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Below are the items from previous months, starting with December of 2010

Item #156: December 2010-August 2011

Zentarian AP-r6 Slug Thrower
Type: Auto Slug Thrower Pistol
Skill: Firearms: AP-r6
Weight: 3.5kg
Cost: 400 (ammo: 50 per clip, 100 per mini-grenade clip)
Availability: 3,R
Body: 2D+1
Ammo: 25 + 5
Range: 3-20/40/80 or 5-12/24/48
Grenade Blast Radius: 3 meters
Damage: 3D+2 (single shot)/4D+2 (burst)/5D+2 (full auto) and 4D
Description: For those out there that find themselves in a troubled spot, this weapon can help. It comes with a full clip of standard rounds and five mini-grenades for that time when nothing else will do. It has been designed for easy cleaning and maintenance and it can take a beating and continue working longer than other pistols in the same class.
Game Notes: The damage listed is for standard rounds and the standard mini-grenade. Alternate ammo is available
here. Extended clips are also available in 35 and 45 round capacities. Cost is 65 and 80 credits respectively. The larger clips also add .2kg and .4kg to the total weight of the pistol. Larger grenade clips are not available for the pistol.

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Item #157: December-August

Zentarian AR-j3 Slug Thrower
Type: Auto Slug Thrower Rifle
Skill: Firearms: AR-j3
Weight: 5.5kg
Cost: 950 (ammo: 100 per clip, 200 per mini-grenade clip)
Availability: 3,X
Body: 2D+2
Ammo: 50 + 10
Range: 3-40/80/160 or 5-25/50/100
Grenade Blast Radius: 5 meters
Damage: 4D+1 (single shot)/5D+1 (burst)/6D+1 (full auto) and 4D+2
Description: For those out there that find themselves in a troubled spot, this weapon can help. It comes with a full clip of standard rounds and 10 mini-grenades for that time when nothing else will do. The scope makes it easier to hit the selected target and can be attached to an armor H.U.D. system. This rifle has also been designed for easy cleaning and maintenance. It can also take a beating and continue working longer than other rifles in the same class.
Game Notes: The damage listed is for standard rounds and the standard mini-grenade (note that the grenade used in the rifle is larger than the one in the pistol). Alternate ammo is available
here. Extended clips are also available in 65 and 85 round capacities. Cost is 120 and 160 credits respectively. The larger clips add .3kg and .5kg to the total weight of the rifle. Larger grenade clips are also available and come in 12 (230 credits) and 15 (275 credits) grenade capacity. The scope adds +1D to hit and when integrated into an armor HUD System adds +1D+2. When integrated into armor the weapon will not fire a round unless a valid target is available, even in Full Autofire mode.

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Item #158: December-August

Zentarian AS-e3 Slug Thrower
Type: Auto Slug Thrower Sniper Rifle
Skill: Firearms: AS-e3
Weight: 7.5kg
Cost: 1700 (150 per clip, 50 per gas canister)
Availability: 3,X
Body: 3D
Ammo: 15
Range: 3-150/300/600
Damage: 6D (+1, +2 or +1D)
Description: For those out there that need that single-shot kill this is the sniper weapon of choice. It comes with a full clip of standard long-range rounds that can do the work with ease. The scope makes it easier to hit the selected target and can be attached to an armor H.U.D. system. This rifle has also been designed for easy cleaning and maintenance. It can also take a beating and continue working longer than other rifles in the same class.
Game Notes: The damage listed is for standard rounds. Armor Piercing Rounds can be purchased for 350 credits per clip. They do 5D damage and ignore armor of all types. The dual-targeteting scope adds +1D+1 to hit and when integrated into an armor HUD System adds +2D. The integral tripod adds another +2 to hit as it stabilizes the weapon. For an additional 500 credits you can get a clip of explosive fragmenting rounds that can penetrate heavy armor and light vehicle armor (listed damage changes to speeder scale with a blast radius of 3 meters). If the compressed gas canister charge is used it actually increases the damage by how much is used (additional damage listed above). The gas canisters can also be used to fire the weapon silently *. The damage the projectile causes is based on the number of charges used. 1 charge: 4D, 2 charges: 4D+2, 3 charges: 5D+1. Range is reduced to 3-100/200/400 due to no explosion to fire the projectile. The canister holds 12 charges and can use 0, 1, 2 or 3 charges with every shot based on the selected setting. The weapon comes with two extra canisters.

*: Note that exploding rounds cannot be used in this manner as they will not detonate.

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Item #159: December-August

Zentarian AC-pt12 Auto Chemical Slug Thrower
Type: Special/Chemical Slug Thrower
Skill: Firearms: AC-pt12
Weight: 4.5kg
Cost: 1475
Availability: 3,X
Body: 3D
Ammo: 10 canisters + 5 genades
Range: 5-60/125/250 or 3/50/100/200
Damage: 5D vs. Stamina or Willpower, whichever is less or (grenade) damage
Description: One of the deadliest weapons on the market; blaster, firearm or otherwise. Designed to incapacitate the intended target for capture and interrogation, it eventually kills that same target after 24 hours. However, the chemical used comes with an antidote if the target is to be kept alive. The canisters must be manually loaded as they do not come in a clip. This process takes three rounds. Each canister costs 250 credits.
Game Notes: There is no point-blank range with this weapon as it requires 5 meters in order to arm. Once the weapon hits the target the casing shatters after injecting two chemical vials and a micro chip device into the body. The first vial dissolves immediately causing unconsciousness for 6 to 10 minutes based on the size on the victim. The second vial stays solid until an encrypted signal is received from the weapon that causes it to shatter, reviving the target and dispensing the cure. Note that the cure must be given within 24 hours as it becomes inert and useless as the target will die at that time from severe internal bleeding. Only a Jedi Master with the Detoxify Another power (Heroic roll) can prevent the poison from killing the target within 24 hours without the antidote.
The grenade launcher holds 5 standard mini-grenades of any type.

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Item #160: December-August

Trade Federation Droid Attack Flyer
Type: 4th Degree Droid
Scale Character
Cost: 12,500 (new), 9800 (used)
Availability: 4,X
Dexterity 3D: Blaster 6D, Dodge 5D
Perception 3D: Search 5D
Strength 3D:
Knowledge 1D: Tactics 5D
Mechanical 2D: Repulsorlift Ops 5D (+1D)
Technical 0D:
Weight: 96kg
Height: 1.95 meters
Move: 10 or 100;250 kmh
Equipment:
  -Humanoid Body
  -Two Arm-Mounted Heavy Blasters: 5D+2 damage, range: 3-75/150/300
  -Expanded Military Droid Brain: includes a tactical database
  -Repulsorlift Unit: 15 hour charge, aerodynamic design adds +1D to Repulsorlift Ops skill
  -Advanced Arial Targeting Computer: Adds +1D to hit any moving target
Description: Although the Trade Federation did not employ these droids until the end of the Clone Wars, they proved to be worth the cost. The advanced droid brain and tactical database allowed them superior attacks on the battlefield, winning over 75% of all engagements. Unfortunately the Clone Wars ended and they were no longer needed. Those coming off the production line went to the open military market shortly thereafter. Those few that were not sold ended up in private planetary armies supplementing troops or in scrap yards. Very few can now be found, but the plans to build them are still available for the right buyer.
Game Notes: The dual blasters have an internal ammo capacity of 150 shots each. These droids were surprisingly well-built and those that survived are still functioning as originally designed, requiring little maintenance.

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Item #161: December-August

Draymak LT-2A Heavy Freighter
Craft: Bulk Transport
Type: Heavy Freighter
Scale: Capitol
Cost: 10,860,000 (new), 4,985,000 (used)
Availability: 3,R
Length: 125.6 meters
Width: 106 meters (wing span is 51.6 meters)
Skill: Capitol Ship Piloting: LT-2A
Crew: 26, gunners: 16 (8 min), skeleton: 6/+10
Passengers: 30
Cargo Capacity: 150,000 metric tons
Consumables: 8 months
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x8
Maneuverability: 2D+2
Space: 8
Atmosphere: 375; 900 kmh
Hull: 6D
Shields: 3D
Sensors:
  Passive: 25/+1D
  Scan: 50/+2D
  Search: 100/+3D
  Focus: 3/+4D
Weapons:
  4 Turbolaser Cannons
    Fire Arc: Turrets (2 dorsal, 2 ventral)
    Scale: Capitol Ship
    Crew: 2 Gunners
    Crew Skill: Capitol Ship Gunnery
    Fire Control: 2D+2
    Space: 3-25/50/100
    Atmosphere: 300-2.5/5/10km
    Damage: 7D
  8 Heavy Blaster Cannons
    Fire Arc: Turrets (2, front, 2 port, 2 starbord, 2 dorsal, 2 ventral, 2 back)
    Scale: Starfighter     Crew: Gunner or Computer
    Crew/Computer Skill: Starship Gunnery
    Fire Control: 3D/6D+2
    Space: 3-20/40/80
    Atmosphere: 300-2/4/8km
    Damage: 6D
Description: In addition to the standard cargo capacity, this large bulk freighter also comes with some luxuries for those long deep space runs that other freighters normally don't. The advantage is a happier crew and a better kept ship.
Perhaps the most expensive bulk transport on the market, but not the most boring, this ship has many extra crew ammenities that keep it unique in the bulk freighter market. There is plenty to do on this ship when on a typical deep space run.
Game Notes: The additional features are:
  -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
  -Ship Build/Repair Shop
This freighter is also highly adaptable and can be easily modified to fit any need and carry any type of cargo. It can also be turned into a fighter carrier or small command ship if needed and has been pre-wired to make this sort of change easier. The ship also comes with 20 maintenance droids; four of which can operate as pilots if needed. There is also two security droids when special cargo is carried and 12 binary loadlifters - four for each of the large cargo bays.

16 Cybot Galactica LE-series Repair Droids
Type: 5th Degree Droid
Scale: Character
Cost: 12,800 (new), 6500 (used)
Availability: 2
Dexterity 1D:
Perception 1D:
Strength 2D:
Knowledge 2D:
Mechanical 2D: Astrogation 2D+1 Communications 3D Sensors 3D
Technical 2D: Capital Ship Repair 4D Computer Program/Repair 5D Space Transports Repair 3D
Personality Matrix: Complex
Weight: 65kg
Height: 1.7 meters
Move: 7
Equipment:
  -Humanoid Body
  -Visual/Audio Sensors (human range)
  -Vocabulator Speech/Sound System
Description: Originally intended to combine a protocol droid with the utility of an astromech. Easily modified to suit individual needs.
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4 Cybot Galactica LE-series Repair/Pilot Droids (modified for pilot role)
Type: 5th Degree Droid
Scale: Character
Cost: 17,500 (new), 11,200 (used)
Availability: 2
Dexterity 2D:
Perception 3D: Command 4D
Strength 2D:
Knowledge 2D: (s)Tactics: Capitol Ship 5D
Mechanical 3D: Astrogation 4D+1, Capitol Ship Piloting 4D, Capitol Ship Shields 4D, Communications 3D+2, Repulsorlift Ops 4D, Sensors 3D+2
Technical 2D: Capital Ship Repair 4D Computer Program/Repair 5D Space Transports Repair 3D
Personality Matrix: Complex
Weight: 65kg
Height: 1.7 meters
Move: 7
Equipment:
  -Humanoid Body
  -Visual/Audio Sensors (human range)
  -Vocabulator Speech/Sound System
  -Tactical Database: used for space combat when acting as pilot or co-pilot
Description: Originally intended to combine a protocol droid with the utility of an astromech. Easily modified to suit individual needs.
Click on image for full size


2 Rim Securities' K4 Security Droids
Type: 4th Degree Droid
Scale: Character
Cost: 7500
Availability: 3,R
Dexterity 3D: Blaster 7D, Dodge 6D
Perception 2D: Search 7D
Strength 2D: Brawling Combat 6D
Knowledge 1D:
Mechanical 1D:
Technical 1D: Security 8D
Personality Matrix: Elementary
Weight: 75kg
Height: 1.6 meters
Move: 11
Equipment:
  -Humanoid Body
  -Weapon: Internal Blaster Rifle, Damage: 5D, Range: 3-30/100/200
  -Armor Plating: +2D/+2D to all areas
  -Visual/Audio Sensors (human range)
  -Vocabulator Speech/Sound System
  -Intellex V Computer: Contains a basic military and tactical database
  -Built-in Secure Comlink
  -Two Magnetic Grip Feet
  -Holographic Recorder: can record up to 150 hours
Sensor Package: full-spectrum tranceiver, electromagnetic, heat, motion and life-forms
  Passive: 30/+2
  Scan: 60/1D
  Search: 120/2D
  Focus: 5/3D
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12 Industrial Automaton Binary Loadlifters
Type: 4th Degree Droid
Scale: Character
Cost: 600
Availability: 3,R
Dexterity 1D:
Perception 1D:
Strength 8D: lifting 14D
Knowledge 1D:
Mechanical 1D:
Technical 1D:
Personality Matrix: Simple
Weight: 175kg
Height: 3.8 meters
Move: 8
Equipment:
  -Humanoid Body: two arms, two legs
  -One Visual and one Auditory Sensor: human range
  -Binary Vocabulator
  -Cargo Scoops: two
Description: The binary loadlifter is perhaps one of the most common droids in the galaxy, working quietly away in warehouses and docks moving the cargo and goods that make modern society continue. They are cheap enough to be common even on backwater worlds, and although they cannot speak in common, the language they speak is understood by all translator droids, and they understand common making them usable even when translator droids are not available. Their massive size and huge lifting capacity makes them somewhat superfluous on small freighters, but on bulk transports and capital ships they are often seen working tirelessly away, also they are common in docks where they may be available free, or at an hourly rate to unload transport vessels. Binary Loadlifters are simplistic droids which are incapable of developing anything but animal level intelligence or personalities, meaning that they rarely require memory wipes, adding to the low cost to owning and operating one of these droids, and they are so reliable that there are reports of Loadlifters which have operated without fault for decades between servicing or repair.
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Item #162: December-August

Nordian K-Flex 12 Full Combat Armor
Type: Medium Combat Armor
Weight: 14kg
Cost: 1,850,000
Availability: 4,X
Protection: +3D+1/+2D+1 (no minuses, gyro stabilized compensation)
Protects the Following: All. This armor has excellent expansion capabilities. A repair kit (8 uses at Light damage, 4 uses at Heavy damage) is included in the price.
Powered: Controlled by built-in Computer
Repulsorpack: 100; 275kmh
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 150 km range. 16 scrambled channels (can rotate randomly). Scans all frequencies.
Descrambling Unit: Special hardware and program attached to the long-range communication system that adds +2D to Communications and Scanner Ops to be able to descramble other communication signals that have been detected.
Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D).
Macrobinoculars: Adds +3D to Search for objects 50-100 meters away. Adds +2D to Search for objects up to 300 meters away. Scomp-linked to three weapons and reduces ranges by one level. Example: long range becomes medium, medium becomes short
Search Light: 10,000 candle power glowrod allows clear sight in dark environments up to 200 meters; 50-100 meters in smoke or fog; 20-40 meters in heavy smoke
Sensors: IR, Motion, UV, Low-Light, X-Ray and Ultrasound
  IR, UV, Electrical Signals
    Passive: 100 m/+2
    Scan: 200 m/+1D
    Search: 300 m/+2D
  Life, Low-Light, Motion, Radio Waves, Ultrasound
    Passive: 200 m/+2
    Scan: 400 m/+1D+1
    Search: 500 m/+2D
  Hard/Soft Radiation
    Passive: 400 m/+1D
    Scan: 800 m/+2D
    Search: 1600 m/+3D
  X-Ray
    Passive: 20 m/+1D
    Scan: 40 m/+2D
    Search: 50 m/+3D
Sealed Enviro System:
  Neuro-sensors in helmet monitor body activity
  1.5 hrs LOX/Air Filtration system
  1.5 hours survival time in space
  Comm. system with translator (+2D to Languages) and an external speaker
  Water/Gas sealed
  Electronically sealed (does not protect against EMP)
  Fire Proof
14 Slot Computer System: Three I/O ports with one dedicated to cybernetic interfaces
  Capabilities: (Power: 4D, Memory: 20D)
  Programs:
  • Bi-Multiple Targeting: 4 slots; Five weapon systems with up to 14 targets per system. Adds +2D+2 to hit and requires a sensor on each weapon used. No scope allowed.
  • Sensor Plus: 2 slots; Adds +2D to Search. If person has all sensors then it adds +3D to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
  • Road Map: 1 slot; Makes a map of past travels, locations and facilities. Can be plugged in to any spaceport for a download of directions. Will also mark where you are on the current map program running. Auto updates each time area is visited (program must be active).
  • Bounty Plus: 2 slots; Outlines person in blue. Gives known tactics used and recommends counter tactics to be used against them. 125,000 bounty capacity and adds +1D to the specialized skill of Tactics: Personal Combat due to the extensive bounty files available. The +1D bonus cannot be added until the program is loaded with bounties and is in active memory.
  • Accessing: 2 slots; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
  • Super Hostilities: 3 slots; Highlights all weapons in red, provides a list and gives details on features. Must be used with Bounty or Sensor. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
  • Medic: 1 slot; Diagnoses illness or wound and gives treatment recommendations. Adds +1D to First Aid skill.
  • Multiple Programs: 1 slot; Runs two programs simultaneously if slots and outputs are available. Uses 1 slot to operate but the programs it combines take up no slots (just one for the program itself).
  • Matrix: 3 slots; Allows user to see electron flow in cables and behind walls. Makes a blue print after studying for two rounds. After three continuous rounds of combat, program will add +1D to hit (anticipated tactics). After five continuous rounds of combat, program will add +2D to hit (anticipated tactics).
  4 Preset Programs:
  • Full Battle Mode: All programs are on line; System Seals/LOX are on-line; Wrist Laser and Vibroblade are on-line (Turbo projected grappling hook cannot be used); targets are pre-selected by priority (Matrix, Bounty and Hostilities determine all targets); Communication system is in scan mode.
  • Combat Mode: Bi-Multiple Targeting, Matrix, Sensor Plus, Road Map, and Super Hostilities are on-line; all other programs are on standby; Wrist Laser, Vibroblade and the Turbo Projected Grappling Hook are on-line; System Seals/LOX and Repulsor Pack are on standby; Communication system is in scan mode.
  • Recon Mode: Matrix, Sensor Plus, Bounty Plus, Road Map, Super Hostilities and Multiple Programs are on line; all other programs are on standby; Turbo Projected Grappling Hook is on-line; System Seals/LOX on standby; Repulsor Pack on-line; Communication system is in passive mode.
  • Espionage Mode: Bi-Multiple Targeting, Matrix, Road Map, Bounty Plus, Super Hostilities, Sensor Plus, Multiple Programs and Accessing are on-line; all other programs in standby; Turbo Projected Grappling Hook is on-line; System Seals/LOX on standby; Communication system is in passive mode.
  Security System: Auto destruct of data and programs. Active virus for I/O ports.
Self Destruct: Must be activated. Goes off in three rounds. 10D damage as Thermal Detonator
Weapon/Non-Weapon Systems:
  -Concealable Wrist Laser: 50 shot power pack. Uses Armor Weapons skill. Damage: 5D, Range: 3-10/25/50
  -Retractable Arm Vibroblade: STR+3D
  -Concealable Turbo Projected Grappling Hook: 50 meter lanyard, uses Missile Weapons skill (Range; 0-5/20/50), magnetic and standard grappling hook. Capable of lifting the user and all gear - up to 350kg
Description: Well built medium combat armor that provides good protection and comes with some advanced weapons and an internal computer system. The completely sealable environmental system is just as good a that found in heavier armor for that added bonus at a reasonable price.

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Item #163: December-August

Draymak Walker Assault Mech Suit Mark II
Type: Mechanized Assault Suit
Computer System: Power: 5D, Memory: 38D
Dexterity 2D+2: Blaster 10D, Dodge 7D
Perception 3D+1: Search 8D
Strength 5D+1 (Walker Scale): Brawling Combat 8D
Knowledge 2D: Tactics 6D+2, Tactics: Ground Assault 7D+2, Tactics: Imperial 7D+2, Tactics: Squads 8D
Mechanical 3D: Repulsorlift Ops 9D, Sensors 8D
Technical 1D: First Aid 8D, (A) Medicine 3D
Move: 8/150;300kmh (Maximum duration is 30 minutes per charge with a recharge time of 10 minutes)
Space: 2
Weight: 658 kg
Size: 3.45 m
Cost: 16,960,000
Availability: 3,X
Radiation Shielding: 1.75 hours (light), 55 minutes (heavy)
EMP Shielding: 10 Rounds
Electrical Shielding
Fire Shielding
Plasma Shielding
Water/Liquid Sealed: Keeps out water and other liquids down to 2000 meters
Sensors: Hard/Soft Radiation, High Resolution, Emissions, Image Analyzer, IR, Thermal, UV, Ultrasound
  IR, Thermal, UV, Ultrasound
    Passive: 30/1D
    Scan: 60/2D+1
    Search: 120/3D+1
    Focus: 3/4D
  Hard/Soft Radiation, High Resolution, Emissions
    Passive: 40/1D
    Scan: 80/2D+1
    Search: 160/3D+1
    Focus: 4/4D
Weapons:
  1 Arm-Mounted Heavy Blaster Cannon
    Scale: Walker
    Crew: Pilot/Computer
    Skill: Vehicle Blasters
    Fire Control: 3D
    Range: 10-500/1.4/2.8km
    Damage: 5D+2
  1 Under Barrel Arm-Mounted Heavy Grenade Launcher
    Scale: Speeder
    Crew: Pilot/Computer
    Skill: Grenade Launcher
    Ammo: 40
    Fire Control: 3D+2
    Range: 10-200/400/800
    Damage: 6D
  One Shoulder-Mounted Phased Plasma Ball Launcher
    Scale: Walker
    Crew: Pilot/Computer
    Skill: Missile Weapons
    Ammo: 200
    Fire Control: 3D+1
    Range: 5-40/80/120
    Blast Radius: 0-2/5/10/20
    Damage: 8D
    Special: Ignores all shields up to Starfighter scale and shuts down Walker scale and below for 1D rounds.
  Super Enhanced Gripper Hand
    Scale: Walker
    Crew: Pilot/Computer
    Skill: Vehicle Weapons
    Fire Control: 2D (Computer Guided)
    Damage: Str+3D+1 (Walker scale)/4D+1 (Starfighter scale)
  Plasma Torch (located in the center of the gripper hand)
    Scale: Starfighter
    Crew: Pilot/Computer
    Skill: Vehicle Weapons
    Fire Control: 2D (Computer Guided)
    Range: 2 meters
    Damage: 5D+2 (used to cut through hulls)
Equipment:
   -Self Destruct: Instant or from 1 round to 5 minutes; Damage: 12D Walker Scale; Blast Radius: 0-3/7/14/30
   -Life Support System: 18 hours LOX in a sealed environment
   -Medical System: Administers medicine based on the need of the pilot. Carries two complete medical kits that interface with the onboard computer system for diagnosis and treatment options.
   -Two Launchable Mini-Scouts: Power supply lasts for 2.5 hours; Maximum altitude is 3km, maximum range is 10km; Move: 30 - allows the blaster cannon better Fire Control when one or more is active (adds +1D at longe range with one mini-scout, +2D with both).
   -Medical, Tactical and Analysis Computer System: The computer system can be programmed with mission parameters and set to auto. The armored suit will then attempt to carry out those orders until destroyed or the mission is completed. The pilot can sit and watch or take an active roll in order to complete the mission in case something happens that prevents the computer from doing so. The pilot may alter the programming or turn it off as the need arises.
Description: The improved Mark II for those times when personal armor just isn't enough... including the Mark I. Many features have been improved to help this special suit of armor survive longer allowing a much more likely completion of assigned tasks and missions while keeping the pilot alive.
Game Notes: Comes with a built-in auto pilot computer system capable of operating on its own or carrying out its last orders. Also has enough space to allow the pilot the ability to carry two weapons of choice and a survival pack.

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Item #164: December-August

Corellian Armor Company SuperSuit Mk V
Type: Military Armor
Protection: +2D/+2D. Shield (+2D/+1D). Attributes added to armor when used (see notes).
Scale: Character
Skill: Powersuit Ops
Move: Normal
Weight: 8 kg
Cost: 200,000
Availability: 3,R
Equipment:
  -Vibrosword (see Game Notes below for a complete description)
  -Vibrodaggers (see Game Notes below for a complete description)
  -Sensors (see Game Notes below for a complete description)
  -Clawed Boot Toes (see Game Notes below for a complete description)
  -Shield (see Game Notes below for a complete description)
  -Backpack/Powerpack (see Game Notes below for a complete description)
Description: During the Clone Wars the Corellian Armor Company developed a line of armor that became the now famous SuperSuit line. The SuperSuit V is the fifth design of that line. It insures that the wearer will never be weaponless. Even with the loss of the vibrosword and vibrodaggers, the wearer still has their foot guards. Plus the wearer can hide six weapons on the inside of the shield.
Game Notes: The shield is not a force shield but rather a defensive device much like warriors used to carry. It is roughly rectangular in shape and is about 30.48 cm (12 in) wide by 40.64 cm (16 in) long. It is mounted to either arm gaurd by a shield attachment arm which extends when the armor wearer wishes to use the shield and retracts, pulling the shield up against the wearer's arm, when it is not in use. The shield's protective attributes are added to those of the armor when the shield is in use.
The armor is equipped with a vibrosword and a pair of vibrodaggers. The vibrosword is mounted on the opposite arm guard of the shield (the wearer's choice) and folds down over the hand for use. It does STR+3D+2 damage. The vibrodaggers are sheathed in the front of the leg guards when not in use. They each do STR+2D+2 damage.
The helmet is equiped with a tongue-activated comlink and various sensors including light, heat, visual and audio. The sensors in the helmet add +1D to all blaster, gernade, melee combat, missile weapons, thrown weapons, and search rolls.
The arm guards have miniature motors for moving the vibrosword and shield. These are easily damaged, requireing 4D hours to fix and a Moderate armor repair roll.
With three claw-like toes on the end of each foot guard, each foot guard does STR+1D damage.
The Shield can carry up to six concealed weapons.
The backpack/powerpack can carry up to 30 different items.
If the backpack/powerpack should become damaged, then the armor only offers +1D physical, +1 energy worth of protection. The wearer also suffers a -2D penalty to all Dexterity and Strength attribute/skill rolls. If it should become destroyed there is a 1D chance it explodes and kills the wearer. Roll 1D, if the result is a 1 or a 6 the wearer dies in the explosion.
The shield can only be used to protect the wearer's front and back and then only one place at a time. Thus it's attributes can only be added to attacks coming in at the area where it is being used to protect.

Click on image for full size
 
 

Item #165: December-August

Draymak M7 Heavy Blaster Rifle
Type: Dual Blaster Rifle
Skill: Blaster: M7
Weight: 4kg
Cost: 6000
Availability: 4,X
Body: 3D+2 (+1D+1 armor)
Ammo: 110 or 55
Range: 3-85/175/350
Damage: 5D+2 or 7D+1
Description: This weapon is equal to the G6 in toughness as it has been given the same armor coating. The sturdy outer casing of the weapon can withstand a direct hit from a heavy blaster and still function! This weapon comes with an extra barrel to increase damage or the rate of fire.
Game Notes: The armor is made from a rare metal alloy found on only two planets in the known galaxy so far. A scope or a sensor can be added to the weapon and is included in the cost. The standard scope adds +1D to hit for every round spent aiming to a maximum of +3D. The sensor allows the weapon to be SCOMP-linked to armor HUD systems or cybernetics adding +1D or +2D respectively. Certain armor programs can increase this bonus. The weapon can fire twice per pull of the trigger with no penalties if both barrels are used. Damage is not increased, but a single target can be struck twice.

Click on image for full size
 
 

Item #166: September

Draymak SL-3 Rocket Launcher
Type: Rocket Launcher
Skill: Missile Weapons: SL-3 (required)
Weight: 4kg (5kg or 12.5kg/19.5kg loaded)
Cost: 7800 (see below for rocket prices)
Availability: 4
Body: 3D
Ammo: 2 (1 ready, 1 chambered), 16 (short belt), 30 (long belt)
Range: 5-150/300/600 or by rocket type
Damage: varies based on rocket type, see below
Blast Radius: 1-2/4/6 or by rocket type
Description: Even though this launcher can only hold two rockets at a time, it is the by far the best one on the market today. Not only does it fire and load quickly, but it can accept a belt-feeder giving a much faster launch time. The belt feeder, when fully loaded (16 or 30 rockets) gives the weapon a semi-auto fire capability. Using the belt feed requires the being firing the weapon to be quite strong if holding it (16 belt only), but not required when used near the ground with the built-in bipod or attached to a weapon mount. This launcher, like many other weapons in the Draymak line, is sturdy and light giving it an advantage in any combat situation.
Game Notes: The weapon can be dropped many times before requiring maintenance and can even fire when wet or completely submerged (down to 5 meters only and rocket must enter air before reaching 1/2 the maximum reduced distance, -1D to hit with range reduced by 50%).

Rocket Types

  1. Standard
    Range: 5-150/300/600
    Damage: 7D
    Blast Radius: 1-2/4/6
    Cost: 200 (each), 3000 (short belt), 6000 (long belt)
  2. Long Range
    Range: 5-200/400/800
    Damage: 6D+1
    Blast Radius: 1-2/4/6
    Cost: 250 (each), 3750 (short belt), 7750 (long belt)
  3. Armor Piercing
    Range: 5-150/300/600
    Damage: 6D
    Blast Radius: 1-2/3/4
    Note: Ignores all types of Character scale armor
    Cost: 400 (each), 6000 (short belt), 12,000 (long belt)
  4. Thermite Armor Piercing
    Range: 5-150/300/600
    Damage: 8D
    Blast Radius: 1-2/4/6
    Cost: 600 (each), 9000 (short belt), 18,000 (long belt)
  5. Note: Ignores all types of Character scale armor and is effective against Speeder scale vehicles (-2D reduced damage)
  6. HPS Armor Piercing
    Range: 5-150/300/600
    Damage: 5D
    Scale: Speeder
    Blast Radius: 1-2/3/4
    Cost: 800 (each), 12,000 (short belt), 24,000 (long belt)
  7. Note: Ignores all types of Speeder scale armor
  8. HPS Thermite Armor Piercing
    Range: 5-150/300/600
    Damage: 7D
    Blast Radius: 1-2/4/6
    Cost: 1200 (each), 18,000 (short belt), 36,000 (long belt)
  9. Note: Ignores all types of Speeder scale armor and is effective against Walker scale vehicles (-2D reduced damage)
  10. High Explosive
    Range: 3-75/150/300
    Damage: 9D
    Blast Radius: 1-3/5/7
    Cost: 500 (each), 7500 (short belt), 15,000 (long belt)
  11. Note: Rocket is effective against Speeder scale vehicles (-2D reduced damage)
  12. Thermite High Explosive
    Range: 3-75/150/300
    Damage: 11D
    Blast Radius: 2-4/6/8
    Cost: 700 (each), 10,500 (short belt), 21,000 (long belt)
  13. Note: Rocket is effective against Speeder scale vehicles (-2D reduced damage)
  14. EMP
    Range: 5-150/300/600
    Damage: 5D + EMP (lasts 5-10 rounds)
    Blast Radius: 2-4/7/10
    Cost: 400 (each), 6000 (short belt), 12,000 (long belt)
  15. NumBam ®
    Range: 5-150/300/600
    Damage: 7D + 5D stun
    Blast Radius: 2-4/7/10
    Cost: 800 (each), 12,000 (short belt), 24,000 (long belt)
  16. CHIZM ®
    Range: 5-150/300/600
    Damage: 11D
    Blast Radius: 2-4/7/10
    Cost: 2000 (each), 31,000 (short belt), 62,000 (long belt)
  17. Note: Ignores all Character scale armor, works normally against Speeder scale armor, effective against Walker scale armor (-4D damage), releases an EMP and causes massive damage similar to a thermal detonator
Click on image for full size
 
 

Item #167: September

Arakyd Mirage Z3 Probe Droid
Type: Probe and Scout Droid
Scale Character
Cost: 15,000 (new); 6800 (used)
Availability: 2,F
Dexterity 2D: Dodge 8D
Perception 5D: Hide 7D, Search 7D, Sneak 7D, Tracking 8D
Strength 2D+2:
Knowledge 2D: Languages 3D
Mechanical 3D: Repulsorlift Ops 6D, Sensors 5D, Communication 5D
Technical 2D:
Weight: 9kg
Height: .3 meters
Move: 20
Equipment:
  -Repulsorlift Drive (Ground level - 1500 meters)
  -Broad-band antenna receiver
  -Human Range Optical and Audio Sensors
  -Heuristic Processor (Droid can learn by doing)
  -Telescopic and Microscopic Optical Sensors
  -Sensor Gear, Thermal, Magnetic, IR and sonic imaging
  -Audio Discrimination and Extended Range Audio Sensors
  -360 Degree Holocam, with backups
  -360 Degree Holo-projector
  -Retractable fine manipulator arm. Can lift small items, work switches and knobs
  -Scan-absorbing shell (+2D to difficulty when trying to find droid using Passive or Scan; +1D when using Search)
  -Holo-projector camouflage project image of surroundings to visually mask itself (+3D to visual search)
  -Vocabulator speech/sound system
  -Durasteel Reenforced Frame (+3D Strength vs Energy and Physical Damage)
  -Sensors:
    Passive: 250/1D
    Scan: 420/2D+1
    Search: 1500/4D
Description: This probe droid from Arakyd shares many features with their early recording droids, but shows many signs of its decedents like the infamous Viper Probe Droid. The Mirage is a small droid with a number of optical and auditory sensors combined with its expensive and complex logic systems, which make it a truly amazing tracker and hunter.

Click on image for full size
 
 

Item #168: September

Nubian D Type Cruiser
Craft: Nubian Star Drives D-Type Cruiser
Type: Luxury Cruiser
Scale: Capitol
Availability: 4
Length: 380 meters
Skill: Capital Ship Piloting: Nubian Cruiser
Crew: 1180; Gunners: 97, Skeleton Crew: 570 / +10
Passengers: 75 guests; 220 troops
Cargo Capacity: 2500 metric tons
Consumables: 1.5 years
Cost: 184 million credits
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x6
Maneuverability: 3D
Space: 8
Atmosphere: 365; 1050 kmh
Hull: 4D
Shields: 2D+2
Sensors:
  Passive: 40/1D+1
  Scan: 65/2D+2
  Search: 110/3D+2
  Focus: 4/4D+2

Carried Craft:
Fighters: 18 starfighters
Shuttles: 1 shuttle

Weapons:
  18 Double Turbolasers
    Fire Arc: 5 forward, 5 left, 5 right, 3 back
    Crew: 2 (15), 3 (3)
    Crew Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 3-15/36/75
    Atmosphere: 6-30/72/150 km
    Damage: 4D
  20 Laser Cannons
    Fire Arc: 4 forward, 6 left, 6 right, 4 back
    Scale: Starfighter
    Crew: 1 (14), 2 (6)
    Crew Skill: Starship Gunnery
    Fire Control: 2D
    Space Range: 1-3/12/25
    Atmosphere Range: 2-6/24/50
    Damage: 4D+2
  8 Ion Cannons
    Fire Arc: 4 forward, 2 left, 2 right
    Crew: 3 each
    Crew Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 1-10/25/50
    Atmosphere Range: 2-20/50/100 km
    Damage: 3D
  2 Tractor Beams
    Fire Arc: 2 forward
    Scale: Capitol Ship     Crew: 4 each
    Crew Skill: Capitol Ship Gunnery
    Fire Control: 2D
    Space Range: 1-5/15/30
    Atmosphere Range: 2-10/30/60
    Damage: 4D
Description:The Nubian aesthetic appealed to many of the galaxy's rich and powerful; so there were always plenty of credits for Nubian Star Drives to produce high end starships. Many House Lords in the Tapani Sector used Nubian designs as their personal yachts, and monarchs from dozens of Mid Rim worlds used Nubian designs for their royal spacecraft, including Naboo.

The D-Type Cruiser sports all the amenities of the galaxy's top luxury yachts with weapons and armor that could easily defeat a Nebulon-B Frigate. State-of-the-art ion drive and thrusters guarantee the cruiser's VIP passengers have a good chance of making it out of assaults and ambushes. With the facilities to entertain almost 100 guests and advanced combat systems, the D-Type Cruiser's price tag is much higher than similar-sized capital ships.

During the Galactic Civil War, a D-Type Cruiser was given to Mon Mothma by the Fey royal family of Utapau, as a gift for her commitment to freeing their planet of Imperial persecution. Renamed the Eternal Light after a refit and upgrade at Alliance High Command, the cruiser acted as Mon Mothma's personal transport during some key years of the Rebellion. It featured advanced shields, sensors, and communications systems (including a hyper-transceiver), as well as an elite crew hand-picked by Jan Dodonna to protect the Alliance's leader at all costs.

Click on image for full size
 
 

Item #169: September

RanCorp QR-15 "Quarren" Underwater Jetpack
Type: Underwater Jetpack
Skill: Jetpack Ops: QR-15
Weight: 3kg
Cost: 1800
Availability: 2
Body: 2D+2
Maneuverability: Dexterity +1D+2
Move: 18
Description: It's design is quite simple and is rather easy to use. What makes the cost rather steep is the fact that it is incredibly lightweight.
Game Notes: The QR-15 can go for up to 8 days of continous use before needing recharging.

Click on image for full size
 
 

Item #170: September

Corellidyne CQ-4.3x Holographic Image Disguiser
Type: Image-Enhanced Stealth System
Skill: Computer Ops: Holographic Projectors (required or -1D to the base skill, -2D if unskilled)
Weight: 1kg
Cost: 35,000
Availability: 4
Body: 1D+2
Description:
Game Notes: This small unit can be worn on a belt and projects an holographic image over an existing real world object or living creature. The image projected has to be at least the same size as the wearer, but is highly detailed and moves with the object or person covered. Its memory capacity can store five holographic images and it can operate for 4 hours before recharging, though it is possible to hook it up to a larger power supply.
The holo-projection is almost perfect and even moves as the item or person shrouded moves. It takes a Difficult Search roll to detect a fake, though sensors, cameras and droids get a +2D bonus to detect it.

Click on image for full size
 
 

Item #171: September

Zentarian AC-x13 ST Cannon
Type: Auto Cannon or Mini-Gun
Skill: Firearms: AC-x13
Weight: 7kg
Cost: 1450 (ammo: 200 per clip, 1000 per drum)
Availability: 3,X
Body: 2D+2
Ammo: 75 (clip) or 450 (drum)
Range: 3-100/200/400
Damage: 7D+1
Description: For those out there that find themselves in a troubled spot, this weapon can help. It comes with a full clip of 75 standard rounds with other types available. The scope makes it easier to hit the selected target and can be attached to an armor H.U.D. system. This cannon has also been designed for easy cleaning and maintenance. It can also take a beating and continue working longer than other mini-guns in the same class.
Game Notes: The damage listed is for standard rounds. Alternate ammo is available, see below. Extended clips are also available in 100 and 150 round capacities. Cost is 200 and 300 credits respectively. The larger clips add .4kg and .6kg to the total weight of the rifle. The scope adds +1D to hit and when integrated into an armor HUD System adds +1D+2. When integrated into armor the weapon will not fire a round unless a valid target is available, even in Full Autofire mode.

Click on image for full size
 
 

Item #172: October

CU-37 Courier
Craft:Corellian Engineering Corp. CU-37 Courier
Type: Light Courier
Scale: Starfighter
Availability: 2,F
Length: 23.35 meters
Skill: Space Transports: CU-37
Crew: 2; Skeleton: 1/+1
Passengers: 2
Cargo Capacity: 10 metric tons (see Special Rules below)
Consumables: 3 Weeks
Cost: 40,000 (used only)
Nav Computer: Yes
Hyperdrive: x2 (both Hypercores running parallel)
Hyperdrive Backup: x12 (individual Hypercore running solo)
Maneuverability:
Space: 8 (see Special Rules below)
Atmosphere: 350; 1000 kph kmh
Hull: 3D+2
Shields: 1D+1
Sensors:
  Passive: 10/0D
  Scan: 25/1D
  Search: 50/2D
  Focus: 2/3D
Weapons: None
Description: CEC CU-37 Courier Ship originally provided a source of quick communications for low level Republic officials. It was also used for Jedi, and even Senators, on occasion when a larger CEC Republic Cruiser was impractical for various reasons, but these ocassions were rare. Although the original design was unarmed, as the ships were sold out of public service, many of their new owners added light weapon systems and upgraded defensive systems.

Cockpit: At the front of the ship is the cockpit. It has three seats, one for the pilot, and two auxiliary stations, which can be used for a copilot, engineer, or important passenger. The cockpit is accessed from the entry vestibule via a short flight of stairs.

Entry Vestibule: Directly aft of the cockpit is the entry vestibule. The crew enters the ship via a fold down ladder. In flight, the ladder is stowed under a hatch in the floor, allowing traffic to and from the cockpit to pass through unimpeded.

Engineering Section: Located between the entry vestibule and the crew room is the engineering section. Because of the unique thruster-forward design of the CU-37, this area must do double duty as access corridor and engine control room. Consoles lining the walls allow the crew to monitor the engines and power cores, reroute power, and bypass damaged systems. Access panels in the walls above and below the consoles, as well as in the floor, allow access to the main cooling system, power cells, and sensors.

Wings: Outboard of the engineering section are the wings. They contain consumables and the ship's cooling radiators.

Engine pods: Mounted at the end of the wings are the engine pods. They contain the ship's engines, power cores, hyperdrives, forward repulsorlifts, and outboard landing gear. The systems located here are not accessible from inside the ship.

Crew Area: The crew area consists of a common room with a seating area, an autochef, small storage lockers, a toilet and 'fresher stall' and four bunks. The bunks are in self-contained pods, and double as the ship's escape pods. Above the table in the seating area is a large skylight.

Cargo Hold: At the aft of this ship is the cargo hold. It is accessed from the crew area by a short set of stairs. The cargo hold has two light lifts for cargo loading, and houses the ship's airlock at the very aft. The ship's aft landing gear and repulsorlifts are located under the deck in this area.

Auxiliary Mechanical Spaces: Mounted around the cargo hold are the CU-37's auxiliary mechanical spaces. They house some of the ship's consumables, as well as its shield systems and aft sensors.

Special Rules:
Due to the construction of the ship, any costs for upgrading the ship's hull rating are doubled. Due to the decentralized powercore system, failure of one core does not cripple the ship. Should one core or one main thruster fail for whatever reason, Maneuverability drops to 0D and all Speed stats are halved. Failure of one powercore also results in failure of the adjacent hypercore, reducing the ship's hyperdrive multiplier to backup mode. In normal operation, the ship's powercores produce enough power excess to handle a slight increase in shield power (up to +2 pips), or 1-2 light weapons emplacements. Additional upgrades have to be powered individually. The CU-37 can handle more cargo than the listed 10 metric tons. For each 2 additional tons of cargo carried (up to 20 metric tons total), atmospheric Maneuverability drops by 1 pip (1D+1 for 12mt, 1D for 14 mt, 0D+2 for 16 mt, 0D+1 for 18 mt and 0D for 20 mt). In space, the CU-37 can pull 20 mt of cargo, for each -1 loss to Space speed and each pip Maneuverability loss, up to 100 mt (reducing Space to 3 and Maneuverability to 0D). However, this requires a refit of the aft section (Cost: 5000 Credits), as this model of the ship is not equipped as a pull-hauler.

Click on image for full size

CEC CU-37 Landed
CEC CU-37 Deckplan
 
 

Item #173: October

C.E.C. CU-37XL Armed Light Courier
Type: Light Courier
Scale: Starfighter
Availability: 2,R
Length: 28.35 meters
Skill: Space Transports: CU-37XL
Crew: 3: Skeleton Crew: 1/+2
Passengers: 5
Cargo Capacity: 10 metric tons
Consumables: 3 Weeks
Cost: 50,000 (used only)
Nav Computer: Yes
Hyperdrive: x2 (both Hypercores running parallel)
Hyperdrive Backup: x12 (individual Hypercore running solo)
Maneuverability: 1D+1
Space: 7
Atmosphere: 350; 1000 kmh
Hull: 3D+2
Shields: 1D+1
Sensors:
  Passive: 10/0D
  Scan: 25/1D
  Search: 50/2D
  Focus: 2/3D
Weapons:
  Twin Laser Cannons
    Fire Arc: Turret
    Scale: Starfighter
    Crew: 1
    Crew Skill: Varies greatly
    Fire Control: 1D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5
    Damage: 4D
Description: CEC CU-37XL is an elongated sibling to the CU-37, developed by CEC in response to consumer requests for a light courier with additional passenger/crew capacity. As with the CU-37, the CU-37XL was originally unarmed; however as the slower and less maneuverable design proved itself less capable at avoiding pirates CEC soon began fitting the ship with a remote-controlled laser turret for defense. The CU-37XL was limited in production -- roughly 25% of the original version's numbers -- and so is a much rarer sight than the CU-37.

Game Notes: Cockpit: Located at the front of the ship, it has three seats, one for the pilot, and two auxiliary stations, which can be used for a copilot, engineer, gunner, or important passenger. The cockpit is accessed from the entry vestibule via a short flight of stairs.

Entry Vestibule: Directly aft of the cockpit is the entry vestibule. The crew enters the ship via a fold down ladder. In flight, the ladder is stowed under a hatch in the floor, allowing traffic to and from the cockpit to pass through unimpeded.

Engineering Section: Located between the entry vestibule and the forward crew room is the engineering section. Due to the unique thruster-forward design of the CU-37XL, this area must do double duty as access corridor and engine control room. Consoles lining the walls allow the crew to monitor the engines and power cores, reroute power, and bypass damaged systems. Access panels in the walls above and below the consoles, as well as in the floor, allow access to the main cooling system, power cells, and sensors.

Wings: Outboard of the engineering section are the wings. They contain consumables and the ship's cooling radiators.

Engine pods: Mounted at the end of the wings are the engine pods. They contain the ship's engines, power cores, hyperdrives, forward repulsorlifts, and outboard landing gear. The systems located here are not accessible from inside the ship.

Forward Crew Area: The forward crew area consists of a common room with a seating area, an autochef, small storage lockers, two combination lavatories/'fresher stalls' and four bunks. The bunks are in self-contained pods, and double as the ship's escape pods. Above the table in the seating area is a large skylight.

Aft Crew Area: The aft crew area consists of a common room with a seating area, a multi-purpose computer console and four bunks. The bunks are in self-contained pods, and double as the ship's escape pods. The console can be used by both passengers and crew for sensors, communication, entertainment, and gunnery.

Cargo Hold: At the aft of this ship is the cargo hold. It is accessed from the crew area by a short set of stairs. The cargo hold has two light lifts for cargo loading, and houses the ship's airlock at the very aft. The ship's aft landing gear and repulsorlifts are located under the deck in this area.

Auxiliary Mechanical Spaces: Mounted around the cargo hold are the CU-37XL's auxiliary mechanical spaces. They house some of the ship's consumables, as well as its shield systems and aft sensors.

Special Rules:
Due to the construction of the ship, any costs for upgrading the hull rating are doubled.
Due to the decentralized powercore system, failure of one core does not cripple the ship. Should one core or one main thruster fail for whatever reason, maneuverability drops to 0D and all Speed statistics are halved. Failure of one powercore also results in failure of the adjacent hypercore, reducing the ship's hyperdrive multiplier to backup mode.
Sublight speeds are somewhat negatively affected by the modifications to the mass of the ship, but the engines have been slightly modified and improved performance was gained through fine tuning of components in order achieve a near equal level of performance to the stock model.
At higher thrust outputs, the ship tends to vibrate uncomfortably due to the change in the ship's centre of mass and so, it is not recommended to push the engines for too long; when at full thrust for extensive periods of time, the vibration of the engine components can cause wear and stress on the mounting brackets of the engines, and over long periods (years or months) this could cause microfractures in the mounting members resulting in catastrophic structural failure.
The CU-37XL can handle more cargo than the listed 10 metric tons. For each 2 additional tons of cargo carried (up to 18 metric tons total), atmospheric Maneuverability drops by 1 pip (0D+2 for 12mt, 0D+1 for 14 mt, 0D for 16 - 18 mt). In space, the CU-37XL can pull 20 mt of cargo, for each -1 loss to Space speed and each pip Maneuverability loss, up to 80 mt (reducing Space to 3 and Maneuverability to 0D). However, this requires a refit of the aft section (Cost: 5000 Credits), as this model of the ship is not equipped as a pull-hauler.

Click on image for full size

CEC CU-37 Interior
 
 

Item #174: October

3D-FX Protocol Droid
Type: Cybot Galactica 3PO Human-Cyborg Relations Droid
Class: Third Degree
Scale Character
Cost: 3000 (new), 1900 (used)
Availability: 2,F
Dexterity 1D:
Perception 1D:
Strength 1D:
Knowledge 3D: Cultures 6D, languages 10D *
Mechanical 1D:
Technical 1D:
* The droid's vocabulator speech/sound system makes the droid capable of reproducing virtually any sound it hears or is programmed to reproduce.
Weight: 65kg
Height: 1.7 meters
Move: 8
Equipment:
  -Humanoid body (two arms, two legs, head)
  -Two visual and audial sensors – human range
  -Vocabulator speech/sound system
  -AA-1 VerboBrain
  -TransLang III Communications module with over seven million languages
Description: A standard, and somewhat older model protocol droid with all the personality and skills of the modern versions. This one is a bit more reliable and seems to be less of a whimp than the current 3PO's.

Click on image for full size
 
 

Item #175: October

5T Tree Feeder Droid
Type: Publitech RO/5T.N1 Tree Feeder Droid
Class: Fifth Degree
Scale Character
Cost: 2800
Availability: 1,F
Dexterity 1D:
Perception 1D: Search 4D
Strength 3D: Lifting 4D+2
Knowledge 3D: Scholar: Botanic 6D
Mechanical 1D:
Technical 2D: Plant Tending 5D+1
Weight: 135kg
Height: 3.8 meters
Move: 6
Equipment:
  -6 legs
  -Sprayer Nozzle: fertilizer, organic pesticides or water
  -2 Manipulator Arms: Combination edger/trimmer
  -Pruning shears, probes, & weeders
Description: None
Game Note: This item isn't really new. The image is color so it was added to the New Items.

Click on image for full size
 
 

Item #176: October

501-Z "Unit Zed" Police Droid
Type: Police Droid
Class: Fourth Degree
Scale Character
Cost: 10,000 (used)
Availability: 3,R
Dexterity 3D: blastor 9D, dodge 6D, melee combat 5D, melee weapons: force pike 6D
Perception 4D: forgery 5D, hide 4D, persuasion 4D, search 4D, sneak 4D
Strength 5D: brawling combat 6D, climbing/jumping 5D, lifting 5D, stamina 5D
Knowledge 2D: intimidation 4D, languages 8D, law enforcement 5D+2
Mechanical 3D: sensors 5D, ships weapons 6D
Technical 3D: security 6D, computer programming/repair 4D, first aid 5D
Weight: kg
Height: 1.9 meters
Move: 12
Equipment:
  -Body Armor (+1D to Strength rolls versus physical attacks, and +1D versus energy attacks)
  -Humanoid body (two arms, two legs, head)
  -Broad-band antenna receiver
  -Two visual and two audial sensors
  -Heuristic Processor (Droid can learn by doing)
  -Infrared Vision (Droid can see in the dark up to 30 meters)
  -Motion Sensors (Droid gains a +2 bonus to Search checks against moving targets)
  -Sonic Sensors (Droid gains a +2 bonus to Search checks that involve sound)
  -Translator Unit (+6D to Languages skill)
  -Vocabulator (The droid is capable of organic speech)
  -Can wear human Armor
  -Sensors: Infrared/Motion
    Passive: 25/+2
    Scan: 50/+1D+1
    Search: 100/+2D+1
Description: The 501-Z Police Droid is one of the most autonomous police droids ever manufactured, and was the SoroSuub Corporation's only foray into the law-enforcement market. The 501-Z Police Droid or ZED was designed to handle security and law enforcement on frontier outposts, or supplement understaffed constabulary districts on high-traffic planets. SoroSuub made the Zed with a personality module that was as advanced as that on the most sophisticated protocol droid. This helped the Zed to interact with other officers either organic or robotic, and its advanced module also helps the droid to get inside the mind of a criminal suspect. This allows the droid to predict where a lawbreaker might be hiding or what his next target might be. These droids are empowered to hunt down and arrest fugitives, even between far-flung planets and star systems. This empowerment does occasionally create problems since many local governments do not recognize the authority of a robotic constable. The Zed's programming contains a subroutine that allows it to improvise when confronted with a difficult challenge, and these droids will even exhaust every legal resource to bring in a wanted felon.

The Zed series stands nearly 1.9 meters tall, and has a crimson durasteel body that is shock-resistant, but is unable to withstand sustained blaster fire. The droids strong piston-driven arms allow this droid to haul objects many times its own weight, and it can also operate for extended periods without recharging. These droids are programmed to respond to a threat with nonlethal force only, and if a scuffle does break out the droid will typically subdue the assailant with an electrical stun stick. Also in addition to the stun stick sometimes the Zed will carry a low-power stun blaster, and its portable Lumin-rod can be used to light up dim warehouses or alleyways.
Game Note: This item isn't really new. The image is color so it was added to the New Items.

Click on image for full size
 
 

Item #177: October

Squire Armorer Droid
Type: House Paramexor Squire Armorer Droid
Class: Fifth Degree
Scale Character
Cost: Not normally available for sale
Availability: 4
Dexterity 2D:
Perception 2D: Search 4D
Strength 1D:
Knowledge 2D: Bureaucracy 2D+1, law enforcement 2D+2
Mechanical 2D:
Technical 3D: Armor Repair 5D+1, Blaster Repair 6D, Ground Vehicle Repair 3D+1, Hover Vehicle Repair 3D+1, Repulsorlift Repair 3D+1
Weight: 60kg
Height: 1.5 meters
Move: 6
Equipment:
  -Humanoid body (two arms, two legs, head)
  -AA-12X Verbobrain
  -Communications link with base computer
  -Repulsorlift unit (range: ground level-1 meter)
  -Two visual and auditory sensor recorders - Human range
  -Vocabulator speech/sound system
Special Abilities:
Weapons Database: The squire has a detailed database containing specifics on most known personal weapons, including blasters and other energy weapons, as well as melee, projectile and archaic weapons.
IMR Module: Installation, maintenance and repair module provides specialized tools and attachments needed for weapons and related equipment maintenance, modification, and safety checks.
Game Note: This item isn't really new. The image is color so it was added to the New Items. The skill Ground Vehicle Repair was also added.

Click on image for full size
 
 

Item #178: October

Draymak ASF Rail Cannon
Type: Rail Cannon
Scale: Starfighter
Fire Control: 2D or Computer
Fire Arc: Turret
Crew: 2 or Computer
Crew Skill: Varies widely
Skill: Starship Gunnery: ASF or Computer (see below)
Weight: 375kg
Cost: 755,000
Availability: 4,X
Body: 4D+1
Ammo: 590 (internal magazine) or nearly unlimited (ship/base armory)
Space Range: .1-5/15/30
Atmosphere Range: 10m-5km/15km/30km
Damage: 4D (base damage, see below)
Blast Radius: None (strd rounds, see below
Description: This rail cannon can be deployed on a ship or at a base. At either location the Rail Cannon is quite effective against fighters and ground troops. Even the standard rounds have the capability to pierce armor as they travel extremely fast once fired. This wepoan also has the added ability to fire more than one round at a time, which increases damage to the target in a significant manner. In all, this weapon is quite useful wherever it is deployed.
Game Notes: This weapons standard ammo type can be blocked by particle shields. Other ammo types can penetrate shields. See chart below for details. Base damage listed is for a single round. Each addition round adds +2 to the overall damage up to a maximum of 10 rounds or +6D+2 damage. Each cell (there are 118) can be reloaded five times from its internal magazine (590 rounds). If left to be controlled by a computer then the Fire Control rating becomes 6D to hit.

Available Ammo Types:
  1. Standard Projectile:
    Cost: 2500
    Damage: 4D
    Space Range: .1-5/15/30
    Atmosphere Range: 10m-5km/15km/30km
    Notes: This is the standard round for the weapon.
  2. Magnetically Shielded
    Cost: 3000
    Damage: 4D
    Blast Radius: 1 meter
    Space Range: .1-5/15/30
    Atmosphere Range: 10m-5km/15km/30km
    Notes: As the projectile is encased in an active magnetized surface it is capable of passing through particle shields. However, energy shields can still block it.
  3. EMP
    Cost: 5000
    Damage: 3D
    Blast Radius: (see below)
    Space Range: .1-5/15/30
    Atmosphere Range: 10m-5km/15km/30km
    Notes: This special projectile does not need to pass through shields to affect its target. If the target is a fighter the entire ship looses power for at least 2 minutes and floats dead in space for that amount of time. If the pilot does not have shielded emergency power he or she can die if the ship's systems cannot be started. If the target is Capitol scale then only one arc of shields are affected from 5 to 10 rounds.
  4. Ion/Plasma Encased
    Cost: 6500
    Damage: 5D
    Blast Radius: 5 meters
    Space Range: .1-6/17/35
    Atmosphere Range: 10m-6km/17km/35km
    Notes: Allows the projectile to penetrate all shields, though they are still effective against it.
  5. EMP/I/P
    Cost: 9000
    Damage: 7D
    Blast Radius: 5 meters
    Space Range: .1-5/15/30
    Atmosphere Range: 10m-5km/15km/30km
    Notes: Allows the projectile to not only penetrate all shields, but to ignore them completely.
Click on image for full size
 
 

Item #179: October

Draymak BPZ Plasma Rifle
Type: Heavy Rifle
Scale: See Game Notes below
Skill: Blaster: BPZ (required, see below)
Weight: 6kg
Cost: 45,000
Availability: 4,X
Body: 3D
Ammo: 30
Range: 3-50/100/200
Damage: 8D
Description: This weapon is deadly in every sense of the word and is first in a series of coherent plasma rifles giving the shooter good range and great damage. Sure, it can't match a standard rifle for distance, but the target receives greater damage. As this weapon fires plasma it is effective against speeders and walkers as well with only minimal damage lost. A scope and H.U.D. link are included in the price.
Game Notes: The scope adds +1D to hit while the H.U.D. link adds +1D+2. The damage to Speeder and Walker scale items is only reduced -1D/-3D instead of the normal -2D/-4D due to the coherent plasma projectile. The specialized skill of (s) Blaster: BPZ is required to use this weapon effectively. Without the specialization the normal Blaster skill is reduced by -2D. When the weapon is purchased it comes with a training holovid or, for an additional fee (5000 credits) the user is loaned a special military training droid specifically designed to use this weapon.

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Item #180: October

Draymak BPX Plasma Pistol
Type: Heavy Pistol
Scale: See Game Notes below
Skill: Blaster: BPX (required, see below)
Weight: 3kg
Cost: 35,000
Availability: 4,X
Body: 2D+1
Ammo: 15
Range: 3-20/40/80
Damage: 6D
Description: This weapon is deadly in every sense of the word and is first in a series of coherent plasma pistols giving the shooter good range and great damage. Sure, it can't match a standard pistol for distance, but the target receives greater damage. As this weapon fires plasma it is effective against speeders and walkers as well with only minimal damage lost. A scope and H.U.D. link are included in the price.
Game Notes: The scope adds +1D to hit while the H.U.D. link adds +1D+2. The damage to Speeder and Walker scale items is only reduced -1D/-3D instead of the normal -2D/-4D due to the coherent plasma projectile. The specialized skill of (s) Blaster: BPX is required to use this weapon effectively. Without the specialization the normal Blaster skill is reduced by -2D. When the weapon is purchased it comes with a training holovid or, for an additional fee (5000 credits) the user is loaned a special military training droid specifically designed to use this weapon.

Click on image for full size

Draymak BPX Plasma Pistol Alternate View
 
 

Item #181: October

DKE Vulcan NE-700 Plasma
Type: DKE Vulcan NE-700 Plasma Rifle
Skill: Blaster: Vulcan (required)
Weight: 7.5kg
Cost: 30,000
Availability: 4,X
Body: 2D
Ammo: 50
Range: 3-60/120/240
Damage: 6D+2
Description: The DKE Vulcan 700 is very similar to the Draymak BPZ in many respects. This weapon, however, fires slightly farther and carries more shot capacity. The rifle also boasts a faster fire rate and is just as easy to take care of as any standard rifle. Extra plasma clips cost 1500 credits each and come fully loaded.
Game Notes: This weapon can fire two shots for every pull of the trigger with no additional penalties. This weapon cannot use a scope, but a laser targeter has been added under the barrel to assist the shooter by adding +2 to hit. The under-slung nature of the weapon prevents any additional items to be added.

Click on image for full size
 
 

Item #182: November-December

Nordian HF-16 Scarab Heavy Fighter
Craft: Long Range Heavy Fighter
Type: Fighter
Scale: Starfighter
Availability: 3,X
Length: 28.4 meters
Skill: Starfighter Piloting: HF-16
Crew: 1 + 1 Gunner
Passengers: 1
Cargo Capacity: 35kg
Consumables: 2 weeks
Cost: 480,000
Nav Computer: Yes
Hyperdrive: x1
Hyperdrive Backup: x12
Maneuverability: 3D
Space: 9
Atmosphere: 800; 1050 kmh
Hull: 5D
Shields: 2D
Sensors:
  Passive: 20/1D
  Scan: 40/2D
  Search: 80/3D
  Focus: 4/4D
Sensor Pod One (shown):
  Passive: +10/+1
  Scan: +20/+2
  Search: +30/+1D
  Focus: +0/+1
Weapons:
  Double Barrel Blaster Cannon
    Fire Arc: Front
    Scale: Starfighter
    Crew: Gunner
    Crew Skill: Varies greatly
    Fire Control: 2D+2
    Space Range: 1-3/15/30
    Atmosphere Range: 100-300/1.5/3km
    Damage: 6D+2
  Ion Cannon
    Fire Arc: Front
    Scale: Starfighter
    Crew: Pilot or Gunner
    Crew Skill: Varies greatly
    Fire Control: 2D+2
    Space Range: 1-3/15/30
    Atmosphere Range: 100-300/1.5/3km
    Damage: 5D+1
Description: Well rounded with superb technology and solid design, this fighter stands out amongst its peers. Being of large design allows this fighter the ability to carry extra weapons and sensor equipment without adding additional power supplies, at least for the first four additional items.
Game Notes: Up to six additional weapons or sensor types or any combination can be added. There is also a weapon mount facing aft for defense that is included in the six weapons/sensors that may be added. Two of the weapons, depending on their size, may be concealed and/or sensor proofed. Weapon choices vary widely so will not be listed here. Shielding may be increased by a maximum of +1D but an extra power supply must be added with it.
The main cabin can be ejected and used as an emergency escape pod with enough air, water and rations to last four days.

Available Sensor Pods
  Pod One
  Cost: 12,000
    Passive: +10/+1
    Scan: +20/+2
    Search: +30/+1D
    Focus: +0/+1

  Pod Two
  Cost: 24,000
    Passive: +15/+1
    Scan: +25/+2
    Search: +40/+1D
    Focus: +1/+2

  Pod Three
  Cost: 35,000
    Passive: +20/+2
    Scan: +30/+1D
    Search: +50/+1D+1
    Focus: +1/+1D

  Pod Four
  Cost: 50,000
    Passive: +25/+1D
    Scan: +35/+1D+1
    Search: +60/+1D+2
    Focus: +2/+1D+1

Click on image for full size
 
 

Item #183: November-December

Draymak Dozer Attack Droid
Type: Combat Droid
Class: 4th Degree
Scale Character
Cost: 345,000
Availability: 4,X
Dexterity 4D+2: Blaster 7D, (s) Blaster: Double Blaster Cannon 9D, Dodge 8D+2, Plasma Weapons 7D, (s) Plasma Weapons: Plasma Cannon 9D,
Perception 4D: Investigation 6D, Search 6D, Sneak 7D
Strength 5D (+2D+2): Brawling Combat 8D, (s) Jumping 9D
Knowledge 2D: Law Enforcement 5D, Streewise 7D, Tactics 7D, (s) Tactics: Ground Assault 8D, Tactics: Squad 9D
Mechanical 2D: Communications 7D, Sensors 7D
Technical 1D: Droid Repair 7D, (s) Droid Repair: Dozer 9D
Weight: 96kg
Height: 2.3 meters
Move: 14/30 (jump every other round)
Equipment:
  -Holistic Droid Brain: Gives the droid the ability to learn as it goes.
  -Military Database
  -Tatical Database
  -Fusion Power Supply: Unlimited power that only has to be replaced every five years.
  -2 Double Blaster Cannons: One on each arm.
    Fire Control: 1D
    Ammo: Nearly Unlimited (500 shots each)
    Range: 3-100/250/500
    Damage: 7D+2
  -2 Plasma Cannons
    Fire Control: 1D
    Ammo: Unlimited
    Range: 3-50/100/200
    Damage: 8D+2
  -Articulation Joints: Allows for excellent maneuverability and is the primary system that allows the droid to jump up to 30 meters in any direction every other round.
  -Internal Gyroscope: Works with the Articulation Joints for controlled jumps and landings.
  -Small Retractable Arm: Reach: 2 meters. Used for repair work and external manipulation of objects for investigation or use.
  -Armor Variable Color System (AVCS): Automatically changes to the color of the current environment and adds +2D to all Perception rolls to detect it. This bonus increases to +3D if it is not moving.
  -Sensor Reflective Coating (SRC): An added bonus, this coating reflects sensor scans away from the droid adding +10 to the target number to detect it.
  -Sensors: All types
    Passive: 250/+1D
    Scan: 500/+2D
    Search: 1000/+3D
Description: A most unusual droid in that it cannot turn its head in any direction. However, to compensate for this it comes with an excellent sensor system that allows it to "see" directly behind it and in all other directions. Do not underestimate the speed of this droid. As an added feature it has the capability to jump nearly 30 meters in any direction once every few seconds. This gives it the ability to engage a target up close for added damage to whatever target or targets it has selected to engage. The advanced holistic brain coupled with an extensive military and tactics database allows it to learn as it engages with various enemies.
To help it better survive each encounter it has been given a tough armor plating that protects all areas. The seams between the plates are protected by a mesh-like flexible version of the same type of armor but has an added, minor, shield system installed that actually covers the plates for even more protection.
The weapons are formidable for a droid of this type with each arm carrying a double blaster cannon that deals excessive damage. Mounted on each shoulder are a pair of plasma cannons not unlike the BPZ Plasma Rifle produced a short time ago. Very destructive and extremely deadly if they hit, these turreted weapons can strike in any direction with ease and work independent of each other.
Game Note: Though larger than most droids of its type, the added AVCS and SRC systems keeps it in the running. The weapons are the best technology available on the market, adding to the cost, but give this droid the appeal desired from a security point of view that keeps it selling. The weapon systems will auto destruct if anything other than repairs are conducted on them; thus keeping the technology in the hands of its creator. The blast is 6D Speeder scale with a radius of a typical frag grenade. The droid can stay powered down and allow passive sensors to continue functioning. The droid is nearly impossible to detect in this mode (+3D+2 and +20) as the AVCS and SRC systems can still function as well.

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Item #184: November-December

Zentarian HBP "Pirates Joy"
Type: Heavy Blaster
Skills: Blaster: Pirates Joy, Melee Combat: Pirates Joy
Weight: 3.2kg
Cost: 1100
Availability: 4,X
Body: 2D+1
Ammo: 50
Range: 3-12/25/50
Damage: 5D+1/STR+2D
Description: The name says it all with this weapon. Even if you are not a pirate the dual purpose design is great if your ship gets boarded or you find yourself in a tight spot. This blaster has two standard charge ports in the end of the hand grip for the energy and gas required to use the pistol. The only drawback is the non-exchangable clip, but the expanded capacity makes up for it nicely. Well worth the cost and easy to maintain.
Game Notes: The vibroblade attached to the barrel is durable and deadly, adding +2D damage to a successful attack. The blade is also used to balance the weapon so that it can be effective in hand-to-hand combat.

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Item #185: November-December

Sweetblossom
Type: Legal Narcotic
Skill: None
Weight: 1g
Cost: 20 p/g
Availability: 2
Description:

"...sometimes there's nothing that'll do it but sweetblossom. It's a good thing the blossom's not addictive... It could grind galactic civilization to a halt in a week flat... Blossom is exactly like sleep. A little of it—two drops, maybe—and it's like you've just woken up, before your mind is in gear to do anything: you just sit around in your pajamas saying, 'I'll take care of business when I'm feeling a bit more like it.' But, of course, you never do. Five drops is good for endless sitting, curled up, comfortable, thinking nothing, watching addercops spin webs or dust motes make patterns. Your mind is perfectly clear, you understand, but the starter won't engage. Seven or eight drops and you're paralyzed. Awake, but unmoving, unable to move, like those mornings when you open your eyes but your entire body's still asleep. A good way to get through—oh—days when things are happening to you that you'd rather not feel."

-Greglik to Leia Organa


Sweetblossom is a flower whose extract produces a significant narcotic effect. While not addicting, the extract is used nonethteless by abusers who prefer to evade life's demands. While completely aware of their environment, users of sweetblossom have an attitude of procrastination and apathy. Rebel Alliance pilot Greglik spoke highly of the drug.
Game Notes:One gram of Sweetblossom is equal to 12 drops. Two drops will last for one hour, four drops lasts for six hours, six drops lasts for 10 hours and 8 drops will last 20 hours. If more that 8 drops is induced the imbiber will die in less than 3 minutes as their heart will stop working. The size of the being does not have any affect on how the drug works. The being taking this drug needs to be very careful as there is a risk of starvation and death if used for extended periods without nurishment.

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Item #186: November-December

Draymak TKC-3 Plasma Carbine
Type: Plasma
Skill: Blaster: TKC-3
Weight: 3.5kg
Cost: 48,000 (clips are 1500 each)
Availability: 4,X
Body: 3D+2
Ammo: 30 or 15
Range: 3-60/125/250
Damage: 6D+1 or 7D+2
Description: Another in the Draymak line of plasma weapons that rocks the galaxy! No longer a short-range weapon, this is the next in a line of durable, long-range plasma blasters that can take a punch as well as give it. The armor coating is unique and stable and gives the carbine the ability to be dropped many, many times in all sorts of debris and scum and still function. This is accomplished by using some of the plasma from each blast to burn away anything in the path of the cohesive pulse.
Game Notes: The armor on the weapon will last an estimated 30 years before it needs to be reapplied. Even then it only needs to be done in the places that show signs of wear. If kept in a sealed container the armor coating will last for 300 years or more. The ammo and damage variable stem from the blast settings. The weapon can be set to use one charge or two for each shot fired thus increasing damage to the 7D+2 level, but reducing the number of "rounds" to 15. The carbine also has the option to fire in semi-automatic mode allowing two shots to be fired with only one pull of the trigger. Each blast fired can be aimed at two seperate targets as long as they are not more that 1, 3 or 5 meters apart based on range.

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Item #187: November-December

Draymak Bam-Bam Mini Heavy Assault Cannon
Type: Heavy Weapon
Scale: Speeder
Skill: Blaster: Bam-Bam
Weight: 6kg
Cost: 128,000 (12,000 per clip, 2 required, see below)
Availability: 4,X
Body: 2D+2
Ammo: 24
Range: 3-25/50/100
Damage: 9D
Blast Radius: 2/4/8 (6/12/24 after effects, see below)
Description: 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, but should come down with time.
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.
The scope adds +1D to hit and displays weapon statistics to the user.
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.

GM Note: No, the Flintstones had nothing to do with the name. Well...maybe a little... :-))

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