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Below are the items from previous months, starting with October-December of 2017

Item #526: October-December, 2017

Zentarian Splinter X9 Fighter/Transport
Type: Combat Starfighter/Transport
Scale: Starfighter
Length: 15.3 meters
Crew: 1
Skills: Astrogation, Communications, Repuslorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Passengers: 3 + 2 (prisoners)
Cargo Capacity: 290kg
Consumables: 2 weeks
Cost: 885,000
Availability: 4,X (unless planitary or other military organization)
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x14
Maneuverability: 4D+2
Space: 12 (3-round bursts of 15 every 5 minutes)
Atmosphere: 500; 1350kmh (550; 1500)
Hull: 4D+2
Shields: 3D
Sensors:
  Passive: 25/1D+1
  Scan: 50/2D+1
  Search: 75/3D+1
  Focus: 8/4D+1
Weapons:
  2 Super Heavy Blaster Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 3D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-600/2.4/5 km
    Damage: 6D+2
Description: Super fast, super duty fighter. This vessel is designed for fighter combat and is highly maneuverable and fully capable of taking on the most deadly missions involving space combat. The fighter can even take on small capitol ships and stand a good chance of winning.The figher also comes with excellent sensors and trackers.
Game Notes: The dual super heavy cannons are capable of Capitol Ship damage, but at 2D less. The fighter also comes with a flak cannon system to block or at least throw off incoming missiles. This adds +2D to all tracking systems for such weapons. The flak system must be reloaded every two uses.

Click on image for full size

Zentarian Splinter X9 Fighter
 
 

Item #527: October-December

Nordian Luboa Z-3 Space Transport
Type: Space Trasnport
Scale: Starfighter
Length: 103.6 meters
Crew: 9
Skills: Astrogation, Capitol Ship Gunnery, Communications, Repulsorlift Ops, Sensors, Space Transports, Starship Gunnery, Starship Shields
Passengers: 16
Cargo Capacity: 250 MT
Consumables: 2 Months
Cost: 3,450,000
Availability: 3,R
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x12
Maneuverability: 3D
Space: 9
Atmosphere: 400; 1150 kmh
Hull: 5D+2 (6D+2 for areas of ablative plating)
Shields: 3D+2
Sensors:
  Passive: 30/D
  Scan: 60/D
  Search: 90/D
  Focus: 10/D
Weapons:
  2 Turbo Lasers (fire-linked)
    Scale: Capitol Ship
    Fire Arc: Front
    Skill: Capitol Ship Gunnery
    Crew: Pilot
    Fire Control: 3D
    Space Range: 1-10/25/50
    Atmosphere Range: 100-2km/5km/10km
    Damage: 6D
    Note: Comes with Capitol Ship power cells so that it does not drain other ship systems.
  Dual Heavy Blaster Cannon
    Scale: Starfighter
    Fire Arc: Dorsal Turret
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/12/25
    Atmosphere Range: 50-600/2.4km/5km
    Damage: 6D+2
  Tractor Beam
    Scale: Starfighter
    Fire Arc: Turret (launching and retrieving shuttle)
    Skill: Starship Gunnery
    Fire Control: 4D
    Space Range: 1-5/10/20
    Atmosphere Range: 100-500/1km/2km
    Damage: 4D
Description: The Luboa is perhaps the largest non-capitol ship space transport you can purchase. In all rights it should be listed as a capitol ship as it is over 100 meters. However, I does at least have one large weapon that comes with capitol ship power supplies so as not to drain the rest of the ship systems. THe other weapon os a turret that is used mostly for defense. The tractor beam guides the shuttle into and out of the hanger, but can be used as a defensive weapon if needed. THe amenities on the ship are above average. The ship could hold twice as much cargo, but the hanger bay eats all that up.
Game Notes: The ship can be easily modified to suit the owner's needs. Costs are reduced by 10% for any change desired as parts are common for most systems with the exception of the Capitol Ship scaled weapon. Any changes there will cost an additional 10% of base cost due to the integration of said systems.

Click on image for full size

Nordian Luboa Top
Nordian Luboa Interior Decks
Nordian Luboa All
 
 

Item #528: October-December

Tagge Co. HAS-TL7 Air Speeder
Type: Air Speeder
Scale: Speeder
Skills: Repulsorlift Ops
Length: 5.7 meters
Crew: 1
Passengers: 1
Cargo Capacity: 50kg
Consumables: 2 days
Cost: 38,000, 45,000 (military version)
Availability: 2,F (3,X)
Maneuverability: 3D+2 (4D)
Move Rate: 195; 560 kmh
Altitude Range: .5 meters to 30 km (high altitude)
Cover: Full
Body: 3D+2
Shields: 1D+2
Sensors (in meters):
  Passive: 500/1D
  Scan: 1000/2D
  Search: 2000/3D
  Focus: 75/4D
Weapons: None (can be added), 2 Weapon Mounts (military version)
Description: This is a special high altitude speeder for traveling long distances on any planet. The standard version does not come with weapons, but there is a military version that allows up to two weapon system to be attached. Each system is chosen by the owner at time of purchase.
Game Notes: This speeder is the fastest one available without switching its fuction to that of a starship, though the hull and shields are too weak for actual space flight. However, a skilled mechanic, with the right parts and equipment could modify the speeder for space flight. This would still limit the vehicle to in-system travel only with a maximum Space Speed of 3. The base cost for such modifications would be about 70% of the original price tag.

Click on image for full size
 
 

Item #529: October-December

Draymak HD-1000 Hunter Droid
Type: 4th Degree Droid
Scale Character
Cost: 26,700
Availability: 4,X
Dexterity 3D: Blaster 9D+2, Dodge 9D, Melee Combat 7D+2, Missile Weapons 9D+2
Perception 3D: Search 7D+2, Sneak 8D
Strength 4D (+3D/+2D): Brawling Combat 7D+2
Knowledge 2D: Alien Species 6D+1, Intimidation 5D+2, Tactics 4D+2, Tactics: Small Unit 7D+2
Mechanical 2D: Communications 6D+2, Repulsorlift Ops 8D, Sensors 7D+2
Technical 2D: Self Repair 5D+2
Weight: 87kg
Height: 1.8 meters
Move: 16
Equipment:
  -Two Visual/Auditory Sensor Recorders: human range
  -Two Visual/Auditory Sensor Recorders: ultraviolet/infrared range
  -Two Legs
  -Two Arms
  -Blaster Rifle: Range: 3-50/150/300, Ammo: 50, Damage: 6D+2
  -Hidden Space (left/right leg): holds one Zentarian Kick-Axe each
Description: This is the improved version of the Draymak HD-500 Hunter Droid. Compressed with technology near the bursting point, these combat droids are designed to be used for small riots and for hunting down criminal gangs. They can also be used in more nefarious ways as well.

Click on image for full size
 
 

Item #530: October-December

Zentarian BK-13 Combat Armor
Type: Heavy Powered Armor
Powered: Yes
Protection: +4D/+3D/+2D to Strength/+1D to Dexterity
Protects the Following: All
Weight: 16 kg
Availability: 4,X
Cost: 5,500,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to six hours in liquid or vacuum.
EMP Protection: Protection lasts for 15 rounds
Electrical Protection: Gives the suit complete protection from all types of electrical attacks except Force Lightning
Water Sealed: Sealed down to 400 meters
Secondary Non-Powered Systems: All functions that allow for combat and movement have been duplicated with the addition of fully mechanical and hydrolic systems so that, should the armor lose power, the wearer can still shoot and move and see. All power is generated by the user walking and moving. Batteries come on-line and start storing any extra energy so that all systems can be kept up. This system can be turned on at any time if the threat of EMP's or FOrce users are eminent. As long as the wearer can move, they can operate the armor. Note that the user will lose the extra Strength and Dexterity bonuses, but will not lose standard Strength and Dexterity or protection. Also note that the computer slot system and sensors listed below will not function when this system in on.
Sensors: Life Form, Movement (front and rear), Electrical
   Passive: 30/+1D
   Scan: 60/+2D
   Search: 120/+3D
   Focus: 15/+4D
Sensors: UV, IR, Thermal, Sonic, Radio, H/S Radiation
   Passive: 20/+2
   Scan: 40/+1D
   Search: 60/+1D+2
   Focus: 10/+2D
Computer System:
  • 10 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 3D, 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.
    • Matrix
      Availability: 4,X
      Cost: 12,000
      Slots: 3
      Game Notes: 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).
    • 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: Well designed and put together, the BK-13 Combat Armor is tough, durable and gets the job done that it was created to do - that of protecting the wearer during heavy combat from all types of situations. No internal weapons were added to save room for all the additional mechanical systems needed, although a jetpack, rocketpack or repulsorpack can be added to the back of the armor for the cost of the pack plus 15% to install it.
Game Notes: The only item that can be upgraded is the computer system and programs at cost plus 20%.

Click on image for full size
 
 

Item #531: October-December

Draymak DEM-9 Plasma Cannon
Type: Heavy Weapon
Scale: Character/Speeder
Skill: Blaster or Vehicle Weapons (mounted)
Weight: 8kg
Cost: 58,000
Availability: 4,X
Body: 4D
Ammo: 50
To Hit Bonus: +2D
Range: 5-200/400/800
Damage: 8D (c), 6D (s)
Blast Radius: 5 meters
Description: A powerful weapon to be sure, the DEM-9 is a cannon to be reckoned with. It is large by design and rests on the shoulder to fire it accurately. If the being using the weapon is over 2 meters tall they may be able to use the weapon like a blaster rifle. The reload chamber is aft and above the shoulder pad. It is easily and quickly changed out during combat.
Game Notes: The clip in the back can be changed out in two rounds - one to eject it and one to replace it. The weapon automatically does speeder scale damage and is listed as such. The blast radius of 5 meters is minimal considering the power of the weapon. The weapon can be SCOMP-Linked with armor and is highly recommended as this will allow the addition of +1D+2 to hit and reduces range modifiers by one level. This also allows the spent clip to be automatically ejected if desired. Extra clips are 350 credits each.

Click on image for full size
 
 

Item #532: October-December

Draymak Power Burn D100 Heavy Blaster Rifle
Type: Heavy Blaster Rifle
Scale: Character
Skill: Blaster
Weight: 5kg
Cost: 106,000
Availability: 4,X
Body: 4D+2
Ammo: 150/125/75 or 100 (arc)
To Hit Bonus: +2D
Range: 3-150/300/600 or 3-30/60/90 (arc)
Damage: 7D/7D+2/8D+1 or 6D (arc)
Description: Super heavy and super cool, the Power Burn D100 is the rifle of choice for the assault team member either on the ground or on a ship. The weapon has several modes of fire that include single barrel, dual barrel, heavy dual barrel and wide angle. All modes require different amounts of the spin-sealed tabanna gas, but the amount of available shots is high regardless of mode. In addition, this rifle is one of the sturdiest on the market and can handle a direct hit from most other weapons and still function. It can do this due to a special alloy produced exclusively by the manufacturer for this rifle. The cost is restrictive, but worth every credit in heavy combat.
Game Notes: Rounds available are listed by function. 150 rounds is normal mode. 125 rounds is dual barrel mode. 75 rounds is heavy dual barrel mode. 100 (arc) rounds is used when firing the wide angle arc that covers 5/15/30 degrees in front of the barrel. Anyone caught in the arc takes the listed damage. The poly-alloy used for the shell of the rifle is a trade secret.

Click on image for full size
 
 

Item #533: October-December

Phaeroh Puncture-Pulse Railgun
Type: Railgun
Scale: Character/Speeder/Walker
Skill: Firearms or (s) Firearms: Puncture-Pulse
Weight: 9kg
Cost: 78,000
Availability: 4,X
Body: 3D
Ammo: 75
To Hit Bonus: +1D
Range: 3-500/1000/2000
Damage: 9D/7D/5D
Description: Very useful in taking down large vehicles that include walker-sized ones as well. The ammo drum holds 75 rounds, but can accept belt-fed rounds that can feed 200 or 500 rounds through the weapon. The rounds are, by default, armor piercing.
Game Notes: Due mostly to the magnetic rail system, the range and damage of this weapon are exceptional. A scope, already included, adds the +1D to hit. However, if the weapon and scope are SCOMP-linked to armor, then add +2D to hit and reduce all Difficulty numbers by one level.

Click on image for full size
 
 

Item #534: October-December

Nordian Variator Lt. Mk I Blaster Pistol
Type: Blaster Pistol
Scale: Character
Skill: Blaster
Weight: 2 kg
Cost: 450
Availability: 3,X
Body: 2D
Ammo: 100 or 60
To Hit Bonus: None
Range: 3-10/30/120
Damage: 4D or 4D+2
Description: New to the market after 5 years of R&D, the Variator Light Mark I is a smooth design and is easily maintained. One of the nice features is an increase in damage. Basically, when facing an enemy that just won't go down, turn a small dial and increase the output. Yes it reduces the amount of shots each clip can fire, but the extra damage provided may be exactly what is needed to save your life.
Game Notes: The variable damage increases the cost of each clip from 20 credits to 30. In addition, the weapon must be cleaned after every other clip to prevent residue build-up. This will eventually cause the weapon to misfire and possibly explode. 50% chance to misfire after four clips. 75% chance to misfire after five clips and a 25% chance to explode. The weapon will misfire on the sixth clip with a 75% chance of exploding if not cleaned.

Click on image for full size
 
 

Item #535: October-December

Nordian Variator Mk I Heavy Blaster Pistol
Type: Heavy Blaster Pistol
Scale: Character
Skill: Blaster
Weight: 2.5 kg
Cost: 800
Availability: 3,X
Body: 2D+1
Ammo: 50 or 30
To Hit Bonus: None
Range: 3-7/25/50
Damage: 5D or 5D+2
Description: New to the market after 5 years of R&D, the Variator Mark I Heavy Blaster Pistol is a smooth design and is easily maintained. One of the nice features is an increase in damage. Basically, when facing an enemy that just won't go down, press the small button on the side and increase the output. Yes it reduces the amount of shots each clip can fire, but the extra damage provided may be exactly what is needed to save your life. The casing is slightly hardened to help protect the more delicate parts inside.
Game Notes: The variable damage increases the cost of each clip from 25 credits to 40. In addition, the weapon must be cleaned after every other clip to prevent residue build-up. This will eventually cause the weapon to misfire and possibly explode. 50% chance to misfire after four clips. 75% chance to misfire after five clips and a 25% chance to explode. The weapon will misfire on the sixth clip with a 75% chance of exploding if not cleaned.

Click on image for full size
 
 

Item #536: January-May, 2018

Nordian (formerly Amalgamated Hyperdyne) 578-S Space Transport
Type: Space Transport
Scale: Starfighter
Length: 32.5 meters
Crew: 4
Skills: Astrogation, Repulsorlift Ops, (s)Starfighter Piloting: 578-S, Starship Gunnery, Starship Shields
Passengers: None (Modification available)
Cargo Capacity: 100 mt
Consumables: 4 months
Cost: 120,000
Availability: 2,R
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x12
Maneuverability: 2D
Space: 6
Atmosphere: 275; 900 kmh
Hull: 4D+2
Shields: 1D+2
Sensors:
  Passive: 25/1D
  Scan: 50/2D
  Search: 100/3D
  Focus: 3/4D
Weapons:
  Medium Laser Cannon
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew:
    Fire Control: 1D+2
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 5D+1
Description: The 578-R suffered from many production problems, and ultimately resulted in Amalgamated Hyperdyne going bankrupt due to the many safety recalls issued on the craft. All of these issues have been resolved as Nordian has purchased the company and repaired all the manufacturing errors. This new version is already becoming popular among outlaw techs and the fringes of society. It is still easily customized due to its largely available parts through the assistance of CEC design and distribution.
Game Notes: Main hyperdrive improved along with maneuverability, hull, shields and the damage of the laser cannon. Two other features have been added as optional modifications; living quarters for up to 6 guests that reduces cargo space by 50% or 50 mt. Cost is 16,000 credits for this modification.

Click on image for full size

578-S Deck Plan
578-S Cut-Away
 
 

Item #537: January-May

Damorian Manufacturing Corporation Tartan-class Patrol Cruiser, Mk II
Craft: Tartan-class Patrol Cruiser
Type: Anti-Starfighter Patrol Cruiser (Imperial)
Scale: Capitol Ship
Length: 320 meters
Crew: 1350; Skeleton: 145/+10
Skills: (s) Capitol Ship Piloting: Tartan-class Patrol Cruiser
Passengers: 50 Troops
Cargo Capacity: 2000 mt
Consumables: 5 months
Cost: 75,500,000
Availability: 2,R or X
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x6
Maneuverability: 3D+2
Space: 9
Atmosphere: 975; 1950 kmh
Hull: 6D+2
Shields: 3D
Backup Shields: 3D
Radiation/EMF Shielding: 7 Rounds
Sensors: High Resolution, Emissions, Image Analyzer, Lifeform
  Passive: 40/1D+1
  Scan: 80/2D+2
  Search: 160/3D+2
  Focus: 4/4D+1

Support Craft: Two Sienar Fleet Systems Veratus-class Drop Shuttles
Manufacturer: Sienar Fleet Systems
Craft: Veratus-class Drop Shuttle
Type: Drop Shuttle
Scale: Starfighter
Height: 15 meters
Width: 25 meters
Length: 75 meters
Crew: 6; Skeleton: 2/+5
Crew Skills:
Passenger: 20
Cargo Capacity: 80 tons
Consumables: 3 months
Cost:
Availability: 4,X
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x8
Maneuverability:
Space: 6
Atmosphere:
Hull: 5D
Shields: 3D
Sensors:
  Passive: 20/1D
  Scan: 40/2D
  Search: 80/3D
  Focus: 4/4D
Weapons:
  2 Light Laser Cannons (fire-linked)
    Scale: Capitol Ship
    Crew: 2 Gunners
    Fire Arc: Front
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 1-10/25/50
    Atmosphere Range: 100-1000/2.5/5km
    Damage: 5D+2
  Proton Torpedo Launcher (10 torpedos)
    Scale: Capitol Ship
    Crew: 2 Gunners
    Fire Arc: Front
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 1-7/25/50
    Atmosphere Range: 100-1000/2.5/5km
    Damage: 5D+2
Non-Combative Attachments:
-Detachable escape pod
-Encryption network
-Short-range Scanners
Description: Like the Lambda shuttles, the Veratus-class would serve the same role, as a shuttle for the senior officers of the Empire. It would hold a place for the specific officer or dignitary to reside, plus a space for any guards that came with him. It also held a small armament for engagements.

Weapons:
  20 Laser Cannons (fire-linked)
    Scale: Capitol Ship
    Crew: 2 Gunners     Fire Arc: Front
    Skill: Capitol Ship Gunnery
    Fire Control: 3D+1
    Space Range: 1-10/25/60
    Atmosphere Range: 100-1000/2.5/6.0km
    Damage: 6D+2
  2 Ion Cannons
    Scale: Capitol Ship
    Fire Arc: 1 Dorsal Turret, 1 Ventral Turret
    Skill: Capitol Ship Gunnery
    Fire Control: 4D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5km
    Damage: 5D+2
  2 Concussion Missile Launchers (12 missiles each)
    Scale: Capitol Ship
    Crew: 2 Gunners
    Fire Arc: Front
    Skill: Capitol Ship Gunnery
    Fire Control: 3D+1
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5km
    Damage: 9D
Description: The Tartan-class Patrol Cruiser is considered to be a fast and well-gunned design that is capable of standing up to corvettes and frigates. Its primary function however, is countering enemy starfighters. In that well suited role, the Tartan boasts fast-targeting laser cannons and sufficient agility to keep pace with its prey, starfighters. A secondary benefit of the Tartan's high agility, gives it a measure of protection against enemy starfighters from striking its weak spots.

In those trying times of transition from the corrupt Old Republic to the Galactic Empire, piracy and seditious activity were on the rise. To help stem the flow of this lawlessness, DMC was contracted to develop a warship designed to deal with quick, diminutive craft. The early results were disappointing and pointed to the need of an advanced, but expensive tracking system to scan and acquire multiple, agile targets simultaneously. Once these improvements were incorporated, the Tartan was ready for service. In order to increase its firepower, this design has the ability to temporarily transfer power from its shields and engines to its weapons. However, this comes at the price of shield regeneration and engine speed. This capability is achieved via its versatile energy distribution network. For propulsion, the Tartan relied upon two large and six small engines.

"Tartan Cruiser reporting."
-Unnamed Tartan Cruiser Commander

The Tartan-class patrol cruiser, also known as the Tartan-class corvette or simply Tartan patrol cruiser, was an Imperial anti-starfighter ship developed by Damorian Manufacturing Corporation towards the start of the New Order.

Characteristics

Armed with twenty laser cannons, the Tartan-class cruisers were designed for use against starfighters, bombers, and pirate vessels. Most notably, powerful sensor and computer systems enabled their guns to engage rapidly with swarms of small, swift targets, although these systems came at a hefty price.

In addition, powerful engines gave these ships the speed and maneuverability to engage directly with starfighters, and the systems that channeled power from the generators to systems throughout the hull were also versatile and sophisticated, being able to redirect energy from the deflector shields to give more firepower to the weapons systems. However, they were more or less useless against larger capital ships (I.e. Home One or an Imperial Star Destroyer or a Kedable-Class Destroyer (depending on Faction) ), unless in large numbers.

History

During the unstable times following the formation of the Galactic Empire, the Damorian Manufacturing Corporation was tasked to develop a warship capable of engaging with small, fast-moving targets as a response to increased piracy. The end result was the Tartan-class patrol cruiser, which was equipped with an advanced tracking system.

The Tartan-class patrol cruiser were similar to the later and somewhat better-known KDY Lancer-class frigate, which had an almost identical armament and a similar mission profile, and also with the Rendili StarDrive Neutron Star-class bulk cruiser, a larger patrol vessel with a very similar armament.

Whereas the Lancer-class ships were basically defensive platforms designed to do no more than keep pace with larger capital ships, and while the bulk cruiser was a cheap design known for its slow speeds, the Tartan-class was fast and agile, able to skirmish directly with enemy starfighters—displaying the same pace and agility as the same manufacturer's earlier Carrack-class light cruisers. This agility often led to it being used as reinforcement for the defense of Cardan-class space stations.

Known ships used by the Empire were the Diadem and the Battler.[1][4] A few of the ships also fell into the hands of the Zann Consortium through bribery of their crews, though the Consortium also acquired the actual ships to be manned by its own soldiers through pirating them.
Game Notes: This new updated version has several upgrades and updates to improve on the previous. Improved hull, backup shields and improved sensors are just a few of the upgrades. Inside the crew quarters have been upgraded to be more comfortable.

Click on image for full size

Tartan Patrol Cruiser Detail Image
 
 

Item #538: January-May

Sienar Bloodfury Mk II Speeder Bike
Craft: Bloodfury Mk II Military Speeder Bike
Type: Speeder Bike
Scale: Speeder
Skills: Repulsorlift Ops or (s) Repulsorlift Ops: Bloodfury Mk II
Length: 3.8 meters
Crew: 1
Passengers: None (1 in an emergency)
Cargo Capacity: 50kg
Cost: 5500
Availability: 2,R
Maneuverability: 3D
Move Rate: 220; 280kmh
Altitude Range: Ground level to 30 meters
Cover: 1/4
Body: 3D+2
Shields: 0D (upgrade available)
Sensors: None (upgrade available)
Weapons:
  Dual Blaster Cannon
    Scale: Speeder
    Fire Arc: Front
    Skill: Vehicle Blasters
    Fire Control: 2D+1
    Range: 3-50/120/250
    Damage: 6D+1
Description: The Bloodfury Mk II is an upgrade and a complete redesign of the original Bloodfury Speeder Bike from Sienar. With twin laser cannons capable of doing significant damage to a target, the already high speed of the Bloodfury has additional armor and maneuverability added. The original high cost and difficulty to manufacture in the quantities required for the Clone Troopers meant that the old design lost out on this lucrative contract to Aratechs design. The Mk II Bloodfury has been improved so that it is much easier to manufacture, though the cost is still a bit elevated. These new bikes continue where the older version left off and are expected to retain a high value and hold there ranking as one of the best speeder bikes available. Parts for this new bike are readily available with several upgrades already created for added customization.
Game Notes: Below are upgrades and additions currently available.

Sensor Add-on 1A:
  Passive: 250/+2
  Scan: 500/1D
  Search: 1000/1D+2
  Focus: 50/2D+1
Cost: 600

Sensor Upgrade 1B:
  Passive: 250/1D
  Scan: 500/1D+2
  Search: 1000/2D
  Focus: 50/2D+2
Cost: 900

Sensor Upgrade 1C:
  Passive: 300/1D
  Scan: 600/1D+2
  Search: 1200/2D
  Focus: 70/2D+2
Cost: 1200

Sensor Upgrade 1D:
  Passive: 310/1D+1
  Scan: 625/2D
  Search: 1250/2D+2
  Focus: 75/3D
Cost: 1800

Shield Upgrade 1A:
Rating: 1D
Cost: 1000

Shield Upgrade 1B:
Rating: 1D+1
Cost: 1400

Shield Upgrade 1C:
Rating: 1D+2
Cost: 1800

Shield Upgrade 1D:
Rating: 2D
Cost: 2400

Click on image for full size
 
 

Item #539: January-May

Rseikharhl LE-V0 Law Enforcement Droid Mk II
Type: Law Enforcement Droid
Degree: 5th Degree
Scale Character
Cost: 12,000
Availability: 2,R
Dexterity 3D: Blaster 6D+2, dodge 5D, melee combat 5D
Perception 1D+1: Con 3D, command 4D, investigation 5D, persuasion 2D+2, search 3D+2
Strength 3D+1:
Knowledge 2D+2: Alien species 3D+1, bureaucracy 3D+1, intimidation 4D+1, law enforcement 6D+1, streetwise 4D, tactics 4D
Mechanical 2D: Repulsorlift ops 3D+2
Technical 1D:
Height: 2.4 meters
Weight: 75kg
Move: 12
Equipment:
  -Two Auto-Balance Legs
  -Swivel torso
  -Body Armor: +2D physical and energy to all locations
  -Blaster Rifle (Damage: 5D, Range: 3-30/100/300, Ammo: 50; normally set on stun)
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 75/1D
  Scan: 150/1D+2
  Search: 320/2D
  Focus: 5/3D
Description: LE-VO enforcement droids are tall security droids. The Mk II's are no longer such lumbering constructs developed by the Rseikharhls. They are still a major component of Rseikharhl's sector-wide law enforcement. Despite two decades of law-enforcement activities, LE-VO's were responsible for over 40,000 arrests with no fatalities. This was due partly to the droids' size and their demeanor, as they were programmed to always choose to stun targets rather than kill. This feature and programming has not changed in the new Mk II. The Galactic Empire allows the new Rseikharhls to continue using these droids due to their non-lethal programming. In addition, new skills have finally been added that help make the Mk II even more versatile than before.
Game Notes: This upgraded version of the standard Law Enforcement droid has added sensors and increases to all skills. A few new skills have also been added.

Click on image for full size
 
 

Item #540: January-May

Corellian Industries Huntsuit Mk II Armor
Type: Medium Non-powered Armor
Scale: Character
Powered: No
Protection: +2D+2/+1D+2
Protects the Following: Head, Neck, Torso, Shoulders, Arms, Front and Back of Legs, Buttocks and Groin
Weight: 5.5 kg
Availability: 3, R or X
Cost: 15,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to one hour in liquid only. Not properly sealed for space.
Sensors: Life Form, Movement (front and rear)
   Passive: 50/+1D
   Scan: 100/+2D
   Search: 200/+3D
   Focus: 15/+4D
Sensors: UV, IR, Thermal
   Passive: 40/+2
   Scan: 80/+1D
   Search: 160/+1D+2
   Focus: 10/+2D
Description: This suit of armor is actually a completely redesigned version based on the original Huntsuit. It has good expansion capabilities (see Corellian Power Suit for sample). As the suit is light and flexible, no Dexterity penalties are incurred through its use. A repair kit (8 uses: 6 light, 2 moderate) is included.
Game Notes: This upgraded version has actual sensors added to it for better versatility. In addition, several features have been added to the helmet. As the suit is not powered, space survival is at a minimum - 10 minutes maximum.

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Item #541: January-May

Zentarian HE-417 Blaster Rifle
Type: Blaster Rifle
Scale: Character/Speeder
Skill: Blaster, (s) Blaster: HE-417
Weight: 5kg
Cost: 7500
Availability: 4,X
Body: 3D
Ammo: 40/20
Targeting Bonus: +1D
Range: 3-50/150/300, 3-100/250/500
Damage: 5D+2/6D+2
Blast Radius: 0/2 meters
Description: This seemingly standard blaster rifle can, with the flip of a switch, change to Speeder scale. Yes the number of shots available is reduced, but the power of each is greatly increased. Range and a small blast radius have been added by default.
Game Notes: Everything inside the blast radius takes the same amount of damage and is at Point-Blank range.

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Item #542: January-May

Nordian HT-5 Zapper SMG
Type: Electro SMG Firearm
Scale: Character
Skill: Firearms, (s) Firearms: HT-5 Zapper
Weight: 4.5kg
Cost: 4000
Availability: 3,X
Body: 3D+1
Ammo: 50 and 30
Targeting Bonus: +1D (SMG)/+2 (Electro Bolt)
Range: 3-30/75/250 and 1-5/10/20
Damage: 5D (SMG) and 4D+2 (Electro Bolt)
Description: Designed for the sole purpose of stopping power, the HT-5 comes with exceptional ammo to achieve that goal. The rounds, custom made just for this weapon, are all high velocity and armor piercing. High explosive is also available and causes even more damage. The weapon is also capable of attaching a scope for added targeting bonuses. The SMG part of the weapon comes standard with a 50 round clip and a 30 charge capacitor for the Electro Bolt.
Game Notes: Standard rounds do 5D damage. Electro Bolts do 4D+2 damage and ignore armor unless it is sealed against electrical attacks. There is an extended clip that holds 70 rounds that costs 150 credits fully loaded, 25 credits empty. The standard clip is 110 credits full and 20 credits empty.

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Item #543: January-May

Terranon Blaster Technologies 14-T Proton Sniper Rifle, Mk II
Type: Proton Sniper Rifle
Scale: Speeder
Skill: Blaster or (s) Blaster: 14-T Proton
Weight: 6kg
Cost: 9500
Availability: 4,X
Body: 3D
Ammo: 10
Targeting Bonus: +2D
Range: 10-400/950/2km
Damage: 5D+2
Description: The 14-T Proton Mk II is the improved battlefield sniper weapon, re-designed from the ground up to take out enemy commanders and leaders, so for this reason it is capable of penetrating most armors and light vehicles. The Proton is known to be a very powerful weapon, leading to its restriction from civilian purchasers, and shares more in common with a speeder laser cannon than traditional blaster rifles. Although it has a very restrictive, but improved, ammunition capacity, the weapon is still used widely across the galaxy by armed forces, who love the fact that this simple and easily portable weapon can destroy many speeders, and even light walkers with a single shot. Sales of this improved weapon have kept Terranon Blaster Technologies as a multi million credit organization.
Game Notes: The weapon has been designed to support other types of scopes. A tripod mount can be added for additional stability that provides +2 to the Targeting Bonus. If tibanna gas clips are used the owner can get 20 shots instead of the 10 that are listed. Standard clips cost 100 credits each while tibanna gas clips cost 200 credits each. The +2D targeting bonus is due to the scope (+1D+1) and the cooled and accelerated barrel that keeps the discharge cohesive for a much longer period (+2) - hence the extended range and damage.

Click on image for full size
 
 

Item #544: January-May

Draymak GX-100 LRB Rifle/Launcher
Type: Repeating Blaster Rifle/Grenade Launcher
Scale: Character/Speeder
Skill: Blaster or (s) Blaster: GX-100
Weight: 5.2kg
Cost: 19,000
Availability: 4,X
Body: 3D+2
Ammo: 100 (blaster)/8 (grenade)
Targeting Bonus: +2D
Range: 3-100/250/500 (blaster), 5-90/260/600 (launcher)
Blast Radius: None or as grenade
Damage: 7D+1/5D+1 or as grenade
Description: This LRB is an upgrade to the original GX-50. The improvements may seem small, but they were needed to make this a more powerful weapon in its own right, even compaired to its predecessor. Perhaps one of the best features that most all users will appreciate is the weight. Only a small increase has been required in order to add all the improvements.
Game Notes: The clip now holds 100 shots and 8 grenades. The frame and armor have been improved (3D+2). Range hase been greatly improved to almost double the original with both the blaster and the grenade launching system. A targeting bonus has been added to improve accuracy and distance targeting. The weight of the GX-100 has only increased by .2kg overall, even when fully loaded. Empty weight is 3.8kg.

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Item #545: January-May

Technicorra DP-90 One-Man Drop-Pod
Type: Drop-Pod
Scale: Speeder
Weight: 220kg (see below)
Cost: 8000
Availability: 2,F
Body: 5D
Description: This is the latest from Technicorra in the drop-pod market. This version actually deploys repulsor wings to slow the pod when it reaches 250 meters. The pod is also designed to be recovered and used again, but can be set to self-destruct for those times when recovery is not possible. The pod holds one humanoid and gear. There are pods available for larger species, but weight and cost will be increased based on the size of the species.
Game Notes: Each pod, regardless of size, has enough room for 50kg of storage - weapons, ammo, rations and anything else that a being might want to take with them. Each pod can be used for emergency escape and for any military action. Note that they are not truly designed for military use, but are well suited for it.

Click on image for full size
 
 

Item #546: June-December

Draymak Eucanniken Heavy Assault Ship
Type: Heavy Assault Ship
Scale: Starfighter
Length: 36.5 meters
Crew: 3
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Passengers: 1 or 3 in emergencies
Cargo Capacity: 175kg
Consumables: 3 weeks
Cost: 7,500,000
Availability: X (Special Order)
Nav Computer: Yes
Hyperdrive: x.75
Hyperdrive Backup: x6
Maneuverability: 4D
Space: 9
Atmosphere: 400; 750kmh
Hull: 7D
Shields: 4D
Backup Shields: 3D
Sensors:
  Passive: 25/1D
  Scan: 50/2D
  Search: 75/3D
  Focus: 10/4D
Weapons:
  Super Heavy Enhanced Blaster Cannon
    Scale: Starfighter or Capitol Ship
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D
    Space Range: 1-25/50/100
    Atmosphere Range: 1km-25km/50km/100km
    Damage: 7D or 5D
    Note: Weapon can only be fired in Capitol Ship scale mode once every other round as it needs time to build up a full charge.
  Two Heavy Blaster Cannons (can be fire linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Co-Pilot
    Fire Control: 3D
    Space Range: 1-20/40/80
    Atmosphere Range: 100-20km/40km/80km
    Damage: 6D or 6D+2 (fire linked)
  Two Medium Blaster Cannons (can be fire linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starfighter
    Crew: Co-Pilot or Integrated Droid Gunner
    Fire Control: 3D
    Space Range: 1-18/36/72
    Atmosphere Range: 100-18km/36km/72km
    Damage: 5D+1 or 6D (fire linked)
  Three Blaster Cannons (can be fire linked)
    Scale: Starfighter
    Fire Arc: 2 Front, 1 Rear
    Skill: Starship Gunnery
    Crew: Co-Pilot or Integrated Droid Gunner
    Fire Control: 3D
    Space Range: 1-18/36/72
    Atmosphere Range: 100-18km/36km/72km
    Damage: 5D or 5D+2 (fire linked)
  Two Dual Heavy Spitfire Blasters (fire linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Co-Pilot or Integrated Droid Gunner
    Fire Control: 3D+2
    Space Range: 2-15/30/60
    Atmosphere Range: 2-15km/30km/60km
    Damage: 5D, 5D+1, 5D+2 or 6D (based on the number of hits per weapon)
  4 Boosted Concussion Missiles
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot, Co-Pilot or Integrated Droid Gunner
    Fire Control: 4D
    Space Range: 1-4/15/30
    Atmosphere Range: 1-4km/15km/30km
    Damage: 8D
  4 Boosted Proton Torpedoes
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Co-Pilot or Integrated Droid Gunner
    Fire Control: 4D
    Space Range: 1-3/6/14
    Atmosphere Range: 1-3/6km/14km
    Damage: 9D
  Two Heavy Ion Cannons (can be fire linked)
    Scale: Starfighter
    Fire Arc: Turret, Limited (360° by +20°/-20°)
    Skill: Starship Gunnery
    Crew: Co-Pilot or Integrated Droid Gunner
    Fire Control: 3D+2
    Space Range: 1-10/20/30
    Atmosphere Range: 1-10km/20km/30km
    Damage: 5D or 5D+2 (fire linked)
Description: "The best range, the best damage, the best targeting and the most weapons on one single fighter ever."
-Talon Karde

This assault ship has everything a fighter and gunner would want in a vessel of this type. Though large and seemingly bulky and slow, this fighter will surprise even the most avid pilot. It is by no means slow or unprotected and can take plenty of direct hits and keep going when it has to. Sure, the cost is high, but look at what you get for the amount of credits. Plenty. The test pilots that put this fighter through it rigors swear by it in a close-in fight. The best part is the ability of this ship to take on a capitol ship and even the odds enough for it to escape or allow others to do so should the need arise.
The ship can also participate in hit-and-run attacks quite effectively. Prepared for long flights with a small crew area directly behind and below the cockpit, allowing the pilot or co-pilot to rest fully. There's even a small holo table for some long days or nights on patrol.

Click on image for full size
 
 

Item #547: June-December

Gray Man Thulltec Fighter
Type: Assault Fighter
Scale: Starfighter
Length: 7.2 meters
Crew: 1
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Passengers: None
Cargo Capacity: 50kg
Consumables: 2 weeks
Cost: 5,000,000
Availability: 4,X
Nav Computer: Yes
Hyperdrive: x.5
Hyperdrive Backup: None
Maneuverability: 4D
Space: 12
Atmosphere: 450; 1300kmh
Hull: 3D
Shields: 4D
Backup Shields: 2D
Sensors:
  Passive: 20/1D+1
  Scan: 40/2D+1
  Search: 80/3D+1
  Focus: 10/4D+1
Weapons:
  Two Dual Super Heavy Blaster Cannons (fire linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-20/40/80
    Atmosphere Range: 1-20km/40km/80km
    Damage: 6D+2
  Two Heavy Blaster Cannons (fire linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-15/30/60
    Atmosphere Range: 1-15km/30km/60km
    Damage: 5D+2
Description: Fast and deadly, this new fighter will give any space transport or capitol ship a run for the money. Very sleek and well crafted to take advantage of even atmospheric maneuverability allowing for incredible speed. The backup shield generators are also exceptional, given the small size of thie craft. The only real drawback - and it's not much of one - is the fact that it has no backup hyperdrive. Adding 3-5 meters just to add one isn't worth the cost and would actually reduce maneuverability.
Game Notes: There are no upgrades available. As with all other Grey Man products, this ship is never sold to Imperials or those sympathetic to them. 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. Note that this fighter cannot be located by standard methods.

Click on image for full size
 
 

Item #548: June-December

Nordian (formerly Corusmotors) Hi-Flyer Speeder Bike, Mk II
Type: Speeder Bike
Scale: Speeder
Skill: Repulsorlift Ops or (s) Repulsorlift Ops: Hi Flyer
Length: 2.5 [2.6] meters
Crew: 1
Passengers: 0
Cargo Capacity: 15kg [17kg]
Cover: 1/4
Altitude Range: Ground level-5km
Cost: 12,300 [17,000]
Maneuverability: 3D [3D+2]
Move: 300; 750kmh [325; 800kmh]
Body: 3D
Sensors:
  Passive: 25/1D
  Scan: 50/1D+2
  Search: 120/2D
  Focus: 6/3D
Weapon:
  Dual Blaster Cannons
    Fire Arc: Front
    Fire Control: 2D+2 [3D]
    Range: 3-300/600/1.2km [3-350/700/1.4km]
    Damage: 4D+2 [5D]
Description: Although speeder bikes are very popular on the frontier worlds, their low altitude range makes them impractical for densely populated worlds like Coruscant or Kuat, where buildings can not only be accessed at the ground level but at landing ports many hundreds of meters from the ground. Repulsor lift vehicles such as aircabs provide transport for the majority of people, but for the young, and the young at heart, Nordian (formerly Corusmotors) re-introduced the Hi-Flyer; a speederbike with every upgrade and improvement available. The military version comes with more powerful blaster cannons and a speed and maneuverability upgrade (noted in [] above).

Click on image for full size
 
 

Item #549: June-December

Incom Tx-9500 "Star Spray" Air-Speeder, Mk II
Type: Air Speeder
Craft: Tx-9500 "Star Spray" Air-Speeder
Scale: Speeder
Skill: Repulsorlift Ops or (s) Repulsorlift Ops: Tx-9500
Length: 9.2 meters
Crew: 1
Passengers: 0
Cargo Capacity: 80kg
Cover: Full
Cost: 105,000 (new), 65,000 (used)
Altitude Range: Ground level-78km
Maneuverability: 3D+2
Move: 620; 1600 kmh
Body: 4D
Sensors:
   Passive: 65/1D
   Scan: 130/1D+2
   Search: 250/2D
   Focus: 10/3D
Weapons:
  Twin Laser Cannons (fire linked)
    Fire Arc: Front
    Skill: Vehicle Blasters
    Fire Control: 2D+1
    Range: 50-400/800/1.5km
    Damage: 5D
  Twin Spitfire Laser Cannons (fire linked)
    Fire Arc: Front
    Skill: Vehicle Blasters
    Fire Control: 2D+2
    Range: 50-450/900/1.8km
    Damage: 5D+2
  Concussion Missile (x6)
    Fire Arc: Front
    Scale: Walker
    Skill: Missile Weapons
    Fire Control: 2D
    Range: 100-250/600/1.2km
    Damage: 7D+1
Description: The Star Spray Airspeeder Mk II is the improved military air speeder designed to fill the role of both airspeeders and cloud cars, creating a speeder capable of even greater speed, and a higher altitude range, letting it help to control the airspace around planets, and attack ground targets. However the great cost has caused this vehicle to have the same small market the Mk I had, but the governments and military forces who have purchased them, have reported many successful missions completed by these speeders. Their ability to hit small targets combined with the punch to take out targets such as walkers has proven them to be an asset, and they have also reported limited, but greater success against starfighters. The Star Spray Mk II's handling and speed in an atmosphere still far exceeds that of any Starfighter, and the punch of their concussion missiles allows them to cause significant damage against any non military vessels they may have to engage. The Star Spray Mk II has been purchased is large quantities by planetary governments and resistance cells across the galaxy, but remains available on the open market, one of the few military vehicles used by either side in the Galactic Civil War that is.
Game Notes: This version has less room for the pilot and his gear and does not allow a passenger. However, Removing the concussion missile system will allow a specially adapted pod to be added that can carry a humanoid passenger. This modification takes three days to install after removal of the weapons system with the passenger pod adding and additional cost of 10,000 credits. The pod also reduces maneuverability to 3D and reduces speed to 580; 1500 kmh; though still fast in any measure of speed. The passenger cannot assist the pilot in any way while in the pod.

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Item #550: June-December

Draymak Powered Heavy Bounty Hunter Armor, Mk II
Type: Improved Modified Heavy Powered Armor
Weight: 22kg
Cost: 1,450,000+
Availability: 4,X
Protection: +3D+1/+2D+1
Protects the Following: All. This armor has excellent expansion capabilities. A repair kit is included in the price.
Powered: Controlled by built-in Computer
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 65 km range. 12 scrambled/encrypted channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D).
Macrobinoculars: Adds +3D to Search for objects 100-500 meters away. Scomp-linked to three weapons to reduce ranges by one level. Example: long range becomes medium, medium becomes short
Sensors: IR, Motion, UV, Low-Light, Thermal
  IR, UV
    Passive: 150 m/+2
    Scan: 300 m/+1D
    Search: 400 m/+2D
  Low-Light, Motion, Thermal
    Passive: 250 m/+2
    Scan: 500 m/+1D+1
    Search: 650 m/+2D
Sealed Enviro System:
  Neuro Sensors in helmet monitor body activity
  1.75 hrs LOX/Air Filtration system
  75 minutes of survival time in space
  Comm. system with translator (+2D to Languages [does not include all languages]) and an external speaker
  Water/Gas sealed
Self Destruct: Must be activated. Goes off in 1D6 rounds. 12D damage as Thermal Detonator
15 Slot Computer System: Three I/O ports
  Capabilities: (PWR: 5D, MEM: 22D)
  Programs:
  • Bi-Multiple Targeting: 4 slots; Five weapon systems with up to 14 targets per system. Adds +2D+2 to hit and requires a sensor on each weapon used. No scope allowed.
  • Sensor Plus: 2 slots; Adds +2D to Search. If person has all sensors then it adds +3D to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
  • Road Map: 1 slot; Makes a map of past travels, locations and facilities. Can be plugged in to any spaceport for a download of directions. Will also mark where you are on the current map program running. Auto updates each time area is visited (program must be active).
  • Bounty Plus: 2 slots; Outlines person in blue. Gives known tactics used and recommends counter tactics to be used against them. 125,000 bounty capacity and adds +1D to the specialized skill of Tactics: Personal Combat due to the extensive bounty files available. The +1D bonus cannot be added until the program is loaded with bounties and is in active memory.
  • Accessing: 2 slots; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
  • Super Hostilities: 3 slots; Highlights all weapons in red, provides a list and gives details on features. Must be used with Bounty or Sensor. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
  • Medic: 1 slot; Diagnoses illness or wound and gives treatment recommendations. Adds +1D to First Aid skill.
  • Multiple Programs: 1 slot; Runs two programs simultaneously if slots and outputs are available. Uses 1 slot to operate but the programs it combines take up no slots (just one for the program itself).
  4 Preset Programs:
  • FULL BATTLE MODE: All programs are on line; Repulsor Pack is in standby; System Seals/LOX are on-line; Wrist Laser, Dual Retractable Vibroblades and Vibro-Shiv are on-line (Turbo projected grappling hook cannot be used); targets are pre selected by priority (Matrix, Bounty and Hostilities determine all targets); Communication system is in scan mode.
  • COMBAT MODE: Bi-Multiple Targeting, Matrix, Sensor Plus, Road Map, Auto Fire and Super Hostilities are on-line; all other programs are on standby; Wrist Laser, Dual Retractable Vibroblades, Vibro-Shiv and the Turbo Projected Grappling Hook are on-line; System Seals/LOX and Repulsor Pack are on standby; Communication system is in scan mode.
  • RECON MODE: Matrix, Sensor Plus, Bounty Plus, Road Map, Super Hostilities and Multiple Programs are on-line; all other programs are on standby; Turbo Projected Grappling Hook and Dual Retractable Vibroblades are on-line; System Seals/LOX on standby; Repulsor Pack on-line; Communication system is in passive mode.
  • ESPIONAGE MODE: Bi-Multiple Targeting, Matrix, Road Map, Bounty Plus, Super Hostilities, Sensor Plus, Multiple Programs, Auto Fire and Accessing are on-line; all other programs in standby; Turbo Projected Grappling Hook and Dual Retractable Vibroblades are on-line; System Seals/LOX on standby; Repulsor Pack on standby; Communication system is in passive mode.
  Security System: Auto destruct of data and programs. Active virus for I/O ports.
Weapon/Non-Weapon Systems:
  • Dual Retractable Vibroblades: STR+3D
  • Wrist Blaster: 50 shot power packs. Uses Armor Weapons skill. Damage: 5D. Ranges: 3-25/50/150
  • Boot Vibro-Shivs: STR+2D+2
  • Turbo Projected Grappling Hook: 30 meter lanyard, uses Missile Weapons skill (Range; 0-3/10/20), magnetic grappling "hook" and self-setting piton.
Description: See new image. This is another a great example of powered armor along with many features that can be added to it. Still very cool and improved high-tech.
Game Notes: Comes with Self Destruct: Must be activated. Goes off in 1D rounds or can be set for up to 5 minutes. 10D damage as small Thermal Detonator

Click on image for full size
 
 

Item #551: June-December

Draymak Dual Vibroblade Sword, Mk II
Type: Melee Weapon
Scale: Character
Skill: Melee Weapon Combat
Weight: 3kg
Cost: 5500
Availability: 2,R
Body: 3D+2
Damage: Str+3D+2
Description: These weapons are designed and crafted to be perfectly balanced so that two can be used by those skilled in dual weapon use. This version has an added bonus to the hilt that allows it to be tuned to the users DNA to prevent anyone else from turning the power on. This reduces the weapons damage by 2D+2 or STR+1D.

Click on image for full size
 
 

Item #552: June-December

Nordian XL-12 Mk II Auto Slugthrower
Type: Slugthrower
Scale: Character
Skill: Firearms: XL-12
Weight: 3kg (+1 for ammo)
Cost: 3250
Availability: 2,X
Body: 3D+2
Ammo: 10, 15 or 30C (see below)
Range: 2-40/80/120
Damage: 4D+2 (BF)/5D+2 (FA)
Description: This is the upgrades version of the original XL-12. As with the first of the series, this version comes with an intergral laser sight that increases the ability to hit any target. It is also durable, easy to maintain and lighter than most other weapons of the same type. Due to the standard ammo used in this weapon it is affective against all modern types of armor with no reduction in damage.
Game Notes: The integrated dual-laser sight adds +1D to hit. For an extra 500 credits the laser sight can be upgraded to a beam that cannot be scattered by modern technology (trade secret, any attempt to discover this results in the immediate destruction of the weapon and all ammo in it). The beam has a Very Difficult Difficulty to disperse it under normal conditions. In heavy smoke the Difficulty is reduced to Difficult. The Mk II fires only AP/EX rounds specially made for it. Any other round, whether it fits in the clip or not, jams the weapon and forces the owner to repair it. The different amount of ammo listed is for the standard clip, extented clip and the special Curved Clip that holds extra rounds in a large, curved extention that actually wraps around the users hand. A full clip of 10 rounds costs 200 credits, 15 rounds - 250 credits. The Curved Clip is unique to this weapon, holds 30 rounds (30C) and costs 450 credits.

Click on image for full size
 
 

Item #553: June-December

Draymak Bam-Bam Mini Heavy Assault Cannon, Mk II
Type: Heavy Weapon
Scale: Speeder
Skill: Blaster: Bam-Bam
Weight: 6kg
Cost: 252,000 (12,000 per clip, 2 required, see below)
Availability: 4,X
Body: 3D+2
Targeting Bonus: +1D+1
Ammo: 24 (dual clips)
Range: 3-30/60/120
Damage: 9D
Blast Radius: 2/4/8 (6/12/24 after effects, see below)
Description: The Bam-Bam listed here is the improved version with added armor protection and slightly better range with greater stabalization. This weapon has been named for the unique sound and double explosion it produces each time it is fired. The Draymak Bam-Bam encapsulates the spectral-chemical charge with a special ionic-plasma coating each time the weapon is fired. The discharge of the ionic-plasma hitting the charged capsule is what causes the sound. There is nothing quite like it on the market today. The price reflects the new technology involved in the construction and improvements with the Mark II.
Game Notes: This is the "Bam-Bam" of weapons. The explosion from the impact is colorful and impressive. The ion and plasma mix for the "shell" helps it penetrate shields and armor with ease. The secondary or main blast of this weapon disrupts power similar to an EM pulse, melts everything in the radius like a thermal detonator and shreds it all much the same as a salad being tossed.
What gets left behind is a statically charged area three times the size of the original blast that lingers for several rounds (1D+2), temporarily disrupting communications and power. The projectile from this weapon will explode at the maximum range listed even if it does not impact anything. Basically, the ion and plasma coating erodes the shell as it travels, destroying the outer layer and releasing the special mixture inside on impact.
The scope adds +1D+1 to hit and displays weapon statistics to the user. Improved stability adds +1D to hit as well.
The replacement clips must be purchased in pairs as they are physically linked together. Refilling the ion/plasma chamber must be done after every four clips at a cost of 5000 credits.

Click on image for full size
 
 

Item #554: June-December

Durlek Arms 704cx Assault Auto-Rifle
Type: Assault Auto-Rifle
Scale: Character
Skill: Firearms
Weight: 7kg (does not include full drum)
Cost: 25,000
Availability: 2,X
Body: 3D
Ammo: 200 Drum
To Hit Bonus: +1 to +10
Range: 2-75/150/300
Damage: 7D (+1-10)
Description: This is a very powerful firearm created from a relatively new company that has only been in the weapons market for 5 years. This is their first production weapon on the market and it's a good on. The ammo drum holds 200 rounds and is easily released in one of two way: either by the flick of a small switch near the trigger or the auto release feature built in when the weapon is attached to armor systems through the SCOMP link. The auto-rifle is light for a weapon of this type that makes it easier to wield. The damage against a single target is also quite devastating as it mirrors an auto cannon. The digital target sight links to the sensor in front, just above the six barrels. This adds an ever-increasing bonus to hit the target and additional damage when it is really needed.
Game Notes: The drum, when full, adds 3kg to the overall weight of the rifle. Damage for this weapon can be aimed at a single target (+1 to +10 for 1-10 rounds fired) or split between 2 to 10 separate targets. The operator must decide how many rounds per target and they must be within a 45 degree arc in front of the owner. Note that there is a ammo pack available for this weapon that allows belt-fed firing that holds up to 1200 rounds. The pack, when full, weighs 18kg and cannot be used by anyone with less than 3D+1 Strength.

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Item #555: June-December

Tellard Wrist HoloComp, Mk I
Type: Holographic Wrist Computer
Weight: .8kg
Cost: 8500
Availability: 1,F
Body: 2D (+2D armor)
Power: 2D
Memory: 10D
Description: The wrist computer has been upgraded and improved with full holo-imaging and recording capabilities while decreasing its overall size. The computer can be removed for repairs or upgrades and is completely water and electric shock proof (does not include EMP, see Game Notes below). The computer unit is tough and well armored so that it can be used in the harshest conditions. The unit comes with several upgradeable features and additions and comes with regular hardware and software updates made available throughout the galaxy.

Standard features include: Chronometer (keeps track of up to 300 different time zones and planetary systems/governments), Owners Bioscans (records up to 2 different records & monitors current health levels), Life-Form Scan up to 75 meters in all directions (capable of transmitting data to external storage device up to 5 meters away, tight-beam, encrypted), Holorecording up to 5 hours (includes audio, can transmit this data to external storage device up to 5 meters away, tight-beam, encrypted), External Storage Device (Power: 0D, Memory: 30D, scrambled & encrypted, DNA and retina scan enabled), ID Storage (includes pilot and ship credentials, IPKC licenses and all others ID types, these items can be official and transmittable upon request up to 5 meters away or just shown on the holo-display), Audio Recording up to 30 hours and Standard Video Recording up to 10 hours (both data types can be transmitted to the external storage device up to 5 meters away, tight-beam, encrypted). Also has a standard computer interface port and can be used as a Scrambled/Encrypted Comlink (15 channels, 60km range in open areas or 45km range in tight, urban areas, if relayed from a ship/city/spaceport/space station comm system, unit can show standard holoimages). Unit can also connect to a military command system and display tactical information for use in military engagements. Holo-emitter comes with an armored, retractable cover.

Game Notes: The HoloComp can be upgraded once a month or when upgrades become available. Hardware upgrades are much less frequent and require the owner to come into an authorized dealer location for the upgrade. EMP shielding can be added to the unit at a cost of 1000 credits per round of protection up to 8 rounds. Owner basic repair kits are avaialble for 400 credits each. Below are upgrades available in additional to the standard upgrade schedule.
  1. Bec-n-Call: Small hardware and software packages (one for the wrist computer and one for the owners vessel) that allows the user to contact their ship over a tight-beam, encrypted frequency and have it start up all systems, conduct minimal systems tests, then fly to the users location up to 5km away.
    HoloComp Pkg Cost: 1000
    Space Transport/Starfighter Pkg Cost: 5000
    Installation Time: HoloComp - 1 hour, Ship - 2 days
    Note: Duration between startup and arrival times vary by location and conditions, but generally takes up to 5 minutes. Owners ship must be kept in standby status for this system to work properly.
  2. Micro Shield System: Can be used in brawling/melee combat and ranged combat, this shield helps protect the user from physical and energy weapons for a short period of time.
    Shield Size: Variable (.25 to 1.25 meter diameter, see Note below)
    Shield Pkg Cost: 3000
    Installation Time: 2 hours
    Note: Shield battery is in addition to the standard HoloComp battery. Shield duration is based on default capacity and size. Charge time for shield use is 30 minutes.
      Shield Size: .25 meters; Duration: 10 rounds
      Shield Size: .5 meters; Duration: 8 rounds
      Shield Size: .75 meters; Duration: 6 rounds
      Shield Size: 1 meter; Duration: 4 rounds
      Shield Size: 1.25 meters; Duration: 2 rounds
  3. External Storage: Power: 1D; Memory: 80D (scrambled & encrypted, DNA, retina scan, voice print and finger print enabled)
    Cost: 2500
    Installation/Setup Time: 2 hours
    Note: None of the security features are required except a verbal password if the owner so chooses, but the data will always be scrambled and encrypted. Can be worn on a standard utility belt, magnetically clipped to armor, hooked to a bandilero or placed in a backpack.
  4. Computer Interface Port: Scrambled and Encrypted, this port allows access to all non-secure and secure access terminals throughout the galaxy. This includes buildings, ships, street terminals and other places.
    Cost: 300
    Installation Time: 30 minutes
    Note: The HoloComp comes with a standard computer interface, but does not provide any security, hence the upgrade.
  5. Improved Comlink: Scrambled and encrypted, 20 channels, rotates through all channels and all know fequencies once every second. Ranges: 70km open, 55km urban.
    Cost: 400
    Installation Time: 15 minutes
    Notes: Comes with a rechargable ear bud (lasts 50 hours on one 15 minute charge, port is on HoloComp in ear bud storage compartment). Can use HoloComp speaker instead of ear bud for less private conversations.
  6. White Noise Generator: Blocks out all sound external of the bubble it creates around those within.
    Cost: 300
    Installation Time: 15 minutes
    Notes: Default diameter of bubble is three meters, but can be expanded up to 5 meters if needed.
Click on image for full size
   

Item #556: January-March, 2019

Draymak LRSF-9G Krayt Dragon Fighter
Type: Long Range Fighter
Scale: Starfighter
Length: 7.4 meters
Crew: 1
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Starfighter Piloting or (s)Starfighter Piloting: LRSF-9G Krayt Dragon, Starship Gunnery, Starship Shields
Passengers: None
Cargo Capacity: 50kg
Consumables: 2 weeks
Cost: 1,450,000
Availability: 4,X
Nav Computer: Yes
Hyperdrive: x.5
Hyperdrive Backup: x5
Maneuverability: 4D
Space: 12
Atmosphere: 450; 1300kmh
Hull: 6D+2
Hull Material: [GM Note: Forthcoming...]
Shields: 3D
Backup Shields: 1D
Sensors:
  Passive: 50/1D+1
  Scan: 100/2D+1
  Search: 200/3D+1
  Focus: 10/4D+1
Weapons:
  4 Custom Heavy Blaster Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D+2
    Space Range: 1-25/50/75
    Atmosphere Range: 1-25km/50km/75km
    Damage: 7D+2
  2 Custon Heavy Proton Torpedo Launchers
    Scale: Starfighter
    Fire Arc: 1 fore, 1 aft
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 3D
    Space Range: 1-12/24/48
    Atmosphere Range: 100-1.2km/2.4km/4.8km
    Ammo: 6 each
    Damage: 10D
Description: Well built to last in any combat, the Krayt Dragon Fighter is a hard hitter and very fast. This gives it an edge against all fighter types and even many Capitol ships. Weapons are strong with a new design that delivers a larger punch at a much improved range. This fighter is even designed to out maneuver all other fighters in production today. As it comes with a super fast hyperdrive, there is no place it can't reach when needed.
Game Notes: Typical Draymak powerhouse with all the bells and whistles. The only addition worth mentioning is that the cockpit detaches and act as a mobile escape pod that targets the nearest life supporting planet or station, even an enemies if there are no other choices within range. Note however, that all data and classified systems will self-destruct on landing if the pod is in enemy territory. The damage caused in the destruction of these systems will not endanger the pilot in any way.

Click on image for full size
   

Item #557: January-March

Incom TXY-3 Fighter
Type: Long Range Fighter
Scale: Starfighter
Length: meters
Crew: 1
Skills: Astrogation, Communications, Repulsorlift Ops, Sensors, Starfighter Piloting or (s)Starfighter Piloting: TXY-3, Starship Gunnery, Starship Shields
Passengers: None
Cargo Capacity: 40kg
Consumables: 1 week
Cost: 175,000
Availability: 2,X
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: None
Maneuverability: 3D+2
Space: 9
Atmosphere: 400; 1150kmh
Hull: 4D+2
Hull Material: [GM Note: Forthcoming...]
Shields: 2D
Sensors:
  Passive: 20/1D
  Scan: 40/2D
  Search: 80/3D
  Focus: 6/4D
Weapons:
  4 Heavy Blaster Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D
    Space Range: 1-15/30/45
    Atmosphere Range: 1-15km/30km/45km
    Damage: 5D+2
  1 Heavy Proton Torpedo Launchers
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 3D
    Space Range: 1-12/24/36
    Atmosphere Range: 100-1.2km/2.4km/3.6km
    Ammo: 8
    Damage: 10D
Description: Looking like a an "ugly", this completely new design takes the best elements from an X-Wing, Y-Wing and a TIE fighter, combining all of them into a ship that is agile, packs a strong punch and can escape a fight for another day or dodge incoming weapons fire.
Game Notes: In a pinch, this fighter can carry a cargo pod attached under the hyperdrive that allows it to bring emergency supplies into a combat zone. The pod holds 500kg and costs 3000 credits and 8000 to attach mounting brackets to the ship. The affect of having this attached is only apparent in atmosphere where its speed and maneuverability are reduced to 350; 1050kmh and 3D respectively. The pod can be released from the cockpit as it has repulsorlift capabilities that allow it to land safely and be reused. Maximum altitude for the drop is 5km.

Click on image for full size
   

Item #558: January-March

KDY DX-15 Heavy Repulsor Tank
Type: Heavy Assult Repulsor Tank (base model)
Scale: Walker
Skills: Repulsorlift Ops, Sensors, Vehicle Blasters
Length: 14.25 meters
Crew: 3, gunners 6; skeleton: 1/+10 (gunners 3/+10)
Passengers: 6 troops
Cargo Capacity: 300kg
Consumables: 2 weeks
Cost: 75,000
Availability: 3,X
Maneuverability: 2D
Move Rate: 200; 650kmh
Altitude Range: Ground; 2 meters - 30 meters
Cover: Full
Body: 5D
Body Material: >>>Classified<<< [GM Note: Forthcoming...]
Shields: 2D
Sensors:
  Passive: 350/1D
  Scan: 550/2D
  Search: 900/3D
  Focus: 30/4D
Weapons:
  Dual Heavy Laser Canon
    Scale: Walker
    Fire Arc: Turret
    Crew: 1 gunner
    Skill: Vehicle Blasters
    Fire Control: 2D
    Range: 50-800/1.6/3.2 km
    Damage: 6D
  2 Medium Blaster Canons (can be fire-linked)
    Scale: Walker
    Fire Arc: Turrets (port & starboard)
    Crew: 1 gunner each
    Skill: Vehicle Blasters
    Fire Control: 2D
    Atmosphere Range: 50-250/500/1 km
    Damage: 4D (4D+2 if fire-linked)
  3 Dual Blasters (two aft can be fire-linked)
    Scale: Speeder
    Fire Arc: Turrets (1 ventral forward, 2 dorsal aft)
    Crew: 1 gunner each
    Skill: Vehicle Blasters
    Fire Control: 2D+2
    Atmosphere Range: 10-200/500/1 km
    Damage: 5D (5D+2 if fire-linked)
Description: This tank has been designed for the express purpose of ferreting out Rebels wherever they hide. With al the adaptations available, it stands a good chance of doing just that.
Game Notes: See below for other modifications, specifically other weapons this tank is capable of mounting.

DX-16 Dual Repeating Blaster Canons (fire-linked)
Scale: Walker
Fire Arc: Turret
Crew: 1 gunner
Skill: Vehicle Blasters
Fire Control: 2D+2
Range: 50-800/1.6/3.2 km
Damage: 6D+2
Notes: If a target is fired on for more than one round then add 1D to the damage. Maximum of 3D can be added in this manner. The additional damage can also affect Starfighter scale at -3D (the entire bonus dice), but will not affect it until the third consistant round.

DX-17 Mega Blaster Canon
Scale: Walker
Fire Arc: Turret
Crew: 1 gunner
Skill: Vehicle Blasters
Fire Control: 3D
Range: 50-1.2/2.4/4.8 km
Damage: 7D+2
Notes: The Mega Blaster Canon is capable of firing every round, but it can also fire every other, every third and every fourth round for added damage. Every other round adds +1D to damage and increases range to 50-1.3/2.6/5.2 km. Every third round adds +2D to damage and increases range to 50-1.4/2.8/5.6 km. and every fourth round adds +3D to the damage and increases range to 50-1.6/3.2/6.4 km.

DX-18 Triple Missile Launchers (can be fire-linked)
Scale: Walker
Fire Arc: Turret
Crew: 1 gunner
Skill: Vehicle Blasters
Fire Control: 2D
Ammo: 15 each (45)
Range: 25-2km/4km/6km
Damage: 7D (1), 8D (2, 4D Starfighter scale), 9D (3, 5D Starfighter scale)

DX-19 Long Range Structure/Orbital Bombardment Canon
Scale: Starfighter
Fire Arc: Turret
Crew: 1 gunner
Skill: Vehicle Blasters
Fire Control: 3D
Range: 100-15km/30km/60km
Damage: 6D

Click on image for full size

DX-16 Heavy Repulsor Tank
DX-17 Heavy Repulsor Tank
DX-18 Heavy Repulsor Tank
DX-19 Heavy Repulsor Tank
Heavy Repulsor Tank Size Comparison    

Item #559: January-March

Arakyd Industries D-5 Construction Droid
Type: Construction/Demolotion Droid
Degree: 5th
Scale Speeder
Cost: 42,500
Availability: 2,F
Dexterity 3D: Dodge 5D, (s) plasma weapons: cutting torch 6D, (s) plasma weapons: welding torch 6D
Perception 2D: Search 4D
Strength 6D: Brawling combat 5D
Knowledge 1D:
Mechanical 1D: Sensors 4D
Technical 1D:
Body Material: [GM Note: Forthcoming...]
Height: 3.5 meters
Weight: 235kg
Move: 10
Equipment:
  -Two Humanoid Arms
  -Two Humanoid Legs
  -Moderate Droid Brain: Can follow fairly complex commands as related to construction and demolition. Can also attack and defend itself. However, the main purpose is to be able to dodge out of the way of falling debris or a swinging duracrete pillar or similar object, as construction zones can be dangerous.
  -Visual Sensor
  -Audio Sensor
  -Construction Database
  -Two Plasma Cutters: Damage: 4D, Range: 3 meters (arm length)
  -Two Plasma Welders: Damage: 4D, Range: 3 meters (arm length)
Sensors (in meters): Thermal, IR, UV
  Passive: 50/+1
  Scan: 75/+2
  Search: 100/1D
  Focus: 2/2D
Description: This is the newest in construction and demolition droids where the two types have been combined. Both construction tools and demolition tools have integrated into the design of the droid so that it can assist in both on any site as needed. The ability to dodge objects is mainly to assist the droid in survivability, though giving the droid this extra mobility is reflected in a higher cost.
Game Notes: The default setting is for construction. The demolition arms are stored on its back so that they can be exchanged at any time. The changeout process takes about five minutes. Both plamsa cutting arms and plasma welding arms can be used as weapons and cause the listed Speeder scale damage. The droid is also smart enough to defend itself from falling debris and any melee or ranged attacks. The droid can be modified for specific use [ask GM for details].

Click on image for full size
   

Item #560: January-March

Wrokix Works Durabond 15L Light Combat Armor
Type: Light Armor
Powered: Partial
Protection: +2D/+1D
Protects the Following: All except neck, bicepts, groin and inner thighs to knees (see image & Game Notes below).
Body Material: [GM Note: Forthcoming...]
Weight: 4kg
Availability: 3,R
Cost: 39,000
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: Helmet has enough oxygen for up to 1.5 hours in liquid or vacuum.
Sensors: Life Form, Movement (front and rear)
   Passive: 30/+1D
   Scan: 60/+2D
   Search: 120/+3D
   Focus: 15/+4D
Sensors: UV, IR, Thermal
   Passive: 20/+2
   Scan: 40/+1D
   Search: 60/+1D+2
   Focus: 10/+2D
Computer System:
  • 6 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 2D, Memory: 14D)
  • Programs:
    • Hostilities
      Availability: A-B,R(X)
      Slots: 2
      Description: Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs.
    • Medic
      Availability: A-C
      Slots: 1
      Description: Diagnoses illnesses or wounds and gives treatment recommendations. Adds +1D to First Aid skill.
    • Multiple Programs
      Availability: A-B,F(R)
      Slots: 1
      Description: 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
      Availability: A-C,F
      Slots: 1
      Description: 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).
    • Targeting
      Availability: A-B,F(R)
      Slots: 2
      Description: One weapon system and up to 6 targets. Adds +1D to hit and requires a sensor on the weapon being used. A scope may not be used with this program.
Description: Even though this armor isn't powered it provides good protection with the helmet and the upper abdoman carrying a powered systems for the wearer. The main system are the sensors, followed by the slotted computer system and then the LOX air system for emergencies when the standard breath filter isn't enough. All other systems rely on this power, but do not draw too much from it. Most of the sensor systems are housed in th helmet with a few sensors placed at various location on the armor so that it provides a complete 360 degree coverage.
Game Notes: The armor comes with a targeting sensor for a rifle, pistol or other weapon and adds +1D+1 to hit with that weapon. This sensor can be upgraded to provide an additional +1D to the Targeting program for an extra 2000 credits. Secondary, flexible plates can be added to the areas not covered by the armor for an additional 10,000 credits. Note that the plates do not add to the overall rating of the armor, they just provide protection to the areas that are not covered in the basic suit.

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Item #561: January-March

BlasTech Industries 24-GPSR MkII
Type: Sniper Rifle
Scale: Character
Skill: Blaster or (s) Blaster: 24-GPSR
Weight: 4.8kg
Cost: 8500
Availability: 2,X
Body: 3D
Body Materials: [GM Note: Forthcoming...]
Ammo: 20 or 40 or 200 (see below)
Targeting Bonus: +2D
Range: 10-450/950/2km
Damage: 7D+1
Description: An improved weapon over similar types, the 24-GPSR does better damage, has better range and the capability to hold a rather large clip that provides plenty of extra shots. The construction materials have been improved as well so that this rifle can withstand a much greater beating and still function well. The cost includes a field repair/cleaning kit and regular maintenance for two standard years redeamable at any store where BlasTech is sold.
Game Notes: The targeting bonus is due to a 2x scope that is SCOMP capable. Without the link the scope will only add +1D to hit with the user losing the +1D movement bonus as well. The ammo clip comes with 20 shots as standard, but a 40 shot clip and a 200 shot clip are available for 150 and 500 credits respectively. The repair kit allows the owner to make up to 4 Light damage and 2 Severe damage repairs in the field before they have to purchase additional parts for the kit, which will cost 250 credits.

Click on image for full size
   

Item #562: January-March

Nordian GDH-31c Heavy Blaster Pistol
Type: Heavy Blaster Pistol
Scale: Character/Speeder
Skill: Blaster or (s) Blaster: GDH-31c
Weight: 3.5kg
Cost: 34,000
Availability: 4,X
Body: 4D
Body Materials: [GM Note: Forthcoming...]
Ammo: 200/100
Targeting Bonus: +1D+2
Range: 3-25/50/100
Damage: 7D+2/5D+2
Description: Nordian has outdone themselves with this heavy, deadly weapon. This powerful hand-held pistol has been designed to take down speeders and small tanks with one or two well-placed shots. The only drawback to this small powerhouse is that its maximum range is limited to just above 100 meters, where it disintegrates quickly.
Game Notes: The Body is extra tough on this pistol as it is designed to be used heavily and take whatever punishment it gets doled out. Space clips are unique to this weapon so the cost is naturally increased to 350 credits each, using spin-sealed tabanna gas. Note that, in Speeder scale, the shots listed are half that available when in Character Scale.

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Item #563: January-March

Zentarian Blue Thunder Heavy Rifle
Type: Heavy Firearm
Scale: Character
Skill: Firearms or (s) Firearms: Blue Thunder
Weight: 4.25kg
Cost: 4500
Availability: 2,X
Body: 3D+1
Body Materials: [GM Note: Forthcoming...]
Ammo: 100 Belt
Targeting Bonus: +1D
Range: 3-30/75/150
Damage: 6D (fa)/5D+1 (bf)
Description: The Blue Thunder rifle is a quality weapon that carries a drum of rounds for continuous fire. The weapon can also fire in burst mode when needed, or to conserve ammo. The shell of this rifle has been improved so that it is much more durable in the field.
Game Notes: The listed damage is for full-auto. Damage in burst-fire more is 5D+1. Replacement/extra clips cost 175 credits. As with any firearm, various types of ammo are available.

Click on image for full size
   

Item #564: January-March

Draymak B2 Plasma Projectile Blaster
Type: Plasma Blaster
Scale: Character
Skill: Blaster or (s) Blaster: B2 Plasma
Weight: 2.5kg
Cost: 35,500
Availability: 4,X
Body: 4D
Body Materials: Cortosis and...[GM Note: Forthcoming...]
Ammo: 50
Targeting Bonus: +1D
Range: 3-25/50/75
Damage: 7D+2
Description: Unusual but deadly, yet it has qualities that put it in a category of its own. The projectile of this weapon is actually a semi-solid plasma ball containing small amounts of Cabirium to help maintain the shape of the projectile. The plasma ball is provided extra energy by two cross-polar electrical charges as it leaves the firing chamber. This gives the ball a blue white appearance that crackles with energy as it travels along the fired path to the designated target. Because of the coalescing plasma and electricity the projectile becomes ionized with a layer of negatively charged particles covered by a layer and positively charged particles. Once this reaches the target the two layers collide and interact with deadly results. However, as the plasma is directed, the mass of energy continues forward, through armor and flesh. Personal shields that have energy and/or physical blocking capabilities will stand a slim chance at reducing the damage, but will not stop it completely.
Game Notes: Personal shields reduce damage by -1D per 'D' of protection given.
Example: if the target has +2D Physical and +1D Energy shields the damage is reduced by -3D. Strength is rolled as if they are not wearing armor.
The +1D Targeting Bonus is from an integrated targeting sensor system that, if linked to a HUD or SCOMP system, gives the user an additional +1D to hit. Note that cartridge refills of the plasma and cabirium cost 1800 credits each.

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Item #565: January-March

zZip Product Concepts Ltd. Fire Lamps
Type: Expensive Table Lamp
Weight: 1.2kg
Cost: 50 to 275,000
Availability: 2,F
Body: 1D to 3D
Body Materials: [GM Note: Forthcoming...]
Description: The Fire Lamp can glow any color desired with all of them able to switch colors randomly or manually and can be set on a timed pattern as well. There is also a holo-chronometer that projects directly above the lamp if desired. The price range varies greatly as there are 'cheap' models with artificial light to actual grams of corusca stone that are enhanced to provide additional light that flickers naturally. Each fire lamp ranges in size from 0.1 meter tall to .4 meters tall.
Game Notes: The owner must be the one that certifies the corusca stones are real even though all of them come with Authenticity Seals and Officially Certified documentation.
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