Damage: 6D+1
Description: This weapon is used against aircraft and causes heavy damage. It is designed to be mounted in place to become a permanent base or stronghold defense system.
Game Notes: None

Click on image for full size
 
 

Item #525: August-September

Draymak Scrambler Rifle

Type: High Energy Weapon
Weight: 7kg
Scale: Speeder
Skill: Blaster or (s) Blaster: Scrambler Rifle
Weight: 7kg (Strength restrictions, see below)
Cost: 110,000
Availability: 4,X
Body: 5D
Ammo: 100 clip
Range: 5-150/300/600 meters
Damage: 6D+1
Description: This is a highly specialized weapon that delivers a powerful chemical, ion and electrical blast coupled with a small amount of plasma to assist in keeping the high energy pulse together long enough for it to reach the designated target with near full power. The only real issue when not mounted is that the weapon is very heavy and requires tremendous strength to use it properly.
Game Notes: Minimum Strength required is 4D to properly wield this weapon. Anything less than 3D adds +3D to the target number to hit. Strength from 3D to 3D+2 adds +2D to the target number to hit. Also, if the user fires the weapon below minimum strength and they get a 1 on the Wild Die they will automatically suffer a catastrophic or critical failure. The results are up to the GM.

Click on image for full size


Back to Top

Home Page
House Rules, Page 1
House Rules, Page 2
House Rules, Page 3
House Rules, Page 4
Character Data
Previous Items TOC


Page 1 | Page 2 | Page 3 | Page 4 | Page 5 | Page 6 | Page 7 | Page 8 | Page 9 | Page 10 | Page 12